#include "MainWindow.h" #include "hurricanedata/datareader.h" #include "cuda_runtime.h" #include #include #include #include #include "consts.h" #include "Shader.h" #include "input/Widget.h" #include "cuda_error.h" // FIXME: this is the worst code in this project - very ad hoc // this is a blocking operation, and really does not follow any practices of code design // should really be a proper class like GpuBufferHandler. // also only loads temperature data void loadData(float* d_data, const int idx, const int timestep) { std::vector h_data; std::string path = "data/trimmed"; std::string variable = "T"; DataReader dataReader(path, variable); size_t dataLength = dataReader.fileLength(idx); h_data.resize(dataLength); dataReader.loadFile(h_data.data(), idx); float* hostVolume = new float[VOLUME_WIDTH * VOLUME_HEIGHT * VOLUME_DEPTH]; for (int i = 0; i < VOLUME_WIDTH * VOLUME_HEIGHT * VOLUME_DEPTH; i++) { hostVolume[i] = h_data[i + timestep*VOLUME_DEPTH*VOLUME_HEIGHT*VOLUME_WIDTH]; // Discard missing values if (h_data[i + 0*VOLUME_DEPTH*VOLUME_HEIGHT*VOLUME_WIDTH] + epsilon >= infty) hostVolume[i] = -infty; } std::cout << "hi\n"; // Reverse the order of hostVolume - why is it upside down anyway? for (int i = 0; i < VOLUME_WIDTH; i++) { for (int j = 0; j < VOLUME_HEIGHT; j++) { for (int k = 0; k < VOLUME_DEPTH/2; k++) { float temp = hostVolume[i + j*VOLUME_WIDTH + k*VOLUME_WIDTH*VOLUME_HEIGHT]; hostVolume[i + j*VOLUME_WIDTH + k*VOLUME_WIDTH*VOLUME_HEIGHT] = hostVolume[i + j*VOLUME_WIDTH + (VOLUME_DEPTH - 1 - k)*VOLUME_WIDTH*VOLUME_HEIGHT]; hostVolume[i + j*VOLUME_WIDTH + (VOLUME_DEPTH - 1 - k)*VOLUME_WIDTH*VOLUME_HEIGHT] = temp; } } } // Allocate + copy data to GPU size_t volumeSize = sizeof(float) * VOLUME_WIDTH * VOLUME_HEIGHT * VOLUME_DEPTH; cudaMemcpy(d_data, hostVolume, volumeSize, cudaMemcpyHostToDevice); } void Window::saveImage() { unsigned char* pixels = new unsigned char[this->w * this->h * 3]; glReadPixels(0, 0, this->w, this->h, GL_RGB, GL_UNSIGNED_BYTE, pixels); const char* filename = "output.ppm"; // TODO: make this the current time std::ofstream imageFile(filename, std::ios::out | std::ios::binary); imageFile << "P6\n" << this->w << " " << this->h << "\n255\n"; for (int i = 0; i < this->w * this->h * 3; i++) { imageFile << pixels[i]; } imageFile.close(); delete[] pixels; } Window::Window(unsigned int w, unsigned int h) { this->w = w; this->h = h; this->gpuPerf.open("gpuPerformance"); this->cpuPerf.open("cpuPerformance"); } void framebuffer_size_callback(GLFWwindow* window, int w, int h) { // This function is called by glfw when the window is resized. glViewport(0 , 0, w, h); Window* newWin = reinterpret_cast(glfwGetWindowUserPointer(window)); newWin->resize(w, h); } int Window::init(float* data) { this->data = data; // init glfw glfwInit(); // requesting context version 1.0 makes glfw try to provide the latest version if possible glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 1); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); this->window = glfwCreateWindow(this->w, this->h, "CUDA ray tracing", NULL, NULL); if (this->window == NULL) { std::cout << "Failed to create window\n"; glfwTerminate(); return -1; } glfwMakeContextCurrent(this->window); glfwSetWindowUserPointer(this->window, reinterpret_cast(this)); // init glad(opengl) if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { std::cout << "Failed to initialize GLAD\n"; return -1; } // init framebuffer glViewport(0, 0, this->w, this->h); if (glfwSetFramebufferSizeCallback(this->window, framebuffer_size_callback) != 0) return -1; if (init_quad(data)) return -1; this->last_frame = std::chrono::steady_clock::now(); // init imGUI this->widget = new Widget(this->window); // loop function for draw calls etc. while (!glfwWindowShouldClose(window)) { Window::tick(); } Window::free(data); return 0; } int Window::init_quad(float* data) { this->quad = std::make_unique(this->w, this->h); this->quad->cuda_init(data); this->quad->make_fbo(); this->shader = std::make_unique("./shaders/vertshader.glsl", "./shaders/fragshader.glsl"); this->shader->use(); glUniform1i(glGetUniformLocation(this->shader->ID, "currentFrameTex"), 0); return 0; } void Window::free(float* data) { // To preserve the proper destruction order we forcefully set pointers to null (calling their destructor in the process) // Not strictly necessary, but i saw some weird errors on exit without this so best to keep it in. this->quad = nullptr; this->widget = nullptr; cudaFree(data); glfwDestroyWindow(window); glfwTerminate(); this->gpuPerf.close(); this->cpuPerf.close(); } void Window::tick() { // manually track time diff std::chrono::steady_clock::time_point now = std::chrono::steady_clock::now(); float diff = (float) std::chrono::duration_cast(now - this->last_frame).count(); this->last_frame = now; this->cpuPerf << diff << "\n"; // input this->widget->tick(1000.0/diff); if (this->widget->dateChanged) { // TODO: Load new date file here loadData(this->data, this->widget->date, this->widget->timestep); this->widget->dateChanged = false; } if (this->widget->saveImage) { saveImage(); this->widget->saveImage = false; } // tick render glBindFramebuffer(GL_FRAMEBUFFER, 0); glDisable(GL_DEPTH_TEST); if (!this->widget->paused){ cudaEvent_t start, stop; cudaEventCreate(&start); cudaEventCreate(&stop); cudaEventRecord(start, 0); this->quad->render(); cudaEventRecord(stop, 0); cudaEventSynchronize(stop); float t; cudaEventElapsedTime(&t, start, stop); this->gpuPerf << t << "\n"; cudaEventDestroy(start); cudaEventDestroy(stop); } this->shader->use(); glBindVertexArray(this->quad->VAO); glBindTexture(GL_TEXTURE_2D, this->quad->tex); glDrawArrays(GL_TRIANGLES, 0, 6); // draw current frame to texture // render ImGui context this->widget->render(); // check for events glfwSwapBuffers(this->window); glfwPollEvents(); } void Window::resize(unsigned int w, unsigned int h) { this->w = w; this->h = h; this->quad->resize(w, h); }