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glfw_compute_shader_wave_equation.c.off
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/*
Heat equation. TODO CPU only for now.
*/
#include "common.h"
static const GLuint WINDOW_WIDTH = 512;
static const GLuint WIDTH = 256;
static const GLuint WORK_GROUP_WIDTH = 16;
static const GLfloat vertices_xy_uv[] = {
-1.0, 1.0, 0.0, 1.0,
1.0, 1.0, 0.0, 0.0,
1.0, -1.0, 1.0, 0.0,
-1.0, -1.0, 1.0, 1.0,
};
static const GLuint indices[] = {
0, 1, 2,
0, 2, 3,
};
static unsigned int moving_boundary_value_swap = 1;
static GLfloat moving_boundary_value = 0.75;
static const GLchar *vertex_shader_source =
"#version 330 core\n"
"in vec2 coord2d;\n"
"in vec2 vertexUv;\n"
"out vec2 fragmentUv;\n"
"void main() {\n"
" gl_Position = vec4(coord2d, 0, 1);\n"
" fragmentUv = vertexUv;\n"
"}\n";
static const GLchar *fragment_shader_source =
"#version 330 core\n"
"in vec2 fragmentUv;\n"
"out vec3 color;\n"
"uniform sampler2D textureSampler;\n"
"void main() {\n"
" float r = texture(textureSampler, fragmentUv.yx).r;\n"
" color = vec3(r, r, r);\n"
"}\n";
static const char compute_shader_source_template[] =
"#version 430\n"
"layout (local_size_x = %d, local_size_y = %d) in;\n"
"layout (r32f, binding = 0) uniform image2D img_output;\n"
"layout (std430, binding=0) buffer positions {\n"
" float position[];\n"
"};\n"
"uniform uint width;\n"
"void main() {\n"
" ivec2 gid = ivec2(gl_GlobalInvocationID.xy);\n"
" ivec2 dims = imageSize(img_output);\n"
" uint i = gid.y * width + gid.x;\n"
" float t = position[i];\n"
" vec4 pixel = vec4(t, 0.0, 0.0, 1.0);\n"
" imageStore(img_output, gid, pixel);\n"
" position[i] = mod(t + 0.01, 1.0);\n"
"}\n";
/* The external boundary. Constant with time for now. */
void init_boundary(GLfloat *positions, size_t width, size_t height, int which) {
const float PI2 = 2.0 * acos(-1.0);
const unsigned int sin_periods = 2;
switch (which) {
case 1:
/* Const at 0.0.
*
* 0.0 | 0.0
* ---------
* 0.0 | 0.0
* */
for (size_t i = 0; i < height; ++i) {
positions[i * width + 0 ] = 0.0;
positions[i * width + width - 1] = 0.0;
}
for (size_t j = 1; j < width - 1; ++j) {
positions[ j] = 0.0;
positions[(height - 1) * width + j] = 0.0;
}
break;
case 0:
default:
/* Const at 0.5.
*
* 0.5 | 0.5
* ---------
* 0.5 | 0.5
* */
for (size_t i = 0; i < height; ++i) {
positions[i * width + 0 ] = 0.5;
positions[i * width + width - 1] = 0.5;
}
for (size_t j = 1; j < width - 1; ++j) {
positions[ j] = 0.5;
positions[(height - 1) * width + j] = 0.5;
}
break;
}
}
/* An internal fixed boundary. We let derivatives be calculated on it for simplicity,
* but ignore the result and reset this every time setup.
*
* This allows easy user interaction to move the square around.
