mirror of
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Trick Smoothed Particle Hydrodynamics (TSPH) (#1170)
* Create base simulation file/directory structure * Create particle class in a Trick header file * Create Fluid class with simulation initialization and update jobs in Trick header * Create S_define for SIM_fluid * Create S_overrides.mk for SIM_fluid * Change Particle to a struct and initialize pos, velocity, and force arrays in constructor * Store particles as an std::vector instead of an array * Implement default_data method and dummy update_SPH for Fluid.cpp * Add core CUDA SPH simulation code to Trick simulation * Copy CPU-based SPH fluid sim code to Trick src directory * Remove all code involving rigid body simulation * Modify updateSPH routine to use CPU-based routines rather than GPU-based routines * Temporarily comment out neighbor list logic * Replace use of glm::vec3 with float[3] in sph.cpp and sph.h * Move simulation parameters from sph.h to Trick Fluid.hh * Remove particle struct and function prototypes from sph.h * Move core simulation routines from sph.cpp to Fluid.cpp * Remove neighbor list comments from Fluid.cpp * Remove extraneous initSPH function * Add calls to core simulation routines in Fluid::update_SPH() * Refactor core simulation functions into private member functions of the Fluid class * Remove static qualifier from simulation parameters in Fluid.hh * Include <cmath> and use std scope resolution operater on pow * Comment out isnan check in computeForces for now * Initialize p_start and p_end in update_SPH * Remove const qualifier from simulation paramters in Fluid class * Remove n_particles member variable from Fluid class * Create runtime.py to enable real-time synchronization and sim control panel * Create input.py to exec realtime.py and limit simulation time * Create simple python variable server client to unit test connection by accessing VISC member of fluid * Create unit test to see if particle position is being updated correctly * Create pointer to particles vector data for use in variable client * Implement simple 2D GUI in order to render a single fluid particle * Temporarily comment out unit tests * Support 2D rendering of multiple particles in python variable client * Scale size of simulation GUI based on BOUND variable from Trick variable server * Comment out trick.stop(5) temporarily * Set default value of BOUND to 400 * Fix sideways rendering bug by indexing field 1 position earlier * Start variable server client from input.py rather than from command line * Determine number of particles to render based on value of NUM_PARTICLES from Trick Variable Server. Also added TODO for correctly indexing into field. * Reduce number of particles for 2D simulation * Add CUDA runtime library flag and include directories * Rename .cu/.cuh files to .cpp/.h * Add sph_gpu.o as a library dependency of Fluid.cpp and call updateSPH_GPU in update_SPH * Successfully compile and link Trick with CUDA in S_overrides.mk * Call CUDA wrapper callVectorAdd() in update_SPH() to test Trick compilation/linking * Create vectorAdd.cu to test CUDA kernel with Trick * Change sph_gpu to a .cu file * Pass pointer to Fluid object into updateSPH_GPU in order to access fluid parameters on GPU * Refactor comptueDensityAndPressureGPU to use float[3] and fluid pointer to access sim parameters * Refactor computeForcesGPU to use float[3] and fluid pointer to access sim parameters * Refactor timeIntegrationGPU to use float[3] and fluid pointer to access sim parameters * Refactor verletUpdatePosition to use float[3] and fluid pointer to access sim parameters * Add base code for OpenGL particle renderer and TCP socket communication * Create .gitignore(s) and delete built files * Replace char* with char[] to remove warnings * Receive and parse number of particles and particle positions * Move connection initialization to stupComm * Move TCP client to graphics folder and use it within OpenGL particle renderer * Render particle position data from Trick * Distinguish between trick and custom client * Attempt to fix variable server client freezing * Create input file that doesn't launch python VSC * Remove extraneous call to initSPH * Modify number of particles to 2048 * Create .gitignore for sim * Create FluidServer class header * Add Trick Header to FluidServer.hh and add clientfd member to FluidServer * Send simple message from FluidServer in Trick to custom_client.cpp via TCP * Add FluidServer to S_define * Delete client directory * Send particle data on initialization and decrease frequency of sendParticleData scheduled job * Implement sendParticleData() to stream particle positions to client * Implement client to receive particle position data from custom TCP fluid server * Use custom_client interface in particle renderer of Trick variable server client * Pass fluid pointer as parameter to FluidServer::sendParticleData(Fluid* fluid) * Remove sim binary * Remove TCP client usage from OpenGL particle renderer * Rename particle renderer main.cc to opengl.cc * Create openGLCaller, which spawns a thread that handles the OpenGL particle rendering * Change openGLCaller signature * Remove FluidServer usage from S_define * Add make targets to OpenGL particle renderer source files and include OpenGL libraries in S_overrides.mk * Temporarily set argc and argv in openGLCaller and change signature of openGLCaller * Rename Particle to ParticleGL in sph.cpp and sph.h to avoid naming conflicts * Hard code .obj file name in openGLMain rather than passing it as a command line arg * Call openGLCaller inside of Fluid::default_data() * Fix compilation bug with g++ and add .o files to nvcc device linking and TRICK_USER_LINK_LIBS * Add 100_sphere.obj to root sim directory * Pass pointer to Fluid object to openGLMain * Make getParticlePositions() member function public * Update particle positions with data from Trick sim * Remove usage of Trickless SPH sim * Include .o files in .gitignore * Remove glm folder from repo * Ignore local glm folder in .gitignore * Copy Marching Cubes lookup tables from Cory Bloyd's implementation * Create simple shaders to render the fluid mesh * Create GridCell struct to store the isoValues and vertices of each voxel for Marching Cubes * Add Trickless SPH sim back temporarily to test Marching Cubes functionality * Implement generateCellMesh similar to Polygonise from Paul Borke 's 'Polygonising a Scalar Field' * Implement vertex isovalue interpolation * Create marching_cubes.h * Modify OpenGL program to render fluid mesh rather than particles * Create prototypes for updateIsoValues and initializeGridCells * Implement function to initialize vector of GridCell structs * Implement function to update isoValues of each vertex in each GridCell. (currently setting each isoValue to distance from origin) * Support triangle indexing for more than one GridCell and do quick fix for interpolation bug * Initialize and update both SPH particles and isoValues in grid for Marching Cubes * Control OpenGL graphics refresh rate via usleep * Set isoValues for vertices equal to distance from origin in order to demonstrate expanding sphere * Fix bug with mesh vertex and face data failing to update * Reduce number of particles to speed up sim testing * Fix bug where only a quarter of vertex positions update * Make particle depth greater than one to test marching cubes behavior for 3D fluid * Redefine isoValues of gridCells to have a value equal to the number of particles within a given radius of the grid cell vertex * Successfully update fluid mesh in response to particle positions * Add spatial grid member and prototypes for neighbor list methods in Fluid header * Implement buildSpatialGrid which assigns each particle to a grid cell * Implement getCandidateNeighbors, which returns a vector of all particles within a given grid cell and up to its 26 neighboring cells * Implement Marching Cubes isoValue update on the GPU * Use GPU implementation of isoValue update * Include files with build commands * Write code for unoptimized GPU neighborlist in comments * Add constants for spatial grid in Fluid.hh * Use neighbor list in computeForces and computeDensityAndPressure procedures * Keep count of the number of timesteps simulated for use in the marching cubes update * Remove trickless SPH from unit testing * Use Trick SPH particle data to update mesh from marching cubes * Modify S_overrides.mk to compile and link files from Marching Cubes implementation * Remove extraneous include * Remove debugging code from opengl.cc * Add back OpenGL program to render particles * Implement ability to toggle between fluid mesh and particle modes * Reverse surface normal direction for fluid mesh * Add directory variables to S_overrides.mk * Remove comment from S_overrides.mk * Remove unused files * Cleanup commented code * Cleanup includes and remove unused variable * Move marching cubes parameters to Fluid class * Create variables to toggle GPU mode and neighbor list * Fix malloc to include null terminated character of string and call free in loadObj * Remove graphics window title * Add GPU sim support for a number of particles that is not a multiple of NUM_THREADS * Create initial conditions to demo * Rename .cc files to .cpp * Perform major structural refactoring on opengl.cpp * Create refreshRate and mcUpdateFreq members in Fluid class * Credit tables to Cory Bloyd * Add Paul Bourke attribution * Replace extern usage with header files * Rename input files * Remove unused Particle.cpp * Move sphere models and move model file path to Fluid class * Replace marching cubes triangle construction while loop with for loop Co-authored-by: Scott Fennell <spfennell@gmail.com> * Condense MC logic using loops * Remove deprecated FluidServer from master * Fix memory leak in iso_values.cu * Change environment specific path to relative path in launch_vsc.py * Write comment and TODO for CPU isoValue update code * Add comments for demos and reduce usage of magic numbers in input.py * Add enum for demos and fix concentric circle demo bug * Fix style in input.py * Replace scheduled job with flag for SPH initialization with initialization job * Add shutdown job to free memory used by CUDA * Add newlines to the end of files * Delete deprecated FluidServer.cpp Co-authored-by: Scott Fennell <spfennell@gmail.com>
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trick_sims/SIM_fluid/10k_sphere.obj
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trick_sims/SIM_fluid/10k_sphere.obj
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trick_sims/SIM_fluid/1k_sphere.obj
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trick_sims/SIM_fluid/1k_sphere.obj
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trick_sims/SIM_fluid/Fluid_VSC.py
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trick_sims/SIM_fluid/Fluid_VSC.py
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#!/usr/bin/python
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import sys
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import socket
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from tkinter import *
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# Process command line args
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if ( len(sys.argv) == 2) :
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trick_varserver_port = int(sys.argv[1])
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else :
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print("Usage: vsclient <port_number>")
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sys.exit()
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# Connect to the variable server
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client_socket = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
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client_socket.connect( ("localhost", trick_varserver_port) )
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insock = client_socket.makefile("r")
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# Request size of BOUND in order to determine window size
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# Also request the number of particles for rendering
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client_socket.send("trick.var_pause()\n".encode())
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client_socket.send("trick.var_ascii()\n".encode())
|
||||
client_socket.send("trick.var_add(\"dyn.fluid.BOUND\")\n".encode())
|
||||
client_socket.send("trick.var_add(\"dyn.fluid.NUM_PARTICLES\")\n".encode())
|
||||
client_socket.send("trick.var_unpause()\n".encode())
|
||||
line = insock.readline()
|
||||
field = line.split("\t")
|
||||
#print(field)
|
||||
BOUND = int(field[1])
|
||||
NUM_PARTICLES = int(field[2])
|
||||
HEIGHT = 2 * BOUND
|
||||
WIDTH = HEIGHT
|
||||
"""
|
||||
# Unit test 0: request viscosity of the fluid
|
||||
client_socket.send("trick.var_pause()\n".encode())
|
||||
client_socket.send("trick.var_ascii()\n".encode())
|
||||
client_socket.send("trick.var_add(\"dyn.fluid.VISC\")\n".encode())
|
||||
client_socket.send("trick.var_unpause()\n".encode())
|
||||
|
||||
# Unit test 1: request the x position of a particle
|
||||
client_socket.send("trick.var_pause()\n".encode())
|
||||
client_socket.send("trick.var_ascii()\n".encode())
|
||||
client_socket.send("trick.var_add(\"dyn.fluid.particlesArr[0].pos[0]\")\n".encode())
|
||||
client_socket.send("trick.var_unpause()\n".encode())
|
||||
"""
|
||||
|
||||
|
||||
# Create the GUI
|
||||
tk = Tk()
|
||||
canvas = Canvas(tk, width=WIDTH, height=HEIGHT)
|
||||
tk.title("SPH Display")
|
||||
canvas.pack()
|
||||
|
||||
# Create oval objects to represent fluid particles
|
||||
particle_radius = 2;
|
||||
fluidParticles = []
|
||||
for i in range(NUM_PARTICLES):
|
||||
fluidParticles.append(canvas.create_oval(0, 0, particle_radius, particle_radius, fill="blue"))
|
||||
|
||||
|
||||
|
||||
client_socket.send("trick.var_pause()\n".encode())
|
||||
client_socket.send("trick.var_ascii()\n".encode())
|
||||
for i in range(NUM_PARTICLES):
|
||||
client_socket.send("trick.var_add(\"dyn.fluid.particlesArr[{}].pos[0]\")\n".format(i).encode())
|
||||
client_socket.send("trick.var_add(\"dyn.fluid.particlesArr[{}].pos[1]\")\n".format(i).encode())
|
||||
client_socket.send("trick.var_unpause()\n".encode())
|
||||
|
||||
# Repeatedly read and process the responses from the variable server.
|
||||
while (True):
|
||||
line = insock.readline()
|
||||
if line == '':
|
||||
break
|
||||
field = line.split("\t")
|
||||
# Get position of particle and update it on the canvas
|
||||
for i in range(NUM_PARTICLES):
|
||||
# TODO: calculate correct offset to index into field (one particle is not rendering correctly)
|
||||
y = float(field[2 * i])
|
||||
x = float(field[2 * i + 1])
|
||||
cx = x + BOUND
|
||||
cy = HEIGHT - (y + BOUND)
|
||||
canvas.coords(fluidParticles[i], cx - particle_radius, cy - particle_radius, cx + particle_radius, cy+ particle_radius)
|
||||
|
||||
#print(line)
|
||||
# Update the Tk graphics
|
||||
tk.update()
|
||||
|
||||
# Keep the window open, when the data stops.
|
||||
tk.mainloop()
|
7
trick_sims/SIM_fluid/Modified_data/realtime.py
Normal file
7
trick_sims/SIM_fluid/Modified_data/realtime.py
Normal file
@ -0,0 +1,7 @@
|
||||
#trick.frame_log_on()
|
||||
trick.real_time_enable()
|
||||
trick.exec_set_software_frame(0.01)
|
||||
#trick.itimer_enable()
|
||||
trick.exec_set_enable_freeze(True)
|
||||
trick.exec_set_freeze_command(True)
|
||||
trick.sim_control_panel_set_enabled(True)
|
51
trick_sims/SIM_fluid/RUN_test/input.py
Normal file
51
trick_sims/SIM_fluid/RUN_test/input.py
Normal file
@ -0,0 +1,51 @@
|
||||
from enum import Enum
|
||||
import math
|
||||
|
||||
exec(open("Modified_data/realtime.py").read())
|
||||
|
||||
dyn.fluid.BOUND = 300
|
||||
dyn.fluid.ISO_RADIUS = 32
|
||||
|
||||
class Mode(Enum):
|
||||
DEFAULT = -1
|
||||
PARABOLOID = 0
|
||||
COSINE = 1
|
||||
CIRCLES = 2
|
||||
|
||||
mode = Mode.CIRCLES
|
||||
|
||||
|
||||
if mode == Mode.PARABOLOID:
|
||||
# paraboloid initial condition
|
||||
for i in range(dyn.fluid.NUM_PARTICLES):
|
||||
ROOT_NUM_PARTICLES = math.sqrt(dyn.fluid.NUM_PARTICLES)
|
||||
tx = i / ROOT_NUM_PARTICLES - (ROOT_NUM_PARTICLES / 2)
|
||||
tz = i % ROOT_NUM_PARTICLES - (ROOT_NUM_PARTICLES / 2)
|
||||
dyn.fluid.particlesArr[i].pos[0] = tx * 4
|
||||
dyn.fluid.particlesArr[i].pos[2] = tz * 4
|
||||
dyn.fluid.particlesArr[i].pos[1] = tx * tx + tz * tz
|
||||
|
||||
elif mode == Mode.COSINE:
|
||||
# cosine wave initial condition
|
||||
for i in range(dyn.fluid.NUM_PARTICLES):
|
||||
t = i / 2
|
||||
dyn.fluid.particlesArr[i].pos[1] = 15 * math.cos(math.radians(t))
|
||||
|
||||
elif mode == Mode.CIRCLES:
|
||||
# concentric circles initial conditions
|
||||
dyn.fluid.NUM_PARTICLES = 800
|
||||
n = int(dyn.fluid.NUM_PARTICLES)
|
||||
|
||||
for i in range(n):
|
||||
theta = (360 / (n / 2)) * i
|
||||
print(theta)
|
||||
dyn.fluid.particlesArr[i].pos[0] = 100 * math.cos(math.radians(theta))
|
||||
dyn.fluid.particlesArr[i].pos[1] = 100 * math.sin(math.radians(theta))
|
||||
if i > n / 2 and i <= (7 / 8) * n:
|
||||
theta = (360 / (3 / 8 * n)) * i
|
||||
dyn.fluid.particlesArr[i].pos[0] = 70 * math.cos(math.radians(theta))
|
||||
dyn.fluid.particlesArr[i].pos[1] = 70 * math.sin(math.radians(theta))
|
||||
if i > (7 / 8) * n:
|
||||
theta = (360 / (1 / 8 * n)) * i
|
||||
dyn.fluid.particlesArr[i].pos[0] = 40 * math.cos(math.radians(theta))
|
||||
dyn.fluid.particlesArr[i].pos[1] = 40 * math.sin(math.radians(theta))
|
17
trick_sims/SIM_fluid/RUN_test/launch_vsc.py
Normal file
17
trick_sims/SIM_fluid/RUN_test/launch_vsc.py
Normal file
@ -0,0 +1,17 @@
|
||||
exec(open("Modified_data/realtime.py").read())
