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