Beispiel #1
0
A3DMatrix operator * (const A3DMatrix& mat1, const A3DMatrix& mat2)
{
	A3DMatrix mat;
	MatrixMul(mat, mat1, mat2, 4);
	mat.Normalise();
	return mat;
}
Beispiel #2
0
int main(int argc, char ** argv)
{
	char op;
	char mStr[1024];
	matrix ans, m1, m2;
	int sc = 0;

	if(argc > 1){
		op = getOp(argv[1]);
	} else {
		printf("Which operation: ");
		op = getOp(NULL);
	}


	printf("First matrix:\n");
	scanf("%s", mStr);
	m1 = MatrixInit(mStr);

	if(op == 'a' || op == 's' || op == 'm'){
		printf("Second matrix:\n");
		scanf("%s", mStr);
		m2 = MatrixInit(mStr);
	} else if(op == 'c') {
		printf("Scalar multiple:\n");
		scanf("%d", &sc);
	}

	switch(op){
		case 'a':
			ans = MatrixAdd(m1, m2);
			break;
		case 's':
			ans = MatrixSub(m1, m2);
			break;
		case 'm':
			ans = MatrixMul(m1, m2);
			break;
		case 'i':
			ans = MatrixInv(m1);
			break;
		case 'c':
			ans = MatrixSMul(m1, i2f(sc));
			break;
		default:
			printf("Something went very wrong.\n");
			return 1;
	}

	printf("Answer:\n");
	MatrixPrint(ans);

	MatrixFree(m1);
	MatrixFree(ans);
	if(op == 'a' || op == 's' || op == 'm'){
		MatrixFree(m2);
	}

	return 0;
}
Beispiel #3
0
int main(int argc, char *argv[]) {
	int A[2][2]={1,1,1,1};
	int B[2][2]={1,1,1,1};
	printf("%d ",MatrixMul(A,B));
	
	
	
	
	return 0;
}
Beispiel #4
0
A3DMatrix& A3DMatrix::operator *= (double val)
{
	if (val != 1.0) {
		A3DMatrix mat;
		mat.a11 = mat.a22 = mat.a33 = val;
		MatrixMul(*this, *this, mat, 4);
		Normalise();
	}
	return *this;
}
Beispiel #5
0
//============================================================================//
//==                          卡尔曼滤波                                    ==//
//============================================================================//
//==入口参数: 无                                                            ==//
//==出口参数: 无                                                            ==//
//==返回值:   无                                                            ==//
//============================================================================//
void KalMan(void)
{
  unsigned char   i;
  unsigned short  j;
  
  srand(SEED);
  for (i=0; i<X_LENGTH; i++)
  {
    tOpt.XPreOpt[i] = Temp2[i];           //零值初始化
  }
  for (i=0; i<P_LENGTH; i++)
  {
    tCov.PPreOpt[i] = Temp4[i];           //零值初始化
  }
  
  
  for (j=0; j<N; j++)
  {
    Watch1[j] = sin(2*3.14159265/100.0*j);
    Y[0] = Watch1[j] + Random1(0, 0.4);
    Watch2[j] = Y[0];
    MatrixMul(A, tOpt.XPreOpt, X, A_ROW, X_ROW, X_COLUMN);       //  基于系统的上一状态而预测现在状态; X(k|k-1) = A(k,k-1)*X(k-1|k-1)
    
    MatrixCal1(A, tCov.PPreOpt, Temp4, SYS_ORDER);
    MatrixAdd(Temp4, Q, P, P_ROW, P_COLUMN);                     //  预测数据的协方差矩阵; P(k|k-1) = A(k,k-1)*P(k-1|k-1)*A(k,k-1)'+Q
    
    MatrixCal2(C, P, Temp1, C_ROW, C_COLUMN);
    MatrixAdd(Temp1, R, Temp1, R_ROW, R_COLUMN);
    Gauss_Jordan(Temp1, C_ROW);
    MatrixTrans(C, Temp2, C_ROW, C_COLUMN);
    MatrixMul(P, Temp2, Temp22, P_ROW, C_COLUMN, C_ROW);
    MatrixMul(Temp22, Temp1, K, P_ROW, C_ROW, C_ROW);            //  计算卡尔曼增益; K(k) = P(k|k-1)*C' / (C(k)*P(k|k-1)*C(k)' + R)
    
    MatrixMul(C, X, Temp1, C_ROW, X_ROW, X_COLUMN);
    MatrixMinus(Y, Temp1, Temp1, Y_ROW, Y_COLUMN);
    MatrixMul(K, Temp1, Temp2, K_ROW, Y_ROW, Y_COLUMN);
    MatrixAdd(X, Temp2, tOpt.XNowOpt, X_ROW, X_COLUMN);          //  根据估测值和测量值计算当前最优值; X(k|k) = X(k|k-1)+Kg(k)*(Y(k)-C*X(k|k-1))
    
