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fluid.cl
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fluid.cl
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#pragma OPENCL EXTENSION cl_khr_gl_sharing : enable
#pragma OPENCL EXTENSION cl_khr_gl_event : enable
__kernel
void fluid_test(__write_only image2d_t screen, __read_only image2d_t test)
{
int ix = get_global_id(0);
int iy = get_global_id(1);
int gw = get_image_width(screen);
int gh = get_image_height(screen);
if(ix >= gw || iy >= gh)
return;
sampler_t sam = CLK_NORMALIZED_COORDS_FALSE |
CLK_ADDRESS_CLAMP_TO_EDGE |
CLK_FILTER_NEAREST;
float4 val = read_imagef(test, sam, (int2){ix, iy});
//printf("%f %f %f %f\n", val.x, val.y, val.z, val.w);
write_imagef(screen, (int2){ix, iy}, val);
}
#define GRID_SCALE 1
///advection is the only time we need to deal with mixed resolution quantities
///advection is not a bottleneck, therefore a slow solution is fine
__kernel
void fluid_advection(__read_only image2d_t velocity, __read_only image2d_t advect_quantity_in, __write_only image2d_t advect_quantity_out, float timestep)
{
sampler_t sam = CLK_NORMALIZED_COORDS_FALSE |
CLK_ADDRESS_CLAMP_TO_EDGE |
CLK_FILTER_LINEAR;
float2 pos = (float2){get_global_id(0), get_global_id(1)};
float gw = get_image_width(advect_quantity_in);
float gh = get_image_height(advect_quantity_in);
if(pos.x >= gw || pos.y >= gh)
return;
float vw = get_image_width(velocity);
float vh = get_image_height(velocity);
float2 vdim = (float2){vw, vh};
float2 adim = (float2){gw, gh};
pos += 0.5f;
float rdx = 1.f / GRID_SCALE;
float2 new_pos = pos - timestep * rdx * read_imagef(velocity, sam, pos * vdim / adim).xy;
float4 new_value = read_imagef(advect_quantity_in, sam, new_pos);
write_imagef(advect_quantity_out, convert_int2(pos), new_value);
}
__kernel
void fluid_jacobi(__read_only image2d_t xvector, __read_only image2d_t bvector, __write_only image2d_t out, float alpha, float rbeta)
{
sampler_t sam = CLK_NORMALIZED_COORDS_FALSE |
CLK_ADDRESS_CLAMP_TO_EDGE |
CLK_FILTER_NEAREST;
int2 pos = (int2){get_global_id(0), get_global_id(1)};
int gw = get_image_width(xvector);
int gh = get_image_height(xvector);
if(pos.x >= gw || pos.y >= gh)
return;
float4 xL = read_imagef(xvector, sam, pos - (int2){1, 0});
float4 xR = read_imagef(xvector, sam, pos + (int2){1, 0});
float4 xB = read_imagef(xvector, sam, pos - (int2){0, 1});
float4 xT = read_imagef(xvector, sam, pos + (int2){0, 1});
float4 bC = read_imagef(bvector, sam, pos);
float4 xnew = (xL + xR + xB + xT + alpha * bC) * rbeta;
write_imagef(out, convert_int2(pos), xnew);
}
__kernel
void fluid_jacobi_rb(__read_only image2d_t xvector, __read_only image2d_t bvector, __write_only image2d_t out, float alpha, float rbeta, int red, float weight)
{
sampler_t sam = CLK_NORMALIZED_COORDS_FALSE |
CLK_ADDRESS_CLAMP_TO_EDGE |
CLK_FILTER_NEAREST;
int2 pos = (int2){get_global_id(0)*2, get_global_id(1)};
int gw = get_image_width(xvector);
int gh = get_image_height(xvector);
if(pos.x >= gw || pos.y >= gh)
return;
/*if(red)
{
if((pos.y % 2) == 0)
{
pos.x += 1;
}
}
if(!red)
{
if((pos.y % 2) == 1)
{
pos.x += 1;
}
}*/
///equivalent ot the above comment, produces red/black checkerboard
pos.x += ((pos.y & 1) == !red);
if(pos.x == gw)
pos.x = 0;
