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#include <stdint.h>
#include <inttypes.h>
#include <math.h>
#include <stdlib.h>
#include "fb.h"
#include "rototiller.h"
/* This code is almost entirely taken from the paper:
* Real-Time Fluid Dynamics for Games
* Jos Stam - Alias | Wavefront
*
* I take zero credit for it, I only wrote the rototiller integration.
* - Vito Caputo <vcaputo@pengaru.com> 10/13/2019
*/
#if 1
/* These knobs affect how the simulated fluid behaves */
#define VISCOSITY .000000001f
#define DIFFUSION .00001f
#else
#define VISCOSITY .00001f
#define DIFFUSION .000001f
#endif
#define ROOT 128 // Change this to vary the density field resolution
#define SIZE ((ROOT + 2) * (ROOT + 2))
#define IX(i, j) ((i) + (ROOT + 2) * (j))
#define SWAP(x0, x) {float *tmp = x0; x0 = x; x = tmp;}
typedef struct flui2d_t {
float u[SIZE], v[SIZE], u_prev[SIZE], v_prev[SIZE];
float dens[SIZE], dens_prev[SIZE];
float visc, diff;
} flui2d_t;
static void set_bnd(int N, int b, float *x)
{
for (int i = 1; i <= N; i++) {
x[IX(0, i)] = b == 1 ? -x[IX(1, i)] : x[IX(1, i)];
x[IX(N + 1, i)] = b == 1 ? -x[IX(N, i)] : x[IX(N, i)];
x[IX(i, 0)] = b == 2 ? -x[IX(i, 1)] : x[IX(i, 1)];
x[IX(i, N + 1)] = b == 2 ? -x[IX(i, N)] : x[IX(i, N)];
}
x[IX(0 , 0)] = 0.5 * (x[IX(1, 0)] + x[IX(0, 1)]);
x[IX(0 , N + 1)] = 0.5 * (x[IX(1, N + 1)] + x[IX(0, N)]);
x[IX(N + 1, 0)] = 0.5 * (x[IX(N, 0)] + x[IX(N + 1, 1)]);
x[IX(N + 1, N + 1)] = 0.5 * (x[IX(N, N + 1)] + x[IX(N + 1, N)]);
}
static void add_source(int N, float *x, float *s, float dt)
{
int size = (N + 2) * (N + 2);
for (int i = 0; i < size; i++)
x[i] += dt * s[i];
}
static void diffuse(int N, int b, float *x, float *x0, float diff, float dt)
{
float a = dt * diff * (float)N * (float)N;
int i, j, k;
float z = 1.f / (1.f + 4.f * a);
for (k = 0; k < 20; k++) {
for (i = 1; i <= N; i++) {
for (j = 1; j <= N; j++) {
x[IX(i, j)] = (x0[IX(i, j)] + a * (x[IX(i - 1, j)] + x[IX(i + 1, j)] + x[IX(i, j - 1)] + x[IX(i, j + 1)])) * z;
}
}
set_bnd(N, b, x);
}
}
static void advect(int N, int b, float *d, float *d0, float *u, float *v, float dt)
{
float x, y, s0, t0, s1, t1, dt0;
int i, j, i0, j0, i1, j1;
dt0 = dt * (float)N;
for (i = 1 ; i <= N ; i++) {
for (j = 1 ; j <= N; j++) {
x = (float)i - dt0 * u[IX(i, j)];
y = (float)j - dt0 * v[IX(i, j)];
if (x < .5f)
x = .5f;
if (x > (float)N + .5f)
x = (float)N + .5f;
i0 = (int)x;
i1 = i0 + 1;
if (y < .5f)
y = .5f;
if (y > (float)N + .5f)
y = (float)N + .5f;
j0 = (int)y;
j1 = j0 + 1;
s1 = x - (float)i0;
s0 = 1.f - s1;
t1 = y - (float)j0;
t0 = 1.f - t1;
d[IX(i, j)] = s0 * (t0 * d0[IX(i0, j0)] + t1 * d0[IX(i0, j1)]) + s1 * (t0 * d0[IX(i1, j0)] + t1 * d0[IX(i1, j1)]);
}
}
set_bnd(N, b, d);
}
static void project(int N, float *u, float *v, float *p, float *div)
{
float h = 1.f / (float)N;
int i, j, k;
for (i = 1; i <= N ; i++) {
for (j = 1; j <= N; j++) {
div[IX(i, j)] = -0.5 * h *(u[IX(i + 1, j)] - u[IX(i - 1, j)] + v[IX(i, j + 1)] - v[IX(i, j - 1)]);
p[IX(i, j)] = 0;
}
}
set_bnd(N, 0, div);
set_bnd(N, 0, p);
for (k = 0; k < 20; k++) {
for (i = 1; i <= N; i++) {
for (j = 1; j <= N; j++) {
p[IX(i, j)] = (div[IX(i, j)] + p[IX(i - 1, j)] + p[IX(i + 1, j)] + p[IX(i, j - 1)] + p[IX(i, j + 1)]) * .25f;
}
}
set_bnd(N, 0, p);
}
for (i = 1; i <= N; i++) {
for (j = 1; j <= N; j++) {
u[IX(i, j)] -= 0.5 * (p[IX(i + 1, j)] - p[IX(i - 1, j)]) / h;
v[IX(i, j)] -= 0.5 * (p[IX(i, j + 1)] - p[IX(i, j - 1)]) / h;
}
}
set_bnd(N, 1, u);
set_bnd(N, 2, v);
}
static void dens_step(int N, float *x, float *x0, float *u, float *v, float diff, float dt)
{
/*
* The paper includes this, but it blows up the simulation.
