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62 lines
2.6 KiB
C
62 lines
2.6 KiB
C
/*
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* Copyright 1993-2015 NVIDIA Corporation. All rights reserved.
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*
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* Please refer to the NVIDIA end user license agreement (EULA) associated
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* with this source code for terms and conditions that govern your use of
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* this software. Any use, reproduction, disclosure, or distribution of
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* this software and related documentation outside the terms of the EULA
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* is strictly prohibited.
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*
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*/
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#ifndef __STABLEFLUIDS_KERNELS_CUH_
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#define __STABLEFLUIDS_KERNELS_CUH_
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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
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addForces_k(cData *v, int dx, int dy, int spx, int spy, 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
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advectVelocity_k(cData *v, float *vx, float *vy,
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int dx, int pdx, int dy, float dt, int lb, 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
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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
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updateVelocity_k(cData *v, float *vx, float *vy,
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int dx, 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
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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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