/* * Copyright 1993-2007 NVIDIA Corporation. All rights reserved. * * NOTICE TO USER: * * This source code is subject to NVIDIA ownership rights under U.S. and * international Copyright laws. Users and possessors of this source code * are hereby granted a nonexclusive, royalty-free license to use this code * in individual and commercial software. * * NVIDIA MAKES NO REPRESENTATION ABOUT THE SUITABILITY OF THIS SOURCE * CODE FOR ANY PURPOSE. IT IS PROVIDED "AS IS" WITHOUT EXPRESS OR * IMPLIED WARRANTY OF ANY KIND. NVIDIA DISCLAIMS ALL WARRANTIES WITH * REGARD TO THIS SOURCE CODE, INCLUDING ALL IMPLIED WARRANTIES OF * MERCHANTABILITY, NONINFRINGEMENT, AND FITNESS FOR A PARTICULAR PURPOSE. * IN NO EVENT SHALL NVIDIA BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL, * OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS * OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE * OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE * OR PERFORMANCE OF THIS SOURCE CODE. * * U.S. Government End Users. This source code is a "commercial item" as * that term is defined at 48 C.F.R. 2.101 (OCT 1995), consisting of * "commercial computer software" and "commercial computer software * documentation" as such terms are used in 48 C.F.R. 12.212 (SEPT 1995) * and is provided to the U.S. Government only as a commercial end item. * Consistent with 48 C.F.R.12.212 and 48 C.F.R. 227.7202-1 through * 227.7202-4 (JUNE 1995), all U.S. Government End Users acquire the * source code with only those rights set forth herein. * * Any use of this source code in individual and commercial software must * include, in the user documentation and internal comments to the code, * the above Disclaimer and U.S. Government End Users Notice. */ #ifndef __STABLEFLUIDS_KERNELS_H_ #define __STABLEFLUIDS_KERNELS_H_ // Vector data type used to velocity and force fields typedef float2 cData; void setupTexture(int x, int y); void bindTexture(void); void unbindTexture(void); void updateTexture(cData *data, size_t w, size_t h, size_t pitch); void deleteTexture(void); // This method adds constant force vectors to the velocity field // stored in 'v' according to v(x,t+1) = v(x,t) + dt * f. __global__ void addForces_k(cData *v, int dx, int dy, int spx, int spy, float fx, float fy, int r, size_t pitch); // This method performs the velocity advection step, where we // trace velocity vectors back in time to update each grid cell. // That is, v(x,t+1) = v(p(x,-dt),t). Here we perform bilinear // interpolation in the velocity space. __global__ void advectVelocity_k(cData *v, float *vx, float *vy, int dx, int pdx, int dy, float dt, int lb); // This method performs velocity diffusion and forces mass conservation // in the frequency domain. The inputs 'vx' and 'vy' are complex-valued // arrays holding the Fourier coefficients of the velocity field in // X and Y. Diffusion in this space takes a simple form described as: // v(k,t) = v(k,t) / (1 + visc * dt * k^2), where visc is the viscosity, // and k is the wavenumber. The projection step forces the Fourier // velocity vectors to be orthogonal to the wave wave vectors for each // wavenumber: v(k,t) = v(k,t) - ((k dot v(k,t) * k) / k^2. __global__ void diffuseProject_k(cData *vx, cData *vy, int dx, int dy, float dt, float visc, int lb); // This method updates the velocity field 'v' using the two complex // arrays from the previous step: 'vx' and 'vy'. Here we scale the // real components by 1/(dx*dy) to account for an unnormalized FFT. __global__ void updateVelocity_k(cData *v, float *vx, float *vy, int dx, int pdx, int dy, int lb, size_t pitch); // This method updates the particles by moving particle positions // according to the velocity field and time step. That is, for each // particle: p(t+1) = p(t) + dt * v(p(t)). __global__ void advectParticles_k(cData *part, cData *v, int dx, int dy, float dt, int lb, size_t pitch); #endif