814 lines
26 KiB
C++
814 lines
26 KiB
C++
#include <psemek/app/application_base.hpp>
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#include <psemek/app/default_application_factory.hpp>
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#include <psemek/gfx/painter.hpp>
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#include <psemek/gfx/gl.hpp>
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#include <psemek/math/camera.hpp>
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#include <psemek/math/gradient.hpp>
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#include <psemek/random/generator.hpp>
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#include <psemek/random/device.hpp>
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#include <psemek/random/uniform_ball.hpp>
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#include <psemek/pcg/perlin.hpp>
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#include <psemek/pcg/fractal.hpp>
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#include <psemek/util/ndarray.hpp>
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#include <psemek/log/log.hpp>
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#include <psemek/io/file_stream.hpp>
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using namespace psemek;
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auto make_perlin(random::generator & rng, int min_octave, int max_octave, float power)
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{
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std::vector<pcg::perlin<float, 2>> octaves;
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std::vector<float> weights;
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random::uniform_sphere_vector_distribution<float, 2> random_vector{};
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for (int octave = min_octave; octave < max_octave; ++octave)
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{
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int size = 1 << octave;
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util::ndarray<math::vector<float, 2>, 2> gradients({size + 1, size + 1});
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for (auto & g : gradients)
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g = random_vector(rng);
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octaves.emplace_back(std::move(gradients));
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weights.push_back(std::pow(power, - octave));
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}
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float weight_sum = 0.f;
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for (auto w : weights)
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weight_sum += w;
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for (auto & w : weights)
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w /= weight_sum;
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return pcg::fractal<pcg::perlin<float, 2>>(std::move(octaves), std::move(weights));
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}
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void make_force_field(random::generator & rng, util::ndarray<math::vector<float, 2>, 2> & result, float scale)
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{
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auto noise_1 = make_perlin(rng, 3, 6, 2.f);
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auto noise_2 = make_perlin(rng, 3, 6, 2.f);
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for (int y = 0; y < result.height(); ++y)
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{
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for (int x = 0; x < result.width(); ++x)
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{
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math::point p{(x + 0.5f) / result.height(), (y + 0.5f) / result.width()};
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result(x, y) = scale * (math::vector{noise_1(p), noise_2(p)} * 2.f - math::vector{1.f, 1.f});
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}
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}
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}
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struct weather_app
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: app::application_base
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{
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static constexpr int N = 128;
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const float dt = 20.f;
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const float viscosity = 0.f;
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const float advection_magnification = 1.f;
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const float temperature_diffusion = 0.001f;
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const float cooling = 0.1f / 300.f;
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const float cooling_factor = std::exp(- cooling * dt);
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const float heating = 323.f * (std::exp(cooling * dt) - 1.f) / dt;
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const float coriolis = 0.f;
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const float coriolis_bands = 2.f;
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const float friction = 0.f;
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const float slope_force = 4.f;