* */
void moving_boundary_set_square(
GLfloat *positions,
size_t width,
size_t height,
size_t square_x,
size_t square_y,
size_t square_width,
size_t square_height,
GLfloat moving_boundary_value
) {
size_t n_positions = width * height;
size_t square_height_half = square_height / 2;
size_t square_width_half = square_width / 2;
for (size_t i = 0; i < square_height; ++i) {
for (size_t j = 0; j < square_width; ++j) {
size_t y = square_y + i;
size_t x = square_x + j;
if (
y > square_height_half &&
y < height + square_height_half &&
x > square_width_half &&
x < width + square_width_half
) {
size_t idx = (y - square_height_half) * width + (x - square_width_half);
positions[idx] = moving_boundary_value;
}
}
}
}
void mouse_button_callback(GLFWwindow* window, int button, int action, int mods) {
if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS) {
if (moving_boundary_value_swap) {
moving_boundary_value = 0.25;
} else {
moving_boundary_value = 0.75;
}
moving_boundary_value_swap = !moving_boundary_value_swap;
}
}
int main(int argc, char **argv) {
GLFWwindow *window;
GLfloat
*positions = NULL,
*speeds = NULL,
*position_buf = NULL
;
GLint
coord2d_location,
textureSampler_location,
vertexUv_location,
width_location
;
GLuint
compute_program,
ebo,
height,
window_height,
program,
ssbo,
texture,
width,
window_width,
work_group_width,
vao,
vbo
;
char *compute_shader_source, *work_group_width_str;
double
cursor_pos_x = 0.0,
cursor_pos_y = 0.0,
window_grid_ratio_x = 0.0,
window_grid_ratio_y = 0.0
;
int cpu, which_boundary;
float conduction_coeff;
size_t
n_positions,
square_x,
square_y,
square_width,
square_height
;
unsigned int steps_per_frame;
/* CLI arguments. */
if (argc > 1) {
width = strtol(argv[1], NULL, 10);
} else {
width = WIDTH;
}
height = width;
if (argc > 2) {
window_width = strtol(argv[2], NULL, 10);
} else {
window_width = WINDOW_WIDTH;
}
window_height = window_width;
if (argc > 3) {
work_group_width = strtol(argv[3], NULL, 10);
} else {
work_group_width = WORK_GROUP_WIDTH;
}
if (argc > 4) {
cpu = (argv[4][0] == '1');
} else {
cpu = 0;
}
/* TODO remove this when we implement GPU. */
cpu = 1;
/* Must be between 0.0 and 1.0.
*
* Physics allows it to be in 0 / infinity.
*
* Anything greater than 1.0 leads to numeric instabilities
* for our simplistic method, as equilibrium is reached in less
* time than one time step, and goes over.
*
* Negative values make positions unbounded and breaks energy conservation.
*
* But you obviously will try out "bad" values in the simulation to see what happens.
* The behaviour of this value around 1.99, 2.0, 2.01, 3.0 is specially interesting.
*
* At 0.0, the system does not evolve. Your mouse heat source becomes a permanent pen.
* The close to one, the faster your writting dissipates.
* */
conduction_coeff = 1.0;
if (argc > 5) {
conduction_coeff = strtod(argv[5], NULL);
}
which_boundary = 0;
if (argc > 6) {
which_boundary = strtol(argv[6], NULL, 10);
}
/* Ideally set to make simulation be 60 FPS. */
steps_per_frame = 1;
if (argc > 7) {
steps_per_frame = strtol(argv[7], NULL, 10);
}
square_x = width / 2;
square_y = height / 2;
square_width = width / 20;
square_height = height / 20;
window_grid_ratio_x = width / (double)window_width;
window_grid_ratio_y = height / (double)window_height;
/* Window. */
glfwInit();
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
window = glfwCreateWindow(window_width, window_height, __FILE__, NULL, NULL);
glfwMakeContextCurrent(window);
glfwSwapInterval(1);
glewInit();
/* Shader. */
program = common_get_shader_program(vertex_shader_source, fragment_shader_source);
coord2d_location = glGetAttribLocation(program, "coord2d");
vertexUv_location = glGetAttribLocation(program, "vertexUv");
textureSampler_location = glGetUniformLocation(program, "textureSampler");
if (!cpu) {
/* Compute shader. */
int work_group_width_len = snprintf(NULL, 0, "%d", work_group_width);
size_t compute_shader_source_len = sizeof(compute_shader_source_template) + 2 * work_group_width_len;
compute_shader_source = malloc(compute_shader_source_len);
