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authorAdrian Kummerlaender2020-03-24 20:51:06 +0100
committerAdrian Kummerlaender2020-03-24 20:51:06 +0100
commit235123e65b5edb3d5f0c8f14b05e2d2e56f9e40a (patch)
tree184c2011b8e14149051c1fac1c7eaee282724d0d /boltzgas/visual
parent955f517f3dc235c2abc96160da10787c1718e778 (diff)
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Separate classes into modules
Diffstat (limited to 'boltzgas/visual')
-rw-r--r--boltzgas/visual/__init__.py4
-rw-r--r--boltzgas/visual/box.py16
-rw-r--r--boltzgas/visual/histogram.py125
-rw-r--r--boltzgas/visual/shader.py15
-rw-r--r--boltzgas/visual/tracer.py20
-rw-r--r--boltzgas/visual/view.py154
6 files changed, 334 insertions, 0 deletions
diff --git a/boltzgas/visual/__init__.py b/boltzgas/visual/__init__.py
new file mode 100644
index 0000000..3462d96
--- /dev/null
+++ b/boltzgas/visual/__init__.py
@@ -0,0 +1,4 @@
+from .box import ColoredBox
+from .histogram import VelocityHistogram
+from .tracer import Tracer
+from .view import View
diff --git a/boltzgas/visual/box.py b/boltzgas/visual/box.py
new file mode 100644
index 0000000..0a6ab5a
--- /dev/null
+++ b/boltzgas/visual/box.py
@@ -0,0 +1,16 @@
+from OpenGL.GL import *
+
+class ColoredBox:
+ def __init__(self, origin, extend, color):
+ self.origin = origin
+ self.extend = extend
+ self.color = color
+
+ def display(self, uniform):
+ glUniform3f(uniform['face_color'], *self.color)
+ glBegin(GL_TRIANGLE_STRIP)
+ glVertex(self.origin[0], self.origin[1] , 0.)
+ glVertex(self.origin[0] + self.extend[0], self.origin[1] , 0.)
+ glVertex(self.origin[0] , self.origin[1] + self.extend[1], 0.)
+ glVertex(self.origin[0] + self.extend[1], self.origin[1] + self.extend[1], 0.)
+ glEnd()
diff --git a/boltzgas/visual/histogram.py b/boltzgas/visual/histogram.py
new file mode 100644
index 0000000..2f90b8b
--- /dev/null
+++ b/boltzgas/visual/histogram.py
@@ -0,0 +1,125 @@
+from OpenGL.GL import *
+
+import numpy as np
+
+import scipy.stats as stats
+import scipy.constants as const
+from scipy.optimize import minimize
+
+import matplotlib
+import matplotlib.pyplot as plt
+
+from concurrent.futures import Future, ProcessPoolExecutor
+
+def get_histogram(velocities, char_u):
+ maxwellian = stats.maxwell.fit(velocities)
+
+ plt.style.use('dark_background')
+
+ fig = plt.figure(figsize=(8,8))
+ ax = fig.add_axes([0.1, 0.06, 0.88, 0.92])
+
+ plt.ylim(0, 0.003)
+ plt.ylabel('Probability')
+
+ plt.xlim(0, 1.2*char_u)
+ plt.xlabel('Velocity magnitude [m/s]')
+
+ plt.hist(velocities, bins=50, density=True, alpha=0.5, label='Simulated velocities')
+
+ xs = np.linspace(0, 1.2*char_u, 100)
+ plt.plot(xs, stats.maxwell.pdf(xs, *maxwellian), label='Maxwell-Boltzmann distribution')
+
+ plt.legend(loc='upper right')
+
+ fig.canvas.draw()
+ buf = fig.canvas.tostring_rgb()
+ width, height = fig.canvas.get_width_height()
+ texture = np.frombuffer(buf, dtype=np.uint8).reshape(width, height, 3)
+
+ plt.close(fig)
+
+ return (texture, height, width)
+
+
+class VelocityHistogram:
+ def __init__(self, gas, origin, extend):
+ self.gas = gas
+ self.origin = origin
+ self.extend = extend
+ self.steps = -1
+
+ self.pool = ProcessPoolExecutor(max_workers=1)
+ self.plotter = None
+
+ self.tick = False
+ self.mixing = 0.0
+
+ def setup(self):
+ self.vertices = np.array([
+ self.origin[0] , self.origin[1] , 0., 1.,
+ self.origin[0] + self.extend[0], self.origin[1] , 1., 1.,
+ self.origin[0] , self.origin[1] + self.extend[1], 0., 0.,
+ self.origin[0] + self.extend[0], self.origin[1] + self.extend[1], 1., 0.
