mirror of
https://github.com/NVIDIA/cuda-samples.git
synced 2024-11-28 20:29:15 +08:00
896 lines
26 KiB
C++
896 lines
26 KiB
C++
/* 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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/*
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FFT-based Ocean simulation
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based on original code by Yury Uralsky and Calvin Lin
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This sample demonstrates how to use CUFFT to synthesize and
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render an ocean surface in real-time.
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See Jerry Tessendorf's Siggraph course notes for more details:
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http://tessendorf.org/reports.html
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It also serves as an example of how to generate multiple vertex
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buffer streams from CUDA and render them using GLSL shaders.
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*/
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#if defined(WIN32) || defined(_WIN32) || defined(WIN64) || defined(_WIN64)
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#define WINDOWS_LEAN_AND_MEAN
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#define NOMINMAX
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#include <windows.h>
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#endif
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// includes
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#include <math.h>
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#include <helper_gl.h>
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#include <cuda_runtime.h>
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#include <cuda_gl_interop.h>
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#include <cufft.h>
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#include <helper_cuda.h>
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#include <helper_functions.h>
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#include <math_constants.h>
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#if defined(__APPLE__) || defined(MACOSX)
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#pragma clang diagnostic ignored "-Wdeprecated-declarations"
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#include <GLUT/glut.h>
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#else
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#include <GL/freeglut.h>
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#endif
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#include <rendercheck_gl.h>
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const char *sSDKsample = "CUDA FFT Ocean Simulation";
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#define MAX_EPSILON 0.10f
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#define THRESHOLD 0.15f
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#define REFRESH_DELAY 10 // ms
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////////////////////////////////////////////////////////////////////////////////
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// constants
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unsigned int windowW = 512, windowH = 512;
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const unsigned int meshSize = 256;
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const unsigned int spectrumW = meshSize + 4;
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const unsigned int spectrumH = meshSize + 1;
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const int frameCompare = 4;
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// OpenGL vertex buffers
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GLuint posVertexBuffer;
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GLuint heightVertexBuffer, slopeVertexBuffer;
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struct cudaGraphicsResource *cuda_posVB_resource, *cuda_heightVB_resource,
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*cuda_slopeVB_resource; // handles OpenGL-CUDA exchange
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GLuint indexBuffer;
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GLuint shaderProg;
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char *vertShaderPath = 0, *fragShaderPath = 0;
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// mouse controls
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int mouseOldX, mouseOldY;
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int mouseButtons = 0;
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float rotateX = 20.0f, rotateY = 0.0f;
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float translateX = 0.0f, translateY = 0.0f, translateZ = -2.0f;
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bool animate = true;
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bool drawPoints = false;
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bool wireFrame = false;
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bool g_hasDouble = false;
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// FFT data
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cufftHandle fftPlan;
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float2 *d_h0 = 0; // heightfield at time 0
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float2 *h_h0 = 0;
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float2 *d_ht = 0; // heightfield at time t
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float2 *d_slope = 0;
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// pointers to device object
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float *g_hptr = NULL;
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float2 *g_sptr = NULL;
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// simulation parameters
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const float g = 9.81f; // gravitational constant
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const float A = 1e-7f; // wave scale factor
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const float patchSize = 100; // patch size
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float windSpeed = 100.0f;
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float windDir = CUDART_PI_F / 3.0f;
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float dirDepend = 0.07f;
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StopWatchInterface *timer = NULL;
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float animTime = 0.0f;
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float prevTime = 0.0f;
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float animationRate = -0.001f;
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// Auto-Verification Code
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const int frameCheckNumber = 4;
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int fpsCount = 0; // FPS count for averaging
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int fpsLimit = 1; // FPS limit for sampling
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unsigned int frameCount = 0;
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unsigned int g_TotalErrors = 0;
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////////////////////////////////////////////////////////////////////////////////
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// kernels
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//#include <oceanFFT_kernel.cu>
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extern "C" void cudaGenerateSpectrumKernel(float2 *d_h0, float2 *d_ht,
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unsigned int in_width,
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unsigned int out_width,
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unsigned int out_height,
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float animTime, float patchSize);
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extern "C" void cudaUpdateHeightmapKernel(float *d_heightMap, float2 *d_ht,
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unsigned int width,
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unsigned int height, bool autoTest);
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extern "C" void cudaCalculateSlopeKernel(float *h, float2 *slopeOut,
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unsigned int width,
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unsigned int height);