    MatrixMul(K, C, Temp4, K_ROW, C_ROW, C_COLUMN);
    MatrixMinus(I, Temp4, Temp4, I_ROW, I_COLUMN);
    MatrixMul(Temp4, P, tCov.PNowOpt, I_ROW, P_ROW, P_COLUMN);   //  计算更新后估计协防差矩阵; P(k|k) =(I-Kg(k)*C)*P(k|k-1)
    
    for (i=0; i<X_LENGTH; i++)
    {
      tOpt.XPreOpt[i] = tOpt.XNowOpt[i];
    }
    for (i=0; i<P_LENGTH; i++)
    {
      tCov.PPreOpt[i] = tCov.PNowOpt[i];
    }
    Watch3[j] = tOpt.XNowOpt[0];
    
  }//end of for
}
Beispiel #6
0
/** Multiplies mx by f.
 *  Returns materr(1) if the initialization
 *  of sc didn't go right.
 */
matrix MatrixSMul(matrix mx, frac f)
{
    matrix sc = initialize(mx.columns, mx.columns);
    if (sc.mx == NULL) {
        return materr(1);
    }

    for(int i = 0; i < mx.columns; i++) {
        sc.mx[i][i] = f;
    }

    return MatrixMul(mx, sc);
}
Beispiel #7
0
//============================================================================//
//==                          卡尔曼滤波                                    ==//
//============================================================================//
//==入口参数: 无                                                            ==//
//==出口参数: 无                                                            ==//
//==返回值:   无                                                            ==//
//============================================================================//
void KalMan(u16* in,u16* out)
{
  unsigned char   i;
//  unsigned short  k;
  
  for (i=0; i<LENGTH; i++)
  {
    tOpt.XPreOpt[i] = Temp1[i];           //零值初始化
  }
  for (i=0; i<LENGTH; i++)
  {
    tCov.PPreOpt[i] = Temp2[i];           //零值初始化
  }
  
  
//  for (k=0; k<N; k++)
//  {
    Z[0] = in[0];//(float)ADCSampling();
    MatrixMul(F, tOpt.XPreOpt, X, ORDER, ORDER, ORDER);       //  基于系统的上一状态而预测现在状态; X(k|k-1) = F(k,k-1)*X(k-1|k-1)
    
    MatrixCal(F, tCov.PPreOpt, Temp1, ORDER);
    MatrixAdd(Temp1, Q, P, ORDER, ORDER);                     //  预测数据的协方差矩阵; P(k|k-1) = F(k,k-1)*P(k-1|k-1)*F(k,k-1)'+Q
    
    MatrixCal(H, P, Temp1, ORDER);
    MatrixAdd(Temp1, R, Temp1, ORDER, ORDER);
    Gauss_Jordan(Temp1, ORDER);
    MatrixTrans(H, Temp2, ORDER, ORDER);
    MatrixMul(P, Temp2, Temp3, ORDER, ORDER, ORDER);
    MatrixMul(Temp1, Temp3, K, ORDER, ORDER, ORDER);          //  计算卡尔曼增益; Kg(k) = P(k|k-1)*H' / (H*P(k|k-1)*H' + R)
    
    MatrixMul(H, X, Temp1, ORDER, ORDER, ORDER);
    MatrixMinus(Z, Temp1, Temp1, ORDER, ORDER);
    MatrixMul(K, Temp1, Temp2, ORDER, ORDER, ORDER);
    MatrixAdd(X, Temp2, tOpt.XNowOpt, ORDER, ORDER);          //  根据估测值和测量值计算当前最优值; X(k|k) = X(k|k-1)+Kg(k)*(Z(k)-H*X(k|k-1))
    
    MatrixMul(K, H, Temp1, ORDER, ORDER, ORDER);
    MatrixMinus(I, Temp1, Temp1, ORDER, ORDER);
    MatrixMul(Temp1, P, tCov.PNowOpt, ORDER, ORDER, ORDER);   //  计算更新后估计协防差矩阵; P(k|k) =(I-Kg(k)*H)*P(k|k-1)
    
    for (i=0; i<LENGTH; i++)
    {
      tOpt.XPreOpt[i] = tOpt.XNowOpt[i];
      tCov.PPreOpt[i] = tCov.PNowOpt[i];
    }
		out[0]=(u16)(tOpt.XNowOpt[0]);
//  }
}
VMatrix VMatrix::operator*(const VMatrix &vm) const
{
	VMatrix ret;
	MatrixMul( vm, ret );
	return ret;
}
Beispiel #9
0
//-------------------main function starts here------------------------------------
void main()
{
	float a[ROW][COL], b[ROW][COL];
	int m[2], n[2], choice,i,j,temp;
	bool flag, flag1=true;
	//-------------from the following the size of matrix is tested with proper input----------------------
		cout<<"Enter the dimention of the 1st matrix :"<<endl;
		for(i=0;i<2;i++)
		{
			flag = false; 
			while(!flag)
			{
				cin >> temp;
				if(temp>0 && !cin.fail() && (cin.peek() == EOF || cin.peek() == '\n'))
				{
					flag = true;
					m[i]=temp;
				}
				else
				{
					cout << "Please Enter valid data" << endl;
					cin.clear();
					cin.ignore(numeric_limits<streamsize>::max(), '\n');
				}
			}
		}
		
