Forge: cuda/plot3.cu

Forge

cuda/plot3.cu
/*******************************************************
* Copyright (c) 2015-2019, ArrayFire
* All rights reserved.
*
* This file is distributed under 3-clause BSD license.
* The complete license agreement can be obtained at:
* http://arrayfire.com/licenses/BSD-3-Clause
********************************************************/
#include <forge.h>
#include <cuda_runtime.h>
#include <cuComplex.h>
#define USE_FORGE_CUDA_COPY_HELPERS
#include <ComputeCopy.h>
#include <cstdio>
#include <iostream>
const unsigned DIMX = 1000;
const unsigned DIMY = 800;
static const float ZMIN = 0.1f;
static const float ZMAX = 10.f;
const float DX = 0.005;
const size_t ZSIZE = (ZMAX-ZMIN)/DX+1;
void kernel(float t, float dx, float* dev_out);
int main(void)
{
float *dev_out;
/*
* First Forge call should be a window creation call
* so that necessary OpenGL context is created for any
* other forge::* object to be created successfully
*/
forge::Window wnd(DIMX, DIMY, "Three dimensional line plot demo");
wnd.makeCurrent();
forge::Chart chart(FG_CHART_3D);
chart.setAxesLimits(-1.1f, 1.1f, -1.1f, 1.1f, 0.f, 10.f);
chart.setAxesTitles("x-axis", "y-axis", "z-axis");
forge::Plot plot3 = chart.plot(ZSIZE, forge::f32);
static float t=0;
FORGE_CUDA_CHECK(cudaMalloc((void**)&dev_out, ZSIZE * 3 * sizeof(float) ));
kernel(t, DX, dev_out);
GfxHandle* handle;
createGLBuffer(&handle, plot3.vertices(), FORGE_VERTEX_BUFFER);
/* copy your data into the vertex buffer object exposed by
* forge::Plot class and then proceed to rendering.
* To help the users with copying the data from compute
* memory to display memory, Forge provides copy headers
* along with the library to help with this task
*/
copyToGLBuffer(handle, (ComputeResourceHandle)dev_out, plot3.verticesSize());
do {
t+=0.01;
kernel(t, DX, dev_out);
copyToGLBuffer(handle, (ComputeResourceHandle)dev_out, plot3.verticesSize());
wnd.draw(chart);
} while(!wnd.close());
FORGE_CUDA_CHECK(cudaFree(dev_out));
releaseGLBuffer(handle);
return 0;
}
__global__
void generateCurve(float t, float dx, float* out, const float ZMIN, const size_t ZSIZE)
{
int offset = blockIdx.x * blockDim.x + threadIdx.x;
float z = ZMIN + offset*dx;
if(offset < ZSIZE) {
out[ 3 * offset ] = cos(z*t+t)/z;
out[ 3 * offset + 1 ] = sin(z*t+t)/z;
out[ 3 * offset + 2 ] = z + 0.1*sin(t);
}
}
inline int divup(int a, int b)
{
return (a+b-1)/b;
}
void kernel(float t, float dx, float* dev_out)
{
static const dim3 threads(1024);
dim3 blocks(divup(ZSIZE, 1024));
generateCurve<<< blocks, threads >>>(t, dx, dev_out, ZMIN, ZSIZE);
}