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 *    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
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 *  * 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
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#include <stdio.h>
#include <stdlib.h>

#include <cuda_runtime.h>
#include <cufft.h>        // CUDA FFT Libraries
#include <helper_cuda.h>  // Helper functions for CUDA Error handling

// OpenGL Graphics includes
#define HELPERGL_EXTERN_GL_FUNC_IMPLEMENTATION
#include <helper_gl.h>

// FluidsGL CUDA kernel definitions
#include "fluidsGL_kernels.cuh"

// Texture object for reading velocity field
cudaTextureObject_t texObj;
static cudaArray *array = NULL;

// Particle data
extern GLuint vbo;  // OpenGL vertex buffer object
extern struct cudaGraphicsResource
    *cuda_vbo_resource;  // handles OpenGL-CUDA exchange

// Texture pitch
extern size_t tPitch;
extern cufftHandle planr2c;
extern cufftHandle planc2r;
cData *vxfield = NULL;
cData *vyfield = NULL;

void setupTexture(int x, int y) {
  cudaChannelFormatDesc desc = cudaCreateChannelDesc<float2>();

  cudaMallocArray(&array, &desc, y, x);
  getLastCudaError("cudaMalloc failed");

  cudaResourceDesc texRes;
  memset(&texRes, 0, sizeof(cudaResourceDesc));

  texRes.resType = cudaResourceTypeArray;
  texRes.res.array.array = array;

  cudaTextureDesc texDescr;
  memset(&texDescr, 0, sizeof(cudaTextureDesc));

  texDescr.normalizedCoords = false;
  texDescr.filterMode = cudaFilterModeLinear;
  texDescr.addressMode[0] = cudaAddressModeWrap;
  texDescr.readMode = cudaReadModeElementType;

  checkCudaErrors(cudaCreateTextureObject(&texObj, &texRes, &texDescr, NULL));
}

void updateTexture(cData *data, size_t wib, size_t h, size_t pitch) {
  checkCudaErrors(cudaMemcpy2DToArray(array, 0, 0, data, pitch, wib, h,
                                      cudaMemcpyDeviceToDevice));
}

void deleteTexture(void) {
  checkCudaErrors(cudaDestroyTextureObject(texObj));
  checkCudaErrors(cudaFreeArray(array));
}

// Note that these kernels are designed to work with arbitrary
// domain sizes, not just domains that are multiples of the tile
// size. Therefore, we have extra code that checks to make sure
// a given thread location falls within the domain boundaries in
// both X and Y. Also, the domain is covered by looping over
// multiple elements in the Y direction, while there is a one-to-one
// mapping between threads in X and the tile size in X.
// Nolan Goodnight 9/22/06

// This method adds constant force vectors to the velocity field
// stored in 'v' according to v(x,t+1) = v(x,t) + dt * f.
__global__ void addForces_k(cData *v, int dx, int dy, int spx, int spy,
                            float fx, float fy, int r, size_t pitch) {
  int tx = threadIdx.x;
  int ty = threadIdx.y;
  cData *fj = (cData *)((char *)v + (ty + spy) * pitch) + tx + spx;

  cData vterm = *fj;
  tx -= r;
  ty -= r;
  float s = 1.f / (1.f + tx * tx * tx * tx + ty * ty * ty * ty);
  vterm.x += s * fx;
  vterm.y += s * fy;
  *fj = vterm;
}

// This method performs the velocity advection step, where we
// trace velocity vectors back in time to update each grid cell.
// That is, v(x,t+1) = v(p(x,-dt),t). Here we perform bilinear
// interpolation in the velocity space.
__global__ void advectVelocity_k(cData *v, float *vx, float *vy, int dx,
                                 int pdx, int dy, float dt, int lb,
                                 cudaTextureObject_t texObject) {
  int gtidx = blockIdx.x * blockDim.x + threadIdx.x;
  int gtidy = blockIdx.y * (lb * blockDim.y) + threadIdx.y * lb;
  int p;

  cData vterm, ploc;
  float vxterm, vyterm;

  // gtidx is the domain location in x for this thread
  if (gtidx < dx) {
    for (p = 0; p < lb; p++) {
      // fi is the domain location in y for this thread
      int fi = gtidy + p;

      if (fi < dy) {
        int fj = fi * pdx + gtidx;
        vterm = tex2D<cData>(texObject, (float)gtidx, (float)fi);
        ploc.x = (gtidx + 0.5f) - (dt * vterm.x * dx);
        ploc.y = (fi + 0.5f) - (dt * vterm.y * dy);
        vterm = tex2D<cData>(texObject, ploc.x, ploc.y);
        vxterm = vterm.x;
        vyterm = vterm.y;
        vx[fj] = vxterm;
        vy[fj] = vyterm;
      }
    }
  }
}