		cout<<"Enter the dimention of the 2nd matrix :"<<endl;
		for(i=0;i<2;i++)
		{
			flag = false; 
			while(!flag)
			{
				cin >> temp;
				if(temp>0 && !cin.fail() && (cin.peek() == EOF || cin.peek() == '\n'))
				{
					flag = true;
					n[i]=temp;
				}
				else
				{
					cout << "Please Enter valid data" << endl;
					cin.clear();
					cin.ignore(numeric_limits<streamsize>::max(), '\n');
				}
			}
		}
//---------------input for 1st matrix starts here----------------------
		cout<<"Enter the 1st matrix"<<endl;
		for(i=0;i<m[0];i++)
		{
			for(j=0;j<m[1];j++)
				cin>>a[i][j];
		}
//--------------input for 2nd matrix strts here-------------------------
		cout<<"Enter the 2nd matrix"<<endl;
		for(i=0;i<n[0];i++)
		{
			for(j=0;j<n[1];j++)
				cin>>b[i][j];
		}
//-------------Choice for Matrix operation to select------------------	
	while(1)
	{
		if(!flag1)
		{
			exit(0);
		}	

		cout<<"Select the operation to perform with the above matrix \n 1. Addition\n 2. Subtraction\n 3. Multiplication"<<endl;
		cin>>choice;
		switch(choice)
		{
			case 1:
				if(m[0]!=n[0] || m[1]!=n[1])
					cout<<"Matrix cannot be added"<<endl;
				else
					MatrixAdd(a,b,m);
			break;
			
			case 2:
				if(m[0]!=n[0] || m[1]!=n[1])
					cout<<"Matrix cannot be subtracted"<<endl;
				else
					MatrixSub(a,b,m);
			break;
			
			case 3:
				if(m[1]!=n[0])
					cout<<"Matrix cannot be multiplied";
				else
					MatrixMul(a,b,m,n);
			break;
			
			default:
				cout<<"Invalid Input!!"<<endl;
		}
//-----------------Asked for continuity or to exit-------------------------------
		cout<<"Enter 1 to try again or else 0 to exit : ";
		cin>>flag1;
	}
}
Beispiel #10
0
void Matrix44::Multiply(const Matrix44 &a, const Matrix44 &b, Matrix44 &result)
{
	MatrixMul(4, a.data, b.data, result.data);
}
Beispiel #11
0
void Matrix33::Multiply(const Matrix33 &a, const Matrix33 &b, Matrix33 &result)
{
	MatrixMul(3, a.data, b.data, result.data);
}
Beispiel #12
0
// Draw the scene to the screen
void draw() {
	// Update time
	time += 2.0f * timeStep;

	/////////////////////// PART 1: SIMULATION /////////////////////////////////

	// Grab buffers for OpenCL
	acquireGLBuffer(particles.particleBuffer[particles.currentBuffer]);
	acquireGLBuffer(particles.particleBuffer[1 - particles.currentBuffer]);

	// Prepare to run some kernels
	cl_int numParticles = NUM_PARTICLES;
	cl_int gridElements = GRID_SIZE * GRID_SIZE * GRID_SIZE;

	cl_uint workSize[3] = {numParticles, 0, 0};
	cl_uint gridWorkSize[3] = {gridElements, 0, 0};
	cl_uint workgroupSize[3] = {256, 0, 0};

	// Clear grid
	clSetKernelArg(openCLKernels.gridClearKernel, 0, sizeof(cl_mem), &particles.gridSizeBuffer);
	clSetKernelArg(openCLKernels.gridClearKernel, 1, sizeof(cl_int), &gridElements);
	clRunKernel(openCLKernels.gridClearKernel, gridWorkSize, workgroupSize);

	// Compute grid positions
	clSetKernelArg(openCLKernels.gridKernel, 0, sizeof(cl_mem), &particles.particleBuffer[particles.currentBuffer]);
	clSetKernelArg(openCLKernels.gridKernel, 1, sizeof(cl_mem), &particles.offsetBuffer);
	clSetKernelArg(openCLKernels.gridKernel, 2, sizeof(cl_mem), &particles.gridSizeBuffer);
	clSetKernelArg(openCLKernels.gridKernel, 3, sizeof(cl_int), &numParticles);
	clRunKernel(openCLKernels.gridKernel, workSize, workgroupSize);

	// Compute prefix sum for grid
	clSetKernelArg(openCLKernels.prefixSumKernel, 2, sizeof(cl_uint), (void*)&gridElements);

	int pingpong = 0;
	for(cl_int offset = 1; offset <= gridElements; offset *= 2) {
		if(offset == 1) {
			clSetKernelArg(openCLKernels.prefixSumKernel, 0, sizeof(cl_mem), (void*)&particles.gridSizeBuffer);
		}
		else {
			clSetKernelArg(openCLKernels.prefixSumKernel, 0, sizeof(cl_mem), (void*)&(pingpong == 0 ? particles.gridBuffer[0] : particles.gridBuffer[1]));
		}
		clSetKernelArg(openCLKernels.prefixSumKernel, 1, sizeof(cl_mem), (void*)&(pingpong == 0 ? particles.gridBuffer[1] : particles.gridBuffer[0]));
		clSetKernelArg(openCLKernels.prefixSumKernel, 3, sizeof(cl_int), (void*)&offset);
		clRunKernel(openCLKernels.prefixSumKernel, gridWorkSize, workgroupSize);
		pingpong = 1 - pingpong;
	}

