From 043d419aba6ce2cfc41377dcc913e88820a7d589 Mon Sep 17 00:00:00 2001 From: Adrian Kummerlaender Date: Thu, 18 Apr 2019 20:46:10 +0200 Subject: Bind keys for display toggling, palette scaling --- src/main.cc | 51 ++++++++++++++++++++++---------------------- src/shader/code/collide.glsl | 24 ++++++++++----------- src/shader/code/vertex.glsl | 12 +++++------ 3 files changed, 42 insertions(+), 45 deletions(-) diff --git a/src/main.cc b/src/main.cc index 92f6f2a..c69bbe1 100644 --- a/src/main.cc +++ b/src/main.cc @@ -26,8 +26,6 @@ GLuint maxLUPS = 100; GLuint nX = 512; GLuint nY = 256; -bool open_boundaries = false; -bool show_fluid_quality = false; float getWorldHeight(int window_width, int window_height, float world_width) { return world_width / window_width * window_height; @@ -49,17 +47,6 @@ glm::mat4 getMVP(float world_width, float world_height) { return projection * view; } -int setupPlainGeometry(int x, int y) { - if ( x == 0 || y == 0 || x == nX-1 || y == nY-1 ) { - return 0; // disable end of world - } - 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 else shall be bulk fluid -} - int setupOpenGeometry(int x, int y) { if ( x == 0 || y == 0 || x == nX-1 || y == nY-1 ) { return 0; // disable end of world @@ -107,7 +94,7 @@ int render() { lattice_a = std::make_unique(nX, nY); lattice_b = std::make_unique(nX, nY); - fluid = std::make_unique< FluidCellBuffer>(nX, nY, open_boundaries ? setupOpenGeometry : setupPlainGeometry); + fluid = std::make_unique< FluidCellBuffer>(nX, nY, setupOpenGeometry); interact_shader = std::make_unique(INTERACT_SHADER_CODE); collide_shader = std::make_unique(COLLIDE_SHADER_CODE); @@ -118,10 +105,15 @@ int render() { return -1; } + auto pause_key = window.getKeyWatcher(GLFW_KEY_SPACE); bool update_lattice = true; - bool tick = true; - auto pause_key = window.getKeyWatcher(GLFW_KEY_SPACE); + auto toggle_key = window.getKeyWatcher(GLFW_KEY_T); + bool show_fluid_quality = false; + + auto palette_factor_incr = window.getKeyWatcher(GLFW_KEY_UP); + auto palette_factor_decr = window.getKeyWatcher(GLFW_KEY_DOWN); + int palette_factor = 6; int prevMouseState = 0; float prevLatticeMouseX; @@ -140,11 +132,25 @@ int render() { auto last_lattice_update = timer::now(); auto last_lups_update = timer::now(); + bool tick = true; + window.render([&](bool window_size_changed) { if ( pause_key.wasClicked() ) { update_lattice = !update_lattice; } + if ( toggle_key.wasClicked() ) { + show_fluid_quality = !show_fluid_quality; + } + + if ( palette_factor_incr.wasClicked() ) { + palette_factor += 1; + } + + if ( palette_factor_decr.wasClicked() ) { + palette_factor -= 1; + } + if ( window_size_changed ) { world_height = getWorldHeight(window.getWidth(), window.getHeight(), world_width); MVP = getMVP(world_width, world_height); @@ -173,7 +179,7 @@ int render() { { auto guard = collide_shader->use(); - collide_shader->setUniform("fluidQuality", show_fluid_quality); + collide_shader->setUniform("show_fluid_quality", show_fluid_quality); collide_shader->setUniform("iT", iT); iT += 1; @@ -215,7 +221,8 @@ int render() { scene_shader->setUniform("MVP", MVP); scene_shader->setUniform("nX", nX); scene_shader->setUniform("nY", nY); - scene_shader->setUniform("fluidQuality", show_fluid_quality); + scene_shader->setUniform("show_fluid_quality", show_fluid_quality); + scene_shader->setUniform("palette_factor", palette_factor); glClear(GL_COLOR_BUFFER_BIT); fluid->draw(); @@ -264,14 +271,6 @@ bool parseArguments(int argc, char* argv[]) { return