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StellarSolverVisualizer.cpp
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259 lines (203 loc) · 9.36 KB
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#include "StellarSolverVisualizer.h"
// Shader sources
const GLchar* vertexSource =
"#version 130\n"
"in vec2 position;"
"uniform mat4 model;"
"uniform mat4 view;"
"uniform mat4 projection;"
"void main()"
"{"
" gl_Position = projection * view * model *vec4(position, 0.0, 1.0);"
"}";
const GLchar* fragmentSource =
"#version 130\n"
//"out vec4 outColor;"
"void main()"
"{"
" gl_FragColor = vec4(1.0, 1.0, 1.0, 0.1);"
"}";
StellarSolverVisualizer::StellarSolverVisualizer(const SimulationParameters p, const int numBodies)
{
numOfBodies = numBodies;
parameters = p;
particles = new BarnesHutParticleSystem(parameters, numOfBodies);
// opengl initialization
if(parameters.opengl){
settings = new sf::ContextSettings();
settings->depthBits = 24;
settings->stencilBits = 8;
window = new sf::Window(sf::VideoMode(1000, 1000, 32), "N body Solver", sf::Style::Titlebar | sf::Style::Close, *settings);
glewExperimental = GL_TRUE;
glewInit();
// Create and compile the vertex shader
vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexSource, NULL);
glCompileShader(vertexShader);
// Create and compile the fragment shader
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentSource, NULL);
glCompileShader(fragmentShader);
// Link the vertex and fragment shader into a shader program
shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glBindFragDataLocation(shaderProgram, 0, "outColor");
glLinkProgram(shaderProgram);
glUseProgram(shaderProgram);
}
}
StellarSolverVisualizer::StellarSolverVisualizer(const StellarSolverVisualizer &visualizer)
{
numOfBodies = visualizer.numOfBodies;
parameters = visualizer.parameters;
particles = new BarnesHutParticleSystem(parameters, numOfBodies);
if(parameters.opengl){
settings = new sf::ContextSettings();
settings->depthBits = 24;
settings->stencilBits = 8;
window = new sf::Window(sf::VideoMode(1000, 1000, 32), "N body Solver", sf::Style::Titlebar | sf::Style::Close, *settings);
glewExperimental = GL_TRUE;
glewInit();
// Create and compile the vertex shader
vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexSource, NULL);
glCompileShader(vertexShader);
// Create and compile the fragment shader
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentSource, NULL);
glCompileShader(fragmentShader);
// Link the vertex and fragment shader into a shader program
shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glBindFragDataLocation(shaderProgram, 0, "outColor");
glLinkProgram(shaderProgram);
glUseProgram(shaderProgram);
}
}
StellarSolverVisualizer& StellarSolverVisualizer::operator=(const StellarSolverVisualizer &visualizer)
{
if(this != &visualizer){
numOfBodies = visualizer.numOfBodies;
parameters = visualizer.parameters;
delete particles;
particles = new BarnesHutParticleSystem(parameters, numOfBodies);
if(parameters.opengl){
delete settings;
delete window;
settings = new sf::ContextSettings();
settings->depthBits = 24;
settings->stencilBits = 8;
window = new sf::Window(sf::VideoMode(1000, 1000, 32), "N body Solver", sf::Style::Titlebar | sf::Style::Close, *settings);
glewExperimental = GL_TRUE;
glewInit();
glDeleteProgram(shaderProgram);
glDeleteShader(fragmentShader);
glDeleteShader(vertexShader);
// Create and compile the vertex shader
vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexSource, NULL);
glCompileShader(vertexShader);
// Create and compile the fragment shader
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentSource, NULL);
glCompileShader(fragmentShader);
// Link the vertex and fragment shader into a shader program
shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glBindFragDataLocation(shaderProgram, 0, "outColor");
glLinkProgram(shaderProgram);
glUseProgram(shaderProgram);
}
}
return *this;
}
StellarSolverVisualizer::~StellarSolverVisualizer()
{
delete particles;
if(parameters.opengl){
delete settings;
delete window;
glDeleteProgram(shaderProgram);
