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-rw-r--r--src/buffer/vertex/lattice_cell_buffer.cc4
-rw-r--r--src/glfw/window.cc15
-rw-r--r--src/glfw/window.h5
-rw-r--r--src/main.cc16
-rw-r--r--src/shader/code/collide.glsl10
-rw-r--r--src/shader/wrap/compute_shader.cc12
-rw-r--r--src/shader/wrap/compute_shader.h3
7 files changed, 53 insertions, 12 deletions
diff --git a/src/buffer/vertex/lattice_cell_buffer.cc b/src/buffer/vertex/lattice_cell_buffer.cc
index ea4e103..e8cfc08 100644
--- a/src/buffer/vertex/lattice_cell_buffer.cc
+++ b/src/buffer/vertex/lattice_cell_buffer.cc
@@ -7,7 +7,7 @@ LatticeCellBuffer::LatticeCellBuffer(GLuint nX, GLuint nY) {
glGenBuffers(1, &_buffer);
std::vector<GLfloat> data(9*nX*nY, GLfloat{1./9.});
- const int insetX = 0.45*nX;
+ /*const int insetX = 0.45*nX;
const int insetY = 0.45*nY;
for (int x = insetX; x < nX-insetX; x++) {
@@ -18,7 +18,7 @@ LatticeCellBuffer::LatticeCellBuffer(GLuint nX, GLuint nY) {
}
}
}
- }
+ }*/
glBindVertexArray(_array);
glBindBuffer(GL_ARRAY_BUFFER, _buffer);
diff --git a/src/glfw/window.cc b/src/glfw/window.cc
index 9e76b57..98890b7 100644
--- a/src/glfw/window.cc
+++ b/src/glfw/window.cc
@@ -37,6 +37,19 @@ int Window::getHeight() const {
return _height;
}
-KeyWatcher Window::getKeyWatcher(int key) {
+std::tuple<bool,int,int> Window::getMouse() const {
+ const bool clicked = glfwGetMouseButton(_handle, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS;
+
+ double x, y;
+ glfwGetCursorPos(_handle, &x, &y);
+
+ return std::make_tuple(
+ clicked,
+ x - int(getWidth()/2),
+ int(getHeight()/2 - y)
+ );
+}
+
+KeyWatcher Window::getKeyWatcher(int key) const {
return KeyWatcher(_handle, key);
}
diff --git a/src/glfw/window.h b/src/glfw/window.h
index ea6075b..af7ba4d 100644
--- a/src/glfw/window.h
+++ b/src/glfw/window.h
@@ -1,5 +1,6 @@
#pragma once
+#include <tuple>
#include <string>
#include <GL/glew.h>
@@ -26,7 +27,9 @@ public:
int getWidth() const;
int getHeight() const;
- KeyWatcher getKeyWatcher(int key);
+ std::tuple<bool,int,int> getMouse() const;
+
+ KeyWatcher getKeyWatcher(int key) const;
template <class F>
void init(F f);
diff --git a/src/main.cc b/src/main.cc
index 51bc650..067af40 100644
--- a/src/main.cc
+++ b/src/main.cc
@@ -23,10 +23,10 @@
#include "timer.h"
-constexpr GLuint nX = 128;
-constexpr GLuint nY = 128;
+constexpr GLuint nX = 256;
+constexpr GLuint nY = 256;
-constexpr int lups = 25; // max lattice updates per second
+constexpr int lups = 30; // max lattice updates per second
float getWorldHeight(int window_width, int window_height, float world_width) {
return world_width / window_width * window_height;
@@ -121,6 +121,16 @@ int renderWindow() {
{
auto guard = collide_shader->use();
+
+ const auto m = window.getMouse();
+ collide_shader->setUniform("mouseClicked", std::get<0>(m));
+ collide_shader->setUniform("mouseX", int(
+ float(std::get<1>(m)) / window.getWidth() * world_width + nX/2-1
+ ));
+ collide_shader->setUniform("mouseY", int(
+ float(std::get<2>(m)) / window.getHeight() * world_height + nY/2
+ ));
+
collide_shader->dispatch(nX, nY);
}
{
diff --git a/src/shader/code/collide.glsl b/src/shader/code/collide.glsl
index 78d3936..2626c70 100644
--- a/src/shader/code/collide.glsl
+++ b/src/shader/code/collide.glsl
@@ -7,6 +7,10 @@ layout (std430, binding=1) buffer bufferCollide{ float collideCells[]; };
layout (std430, binding=2) buffer bufferStream{ float streamCells[]; };
layout (std430, binding=3) buffer bufferFluid{ float fluidCells[]; };
+uniform int mouseClicked;
+uniform int mouseX;
+uniform int mouseY;
+
/// LBM constants
uniform uint nX;
@@ -103,7 +107,11 @@ void main() {
return;
}
- const float d = density(x,y);
+ float d = density(x,y);
+ if ( mouseClicked == 1 && abs(x - mouseX) < 3 && abs(y - mouseY) < 3 ) {
+ d = 1.5;
+ }
+
const vec2 v = velocity(x,y,d);
setFluid(x,y,v,d);
diff --git a/src/shader/wrap/compute_shader.cc b/src/shader/wrap/compute_shader.cc
index 54f50f8..134db2d 100644
--- a/src/shader/wrap/compute_shader.cc
+++ b/src/shader/wrap/compute_shader.cc
@@ -34,18 +34,24 @@ bool ComputeShader::isGood() const {
return _good;
}
-GLuint ComputeShader::setUniform(const std::string& name, float x, float y) const {
+GLuint ComputeShader::setUniform(const std::string& name, int value) const {
GLuint id = util::getUniform(_id, name);
- glUniform2f(id, x, y);
+ glUniform1i(id, value);
return id;
}
-GLuint ComputeShader::setUniform(const std::string& name, unsigned int value) const {
+GLuint ComputeShader::setUniform(const std::string& name, GLuint value) const {
GLuint id = util::getUniform(_id, name);
glUniform1ui(id, value);
return id;
}
+GLuint ComputeShader::setUniform(const std::string& name, float x, float y) const {
+ GLuint id = util::getUniform(_id, name);
+ glUniform2f(id, x, y);
+ return id;
+}
+
void ComputeShader::workOn(const std::vector<GLuint>& buffers) const {
glBindBuffersBase(GL_SHADER_STORAGE_BUFFER, 1, buffers.size(), buffers.data());
}
diff --git a/src/shader/wrap/compute_shader.h b/src/shader/wrap/compute_shader.h
index f2ab182..d7ef729 100644
--- a/src/shader/wrap/compute_shader.h
+++ b/src/shader/wrap/compute_shader.h
@@ -26,8 +26,9 @@ public:
bool isGood() const;
+ GLuint setUniform(const std::string& name, int value) const;
+ GLuint setUniform(const std::string& name, GLuint value) const;
GLuint setUniform(const std::string& name, float x, float y) const;
- GLuint setUniform(const std::string& name, unsigned int value) const;
void workOn(const std::vector<GLuint>& buffers) const;