Example #1
0
def lin_solve(N, a, c):
    for k in range(20):
        #for i in range(1, N+1):
        #	for j in range(1, N+1):
        #		x[i, j] = (x0[i, j] + a * (x[i-1, j] + x[i+1, j] + x[i, j-1] + x[i, j+1]))/ c

        # double the frame rate, but it's not exactly the same, never find, close
        # enough
        #x[1:-1, 1:-1] = (x0[1:-1, 1:-1] + a * (conv2d(x, np.array([[0,1,0],[1,0,1],[0,1,0]])))) / c

        #set_bnd(N, b, x)

        renderer = plus.GetRenderer()

        renderer.SetRenderTarget(uvdens_render_target)
        renderer.SetShader(shader_lin_solve)
        renderer.SetShaderFloat2(renderer.GetShaderVariable("size_pixel"),
                                 1.0 / size, 1.0 / size)
        renderer.SetShaderFloat(renderer.GetShaderVariable("a"), a)
        renderer.SetShaderFloat(renderer.GetShaderVariable("c"), c)
        renderer.SetShaderTexture(renderer.GetShaderVariable("tex_xydens_in"),
                                  uvdens_tex_prev)
        renderer.SetShaderTexture(renderer.GetShaderVariable("tex_xydens_out"),
                                  uvdens_tex)
        hg.SetShaderEngineValues(plus.GetRenderSystem())
        hg.DrawBuffers(renderer, 6, idx, vtx, vtx_layout)
Example #2
0
def project(N, u, v, p, div):
    renderer = plus.GetRenderer()

    #for i in range(1, N + 1):
    #	for j in range(1, N + 1):
    #		div[i, j] = -0.5 * (u[i+1, j] - u[i-1, j] + v[i, j+1] - v[i, j-1]) / N
    #		p[i, j] = 0
    #div[1:-1, 1:-1] = -0.5 * (conv2d(u, np.array([[0,-1,0],[0,0,0],[0,1,0]])) + conv2d(v, np.array([[0,0,0],[-1,0,1],[0,0,0]]))) / N
    #p[:] = 0

    renderer.SetRenderTarget(uvdens_render_target_prev)
    renderer.SetShader(shader_projectA)
    renderer.SetShaderFloat2(renderer.GetShaderVariable("size_pixel"),
                             1.0 / size, 1.0 / size)
    renderer.SetShaderFloat(renderer.GetShaderVariable("N"), N)
    renderer.SetShaderTexture(renderer.GetShaderVariable("tex_xydens_in"),
                              uvdens_tex)
    renderer.SetShaderTexture(renderer.GetShaderVariable("tex_xydens_out"),
                              uvdens_tex_prev)
    hg.SetShaderEngineValues(plus.GetRenderSystem())
    hg.DrawBuffers(renderer, 6, idx, vtx, vtx_layout)

    #set_bnd(N, 0, div)
    #set_bnd(N, 0, p)

    lin_solve(N, 1, 4)

    #for i in range(1, N + 1):
    #	for j in range(1, N + 1):
    #		u[i, j] -= 0.5 * N * (p[i+1, j] - p[i-1, j])
    #		v[i, j] -= 0.5 * N * (p[i, j+1] - p[i, j-1])
    #v[1:-1, 1:-1] -= 0.5 * N * (conv2d(p, np.array([[0,0,0],[-1,0,1],[0,0,0]])))
    #u[1:-1, 1:-1] -= 0.5 * N * (conv2d(p, np.array([[0,-1,0],[0,0,0],[0,1,0]])))

    renderer.SetRenderTarget(uvdens_render_target)
    renderer.SetShader(shader_projectB)
    renderer.SetShaderFloat2(renderer.GetShaderVariable("size_pixel"),
                             1.0 / size, 1.0 / size)
    renderer.SetShaderFloat(renderer.GetShaderVariable("N"), N)
    renderer.SetShaderTexture(renderer.GetShaderVariable("tex_xydens_in"),
                              uvdens_tex_prev)
    renderer.SetShaderTexture(renderer.GetShaderVariable("tex_xydens_out"),
                              uvdens_tex)
    hg.SetShaderEngineValues(plus.GetRenderSystem())
    hg.DrawBuffers(renderer, 6, idx, vtx, vtx_layout)
Example #3
0
def add_source(N, dt):
    renderer = plus.GetRenderer()

    renderer.SetRenderTarget(uvdens_render_target)
    renderer.SetShader(shader_add_sources)
    renderer.SetShaderFloat(renderer.GetShaderVariable("dt"), dt)
    renderer.SetShaderTexture(renderer.GetShaderVariable("tex_xydens_in"),
                              uvdens_tex_prev)
    renderer.SetShaderTexture(renderer.GetShaderVariable("tex_xydens_out"),
                              uvdens_tex)
    hg.SetShaderEngineValues(plus.GetRenderSystem())
    hg.DrawBuffers(renderer, 6, idx, vtx, vtx_layout)
Example #4
0
def draw_dens(simple_graphic_scene_overlay, N, dens, u, v):
    #scale = 2
    #for i in range(1, N + 1):
    #	for j in range(1, N + 1):
    #		p = vec3(i / (N) - 0.5, j / (N) - 0.5, 0)
    #		#helper_2d.draw_line(simple_graphic_scene_overlay, p, p + vec3(u[i, j], v[i,j], 0))
    #		helper_2d.draw_quad(simple_graphic_scene_overlay, mat4.TransformationMatrix(p + vec3(0, 0, 0.1), vec3(0, 0, 0)), 1 / N, 1 / N, false_texture, col(dens[i, j], 0, 0))

    renderer = plus.GetRenderer()

