186 lines
6.4 KiB
C++
186 lines
6.4 KiB
C++
/*
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Copyright (c) 2005-2019 Intel Corporation
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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You may obtain a copy of the License at
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http://www.apache.org/licenses/LICENSE-2.0
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Unless required by applicable law or agreed to in writing, software
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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*/
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#include "video.h"
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#include <cmath>
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using namespace std;
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#ifdef _MSC_VER
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// warning C4068: unknown pragma
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#pragma warning(disable: 4068)
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// warning C4351: new behavior: elements of array 'array' will be default initialized
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#pragma warning(disable: 4351)
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#endif
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#include "universe.h"
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const colorcomp_t MaterialColor[4][3] = { // BGR
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{96,0,0}, // WATER
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{0,48,48}, // SANDSTONE
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{32,32,23} // SHALE
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};
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void Universe::InitializeUniverse(video const& colorizer) {
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pulseCounter = pulseTime = 100;
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pulseX = UniverseWidth/3;
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pulseY = UniverseHeight/4;
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// Initialize V, S, and T to slightly non-zero values, in order to avoid denormal waves.
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for( int i=0; i<UniverseHeight; ++i )
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#pragma ivdep
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for( int j=0; j<UniverseWidth; ++j ) {
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T[i][j] = S[i][j] = V[i][j] = ValueType(1.0E-6);
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}
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for( int i=1; i<UniverseHeight-1; ++i ) {
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for( int j=1; j<UniverseWidth-1; ++j ) {
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float x = float(j-UniverseWidth/2)/(UniverseWidth/2);
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ValueType t = (ValueType)i/UniverseHeight;
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MaterialType m;
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D[i][j] = 1.0;
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// Coefficient values are fictitious, and chosen to visually exaggerate
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// physical effects such as Rayleigh waves. The fabs/exp line generates
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// a shale layer with a gentle upwards slope and an anticline.
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if( t<0.3f ) {
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m = WATER;
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M[i][j] = 0.125;
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L[i][j] = 0.125;
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} else if( fabs(t-0.7+0.2*exp(-8*x*x)+0.025*x)<=0.1 ) {
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m = SHALE;
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M[i][j] = 0.5;
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L[i][j] = 0.6;
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} else {
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m = SANDSTONE;
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M[i][j] = 0.3;
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L[i][j] = 0.4;
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}
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material[i][j] = m;
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}
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}
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ValueType scale = 2.0f/ColorMapSize;
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for( int k=0; k<4; ++k ) {
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for( int i=0; i<ColorMapSize; ++i ) {
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colorcomp_t c[3];
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ValueType t = (i-ColorMapSize/2)*scale;
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ValueType r = t>0 ? t : 0;
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ValueType b = t<0 ? -t : 0;
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ValueType g = 0.5f*fabs(t);
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std::memcpy(c, MaterialColor[k], sizeof(c));
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c[2] = colorcomp_t(r*(255-c[2])+c[2]);
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c[1] = colorcomp_t(g*(255-c[1])+c[1]);
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c[0] = colorcomp_t(b*(255-c[0])+c[0]);
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ColorMap[k][i] = colorizer.get_color(c[2], c[1], c[0]);
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}
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}
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// Set damping coefficients around border to reduce reflections from boundaries.
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ValueType d = 1.0;
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for( int k=DamperSize-1; k>0; --k ) {
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d *= 1-1.0f/(DamperSize*DamperSize);
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for( int j=1; j<UniverseWidth-1; ++j ) {
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D[k][j] *= d;
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D[UniverseHeight-1-k][j] *= d;
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}
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for( int i=1; i<UniverseHeight-1; ++i ) {
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D[i][k] *= d;
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D[i][UniverseWidth-1-k] *= d;
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}
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}
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drawingMemory = colorizer.get_drawing_memory();
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}
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void Universe::UpdatePulse() {
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if( pulseCounter>0 ) {
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ValueType t = (pulseCounter-pulseTime/2)*0.05f;
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V[pulseY][pulseX] += 64*sqrt(M[pulseY][pulseX])*exp(-t*t);
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--pulseCounter;
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}
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}
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void Universe::UpdateStress(Rectangle const& r ) {
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drawing_area drawing(r.StartX(),r.StartY(),r.Width(),r.Height(),drawingMemory);
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for( int i=r.StartY(); i<r.EndY() ; ++i ) {
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drawing.set_pos(1, i-r.StartY());
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#pragma ivdep
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for( int j=r.StartX(); j<r.EndX() ; ++j ) {
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S[i][j] += M[i][j]*(V[i][j+1]-V[i][j]);
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T[i][j] += M[i][j]*(V[i+1][j]-V[i][j]);
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int index = (int)(V[i][j]*(ColorMapSize/2)) + ColorMapSize/2;
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if( index<0 ) index = 0;
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if( index>=ColorMapSize ) index = ColorMapSize-1;
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color_t* c = ColorMap[material[i][j]];
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drawing.put_pixel(c[index]);
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}
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}
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}
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void Universe::SerialUpdateStress() {
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Rectangle area(0, 0, UniverseWidth-1, UniverseHeight-1);
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UpdateStress(area);
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}
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//void Universe::ParallelUpdateStress(tbb::affinity_partitioner &affinity) {
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// tbb::parallel_for( tbb::blocked_range<int>( 0, UniverseHeight-1 ), // Index space for loop
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// UpdateStressBody(*this), // Body of loop
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// affinity ); // Affinity hint
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//}
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void Universe::UpdateVelocity(Rectangle const& r) {
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for( int i=r.StartY(); i<r.EndY(); ++i )
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#pragma ivdep
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for( int j=r.StartX(); j<r.EndX(); ++j )
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V[i][j] = D[i][j]*(V[i][j] + L[i][j]*(S[i][j] - S[i][j-1] + T[i][j] - T[i-1][j]));
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}
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void Universe::SerialUpdateVelocity() {
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UpdateVelocity(Rectangle(1,1,UniverseWidth-1,UniverseHeight-1));
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}
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//void Universe::ParallelUpdateVelocity(tbb::affinity_partitioner &affinity) {
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// tbb::parallel_for( tbb::blocked_range<int>( 1, UniverseHeight ), // Index space for loop
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// UpdateVelocityBody(*this), // Body of loop
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// affinity ); // Affinity hint
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//}
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void Universe::SerialUpdateUniverse() {
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UpdatePulse();
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SerialUpdateStress();
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SerialUpdateVelocity();
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}
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//void Universe::ParallelUpdateUniverse() {
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// /** Affinity is an argument to parallel_for to hint that an iteration of a loop
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// is best replayed on the same processor for each execution of the loop.
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// It is a static object because it must remember where the iterations happened
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// in previous executions. */
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// static tbb::affinity_partitioner affinity;
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// UpdatePulse();
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// ParallelUpdateStress(affinity);
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// ParallelUpdateVelocity(affinity);
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//}
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bool Universe::TryPutNewPulseSource(int x, int y){
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if(pulseCounter == 0) {
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pulseCounter = pulseTime;
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pulseX = x; pulseY = y;
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return true;
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}
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return false;
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}
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void Universe::SetDrawingMemory(const drawing_memory &dmem) {
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drawingMemory = dmem;
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}
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