src/grid/gpu/output.h

    Output PPM to screen on GPUs

    When running on GPUs the output_ppm() function can be used to display a field directly on the video display. The syntax is the same as that of output_ppm() with the exception of the fps parameter which specifies the maximum number of frames-per-second to display.

    For example

      output_ppm (f, fp = NULL, fps = 30, map = jet, spread = -1, linear = true);

    will display field f with a maximum of 30 frames per second.

    When the mouse/keyboard focus is on the window, the following keys can be used to control the simulation:

    • SPACE : start/pause
    • S : do a single timestep
    • Q : exits

    The simulation can also be started in ‘pause’ mode using

      Display.paused = true;

    before calling ‘run()’.

    typedef struct {
      float frameStartTime;
      GLFWwindow * window;
    } OutputPPMGPU;
    
    static struct {
      bool paused, step;
    } Display = {false, false};
    
    static void key_callback (GLFWwindow * window, int key, int scancode, int action, int mods)
    {
      switch (key) {
        
      case GLFW_KEY_SPACE:
        if (action == GLFW_RELEASE)
          Display.paused = !Display.paused;
        break;
    
      case GLFW_KEY_Q:
        if (action == GLFW_PRESS)
          exit (1);
        break;
        
      case GLFW_KEY_S:
        if (action == GLFW_PRESS || action == GLFW_REPEAT) {
          Display.paused = true;
          Display.step = true;
        }
        break;
        
      }
    }
    
    void output_ppm_gpu (OutputPPMGPU * display,
    		     scalar f,
    		     FILE * fp = stdout,
    		     int n = N,
    		     char * file = NULL,
    		     float min = 0, float max = 0, float spread = 5,
    		     double z = 0,
    		     bool linear = false,
    		     coord box[2] = {{X0, Y0}, {X0 + L0, Y0 + L0}},
    		     scalar mask = {-1},
    		     Colormap map = jet,
    		     char * opt = NULL,
    		     int fps = 0)
    {
      if (display->frameStartTime < 0.) // window has been closed by user
        return;
    
      glFinish(); // synchronize CPU and GPU
      if (fp || file || (fps && glfwGetTime() - display->frameStartTime > 1./fps)) {

    This code should be the same as output_ppm, from here …

        // default values
        if (!min && !max) {
          stats s = statsf (f);
          if (spread < 0.)
    	min = s.min, max = s.max;
          else {
    	double avg = s.sum/s.volume;
    	min = avg - spread*s.stddev; max = avg + spread*s.stddev;
          }
        }
        box[0].z = z, box[1].z = z;
      
        coord cn = {n};
        double delta = (box[1].x - box[0].x)/n;
        cn.y = (int)((box[1].y - box[0].y)/delta);
        if (((int)cn.y) % 2) cn.y++;

    … to here.

        if (!display->window) {
          glfwWindowHint (GLFW_VISIBLE, fps ? GL_TRUE : GL_FALSE);
          display->window = glfwCreateWindow (cn.x, cn.y, f.name, NULL, GPUContext.window);
          glfwSetKeyCallback (display->window, key_callback);
          glfwMakeContextCurrent (display->window);
          
          // Bind and create VAO, otherwise, we can't do anything in OpenGL.
          GLuint vao;
          GL_C (glGenVertexArrays (1, &vao));
          GL_C (glBindVertexArray (vao));
    
          // create vertices of fullscreen quad.
          float vertices[] = {
    	+0.0f, +0.0f,
    	+1.0f, +0.0f,
    	+0.0f, +1.0f,
    	+1.0f, +0.0f,
    	+1.0f, +1.0f,
    	+0.0f, +1.0f
          };
          // upload geometry to GPU.
          GLuint vbo;
          GL_C (glGenBuffers (1, &vbo));
          GL_C (glBindBuffer (GL_ARRAY_BUFFER, vbo));
          GL_C (glBufferData (GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW));
    
