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randomFog.cpp
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/* Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of NVIDIA CORPORATION nor the names of its
* contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
// OpenGL Graphics includes
#include <helper_gl.h>
#if defined(__APPLE__) || defined(MACOSX)
#pragma clang diagnostic ignored "-Wdeprecated-declarations"
#include <GLUT/glut.h>
#else
#include <GL/freeglut.h>
#endif
// CUDA Library Headers
#include <curand.h>
#include <cuda_gl_interop.h>
// CUDA utilities and system includes
#include <helper_cuda.h>
#include <rendercheck_gl.h>
// System includes
#include <stdexcept>
#include <sstream>
#include <iomanip>
#include <math.h>
// Includes
#include "rng.h"
// standard utility and system includes
#include <helper_timer.h>
// SDK information
static const char *printfFile = "randomFog.txt";
// RNG instance
RNG *g_pRng = NULL;
// CheckRender instance (for QA)
CheckRender *g_pCheckRender = NULL;
// Simple struct which contains the position and color of a vertex
struct SVertex {
GLfloat x, y, z;
GLfloat r, g, b;
};
// Data for the vertices
SVertex *g_pVertices = NULL;
int g_nVertices; // Size of the vertex array
int g_nVerticesPopulated; // Number currently populated
// Control the randomness
int nSkip1 = 0; // Number of samples to discard between x,y
int nSkip2 = 0; // Number of samples to discard between y,z
int nSkip3 = 0; // Number of samples to discard between z,x
// Control the display
enum Shape_t { Sphere, SphericalShell, Cube, Plane };
Shape_t g_currentShape = Sphere;
bool g_bShowAxes = true;
bool g_bTenXZoom = false;
bool g_bAutoRotate = true;
int g_lastShapeX = 1024;
int g_lastShapeY = 1024;
float g_xRotated = 0.0f;
float g_yRotated = 0.0f;
const float PI = 3.14159265359f;
void createCube(void) {
int startVertex = 0;
for (int i = startVertex; i < g_nVerticesPopulated; i++) {
g_pVertices[i].x = (g_pRng->getNextU01() - .5f) * 2;
for (int j = 0; j < nSkip1; j++) {
g_pRng->getNextU01();
}
g_pVertices[i].y = (g_pRng->getNextU01() - .5f) * 2;
for (int j = 0; j < nSkip2; j++) {
g_pRng->getNextU01();
}
g_pVertices[i].z = (g_pRng->getNextU01() - .5f) * 2;
for (int j = 0; j < nSkip3; j++) {
g_pRng->getNextU01();
}
g_pVertices[i].r = 1.0f;
g_pVertices[i].g = 1.0f;
g_pVertices[i].b = 1.0f;
}
}
void createPlane(void) {
int startVertex = 0;
for (int i = startVertex; i < g_nVerticesPopulated; i++) {
g_pVertices[i].x = (g_pRng->getNextU01() - .5f) * 2;
for (int j = 0; j < nSkip1; j++) {
g_pRng->getNextU01();
}
g_pVertices[i].y = (g_pRng->getNextU01() - .5f) * 2;
for (int j = 0; j < nSkip2; j++) {
g_pRng->getNextU01();
}
g_pVertices[i].z = 0.0f;
g_pVertices[i].r = 1.0f;
g_pVertices[i].g = 1.0f;
g_pVertices[i].b = 1.0f;
}
}
void createSphere(void) {
int startVertex = 0;
for (int i = startVertex; i < g_nVerticesPopulated; i++) {
float r;
float rho;
float theta;
if (g_currentShape == Sphere) {
r = g_pRng->getNextU01();
r = powf(r, 1.f / 3.f);
for (int j = 0; j < nSkip3; j++) {
g_pRng->getNextU01();
}
} else {
r = 1.0f;
}
rho = g_pRng->getNextU01() * PI * 2.0f;
for (int j = 0; j < nSkip1; j++) {
g_pRng->getNextU01();
}
theta = (g_pRng->getNextU01() * 2.0f) - 1.0f;
theta = asin(theta);
for (int j = 0; j < nSkip2; j++) {
g_pRng->getNextU01();
}
g_pVertices[i].x = r * fabs(cos(theta)) * cos(rho);
g_pVertices[i].y = r * fabs(cos(theta)) * sin(rho);
g_pVertices[i].z = r * sin(theta);
g_pVertices[i].r = 1.0f;
g_pVertices[i].g = 1.0f;
g_pVertices[i].b = 1.0f;
}
}
void createAxes(void) {
