mirror of
https://github.com/NVIDIA/cuda-samples.git
synced 2024-12-01 12:19:17 +08:00
896 lines
26 KiB
C++
896 lines
26 KiB
C++
/* Copyright (c) 2022, 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.
|
|
*/
|
|
|
|
/*
|
|
FFT-based Ocean simulation
|
|
based on original code by Yury Uralsky and Calvin Lin
|
|
|
|
This sample demonstrates how to use CUFFT to synthesize and
|
|
render an ocean surface in real-time.
|
|
|
|
See Jerry Tessendorf's Siggraph course notes for more details:
|
|
http://tessendorf.org/reports.html
|
|
|
|
It also serves as an example of how to generate multiple vertex
|
|
buffer streams from CUDA and render them using GLSL shaders.
|
|
*/
|
|
|
|
#if defined(WIN32) || defined(_WIN32) || defined(WIN64) || defined(_WIN64)
|
|
#define WINDOWS_LEAN_AND_MEAN
|
|
#define NOMINMAX
|
|
#include <windows.h>
|
|
#endif
|
|
|
|
// includes
|
|
#include <stdlib.h>
|
|
#include <stdio.h>
|
|
#include <string.h>
|
|
#include <math.h>
|
|
#include <helper_gl.h>
|
|
|
|
#include <cuda_runtime.h>
|
|
#include <cuda_gl_interop.h>
|
|
#include <cufft.h>
|
|
|
|
#include <helper_cuda.h>
|
|
#include <helper_functions.h>
|
|
#include <math_constants.h>
|
|
|
|
#if defined(__APPLE__) || defined(MACOSX)
|
|
#pragma clang diagnostic ignored "-Wdeprecated-declarations"
|
|
#include <GLUT/glut.h>
|
|
#else
|
|
#include <GL/freeglut.h>
|
|
#endif
|
|
|
|
#include <rendercheck_gl.h>
|
|
|
|
const char *sSDKsample = "CUDA FFT Ocean Simulation";
|
|
|
|
#define MAX_EPSILON 0.10f
|
|
#define THRESHOLD 0.15f
|
|
#define REFRESH_DELAY 10 // ms
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
// constants
|
|
unsigned int windowW = 512, windowH = 512;
|
|
|
|
const unsigned int meshSize = 256;
|
|
const unsigned int spectrumW = meshSize + 4;
|
|
const unsigned int spectrumH = meshSize + 1;
|
|
|
|
const int frameCompare = 4;
|
|
|
|
// OpenGL vertex buffers
|
|
GLuint posVertexBuffer;
|
|
GLuint heightVertexBuffer, slopeVertexBuffer;
|
|
struct cudaGraphicsResource *cuda_posVB_resource, *cuda_heightVB_resource,
|
|
*cuda_slopeVB_resource; // handles OpenGL-CUDA exchange
|
|
|
|
GLuint indexBuffer;
|
|
GLuint shaderProg;
|
|
char *vertShaderPath = 0, *fragShaderPath = 0;
|
|
|
|
// mouse controls
|
|
int mouseOldX, mouseOldY;
|
|
int mouseButtons = 0;
|
|
float rotateX = 20.0f, rotateY = 0.0f;
|
|
float translateX = 0.0f, translateY = 0.0f, translateZ = -2.0f;
|
|
|
|
bool animate = true;
|
|
bool drawPoints = false;
|
|
bool wireFrame = false;
|
|
bool g_hasDouble = false;
|
|
|
|
// FFT data
|
|
cufftHandle fftPlan;
|
|
float2 *d_h0 = 0; // heightfield at time 0
|
|
float2 *h_h0 = 0;
|
|
float2 *d_ht = 0; // heightfield at time t
|
|
float2 *d_slope = 0;
|
|
|
|
// pointers to device object
|
|
float *g_hptr = NULL;
|
|
float2 *g_sptr = NULL;
|
|
|
|
// simulation parameters
|
|
const float g = 9.81f; // gravitational constant
|
|
const float A = 1e-7f; // wave scale factor
|
|
const float patchSize = 100; // patch size
|
|
float windSpeed = 100.0f;
|
|
float windDir = CUDART_PI_F / 3.0f;
|
|
float dirDepend = 0.07f;
|
|
|
|
StopWatchInterface *timer = NULL;
|
|
float animTime = 0.0f;
|
|
float prevTime = 0.0f;
|
|
float animationRate = -0.001f;
|
|
|
|
// Auto-Verification Code
|
|
const int frameCheckNumber = 4;