|
||||
|
||||
#==================================
|
||||
# Start the variable server client.
|
||||
#==================================
|
||||
var_server_port = trick.var_server_get_port()
|
||||
|
||||
fluid_graphics_path = "Fluid_VSC.py"
|
||||
if (os.path.isfile(fluid_graphics_path)) :
|
||||
fluid_graphics_cmd = "python3 " + fluid_graphics_path + " " + str(var_server_port) + " &"
|
||||
print(fluid_graphics_cmd)
|
||||
os.system(fluid_graphics_cmd)
|
||||
else :
|
||||
print('Oops! Can\'t find ' + fluid_graphics_path)
|
||||
|
||||
trick.var_set_copy_mode(0)
|
||||
trick.var_cycle(0.02)
|
25
trick_sims/SIM_fluid/S_define
Normal file
25
trick_sims/SIM_fluid/S_define
Normal file
@ -0,0 +1,25 @@
|
||||
/************************TRICK HEADER*************************
|
||||
PURPOSE:
|
||||
( Simulate a Lagrangian fluid using smoothed particle hydrodynamics. )
|
||||
LIBRARY DEPENDENCIES:
|
||||
((fluid/src/Fluid.cpp)
|
||||
(fluid/src/Particle.cpp))
|
||||
*************************************************************/
|
||||
|
||||
#include "sim_objects/default_trick_sys.sm"
|
||||
##include "fluid/include/Fluid.hh"
|
||||
|
||||
class FluidSimObject : public Trick::SimObject {
|
||||
public:
|
||||
Fluid fluid;
|
||||
|
||||
FluidSimObject() {
|
||||
("default_data") fluid.default_data() ;
|
||||
("initialization") fluid.init_cuda() ;
|
||||
(0.02, "scheduled") fluid.update_SPH() ;
|
||||
("shutdown") fluid.shutdown_cuda() ;
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
FluidSimObject dyn;
|
42
trick_sims/SIM_fluid/S_overrides.mk
Normal file
42
trick_sims/SIM_fluid/S_overrides.mk
Normal file
@ -0,0 +1,42 @@
|
||||
SIM_DIR = models/fluid/src
|
||||
GRAPHICS_DIR = models/fluid/graphics/src
|
||||
|
||||
|
||||
TRICK_CFLAGS += -Imodels -I/usr/local/cuda/include
|
||||
TRICK_CXXFLAGS += -Imodels -I/usr/local/cuda/include
|
||||
TRICK_USER_LINK_LIBS += $(SIM_DIR)/gpuCode.o $(SIM_DIR)/sph_gpu.o $(GRAPHICS_DIR)/iso_values.o $(GRAPHICS_DIR)/opengl_caller.o $(GRAPHICS_DIR)/opengl.o $(GRAPHICS_DIR)/gui.o $(GRAPHICS_DIR)/grid_cell.o $(GRAPHICS_DIR)/marching_cubes.o -L/usr/local/cuda/lib64 -lcudart -lcudadevrt -lglfw -lGL -lGLEW -pthread
|
||||
|
||||
|
||||
|
||||
$(S_MAIN): $(GRAPHICS_DIR)/opengl_caller.o $(GRAPHICS_DIR)/opengl.o $(GRAPHICS_DIR)/gui.o $(GRAPHICS_DIR)/grid_cell.o $(GRAPHICS_DIR)/marching_cubes.o $(GRAPHICS_DIR)/iso_values.o
|
||||
|
||||
$(GRAPHICS_DIR)/grid_cell.o: $(GRAPHICS_DIR)/grid_cell.cpp
|
||||
g++ -c $(GRAPHICS_DIR)/grid_cell.cpp -o $(GRAPHICS_DIR)/grid_cell.o
|
||||
|
||||
$(GRAPHICS_DIR)/marching_cubes.o: $(GRAPHICS_DIR)/marching_cubes.cpp
|
||||
g++ -c $(GRAPHICS_DIR)/marching_cubes.cpp -o $(GRAPHICS_DIR)/marching_cubes.o
|
||||
|
||||
$(GRAPHICS_DIR)/opengl_caller.o: $(GRAPHICS_DIR)/opengl_caller.cpp
|
||||
g++ -c $(GRAPHICS_DIR)/opengl_caller.cpp -o $(GRAPHICS_DIR)/opengl_caller.o
|
||||
|
||||
$(GRAPHICS_DIR)/opengl.o: $(GRAPHICS_DIR)/opengl.cpp
|
||||
g++ -c $(GRAPHICS_DIR)/opengl.cpp -o $(GRAPHICS_DIR)/opengl.o
|
||||
|
||||
$(GRAPHICS_DIR)/gui.o: $(GRAPHICS_DIR)/gui.cpp
|
||||
g++ -c $(GRAPHICS_DIR)/gui.cpp -o $(GRAPHICS_DIR)/gui.o
|
||||
|
||||
$(S_MAIN): $(SIM_DIR)/gpuCode.o
|
||||
|
||||
$(SIM_DIR)/sph_gpu.o: $(SIM_DIR)/sph_gpu.cu
|
||||
nvcc -arch=sm_35 -I. -dc $(SIM_DIR)/sph_gpu.cu -o $(SIM_DIR)/sph_gpu.o
|
||||
|
||||
$(GRAPHICS_DIR)/iso_values.o: $(GRAPHICS_DIR)/iso_values.cu
|
||||
nvcc -arch=sm_35 -I. -dc $(GRAPHICS_DIR)/iso_values.cu -o $(GRAPHICS_DIR)/iso_values.o
|
||||
|
||||
$(SIM_DIR)/gpuCode.o: $(SIM_DIR)/sph_gpu.o
|
||||
nvcc -arch=sm_35 -dlink $(SIM_DIR)/sph_gpu.o $(GRAPHICS_DIR)/iso_values.o $(GRAPHICS_DIR)/opengl_caller.o $(GRAPHICS_DIR)/opengl.o $(GRAPHICS_DIR)/gui.o $(GRAPHICS_DIR)/grid_cell.o $(GRAPHICS_DIR)/marching_cubes.o $(S_OBJECTS) -o $(SIM_DIR)/gpuCode.o
|
||||
|
||||
clean: my_clean
|
||||
|
||||
my_clean:
|
||||
-rm -rf $(SIM_DIR)/sph_gpu.o $(SIM_DIR)/gpuCode.o $(GRAPHICS_DIR)/grid_cell.o $(GRAPHICS_DIR)/gui.o $(GRAPHICS_DIR)/iso_values.o $(GRAPHICS_DIR)/marching_cubes.o $(GRAPHICS_DIR)/opengl_caller.o $(GRAPHICS_DIR)/opengl.o
|
3
trick_sims/SIM_fluid/models/fluid/graphics/src/.gitignore
vendored
Normal file
3
trick_sims/SIM_fluid/models/fluid/graphics/src/.gitignore
vendored
Normal file
@ -0,0 +1,3 @@
|
||||
sim
|
||||
glm
|
||||
*.o
|
1
trick_sims/SIM_fluid/models/fluid/graphics/src/cpu_build
Executable file
1
trick_sims/SIM_fluid/models/fluid/graphics/src/cpu_build
Executable file
@ -0,0 +1 @@
|
||||
g++ gui.cc sph.cpp opengl.cc marching_cubes.cpp grid_cell.cpp -lglfw -lGL -lGLEW -o sim -pthread
|
1
trick_sims/SIM_fluid/models/fluid/graphics/src/gpu_build
Executable file
1
trick_sims/SIM_fluid/models/fluid/graphics/src/gpu_build
Executable file
@ -0,0 +1 @@
|
||||
g++ -c gui.cc sph.cpp opengl.cc marching_cubes.cpp grid_cell.cpp; nvcc -c iso_values.cu; nvcc gui.o sph.o opengl.o marching_cubes.o grid_cell.o iso_values.o -lglfw -lGL -lGLEW -o mc_gpu
|
67
trick_sims/SIM_fluid/models/fluid/graphics/src/grid_cell.cpp
Normal file
67
trick_sims/SIM_fluid/models/fluid/graphics/src/grid_cell.cpp
Normal file
@ -0,0 +1,67 @@
|
||||
#include "grid_cell.h"
|
||||
#include "iso_values.h"
|
||||
|
||||
void updateIsoValues(std::vector<GridCell>& gridCells, std::vector<float> particlePositions, float radius) {
|
||||
updateIsoValuesGPUCaller(gridCells, particlePositions, radius);
|
||||
// TODO: give user the ability to toggle between GPU and CPU marching cubes
|
||||
|
||||
/* updateIsoValues implementation on CPU
|
||||
int numParticles = particlePositions.size() / 3;
|
||||
for (int i = 0; i < gridCells.size(); i++) {
|
||||
GridCell& current = gridCells[i];
|
||||
for (int j = 0; j < 8; j++) {
|
||||
|
||||
current.isoValues[j] = 0;
|
||||
|
||||
glm::vec3 vertexPos(current.vertices[j]);
|
||||
for (int k = 0; k < numParticles; k++) {
|
||||
float x = particlePositions[3*k];
|
||||
float y = particlePositions[3*k+1];
|
||||
float z = particlePositions[3*k+2];
|
||||
glm::vec3 particlePos(x, y, z);
|
||||
if (glm::length(vertexPos - particlePos) < radius) {
|
||||
current.isoValues[j]+=1;
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}*/
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void initializeGridCells(std::vector<GridCell>& gridCells, double bound, int amountPerDim) {
|
||||
double min = -bound;
|
||||
double max = bound;
|
||||
|
||||
double size = 2 * bound / amountPerDim;
|
||||
|
||||
for (double x = min; x < max; x += size) {
|
||||
for (double y = min; y < max; y += size) {
|
||||
for (double z = min; z < max; z += size) {
|
||||
GridCell current;
|
||||
// vertex ordering convention accoriding to Paul Bourke
|
||||
current.vertices[0] = glm::vec4(x, y, z, 1);
|
||||
current.vertices[1] = glm::vec4(x + size, y, z, 1);
|
||||
current.vertices[2] = glm::vec4(x + size, y, z + size, 1);
|
||||
current.vertices[3] = glm::vec4(x, y, z + size, 1);
|
||||
current.vertices[4] = glm::vec4(x, y + size, z, 1);
|
||||
current.vertices[5] = glm::vec4(x + size, y + size, z, 1);
|
||||
current.vertices[6] = glm::vec4(x + size, y + size, z + size, 1);
|
||||
current.vertices[7] = glm::vec4(x, y + size, z + size, 1);
|
||||
|
||||
current.isoValues[0] = 0;
|
||||
current.isoValues[1] = 0;
|
||||
current.isoValues[2] = 0;
|
||||
current.isoValues[3] = 0;
|
||||
current.isoValues[4] = 0;
|
||||
current.isoValues[5] = 0;
|
||||
current.isoValues[6] = 0;
|
||||
current.isoValues[7] = 0;
|
||||
gridCells.push_back(current);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
12
trick_sims/SIM_fluid/models/fluid/graphics/src/grid_cell.h
Normal file
12
trick_sims/SIM_fluid/models/fluid/graphics/src/grid_cell.h
Normal file
@ -0,0 +1,12 @@
|
||||
#pragma once
|
||||
#include "glm/glm.hpp"
|
||||
#include <vector>
|
||||
|
||||
struct GridCell {
|
||||
glm::vec4 vertices[8];
|
||||
float isoValues[8] = {0, 0, 0, 0, 0, 0, 0, 0};
|
||||
};
|
||||
|
||||
|
||||
void updateIsoValues(std::vector<GridCell>& gridCells, std::vector<float> particlePostions, float radius);
|
||||
void initializeGridCells(std::vector<GridCell>& gridCells, double bound, int amountPerDim);
|
191
trick_sims/SIM_fluid/models/fluid/graphics/src/gui.cpp
Normal file
191
trick_sims/SIM_fluid/models/fluid/graphics/src/gui.cpp
Normal file
@ -0,0 +1,191 @@
|
||||
#include "gui.h"
|
||||
#include "glm/gtc/matrix_access.hpp"
|
||||
#include "glm/gtx/transform.hpp"
|
||||
|
||||
const float kNear = 0.1f;
|
||||
const float kFar = 1000.0f;
|
||||
const float kFov = 45.0f;
|
||||
|
||||
|
||||
extern bool paused;
|
||||
extern bool meshMode;
|
||||
|
||||
GUI::GUI(GLFWwindow* window, int view_width, int view_height, int preview_height)
|
||||
:window_(window), preview_height_(preview_height)
|
||||
{
|
||||
glfwSetWindowUserPointer(window_, this);
|
||||
glfwSetKeyCallback(window_, KeyCallback);
|
||||
glfwSetCursorPosCallback(window_, MousePosCallback);
|
||||
glfwSetMouseButtonCallback(window_, MouseButtonCallback);
|
||||
|
||||
glfwGetWindowSize(window_, &window_width_, &window_height_);
|
||||
if (view_width < 0 || view_height < 0) {
|
||||
view_width_ = window_width_;
|
||||
view_height_ = window_height_;
|
||||
} else {
|
||||
view_width_ = view_width;
|
||||
view_height_ = view_height;
|
||||
}
|
||||
float aspect_ = static_cast<float>(view_width_) / view_height_;
|
||||
projection_matrix_ = glm::perspective((float)(kFov * (M_PI / 180.0f)), aspect_, kNear, kFar);
|
||||
}
|
||||
|
||||
GUI::~GUI()
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
void GUI::keyCallback(int key, int scancode, int action, int mods)
|
||||
{
|
||||
#if 0
|
||||
if (action != 2)
|
||||
std::cerr << "Key: " << key << " action: " << action << std::endl;
|
||||
#endif
|
||||
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) {
|
||||
glfwSetWindowShouldClose(window_, GL_TRUE);
|
||||
return ;
|
||||
}
|
||||
|
||||
if (mods == 0 && captureWASDUPDOWN(key, action))
|
||||
return ;
|
||||
if (key == GLFW_KEY_C && action != GLFW_RELEASE) {
|
||||
fps_mode_ = !fps_mode_;
|
||||
} else if (key == GLFW_KEY_P && action != GLFW_RELEASE) {
|
||||
paused = !paused;
|
||||
} else if (key == GLFW_KEY_M && action != GLFW_RELEASE) {
|
||||
meshMode = !meshMode;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void GUI::mousePosCallback(double mouse_x, double mouse_y)
|
||||
{
|
||||
|
||||
last_x_ = current_x_;
|
||||
last_y_ = current_y_;
|
||||
current_x_ = mouse_x;
|
||||
current_y_ = window_height_ - mouse_y;
|
||||
|
||||
|
||||
float delta_x = current_x_ - last_x_;
|
||||
float delta_y = current_y_ - last_y_;
|
||||
if (sqrt(delta_x * delta_x + delta_y * delta_y) < 1e-15)
|
||||
return;
|
||||
if (mouse_x > view_width_)
|
||||
return;
|
||||
glm::vec3 mouse_direction = glm::normalize(glm::vec3(delta_x, delta_y, 0.0f));
|
||||
|
||||
bool drag_camera = drag_state_ && current_button_ == GLFW_MOUSE_BUTTON_RIGHT;
|
||||
|
||||
if (drag_camera) {
|
||||
glm::vec3 axis = glm::normalize(
|
||||
orientation_ *
|
||||
glm::vec3(mouse_direction.y, -mouse_direction.x, 0.0f)
|
||||
);
|
||||
orientation_ =
|
||||
glm::mat3(glm::rotate(rotation_speed_, axis) * glm::mat4(orientation_));
|
||||
tangent_ = glm::column(orientation_, 0);
|
||||
up_ = glm::column(orientation_, 1);
|
||||
look_ = glm::column(orientation_, 2);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void GUI::mouseButtonCallback(int button, int action, int mods)
|
||||
{
|
||||
if (current_x_ <= view_width_) {
|
||||
drag_state_ = (action == GLFW_PRESS);
|
||||
current_button_ = button;
|
||||
return ;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void GUI::updateMatrices()
|
||||
{
|
||||
if (fps_mode_)
|
||||
center_ = eye_ + camera_distance_ * look_;
|
||||
else
|
||||
eye_ = center_ - camera_distance_ * look_;
|
||||
|
||||
view_matrix_ = glm::lookAt(eye_, center_, up_);
|
||||
light_position_ = glm::vec4(eye_, 1.0f);
|
||||
|
||||
aspect_ = static_cast<float>(view_width_) / view_height_;
|
||||
projection_matrix_ =
|
||||
glm::perspective((float)(kFov * (M_PI / 180.0f)), aspect_, kNear, kFar);
|
||||
model_matrix_ = glm::mat4(1.0f);
|
||||
}
|
||||
|
||||
MatrixPointers GUI::getMatrixPointers() const
|
||||
{
|
||||
MatrixPointers ret;
|
||||
ret.projection = &projection_matrix_;
|
||||
ret.model= &model_matrix_;
|
||||
ret.view = &view_matrix_;
|
||||
return ret;
|
||||
}
|
||||
|
||||
|
||||
|
||||
bool GUI::captureWASDUPDOWN(int key, int action)
|
||||
{
|
||||
if (key == GLFW_KEY_W) {
|
||||
if (fps_mode_)
|
||||
eye_ += zoom_speed_ * look_;
|
||||
else
|
||||
camera_distance_ -= zoom_speed_;
|
||||
return true;
|
||||
} else if (key == GLFW_KEY_S) {
|
||||
if (fps_mode_)
|
||||
eye_ -= zoom_speed_ * look_;
|
||||
else
|
||||
camera_distance_ += zoom_speed_;
|
||||
return true;
|
||||
} else if (key == GLFW_KEY_A) {
|
||||
if (fps_mode_)
|
||||
eye_ -= pan_speed_ * tangent_;
|
||||
else
|
||||
center_ -= pan_speed_ * tangent_;
|
||||
return true;
|
||||
} else if (key == GLFW_KEY_D) {
|
||||
if (fps_mode_)
|
||||
eye_ += pan_speed_ * tangent_;
|
||||
else
|
||||
center_ += pan_speed_ * tangent_;
|
||||
return true;
|
||||
} else if (key == GLFW_KEY_DOWN) {
|
||||
if (fps_mode_)
|
||||
eye_ -= pan_speed_ * up_;
|
||||
else
|
||||
center_ -= pan_speed_ * up_;
|
||||
return true;
|
||||
} else if (key == GLFW_KEY_UP) {
|
||||
if (fps_mode_)
|
||||
eye_ += pan_speed_ * up_;
|
||||
else
|
||||
center_ += pan_speed_ * up_;
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
// Delegate to the actual GUI object.
