Switch to using wgpu for vis
This commit is contained in:
2355
Cargo.lock
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2355
Cargo.lock
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File diff suppressed because it is too large
Load Diff
@@ -6,3 +6,9 @@ edition = "2024"
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[dependencies]
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crossterm = "0.29.0"
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ratatui = "0.29.0"
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env_logger = "0.11"
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pollster = "0.4"
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wgpu = "28.0.0"
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winit = { version = "0.30.8", features = ["android-native-activity"] }
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bytemuck = { version = "1.24", features = ["derive"] }
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@@ -4,3 +4,10 @@ A simple 2D fluid simulation
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## References
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- [Website from Ten Minute Physics](https://matthias-research.github.io/pages/tenMinutePhysics/17-fluidSim.html)
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- [PDF from Ten Minute Physics](https://matthias-research.github.io/pages/tenMinutePhysics/17-fluidSim.pdf)
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## Debug on Macos
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- Build in release mode
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- Start XCode
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- Debug Executable -> Select newly build binary
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- Start task
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- Click on Metal Logo and Capture a single frame
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649
src/main.rs
649
src/main.rs
@@ -1,96 +1,579 @@
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use crossterm::event::{self, Event};
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use ratatui::{text::Text, Frame, widgets::canvas::Canvas, widgets::canvas::Points, widgets::canvas::Rectangle};
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use std::sync::Arc;
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use std::borrow::Cow;
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use fluidsim::{Domain, simulate};
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use winit::{
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application::ApplicationHandler,
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event::WindowEvent,
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keyboard::Key,
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event_loop::{ActiveEventLoop, ControlFlow, EventLoop, OwnedDisplayHandle},
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window::{Window, WindowId},
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};
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use wgpu::util::DeviceExt;
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fn main() {
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let width = 140;
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let height = 60;
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struct State {
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window: Arc<Window>,
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device: wgpu::Device,
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queue: Arc<wgpu::Queue>,
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size: winit::dpi::PhysicalSize<u32>,
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surface: wgpu::Surface<'static>,
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surface_format: wgpu::TextureFormat,
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let mut t_domain = fluidsim::ten_minute_physics::Domain::new(1000.0, width, height);
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t_domain.set_s_with(|x, y| {
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1.0
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});
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t_domain.set_u_with(|x, y| {
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if x == 0 {
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2.0
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} else {
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0.0
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}
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});
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render_pipeline: wgpu::RenderPipeline,
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t_domain.set_s_with(|x, y| {
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if x > 40 && x < 50 && y > 20 && y < 30 {
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return 0.0;
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}
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1.0
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});
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let domain_mtx_1 = std::sync::Arc::new(std::sync::Mutex::new(t_domain.clone()));
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let domain_mtx = domain_mtx_1.clone();
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std::thread::spawn(move || {
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let mut start = t_domain;
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for i in 0.. {
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// println!("Iteration {}", i);
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start.reset_pressure();
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start.solve_incompressibility(100, 0.01);
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start.extrapolate();
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start.advect_vel(0.01);
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start.advect_smoke(0.01);
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if let Ok(mut mtx) = domain_mtx.try_lock() {
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*mtx = start.clone();
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}
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std::thread::sleep(std::time::Duration::from_millis(10));
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}
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});
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let domain_mtx = domain_mtx_1;
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let mut domain = domain_mtx.lock().unwrap().clone();
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let mut terminal = ratatui::init();
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loop {
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domain = domain_mtx.lock().unwrap().clone();
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terminal.draw(|frame| {
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draw(frame, &domain)
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}).expect("failed to draw frame");
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match event::read().expect("failed to read event") {
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Event::Key(k) if k.code == crossterm::event::KeyCode::Esc => {
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break;
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}
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_ => {}
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};
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}
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ratatui::restore();
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vertices: Vec<Vertex>,
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vertex_buffer: Arc<wgpu::Buffer>,
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texture: Arc<wgpu::Texture>,
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diffuse_bind_group: wgpu::BindGroup,
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}
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fn draw(frame: &mut Frame, domain: &fluidsim::ten_minute_physics::Domain) {
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let (width, height) = domain.inner_dims();
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#[repr(C)]
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#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
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struct Vertex {