|
|
int fpsCount = 0; // FPS count for averaging
|
|
int fpsLimit = 1; // FPS limit for sampling
|
|
unsigned int frameCount = 0;
|
|
unsigned int g_TotalErrors = 0;
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
// kernels
|
|
//#include <oceanFFT_kernel.cu>
|
|
|
|
extern "C" void cudaGenerateSpectrumKernel(float2 *d_h0, float2 *d_ht,
|
|
unsigned int in_width,
|
|
unsigned int out_width,
|
|
unsigned int out_height,
|
|
float animTime, float patchSize);
|
|
|
|
extern "C" void cudaUpdateHeightmapKernel(float *d_heightMap, float2 *d_ht,
|
|
unsigned int width,
|
|
unsigned int height, bool autoTest);
|
|
|
|
extern "C" void cudaCalculateSlopeKernel(float *h, float2 *slopeOut,
|
|
unsigned int width,
|
|
unsigned int height);
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
// forward declarations
|
|
void runAutoTest(int argc, char **argv);
|
|
void runGraphicsTest(int argc, char **argv);
|
|
|
|
// GL functionality
|
|
bool initGL(int *argc, char **argv);
|
|
void createVBO(GLuint *vbo, int size);
|
|
void deleteVBO(GLuint *vbo);
|
|
void createMeshIndexBuffer(GLuint *id, int w, int h);
|
|
void createMeshPositionVBO(GLuint *id, int w, int h);
|
|
GLuint loadGLSLProgram(const char *vertFileName, const char *fragFileName);
|
|
|
|
// rendering callbacks
|
|
void display();
|
|
void keyboard(unsigned char key, int x, int y);
|
|
void mouse(int button, int state, int x, int y);
|
|
void motion(int x, int y);
|
|
void reshape(int w, int h);
|
|
void timerEvent(int value);
|
|
|
|
// Cuda functionality
|
|
void runCuda();
|
|
void runCudaTest(char *exec_path);
|
|
void generate_h0(float2 *h0);
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
// Program main
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
int main(int argc, char **argv) {
|
|
printf(
|
|
"NOTE: The CUDA Samples are not meant for performance measurements. "
|
|
"Results may vary when GPU Boost is enabled.\n\n");
|
|
|
|
// check for command line arguments
|
|
if (checkCmdLineFlag(argc, (const char **)argv, "qatest")) {
|
|
animate = false;
|
|
fpsLimit = frameCheckNumber;
|
|
runAutoTest(argc, argv);
|
|
} else {
|
|
printf(
|
|
"[%s]\n\n"
|
|
"Left mouse button - rotate\n"
|
|
"Middle mouse button - pan\n"
|
|
"Right mouse button - zoom\n"
|
|
"'w' key - toggle wireframe\n",
|
|
sSDKsample);
|
|
|
|
runGraphicsTest(argc, argv);
|
|
}
|
|
|
|
exit(EXIT_SUCCESS);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
//! Run test
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
void runAutoTest(int argc, char **argv) {
|
|
printf("%s Starting...\n\n", argv[0]);
|
|
|
|
// Cuda init
|
|
int dev = findCudaDevice(argc, (const char **)argv);
|
|
|
|
cudaDeviceProp deviceProp;
|
|
checkCudaErrors(cudaGetDeviceProperties(&deviceProp, dev));
|
|
printf("Compute capability %d.%d\n", deviceProp.major, deviceProp.minor);
|
|
|
|
// create FFT plan
|
|
checkCudaErrors(cufftPlan2d(&fftPlan, meshSize, meshSize, CUFFT_C2C));
|
|
|
|
// allocate memory
|
|
int spectrumSize = spectrumW * spectrumH * sizeof(float2);
|
|
checkCudaErrors(cudaMalloc((void **)&d_h0, spectrumSize));
|
|
h_h0 = (float2 *)malloc(spectrumSize);
|
|
generate_h0(h_h0);
|
|
checkCudaErrors(cudaMemcpy(d_h0, h_h0, spectrumSize, cudaMemcpyHostToDevice));
|
|