// This method performs velocity diffusion and forces mass conservation
// in the frequency domain. The inputs 'vx' and 'vy' are complex-valued
// arrays holding the Fourier coefficients of the velocity field in
// X and Y. Diffusion in this space takes a simple form described as:
// v(k,t) = v(k,t) / (1 + visc * dt * k^2), where visc is the viscosity,
// and k is the wavenumber. The projection step forces the Fourier
// velocity vectors to be orthogonal to the vectors for each
// wavenumber: v(k,t) = v(k,t) - ((k dot v(k,t) * k) / k^2.
__global__ void diffuseProject_k(cData *vx, cData *vy, int dx, int dy, float dt,
                                 float visc, int lb) {
  int gtidx = blockIdx.x * blockDim.x + threadIdx.x;
  int gtidy = blockIdx.y * (lb * blockDim.y) + threadIdx.y * lb;
  int p;

  cData xterm, yterm;

  // gtidx is the domain location in x for this thread
  if (gtidx < dx) {
    for (p = 0; p < lb; p++) {
      // fi is the domain location in y for this thread
      int fi = gtidy + p;

      if (fi < dy) {
        int fj = fi * dx + gtidx;
        xterm = vx[fj];
        yterm = vy[fj];

        // Compute the index of the wavenumber based on the
        // data order produced by a standard NN FFT.
        int iix = gtidx;
        int iiy = (fi > dy / 2) ? (fi - (dy)) : fi;

        // Velocity diffusion
        float kk = (float)(iix * iix + iiy * iiy);  // k^2
        float diff = 1.f / (1.f + visc * dt * kk);
        xterm.x *= diff;
        xterm.y *= diff;
        yterm.x *= diff;
        yterm.y *= diff;

        // Velocity projection
        if (kk > 0.f) {
          float rkk = 1.f / kk;
          // Real portion of velocity projection
          float rkp = (iix * xterm.x + iiy * yterm.x);
          // Imaginary portion of velocity projection
          float ikp = (iix * xterm.y + iiy * yterm.y);
          xterm.x -= rkk * rkp * iix;
          xterm.y -= rkk * ikp * iix;
          yterm.x -= rkk * rkp * iiy;
          yterm.y -= rkk * ikp * iiy;
        }

        vx[fj] = xterm;
        vy[fj] = yterm;
      }
    }
  }
}

// This method updates the velocity field 'v' using the two complex
// arrays from the previous step: 'vx' and 'vy'. Here we scale the
// real components by 1/(dx*dy) to account for an unnormalized FFT.
__global__ void updateVelocity_k(cData *v, float *vx, float *vy, int dx,
                                 int pdx, int dy, int lb, size_t pitch) {
  int gtidx = blockIdx.x * blockDim.x + threadIdx.x;
  int gtidy = blockIdx.y * (lb * blockDim.y) + threadIdx.y * lb;
  int p;

  float vxterm, vyterm;
  cData nvterm;

  // gtidx is the domain location in x for this thread
  if (gtidx < dx) {
    for (p = 0; p < lb; p++) {
      // fi is the domain location in y for this thread
      int fi = gtidy + p;

      if (fi < dy) {
        int fjr = fi * pdx + gtidx;
        vxterm = vx[fjr];
        vyterm = vy[fjr];

        // Normalize the result of the inverse FFT
        float scale = 1.f / (dx * dy);
        nvterm.x = vxterm * scale;
        nvterm.y = vyterm * scale;

        cData *fj = (cData *)((char *)v + fi * pitch) + gtidx;
        *fj = nvterm;
      }
    }  // If this thread is inside the domain in Y
  }    // If this thread is inside the domain in X
}

// This method updates the particles by moving particle positions
// according to the velocity field and time step. That is, for each
// particle: p(t+1) = p(t) + dt * v(p(t)).
__global__ void advectParticles_k(cData *part, cData *v, int dx, int dy,
                                  float dt, int lb, size_t pitch) {
  int gtidx = blockIdx.x * blockDim.x + threadIdx.x;
  int gtidy = blockIdx.y * (lb * blockDim.y) + threadIdx.y * lb;
  int p;

