diff options
-rw-r--r-- | src/main.cc | 20 | ||||
-rw-r--r-- | src/shader/code/collide.glsl | 23 |
2 files changed, 24 insertions, 19 deletions
diff --git a/src/main.cc b/src/main.cc index 067af40..c19b32d 100644 --- a/src/main.cc +++ b/src/main.cc @@ -23,10 +23,10 @@ #include "timer.h" -constexpr GLuint nX = 256; -constexpr GLuint nY = 256; +constexpr GLuint nX = 512; +constexpr GLuint nY = 512; -constexpr int lups = 30; // max lattice updates per second +constexpr int lups = 50; // max lattice updates per second float getWorldHeight(int window_width, int window_height, float world_width) { return world_width / window_width * window_height; @@ -56,7 +56,7 @@ int renderWindow() { return -1; } - float world_width = 2*nX; + float world_width = 1.5*nX; float world_height = getWorldHeight(window.getWidth(), window.getHeight(), world_width); glm::mat4 MVP = getMVP(world_width, world_height); @@ -123,13 +123,11 @@ 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 - )); + const float latticeMouseX = float(std::get<1>(m)) / window.getWidth() * world_width + nX/2; + const float latticeMouseY = float(std::get<2>(m)) / window.getHeight() * world_height + nY/2; + + collide_shader->setUniform("mouseState", std::get<0>(m)); + collide_shader->setUniform("mousePos", latticeMouseX, latticeMouseY); collide_shader->dispatch(nX, nY); } diff --git a/src/shader/code/collide.glsl b/src/shader/code/collide.glsl index 2626c70..75bfd35 100644 --- a/src/shader/code/collide.glsl +++ b/src/shader/code/collide.glsl @@ -7,9 +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; +/// external influence + +uniform int mouseState; +uniform vec2 mousePos; /// LBM constants @@ -97,6 +98,16 @@ vec2 velocity(uint x, uint y, float d) { ); } +/// Determine external influence + +float getExternalPressureInflux(uint x, uint y) { + if ( mouseState == 1 && norm(vec2(x,y) - mousePos) < 4 ) { + return 1.5; + } else { + return 0.0; + } +} + /// Actual collide kernel void main() { @@ -107,11 +118,7 @@ void main() { return; } - float d = density(x,y); - if ( mouseClicked == 1 && abs(x - mouseX) < 3 && abs(y - mouseY) < 3 ) { - d = 1.5; - } - + const float d = max(getExternalPressureInflux(x,y), density(x,y)); const vec2 v = velocity(x,y,d); setFluid(x,y,v,d); |