	// Reorganize particles 
	clSetKernelArg(openCLKernels.gridReorderKernel, 0, sizeof(cl_mem), &particles.particleBuffer[particles.currentBuffer]);
	clSetKernelArg(openCLKernels.gridReorderKernel, 1, sizeof(cl_mem), &particles.particleBuffer[1 - particles.currentBuffer]);
	clSetKernelArg(openCLKernels.gridReorderKernel, 2, sizeof(cl_mem), &particles.velocityBuffer[particles.currentBuffer]);
	clSetKernelArg(openCLKernels.gridReorderKernel, 3, sizeof(cl_mem), &particles.velocityBuffer[1 - particles.currentBuffer]);
	clSetKernelArg(openCLKernels.gridReorderKernel, 4, sizeof(cl_mem), &particles.offsetBuffer);
	clSetKernelArg(openCLKernels.gridReorderKernel, 5, sizeof(cl_mem), (void*)&particles.gridSizeBuffer);
	clSetKernelArg(openCLKernels.gridReorderKernel, 6, sizeof(cl_mem), (void*)&(pingpong == 0 ? particles.gridBuffer[0] : particles.gridBuffer[1]));
	clSetKernelArg(openCLKernels.gridReorderKernel, 7, sizeof(cl_int), &numParticles);
	clRunKernel(openCLKernels.gridReorderKernel, workSize, workgroupSize);

	particle* testData = (particle*)malloc(sizeof(cl_float) * numParticles * 4);

	// Swap particle buffers
	particles.currentBuffer = 1 - particles.currentBuffer;

	// Send new cell select buffer
	int cellSelect[27];
	for(int i = 0; i < 27; i++) {
		cellSelect[i] = i;
	}
	shuffle(cellSelect, 27);
	clEnqueueWriteBuffer(clCommandQueue(), particles.cellSelectBuffer, true, 0, 27 * sizeof(cl_int), cellSelect, 0, 0, 0);
	clFinish(clCommandQueue());

	// Recalculate densities and normalized pressure derivatives
	clSetKernelArg(openCLKernels.dataKernel, 0, sizeof(cl_mem), &particles.particleBuffer[particles.currentBuffer]);
	clSetKernelArg(openCLKernels.dataKernel, 1, sizeof(cl_mem), &particles.dataBuffer);

	clSetKernelArg(openCLKernels.dataKernel, 2, sizeof(cl_mem), (void*)&particles.gridSizeBuffer);
	clSetKernelArg(openCLKernels.dataKernel, 3, sizeof(cl_mem), (void*)&(pingpong == 0 ? particles.gridBuffer[1] : particles.gridBuffer[0]));

	clSetKernelArg(openCLKernels.dataKernel, 4, sizeof(cl_mem), (void*)&particles.cellSelectBuffer);

	clSetKernelArg(openCLKernels.dataKernel, 5, sizeof(cl_int), &numParticles);
	clRunKernel(openCLKernels.dataKernel, workSize, workgroupSize);

	// Send new cell select buffer
	cellSelect[27];
	for(int i = 0; i < 27; i++) {
		cellSelect[i] = i;
	}
	shuffle(cellSelect, 27);
	clEnqueueWriteBuffer(clCommandQueue(), particles.cellSelectBuffer, true, 0, 27 * sizeof(cl_int), cellSelect, 0, 0, 0);
	clFinish(clCommandQueue());

	// Integrate position
	float dT = timeStep;
	clSetKernelArg(openCLKernels.simulationKernel, 0, sizeof(cl_mem), &particles.particleBuffer[particles.currentBuffer]);
	clSetKernelArg(openCLKernels.simulationKernel, 1, sizeof(cl_mem), &particles.particleBuffer[1 - particles.currentBuffer]);
	clSetKernelArg(openCLKernels.simulationKernel, 2, sizeof(cl_mem), &particles.velocityBuffer[particles.currentBuffer]);
	clSetKernelArg(openCLKernels.simulationKernel, 3, sizeof(cl_mem), &particles.velocityBuffer[1 - particles.currentBuffer]);
	clSetKernelArg(openCLKernels.simulationKernel, 4, sizeof(cl_mem), &particles.dataBuffer);
	
	clSetKernelArg(openCLKernels.simulationKernel, 5, sizeof(cl_mem), (void*)&particles.gridSizeBuffer);
	clSetKernelArg(openCLKernels.simulationKernel, 6, sizeof(cl_mem), (void*)&(pingpong == 0 ? particles.gridBuffer[1] : particles.gridBuffer[0]));

	clSetKernelArg(openCLKernels.simulationKernel, 7, sizeof(cl_mem), (void*)&particles.cellSelectBuffer);

	clSetKernelArg(openCLKernels.simulationKernel, 8, sizeof(cl_float), &dT);
	clSetKernelArg(openCLKernels.simulationKernel, 9, sizeof(cl_float), &time);
	clSetKernelArg(openCLKernels.simulationKernel, 10, sizeof(cl_int), &numParticles);

	clSetKernelArg(openCLKernels.simulationKernel, 11, sizeof(cl_mem), &particles.terrainBuffer);