|
|
int outputSize = meshSize * meshSize * sizeof(float2);
|
|
checkCudaErrors(cudaMalloc((void **)&d_ht, outputSize));
|
|
checkCudaErrors(cudaMalloc((void **)&d_slope, outputSize));
|
|
|
|
sdkCreateTimer(&timer);
|
|
sdkStartTimer(&timer);
|
|
prevTime = sdkGetTimerValue(&timer);
|
|
|
|
runCudaTest(argv[0]);
|
|
|
|
checkCudaErrors(cudaFree(d_ht));
|
|
checkCudaErrors(cudaFree(d_slope));
|
|
checkCudaErrors(cudaFree(d_h0));
|
|
checkCudaErrors(cufftDestroy(fftPlan));
|
|
free(h_h0);
|
|
|
|
exit(g_TotalErrors == 0 ? EXIT_SUCCESS : EXIT_FAILURE);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
//! Run test
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
void runGraphicsTest(int argc, char **argv) {
|
|
#if defined(__linux__)
|
|
setenv("DISPLAY", ":0", 0);
|
|
#endif
|
|
|
|
printf("[%s] ", sSDKsample);
|
|
printf("\n");
|
|
|
|
if (checkCmdLineFlag(argc, (const char **)argv, "device")) {
|
|
printf("[%s]\n", argv[0]);
|
|
printf(" Does not explicitly support -device=n in OpenGL mode\n");
|
|
printf(" To use -device=n, the sample must be running w/o OpenGL\n\n");
|
|
printf(" > %s -device=n -qatest\n", argv[0]);
|
|
printf("exiting...\n");
|
|
|
|
exit(EXIT_SUCCESS);
|
|
}
|
|
|
|
// First initialize OpenGL context, so we can properly set the GL for CUDA.
|
|
// This is necessary in order to achieve optimal performance with OpenGL/CUDA
|
|
// interop.
|
|
if (false == initGL(&argc, argv)) {
|
|
return;
|
|
}
|
|
|
|
findCudaDevice(argc, (const char **)argv);
|
|
|
|
// create FFT plan
|
|
checkCudaErrors(cufftPlan2d(&fftPlan, meshSize, meshSize, CUFFT_C2C));
|
|
|
|
// allocate memory
|
|
int spectrumSize = spectrumW * spectrumH * sizeof(float2);
|
|
checkCudaErrors(cudaMalloc((void **)&d_h0, spectrumSize));
|
|
h_h0 = (float2 *)malloc(spectrumSize);
|
|
generate_h0(h_h0);
|
|
checkCudaErrors(cudaMemcpy(d_h0, h_h0, spectrumSize, cudaMemcpyHostToDevice));
|
|
|
|
int outputSize = meshSize * meshSize * sizeof(float2);
|
|
checkCudaErrors(cudaMalloc((void **)&d_ht, outputSize));
|
|
checkCudaErrors(cudaMalloc((void **)&d_slope, outputSize));
|
|
|
|
sdkCreateTimer(&timer);
|
|
sdkStartTimer(&timer);
|
|
prevTime = sdkGetTimerValue(&timer);
|
|
|
|
// create vertex buffers and register with CUDA
|
|
createVBO(&heightVertexBuffer, meshSize * meshSize * sizeof(float));
|
|
checkCudaErrors(
|
|
cudaGraphicsGLRegisterBuffer(&cuda_heightVB_resource, heightVertexBuffer,
|
|
cudaGraphicsMapFlagsWriteDiscard));
|
|
|
|
createVBO(&slopeVertexBuffer, outputSize);
|
|
checkCudaErrors(
|
|
cudaGraphicsGLRegisterBuffer(&cuda_slopeVB_resource, slopeVertexBuffer,
|
|
cudaGraphicsMapFlagsWriteDiscard));
|
|
|
|
// create vertex and index buffer for mesh
|
|
createMeshPositionVBO(&posVertexBuffer, meshSize, meshSize);
|
|
createMeshIndexBuffer(&indexBuffer, meshSize, meshSize);
|
|
|
|
runCuda();
|
|
|
|
// register callbacks
|
|
glutDisplayFunc(display);
|
|
glutKeyboardFunc(keyboard);
|
|
glutMouseFunc(mouse);
|
|
glutMotionFunc(motion);
|
|
glutReshapeFunc(reshape);
|
|
glutTimerFunc(REFRESH_DELAY, timerEvent, 0);
|
|
|
|
// start rendering mainloop
|
|
glutMainLoop();
|
|
}
|
|
|
|
float urand() { return rand() / (float)RAND_MAX; }
|
|
|
|
// Generates Gaussian random number with mean 0 and standard deviation 1.
