diff options
Diffstat (limited to 'channel_3d_gl_interop.py')
-rw-r--r-- | channel_3d_gl_interop.py | 290 |
1 files changed, 120 insertions, 170 deletions
diff --git a/channel_3d_gl_interop.py b/channel_3d_gl_interop.py index 695dbfe..3b93f86 100644 --- a/channel_3d_gl_interop.py +++ b/channel_3d_gl_interop.py @@ -12,40 +12,44 @@ from OpenGL.GLUT import * from OpenGL.GL import shaders -from pyrr import matrix44, quaternion +from geometry.sphere import Sphere +from geometry.box import Box +from geometry.cylinder import Cylinder + +from utility.projection import Projection, Rotation +from utility.mouse import MouseDragMonitor, MouseScrollMonitor lattice_x = 256 lattice_y = 64 lattice_z = 64 -cylinder_r = 10 - updates_per_frame = 10 -particle_count = 50000 +particle_count = 100000 -lid_speed = 0.05 +lid_speed = 0.02 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): +def get_cavity_material_map(g): 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 > 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 == geometry.size_x-2, 4), # outflow - (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 + (lambda x, y, z: x == g.size_x-2, 4), # outflow + + (Box(g.size_x//10, 1.5*g.size_x//10, 0, 2*g.size_y//5, 0, g.size_z), 5), + (Box(g.size_x//10, 1.5*g.size_x//10, 3*g.size_y//5, g.size_y, 0, g.size_z), 5), + + (Sphere(g.size_x//3, g.size_y//2, g.size_z//2, 16), 5), + (Cylinder(g.size_x//3, 0, g.size_z//2, 5, l = g.size_y), 5), + (Cylinder(g.size_x//3, g.size_y//2, 0, 5, h = g.size_z), 5), + + (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(""" @@ -66,39 +70,6 @@ boundary = Template(""" "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) @@ -120,10 +91,7 @@ particle_shader = shaders.compileShader(""" #version 430 layout (location=0) in vec4 particles; - -out VS_OUT { - vec3 color; -} vs_out; + out vec3 color; uniform mat4 projection; uniform mat4 rotation; @@ -144,68 +112,91 @@ void main() { 1. ); - vs_out.color = fire(1.0-particles[3]); + color = fire(1.0-particles[3]); }""", GL_VERTEX_SHADER) -geometry_shader = shaders.compileShader(""" +vertex_shader = shaders.compileShader(Template(""" #version 430 -layout (points) in; -layout (triangle_strip, max_vertices=4) out; +layout (location=0) in vec4 vertex; + out vec3 color; -in VS_OUT { - vec3 color; -} gs_in[]; +uniform mat4 projection; +uniform mat4 rotation; -out vec3 color; +void main() { + gl_Position = projection * rotation * vertex; + color = vec3(1.0,1.0,1.0); +}""").substitute({}), GL_VERTEX_SHADER) -void emitSquareAt(vec4 position) { - const float size = 0.5; +fragment_shader = shaders.compileShader(""" +#version 430 - 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(); -} +in vec3 color; -void main() { - color = gs_in[0].color; - emitSquareAt(gl_in[0].gl_Position); - EndPrimitive(); -}""", GL_GEOMETRY_SHADER) +layout(location = 0) out vec4 frag_color; -vertex_shader = shaders.compileShader(Template(""" +void main(){ + frag_color = vec4(color.xyz, 0.0); +}""", GL_FRAGMENT_SHADER) + +lighting_vertex_shader = shaders.compileShader(""" #version 430 layout (location=0) in vec4 vertex; +layout (location=2) in vec4 normal; out vec3 color; + out vec3 frag_pos; + out vec3 frag_normal; uniform mat4 projection; uniform mat4 rotation; void main() { gl_Position = projection * rotation * vertex; - color = vec3(0.5,0.5,0.5); -}""").substitute({}), GL_VERTEX_SHADER) + frag_pos = vertex.xyz; + frag_normal = normalize(normal.xyz); + color = vec3(0.6,0.6,0.6); +}""", GL_VERTEX_SHADER) -fragment_shader = shaders.compileShader(""" +lighting_fragment_shader = shaders.compileShader(Template(""" #version 430 in vec3 color; +in vec3 frag_pos; +in vec3 frag_normal; + +uniform vec4 camera_pos; + +out vec4 result; void main(){ - gl_FragColor = vec4(color.xyz, 0.0); -}""", GL_FRAGMENT_SHADER) + const vec3 light_color = vec3(1.0,1.0,1.0); -particle_program = shaders.compileProgram(particle_shader, geometry_shader, fragment_shader) -projection_id = shaders.glGetUniformLocation(particle_program, 'projection') -rotation_id = shaders.glGetUniformLocation(particle_program, 'rotation') + const vec3 ray = camera_pos.xyz - frag_pos; + float brightness = dot(frag_normal, ray) / length(ray); + brightness = clamp(brightness, 0, 1); -geometry_program = shaders.compileProgram(vertex_shader, fragment_shader) + result = vec4(max(0.4,brightness) * light_color * color.rgb, 1.0); +} +""").substitute({ + "size_x": lattice_x, + "size_y": lattice_y, + "size_z": lattice_z +}), GL_FRAGMENT_SHADER) + +particle_program = shaders.compileProgram(particle_shader, fragment_shader) +particle_projection_id = shaders.glGetUniformLocation(particle_program, 'projection') +particle_rotation_id = shaders.glGetUniformLocation(particle_program, 'rotation') + +domain_program = shaders.compileProgram(vertex_shader, fragment_shader) +domain_projection_id = shaders.glGetUniformLocation(domain_program, 'projection') +domain_rotation_id = shaders.glGetUniformLocation(domain_program, 'rotation') + +obstacle_program = shaders.compileProgram(lighting_vertex_shader, lighting_fragment_shader) +obstacle_projection_id = shaders.glGetUniformLocation(obstacle_program, 'projection') +obstacle_rotation_id = shaders.glGetUniformLocation(obstacle_program, 'rotation') +obstacle_camera_pos_id = shaders.glGetUniformLocation(obstacle_program, 'camera_pos') lattice = Lattice( descriptor = D3Q27, @@ -216,66 +207,32 @@ lattice = Lattice( opengl = True ) -lattice.apply_material_map( - get_cavity_material_map(lattice.geometry)) +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() particles = Particles( - lattice.context, - lattice.queue, - lattice.memory.float_type, + lattice, 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, + lattice.geometry.size_y//16:15*lattice.geometry.size_y//16:100j, + lattice.geometry.size_z//16:15*lattice.geometry.size_z//16:100j, ].reshape(3,-1).T) +projection = Projection(distance = 2*lattice_x) rotation = Rotation([-lattice_x/2, -lattice_y/2, -lattice_z/2]) cube_vertices, cube_edges = lattice.geometry.wireframe() -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() + lattice.update_moments() for i in range(0,updates_per_frame): - lattice.update_gl_particles(particles, aging = True) + particles.update(aging = True) lattice.sync() @@ -284,57 +241,50 @@ def on_display(): glEnable(GL_DEPTH_TEST) glDepthFunc(GL_LESS) - 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) + glUniformMatrix4fv(particle_projection_id, 1, False, numpy.ascontiguousarray(projection.get())) + glUniformMatrix4fv(particle_rotation_id, 1, False, numpy.ascontiguousarray(rotation.get())) + particles.bind() glEnable(GL_POINT_SMOOTH) - glPointSize(point_size) + glPointSize(1) 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())) - glLineWidth(2*point_size) + 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) glBegin(GL_LINES) for i, j in cube_edges: - glVertex3fv(cube_vertices[i]) - glVertex3fv(cube_vertices[j]) + glVertex(cube_vertices[i]) + glVertex(cube_vertices[j]) glEnd() - draw_cylinder(lattice.geometry.size_x//6, lattice.geometry.size_z//2, lattice.geometry.size_y, cylinder_r, 32) + camera_pos = numpy.matmul([0,-projection.distance,0,1], rotation.get_inverse()) - glutSwapBuffers() - -def on_reshape(width, height): - global projection, point_size - glViewport(0,0,width,height) - projection, point_size = get_projection(width, height) + shaders.glUseProgram(obstacle_program) + glUniformMatrix4fv(obstacle_projection_id, 1, False, numpy.ascontiguousarray(projection.get())) + glUniformMatrix4fv(obstacle_rotation_id, 1, False, numpy.ascontiguousarray(rotation.get())) + glUniform4fv(obstacle_camera_pos_id, 1, camera_pos) -def on_keyboard(key, x, y): - global rotation + for primitive in primitives: + primitive.draw() - 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) + glutSwapBuffers() - rotation.update(x,z) +mouse_monitors = [ + MouseDragMonitor(GLUT_LEFT_BUTTON, lambda dx, dy: rotation.update(0.005*dy, 0.005*dx)), + MouseDragMonitor(GLUT_RIGHT_BUTTON, lambda dx, dy: rotation.shift(0.25*dx, 0.25*dy)), + MouseScrollMonitor(lambda zoom: projection.update_distance(5*zoom)) +] def on_timer(t): glutTimerFunc(t, on_timer, t) glutPostRedisplay() glutDisplayFunc(on_display) -glutReshapeFunc(on_reshape) -glutKeyboardFunc(on_keyboard) +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) glutMainLoop() |