import numpy from string import Template from simulation import Lattice, Geometry from utility.particles import Particles from symbolic.generator import LBM import symbolic.D3Q27 as D3Q27 from OpenGL.GL import * 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.opengl import MomentsTexture from utility.mouse import MouseDragMonitor lattice_x = 256 lattice_y = 64 lattice_z = 64 updates_per_frame = 8 inflow = 0.05 relaxation_time = 0.515 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 (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 ] boundary = Template(""" if ( m == 2 || m == 5 ) { u_0 = 0.0; u_1 = 0.0; u_2 = 0.0; } if ( m == 3 ) { 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 }) 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]) return numpy.matmul(look, projection) class Rotation: def __init__(self, shift, x = numpy.pi, z = numpy.pi): self.matrix = matrix44.create_from_translation(shift), self.rotation_x = quaternion.Quaternion() self.update(x,z) def update(self, x, z): 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( self.matrix, matrix44.create_from_quaternion(rotation_z.cross(self.rotation_x)) ) self.inverse_matrix = numpy.linalg.inv(self.matrix) def get(self): return self.matrix def get_inverse(self): return self.inverse_matrix def glut_window(fullscreen = False): glutInit(sys.argv) glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH | GLUT_MULTISAMPLE) if fullscreen: window = glutEnterGameMode() else: glutInitWindowSize(800, 500) glutInitWindowPosition(0, 0) window = glutCreateWindow("LBM") return window lbm = LBM(D3Q27) window = glut_window(fullscreen = False) vertex_shader = shaders.compileShader(Template(""" #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) fragment_shader = shaders.compileShader(""" #version 430 in vec3 color; void main(){ gl_FragColor = vec4(color.xyz, 0.0); }""", GL_FRAGMENT_SHADER) raycast_vertex_shader = shaders.compileShader(""" #version 430 layout (location=0) in vec4 vertex; out vec3 frag_pos; uniform mat4 projection; uniform mat4 rotation; void main() { gl_Position = projection * rotation * vertex; frag_pos = vertex.xyz; }""", GL_VERTEX_SHADER) raycast_fragment_shader = shaders.compileShader(Template(""" #version 430 in vec3 frag_pos; uniform mat4 inverse_rotation; uniform sampler3D moments; out vec4 result; vec3 unit(vec3 v) { return vec3(v[0] / $size_x, v[1] / $size_y, v[2] / $size_z); } float norm(vec3 v) { return v[0]*v[0] + v[1]*v[1] + v[2]*v[2]; } vec3 blueRedPalette(float x) { return mix( vec3(0.0, 0.0, 1.0), vec3(1.0, 0.0, 0.0), x ); } void main(){ const vec4 camera_pos = inverse_rotation * vec4(0,-2*$size_x,0,1); const vec3 ray = normalize(frag_pos - camera_pos.xyz); vec4 color = vec4(0.0,0.0,0.0,1.0); const float ray_length = $max_ray_length; for (float t = 0.0; t < 1.0; t += 1./ray_length) { const vec3 sample_pos = unit(frag_pos + t*ray_length*ray); if (norm(sample_pos) < 3.05) { const vec4 data = texture(moments, sample_pos); if (data[3] != 1.0) { const float norm = sqrt(data[1]*data[1]+data[2]*data[2]+data[3]*data[3]) / ($inflow); if (norm > 0.5) { color.rgb += 0.01*blueRedPalette(norm); } } else { color.rgb += 0.03; } } else { break; } } result = color; } """).substitute({ "size_x": lattice_x, "size_y": lattice_y, "size_z": lattice_z, "inflow": inflow, "max_ray_length": lattice_x }), GL_FRAGMENT_SHADER) domain_program = shaders.compileProgram(vertex_shader, fragment_shader) domain_projection_id = shaders.glGetUniformLocation(domain_program, 'projection') domain_rotation_id = shaders.glGetUniformLocation(domain_program, 'rotation') raycast_program = shaders.compileProgram(raycast_vertex_shader, raycast_fragment_shader) raycast_projection_id = shaders.glGetUniformLocation(raycast_program, 'projection') raycast_rotation_id = shaders.glGetUniformLocation(raycast_program, 'rotation') raycast_inverse_rotation_id = shaders.glGetUniformLocation(raycast_program, 'inverse_rotation') 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), boundary_src = boundary, opengl = True ) moments_texture = MomentsTexture(lattice) 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() rotation = Rotation([-0.5*lattice_x, -0.5*lattice_y, -0.5*lattice_z]) cube_vertices, cube_edges = lattice.geometry.wireframe() def on_display(): for i in range(0,updates_per_frame): lattice.evolve() moments_texture.collect() glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) glEnable(GL_DEPTH_TEST) glDepthFunc(GL_LESS) shaders.glUseProgram(raycast_program) glUniformMatrix4fv(raycast_projection_id, 1, False, numpy.ascontiguousarray(projection)) glUniformMatrix4fv(raycast_rotation_id, 1, False, numpy.ascontiguousarray(rotation.get())) glUniformMatrix4fv(raycast_inverse_rotation_id, 1, False, numpy.ascontiguousarray(rotation.get_inverse())) moments_texture.bind() Box(0,lattice.geometry.size_x,0,lattice.geometry.size_y,0,lattice.geometry.size_z).draw() shaders.glUseProgram(domain_program) glUniformMatrix4fv(domain_projection_id, 1, False, numpy.ascontiguousarray(projection)) glUniformMatrix4fv(domain_rotation_id, 1, False, numpy.ascontiguousarray(rotation.get())) glLineWidth(4) glBegin(GL_LINES) for i, j in cube_edges: glVertex(cube_vertices[i]) glVertex(cube_vertices[j]) glEnd() glutSwapBuffers() def on_reshape(width, height): global projection glViewport(0,0,width,height) projection = get_projection(width, height) mouse_monitor = MouseDragMonitor(GLUT_LEFT_BUTTON, lambda dx, dy: rotation.update(0.005*dy, 0.005*dx)) def on_timer(t): glutTimerFunc(t, on_timer, t) glutPostRedisplay() glutDisplayFunc(on_display) glutReshapeFunc(on_reshape) glutMouseFunc(mouse_monitor.on_mouse) glutMotionFunc(mouse_monitor.on_mouse_move) glutTimerFunc(10, on_timer, 10) glutMainLoop()