|
||||
void GUI::KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||
{
|
||||
GUI* gui = (GUI*)glfwGetWindowUserPointer(window);
|
||||
gui->keyCallback(key, scancode, action, mods);
|
||||
}
|
||||
|
||||
void GUI::MousePosCallback(GLFWwindow* window, double mouse_x, double mouse_y)
|
||||
{
|
||||
GUI* gui = (GUI*)glfwGetWindowUserPointer(window);
|
||||
gui->mousePosCallback(mouse_x, mouse_y);
|
||||
}
|
||||
|
||||
void GUI::MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
|
||||
{
|
||||
GUI* gui = (GUI*)glfwGetWindowUserPointer(window);
|
||||
gui->mouseButtonCallback(button, action, mods);
|
||||
}
|
60
trick_sims/SIM_fluid/models/fluid/graphics/src/gui.h
Normal file
60
trick_sims/SIM_fluid/models/fluid/graphics/src/gui.h
Normal file
@ -0,0 +1,60 @@
|
||||
|
||||
#include "glm/glm.hpp"
|
||||
#include "glm/gtc/matrix_transform.hpp"
|
||||
#include <GLFW/glfw3.h>
|
||||
|
||||
|
||||
struct MatrixPointers {
|
||||
const glm::mat4 *projection, *model, *view;
|
||||
};
|
||||
|
||||
class GUI {
|
||||
public:
|
||||
GUI(GLFWwindow*, int view_width = -1, int view_height = -1, int preview_height = -1);
|
||||
~GUI();
|
||||
|
||||
void keyCallback(int key, int scancode, int action, int mods);
|
||||
void mousePosCallback(double mouse_x, double mouse_y);
|
||||
void mouseButtonCallback(int button, int action, int mods);
|
||||
void updateMatrices();
|
||||
MatrixPointers getMatrixPointers() const;
|
||||
|
||||
static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
|
||||
static void MousePosCallback(GLFWwindow* window, double mouse_x, double mouse_y);
|
||||
static void MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
|
||||
|
||||
private:
|
||||
GLFWwindow* window_;
|
||||
|
||||
int window_width_, window_height_;
|
||||
int view_width_, view_height_;
|
||||
int preview_height_;
|
||||
|
||||
bool drag_state_ = false;
|
||||
bool fps_mode_ = true;
|
||||
|
||||
int current_button_ = -1;
|
||||
|
||||
float last_x_ = 0.0f, last_y_ = 0.0f, current_x_ = 0.0f, current_y_ = 0.0f;
|
||||
float camera_distance_ = 300.0;
|
||||
float camera_depth_ = 0.f;
|
||||
|
||||
float pan_speed_ = 5.f;
|
||||
float rotation_speed_ = 0.02f;
|
||||
float zoom_speed_ = 5.f;
|
||||
float aspect_;
|
||||
|
||||
glm::vec3 eye_ = glm::vec3(0.0f, camera_depth_, camera_distance_);
|
||||
glm::vec3 up_ = glm::vec3(0.0f, 1.0f, 0.0f);
|
||||
glm::vec3 look_ = glm::vec3(0.0f, 0.0f, -1.0f);
|
||||
glm::vec3 tangent_ = glm::cross(look_, up_);
|
||||
glm::vec3 center_ = eye_ - camera_distance_ * look_;
|
||||
glm::mat3 orientation_ = glm::mat3(tangent_, up_, look_);
|
||||
glm::vec4 light_position_;
|
||||
|
||||
glm::mat4 view_matrix_ = glm::lookAt(eye_, center_, up_);
|
||||
glm::mat4 projection_matrix_;
|
||||
glm::mat4 model_matrix_ = glm::mat4(1.0f);
|
||||
|
||||
bool captureWASDUPDOWN(int key, int action);
|
||||
};
|
65
trick_sims/SIM_fluid/models/fluid/graphics/src/iso_values.cu
Normal file
65
trick_sims/SIM_fluid/models/fluid/graphics/src/iso_values.cu
Normal file
@ -0,0 +1,65 @@
|
||||
|
||||
|
||||
#include "cuda_runtime.h"
|
||||
|
||||
#include "grid_cell.h"
|
||||
#include <stdio.h>
|
||||
|
||||
|
||||
#define NUM_THREADS 1024
|
||||
|
||||
|
||||
|
||||
__global__ void updateIsoValuesGPU(GridCell* gridCells, float* particlePositions, int numParticles, int numCells, float radius) {
|
||||
int tid = threadIdx.x;
|
||||
|
||||
int blockSize = numCells / NUM_THREADS;
|
||||
|
||||
int g_start = tid * blockSize;
|
||||
int g_end = (tid + 1) * blockSize;
|
||||
|
||||
for (int i = g_start; i < g_end; i++) {
|
||||
for (int j = 0; j < 8; j++) {
|
||||
|
||||
gridCells[i].isoValues[j] = 0;
|
||||
|
||||
glm::vec3 vertexPos(gridCells[i].vertices[j]);
|
||||
//printf("(%f, %f, %f): %d\n", vertexPos.x, vertexPos.y, vertexPos.z, tid);
|
||||
for (int k = 0; k < numParticles; k++) {
|
||||
float x = particlePositions[3*k];
|
||||
float y = particlePositions[3*k+1];
|
||||
float z = particlePositions[3*k+2];
|
||||
glm::vec3 particlePos(x, y, z);
|
||||
if (glm::length(vertexPos - particlePos) < radius) {
|
||||
gridCells[i].isoValues[j]+=1;
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void updateIsoValuesGPUCaller(std::vector<GridCell>& gridCells, std::vector<float> particlePositions, float radius) {
|
||||
|
||||
GridCell* d_gridCells;
|
||||
float* d_particlePositions;
|
||||
|
||||
cudaMalloc(&d_gridCells, gridCells.size() * sizeof(GridCell));
|
||||
cudaMalloc(&d_particlePositions, particlePositions.size() * sizeof(float));
|
||||
|
||||
cudaMemcpy(d_gridCells, gridCells.data(), gridCells.size() * sizeof(GridCell), cudaMemcpyHostToDevice);
|
||||
cudaMemcpy(d_particlePositions, particlePositions.data(), particlePositions.size() * sizeof(float), cudaMemcpyHostToDevice);
|
||||
|
||||
|
||||
|
||||
updateIsoValuesGPU<<<1, NUM_THREADS>>>(d_gridCells, d_particlePositions, particlePositions.size() / 3, gridCells.size(), radius);
|
||||
|
||||
|
||||
cudaDeviceSynchronize();
|
||||
|
||||
cudaMemcpy(gridCells.data(), d_gridCells, gridCells.size() * sizeof(GridCell), cudaMemcpyDeviceToHost);
|
||||
|
||||
cudaFree(d_gridCells);
|
||||
cudaFree(d_particlePositions);
|
||||
}
|
@ -0,0 +1,6 @@
|
||||
#pragma once
|
||||
#include <vector>
|
||||
#include <stdio.h>
|
||||
|
||||
void updateIsoValuesGPUCaller(std::vector<GridCell>& gridCells, std::vector<float> particlePositions, float radius);
|
||||
|
@ -0,0 +1,52 @@
|
||||
/* Adapted from Paul Bourke's "Polygonising a scalar field" */
|
||||
|
||||
#include "marching_cubes.h"
|
||||
#include "mc_tables.h"
|
||||
|
||||
glm::vec4 vlerp(float isoLevel, glm::vec4 vectorA, glm::vec4 vectorB, float valueA, float valueB) {
|
||||
// TODO: debug vlerp
|
||||
float t = (isoLevel - std::min(valueA, valueB)) / std::abs(valueA - valueB);
|
||||
t = 0.5;
|
||||
|
||||
return vectorA * t + vectorB * (1 - t);
|
||||
}
|
||||
|
||||
void generateCellMesh(GridCell &grid, double isoLevel, std::vector<glm::uvec3> &triangles, std::vector<glm::vec4> &vertices)
|
||||
{
|
||||
int geometryCaseIndex = 0;
|
||||
int startTriangleIdx = vertices.size();
|
||||
for (int i = 0; i < 8; i++) {
|
||||
if (grid.isoValues[i] > isoLevel) {
|
||||
geometryCaseIndex |= (1 << i);
|
||||
}
|
||||
}
|
||||
|
||||
// no edges in grid cell contain a triangle vertex
|
||||
if(edgeTable[geometryCaseIndex] == 0)
|
||||
return;
|
||||
|
||||
static const int EDGE_CONNECTIONS[12][2] = {{0,1}, {1,2}, {2,3}, {3, 0}, {4,5}, {5,6}, {6,7}, {7, 4}, {0, 4}, {1, 5}, {2, 6}, {3, 7}};
|
||||
|
||||
glm::vec4 origin = glm::vec4(0, 0, 0, 1);
|
||||
// On edges that contain a triangle vertex, interpolate that triangle vertex based on the isovalues of the endpoint vertices of that edge
|
||||
for (int i = 0; i < 12; i++) {
|
||||
if (edgeTable[geometryCaseIndex] & (1 << i)) {
|
||||
int vertexOne = EDGE_CONNECTIONS[i][0];
|
||||
int vertexTwo = EDGE_CONNECTIONS[i][1];
|
||||
vertices.push_back(vlerp(isoLevel, grid.vertices[vertexOne], grid.vertices[vertexTwo], grid.isoValues[vertexOne], grid.isoValues[vertexTwo]));
|
||||
} else {
|
||||
vertices.push_back(origin);
|
||||
}
|
||||
}
|
||||
|
||||
// Add triangle indices to triangles
|
||||
|
||||
for(int i = 0; triTable[geometryCaseIndex][i] != -1; i += 3) {
|
||||
int idxOne = triTable[geometryCaseIndex][i];
|
||||
int idxTwo = triTable[geometryCaseIndex][i+1];
|
||||
int idxThree = triTable[geometryCaseIndex][i+2];
|
||||
triangles.push_back(glm::uvec3(idxOne + startTriangleIdx, idxTwo + startTriangleIdx, idxThree + startTriangleIdx));
|
||||
}
|
||||
|
||||
|
||||
}
|
@ -0,0 +1,6 @@
|
||||
#pragma once
|
||||
#include "grid_cell.h"
|
||||
#include "glm/glm.hpp"
|
||||
#include <vector>
|
||||
void generateCellMesh(GridCell &grid, double isoLevel, std::vector<glm::uvec3> &triangles, std::vector<glm::vec4> &vertices);
|
||||
|
293
trick_sims/SIM_fluid/models/fluid/graphics/src/mc_tables.h
Normal file
293
trick_sims/SIM_fluid/models/fluid/graphics/src/mc_tables.h
Normal file
@ -0,0 +1,293 @@
|
||||
/* Tables credit of Cory Bloyd (corysama@yahoo.com) */
|
||||
/* http://paulbourke.net/geometry/polygonise/marchingsource.cpp */
|
||||
|
||||
int edgeTable[256]={
|
||||
0x0 , 0x109, 0x203, 0x30a, 0x406, 0x50f, 0x605, 0x70c,
|
||||
0x80c, 0x905, 0xa0f, 0xb06, 0xc0a, 0xd03, 0xe09, 0xf00,
|
||||
0x190, 0x99 , 0x393, 0x29a, 0x596, 0x49f, 0x795, 0x69c,
|
||||
0x99c, 0x895, 0xb9f, 0xa96, 0xd9a, 0xc93, 0xf99, 0xe90,
|
||||
0x230, 0x339, 0x33 , 0x13a, 0x636, 0x73f, 0x435, 0x53c,
|
||||
0xa3c, 0xb35, 0x83f, 0x936, 0xe3a, 0xf33, 0xc39, 0xd30,
|
||||
0x3a0, 0x2a9, 0x1a3, 0xaa , 0x7a6, 0x6af, 0x5a5, 0x4ac,
|
||||
0xbac, 0xaa5, 0x9af, 0x8a6, 0xfaa, 0xea3, 0xda9, 0xca0,
|
||||
0x460, 0x569, 0x663, 0x76a, 0x66 , 0x16f, 0x265, 0x36c,
|
||||
0xc6c, 0xd65, 0xe6f, 0xf66, 0x86a, 0x963, 0xa69, 0xb60,
|
||||
0x5f0, 0x4f9, 0x7f3, 0x6fa, 0x1f6, 0xff , 0x3f5, 0x2fc,
|
||||
0xdfc, 0xcf5, 0xfff, 0xef6, 0x9fa, 0x8f3, 0xbf9, 0xaf0,
|
||||
0x650, 0x759, 0x453, 0x55a, 0x256, 0x35f, 0x55 , 0x15c,
|
||||
0xe5c, 0xf55, 0xc5f, 0xd56, 0xa5a, 0xb53, 0x859, 0x950,
|
||||
0x7c0, 0x6c9, 0x5c3, 0x4ca, 0x3c6, 0x2cf, 0x1c5, 0xcc ,
|
||||
0xfcc, 0xec5, 0xdcf, 0xcc6, 0xbca, 0xac3, 0x9c9, 0x8c0,
|
||||
0x8c0, 0x9c9, 0xac3, 0xbca, 0xcc6, 0xdcf, 0xec5, 0xfcc,
|
||||
0xcc , 0x1c5, 0x2cf, 0x3c6, 0x4ca, 0x5c3, 0x6c9, 0x7c0,
|
||||
0x950, 0x859, 0xb53, 0xa5a, 0xd56, 0xc5f, 0xf55, 0xe5c,
|
||||
0x15c, 0x55 , 0x35f, 0x256, 0x55a, 0x453, 0x759, 0x650,
|
||||
0xaf0, 0xbf9, 0x8f3, 0x9fa, 0xef6, 0xfff, 0xcf5, 0xdfc,
|
||||
0x2fc, 0x3f5, 0xff , 0x1f6, 0x6fa, 0x7f3, 0x4f9, 0x5f0,
|
||||
0xb60, 0xa69, 0x963, 0x86a, 0xf66, 0xe6f, 0xd65, 0xc6c,
|
||||
0x36c, 0x265, 0x16f, 0x66 , 0x76a, 0x663, 0x569, 0x460,
|
||||
0xca0, 0xda9, 0xea3, 0xfaa, 0x8a6, 0x9af, 0xaa5, 0xbac,
|
||||
0x4ac, 0x5a5, 0x6af, 0x7a6, 0xaa , 0x1a3, 0x2a9, 0x3a0,
|
||||
0xd30, 0xc39, 0xf33, 0xe3a, 0x936, 0x83f, 0xb35, 0xa3c,
|
||||
0x53c, 0x435, 0x73f, 0x636, 0x13a, 0x33 , 0x339, 0x230,
|
||||
0xe90, 0xf99, 0xc93, 0xd9a, 0xa96, 0xb9f, 0x895, 0x99c,
|
||||
0x69c, 0x795, 0x49f, 0x596, 0x29a, 0x393, 0x99 , 0x190,
|
||||
0xf00, 0xe09, 0xd03, 0xc0a, 0xb06, 0xa0f, 0x905, 0x80c,
|
||||
0x70c, 0x605, 0x50f, 0x406, 0x30a, 0x203, 0x109, 0x0 };
|
||||
int triTable[256][16] =
|
||||
{{-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{0, 8, 3, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{0, 1, 9, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{1, 8, 3, 9, 8, 1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{1, 2, 10, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{0, 8, 3, 1, 2, 10, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{9, 2, 10, 0, 2, 9, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{2, 8, 3, 2, 10, 8, 10, 9, 8, -1, -1, -1, -1, -1, -1, -1},
|
||||
{3, 11, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{0, 11, 2, 8, 11, 0, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{1, 9, 0, 2, 3, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{1, 11, 2, 1, 9, 11, 9, 8, 11, -1, -1, -1, -1, -1, -1, -1},
|
||||
{3, 10, 1, 11, 10, 3, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{0, 10, 1, 0, 8, 10, 8, 11, 10, -1, -1, -1, -1, -1, -1, -1},
|
||||
{3, 9, 0, 3, 11, 9, 11, 10, 9, -1, -1, -1, -1, -1, -1, -1},
|
||||
{9, 8, 10, 10, 8, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{4, 7, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{4, 3, 0, 7, 3, 4, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{0, 1, 9, 8, 4, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{4, 1, 9, 4, 7, 1, 7, 3, 1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{1, 2, 10, 8, 4, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{3, 4, 7, 3, 0, 4, 1, 2, 10, -1, -1, -1, -1, -1, -1, -1},
|
||||
{9, 2, 10, 9, 0, 2, 8, 4, 7, -1, -1, -1, -1, -1, -1, -1},
|
||||
{2, 10, 9, 2, 9, 7, 2, 7, 3, 7, 9, 4, -1, -1, -1, -1},
|
||||
{8, 4, 7, 3, 11, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{11, 4, 7, 11, 2, 4, 2, 0, 4, -1, -1, -1, -1, -1, -1, -1},
|
||||
{9, 0, 1, 8, 4, 7, 2, 3, 11, -1, -1, -1, -1, -1, -1, -1},
|
||||
{4, 7, 11, 9, 4, 11, 9, 11, 2, 9, 2, 1, -1, -1, -1, -1},
|
||||
{3, 10, 1, 3, 11, 10, 7, 8, 4, -1, -1, -1, -1, -1, -1, -1},
|
||||