float4 xC = read_imagef(xvector, sam, pos);
float4 xL = read_imagef(xvector, sam, pos - (int2){1, 0});
float4 xR = read_imagef(xvector, sam, pos + (int2){1, 0});
float4 xB = read_imagef(xvector, sam, pos - (int2){0, 1});
float4 xT = read_imagef(xvector, sam, pos + (int2){0, 1});
float4 bC = read_imagef(bvector, sam, pos);
float4 xnew = xC + weight * (xL + xR + xB + xT + alpha * bC - 4 * xC) * rbeta;
write_imagef(out, convert_int2(pos), xnew);
}
__kernel
void fluid_divergence(__read_only image2d_t vector_field_in, __write_only image2d_t out)
{
sampler_t sam = CLK_NORMALIZED_COORDS_FALSE |
CLK_ADDRESS_CLAMP_TO_EDGE |
CLK_FILTER_NEAREST;
float2 pos = (float2){get_global_id(0), get_global_id(1)};
int gw = get_image_width(vector_field_in);
int gh = get_image_height(vector_field_in);
if(pos.x >= gw || pos.y >= gh)
return;
pos += 0.5f;
float half_rdx = 0.5f / GRID_SCALE;
float4 wL = read_imagef(vector_field_in, sam, pos - (float2){1, 0});
float4 wR = read_imagef(vector_field_in, sam, pos + (float2){1, 0});
float4 wB = read_imagef(vector_field_in, sam, pos - (float2){0, 1});
float4 wT = read_imagef(vector_field_in, sam, pos + (float2){0, 1});
float div = half_rdx * ((wR.x - wL.x) + (wT.y - wB.y));
write_imagef(out, convert_int2(pos), div);
}
__kernel
void fluid_gradient(__read_only image2d_t pressure_field, __read_only image2d_t velocity_field, __write_only image2d_t velocity_out)
{
sampler_t sam = CLK_NORMALIZED_COORDS_FALSE |
CLK_ADDRESS_CLAMP_TO_EDGE |
CLK_FILTER_NEAREST;
float2 pos = (float2){get_global_id(0), get_global_id(1)};
int gw = get_image_width(pressure_field);
int gh = get_image_height(pressure_field);
if(pos.x >= gw || pos.y >= gh)
return;
pos += 0.5f;
float half_rdx = 0.5f / GRID_SCALE;
float pL = read_imagef(pressure_field, sam, pos - (float2){1, 0}).x;
float pR = read_imagef(pressure_field, sam, pos + (float2){1, 0}).x;
float pB = read_imagef(pressure_field, sam, pos - (float2){0, 1}).x;
float pT = read_imagef(pressure_field, sam, pos + (float2){0, 1}).x;
float4 new_velocity = read_imagef(velocity_field, sam, pos);
new_velocity.xy -= half_rdx * (float2){pR - pL, pT - pB};
write_imagef(velocity_out, convert_int2(pos), new_velocity);
}
__kernel
void fluid_render(__read_only image2d_t field, __write_only image2d_t screen, __read_only image2d_t boundaries)
{
sampler_t sam = CLK_NORMALIZED_COORDS_FALSE |
CLK_ADDRESS_NONE |
CLK_FILTER_NEAREST;
float2 pos = (float2){get_global_id(0), get_global_id(1)};
int gw = get_image_width(screen);
int gh = get_image_height(screen);
if(pos.x >= gw || pos.y >= gh)
return;
pos += 0.5f;
float4 val = read_imagef(field, sam, pos);
val = fabs(val);
int2 bound = read_imagei(boundaries, sam, pos).xy;
if(bound.x == 1)
val.xyz = 1;
val = clamp(val, 0.f, 1.f);
pos.y = gh - pos.y;
write_imagef(screen, convert_int2(pos), (float4)(val.xyz, 1.f));
}
__kernel
void fluid_boundary(__read_only image2d_t field_in, __write_only image2d_t field_out, float scale)
{
sampler_t sam = CLK_NORMALIZED_COORDS_FALSE |
CLK_ADDRESS_NONE |
CLK_FILTER_NEAREST;
int2 ipos = (int2){get_global_id(0), get_global_id(1)};
int gw = get_image_width(field_in);
int gh = get_image_height(field_in);
if(ipos.x >= gw || ipos.y >= gh)
return;
float2 offset = {0,0};
if(ipos.x == 0)
offset.x = 1;
