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authorAdrian Kummerlaender2019-09-23 19:29:17 +0200
committerAdrian Kummerlaender2019-09-23 19:29:17 +0200
commit087d7fd7908f6b68f73aa0a08b00c7f18afeb5b3 (patch)
tree1e4683140da15dbd3dc96dd3e85de00818ef93ba
parentbeda0edf885608ffbb6498f97bf7e4fc08df1e27 (diff)
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Use new projection utilities in particle-based channel 3d visualization
-rw-r--r--channel_3d_gl_interop.py107
1 files changed, 42 insertions, 65 deletions
diff --git a/channel_3d_gl_interop.py b/channel_3d_gl_interop.py
index e509e45..569580d 100644
--- a/channel_3d_gl_interop.py
+++ b/channel_3d_gl_interop.py
@@ -3,7 +3,6 @@ from string import Template
from simulation import Lattice, Geometry
from utility.particles import Particles
-from utility.opengl import MomentsVertexBuffer
from symbolic.generator import LBM
import symbolic.D3Q27 as D3Q27
@@ -13,12 +12,14 @@ from OpenGL.GLUT import *
from OpenGL.GL import shaders
-from pyrr import matrix44, quaternion
-
from geometry.sphere import Sphere
from geometry.box import Box
from geometry.cylinder import Cylinder
+from utility.projection import Projection, Rotation
+from utility.opengl import MomentsVertexBuffer
+from utility.mouse import MouseDragMonitor
+
lattice_x = 256
lattice_y = 64
lattice_z = 64
@@ -70,39 +71,6 @@ boundary = Template("""
"inflow": lid_speed
})
-def get_projection(width, height):
- world_width = lattice_x
- world_height = world_width / width * height
-
- projection = matrix44.create_perspective_projection(20.0, width/height, 0.1, 1000.0)
- look = matrix44.create_look_at(
- eye = [0, -2*lattice_x, 0],
- target = [0, 0, 0],
- up = [0, 0, -1])
-
- point_size = 1
-
- return numpy.matmul(look, projection), point_size
-
-class Rotation:
- def __init__(self, shift, x = numpy.pi, z = numpy.pi):
- self.shift = shift
- self.rotation_x = x
- self.rotation_z = z
-
- def update(self, x, z):
- self.rotation_x += x
- self.rotation_z += z
-
- def get(self):
- qx = quaternion.Quaternion(quaternion.create_from_eulers([self.rotation_x,0,0]))
- qz = quaternion.Quaternion(quaternion.create_from_eulers([0,0,self.rotation_z]))
- rotation = qz.cross(qx)
- return numpy.matmul(
- matrix44.create_from_translation(self.shift),
- matrix44.create_from_quaternion(rotation)
- )
-
def glut_window(fullscreen = False):
glutInit(sys.argv)
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH)
@@ -162,6 +130,15 @@ void main() {
color = vec3(1.0,1.0,1.0);
}""").substitute({}), GL_VERTEX_SHADER)
+fragment_shader = shaders.compileShader("""
+#version 430
+
+in vec3 color;
+
+void main(){
+ gl_FragColor = vec4(color.xyz, 0.0);
+}""", GL_FRAGMENT_SHADER)
+
lighting_vertex_shader = shaders.compileShader("""
#version 430
@@ -181,15 +158,6 @@ void main() {
color = vec3(0.6,0.6,0.6);
}""", GL_VERTEX_SHADER)
-fragment_shader = shaders.compileShader("""
-#version 430
-
-in vec3 color;
-
-void main(){
- gl_FragColor = vec4(color.xyz, 0.0);
-}""", GL_FRAGMENT_SHADER)
-
lighting_fragment_shader = shaders.compileShader(Template("""
#version 430
@@ -197,16 +165,14 @@ in vec3 color;
in vec3 frag_pos;
in vec3 frag_normal;
-uniform mat4 projection;
-uniform mat4 rotation;
+uniform vec4 camera_pos;
out vec4 result;
void main(){
- const vec4 light_pos = rotation * vec4($size_x/2,-$size_x,$size_z/2,1);
const vec3 light_color = vec3(1.0,1.0,1.0);
- const vec3 ray = light_pos.xyz - frag_pos;
+ const vec3 ray = camera_pos.xyz - frag_pos;
float brightness = dot(frag_normal, ray) / length(ray);
brightness = clamp(brightness, 0, 1);
@@ -219,11 +185,17 @@ void main(){
}), GL_FRAGMENT_SHADER)
particle_program = shaders.compileProgram(particle_shader, fragment_shader)
