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legacy.cpp
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legacy.cpp
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#include <HSGIL/hsgil.hpp>
#include <particle.hpp>
#include <random>
#include <iostream>
#define SCALE_FACTOR 10.0f
// ---------------------------------------------------------------------------------------------------------------------------------------------------------------
// SIM_Sate
// ---------------------------------------------------------------------------------------------------------------------------------------------------------------
struct SIM_State
{
GLuint VAO;
GLuint VBO;
GLuint stride;
float* vertexData;
Particle* particles;
unsigned int nParticles;
float density;
float gasConstant;
float h;
float h2;
float mass;
float viscosity;
float damping;
float margin;
float boundaryWidth;
float boundaryHeight;
float boundaryDepth;
};
// ---------------------------------------------------------------------------------------------------------------------------------------------------------------
// ---------------------------------------------------------------------------------------------------------------------------------------------------------------
// Kernels
// ---------------------------------------------------------------------------------------------------------------------------------------------------------------
float W(const float q, const float h)
{
return (315.0f * q) / (65.0f * gil::constants::PI * pow(h, 9.0f));
}
float W1(const float q, const float h)
{
return (-45.0f * q) / (gil::constants::PI * pow(h, 6.0f));
}
float W2(const float q, const float h)
{
return (45.0f * q) / (gil::constants::PI * pow(h, 6.0f));
}
// ---------------------------------------------------------------------------------------------------------------------------------------------------------------
// ---------------------------------------------------------------------------------------------------------------------------------------------------------------
// Euler Solver
// ---------------------------------------------------------------------------------------------------------------------------------------------------------------
void eulerIntegrate(const SIM_State& sim, const float step)
{
for(unsigned int i = 0; i < sim.nParticles; ++i)
{
Particle& pi = sim.particles[i];
pi.v += step * pi.f / pi.density;
pi.r += step * pi.v;
/*
if(pi.r.x - sim.margin < 0.0f)
{
pi.v.x *= sim.damping;
pi.r.x = sim.margin;
}
if(pi.r.x + sim.margin > sim.boundaryWidth)
{
pi.v.x *= sim.damping;
pi.r.x = sim.boundaryWidth - sim.margin;
}
*/
if(pi.r.y - sim.margin < 0.0f)
{
pi.v.y *= sim.damping;
pi.r.y = sim.margin;
}
/*
if(pi.r.y + sim.margin > sim.boundaryHeight)
{
pi.v.y *= sim.damping;
pi.r.y = sim.boundaryHeight - sim.margin;
}
if(pi.r.z - sim.margin < 0.0f)
{
pi.v.z *= sim.damping;
pi.r.z = sim.margin;
}
if(pi.r.z + sim.margin > sim.boundaryDepth)
{
pi.v.z *= sim.damping;
pi.r.z = sim.boundaryDepth - sim.margin;
}
*/
}
}
// ---------------------------------------------------------------------------------------------------------------------------------------------------------------
// Init Functions
// ---------------------------------------------------------------------------------------------------------------------------------------------------------------
void initGLParams(const SIM_State& sim, const gil::RenderingWindow& window, gil::Shader& shader)
{
shader.use();
glEnable(GL_DEPTH_TEST);
glEnable(GL_MULTISAMPLE);
glEnable(GL_PROGRAM_POINT_SIZE);
glClearColor(0.8f, 0.8f, 0.8f, 1.0f);
shader.setFloat("pointSize", 32.0f);
glm::vec3 viewPos {8.0f, 16.0f, 32.0f};
glm::mat4 view = glm::lookAt(viewPos, glm::vec3{0.0f, 0.0f, 0.0f}, glm::vec3{0.0f, 1.0f, 0.0f});
glm::mat4 projection = glm::perspective(45.0f, window.getAspectRatio(), 0.1f, 1000.0f);
shader.setMat4("view", view);
shader.setMat4("projection", projection);
shader.setVec3("particleColor", {1.0f, 0.13f, 0.0f});
}
void initSPH(SIM_State& sim)
{
sim.stride = 6;
sim.vertexData = new float[sim.stride * sim.nParticles];
sim.particles = new Particle[sim.nParticles];
gil::Vec3f pos;
unsigned int p {0};
for(pos.x = sim.boundaryWidth * 0.1f; pos.x < sim.boundaryWidth * 0.5f; pos.x += sim.h * 0.6f)
{
for (pos.y = sim.boundaryHeight * 0.1f; pos.y < sim.boundaryHeight * 0.5f; pos.y += sim.h * 0.6f)
{
for (pos.z = sim.boundaryDepth * 0.1f; pos.z < sim.boundaryDepth * 0.5f; pos.z += sim.h * 0.6f)
{
sim.particles[p].r = pos;
sim.particles[p].v = {0.0f, 32.0f, 0.0f};
sim.vertexData[p * 3 + 3] = 1.0f;
sim.vertexData[p * 3 + 4] = 0.13f;
sim.vertexData[p * 3 + 5] = 0.0f;
++p;
}
}
}
sim.nParticles = p;
glGenVertexArrays(1, &sim.VAO);
glGenBuffers(1, &sim.VBO);
glBindVertexArray(sim.VAO);
glBindBuffer(GL_ARRAY_BUFFER, sim.VBO);
glBufferData(GL_ARRAY_BUFFER, 6 * sizeof(float) * sim.nParticles, sim.vertexData, GL_STATIC_DRAW);
// Position Attrib
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// Particle Color
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
glBindVertexArray(0);