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const float vorticity_confinement = 0.f;
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const float evaporation = 0.01f;
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const float max_humidity_factor = 100.f;
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const float precipitation_factor = 0.0003f;
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const float force_field_amplitude = 0.00005f;
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const float random_forces = 1.f;
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const float force_field_switch_duration = 720.f * 7.5f; // 7.5 days
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const int force_field_switch_frames = std::round(force_field_switch_duration / dt);
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// const float friction_factor = 1.f - std::exp(- friction * dt);
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const bool periodic_x = true;
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random::generator rng{random::device{}};
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// random::generator rng{0, 0};
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gfx::pixmap_rgba biomes_map;
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float expected_temperature_at(int y) const
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{
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// float latitude = (y - N * 0.5f) * 2.f / N;
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// return std::cos(latitude * float(math::pi));
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return temperature_income_at(y) * dt / (std::exp(cooling * dt) - 1.f);
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}
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float temperature_income_at(int y) const
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{
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// float latitude = (y - N * 0.5f) * 2.f / N;
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float latitude = y * 1.f / N;
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// return heating * math::lerp(0.75f, 1.f, std::cos(latitude * float(math::pi) / 2.f));
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return heating * math::lerp(0.8f, 1.f, 1.f - std::abs(latitude));
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}
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int wrap(int i) const
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{
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return (i + N) % N;
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}
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weather_app(options const &, context const &)
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{
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simulation_box_ = {{{0.f, N}, {0.f, N}}};
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terrain_.resize({N, N}, 0.f);
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velocity_.resize({N, N});
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new_velocity_.resize({N, N});
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pressure_.resize({N, N}, 0.f);
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temperature_.resize({N, N}, -1.f);
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new_temperature_.resize({N, N});
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average_temperature_.resize({N, N}, 0.f);
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force_field_main_.resize({N, N});
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force_field_current_.resize({N, N});
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force_field_next_.resize({N, N});
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vorticity_.resize({N, N});
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humidity_.resize({N, N});
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new_humidity_.resize({N, N});
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precipitation_.resize({N, N});
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average_precipitation_.resize({N, N});
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// random::generator rng{0, 0};
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random::uniform_ball_vector_distribution<float, 2> random_velocity{};
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// for (auto & v : velocity_)
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// {
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// v = random_velocity(rng) * 0.01f;
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// v += std::cos(0.5f * float(math::pi) * latitude * coriolis_bands
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// }
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for (int y = 0; y < N; ++y)
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{
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for (int x = 0; x < N; ++x)
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{
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float latitude = (N * 0.5f - y) * 2.f / N;
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velocity_(x, y) = random_velocity(rng) * 0.f + 0.f * math::vector{-std::cos(0.5f * float(math::pi) * latitude * coriolis_bands), 0.f};
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temperature_(x, y) = expected_temperature_at(y);
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float max_humidity = std::max(0.f, temperature_(x, y) - 223.f) * max_humidity_factor;