|
|
float gauss() {
|
|
float u1 = urand();
|
|
float u2 = urand();
|
|
|
|
if (u1 < 1e-6f) {
|
|
u1 = 1e-6f;
|
|
}
|
|
|
|
return sqrtf(-2 * logf(u1)) * cosf(2 * CUDART_PI_F * u2);
|
|
}
|
|
|
|
// Phillips spectrum
|
|
// (Kx, Ky) - normalized wave vector
|
|
// Vdir - wind angle in radians
|
|
// V - wind speed
|
|
// A - constant
|
|
float phillips(float Kx, float Ky, float Vdir, float V, float A,
|
|
float dir_depend) {
|
|
float k_squared = Kx * Kx + Ky * Ky;
|
|
|
|
if (k_squared == 0.0f) {
|
|
return 0.0f;
|
|
}
|
|
|
|
// largest possible wave from constant wind of velocity v
|
|
float L = V * V / g;
|
|
|
|
float k_x = Kx / sqrtf(k_squared);
|
|
float k_y = Ky / sqrtf(k_squared);
|
|
float w_dot_k = k_x * cosf(Vdir) + k_y * sinf(Vdir);
|
|
|
|
float phillips = A * expf(-1.0f / (k_squared * L * L)) /
|
|
(k_squared * k_squared) * w_dot_k * w_dot_k;
|
|
|
|
// filter out waves moving opposite to wind
|
|
if (w_dot_k < 0.0f) {
|
|
phillips *= dir_depend;
|
|
}
|
|
|
|
// damp out waves with very small length w << l
|
|
// float w = L / 10000;
|
|
// phillips *= expf(-k_squared * w * w);
|
|
|
|
return phillips;
|
|
}
|
|
|
|
// Generate base heightfield in frequency space
|
|
void generate_h0(float2 *h0) {
|
|
for (unsigned int y = 0; y <= meshSize; y++) {
|
|
for (unsigned int x = 0; x <= meshSize; x++) {
|
|
float kx = (-(int)meshSize / 2.0f + x) * (2.0f * CUDART_PI_F / patchSize);
|
|
float ky = (-(int)meshSize / 2.0f + y) * (2.0f * CUDART_PI_F / patchSize);
|
|
|
|
float P = sqrtf(phillips(kx, ky, windDir, windSpeed, A, dirDepend));
|
|
|
|
if (kx == 0.0f && ky == 0.0f) {
|
|
P = 0.0f;
|
|
}
|
|
|
|
// float Er = urand()*2.0f-1.0f;
|
|
// float Ei = urand()*2.0f-1.0f;
|
|
float Er = gauss();
|
|
float Ei = gauss();
|
|
|
|
float h0_re = Er * P * CUDART_SQRT_HALF_F;
|
|
float h0_im = Ei * P * CUDART_SQRT_HALF_F;
|
|
|
|
int i = y * spectrumW + x;
|
|
h0[i].x = h0_re;
|
|
h0[i].y = h0_im;
|
|
}
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
//! Run the Cuda kernels
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
void runCuda() {
|
|
size_t num_bytes;
|
|
|
|
// generate wave spectrum in frequency domain
|
|
cudaGenerateSpectrumKernel(d_h0, d_ht, spectrumW, meshSize, meshSize,
|
|
animTime, patchSize);
|
|
|
|
// execute inverse FFT to convert to spatial domain
|
|
checkCudaErrors(cufftExecC2C(fftPlan, d_ht, d_ht, CUFFT_INVERSE));
|
|
|
|
// update heightmap values in vertex buffer
|
|
checkCudaErrors(cudaGraphicsMapResources(1, &cuda_heightVB_resource, 0));
|
|
checkCudaErrors(cudaGraphicsResourceGetMappedPointer(
|
|
(void **)&g_hptr, &num_bytes, cuda_heightVB_resource));
|
|
|
|
cudaUpdateHeightmapKernel(g_hptr, d_ht, meshSize, meshSize, false);
|
|
|
|
// calculate slope for shading
|
|
checkCudaErrors(cudaGraphicsMapResources(1, &cuda_slopeVB_resource, 0));
|
|
checkCudaErrors(cudaGraphicsResourceGetMappedPointer(
|
|
(void **)&g_sptr, &num_bytes, cuda_slopeVB_resource));
|
|
|
|
cudaCalculateSlopeKernel(g_hptr, g_sptr, meshSize, meshSize);
|
|
|
|
checkCudaErrors(cudaGraphicsUnmapResources(1, &cuda_heightVB_resource, 0));
|
|
checkCudaErrors(cudaGraphicsUnmapResources(1, &cuda_slopeVB_resource, 0));
|
|
}
