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import numpy
import time
from simulation import Lattice, Geometry
from symbolic.generator import LBM
import symbolic.D2Q9 as D2Q9
from OpenGL.GL import *
from OpenGL.GLUT import *
screen_x = 1920
screen_y = 1200
def cavity(geometry, x, y):
if x == 1 or y == 1 or x == geometry.size_x-2:
return 2
elif y == geometry.size_y-2:
return 3
else:
return 1
boundary = """
if ( m == 2 ) {
u_0 = 0.0;
u_1 = 0.0;
}
if ( m == 3 ) {
u_0 = 0.1;
u_1 = 0.0;
}
"""
def glut_window(fullscreen = False):
glutInit(sys.argv)
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH)
if fullscreen:
window = glutEnterGameMode()
else:
glutInitWindowSize(screen_x, screen_y)
glutInitWindowPosition(0, 0)
window = glutCreateWindow("LBM")
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
glOrtho(
0, screen_x,
0, screen_y,
0.1, 100.0
)
return window
lbm = LBM(D2Q9)
window = glut_window(fullscreen = False)
lattice = Lattice(
descriptor = D2Q9,
geometry = Geometry(screen_x//4, screen_y//4),
moments = lbm.moments(optimize = False),
collide = lbm.bgk(f_eq = lbm.equilibrium(), tau = 0.52),
boundary_src = boundary,
opengl = True
)
lattice.setup_geometry(cavity)
def on_display():
for i in range(0,100):
lattice.evolve()
lattice.sync_gl_moments()
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
glTranslatef(0., 0., -1.)
lattice.gl_moments.bind()
glEnableClientState(GL_VERTEX_ARRAY)
glVertexPointer(4, GL_FLOAT, 0, lattice.gl_moments)
glDrawArrays(GL_POINTS, 0, lattice.geometry.volume)
glDisableClientState(GL_VERTEX_ARRAY)
glutSwapBuffers()
def on_timer(t):
glutTimerFunc(t, on_timer, t)
glutPostRedisplay()
glutDisplayFunc(on_display)
glutTimerFunc(10, on_timer, 10)
glutMainLoop()
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