static const std::string COLLIDE_SHADER_CODE = R"( #version 430 layout (local_size_x = 32, 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[]; }; uniform uint nX; uniform uint nY; uniform uint iT; uniform bool show_quality; /// LBM constants const uint q = 9; const float weight[q] = float[]( 1./36., 1./9., 1./36., 1./9. , 4./9., 1./9. , 1./36 , 1./9., 1./36. ); const float invCs2 = 1./3.; /// Fluid characteristics const float physCharLength = 1.0; const float physCharVelocity = 1.0; const float physViscosity = 0.01; const float latticeCharVelocity = 0.005; /// Unit conversion const float resolution = min(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 relaxationTime = physViscosity / convViscosity * invCs2 + 0.5; const float relaxationFrequency = 1 / relaxationTime; /// Emergent fluid numbers const float Re = physCharVelocity * physCharLength / physViscosity; const float Ma = latticeCharVelocity * sqrt(invCs2); const float Kn = Ma / Re; /// Vector utilities float comp(int i, int j, vec2 v) { return i*v.x + j*v.y; } float sq(float x) { return x*x; } float norm(vec2 v) { return sqrt(dot(v,v)); } /// Array indexing uint indexOfDirection(int i, int j) { return 3*(i+1) + (j+1); } 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 w(int i, int j) { return weight[indexOfDirection(i,j)]; } float get(uint x, uint y, int i, int j) { return collideCells[indexOfLatticeCell(x,y) + indexOfDirection(i,j)]; } void set(uint x, uint y, int i, int j, float v) { streamCells[indexOfLatticeCell(x,y) + indexOfDirection(i,j)] = v; } void setFluidVelocity(uint x, uint y, vec2 v) { const uint idx = indexOfFluidVertex(x, y); fluidCells[idx + 0] = v.x*convVelocity; fluidCells[idx + 1] = v.y*convVelocity; } void setFluidQuality(uint x, uint y, float knudsen, int quality) { const uint idx = indexOfFluidVertex(x, y); fluidCells[idx + 0] = knudsen; fluidCells[idx + 1] = quality; } int getMaterial(uint x, uint y) { const uint idx = indexOfFluidVertex(x, y); return int(fluidCells[idx + 2]); } /// Moments float density(uint x, uint y) { const uint idx = indexOfLatticeCell(x, y); float d = 0.f; for ( int i = 0; i < q; ++i ) { d += collideCells[idx + i]; } return d; } vec2 velocity(uint x, uint y, float d) { return 1.f/d * vec2( get(x,y, 1, 0) - get(x,y,-1, 0) + get(x,y, 1, 1) - get(x,y,-1,-1) + get(x,y, 1,-1) - get(x,y,-1,1), get(x,y, 0, 1) - get(x,y, 0,-1) + get(x,y, 1, 1) - get(x,y,-1,-1) - get(x,y, 1,-1) + get(x,y,-1,1) ); } /// Equilibrium distribution float equilibrium(float d, vec2 v, int i, int j) { return w(i,j) * d * (1.f + 3.f*comp(i,j,v) + 4.5f*sq(comp(i,j,v)) - 1.5f*sq(norm(v))); } /// Material number meaning (geometry is only changed by the interaction shader) bool isBulkFluidCell(int material) { return material == 1 || material == 5 || material == 6; } bool isBounceBackCell(int material) { return material == 2 || material == 3; } bool isInflowCell(int material) { return material == 5; } bool isOutflowCell(int material) { return material == 6; } float getLocalKnudsenApproximation(uint x, uint y, float d, vec2 v) { float knudsen = 0.0; for ( int i = -1; i <= 1; ++i ) { for ( int j = -1; j <= 1; ++j ) { const float feq = equilibrium(d,v,i,j); const float fneq = get(x,y,i,j) - feq; knudsen += abs(fneq / feq); } } return knudsen / q; } /// Actual collide&stream kernel void main() { const uint x = gl_GlobalInvocationID.x; const uint y = gl_GlobalInvocationID.y; if ( !(x < nX && y < nY) ) { return; } const int material = getMaterial(x,y); float d = density(x,y); vec2 v = velocity(x,y,d); if ( isBulkFluidCell(material) ) { if ( isInflowCell(material) ) { v = vec2(min(float(iT)/100.f*latticeCharVelocity, latticeCharVelocity), 0.f); } if ( isOutflowCell(material) ) { d = 1.f; } if ( show_quality ) { const float approxKn = getLocalKnudsenApproximation(x,y,d,v); setFluidQuality(x,y, approxKn, int(round(log2(approxKn / Kn)))); } else { setFluidVelocity(x,y,v); } for ( int i = -1; i <= 1; ++i ) { for ( int j = -1; j <= 1; ++j ) { set(x+i,y+j,i,j, get(x,y,i,j) + relaxationFrequency * (equilibrium(d,v,i,j) - get(x,y,i,j))); } } } if ( isBounceBackCell(material) ) { for ( int i = -1; i <= 1; ++i ) { for ( int j = -1; j <= 1; ++j ) { set(x+(-1)*i,y+(-1)*j,(-1)*i,(-1)*j, get(x,y,i,j) + relaxationFrequency * (equilibrium(d,v,i,j) - get(x,y,i,j))); } } } } )";