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// Geometric Tools, LLC
// Copyright (c) 1998-2014
// Distributed under the Boost Software License, Version 1.0.
// http://www.boost.org/LICENSE_1_0.txt
// http://www.geometrictools.com/License/Boost/LICENSE_1_0.txt
//
// File Version: 5.0.0 (2010/01/01)
#include "Fluids3D.h"
WM5_WINDOW_APPLICATION(Fluids3D);
//----------------------------------------------------------------------------
Fluids3D::Fluids3D ()
:
WindowApplication3("SamplePhysics/Fluids3D",0, 0, 512, 512,
Float4(1.0f, 1.0f, 1.0f, 1.0f)),
mTextColor(0.0f, 0.0f, 0.0f, 1.0f)
{
mNumIndices = 0;
mIndices = 0;
mSmoke = 0;
mSingleStep = true;
mUseColor = false;
mIndexBufferNeedsUpdate = false;
}
//----------------------------------------------------------------------------
bool Fluids3D::OnInitialize ()
{
if (!WindowApplication3::OnInitialize())
{
return false;
}
// Create the pseudocoloring for display.
Vector3f key[9] =
{
Vector3f( 0.0f/255.0f, 0.0f/255.0f, 0.0f/255.0f), // black
Vector3f(128.0f/255.0f, 64.0f/255.0f, 64.0f/255.0f), // brown
Vector3f(128.0f/255.0f, 0.0f/255.0f, 255.0f/255.0f), // violet
Vector3f( 0.0f/255.0f, 0.0f/255.0f, 255.0f/255.0f), // blue
Vector3f( 0.0f/255.0f, 255.0f/255.0f, 0.0f/255.0f), // green
Vector3f(255.0f/255.0f, 255.0f/255.0f, 0.0f/255.0f), // yellow
Vector3f(255.0f/255.0f, 128.0f/255.0f, 0.0f/255.0f), // orange
Vector3f(255.0f/255.0f, 0.0f/255.0f, 0.0f/255.0f), // red
Vector3f(255.0f/255.0f, 255.0f/255.0f, 255.0f/255.0f) // white
};
for (int i = 0, j = 0; i < 8; ++i)
{
for (int k = 0; k < 32; ++k, ++j)
{
float t = k/32.0f;
float omt = 1.0f - t;
mColor[j][0] = omt*key[i][0] + t*key[i+1][0];
mColor[j][1] = omt*key[i][1] + t*key[i+1][1];
mColor[j][2] = omt*key[i][2] + t*key[i+1][2];
}
}
// Create the fluid solver.
float x0 = -0.5f, y0 = -0.5f, z0 = -0.5f;
float x1 = 0.5f, y1 = 0.5f, z1 = 0.5f;
float dt = 0.001f;
float denViscosity = 0.0001f, velViscosity = 0.0001f;
int imax = 23, jmax = 23, kmax = 23;
int numGaussSeidelIterations = 16;
bool densityDirichlet = true;
int numVortices = 8;
mSmoke = new0 Smoke3D<float>(x0, y0, z0, x1, y1, z1, dt, denViscosity,
velViscosity, imax, jmax, kmax, numGaussSeidelIterations,
densityDirichlet, numVortices);
mSmoke->Initialize();
// Set up the camera.
mCamera->SetFrustum(60.0f, GetAspectRatio(), 0.1f, 100.0f);
APoint camPosition(1.0f, 0.0f, 0.0f);
AVector camDVector(-1.0f, 0.0f, 0.0f);
AVector camUVector(0.0f, 0.0f, 1.0f);
AVector camRVector = camDVector.Cross(camUVector);
mCamera->SetFrame(camPosition, camDVector, camUVector, camRVector);
// Create the scene.
CreateScene();
mScene->Update();
#ifdef USE_PARTICLES
mCube->GenerateParticles(mCamera);
#endif
UpdateVertexBuffer();
UpdateIndexBuffer();
// The scene is controlled by a virtual trackball.