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position: [f32; 3],
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world_pos: [f32; 3],
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}
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let canvas = Canvas::default().x_bounds([0.0, width as f64]).y_bounds([0.0, height as f64]).paint(|ctx| {
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let (min_v, max_v) = domain.smoke_iter().fold((f32::MAX, f32::MIN), |(mip, map), v| {
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(mip.min(v.2), map.max(v.2))
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impl Vertex {
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fn desc() -> wgpu::VertexBufferLayout<'static> {
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wgpu::VertexBufferLayout {
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array_stride: std::mem::size_of::<Vertex>() as wgpu::BufferAddress,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &[
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wgpu::VertexAttribute {
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offset: 0,
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shader_location: 0,
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format: wgpu::VertexFormat::Float32x3,
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},
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wgpu::VertexAttribute {
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offset: std::mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
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shader_location: 1,
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format: wgpu::VertexFormat::Float32x3,
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}
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]
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}
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}
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}
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impl State {
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async fn new(display: OwnedDisplayHandle, window: Arc<Window>, domain: &fluidsim::ten_minute_physics::Domain) -> State {
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let instance = wgpu::Instance::new(
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&wgpu::InstanceDescriptor::default(),
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);
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let adapter = instance
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.request_adapter(&wgpu::RequestAdapterOptions::default())
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.await
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.unwrap();
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let (device, queue) = adapter
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.request_device(&wgpu::DeviceDescriptor::default())
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.await
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.unwrap();
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let size = window.inner_size();
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let surface = instance.create_surface(window.clone()).unwrap();
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let cap = surface.get_capabilities(&adapter);
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let surface_format = cap.formats[0];
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("Shader"),
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source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
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});
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let (ig_width, ig_height) = domain.inner_dims();
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let (g_width, g_height) = (ig_width as f32+2.0, ig_height as f32 + 2.0);
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let vertices: Vec<Vertex> = domain.all_grid_iter().flat_map(|(x, y)| {
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let left_bound = ((x as f32 / g_width) - 0.5)*2.0;
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let upper_bound = ((y as f32 / g_height) - 0.5)*-2.0;
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let h_step = 2.0 / g_height;
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let w_step = 2.0 / g_width;
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[
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Vertex {
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position: [left_bound, upper_bound, 0.0],
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world_pos: [x as f32 / g_width, y as f32 / g_height, 0.0],
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},
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Vertex {
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position: [left_bound+w_step/2.0, upper_bound+h_step/2.0, 0.0],
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world_pos: [x as f32 / g_width, y as f32 / g_height, 0.0],
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},
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Vertex {
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position: [left_bound, upper_bound+h_step, 0.0],
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world_pos: [x as f32 / g_width, y as f32 / g_height, 0.0],
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}
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]
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}).collect();
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let vertex_buffer = device.create_buffer_init(
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&wgpu::util::BufferInitDescriptor {
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label: Some("Vertex Buffer"),
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contents: bytemuck::cast_slice(&vertices),
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usage: wgpu::BufferUsages::VERTEX,
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}
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);
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let texture_size = wgpu::Extent3d {
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width: domain.inner_dims().0 as u32 + 2,
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height: domain.inner_dims().1 as u32 + 2,
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depth_or_array_layers: 1,
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};
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let diffuse_texture = device.create_texture(
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&wgpu::TextureDescriptor {
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size: texture_size,
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mip_level_count: 1, // We'll talk about this a little later
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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// Most images are stored using sRGB, so we need to reflect that here.
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format: wgpu::TextureFormat::Rgba8Unorm,
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// TEXTURE_BINDING tells wgpu that we want to use this texture in shaders
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// COPY_DST means that we want to copy data to this texture
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usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
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label: Some("diffuse_texture"),
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// This is the same as with the SurfaceConfig. It
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// specifies what texture formats can be used to
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// create TextureViews for this texture. The base
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// texture format (Rgba8UnormSrgb in this case) is
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// always supported. Note that using a different
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// texture format is not supported on the WebGL2
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// backend.
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view_formats: &[],
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}
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);
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// We don't need to configure the texture view much, so let's
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// let wgpu define it.