snprintf(
compute_shader_source,
compute_shader_source_len,
compute_shader_source_template,
work_group_width,
work_group_width
);
compute_program = common_get_compute_program(compute_shader_source);
free(compute_shader_source);
width_location = glGetUniformLocation(compute_program, "width");
}
/* vbo */
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices_xy_uv), vertices_xy_uv, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
/* ebo */
glGenBuffers(1, &ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
/* vao */
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glVertexAttribPointer(coord2d_location, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(vertices_xy_uv[0]), (GLvoid*)0);
glEnableVertexAttribArray(coord2d_location);
glVertexAttribPointer(vertexUv_location, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(vertices_xy_uv[0]), (GLvoid*)(2 * sizeof(vertices_xy_uv[0])));
glEnableVertexAttribArray(vertexUv_location);
glBindVertexArray(0);
/* ssbo */
srand(time(NULL));
n_positions = width * height;
positions = malloc(n_positions * sizeof(positions[0]));
/* Initial condition. TODO: make continuous with boundary conditions. */
for (size_t i = 1; i < height - 1; ++i) {
for (size_t j = 1; j < width - 1; ++j) {
size_t idx = i * width + j;
positions[idx] = 0.5;
speeds[idx] = 0.0;
}
}
if (!cpu) {
glGenBuffers(1, &ssbo);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
glBufferData(GL_SHADER_STORAGE_BUFFER, n_positions * sizeof(positions[0]), positions, GL_DYNAMIC_COPY);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, ssbo);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
free(positions);
}
/* Texture. */
glGenTextures(1, &texture);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
if (!cpu) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, width, height, 0, GL_RED, GL_FLOAT, NULL);
/* Bind to image unit so can write to specific pixels from the compute shader. */
glBindImageTexture(0, texture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R32F);
}
/* Constant state. */
glViewport(0, 0, window_width, window_height);
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
/* Main loop. */
common_fps_init();
while (!glfwWindowShouldClose(window)) {
if (cpu) {
for (
unsigned int steps_this_frame = 0;
steps_this_frame < steps_per_frame;
++steps_this_frame
) {
glfwPollEvents();
glfwGetCursorPos(window, &cursor_pos_x, &cursor_pos_y);
glfwSetMouseButtonCallback(window, mouse_button_callback);
square_x = width - (cursor_pos_x * window_grid_ratio_y);
square_y = cursor_pos_y * window_grid_ratio_y;
moving_boundary_set_square(
positions,
width,
height,
square_x,
square_y,
square_width,
square_height,
moving_boundary_value
);
init_boundary(positions, width, height, which_boundary);
for (unsigned int i = 1; i < height - 1; ++i) {
for (unsigned int j = 1; j < width - 1; ++j) {
size_t idx = i * width + j;
speeds[idx] =
(1.0 - conduction_coeff) * speeds[idx] +
conduction_coeff * (
positions[idx - 1] +
positions[idx + 1] +
positions[idx - width] +
positions[idx + width]
) / 4.0;
}
}
/* Swap old and new. */
position_buf = positions;
positions = speeds;
speeds = position_buf;
}
glTexImage2D(
GL_TEXTURE_2D, 0, GL_RED, width, height,
0, GL_RED, GL_FLOAT, speeds
);
} else {
/* Compute. */
glUseProgram(compute_program);
glUniform1ui(width_location, width);
glDispatchCompute((GLuint)width / work_group_width, (GLuint)height / work_group_width, 1);
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
}
/* Draw. */
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(program);
glUniform1i(textureSampler_location, 0);
glBindVertexArray(vao);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
glfwSwapBuffers(window);
glfwPollEvents();
common_fps_print();
}
/* Cleanup. */
glDeleteBuffers(1, &ebo);
if (cpu) {
free(positions);
free(speeds);
} else {
glDeleteBuffers(1, &ssbo);
}
glDeleteBuffers(1, &vbo);
glDeleteVertexArrays(1, &vao);
glDeleteTextures(1, &texture);
glDeleteProgram(program);
glDeleteProgram(compute_program);
glfwTerminate();
return EXIT_SUCCESS;
}