	PaddedVector windDir = PadVector(
		TransformVector(YAxisRotationMatrix(particles.windAngle), MakeVector(1.0f, 0.0f, 0.0f))
	);
	clSetKernelArg(openCLKernels.simulationKernel, 12, sizeof(cl_float) * 4, &windDir);
	clSetKernelArg(openCLKernels.simulationKernel, 13, sizeof(cl_float), &particles.windPower);

	clRunKernel(openCLKernels.simulationKernel, workSize, workgroupSize);

	// Release buffers back to OpenGL
	releaseGLBuffer(particles.particleBuffer[particles.currentBuffer]);
	releaseGLBuffer(particles.particleBuffer[1 - particles.currentBuffer]);

	// Swap particle buffers
	particles.currentBuffer = 1 - particles.currentBuffer;

	//////////////////////// PART 2: RENDERIING ////////////////////////////////

	// Clear everything first thing.
	glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
	
	glBindFramebuffer(GL_FRAMEBUFFER, framebuffers.backgroundFBO);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	
	// Activate shader.
	glUseProgram(objectShader.shaderProgram);

	// Set projection
	Matrix projection = PerspectiveMatrix(
		45.0f,
		(float)WINDOW_WIDTH/(float)WINDOW_HEIGHT,
		0.01f,
		100.0f
	);
	MatrixAsUniform(objectShader.projectionMatrix, projection);
	
	// Vertices
	glBindBuffer(GL_ARRAY_BUFFER, terrain.vertexBuffer);
	glVertexAttribPointer(
		objectShader.vertexPosition,
		4,
		GL_FLOAT,
		GL_FALSE,
		sizeof(GLfloat) * 4,
		(void*)0
	);
	glEnableVertexAttribArray(objectShader.vertexPosition);
	
	// Set modelview according to camera
	Matrix rot = lookatMatrix(camera.pos, VectorAdd(camera.pos, camera.front), camera.up);
	rot = MatrixMul(RotationMatrix(camera.elevation, MakeVector(1, 0, 0)), rot);
	Matrix trans = TranslationMatrix(-camera.pos.x, -camera.pos.y, -camera.pos.z);
	Matrix modelview =  MatrixMul(rot, trans);
	MatrixAsUniform(objectShader.modelviewMatrix, modelview);

	// Normal view matrix - inverse transpose of modelview.
	Matrix normalview = MatrixTranspose(FastMatrixInverse(modelview));
	MatrixAsUniform(objectShader.normalviewMatrix, normalview);

	// Set heightmap texture
	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, terrain.heightTexture );
	glUniform1i(objectShader.terrainTexture, 0);

	// Set color textures
	glActiveTexture(GL_TEXTURE1);
	glBindTexture(GL_TEXTURE_2D, terrain.lowTexture);
	glUniform1i(objectShader.lowTexture, 1);

	glActiveTexture(GL_TEXTURE2);
	glBindTexture(GL_TEXTURE_2D, terrain.highTexture);
	glUniform1i(objectShader.highTexture, 2);

	// Turn off culling
	glDisable(GL_CULL_FACE);

	// Send element buffer to GPU and draw.
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, terrain.elementBuffer);

	glDrawElements(
		GL_TRIANGLES,
		512 * 512 * 6,
		GL_UNSIGNED_INT,
		(void*)0
	);
	
	// Turn culling back on
	glEnable(GL_CULL_FACE);

	// Switch to low-res viewport
	glViewport(0, 0, WINDOW_WIDTH / RESOLUTION_DIVIDER, WINDOW_HEIGHT / RESOLUTION_DIVIDER);

	// Low-res projection matrix
	Matrix projectionLowres = PerspectiveMatrix(
		45.0f,
		(float)(WINDOW_WIDTH / RESOLUTION_DIVIDER) / (float)(WINDOW_HEIGHT / RESOLUTION_DIVIDER),
		0.01f,
		100.0f
	);

	// Activate particle depth FBO
	glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
	glBindFramebuffer(GL_FRAMEBUFFER, framebuffers.particleFBO[0]);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	// Activate shader
	glUseProgram(particleShader.shaderProgram);

	// Set textures
	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, framebuffers.backgroundTexture);
	glUniform1i(particleShader.terrainTexture, 0);

	// Send uniforms
	MatrixAsUniform(particleShader.modelviewMatrix, modelview);
	MatrixAsUniform(particleShader.projectionMatrix, projectionLowres);
	glUniform2f(particleShader.screenSize, WINDOW_WIDTH / RESOLUTION_DIVIDER, WINDOW_HEIGHT / RESOLUTION_DIVIDER);

	// Bind new buffer and set up arrtibutes
	glBindBuffer(GL_ARRAY_BUFFER, particles.vertexBuffer[particles.currentBuffer]);
	glVertexAttribPointer(
		particleShader.vertexPosition,
		4,
		GL_FLOAT,
		GL_FALSE,
		sizeof(GLfloat) * 4,
		(void*)0
	);
	glEnableVertexAttribArray(particleShader.vertexPosition);

