/* Copyright (c) 2019, NVIDIA CORPORATION. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of NVIDIA CORPORATION nor the names of its * contributors may be used to endorse or promote products derived * from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #include "ShaderStructs.h" __global__ void sinewave_gen_kernel(Vertex *vertices, unsigned int width, unsigned int height, float time) { unsigned int x = blockIdx.x * blockDim.x + threadIdx.x; unsigned int y = blockIdx.y * blockDim.y + threadIdx.y; // calculate uv coordinates float u = x / (float)width; float v = y / (float)height; u = u * 2.0f - 1.0f; v = v * 2.0f - 1.0f; // calculate simple sine wave pattern float freq = 4.0f; float w = sinf(u * freq + time) * cosf(v * freq + time) * 0.5f; if (y < height && x < width) { // write output vertex vertices[y * width + x].position.x = u; vertices[y * width + x].position.y = w; vertices[y * width + x].position.z = v; // vertices[y*width+x].position[3] = 1.0f; vertices[y * width + x].color.x = 1.0f; vertices[y * width + x].color.y = 0.0f; vertices[y * width + x].color.z = 0.0f; vertices[y * width + x].color.w = 0.0f; } } // The host CPU Sinewave thread spawner void RunSineWaveKernel(size_t mesh_width, size_t mesh_height, Vertex *cudaDevVertptr, cudaStream_t streamToRun, float AnimTime) { dim3 block(16, 16, 1); dim3 grid(mesh_width / 16, mesh_height / 16, 1); Vertex *vertices = (Vertex *)cudaDevVertptr; sinewave_gen_kernel<<>>(vertices, mesh_width, mesh_height, AnimTime); getLastCudaError("sinewave_gen_kernel execution failed.\n"); }