|
|
|
|
void runCudaTest(char *exec_path) {
|
|
checkCudaErrors(
|
|
cudaMalloc((void **)&g_hptr, meshSize * meshSize * sizeof(float)));
|
|
checkCudaErrors(
|
|
cudaMalloc((void **)&g_sptr, meshSize * meshSize * sizeof(float2)));
|
|
|
|
// generate wave spectrum in frequency domain
|
|
cudaGenerateSpectrumKernel(d_h0, d_ht, spectrumW, meshSize, meshSize,
|
|
animTime, patchSize);
|
|
|
|
// execute inverse FFT to convert to spatial domain
|
|
checkCudaErrors(cufftExecC2C(fftPlan, d_ht, d_ht, CUFFT_INVERSE));
|
|
|
|
// update heightmap values
|
|
cudaUpdateHeightmapKernel(g_hptr, d_ht, meshSize, meshSize, true);
|
|
|
|
{
|
|
float *hptr = (float *)malloc(meshSize * meshSize * sizeof(float));
|
|
cudaMemcpy((void *)hptr, (void *)g_hptr,
|
|
meshSize * meshSize * sizeof(float), cudaMemcpyDeviceToHost);
|
|
sdkDumpBin((void *)hptr, meshSize * meshSize * sizeof(float),
|
|
"spatialDomain.bin");
|
|
|
|
if (!sdkCompareBin2BinFloat("spatialDomain.bin", "ref_spatialDomain.bin",
|
|
meshSize * meshSize, MAX_EPSILON, THRESHOLD,
|
|
exec_path)) {
|
|
g_TotalErrors++;
|
|
}
|
|
|
|
free(hptr);
|
|
}
|
|
|
|
// calculate slope for shading
|
|
cudaCalculateSlopeKernel(g_hptr, g_sptr, meshSize, meshSize);
|
|
|
|
{
|
|
float2 *sptr = (float2 *)malloc(meshSize * meshSize * sizeof(float2));
|
|
cudaMemcpy((void *)sptr, (void *)g_sptr,
|
|
meshSize * meshSize * sizeof(float2), cudaMemcpyDeviceToHost);
|
|
sdkDumpBin(sptr, meshSize * meshSize * sizeof(float2), "slopeShading.bin");
|
|
|
|
if (!sdkCompareBin2BinFloat("slopeShading.bin", "ref_slopeShading.bin",
|
|
meshSize * meshSize * 2, MAX_EPSILON, THRESHOLD,
|
|
exec_path)) {
|
|
g_TotalErrors++;
|
|
}
|
|
|
|
free(sptr);
|
|
}
|
|
|
|
checkCudaErrors(cudaFree(g_hptr));
|
|
checkCudaErrors(cudaFree(g_sptr));
|
|
}
|
|
|
|
// void computeFPS()
|
|
//{
|
|
// frameCount++;
|
|
// fpsCount++;
|
|
//
|
|
// if (fpsCount == fpsLimit) {
|
|
// fpsCount = 0;
|
|
// }
|
|
//}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
//! Display callback
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
void display() {
|
|
// run CUDA kernel to generate vertex positions
|
|
if (animate) {
|
|
runCuda();
|
|
}
|
|
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
// set view matrix
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glLoadIdentity();
|
|
glTranslatef(translateX, translateY, translateZ);
|
|
glRotatef(rotateX, 1.0, 0.0, 0.0);
|
|
glRotatef(rotateY, 0.0, 1.0, 0.0);
|
|
|
|
// render from the vbo
|
|
glBindBuffer(GL_ARRAY_BUFFER, posVertexBuffer);
|
|
glVertexPointer(4, GL_FLOAT, 0, 0);
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, heightVertexBuffer);
|
|
glClientActiveTexture(GL_TEXTURE0);
|
|
glTexCoordPointer(1, GL_FLOAT, 0, 0);
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, slopeVertexBuffer);
|
|
glClientActiveTexture(GL_TEXTURE1);
|
|
glTexCoordPointer(2, GL_FLOAT, 0, 0);
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
|
|
glUseProgram(shaderProg);
|
|
|
|
// Set default uniform variables parameters for the vertex shader
|
|
GLuint uniHeightScale, uniChopiness, uniSize;
|
|
|
|
uniHeightScale = glGetUniformLocation(shaderProg, "heightScale");
|
|