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humidity_(x, y) = max_humidity + dt * evaporation * std::max(0.f, temperature_(x, y) - 273.f) * (1.f - precipitation_factor * dt) / precipitation_factor / dt;
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}
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}
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auto terrain_noise = make_perlin(rng, 2, 10, 1.6f);
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for (int y = 0; y < N; ++y)
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{
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for (int x = 0; x < N; ++x)
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{
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auto d = math::length(math::vector{x - N / 2.f, y - N / 2.f}) / (N / 2.f);
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(void)d;
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float value = terrain_noise((x + 0.5f) / N, (y + 0.5f) / N);
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value = pow(value, 4.f) - d / 4.f;
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value = math::lerp(1.f, 16.f, value);
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terrain_(x, y) = value;
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}
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}
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make_force_field(rng, force_field_main_, 0.5f);
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make_force_field(rng, force_field_next_, 0.5f);
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biomes_map = gfx::read_image<gfx::color_rgba>(io::file_istream{std::filesystem::path{PSEMEK_EXAMPLES_DIR} / "biomes.png"});
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}
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void on_event(app::key_event const & event) override
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{
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if (event.down && event.key == app::keycode::SPACE)
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paused_ ^= true;
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if (event.down && event.key == app::keycode::V)
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show_velocity_ ^= true;
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if (event.down && event.key == app::keycode::T)
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show_temperature_ ^= true;
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if (event.down && event.key == app::keycode::D)
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show_temperature_delta_ ^= true;
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if (event.down && event.key == app::keycode::A)
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show_average_temperature_delta_ ^= true;
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if (event.down && event.key == app::keycode::P)
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show_pressure_ ^= true;
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if (event.down && event.key == app::keycode::H)
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show_land_ ^= true;
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if (event.down && event.key == app::keycode::W)
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show_water_vapor_ ^= true;
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if (event.down && event.key == app::keycode::R)
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show_precipitation_ ^= true;
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if (event.down && event.key == app::keycode::Q)
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show_average_precipitation_ ^= true;
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if (event.down && event.key == app::keycode::B)
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show_biomes_ ^= true;
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}
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void update() override
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{
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if (paused_)
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return;
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// Update force field
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if ((frame_ % force_field_switch_frames) == 0)
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{
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std::swap(force_field_current_, force_field_next_);
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make_force_field(rng, force_field_next_, 0.5f);
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}
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float const force_field_t = ((frame_ % force_field_switch_frames) + 0.5f) / force_field_switch_frames;
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int xmin = periodic_x ? 0 : 1;
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int xmax = periodic_x ? N : N - 1; // exclusive
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// Temperature source
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for (int y = 0; y < N; ++y)
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{
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for (int x = 0; x < N; ++x)
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{
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// temperature_(x, y) = math::lerp(temperature_(x, y), expected_temperature_at(y), 1.f - std::exp(- heating * dt));