// z axis:
g_pVertices[200000].x = 0.0f;
g_pVertices[200000].y = 0.0f;
g_pVertices[200000].z = -1.5f;
g_pVertices[200001].x = 0.0f;
g_pVertices[200001].y = 0.0f;
g_pVertices[200001].z = 1.5f;
g_pVertices[200000].r = 1.0f;
g_pVertices[200000].g = 0.0f;
g_pVertices[200000].b = 0.0f;
g_pVertices[200001].r = 0.0f;
g_pVertices[200001].g = 1.0f;
g_pVertices[200001].b = 1.0f;
// y axis:
g_pVertices[200002].x = 0.0f;
g_pVertices[200002].y = -1.5f;
g_pVertices[200002].z = 0.0f;
g_pVertices[200003].x = 0.0f;
g_pVertices[200003].y = 1.5f;
g_pVertices[200003].z = 0.0f;
g_pVertices[200002].r = 0.0f;
g_pVertices[200002].g = 1.0f;
g_pVertices[200002].b = 0.0f;
g_pVertices[200003].r = 1.0f;
g_pVertices[200003].g = 0.0f;
g_pVertices[200003].b = 1.0f;
// x axis:
g_pVertices[200004].x = -1.5f;
g_pVertices[200004].y = 0.0f;
g_pVertices[200004].z = 0.0f;
g_pVertices[200005].x = 1.5f;
g_pVertices[200005].y = 0.0f;
g_pVertices[200005].z = 0.0f;
g_pVertices[200004].r = 0.0f;
g_pVertices[200004].g = 0.0f;
g_pVertices[200004].b = 1.0f;
g_pVertices[200005].r = 1.0f;
g_pVertices[200005].g = 1.0f;
g_pVertices[200005].b = 0.0f;
}
void drawPoints(void) {
if (g_bShowAxes) {
glDrawArrays(GL_LINE_STRIP, 200000, 2);
glDrawArrays(GL_LINE_STRIP, 200002, 2);
glDrawArrays(GL_LINE_STRIP, 200004, 2);
}
glDrawArrays(GL_POINTS, 0, g_nVerticesPopulated);
}
void drawText(void) {
using std::string;
using std::stringstream;
glPushMatrix();
glLoadIdentity();
glRasterPos2f(-1.2f, 1.2f);
string infoString;
stringstream ss;
g_pRng->getInfoString(infoString);
ss << " skip1=" << nSkip1;
ss << " skip2=" << nSkip2;
ss << " skip3=" << nSkip3;
ss << " points=" << g_nVerticesPopulated;
infoString.append(ss.str());
for (unsigned int i = 0; i < infoString.size(); i++) {
glutBitmapCharacter(GLUT_BITMAP_HELVETICA_12, infoString[i]);
}
glPopMatrix();
}
void reshape(int x, int y) {
float xScale;
float yScale;
g_lastShapeX = x;
g_lastShapeY = y;
// Check if shape is visible
if (x == 0 || y == 0) {
return;
}
// Set a new projection matrix
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// Adjust fit
if (y > x) {
xScale = 1.0f;
yScale = (float)y / x;
} else {
xScale = (float)x / y;
yScale = 1.0f;
}
// Angle of view:40 degrees
// Near clipping plane distance: 10.0 (default)
// Far clipping plane distance: 10.0 (default)
if (g_bTenXZoom) {
glOrtho(-.15f * xScale, .15f * xScale, -.15f * yScale, .15f * yScale, -5.0f,
5.0f);
} else {
glOrtho(-1.5f * xScale, 1.5f * xScale, -1.5f * yScale, 1.5f * yScale,
-10.0f, 10.0f);
}
// Use the whole window for rendering
glViewport(0, 0, x, y);
glMatrixMode(GL_MODELVIEW);
}
void display(void) {
glClear(GL_COLOR_BUFFER_BIT);
glLoadIdentity();
glTranslatef(0.0f, 0.0f, -4.0f);
glRotatef(g_yRotated, 0.0f, 1.0f, 0.0f);
glRotatef(g_xRotated, 1.0f, 0.0f, 0.0f);
drawPoints();
drawText();
glFlush();
glutSwapBuffers();
}
void idle(void) {
if (g_bAutoRotate) {
g_yRotated += 0.1f;
if (g_yRotated >= 360.0f) {
g_yRotated -= 360.0f;
}
g_xRotated += 0.05f;
if (g_xRotated >= 360.0f) {
g_xRotated -= 360.0f;
}
display();
}
}
void reCreate(void) {
switch (g_currentShape) {
case Sphere:
case SphericalShell:
createSphere();
break;
case Cube:
createCube();
break;
default:
createPlane();
}
display();
}
void cleanup(int code) {
if (g_pRng) {
delete g_pRng;
g_pRng = NULL;
}
if (g_pVertices) {
delete[] g_pVertices;
g_pVertices = NULL;
}
if (g_pCheckRender) {
delete g_pCheckRender;
g_pCheckRender = NULL;
}
exit(code);
}
void glutClose() { cleanup(EXIT_SUCCESS); }
void keyboard(unsigned char key, int x, int y) {
