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authorAdrian Kummerlaender2019-12-28 23:18:23 +0100
committerAdrian Kummerlaender2019-12-28 23:18:23 +0100
commite399841b70683013ebdc9f6bcb31a871fef33db2 (patch)
tree15e013be6ebc5f28793f5ba1a378fd8f53dfde18
parent342d554e2da1f80aa93d5d28d2d87573db87bbb0 (diff)
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Adapt existing channel example to new SDF-based rendering and voxelization
-rw-r--r--channel_3d_sdf_grid_fin_volumetric_rendering_gl_interop.py143
-rw-r--r--channel_3d_volumetric_rendering_gl_interop.py244
-rw-r--r--template/opengl.mako38
-rw-r--r--template/sdf.lib.glsl.mako8
-rw-r--r--utility/opengl.py2
5 files changed, 224 insertions, 211 deletions
diff --git a/channel_3d_sdf_grid_fin_volumetric_rendering_gl_interop.py b/channel_3d_sdf_grid_fin_volumetric_rendering_gl_interop.py
index 166c36d..8806029 100644
--- a/channel_3d_sdf_grid_fin_volumetric_rendering_gl_interop.py
+++ b/channel_3d_sdf_grid_fin_volumetric_rendering_gl_interop.py
@@ -22,9 +22,9 @@ from utility.projection import Projection, Rotation
from utility.opengl import MomentsTexture
from utility.mouse import MouseDragMonitor, MouseScrollMonitor
-lattice_x = 200
-lattice_y = 90
-lattice_z = 90
+lattice_x = 180
+lattice_y = 100
+lattice_z = 100
updates_per_frame = 5
@@ -52,47 +52,52 @@ boundary = Template("""
)
grid_fin = """
-v = rotate_z(translate(v, v3(center.x/2.5, center.y, center.z)), -0.5);
+v = rotate_z(translate(v, v3(center.x/2, center.y, center.z)), -0.8);
float width = 1;
-float rotat = 0.64;
-
-return rounded(unify(
- sub(
- box(v, v3(5, 30, 40)),
- box(v, v3(6, 28, 38))
- ),
- intersect(
- box(v, v3(5, 30, 40)),
- unify(
- unify(
- box(rotate_x(v, rotat), v3(10, width, 100)),
- box(rotate_x(v, -rotat), v3(10, width, 100))
- ),
- unify(
- unify(
- unify(
- box(rotate_x(translate(v, v3(0,0,25)), rotat), v3(10, width, 100)),
- box(rotate_x(translate(v, v3(0,0,25)), -rotat), v3(10, width, 100))
- ),
- unify(
- box(rotate_x(translate(v, v3(0,0,-25)), rotat), v3(10, width, 100)),
- box(rotate_x(translate(v, v3(0,0,-25)), -rotat), v3(10, width, 100))
- )
- ),
- unify(
- unify(
- box(rotate_x(translate(v, v3(0,0,50)), rotat), v3(10, width, 100)),
- box(rotate_x(translate(v, v3(0,0,50)), -rotat), v3(10, width, 100))
- ),
- unify(
- box(rotate_x(translate(v, v3(0,0,-50)), rotat), v3(10, width, 100)),
- box(rotate_x(translate(v, v3(0,0,-50)), -rotat), v3(10, width, 100))
- )
- )
- )
- )
- )
-), 0.4);
+float angle = 0.64;
+
+return add(
+ sadd(
+ sub(
+ rounded(box(v, v3(5, 28, 38)), 1),
+ rounded(box(v, v3(6, 26, 36)), 1)
+ ),
+ cylinder(translate(v, v3(0,0,-45)), 5, 12),
+ 1
+ ),
+ sintersect(
+ box(v, v3(5, 28, 38)),
+ add(
+ add(
+ box(rotate_x(v, angle), v3(10, width, 100)),
