1 /*
2 Copyright (c) 2005-2019 Intel Corporation
3
4 Licensed under the Apache License, Version 2.0 (the "License");
5 you may not use this file except in compliance with the License.
6 You may obtain a copy of the License at
7
8 http://www.apache.org/licenses/LICENSE-2.0
9
10 Unless required by applicable law or agreed to in writing, software
11 distributed under the License is distributed on an "AS IS" BASIS,
12 WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 See the License for the specific language governing permissions and
14 limitations under the License.
15 */
16
17 #include "video.h"
18 #include <cmath>
19
20 using namespace std;
21
22 #ifdef _MSC_VER
23 // warning C4068: unknown pragma
24 #pragma warning(disable: 4068)
25 // warning C4351: new behavior: elements of array 'array' will be default initialized
26 #pragma warning(disable: 4351)
27 #endif
28
29 #include "universe.h"
30
31 const colorcomp_t MaterialColor[4][3] = { // BGR
32 {96,0,0}, // WATER
33 {0,48,48}, // SANDSTONE
34 {32,32,23} // SHALE
35 };
36
InitializeUniverse(video const & colorizer)37 void Universe::InitializeUniverse(video const& colorizer) {
38
39 pulseCounter = pulseTime = 100;
40 pulseX = UniverseWidth/3;
41 pulseY = UniverseHeight/4;
42 // Initialize V, S, and T to slightly non-zero values, in order to avoid denormal waves.
43 for( int i=0; i<UniverseHeight; ++i )
44 #pragma ivdep
45 for( int j=0; j<UniverseWidth; ++j ) {
46 T[i][j] = S[i][j] = V[i][j] = ValueType(1.0E-6);
47 }
48 for( int i=1; i<UniverseHeight-1; ++i ) {
49 for( int j=1; j<UniverseWidth-1; ++j ) {
50 float x = float(j-UniverseWidth/2)/(UniverseWidth/2);
51 ValueType t = (ValueType)i/UniverseHeight;
52 MaterialType m;
53 D[i][j] = 1.0;
54 // Coefficient values are fictitious, and chosen to visually exaggerate
55 // physical effects such as Rayleigh waves. The fabs/exp line generates
56 // a shale layer with a gentle upwards slope and an anticline.
57 if( t<0.3f ) {
58 m = WATER;
59 M[i][j] = 0.125;
60 L[i][j] = 0.125;
61 } else if( fabs(t-0.7+0.2*exp(-8*x*x)+0.025*x)<=0.1 ) {
62 m = SHALE;
63 M[i][j] = 0.5;
64 L[i][j] = 0.6;
65 } else {
66 m = SANDSTONE;
67 M[i][j] = 0.3;
68 L[i][j] = 0.4;
69 }
70 material[i][j] = m;
71 }
72 }
73 ValueType scale = 2.0f/ColorMapSize;
74 for( int k=0; k<4; ++k ) {
75 for( int i=0; i<ColorMapSize; ++i ) {
76 colorcomp_t c[3];
77 ValueType t = (i-ColorMapSize/2)*scale;
78 ValueType r = t>0 ? t : 0;
79 ValueType b = t<0 ? -t : 0;
80 ValueType g = 0.5f*fabs(t);
81 std::memcpy(c, MaterialColor[k], sizeof(c));
82 c[2] = colorcomp_t(r*(255-c[2])+c[2]);
83 c[1] = colorcomp_t(g*(255-c[1])+c[1]);
84 c[0] = colorcomp_t(b*(255-c[0])+c[0]);
85 ColorMap[k][i] = colorizer.get_color(c[2], c[1], c[0]);
86 }
87 }
88 // Set damping coefficients around border to reduce reflections from boundaries.