switch (key) {
// Select shape
case 's':
case 'S':
g_currentShape = Sphere;
createSphere();
display();
break;
case 'e':
case 'E':
g_currentShape = SphericalShell;
createSphere();
display();
break;
case 'b':
case 'B':
g_currentShape = Cube;
createCube();
display();
break;
case 'p':
case 'P':
g_currentShape = Plane;
createPlane();
display();
break;
// Rotation
case 'a':
case 'A':
g_bAutoRotate = !g_bAutoRotate;
break;
case 'i':
case 'I':
g_xRotated -= 1.0f;
if (g_xRotated <= 0.0f) {
g_xRotated += 360.0f;
}
display();
break;
case ',':
g_xRotated += 1.0f;
if (g_xRotated >= 360.0f) {
g_xRotated -= 360.0f;
}
display();
break;
case 'j':
case 'J':
g_yRotated -= 1.0f;
if (g_yRotated <= 0.0f) {
g_yRotated += 360.0f;
}
display();
break;
case 'l':
case 'L':
g_yRotated += 1.0f;
if (g_yRotated >= 360.0f) {
g_yRotated -= 360.0f;
}
display();
break;
// Zoom
case 't':
case 'T':
g_bTenXZoom = !g_bTenXZoom;
reshape(g_lastShapeX, g_lastShapeY);
reCreate();
break;
// Axes
case 'z':
case 'Z':
g_bShowAxes = !g_bShowAxes;
reCreate();
break;
// RNG
case 'x':
case 'X':
g_pRng->selectRng(RNG::Pseudo);
reCreate();
break;
case 'c':
case 'C':
g_pRng->selectRng(RNG::Quasi);
reCreate();
break;
case 'v':
case 'V':
g_pRng->selectRng(RNG::ScrambledQuasi);
reCreate();
break;
case 'r':
case 'R':
g_pRng->resetSeed();
reCreate();
break;
case ']':
g_pRng->incrementDimensions();
reCreate();
break;
case '[':
g_pRng->resetDimensions();
reCreate();
break;
case '1':
nSkip1++;
reCreate();
break;
case '2':
nSkip2++;
reCreate();
break;
case '3':
nSkip3++;
reCreate();
break;
case '!':
nSkip1 = 0;
nSkip2 = 0;
nSkip3 = 0;
reCreate();
break;
// Number of vertices
case '+':
g_nVerticesPopulated += 8000;
if (g_nVerticesPopulated > g_nVertices) {
g_nVerticesPopulated = g_nVertices;
}
reCreate();
break;
case '-':
g_nVerticesPopulated -= 8000;
if (g_nVerticesPopulated < 8000) {
g_nVerticesPopulated = 8000;
}
reCreate();
break;
// Quit
case 27:
case 'q':
case 'Q':
#if defined(__APPLE__) || defined(MACOSX)
exit(EXIT_SUCCESS);
#else
glutDestroyWindow(glutGetWindow());
return;
#endif
}
}
void showHelp(void) {
using std::left;
using std::setw;
using std::stringstream;
stringstream ss;
ss << "\nRandom number visualization\n\n";
ss << "On creation, randomFog generates 200,000 random coordinates in "
"spherical coordinate space (radius, angle rho, angle theta) with "
"curand's XORWOW algorithm. The coordinates are normalized for a "
"uniform distribution through the sphere.\n\n";
ss << "The X axis is drawn with blue in the negative direction and yellow "
"positive.\n"
<< "The Y axis is drawn with green in the negative direction and magenta "
"positive.\n"
<< "The Z axis is drawn with red in the negative direction and cyan "
"positive.\n\n";
ss << "The following keys can be used to control the output:\n\n";
ss << left;
ss << "\t" << setw(10) << "s"
<< "Generate a new set of random numbers and display as spherical "
"coordinates (Sphere)\n";
ss << "\t" << setw(10) << "e"
<< "Generate a new set of random numbers and display on a spherical "
"surface (shEll)\n";
ss << "\t" << setw(10) << "b"
<< "Generate a new set of random numbers and display as cartesian "
"coordinates (cuBe/Box)\n";
ss << "\t" << setw(10) << "p"
<< "Generate a new set of random numbers and display on a cartesian plane "
"(Plane)\n\n";
ss << "\t" << setw(10) << "i,l,j"
<< "Rotate the negative Z-axis up, right, down and left respectively\n";
ss << "\t" << setw(10) << "a"
<< "Toggle auto-rotation\n";
ss << "\t" << setw(10) << "t"
<< "Toggle 10x zoom\n";
ss << "\t" << setw(10) << "z"