InitializeCameraMotion(0.01f, 0.01f);
InitializeObjectMotion(mScene);
return true;
}
//----------------------------------------------------------------------------
void Fluids3D::OnTerminate ()
{
delete0(mSmoke);
mScene = 0;
mCube = 0;
#ifdef USE_PARTICLES
delete1(mIndices);
#endif
WindowApplication3::OnTerminate();
}
//----------------------------------------------------------------------------
void Fluids3D::OnIdle ()
{
MeasureTime();
#ifdef USE_PARTICLES
bool particlesNeedUpdate = false;
#endif
mIndexBufferNeedsUpdate = false;
if (MoveCamera())
{
#ifdef USE_PARTICLES
particlesNeedUpdate = true;
#endif
mIndexBufferNeedsUpdate = true;
}
if (MoveObject())
{
#ifdef USE_PARTICLES
particlesNeedUpdate = true;
#endif
mIndexBufferNeedsUpdate = true;
mScene->Update();
}
#ifdef USE_PARTICLES
if (particlesNeedUpdate)
{
mCube->GenerateParticles(mCamera);
}
#endif
if (mIndexBufferNeedsUpdate)
{
UpdateIndexBuffer();
mIndexBufferNeedsUpdate = false;
}
if (!mSingleStep)
{
PhysicsTick();
}
GraphicsTick();
UpdateFrameCount();
}
//----------------------------------------------------------------------------
bool Fluids3D::OnKeyDown (unsigned char key, int x, int y)
{
if (WindowApplication3::OnKeyDown(key, x, y))
{
return true;
}
switch (key)
{
case '0':
mSmoke->Initialize();
UpdateVertexBuffer();
return true;
case ' ':
if (mSingleStep)
{
PhysicsTick();
}
return true;
case 's':
case 'S':
mSingleStep = !mSingleStep;
return true;
case 'c':
case 'C':
mUseColor = !mUseColor;
UpdateVertexBuffer();
return true;
case '+':
case '=':
{
int numActive = mSmoke->GetNumActiveVortices();
if (numActive < mSmoke->GetNumVortices())
{
mSmoke->SetNumActiveVortices(numActive + 1);
}
return true;
}
case '-':
case '_':
{
int numActive = mSmoke->GetNumActiveVortices();
if (numActive > 0)
{
mSmoke->SetNumActiveVortices(numActive - 1);
}
return true;
}
case 'g':
{
float gravity = mSmoke->GetGravity() - 0.5f;
if (gravity < 0.0f)
{
gravity = 0.0f;
}
mSmoke->SetGravity(gravity);
return true;
}
case 'G':
mSmoke->SetGravity(mSmoke->GetGravity() + 0.5f);
return true;
}
return false;
}
//----------------------------------------------------------------------------
void Fluids3D::PhysicsTick ()
{
mSmoke->DoSimulationStep();
UpdateVertexBuffer();
UpdateIndexBuffer();
}
//----------------------------------------------------------------------------
void Fluids3D::GraphicsTick ()
{
if (mRenderer->PreDraw())
{
mRenderer->ClearBuffers();
mRenderer->Draw(mCube);
DrawFrameRate(8, GetHeight()-8, mTextColor);
mRenderer->PostDraw();
mRenderer->DisplayColorBuffer();
}
}
//----------------------------------------------------------------------------
void Fluids3D::CreateScene ()
{
// Get fluid solver parameters.
const int bound0M1 = mSmoke->GetIMax();
const int bound1M1 = mSmoke->GetJMax();
const int bound2M1 = mSmoke->GetKMax();
const int bound0 = bound0M1 + 1;
const int bound1 = bound1M1 + 1;
const int bound2 = bound2M1 + 1;
const int quantity = bound0*bound1*bound2;
const float* x = mSmoke->GetX();
const float* y = mSmoke->GetY();
const float* z = mSmoke->GetZ();
#ifdef USE_PARTICLES
// Create the vertex format.
VertexFormat* vformat = VertexFormat::Create(3,
VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
VertexFormat::AU_TEXCOORD, VertexFormat::AT_FLOAT2, 0,
VertexFormat::AU_COLOR, VertexFormat::AT_FLOAT4, 0);
#else
VertexFormat* vformat = VertexFormat::Create(2,
VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
VertexFormat::AU_COLOR, VertexFormat::AT_FLOAT4, 0);
#endif
// Create the vertex buffer for the cube.