{1, 11, 10, 1, 4, 11, 1, 0, 4, 7, 11, 4, -1, -1, -1, -1},
|
||||
{4, 7, 8, 9, 0, 11, 9, 11, 10, 11, 0, 3, -1, -1, -1, -1},
|
||||
{4, 7, 11, 4, 11, 9, 9, 11, 10, -1, -1, -1, -1, -1, -1, -1},
|
||||
{9, 5, 4, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{9, 5, 4, 0, 8, 3, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{0, 5, 4, 1, 5, 0, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{8, 5, 4, 8, 3, 5, 3, 1, 5, -1, -1, -1, -1, -1, -1, -1},
|
||||
{1, 2, 10, 9, 5, 4, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{3, 0, 8, 1, 2, 10, 4, 9, 5, -1, -1, -1, -1, -1, -1, -1},
|
||||
{5, 2, 10, 5, 4, 2, 4, 0, 2, -1, -1, -1, -1, -1, -1, -1},
|
||||
{2, 10, 5, 3, 2, 5, 3, 5, 4, 3, 4, 8, -1, -1, -1, -1},
|
||||
{9, 5, 4, 2, 3, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{0, 11, 2, 0, 8, 11, 4, 9, 5, -1, -1, -1, -1, -1, -1, -1},
|
||||
{0, 5, 4, 0, 1, 5, 2, 3, 11, -1, -1, -1, -1, -1, -1, -1},
|
||||
{2, 1, 5, 2, 5, 8, 2, 8, 11, 4, 8, 5, -1, -1, -1, -1},
|
||||
{10, 3, 11, 10, 1, 3, 9, 5, 4, -1, -1, -1, -1, -1, -1, -1},
|
||||
{4, 9, 5, 0, 8, 1, 8, 10, 1, 8, 11, 10, -1, -1, -1, -1},
|
||||
{5, 4, 0, 5, 0, 11, 5, 11, 10, 11, 0, 3, -1, -1, -1, -1},
|
||||
{5, 4, 8, 5, 8, 10, 10, 8, 11, -1, -1, -1, -1, -1, -1, -1},
|
||||
{9, 7, 8, 5, 7, 9, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{9, 3, 0, 9, 5, 3, 5, 7, 3, -1, -1, -1, -1, -1, -1, -1},
|
||||
{0, 7, 8, 0, 1, 7, 1, 5, 7, -1, -1, -1, -1, -1, -1, -1},
|
||||
{1, 5, 3, 3, 5, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{9, 7, 8, 9, 5, 7, 10, 1, 2, -1, -1, -1, -1, -1, -1, -1},
|
||||
{10, 1, 2, 9, 5, 0, 5, 3, 0, 5, 7, 3, -1, -1, -1, -1},
|
||||
{8, 0, 2, 8, 2, 5, 8, 5, 7, 10, 5, 2, -1, -1, -1, -1},
|
||||
{2, 10, 5, 2, 5, 3, 3, 5, 7, -1, -1, -1, -1, -1, -1, -1},
|
||||
{7, 9, 5, 7, 8, 9, 3, 11, 2, -1, -1, -1, -1, -1, -1, -1},
|
||||
{9, 5, 7, 9, 7, 2, 9, 2, 0, 2, 7, 11, -1, -1, -1, -1},
|
||||
{2, 3, 11, 0, 1, 8, 1, 7, 8, 1, 5, 7, -1, -1, -1, -1},
|
||||
{11, 2, 1, 11, 1, 7, 7, 1, 5, -1, -1, -1, -1, -1, -1, -1},
|
||||
{9, 5, 8, 8, 5, 7, 10, 1, 3, 10, 3, 11, -1, -1, -1, -1},
|
||||
{5, 7, 0, 5, 0, 9, 7, 11, 0, 1, 0, 10, 11, 10, 0, -1},
|
||||
{11, 10, 0, 11, 0, 3, 10, 5, 0, 8, 0, 7, 5, 7, 0, -1},
|
||||
{11, 10, 5, 7, 11, 5, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{10, 6, 5, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{0, 8, 3, 5, 10, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{9, 0, 1, 5, 10, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{1, 8, 3, 1, 9, 8, 5, 10, 6, -1, -1, -1, -1, -1, -1, -1},
|
||||
{1, 6, 5, 2, 6, 1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{1, 6, 5, 1, 2, 6, 3, 0, 8, -1, -1, -1, -1, -1, -1, -1},
|
||||
{9, 6, 5, 9, 0, 6, 0, 2, 6, -1, -1, -1, -1, -1, -1, -1},
|
||||
{5, 9, 8, 5, 8, 2, 5, 2, 6, 3, 2, 8, -1, -1, -1, -1},
|
||||
{2, 3, 11, 10, 6, 5, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{11, 0, 8, 11, 2, 0, 10, 6, 5, -1, -1, -1, -1, -1, -1, -1},
|
||||
{0, 1, 9, 2, 3, 11, 5, 10, 6, -1, -1, -1, -1, -1, -1, -1},
|
||||
{5, 10, 6, 1, 9, 2, 9, 11, 2, 9, 8, 11, -1, -1, -1, -1},
|
||||
{6, 3, 11, 6, 5, 3, 5, 1, 3, -1, -1, -1, -1, -1, -1, -1},
|
||||
{0, 8, 11, 0, 11, 5, 0, 5, 1, 5, 11, 6, -1, -1, -1, -1},
|
||||
{3, 11, 6, 0, 3, 6, 0, 6, 5, 0, 5, 9, -1, -1, -1, -1},
|
||||
{6, 5, 9, 6, 9, 11, 11, 9, 8, -1, -1, -1, -1, -1, -1, -1},
|
||||
{5, 10, 6, 4, 7, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{4, 3, 0, 4, 7, 3, 6, 5, 10, -1, -1, -1, -1, -1, -1, -1},
|
||||
{1, 9, 0, 5, 10, 6, 8, 4, 7, -1, -1, -1, -1, -1, -1, -1},
|
||||
{10, 6, 5, 1, 9, 7, 1, 7, 3, 7, 9, 4, -1, -1, -1, -1},
|
||||
{6, 1, 2, 6, 5, 1, 4, 7, 8, -1, -1, -1, -1, -1, -1, -1},
|
||||
{1, 2, 5, 5, 2, 6, 3, 0, 4, 3, 4, 7, -1, -1, -1, -1},
|
||||
{8, 4, 7, 9, 0, 5, 0, 6, 5, 0, 2, 6, -1, -1, -1, -1},
|
||||
{7, 3, 9, 7, 9, 4, 3, 2, 9, 5, 9, 6, 2, 6, 9, -1},
|
||||
{3, 11, 2, 7, 8, 4, 10, 6, 5, -1, -1, -1, -1, -1, -1, -1},
|
||||
{5, 10, 6, 4, 7, 2, 4, 2, 0, 2, 7, 11, -1, -1, -1, -1},
|
||||
{0, 1, 9, 4, 7, 8, 2, 3, 11, 5, 10, 6, -1, -1, -1, -1},
|
||||
{9, 2, 1, 9, 11, 2, 9, 4, 11, 7, 11, 4, 5, 10, 6, -1},
|
||||
{8, 4, 7, 3, 11, 5, 3, 5, 1, 5, 11, 6, -1, -1, -1, -1},
|
||||
{5, 1, 11, 5, 11, 6, 1, 0, 11, 7, 11, 4, 0, 4, 11, -1},
|
||||
{0, 5, 9, 0, 6, 5, 0, 3, 6, 11, 6, 3, 8, 4, 7, -1},
|
||||
{6, 5, 9, 6, 9, 11, 4, 7, 9, 7, 11, 9, -1, -1, -1, -1},
|
||||
{10, 4, 9, 6, 4, 10, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{4, 10, 6, 4, 9, 10, 0, 8, 3, -1, -1, -1, -1, -1, -1, -1},
|
||||
{10, 0, 1, 10, 6, 0, 6, 4, 0, -1, -1, -1, -1, -1, -1, -1},
|
||||
{8, 3, 1, 8, 1, 6, 8, 6, 4, 6, 1, 10, -1, -1, -1, -1},
|
||||
{1, 4, 9, 1, 2, 4, 2, 6, 4, -1, -1, -1, -1, -1, -1, -1},
|
||||
{3, 0, 8, 1, 2, 9, 2, 4, 9, 2, 6, 4, -1, -1, -1, -1},
|
||||
{0, 2, 4, 4, 2, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{8, 3, 2, 8, 2, 4, 4, 2, 6, -1, -1, -1, -1, -1, -1, -1},
|
||||
{10, 4, 9, 10, 6, 4, 11, 2, 3, -1, -1, -1, -1, -1, -1, -1},
|
||||
{0, 8, 2, 2, 8, 11, 4, 9, 10, 4, 10, 6, -1, -1, -1, -1},
|
||||
{3, 11, 2, 0, 1, 6, 0, 6, 4, 6, 1, 10, -1, -1, -1, -1},
|
||||
{6, 4, 1, 6, 1, 10, 4, 8, 1, 2, 1, 11, 8, 11, 1, -1},
|
||||
{9, 6, 4, 9, 3, 6, 9, 1, 3, 11, 6, 3, -1, -1, -1, -1},
|
||||
{8, 11, 1, 8, 1, 0, 11, 6, 1, 9, 1, 4, 6, 4, 1, -1},
|
||||
{3, 11, 6, 3, 6, 0, 0, 6, 4, -1, -1, -1, -1, -1, -1, -1},
|
||||
{6, 4, 8, 11, 6, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{7, 10, 6, 7, 8, 10, 8, 9, 10, -1, -1, -1, -1, -1, -1, -1},
|
||||
{0, 7, 3, 0, 10, 7, 0, 9, 10, 6, 7, 10, -1, -1, -1, -1},
|
||||
{10, 6, 7, 1, 10, 7, 1, 7, 8, 1, 8, 0, -1, -1, -1, -1},
|
||||
{10, 6, 7, 10, 7, 1, 1, 7, 3, -1, -1, -1, -1, -1, -1, -1},
|
||||
{1, 2, 6, 1, 6, 8, 1, 8, 9, 8, 6, 7, -1, -1, -1, -1},
|
||||
{2, 6, 9, 2, 9, 1, 6, 7, 9, 0, 9, 3, 7, 3, 9, -1},
|
||||
{7, 8, 0, 7, 0, 6, 6, 0, 2, -1, -1, -1, -1, -1, -1, -1},
|
||||
{7, 3, 2, 6, 7, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{2, 3, 11, 10, 6, 8, 10, 8, 9, 8, 6, 7, -1, -1, -1, -1},
|
||||
{2, 0, 7, 2, 7, 11, 0, 9, 7, 6, 7, 10, 9, 10, 7, -1},
|
||||
{1, 8, 0, 1, 7, 8, 1, 10, 7, 6, 7, 10, 2, 3, 11, -1},
|
||||
{11, 2, 1, 11, 1, 7, 10, 6, 1, 6, 7, 1, -1, -1, -1, -1},
|
||||
{8, 9, 6, 8, 6, 7, 9, 1, 6, 11, 6, 3, 1, 3, 6, -1},
|
||||
{0, 9, 1, 11, 6, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{7, 8, 0, 7, 0, 6, 3, 11, 0, 11, 6, 0, -1, -1, -1, -1},
|
||||
{7, 11, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{7, 6, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{3, 0, 8, 11, 7, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{0, 1, 9, 11, 7, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{8, 1, 9, 8, 3, 1, 11, 7, 6, -1, -1, -1, -1, -1, -1, -1},
|
||||
{10, 1, 2, 6, 11, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{1, 2, 10, 3, 0, 8, 6, 11, 7, -1, -1, -1, -1, -1, -1, -1},
|
||||
{2, 9, 0, 2, 10, 9, 6, 11, 7, -1, -1, -1, -1, -1, -1, -1},
|
||||
{6, 11, 7, 2, 10, 3, 10, 8, 3, 10, 9, 8, -1, -1, -1, -1},
|
||||
{7, 2, 3, 6, 2, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{7, 0, 8, 7, 6, 0, 6, 2, 0, -1, -1, -1, -1, -1, -1, -1},
|
||||
{2, 7, 6, 2, 3, 7, 0, 1, 9, -1, -1, -1, -1, -1, -1, -1},
|
||||
{1, 6, 2, 1, 8, 6, 1, 9, 8, 8, 7, 6, -1, -1, -1, -1},
|
||||
{10, 7, 6, 10, 1, 7, 1, 3, 7, -1, -1, -1, -1, -1, -1, -1},
|
||||
{10, 7, 6, 1, 7, 10, 1, 8, 7, 1, 0, 8, -1, -1, -1, -1},
|
||||
{0, 3, 7, 0, 7, 10, 0, 10, 9, 6, 10, 7, -1, -1, -1, -1},
|
||||
{7, 6, 10, 7, 10, 8, 8, 10, 9, -1, -1, -1, -1, -1, -1, -1},
|
||||
{6, 8, 4, 11, 8, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{3, 6, 11, 3, 0, 6, 0, 4, 6, -1, -1, -1, -1, -1, -1, -1},
|
||||
{8, 6, 11, 8, 4, 6, 9, 0, 1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{9, 4, 6, 9, 6, 3, 9, 3, 1, 11, 3, 6, -1, -1, -1, -1},
|
||||
{6, 8, 4, 6, 11, 8, 2, 10, 1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{1, 2, 10, 3, 0, 11, 0, 6, 11, 0, 4, 6, -1, -1, -1, -1},
|
||||
{4, 11, 8, 4, 6, 11, 0, 2, 9, 2, 10, 9, -1, -1, -1, -1},
|
||||
{10, 9, 3, 10, 3, 2, 9, 4, 3, 11, 3, 6, 4, 6, 3, -1},
|
||||
{8, 2, 3, 8, 4, 2, 4, 6, 2, -1, -1, -1, -1, -1, -1, -1},
|
||||
{0, 4, 2, 4, 6, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{1, 9, 0, 2, 3, 4, 2, 4, 6, 4, 3, 8, -1, -1, -1, -1},
|
||||
{1, 9, 4, 1, 4, 2, 2, 4, 6, -1, -1, -1, -1, -1, -1, -1},
|
||||
{8, 1, 3, 8, 6, 1, 8, 4, 6, 6, 10, 1, -1, -1, -1, -1},
|
||||
{10, 1, 0, 10, 0, 6, 6, 0, 4, -1, -1, -1, -1, -1, -1, -1},
|
||||
{4, 6, 3, 4, 3, 8, 6, 10, 3, 0, 3, 9, 10, 9, 3, -1},
|
||||
{10, 9, 4, 6, 10, 4, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{4, 9, 5, 7, 6, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{0, 8, 3, 4, 9, 5, 11, 7, 6, -1, -1, -1, -1, -1, -1, -1},
|
||||
{5, 0, 1, 5, 4, 0, 7, 6, 11, -1, -1, -1, -1, -1, -1, -1},
|
||||
{11, 7, 6, 8, 3, 4, 3, 5, 4, 3, 1, 5, -1, -1, -1, -1},
|
||||
{9, 5, 4, 10, 1, 2, 7, 6, 11, -1, -1, -1, -1, -1, -1, -1},
|
||||
{6, 11, 7, 1, 2, 10, 0, 8, 3, 4, 9, 5, -1, -1, -1, -1},
|
||||
{7, 6, 11, 5, 4, 10, 4, 2, 10, 4, 0, 2, -1, -1, -1, -1},
|
||||
{3, 4, 8, 3, 5, 4, 3, 2, 5, 10, 5, 2, 11, 7, 6, -1},
|
||||
{7, 2, 3, 7, 6, 2, 5, 4, 9, -1, -1, -1, -1, -1, -1, -1},
|
||||
{9, 5, 4, 0, 8, 6, 0, 6, 2, 6, 8, 7, -1, -1, -1, -1},
|
||||
{3, 6, 2, 3, 7, 6, 1, 5, 0, 5, 4, 0, -1, -1, -1, -1},
|
||||
{6, 2, 8, 6, 8, 7, 2, 1, 8, 4, 8, 5, 1, 5, 8, -1},
|
||||
{9, 5, 4, 10, 1, 6, 1, 7, 6, 1, 3, 7, -1, -1, -1, -1},
|
||||
{1, 6, 10, 1, 7, 6, 1, 0, 7, 8, 7, 0, 9, 5, 4, -1},
|
||||
{4, 0, 10, 4, 10, 5, 0, 3, 10, 6, 10, 7, 3, 7, 10, -1},
|
||||
{7, 6, 10, 7, 10, 8, 5, 4, 10, 4, 8, 10, -1, -1, -1, -1},
|
||||
{6, 9, 5, 6, 11, 9, 11, 8, 9, -1, -1, -1, -1, -1, -1, -1},
|
||||
{3, 6, 11, 0, 6, 3, 0, 5, 6, 0, 9, 5, -1, -1, -1, -1},
|
||||
{0, 11, 8, 0, 5, 11, 0, 1, 5, 5, 6, 11, -1, -1, -1, -1},
|
||||
{6, 11, 3, 6, 3, 5, 5, 3, 1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{1, 2, 10, 9, 5, 11, 9, 11, 8, 11, 5, 6, -1, -1, -1, -1},
|
||||
{0, 11, 3, 0, 6, 11, 0, 9, 6, 5, 6, 9, 1, 2, 10, -1},
|
||||
{11, 8, 5, 11, 5, 6, 8, 0, 5, 10, 5, 2, 0, 2, 5, -1},
|
||||
{6, 11, 3, 6, 3, 5, 2, 10, 3, 10, 5, 3, -1, -1, -1, -1},
|
||||
{5, 8, 9, 5, 2, 8, 5, 6, 2, 3, 8, 2, -1, -1, -1, -1},
|
||||
{9, 5, 6, 9, 6, 0, 0, 6, 2, -1, -1, -1, -1, -1, -1, -1},
|
||||
{1, 5, 8, 1, 8, 0, 5, 6, 8, 3, 8, 2, 6, 2, 8, -1},
|
||||
{1, 5, 6, 2, 1, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{1, 3, 6, 1, 6, 10, 3, 8, 6, 5, 6, 9, 8, 9, 6, -1},
|
||||
{10, 1, 0, 10, 0, 6, 9, 5, 0, 5, 6, 0, -1, -1, -1, -1},
|
||||
{0, 3, 8, 5, 6, 10, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{10, 5, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{11, 5, 10, 7, 5, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{11, 5, 10, 11, 7, 5, 8, 3, 0, -1, -1, -1, -1, -1, -1, -1},
|
||||
{5, 11, 7, 5, 10, 11, 1, 9, 0, -1, -1, -1, -1, -1, -1, -1},
|
||||
{10, 7, 5, 10, 11, 7, 9, 8, 1, 8, 3, 1, -1, -1, -1, -1},
|
||||
{11, 1, 2, 11, 7, 1, 7, 5, 1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{0, 8, 3, 1, 2, 7, 1, 7, 5, 7, 2, 11, -1, -1, -1, -1},
|
||||
{9, 7, 5, 9, 2, 7, 9, 0, 2, 2, 11, 7, -1, -1, -1, -1},
|
||||
{7, 5, 2, 7, 2, 11, 5, 9, 2, 3, 2, 8, 9, 8, 2, -1},
|
||||
{2, 5, 10, 2, 3, 5, 3, 7, 5, -1, -1, -1, -1, -1, -1, -1},
|
||||
{8, 2, 0, 8, 5, 2, 8, 7, 5, 10, 2, 5, -1, -1, -1, -1},
|
||||
{9, 0, 1, 5, 10, 3, 5, 3, 7, 3, 10, 2, -1, -1, -1, -1},
|
||||
{9, 8, 2, 9, 2, 1, 8, 7, 2, 10, 2, 5, 7, 5, 2, -1},
|
||||
{1, 3, 5, 3, 7, 5, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{0, 8, 7, 0, 7, 1, 1, 7, 5, -1, -1, -1, -1, -1, -1, -1},
|
||||
{9, 0, 3, 9, 3, 5, 5, 3, 7, -1, -1, -1, -1, -1, -1, -1},
|
||||
{9, 8, 7, 5, 9, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{5, 8, 4, 5, 10, 8, 10, 11, 8, -1, -1, -1, -1, -1, -1, -1},
|
||||
{5, 0, 4, 5, 11, 0, 5, 10, 11, 11, 3, 0, -1, -1, -1, -1},
|
||||
{0, 1, 9, 8, 4, 10, 8, 10, 11, 10, 4, 5, -1, -1, -1, -1},
|
||||
{10, 11, 4, 10, 4, 5, 11, 3, 4, 9, 4, 1, 3, 1, 4, -1},
|
||||
{2, 5, 1, 2, 8, 5, 2, 11, 8, 4, 5, 8, -1, -1, -1, -1},
|
||||
{0, 4, 11, 0, 11, 3, 4, 5, 11, 2, 11, 1, 5, 1, 11, -1},
|
||||
{0, 2, 5, 0, 5, 9, 2, 11, 5, 4, 5, 8, 11, 8, 5, -1},
|
||||
{9, 4, 5, 2, 11, 3, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{2, 5, 10, 3, 5, 2, 3, 4, 5, 3, 8, 4, -1, -1, -1, -1},
|
||||
