Files
FluidSim/Program.cs
2026-05-03 20:33:30 +02:00

184 lines
6.3 KiB
C#
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
using SFML.Graphics;
using SFML.Window;
using SFML.System;
using System.Diagnostics;
using FluidSim.Core;
namespace FluidSim;
public class Program
{
private const int SampleRate = 44100;
private const double DrawFrequency = 60.0;
private static Scenario scenario;
// Speed control
//private static double desiredSpeed = 1.0;
private static double desiredSpeed = 0.0001;
private static double currentSpeed = desiredSpeed;
private const double MinSpeed = 0.0001;
private const double MaxSpeed = 1.0;
private const double ScrollFactor = 1.1;
// Spacetoggle state
private static double lastDesiredSpeed = 0.1; // remembers the last non1.0 scroll speed
private static bool isRealTime = true; // true when desiredSpeed == 1.0
private static volatile bool running = true;
public static void Main()
{
var mode = new VideoMode(new Vector2u(1280, 720));
var window = new RenderWindow(mode, "Pipe Resonator");
window.SetVerticalSyncEnabled(true);
window.Closed += (_, _) => { running = false; window.Close(); };
window.MouseWheelScrolled += OnMouseWheel;
window.KeyPressed += OnKeyPressed;
var soundEngine = new SoundEngine(bufferCapacity: 16384);
soundEngine.Volume = 70;
soundEngine.Start();
//scenario = new PipeResonatorScenario();
//scenario = new HelmholtzResonatorScenario();
scenario = new SodShockTubeScenario();
scenario.Initialize(SampleRate);
var stopwatch = Stopwatch.StartNew();
double lastDrawTime = 0.0;
double drawInterval = 1.0 / DrawFrequency;
double lastSpeedUpdateTime = stopwatch.Elapsed.TotalSeconds;
// Resampling buffer
List<float> simBuffer = new List<float>(4096);
double readIndex = 0.0;
for (int i = 0; i < 4; i++)
simBuffer.Add(scenario.Process());
long totalSimSteps = simBuffer.Count;
long totalOutputSamples = 0;
double lastRealTime = stopwatch.Elapsed.TotalSeconds;
const int outputChunk = 256;
float[] outputBuf = new float[outputChunk];
while (window.IsOpen)
{
window.DispatchEvents();
double currentRealTime = stopwatch.Elapsed.TotalSeconds;
double dtSpeed = currentRealTime - lastSpeedUpdateTime;
lastSpeedUpdateTime = currentRealTime;
// Smoothly transition currentSpeed → desiredSpeed
// When toggling, desiredSpeed jumps, but currentSpeed follows with a smooth lerp
double smoothingRate = 8.0; // higher = faster catchup
currentSpeed += (desiredSpeed - currentSpeed) * (1.0 - Math.Exp(-smoothingRate * dtSpeed));
// ---------- Generate audio ----------
double targetAudioClock = currentRealTime + 0.05;
while (totalOutputSamples < targetAudioClock * SampleRate && running)
{
int toGenerate = (int)Math.Min(
(long)outputChunk,
(long)(targetAudioClock * SampleRate) - totalOutputSamples
);
if (toGenerate <= 0) break;
double maxIndex = readIndex + (toGenerate - 1) * currentSpeed + 2;
int requiredSimIndex = (int)Math.Ceiling(maxIndex);
while (simBuffer.Count - 1 < requiredSimIndex)
{
simBuffer.Add(scenario.Process());
totalSimSteps++;
}
for (int i = 0; i < toGenerate; i++)
{
int i0 = (int)readIndex;
int i1 = i0 + 1;
double frac = readIndex - i0;
float y0 = simBuffer[Math.Clamp(i0, 0, simBuffer.Count - 1)];
float y1 = simBuffer[Math.Clamp(i1, 0, simBuffer.Count - 1)];
outputBuf[i] = (float)(y0 + (y1 - y0) * frac);
readIndex += currentSpeed;
while (readIndex >= 1.0 && simBuffer.Count > 2)
{
simBuffer.RemoveAt(0);
readIndex -= 1.0;
}
}
int accepted = soundEngine.WriteSamples(outputBuf, toGenerate);
totalOutputSamples += accepted;
if (accepted < toGenerate)
break;
}
// ---------- Drawing & title ----------
if (currentRealTime - lastDrawTime >= drawInterval)
{
double actualSpeed = totalOutputSamples / (currentRealTime * SampleRate);
double simTime = totalSimSteps / (double)SampleRate;
string toggleHint = isRealTime ? "[Space] slow mo" : "[Space] real time";
window.SetTitle(
$"{toggleHint} Sim: {simTime:F2}s | " +
$"Speed: {currentSpeed:F4}x → {desiredSpeed:F4}x | " +
$"Actual: {actualSpeed:F2}x"
);
window.Clear(Color.Black);
scenario.Draw(window);
window.Display();
lastDrawTime = currentRealTime;
}
}
soundEngine.Dispose();
window.Dispose();
}
private static void OnMouseWheel(object? sender, MouseWheelScrollEventArgs e)
{
bool wasRealTime = Math.Abs(desiredSpeed - 1.0) < 1e-6;
if (e.Delta > 0)
desiredSpeed *= ScrollFactor;
else if (e.Delta < 0)
desiredSpeed /= ScrollFactor;
desiredSpeed = Math.Clamp(desiredSpeed, MinSpeed, MaxSpeed);
// Update the remembered slow-mo speed (unless we are exactly at 1.0)
if (!wasRealTime || Math.Abs(desiredSpeed - 1.0) > 1e-6)
lastDesiredSpeed = desiredSpeed;
// Update isRealTime flag
isRealTime = Math.Abs(desiredSpeed - 1.0) < 1e-6;
}
private static void OnKeyPressed(object? sender, KeyEventArgs e)
{
if (e.Code == Keyboard.Key.Space)
{
if (isRealTime)
{
// Switch to the remembered slow speed
desiredSpeed = lastDesiredSpeed;
}
else
{
// Switch back to real time
desiredSpeed = 1.0;
}
isRealTime = !isRealTime;
}
}
}