-projection_id = shaders.glGetUniformLocation(particle_program, 'projection')
-rotation_id = shaders.glGetUniformLocation(particle_program, 'rotation')
+particle_projection_id = shaders.glGetUniformLocation(particle_program, 'projection')
+particle_rotation_id = shaders.glGetUniformLocation(particle_program, 'rotation')
domain_program = shaders.compileProgram(vertex_shader, fragment_shader)
+domain_projection_id = shaders.glGetUniformLocation(domain_program, 'projection')
+domain_rotation_id = shaders.glGetUniformLocation(domain_program, 'rotation')
+
obstacle_program = shaders.compileProgram(lighting_vertex_shader, lighting_fragment_shader)
+obstacle_projection_id = shaders.glGetUniformLocation(obstacle_program, 'projection')
+obstacle_rotation_id = shaders.glGetUniformLocation(obstacle_program, 'rotation')
+obstacle_camera_pos_id = shaders.glGetUniformLocation(obstacle_program, 'camera_pos')
lattice = Lattice(
descriptor = D3Q27,
@@ -250,6 +222,7 @@ particles = Particles(
lattice.geometry.size_z//16:15*lattice.geometry.size_z//16:100j,
].reshape(3,-1).T)
+projection = Projection(distance = 2*lattice_x)
rotation = Rotation([-lattice_x/2, -lattice_y/2, -lattice_z/2])
cube_vertices, cube_edges = lattice.geometry.wireframe()
@@ -271,36 +244,39 @@ def on_display():
glDepthFunc(GL_LESS)
shaders.glUseProgram(particle_program)
- glUniformMatrix4fv(projection_id, 1, False, numpy.ascontiguousarray(projection))
- glUniformMatrix4fv(rotation_id, 1, False, numpy.ascontiguousarray(rotation.get()))
+ glUniformMatrix4fv(particle_projection_id, 1, False, numpy.ascontiguousarray(projection.get()))
+ glUniformMatrix4fv(particle_rotation_id, 1, False, numpy.ascontiguousarray(rotation.get()))
particles.bind()
glEnable(GL_POINT_SMOOTH)
- glPointSize(point_size)
+ glPointSize(1)
glDrawArrays(GL_POINTS, 0, particles.count)
shaders.glUseProgram(domain_program)
- glUniformMatrix4fv(projection_id, 1, False, numpy.ascontiguousarray(projection))
- glUniformMatrix4fv(rotation_id, 1, False, numpy.ascontiguousarray(rotation.get()))
- glLineWidth(point_size)
+ glUniformMatrix4fv(domain_projection_id, 1, False, numpy.ascontiguousarray(projection.get()))
+ glUniformMatrix4fv(domain_rotation_id, 1, False, numpy.ascontiguousarray(rotation.get()))
+ glLineWidth(2)
glBegin(GL_LINES)
for i, j in cube_edges:
glVertex(cube_vertices[i])
glVertex(cube_vertices[j])
glEnd()
+ camera_pos = numpy.matmul([0,-projection.distance,0,1], rotation.get_inverse())
+
shaders.glUseProgram(obstacle_program)
- glUniformMatrix4fv(projection_id, 1, False, numpy.ascontiguousarray(projection))
- glUniformMatrix4fv(rotation_id, 1, False, numpy.ascontiguousarray(rotation.get()))
+ glUniformMatrix4fv(obstacle_projection_id, 1, False, numpy.ascontiguousarray(projection.get()))
+ glUniformMatrix4fv(obstacle_rotation_id, 1, False, numpy.ascontiguousarray(rotation.get()))
+ glUniform4fv(obstacle_camera_pos_id, 1, camera_pos)
for primitive in primitives:
primitive.draw()
glutSwapBuffers()
-def on_reshape(width, height):
- global projection, point_size
- glViewport(0,0,width,height)
- projection, point_size = get_projection(width, height)
+mouse_monitor = MouseDragMonitor(
+ GLUT_LEFT_BUTTON,
+ drag_callback = lambda dx, dy: rotation.update(0.005*dy, 0.005*dx),
+ zoom_callback = lambda zoom: projection.update_distance(5*zoom))
def on_keyboard(key, x, y):
global rotation
@@ -321,8 +297,9 @@ def on_timer(t):
glutPostRedisplay()
glutDisplayFunc(on_display)
-glutReshapeFunc(on_reshape)
-glutKeyboardFunc(on_keyboard)
+glutReshapeFunc(lambda w, h: projection.update_ratio(w, h))
+glutMouseFunc(mouse_monitor.on_mouse)
+glutMotionFunc(mouse_monitor.on_mouse_move)
glutTimerFunc(10, on_timer, 10)
glutMainLoop()