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////////////////////////////////////////////////////////////////////////////////
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// forward declarations
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void runAutoTest(int argc, char **argv);
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void runGraphicsTest(int argc, char **argv);
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// GL functionality
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bool initGL(int *argc, char **argv);
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void createVBO(GLuint *vbo, int size);
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void deleteVBO(GLuint *vbo);
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void createMeshIndexBuffer(GLuint *id, int w, int h);
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void createMeshPositionVBO(GLuint *id, int w, int h);
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GLuint loadGLSLProgram(const char *vertFileName, const char *fragFileName);
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// rendering callbacks
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void display();
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void keyboard(unsigned char key, int x, int y);
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void mouse(int button, int state, int x, int y);
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void motion(int x, int y);
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void reshape(int w, int h);
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void timerEvent(int value);
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// Cuda functionality
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void runCuda();
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void runCudaTest(char *exec_path);
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void generate_h0(float2 *h0);
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////////////////////////////////////////////////////////////////////////////////
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// Program main
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////////////////////////////////////////////////////////////////////////////////
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int main(int argc, char **argv) {
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printf(
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"NOTE: The CUDA Samples are not meant for performance measurements. "
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"Results may vary when GPU Boost is enabled.\n\n");
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// check for command line arguments
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if (checkCmdLineFlag(argc, (const char **)argv, "qatest")) {
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animate = false;
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fpsLimit = frameCheckNumber;
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runAutoTest(argc, argv);
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} else {
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printf(
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"[%s]\n\n"
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"Left mouse button - rotate\n"
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"Middle mouse button - pan\n"
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"Right mouse button - zoom\n"
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"'w' key - toggle wireframe\n",
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sSDKsample);
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runGraphicsTest(argc, argv);
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}
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exit(EXIT_SUCCESS);
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}
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////////////////////////////////////////////////////////////////////////////////
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//! Run test
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////////////////////////////////////////////////////////////////////////////////
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void runAutoTest(int argc, char **argv) {
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printf("%s Starting...\n\n", argv[0]);
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// Cuda init
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int dev = findCudaDevice(argc, (const char **)argv);
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cudaDeviceProp deviceProp;
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checkCudaErrors(cudaGetDeviceProperties(&deviceProp, dev));
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printf("Compute capability %d.%d\n", deviceProp.major, deviceProp.minor);
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// create FFT plan
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checkCudaErrors(cufftPlan2d(&fftPlan, meshSize, meshSize, CUFFT_C2C));
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// allocate memory
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int spectrumSize = spectrumW * spectrumH * sizeof(float2);
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checkCudaErrors(cudaMalloc((void **)&d_h0, spectrumSize));
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h_h0 = (float2 *)malloc(spectrumSize);
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generate_h0(h_h0);
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checkCudaErrors(cudaMemcpy(d_h0, h_h0, spectrumSize, cudaMemcpyHostToDevice));
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int outputSize = meshSize * meshSize * sizeof(float2);
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checkCudaErrors(cudaMalloc((void **)&d_ht, outputSize));
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checkCudaErrors(cudaMalloc((void **)&d_slope, outputSize));
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sdkCreateTimer(&timer);
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sdkStartTimer(&timer);
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prevTime = sdkGetTimerValue(&timer);
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runCudaTest(argv[0]);
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checkCudaErrors(cudaFree(d_ht));
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checkCudaErrors(cudaFree(d_slope));
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checkCudaErrors(cudaFree(d_h0));
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checkCudaErrors(cufftDestroy(fftPlan));
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free(h_h0);
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exit(g_TotalErrors == 0 ? EXIT_SUCCESS : EXIT_FAILURE);
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}
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////////////////////////////////////////////////////////////////////////////////
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//! Run test
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////////////////////////////////////////////////////////////////////////////////
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void runGraphicsTest(int argc, char **argv) {
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#if defined(__linux__)
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setenv("DISPLAY", ":0", 0);
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#endif
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printf("[%s] ", sSDKsample);
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printf("\n");
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if (checkCmdLineFlag(argc, (const char **)argv, "device")) {
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printf("[%s]\n", argv[0]);
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printf(" Does not explicitly support -device=n in OpenGL mode\n");
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printf(" To use -device=n, the sample must be running w/o OpenGL\n\n");
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printf(" > %s -device=n -qatest\n", argv[0]);
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printf("exiting...\n");
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exit(EXIT_SUCCESS);
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}
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// First initialize OpenGL context, so we can properly set the GL for CUDA.