	// Bind element buffer and draw particles
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, particles.elementBuffer);
	glDrawElements(
		GL_POINTS,
		NUM_PARTICLES,
		GL_UNSIGNED_INT,
		(void*)0
	);

	// Activate particle thickness FBO
	glBindFramebuffer(GL_FRAMEBUFFER, framebuffers.particleThicknessFBO[0]);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	// Activate shader
	glUseProgram(particleThicknessShader.shaderProgram);

	// Send uniforms
	MatrixAsUniform(particleThicknessShader.modelviewMatrix, modelview);
	MatrixAsUniform(particleThicknessShader.projectionMatrix, projectionLowres);
	glUniform2f(particleThicknessShader.screenSize, WINDOW_WIDTH / RESOLUTION_DIVIDER, WINDOW_HEIGHT / RESOLUTION_DIVIDER);

	// Set textures
	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, framebuffers.backgroundTexture);
	glUniform1i(particleThicknessShader.terrainTexture, 0);

	// Bind new buffer and set up arrtibutes
	glBindBuffer(GL_ARRAY_BUFFER, particles.vertexBuffer[particles.currentBuffer]);
	glVertexAttribPointer(
		particleThicknessShader.vertexPosition,
		4,
		GL_FLOAT,
		GL_FALSE,
		sizeof(GLfloat) * 4,
		(void*)0
	);
	glEnableVertexAttribArray(particleThicknessShader.vertexPosition);

	// Enable additive blending and disable depth test
	glEnable(GL_BLEND);
	glBlendFunc(GL_ONE, GL_ONE);
	glDisable(GL_DEPTH_TEST);

	// Bind element buffer and draw particles, this time rendering thickness map
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, particles.elementBuffer);
	glDrawElements(
		GL_POINTS,
		NUM_PARTICLES,
		GL_UNSIGNED_INT,
		(void*)0
	);
	
	// Turn blending back off and depth test back on
	glDisable(GL_BLEND);
	glEnable(GL_DEPTH_TEST);

	// Activate particle velocity FBO
	glBindFramebuffer(GL_FRAMEBUFFER, framebuffers.velocityFBO);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	// Activate shader
	glUseProgram(particleVelocityShader.shaderProgram);

	// Send uniforms
	MatrixAsUniform(particleVelocityShader.modelviewMatrix, modelview);
	MatrixAsUniform(particleVelocityShader.projectionMatrix, projectionLowres);
	glUniform2f(particleVelocityShader.screenSize, WINDOW_WIDTH / RESOLUTION_DIVIDER, WINDOW_HEIGHT / RESOLUTION_DIVIDER);

	// Bind new buffer and set up arrtibutes
	glBindBuffer(GL_ARRAY_BUFFER, particles.vertexBuffer[particles.currentBuffer]);
	glVertexAttribPointer(
		particleVelocityShader.vertexPosition,
		4,
		GL_FLOAT,
		GL_FALSE,
		sizeof(GLfloat) * 4,
		(void*)0
	);
	glEnableVertexAttribArray(particleVelocityShader.vertexPosition);

	// Bind element buffer and draw particles, this time rendering velocity map
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, particles.elementBuffer);
	glDrawElements(
		GL_POINTS,
		NUM_PARTICLES,
		GL_UNSIGNED_INT,
		(void*)0
	);

	// Curvature flow smoothing begins
	glUseProgram(curvatureFlowShader.shaderProgram);

	// Send uniforms
	glUniform1i(curvatureFlowShader.particleTexture, 0);

	glUniform2f(curvatureFlowShader.screenSize, WINDOW_WIDTH / RESOLUTION_DIVIDER, WINDOW_HEIGHT / RESOLUTION_DIVIDER);
	MatrixAsUniform(curvatureFlowShader.projectionMatrix, projectionLowres);

	// Prepare state
	glActiveTexture(GL_TEXTURE0);
	glBindBuffer(GL_ARRAY_BUFFER, screenQuad.vertexBuffer);
	glVertexAttribPointer(
		curvatureFlowShader.vertexPosition,
		3,
		GL_FLOAT,
		GL_FALSE,
		sizeof(GLfloat) * 3,
		(void*)0
	);
	glEnableVertexAttribArray(curvatureFlowShader.vertexPosition);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, screenQuad.elementBuffer);

	// Smoothing loop
	glDisable(GL_DEPTH_TEST);
	pingpong = 0;
	for(int i = 0; i < smoothingIterations; i++) {
		// Bind no FBO
		glBindFramebuffer(GL_FRAMEBUFFER, 0);

		// Bind texture
		glBindTexture(GL_TEXTURE_2D, framebuffers.particleTexture[pingpong]);

		// Activate proper FBO and clear
		glBindFramebuffer(GL_FRAMEBUFFER, framebuffers.particleFBO[1 - pingpong]);

		// Draw a quad
		glDrawElements(
			GL_TRIANGLES,
			6,
			GL_UNSIGNED_INT,
			(void*)0
		);

		// Switch buffers
		pingpong = 1 - pingpong;
	}
	glEnable(GL_DEPTH_TEST);

