Beispiel #1
0
    def add_particles(self, position: tuple, radius: float, strength: float):
        if self.simulate:
            self._init_compute_kernels()
            bgfx.setUniform(
                self.position_uniform,
                as_void_ptr((c_float * 2)(position[0], position[1])),
            )
            bgfx.setUniform(self.value_uniform,
                            as_void_ptr((c_float * 1)(strength)))
            bgfx.setUniform(self.radius_uniform,
                            as_void_ptr((c_float * 1)(radius)))

            bgfx.dispatch(0, self._add_particles_kernel, self._num_groups_x,
                          self._num_groups_x, 1)
            self._flip_buffer()
Beispiel #2
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    def add_velocity(self, position: tuple, velocity: tuple, radius: float):
        if self.simulate:
            self._init_compute_kernels()
            bgfx.setUniform(
                self.position_uniform,
                as_void_ptr((c_float * 2)(position[0], position[1])),
            )
            bgfx.setUniform(
                self.value_uniform,
                as_void_ptr((c_float * 2)(velocity[0], velocity[1])))
            bgfx.setUniform(self.radius_uniform,
                            as_void_ptr((c_float * 1)(radius)))

            bgfx.dispatch(0, self._add_velocity_kernel, self._num_groups_x,
                          self._num_groups_y, 1)
            self._flip_velocity_buffer()
Beispiel #3
0
    def update(self, time_delta: float):
        self._init_compute_kernels()

        if self.simulate:
            bgfx.setUniform(self.dissipation_uniform,
                            as_void_ptr((c_float * 1)(self.dissipation)))
            bgfx.setUniform(self.elapsed_time_uniform,
                            as_void_ptr((c_float * 1)(time_delta)))
            bgfx.setUniform(self.speed_uniform,
                            as_void_ptr((c_float * 1)(self.speed)))

            bgfx.dispatch(
                0,
                self._advect_particles_kernel,
                self._num_groups_x,
                self._num_groups_y,
                1,
            )
            self._flip_buffer()
Beispiel #4
0
    def add_circle_obstacle(self,
                            position: tuple,
                            radius: float,
                            static=False):
        if self.simulate:
            self._init_compute_kernels()
            bgfx.setUniform(
                self.position_uniform,
                as_void_ptr((c_float * 2)(position[0], position[1])),
            )
            bgfx.setUniform(self.radius_uniform,
                            as_void_ptr((c_float * 1)(radius)))
            bgfx.setUniform(self.static_uniform,
                            as_void_ptr((c_float * 1)(1.0 if static else 0.0)))

            bgfx.dispatch(
                0,
                self._add_circle_obstacle_kernel,
                self._num_groups_x,
                self._num_groups_y,
                1,
            )
Beispiel #5
0
    def add_triangle_obstacle(self,
                              p1: tuple,
                              p2: tuple,
                              p3: tuple,
                              static=False):
        if self.simulate:
            self._init_compute_kernels()
            bgfx.setUniform(self.p1_uniform,
                            as_void_ptr((c_float * 2)(p1[0], p1[1])))
            bgfx.setUniform(self.p2_uniform,
                            as_void_ptr((c_float * 2)(p2[0], p2[1])))
            bgfx.setUniform(self.p3_uniform,
                            as_void_ptr((c_float * 2)(p3[0], p3[1])))
            bgfx.setUniform(self.static_uniform,
                            as_void_ptr((c_float * 1)(1.0 if static else 0.0)))

            bgfx.dispatch(
                0,
                self._add_triangle_obstacle_kernel,
                self._num_groups_x,
                self._num_groups_y,
                1,
            )
Beispiel #6
0
    def update(self, time_delta: float):
        if self.simulate:

            self._init_compute_kernels()
            self._update_params(time_delta)

            # Init boundaries
            if self.has_borders:
                bgfx.dispatch(
                    0,
                    self._init_boundaries_kernel,
                    self._num_groups_x,
                    self._num_groups_y,
                    1,
                )

            # Advect
            bgfx.dispatch(
                0,
                self._advect_velocity_kernel,
                self._num_groups_x,
                self._num_groups_y,
                1,
            )
            self._flip_velocity_buffer()

            # Vorticity confinement 1 - Calculate vorticity
            bgfx.dispatch(
                0,
                self._calc_vorticity_kernel,
                self._num_groups_x,
                self._num_groups_y,
                1,
            )

            # Vorticity confinement 2 - Apply vorticity force
            bgfx.dispatch(
                0,
                self._apply_vorticity_kernel,
                self._num_groups_x,
                self._num_groups_y,
                1,
            )
            self._flip_velocity_buffer()

            # Viscosity
            if self.viscosity > 0.0:
                bgfx.dispatch(
                    0,
                    self._viscosity_kernel,
                    self._num_groups_x,
                    self._num_groups_y,
                    1,
                )
                self._flip_velocity_buffer()

            # Divergence
            bgfx.dispatch(0, self._divergence_kernel, self._num_groups_x,
                          self._num_groups_y, 1)