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// This is necessary in order to achieve optimal performance with OpenGL/CUDA
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// interop.
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if (false == initGL(&argc, argv)) {
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return;
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}
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findCudaDevice(argc, (const char **)argv);
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// create FFT plan
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checkCudaErrors(cufftPlan2d(&fftPlan, meshSize, meshSize, CUFFT_C2C));
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// allocate memory
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int spectrumSize = spectrumW * spectrumH * sizeof(float2);
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checkCudaErrors(cudaMalloc((void **)&d_h0, spectrumSize));
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h_h0 = (float2 *)malloc(spectrumSize);
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generate_h0(h_h0);
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checkCudaErrors(cudaMemcpy(d_h0, h_h0, spectrumSize, cudaMemcpyHostToDevice));
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int outputSize = meshSize * meshSize * sizeof(float2);
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checkCudaErrors(cudaMalloc((void **)&d_ht, outputSize));
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checkCudaErrors(cudaMalloc((void **)&d_slope, outputSize));
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sdkCreateTimer(&timer);
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sdkStartTimer(&timer);
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prevTime = sdkGetTimerValue(&timer);
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// create vertex buffers and register with CUDA
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createVBO(&heightVertexBuffer, meshSize * meshSize * sizeof(float));
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checkCudaErrors(
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cudaGraphicsGLRegisterBuffer(&cuda_heightVB_resource, heightVertexBuffer,
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cudaGraphicsMapFlagsWriteDiscard));
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createVBO(&slopeVertexBuffer, outputSize);
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checkCudaErrors(
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cudaGraphicsGLRegisterBuffer(&cuda_slopeVB_resource, slopeVertexBuffer,
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cudaGraphicsMapFlagsWriteDiscard));
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// create vertex and index buffer for mesh
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createMeshPositionVBO(&posVertexBuffer, meshSize, meshSize);
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createMeshIndexBuffer(&indexBuffer, meshSize, meshSize);
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runCuda();
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// register callbacks
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glutDisplayFunc(display);
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glutKeyboardFunc(keyboard);
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glutMouseFunc(mouse);
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glutMotionFunc(motion);
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glutReshapeFunc(reshape);
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glutTimerFunc(REFRESH_DELAY, timerEvent, 0);
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// start rendering mainloop
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glutMainLoop();
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}
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float urand() { return rand() / (float)RAND_MAX; }
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// Generates Gaussian random number with mean 0 and standard deviation 1.
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float gauss() {
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float u1 = urand();
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float u2 = urand();
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if (u1 < 1e-6f) {
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u1 = 1e-6f;
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}
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return sqrtf(-2 * logf(u1)) * cosf(2 * CUDART_PI_F * u2);
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}
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// Phillips spectrum
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// (Kx, Ky) - normalized wave vector
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// Vdir - wind angle in radians
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// V - wind speed
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// A - constant
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float phillips(float Kx, float Ky, float Vdir, float V, float A,
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float dir_depend) {
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float k_squared = Kx * Kx + Ky * Ky;
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if (k_squared == 0.0f) {
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return 0.0f;
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}
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// largest possible wave from constant wind of velocity v
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float L = V * V / g;
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float k_x = Kx / sqrtf(k_squared);
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float k_y = Ky / sqrtf(k_squared);
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float w_dot_k = k_x * cosf(Vdir) + k_y * sinf(Vdir);
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float phillips = A * expf(-1.0f / (k_squared * L * L)) /
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(k_squared * k_squared) * w_dot_k * w_dot_k;
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// filter out waves moving opposite to wind
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if (w_dot_k < 0.0f) {
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phillips *= dir_depend;
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}
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// damp out waves with very small length w << l
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// float w = L / 10000;
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// phillips *= expf(-k_squared * w * w);
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return phillips;
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}
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// Generate base heightfield in frequency space
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void generate_h0(float2 *h0) {
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for (unsigned int y = 0; y <= meshSize; y++) {
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for (unsigned int x = 0; x <= meshSize; x++) {
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float kx = (-(int)meshSize / 2.0f + x) * (2.0f * CUDART_PI_F / patchSize);
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float ky = (-(int)meshSize / 2.0f + y) * (2.0f * CUDART_PI_F / patchSize);
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float P = sqrtf(phillips(kx, ky, windDir, windSpeed, A, dirDepend));
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if (kx == 0.0f && ky == 0.0f) {