glUniform1f(uniHeightScale, 0.5f);
|
|
|
|
uniChopiness = glGetUniformLocation(shaderProg, "chopiness");
|
|
glUniform1f(uniChopiness, 1.0f);
|
|
|
|
uniSize = glGetUniformLocation(shaderProg, "size");
|
|
glUniform2f(uniSize, (float)meshSize, (float)meshSize);
|
|
|
|
// Set default uniform variables parameters for the pixel shader
|
|
GLuint uniDeepColor, uniShallowColor, uniSkyColor, uniLightDir;
|
|
|
|
uniDeepColor = glGetUniformLocation(shaderProg, "deepColor");
|
|
glUniform4f(uniDeepColor, 0.0f, 0.1f, 0.4f, 1.0f);
|
|
|
|
uniShallowColor = glGetUniformLocation(shaderProg, "shallowColor");
|
|
glUniform4f(uniShallowColor, 0.1f, 0.3f, 0.3f, 1.0f);
|
|
|
|
uniSkyColor = glGetUniformLocation(shaderProg, "skyColor");
|
|
glUniform4f(uniSkyColor, 1.0f, 1.0f, 1.0f, 1.0f);
|
|
|
|
uniLightDir = glGetUniformLocation(shaderProg, "lightDir");
|
|
glUniform3f(uniLightDir, 0.0f, 1.0f, 0.0f);
|
|
// end of uniform settings
|
|
|
|
glColor3f(1.0, 1.0, 1.0);
|
|
|
|
if (drawPoints) {
|
|
glDrawArrays(GL_POINTS, 0, meshSize * meshSize);
|
|
} else {
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
|
|
|
|
glPolygonMode(GL_FRONT_AND_BACK, wireFrame ? GL_LINE : GL_FILL);
|
|
glDrawElements(GL_TRIANGLE_STRIP, ((meshSize * 2) + 2) * (meshSize - 1),
|
|
GL_UNSIGNED_INT, 0);
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
|
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
}
|
|
|
|
glDisableClientState(GL_VERTEX_ARRAY);
|
|
glClientActiveTexture(GL_TEXTURE0);
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glClientActiveTexture(GL_TEXTURE1);
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
|
|
glUseProgram(0);
|
|
|
|
glutSwapBuffers();
|
|
|
|
// computeFPS();
|
|
}
|
|
|
|
void timerEvent(int value) {
|
|
float time = sdkGetTimerValue(&timer);
|
|
|
|
if (animate) {
|
|
animTime += (time - prevTime) * animationRate;
|
|
}
|
|
|
|
glutPostRedisplay();
|
|
prevTime = time;
|
|
|
|
glutTimerFunc(REFRESH_DELAY, timerEvent, 0);
|
|
}
|
|
|
|
void cleanup() {
|
|
sdkDeleteTimer(&timer);
|
|
checkCudaErrors(cudaGraphicsUnregisterResource(cuda_heightVB_resource));
|
|
checkCudaErrors(cudaGraphicsUnregisterResource(cuda_slopeVB_resource));
|
|
|
|
deleteVBO(&posVertexBuffer);
|
|
deleteVBO(&heightVertexBuffer);
|
|
deleteVBO(&slopeVertexBuffer);
|
|
|
|
checkCudaErrors(cudaFree(d_h0));
|
|
checkCudaErrors(cudaFree(d_slope));
|
|
checkCudaErrors(cudaFree(d_ht));
|
|
free(h_h0);
|
|
cufftDestroy(fftPlan);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
//! Keyboard events handler
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
void keyboard(unsigned char key, int /*x*/, int /*y*/) {
|
|
switch (key) {
|
|
case (27):
|
|
cleanup();
|
|
exit(EXIT_SUCCESS);
|
|
|
|
case 'w':
|
|
wireFrame = !wireFrame;
|
|
break;
|
|
|
|
case 'p':
|
|
drawPoints = !drawPoints;
|
|
break;
|
|
|
|
case ' ':
|
|
animate = !animate;
|
|
break;
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
//! Mouse event handlers
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
void mouse(int button, int state, int x, int y) {
|
|
if (state == GLUT_DOWN) {
|
|
mouseButtons |= 1 << button;
|
|
} else if (state == GLUT_UP) {
|
|
mouseButtons = 0;
|
|
}
|
|
|