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temperature_(x, y) += dt * temperature_income_at(y);
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temperature_(x, y) *= cooling_factor;
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}
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}
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// Evaporation
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for (int y = 0; y < N; ++y)
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{
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for (int x = 0; x < N; ++x)
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{
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if (terrain_(x, y) <= 0.f)
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humidity_(x, y) += dt * evaporation * std::max(0.f, temperature_(x, y) - 273.f);
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// float discharge = std::min(humidity_(x, y), precipitation_factor * dt);
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// float discharge = humidity_(x, y) * precipitation_factor * dt;
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float max_humidity = std::max(0.f, temperature_(x, y) - 223.f) * max_humidity_factor;
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float discharge = std::max(0.f, humidity_(x, y) - max_humidity) * precipitation_factor * dt;
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humidity_(x, y) -= discharge;
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precipitation_(x, y) = discharge;
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}
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}
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// Velocity & temperature advection
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for (int i = 0; i < N; ++i)
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{
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new_temperature_(i, 0) = temperature_(i, 0);
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new_temperature_(i, N - 1) = temperature_(i, N - 1);
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new_humidity_(i, 0) = humidity_(i, 0);
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new_humidity_(i, N - 1) = humidity_(i, N - 1);
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if (!periodic_x)
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{
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new_temperature_(0, i) = temperature_(0, i);
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new_temperature_(N - 1, i) = temperature_(N - 1, i);
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new_humidity_(0, i) = humidity_(0, i);
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new_humidity_(N - 1, i) = humidity_(N - 1, i);
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}
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}
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for (int y = 1; y < N - 1; ++y)
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{
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for (int x = xmin; x < xmax; ++x)
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{
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auto v = velocity_(x, y);
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auto p = math::point{x + 0.5f, y + 0.5f} - (advection_magnification * dt) * v;
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p[0] = p[0] - 0.5f;
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p[1] = math::clamp(p[1] - 0.5f, {0.f, N - 1.f});
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if (!periodic_x)
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p[0] = math::clamp(p[0], {0.f, N - 1.f});
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int ix = std::floor(p[0]);
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int iy = std::min<int>(N - 1, std::floor(p[1]));
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if (!periodic_x)
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ix = std::min(N - 1, ix);
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float tx = p[0] - ix;
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float ty = p[1] - iy;
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new_velocity_(x, y) = math::lerp(
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math::lerp(velocity_(wrap(ix + 0), iy + 0), velocity_(wrap(ix + 1), iy + 0), tx),
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math::lerp(velocity_(wrap(ix + 0), iy + 1), velocity_(wrap(ix + 1), iy + 1), tx),
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ty
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);
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new_temperature_(x, y) = math::lerp(
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math::lerp(temperature_(wrap(ix + 0), iy + 0), temperature_(wrap(ix + 1), iy + 0), tx),
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math::lerp(temperature_(wrap(ix + 0), iy + 1), temperature_(wrap(ix + 1), iy + 1), tx),
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ty
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);
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new_humidity_(x, y) = math::lerp(
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math::lerp(humidity_(wrap(ix + 0), iy + 0), humidity_(wrap(ix + 1), iy + 0), tx),
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math::lerp(humidity_(wrap(ix + 0), iy + 1), humidity_(wrap(ix + 1), iy + 1), tx),
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ty
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);
