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We also recommend that a + file or class name and description of purpose be included on the + same "printed page" as the copyright notice for easier + identification within third-party archives. + + Copyright [yyyy] [name of copyright owner] + + Licensed under the Apache License, Version 2.0 (the "License"); + you may not use this file except in compliance with the License. + You may obtain a copy of the License at + + http://www.apache.org/licenses/LICENSE-2.0 + + Unless required by applicable law or agreed to in writing, software + distributed under the License is distributed on an "AS IS" BASIS, + WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + See the License for the specific language governing permissions and + limitations under the License. \ No newline at end of file diff --git a/external/imgui/Fonts/DroidSansMono.ttf b/external/imgui/Fonts/DroidSansMono.ttf new file mode 100644 index 0000000000000000000000000000000000000000..a007071944f7c90020e798eea53b10065e2b45a5 Binary files /dev/null and b/external/imgui/Fonts/DroidSansMono.ttf differ diff --git a/external/imgui/Fonts/Roboto-Black.ttf b/external/imgui/Fonts/Roboto-Black.ttf new file mode 100644 index 0000000000000000000000000000000000000000..58fa175b563ef12256e211fc0e9a400b2a426ef5 Binary files /dev/null and b/external/imgui/Fonts/Roboto-Black.ttf differ diff --git a/external/imgui/Fonts/Roboto-Regular.ttf b/external/imgui/Fonts/Roboto-Regular.ttf new file mode 100644 index 0000000000000000000000000000000000000000..2d116d920580367caf6a179155f344ede856bf31 Binary files /dev/null and b/external/imgui/Fonts/Roboto-Regular.ttf differ diff --git a/src/FluidSimulation.cpp b/src/FluidSimulation.cpp index 3e1fc47ea53abffe9dca96155a7e66189c0e7b5f..e1fec92dee890635bca69c597ac3b9f4aa1657c3 100644 --- a/src/FluidSimulation.cpp +++ b/src/FluidSimulation.cpp @@ -9,7 +9,14 @@ namespace FluidSimulation { FluidSimulation::FluidSimulation(int numParticles) : m_numParticles(numParticles), m_numBoundaryParticles(0), - m_vbo_particles(0), m_vbo_boundary(0), m_timeStep(0) { + m_vbo_particles(0), m_vbo_boundary(0), m_timeStep(0) + { + m_smoothingRadius = h_H; + m_particleMass = h_PARTICLE_MASS; + m_restDensity = h_REST_DENSITY; + m_viscosity = h_VISCOSITY; + + m_simulationStepsPerFrame = 2; } FluidSimulation::~FluidSimulation() { @@ -19,6 +26,33 @@ namespace FluidSimulation { glDeleteBuffers(1, &m_vbo_boundary); } + void FluidSimulation::Reset() + { + // Creaet new fluiid particles + std::vector<float3> h_positions(m_numParticles); + std::vector<float3> h_velocities(m_numParticles); + float gridSpacing = 0.5 * m_smoothingRadius; + initParticles(h_positions, h_velocities, m_numParticles, gridSpacing); + + FluidSimulationGPU::resetSimulation( + h_positions.data(), h_velocities.data(), m_numParticles); + } + + void FluidSimulation::ResetFluidParameters() + { + m_smoothingRadius = h_H; + m_particleMass = h_PARTICLE_MASS; + m_restDensity = h_REST_DENSITY; + m_viscosity = h_VISCOSITY; + updateConstants(); + } + + void FluidSimulation::updateConstants() { + // Send updated parameters to CUDA + FluidSimulationGPU::updateConstantsOnDevice( + m_particleMass, m_restDensity, m_viscosity, m_smoothingRadius); + } + void FluidSimulation::initSimulation() { // Upload constants to the GPU FluidSimulationGPU::initializeConstants(); @@ -26,7 +60,7 @@ namespace FluidSimulation { // Initialize fluid particles std::vector<float3> h_positions(m_numParticles); std::vector<float3> h_velocities(m_numParticles); - float gridSpacing = 0.5 * h_H; + float gridSpacing = 0.5 * m_smoothingRadius; initParticles(h_positions, h_velocities, m_numParticles, gridSpacing); // Initialize particle device arrays @@ -43,7 +77,7 @@ namespace FluidSimulation { std::vector<float3> boundary_positions; std::vector<float3> boundary_normals; int boundaryLayers = 1; - float spacing = 0.5 * h_H; // Using 0.01 as per your code + float spacing = 0.5 * m_smoothingRadius; // Using 0.01 as per your code createBoundaryParticles(boundary_positions, boundary_normals, boundaryLayers, spacing); m_numBoundaryParticles = boundary_positions.size(); @@ -63,7 +97,7 @@ namespace FluidSimulation { } void FluidSimulation::updateSimulation() { - for (int i = 0; i < 2; ++i) { + for (int i = 0; i < m_simulationStepsPerFrame; ++i) { FluidSimulationGPU::updateParticles(0.001); } } diff --git a/src/FluidSimulationApp.cpp b/src/FluidSimulationApp.cpp index 6371eddcb2897524026dabc64cb9dc658cc44cb6..62c9fb8e63418fa43cc4b2e83f1ccaec85e40fae 100644 --- a/src/FluidSimulationApp.cpp +++ b/src/FluidSimulationApp.cpp @@ -27,6 +27,8 @@ namespace FluidSimulation { m_fluidRenderer->setVBOs(m_fluidSimulation->getParticleVBO(), m_fluidSimulation->getBoundaryVBO()); + m_updatePhysics = true; + //m_fluidRenderer->init(); std::cout << "FluidSimulatorApp created with settings: " << appSettings->width << "x" << appSettings->height << std::endl; @@ -38,23 +40,140 @@ namespace FluidSimulation { std::cout << "FluidSimulatorApp destroyed!" << std::endl; } - // Render function - void FluidSimulatorApp::Render() { - // Render fluid simulation to FBO + void FluidSimulatorApp::FluidParameterControl() + { + float buttonWidth = ImGui::GetContentRegionAvail().x; + + ImGui::Spacing(); - m_fluidSimulation->updateSimulation(); - m_fluidRenderer->renderFrame( - m_fluidSimulation->getParticleCount(), - m_fluidSimulation->getBoundaryParticleCount() - ); + // Collapsible Panel for Fluid Simulation Parameters + if (ImGui::CollapsingHeader("Fluid Parameters", ImGuiTreeNodeFlags_DefaultOpen)) + { + static bool autoUpdate = false; // Auto-update toggle + static float particleMass = m_fluidSimulation->getParticleMass(); + static float restDensity = m_fluidSimulation->getRestDensity(); + static float viscosity = m_fluidSimulation->getViscosity(); + static float smoothingRadius = m_fluidSimulation->getSmoothingRadius(); + + // Full-width sliders + ImGui::PushItemWidth(-1); // Make sliders take up the full available width + + // Particle Mass + ImGui::Text("Particle Mass"); + ImGui::SliderFloat("##ParticleMass", &particleMass, 0.01f, 0.1f, "%.3f"); + + // Rest Density + static int restDensityInt = static_cast<int>(restDensity); + if (ImGui::SliderInt("##RestDensity", &restDensityInt, 500, 1500, "%d", ImGuiSliderFlags_AlwaysClamp)) + { + restDensityInt = (restDensityInt / 20) * 20; + restDensity = static_cast<float>(restDensityInt); + } + // Viscosity + ImGui::Text("Viscosity"); + ImGui::SliderFloat("##Viscosity", &viscosity, 0.01f, 0.1f, "%.3f"); + + // Smoothing Radius + ImGui::Text("Smoothing Radius"); + ImGui::SliderFloat("##SmoothingRadius", &smoothingRadius, 0.1f, 1.0f, "%.2f"); + + ImGui::PopItemWidth(); // Restore