diff options
Draw 3D particles as surfaces to enable depth
-rw-r--r-- | channel_3d_gl_interop.py | 82 |
1 files changed, 48 insertions, 34 deletions
diff --git a/channel_3d_gl_interop.py b/channel_3d_gl_interop.py index 7e7195a..695dbfe 100644 --- a/channel_3d_gl_interop.py +++ b/channel_3d_gl_interop.py @@ -18,7 +18,7 @@ lattice_x = 256 lattice_y = 64 lattice_z = 64 -sphere_r = 10 +cylinder_r = 10 updates_per_frame = 10 particle_count = 50000 @@ -42,7 +42,7 @@ def get_cavity_material_map(geometry): 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 + (cylinder(geometry.size_x//6, geometry.size_z//2, cylinder_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 @@ -116,11 +116,14 @@ lbm = LBM(D3Q27) window = glut_window(fullscreen = False) -particle_shader = shaders.compileShader(Template(""" +particle_shader = shaders.compileShader(""" #version 430 layout (location=0) in vec4 particles; - out vec3 color; + +out VS_OUT { + vec3 color; +} vs_out; uniform mat4 projection; uniform mat4 rotation; @@ -141,8 +144,39 @@ void main() { 1. ); - color = fire(1.0-particles[3]); -}""").substitute({}), GL_VERTEX_SHADER) + vs_out.color = fire(1.0-particles[3]); +}""", GL_VERTEX_SHADER) + +geometry_shader = shaders.compileShader(""" +#version 430 + +layout (points) in; +layout (triangle_strip, max_vertices=4) out; + +in VS_OUT { + vec3 color; +} gs_in[]; + +out vec3 color; + +void emitSquareAt(vec4 position) { + const float size = 0.5; + + gl_Position = position + vec4(-size, -size, 0.0, 0.0); + EmitVertex(); + gl_Position = position + vec4( size, -size, 0.0, 0.0); + EmitVertex(); + gl_Position = position + vec4(-size, size, 0.0, 0.0); + EmitVertex(); + gl_Position = position + vec4( size, size, 0.0, 0.0); + EmitVertex(); +} + +void main() { + color = gs_in[0].color; + emitSquareAt(gl_in[0].gl_Position); + EndPrimitive(); +}""", GL_GEOMETRY_SHADER) vertex_shader = shaders.compileShader(Template(""" #version 430 @@ -155,7 +189,7 @@ uniform mat4 rotation; void main() { gl_Position = projection * rotation * vertex; - color = vec3(1.0,1.0,1.0); + color = vec3(0.5,0.5,0.5); }""").substitute({}), GL_VERTEX_SHADER) fragment_shader = shaders.compileShader(""" @@ -167,7 +201,7 @@ void main(){ gl_FragColor = vec4(color.xyz, 0.0); }""", GL_FRAGMENT_SHADER) -particle_program = shaders.compileProgram(particle_shader, fragment_shader) +particle_program = shaders.compileProgram(particle_shader, geometry_shader, fragment_shader) projection_id = shaders.glGetUniformLocation(particle_program, 'projection') rotation_id = shaders.glGetUniformLocation(particle_program, 'rotation') @@ -200,29 +234,6 @@ 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 @@ -268,7 +279,11 @@ def on_display(): lattice.sync() - glClear(GL_COLOR_BUFFER_BIT) + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) + + glEnable(GL_DEPTH_TEST) + glDepthFunc(GL_LESS) + glEnableClientState(GL_VERTEX_ARRAY) particles.gl_particles.bind() @@ -283,7 +298,6 @@ def on_display(): 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: @@ -291,7 +305,7 @@ def on_display(): glVertex3fv(cube_vertices[j]) glEnd() - draw_cylinder(lattice.geometry.size_x//6, lattice.geometry.size_z//2, lattice.geometry.size_y, sphere_r, 32) + draw_cylinder(lattice.geometry.size_x//6, lattice.geometry.size_z//2, lattice.geometry.size_y, cylinder_r, 32) glutSwapBuffers() |