+ box(rotate_x(v, -angle), v3(10, width, 100))
+ ),
+ add(
+ add(
+ add(
+ box(rotate_x(translate(v, v3(0,0,25)), angle), v3(10, width, 100)),
+ box(rotate_x(translate(v, v3(0,0,25)), -angle), v3(10, width, 100))
+ ),
+ add(
+ box(rotate_x(translate(v, v3(0,0,-25)), angle), v3(10, width, 100)),
+ box(rotate_x(translate(v, v3(0,0,-25)), -angle), v3(10, width, 100))
+ )
+ ),
+ add(
+ add(
+ box(rotate_x(translate(v, v3(0,0,50)), angle), v3(10, width, 100)),
+ box(rotate_x(translate(v, v3(0,0,50)), -angle), v3(10, width, 100))
+ ),
+ add(
+ box(rotate_x(translate(v, v3(0,0,-50)), angle), v3(10, width, 100)),
+ box(rotate_x(translate(v, v3(0,0,-50)), -angle), v3(10, width, 100))
+ )
+ )
+ )
+ ),
+ 2
+ )
+);
"""
def glut_window(fullscreen = False):
@@ -179,6 +184,10 @@ vec3 fabs(vec3 x) {
return abs(x);
}
+float fabs(float x) {
+ return abs(x);
+}
+
<%include file="template/sdf.lib.glsl.mako"/>
float sdf(vec3 v) {
@@ -209,29 +218,28 @@ float maxRayLength(vec3 origin, vec3 ray) {
return max(1.0, ${max_ray_length} - distanceToLattice(origin + ${max_ray_length}*ray));
}
-vec4 trace_obstacle(vec3 pos, vec3 ray) {
- bool hit = false;
- vec3 color = vec3(0.05);
- vec3 sample_pos = pos;
+vec4 trace_obstacle(vec3 origin, vec3 ray, float delta) {
+ vec3 color = vec3(0);
+ vec3 sample_pos = origin;
+ float ray_dist = 0.0;
for (int i = 0; i < OBSTACLE_STEPS; ++i) {
- float dist = sdf(sample_pos);
- if (abs(dist) < EPSILON) {
- vec3 n = normalize(sdf_normal(sample_pos));
- float brightness = abs(dot(n, ray));
- color += brightness;
- hit = true;
- break;
+ const float sdf_dist = sdf(sample_pos);
+ ray_dist += sdf_dist;
+
+ if (ray_dist > delta) {
+ return vec4(0.0);
+ }
+
+ if (abs(sdf_dist) < EPSILON) {
+ const vec3 n = normalize(sdf_normal(sample_pos));
+ return vec4(color + abs(dot(n, ray)), 1.0);
} else {
- sample_pos += dist*ray;
+ sample_pos = origin + ray_dist*ray;
}
}
- if (hit) {
- return vec4(color, 1.0);
- } else {
- return vec4(color, 0.0);
- }
+ return vec4(0.0);
}
vec3 trace(vec3 pos, vec3 ray) {
@@ -240,17 +248,16 @@ vec3 trace(vec3 pos, vec3 ray) {
vec3 color = vec3(0.0);
for (int i=0; i < RAYMARCH_STEPS; ++i) {
- const vec3 pos = pos + i*delta*ray;
- const vec4 data = texture(moments, unit(pos));
- if (sdf(pos) > delta) {
- color += 1./RAYMARCH_STEPS * palette(length(data.yzw) / ${inflow});
+ const vec3 sample_pos = pos + i*delta*ray;
+ const vec4 data = texture(moments, unit(sample_pos));
+ if (sdf(sample_pos) > delta) {
+ color += 0.5/RAYMARCH_STEPS * palette(length(data.yzw) / ${inflow});
} else {
- vec4 obstacle_color = trace_obstacle(pos, ray);
+ const vec4 obstacle_color = trace_obstacle(sample_pos, ray, delta);
if (obstacle_color.w == 1.0) {
- color += obstacle_color.xyz;
- break;
+ return color + obstacle_color.xyz;
} else {