|
mouseOldX = x;
|
|
mouseOldY = y;
|
|
glutPostRedisplay();
|
|
}
|
|
|
|
void motion(int x, int y) {
|
|
float dx, dy;
|
|
dx = (float)(x - mouseOldX);
|
|
dy = (float)(y - mouseOldY);
|
|
|
|
if (mouseButtons == 1) {
|
|
rotateX += dy * 0.2f;
|
|
rotateY += dx * 0.2f;
|
|
} else if (mouseButtons == 2) {
|
|
translateX += dx * 0.01f;
|
|
translateY -= dy * 0.01f;
|
|
} else if (mouseButtons == 4) {
|
|
translateZ += dy * 0.01f;
|
|
}
|
|
|
|
mouseOldX = x;
|
|
mouseOldY = y;
|
|
}
|
|
|
|
void reshape(int w, int h) {
|
|
glViewport(0, 0, w, h);
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
glLoadIdentity();
|
|
gluPerspective(60.0, (double)w / (double)h, 0.1, 10.0);
|
|
|
|
windowW = w;
|
|
windowH = h;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
//! Initialize GL
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
bool initGL(int *argc, char **argv) {
|
|
// Create GL context
|
|
glutInit(argc, argv);
|
|
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH);
|
|
glutInitWindowSize(windowW, windowH);
|
|
glutCreateWindow("CUDA FFT Ocean Simulation");
|
|
|
|
vertShaderPath = sdkFindFilePath("ocean.vert", argv[0]);
|
|
fragShaderPath = sdkFindFilePath("ocean.frag", argv[0]);
|
|
|
|
if (vertShaderPath == NULL || fragShaderPath == NULL) {
|
|
fprintf(stderr, "Error unable to find GLSL vertex and fragment shaders!\n");
|
|
exit(EXIT_FAILURE);
|
|
}
|
|
|
|
// initialize necessary OpenGL extensions
|
|
|
|
if (!isGLVersionSupported(2, 0)) {
|
|
fprintf(stderr, "ERROR: Support for necessary OpenGL extensions missing.");
|
|
fflush(stderr);
|
|
return false;
|
|
}
|
|
|
|
if (!areGLExtensionsSupported(
|
|
"GL_ARB_vertex_buffer_object GL_ARB_pixel_buffer_object")) {
|
|
fprintf(stderr, "Error: failed to get minimal extensions for demo\n");
|
|
fprintf(stderr, "This sample requires:\n");
|
|
fprintf(stderr, " OpenGL version 1.5\n");
|
|
fprintf(stderr, " GL_ARB_vertex_buffer_object\n");
|
|
fprintf(stderr, " GL_ARB_pixel_buffer_object\n");
|
|
cleanup();
|
|
exit(EXIT_FAILURE);
|
|
}
|
|
|
|
// default initialization
|
|
glClearColor(0.0, 0.0, 0.0, 1.0);
|
|
glEnable(GL_DEPTH_TEST);
|
|
|
|
// load shader
|
|
shaderProg = loadGLSLProgram(vertShaderPath, fragShaderPath);
|
|
|
|
SDK_CHECK_ERROR_GL();
|
|
return true;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
//! Create VBO
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
void createVBO(GLuint *vbo, int size) {
|
|
// create buffer object
|
|
glGenBuffers(1, vbo);
|
|
glBindBuffer(GL_ARRAY_BUFFER, *vbo);
|
|
glBufferData(GL_ARRAY_BUFFER, size, 0, GL_DYNAMIC_DRAW);
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
SDK_CHECK_ERROR_GL();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
//! Delete VBO
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
void deleteVBO(GLuint *vbo) {
|
|
glDeleteBuffers(1, vbo);
|
|
*vbo = 0;
|
|
}
|
|
|
|
// create index buffer for rendering quad mesh
|
|
void createMeshIndexBuffer(GLuint *id, int w, int h) {
|
|
int size = ((w * 2) + 2) * (h - 1) * sizeof(GLuint);
|
|
|
|
// create index buffer
|
|
glGenBuffers(1, id);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, *id);
|