#ifdef USE_PARTICLES
const int numVertices = 4*quantity;
#else
const int numVertices = quantity;
#endif
int vstride = vformat->GetStride();
VertexBuffer* vbuffer = new0 VertexBuffer(numVertices, vstride);
int i0, i1, i2, index;
#ifdef USE_PARTICLES
const float delta = mSmoke->GetDx();
Float4* posSize = new1<Float4>(quantity);
for (i2 = 0, index = 0; i2 < bound2; ++i2)
{
for (i1 = 0; i1 < bound1; ++i1)
{
for (i0 = 0; i0 < bound0; ++i0, ++index)
{
posSize[index] = Float4(x[i0], y[i1], z[i2], delta);
}
}
}
mCube = new0 Particles(vformat, vbuffer, 4, posSize, 1.0f);
UpdateVertexBuffer();
IndexBuffer* ibuffer = mCube->GetIndexBuffer();
#else
VertexBufferAccessor vba(vformat, vbuffer);
for (i2 = 0, index = 0; i2 < bound2; ++i2)
{
for (i1 = 0; i1 < bound1; ++i1)
{
for (i0 = 0; i0 < bound0; ++i0, ++index)
{
vba.Position<Float3>(index) = Float3(x[i0], y[i1], z[i2]);
}
}
}
// Create the index buffer for the cube.
const int numIndices =
6*bound0M1*bound1M1*bound2 +
6*bound0M1*bound1*bound2M1 +
6*bound0*bound1M1*bound2M1;
IndexBuffer* ibuffer = new0 IndexBuffer(numIndices, sizeof(int));
int* indices = (int*)ibuffer->GetData();
const int bound01 = bound0*bound1;
int j0, j1, j2, j3;
for (i2 = 0; i2 < bound2; ++i2)
{
for (i1 = 0; i1 < bound1M1; ++i1)
{
for (i0 = 0; i0 < bound0M1; ++i0)
{
j0 = i0 + bound0*(i1 + bound1*i2);
j1 = j0 + 1;
j2 = j1 + bound0;
j3 = j2 - 1;
*indices++ = j0;
*indices++ = j1;
*indices++ = j2;
*indices++ = j0;
*indices++ = j2;
*indices++ = j3;
}
}
}
for (i1 = 0; i1 < bound1; ++i1)
{
for (i2 = 0; i2 < bound2M1; ++i2)
{
for (i0 = 0; i0 < bound0M1; ++i0)
{
j0 = i0 + bound0*(i1 + bound1*i2);
j1 = j0 + 1;
j2 = j1 + bound01;
j3 = j2 - 1;
*indices++ = j0;
*indices++ = j1;
*indices++ = j2;
*indices++ = j0;
*indices++ = j2;
*indices++ = j3;
}
}
}
for (i0 = 0; i0 < bound0; ++i0)
{
for (i1 = 0; i1 < bound1M1; ++i1)
{
for (i2 = 0; i2 < bound2M1; ++i2)
{
j0 = i0 + bound0*(i1 + bound1*i2);
j1 = j0 + bound0;
j2 = j1 + bound01;
j3 = j2 - bound0;
*indices++ = j0;
*indices++ = j1;
*indices++ = j2;
*indices++ = j0;
*indices++ = j2;
*indices++ = j3;
}
}
}
mCube = new0 TriMesh(vformat, vbuffer, ibuffer);
UpdateVertexBuffer();
#endif
mNumIndices = ibuffer->GetNumElements();
mIndices = new1<int>(mNumIndices);
memcpy(mIndices, ibuffer->GetData(), mNumIndices*sizeof(int));
// Create the cube effect.