  // gtidx is the domain location in x for this thread
  cData pterm, vterm;

  if (gtidx < dx) {
    for (p = 0; p < lb; p++) {
      // fi is the domain location in y for this thread
      int fi = gtidy + p;

      if (fi < dy) {
        int fj = fi * dx + gtidx;
        pterm = part[fj];

        int xvi = ((int)(pterm.x * dx));
        int yvi = ((int)(pterm.y * dy));
        vterm = *((cData *)((char *)v + yvi * pitch) + xvi);

        pterm.x += dt * vterm.x;
        pterm.x = pterm.x - (int)pterm.x;
        pterm.x += 1.f;
        pterm.x = pterm.x - (int)pterm.x;
        pterm.y += dt * vterm.y;
        pterm.y = pterm.y - (int)pterm.y;
        pterm.y += 1.f;
        pterm.y = pterm.y - (int)pterm.y;

        part[fj] = pterm;
      }
    }  // If this thread is inside the domain in Y
  }    // If this thread is inside the domain in X
}

// These are the external function calls necessary for launching fluid
// simulation
extern "C" void addForces(cData *v, int dx, int dy, int spx, int spy, float fx,
                          float fy, int r) {
  dim3 tids(2 * r + 1, 2 * r + 1);

  addForces_k<<<1, tids>>>(v, dx, dy, spx, spy, fx, fy, r, tPitch);
  getLastCudaError("addForces_k failed.");
}

extern "C" void advectVelocity(cData *v, float *vx, float *vy, int dx, int pdx,
                               int dy, float dt) {
  dim3 grid((dx / TILEX) + (!(dx % TILEX) ? 0 : 1),
            (dy / TILEY) + (!(dy % TILEY) ? 0 : 1));

  dim3 tids(TIDSX, TIDSY);

  updateTexture(v, DIM * sizeof(cData), DIM, tPitch);
  advectVelocity_k<<<grid, tids>>>(v, vx, vy, dx, pdx, dy, dt, TILEY / TIDSY,
                                   texObj);

  getLastCudaError("advectVelocity_k failed.");
}

extern "C" void diffuseProject(cData *vx, cData *vy, int dx, int dy, float dt,
                               float visc) {
  // Forward FFT
  checkCudaErrors(cufftExecR2C(planr2c, (cufftReal *)vx, (cufftComplex *)vx));
  checkCudaErrors(cufftExecR2C(planr2c, (cufftReal *)vy, (cufftComplex *)vy));

  uint3 grid = make_uint3((dx / TILEX) + (!(dx % TILEX) ? 0 : 1),
                          (dy / TILEY) + (!(dy % TILEY) ? 0 : 1), 1);
  uint3 tids = make_uint3(TIDSX, TIDSY, 1);

  diffuseProject_k<<<grid, tids>>>(vx, vy, dx, dy, dt, visc, TILEY / TIDSY);
  getLastCudaError("diffuseProject_k failed.");

  // Inverse FFT
  checkCudaErrors(cufftExecC2R(planc2r, (cufftComplex *)vx, (cufftReal *)vx));
  checkCudaErrors(cufftExecC2R(planc2r, (cufftComplex *)vy, (cufftReal *)vy));
}

extern "C" void updateVelocity(cData *v, float *vx, float *vy, int dx, int pdx,
                               int dy) {
  dim3 grid((dx / TILEX) + (!(dx % TILEX) ? 0 : 1),
            (dy / TILEY) + (!(dy % TILEY) ? 0 : 1));
  dim3 tids(TIDSX, TIDSY);

  updateVelocity_k<<<grid, tids>>>(v, vx, vy, dx, pdx, dy, TILEY / TIDSY,
                                   tPitch);
  getLastCudaError("updateVelocity_k failed.");
}

extern "C" void advectParticles(GLuint vbo, cData *v, int dx, int dy,
                                float dt) {
  dim3 grid((dx / TILEX) + (!(dx % TILEX) ? 0 : 1),
            (dy / TILEY) + (!(dy % TILEY) ? 0 : 1));
  dim3 tids(TIDSX, TIDSY);

  cData *p;
  cudaGraphicsMapResources(1, &cuda_vbo_resource, 0);
  getLastCudaError("cudaGraphicsMapResources failed");

  size_t num_bytes;
  cudaGraphicsResourceGetMappedPointer((void **)&p, &num_bytes,
                                       cuda_vbo_resource);
  getLastCudaError("cudaGraphicsResourceGetMappedPointer failed");

  advectParticles_k<<<grid, tids>>>(p, v, dx, dy, dt, TILEY / TIDSY, tPitch);
  getLastCudaError("advectParticles_k failed.");

  cudaGraphicsUnmapResources(1, &cuda_vbo_resource, 0);
  getLastCudaError("cudaGraphicsUnmapResources failed");
}
