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