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import numpy
from string import Template
from simulation import Lattice, Geometry
from utility.particles import Particles
from symbolic.generator import LBM
import symbolic.D3Q19 as D3Q19
from OpenGL.GL import *
from OpenGL.GLUT import *
from OpenGL.GL import shaders
from utility.projection import Projection, Rotation
from utility.mouse import MouseDragMonitor, MouseScrollMonitor
lattice_x = 64
lattice_y = 96
lattice_z = 64
updates_per_frame = 20
particle_count = 50000
lid_speed = 0.1
relaxation_time = 0.515
def get_cavity_material_map(geometry):
return [
(lambda x, y, z: x > 0 and x < geometry.size_x-1 and
y > 0 and y < geometry.size_y-1 and
z > 0 and z < geometry.size_z-1, 1), # bulk fluid
(lambda x, y, z: x == 1 or y == 1 or z == 1 or x == geometry.size_x-2 or y == geometry.size_y-2, 2), # walls
(lambda x, y, z: z == geometry.size_z-2, 3), # lid
(lambda x, y, z: x == 0 or x == geometry.size_x-1 or
y == 0 or y == geometry.size_y-1 or
z == 0 or z == geometry.size_z-1, 0) # ghost cells
]
boundary = Template("""
if ( m == 2 ) {
u_0 = 0.0;
u_1 = 0.0;
u_2 = 0.0;
}
if ( m == 3 ) {
u_0 = $lid_speed;
u_1 = 0.0;
u_2 = 0.0;
}
""").substitute({
"lid_speed": lid_speed
})
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(D3Q19)
window = glut_window(fullscreen = False)
particle_shader = shaders.compileShader(Template("""
#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]);
}""").substitute({}), 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)
fragment_shader = shaders.compileShader("""
#version 430
in vec3 color;
layout(location = 0) out vec4 frag_color;
void main(){
frag_color = vec4(color.xyz, 0.0);
}""", GL_FRAGMENT_SHADER)
particle_program = shaders.compileProgram(particle_shader, fragment_shader)
particle_projection_id = shaders.glGetUniformLocation(particle_program, 'projection')
particle_rotation_id = shaders.glGetUniformLocation(particle_program, 'rotation')
geometry_program = shaders.compileProgram(vertex_shader, fragment_shader)
geometry_projection_id = shaders.glGetUniformLocation(geometry_program, 'projection')
geometry_rotation_id = shaders.glGetUniformLocation(geometry_program, 'rotation')
lattice = Lattice(
descriptor = D3Q19,
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
)
lattice.apply_material_map(
get_cavity_material_map(lattice.geometry))
lattice.sync_material()
particles = Particles(
lattice,
numpy.mgrid[
8*lattice.geometry.size_x//10:9*lattice.geometry.size_x//10:10j,
lattice.geometry.size_y//10:9*lattice.geometry.size_y//10:particle_count/100j,
8*lattice.geometry.size_z//10:9*lattice.geometry.size_z//10:10j,
].reshape(3,-1).T)
projection = Projection(distance = 2*lattice_x)
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()
lattice.update_moments()
for i in range(0,updates_per_frame):
particles.update(aging = True)
lattice.sync()
glClear(GL_COLOR_BUFFER_BIT)
shaders.glUseProgram(particle_program)
glUniformMatrix4fv(particle_projection_id, 1, False, numpy.ascontiguousarray(projection.get()))
glUniformMatrix4fv(particle_rotation_id, 1, False, numpy.ascontiguousarray(rotation.get()))
particles.bind()
glEnable(GL_POINT_SMOOTH)
glPointSize(1)
glDrawArrays(GL_POINTS, 0, particles.count)
shaders.glUseProgram(geometry_program)
glUniformMatrix4fv(geometry_projection_id, 1, False, numpy.ascontiguousarray(projection.get()))
glUniformMatrix4fv(geometry_rotation_id, 1, False, numpy.ascontiguousarray(rotation.get()))
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
glLineWidth(2)
glBegin(GL_LINES)
for i, j in cube_edges:
glVertex3fv(cube_vertices[i])
glVertex3fv(cube_vertices[j])
glEnd()
glutSwapBuffers()
mouse_monitors = [
MouseDragMonitor(GLUT_LEFT_BUTTON, lambda dx, dy: rotation.update(0.005*dy, 0.005*dx)),
MouseScrollMonitor(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(lambda *args: list(map(lambda m: m.on_mouse(*args), mouse_monitors)))
glutMotionFunc(lambda *args: list(map(lambda m: m.on_mouse_move(*args), mouse_monitors)))
glutTimerFunc(10, on_timer, 10)
glutMainLoop()
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