#ifdef USE_PARTICLES
std::string path = Environment::GetPathR("Disk.wmtf");
Texture2D* texture = Texture2D::LoadWMTF(path);
VisualEffectInstance* instance =
VertexColor4TextureEffect::CreateUniqueInstance(texture,
Shader::SF_NEAREST, Shader::SC_CLAMP_EDGE, Shader::SC_CLAMP_EDGE);
#else
VertexColor4Effect* effect = new0 VertexColor4Effect();
VisualEffectInstance* instance = effect->CreateInstance();
#endif
const VisualPass* pass = instance->GetPass(0);
AlphaState* astate = pass->GetAlphaState();
astate->BlendEnabled = true;
CullState* cstate = pass->GetCullState();
cstate->Enabled = false;
DepthState* dstate = pass->GetDepthState();
dstate->Enabled = false;
dstate->Writable = false;
mCube->SetEffectInstance(instance);
mScene = new0 Node();
mScene->AttachChild(mCube);
}
//----------------------------------------------------------------------------
void Fluids3D::UpdateVertexBuffer ()
{
VertexBufferAccessor vba(mCube);
const int bound0 = mSmoke->GetIMax() + 1;
const int bound1 = mSmoke->GetJMax() + 1;
const int bound2 = mSmoke->GetKMax() + 1;
float*** density = mSmoke->GetDensity();
for (int i2 = 0, index = 0; i2 < bound2; ++i2)
{
for (int i1 = 0; i1 < bound1; ++i1)
{
for (int i0 = 0; i0 < bound0; ++i0)
{
const float scaleDown = 0.5f;
float value = density[i2][i1][i0];
if (value > 1.0f)
{
value = 1.0f;
}
Float4 color;
if (mUseColor)
{
Vector3f key = mColor[(int)(255.0f*value)];
color[0] = key[0];
color[1] = key[1];
color[2] = key[2];
color[3] = scaleDown*value;
}
else
{
color[0] = scaleDown*value;
color[1] = color[0];
color[2] = color[0];
color[3] = color[0];
}
const float alphaThreshold = 0.01f;
if (color[3] < alphaThreshold)
{
color[3] = 0.0f;
}
#ifdef USE_PARTICLES
vba.Color<Float4>(0, index++) = color;
vba.Color<Float4>(0, index++) = color;
vba.Color<Float4>(0, index++) = color;
vba.Color<Float4>(0, index++) = color;
#else
vba.Color<Float4>(0, index++) = color;
#endif
}
}
}
mRenderer->Update(mCube->GetVertexBuffer());
}
//----------------------------------------------------------------------------
void Fluids3D::UpdateIndexBuffer ()
{
VertexBufferAccessor vba(mCube);
APoint camPos = mCamera->GetPosition();
const int numTriangles = mNumIndices/3;
int* currentIndex = mIndices;
mTriangles.clear();
for (int t = 0; t < numTriangles; ++t)
{
Triangle tri;
tri.mIndex0 = *currentIndex++;
tri.mIndex1 = *currentIndex++;
tri.mIndex2 = *currentIndex++;
#ifdef USE_PARTICLES
float alpha = vba.Color<Float4>(0, tri.mIndex0)[3];
if (alpha == 0.0f)
{
continue;
}
#else
float alpha0 = vba.Color<Float4>(0, tri.mIndex0)[3];
float alpha1 = vba.Color<Float4>(0, tri.mIndex1)[3];
float alpha2 = vba.Color<Float4>(0, tri.mIndex2)[3];
if (alpha0 == 0.0f && alpha1 == 0.0f && alpha2 == 0.0f)
{
continue;
}
#endif
Vector3f scaledCenter =
vba.Position<Vector3f>(tri.mIndex0) +
vba.Position<Vector3f>(tri.mIndex1) +
vba.Position<Vector3f>(tri.mIndex2);
APoint output = mCube->WorldTransform*APoint(scaledCenter);
AVector diff = output - camPos;
tri.mNegSqrDistance = -diff.SquaredLength();
mTriangles.insert(tri);
}
IndexBuffer* ibuffer = mCube->GetIndexBuffer();
int* indices = (int*)ibuffer->GetData();
ibuffer->SetNumElements(3*(int)mTriangles.size());
std::multiset<Triangle>::iterator iter = mTriangles.begin();
std::multiset<Triangle>::iterator end = mTriangles.end();
for (/**/; iter != end; ++iter)
{
*indices++ = iter->mIndex0;
*indices++ = iter->mIndex1;
*indices++ = iter->mIndex2;
}
mRenderer->Update(ibuffer);
}
//----------------------------------------------------------------------------
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