          // setup some reasonable default GL state.
          GL_C (glDisable (GL_DEPTH_TEST));
          GL_C (glDepthMask (false));
          GL_C (glDisable (GL_BLEND));
          GL_C (glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE));
          GL_C (glEnable (GL_CULL_FACE));
          GL_C (glFrontFace (GL_CCW));
          GL_C (glBindFramebuffer (GL_FRAMEBUFFER, 0));
          GL_C (glUseProgram (0));
          GPUContext.current_shader = -1;
          GL_C (glBindTexture (GL_TEXTURE_2D, 0));
          GL_C (glDepthFunc (GL_LESS));
          GL_C (glPointSize (1));
    
          // enable vertex buffer used for full screen quad rendering. 
          // this buffer is used for all rendering, from now on.
          GL_C (glEnableVertexAttribArray ((GLuint)0));
          GL_C (glBindBuffer (GL_ARRAY_BUFFER, vbo));
          GL_C (glVertexAttribPointer ((GLuint)0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), (void*)0));
        }
        else {
          glfwSetWindowSize (display->window, cn.x, cn.y);
          glfwMakeContextCurrent (display->window);
        }
        
        GL_C (glViewport(0, 0, cn.x, cn.y));
        GL_C (glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE));
        GL_C (glClearColor (0., 0.0f, 0.0f, 0.0f));
        GL_C (glClear (GL_COLOR_BUFFER_BIT));
      
        double dmap[NCMAP][3];
        (* map) (dmap);
        vec4 cmap[NCMAP];
        for (int i = 0; i < NCMAP; i++) {
          cmap[i].r = dmap[i][0];
          cmap[i].g = dmap[i][1];
          cmap[i].b = dmap[i][2];
          cmap[i].a = 0.;
        }
    
        GPUContext.fragment_shader = true;
          
        coord p;
        foreach_region (p, box, cn, gpu) {
          double v;
          if (mask.i >= 0) { // masking
    	if (linear) {
    	  double m = interpolate_linear (point, mask, p.x, p.y, p.z);
    	  if (m < 0.)
    	    v = nodata;
    	  else
    	    v = interpolate_linear (point, f, p.x, p.y, p.z);
    	}
    	else {
    	  if (mask[] < 0.)
    	    v = nodata;
    	  else
    	    v = f[];
    	}
          }
          else if (linear)
    	v = interpolate_linear (point, f, p.x, p.y, p.z);
          else
    	v = f[];
          if (v == nodata)
    	FragColor = (vec4){0,0,0,0};
          else {
    	int i;
    	float val = max != min ? (v - min)/(max - min) : 0., coef;
    	if (val <= 0.) i = 0, coef = 0.;
    	else if (val >= 1.) i = NCMAP - 2, coef = 1.;
    	else {
    	  i = (int)(val*(NCMAP - 1));
    	  coef = val*(NCMAP - 1) - i;
    	}
    	FragColor = (vec4) mix (cmap[i], cmap[i + 1], coef);
          }
        }
    
        GPUContext.fragment_shader = false;
        
        if (fps)
          glfwSwapBuffers (display->window);    
        display->frameStartTime = glfwGetTime();

    File output

        if (file || fp) {
          if (file)
    	fp = open_image (file, opt);
        
          fprintf (fp, "P6\n%g %g 255\n", cn.x, cn.y);
          unsigned char * ppm = malloc (sizeof(unsigned char)*3*cn.x*cn.y);
          GL_C (glReadPixels (0, 0, cn.x, cn.y, GL_RGB, GL_UNSIGNED_BYTE, ppm));
          size_t len = 3*cn.x;
          unsigned char * line = ppm + len*((size_t) cn.y - 1);
          for (int i = 0; i < cn.y; i++, line -= len)
    	fwrite (line, sizeof(unsigned char), len, fp);
          free (ppm);
        
          if (file)
    	close_image (file, fp);
          else
    	fflush (fp);
        }
        
        glfwMakeContextCurrent (GPUContext.window);
      }
    
      if (fps) {
        do
          glfwPollEvents();
        while (Display.paused && !Display.step);
        Display.step = false;
      }
        
      if (display->window && glfwWindowShouldClose (display->window)) {
        glfwDestroyWindow (display->window);
        display->frameStartTime = -1; // window closed
        return;
      }
    }
    
    #define output_ppm(...) do {			\
        static OutputPPMGPU _display = {0};		\
        output_ppm_gpu (&_display, __VA_ARGS__);	\
      } while (0)