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77 lines
3.8 KiB
Plaintext
77 lines
3.8 KiB
Plaintext
/* Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of NVIDIA CORPORATION nor the names of its
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* contributors may be used to endorse or promote products derived
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* from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#ifndef __STABLEFLUIDS_KERNELS_CUH_
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#define __STABLEFLUIDS_KERNELS_CUH_
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#include "defines.h"
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// Vector data type used to velocity and force fields
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typedef float2 cData;
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void setupTexture(int x, int y);
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void updateTexture(cData *data, size_t w, size_t h, size_t pitch);
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void deleteTexture(void);
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// This method adds constant force vectors to the velocity field
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// stored in 'v' according to v(x,t+1) = v(x,t) + dt * f.
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__global__ void addForces_k(cData *v, int dx, int dy, int spx, int spy,
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float fx, float fy, int r, size_t pitch);
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// This method performs the velocity advection step, where we
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// trace velocity vectors back in time to update each grid cell.
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// That is, v(x,t+1) = v(p(x,-dt),t). Here we perform bilinear
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// interpolation in the velocity space.
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__global__ void advectVelocity_k(cData *v, float *vx, float *vy, int dx,
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int pdx, int dy, float dt, int lb,
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cudaTextureObject_t tex);
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// This method performs velocity diffusion and forces mass conservation
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// in the frequency domain. The inputs 'vx' and 'vy' are complex-valued
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// arrays holding the Fourier coefficients of the velocity field in
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// X and Y. Diffusion in this space takes a simple form described as:
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// v(k,t) = v(k,t) / (1 + visc * dt * k^2), where visc is the viscosity,
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// and k is the wavenumber. The projection step forces the Fourier
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// velocity vectors to be orthogonal to the wave wave vectors for each
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// wavenumber: v(k,t) = v(k,t) - ((k dot v(k,t) * k) / k^2.
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__global__ void diffuseProject_k(cData *vx, cData *vy, int dx, int dy, float dt,
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float visc, int lb);
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// This method updates the velocity field 'v' using the two complex
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// arrays from the previous step: 'vx' and 'vy'. Here we scale the
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// real components by 1/(dx*dy) to account for an unnormalized FFT.
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__global__ void updateVelocity_k(cData *v, float *vx, float *vy, int dx,
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int pdx, int dy, int lb, size_t pitch);
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// This method updates the particles by moving particle positions
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// according to the velocity field and time step. That is, for each
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// particle: p(t+1) = p(t) + dt * v(p(t)).
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__global__ void advectParticles_k(cData *part, cData *v, int dx, int dy,
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float dt, int lb, size_t pitch);
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#endif
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