if(ipos.y == 0)
offset.y = 1;
if(ipos.x == gw - 1)
offset.x = -1;
if(ipos.y == gh - 1)
offset.y = -1;
if(ipos.x == 0 || ipos.x == gw - 1 || ipos.y == 0 || ipos.y == gh - 1)
{
float2 pos = convert_float2(ipos) + 0.5f;
float4 real_val = read_imagef(field_in, sam, pos + offset);
real_val = real_val * scale;
write_imagef(field_out, convert_int2(pos), real_val);
}
}
float2 angle_to_offset(float angle)
{
float2 normal = {cos(angle), sin(angle)};
///round off any error
normal = round(normal * 100.f) / 100.f;
float2 res = {0,0};
if(normal.x > 0)
res.x = 1;
if(normal.x < 0)
res.x = -1;
if(normal.y > 0)
res.y = 1;
if(normal.y < 0)
res.y = -1;
return res;
}
///this method assumes that each fluid boundary pixel is connected to two others
///and then creates boundaries on both side of the line
///its not 1000% perfect but it works better than i expected
///need to do a pixelwise edge detect for particle blocks, aka sobel or something
///then pass the result into here
float get_boundary_strength(float2 pos, __read_only image2d_t boundary_texture, __read_only image2d_t particle_boundary_strength)
{
sampler_t sam_near = CLK_NORMALIZED_COORDS_FALSE |
CLK_ADDRESS_CLAMP_TO_EDGE |
CLK_FILTER_NEAREST;
int val = read_imagei(boundary_texture, sam_near, convert_float2(pos) + 0.5f).x;
if(val == 1)
return 1.f;
return read_imagef(particle_boundary_strength, sam_near, convert_float2(pos) + 0.5f).x;
}
__kernel
void fluid_boundary_tex(__read_only image2d_t field_in, __write_only image2d_t field_out, float scale, __read_only image2d_t boundary_texture,
__read_only image2d_t particle_boundary_strength)
{
int2 ipos = (int2){get_global_id(0), get_global_id(1)};
int gw = get_image_width(field_in);
int gh = get_image_height(field_in);
if(ipos.x >= gw || ipos.y >= gh)
return;
float2 sdim = (float2){gw, gh};
float2 pos = convert_float2(ipos);
sampler_t sam = CLK_NORMALIZED_COORDS_FALSE |
CLK_ADDRESS_CLAMP_TO_EDGE |
CLK_FILTER_LINEAR;
/*int2 vals = read_imagei(boundary_texture, sam_near, convert_float2(ipos) + 0.5f).xy;
if(vals.x != 1)
return;*/
float base_strength = get_boundary_strength(pos, boundary_texture, particle_boundary_strength);
if(base_strength <= 0)
return;
///should work this out automatically in the future
///bit of a ballache to handle the edge cases so for the moment this is explicit and
///buyer beware
/*float angle = vals.y;
float2 normal = {cos(angle), sin(angle)};
float4 real_val = read_imagef(field_in, sam, convert_float2(ipos) + normal + 0.5f);
real_val = real_val * scale;
write_imagef(field_out, ipos, real_val);*/
///ok. Wheel one way until we find a boundary
///wheel the same way looking for another boundary
///if we find another boundary, find normal and offset position by normal, then offset again and write pressure
///we do this for both directions of normal so that a straight line is a boundary on both sides
///then update initial guess
///if we are in a block who cares
float tl = 0;
float angles = 8;
int range_start = -999;
float current_strength = 0.f;
for(int i=0; i < angles; i++)
{
float angle_frac = 2 * M_PI * (float)i / angles;
float2 offset = angle_to_offset(angle_frac);
if(any(pos + offset < 0) || any(pos + offset >= sdim))
continue;
/*int2 nval = read_imagei(boundary_texture, sam_near, pos + 0.5f + offset).xy;