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}
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}
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std::swap(velocity_, new_velocity_);
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std::swap(temperature_, new_temperature_);
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std::swap(humidity_, new_humidity_);
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// Apply velocity diffusion
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for (int y = 0; y < N; ++y)
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for (int x = 0; x < N; ++x)
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new_velocity_(x, y) = velocity_(x, y);
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for (int y = 1; y < N - 1; ++y)
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{
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for (int x = xmin; x < xmax; ++x)
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{
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// Velocity Laplacian
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auto laplacian = velocity_(wrap(x + 1), y) + velocity_(wrap(x - 1), y) + velocity_(x, y + 1) + velocity_(x, y - 1) - 4.f * velocity_(x, y);
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new_velocity_(x, y) = velocity_(x, y) + viscosity * dt * laplacian;
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}
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}
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std::swap(velocity_, new_velocity_);
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// Apply temperature diffusion
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for (int y = 0; y < N; ++y)
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for (int x = 0; x < N; ++x)
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new_temperature_(x, y) = temperature_(x, y);
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for (int y = 1; y < N - 1; ++y)
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{
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for (int x = xmin; x < xmax; ++x)
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{
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// Temperature Laplacian
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auto laplacian = temperature_(wrap(x + 1), y) + temperature_(wrap(x - 1), y) + temperature_(x, y + 1) + temperature_(x, y - 1) - 4.f * temperature_(x, y);
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new_temperature_(x, y) = temperature_(x, y) + temperature_diffusion * dt * laplacian;
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}
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}
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std::swap(temperature_, new_temperature_);
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// Compute vorticity
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for (int y = 1; y < N - 1; ++y)
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for (int x = xmin; x < xmax; ++x)
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vorticity_(x, y) = (velocity_(x, y + 1)[0] - velocity_(x, y - 1)[0]) / 2.f - (velocity_(wrap(x + 1), y)[1] - velocity_(wrap(x - 1), y)[1]) / 2;
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// Apply forces & friction
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for (int y = 1; y < N - 1; ++y)
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{
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for (int x = xmin; x < xmax; ++x)
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{
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float latitude = (N * 0.5f - y) * 2.f / N;
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// float latitude = (N - y) * 1.f / N;
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// velocity_(x, y) += math::ort(velocity_(x, y)) * (coriolis * dt * std::sin(0.5f * float(math::pi) * latitude * coriolis_bands));
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velocity_(x, y) = math::rotate(velocity_(x, y), coriolis * dt * std::sin(0.5f * float(math::pi) * latitude * coriolis_bands));
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auto force = force_field_main_(x, y) + random_forces * math::lerp(force_field_current_(x, y), force_field_next_(x, y), force_field_t);
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velocity_(x, y) += (dt * force_field_amplitude) * force;
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math::vector terrain_gradient
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{
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(std::max(0.f, terrain_(x + 1, y)) - std::max(0.f, terrain_(x - 1, y))) / 2.f,
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(std::max(0.f, terrain_(x, y + 1)) - std::max(0.f, terrain_(x, y - 1))) / 2.f,
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};
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// [[maybe_unused]] float slope_factor = std::exp(- dt * slope_force * math::dot(math::normalized(velocity_(x, y)), terrain_gradient));
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// velocity_(x, y) *= std::min(1.f, slope_factor);
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// velocity_(x, y) -= terrain_gradient * slope_force * dt;
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[[maybe_unused]] float slope_factor = std::exp(- dt * slope_force * std::pow(math::length(terrain_gradient), 4.f));
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// [[maybe_unused]] float slope_factor = std::exp(- dt * slope_force * std::pow(std::max(0.f, terrain_(x, y)), 1.f));