- color += 1./RAYMARCH_STEPS * palette(length(data.yzw) / ${inflow});
+ color += 0.5/RAYMARCH_STEPS * palette(length(data.yzw) / ${inflow});
}
}
}
diff --git a/channel_3d_volumetric_rendering_gl_interop.py b/channel_3d_volumetric_rendering_gl_interop.py
index 7c78d9f..1b149da 100644
--- a/channel_3d_volumetric_rendering_gl_interop.py
+++ b/channel_3d_volumetric_rendering_gl_interop.py
@@ -1,5 +1,9 @@
import numpy
-from string import Template
+
+from mako.template import Template
+from mako.lookup import TemplateLookup
+
+from pathlib import Path
from simulation import Lattice, Geometry
from utility.particles import Particles
@@ -12,78 +16,76 @@ from OpenGL.GLUT import *
from OpenGL.GL import shaders
-from geometry.sphere import Sphere
-from geometry.box import Box
-from geometry.cylinder import Cylinder
+from geometry.box import Box
from utility.projection import Projection, Rotation
from utility.opengl import MomentsTexture
from utility.mouse import MouseDragMonitor, MouseScrollMonitor
-lattice_x = 256
+lattice_x = 200
lattice_y = 64
lattice_z = 64
-updates_per_frame = 5
+updates_per_frame = 8
inflow = 0.01
relaxation_time = 0.51
lbm = LBM(D3Q27)
-def get_cavity_material_map(g):
- return [
- (lambda x, y, z: x > 0 and x < g.size_x-1 and
- y > 0 and y < g.size_y-1 and
- z > 0 and z < g.size_z-1, 1), # bulk fluid
- (lambda x, y, z: x == 1 or x == g.size_x-2 or
- y == 1 or y == g.size_y-2 or
- z == 1 or z == g.size_z-2, 2), # walls
- (lambda x, y, z: x == 1, 3), # inflow
- (lambda x, y, z: x == g.size_x-2, 4), # outflow
-
- # wall with hole
- (Box(2*g.size_x//20, 2.5*g.size_x//20, 0, g.size_y, 0, g.size_z), 5),
- (Sphere(2.5*g.size_x//20, g.size_y//2, g.size_z//2, 10), 1),
-
- (Box(6.0*g.size_x//20, 6.5*g.size_x//20, 0, g.size_y, 0, g.size_z), 5),
- (Sphere(6.5*g.size_x//20, 2*g.size_y//3, 2*g.size_z//3, 10), 1),
- (Sphere(6.5*g.size_x//20, 1*g.size_y//3, 1*g.size_z//3, 10), 1),
-
- (Box(10.0*g.size_x//20, 10.5*g.size_x//20, 0, g.size_y, 0, g.size_z), 5),
- (Sphere(10.5*g.size_x//20, 1*g.size_y//3, 2*g.size_z//3, 10), 1),
- (Sphere(10.5*g.size_x//20, 2*g.size_y//3, 1*g.size_z//3, 10), 1),
-
- (Box(14.0*g.size_x//20, 14.5*g.size_x//20, 0, g.size_y, 0, g.size_z), 5),
- (Sphere(14.5*g.size_x//20, 2*g.size_y//3, 2*g.size_z//3, 10), 1),
- (Sphere(14.5*g.size_x//20, 1*g.size_y//3, 1*g.size_z//3, 10), 1),
-
- (lambda x, y, z: x == 0 or x == g.size_x-1 or
- y == 0 or y == g.size_y-1 or
- z == 0 or z == g.size_z-1, 0) # ghost cells
- ]
-
boundary = Template("""
- if ( m == 2 || m == 5 ) {
+ if ( m == 2 ) {
u_0 = 0.0;
u_1 = 0.0;
u_2 = 0.0;
}
if ( m == 3 ) {
- u_0 = min(time/5000.0 * $inflow, $inflow);
+ u_0 = min(time/5000.0 * ${inflow}, ${inflow});
u_1 = 0.0;
u_2 = 0.0;
}
if ( m == 4 ) {
rho = 1.0;
}
-""").substitute({
- "inflow": inflow
-})
