diff options
Diffstat (limited to 'src/shader')
| -rw-r--r-- | src/shader/code/collide.glsl | 36 | ||||
| -rw-r--r-- | src/shader/code/stream.glsl | 21 | ||||
| -rw-r--r-- | src/shader/code/vertex.glsl | 16 | 
3 files changed, 36 insertions, 37 deletions
| diff --git a/src/shader/code/collide.glsl b/src/shader/code/collide.glsl index 182f5bd..3f4e2c5 100644 --- a/src/shader/code/collide.glsl +++ b/src/shader/code/collide.glsl @@ -6,7 +6,6 @@ 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[];    }; -layout (std430, binding=4) buffer bufferGeometry { int   materialCells[]; };  /// external influence @@ -70,29 +69,22 @@ void set(uint x, uint y, int i, int j, float v) {  	collideCells[indexOfLatticeCell(x,y) + indexOfDirection(i,j)] = v;  } -void setFluid(uint x, uint y, vec2 v, float d) { +void setFluid(uint x, uint y, vec2 v) {  	const uint idx = indexOfFluidVertex(x, y);  	fluidCells[idx + 0] = v.x;  	fluidCells[idx + 1] = v.y; -	fluidCells[idx + 2] = d;  }  int getMaterial(uint x, uint y) { -	return materialCells[nX*y + x]; +	const uint idx = indexOfFluidVertex(x, y); +	return int(fluidCells[idx + 2]);  }  void setMaterial(uint x, uint y, int m) { -	materialCells[nX*y + x] = m; -} - -void disableFluid(uint x, uint y) {  	const uint idx = indexOfFluidVertex(x, y); -	fluidCells[idx + 0] = 0.0; -	fluidCells[idx + 1] = 0.0; -	fluidCells[idx + 2] = -2.0; +	fluidCells[idx + 2] = m;  } -  /// Moments  float density(uint x, uint y) { @@ -125,7 +117,7 @@ void disableWallInterior(uint x, uint y) {  	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 ) { +			if ( material  == 0 || material == 2 || material == 3 ) {  				++wallNeighbors;  			}  		} @@ -139,7 +131,7 @@ void disableWallInterior(uint x, uint y) {  /// Determine external influence  float getExternalPressureInflux(uint x, uint y) { -	if ( mouseState == 1 && norm(vec2(x,y) - mousePos) < 3 ) { +	if ( mouseState == 1 && norm(vec2(x,y) - mousePos) < 2 ) {  		return 1.5;  	} else {  		return 0.0; @@ -147,7 +139,7 @@ float getExternalPressureInflux(uint x, uint y) {  }  bool isWallRequestedAt(uint x, uint y) { -	if ( mouseState == 2 && norm(vec2(x,y) - mousePos) < 3 ) { +	if ( mouseState == 2 && norm(vec2(x,y) - mousePos) < 2 ) {  		return true;  	} else {  		return false; @@ -164,14 +156,14 @@ void main() {  		return;  	} -	if ( isWallRequestedAt(x,y) ) { -		setMaterial(x,y,2); -		disableFluid(x,y); -	} -  	const int material = getMaterial(x,y); -	if ( material == 2 ) { // wall +	if ( isWallRequestedAt(x,y) && material == 1 ) { +		setMaterial(x,y,3); +		return; +	} + +	if ( material == 3 ) { // manually added wall  		disableWallInterior(x,y);  	} @@ -179,7 +171,7 @@ void main() {  		const float d = max(getExternalPressureInflux(x,y), density(x,y));  		const vec2  v = velocity(x,y,d); -		setFluid(x,y,v,d); +		setFluid(x,y,v);  		for ( int i = -1; i <= 1; ++i ) {  			for ( int j = -1; j <= 1; ++j ) { diff --git a/src/shader/code/stream.glsl b/src/shader/code/stream.glsl index a8aec1d..59aed98 100644 --- a/src/shader/code/stream.glsl +++ b/src/shader/code/stream.glsl @@ -5,7 +5,7 @@ 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=4) buffer bufferGeometry { int   materialCells[]; }; +layout (std430, binding=3) buffer bufferFluid    { float fluidCells[];    };  /// LBM constants @@ -24,6 +24,10 @@ uint indexOfLatticeCell(uint x, uint y) {  	return q*nX*y + q*x;  } +uint indexOfFluidVertex(uint x, uint y) { +	return 3*nX*y + 3*x; +} +  /// Data access  float get(uint x, uint y, int i, int j) { @@ -35,17 +39,8 @@ void set(uint x, uint y, int i, int j, float v) {  }  int getMaterial(uint x, uint y) { -	return materialCells[nX*y + x]; -} - -/// Domain description - -bool isEndOfWorld(uint x, uint y) { -	return x == 0 || x == nX-1 || y == 0 || y == nY-1; -} - -bool isOuterWall(uint x, uint y) { -	return x == 1 || x == nX-2 || y == 1 || y == nY-2; +	const uint idx = indexOfFluidVertex(x, y); +	return int(fluidCells[idx + 2]);  }  /// Boundary conditions @@ -74,7 +69,7 @@ void main() {  		return;  	} -	if ( material == 2 ) { +	if ( material == 2 || material == 3 ) {  		bounceBack(x,y);  	} diff --git a/src/shader/code/vertex.glsl b/src/shader/code/vertex.glsl index 69bbaef..e0ce9a8 100644 --- a/src/shader/code/vertex.glsl +++ b/src/shader/code/vertex.glsl @@ -32,6 +32,14 @@ vec2 fluidVertexAtIndex(uint i) {  	);  } +bool isInactive(int material) { +	return material == 0; +} + +bool isWallFrontier(int material) { +	return material == 2 || material == 3; +} +  void main() {  	const vec2 idx = fluidVertexAtIndex(gl_VertexID); @@ -42,13 +50,17 @@ void main() {  		1.  	); -	if ( VertexPosition.z < -1.0 ) { +	const int material = int(round(VertexPosition.z)); + +	if ( isInactive(material) ) { +		vs_out.color = vec3(0.5, 0.5, 0.5); +	} else if ( isWallFrontier(material) ) {  		vs_out.color = vec3(0.0, 0.0, 0.0);  	} else {  		vs_out.color = mix(  			vec3(-0.5, 0.0, 1.0),  			vec3( 1.0, 0.0, 0.0), -			displayAmplifier * VertexPosition.z * norm(VertexPosition.xy) +			displayAmplifier * norm(VertexPosition.xy)  		);  	}  } | 
