diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/buffer/vertex/fluid_cell_buffer.cc | 11 | ||||
-rw-r--r-- | src/buffer/vertex/fluid_cell_buffer.h | 4 | ||||
-rw-r--r-- | src/buffer/vertex/material_buffer.cc | 39 | ||||
-rw-r--r-- | src/buffer/vertex/material_buffer.h | 20 | ||||
-rw-r--r-- | src/main.cc | 12 | ||||
-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 |
8 files changed, 53 insertions, 106 deletions
diff --git a/src/buffer/vertex/fluid_cell_buffer.cc b/src/buffer/vertex/fluid_cell_buffer.cc index a0bfcc3..4930d63 100644 --- a/src/buffer/vertex/fluid_cell_buffer.cc +++ b/src/buffer/vertex/fluid_cell_buffer.cc @@ -2,7 +2,7 @@ #include <vector> -FluidCellBuffer::FluidCellBuffer(GLuint nX, GLuint nY): +FluidCellBuffer::FluidCellBuffer(GLuint nX, GLuint nY, std::function<int(int,int)>&& geometry): _nX(nX), _nY(nY) { glGenVertexArrays(1, &_array); glGenBuffers(1, &_buffer); @@ -10,7 +10,14 @@ FluidCellBuffer::FluidCellBuffer(GLuint nX, GLuint nY): glBindVertexArray(_array); glBindBuffer(GL_ARRAY_BUFFER, _buffer); - const std::vector<GLfloat> data(3*nX*nY, GLfloat{}); + std::vector<GLfloat> data(3*nX*nY, GLfloat{}); + + for ( int x = 0; x < nX; ++x ) { + for ( int y = 0; y < nY; ++y ) { + data[3*nX*y + 3*x + 2] = geometry(x,y); + } + } + glBufferData( GL_ARRAY_BUFFER, data.size() * sizeof(GLfloat), diff --git a/src/buffer/vertex/fluid_cell_buffer.h b/src/buffer/vertex/fluid_cell_buffer.h index 9e535cb..8afb342 100644 --- a/src/buffer/vertex/fluid_cell_buffer.h +++ b/src/buffer/vertex/fluid_cell_buffer.h @@ -2,6 +2,8 @@ #include <GL/glew.h> +#include <functional> + class FluidCellBuffer { private: const GLuint _nX; @@ -11,7 +13,7 @@ private: GLuint _buffer; public: - FluidCellBuffer(GLuint nX, GLuint nY); + FluidCellBuffer(GLuint nX, GLuint nY, std::function<int(int,int)>&& geometry); ~FluidCellBuffer(); GLuint getBuffer() const; diff --git a/src/buffer/vertex/material_buffer.cc b/src/buffer/vertex/material_buffer.cc deleted file mode 100644 index d193318..0000000 --- a/src/buffer/vertex/material_buffer.cc +++ /dev/null @@ -1,39 +0,0 @@ -#include "material_buffer.h" - -#include <vector> - -MaterialBuffer::MaterialBuffer(GLuint nX, GLuint nY, std::function<int(int,int)>&& geometry): - _nX(nX), _nY(nY) { - glGenVertexArrays(1, &_array); - glGenBuffers(1, &_buffer); - - glBindVertexArray(_array); - glBindBuffer(GL_ARRAY_BUFFER, _buffer); - - std::vector<GLint> data(nX*nY, GLint{1}); - - for ( int x = 0; x < nX; ++x ) { - for ( int y = 0; y < nY; ++y ) { - data[y*nX + x] = geometry(x,y); - } - } - - glBufferData( - GL_ARRAY_BUFFER, - data.size() * sizeof(GLint), - data.data(), - GL_STATIC_DRAW - ); - - glEnableVertexAttribArray(0); - glVertexAttribPointer(0, 1, GL_INT, GL_FALSE, 0, nullptr); -} - -MaterialBuffer::~MaterialBuffer() { - glDeleteBuffers(1, &_buffer); - glDeleteVertexArrays(1, &_array); -} - -GLuint MaterialBuffer::getBuffer() const { - return _buffer; -} diff --git a/src/buffer/vertex/material_buffer.h b/src/buffer/vertex/material_buffer.h deleted file mode 100644 index 4c61c55..0000000 --- a/src/buffer/vertex/material_buffer.h +++ /dev/null @@ -1,20 +0,0 @@ -#pragma once - -#include <GL/glew.h> - -#include <functional> - -class MaterialBuffer { -private: - const GLuint _nX; - const GLuint _nY; - - GLuint _array; - GLuint _buffer; - -public: - MaterialBuffer(GLuint nX, GLuint nY, std::function<int(int,int)>&& geometry); - ~MaterialBuffer(); - - GLuint getBuffer() const; -}; diff --git a/src/main.cc b/src/main.cc index f685c8f..c9fb347 100644 --- a/src/main.cc +++ b/src/main.cc @@ -10,7 +10,6 @@ #include "buffer/vertex/fluid_cell_buffer.h" #include "buffer/vertex/lattice_cell_buffer.h" -#include "buffer/vertex/material_buffer.h" #include "shader/wrap/graphic_shader.h" #include "shader/wrap/compute_shader.h" @@ -67,7 +66,6 @@ int renderWindow() { std::unique_ptr<LatticeCellBuffer> lattice_a; std::unique_ptr<LatticeCellBuffer> lattice_b; std::unique_ptr<FluidCellBuffer> fluid; - std::unique_ptr<MaterialBuffer> geometry; std::unique_ptr<ComputeShader> collide_shader; std::unique_ptr<ComputeShader> stream_shader; @@ -78,12 +76,12 @@ int renderWindow() { lattice_a = std::make_unique<LatticeCellBuffer>(nX, nY); lattice_b = std::make_unique<LatticeCellBuffer>(nX, nY); - fluid = std::make_unique< FluidCellBuffer>(nX, nY); - geometry = std::make_unique< MaterialBuffer>(nX, nY, [](int x, int y) -> int { + fluid = std::make_unique< FluidCellBuffer>(nX, nY, [](int x, int y) -> int { if ( x == 0 || y == 0 || x == nX-1 || y == nY-1 ) { return 0; // disable end of world } - if ( (x == 1 || x == nX-2) && (y == 1 || y == nY-2) ) { + if ( ((x == 1 || x == nX-2) && (y > 0 && y < nY-1)) + || ((y == 1 || y == nY-2) && (x > 0 && x < nX-1)) ) { return 2; // bounce back outer walls } return 1; // everything shall be fluid @@ -105,8 +103,8 @@ int renderWindow() { auto pause_key = window.getKeyWatcher(GLFW_KEY_SPACE); - auto tick_buffers = { lattice_a->getBuffer(), lattice_b->getBuffer(), fluid->getBuffer(), geometry->getBuffer() }; - auto tock_buffers = { lattice_b->getBuffer(), lattice_a->getBuffer(), fluid->getBuffer(), geometry->getBuffer() }; + auto tick_buffers = { lattice_a->getBuffer(), lattice_b->getBuffer(), fluid->getBuffer() }; + auto tock_buffers = { lattice_b->getBuffer(), lattice_a->getBuffer(), fluid->getBuffer() }; window.render([&](bool window_size_changed) { if ( pause_key.wasClicked() ) { 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) ); } } |