if(nval.x == 1)
{
range_start = i;
}*/
float strength = get_boundary_strength(pos + offset, boundary_texture, particle_boundary_strength);
if(strength > 0)
{
current_strength = strength;
range_start = i;
}
}
if(range_start < 0)
return;
float fnormalangle = 0;
for(int i=range_start + 1; i < range_start + angles; i++)
{
int id = i % (int)angles;
float angle_frac = 2 * M_PI * (float)id / angles;
float2 offset = angle_to_offset(angle_frac);
if(any(pos + offset < 0) || any(pos + offset >= sdim))
continue;
float strength = get_boundary_strength(pos + offset, boundary_texture, particle_boundary_strength);
if(strength > 0)
{
current_strength = (current_strength + strength)/2.f;
fnormalangle = (angle_frac + 2 * M_PI * (float)range_start / angles) / 2.f;
break;
}
}
float2 fnormal = {cos(fnormalangle), sin(fnormalangle)};
int2 p1 = convert_int2(pos + fnormal);
int2 p2 = convert_int2(pos - fnormal);
float4 base1 = read_imagef(field_in, sam, p1);
float4 base2 = read_imagef(field_in, sam, p2);
float4 rv1 = read_imagef(field_in, sam, pos + fnormal * 2 + 0.5f);
float4 rv2 = read_imagef(field_in, sam, pos - fnormal * 2 + 0.5f);
rv1 = rv1 * scale;
rv2 = rv2 * scale;
rv1 = mix(base1, rv1, current_strength);
rv2 = mix(base2, rv2, current_strength);
write_imagef(field_out, p1, rv1);
write_imagef(field_out, p2, rv2);
}
__kernel
void fluid_set_boundary(__write_only image2d_t buffer, float2 pos, float angle)
{
int gid = get_global_id(0);
///yup
if(gid >= 1)
return;
int gw = get_image_width(buffer);
int gh = get_image_height(buffer);
if(any(pos < 0) || any(pos >= (float2){gw, gh}))
return;
//write_imagef(buffer, convert_int2(pos), (float4)(1, angle, 0, 0));
write_imagei(buffer, convert_int2(pos), 1);
}
__kernel
void fluid_apply_force(__read_only image2d_t velocity_in, __write_only image2d_t velocity_out, float force, float2 position, float2 direction)
{
sampler_t sam = CLK_NORMALIZED_COORDS_FALSE |
CLK_ADDRESS_NONE |
CLK_FILTER_NEAREST;
float2 pos = (float2){get_global_id(0), get_global_id(1)};
int gw = get_image_width(velocity_in);
int gh = get_image_height(velocity_in);
if(pos.x >= gw || pos.y >= gh)
return;
pos += 0.5f;
float max_len = 10;
//position.y = gh - position.y;
if(fast_length(pos - position) > max_len)
return;
direction = fast_normalize(direction);
//direction.y = -direction.y;
float flen = 1.f - fast_length(pos - position) / max_len;
float2 extra = force * direction * flen;
float2 old_vel = read_imagef(velocity_in, sam, pos).xy;
float2 sum = old_vel + extra.xy;
write_imagef(velocity_out, convert_int2(pos), (float4)(sum.xy, 0, 0));
}
struct fluid_particle
{
float2 pos;
};
__kernel
void fluid_advect_particles(__read_only image2d_t velocity, __global struct fluid_particle* particles, int particles_num, float timestep, float2 scale)
{
int gid = get_global_id(0);
if(gid >= particles_num)
return;
float2 pos = particles[gid].pos;
sampler_t sam = CLK_NORMALIZED_COORDS_FALSE |
CLK_ADDRESS_CLAMP_TO_EDGE |
CLK_FILTER_LINEAR;
pos += 0.5f;
float rdx = 1.f / GRID_SCALE;
float2 new_pos = pos + timestep * rdx * read_imagef(velocity, sam, pos / scale).xy;
particles[gid].pos = new_pos - 0.5f;
}
///READBACK INFO:
///float2 velocity
///float occupied