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P = 0.0f;
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}
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// float Er = urand()*2.0f-1.0f;
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// float Ei = urand()*2.0f-1.0f;
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float Er = gauss();
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float Ei = gauss();
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float h0_re = Er * P * CUDART_SQRT_HALF_F;
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float h0_im = Ei * P * CUDART_SQRT_HALF_F;
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int i = y * spectrumW + x;
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h0[i].x = h0_re;
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h0[i].y = h0_im;
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}
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}
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}
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////////////////////////////////////////////////////////////////////////////////
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//! Run the Cuda kernels
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////////////////////////////////////////////////////////////////////////////////
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void runCuda() {
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size_t num_bytes;
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// generate wave spectrum in frequency domain
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cudaGenerateSpectrumKernel(d_h0, d_ht, spectrumW, meshSize, meshSize,
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animTime, patchSize);
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// execute inverse FFT to convert to spatial domain
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checkCudaErrors(cufftExecC2C(fftPlan, d_ht, d_ht, CUFFT_INVERSE));
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// update heightmap values in vertex buffer
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checkCudaErrors(cudaGraphicsMapResources(1, &cuda_heightVB_resource, 0));
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checkCudaErrors(cudaGraphicsResourceGetMappedPointer(
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(void **)&g_hptr, &num_bytes, cuda_heightVB_resource));
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cudaUpdateHeightmapKernel(g_hptr, d_ht, meshSize, meshSize, false);
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// calculate slope for shading
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checkCudaErrors(cudaGraphicsMapResources(1, &cuda_slopeVB_resource, 0));
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checkCudaErrors(cudaGraphicsResourceGetMappedPointer(
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(void **)&g_sptr, &num_bytes, cuda_slopeVB_resource));
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cudaCalculateSlopeKernel(g_hptr, g_sptr, meshSize, meshSize);
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checkCudaErrors(cudaGraphicsUnmapResources(1, &cuda_heightVB_resource, 0));
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checkCudaErrors(cudaGraphicsUnmapResources(1, &cuda_slopeVB_resource, 0));
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}
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void runCudaTest(char *exec_path) {
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checkCudaErrors(
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cudaMalloc((void **)&g_hptr, meshSize * meshSize * sizeof(float)));
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checkCudaErrors(
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cudaMalloc((void **)&g_sptr, meshSize * meshSize * sizeof(float2)));
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// generate wave spectrum in frequency domain
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cudaGenerateSpectrumKernel(d_h0, d_ht, spectrumW, meshSize, meshSize,
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animTime, patchSize);
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// execute inverse FFT to convert to spatial domain
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checkCudaErrors(cufftExecC2C(fftPlan, d_ht, d_ht, CUFFT_INVERSE));
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// update heightmap values
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cudaUpdateHeightmapKernel(g_hptr, d_ht, meshSize, meshSize, true);
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{
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float *hptr = (float *)malloc(meshSize * meshSize * sizeof(float));
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cudaMemcpy((void *)hptr, (void *)g_hptr,
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meshSize * meshSize * sizeof(float), cudaMemcpyDeviceToHost);
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sdkDumpBin((void *)hptr, meshSize * meshSize * sizeof(float),
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"spatialDomain.bin");
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if (!sdkCompareBin2BinFloat("spatialDomain.bin", "ref_spatialDomain.bin",
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meshSize * meshSize, MAX_EPSILON, THRESHOLD,
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exec_path)) {
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g_TotalErrors++;
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}
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free(hptr);
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}
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// calculate slope for shading
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cudaCalculateSlopeKernel(g_hptr, g_sptr, meshSize, meshSize);
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{
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float2 *sptr = (float2 *)malloc(meshSize * meshSize * sizeof(float2));
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cudaMemcpy((void *)sptr, (void *)g_sptr,
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meshSize * meshSize * sizeof(float2), cudaMemcpyDeviceToHost);
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sdkDumpBin(sptr, meshSize * meshSize * sizeof(float2), "slopeShading.bin");
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if (!sdkCompareBin2BinFloat("slopeShading.bin", "ref_slopeShading.bin",
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meshSize * meshSize * 2, MAX_EPSILON, THRESHOLD,
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exec_path)) {
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g_TotalErrors++;
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}
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free(sptr);
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}
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checkCudaErrors(cudaFree(g_hptr));
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checkCudaErrors(cudaFree(g_sptr));
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}
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// void computeFPS()
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//{
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// frameCount++;
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// fpsCount++;
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//
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// if (fpsCount == fpsLimit) {
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// 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;
|
|
}
|