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-rw-r--r--src/main.cc19
-rw-r--r--src/shader/code/collide.glsl9
-rw-r--r--src/shader/code/vertex.glsl2
3 files changed, 20 insertions, 10 deletions
diff --git a/src/main.cc b/src/main.cc
index fb3bfd0..0b4df95 100644
--- a/src/main.cc
+++ b/src/main.cc
@@ -23,10 +23,10 @@
#include "timer.h"
-constexpr GLuint nX = 256;
+constexpr GLuint nX = 512;
constexpr GLuint nY = 128;
-constexpr int lups = 50; // max lattice updates per second
+constexpr int lups = 100; // max lattice updates per second
float getWorldHeight(int window_width, int window_height, float world_width) {
return world_width / window_width * window_height;
@@ -64,10 +64,10 @@ int setupOpenGeometry(int x, int y) {
return 0; // disable end of world
}
if ( (x == 1 || x == nX-2) && (y > 0 && y < nY-1) ) {
- if ( x == 1 && y > nY/4 && y < 3*nY/4 ) {
+ if ( x == 1 && y > 1 && y < nY-2 ) {
return 5; // inflow
}
- if ( x == nX-2 && y > nY/4 && y < 3*nY/4 ) {
+ if ( x == nX-2 && y > 1 && y < nY-2 ) {
return 6; // outflow
}
return 2; // bounce back outer walls
@@ -75,6 +75,9 @@ int setupOpenGeometry(int x, int y) {
if ( (y == 1 || y == nY-2) && (x > 0 && x < nX-1) ) {
return 2; // bounce back outer walls
}
+ if ( (x-50)*(x-50) + (y-nY/2)*(y-nY/2) < 200 ) {
+ return 3; // bounce back cylinder
+ }
return 1; // everything else shall be bulk fluid
}
@@ -86,7 +89,7 @@ int render(bool open_boundaries) {
return -1;
}
- float world_width = 1*nX;
+ float world_width = 1.1*nX;
float world_height = getWorldHeight(window.getWidth(), window.getHeight(), world_width);
glm::mat4 MVP = getMVP(world_width, world_height);
@@ -124,6 +127,8 @@ int render(bool open_boundaries) {
auto pause_key = window.getKeyWatcher(GLFW_KEY_SPACE);
+ GLuint iT = 0;
+
int prevMouseState = 0;
float prevLatticeMouseX;
float prevLatticeMouseY;
@@ -186,6 +191,10 @@ int render(bool open_boundaries) {
/// Perform collide & stream steps
{
auto guard = collide_shader->use();
+
+ collide_shader->setUniform("iT", iT);
+ iT += 1;
+
collide_shader->dispatch(nX, nY);
}
diff --git a/src/shader/code/collide.glsl b/src/shader/code/collide.glsl
index 4efd7fb..230f02e 100644
--- a/src/shader/code/collide.glsl
+++ b/src/shader/code/collide.glsl
@@ -7,10 +7,11 @@ layout (std430, binding=1) buffer bufferCollide { float collideCells[]; };
layout (std430, binding=2) buffer bufferStream { float streamCells[]; };
layout (std430, binding=3) buffer bufferFluid { float fluidCells[]; };
-/// LBM constants
-
uniform uint nX;
uniform uint nY;
+uniform uint iT;
+
+/// LBM constants
const uint q = 9;
const float weight[q] = float[](
@@ -19,7 +20,7 @@ const float weight[q] = float[](
1./36 , 1./9., 1./36.
);
-const float tau = 0.8;
+const float tau = 0.6;
const float omega = 1/tau;
/// Vector utilities
@@ -142,7 +143,7 @@ void main() {
if ( isBulkFluidCell(material) ) {
if ( isInflowCell(material) ) {
- v = vec2(0.1,0.0);
+ v = vec2(min(float(iT)*0.2/2000.0, 0.2), 0.0);
}
if ( isOutflowCell(material) ) {
d = 1.0;
diff --git a/src/shader/code/vertex.glsl b/src/shader/code/vertex.glsl
index e0ce9a8..67a5d80 100644
--- a/src/shader/code/vertex.glsl
+++ b/src/shader/code/vertex.glsl
@@ -10,7 +10,7 @@ out VS_OUT {
uniform uint nX;
uniform uint nY;
-const float displayAmplifier = 10.0;
+const float displayAmplifier = 4.0;
float unit(float x) {
return 1.0/(1.0+exp(-x));