89 ValueType d = 1.0;
90 for( int k=DamperSize-1; k>0; --k ) {
91 d *= 1-1.0f/(DamperSize*DamperSize);
92 for( int j=1; j<UniverseWidth-1; ++j ) {
93 D[k][j] *= d;
94 D[UniverseHeight-1-k][j] *= d;
95 }
96 for( int i=1; i<UniverseHeight-1; ++i ) {
97 D[i][k] *= d;
98 D[i][UniverseWidth-1-k] *= d;
99 }
100 }
101 drawingMemory = colorizer.get_drawing_memory();
102 }
UpdatePulse()103 void Universe::UpdatePulse() {
104 if( pulseCounter>0 ) {
105 ValueType t = (pulseCounter-pulseTime/2)*0.05f;
106 V[pulseY][pulseX] += 64*sqrt(M[pulseY][pulseX])*exp(-t*t);
107 --pulseCounter;
108 }
109 }
110
111
UpdateStress(Rectangle const & r)112 void Universe::UpdateStress(Rectangle const& r ) {
113 drawing_area drawing(r.StartX(),r.StartY(),r.Width(),r.Height(),drawingMemory);
114 for( int i=r.StartY(); i<r.EndY() ; ++i ) {
115 drawing.set_pos(1, i-r.StartY());
116 #pragma ivdep
117 for( int j=r.StartX(); j<r.EndX() ; ++j ) {
118 S[i][j] += M[i][j]*(V[i][j+1]-V[i][j]);
119 T[i][j] += M[i][j]*(V[i+1][j]-V[i][j]);
120 int index = (int)(V[i][j]*(ColorMapSize/2)) + ColorMapSize/2;
121 if( index<0 ) index = 0;
122 if( index>=ColorMapSize ) index = ColorMapSize-1;
123 color_t* c = ColorMap[material[i][j]];
124 drawing.put_pixel(c[index]);
125 }
126 }
127 }
128
SerialUpdateStress()129 void Universe::SerialUpdateStress() {
130 Rectangle area(0, 0, UniverseWidth-1, UniverseHeight-1);
131 UpdateStress(area);
132 }
133
134 //void Universe::ParallelUpdateStress(tbb::affinity_partitioner &affinity) {
135 // tbb::parallel_for( tbb::blocked_range<int>( 0, UniverseHeight-1 ), // Index space for loop
136 // UpdateStressBody(*this), // Body of loop
137 // affinity ); // Affinity hint
138 //}
139
UpdateVelocity(Rectangle const & r)140 void Universe::UpdateVelocity(Rectangle const& r) {
141 for( int i=r.StartY(); i<r.EndY(); ++i )
142 #pragma ivdep
143 for( int j=r.StartX(); j<r.EndX(); ++j )
144 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]));
145 }
146
SerialUpdateVelocity()147 void Universe::SerialUpdateVelocity() {
148 UpdateVelocity(Rectangle(1,1,UniverseWidth-1,UniverseHeight-1));
149 }
150
151
152 //void Universe::ParallelUpdateVelocity(tbb::affinity_partitioner &affinity) {
153 // tbb::parallel_for( tbb::blocked_range<int>( 1, UniverseHeight ), // Index space for loop
154 // UpdateVelocityBody(*this), // Body of loop
155 // affinity ); // Affinity hint
156 //}
157
SerialUpdateUniverse()158 void Universe::SerialUpdateUniverse() {
159 UpdatePulse();
160 SerialUpdateStress();
161 SerialUpdateVelocity();
162 }
163
164 //void Universe::ParallelUpdateUniverse() {
165 // /** Affinity is an argument to parallel_for to hint that an iteration of a loop
166 // is best replayed on the same processor for each execution of the loop.
167 // It is a static object because it must remember where the iterations happened
168 // in previous executions. */
169 // static tbb::affinity_partitioner affinity;
170 // UpdatePulse();
171 // ParallelUpdateStress(affinity);
172 // ParallelUpdateVelocity(affinity);
173 //}
174
TryPutNewPulseSource(int x,int y)175 bool Universe::TryPutNewPulseSource(int x, int y){
176 if(pulseCounter == 0) {
177 pulseCounter = pulseTime;
178 pulseX = x; pulseY = y;
179 return true;
180 }
181 return false;
182 }
183
SetDrawingMemory(const drawing_memory & dmem)184 void Universe::SetDrawingMemory(const drawing_memory &dmem) {
185 drawingMemory = dmem;
186 }
187