+""").render(
+ inflow = inflow
+)
+
+channel = """
+return add(
+ add(
+ ssub(
+ box(translate(v, v3(25,center.y,center.z)), v3(5,32,32)),
+ add(
+ sphere(translate(v, v3(20,0.5*center.y,1.5*center.z)), 10),
+ sphere(translate(v, v3(30,1.5*center.y,0.5*center.z)), 10)
+ ),
+ 2
+ ),
+ ssub(
+ box(translate(v, v3(85,center.y,center.z)), v3(5,32,32)),
+ add(
+ sphere(translate(v, v3(90,1.5*center.y,1.5*center.z)), 10),
+ sphere(translate(v, v3(80,0.5*center.y,0.5*center.z)), 10)
+ ),
+ 2
+ )
+ ),
+ ssub(
+ box(translate(v, v3(145,center.y,center.z)), v3(5,32,32)),
+ add(
+ cylinder(rotate_y(translate(v, v3(145,1.5*center.y,0.5*center.z)), 1), 10, 10),
+ cylinder(rotate_y(translate(v, v3(145,0.5*center.y,1.5*center.z)), -1), 10, 10)
+ ),
+ 2
+ )
+);
+"""
def glut_window(fullscreen = False):
glutInit(sys.argv)
- glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH | GLUT_MULTISAMPLE)
+ glutSetOption(GLUT_MULTISAMPLE, 8)
+ glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_MULTISAMPLE)
if fullscreen:
window = glutEnterGameMode()
@@ -96,19 +98,17 @@ def glut_window(fullscreen = False):
window = glut_window(fullscreen = False)
-vertex_shader = shaders.compileShader(Template("""
+vertex_shader = shaders.compileShader("""
#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)
+}""", GL_VERTEX_SHADER)
fragment_shader = shaders.compileShader("""
#version 430
@@ -116,7 +116,7 @@ fragment_shader = shaders.compileShader("""
in vec3 color;
void main(){
- gl_FragColor = vec4(color.xyz, 0.0);
+ gl_FragColor = vec4(vec3(0.5), 1.0);
}""", GL_FRAGMENT_SHADER)
raycast_vertex_shader = shaders.compileShader("""
@@ -145,7 +145,43 @@ uniform sampler3D moments;
out vec4 result;
vec3 unit(vec3 v) {
- return vec3(v[0] / $size_x, v[1] / $size_y, v[2] / $size_z);
+ return vec3(v[0] / ${size_x}, v[1] / ${size_y}, v[2] / ${size_z});
+}
+
+const vec3 center = vec3(${size_x/2.5}, ${size_y/2}, ${size_z/2});
+
+#define EPSILON 1e-1
+#define RAYMARCH_STEPS 64
+#define OBSTACLE_STEPS 16
+
+vec3 v3(float x, float y, float z) {
+ return vec3(x,y,z);
+}
+
+vec2 v2(float x, float y) {
+ return vec2(x,y);
+}
+
+vec3 fabs(vec3 x) {
+ return abs(x);
+}
+
+float fabs(float x) {
+ return abs(x);
+}
+
+<%include file="template/sdf.lib.glsl.mako"/>
+
+float sdf(vec3 v) {
+ ${sdf_source}
+}
+
+vec3 sdf_normal(vec3 v) {
+ return normalize(vec3(
+ sdf(vec3(v.x + EPSILON, v.y, v.z)) - sdf(vec3(v.x - EPSILON, v.y, v.z)),
+ sdf(vec3(v.x, v.y + EPSILON, v.z)) - sdf(vec3(v.x, v.y - EPSILON, v.z)),
+ sdf(vec3(v.x, v.y, v.z + EPSILON)) - sdf(vec3(v.x, v.y, v.z - EPSILON))
+ ));
}
vec3 palette(float x) {
@@ -156,65 +192,55 @@ vec3 palette(float x) {
);
}
-vec3 blueBlackRedPalette(float x) {
- if ( x < 0.5 ) {
- return mix(
- vec3(0.0, 0.0, 1.0),
- vec3(0.0, 0.0, 0.0),
- 2*x
- );