	// Activate particle color FBO
	glBindFramebuffer(GL_FRAMEBUFFER, framebuffers.particleColorFBO);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	// Liquid shading shader
	glUseProgram(liquidShadeShader.shaderProgram);

	// Bind and set textures
	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, framebuffers.particleTexture[0]);
	glUniform1i(liquidShadeShader.particleTexture, 0);

	glActiveTexture(GL_TEXTURE1);
	glBindTexture(GL_TEXTURE_2D, framebuffers.particleThicknessTexture[0]);
	glUniform1i(liquidShadeShader.particleThicknessTexture, 1);

	glActiveTexture(GL_TEXTURE2);
	glBindTexture(GL_TEXTURE_2D, terrain.envTexture);
	glUniform1i(liquidShadeShader.environmentTexture, 2);

	glActiveTexture(GL_TEXTURE3);
	glBindTexture(GL_TEXTURE_2D, framebuffers.particleVelocityTexture);
	glUniform1i(liquidShadeShader.velocityTexture, 3);

	// Send uniforms
	glUniform2f(liquidShadeShader.screenSize, WINDOW_WIDTH, WINDOW_HEIGHT);
	MatrixAsUniform(liquidShadeShader.modelviewMatrix, modelview);
	MatrixAsUniform(liquidShadeShader.projectionMatrix, projection);
	glUniform1i(liquidShadeShader.useThickness, useThickness);

	// Draw a quad
    glDisable(GL_DEPTH_TEST);
	glBindBuffer(GL_ARRAY_BUFFER, screenQuad.vertexBuffer);
	glVertexAttribPointer(
		liquidShadeShader.vertexPosition,
		3,
		GL_FLOAT,
		GL_FALSE,
		sizeof(GLfloat) * 3,
		(void*)0
	);
	glEnableVertexAttribArray(liquidShadeShader.vertexPosition);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, screenQuad.elementBuffer);
	glDrawElements(
		GL_TRIANGLES,
		6,
		GL_UNSIGNED_INT,
		(void*)0
	);
	glEnable(GL_DEPTH_TEST);

	// Switch back to full-res viewport
	glViewport(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT);

	// Deactivate FBOs
	glBindFramebuffer(GL_FRAMEBUFFER, 0);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	// Compose shader
	glUseProgram(compositionShader.shaderProgram);

	// Bind and set textures
	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, terrain.envTexture);
	glUniform1i(compositionShader.backgroundTexture, 0);

	glActiveTexture(GL_TEXTURE1);
	glBindTexture(GL_TEXTURE_2D, framebuffers.particleColorTexture);
	glUniform1i(compositionShader.particleTexture, 1);

	glActiveTexture(GL_TEXTURE2);
	glBindTexture(GL_TEXTURE_2D, framebuffers.backgroundTexture);
	glUniform1i(compositionShader.terrainTexture, 2);

	// Send uniforms
	MatrixAsUniform(compositionShader.modelviewMatrix, modelview);
	
	// Draw a quad
    glDisable(GL_DEPTH_TEST);
	glBindBuffer(GL_ARRAY_BUFFER, screenQuad.vertexBuffer);
	glVertexAttribPointer(
		compositionShader.vertexPosition,
		3,
		GL_FLOAT,
		GL_FALSE,
		sizeof(GLfloat) * 3,
		(void*)0
	);
	glEnableVertexAttribArray(compositionShader.vertexPosition);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, screenQuad.elementBuffer);
	glDrawElements(
		GL_TRIANGLES,
		6,
		GL_UNSIGNED_INT,
		(void*)0
	);
	glEnable(GL_DEPTH_TEST);

	// Switch drawing area and displayed area.
	glutSwapBuffers();
}
Beispiel #13
0
int main (int argc, char *argv[]) {

    int numtasks,              /* number of tasks in partition */
        taskid,                /* a task identifier */
        numworkers,            /* number of worker tasks */
        source,                /* task id of message source */
        dest,                  /* task id of message destination */
        mtype,                 /* message type */
        rows,                  /* rows of matrix A sent to each worker */
        averow, extra, offset, /* used to determine rows sent to each worker */
        i, j, k,               /* variables for loops */
        errorCode = 1;         /* error code initialized for MPI_Abort */

    float a[ROW_A][COL_A],           /* matrix A for multiplication */
          b[COL_A][COL_B],           /* matrix B for multiplication */
          c[ROW_A][COL_B];           /* result matrix C */

    MPI_Status status;         /* the status for receiving the result */


    /*Initializing MPI execution environment*/
    MPI_Init(&argc,&argv);
    MPI_Comm_rank(MPI_COMM_WORLD, &taskid);
    MPI_Comm_size(MPI_COMM_WORLD, &numtasks);

    if (numtasks < 2 ) {
        printf("Need at least two MPI tasks. Quitting...\n");
        MPI_Abort(MPI_COMM_WORLD, 0);
        exit(1);
    }

    numworkers = numtasks-1;    /* number of workers */

    /**************************** master task ************************************/
    if (taskid == MASTER) {

