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 * international Copyright laws.  Users and possessors of this source code
 * are hereby granted a nonexclusive, royalty-free license to use this code
 * in individual and commercial software.
 *
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 * IMPLIED WARRANTY OF ANY KIND.  NVIDIA DISCLAIMS ALL WARRANTIES WITH
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 * IN NO EVENT SHALL NVIDIA BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL,
 * OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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 * Consistent with 48 C.F.R.12.212 and 48 C.F.R. 227.7202-1 through
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 * Any use of this source code in individual and commercial software must
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 */

 /* This example demonstrates how to use the Cuda OpenGL bindings with the
  * runtime API.
  * Device code.
  */

#ifndef _SIMPLEGL_KERNEL_H_
#define _SIMPLEGL_KERNEL_H_

#include "cutil_math.h"
#include "math_constants.h"

typedef struct Vertex16Color_s{
	float3		pos;
	uchar4		color;
}Vertex16Color_t;

///////////////////////////////////////////////////////////////////////////////
//! Simple kernel to modify vertex positions in sine wave pattern
//! @param data  data in global memory
///////////////////////////////////////////////////////////////////////////////
__global__ void kernel(Vertex16Color_t* vertex, unsigned int width, unsigned int height, float time)
{
    unsigned int x = blockIdx.x*blockDim.x + threadIdx.x;
    unsigned int y = blockIdx.y*blockDim.y + threadIdx.y;
   

    // calculate uv coordinates
    float u = x / (float) width;
    float v = y / (float) height;
    u = u*2.0f - 1.0f;
    v = v*2.0f - 1.0f;

    // calculate simple sine wave pattern
    float freq = 4.0f;
    float w = sinf(u*freq + time) * cosf(v*freq + time) * 0.5f;
	float3 pos = make_float3(u,w,v);
	float3 poscolor = (pos*0.5f + 0.5f)*255.0f;

    // write output vertex
    Vertex16Color_t	vtx;
	vtx.pos = pos;
	vtx.color = make_uchar4(poscolor.x,poscolor.y,poscolor.z,0);
    vertex[y*width+x] = vtx;
    
    //vertex[y*width+x] = make_float4(u, w, v, 1.0f);
}

// Wrapper for the __global__ call that sets up the kernel call
extern "C" void launch_kernel(struct Vertex16Color_s* vertex, unsigned int mesh_width, unsigned int mesh_height, float time)
{
    // execute the kernel
    dim3 block(8, 8, 1);
    dim3 grid(mesh_width / block.x, mesh_height / block.y, 1);
    kernel<<< grid, block>>>(vertex, mesh_width, mesh_height, time);
}

#endif // #ifndef _SIMPLEGL_KERNEL_H_