- } else {
- return mix(
- vec3(0.0, 0.0, 0.0),
- vec3(1.0, 0.0, 0.0),
- 2*(x - 0.5)
- );
- }
+float distanceToLattice(vec3 v) {
+ return box(v, vec3(${size_x},${size_y},${size_z}));
}
-vec3 v(float x, float y, float z) {
- return texture(moments, unit(vec3(x,y,z))).yzw;
+float maxRayLength(vec3 origin, vec3 ray) {
+ return max(1.0, ${max_ray_length} - distanceToLattice(origin + ${max_ray_length}*ray));
}
-vec3 curl(vec3 p) {
- const float h = 1./$size_x;
+vec4 trace_obstacle(vec3 origin, vec3 ray, float delta) {
+ vec3 color = vec3(0);
+ vec3 sample_pos = origin;
+ float ray_dist = 0.0;
- const float dyvz = (v(p.x,p.y+1,p.z).z - v(p.x,p.y-1,p.z).z) / (2.0*h);
- const float dzvy = (v(p.x,p.y,p.z+1).y - v(p.x,p.y,p.z-1).y) / (2.0*h);
+ for (int i = 0; i < OBSTACLE_STEPS; ++i) {
+ const float sdf_dist = sdf(sample_pos);
+ ray_dist += sdf_dist;
- const float dzvx = (v(p.x,p.y,p.z+1).x - v(p.x,p.y,p.z-1).x) / (2.0*h);
- const float dxvz = (v(p.x+1,p.y,p.z).z - v(p.x-1,p.y,p.z).z) / (2.0*h);
+ if (ray_dist > delta) {
+ return vec4(0.0);
+ }
- const float dxvy = (v(p.x+1,p.y,p.z).y - v(p.x-1,p.y,p.z).y) / (2.0*h);
- const float dyvx = (v(p.x,p.y+1,p.z).x - v(p.x,p.y-1,p.z).x) / (2.0*h);
+ if (abs(sdf_dist) < EPSILON) {
+ const vec3 n = normalize(sdf_normal(sample_pos));
+ return vec4(color + abs(dot(n, ray)), 1.0);
+ } else {
+ sample_pos = origin + ray_dist*ray;
+ }
+ }
- return vec3(
- dyvz - dzvy,
- dzvx - dxvz,
- dxvy - dyvx
- );
+ return vec4(0.0);
}
vec3 trace(vec3 pos, vec3 ray) {
- const float ray_length = $max_ray_length;
- const float delta = 1./ray_length;
+ const float delta = maxRayLength(pos, ray) / RAYMARCH_STEPS;
- vec3 color = vec3(0.0);
+ vec3 color = vec3(0.0);
- for (float t = 0.0; t < 1.0; t += delta) {
- const vec3 sample_pos = unit(pos + t*ray_length*ray);
- if (length(sample_pos) < sqrt(3.1)) {
- const vec4 data = texture(moments, sample_pos);
- if (data[3] != 1.0) {
- color += delta * palette(length(data.yzw) / $inflow);
+ for (int i=0; i < RAYMARCH_STEPS; ++i) {
+ const vec3 sample_pos = pos + i*delta*ray;
+ const vec4 data = texture(moments, unit(sample_pos));
+ if (sdf(sample_pos) > delta) {
+ color += 0.5/RAYMARCH_STEPS * palette(length(data.yzw) / ${inflow});
+ } else {
+ const vec4 obstacle_color = trace_obstacle(sample_pos, ray, delta);
+ if (obstacle_color.w == 1.0) {
+ return color + obstacle_color.xyz;
} else {
- const vec3 n = data.xyz; // recover surface normal
- const float brightness = clamp(dot(n, ray), 0, 1);
- color += vec3(max(0.3,brightness));
- break;
+ color += 0.5/RAYMARCH_STEPS * palette(length(data.yzw) / ${inflow});
}
- } else {
- break;
}
}
@@ -226,13 +252,16 @@ void main(){
result = vec4(trace(frag_pos, ray), 1.0);
}
-""").substitute({
- "size_x": lattice_x,
- "size_y": lattice_y,