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let diffuse_texture_view = diffuse_texture.create_view(&wgpu::TextureViewDescriptor::default());
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let diffuse_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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address_mode_u: wgpu::AddressMode::ClampToEdge,
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address_mode_v: wgpu::AddressMode::ClampToEdge,
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address_mode_w: wgpu::AddressMode::ClampToEdge,
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mag_filter: wgpu::FilterMode::Linear,
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min_filter: wgpu::FilterMode::Nearest,
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mipmap_filter: wgpu::MipmapFilterMode::Nearest,
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..Default::default()
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});
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let texture_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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multisampled: false,
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view_dimension: wgpu::TextureViewDimension::D2,
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::FRAGMENT,
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// This should match the filterable field of the
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// corresponding Texture entry above.
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
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count: None,
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},
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],
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label: Some("texture_bind_group_layout"),
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});
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let diffuse_bind_group = device.create_bind_group(
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&wgpu::BindGroupDescriptor {
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layout: &texture_bind_group_layout,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(&diffuse_texture_view),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(&diffuse_sampler),
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}
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],
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label: Some("diffuse_bind_group"),
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}
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);
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let render_pipeline_layout =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Render Pipeline Layout"),
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bind_group_layouts: &[&texture_bind_group_layout],
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immediate_size: 0,
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});
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let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Render Pipeline"),
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layout: Some(&render_pipeline_layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: Some("vs_main"), // 1.
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buffers: &[
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Vertex::desc()
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], // 2.
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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},
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fragment: Some(wgpu::FragmentState { // 3.
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module: &shader,
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entry_point: Some("fs_main"),
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targets: &[Some(wgpu::ColorTargetState { // 4.
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format: surface_format,
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blend: Some(wgpu::BlendState::REPLACE),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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}),
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// continued ...
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList, // 1.
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strip_index_format: None,
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front_face: wgpu::FrontFace::Ccw, // 2.
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cull_mode: Some(wgpu::Face::Back),
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// Setting this to anything other than Fill requires Features::NON_FILL_POLYGON_MODE
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polygon_mode: wgpu::PolygonMode::Fill,
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// Requires Features::DEPTH_CLIP_CONTROL
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unclipped_depth: false,
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// Requires Features::CONSERVATIVE_RASTERIZATION
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conservative: false,
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},
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// continued ...
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depth_stencil: None, // 1.
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multisample: wgpu::MultisampleState {
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count: 1, // 2.
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mask: !0, // 3.
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alpha_to_coverage_enabled: false, // 4.
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},
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// multiview: None, // 5.
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multiview_mask: None,
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cache: None, // 6.
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});
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for (x, y, d) in domain.smoke_iter() {
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let inter = ((d - min_v) / (max_v - min_v)).sqrt();
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let color = ratatui::style::Color::Rgb((255.0*inter) as u8, (255.0*inter) as u8, 0);
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ctx.draw(&Points {
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coords: &[(-0.5 + x as f64, -0.5 + y as f64)],
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color: color,
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})
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}
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});
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frame.render_widget(canvas, frame.area());
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let state = State {
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window,
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device,
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queue: Arc::new(queue),
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size,
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surface,
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surface_format,
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render_pipeline,
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vertex_buffer: Arc::new(vertex_buffer),
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vertices,
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texture: Arc::new(diffuse_texture),
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diffuse_bind_group,
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};
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// let text = Text::raw("Hello World!");
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// frame.render_widget(text, frame.area());
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// Configure surface for the first time
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state.configure_surface();
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state
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}
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fn get_window(&self) -> &Window {
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&self.window
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}
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fn configure_surface(&self) {
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let surface_config = wgpu::SurfaceConfiguration {
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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format: self.surface_format,
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// Request compatibility with the sRGB-format texture view we‘re going to create later.
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view_formats: vec![self.surface_format.add_srgb_suffix()],
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alpha_mode: wgpu::CompositeAlphaMode::Auto,
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width: self.size.width,
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height: self.size.height,
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desired_maximum_frame_latency: 2,
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present_mode: wgpu::PresentMode::AutoVsync,
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};
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self.surface.configure(&self.device, &surface_config);
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}
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fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
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self.size = new_size;
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// reconfigure the surface
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self.configure_surface();
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}
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fn render(&mut self) {
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// Create texture view
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let surface_texture = self
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.surface
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.get_current_texture()
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.expect("failed to acquire next swapchain texture");
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let texture_view = surface_texture
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.texture
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.create_view(&wgpu::TextureViewDescriptor {
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// Without add_srgb_suffix() the image we will be working with
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// might not be "gamma correct".
