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authorAdrian Kummerlaender2019-07-18 22:02:14 +0200
committerAdrian Kummerlaender2019-07-18 22:02:14 +0200
commite88c55214091ae996585e17d6c0b175761e033f3 (patch)
treea3fa51b1e7d8294af9c381ed6e6f4eb9144c35c9
parent0dc1f594bd085eeb4d43dc816d7348d3bfdf2616 (diff)
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Add another GL interop example
…just for fun
-rw-r--r--README.md2
-rw-r--r--channel_2d_gl_interop.pngbin0 -> 912854 bytes
-rw-r--r--channel_2d_gl_interop.py184
3 files changed, 186 insertions, 0 deletions
diff --git a/README.md b/README.md
index 6d0f8e5..daa638d 100644
--- a/README.md
+++ b/README.md
@@ -7,6 +7,8 @@ Experimental generation of OpenCL kernels using SymPy, Mako and PyOpenCL.
* Underlying symbolic formulation is optimized using CSE
* Characteristic constants of D2Q9 and D3Q27 are transparently recovered using only discrete velocities
+![Screenshot of real-time OpenGL visualization](channel_2d_gl_interop.png)
+
## Performance
Theoretical maximum performance on tested hardware:
diff --git a/channel_2d_gl_interop.png b/channel_2d_gl_interop.png
new file mode 100644
index 0000000..7bd9cce
--- /dev/null
+++ b/channel_2d_gl_interop.png
Binary files differ
diff --git a/channel_2d_gl_interop.py b/channel_2d_gl_interop.py
new file mode 100644
index 0000000..3abebd7
--- /dev/null
+++ b/channel_2d_gl_interop.py
@@ -0,0 +1,184 @@
+import numpy
+from string import Template
+
+from simulation import Lattice, Geometry
+from symbolic.generator import LBM
+
+import symbolic.D2Q9 as D2Q9
+
+from OpenGL.GL import *
+from OpenGL.GLUT import *
+
+from OpenGL.GL import shaders
+
+screen_x = 1920
+screen_y = 1200
+pixels_per_cell = 1
+updates_per_frame = 10
+
+inflow = 0.02
+relaxation_time = 0.51
+
+def get_obstacles(geometry):
+ ys = numpy.linspace(geometry.size_y//50, geometry.size_y-geometry.size_y//50, num = 20)
+ xs = [ 100 for i, y in enumerate(ys) ]
+ return list(zip(xs, ys))
+
+def is_obstacle(geometry, x, y):
+ for (ox,oy) in obstacles:
+ if numpy.sqrt((x - ox)**2 + (y - oy)**2) < geometry.size_x//100:
+ return True
+
+ else:
+ return False
+
+def channel(geometry, x, y):
+ if x == 1:
+ return 3
+ elif x == geometry.size_x-2:
+ return 4
+ elif y == 1 or y == geometry.size_y-2:
+ return 2
+ elif is_obstacle(geometry, x, y):
+ return 2
+ else:
+ return 1
+
+boundary = Template("""
+ if ( m == 2 ) {
+ u_0 = 0.0;
+ u_1 = 0.0;
+ }
+ if ( m == 3 ) {
+ u_0 = $inflow;
+ u_1 = 0.0;
+ }
+ if ( m == 4 ) {
+ rho = 1.0;
+ }
+""").substitute({
+ 'inflow': inflow
+})
+
+def get_projection():
+ scale = numpy.diag([(2.0*pixels_per_cell)/screen_x, (2.0*pixels_per_cell)/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;
+
+def glut_window(fullscreen = False):
+ glutInit(sys.argv)
+ glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH)
+
+ if fullscreen:
+ window = glutEnterGameMode()
+ else:
+ glutInitWindowSize(screen_x, screen_y)
+ glutInitWindowPosition(0, 0)
+ window = glutCreateWindow("LBM")
+
+ return window
+
+lbm = LBM(D2Q9)
+
+window = glut_window(fullscreen = False)
+
+vertex_shader = shaders.compileShader(Template("""
+#version 430
+
+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
+ );
+}
+
+void main() {
+ const vec2 idx = fluidVertexAtIndex(gl_VertexID);
+
+ gl_Position = projection * vec4(
+ idx.x,
+ idx.y,
+ 0.,
+ 1.
+ );
+
+ color = blueRedPalette(CellMoments[3] / 0.08);
+}""").substitute({
+ 'size_x': screen_x//pixels_per_cell,
+ 'inflow': inflow
+}), GL_VERTEX_SHADER)
+
+fragment_shader = shaders.compileShader("""
+#version 430
+
+in vec3 color;
+
+void main(){
+ 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//pixels_per_cell, screen_y//pixels_per_cell),
+ moments = lbm.moments(optimize = False),
+ collide = lbm.bgk(f_eq = lbm.equilibrium(), tau = relaxation_time),
+ boundary_src = boundary,
+ opengl = True
+)
+
+obstacles = get_obstacles(lattice.geometry)
+lattice.setup_geometry(channel)
+
+projection = get_projection()
+
+def on_display():
+ for i in range(0,updates_per_frame):
+ lattice.evolve()
+
+ lattice.sync_gl_moments()
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
+
+ lattice.memory.gl_moments.bind()
+ glEnableClientState(GL_VERTEX_ARRAY)
+
+ shaders.glUseProgram(shader_program)
+ glUniformMatrix4fv(projection_id, 1, False, numpy.asfortranarray(projection))
+
+ glVertexPointer(4, GL_FLOAT, 0, lattice.memory.gl_moments)
+
+ glPointSize(pixels_per_cell)
+ glDrawArrays(GL_POINTS, 0, lattice.geometry.volume)
+
+ glDisableClientState(GL_VERTEX_ARRAY)
+
+ glutSwapBuffers()
+
+def on_timer(t):
+ glutTimerFunc(t, on_timer, t)
+ glutPostRedisplay()
+
+glutDisplayFunc(on_display)
+glutTimerFunc(10, on_timer, 10)
+
+glutMainLoop()