- "size_z": lattice_z,
- "inflow": inflow,
- "max_ray_length": lattice_x
-}), GL_FRAGMENT_SHADER)
+""", lookup = TemplateLookup(directories = [
+ Path(__file__).parent
+])).render(
+ size_x = lattice_x,
+ size_y = lattice_y,
+ size_z = lattice_z,
+ inflow = inflow,
+ max_ray_length = max(lattice_x,lattice_y,lattice_z)**3,
+ sdf_source = channel
+), GL_FRAGMENT_SHADER)
domain_program = shaders.compileProgram(vertex_shader, fragment_shader)
domain_projection_id = shaders.glGetUniformLocation(domain_program, 'projection')
@@ -247,17 +276,14 @@ 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),
+ collide = lbm.bgk(f_eq = lbm.equilibrium(), tau = relaxation_time, optimize = True),
boundary_src = boundary,
opengl = True
)
-moments_texture = MomentsTexture(lattice)
+lattice.setup_channel_with_sdf_obstacle(channel)
-material_map = get_cavity_material_map(lattice.geometry)
-primitives = list(map(lambda material: material[0], filter(lambda material: not callable(material[0]), material_map)))
-lattice.apply_material_map(material_map)
-lattice.sync_material()
+moments_texture = MomentsTexture(lattice)
projection = Projection(distance = 2*lattice_x)
rotation = Rotation([-0.5*lattice_x, -0.5*lattice_y, -0.5*lattice_z])
@@ -280,7 +306,7 @@ def on_display():
shaders.glUseProgram(domain_program)
glUniformMatrix4fv(domain_projection_id, 1, False, numpy.ascontiguousarray(projection.get()))
glUniformMatrix4fv(domain_rotation_id, 1, False, numpy.ascontiguousarray(rotation.get()))
- glLineWidth(2)
+ glLineWidth(3)
glBegin(GL_LINES)
for i, j in cube_edges:
glVertex(cube_vertices[i])
@@ -310,6 +336,6 @@ glutDisplayFunc(on_display)
glutReshapeFunc(lambda w, h: projection.update_ratio(w, h))
glutMouseFunc(lambda *args: list(map(lambda m: m.on_mouse(*args), mouse_monitors)))
glutMotionFunc(lambda *args: list(map(lambda m: m.on_mouse_move(*args), mouse_monitors)))
-glutTimerFunc(10, on_timer, 10)
+glutTimerFunc(30, on_timer, 30)
glutMainLoop()
diff --git a/template/opengl.mako b/template/opengl.mako
index 181101c..47264e8 100644
--- a/template/opengl.mako
+++ b/template/opengl.mako
@@ -65,7 +65,6 @@ def neighbor_offset(c_i):
%>
__kernel void collect_gl_moments_to_texture(__global ${float_type}* f,
- __global int* material,
% if descriptor.d == 2:
__write_only image2d_t moments)
% elif descriptor.d == 3:
@@ -86,38 +85,17 @@ __kernel void collect_gl_moments_to_texture(__global ${float_type}* f,
float4 data;
- if (material[gid] != 5) {
% if descriptor.d == 2:
- data.x = ${ccode(moments_assignment[0].rhs)};
- data.y = ${ccode(moments_assignment[1].rhs)};
- data.z = ${ccode(moments_assignment[2].rhs)};
- data.w = sqrt(data.y*data.y + data.z*data.z);
+ data.x = ${ccode(moments_assignment[0].rhs)};
+ data.y = ${ccode(moments_assignment[1].rhs)};