std::cout << "Initialized with " << sim.nParticles << " particles" << std::endl;
}
// ---------------------------------------------------------------------------------------------------------------------------------------------------------------
int main()
{
gil::RenderingWindow window {800, 600, "SPH"};
if(!window.isReady())
{
return EXIT_FAILURE;
}
gil::InputHandler inputHandler;
window.setInputHandler(inputHandler);
SIM_State sim;
sim.nParticles = 100000;
sim.density = 1000.0f;
sim.gasConstant = 2000.0f;
sim.h = 16.0f;
sim.h2 = sim.h * sim.h;
sim.mass = 64.0f;
sim.viscosity = 250.0f;
sim.margin = sim.h;
sim.damping = -0.125f;
sim.boundaryWidth = 160.0f;
sim.boundaryHeight = 160.0f;
sim.boundaryDepth = 160.0f;
initSPH(sim);
// ---------------------------------------------------------------------------------------------------------------------------------------------------------------
gil::Timer timer(true);
gil::Shader shader("shader");
initGLParams(sim, window, shader);
while(window.isActive())
{
window.pollEvents();
if (inputHandler.onKeyTriggered(gil::KEY_ESCAPE))
{
window.close();
continue;
}
// ---------------------------------------------------------------------------------------------------------------------------------------------------------------
// Compute Density-Pressure
// ---------------------------------------------------------------------------------------------------------------------------------------------------------------
for(unsigned int i = 0; i < sim.nParticles; ++i)
{
Particle& pi = sim.particles[i];
pi.density = 0;
for(unsigned int j = 0; j < sim.nParticles; ++j)
{
Particle& pj = sim.particles[j];
float r2 {gil::module(pj.r - pi.r) * gil::module(pj.r - pi.r)};
if(r2 < sim.h2)
{
pi.density += sim.mass * W((sim.h2 - r2) * (sim.h2 - r2) * (sim.h2 - r2), sim.h);
}
// ^ This makes it better (I don't know why profe :'v) ...sim.mass * W(r, sim.h)... antigua version
}
pi.density += 8.0f;
pi.pressure = sim.gasConstant * (sim.particles[i].density - sim.density);
// ---------------------------------------------------------------------------------------------------------------------------------------------------------------
}
// ---------------------------------------------------------------------------------------------------------------------------------------------------------------
// Compute Forces
// ---------------------------------------------------------------------------------------------------------------------------------------------------------------
for(unsigned int i = 0; i < sim.nParticles; ++i)
{
Particle& pi = sim.particles[i];
gil::Vec3f fp {0.0f, 0.0f, 0.0f};
gil::Vec3f fv {0.0f, 0.0f, 0.0f};
for(unsigned int j = 0; j < sim.nParticles; ++j)
{
if(&pi == &sim.particles[j])
{
continue;
}
Particle& pj = sim.particles[j];
float r {gil::module(pj.r - pi.r)};
if(r < sim.h)
{
fp += -1.0f * gil::normalize(pj.r - pi.r) * sim.mass * (pi.pressure + pj.pressure) / (2.0f * pj.density) * W1((sim.h - r) * (sim.h - r), sim.h); // <- Lo mismo aqui
fv += sim.viscosity * sim.mass * ((pj.v - pi.v) / pj.density) * W2(sim.h - r, sim.h);
}
}
gil::Vec3f g {0.0f, -gil::constants::GAL, 0.0f};
gil::Vec3f fg {g * pi.density};
pi.f = fp + fv + fg;
}
// ---------------------------------------------------------------------------------------------------------------------------------------------------------------
// ---------------------------------------------------------------------------------------------------------------------------------------------------------------
// Integrate by Euler 1th Order
// ---------------------------------------------------------------------------------------------------------------------------------------------------------------
timer.getDeltaTime();
eulerIntegrate(sim, 0.01f);
// ---------------------------------------------------------------------------------------------------------------------------------------------------------------
// ---------------------------------------------------------------------------------------------------------------------------------------------------------------
// Render
// ---------------------------------------------------------------------------------------------------------------------------------------------------------------
shader.use();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glm::mat4 model;
for(unsigned int i = 0; i < sim.nParticles; ++i)
{
Particle& pi = sim.particles[i];
model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3{pi.r.x / SCALE_FACTOR, pi.r.y / SCALE_FACTOR, pi.r.z / SCALE_FACTOR});
float zColorDepth {pi.r.z / sim.boundaryDepth};
shader.setMat4("model", model);
shader.setVec3("colorDepth", {zColorDepth, zColorDepth, zColorDepth});
glBindVertexArray(sim.VAO);
glDrawArrays(GL_POINTS, 0, sim.nParticles);
glBindVertexArray(0);
}
window.swapBuffers();
// ---------------------------------------------------------------------------------------------------------------------------------------------------------------
timer.tick();
}
glDeleteVertexArrays(1, &sim.VAO);
glDeleteBuffers(1, &sim.VBO);
delete[] sim.vertexData;
delete[] sim.particles;
return 0;
}