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import numpy
import time
from string import Template
from boltzgen import Generator, Geometry
from boltzgen.lbm.lattice import D2Q9
from boltzgen.lbm.model import BGK
from common import CellList
from OpenGL.GL import *
from OpenGL.GLUT import *
from OpenGL.GL import shaders
from pyrr import matrix44
geometry = Geometry(512, 512)
functions = ['collide_and_stream', 'equilibrilize', 'collect_moments', 'momenta_boundary']
extras = ['cell_list_dispatch', 'opencl_gl_interop']
precision = 'single'
streaming = 'AA'
import AA
import AB
def glut_window(fullscreen = False):
glutInit(sys.argv)
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH)
if fullscreen:
window = glutEnterGameMode()
else:
glutInitWindowSize(800, 500)
glutInitWindowPosition(0, 0)
window = glutCreateWindow("LDC 2D")
return window
window = glut_window(fullscreen = False)
Lattice = eval('%s.Lattice' % streaming)
HelperTemplate = eval('%s.HelperTemplate' % streaming)
MomentsTexture = eval('%s.MomentsTexture' % streaming)
generator = Generator(
model = BGK(D2Q9, tau = 0.53),
target = 'cl',
precision = precision,
streaming = streaming,
index = 'ZYX',
layout = 'SOA')
kernel_src = generator.kernel(geometry, functions, extras)
kernel_src += generator.custom(geometry, HelperTemplate)
lattice = Lattice(geometry, kernel_src, D2Q9, precision = precision)
moments = MomentsTexture(lattice)
gid = lattice.memory.gid
ghost_cells = CellList(lattice.context, lattice.queue, lattice.float_type,
[ gid(x,y) for x, y in geometry.cells() if x == 0 or y == 0 or x == geometry.size_x-1 or y == geometry.size_y-1 ])
bulk_cells = CellList(lattice.context, lattice.queue, lattice.float_type,
[ gid(x,y) for x, y in geometry.inner_cells() if x > 1 and x < geometry.size_x-2 and y > 1 and y < geometry.size_y-2 ])
wall_cells = CellList(lattice.context, lattice.queue, lattice.float_type,
[ gid(x,y) for x, y in geometry.inner_cells() if x == 1 or y == 1 or x == geometry.size_x-2 ])
lid_cells = CellList(lattice.context, lattice.queue, lattice.float_type,
[ gid(x,y) for x, y in geometry.inner_cells() if y == geometry.size_y-2 ])
if streaming == 'AB':
lattice.schedule('collide_and_stream_cells', bulk_cells)
lattice.schedule('velocity_momenta_boundary_cells', wall_cells, numpy.array([0.0, 0.0], dtype=lattice.float_type[0]))
lattice.schedule('velocity_momenta_boundary_cells', lid_cells, numpy.array([0.1, 0.0], dtype=lattice.float_type[0]))
elif streaming == 'AA':
lattice.schedule_tick('collide_and_stream_cells_tick', bulk_cells)
lattice.schedule_tick('velocity_momenta_boundary_cells_tick', wall_cells, numpy.array([0.0, 0.0], dtype=lattice.float_type[0]))
lattice.schedule_tick('velocity_momenta_boundary_cells_tick', lid_cells, numpy.array([0.1, 0.0], dtype=lattice.float_type[0]))
lattice.schedule_tock('equilibrilize_cells_tick', ghost_cells)
lattice.schedule_tock('collide_and_stream_cells_tock', bulk_cells)
lattice.schedule_tock('velocity_momenta_boundary_cells_tock', wall_cells, numpy.array([0.0, 0.0], dtype=lattice.float_type[0]))
lattice.schedule_tock('velocity_momenta_boundary_cells_tock', lid_cells, numpy.array([0.1, 0.0], dtype=lattice.float_type[0]))
def get_projection(width, height):
world_height = geometry.size_y
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([-geometry.size_x/2, -geometry.size_y/2, 0])
point_size = width / world_width
return numpy.matmul(translation, projection), point_size
vertex_shader = shaders.compileShader("""
#version 430
layout (location=0) in vec4 vertex;
out vec2 frag_pos;
uniform mat4 projection;
void main() {
gl_Position = projection * vertex;
frag_pos = vertex.xy;
}""", GL_VERTEX_SHADER)
fragment_shader = shaders.compileShader(Template("""
#version 430
in vec2 frag_pos;
uniform sampler2D moments;
out vec4 result;
vec2 unit(vec2 v) {
return vec2(v[0] / $size_x, v[1] / $size_y);
}
vec3 blueRedPalette(float x) {
return mix(
vec3(0.0, 0.0, 1.0),
vec3(1.0, 0.0, 0.0),
x
);
}
void main(){
const vec2 sample_pos = unit(frag_pos);
const vec4 data = texture(moments, sample_pos);
result.a = 1.0;
result.rgb = blueRedPalette(data[3] / 0.1);
}
""").substitute({
"size_x": geometry.size_x,
"size_y": geometry.size_y,
}), GL_FRAGMENT_SHADER)
shader_program = shaders.compileProgram(vertex_shader, fragment_shader)
projection_id = shaders.glGetUniformLocation(shader_program, 'projection')
def on_display():
for i in range(0,100):
lattice.evolve()
moments.collect()
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
shaders.glUseProgram(shader_program)
glUniformMatrix4fv(projection_id, 1, False, numpy.asfortranarray(projection))
moments.bind()
glBegin(GL_POLYGON)
glVertex(0,0,0)
glVertex(lattice.geometry.size_x,0,0)
glVertex(lattice.geometry.size_x,lattice.geometry.size_y,0)
glVertex(0,lattice.geometry.size_y,0)
glEnd()
glutSwapBuffers()
def on_reshape(width, height):
global projection, point_size
glViewport(0,0,width,height)
projection, point_size = get_projection(width, height)
def on_timer(t):
glutTimerFunc(t, on_timer, t)
glutPostRedisplay()
glutDisplayFunc(on_display)
glutReshapeFunc(on_reshape)
glutTimerFunc(10, on_timer, 10)
glutMainLoop()
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