Forge

cuda/surface.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 float XMIN = -8.0f;
const float XMAX = 8.f;
const float YMIN = -8.0f;
const float YMAX = 8.f;
const float DX = 0.5;
const size_t XSIZE = (XMAX-XMIN)/DX;
const size_t YSIZE = (YMAX-YMIN)/DX;
void kernel(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(1024, 768, "3d Surface Demo");
wnd.makeCurrent();
forge::Chart chart(FG_CHART_3D);
chart.setAxesLimits(-10.f, 10.f, -10.f, 10.f, -0.5f, 1.f);
chart.setAxesTitles("x-axis", "y-axis", "z-axis");
forge::Surface surf = chart.surface(XSIZE, YSIZE, forge::f32);
surf.setColor(FG_YELLOW);
FORGE_CUDA_CHECK(cudaMalloc((void**)&dev_out, XSIZE * YSIZE * 3 * sizeof(float) ));
kernel(DX, dev_out);
GfxHandle* handle;
createGLBuffer(&handle, surf.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, surf.verticesSize());
do {
wnd.draw(chart);
} while(!wnd.close());
FORGE_CUDA_CHECK(cudaFree(dev_out));
releaseGLBuffer(handle);
return 0;
}
__global__
void sincos_surf(float dx, float* out,
const float XMIN, const float YMIN,
const size_t XSIZE, const size_t YSIZE)
{
int i = blockIdx.x * blockDim.x + threadIdx.x;
int j = blockIdx.y * blockDim.y + threadIdx.y;
float x= ::XMIN + i*dx;
float y= ::YMIN + j*dx;
if (i<XSIZE && j<YSIZE) {
int offset = j + i * YSIZE;
out[ 3 * offset ] = x;
out[ 3 * offset + 1 ] = y;
float z = sqrt(x*x+y*y) + 2.2204e-16;
out[ 3 * offset + 2 ] = sinf(z)/z;
}
}
inline
int divup(int a, int b)
{
return (a+b-1)/b;
}
void kernel(float dx, float* dev_out)
{
static const dim3 threads(8, 8);
dim3 blocks(divup(XSIZE, threads.x),
divup(YSIZE, threads.y));
sincos_surf<<< blocks, threads >>>(dx, dev_out, XMIN, YMIN, XSIZE, YSIZE);
}