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-rw-r--r--src/shader/code/collide.glsl84
1 files changed, 8 insertions, 76 deletions
diff --git a/src/shader/code/collide.glsl b/src/shader/code/collide.glsl
index a73024e..0ddae7b 100644
--- a/src/shader/code/collide.glsl
+++ b/src/shader/code/collide.glsl
@@ -7,13 +7,6 @@ layout (std430, binding=1) buffer bufferCollide { float collideCells[]; };
layout (std430, binding=2) buffer bufferStream { float streamCells[]; };
layout (std430, binding=3) buffer bufferFluid { float fluidCells[]; };
-/// external influence
-
-uniform int prevMouseState;
-uniform vec2 prevMousePos;
-uniform int currMouseState;
-uniform vec2 currMousePos;
-
/// LBM constants
uniform uint nX;
@@ -43,22 +36,6 @@ float norm(vec2 v) {
return sqrt(dot(v,v));
}
-float distanceToLineSegment(vec2 a, vec2 b, vec2 p) {
- const vec2 ab = b - a;
-
- const vec2 pa = a - p;
- if ( dot(ab, pa) > 0.0 ) {
- return norm(pa);
- }
-
- const vec2 bp = p - b;
- if ( dot(ab, bp) > 0.0 ) {
- return norm(bp);
- }
-
- return norm(pa - ab * (dot(ab, pa) / dot(ab, ab)));
-}
-
/// Array indexing
uint indexOfDirection(int i, int j) {
@@ -98,11 +75,6 @@ int getMaterial(uint x, uint y) {
return int(fluidCells[idx + 2]);
}
-void setMaterial(uint x, uint y, int m) {
- const uint idx = indexOfFluidVertex(x, y);
- fluidCells[idx + 2] = m;
-}
-
/// Moments
float density(uint x, uint y) {
@@ -127,50 +99,19 @@ float equilibrium(float d, vec2 v, int i, int j) {
return w(i,j) * d * (1 + 3*comp(i,j,v) + 4.5*sq(comp(i,j,v)) - 1.5*sq(norm(v)));
}
-/// Disable wall interior
-
-void disableWallInterior(uint x, uint y) {
- int wallNeighbors = 0;
-
- for ( int i = -1; i <= 1; ++i ) {
- for ( int j = -1; j <= 1; ++j ) {
- const int material = getMaterial(x+i,y+j);
- if ( material == 0 || material == 2 || material == 3 ) {
- ++wallNeighbors;
- }
- }
- }
+/// Material number meaning (geometry is only changed by the interaction shader)
- if ( wallNeighbors == 9 ) {
- setMaterial(x,y,0);
- }
-}
-
-/// Determine external influence
-
-bool isNearMouse(uint x, uint y, float eps) {
- if ( prevMouseState == currMouseState ) {
- return distanceToLineSegment(prevMousePos, currMousePos, vec2(x,y)) < eps;
- } else {
- return norm(vec2(x,y) - currMousePos) < eps;
- }
+bool isBulkFluidCell(int material) {
+ return material == 1 || material == 4;
}
-float getExternalPressureInflux(uint x, uint y) {
- if ( currMouseState == 1 && isNearMouse(x, y, 3) ) {
+float getExternalMassInflux(int material) {
+ if ( material == 4 ) {
return 1.5;
} else {
return 0.0;
}
-}
-
-bool isWallRequestedAt(uint x, uint y) {
- if ( currMouseState == 2 && isNearMouse(x, y, 3) ) {
- return true;
- } else {
- return false;
- }
-}
+};
/// Actual collide kernel
@@ -184,17 +125,8 @@ void main() {
const int material = getMaterial(x,y);
- if ( isWallRequestedAt(x,y) && material == 1 ) {
- setMaterial(x,y,3);
- return;
- }
-
- if ( material == 3 ) { // manually added wall
- disableWallInterior(x,y);
- }
-
- if ( material == 1 ) { // fluid
- const float d = max(getExternalPressureInflux(x,y), density(x,y));
+ if ( isBulkFluidCell(material) ) {
+ const float d = max(density(x,y), getExternalMassInflux(material));
const vec2 v = velocity(x,y,d);
setFluid(x,y,v);