From 86a98e34f93e20cf811a0a7965d211b5fe891018 Mon Sep 17 00:00:00 2001 From: Adrian Kummerlaender Date: Sun, 22 Sep 2019 15:31:49 +0200 Subject: Rotate around initial Z-axis --- channel_3d_volumetric_rendering_gl_interop.py | 53 ++++++++++++++------------- 1 file changed, 27 insertions(+), 26 deletions(-) diff --git a/channel_3d_volumetric_rendering_gl_interop.py b/channel_3d_volumetric_rendering_gl_interop.py index a5e47bb..9e9555a 100644 --- a/channel_3d_volumetric_rendering_gl_interop.py +++ b/channel_3d_volumetric_rendering_gl_interop.py @@ -24,10 +24,10 @@ lattice_x = 256 lattice_y = 64 lattice_z = 64 -updates_per_frame = 10 +updates_per_frame = 8 -lid_speed = 0.05 -relaxation_time = 0.51 +inflow = 0.05 +relaxation_time = 0.515 def get_cavity_material_map(g): return [ @@ -37,14 +37,16 @@ def get_cavity_material_map(g): (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 == 1, 3), # inflow (lambda x, y, z: x == g.size_x-2, 4), # outflow - (Sphere(3*g.size_x//20, g.size_y//2, g.size_z//2, 28), 5), + (Sphere(3*g.size_x//20, g.size_y//2, g.size_z//2, 29), 5), (lambda x, y, z: x > 3*g.size_x//20-30 and x < 3*g.size_x//20+30 and (y-g.size_y//2)*(y-g.size_y//2) + (z-g.size_z//2)*(z-g.size_z//2) < 8*8, 1), + (Box(10*g.size_x//20, 11*g.size_x//20, 0, g.size_y, 1.5*g.size_z//3, 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 @@ -65,7 +67,7 @@ boundary = Template(""" rho = 1.0; } """).substitute({ - "inflow": lid_speed + "inflow": inflow }) def get_projection(width, height): @@ -82,22 +84,19 @@ def get_projection(width, height): class Rotation: def __init__(self, shift, x = numpy.pi, z = numpy.pi): - self.shift = shift - self.rotation_x = x - self.rotation_z = z - self.update(0,0) + self.matrix = matrix44.create_from_translation(shift), + self.rotation_x = quaternion.Quaternion() + self.update(x,z) def update(self, x, z): - self.rotation_x += x - self.rotation_z += z - - 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) + rotation_x = quaternion.Quaternion(quaternion.create_from_eulers([x,0,0])) + rotation_z = self.rotation_x.conjugate.cross( + quaternion.Quaternion(quaternion.create_from_eulers([0,0,z]))) + self.rotation_x = self.rotation_x.cross(rotation_x) self.matrix = numpy.matmul( - matrix44.create_from_translation(self.shift), - matrix44.create_from_quaternion(rotation) + self.matrix, + matrix44.create_from_quaternion(rotation_z.cross(self.rotation_x)) ) self.inverse_matrix = numpy.linalg.inv(self.matrix) @@ -109,7 +108,7 @@ class Rotation: def glut_window(fullscreen = False): glutInit(sys.argv) - glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH) + glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH | GLUT_MULTISAMPLE) if fullscreen: window = glutEnterGameMode() @@ -196,13 +195,15 @@ void main(){ vec4 color = vec4(0.0,0.0,0.0,1.0); const float ray_length = $max_ray_length; - for (float t = 1.0; t < ray_length; t += ray_length/80.0) { - const vec3 sample_pos = unit(frag_pos + t*ray); + for (float t = 0.0; t < 1.0; t += 1./ray_length) { + const vec3 sample_pos = unit(frag_pos + t*ray_length*ray); if (norm(sample_pos) < 3.05) { const vec4 data = texture(moments, sample_pos); if (data[3] != 1.0) { - const float norm = sqrt(data[1]*data[1]+data[2]*data[2]+data[3]*data[3]) / ($lid_speed); - color.rgb += 0.05 * (1.0 - t/ray_length) * blueRedPalette(0.5*norm); + const float norm = sqrt(data[1]*data[1]+data[2]*data[2]+data[3]*data[3]) / ($inflow); + if (norm > 0.5) { + color.rgb += 0.01*blueRedPalette(norm); + } } else { color.rgb += 0.03; } @@ -217,8 +218,8 @@ void main(){ "size_x": lattice_x, "size_y": lattice_y, "size_z": lattice_z, - "lid_speed": lid_speed, - "max_ray_length": numpy.sqrt((lattice_x*lattice_x+lattice_y*lattice_y)+lattice_z*lattice_z) + "inflow": inflow, + "max_ray_length": lattice_x }), GL_FRAGMENT_SHADER) domain_program = shaders.compileProgram(vertex_shader, fragment_shader) @@ -285,7 +286,7 @@ def on_reshape(width, height): glViewport(0,0,width,height) projection = get_projection(width, height) -def on_keyboard(key, x, y): +def on_keyboard(key, *args): global rotation x = { -- cgit v1.2.3