__kernel
void fluid_fetch_velocities(__read_only image2d_t velocity, __read_only image2d_t particles_in, __global float2* positions, int num_positions, __global float* out)
{
int gid = get_global_id(0);
if(gid >= num_positions)
return;
sampler_t sam = CLK_NORMALIZED_COORDS_FALSE |
CLK_ADDRESS_CLAMP_TO_EDGE |
CLK_FILTER_LINEAR;
sampler_t sam_near = CLK_NORMALIZED_COORDS_FALSE |
CLK_ADDRESS_CLAMP_TO_EDGE |
CLK_FILTER_NEAREST;
int2 dim = get_image_dim(velocity);
float2 pos = positions[gid];
///its easier to flip this here
pos.y = dim.y - pos.y;
float4 blocked = read_imagef(particles_in, sam_near, pos);
int b1 = read_imagef(particles_in, sam_near, pos + (float2){1, 0}).x - 1;
int b2 = read_imagef(particles_in, sam_near, pos - (float2){1, 0}).x - 1;
int b3 = read_imagef(particles_in, sam_near, pos + (float2){0, 1}).x - 1;
int b4 = read_imagef(particles_in, sam_near, pos - (float2){0, 1}).x - 1;
int found_gid = blocked.x - 1;
int is_blocked = found_gid >= 0 && b1 >= 0 && b2 >= 0 && b3 >= 0 && b4 >= 0;
float4 val = read_imagef(velocity, sam, pos);
out[gid*3 + 0] = val.x;
out[gid*3 + 1] = val.y;
out[gid*3 + 2] = is_blocked;
}
typedef uint uint32_t;
typedef uchar uint8_t;
struct physics_particle
{
float2 pos;
uint32_t icol;
float mass;
};
uint32_t rgba_to_uint(float4 rgba)
{
rgba = clamp(rgba, 0.f, 1.f);
uint8_t r = rgba.x * 255;
uint8_t g = rgba.y * 255;
uint8_t b = rgba.z * 255;
uint8_t a = rgba.w * 255;
uint32_t ret = (r << 24) | (g << 16) | (b << 8) | a;
return ret;
}
float4 uint_to_rgba(uint32_t val)
{
uint8_t a = val & 0xFF;
uint8_t b = (val >> 8) & 0xFF;
uint8_t g = (val >> 16) & 0xFF;
uint8_t r = (val >> 24) & 0xFF;
return (float4){r, g, b, a} / 255.f;
}
///so. The problem with this function
///is that if we free a hole, next frame we may very well fill it again aimlessly
///aka this is very unhelpful
///what we need is a systematic bias per area i think
///if i can identify issue with this function and fix it
///its likely i can port it into the main advection step and have good performance
float2 any_free_neighbour_pos(float2 occupied, __read_only image2d_t physics_particles, __read_only image2d_t boundaries, int* found)
{
sampler_t sam = CLK_NORMALIZED_COORDS_FALSE |
CLK_ADDRESS_CLAMP_TO_EDGE |
CLK_FILTER_NEAREST;
int mult = 1;
int2 iv = convert_int2(round(occupied + 0.5f));
if((iv.y) % 2 == 0)
{
iv.x++;
}
int iocc = iv.x;
if((iocc % 2) == 0)
{
mult = -1;
}
int y = -1;
int x = -1 * mult;
float2 rcd = occupied + (float2){x, y};
float4 res = read_imagef(physics_particles, sam, rcd);
if(res.x > 0)
{
*found = 0;
return occupied;
}
float4 r2 = read_imagef(boundaries, sam, rcd);
if(r2.x > 0)
{
*found = 0;
return occupied;
}
*found = 1;
return rcd;
}
///so first: need to check if any particles are between us and destination
///stop if we hit one
///ok having numerical issues
///what would be easier is giving them an integer coordinate
///accumulate velocities
///and then try moving them when accumulated > 1 in any direction
///implement a simple decision rule
///if we read the pixel texture and find a gid + 1 there that's > than our own
///we move our pixel somewhere else
///something is preventing particles from falling downwards in clumped conditions
///is it because above particles are falling down first and breaking stuff?
