/gpu-fluid

High performance OpenGL fluid solver in C++

Primary LanguageC++zlib LicenseZlib

This is a Windows compilable fork on VisualStudio2019. Major changes include removal of unistd header and replacing the ftime with a windows compatible one. Other than that, it was realtively easy to port to windows.

//Original Readme starts here ...

Fluid

OpenGL GPU Fluid Solver

This project implements a 2D fluid solver completely on the GPU using OpenGL 4.3.

The solver features a marker-and-cell grid, vorticity confinement, fluid implicit particle, 3rd order Runge-Kutta advection, a conjugate gradient solver with incomplete Poisson preconditioner, and a heat diffusion/buoyancy model.

Videos rendered with this code:

Compilation

Compilation requires freeglut and a recent version of GLEW. The makefile in the repository should work on Windows (tested with MinGW) and Linux.

Usage

A recent GPU with fresh drivers is necessary to run this application. Support for OpenGL 4.3 core profile is required. Tested on a GTX480.

When run, the program will open a graphics window and display a preview of the current simulation progress. If the macro RECORD_FRAMES in Main.cpp is set, the program will save out the individual frames as pngs using lodepng.

Note that the window resolution is independent of the fluid resolution; they are controlled individually using the constants GWidth/GHeight for the graphics window and FWidth/FHeight for the fluid grid resolution in Main.cpp. This is to allow for fluid resolutions much larger than the screen resolution. Frames will always be saved at the fluid resolution.

Code

Main.cpp controls the application setup and invokes the fluid solver. Fluid.cpp, along with all the shader files, performs all of the fluid related work. All the remaining files are utilities to deal with OpenGL.

Scene setup and inflows are controlled in Fluid::initScene and at the end of Fluid::update. These can be modified to get more interesting looking simulations.