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glfw_compute_shader_heat_equation.c
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glfw_compute_shader_heat_equation.c
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/*
Heat equation. TODO CPU only for now. Works fast enough for current algorithm.
But maybe we can use some algorithm that is a weighted average of a square,
where the GPU would be way faster?
Usage:
./prog
[width
[window_width
[work_group_width
[cpu
[conduction_coeff
[select_boundary
[steps_per_frame
]]]]]
Example:
./prog 512 512 16 1 0.5 2
- width: window width
- work_group_width. Must divide width.
- cpu: if '1', use CPU, else GPU. If set, work_group_width is ignored.
Controls:
- mouse hover controls internal boundary
- left click: toggle internal boundary to 1.0 or 0.0
It is hard to view function values with colors like this, because the range is too limited.
A solution would be to us a 3D plot, but that might require moving the camera around to see certain spots...
## Algorithm
TODO: find the name of this naive integration. How imprecise it it?
I think it is this: https://en.wikipedia.org/wiki/Successive_over-relaxation
One limitation of this method is that temperature changes can
only move one square at a time.
In the real word, a temperature change on one side of the room
immediately affects the other side (very little).
This is notably not the case for the wave equation, which has finite propagation speed.
And a denser grid implies more steps to propagate.
The decent method will likely require matrix multiplications?
## Bibliography
- https://www.youtube.com/watch?v=VIxBOJ6FJDY OpenCL OpenGL interop by Douglas Andrade, no source, no comparison to CPU
*/
#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 = 0.99;
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 temperatures {\n"
" float temperature[];\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 = temperature[i];\n"
" vec4 pixel = vec4(t, 0.0, 0.0, 1.0);\n"
" imageStore(img_output, gid, pixel);\n"
" temperature[i] = mod(t + 0.01, 1.0);\n"
"}\n";
/* The external boundary. */
void init_boundary(GLfloat *temperatures, size_t width, size_t height, int which, int time) {
const float PI2 = 2.0 * acos(-1.0);
const unsigned int sin_periods = 2;
switch (which) {
case 1:
/* Linear decrease.
*
* 1.0---0.5
* | |
* | |
* 0.5---0.0
* */
for (size_t i = 0; i < height; ++i) {
temperatures[i * width + 0 ] = 0.5 + (0.5 * (i / (float)height));
temperatures[i * width + width - 1] = 0.5 * (i / (float)height);
}
for (size_t j = 1; j < width - 1; ++j) {
temperatures[ j] = 0.5 * (1.0 - (j / (float)width));
temperatures[(height - 1) * width + j] = 0.99 - (0.5 * (j / (float)width));
}
break;
case 2:
/* Sin, edges fixed
*
* 0.5---0.5
* | |
* | |
* 0.5---0.5
*
* Does N periods in the middle.
* */
for (size_t i = 0; i < height; ++i) {
float f = 0.5 * (0.99 + sin(sin_periods * PI2 * (i / (float)height)));
temperatures[i * width + 0 ] = f;
temperatures[i * width + width - 1] = f;
}
for (size_t j = 1; j < width - 1; ++j) {
float f = 0.5 * (0.99 + sin(sin_periods * PI2 * (j / (float)width)));
temperatures[ j] = f;
temperatures[(height - 1) * width + j] = f;
}
break;
case 3:
/* Standing waves with time, edges fixed:
*
* 0.5---0.5
* | |
* | |
* 0.5---0.5
* */
for (size_t i = 0; i < height; ++i) {
float f = 0.5 * (0.99 + sin(PI2 * (sin_periods * i / (float)height)) * cos(time/1000.0));
temperatures[i * width + 0 ] = f;
temperatures[i * width + width - 1] = f;
}
for (size_t j = 1; j < width - 1; ++j) {
float f = 0.5 * (0.99 + sin(PI2 * (sin_periods * j / (float)width)) * cos(time/1000.0));
temperatures[ j] = f;
temperatures[(height - 1) * width + j] = f;
}
break;
case 0:
default:
/*
* Const at 1.0.
*
* 1.0---1.0
* | |
* | |
* 1.0---1.0
* */
for (size_t i = 0; i < height; ++i) {
temperatures[i * width + 0 ] = 0.99;
temperatures[i * width + width - 1] = 0.99;
}
for (size_t j = 1; j < width - 1; ++j) {
temperatures[ j] = 0.99;
temperatures[(height - 1) * width + j] = 0.99;
}
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 *temperatures,
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_temperatures = 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);
temperatures[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 = 0.0;
} else {
moving_boundary_value = 0.99;
}
moving_boundary_value_swap = !moving_boundary_value_swap;
}
}
int main(int argc, char **argv) {
GLFWwindow *window;
GLfloat
*temperatures = NULL,
*temperatures2 = NULL,
*temperature_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, step = 0, which_boundary;
float conduction_coeff;
size_t
n_temperatures,
square_x,
square_y,
square_width,
square_height
;
unsigned int steps_per_frame, window_x;
/* 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. For example, the following:
*
* 1.0
*
* 1.0 0.0 1.0
*
* 1.0
*
* the center point goes above its surroundings on the next time step (2.0)
* for a conduction coefficient of 2.0.
*
* Negative values make temperatures 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);
}
window_x = 0;
if (argc > 8) {
window_x = strtol(argv[8], 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);
glfwSetWindowPos(window, window_x, 0);
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_temperatures = width * height;
temperatures = malloc(n_temperatures * sizeof(temperatures[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) {
temperatures[i * width + j] = 0.0;
}
}
if (cpu) {
temperatures2 = malloc(n_temperatures * sizeof(temperatures[0]));
/* Boundary must also be initialized for this buffer,
* since the boundary is never touched after the beginning. */
init_boundary(temperatures2, width, height, which_boundary, step);
} else {
glGenBuffers(1, &ssbo);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
glBufferData(GL_SHADER_STORAGE_BUFFER, n_temperatures * sizeof(temperatures[0]), temperatures, GL_DYNAMIC_COPY);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, ssbo);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
free(temperatures);
}
/* 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(
temperatures,
width,
height,
square_x,
square_y,
square_width,
square_height,
moving_boundary_value
);
init_boundary(temperatures, width, height, which_boundary, step);
for (unsigned int i = 1; i < height - 1; ++i) {
for (unsigned int j = 1; j < width - 1; ++j) {
size_t idx = i * width + j;
temperatures2[idx] =
(1.0 - conduction_coeff) * temperatures2[idx] +
conduction_coeff * (
temperatures[idx - 1] +
temperatures[idx + 1] +
temperatures[idx - width] +
temperatures[idx + width]
) / 4.0;
}
}
/* Swap old and new. */
temperature_buf = temperatures;
temperatures = temperatures2;
temperatures2 = temperature_buf;
step++;
}
glTexImage2D(
GL_TEXTURE_2D, 0, GL_RED, width, height,
0, GL_RED, GL_FLOAT, temperatures2
);
} 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(temperatures);
free(temperatures2);
} else {
glDeleteBuffers(1, &ssbo);
}
glDeleteBuffers(1, &vbo);
glDeleteVertexArrays(1, &vao);
glDeleteTextures(1, &texture);
glDeleteProgram(program);
glDeleteProgram(compute_program);
glfwTerminate();
return EXIT_SUCCESS;
}