From fed710754296111a51b1b99b40a3c5e5dc873895 Mon Sep 17 00:00:00 2001 From: Adrian Kummerlaender Date: Tue, 18 Dec 2018 17:04:18 +0100 Subject: Purify collide shader i.e. move fluid vertex placement to appropriate vertex shader. Do not amplify or shift fluid moments in any way prior to passing it to the display pipeline. --- src/main.cc | 2 ++ src/shader/code/collide.glsl | 17 +++++++++-------- src/shader/code/stream.glsl | 4 ++++ src/shader/code/vertex.glsl | 26 ++++++++++++++++++++++++-- src/shader/wrap/graphic_shader.cc | 6 ++++++ src/shader/wrap/graphic_shader.h | 1 + 6 files changed, 46 insertions(+), 10 deletions(-) (limited to 'src') diff --git a/src/main.cc b/src/main.cc index a3a1701..51bc650 100644 --- a/src/main.cc +++ b/src/main.cc @@ -136,6 +136,8 @@ int renderWindow() { auto guard = scene_shader->use(); scene_shader->setUniform("MVP", MVP); + scene_shader->setUniform("nX", nX); + scene_shader->setUniform("nY", nY); glClear(GL_COLOR_BUFFER_BIT); fluid->draw(); diff --git a/src/shader/code/collide.glsl b/src/shader/code/collide.glsl index cef2549..cbddfa9 100644 --- a/src/shader/code/collide.glsl +++ b/src/shader/code/collide.glsl @@ -7,8 +7,6 @@ layout (std430, binding=1) buffer bufferCollide{ float collideCells[]; }; layout (std430, binding=2) buffer bufferStream{ float streamCells[]; }; layout (std430, binding=3) buffer bufferFluid{ float fluidCells[]; }; -const float displayAmplifier = 10.; - /// LBM constants uniform uint nX; @@ -26,8 +24,8 @@ const float omega = 1/tau; /// Vector utilities -float comp(int x, int y, vec2 v) { - return x*v.x + y*v.y; +float comp(int i, int j, vec2 v) { + return i*v.x + j*v.y; } float sq(float x) { @@ -68,9 +66,9 @@ void set(uint x, uint y, int i, int j, float v) { void setFluid(uint x, uint y, vec2 v, float d) { const uint idx = indexOfFluidVertex(x, y); - fluidCells[idx + 0] = float(x) - nX/2; - fluidCells[idx + 1] = float(y) - nY/2; - fluidCells[idx + 2] = displayAmplifier * norm(v); + fluidCells[idx + 0] = v.x; + fluidCells[idx + 1] = v.y; + fluidCells[idx + 2] = norm(v); } /// Moments @@ -101,6 +99,10 @@ void main() { const uint x = gl_GlobalInvocationID.x; const uint y = gl_GlobalInvocationID.y; + if ( !(x < nX && y < nY) ) { + return; + } + const float d = density(x,y); const vec2 v = velocity(x,y,d); @@ -112,6 +114,5 @@ void main() { set(x,y,i,j, get(x,y,i,j) + omega * (eq - get(x,y,i,j))); } } - } )"; diff --git a/src/shader/code/stream.glsl b/src/shader/code/stream.glsl index 982b207..9b77c85 100644 --- a/src/shader/code/stream.glsl +++ b/src/shader/code/stream.glsl @@ -29,6 +29,10 @@ void main() { const uint x = gl_GlobalInvocationID.x; const uint y = gl_GlobalInvocationID.y; + if ( !(x < nX && y < nY) ) { + return; + } + 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 ) { diff --git a/src/shader/code/vertex.glsl b/src/shader/code/vertex.glsl index 516f2c6..e132e5f 100644 --- a/src/shader/code/vertex.glsl +++ b/src/shader/code/vertex.glsl @@ -7,6 +7,11 @@ out VS_OUT { vec3 color; } vs_out; +uniform uint nX; +uniform uint nY; + +const float displayAmplifier = 10.0; + float unit(float x) { return 1.0/(1.0+exp(-x)); } @@ -15,8 +20,25 @@ vec3 getColor(float x) { return x*vec3(1.0,0.0,0.0) + (1-x)*vec3(-0.5,0.0,1.0); } +vec2 fluidVertexAtIndex(uint i) { + const float y = floor(float(i) / float(nX)); + return vec2( + i - nX*y, + y + ); + +} + void main() { - gl_Position = vec4(VertexPosition.xy, 0., 1.); - vs_out.color = getColor(unit(VertexPosition.z)); + const vec2 idx = fluidVertexAtIndex(gl_VertexID); + + gl_Position = vec4( + idx.x - nX/2, + idx.y - nY/2, + 0., + 1. + ); + + vs_out.color = getColor(unit(displayAmplifier * VertexPosition.z)); } )"; diff --git a/src/shader/wrap/graphic_shader.cc b/src/shader/wrap/graphic_shader.cc index c891730..20fc222 100644 --- a/src/shader/wrap/graphic_shader.cc +++ b/src/shader/wrap/graphic_shader.cc @@ -42,6 +42,12 @@ GLuint GraphicShader::setUniform(const std::string& name, int value) const { return id; } +GLuint GraphicShader::setUniform(const std::string& name, GLuint value) const { + GLuint id = util::getUniform(_id, name); + glUniform1ui(id, value); + return id; +} + GLuint GraphicShader::setUniform(const std::string& name, const std::vector& v) const { GLuint id = util::getUniform(_id, name); glUniform1iv(id, v.size(), reinterpret_cast(v.data())); diff --git a/src/shader/wrap/graphic_shader.h b/src/shader/wrap/graphic_shader.h index dcae6db..83fca34 100644 --- a/src/shader/wrap/graphic_shader.h +++ b/src/shader/wrap/graphic_shader.h @@ -25,6 +25,7 @@ public: ~GraphicShader(); GLuint setUniform(const std::string& name, int value) const; + GLuint setUniform(const std::string& name, GLuint value) const; GLuint setUniform(const std::string& name, const std::vector& v) const; GLuint setUniform(const std::string& name, glm::mat4& M) const; }; -- cgit v1.2.3