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format: Some(self.surface_format.add_srgb_suffix()),
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..Default::default()
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});
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// Renders a GREEN screen
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let mut encoder = self.device.create_command_encoder(&Default::default());
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// Create the renderpass which will clear the screen.
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let mut renderpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: None,
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: &texture_view,
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depth_slice: None,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
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store: wgpu::StoreOp::Store,
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},
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})],
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depth_stencil_attachment: None,
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timestamp_writes: None,
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occlusion_query_set: None,
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multiview_mask: None,
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});
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// If you wanted to call any drawing commands, they would go here.
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renderpass.set_pipeline(&self.render_pipeline);
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renderpass.set_bind_group(0, &self.diffuse_bind_group, &[]);
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renderpass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
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renderpass.draw(0..self.vertices.len() as u32, 0..1);
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// End the renderpass.
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drop(renderpass);
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||||
// Submit the command in the queue to execute
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self.queue.submit([encoder.finish()]);
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||||
self.window.pre_present_notify();
|
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surface_texture.present();
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||||
}
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||||
}
|
||||
|
||||
#[derive(Default)]
|
||||
struct App {
|
||||
state: Option<State>,
|
||||
vis: Arc<std::sync::atomic::AtomicU8>,
|
||||
}
|
||||
|
||||
impl ApplicationHandler for App {
|
||||
fn resumed(&mut self, event_loop: &ActiveEventLoop) {
|
||||
// Create window object
|
||||
let window = Arc::new(
|
||||
event_loop
|
||||
.create_window(Window::default_attributes())
|
||||
.unwrap(),
|
||||
);
|
||||
|
||||
let mut domain = fluidsim::ten_minute_physics::Domain::new(100.0, 100, 100);
|
||||
domain.set_s_with(|x, y| {
|
||||
if x > 30 && x < 40 && y > 40 && y < 60 {
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
1.0
|
||||
});
|
||||
domain.set_u_with(|x, y| {
|
||||
if x == 0 {
|
||||
2.0
|
||||
} else {
|
||||
0.0
|
||||
}
|
||||
});
|
||||
domain.set_smoke_with(|x, y| {
|
||||
if x == 0 {
|
||||
2.0
|
||||
} else {
|
||||
0.0
|
||||
}
|
||||
});
|
||||
|
||||
|
||||
let state = pollster::block_on(State::new(
|
||||
event_loop.owned_display_handle(),
|
||||
window.clone(),
|
||||
&domain
|
||||
));
|
||||
|
||||
let vis = Arc::new(std::sync::atomic::AtomicU8::new(Visualisations::AbsoluteVelocity as u8));
|
||||
|
||||
let queue = state.queue.clone();
|
||||
let texture = state.texture.clone();
|
||||
let vis_clone = vis.clone();
|
||||
|
||||
std::thread::spawn(move || {
|
||||
simulate(domain, queue, texture, vis_clone);
|
||||
});
|
||||
|
||||
self.state = Some(state);
|
||||
self.vis = vis;
|
||||
|
||||
window.request_redraw();
|
||||
}
|
||||
|
||||
fn window_event(&mut self, event_loop: &ActiveEventLoop, _id: WindowId, event: WindowEvent) {
|
||||
let state = self.state.as_mut().unwrap();
|
||||
match event {
|
||||
WindowEvent::CloseRequested => {
|
||||
println!("The close button was pressed; stopping");
|
||||
event_loop.exit();
|
||||
}
|
||||
WindowEvent::RedrawRequested => {
|
||||
state.render();
|
||||
// Emits a new redraw requested event.
|
||||
state.get_window().request_redraw();
|
||||
}
|
||||
WindowEvent::Resized(size) => {
|
||||
// Reconfigures the size of the surface. We do not re-render
|
||||
// here as this event is always followed up by redraw request.