glDeleteShader(fragmentShader);
glDeleteShader(vertexShader);
}
}
void StellarSolverVisualizer::displayDeviceProperties()
{
// Set up CUDA device
cudaDeviceProp properties;
cudaGetDeviceProperties(&properties,0);
int fact = 1024;
int driverVersion, runtimeVersion;
cudaDriverGetVersion(&driverVersion);
cudaRuntimeGetVersion(&runtimeVersion);
std::cout << "************************************************************************" << std::endl;
std::cout << " GPU Device Properties " << std::endl;
std::cout << "************************************************************************" << std::endl;
std::cout << "Name: " << properties.name << std::endl;
std::cout << "CUDA driver/runtime version: " << driverVersion/1000 << "." << (driverVersion%100)/10 << "/" << runtimeVersion/1000 << "." << (runtimeVersion%100)/10 << std::endl;
std::cout << "CUDA compute capabilitiy: " << properties.major << "." << properties.minor << std::endl;
std::cout << "Number of multiprocessors: " << properties.multiProcessorCount << std::endl;
std::cout << "GPU clock rate: " << properties.clockRate/fact << " (MHz)" << std::endl;
std::cout << "Memory clock rate: " << properties.memoryClockRate/fact << " (MHz)" << std::endl;
std::cout << "Memory bus width: " << properties.memoryBusWidth << "-bit" << std::endl;
std::cout << "Theoretical memory bandwidth: " << (properties.memoryClockRate/fact*(properties.memoryBusWidth/8)*2)/fact <<" (GB/s)" << std::endl;
std::cout << "Device global memory: " << properties.totalGlobalMem/(fact*fact) << " (MB)" << std::endl;
std::cout << "Shared memory per block: " << properties.sharedMemPerBlock/fact <<" (KB)" << std::endl;
std::cout << "Constant memory: " << properties.totalConstMem/fact << " (KB)" << std::endl;
std::cout << "Maximum number of threads per block: " << properties.maxThreadsPerBlock << std::endl;
std::cout << "Maximum thread dimension: [" << properties.maxThreadsDim[0] << ", " << properties.maxThreadsDim[1] << ", " << properties.maxThreadsDim[2] << "]" << std::endl;
std::cout << "Maximum grid size: [" << properties.maxGridSize[0] << ", " << properties.maxGridSize[1] << ", " << properties.maxGridSize[2] << "]" << std::endl;
std::cout << "**************************************************************************" << std::endl;
std::cout << " " << std::endl;
std::cout << "**************************************************************************" << std::endl;
}
void StellarSolverVisualizer::runSimulation()
{
displayDeviceProperties();
particles->reset();
for(int i=0;i<parameters.iterations;i++){
particles->update();
if(parameters.opengl){
const float* vertices = particles->getOutputBuffer();
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vbo); //generate a buffer
glBindBuffer(GL_ARRAY_BUFFER, vbo); //make buffer active
glBufferData(GL_ARRAY_BUFFER, 2*particles->getNumParticles()*sizeof(float), vertices, GL_DYNAMIC_DRAW); //copy data to active buffer
// Specify the layout of the vertex data
GLint posAttrib = glGetAttribLocation(shaderProgram, "position");
glEnableVertexAttribArray(posAttrib);
glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE, 0, 0);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glEnable(GL_BLEND);
// model, view, and projection matrices
glm::mat4 model = glm::mat4(1.0f);
glm::mat4 view = glm::mat4(1.0f);
// view = glm::rotate(view, float(2*i), glm::vec3(0.0f, 1.0f, 0.0f));
glm::mat4 projection = glm::ortho(-25.0f, 25.0f, -25.0f, 25.0f, -10.0f, 10.0f);
// link matrices with shader program
GLint modelLoc = glGetUniformLocation(shaderProgram, "model");
GLint viewLoc = glGetUniformLocation(shaderProgram, "view");
GLint projLoc = glGetUniformLocation(shaderProgram, "projection");
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection));
// Clear the screen to black
glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
glClear(GL_COLOR_BUFFER_BIT);
// Draw points
glDrawArrays(GL_POINTS, 0, particles->getNumParticles());
// Swap buffers
window->display();
glDeleteBuffers(1, &vbo);
glDeleteVertexArrays(1, &vao);
}
}
if(parameters.opengl){
window->close();
}
}