    renderer.SetRenderTarget(uvdens_render_target)
    renderer.SetShader(shader_add_sources)
    renderer.SetShaderTexture(renderer.GetShaderVariable("tex_xydens_in"),
                              uvdens_tex)
    hg.SetShaderEngineValues(plus.GetRenderSystem())
    hg.DrawBuffers(renderer, 6, idx, vtx, vtx_layout)
Example #5
0
def advect(N, b, d, d0, u, v, dt):
    dt0 = dt * N
    #for i in range(1, N + 1):
    #	for j in range(1, N + 1):
    #		x = i - dt0 * u[i, j]
    #		y = j - dt0 * v[i, j]
    #		if x < 0.5:
    #			x = 0.5
    #		if x > N + 0.5:
    #		   x = N + 0.5
    #		i0 = int(x)
    #		i1 = i0 + 1
    #		if y < 0.5:
    #			y = 0.5
    #		if y > N + 0.5:
    #		   y = N + 0.5
    #		j0 = int(y)
    #		j1 = j0 + 1
    #		s1 = x - i0
    #		s0 = 1 - s1
    #		t1 = y - j0
    #		t0 = 1 - t1
    #		d[i, j] = s0 * (t0 * d0[i0,j0] + t1 * d0[i0,j1]) + s1 * (t0 * d0[i1,j0] + t1 * d0[i1,j1])

    #set_bnd(N, b, d)

    renderer = plus.GetRenderer()

    renderer.SetRenderTarget(uvdens_render_target)
    renderer.SetShader(shader_advect)
    renderer.SetShaderFloat2(renderer.GetShaderVariable("size_pixel"),
                             1.0 / size, 1.0 / size)
    renderer.SetShaderFloat(renderer.GetShaderVariable("dt0"), dt0)
    renderer.SetShaderFloat(renderer.GetShaderVariable("N"), N)
    renderer.SetShaderTexture(renderer.GetShaderVariable("tex_xydens_in"),
                              uvdens_tex_prev)
    renderer.SetShaderTexture(renderer.GetShaderVariable("tex_xydens_out"),
                              uvdens_tex)
    hg.SetShaderEngineValues(plus.GetRenderSystem())
    hg.DrawBuffers(renderer, 6, idx, vtx, vtx_layout)
Example #6
0
def get_from_UI(dens_prev, u_prev, v_prev):
    #dens_prev[:] = 0.0
    #u_prev[:] = 0.0
    #v_prev[:] = 0.0

    #if  hg.GetPlus().KeyDown(hg.KeyF1):
    #	dens_prev[1, 1] = base_force_dens
    #if  hg.GetPlus().KeyDown(hg.KeyF2):
    #	for i in range(2, 5):
    #		v_prev[i, 5] = base_force_v
    #if  hg.GetPlus().KeyDown(hg.KeyF3):
    #	u_prev[3, 3] = base_force_u
    #if  hg.GetPlus().KeyDown(hg.KeyF4):
    #	u_prev[int(N / 2.0), int(N / 2.0)] = base_force_u
    #	v_prev[int(N / 2.0), int(N / 2.0)] = base_force_v

    #for i in range(1, N+1):
    #	v_prev[IX(1, i)] = base_force_v if int(N/3) < i < int(N/3*2) else 0
    #	u_prev[IX(1, i)] = 0

    renderer = plus.GetRenderer()
    prev_viewport = renderer.GetViewport()

    renderer.SetRenderTarget(uvdens_render_target_prev)
    renderer.SetViewport(hg.Rect(0, 0, size, size))
    renderer.EnableDepthTest(False)
    renderer.Set2DMatrices()
    renderer.SetShader(shader_set_inputs)
    renderer.SetShaderFloat2(renderer.GetShaderVariable("size_pixel"),
                             1.0 / size, 1.0 / size)

    mouse_pos = plus.GetMousePos()
    renderer.SetShaderFloat3(renderer.GetShaderVariable("left_button_pressed"),
                             mouse_pos[0] / prev_viewport.ex,
                             1.0 - mouse_pos[1] / prev_viewport.ey,
                             1 if plus.MouseButtonDown(hg.Button0) else 0)
    hg.SetShaderEngineValues(plus.GetRenderSystem())
    hg.DrawBuffers(renderer, 6, idx, vtx, vtx_layout)
Example #7
0
 def draw(self, plus):
     hg.DrawBuffers(plus.GetRenderer(), 6, self.indices, self.vertex,
                    self.vertex_layout)
Example #8
0
# draw loop
print("Close the renderer window or press Ctrl+C in this window to end")

while hg.IsWindowOpen(win) and (not keyboard.WasPressed(hg.KeyEscape)):
    # first render a blue triangle on a green background to the texture using the
    # render target
    renderer.SetRenderTarget(tgt_rt)

    renderer.SetViewport(hg.Rect(0, 0, 64,
                                 64))  # fit viewport to texture dimensions
    renderer.Clear(hg.Color.Green)

    renderer.SetShader(shader_color)
    renderer.SetShaderFloat4("u_color", 0, 0, 1, 1)  # blue
    hg.DrawBuffers(renderer, 3, idx, vtx, vtx_layout)

    # switch back to the default render target and display the texture we just
    # rendered to using a triangle on a red background

    # note that the UVs are skewed so that the triangle drawn into the texture
    # does not exactly overlap with the triangle used to display the texture
    renderer.ClearRenderTarget()

    _, wx, wy = hg.GetWindowClientSize(win)
    renderer.SetViewport(hg.Rect(0, 0, wx,
                                 wy))  # fit viewport to window dimensions
    renderer.Clear(hg.Color.Red)

    renderer.SetShader(shader_texture)
    renderer.SetShaderTexture("u_tex", tgt_tex)