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import numpy
from string import Template
from simulation import Lattice, Geometry
from utility.particles import Particles
from utility.opengl import MomentsVertexBuffer
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
lattice_x = 256
lattice_y = 64
lattice_z = 64
updates_per_frame = 10
particle_count = 100000
lid_speed = 0.02
relaxation_time = 0.51
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
(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("""
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": 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)
if fullscreen:
window = glutEnterGameMode()
else:
glutInitWindowSize(800, 500)
glutInitWindowPosition(0, 0)
window = glutCreateWindow("LBM")
return window
lbm = LBM(D3Q27)
window = glut_window(fullscreen = False)
particle_shader = shaders.compileShader("""
#version 430
layout (location=0) in vec4 particles;
out vec3 color;
uniform mat4 projection;
uniform mat4 rotation;
vec3 fire(float x) {
return mix(
vec3(1.0, 1.0, 0.0),
vec3(1.0, 0.0, 0.0),
x
);
}
void main() {
gl_Position = projection * rotation * vec4(
particles[0],
particles[1],
particles[2],
1.
);
color = fire(1.0-particles[3]);
}""", GL_VERTEX_SHADER)
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)
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;
frag_pos = vertex.xyz;
frag_normal = normalize(normal.xyz);
color = vec3(0.6,0.6,0.6);
}""", GL_VERTEX_SHADER)
fragment_shader = shaders.compileShader("""
#version 430
in vec3 color;
void main(){
gl_FragColor = vec4(color.xyz, 0.0);
}""", GL_FRAGMENT_SHADER)
lighting_fragment_shader = shaders.compileShader(Template("""
#version 430
in vec3 color;
in vec3 frag_pos;
in vec3 frag_normal;
uniform mat4 projection;
uniform mat4 rotation;
out vec4 result;
void main(){
const vec4 light_pos = rotation * vec4($size_x/2,-$size_x,$size_z/2,1);
const vec3 light_color = vec3(1.0,1.0,1.0);
const vec3 ray = light_pos.xyz - frag_pos;
float brightness = dot(frag_normal, ray) / length(ray);
brightness = clamp(brightness, 0, 1);
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)
projection_id = shaders.glGetUniformLocation(particle_program, 'projection')
rotation_id = shaders.glGetUniformLocation(particle_program, 'rotation')
domain_program = shaders.compileProgram(vertex_shader, fragment_shader)
obstacle_program = shaders.compileProgram(lighting_vertex_shader, lighting_fragment_shader)
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
)
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()
moments_vbo = MomentsVertexBuffer(lattice)
particles = Particles(
lattice,
moments_vbo,
numpy.mgrid[
2*lattice.geometry.size_x//100:4*lattice.geometry.size_x//100:particle_count/10000j,
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)
rotation = Rotation([-lattice_x/2, -lattice_y/2, -lattice_z/2])
cube_vertices, cube_edges = lattice.geometry.wireframe()
def on_display():
for i in range(0,updates_per_frame):
lattice.evolve()
moments_vbo.collect()
for i in range(0,updates_per_frame):
particles.update(aging = True)
lattice.sync()
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
shaders.glUseProgram(particle_program)
glUniformMatrix4fv(projection_id, 1, False, numpy.ascontiguousarray(projection))
glUniformMatrix4fv(rotation_id, 1, False, numpy.ascontiguousarray(rotation.get()))
particles.bind()
glEnable(GL_POINT_SMOOTH)
glPointSize(point_size)
glDrawArrays(GL_POINTS, 0, particles.count)
shaders.glUseProgram(domain_program)
glUniformMatrix4fv(projection_id, 1, False, numpy.ascontiguousarray(projection))
glUniformMatrix4fv(rotation_id, 1, False, numpy.ascontiguousarray(rotation.get()))
glLineWidth(point_size)
glBegin(GL_LINES)
for i, j in cube_edges:
glVertex(cube_vertices[i])
glVertex(cube_vertices[j])
glEnd()
shaders.glUseProgram(obstacle_program)
glUniformMatrix4fv(projection_id, 1, False, numpy.ascontiguousarray(projection))
glUniformMatrix4fv(rotation_id, 1, False, numpy.ascontiguousarray(rotation.get()))
for primitive in primitives:
primitive.draw()
glutSwapBuffers()
def on_reshape(width, height):
global projection, point_size
glViewport(0,0,width,height)
projection, point_size = get_projection(width, height)
def on_keyboard(key, x, y):
global rotation
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)
rotation.update(x,z)
def on_timer(t):
glutTimerFunc(t, on_timer, t)
glutPostRedisplay()
glutDisplayFunc(on_display)
glutReshapeFunc(on_reshape)
glutKeyboardFunc(on_keyboard)
glutTimerFunc(10, on_timer, 10)
glutMainLoop()
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