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-rw-r--r--src/shader/code/collide.glsl36
-rw-r--r--src/shader/code/stream.glsl21
-rw-r--r--src/shader/code/vertex.glsl16
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)
);
}
}