///ok, all fin
///next up, simulate fluid flow resistance by reducing impact of fluid velocity on particles depending on how many
///others are around the current particle
__kernel
void falling_sand_physics(__read_only image2d_t velocity, __global struct physics_particle* particles, int particles_num, float timestep, float2 scale,
__read_only image2d_t physics_particles_in, __write_only image2d_t physics_particles_out, __read_only image2d_t physics_boundaries)
{
int gid = get_global_id(0);
if(gid >= particles_num)
return;
float2 pos = particles[gid].pos;
sampler_t sam = CLK_NORMALIZED_COORDS_FALSE |
CLK_ADDRESS_CLAMP_TO_EDGE |
CLK_FILTER_NEAREST;
float rdx = 1.f / GRID_SCALE;
float2 gravity = {0, -0.098};
float2 new_pos = pos + timestep * rdx * read_imagef(velocity, sam, pos / scale).xy + gravity;
float4 current_physp = read_imagef(physics_particles_in, sam, pos);
int gcid = current_physp.x - 1;
bool blocked = true;
if(gcid > gid)
{
///uuh.. resolve upwards?
///maybe should resolve away from velocity vector
new_pos = pos + (float2){0, 1};
blocked = false;
}
float2 diff = new_pos - pos;
float max_dist = ceil(max(fabs(diff.x), fabs(diff.y)));
if(max_dist == 0)
{
write_imagef(physics_particles_out, convert_int2(pos), (float4)(gid + 1,0,0,0));
return;
}
float2 step = diff / max_dist;
float2 cpos = pos;
new_pos = cpos;
int2 first_bound = read_imagei(physics_boundaries, sam, cpos).x;
if(first_bound.x > 0)
{
write_imagef(physics_particles_out, convert_int2(pos), (float4)(gid + 1,0,0,0));
return;
}
int would_move = 0;
for(int i=0; i < max_dist + 1; i++, cpos += step)
{
int4 bound = read_imagei(physics_boundaries, sam, cpos);
if(bound.x == 1)
break;
///no self collision
if(all(convert_int2(round(cpos + 0.5f)) == convert_int2(round(pos + 0.5))))
{
new_pos = cpos;
continue;
}
if(blocked)
{
float4 val = read_imagef(physics_particles_in, sam, cpos);
int found_gid = val.x - 1;
///ok. What we really need to do is look in the direction of motion
///and say, can we move to a neighbouring pixel?
if(val.x > 0 && found_gid != gid)
{
would_move = 1;
break;
}
}
new_pos = cpos;
}
particles[gid].pos = new_pos;
write_imagef(physics_particles_out, convert_int2(new_pos), (float4)(gid + 1, would_move, 0, 0));
}
///new strategy
///single threading is proundly much easier to deal with
///so, each thread will have an 8x8 block that it is responsible for
///contract: Must set physics particles out
__kernel
void falling_sand_disimpact(__global struct physics_particle* particles, int particles_num,
__read_only image2d_t physics_particles_in, __write_only image2d_t physics_particles_out,
__read_only image2d_t physics_boundaries, int2 offset)
{
sampler_t sam = CLK_NORMALIZED_COORDS_FALSE |
CLK_ADDRESS_CLAMP_TO_EDGE |
CLK_FILTER_NEAREST;
int2 pos = (int2){get_global_id(0), get_global_id(1)};
int2 global_bounds = (int2){get_image_width(physics_particles_in), get_image_height(physics_particles_out)};
int2 block_size = (int2){2, 2};
pos = pos * block_size + offset;
bool broke = false;
for(int y=0; y < block_size.y; y++)
{
for(int x=0; x < block_size.x; x++)
{
int2 global_pos = pos + (int2){x, y};
float4 vals = read_imagef(physics_particles_in, sam, global_pos);
int gid = vals.x - 1;
if(gid < 0)
continue;
if(vals.y == 0)
continue;
if(read_imagei(physics_boundaries, sam, global_pos).x > 0)
continue;
int found = 0;
float2 nval = any_free_neighbour_pos(particles[gid].pos, physics_particles_in, physics_boundaries, &found);
if(found)
{
particles[gid].pos = nval;
//particles[gid].col = (float4)(0, 1, 0, 1);