+ ], dtype=np.float32)
+
+ self.vao = glGenVertexArrays(1)
+ self.vbo = glGenBuffers(1)
+
+ glBindVertexArray(self.vao)
+ glBindBuffer(GL_ARRAY_BUFFER, self.vbo)
+ glBufferData(GL_ARRAY_BUFFER, self.vertices.tostring(), GL_STATIC_DRAW)
+
+ glEnableVertexAttribArray(0)
+ glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4*np.dtype(np.float32).itemsize, ctypes.c_void_p(0))
+ glEnableVertexAttribArray(1)
+ glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4*np.dtype(np.float32).itemsize, ctypes.c_void_p(2*np.dtype(np.float32).itemsize))
+
+ self.texture_id = glGenTextures(2)
+
+ glBindTexture(GL_TEXTURE_2D, self.texture_id[0])
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+
+ glBindTexture(GL_TEXTURE_2D, self.texture_id[1])
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+
+ def update(self):
+ self.steps = self.steps + 1
+
+ if self.steps % 50 == 0 and self.plotter == None:
+ self.plotter = self.pool.submit(get_histogram, self.gas.get_velocity_norms(), self.gas.char_u)
+
+ else:
+ if self.plotter != None and self.plotter.done():
+ texture, width, height = self.plotter.result()
+ if self.tick:
+ glBindTexture(GL_TEXTURE_2D, self.texture_id[0])
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, texture)
+ self.tick = False
+ self.mixing = 1.0
+
+ else:
+ glBindTexture(GL_TEXTURE_2D, self.texture_id[1])
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, texture)
+ self.tick = True
+ self.mixing = 0.0
+
+ self.plotter = None
+
+
+ def display(self, uniform):
+ if self.tick:
+ self.mixing = min(self.mixing+0.1, 1.0);
+ else:
+ self.mixing = max(self.mixing-0.1, 0.0);
+
+ glBindTextures(self.texture_id[0], 2, self.texture_id)
+ glUniform1iv(uniform['picture'], len(self.texture_id), self.texture_id)
+ glUniform1f(uniform['mixing'], self.mixing)
+
+ glBindVertexArray(self.vao);
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
+ glBindVertexArray(0)
+
diff --git a/boltzgas/visual/shader.py b/boltzgas/visual/shader.py
new file mode 100644
index 0000000..b4295a8
--- /dev/null
+++ b/boltzgas/visual/shader.py
@@ -0,0 +1,15 @@
+from OpenGL.GL import GL_VERTEX_SHADER, GL_FRAGMENT_SHADER
+from OpenGL.GL import shaders
+
+class Shader:
+ def __init__(self, fragment_src, vertex_src, uniform):
+ self.program = shaders.compileProgram(
+ shaders.compileShader(vertex_src, GL_VERTEX_SHADER),
+ shaders.compileShader(fragment_src, GL_FRAGMENT_SHADER))
+ self.uniform = { }
+ for name in uniform:
+ self.uniform[name] = shaders.glGetUniformLocation(self.program, name)
+
+ def use(self):
+ shaders.glUseProgram(self.program)
+
diff --git a/boltzgas/visual/tracer.py b/boltzgas/visual/tracer.py
new file mode 100644
index 0000000..a5b2203
--- /dev/null
+++ b/boltzgas/visual/tracer.py
@@ -0,0 +1,20 @@
+from OpenGL.GL import *
+
+class Tracer:
+ def __init__(self, gas, iParticle):
+ self.gas = gas
+ self.iParticle = iParticle
+ self.trace = [ ]
+
+ def update(self):
+ position = self.gas.get_positions()[self.iParticle]
+ self.trace.append((position[0], position[1]))
+
+ def display(self, uniform):
+ glUniform3f(uniform['face_color'], 1., 0., 0.)
+ glLineWidth(2)
+ glBegin(GL_LINE_STRIP)
+ for v in self.trace:
+ glVertex(*v, 0.)