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velocity_(x, y) *= slope_factor;
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// Directional external force
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// velocity_(x, y)[1] += 0.001f * dt * std::sin(0.5f * float(math::pi) * latitude * coriolis_bands);
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// velocity_(x, y) += math::direction(frame_ * dt * 2.f * float(math::pi) / 10080.f) * 0.001f * dt;
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math::vector vorticity_gradient
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{
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(vorticity_(wrap(x + 1), y) - vorticity_(wrap(x - 1), y)) / 2.f,
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(vorticity_(x, y + 1) - vorticity_(x, y - 1)) / 2.f,
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};
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if (auto l = math::length(vorticity_gradient); l > 0.f)
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vorticity_gradient /= l;
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velocity_(x, y) += vorticity_confinement * dt * vorticity_(x, y) * math::ort(vorticity_gradient);
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float local_friction = friction * terrain_(x, y);
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// velocity_(x, y) -= local_friction * velocity_(x, y) * math::length(velocity_(x, y));
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float local_friction_factor = std::exp(- local_friction * dt);
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velocity_(x, y) *= local_friction_factor;
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}
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}
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// Solve Poisson equation for pressure
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for (int iteration = 0; iteration < 16; ++iteration)
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{
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int ymin = ((iteration % 2) == 0) ? 1 : N - 2;
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int ymax = ((iteration % 2) == 0) ? N - 1 : 0;
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int ystep = ((iteration % 2) == 0) ? 1 : -1;
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for (int y = ymin; y != ymax; y += ystep)
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{
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for (int x = xmin; x < xmax; ++x)
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{
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// Velocity divergence
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float divergence = (velocity_(wrap(x + 1), y)[0] - velocity_(wrap(x - 1), y)[0] + velocity_(x, y + 1)[1] - velocity_(x, y - 1)[1]) / 2.f;
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// Gauss-Seidel iteration step
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pressure_(x, y) = (pressure_(wrap(x - 1), y) + pressure_(wrap(x + 1), y) + pressure_(x, y - 1) + pressure_(x, y + 1) - divergence) / 4.f;
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}
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}
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}
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// Apply boundary conditions for pressure
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for (int i = 0; i < N; ++i)
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{
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if (!periodic_x)
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{
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pressure_(0, i) = pressure_(1, i);
|
|
pressure_(N - 1, i) = pressure_(N - 2, i);
|
|
}
|
|
pressure_(i, 0) = pressure_(i, 1);
|
|
pressure_(i, N - 1) = pressure_(i, N - 2);
|
|
}
|
|
if (!periodic_x)
|
|
{
|
|
pressure_(0, 0) = (pressure_(0, 1) + pressure_(1, 0)) / 2.f;
|
|
pressure_(N-1, 0) = (pressure_(N-1, 1) + pressure_(N-2, 0)) / 2.f;
|
|
pressure_(0, N-1) = (pressure_(0, N-2) + pressure_(1, N-2)) / 2.f;
|
|
pressure_(N-1, N-1) = (pressure_(N-1, N-2) + pressure_(N-2, N-1)) / 2.f;
|
|
}
|
|
|
|
// Normalize pressure
|
|
float average_pressure = 0.f;
|
|
for (auto const & value : pressure_)
|
|
average_pressure += value;
|
|
average_pressure /= (1.f * N * N);
|
|
for (auto & value : pressure_)
|
|
value -= average_pressure;
|
|
|
|
// Project velocity into divergence-free space
|
|
// by subtracting pressure gradient
|
|
for (int y = 1; y < N - 1; ++y)
|
|
{
|
|
for (int x = xmin; x < xmax; ++x)
|
|
{
|
|
// Pressure gradient
|
|
math::vector gradient{
|
|
(pressure_(wrap(x + 1), y) - pressure_(wrap(x - 1), y)) / 2.f,
|
|
(pressure_(x, y + 1) - pressure_(x, y - 1)) / 2.f
|
|
};
|
|
velocity_(x, y) -= gradient;
|
|
}
|
|
}
|
|
|
|
// Apply boundary conditions for velocity
|
|
for (int i = 0; i < N; ++i)
|
|
{
|
|
if (!periodic_x)
|
|
{
|
|
float left_boundary_flow = 0.f;//0.01f * std::sin((i * 1.f / N) * float(math::pi) * 4.f);
|
|
float right_boundary_flow = -left_boundary_flow;
|
|
|
|
velocity_(1, i)[0] = left_boundary_flow;
|
|
velocity_(N-2, i)[0] = right_boundary_flow;
|
|
|
|
velocity_(0, i)[0] = - velocity_(1, i)[0];
|
|
velocity_(N-1, i)[0] = - velocity_(N-2, i)[0];
|
|
}
|
|
velocity_(i, 0)[1] = -velocity_(i, 1)[1];
|
|
velocity_(i, N-2)[1] = -velocity_(i, N-2)[1];
|
|
}
|
|
|
|
// Uncomment to visualize the force field
|
|
// for (int y = 0; y < N; ++y)
|
|
// for (int x = 0; x < N; ++x)
|
|