|
||||
state.resize(size);
|
||||
}
|
||||
WindowEvent::KeyboardInput { device_id, event, is_synthetic } => {
|
||||
match event.logical_key.as_ref() {
|
||||
Key::Character("1") => {
|
||||
self.vis.store(Visualisations::AbsoluteVelocity.into(), std::sync::atomic::Ordering::SeqCst);
|
||||
}
|
||||
Key::Character("2") => {
|
||||
self.vis.store(Visualisations::Smoke.into(), std::sync::atomic::Ordering::SeqCst);
|
||||
}
|
||||
Key::Character("3") => {
|
||||
self.vis.store(Visualisations::Pressure.into(), std::sync::atomic::Ordering::SeqCst);
|
||||
}
|
||||
_ => {}
|
||||
};
|
||||
}
|
||||
_ => (),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[repr(u8)]
|
||||
enum Visualisations {
|
||||
AbsoluteVelocity,
|
||||
Smoke,
|
||||
Pressure,
|
||||
}
|
||||
|
||||
impl From<u8> for Visualisations {
|
||||
fn from(value: u8) -> Self {
|
||||
match value {
|
||||
0 => Self::AbsoluteVelocity,
|
||||
1 => Self::Smoke,
|
||||
2 => Self::Pressure,
|
||||
other => panic!("{}", other),
|
||||
}
|
||||
}
|
||||
}
|
||||
impl Into<u8> for Visualisations {
|
||||
fn into(self) -> u8 {
|
||||
match self {
|
||||
Self::AbsoluteVelocity => 0,
|
||||
Self::Smoke => 1,
|
||||
Self::Pressure => 2,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn simulate(mut domain: fluidsim::ten_minute_physics::Domain, queue: Arc<wgpu::Queue>, texture: Arc<wgpu::Texture>, vis: Arc<std::sync::atomic::AtomicU8>) {
|
||||
for i in 0.. {
|
||||
println!("Iteration: {}", i);
|
||||
|
||||
domain.reset_pressure();
|
||||
|
||||
domain.solve_incompressibility(75, 0.01);
|
||||
// domain.extrapolate();
|
||||
domain.advect_vel(0.01);
|
||||
domain.advect_smoke(0.01);
|
||||
|
||||
let data = match Visualisations::from(vis.load(std::sync::atomic::Ordering::SeqCst)) {
|
||||
Visualisations::AbsoluteVelocity => {
|
||||
let (min_div, max_div) = domain.vel_iter().fold((f32::MAX, f32::MIN), |acc, (_, _, v)| {
|
||||
let v = (v.0*v.0 + v.1*v.1).sqrt();
|
||||
(acc.0.min(v), acc.1.max(v))
|
||||
});
|
||||
domain.vel_iter().flat_map(|(_, _, v)| {
|
||||
let v = (v.0*v.0 + v.1*v.1).sqrt();
|
||||
let v = (v - min_div) / (max_div - min_div);
|
||||
|
||||
[(v * 255.0) as u8, 0, 0, 255]
|
||||
}).collect::<Vec<_>>()
|
||||
}
|
||||
Visualisations::Smoke => {
|
||||
let (min_div, max_div) = domain.smoke_iter().fold((f32::MAX, f32::MIN), |acc, (_, _, v)| {
|
||||
(acc.0.min(v), acc.1.max(v))
|
||||
});
|
||||
domain.smoke_iter().flat_map(|(_, _, v)| {
|
||||
let v = (v - min_div) / (max_div - min_div);
|
||||
|
||||
[(v * 255.0) as u8, 0, 0, 255]
|
||||
}).collect::<Vec<_>>()
|
||||
}
|
||||
Visualisations::Pressure => {
|
||||
let (min_div, max_div) = domain.pressure_iter().fold((f32::MAX, f32::MIN), |acc, (_, _, v)| {
|
||||
(acc.0.min(v), acc.1.max(v))
|
||||
});
|
||||
domain.pressure_iter().flat_map(|(_, _, v)| {
|
||||
let v = (v - min_div) / (max_div - min_div);
|
||||
|
||||
[(v * 255.0) as u8, 0, 0, 255]
|
||||
}).collect::<Vec<_>>()
|
||||
}
|
||||
};
|
||||
|
||||
let dims = domain.inner_dims();
|
||||
let texture_size = wgpu::Extent3d {
|
||||
width: domain.inner_dims().0 as u32 + 2,
|
||||
height: domain.inner_dims().1 as u32 + 2,
|
||||
depth_or_array_layers: 1,
|
||||
};
|
||||
|
||||
assert_eq!(data.len() as u32, texture_size.width*texture_size.height*4);
|
||||
|
||||
queue.write_texture(
|
||||
// Tells wgpu where to copy the pixel data
|
||||
wgpu::TexelCopyTextureInfo {
|
||||
texture: &texture,
|
||||
mip_level: 0,
|
||||
origin: wgpu::Origin3d::ZERO,
|
||||
aspect: wgpu::TextureAspect::All,
|
||||
},
|
||||
// The actual pixel data
|
||||
&data,
|
||||
// The layout of the texture
|
||||
wgpu::TexelCopyBufferLayout {
|
||||
offset: 0,
|
||||
bytes_per_row: Some(4 * (dims.0 as u32 + 2)),
|
||||
rows_per_image: Some(dims.1 as u32 + 2),
|
||||
},
|
||||
texture_size,
|
||||
);
|
||||
queue.submit([]);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
fn main() {
|
||||
// wgpu uses `log` for all of our logging, so we initialize a logger with the `env_logger` crate.
