diff options
Add another 3d example
-rw-r--r-- | channel_3d_gl_interop.py | 326 |
1 files changed, 326 insertions, 0 deletions
diff --git a/channel_3d_gl_interop.py b/channel_3d_gl_interop.py new file mode 100644 index 0000000..7e7195a --- /dev/null +++ b/channel_3d_gl_interop.py @@ -0,0 +1,326 @@ +import numpy +from string import Template + +from simulation import Lattice, Geometry +from utility.particles import Particles +from symbolic.generator import LBM + +import symbolic.D3Q27 as D3Q27 + +from OpenGL.GL import * +from OpenGL.GLUT import * + +from OpenGL.GL import shaders + +from pyrr import matrix44, quaternion + +lattice_x = 256 +lattice_y = 64 +lattice_z = 64 + +sphere_r = 10 + +updates_per_frame = 10 +particle_count = 50000 + +lid_speed = 0.05 +relaxation_time = 0.51 + +def circle(cx, cy, cz, r): + return lambda x, y, z: (x - cx)**2 + (y - cy)**2 + (z - cz)**2 < r*r + +def cylinder(cx, cz, r): + return lambda x, y, z: (x - cx)**2 + (z - cz)**2 < r*r + +def get_cavity_material_map(geometry): + return [ + (lambda x, y, z: x > 0 and x < geometry.size_x-1 and + y > 0 and y < geometry.size_y-1 and + z > 0 and z < geometry.size_z-1, 1), # bulk fluid + (lambda x, y, z: x == 1 or x == geometry.size_x-2 or + y == 1 or y == geometry.size_y-2 or + z == 1 or z == geometry.size_z-2, 2), # walls + (lambda x, y, z: x == 1, 3), # inflow + (lambda x, y, z: x == geometry.size_x-2, 4), # outflow + (cylinder(geometry.size_x//6, geometry.size_z//2, sphere_r), 5), # obstacle + (lambda x, y, z: x == 0 or x == geometry.size_x-1 or + y == 0 or y == geometry.size_y-1 or + z == 0 or z == geometry.size_z-1, 0) # ghost cells + ] + +boundary = Template(""" + if ( m == 2 || m == 5 ) { + u_0 = 0.0; + u_1 = 0.0; + u_2 = 0.0; + } + if ( m == 3 ) { + u_0 = min(time/5000.0 * $inflow, $inflow); + u_1 = 0.0; + u_2 = 0.0; + } + if ( m == 4 ) { + rho = 1.0; + } +""").substitute({ + "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) + + if fullscreen: + window = glutEnterGameMode() + else: + glutInitWindowSize(800, 500) + glutInitWindowPosition(0, 0) + window = glutCreateWindow("LBM") + + return window + +lbm = LBM(D3Q27) + +window = glut_window(fullscreen = False) + +particle_shader = shaders.compileShader(Template(""" +#version 430 + +layout (location=0) in vec4 particles; + out vec3 color; + +uniform mat4 projection; +uniform mat4 rotation; + +vec3 fire(float x) { + return mix( + vec3(1.0, 1.0, 0.0), + vec3(1.0, 0.0, 0.0), + x + ); +} + +void main() { + gl_Position = projection * rotation * vec4( + particles[0], + particles[1], + particles[2], + 1. + ); + + color = fire(1.0-particles[3]); +}""").substitute({}), GL_VERTEX_SHADER) + +vertex_shader = shaders.compileShader(Template(""" +#version 430 + +layout (location=0) in vec4 vertex; + out vec3 color; + +uniform mat4 projection; +uniform mat4 rotation; + +void main() { + gl_Position = projection * rotation * vertex; + 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) + +particle_program = shaders.compileProgram(particle_shader, fragment_shader) +projection_id = shaders.glGetUniformLocation(particle_program, 'projection') +rotation_id = shaders.glGetUniformLocation(particle_program, 'rotation') + +geometry_program = shaders.compileProgram(vertex_shader, fragment_shader) + +lattice = Lattice( + descriptor = D3Q27, + geometry = Geometry(lattice_x, lattice_y, lattice_z), + moments = lbm.moments(optimize = True), + collide = lbm.bgk(f_eq = lbm.equilibrium(), tau = relaxation_time), + boundary_src = boundary, + opengl = True +) + +lattice.apply_material_map( + get_cavity_material_map(lattice.geometry)) +lattice.sync_material() + +particles = Particles( + lattice.context, + lattice.queue, + lattice.memory.float_type, + numpy.mgrid[ + 2*lattice.geometry.size_x//100:4*lattice.geometry.size_x//100:particle_count/10000j, + lattice.geometry.size_y//10:9*lattice.geometry.size_y//10:100j, + lattice.geometry.size_z//10:9*lattice.geometry.size_z//10:100j, + ].reshape(3,-1).T) + +rotation = Rotation([-lattice_x/2, -lattice_y/2, -lattice_z/2]) + +cube_vertices, cube_edges = lattice.geometry.wireframe() + +def draw_sphere(cx, cy, cz, r, lats, longs): + for i in range(0,lats+1): + lat0 = numpy.pi * (-0.5 + (i - 1) / lats) + z0 = numpy.sin(lat0) + zr0 = numpy.cos(lat0) + + lat1 = numpy.pi * (-0.5 + i / lats) + z1 = numpy.sin(lat1) + zr1 = numpy.cos(lat1) + + glBegin(GL_QUAD_STRIP) + for j in range(0,longs+1): + lng = 2 * numpy.pi * (j - 1) / longs + x = numpy.cos(lng) + y = numpy.sin(lng) + + glNormal3f(cx + x * zr0 , cy + y * zr0 , cz + z0) + glVertex3f(cx + r * x * zr0, cy + r * y * zr0, cz + r * z0) + glNormal3f(cx + x * zr1 , cy + y * zr1 , cz + z1) + glVertex3f(cx + r * x * zr1, cy + r * y * zr1, cz + r * z1) + + glEnd() + +def draw_cylinder(cx, cz, height, radius, num_slices): + r = radius + h = height + n = float(num_slices) + + circle_pts = [] + for i in range(int(n) + 1): + angle = 2 * numpy.pi * (i/n) + x = cx + r * numpy.cos(angle) + z = cz + r * numpy.sin(angle) + pt = (x, z) + circle_pts.append(pt) + + glBegin(GL_TRIANGLE_FAN) + glVertex(cx, 0, cz) + for (x, z) in circle_pts: + y = 0 + glVertex(x, y, z) + glEnd() + + glBegin(GL_TRIANGLE_FAN) + glVertex(cx, h, cz) + for (x, z) in circle_pts: + y = h + glVertex(x, y, z) + glEnd() + + glBegin(GL_TRIANGLE_STRIP) + for (x, z) in circle_pts: + y = h + glVertex(x, 0, z) + glVertex(x, h, z) + glEnd() + +def on_display(): + for i in range(0,updates_per_frame): + lattice.evolve() + + lattice.collect_gl_moments() + + for i in range(0,updates_per_frame): + lattice.update_gl_particles(particles, aging = True) + + lattice.sync() + + glClear(GL_COLOR_BUFFER_BIT) + glEnableClientState(GL_VERTEX_ARRAY) + particles.gl_particles.bind() + + shaders.glUseProgram(particle_program) + glUniformMatrix4fv(projection_id, 1, False, numpy.ascontiguousarray(projection)) + glUniformMatrix4fv(rotation_id, 1, False, numpy.ascontiguousarray(rotation.get())) + glVertexPointer(4, GL_FLOAT, 0, particles.gl_particles) + glEnable(GL_POINT_SMOOTH) + glPointSize(point_size) + glDrawArrays(GL_POINTS, 0, particles.count) + + shaders.glUseProgram(geometry_program) + glUniformMatrix4fv(projection_id, 1, False, numpy.ascontiguousarray(projection)) + glUniformMatrix4fv(rotation_id, 1, False, numpy.ascontiguousarray(rotation.get())) + glPolygonMode(GL_FRONT_AND_BACK, GL_LINE) + glLineWidth(2*point_size) + glBegin(GL_LINES) + for i, j in cube_edges: + glVertex3fv(cube_vertices[i]) + glVertex3fv(cube_vertices[j]) + glEnd() + + draw_cylinder(lattice.geometry.size_x//6, lattice.geometry.size_z//2, lattice.geometry.size_y, sphere_r, 32) + + glutSwapBuffers() + +def on_reshape(width, height): + global projection, point_size + glViewport(0,0,width,height) + projection, point_size = get_projection(width, height) + +def on_keyboard(key, x, y): + global rotation + + x = { + b'w': -numpy.pi/10, + b's': numpy.pi/10 + }.get(key, 0.0) + z = { + b'a': numpy.pi/10, + b'd': -numpy.pi/10 + }.get(key, 0.0) + + rotation.update(x,z) + +def on_timer(t): + glutTimerFunc(t, on_timer, t) + glutPostRedisplay() + +glutDisplayFunc(on_display) +glutReshapeFunc(on_reshape) +glutKeyboardFunc(on_keyboard) +glutTimerFunc(10, on_timer, 10) + +glutMainLoop() |