{5, 10, 2, 5, 2, 4, 4, 2, 0, -1, -1, -1, -1, -1, -1, -1},
|
||||
{3, 10, 2, 3, 5, 10, 3, 8, 5, 4, 5, 8, 0, 1, 9, -1},
|
||||
{5, 10, 2, 5, 2, 4, 1, 9, 2, 9, 4, 2, -1, -1, -1, -1},
|
||||
{8, 4, 5, 8, 5, 3, 3, 5, 1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{0, 4, 5, 1, 0, 5, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{8, 4, 5, 8, 5, 3, 9, 0, 5, 0, 3, 5, -1, -1, -1, -1},
|
||||
{9, 4, 5, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{4, 11, 7, 4, 9, 11, 9, 10, 11, -1, -1, -1, -1, -1, -1, -1},
|
||||
{0, 8, 3, 4, 9, 7, 9, 11, 7, 9, 10, 11, -1, -1, -1, -1},
|
||||
{1, 10, 11, 1, 11, 4, 1, 4, 0, 7, 4, 11, -1, -1, -1, -1},
|
||||
{3, 1, 4, 3, 4, 8, 1, 10, 4, 7, 4, 11, 10, 11, 4, -1},
|
||||
{4, 11, 7, 9, 11, 4, 9, 2, 11, 9, 1, 2, -1, -1, -1, -1},
|
||||
{9, 7, 4, 9, 11, 7, 9, 1, 11, 2, 11, 1, 0, 8, 3, -1},
|
||||
{11, 7, 4, 11, 4, 2, 2, 4, 0, -1, -1, -1, -1, -1, -1, -1},
|
||||
{11, 7, 4, 11, 4, 2, 8, 3, 4, 3, 2, 4, -1, -1, -1, -1},
|
||||
{2, 9, 10, 2, 7, 9, 2, 3, 7, 7, 4, 9, -1, -1, -1, -1},
|
||||
{9, 10, 7, 9, 7, 4, 10, 2, 7, 8, 7, 0, 2, 0, 7, -1},
|
||||
{3, 7, 10, 3, 10, 2, 7, 4, 10, 1, 10, 0, 4, 0, 10, -1},
|
||||
{1, 10, 2, 8, 7, 4, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{4, 9, 1, 4, 1, 7, 7, 1, 3, -1, -1, -1, -1, -1, -1, -1},
|
||||
{4, 9, 1, 4, 1, 7, 0, 8, 1, 8, 7, 1, -1, -1, -1, -1},
|
||||
{4, 0, 3, 7, 4, 3, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{4, 8, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{9, 10, 8, 10, 11, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{3, 0, 9, 3, 9, 11, 11, 9, 10, -1, -1, -1, -1, -1, -1, -1},
|
||||
{0, 1, 10, 0, 10, 8, 8, 10, 11, -1, -1, -1, -1, -1, -1, -1},
|
||||
{3, 1, 10, 11, 3, 10, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{1, 2, 11, 1, 11, 9, 9, 11, 8, -1, -1, -1, -1, -1, -1, -1},
|
||||
{3, 0, 9, 3, 9, 11, 1, 2, 9, 2, 11, 9, -1, -1, -1, -1},
|
||||
{0, 2, 11, 8, 0, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{3, 2, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{2, 3, 8, 2, 8, 10, 10, 8, 9, -1, -1, -1, -1, -1, -1, -1},
|
||||
{9, 10, 2, 0, 9, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{2, 3, 8, 2, 8, 10, 0, 1, 8, 1, 10, 8, -1, -1, -1, -1},
|
||||
{1, 10, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{1, 3, 8, 9, 1, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{0, 9, 1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{0, 3, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
{-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}};
|
523
trick_sims/SIM_fluid/models/fluid/graphics/src/opengl.cpp
Normal file
523
trick_sims/SIM_fluid/models/fluid/graphics/src/opengl.cpp
Normal file
@ -0,0 +1,523 @@
|
||||
#include <GL/glew.h>
|
||||
#include <fstream>
|
||||
#include <iostream>
|
||||
#include <cstring>
|
||||
#include <vector>
|
||||
#include <unistd.h>
|
||||
|
||||
#include "../../include/Fluid.hh"
|
||||
#include "gui.h"
|
||||
#include "grid_cell.h"
|
||||
#include "marching_cubes.h"
|
||||
#include "glm/gtx/io.hpp"
|
||||
|
||||
const char* particle_vertex_shader =
|
||||
#include "shaders/particle.vert"
|
||||
;
|
||||
|
||||
const char* particle_geometry_shader =
|
||||
#include "shaders/particle.geom"
|
||||
;
|
||||
|
||||
const char* particle_fragment_shader =
|
||||
#include "shaders/particle.frag"
|
||||
;
|
||||
|
||||
const char* mesh_vertex_shader =
|
||||
#include "shaders/mesh.vert"
|
||||
;
|
||||
|
||||
const char* mesh_geometry_shader =
|
||||
#include "shaders/mesh.geom"
|
||||
;
|
||||
|
||||
const char* mesh_fragment_shader =
|
||||
#include "shaders/mesh.frag"
|
||||
;
|
||||
|
||||
int window_width = 960;
|
||||
int window_height = 720;
|
||||
int main_view_width = 960;
|
||||
int main_view_height = 720;
|
||||
int preview_width = window_width - main_view_width;
|
||||
int preview_height = preview_width / 4 * 3;
|
||||
int preview_bar_width = preview_width;
|
||||
int preview_bar_height = main_view_height;
|
||||
const std::string window_title = "Animation";
|
||||
|
||||
|
||||
|
||||
bool paused = true;
|
||||
bool meshMode = false;
|
||||
|
||||
|
||||
enum {kVertexBufferMesh, kIndexBufferMesh, kNumVbosMesh};
|
||||
enum {kVertexBufferParticle, kParticleIndex, kIndexBufferParticle, kNumVbosParticle};
|
||||
|
||||
|
||||
GLuint mesh_buffer_objects[kNumVbosMesh];
|
||||
GLuint particle_buffer_objects[kNumVbosParticle];
|
||||
|
||||
GLuint meshVAO;
|
||||
GLint mesh_projection_matrix_location = 0;
|
||||
GLint mesh_view_matrix_location = 0;
|
||||
GLint mesh_model_matrix_location = 0;
|
||||
GLint mesh_light_position_location = 0;
|
||||
GLuint mesh_program_id = 0;
|
||||
|
||||
std::vector<GridCell> gridCells;
|
||||
std::vector<glm::vec4> mesh_vertices;
|
||||
std::vector<glm::uvec3> mesh_faces;
|
||||
|
||||
GLuint particleVAO;
|
||||
GLint particle_projection_matrix_location = 0;
|
||||
GLint particle_view_matrix_location = 0;
|
||||
GLint particle_model_matrix_location = 0;
|
||||
GLint particle_light_position_location = 0;
|
||||
GLuint particle_program_id = 0;
|
||||
|
||||
std::vector<glm::vec4> particle_vertices;
|
||||
std::vector<glm::uvec3> particle_faces;
|
||||
std::vector<int> particle_idx;
|
||||
|
||||
GLuint sphTBO;
|
||||
GLuint sph_tbo_texture;
|
||||
GLint sph_tbo_pos;
|
||||
|
||||
std::vector<float> particlePositions;
|
||||
MatrixPointers mats;
|
||||
glm::vec4 light_position;
|
||||
|
||||
const int ONE_SECOND = 1000000;
|
||||
GLFWwindow *window;
|
||||
|
||||
void ErrorCallback(int error, const char* description) {
|
||||
std::cerr << "GLFW Error: " << description << "\n";
|
||||
}
|
||||
|
||||
GLFWwindow* init_glefw()
|
||||
{
|
||||
if (!glfwInit())
|
||||
exit(EXIT_FAILURE);
|
||||
glfwSetErrorCallback(ErrorCallback);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
|
||||
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); // Disable resizing, for simplicity
|
||||
glfwWindowHint(GLFW_SAMPLES, 4);
|
||||
auto ret = glfwCreateWindow(window_width, window_height, window_title.data(), nullptr, nullptr);
|
||||
|
||||
glfwMakeContextCurrent(ret);
|
||||
glewExperimental = GL_TRUE;
|
||||
|
||||
glewInit();
|
||||
glGetError(); // clear GLEW's error for it
|
||||
glfwSwapInterval(1);
|
||||
const GLubyte* renderer = glGetString(GL_RENDERER);
|
||||
const GLubyte* version = glGetString(GL_VERSION);
|
||||
std::cout << "Renderer: " << renderer << "\n";
|
||||
std::cout << "OpenGL version supported:" << version << "\n";
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
void
|
||||
loadObj(const std::string& file, std::vector<glm::vec4>& vertices,
|
||||
std::vector<glm::uvec3>& indices, int cur_vertex)
|
||||
{
|
||||
std::ifstream obj_file(file);
|
||||
std::string line;
|
||||
|
||||
while (getline(obj_file, line)) {
|
||||
if (line.at(0) == 'v') {
|
||||
const char* buf = line.c_str();
|
||||
char* ptr = (char*)malloc(strlen(buf) + 1);
|
||||
strcpy(ptr, buf);
|
||||
char* token = strtok(ptr, " ");
|
||||
|
||||
std::vector<float> line_vertices;
|
||||
int i = 0;
|
||||
while (token != NULL) {
|
||||
if (i > 0) {
|
||||
line_vertices.push_back(atof(token));
|
||||
}
|
||||
token = strtok(NULL, " ");
|
||||
i++;
|
||||
}
|
||||
|
||||
|
||||
vertices.push_back(glm::vec4(line_vertices[0], line_vertices[1], line_vertices[2], 1.0f));
|
||||
free(ptr);
|
||||
}
|
||||
else if (line.at(0) == 'f') {
|
||||
const char* buf = line.c_str();
|
||||
char* ptr = (char*)malloc(strlen(buf) + 1);
|
||||
strcpy(ptr, buf);
|
||||
char* token = strtok(ptr, " ");
|
||||
|
||||
std::vector<int> line_indicies;
|
||||
int i = 0;
|
||||
while (token != NULL) {
|
||||
if (i > 0) {
|
||||
line_indicies.push_back(atoi(token));
|
||||
}
|
||||
token = strtok(NULL, " ");
|
||||
i++;
|
||||
}
|
||||
|
||||
|
||||
indices.push_back(glm::uvec3(cur_vertex + line_indicies[0] - 1, cur_vertex + line_indicies[1] - 1, cur_vertex + line_indicies[2] - 1));
|
||||
free(ptr);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
void meshGLInit() {
|
||||
/* Initialize mesh OpenGL Program */
|
||||
|
||||
// Setup VAO for mesh program
|
||||
glGenVertexArrays(1, &meshVAO);
|
||||
// Bind VAO for mesh program
|
||||
glBindVertexArray(meshVAO);
|
||||
|
||||
// Generate VBOs for mesh program
|
||||
glGenBuffers(kNumVbosMesh, &mesh_buffer_objects[0]);
|
||||
|
||||
// Setup particle vertex data in VBO
|
||||
glBindBuffer(GL_ARRAY_BUFFER, mesh_buffer_objects[kVertexBufferMesh]);
|
||||
// Describe vertex data to OpenGL
|
||||
glBufferData(GL_ARRAY_BUFFER,
|
||||
sizeof(float) * mesh_vertices.size() * 4, mesh_vertices.data(),
|
||||
GL_DYNAMIC_DRAW);
|
||||
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0);
|
||||
glEnableVertexAttribArray(0);
|
||||
|
||||
|
||||
// Setup element array buffer.
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh_buffer_objects[kIndexBufferMesh]);
|
||||
// Describe elemnt array buffer to OpenGL
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
|
||||
sizeof(uint32_t) * mesh_faces.size() * 3,
|
||||
mesh_faces.data(), GL_DYNAMIC_DRAW);
|
||||
|
||||
// Setup mesh vertex shader.
|
||||
GLuint mesh_vertex_shader_id = 0;
|
||||
mesh_vertex_shader_id = glCreateShader(GL_VERTEX_SHADER);
|
||||
glShaderSource(mesh_vertex_shader_id, 1, &mesh_vertex_shader, nullptr);
|
||||
glCompileShader(mesh_vertex_shader_id);
|
||||
|
||||
|
||||
// Setup mesh geometry shader.
|
||||
GLuint mesh_geometry_shader_id = 0;
|
||||
mesh_geometry_shader_id = glCreateShader(GL_GEOMETRY_SHADER);
|
||||
glShaderSource(mesh_geometry_shader_id, 1, &mesh_geometry_shader, nullptr);
|
||||
glCompileShader(mesh_geometry_shader_id);
|
||||
|
||||
|
||||
// Setup mesh fragment shader.
|
||||
GLuint mesh_fragment_shader_id = 0;
|
||||
mesh_fragment_shader_id = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
glShaderSource(mesh_fragment_shader_id, 1, &mesh_fragment_shader, nullptr);
|
||||
glCompileShader(mesh_fragment_shader_id);
|
||||
|
||||
// Setup program for the particles, and get its locations.
|
||||
|
||||
mesh_program_id = glCreateProgram();
|
||||
glAttachShader(mesh_program_id, mesh_vertex_shader_id);
|
||||
glAttachShader(mesh_program_id, mesh_geometry_shader_id);
|
||||
glAttachShader(mesh_program_id, mesh_fragment_shader_id);
|
||||
|
||||
// Bind attributes.
|
||||
glBindAttribLocation(mesh_program_id, 0, "vertex_position");
|
||||
glBindFragDataLocation(mesh_program_id, 0, "fragment_color");
|
||||
glLinkProgram(mesh_program_id);
|
||||
|
||||
|
||||
// Get the mesh uniform locations.
|
||||
|
||||
mesh_projection_matrix_location =
|
||||
glGetUniformLocation(mesh_program_id, "projection");
|
||||
|
||||
|
||||
mesh_view_matrix_location =
|
||||
glGetUniformLocation(mesh_program_id, "view");
|
||||
|
||||
|
||||
mesh_model_matrix_location =
|
||||
glGetUniformLocation(mesh_program_id, "model");
|
||||
|
||||
|
||||
mesh_light_position_location =
|
||||
glGetUniformLocation(mesh_program_id, "light_position");
|
||||
}
|
||||
|
||||
|
||||
void particleGLInit() {
|
||||
/* Initialize particle OpenGL Program */
|
||||
|
||||
// Setup VAO for particle program
|
||||
glGenVertexArrays(1, &particleVAO);
|
||||
// Bind VAO for particle program
|
||||
glBindVertexArray(particleVAO);
|
||||
|
||||
// Generate VBOs for particle program
|
||||
glGenBuffers(kNumVbosParticle, &particle_buffer_objects[0]);
|
||||
|
||||
// Setup particle vertex data in VBO
|
||||
glBindBuffer(GL_ARRAY_BUFFER, particle_buffer_objects[kVertexBufferParticle]);
|
||||
// Describe vertex data to OpenGL
|
||||
glBufferData(GL_ARRAY_BUFFER,
|
||||
sizeof(float) * particle_vertices.size() * 4, particle_vertices.data(),
|
||||
GL_DYNAMIC_DRAW);
|
||||
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0);
|
||||
glEnableVertexAttribArray(0);
|
||||
|
||||
// Setup particle index datas in VBO
|
||||
glBindBuffer(GL_ARRAY_BUFFER, particle_buffer_objects[kParticleIndex]);
|
||||
// Describe particle index data to OpenGL
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(int) * particle_idx.size(), particle_idx.data(), GL_STATIC_DRAW);
|
||||
glVertexAttribIPointer(1, 1, GL_INT, 0, 0);
|
||||
glEnableVertexAttribArray(1);
|
||||
|
||||
|
||||
// Setup element array buffer.