+ data.z = ${ccode(moments_assignment[2].rhs)};
+ data.w = sqrt(data.y*data.y + data.z*data.z);
% elif descriptor.d == 3:
- data.x = ${ccode(moments_assignment[0].rhs)};
- data.y = ${ccode(moments_assignment[1].rhs)};
- data.z = ${ccode(moments_assignment[2].rhs)};
- data.w = ${ccode(moments_assignment[3].rhs)};
+ data.x = ${ccode(moments_assignment[0].rhs)};
+ data.y = ${ccode(moments_assignment[1].rhs)};
+ data.z = ${ccode(moments_assignment[2].rhs)};
+ data.w = ${ccode(moments_assignment[3].rhs)};
% endif
- } else {
- const int material_west = material[gid + ${neighbor_offset((-1,0,0))}];
- const int material_east = material[gid + ${neighbor_offset((1,0,0))}];
- const int material_north = material[gid + ${neighbor_offset((0,1,0))}];
- const int material_south = material[gid + ${neighbor_offset((0,-1,0))}];
- const int material_up = material[gid + ${neighbor_offset((0,0, 1))}];
- const int material_down = material[gid + ${neighbor_offset((0,0,-1))}];
-
- // recover surface normal approximation using surrounding materials
- float3 n;
- if (material_west != 5) { n.x = 1; }
- if (material_east != 5) { n.x = -1; }
- if (material_north != 5) { n.y = -1; }
- if (material_south != 5) { n.y = 1; }
- if (material_up != 5) { n.z = -1; }
- if (material_down != 5) { n.z = 1; }
-
- data.xyz = normalize(n);
- data.w = 1.0; // signal impermeable material to raytracer
- }
write_imagef(moments, ${moments_cell()}, data);
}
diff --git a/template/sdf.lib.glsl.mako b/template/sdf.lib.glsl.mako
index 515f959..c58cc7b 100644
--- a/template/sdf.lib.glsl.mako
+++ b/template/sdf.lib.glsl.mako
@@ -12,6 +12,10 @@ float box(vec3 v, vec3 b) {
return length(max(q,0.0)) + min(max(q.x,max(q.y,q.z)),0.0);
}
+float cylinder(vec3 v, float r, float h) {
+ return max(length(v.xy) - r, fabs(v.z) - 0.5*h);
+}
+
vec3 flip_xy(vec3 v) {
return v3(v.y, v.x, v.z);
}
@@ -43,7 +47,7 @@ float rounded(float a, float r) {
return a - r;
}
-float sunify(float a, float b, float k) {
+float sadd(float a, float b, float k) {
float h = clamp(0.5 + 0.5 * (b - a) / k, 0.0, 1.0);
return mix(b, a, h) - k * h * (1 - h);
}
@@ -62,7 +66,7 @@ float sub(float a, float b) {
return max(-b, a);
}
-float unify(float a, float b) {
+float add(float a, float b) {
return min(a, b);
}
diff --git a/utility/opengl.py b/utility/opengl.py
index ff88b17..ec8ab57 100644
--- a/utility/opengl.py
+++ b/utility/opengl.py
@@ -123,7 +123,6 @@ class MomentsTexture:
self.lattice.grid.size(),
self.lattice.layout,
self.lattice.memory.cl_pop_b,
- self.lattice.memory.cl_material,
self.cl_gl_moments)
else:
self.program.collect_gl_moments_to_texture(
@@ -131,6 +130,5 @@ class MomentsTexture:
self.lattice.grid.size(),
self.lattice.layout,
self.lattice.memory.cl_pop_a,
- self.lattice.memory.cl_material,
self.cl_gl_moments)