diff options
Extract parameters in GL interop example
-rw-r--r-- | ldc_2d_gl_interop.py | 59 |
1 files changed, 42 insertions, 17 deletions
diff --git a/ldc_2d_gl_interop.py b/ldc_2d_gl_interop.py index a10664d..26a8dea 100644 --- a/ldc_2d_gl_interop.py +++ b/ldc_2d_gl_interop.py @@ -14,6 +14,11 @@ from OpenGL.GL import shaders screen_x = 1920 screen_y = 1200 +cells_per_pixel = 4 +updates_per_frame = 200 + +lid_speed = 0.1 +relaxation_time = 0.515 def cavity(geometry, x, y): if x == 1 or y == 1 or x == geometry.size_x-2: @@ -23,19 +28,21 @@ def cavity(geometry, x, y): else: return 1 -boundary = """ +boundary = Template(""" if ( m == 2 ) { u_0 = 0.0; u_1 = 0.0; } if ( m == 3 ) { - u_0 = 0.1; + u_0 = $lid_speed; u_1 = 0.0; } -""" +""").substitute({ + 'lid_speed': lid_speed +}) def get_projection(): - scale = numpy.diag([8.0/screen_x, 8.0/screen_y, 1.0, 1.0]) + scale = numpy.diag([(2.0*cells_per_pixel)/screen_x, (2.0*cells_per_pixel)/screen_y, 1.0, 1.0]) translation = numpy.matrix(numpy.identity(4)) translation[3,0:3] = [-1.0, -1.0, 0.0] return scale * translation; @@ -62,43 +69,60 @@ vertex_shader = shaders.compileShader(Template(""" layout (location=0) in vec4 CellMoments; +out vec3 color; + uniform mat4 projection; +vec3 blueRedPalette(float x) { + return mix( + vec3(0.0, 0.0, 1.0), + vec3(1.0, 0.0, 0.0), + x + ); +} + vec2 fluidVertexAtIndex(uint i) { const float y = floor(float(i) / $size_x); - return vec2( - i - $size_x*y, - y - ); + return vec2( + i - $size_x*y, + y + ); } void main() { const vec2 idx = fluidVertexAtIndex(gl_VertexID); gl_Position = projection * vec4( - idx.x + 500.*CellMoments[1], - idx.y + 500.*CellMoments[2], + idx.x, + idx.y, 0., 1. ); -}""").substitute({'size_x': screen_x//4}), GL_VERTEX_SHADER) + + color = blueRedPalette(CellMoments[3] / $lid_speed); +}""").substitute({ + 'size_x' : screen_x//cells_per_pixel, + 'lid_speed': lid_speed +}), GL_VERTEX_SHADER) fragment_shader = shaders.compileShader(""" -#version 120 +#version 430 + +in vec3 color; + void main(){ - gl_FragColor = vec4(1,1,1,1); + gl_FragColor = vec4(color.xyz, 0.0); }""", GL_FRAGMENT_SHADER) - shader_program = shaders.compileProgram(vertex_shader, fragment_shader) projection_id = shaders.glGetUniformLocation(shader_program, 'projection') lattice = Lattice( descriptor = D2Q9, - geometry = Geometry(screen_x//4, screen_y//4), + geometry = Geometry(screen_x//cells_per_pixel, screen_y//cells_per_pixel), moments = lbm.moments(optimize = True), - collide = lbm.bgk(f_eq = lbm.equilibrium(), tau = 0.515), + collide = lbm.bgk(f_eq = lbm.equilibrium(), tau = relaxation_time), boundary_src = boundary, opengl = True ) @@ -108,7 +132,7 @@ lattice.setup_geometry(cavity) projection = get_projection() def on_display(): - for i in range(0,60): + for i in range(0,updates_per_frame): lattice.evolve() lattice.sync_gl_moments() @@ -123,6 +147,7 @@ def on_display(): glVertexPointer(4, GL_FLOAT, 0, lattice.gl_moments) + glPointSize(cells_per_pixel) glDrawArrays(GL_POINTS, 0, lattice.geometry.volume) glDisableClientState(GL_VERTEX_ARRAY) |