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, particle_buffer_objects[kIndexBufferParticle]);
|
||||
// Describe element array buffer to OpenGL
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
|
||||
sizeof(uint32_t) * particle_faces.size() * 3,
|
||||
particle_faces.data(), GL_DYNAMIC_DRAW);
|
||||
|
||||
// Setup particle vertex shader.
|
||||
GLuint particle_vertex_shader_id = 0;
|
||||
particle_vertex_shader_id = glCreateShader(GL_VERTEX_SHADER);
|
||||
glShaderSource(particle_vertex_shader_id, 1, &particle_vertex_shader, nullptr);
|
||||
glCompileShader(particle_vertex_shader_id);
|
||||
|
||||
|
||||
// Setup particle geometry shader.
|
||||
GLuint particle_geometry_shader_id = 0;
|
||||
particle_geometry_shader_id = glCreateShader(GL_GEOMETRY_SHADER);
|
||||
glShaderSource(particle_geometry_shader_id, 1, &particle_geometry_shader, nullptr);
|
||||
glCompileShader(particle_geometry_shader_id);
|
||||
|
||||
|
||||
// Setup particle fragment shader.
|
||||
GLuint particle_fragment_shader_id = 0;
|
||||
particle_fragment_shader_id = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
glShaderSource(particle_fragment_shader_id, 1, &particle_fragment_shader, nullptr);
|
||||
glCompileShader(particle_fragment_shader_id);
|
||||
|
||||
// Setup program for the particles, and get its locations.
|
||||
|
||||
particle_program_id = glCreateProgram();
|
||||
glAttachShader(particle_program_id, particle_vertex_shader_id);
|
||||
glAttachShader(particle_program_id, particle_geometry_shader_id);
|
||||
glAttachShader(particle_program_id, particle_fragment_shader_id);
|
||||
|
||||
// Bind attributes.
|
||||
glBindAttribLocation(particle_program_id, 0, "vertex_position");
|
||||
glBindAttribLocation(particle_program_id, 1, "idx");
|
||||
glBindFragDataLocation(particle_program_id, 0, "fragment_color");
|
||||
glLinkProgram(particle_program_id);
|
||||
|
||||
|
||||
// Get the particle uniform locations.
|
||||
|
||||
particle_projection_matrix_location =
|
||||
glGetUniformLocation(particle_program_id, "projection");
|
||||
|
||||
|
||||
particle_view_matrix_location =
|
||||
glGetUniformLocation(particle_program_id, "view");
|
||||
|
||||
|
||||
particle_model_matrix_location =
|
||||
glGetUniformLocation(particle_program_id, "model");
|
||||
|
||||
|
||||
particle_light_position_location =
|
||||
glGetUniformLocation(particle_program_id, "light_position");
|
||||
}
|
||||
|
||||
void particleTBOInit() {
|
||||
/* Setup TBO for particle position data*/
|
||||
|
||||
glGenBuffers(1, &sphTBO);
|
||||
glBindBuffer(GL_TEXTURE_BUFFER, sphTBO);
|
||||
glBufferData(GL_TEXTURE_BUFFER, sizeof(float) * particlePositions.size(), particlePositions.data(), GL_DYNAMIC_DRAW);
|
||||
|
||||
|
||||
glGenTextures(1, &sph_tbo_texture);
|
||||
glBindBuffer(GL_TEXTURE_BUFFER, 0);
|
||||
|
||||
|
||||
sph_tbo_pos = glGetUniformLocation(particle_program_id, "sph_tbo_pos");
|
||||
}
|
||||
|
||||
void setupParticleProgram() {
|
||||
// Switch VAO
|
||||
glBindVertexArray(particleVAO);
|
||||
|
||||
// Switch Program
|
||||
glUseProgram(particle_program_id);
|
||||
|
||||
// Setup TBO
|
||||
glBindBuffer(GL_TEXTURE_BUFFER, sphTBO);
|
||||
glBufferData(GL_TEXTURE_BUFFER, sizeof(float) * particlePositions.size(), particlePositions.data(), GL_DYNAMIC_DRAW);
|
||||
|
||||
// Pass uniforms
|
||||
glUniformMatrix4fv(particle_projection_matrix_location, 1, GL_FALSE,
|
||||
&((*mats.projection)[0][0]));
|
||||
|
||||
glUniformMatrix4fv(particle_view_matrix_location, 1, GL_FALSE,
|
||||
&((*mats.view)[0][0]));
|
||||
|
||||
glUniformMatrix4fv(particle_model_matrix_location, 1, GL_FALSE,
|
||||
&((*mats.model)[0][0]));
|
||||
|
||||
glUniform4fv(particle_light_position_location, 1, &light_position[0]);
|
||||
|
||||
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_BUFFER, sph_tbo_texture);
|
||||
glTexBuffer(GL_TEXTURE_BUFFER, GL_R32F, sphTBO);
|
||||
|
||||
glUniform1i(sph_tbo_pos, 0);
|
||||
|
||||
}
|
||||
|
||||
void setupMeshProgram() {
|
||||
// Switch VAO
|
||||
glBindVertexArray(meshVAO);
|
||||
|
||||
// Switch Program
|
||||
glUseProgram(mesh_program_id);
|
||||
|
||||
// Pass uniforms
|
||||
glUniformMatrix4fv(mesh_projection_matrix_location, 1, GL_FALSE,
|
||||
&((*mats.projection)[0][0]));
|
||||
|
||||
glUniformMatrix4fv(mesh_view_matrix_location, 1, GL_FALSE,
|
||||
&((*mats.view)[0][0]));
|
||||
|
||||
glUniformMatrix4fv(mesh_model_matrix_location, 1, GL_FALSE,
|
||||
&((*mats.model)[0][0]));
|
||||
|
||||
glUniform4fv(mesh_light_position_location, 1, &light_position[0]);
|
||||
|
||||
}
|
||||
|
||||
void updateMesh(Fluid* fluid) {
|
||||
updateIsoValues(gridCells, particlePositions, fluid->ISO_RADIUS);
|
||||
|
||||
mesh_vertices.clear();
|
||||
mesh_faces.clear();
|
||||
gridCells.clear();
|
||||
initializeGridCells(gridCells, fluid->BOUND, fluid->MC_GRID_DIM);
|
||||
|
||||
updateIsoValues(gridCells, particlePositions, fluid->ISO_RADIUS);
|
||||
for (int i = 0; i < gridCells.size(); i++) {
|
||||
generateCellMesh(gridCells[i], fluid->PARTICLES_WITHIN_VERTEX, mesh_faces, mesh_vertices);
|
||||
}
|
||||
|
||||
glBindVertexArray(meshVAO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, mesh_buffer_objects[kVertexBufferMesh]);
|
||||
glBufferData(GL_ARRAY_BUFFER, 4 * sizeof(float) * mesh_vertices.size(), mesh_vertices.data(), GL_DYNAMIC_DRAW);
|
||||
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh_buffer_objects[kIndexBufferMesh]);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
|
||||
sizeof(uint32_t) * mesh_faces.size() * 3,
|
||||
mesh_faces.data(), GL_DYNAMIC_DRAW);
|
||||
}
|
||||
|
||||
void initGeometry(Fluid* fluid) {
|
||||
|
||||
loadObj(fluid->obj_file, particle_vertices, particle_faces, 0);
|
||||
int num_vert = particle_vertices.size();
|
||||
|
||||
for (int i = 1; i < fluid->NUM_PARTICLES; i++) {
|
||||
loadObj(fluid->obj_file, particle_vertices, particle_faces, i * num_vert);
|
||||
}
|
||||
|
||||
/* Assign index to each particle model */
|
||||
|
||||
|
||||
for(int i = 0; i < fluid->NUM_PARTICLES; i++) {
|
||||
for (int p = 0; p < num_vert; p++) {
|
||||
particle_idx.push_back(i);
|
||||
}
|
||||
}
|
||||
|
||||
particlePositions = fluid->getParticlePositions();
|
||||
|
||||
|
||||
|
||||
initializeGridCells(gridCells, fluid->BOUND, fluid->MC_GRID_DIM);
|
||||
|
||||
updateIsoValues(gridCells, particlePositions, fluid->ISO_RADIUS);
|
||||
|
||||
|
||||
for (int i = 0; i < gridCells.size(); i++) {
|
||||
generateCellMesh(gridCells[i], fluid->PARTICLES_WITHIN_VERTEX, mesh_faces, mesh_vertices);
|
||||
}
|
||||
|
||||
|
||||
|
||||
glm::vec4 light_position = glm::vec4(0.0f, 0.0f, fluid->BOUND + 10.0f, 1.0f);
|
||||
}
|
||||
|
||||
void configureViewport() {
|
||||
glfwGetFramebufferSize(window, &window_width, &window_height);
|
||||
glViewport(0, 0, window_width, window_height);
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_MULTISAMPLE);
|
||||
glEnable(GL_BLEND);
|
||||
glEnable(GL_CULL_FACE);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glDepthFunc(GL_LESS);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glCullFace(GL_BACK);
|
||||
}
|
||||
|
||||
int openGLMain(Fluid* fluid)
|
||||
{
|
||||
window = init_glefw();
|
||||
GUI gui(window, window_width, window_height, preview_height);
|
||||
|
||||
initGeometry(fluid);
|
||||
meshGLInit();
|
||||
particleGLInit();
|
||||
particleTBOInit();
|
||||
|
||||
while (!glfwWindowShouldClose(window)) {
|
||||
configureViewport();
|
||||
|
||||
gui.updateMatrices();
|
||||
mats = gui.getMatrixPointers();
|
||||
particlePositions = fluid->getParticlePositions();
|
||||
|
||||
if (meshMode) {
|
||||
if (fluid->timeSteps % fluid->mcUpdateFreq == 0)
|
||||
updateMesh(fluid);
|
||||
setupMeshProgram();
|
||||
glDrawElements(GL_TRIANGLES, 3 * mesh_faces.size(), GL_UNSIGNED_INT, 0);
|
||||
} else {
|
||||
setupParticleProgram();
|
||||
glDrawElements(GL_TRIANGLES, 3 * particle_faces.size(), GL_UNSIGNED_INT, 0);
|
||||
}
|
||||
|
||||
glfwPollEvents();
|
||||
glfwSwapBuffers(window);
|
||||
|
||||
usleep(ONE_SECOND / fluid->refreshRate);
|
||||
}
|
||||
|
||||
glfwDestroyWindow(window);
|
||||
glfwTerminate();
|
||||
exit(EXIT_SUCCESS);
|
||||
}
|
1
trick_sims/SIM_fluid/models/fluid/graphics/src/opengl.h
Normal file
1
trick_sims/SIM_fluid/models/fluid/graphics/src/opengl.h
Normal file
@ -0,0 +1 @@
|
||||
int openGLMain(Fluid* fluid);
|
@ -0,0 +1,10 @@
|
||||
#include <thread>
|
||||
#include "../../include/Fluid.hh"
|
||||
#include "opengl.h"
|
||||
|
||||
void openGLCaller(Fluid* fluid) {
|
||||
{
|
||||
std::thread openGLThread(openGLMain, fluid);
|
||||
openGLThread.detach();
|
||||
}
|
||||
}
|
@ -0,0 +1 @@
|
||||
void openGLCaller(Fluid* fluid);
|
@ -0,0 +1,15 @@
|
||||
R"zzz(
|
||||
#version 330 core
|
||||
out vec4 fragment_color;
|
||||
in vec4 face_normal;
|
||||
in vec4 light_direction;
|
||||
in vec4 world_position;
|
||||
void main() {
|
||||
float dot_nl = clamp(dot(vec3(light_direction), vec3(face_normal)), 0, 1);
|
||||
vec3 ambient = vec3(0.2, 0.6, 1) * .1;
|
||||
vec3 diffuse = dot_nl * vec3(0.2, 0.6, 1);
|
||||
fragment_color = vec4(diffuse + ambient, 1.0);
|
||||
|
||||
|
||||
}
|
||||
)zzz"
|
@ -0,0 +1,40 @@
|
||||
R"zzz(#version 330 core
|
||||
layout (triangles) in;
|
||||
layout (triangle_strip, max_vertices = 3) out;
|
||||
uniform mat4 projection;
|
||||
uniform mat4 model;
|
||||
uniform mat4 view;
|
||||
uniform vec4 light_position;
|
||||
in vec4 vs_light_direction[];
|
||||
in vec4 vs_camera_direction[];
|
||||
in vec4 vs_normal[];
|
||||
in vec2 vs_uv[];
|
||||
out vec4 face_normal;
|
||||
out vec4 light_direction;
|
||||
out vec4 camera_direction;
|
||||
out vec4 world_position;
|
||||
out vec4 vertex_normal;
|
||||
out vec2 uv_coords;
|
||||
in int vs_idx[];
|
||||
flat out int idx;
|
||||
void main() {
|
||||
int n = 0;
|
||||
vec3 a = gl_in[0].gl_Position.xyz;
|
||||
vec3 b = gl_in[1].gl_Position.xyz;
|
||||
vec3 c = gl_in[2].gl_Position.xyz;
|
||||
vec3 u = normalize(b - a);
|
||||
vec3 v = normalize(c - a);
|
||||
face_normal = normalize(vec4(normalize(cross(u, v)), 0.0));
|
||||
for (n = 0; n < gl_in.length(); n++) {
|
||||
light_direction = normalize(vs_light_direction[n]);
|
||||
camera_direction = normalize(vs_camera_direction[n]);
|
||||
world_position = gl_in[n].gl_Position;
|
||||
vertex_normal = vs_normal[n];
|
||||
uv_coords = vs_uv[n];
|
||||
idx = vs_idx[n];
|
||||
gl_Position = projection * view * model * gl_in[n].gl_Position;
|
||||
EmitVertex();
|
||||
}
|
||||
EndPrimitive();
|
||||
}
|
||||
)zzz"
|
@ -0,0 +1,20 @@
|
||||
R"zzz(#version 330 core
|
||||
|
||||
in vec4 vertex_position;
|
||||
uniform vec4 light_position;
|
||||
uniform mat4 projection;
|
||||
uniform mat4 model;
|
||||
uniform mat4 view;
|
||||
|
||||
out vec4 vs_light_direction;
|
||||
out int vs_idx;
|
||||
|
||||
void main() {
|
||||
vec3 vertex_pos = vertex_position.xyz;
|
||||
|
||||
|
||||
gl_Position = vec4(vertex_pos, 1);
|
||||
vs_light_direction = light_position - gl_Position;
|
||||
|
||||
}
|
||||
)zzz"
|
@ -0,0 +1,15 @@
|
||||
R"zzz(
|
||||
#version 330 core
|
||||
out vec4 fragment_color;
|
||||
in vec4 face_normal;
|
||||
in vec4 light_direction;
|
||||
in vec4 world_position;
|
||||
void main() {
|
||||
float dot_nl = clamp(dot(vec3(light_direction), vec3(face_normal)), 0, 1);
|
||||
vec3 ambient = vec3(0.2, 0.6, 1) * .1;
|
||||
vec3 diffuse = dot_nl * vec3(0.2, 0.6, 1);
|
||||
fragment_color = vec4(diffuse + ambient, 1.0);
|
||||
|
||||
|
||||
}
|
||||
)zzz"
|
@ -0,0 +1,40 @@
|
||||
R"zzz(#version 330 core
|
||||
layout (triangles) in;
|
||||
layout (triangle_strip, max_vertices = 3) out;
|
||||
uniform mat4 projection;
|
||||
uniform mat4 model;
|
||||
uniform mat4 view;
|
||||
uniform vec4 light_position;
|
||||
in vec4 vs_light_direction[];
|
||||
in vec4 vs_camera_direction[];
|
||||
in vec4 vs_normal[];
|
||||
in vec2 vs_uv[];
|
||||
out vec4 face_normal;
|
||||
out vec4 light_direction;
|
||||
out vec4 camera_direction;
|
||||
out vec4 world_position;
|
||||
out vec4 vertex_normal;
|
||||
out vec2 uv_coords;
|
||||
in int vs_idx[];
|
||||
flat out int idx;
|
||||
void main() {
|
||||
int n = 0;
|
||||
vec3 a = gl_in[0].gl_Position.xyz;
|
||||
vec3 b = gl_in[1].gl_Position.xyz;
|
||||
vec3 c = gl_in[2].gl_Position.xyz;
|
||||
vec3 u = normalize(b - a);
|
||||
vec3 v = normalize(c - a);
|
||||
face_normal = normalize(vec4(normalize(cross(u, v)), 0.0));
|
||||
for (n = 0; n < gl_in.length(); n++) {
|
||||
light_direction = normalize(vs_light_direction[n]);
|
||||
camera_direction = normalize(vs_camera_direction[n]);
|
||||
world_position = gl_in[n].gl_Position;
|
||||
vertex_normal = vs_normal[n];
|
||||
uv_coords = vs_uv[n];
|
||||
idx = vs_idx[n];
|
||||
gl_Position = projection * view * model * gl_in[n].gl_Position;
|
||||
EmitVertex();
|
||||
}
|
||||
EndPrimitive();
|
||||
}
|
||||
)zzz"
|
@ -0,0 +1,27 @@
|
||||
R"zzz(#version 330 core
|
||||
|
||||
in vec4 vertex_position;
|
||||
in int idx;
|
||||
uniform samplerBuffer sph_tbo_pos;
|
||||
uniform vec4 light_position;
|
||||
uniform mat4 projection;
|
||||
uniform mat4 model;
|
||||
uniform mat4 view;
|
||||
|
||||
out vec4 vs_light_direction;
|
||||
out int vs_idx;
|
||||
|
||||
void main() {
|
||||
|
||||
vs_idx = idx;
|
||||
vec3 vertex_pos = vertex_position.xyz;
|
||||
float x = texelFetch(sph_tbo_pos, 3 * idx).r;
|
||||
float y = texelFetch(sph_tbo_pos, 3 * idx + 1).r;
|
||||
float z = texelFetch(sph_tbo_pos, 3 * idx + 2).r;
|
||||
vec3 particle_pos = vec3(x, y, z);
|
||||
|
||||
gl_Position = vec4(1 * vertex_pos + particle_pos, 1);
|
||||
vs_light_direction = light_position - gl_Position;
|
||||
|
||||
}
|
||||
)zzz"
|
90
trick_sims/SIM_fluid/models/fluid/include/Fluid.hh
Normal file
90
trick_sims/SIM_fluid/models/fluid/include/Fluid.hh
Normal file
@ -0,0 +1,90 @@
|
||||
/********************************* TRICK HEADER *******************************
|
||||
PURPOSE: (Simulate a fluid using smoothed particle hydrodynamics (SPH).)
|
||||
**************************************************************************/
|
||||
#ifndef _fluid_hh_
|
||||
#define _fluid_hh_
|
||||
#include "Particle.hh"
|
||||
#include <vector>
|
||||
#include <unordered_map>
|
||||
#include <cmath>
|
||||
|
||||
class Fluid {
|
||||
private:
|
||||
void computeDensityAndPressure(int p_start, int p_end);
|
||||
void computeForces(int p_start, int p_end);
|
||||
void verletUpdatePosition(int p_start, int p_end);
|
||||
void timeIntegration(int p_start, int p_end);
|
||||
void buildSpatialGrid();
|
||||
std::vector<Particle> getNeighbors(int grid_x, int grid_y, int grid_z);
|
||||
bool checkBounds(int gridX, int gridY, int gridZ);
|
||||
|
||||
|
||||
public:
|
||||
Fluid(){};
|
||||
std::unordered_map<int, std::vector<Particle>> spatialGrid;
|
||||
std::vector<float> getParticlePositions();
|
||||
std::vector<Particle> particles;
|
||||
|
||||
|
||||
int default_data();
|
||||
int init_cuda();
|
||||
int update_SPH();
|
||||
int shutdown_cuda();
|
||||
|
||||
float G_STRENGTH = 600;
|
||||
// external graviational force
|
||||
float G[3] = {0.f, G_STRENGTH * -9.8f, 0.f};
|
||||
float REST_DENS = 1000.f;
|
||||
float GAS_CONST = 100.f;
|
||||
// kernel radius
|
||||
float H = 16.f;
|
||||
float HSQ = H * H;
|
||||
// assume all particles have the same mass
|
||||
float MASS = 65.f;
|
||||
// viscosity constant
|
||||
float VISC = 700.f;
|
||||
// timestep size
|
||||
float DT = 0.001f;
|
||||
|
||||
// smoothing kernels and their gradients
|
||||
float POLY6 = 315.f / (64.f * M_PI * std::pow(H, 9.f));
|
||||
float SPIKY_GRAD = -45.f / (M_PI * std::pow(H, 6.f));
|
||||
float VISC_LAP = 45.f / (M_PI * std::pow(H, 6.f));
|
||||
|
||||
// number of particles on the edge of the square
|
||||
int EDGE_NUM_PARTICLES = 20;
|
||||
int PARTICLE_DEPTH = 4;
|
||||
int NUM_PARTICLES = PARTICLE_DEPTH * EDGE_NUM_PARTICLES * EDGE_NUM_PARTICLES;
|
||||
float PARTICLE_DIST = 5;
|
||||
|
||||
Particle* particlesArr;
|
||||
|
||||
// boundary parameters
|
||||
float EPS = H; // boundary epsilon
|
||||
float BOUND_DAMPING = -.5f;
|
||||
|
||||
float BOUND = 200;
|
||||
|
||||
// parameters for spatial grid
|
||||
int CELL_SIZE = 2 * H;
|
||||
int CELLS_PER_DIM = 2 * BOUND / CELL_SIZE;
|
||||
|
||||
// number of timesteps simulated
|
||||
int timeSteps = 0;
|
||||
|
||||
// parameters for marching cubes
|
||||
int MC_GRID_DIM = 16;
|
||||
int ISO_RADIUS = H;
|
||||
int PARTICLES_WITHIN_VERTEX = 1; // number of particles within MC GridCell vertex;
|
||||
|
||||
// simulation modes
|
||||
bool gpuMode = true;
|
||||
bool cpuNeighborList = true;
|
||||
|
||||
int refreshRate = 60; // set refresh rate for graphics
|
||||
int mcUpdateFreq = 1; // update the fluid mesh every multiple of mcUpdateFreq frames
|
||||
|
||||
std::string obj_file = "100_sphere.obj";
|
||||
};
|
||||
|
||||
#endif
|
22
trick_sims/SIM_fluid/models/fluid/include/Particle.hh
Normal file
22
trick_sims/SIM_fluid/models/fluid/include/Particle.hh
Normal file
@ -0,0 +1,22 @@
|
||||
/********************************* TRICK HEADER *******************************
|
||||
PURPOSE: (Simulate fluid particles in SPH)
|
||||
*******************************************************************************/
|
||||
#ifndef _particle_hh_
|
||||
#define _particle_hh_
|
||||
|
||||
struct Particle {
|
||||
Particle(float x_, float y_, float z_) :
|
||||
pos {x_, y_, z_},
|
||||
velocity {0.f, 0.f, 0.f},
|
||||
force {0.f, 0.f, 0.f},
|
||||
rho(0),
|
||||
pressure(0.f) {}
|
||||
float pos[3];
|
||||
float velocity[3];
|
||||
float force[3];
|
||||
float rho;
|
||||
float pressure;
|
||||
|
||||
};
|
||||
|
||||
#endif
|
1
trick_sims/SIM_fluid/models/fluid/src/.gitignore
vendored
Normal file
1
trick_sims/SIM_fluid/models/fluid/src/.gitignore
vendored
Normal file
@ -0,0 +1 @@
|
||||
*.o
|
248
trick_sims/SIM_fluid/models/fluid/src/Fluid.cpp
Normal file
248
trick_sims/SIM_fluid/models/fluid/src/Fluid.cpp
Normal file
@ -0,0 +1,248 @@
|
||||
/********************************* TRICK HEADER *******************************
|
||||
PURPOSE: (Simulate a fluid using smoothed particle hydrodynamics (SPH).)