        /* Initializing both matrices on master node */
        for (i = 0; i < ROW_A; i++)
            for (j = 0; j < COL_A; j++)
                // change here to use random integer
                a[i][j]= 1;
        for (i = 0; i < COL_A; i++)
            for (j = 0; j < COL_B; j++)
                // change here to use random integer
                b[i][j]= 1;

        /* Computing the average row and extra row for each process */
        averow = ROW_A/numworkers;
        extra = ROW_A%numworkers;
        offset = 0;
        mtype = FROM_MASTER;

        /* Distributing the task to each worker */
        for (dest = 1; dest <= numworkers; dest++) {
            rows = (dest <= extra) ? averow+1 : averow;
            printf("Sending %d rows to task %d offset = %d\n", rows, dest, offset);
            MPI_Send(&offset, 1, MPI_INT, dest, mtype, MPI_COMM_WORLD);
            MPI_Send(&rows, 1, MPI_INT, dest, mtype, MPI_COMM_WORLD);
            MPI_Send(&a[offset][0], rows*COL_A, MPI_FLOAT, dest, mtype, MPI_COMM_WORLD);
            MPI_Send(&b, COL_A*COL_B, MPI_FLOAT, dest, mtype, MPI_COMM_WORLD);
            offset = offset + rows;
        }

        /* Receive results from worker tasks */
        mtype = FROM_WORKER;
        for (i = 1; i <= numworkers; i++) {
            source = i;
            MPI_Recv(&offset, 1, MPI_INT, source, mtype, MPI_COMM_WORLD, &status);
            MPI_Recv(&rows, 1, MPI_INT, source, mtype, MPI_COMM_WORLD, &status);
            MPI_Recv(&c[offset][0], rows*COL_B, MPI_FLOAT, source, mtype, MPI_COMM_WORLD, &status);
            printf("Received results from task %d\n",source);
        }

        /* Master prints results */
        printf("******************************************************\n");
        printf("Result Matrix:\n");
        for (i = 0; i < ROW_A; i++) {
            printf("\n");
            for (j = 0; j < COL_B; j++)
                 printf("%6.2f   ", c[i][j]);
        }
        printf("\n******************************************************\n");
        printf ("Done.\n");
    }

    /**************************** worker task ************************************/
    if (taskid > MASTER) {

        /* Each receives task from master*/
        mtype = FROM_MASTER;
        MPI_Recv(&offset, 1, MPI_INT, MASTER, mtype, MPI_COMM_WORLD, &status);
        MPI_Recv(&rows, 1, MPI_INT, MASTER, mtype, MPI_COMM_WORLD, &status);
        MPI_Recv(&a, rows*COL_A, MPI_FLOAT, MASTER, mtype, MPI_COMM_WORLD, &status);
        MPI_Recv(&b, COL_A*COL_B, MPI_FLOAT, MASTER, mtype, MPI_COMM_WORLD, &status);

        /* Calling function from CUDA. Each worker computes on their GPU */
        MatrixMul(*a, *b, *c, WIDTH, 128);

        /* Each worker sends result back to the master */
        mtype = FROM_WORKER;
        MPI_Send(&offset, 1, MPI_INT, MASTER, mtype, MPI_COMM_WORLD);
        MPI_Send(&rows, 1, MPI_INT, MASTER, mtype, MPI_COMM_WORLD);
        MPI_Send(&c, rows*COL_B, MPI_FLOAT, MASTER, mtype, MPI_COMM_WORLD);
     }

     /* Terminate MPI execution environment */
     MPI_Finalize();
}
Beispiel #14
0
A3DMatrix& A3DMatrix::operator *= (const A3DMatrix& mat)
{
	MatrixMul(*this, *this, mat, 4);
	Normalise();
	return *this;
}
Beispiel #15
0
Datei: maw.c Projekt: ubsan/MAL
int main(void)
{
    char mStr[1024];
    matrix *ans, *m1, *m2;
    int sc = 0;

    printf("Which operation: ");
    char op = tolower(getchar());

    while(op != '+' || op != '-' || op != '*' || op != '/' || op != 'i') {
        puts(opErr);
        op = tolower(getchar());
    }

    printf("First matrix:\n");
    scanf("%s", mStr);
    m1 = MatrixInit(mStr);
    MatrixPrint(m1);

    if(op == 'a' || op == 's' || op == 'm') {
        printf("Second matrix:\n");
        scanf("%s", mStr);
        m2 = MatrixInit(mStr);
        MatrixPrint(m2);
    } else if(op == 'c') {
        printf("Scalar multiple:\n");
        scanf("%d", &sc);
    }

    switch(op) {
    case 'a':
        ans = MatrixAdd(m1, m2);
        break;
    case 's':
        ans = MatrixSub(m1, m2);
        break;
    case 'm':
        ans = MatrixMul(m1, m2);
        break;
    case 'i':
        ans = MatrixInv(m1);
        break;
    case 'c':
        ans = MatrixSMul(m1, sc);
        break;
    default:
        printf("Something went very wrong.\n");
        return 1;
    }

    printf("Answer:\n");
    MatrixPrint(ans);

    MatrixFree(m1);
    MatrixFree(ans);
    if(op == 'a' || op == 's' || op == 'm') {
        MatrixFree(m2);
    }

    return 0;
}