false; } } - - if ( arg == "--open" ) { - open_boundaries = true; - } - - if ( arg == "--quality" ) { - show_fluid_quality = true; - } } return true; } diff --git a/src/shader/code/collide.glsl b/src/shader/code/collide.glsl index d3d004d..d877634 100644 --- a/src/shader/code/collide.glsl +++ b/src/shader/code/collide.glsl @@ -11,13 +11,14 @@ uniform uint nX; uniform uint nY; uniform uint iT; -uniform bool fluidQuality; +uniform bool show_fluid_quality; /// Fluid characteristics const float physCharLength = 1.0; const float physCharVelocity = 1.0; -const float physViscosity = 0.1; +const float physViscosity = 0.01; +const float latticeCharVelocity = 0.01; /// LBM constants @@ -29,17 +30,16 @@ const float weight[q] = float[]( ); const float invCs2 = 1./3.; -const float relaxationTime = 0.6; -const float relaxationFrequency = 1 / relaxationTime; - /// Unit conversion -const float convLength = physCharLength / max(nX,nY); -const float convTime = (relaxationTime - 0.5) / invCs2 * convLength*convLength / physViscosity; +const float resolution = max(nX,nY); +const float convLength = physCharLength / resolution; +const float convTime = latticeCharVelocity / physCharVelocity * physCharLength / resolution; const float convVelocity = convLength / convTime; const float convViscosity = convLength * convLength / convTime; -const float latticeCharVelocity = physCharVelocity / convVelocity; +const float relaxationTime = physViscosity / convViscosity * invCs2 + 0.5; +const float relaxationFrequency = 1 / relaxationTime; /// Emergent fluid numbers @@ -91,8 +91,8 @@ void set(uint x, uint y, int i, int j, float v) { void setFluidVelocity(uint x, uint y, vec2 v) { const uint idx = indexOfFluidVertex(x, y); - fluidCells[idx + 0] = v.x; - fluidCells[idx + 1] = v.y; + fluidCells[idx + 0] = v.x*convVelocity; + fluidCells[idx + 1] = v.y*convVelocity; } void setFluidQuality(uint x, uint y, float knudsen, int quality) { @@ -187,13 +187,13 @@ void main() { if ( isBulkFluidCell(material) ) { if ( isInflowCell(material) ) { - d = min(1.0+float(iT)*0.2/1000.0, 1.2); + v = vec2(min(float(iT)/5000.0*latticeCharVelocity, latticeCharVelocity), 0.0); } if ( isOutflowCell(material) ) { d = 1.0; } - if ( fluidQuality ) { + if ( show_fluid_quality ) { const float approxKn = getLocalKnudsenApproximation(x,y,d,v); setFluidQuality(x,y, approxKn, int(round(log2(approxKn / Kn)))); } else { diff --git a/src/shader/code/vertex.glsl b/src/shader/code/vertex.glsl index e64a983..0f0e07c 100644 --- a/src/shader/code/vertex.glsl +++ b/src/shader/code/vertex.glsl @@ -10,10 +10,8 @@ out VS_OUT { uniform uint nX; uniform uint nY; -uniform bool fluidQuality; - -const float velocityDisplayAmplifier = 3.0; -const int qualityDisplayRestrictor = 6; +uniform bool show_fluid_quality; +uniform int palette_factor; float unit(float x) { return 1.0/(1.0+exp(-x)); @@ -47,7 +45,7 @@ float restrictedQuality(float quality) { if ( quality < 0.0 ) { return 0.0; } else { - return min(1.0, quality / qualityDisplayRestrictor); + return min(1.0, quality / palette_factor); } } @@ -84,13 +82,13 @@ void main() { } else if ( isWallFrontier(material) ) { vs_out.color = vec3(0.0, 0.0, 0.0); } else { - if ( fluidQuality ) { + if ( show_fluid_quality ) { vs_out.color = trafficLightPalette(restrictedQuality(VertexPosition.y)); } else { vs_out.color = mix( vec3(-0.5, 0.0, 1.0), vec3( 1.0, 0.0, 0.0), - velocityDisplayAmplifier * norm(VertexPosition.xy) + norm(VertexPosition.xy) / float(palette_factor) ); } } -- cgit v1.2.3