|
||||
//
|
||||
// To change the log level, set the `RUST_LOG` environment variable. See the `env_logger`
|
||||
// documentation for more information.
|
||||
env_logger::init();
|
||||
|
||||
let event_loop = EventLoop::new().unwrap();
|
||||
|
||||
// When the current loop iteration finishes, immediately begin a new
|
||||
// iteration regardless of whether or not new events are available to
|
||||
// process. Preferred for applications that want to render as fast as
|
||||
// possible, like games.
|
||||
event_loop.set_control_flow(ControlFlow::Poll);
|
||||
|
||||
// When the current loop iteration finishes, suspend the thread until
|
||||
// another event arrives. Helps keeping CPU utilization low if nothing
|
||||
// is happening, which is preferred if the application might be idling in
|
||||
// the background.
|
||||
// event_loop.set_control_flow(ControlFlow::Wait);
|
||||
|
||||
let mut app = App::default();
|
||||
event_loop.run_app(&mut app).unwrap();
|
||||
}
|
||||
|
||||
33
src/shader.wgsl
Normal file
33
src/shader.wgsl
Normal file
@@ -0,0 +1,33 @@
|
||||
// Vertex shader
|
||||
|
||||
struct VertexInput {
|
||||
@location(0) position: vec3<f32>,
|
||||
@location(1) world_pos: vec3<f32>,
|
||||
};
|
||||
|
||||
struct VertexOutput {
|
||||
@builtin(position) clip_position: vec4<f32>,
|
||||
@location(0) world_pos: vec3<f32>,
|
||||
};
|
||||
|
||||
@vertex
|
||||
fn vs_main(
|
||||
model: VertexInput,
|
||||
) -> VertexOutput {
|
||||
var out: VertexOutput;
|
||||
out.world_pos = model.world_pos;
|
||||
out.clip_position = vec4<f32>(model.position, 1.0);
|
||||
return out;
|
||||
}
|
||||
|
||||
// Fragment shader
|
||||
|
||||
@group(0) @binding(0)
|
||||
var t_diffuse: texture_2d<f32>;
|
||||
@group(0) @binding(1)
|
||||
var s_diffuse: sampler;
|
||||
|
||||
@fragment
|
||||
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
|
||||
return textureSample(t_diffuse, s_diffuse, vec2<f32>(in.world_pos[0], in.world_pos[1]));
|
||||
}
|
||||
@@ -31,7 +31,7 @@ impl Domain {
|
||||
v: vec![0.0; num_cells],
|
||||
s: vec![0.0; num_cells],
|
||||
p: vec![0.0; num_cells],
|
||||
m: vec![1.0; num_cells],
|
||||
m: vec![0.0; num_cells],
|
||||
}
|
||||
}
|
||||
|
||||
@@ -60,54 +60,65 @@ impl Domain {
|
||||
}
|
||||
}
|
||||
}
|
||||
pub fn set_smoke_with<F>(&mut self, func: F) where F: Fn(usize, usize) -> f32 {
|
||||
for i in 1..self.width+1 {
|
||||
for j in 1..self.height+1 {
|
||||
self.m[i*(self.height+2)+j] = func(i-1, j-1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
pub fn inner_dims(&self) -> (usize, usize) {
|
||||
(self.width, self.height)
|
||||
}
|
||||
|
||||
pub fn all_grid_iter(&self) -> impl Iterator<Item = (usize, usize)> {