broke = true;
break;
}
}
if(broke)
break;
}
for(int y=0; y < block_size.y; y++)
{
for(int x=0; x < block_size.x; x++)
{
int2 lid = pos + (int2){x, y};
int gid = read_imagef(physics_particles_in, sam, lid).x - 1;
if(gid < 0)
continue;
float2 rpos = particles[gid].pos;
write_imagef(physics_particles_out, convert_int2(rpos), (float4){gid + 1, 0,0,0});
}
}
}
///write strength fraction out
///the kernel which handles the boundary generation isn't robust enough yet
///for what i want to do here
__kernel
void falling_sand_edge_boundary_condition(__read_only image2d_t physics_particles_in, __read_only image2d_t fixed_boundaries,
__write_only image2d_t boundaries_out, float2 scale,
__read_only image2d_t velocity_in, __write_only image2d_t velocity_out)
{
int2 pos = (int2){get_global_id(0), get_global_id(1)};
int2 dim = (int2){get_image_width(physics_particles_in), get_image_height(physics_particles_in)};
if(any(pos < 1) || any(pos >= dim-1))
return;
sampler_t sam = CLK_NORMALIZED_COORDS_FALSE |
CLK_ADDRESS_CLAMP_TO_EDGE |
CLK_FILTER_NEAREST;
float val = read_imagef(physics_particles_in, sam, pos).x;
int gid = val - 1;
///if we're a particle skippity skip
///remove this for no jitter
//if(gid >= 0)
// return;
if(read_imagei(fixed_boundaries, sam, pos).x > 0)
return;
float4 vel = read_imagef(velocity_in, sam, convert_int2(convert_float2(pos) / scale));
int num_found = 0;
for(int y=-1; y <= 1; y++)
{
for(int x=-1; x <= 1; x++)
{
//if(x == 0 && y == 0)
// continue;
int2 global_offset = pos + (int2){x, y};
if(any(global_offset < 1) || any(global_offset >= dim-1))
continue;
float nval = read_imagef(physics_particles_in, sam, global_offset).x;
int ngid = nval - 1;
if(ngid >= 0)
{
num_found++;
}
}
}
float frac = num_found / 9.f;
///TODO URGENT: TIMESTEP
vel = vel - vel * 0.02f * frac;
if(frac == 1)
frac = 0;
frac = frac / 16.f;
frac = 0;
write_imagef(boundaries_out, convert_int2(convert_float2(pos) / scale), frac);
write_imagef(velocity_out, convert_int2(convert_float2(pos) / scale), vel);
//if(frac > 0)
// printf("frac %f\n", frac);
}
///maybe this should work on a pixel by pixel basis?
///would run in constant time rather than variable on pixels
///probably more memory friendly too
__kernel
void falling_sand_render(__global struct physics_particle* particles, int particles_num, __write_only image2d_t screen)
{
int gid = get_global_id(0);
if(gid >= particles_num)
return;
int gw = get_image_width(screen);
int gh = get_image_height(screen);
float2 pos = particles[gid].pos;
pos = floor(pos);
pos.y = gh - pos.y;
if(pos.x > gw-1 || pos.x < 0 || pos.y > gh-1 || pos.y < 0)
return;
float4 col = uint_to_rgba(particles[gid].icol);
write_imagef(screen, convert_int2(pos), (float4){col.xyz,1});
}
///this is purely to work around opengl formats
///can maintain a completely separate occlusion buffer vs the physics tex
__kernel
void falling_sand_generate_occlusion(__read_only image2d_t physics_tex, __write_only image2d_t occlusion_buffer)
{
int2 id = (int2){get_global_id(0), get_global_id(1)};
int2 dim = get_image_dim(physics_tex);
if(any(id >= dim))
return;
sampler_t sam = CLK_NORMALIZED_COORDS_FALSE |
CLK_ADDRESS_NONE |
CLK_FILTER_NEAREST;
float gid = read_imagef(physics_tex, sam, id).x - 1;
int occluded = gid >= 0;
write_imagef(occlusion_buffer, id, occluded);
}
__kernel
void fluid_render_particles(__global struct fluid_particle* particles, int particles_num, __write_only image2d_t screen)
{
int gid = get_global_id(0);
if(gid >= particles_num)
return;
int gw = get_image_width(screen);