<< "Toggle axes display\n\n";
ss << "\t" << setw(10) << "x"
<< "Select XORWOW generator (default)\n";
ss << "\t" << setw(10) << "c"
<< "Select Sobol' generator\n";
ss << "\t" << setw(10) << "v"
<< "Select scrambled Sobol' generator\n";
ss << "\t" << setw(10) << "r"
<< "Reset XORWOW (i.e. reset to initial seed) and regenerate\n";
ss << "\t" << setw(10) << "]"
<< "Increment the number of Sobol' dimensions and regenerate\n";
ss << "\t" << setw(10) << "["
<< "Reset the number of Sobol' dimensions to 1 and regenerate\n\n";
ss << "\t" << setw(10) << "+"
<< "Increment the number of displayed points by 8,000 (up to maximum "
"200,000)\n";
ss << "\t" << setw(10) << "-"
<< "Decrement the number of displayed points by 8,000 (down to minimum "
"8,000)\n\n";
ss << "\t" << setw(10) << "q/[ESC]"
<< "Quit the application.\n\n";
puts(ss.str().c_str());
}
int main(int argc, char **argv) {
using std::runtime_error;
try {
bool bQA = false;
// Open the log file
printf("Random Fog\n");
printf("==========\n\n");
// Check QA mode
if (checkCmdLineFlag(argc, (const char **)argv, "qatest")) {
bQA = true;
findCudaDevice(argc, (const char **)argv);
g_pCheckRender =
new CheckBackBuffer(g_lastShapeX, g_lastShapeY, 4, false);
} else {
#if defined(__linux__)
setenv("DISPLAY", ":0", 0);
#endif
// Initialize GL
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB);
// TODO use width/height?
glutInitWindowSize(1000, 1000);
// Create a window with rendering context and everything else we need
glutCreateWindow("Random Fog");
if (!isGLVersionSupported(2, 0)) {
fprintf(stderr, "This sample requires at least OpenGL 2.0\n");
exit(EXIT_WAIVED);
}
// Select CUDA device with OpenGL interoperability
findCudaDevice(argc, (const char **)argv);
}
// Create vertices
g_nVertices = 200000;
g_nVerticesPopulated = 200000;
g_pVertices = new SVertex[g_nVertices + 6];
// Setup the random number generators
g_pRng = new RNG(12345, 1, 100000);
printf("CURAND initialized\n");
// Compute the initial vertices and indices, starting in spherical mode
createSphere();
createAxes();
showHelp();
if (bQA) {
g_pCheckRender->setExecPath(argv[0]);
g_pCheckRender->dumpBin(
g_pVertices, g_nVerticesPopulated * sizeof(SVertex), "randomFog.bin");
if (g_pCheckRender->compareBin2BinFloat(
"randomFog.bin", "ref_randomFog.bin",
g_nVerticesPopulated * sizeof(SVertex) / sizeof(float), 0.25f,
0.35f)) {
cleanup(EXIT_SUCCESS);
} else {
cleanup(EXIT_FAILURE);
}
} else {
// As we do not yet use a depth buffer, we cannot fill our sphere
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
// Enable the vertex array functionality:
glEnableClientState(GL_VERTEX_ARRAY);
// Enable the color array functionality (so we can specify a color for
// each vertex)
glEnableClientState(GL_COLOR_ARRAY);
// Pass the vertex pointer:
glVertexPointer(3, // 3 components per vertex (x,y,z)
GL_FLOAT, sizeof(SVertex), g_pVertices);
// Pass the color pointer
glColorPointer(3, // 3 components per vertex (r,g,b)
GL_FLOAT, sizeof(SVertex),
&g_pVertices[0].r); // Pointer to the first color
// Point size for point mode
glPointSize(1.0f);
glLineWidth(2.0f);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
// Notify glut which messages we require:
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutKeyboardFunc(keyboard);
glutIdleFunc(idle);
#if defined(__APPLE__) || defined(MACOSX)
atexit(glutClose);
#else
glutCloseFunc(glutClose);
#endif
// Let's get started!
glutMainLoop();
}
} catch (runtime_error &e) {
printf("runtime error (%s)\n", e.what());
}
exit(EXIT_SUCCESS);
}