|
||||
(0..self.height+2).flat_map(|y| (0..self.width+2).zip(core::iter::repeat(y)))
|
||||
}
|
||||
pub fn div_iter(&self) -> impl Iterator<Item = (usize, usize, f32)> {
|
||||
let n = self.height + 2;
|
||||
|
||||
(1..self.width+1)
|
||||
.flat_map(|x| core::iter::repeat(x).zip(1..self.height+1))
|
||||
.map(move |(x, y)| {
|
||||
let div = self.u[(x+1)*n + y] - self.u[x*n + y] + self.v[x*n + y + 1] - self.v[x*n+y];
|
||||
self.all_grid_iter().map(move |(x, y)| {
|
||||
if x == 0 || x == self.width+1 || y == 0 || y == self.height+1 {
|
||||
return (x, y, 0.0);
|
||||
}
|
||||
|
||||
(x - 1, y - 1, div)
|
||||
})
|
||||
let div = self.u[(x+1)*n + y] - self.u[x*n + y] + self.v[x*n + y + 1] - self.v[x*n+y];
|
||||
|
||||
(x, y, div)
|
||||
})
|
||||
}
|
||||
|
||||
pub fn vel_iter(&self) -> impl Iterator<Item = (usize, usize, f32)> {
|
||||
pub fn vel_iter(&self) -> impl Iterator<Item = (usize, usize, (f32, f32))> {
|
||||
let n = self.height + 2;
|
||||
|
||||
(1..self.width+1)
|
||||
.flat_map(|x| core::iter::repeat(x).zip(1..self.height+1))
|
||||
.map(move |(x, y)| {
|
||||
let u = self.u[x*n+y];
|
||||
let v = self.v[x*n+y];
|
||||
self.all_grid_iter().map(move |(x ,y)| {
|
||||
if self.s[x*n+y] == 0.0 {
|
||||
return (x, y, (0.0, 0.0));
|
||||
}
|
||||
|
||||
(x - 1, y - 1, (u*u + v*v).sqrt())
|
||||
})
|
||||
let u = self.u[x*n+y];
|
||||
let v = self.v[x*n+y];
|
||||
|
||||
(x, y, (u, v))
|
||||
})
|
||||
}
|
||||
|
||||
pub fn pressure_iter(&self) -> impl Iterator<Item = (usize, usize, f32)> {
|
||||
let n = self.height + 2;
|
||||
|
||||
(1..self.width+1)
|
||||
.flat_map(|x| core::iter::repeat(x).zip(1..self.height+1))
|
||||
.map(move |(i, j)| {
|
||||
(i - 1, j - 1, self.p[i*n+j])
|
||||
})
|
||||
self.all_grid_iter().map(move |(x, y)| {
|
||||
(x, y, self.p[x*n + y])
|
||||
})
|
||||
}
|
||||
|
||||
pub fn smoke_iter(&self) -> impl Iterator<Item = (usize, usize, f32)> {
|
||||
let n = self.height + 2;
|
||||
|
||||
(1..self.width+1)
|
||||
.flat_map(|x| core::iter::repeat(x).zip(1..self.height+1))
|
||||
.map(move |(i, j)| {
|
||||
(i - 1, j - 1, self.m[i*n+j])
|
||||
})
|
||||
self.all_grid_iter().map(move |(x, y)| {
|
||||
(x, y, self.m[x*n+y])
|
||||
})
|
||||
}
|
||||
|
||||
pub fn solve_incompressibility(&mut self, num_iters: usize, dT: f32) {
|
||||
@@ -135,7 +146,7 @@ impl Domain {
|
||||
let div = self.u[(i+1)*n + j] - self.u[i*n + j] + self.v[i*n + j + 1] - self.v[i*n+j];
|
||||
|
||||
let p = -div / s;
|
||||
let p = p * 1.9;
|
||||
// let p = p * 1.4;
|
||||
self.p[i*n+j] += cp * p;
|
||||
|
||||
self.u[i*n + j] -= sx0 * p;
|
||||
|
||||
Reference in New Issue
Block a user