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-rw-r--r--src/shader/code/collide.glsl39
-rw-r--r--src/shader/code/stream.glsl22
-rw-r--r--src/shader/code/vertex.glsl2
3 files changed, 42 insertions, 21 deletions
diff --git a/src/shader/code/collide.glsl b/src/shader/code/collide.glsl
index 67e762b..90af535 100644
--- a/src/shader/code/collide.glsl
+++ b/src/shader/code/collide.glsl
@@ -2,34 +2,43 @@ static const std::string COLLIDE_SHADER_CODE = R"(
#version 430
layout (local_size_x = 1, local_size_y = 1) in;
+
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 uint nX;
+uniform uint nY;
+
+const uint q = 9;
+const float omega = 0.6;
+
+const float velocityDisplayScalar = 500.;
+
float get(uint x, uint y, int i, int j) {
- return collideCells[9*128*y + 9*x + (i+1)*3 + j+1];
+ return collideCells[q*nX*y + q*x + (i+1)*3 + j+1];
}
void set(uint x, uint y, int i, int j, float v) {
- collideCells[9*128*y + 9*x + (i+1)*3 + j+1] = v;
+ collideCells[q*nX*y + q*x + (i+1)*3 + j+1] = v;
}
void setFluid(uint x, uint y, vec2 v, float d) {
- fluidCells[3*128*y + 3*x + 0] = float(x)-64. + 10.*v.x;
- fluidCells[3*128*y + 3*x + 1] = float(y)-64. + 10.*v.y;
- fluidCells[3*128*y + 3*x + 2] = d;
+ fluidCells[3*nX*y + 3*x + 0] = float(x)-nX/2 + velocityDisplayScalar*v.x;
+ fluidCells[3*nX*y + 3*x + 1] = float(y)-nY/2 + velocityDisplayScalar*v.y;
+ fluidCells[3*nX*y + 3*x + 2] = d;
}
float density(uint x, uint y) {
- return collideCells[9*128*y + 9*x + 0]
- + collideCells[9*128*y + 9*x + 1]
- + collideCells[9*128*y + 9*x + 2]
- + collideCells[9*128*y + 9*x + 3]
- + collideCells[9*128*y + 9*x + 4]
- + collideCells[9*128*y + 9*x + 5]
- + collideCells[9*128*y + 9*x + 6]
- + collideCells[9*128*y + 9*x + 7]
- + collideCells[9*128*y + 9*x + 8];
+ return collideCells[q*nX*y + q*x + 0]
+ + collideCells[q*nX*y + q*x + 1]
+ + collideCells[q*nX*y + q*x + 2]
+ + collideCells[q*nX*y + q*x + 3]
+ + collideCells[q*nX*y + q*x + 4]
+ + collideCells[q*nX*y + q*x + 5]
+ + collideCells[q*nX*y + q*x + 6]
+ + collideCells[q*nX*y + q*x + 7]
+ + collideCells[q*nX*y + q*x + 8];
}
vec2 velocity(uint x, uint y, float d) {
@@ -77,8 +86,6 @@ void main() {
const uint x = gl_GlobalInvocationID.x;
const uint y = gl_GlobalInvocationID.y;
- const float omega = 0.6;
-
const float d = density(x,y);
const vec2 v = velocity(x,y,d);
diff --git a/src/shader/code/stream.glsl b/src/shader/code/stream.glsl
index 7dd5ba8..147b49b 100644
--- a/src/shader/code/stream.glsl
+++ b/src/shader/code/stream.glsl
@@ -2,29 +2,43 @@ static const std::string STREAM_SHADER_CODE = R"(
#version 430
layout (local_size_x = 1, local_size_y = 1) in;
+
layout (std430, binding=1) buffer bufferCollide{ float collideCells[]; };
layout (std430, binding=2) buffer bufferStream{ float streamCells[]; };
+uniform uint nX;
+uniform uint nY;
+
+const uint q = 9;
+
float get(uint x, uint y, int i, int j) {
- return collideCells[9*128*y + 9*x + (i+1)*3 + j+1];
+ return collideCells[q*nX*y + q*x + (i+1)*3 + j+1];
}
void set(uint x, uint y, int i, int j, float v) {
- streamCells[9*128*y + 9*x + (i+1)*3 + j+1] = v;
+ streamCells[q*nX*y + q*x + (i+1)*3 + j+1] = v;
}
void main() {
const uint x = gl_GlobalInvocationID.x;
const uint y = gl_GlobalInvocationID.y;
- if ( x != 0 && x != 128-1 && y != 0 && y != 128-1 ) {
+ if ( x != 0 && x != nX-1 && y != 0 && y != nY-1 ) {
for ( int i = -1; i <= 1; ++i ) {
for ( int j = -1; j <= 1; ++j ) {
set(x+i,y+j,i,j, get(x,y,i,j));
}
}
} else {
-
+ for ( int i = -1; i <= 1; ++i ) {
+ for ( int j = -1; j <= 1; ++j ) {
+ if ( (x > 0 || i >= 0) && x+i <= nX-1 && (y > 0 || j >= 0) && y+j <= nY-1 ) {
+ set(x+i,y+j,i,j, get(x,y,i,j));
+ } else {
+ set(x,y,i*(-1),j*(-1), get(x,y,i,j));
+ }
+ }
+ }
}
}
)";
diff --git a/src/shader/code/vertex.glsl b/src/shader/code/vertex.glsl
index 4c307d8..0eccad4 100644
--- a/src/shader/code/vertex.glsl
+++ b/src/shader/code/vertex.glsl
@@ -3,6 +3,6 @@ uniform mat4 MVP;
void main() {
gl_Position = MVP * vec4(gl_Vertex.xy, 0.0, 1.0);
- gl_FrontColor = vec4(1., 0., 0., 0.);
+ gl_FrontColor = gl_Vertex.z * vec4(1., 0., 0., 0.);
}
)";