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 geometry.sphere import Sphere from geometry.box import Box from geometry.cylinder import Cylinder from utility.projection import Projection, Rotation from utility.opengl import MomentsTexture from utility.mouse import MouseDragMonitor lattice_x = 256 lattice_y = 64 lattice_z = 64 updates_per_frame = 5 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), # obstacle (Cylinder(6*g.size_x//20, 0, 1*g.size_z//5, 4, l = g.size_y), 5), (Cylinder(6*g.size_x//20, 0, 2*g.size_z//5, 4, l = g.size_y), 5), (Cylinder(6*g.size_x//20, 0, 3*g.size_z//5, 4, l = g.size_y), 5), (Cylinder(6*g.size_x//20, 0, 4*g.size_z//5, 4, l = g.size_y), 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 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 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 vec4 camera_pos; uniform sampler3D moments; out vec4 result; vec3 unit(vec3 v) { return vec3(v[0] / $size_x, v[1] / $size_y, v[2] / $size_z); } vec3 palette(float x) { return mix( vec3(0.0, 0.0, 0.0), vec3(1.0, 0.0, 0.0), x ); } vec3 blueBlackRedPalette(float x) { if ( x < 0.5 ) { return mix( vec3(0.0, 0.0, 1.0), vec3(0.0, 0.0, 0.0), 2*x ); } else { return mix( vec3(0.0, 0.0, 0.0), vec3(1.0, 0.0, 0.0), 2*(x - 0.5) ); } } vec3 v(float x, float y, float z) { return texture(moments, unit(vec3(x,y,z))).yzw; } vec3 curl(vec3 p) { const float h = 1./$size_x; 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); 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); 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); return vec3( dyvz - dzvy, dzvx - dxvz, dxvy - dyvx ); } vec3 trace(vec3 pos, vec3 ray) { const float ray_length = $max_ray_length; const float delta = 1./ray_length; 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) { const vec3 c = curl(pos + t*ray_length*ray); color += delta * blueBlackRedPalette(0.5+clamp(c.y,-1.0,1.0)); } 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; } } else { break; } } return color; } void main(){ const vec3 ray = normalize(frag_pos - camera_pos.xyz); 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) 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_camera_pos_id = shaders.glGetUniformLocation(raycast_program, 'camera_pos') 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() projection = Projection(distance = 2*lattice_x) 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) camera_pos = numpy.matmul([0,-projection.distance,0,1], rotation.get_inverse()) 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: glVertex(cube_vertices[i]) glVertex(cube_vertices[j]) glEnd() shaders.glUseProgram(raycast_program) glUniformMatrix4fv(raycast_projection_id, 1, False, numpy.ascontiguousarray(projection.get())) glUniformMatrix4fv(raycast_rotation_id, 1, False, numpy.ascontiguousarray(rotation.get())) glUniform4fv(raycast_camera_pos_id, 1, camera_pos) moments_texture.bind() Box(0,lattice.geometry.size_x,0,lattice.geometry.size_y,0,lattice.geometry.size_z).draw() glutSwapBuffers() mouse_monitor = MouseDragMonitor( GLUT_LEFT_BUTTON, drag_callback = lambda dx, dy: rotation.update(0.005*dy, 0.005*dx), zoom_callback = lambda zoom: projection.update_distance(5*zoom)) def on_timer(t): glutTimerFunc(t, on_timer, t) glutPostRedisplay() glutDisplayFunc(on_display) glutReshapeFunc(lambda w, h: projection.update_ratio(w, h)) glutMouseFunc(mouse_monitor.on_mouse) glutMotionFunc(mouse_monitor.on_mouse_move) glutTimerFunc(10, on_timer, 10) glutMainLoop()