            # Clear pressure
            bgfx.setBuffer(
                TemplateConstants.GENERIC.value,
                self._pressure_buffer[self.PRESSURE_READ],
                bgfx.Access.ReadWrite,
            )
            bgfx.dispatch(0, self._clear_buffer_kernel, self._num_groups_x,
                          self._num_groups_y, 1)
            bgfx.setBuffer(
                TemplateConstants.PRESSURE_IN.value,
                self._pressure_buffer[self.PRESSURE_READ],
                bgfx.Access.Read,
            )

            # Poisson
            for _ in range(self.iterations):
                bgfx.dispatch(0, self._poisson_kernel, self._num_groups_x,
                              self._num_groups_y, 1)
                self._flip_pressure_buffer()

            # Subtract gradient
            bgfx.dispatch(
                0,
                self._subtract_gradient_kernel,
                self._num_groups_x,
                self._num_groups_y,
                1,
            )
            self._flip_velocity_buffer()

            # Clear obstacles
            bgfx.setBuffer(
                TemplateConstants.GENERIC.value,
                self._obstacles_buffer,
                bgfx.Access.ReadWrite,
            )
            bgfx.dispatch(0, self._clear_buffer_kernel, self._num_groups_x,
                          self._num_groups_y, 1)
            bgfx.setBuffer(
                TemplateConstants.OBSTACLES.value,
                self._obstacles_buffer,
                bgfx.Access.ReadWrite,
            )
Beispiel #7
0
    def update(self, dt):
        mouse_x, mouse_y, buttons_states = self.get_mouse_state()

        ImGuiExtra.begin_frame(int(mouse_x), int(mouse_y), buttons_states, 0,
                               self.fb_width, self.fb_height)
        show_properties_dialog(self.fb_width, self.fb_height, self.hidpi)
        self._create_imgui_config_dialog()

        ImGuiExtra.end_frame()

        at = (c_float * 3)(*[0.0, 0.0, 0.0])
        eye = (c_float * 3)(*[0.0, 0.0, 10.0])
        up = (c_float * 3)(*[0.0, 1.0, 0.0])

        view = look_at(eye, at, up)
        projection = proj(11.4, 1, 0.1, 100.0)

        bgfx.setViewRect(0, 0, 0, self.fb_width, self.fb_height)

        bgfx.setViewTransform(0, as_void_ptr(view), as_void_ptr(projection))

        bgfx.setVertexBuffer(0, self.vertex_buffer, 0, 4)
        bgfx.setIndexBuffer(self.index_buffer, 0, cube_indices.size)

        bgfx.setState(BGFX_STATE_DEFAULT)
        bgfx.setImage(0, self.output_texture, 0, bgfx.Access.Write)

        self.fluid_simulator.add_circle_obstacle((0.5, 0.5), 40.0)

        self.fluid_simulator.update(dt)
        self.particle_area.update(dt)

        if glfw.get_mouse_button(self.window, glfw.MOUSE_BUTTON_LEFT) == glfw.PRESS\
                and not ImGui.GetIO().WantCaptureMouse:
            n_mouse_x, n_mouse_y = self._get_normalized_mouse_coords(
                mouse_x, mouse_y)
            n_old_mouse_x, n_old_mouse_y = self._get_normalized_mouse_coords(
                self.old_mouse_x, self.old_mouse_y)
            vel_x = n_mouse_x - n_old_mouse_x
            vel_y = n_mouse_y - n_old_mouse_y
            # if vel_x != 0 and vel_y != 0:
            self.fluid_simulator.add_velocity((n_mouse_x, n_mouse_y),
                                              (vel_x * 10, vel_y * 10), 32.0)
            self.particle_area.add_particles((n_mouse_x, n_mouse_y),
                                             self.particles_diameter,
                                             self.particles_strength)

        self.old_mouse_x = mouse_x
        self.old_mouse_y = mouse_y

        bgfx.setState(0 | BGFX_STATE_WRITE_RGB | BGFX_STATE_WRITE_A
                      | BGFX_STATE_BLEND_ALPHA)

        bgfx.dispatch(0, self.cs_program, self.fb_width // 16,
                      self.fb_height // 16)
        bgfx.setTexture(0, self.texture_uniform, self.output_texture)
        bgfx.submit(0, self.main_program, 0, False)

        if self.show_quiver_plot_overlay.value:
            bgfx.setBuffer(1, self.fluid_simulator.get_velocity_buffer(),
                           bgfx.Access.Read)
            bgfx.setUniform(
                self.window_size_uniform,
                as_void_ptr((c_float * 2)(self.fb_width, self.fb_height)),
            )
            bgfx.setUniform(
                self.velocity_size_uniform,
                as_void_ptr((c_float * 2)(self.fluid_simulator.width,
                                          self.fluid_simulator.height)),
            )
            bgfx.setUniform(
                self.arrow_tile_size_uniform,
                as_void_ptr((c_float * 1)(self.quiver_plot_resolutions[
                    self.quiver_plot_resolution.value])),
            )
            bgfx.submit(0, self.quiver_program, 0, False)

        bgfx.frame()