|
||||
LIBRARY DEPENDENCY:
|
||||
((Fluid.o))
|
||||
*******************************************************************************/
|
||||
#include "../include/Fluid.hh"
|
||||
#include "../include/Particle.hh"
|
||||
#include "../graphics/src/opengl_caller.h"
|
||||
#include "sph_gpu.h"
|
||||
#include <iostream>
|
||||
#include <iterator>
|
||||
|
||||
|
||||
int Fluid::default_data() {
|
||||
|
||||
for (int i = 0; i < EDGE_NUM_PARTICLES; i++) {
|
||||
for (int j = 0; j < EDGE_NUM_PARTICLES; j++) {
|
||||
for (int k = 0; k < PARTICLE_DEPTH; k++) {
|
||||
particles.push_back(Particle(PARTICLE_DIST * i, PARTICLE_DIST * j, PARTICLE_DIST * k));
|
||||
}
|
||||
}
|
||||
}
|
||||
particlesArr = &particles[0];
|
||||
|
||||
openGLCaller(this);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
int Fluid::init_cuda() {
|
||||
initSPH_GPU(particles, this);
|
||||
return 0;
|
||||
}
|
||||
|
||||
void Fluid::buildSpatialGrid() {
|
||||
spatialGrid.clear();
|
||||
for (auto& pi : particles) {
|
||||
int grid_x = CELLS_PER_DIM * ((pi.pos[0] + BOUND) / (2 * BOUND));
|
||||
int grid_y = CELLS_PER_DIM * ((pi.pos[1] + BOUND) / (2 * BOUND));
|
||||
int grid_z = CELLS_PER_DIM * ((pi.pos[2] + BOUND) / (2 * BOUND));
|
||||
int grid_key = grid_x + grid_y * CELLS_PER_DIM + grid_z * CELLS_PER_DIM * CELLS_PER_DIM;
|
||||
|
||||
if (spatialGrid.find(grid_key) == spatialGrid.end()) {
|
||||
std::vector<Particle> single_particle;
|
||||
single_particle.push_back(pi);
|
||||
spatialGrid[grid_key] = single_particle;
|
||||
}
|
||||
else {
|
||||
spatialGrid[grid_key].push_back(pi);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
bool Fluid::checkBounds(int x, int y, int z) {
|
||||
return x >= 0 && x < CELLS_PER_DIM&& y >= 0 && y < CELLS_PER_DIM&& z >= 0 && z < CELLS_PER_DIM;
|
||||
}
|
||||
|
||||
std::vector<Particle> Fluid::getNeighbors(int grid_x, int grid_y, int grid_z) {
|
||||
std::vector<Particle> neighbors;
|
||||
for (int x = grid_x - 1; x <= grid_x + 1; x++) {
|
||||
for (int y = grid_y - 1; y <= grid_y + 1; y++) {
|
||||
for (int z = grid_z - 1; z <= grid_z + 1; z++) {
|
||||
int grid_key = x + y * CELLS_PER_DIM + z * CELLS_PER_DIM * CELLS_PER_DIM;
|
||||
if (checkBounds(x, y, z) && spatialGrid.find(grid_key) != spatialGrid.end()) {
|
||||
std::vector<Particle> cell_particles = spatialGrid[grid_key];
|
||||
neighbors.insert(neighbors.end(), cell_particles.begin(), cell_particles.end());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return neighbors;
|
||||
}
|
||||
|
||||
|
||||
int Fluid::update_SPH() {
|
||||
if (gpuMode) {
|
||||
// GPU simulation
|
||||
updateSPH_GPU(particles, this);
|
||||
} else {
|
||||
// CPU simulation
|
||||
if (cpuNeighborList) {
|
||||
buildSpatialGrid();
|
||||
}
|
||||
|
||||
|
||||
int p_start = 0;
|
||||
int p_end = particles.size();
|
||||
verletUpdatePosition(p_start, p_end);
|
||||
computeDensityAndPressure(p_start, p_end);
|
||||
computeForces(p_start, p_end);
|
||||
timeIntegration(p_start, p_end);
|
||||
}
|
||||
|
||||
timeSteps++;
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void Fluid::computeDensityAndPressure(int p_start, int p_end) {
|
||||
for (int i = p_start; i < p_end; i++) {
|
||||
Particle& pi = particles[i];
|
||||
pi.rho = 0;
|
||||
|
||||
int grid_x = CELLS_PER_DIM * ((pi.pos[0] + BOUND) / (2 * BOUND));
|
||||
int grid_y = CELLS_PER_DIM * ((pi.pos[1] + BOUND) / (2 * BOUND));
|
||||
int grid_z = CELLS_PER_DIM * ((pi.pos[2] + BOUND) / (2 * BOUND));
|
||||
|
||||
std::vector<Particle> candidate_neighbors;
|
||||
if(cpuNeighborList) {
|
||||
candidate_neighbors = getNeighbors(grid_x, grid_y, grid_z);
|
||||
} else {
|
||||
candidate_neighbors = particles;
|
||||
}
|
||||
|
||||
for (auto& pj : candidate_neighbors) {
|
||||
float rij[3] = {pj.pos[0] - pi.pos[0], pj.pos[1] - pi.pos[1], pj.pos[2] - pi.pos[2]};
|
||||
float r = std::sqrt(rij[0] * rij[0] + rij[1] * rij[1] + rij[2] * rij[2]);
|
||||
if (r >= 0 && r <= H) {
|
||||
//printf("size of neighbors: %lu\n", candidate_neighbors.size());
|
||||
pi.rho += MASS * POLY6 * pow(HSQ - r * r, 3);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
pi.pressure = GAS_CONST * (pi.rho - REST_DENS);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void Fluid::computeForces(int p_start, int p_end) {
|
||||
|
||||
for (int i = p_start; i < p_end; i++) {
|
||||
Particle& pi = particles[i];
|
||||
float pressure_force[3] = {0, 0, 0};
|
||||
float viscosity_force[3] = {0, 0, 0};
|
||||
|
||||
int grid_x = CELLS_PER_DIM * ((pi.pos[0] + BOUND) / (2 * BOUND));
|
||||
int grid_y = CELLS_PER_DIM * ((pi.pos[1] + BOUND) / (2 * BOUND));
|
||||
int grid_z = CELLS_PER_DIM * ((pi.pos[2] + BOUND) / (2 * BOUND));
|
||||
std::vector<Particle> candidate_neighbors;
|
||||
if (cpuNeighborList) {
|
||||
candidate_neighbors = getNeighbors(grid_x, grid_y, grid_z);
|
||||
} else {
|
||||
candidate_neighbors = particles;
|
||||
}
|
||||
for (auto& pj : candidate_neighbors) {
|
||||
if (&pi != &pj) {
|
||||
float rij[3] = {pj.pos[0] - pi.pos[0], pj.pos[1] - pi.pos[1], pj.pos[2] - pi.pos[2]};
|
||||
float r = std::sqrt(rij[0] * rij[0] + rij[1] * rij[1] + rij[2] * rij[2]);
|
||||
float rij_hat[3] = {rij[0] / r, rij[1] / r, rij[2] / r};
|
||||
if (r > 0 && r <= H) {
|
||||
pressure_force[0] -= rij_hat[0] * MASS * (pi.pressure + pj.pressure) / (2 * pj.rho) * SPIKY_GRAD * pow(H - r, 2);
|
||||
pressure_force[1] -= rij_hat[1] * MASS * (pi.pressure + pj.pressure) / (2 * pj.rho) * SPIKY_GRAD * pow(H - r, 2);
|
||||
pressure_force[2] -= rij_hat[2] * MASS * (pi.pressure + pj.pressure) / (2 * pj.rho) * SPIKY_GRAD * pow(H - r, 2);
|
||||
|
||||
viscosity_force[0] += VISC * MASS * ((pj.velocity[0] - pi.velocity[0]) / pj.rho) * VISC_LAP * (H - r);
|
||||
viscosity_force[1] += VISC * MASS * ((pj.velocity[1] - pi.velocity[1]) / pj.rho) * VISC_LAP * (H - r);
|
||||
viscosity_force[2] += VISC * MASS * ((pj.velocity[2] - pi.velocity[2]) / pj.rho) * VISC_LAP * (H - r);
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
float gravity_force[3] = {pi.rho * G[0], pi.rho * G[1], pi.rho * G[2]};
|
||||
pi.force[0] = viscosity_force[0] + pressure_force[0] + gravity_force[0];
|
||||
pi.force[1] = viscosity_force[1] + pressure_force[1] + gravity_force[1];
|
||||
pi.force[2] = viscosity_force[2] + pressure_force[2] + gravity_force[2];
|
||||
|
||||
if (std::isnan(pi.force[0]) || std::isnan(pi.force[1]) || std::isnan(pi.force[2])) {
|
||||
pi.force[0] = gravity_force[0];
|
||||
pi.force[1] = gravity_force[1];
|
||||
pi.force[2] = gravity_force[2];
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void Fluid::verletUpdatePosition(int p_start, int p_end) {
|
||||
for (int i = p_start; i < p_end; i++) {
|
||||
Particle& pi = particles[i];
|
||||
//pi.pos += DT * pi.velocity;
|
||||
}
|
||||
}
|
||||
// Velocity Verlet time integrator
|
||||
void Fluid::timeIntegration(int p_start, int p_end) {
|
||||
for (int i = p_start; i < p_end; i++) {
|
||||
Particle& pi = particles[i];
|
||||
pi.pos[0] += DT * pi.velocity[0];
|
||||
pi.pos[1] += DT * pi.velocity[1];
|
||||
pi.pos[2] += DT * pi.velocity[2];
|
||||
pi.velocity[0] += DT * pi.force[0] / pi.rho;
|
||||
pi.velocity[1] += DT * pi.force[1] / pi.rho;
|
||||
pi.velocity[2] += DT * pi.force[2] / pi.rho;
|
||||
|
||||
if (pi.pos[2] - EPS < -BOUND) {
|
||||
pi.velocity[2] *= BOUND_DAMPING;
|
||||
pi.pos[2] = -BOUND + EPS;
|
||||
}
|
||||
|
||||
if (pi.pos[2] + EPS > BOUND) {
|
||||
pi.velocity[2] *= BOUND_DAMPING;
|
||||
pi.pos[2] = BOUND - EPS;
|
||||
}
|
||||
|
||||
if (pi.pos[1] - EPS < -BOUND) {
|
||||
pi.velocity[1] *= BOUND_DAMPING;
|
||||
pi.pos[1] = -BOUND + EPS;
|
||||
}
|
||||
|
||||
if (pi.pos[1] + EPS > BOUND) {
|
||||
pi.velocity[1] *= BOUND_DAMPING;
|
||||
pi.pos[1] = BOUND - EPS;
|
||||
}
|
||||
|
||||
if (pi.pos[0] - EPS < -BOUND) {
|
||||
pi.velocity[0] *= BOUND_DAMPING;
|
||||
pi.pos[0] = -BOUND + EPS;
|
||||
}
|
||||
if (pi.pos[0] + EPS > BOUND) {
|
||||
pi.velocity[0] *= BOUND_DAMPING;
|
||||
pi.pos[0] = BOUND - EPS;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
std::vector<float> Fluid::getParticlePositions() {
|
||||
std::vector<float> positions;
|
||||
for (auto& pi : particles) {
|
||||
positions.push_back(pi.pos[0]);
|
||||
positions.push_back(pi.pos[1]);
|
||||
positions.push_back(pi.pos[2]);
|
||||
}
|
||||
return positions;
|
||||
}
|
||||
|
||||
|
||||
int Fluid::shutdown_cuda() {
|
||||
shutdownSPH_GPU(particles, this);
|
||||
return 0;
|
||||
}
|
402
trick_sims/SIM_fluid/models/fluid/src/sph_gpu.cu
Normal file
402
trick_sims/SIM_fluid/models/fluid/src/sph_gpu.cu
Normal file
@ -0,0 +1,402 @@
|
||||
|
||||
|
||||
#include "cuda_runtime.h"
|
||||
#include "sph_gpu.h"
|
||||
|
||||
|
||||
#define NUM_THREADS 1024
|
||||
|
||||
Particle* d_particles;
|
||||
Particle** d_spatial_grid;
|
||||
int* d_cell_counts;
|
||||
Fluid* d_fluid;
|
||||
int* d_n;
|
||||
|
||||
|
||||
|
||||
|
||||
__global__ void computeDensityAndPressureGPU(Particle* particles, int* n, Fluid* fluid) {
|
||||
int tid = threadIdx.x;
|
||||
// assuming n is a multiple of NUM_THREADS
|
||||
int block_size = *n / NUM_THREADS;
|
||||
|
||||
int p_start = tid * block_size;
|
||||
int p_end = (tid + 1) * block_size;
|
||||
|
||||
for (int i = p_start; i < p_end; i++) {
|
||||
Particle& pi = particles[i];
|
||||
pi.rho = 0;
|
||||
|
||||
for (int j = 0; j < *n; j++) {
|
||||
|
||||
//Particle &pj = candidate_neighbors[j];
|
||||
|
||||
Particle& pj = particles[j];
|
||||
float rij[3] = {pj.pos[0] - pi.pos[0], pj.pos[1] - pi.pos[1], pj.pos[2] - pi.pos[2]};
|
||||
float r = sqrt(rij[0] * rij[0] + rij[1] * rij[1] + rij[2] * rij[2]);
|
||||
if (r >= 0 && r <= fluid->H) {
|
||||
pi.rho += fluid->MASS * fluid->POLY6 * pow(fluid->HSQ - r * r, 3.f);
|
||||
|
||||
}
|
||||
}
|
||||
/*
|
||||
int grid_x = fluid->CELLS_PER_DIM * ((pi.pos[0] + fluid->BOUND) / (2 * fluid->BOUND));
|
||||
int grid_y = fluid->CELLS_PER_DIM * ((pi.pos[1] + fluid->BOUND) / (2 * fluid->BOUND));
|
||||
int grid_z = fluid->CELLS_PER_DIM * ((pi.pos[2] + fluid->BOUND) / (2 * fluid->BOUND));
|
||||
|
||||
|
||||
|
||||
for (int x = grid_x - 1; x <= grid_x + 1; x++) {
|
||||
for (int y = grid_y - 1; y <= grid_y + 1; y++) {
|
||||
for (int z = grid_z - 1; z <= grid_z + 1; z++) {
|
||||
|
||||
if (x >= 0 && x < fluid->CELLS_PER_DIM && y >= 0 && y < fluid->CELLS_PER_DIM && z >= 0 && z < fluid->CELLS_PER_DIM) {
|
||||
int grid_idx = x + y * fluid->CELLS_PER_DIM + z * fluid->CELLS_PER_DIM * fluid->CELLS_PER_DIM;
|
||||
int num_neighbors = cell_counts[grid_idx];
|
||||
if (num_neighbors == 0) {
|
||||
continue;
|
||||
}
|
||||
Particle* candidate_neighbors = spatial_grid[grid_idx];
|
||||
|
||||
|
||||
for (int j = 0; j < num_neighbors; j++) {
|
||||
|
||||
Particle &pj = candidate_neighbors[j];
|
||||
|
||||
//Particle& pj = particles[j];
|
||||
float rij[3] = {pj.pos[0] - pi.pos[0], pj.pos[1] - pi.pos[1], pj.pos[2] - pi.pos[2]};
|
||||
float r = sqrt(rij[0] * rij[0] + rij[1] * rij[1] + rij[2] * rij[2]);
|
||||
if (r >= 0 && r <= fluid->H) {
|
||||
pi.rho += fluid->MASS * fluid->POLY6 * pow(fluid->HSQ - r * r, 3.f);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
pi.pressure = fluid->GAS_CONST * (pi.rho - fluid->REST_DENS);
|
||||
}
|
||||
|
||||
if (*n % NUM_THREADS != 0 && tid < (*n - NUM_THREADS * block_size)) {
|
||||
int leftover_start = (*n / NUM_THREADS) * NUM_THREADS;
|
||||
p_start = tid + leftover_start;
|
||||
p_end = (tid + 1) + leftover_start;
|
||||
|
||||
for (int i = p_start; i < p_end; i++) {
|
||||
Particle& pi = particles[i];
|
||||
pi.rho = 0;
|
||||
|
||||
for (int j = 0; j < *n; j++) {
|
||||
|
||||
//Particle &pj = candidate_neighbors[j];
|
||||
|
||||
Particle& pj = particles[j];
|
||||
float rij[3] = {pj.pos[0] - pi.pos[0], pj.pos[1] - pi.pos[1], pj.pos[2] - pi.pos[2]};
|
||||
float r = sqrt(rij[0] * rij[0] + rij[1] * rij[1] + rij[2] * rij[2]);
|
||||
if (r >= 0 && r <= fluid->H) {
|
||||
pi.rho += fluid->MASS * fluid->POLY6 * pow(fluid->HSQ - r * r, 3.f);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
pi.pressure = fluid->GAS_CONST * (pi.rho - fluid->REST_DENS);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
__global__ void computeForcesGPU(Particle* particles, int* n, Fluid* fluid) {
|