default width + + ImGui::Spacing(); + + ImGui::Checkbox("Auto Update", &autoUpdate); + + // Only show "Apply" button if Auto Update is disabled + if (!autoUpdate) + { + if (ImGui::Button("Apply", ImVec2(buttonWidth, 0))) + { + m_fluidSimulation->setParticleMass(particleMass); + m_fluidSimulation->setRestDensity(restDensity); + m_fluidSimulation->setViscosity(viscosity); + m_fluidSimulation->setSmoothingRadius(smoothingRadius); + + // Update constants on the CUDA device + m_fluidSimulation->updateConstants(); + } + } + else + { + // Auto-update enabled; immediately apply changes + m_fluidSimulation->setParticleMass(particleMass); + m_fluidSimulation->setRestDensity(restDensity); + m_fluidSimulation->setViscosity(viscosity); + m_fluidSimulation->setSmoothingRadius(smoothingRadius); + + // Update constants on the CUDA device + m_fluidSimulation->updateConstants(); + } + + if (ImGui::Button("Reset Parmeters", ImVec2(buttonWidth, 0))) + { + m_fluidSimulation->ResetFluidParameters(); + + particleMass = m_fluidSimulation->getParticleMass(); + restDensity = m_fluidSimulation->getRestDensity(); + viscosity = m_fluidSimulation->getViscosity(); + smoothingRadius = m_fluidSimulation->getSmoothingRadius(); + static int restDensityInt = static_cast<int>(restDensity); + } + + } + + } + + void FluidSimulatorApp::RenderControlPannel() + { + + // Move control to app laters + ImGui::Begin("Controls"); + + float buttonWidth = ImGui::GetContentRegionAvail().x; + if (ImGui::Button(m_updatePhysics ? "Pause" : "Play", ImVec2(buttonWidth, 0))) + { + m_updatePhysics = !m_updatePhysics; + } + + if (ImGui::Button("Reset", ImVec2(buttonWidth, 0))) { + //m_updatePhysics = false; + m_fluidSimulation->Reset(); + } + + ImGui::Separator(); + + static int stepsPerFrame = m_fluidSimulation->getSimulationStepsPerFrame(); + + // Full-width sliders + ImGui::PushItemWidth(-1); // Make sliders take up the full available width + + // Particle Mass + ImGui::Text("Simulation steps/frame"); + if (ImGui::SliderInt("##SimpulationStepsPereFramee", &stepsPerFrame, 1, 8, "%d")) + { + m_fluidSimulation->setSimulationStepsPerFrame(stepsPerFrame); + } + + ImGui::PopItemWidth(); + + FluidParameterControl(); - /* - // Render ImGui controls - ImGui::Begin("Fluid Simulation Controls"); - ImGui::Text("Adjust simulation parameters here."); - // Add sliders, buttons, etc., to control the simulation ImGui::End(); - */ + + } + + void FluidSimulatorApp::RenderFluidView() + { + // Render fluid simulation to FBO + if (m_updatePhysics) + { + m_fluidSimulation->updateSimulation(); + m_fluidRenderer->renderFrame( + m_fluidSimulation->getParticleCount(), + m_fluidSimulation->getBoundaryParticleCount() + ); + } // Display FBO texture in ImGui window ImGui::Begin("Simulation"); @@ -65,6 +184,14 @@ namespace FluidSimulation { ImGui::Image((ImTextureID)(uintptr_t)m_fluidRenderer->getFBOTexture(), availableSize, ImVec2(0, 1), ImVec2(1, 0)); // Flip Y-axis ImGui::End(); + + } + + // Render function + void FluidSimulatorApp::Render() { + + RenderControlPannel(); + RenderFluidView(); } // Factory function diff --git a/src/MainGUI.cpp b/src/MainGUI.cpp index 58d3a0fff673df869d679ddeb457748089a2539d..00c5226c5af2a00f35e141432a66912f272e7579 100644 --- a/src/MainGUI.cpp +++ b/src/MainGUI.cpp @@ -98,6 +98,13 @@ int main(int argc, char** argv) { // Optional: Enable Multi-Viewport / Platform Windows // io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; + io.Fonts->AddFontDefault(); + ImFont* mainFont = io.Fonts->AddFontFromFileTTF("../external/imgui/Fonts/Roboto-Regular.ttf", 16.0f); + if (mainFont != nullptr) { + io.FontDefault = mainFont; + } else { + fprintf(stderr, "Failed To Load Font \n"); + } // Setup Dear ImGui style ImGui::StyleColorsDark(); // ImGui::StyleColorsClassic(); @@ -146,12 +153,6 @@ int main(int argc, char** argv) { // Render Applicatiion Here fluidSimulator->Render(); - // Move control to app laters - ImGui::Begin("Controls"); - - ImGui::Text("Fluid Simulation Parameters"); - - ImGui::End(); // Render ImGui //imguiManager.render(); ImGui::Render(); diff --git a/src/cuda/include/init_cuda.h b/src/cuda/include/init_cuda.h index 16b185f904eecc617cb4a4e80a63fd6acd7f4ef2..a55477664ee353afc6a5198e76a61149978297f0 100644 --- a/src/cuda/include/init_cuda.h +++ b/src/cuda/include/init_cuda.h @@ -24,6 +24,19 @@ void cleanupDeviceArrays(); // Perform a one-time neighborhood search for static boundary particles void boundaryNBSearch(int numBoundaryParticles); +void resetSimulation( + const float3* h_positions, + const float3* h_velocities, + int numParticles +); + +void updateConstantsOnDevice( + float particleMass, + float restDensity, + float viscosity, + float smoothingRadius +); + } // namespace FluidSimulationGPU #endif // INIT_CUDA_H diff --git a/src/cuda/init_cuda.cu b/src/cuda/init_cuda.cu index 9c8630bbac0f26525ddedae68faf186dbaf5faca..b5b629e08fb5c5c192ae59684bcd96d1790cb6a6 100644 --- a/src/cuda/init_cuda.cu +++ b/src/cuda/init_cuda.cu @@ -8,6 +8,7 @@ #include <cuda_runtime.h> #include <cuda_gl_interop.h> #include <device_launch_parameters.h> +#include <cstdio> namespace FluidSimulationGPU { @@ -240,6 +241,68 @@ void boundaryNBSearch(int numBoundaryParticles) { // Move some of above init code for boundary to seeparate function } +void resetSimulation( + const float3* h_positions, + const float3* h_velocities, + int numParticles +) +{ + cudaMemcpy(d_velocities, h_velocities, numParticles * sizeof(float3), cudaMemcpyHostToDevice); + + // Initialize positions_pred to initial positions + cudaMemcpy(d_positions_pred, h_positions, numParticles * sizeof(float3), cudaMemcpyHostToDevice); + + // Map the VBO resource + cudaError_t err = cudaGraphicsMapResources(1, &cuda_vbo_resource, 0); + if (err != cudaSuccess) { + fprintf(stderr, "Failed to map VBO resource: %s\n", cudaGetErrorString(err)); + return; + } + + // Check if d_positions is already assigned + if (d_positions == nullptr) { + size_t num_bytes = 0; + + // Get the mapped pointer for positions + err = cudaGraphicsResourceGetMappedPointer((void**)&d_positions, &num_bytes, cuda_vbo_resource); + if (err != cudaSuccess) { + fprintf(stderr, "Failed to get mapped pointer: %s\n", cudaGetErrorString(err)); + cudaGraphicsUnmapResources(1, &cuda_vbo_resource, 0); + return; + } + } + + // Copy new positions to the mapped pointer + err = cudaMemcpy(d_positions, h_positions, numParticles * sizeof(float3), cudaMemcpyHostToDevice); + if (err != cudaSuccess) { + fprintf(stderr, "Failed to copy new positions: %s\n", cudaGetErrorString(err)); + } + + // Unmap the VBO resource + err = cudaGraphicsUnmapResources(1, &cuda_vbo_resource, 0); + if (err != cudaSuccess) { + fprintf(stderr, "Failed to unmap VBO resource: %s\n", cudaGetErrorString(err)); + } +} + +void updateConstantsOnDevice(float particleMass, float restDensity, float viscosity, float smoothingRadius) { + // Recalculate derived constants + float h_H2 = smoothingRadius * smoothingRadius; + float h_POLY6_CONST = 315.0f / (64.0f * h_PI * powf(smoothingRadius, 9)); + float h_SPIKY_GRAD_CONST = -45.0f / (h_PI * powf(smoothingRadius, 6)); + float h_VISC_LAP_CONST = 45.0f / (h_PI * powf(smoothingRadius, 6)); + + // Send constants to CUDA device + cudaMemcpyToSymbol(PARTICLE_MASS, &particleMass, sizeof(float)); + cudaMemcpyToSymbol(REST_DENSITY, &restDensity, sizeof(float)); + cudaMemcpyToSymbol(VISCOSITY, &viscosity, sizeof(float)); + cudaMemcpyToSymbol(H, &smoothingRadius, sizeof(float)); + cudaMemcpyToSymbol(H2, &h_H2, sizeof(float)); + cudaMemcpyToSymbol(POLY6_CONST, &h_POLY6_CONST, sizeof(float)); + cudaMemcpyToSymbol(SPIKY_GRAD_CONST, &h_SPIKY_GRAD_CONST, sizeof(float)); + cudaMemcpyToSymbol(VISC_LAP_CONST, &h_VISC_LAP_CONST, sizeof(float)); +} + // Cleanup device arrays void cleanupDeviceArrays() { @@ -271,6 +334,7 @@ void cleanupDeviceArrays() cudaFree(d_boundaryCellStart); cudaFree(d_sum_gradW2); + } diff --git a/src/include/FluidSimulation.h b/src/include/FluidSimulation.h index 81cfe839081bbe609d66b993f7ee395ed7742960..a63ba6a7483ddd75e00b30456fa5178a12405605 100644 --- a/src/include/FluidSimulation.h +++ b/src/include/FluidSimulation.h @@ -16,17 +16,43 @@ namespace FluidSimulation { float m_timeStep; + float m_particleMass; + float m_restDensity; + float m_viscosity; + float m_smoothingRadius; + int m_simulationStepsPerFrame; + public: FluidSimulation(int numParticles); ~FluidSimulation(); void initSimulation(); // Initialize simulation resources void updateSimulation(); // Update particles using CUDA + void Reset(); + GLuint getParticleVBO() const { return m_vbo_particles; } GLuint getBoundaryVBO() const { return m_vbo_boundary; } int getParticleCount() const { return m_numParticles; }; int getBoundaryParticleCount() const { return m_numBoundaryParticles; }; + + void updateConstants(); + + float getParticleMass() { return m_particleMass; } + float getRestDensity() { return m_restDensity; } + float getViscosity() { return m_viscosity; } + float getSmoothingRadius() { return m_smoothingRadius; } + + int getSimulationStepsPerFrame() { return m_simulationStepsPerFrame; }; + + void setParticleMass(float particleMass) { m_particleMass = particleMass; }; + void setRestDensity(float restDensity) { m_restDensity = restDensity; }; + void setViscosity(float visocisty) { m_viscosity = visocisty; }; + void setSmoothingRadius(float smoothRadius) { m_smoothingRadius = smoothRadius; }; + + void setSimulationStepsPerFrame(int steps) { m_simulationStepsPerFrame = steps; }; + + void ResetFluidParameters(); }; } diff --git a/src/include/FluidSimulationApp.h b/src/include/FluidSimulationApp.h index b7e083c144be3fa6e9f1fe265883f6bca79bab3e..8d2c41fb48f3f9b0ca4b2f885bbbcc78b65122e7 100644 --- a/src/include/FluidSimulationApp.h +++ b/src/include/FluidSimulationApp.h @@ -21,7 +21,13 @@ namespace FluidSimulation Camera* m_camera; FluidRenderer* m_fluidRenderer; FluidSimulation* m_fluidSimulation; - + + bool m_updatePhysics; + + void RenderControlPannel(); + void RenderFluidView(); + void FluidParameterControl(); + public: FluidSimulatorApp(appSettings* appSettings); ~FluidSimulatorApp();