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, size, 0, GL_STATIC_DRAW);
|
|
|
|
// fill with indices for rendering mesh as triangle strips
|
|
GLuint *indices =
|
|
(GLuint *)glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY);
|
|
|
|
if (!indices) {
|
|
return;
|
|
}
|
|
|
|
for (int y = 0; y < h - 1; y++) {
|
|
for (int x = 0; x < w; x++) {
|
|
*indices++ = y * w + x;
|
|
*indices++ = (y + 1) * w + x;
|
|
}
|
|
|
|
// start new strip with degenerate triangle
|
|
*indices++ = (y + 1) * w + (w - 1);
|
|
*indices++ = (y + 1) * w;
|
|
}
|
|
|
|
glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
}
|
|
|
|
// create fixed vertex buffer to store mesh vertices
|
|
void createMeshPositionVBO(GLuint *id, int w, int h) {
|
|
createVBO(id, w * h * 4 * sizeof(float));
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, *id);
|
|
float *pos = (float *)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
|
|
|
|
if (!pos) {
|
|
return;
|
|
}
|
|
|
|
for (int y = 0; y < h; y++) {
|
|
for (int x = 0; x < w; x++) {
|
|
float u = x / (float)(w - 1);
|
|
float v = y / (float)(h - 1);
|
|
*pos++ = u * 2.0f - 1.0f;
|
|
*pos++ = 0.0f;
|
|
*pos++ = v * 2.0f - 1.0f;
|
|
*pos++ = 1.0f;
|
|
}
|
|
}
|
|
|
|
glUnmapBuffer(GL_ARRAY_BUFFER);
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
}
|
|
|
|
// Attach shader to a program
|
|
int attachShader(GLuint prg, GLenum type, const char *name) {
|
|
GLuint shader;
|
|
FILE *fp;
|
|
int size, compiled;
|
|
char *src;
|
|
|
|
fp = fopen(name, "rb");
|
|
|
|
if (!fp) {
|
|
return 0;
|
|
}
|
|
|
|
fseek(fp, 0, SEEK_END);
|
|
size = ftell(fp);
|
|
src = (char *)malloc(size);
|
|
|
|
fseek(fp, 0, SEEK_SET);
|
|
fread(src, sizeof(char), size, fp);
|
|
fclose(fp);
|
|
|
|
shader = glCreateShader(type);
|
|
glShaderSource(shader, 1, (const char **)&src, (const GLint *)&size);
|
|
glCompileShader(shader);
|
|
glGetShaderiv(shader, GL_COMPILE_STATUS, (GLint *)&compiled);
|
|
|
|
if (!compiled) {
|
|
char log[2048];
|
|
int len;
|
|
|
|
glGetShaderInfoLog(shader, 2048, (GLsizei *)&len, log);
|
|
printf("Info log: %s\n", log);
|
|
glDeleteShader(shader);
|
|
return 0;
|
|
}
|
|
|
|
free(src);
|
|
|
|
glAttachShader(prg, shader);
|
|
glDeleteShader(shader);
|
|
|
|
return 1;
|
|
}
|
|
|
|
// Create shader program from vertex shader and fragment shader files
|
|
GLuint loadGLSLProgram(const char *vertFileName, const char *fragFileName) {
|
|
GLint linked;
|
|
GLuint program;
|
|
|
|
program = glCreateProgram();
|
|
|
|
if (!attachShader(program, GL_VERTEX_SHADER, vertFileName)) {
|
|
glDeleteProgram(program);
|
|
fprintf(stderr, "Couldn't attach vertex shader from file %s\n",
|
|
vertFileName);
|
|
return 0;
|
|
}
|
|
|
|
if (!attachShader(program, GL_FRAGMENT_SHADER, fragFileName)) {
|
|
glDeleteProgram(program);
|
|
fprintf(stderr, "Couldn't attach fragment shader from file %s\n",
|
|
fragFileName);
|
|
return 0;
|
|
}
|
|
|
|
glLinkProgram(program);
|
|
glGetProgramiv(program, GL_LINK_STATUS, &linked);
|
|
|
|
if (!linked) {
|
|
glDeleteProgram(program);
|
|
char temp[256];
|
|
glGetProgramInfoLog(program, 256, 0, temp);
|
|
fprintf(stderr, "Failed to link program: %s\n", temp);
|
|
return 0;
|
|
}
|
|
|
|
return program;
|
|
}
|