// velocity_(x, y) = 100000.f * force_field_(x, y);
|
|
|
|
// Uncomment to visualize the terrain gradient field
|
|
// for (int y = 1; y < N - 1; ++y)
|
|
// {
|
|
// for (int x = 1; x < N - 1; ++x)
|
|
// {
|
|
// math::vector terrain_gradient
|
|
// {
|
|
// (terrain_(x + 1, y) - terrain_(x - 1, y)) / 2.f,
|
|
// (terrain_(x, y + 1) - terrain_(x, y - 1)) / 2.f,
|
|
// };
|
|
|
|
// velocity_(x, y) = terrain_gradient;
|
|
// }
|
|
// }
|
|
|
|
++frame_;
|
|
|
|
// Update all-time average temperature & precipitation
|
|
for (int y = 0; y < N; ++y)
|
|
{
|
|
for (int x = 0; x < N; ++x)
|
|
{
|
|
float t = 1.f / frame_;
|
|
// float t = 1.f / std::min(8192, frame_);
|
|
average_temperature_(x, y) = math::lerp(average_temperature_(x, y), temperature_(x, y), t);
|
|
average_precipitation_(x, y) = math::lerp(average_precipitation_(x, y), precipitation_(x, y), t);
|
|
}
|
|
}
|
|
}
|
|
|
|
void present() override
|
|
{
|
|
gl::ClearColor(0.f, 0.f, 0.f, 0.f);
|
|
gl::Clear(gl::COLOR_BUFFER_BIT);
|
|
|
|
float const aspect_ratio = state().size[0] * 1.f / state().size[1];
|
|
math::box<float, 2> view_box = math::expand(simulation_box_, 1.f);
|
|
if (view_box[0].length() / view_box[1].length() > aspect_ratio)
|
|
view_box[1] = math::expand(view_box[1], (view_box[0].length() / aspect_ratio - view_box[1].length()) / 2.f);
|
|
else
|
|
view_box[0] = math::expand(view_box[0], (view_box[1].length() * aspect_ratio - view_box[0].length()) / 2.f);
|
|
|
|
std::optional<math::vector<int, 2>> mouseover_cell;
|
|
{
|
|
auto mouse = math::lerp(view_box, math::vector{state().mouse[0] * 1.f / state().size[0], 1.f - state().mouse[1] * 1.f / state().size[1]});
|
|
int x = std::floor(mouse[0]);
|
|
int y = std::floor(mouse[1]);
|
|
|
|
if (x >= 0 && x < N && y >= 0 && y < N)
|
|
mouseover_cell = {x, y};
|
|
}
|
|
|
|
if (mouseover_cell && (state().mouse_button_down.contains(app::mouse_button::left) || state().mouse_button_down.contains(app::mouse_button::right)))
|
|
{
|
|
float delta = state().mouse_button_down.contains(app::mouse_button::left) ? 1.f : -1.f;
|
|
|
|
int R = 4;
|
|
|
|
for (int iy = -R; iy <= R; ++iy)
|
|
{
|
|
for (int ix = -R; ix <= R; ++ix)
|
|
{
|
|
int x = (*mouseover_cell)[0] + ix;
|
|
int y = (*mouseover_cell)[1] + iy;
|
|
|
|
if (x >= 0 && x < N && y >= 0 && y < N)
|
|
{
|
|
auto d = math::vector<float, 2>{ix, iy} / 2.f;
|
|
terrain_(x, y) += delta * 0.05f * std::exp(- math::dot(d, d));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (mouseover_cell && state().mouse_button_down.contains(app::mouse_button::middle))
|
|
{
|
|
int R = 4;
|
|
|
|
float average = 0.f;
|
|
int count = 0;
|
|
|
|
for (int iy = -R; iy <= R; ++iy)
|
|
{
|
|
for (int ix = -R; ix <= R; ++ix)
|
|
{
|
|
int x = (*mouseover_cell)[0] + ix;
|
|
int y = (*mouseover_cell)[1] + iy;
|
|
|
|
if (x >= 0 && x < N && y >= 0 && y < N)
|
|
{
|
|
average += terrain_(x, y);
|
|
count += 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
average /= count;
|
|
|
|
for (int iy = -R; iy <= R; ++iy)
|
|
{
|
|
for (int ix = -R; ix <= R; ++ix)
|
|
{
|
|
int x = (*mouseover_cell)[0] + ix;
|
|
int y = (*mouseover_cell)[1] + iy;
|
|
|
|
if (x >= 0 && x < N && y >= 0 && y < N)
|
|
{
|
|
auto d = math::vector<float, 2>{ix, iy} / 2.f;
|
|
terrain_(x, y) += (average - terrain_(x, y)) * 0.05f * std::exp(- math::dot(d, d));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
[[maybe_unused]] float const pixel_size = view_box[0].length() / state().size[0];
|
|
|
|
auto map_color = [](float value, gfx::color_4f const & negative, gfx::color_4f const & positive){
|
|
return math::lerp(negative, positive, 1.f/ (1.f + std::exp(- value)));
|
|
};
|
|
|
|
auto map_temperature = [&](float value) {
|
|
return map_color(2.f * std::round(value / 20.f), {0.125f, 0.5f, 1.f, 0.75f}, {1.f, 0.5f, 0.125f, 0.75f});
|
|
};
|
|
|
|
auto map_biome = [this](float temperature, float precipitation)
|
|
{
|
|
auto x = math::clamp<int>(math::unlerp({ -3.f, 3.f}, precipitation) * biomes_map.width() , {0, biomes_map.width() - 1});
|
|
auto y = math::clamp<int>(math::unlerp({-10.f, 40.f}, temperature ) * biomes_map.height(), {0, biomes_map.height() - 1});
|
|
|
|
return gfx::to_colorf(biomes_map(x, y));
|
|
};
|
|
|
|
for (int y = 0; y < N; ++y)
|
|
{
|
|
for (int x = 0; x < N; ++x)
|
|
{
|
|
gfx::color_4f color = gfx::color_4f::zero();
|
|
|
|
if (show_land_ || show_biomes_)
|
|
{
|
|
if (!show_biomes_)
|
|
{
|
|
if (terrain_(x, y) <= 0.f)
|
|
color = {0.5f, 0.5f, 1.f, 1.f};
|
|
else
|
|
color = {1.f, 1.f, 1.f, 1.f};
|
|
}
|
|
else
|
|
{
|
|
if (terrain_(x, y) <= 0.f)
|
|
color = map_color(4.f * terrain_(x, y), {0.f, 0.f, 0.125f, 1.f}, {0.f, 1.f, 1.5f, 1.f});
|
|
else
|
|
{
|
|
float temperature = average_temperature_(x, y) - 273.f - std::max(0.f, terrain_(x, y)) * 6.5f;
|
|
// float precipitation = (std::log10(std::max(1e-9f, average_precipitation_(x, y))) + 3.f) * 2.f;
|
|
// float precipitation = std::pow(average_precipitation_(x, y) * 125.f, 2.f) * 8.f;
|
|
float precipitation = std::log2(std::max(1e-9f, average_precipitation_(x, y)));
|
|
color = map_biome(temperature, precipitation);
|
|
}
|
|
}
|
|
|
|
if (show_land_ && x > 0 && x + 1 < N && y > 0 && y + 1 < N)
|
|
{
|
|
math::vector terrain_gradient
|
|
{
|
|
(terrain_(x + 1, y) - terrain_(x - 1, y)) / 2.f,
|
|
(terrain_(x, y + 1) - terrain_(x, y - 1)) / 2.f,
|
|
};
|
|
|
|
auto terrain_normal = math::normalized(math::vector{-terrain_gradient[0], -terrain_gradient[1], 0.5f});
|
|
|
|
float lightness = 0.5f + 0.5f * math::dot(terrain_normal, math::normalized(math::vector{1.f, 2.f, 3.f}));
|
|
|
|
color = gfx::dark(color, 1.f - lightness);
|
|
}
|
|
}
|
|
|
|