* add_source(N, x, x0, dt);
* SWAP(x0, x);
*/
diffuse(N, 0, x, x0, diff, dt);
SWAP(x0, x);
advect(N, 0, x, x0, u, v, dt);
}
static void vel_step(int N, float *u, float *v, float *u0, float *v0, float visc, float dt)
{
add_source(N, u, u0, dt);
add_source(N, v, v0, dt);
SWAP(u0, u);
diffuse(N, 1, u, u0, visc, dt);
SWAP(v0, v);
diffuse(N, 2, v, v0, visc, dt);
project(N, u, v, u0, v0);
SWAP(u0, u);
SWAP(v0, v);
advect(N, 1, u, u0, u0, v0, dt);
advect(N, 2, v, v0, u0, v0, dt);
project(N, u, v, u0, v0);
}
typedef struct flui2d_context_t {
flui2d_t fluid;
float xf, yf;
} flui2d_context_t;
static void * flui2d_create_context(void)
{
flui2d_context_t *ctxt;
ctxt = calloc(1, sizeof(flui2d_context_t));
if (!ctxt)
return NULL;
ctxt->fluid.visc = VISCOSITY;
ctxt->fluid.diff = DIFFUSION;
return ctxt;
}
static void flui2d_destroy_context(void *context)
{
free(context);
}
static int flui2d_fragmenter(void *context, const fb_fragment_t *fragment, unsigned num, fb_fragment_t *res_fragment)
{
return fb_fragment_tile_single(fragment, 64, num, res_fragment);
}
/* Prepare a frame for concurrent drawing of fragment using multiple fragments */
static void flui2d_prepare_frame(void *context, unsigned n_cpus, fb_fragment_t *fragment, rototiller_fragmenter_t *res_fragmenter)
{
flui2d_context_t *ctxt = context;
static float r;
int x = (cos(r += .01f) * .4f + .5f) * (float)ROOT; /* figure eight pattern for the added densities */
int y = (sin(r * 2.f) * .4f + .5f) * (float)ROOT;
*res_fragmenter = flui2d_fragmenter;
ctxt->fluid.dens_prev[IX(x, y)] = 1.f;
/* This orientation for the added velocities at the added densities isn't trying to
* emulate any sort of physical relationship to the movement - it's just creating a variety
* of turbulence. It'd be trivial to make it look like a rocket's jetstream or something.
*/
ctxt->fluid.u_prev[IX(x, y)] = cos(r * 3.f) * 10.f;
ctxt->fluid.v_prev[IX(x, y)] = sin(r * 3.f) * 10.f;
/* These are the core of the simulation, and can't currently be threaded using the paper's implementation, so they
* must occur serialized here in prepare_frame. It would be interesting to try refactor the API and tweak the
* implementation for threading, as it would really open up larger field sizes as well as map more naturally to
* a GLSL implementation for a fragment shader.
*/
vel_step(ROOT, ctxt->fluid.u, ctxt->fluid.v, ctxt->fluid.u_prev, ctxt->fluid.v_prev, ctxt->fluid.visc, .1f);
dens_step(ROOT, ctxt->fluid.dens, ctxt->fluid.dens_prev, ctxt->fluid.u, ctxt->fluid.v, ctxt->fluid.diff, .1f);
ctxt->xf = 1.f / fragment->frame_width;
ctxt->yf = 1.f / fragment->frame_height;
}
/* Draw a the flui2d densities */
static void flui2d_render_fragment(void *context, fb_fragment_t *fragment)
{
flui2d_context_t *ctxt = context;
for (int y = fragment->y; y < fragment->y + fragment->height; y++) {
int y0, y1;
float Y;
Y = (float)y * ctxt->yf * (float)ROOT;
y0 = (int)Y;
y1 = y0 + 1;
for (int x = fragment->x; x < fragment->x + fragment->width; x++) {
float X, dens, dx0, dx1;
int x0, x1;
uint32_t pixel;
X = (float)x * ctxt->xf * (float)ROOT;
x0 = (int)X;
x1 = x0 + 1;
/* linear interpolation of density samples */
dx0 = ctxt->fluid.dens[(int)IX(x0, y0)] * (1.f - (X - x0));
dx0 += ctxt->fluid.dens[(int)IX(x1, y0)] * (X - x0);
dx1 = ctxt->fluid.dens[(int)IX(x0, y1)] * (1.f - (X - x0));
dx1 += ctxt->fluid.dens[(int)IX(x1, y1)] * (X - x0);
dens = dx0 * (1.f - (Y - y0)) + dx1 * (Y - y0);
pixel = ((float)dens * 256.f);
pixel = pixel << 16 | pixel << 8 | pixel;
fb_fragment_put_pixel_unchecked(fragment, x, y, pixel);
}
}
}
rototiller_module_t flui2d_module = {
.create_context = flui2d_create_context,
.destroy_context = flui2d_destroy_context,
.prepare_frame = flui2d_prepare_frame,
.render_fragment = flui2d_render_fragment,
.name = "flui2d",
.description = "Fluid dynamics simulation in 2D (threaded (poorly))",
.author = "Vito Caputo <vcaputo@pengaru.com>",
.license = "Unknown",
};
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