+ glEnd()
+
diff --git a/boltzgas/visual/view.py b/boltzgas/visual/view.py
new file mode 100644
index 0000000..d6e188b
--- /dev/null
+++ b/boltzgas/visual/view.py
@@ -0,0 +1,154 @@
+from OpenGL.GL import *
+from OpenGL.GLUT import *
+
+from pyrr import matrix44
+
+import numpy as np
+
+from .shader import Shader
+
+particle_shader = (
+ """
+ #version 430
+
+ in vec3 color;
+
+ void main(){
+ if (length(gl_PointCoord - vec2(0.5)) > 0.5) {
+ discard;
+ }
+
+ gl_FragColor = vec4(color.xyz, 0.0);
+ }
+ """,
+ """
+ #version 430
+
+ layout (location=0) in vec2 particles;
+
+ out vec3 color;
+
+ uniform mat4 projection;
+ uniform vec3 face_color;
+ uniform vec3 trace_color;
+ uniform uint trace_id;
+
+ void main() {
+ gl_Position = projection * vec4(particles, 0., 1.);
+
+ if (gl_VertexID == trace_id) {
+ color = trace_color;
+ } else {
+ color = face_color;
+ }
+ }
+ """,
+ ['projection', 'face_color', 'trace_color', 'trace_id']
+)
+
+decoration_shader = (
+ """
+ #version 430
+
+ in vec3 color;
+
+ void main(){
+ gl_FragColor = vec4(color.xyz, 0.0);
+ }
+ """,
+ """
+ #version 430
+
+ in vec3 vertex;
+
+ out vec3 color;
+
+ uniform mat4 projection;
+ uniform vec3 face_color;
+
+ void main() {
+ gl_Position = projection * vec4(vertex, 1.);
+ color = face_color;
+ }
+ """,
+ ['projection', 'face_color']
+)
+
+texture_shader = (
+ """
+ #version 430
+
+ in vec2 tex_coord;
+
+ uniform sampler2D picture[2];
+
+ uniform float mixing;
+
+ void main() {
+ gl_FragColor = mix(texture(picture[0], tex_coord), texture(picture[1], tex_coord), mixing);
+ }
+ """,
+ """
+ #version 430
+
+ layout (location=0) in vec2 screen_vertex;
+ layout (location=1) in vec2 texture_vertex;
+
+ out vec2 tex_coord;
+
+ uniform mat4 projection;
+
+ void main() {
+ gl_Position = projection * vec4(screen_vertex, 0.0, 1.0);
+ tex_coord = texture_vertex;
+ }
+ """,
+ ['picture','projection','mixing']
+)
+
+class View:
+ def __init__(self, gas, decorations, windows):
+ self.gas = gas
+ self.decorations = decorations
+ self.windows = windows
+
+ self.texture_shader = Shader(*texture_shader)
+ self.particle_shader = Shader(*particle_shader)
+ self.decoration_shader = Shader(*decoration_shader)
+
+ def reshape(self, width, height):
+ glViewport(0,0,width,height)
+
+ world_height = 1.4
+ world_width = world_height / height * width
+
+ projection = matrix44.create_orthogonal_projection(-world_width/2, world_width/2, -world_height/2, world_height/2, -1, 1)
+ translation = matrix44.create_from_translation([-1.05, -1.0/2, 0])
+
+ self.pixels_per_unit = height / world_height
+ self.projection = np.matmul(translation, projection)
+
+ def display(self):
+ glClearColor(0.,0.,0.,1.)
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
+
+ self.decoration_shader.use()
+ glUniformMatrix4fv(self.decoration_shader.uniform['projection'], 1, False, np.asfortranarray(self.projection))
+ for decoration in self.decorations:
+ decoration.display(self.decoration_shader.uniform)
+
+ self.texture_shader.use()
+ glUniformMatrix4fv(self.texture_shader.uniform['projection'], 1, False, np.asfortranarray(self.projection))
+ for window in self.windows:
+ window.display(self.texture_shader.uniform)
+
+ self.particle_shader.use()
+ glUniformMatrix4fv(self.particle_shader.uniform['projection'], 1, False, np.asfortranarray(self.projection))
+ glUniform3f(self.particle_shader.uniform['face_color'], 1., 1., 1.)
+ glUniform3f(self.particle_shader.uniform['trace_color'], 1., 0., 0.)
+ glUniform1ui(self.particle_shader.uniform['trace_id'], 4)
+ glEnable(GL_POINT_SPRITE)
+ glPointSize(2*self.gas.radius*self.pixels_per_unit)
+ self.gas.gl_draw_particles()
+
+ glutSwapBuffers()