if (show_temperature_)
|
|
color = map_temperature(temperature_(x, y) - 273.f);
|
|
|
|
if (show_temperature_delta_)
|
|
color = gfx::blend(color, map_color((temperature_(x, y) - expected_temperature_at(y)), {0.125f, 0.5f, 1.f, 0.75f}, {1.f, 0.5f, 0.125f, 0.75f}));
|
|
|
|
if (show_average_temperature_delta_)
|
|
color = gfx::blend(color, map_color((average_temperature_(x, y) - expected_temperature_at(y)), {0.125f, 0.5f, 1.f, 0.75f}, {1.f, 0.5f, 0.125f, 0.75f}));
|
|
|
|
if (show_pressure_)
|
|
color = gfx::blend(color, map_color(10000.f * pressure_(x, y), {0.f, 0.f, 1.f, 0.75f}, {1.f, 0.f, 0.f, 0.75f}));
|
|
|
|
if (show_water_vapor_)
|
|
color = gfx::blend(color, map_color(humidity_(x, y) * 0.001f, {0.f, 1.f, 1.f, -0.75f}, {0.f, 1.f, 1.f, 0.75f}));
|
|
|
|
if (show_precipitation_)
|
|
{
|
|
// color = gfx::blend(color, map_color(precipitation_(x, y), {1.f, 1.f, 1.f, -1.f}, {1.f, 1.f, 1.f, 1.f}));
|
|
|
|
float alpha = 2.f / (1.f + std::exp(- precipitation_(x, y))) - 1.f;
|
|
|
|
gfx::color_4f cloud_color{1.f, 1.f, 1.f, alpha * 0.875f};
|
|
|
|
if (y > 0 && y + 1 < N)
|
|
{
|
|
if (periodic_x || (x > 0 && x + 1 < N))
|
|
{
|
|
math::vector gradient
|
|
{
|
|
(precipitation_(wrap(x + 1), y) - precipitation_(wrap(x - 1), y)) / 2.f,
|
|
(precipitation_(x, y + 1) - precipitation_(x, y - 1)) / 2.f,
|
|
};
|
|
|
|
auto normal = math::normalized(math::vector{-gradient[0], -gradient[1], 2.f});
|
|
auto lightness = 0.5f + 0.5f * math::dot(normal, math::normalized(math::vector{1.f, 2.f, 3.f}));
|
|
cloud_color = gfx::dark(cloud_color, 1.f - lightness);
|
|
}
|
|
}
|
|
|
|
color = gfx::blend(color, cloud_color);
|
|
}
|
|
|
|
if (show_average_precipitation_)
|
|
color = gfx::blend(color, map_color(average_precipitation_(x, y), {0.f, 1.f, 1.f, -0.75f}, {0.f, 1.f, 1.f, 0.75f}));
|
|
|
|
painter_.rect({{{x, x + 1.f}, {y, y + 1.f}}}, gfx::to_coloru8(color));
|
|
}
|
|
}
|
|
|
|
if (show_velocity_)
|
|
{
|
|
for (int y = 0; y < N; ++y)
|
|
{
|
|
for (int x = 0; x < N; ++x)
|
|
{
|
|
math::point center{x + 0.5f, y + 0.5f};
|
|
auto v = velocity_(x, y);
|
|
auto color = gfx::color_4f::zero();
|
|
if (auto l = math::length(v); l > 0.f)
|
|
{
|
|
float const magnification = 1000.f;
|
|
float const max_length = 1.5f;
|
|
v *= 0.5f * max_length * (1.f - std::exp(- magnification * l)) / l;
|
|
|
|
// color = gfx::lerp(gfx::color_4f{0.5f, 1.f, 0.f, 1.f}, gfx::color_4f{1.f, 0.f, 0.f, 1.f}, 1.f - std::exp(- 0.25f * magnification * l));
|
|
color = map_color(0.1f * (temperature_(x, y) - 273.f), {0.125f, 0.5f, 1.f, 1.f}, {1.f, 0.5f, 0.125f, 1.f});
|
|
}
|
|
auto n = math::ort(v) * 0.3f;
|
|
|
|
painter_.triangle(center - v - n, center - v + n, center + v, gfx::to_coloru8(color));
|
|
}
|
|
}
|
|
}
|
|
|
|
auto push_text = [&, row = 0](std::string const & text) mutable
|
|
{
|
|
painter_.text(view_box.corner(0.f, 1.f) - math::vector{0.f, row * pixel_size * 2.f * 12.f}, text, {.scale = {2.f * pixel_size, - 2.f * pixel_size}, .x = gfx::painter::x_align::left, .y = gfx::painter::y_align::top, .c = {255, 255, 255, 255}});
|
|
++row;
|
|
};
|
|
|
|
push_text(std::format("Frame {}", frame_));
|
|
push_text(std::format("Day {:.2f}", frame_ / (720.f / dt)));
|
|
|
|
if (mouseover_cell)
|
|
{
|
|
int x = (*mouseover_cell)[0];
|
|
int y = (*mouseover_cell)[1];
|
|
painter_.rect({{{x, x + 1.f}, {y, y + 1.f}}}, {255, 255, 255, 127});
|
|
|
|
push_text(std::format("{} {}", x, y));
|
|
push_text(std::format("V = {:.3f} {:.3f}", velocity_(x, y)[0] * 1000.f, velocity_(x, y)[1] * 1000.f));
|
|
push_text(std::format("P = {:.3f}", pressure_(x, y) * 1000.f));
|
|
push_text(std::format("T = {:.3f}", temperature_(x, y) - 273.f));
|
|
push_text(std::format("A = {:.3f}", average_temperature_(x, y) - 273.f));
|
|
push_text(std::format("E = {:.3f}", expected_temperature_at(y) - 273.f));
|
|
push_text(std::format("H = {:.3f}", terrain_(x, y)));
|
|
push_text(std::format("W = {:.3f}", humidity_(x, y)));
|
|
push_text(std::format("R = {:.3f}", precipitation_(x, y)));
|
|
push_text(std::format("AR= {:.3f}", average_precipitation_(x, y)));
|
|
}
|
|
|
|
painter_.render(math::orthographic_camera{view_box}.transform());
|
|
}
|
|
|
|
private:
|
|
gfx::painter painter_;
|
|
|
|
math::box<float, 2> simulation_box_;
|
|
|
|
bool paused_ = true;
|
|
bool show_velocity_ = true;
|
|
bool show_temperature_ = false;
|
|
bool show_temperature_delta_ = false;
|
|
bool show_average_temperature_delta_ = false;
|
|
bool show_pressure_ = false;
|
|
bool show_land_ = true;
|
|
bool show_biomes_ = true;
|
|
bool show_water_vapor_ = false;
|
|
bool show_precipitation_ = false;
|
|
bool show_average_precipitation_ = false;
|
|
|
|
util::ndarray<float, 2> terrain_;
|
|
util::ndarray<math::vector<float, 2>, 2> velocity_;
|
|
util::ndarray<math::vector<float, 2>, 2> new_velocity_;
|
|
util::ndarray<float, 2> pressure_;
|
|
util::ndarray<float, 2> vorticity_;
|
|
|
|
util::ndarray<float, 2> temperature_;
|
|
util::ndarray<float, 2> new_temperature_;
|
|
util::ndarray<float, 2> average_temperature_;
|
|
|
|
util::ndarray<float, 2> humidity_;
|
|
util::ndarray<float, 2> new_humidity_;
|
|
util::ndarray<float, 2> precipitation_;
|
|
util::ndarray<float, 2> average_precipitation_;
|
|
|
|
util::ndarray<math::vector<float, 2>, 2> force_field_main_;
|
|
util::ndarray<math::vector<float, 2>, 2> force_field_current_;
|
|
util::ndarray<math::vector<float, 2>, 2> force_field_next_;
|
|
|
|
int frame_ = 0;
|
|
};
|
|
|
|
namespace psemek::app
|
|
{
|
|
|
|
std::unique_ptr<application::factory> make_application_factory()
|
|
{
|
|
return default_application_factory<weather_app>({.name = "Weather simulation test"});
|
|
}
|
|
|
|
}
|