||||
int tid = threadIdx.x;
|
||||
// assuming n is a multiple of NUM_THREADS
|
||||
int block_size = *n / NUM_THREADS;
|
||||
|
||||
int p_start = tid * block_size;
|
||||
int p_end = (tid + 1) * block_size;
|
||||
|
||||
//for(auto &pi : particles) {
|
||||
for (int i = p_start; i < p_end; i++) {
|
||||
Particle& pi = particles[i];
|
||||
float pressure_force[3] = {0, 0, 0};
|
||||
float viscosity_force[3] = {0, 0, 0};
|
||||
//Particle* candidate_neighbors = all_neighbors[i];
|
||||
for (int j = 0; j < *n; j++) {
|
||||
//Particle& pj = candidate_neighbors[j];
|
||||
Particle& pj = particles[j];
|
||||
if (&pi != &pj) {
|
||||
float rij[3] = {pj.pos[0] - pi.pos[0], pj.pos[1] - pi.pos[1], pj.pos[2] - pi.pos[2]};
|
||||
float r = std::sqrt(rij[0] * rij[0] + rij[1] * rij[1] + rij[2] * rij[2]);
|
||||
float rij_hat[3] = {rij[0] / r, rij[1] / r, rij[2] / r};
|
||||
if (r > 0 && r <= fluid->H) {
|
||||
pressure_force[0] -= rij_hat[0] * fluid->MASS * (pi.pressure + pj.pressure) / (2 * pj.rho) * fluid->SPIKY_GRAD * pow(fluid->H - r, 2.f);
|
||||
pressure_force[1] -= rij_hat[1] * fluid->MASS * (pi.pressure + pj.pressure) / (2 * pj.rho) * fluid->SPIKY_GRAD * pow(fluid->H - r, 2.f);
|
||||
pressure_force[2] -= rij_hat[2] * fluid->MASS * (pi.pressure + pj.pressure) / (2 * pj.rho) * fluid->SPIKY_GRAD * pow(fluid->H - r, 2.f);
|
||||
|
||||
viscosity_force[0] += fluid->VISC * fluid->MASS * ((pj.velocity[0] - pi.velocity[0]) / pj.rho) * fluid->VISC_LAP * (fluid->H - r);
|
||||
viscosity_force[1] += fluid->VISC * fluid->MASS * ((pj.velocity[1] - pi.velocity[1]) / pj.rho) * fluid->VISC_LAP * (fluid->H - r);
|
||||
viscosity_force[2] += fluid->VISC * fluid->MASS * ((pj.velocity[2] - pi.velocity[2]) / pj.rho) * fluid->VISC_LAP * (fluid->H - r);
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
float G[3] = {0.f, fluid->G_STRENGTH * -9.8f, 0.f};
|
||||
float gravity_force[3] = {pi.rho * G[0], pi.rho * G[1], pi.rho * G[2]};
|
||||
pi.force[0] = viscosity_force[0] + pressure_force[0] + gravity_force[0];
|
||||
pi.force[1] = viscosity_force[1] + pressure_force[1] + gravity_force[1];
|
||||
pi.force[2] = viscosity_force[2] + pressure_force[2] + gravity_force[2];
|
||||
}
|
||||
|
||||
if (*n % NUM_THREADS != 0 && tid < (*n - NUM_THREADS * block_size)) {
|
||||
int leftover_start = (*n / NUM_THREADS) * NUM_THREADS;
|
||||
p_start = tid + leftover_start;
|
||||
p_end = (tid + 1) + leftover_start;
|
||||
|
||||
//for(auto &pi : particles) {
|
||||
for (int i = p_start; i < p_end; i++) {
|
||||
Particle& pi = particles[i];
|
||||
float pressure_force[3] = {0, 0, 0};
|
||||
float viscosity_force[3] = {0, 0, 0};
|
||||
//Particle* candidate_neighbors = all_neighbors[i];
|
||||
for (int j = 0; j < *n; j++) {
|
||||
//Particle& pj = candidate_neighbors[j];
|
||||
Particle& pj = particles[j];
|
||||
if (&pi != &pj) {
|
||||
float rij[3] = {pj.pos[0] - pi.pos[0], pj.pos[1] - pi.pos[1], pj.pos[2] - pi.pos[2]};
|
||||
float r = std::sqrt(rij[0] * rij[0] + rij[1] * rij[1] + rij[2] * rij[2]);
|
||||
float rij_hat[3] = {rij[0] / r, rij[1] / r, rij[2] / r};
|
||||
if (r > 0 && r <= fluid->H) {
|
||||
pressure_force[0] -= rij_hat[0] * fluid->MASS * (pi.pressure + pj.pressure) / (2 * pj.rho) * fluid->SPIKY_GRAD * pow(fluid->H - r, 2.f);
|
||||
pressure_force[1] -= rij_hat[1] * fluid->MASS * (pi.pressure + pj.pressure) / (2 * pj.rho) * fluid->SPIKY_GRAD * pow(fluid->H - r, 2.f);
|
||||
pressure_force[2] -= rij_hat[2] * fluid->MASS * (pi.pressure + pj.pressure) / (2 * pj.rho) * fluid->SPIKY_GRAD * pow(fluid->H - r, 2.f);
|
||||
|
||||
viscosity_force[0] += fluid->VISC * fluid->MASS * ((pj.velocity[0] - pi.velocity[0]) / pj.rho) * fluid->VISC_LAP * (fluid->H - r);
|
||||
viscosity_force[1] += fluid->VISC * fluid->MASS * ((pj.velocity[1] - pi.velocity[1]) / pj.rho) * fluid->VISC_LAP * (fluid->H - r);
|
||||
viscosity_force[2] += fluid->VISC * fluid->MASS * ((pj.velocity[2] - pi.velocity[2]) / pj.rho) * fluid->VISC_LAP * (fluid->H - r);
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
float G[3] = {0.f, fluid->G_STRENGTH * -9.8f, 0.f};
|
||||
float gravity_force[3] = {pi.rho * G[0], pi.rho * G[1], pi.rho * G[2]};
|
||||
pi.force[0] = viscosity_force[0] + pressure_force[0] + gravity_force[0];
|
||||
pi.force[1] = viscosity_force[1] + pressure_force[1] + gravity_force[1];
|
||||
pi.force[2] = viscosity_force[2] + pressure_force[2] + gravity_force[2];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
__global__ void verletUpdatePosition(Particle* particles, int* n, Fluid* fluid) {
|
||||
int tid = threadIdx.x;
|
||||
// assuming n is a multiple of NUM_THREADS
|
||||
int block_size = *n / NUM_THREADS;
|
||||
int p_start = tid * block_size;
|
||||
int p_end = (tid + 1) * block_size;
|
||||
for (int i = p_start; i < p_end; i++) {
|
||||
Particle& pi = particles[i];
|
||||
pi.pos[0] += fluid->DT * pi.velocity[0];
|
||||
pi.pos[1] += fluid->DT * pi.velocity[1];
|
||||
pi.pos[2] += fluid->DT * pi.velocity[2];
|
||||
}
|
||||
|
||||
if (*n % NUM_THREADS != 0 && tid < (*n - NUM_THREADS * block_size)) {
|
||||
int leftover_start = (*n / NUM_THREADS) * NUM_THREADS;
|
||||
p_start = tid + leftover_start;
|
||||
p_end = (tid + 1) + leftover_start;
|
||||
for (int i = p_start; i < p_end; i++) {
|
||||
Particle& pi = particles[i];
|
||||
pi.pos[0] += fluid->DT * pi.velocity[0];
|
||||
pi.pos[1] += fluid->DT * pi.velocity[1];
|
||||
pi.pos[2] += fluid->DT * pi.velocity[2];
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
__global__ void timeIntegrationGPU(Particle* particles, int* n, Fluid* fluid) {
|
||||
int tid = threadIdx.x;
|
||||
// assuming n is a multiple of NUM_THREADS
|
||||
int block_size = *n / NUM_THREADS;
|
||||
int p_start = tid * block_size;
|
||||
int p_end = (tid + 1) * block_size;
|
||||
for (int i = p_start; i < p_end; i++) {
|
||||
Particle& pi = particles[i];
|
||||
//pi.pos += DT * pi.velocity;
|
||||
pi.velocity[0] += fluid->DT * pi.force[0] / pi.rho;
|
||||
pi.velocity[1] += fluid->DT * pi.force[1] / pi.rho;
|
||||
pi.velocity[2] += fluid->DT * pi.force[2] / pi.rho;
|
||||
|
||||
if (pi.pos[2] - fluid->EPS < -fluid->BOUND) {
|
||||
pi.velocity[2] *= fluid->BOUND_DAMPING;
|
||||
pi.pos[2] = -fluid->BOUND + fluid->EPS;
|
||||
}
|
||||
|
||||
if (pi.pos[2] + fluid->EPS > fluid->BOUND) {
|
||||
pi.velocity[2] *= fluid->BOUND_DAMPING;
|
||||
pi.pos[2] = fluid->BOUND - fluid->EPS;
|
||||
}
|
||||
|
||||
if (pi.pos[1] - fluid->EPS < -fluid->BOUND) {
|
||||
pi.velocity[1] *= fluid->BOUND_DAMPING;
|
||||
pi.pos[1] = -fluid->BOUND + fluid->EPS;
|
||||
}
|
||||
|
||||
if (pi.pos[1] + fluid->EPS > fluid->BOUND) {
|
||||
pi.velocity[1] *= fluid->BOUND_DAMPING;
|
||||
pi.pos[1] = fluid->BOUND - fluid->EPS;
|
||||
}
|
||||
|
||||
if (pi.pos[0] - fluid->EPS < -fluid->BOUND) {
|
||||
pi.velocity[0] *= fluid->BOUND_DAMPING;
|
||||
pi.pos[0] = -fluid->BOUND + fluid->EPS;
|
||||
}
|
||||
if (pi.pos[0] + fluid->EPS > fluid->BOUND) {
|
||||
pi.velocity[0] *= fluid->BOUND_DAMPING;
|
||||
pi.pos[0] = fluid->BOUND - fluid->EPS;
|
||||
}
|
||||
}
|
||||
|
||||
if (*n % NUM_THREADS != 0 && tid < (*n - NUM_THREADS * block_size)) {
|
||||
int leftover_start = (*n / NUM_THREADS) * NUM_THREADS;
|
||||
p_start = tid + leftover_start;
|
||||
p_end = (tid + 1) + leftover_start;
|
||||
|
||||
for (int i = p_start; i < p_end; i++) {
|
||||
Particle& pi = particles[i];
|
||||
//pi.pos += DT * pi.velocity;
|
||||
pi.velocity[0] += fluid->DT * pi.force[0] / pi.rho;
|
||||
pi.velocity[1] += fluid->DT * pi.force[1] / pi.rho;
|
||||
pi.velocity[2] += fluid->DT * pi.force[2] / pi.rho;
|
||||
|
||||
if (pi.pos[2] - fluid->EPS < -fluid->BOUND) {
|
||||
pi.velocity[2] *= fluid->BOUND_DAMPING;
|
||||
pi.pos[2] = -fluid->BOUND + fluid->EPS;
|
||||
}
|
||||
|
||||
if (pi.pos[2] + fluid->EPS > fluid->BOUND) {
|
||||
pi.velocity[2] *= fluid->BOUND_DAMPING;
|
||||
pi.pos[2] = fluid->BOUND - fluid->EPS;
|
||||
}
|
||||
|
||||
if (pi.pos[1] - fluid->EPS < -fluid->BOUND) {
|
||||
pi.velocity[1] *= fluid->BOUND_DAMPING;
|
||||
pi.pos[1] = -fluid->BOUND + fluid->EPS;
|
||||
}
|
||||
|
||||
if (pi.pos[1] + fluid->EPS > fluid->BOUND) {
|
||||
pi.velocity[1] *= fluid->BOUND_DAMPING;
|
||||
pi.pos[1] = fluid->BOUND - fluid->EPS;
|
||||
}
|
||||
|
||||
if (pi.pos[0] - fluid->EPS < -fluid->BOUND) {
|
||||
pi.velocity[0] *= fluid->BOUND_DAMPING;
|
||||
pi.pos[0] = -fluid->BOUND + fluid->EPS;
|
||||
}
|
||||
if (pi.pos[0] + fluid->EPS > fluid->BOUND) {
|
||||
pi.velocity[0] *= fluid->BOUND_DAMPING;
|
||||
pi.pos[0] = fluid->BOUND - fluid->EPS;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void initSPH_GPU(std::vector<Particle>& particles, Fluid* fluid) {
|
||||
int n = fluid->NUM_PARTICLES;
|
||||
|
||||
cudaMalloc(&d_particles, n * sizeof(Particle));
|
||||
cudaMalloc(&d_fluid, sizeof(Fluid));
|
||||
cudaMalloc(&d_n, sizeof(int));
|
||||
|
||||
cudaMemcpy(d_fluid, fluid, sizeof(Fluid), cudaMemcpyHostToDevice);
|
||||
cudaMemcpy(d_particles, particles.data(), n * sizeof(Particle), cudaMemcpyHostToDevice);
|
||||
cudaMemcpy(d_n, &n, sizeof(int), cudaMemcpyHostToDevice);
|
||||
|
||||
|
||||
/*
|
||||
int num_cells = std::pow(fluid->CELLS_PER_DIM, 3);
|
||||
cudaMallocManaged(&d_spatial_grid, num_cells * sizeof(Particle*));
|
||||
cudaMallocManaged(&d_cell_counts, num_cells * sizeof(int));
|
||||
|
||||
for (int i = 0; i < num_cells; i++)
|
||||
{
|
||||
if (fluid->spatialGrid.find(i) != fluid->spatialGrid.end()) {
|
||||
|
||||
std::vector<Particle> cellParticles = fluid->spatialGrid[i];
|
||||
|
||||
Particle* array;
|
||||
cudaMallocManaged(&array, cellParticles.size() * sizeof(Particle));
|
||||
d_cell_counts[i] = cellParticles.size();
|
||||
|
||||
for(int j = 0; j < cellParticles.size(); j++) {
|
||||
array[j] = cellParticles[j];
|
||||
}
|
||||
|
||||
|
||||
d_spatial_grid[i] = array;
|
||||
} else {
|
||||
cudaMalloc(&d_spatial_grid[i], sizeof(Particle));
|
||||
d_cell_counts[i] = n;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
for (int i = 0; i < num_cells; i++)
|
||||
{
|
||||
if (fluid->spatialGrid.find(i) != fluid->spatialGrid.end()) {
|
||||
|
||||
std::vector<Particle> cellParticles = fluid->spatialGrid[i];
|
||||
|
||||
Particle* array;
|
||||
cudaMallocManaged(&array, cellParticles.size() * sizeof(Particle));
|
||||
d_cell_counts[i] = cellParticles.size();
|
||||
|
||||
for(int j = 0; j < cellParticles.size(); j++) {
|
||||
array[j] = cellParticles[j];
|
||||
}
|
||||
|
||||
cudaFree(d_spatial_grid[i]);
|
||||
d_spatial_grid[i] = array;
|
||||
} else {
|
||||
d_cell_counts[i] = n;
|
||||
}
|
||||
}*/
|
||||
|
||||
}
|
||||
|
||||
void updateSPH_GPU(std::vector<Particle>& particles, Fluid* fluid) {
|
||||
int n = fluid->NUM_PARTICLES;
|
||||
|
||||
verletUpdatePosition<<<1, NUM_THREADS>>>(d_particles, d_n, d_fluid);
|
||||
|
||||
computeDensityAndPressureGPU << <1, NUM_THREADS >> > (d_particles, d_n, d_fluid);
|
||||
|
||||
computeForcesGPU << <1, NUM_THREADS >> > (d_particles, d_n, d_fluid);
|
||||
|
||||
timeIntegrationGPU << <1, NUM_THREADS >> > (d_particles, d_n, d_fluid);
|
||||
|
||||
cudaDeviceSynchronize();
|
||||
|
||||
cudaMemcpy(particles.data(), d_particles, n * sizeof(Particle), cudaMemcpyDeviceToHost);
|
||||
/*
|
||||
for (int i = 0; i < num_cells; i++)
|
||||
{
|
||||
cudaFree(&d_spatial_grid[i]);
|
||||
|
||||
}
|
||||
*/
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
void shutdownSPH_GPU(std::vector<Particle>& particles, Fluid* fluid) {
|
||||
cudaFree(d_particles);
|
||||
cudaFree(d_fluid);
|
||||
cudaFree(d_n);
|
||||
}
|
13
trick_sims/SIM_fluid/models/fluid/src/sph_gpu.h
Normal file
13
trick_sims/SIM_fluid/models/fluid/src/sph_gpu.h
Normal file
@ -0,0 +1,13 @@
|
||||
|
||||
#include <vector>
|
||||
#include <stdio.h>
|
||||
#include "../include/Particle.hh"
|
||||
#include "../include/Fluid.hh"
|
||||
|
||||
#ifndef SPH_GPU_H
|
||||
#define SPH_GPU_H
|
||||
void initSPH_GPU(std::vector<Particle>& particles, Fluid* fluid);
|
||||
void updateSPH_GPU(std::vector<Particle>& particles, Fluid* fluid);
|
||||
void shutdownSPH_GPU(std::vector<Particle>& particles, Fluid* fluid);
|
||||
|
||||
#endif
|
Loading…
Reference in New Issue
Block a user