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121 lines
4.0 KiB
121 lines
4.0 KiB
/* Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved. |
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* |
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* Redistribution and use in source and binary forms, with or without |
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* modification, are permitted provided that the following conditions |
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* are met: |
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* * Redistributions of source code must retain the above copyright |
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* notice, this list of conditions and the following disclaimer. |
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* * Redistributions in binary form must reproduce the above copyright |
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* notice, this list of conditions and the following disclaimer in the |
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* documentation and/or other materials provided with the distribution. |
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* * Neither the name of NVIDIA CORPORATION nor the names of its |
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* contributors may be used to endorse or promote products derived |
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* from this software without specific prior written permission. |
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* |
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY |
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR |
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR |
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, |
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR |
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY |
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* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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*/ |
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/* |
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* CUDA Device code for particle simulation. |
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*/ |
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#ifndef _PARTICLES_KERNEL_H_ |
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#define _PARTICLES_KERNEL_H_ |
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#include "helper_math.h" |
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#include "math_constants.h" |
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#include "particles_kernel.cuh" |
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#include "thrust/device_ptr.h" |
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#include "thrust/for_each.h" |
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#include "thrust/iterator/zip_iterator.h" |
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#include "thrust/sort.h" |
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cudaTextureObject_t noiseTex; |
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// simulation parameters |
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__constant__ SimParams cudaParams; |
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// look up in 3D noise texture |
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__device__ float3 noise3D(float3 p, cudaTextureObject_t noiseTex) |
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{ |
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float4 n = tex3D<float4>(noiseTex, p.x, p.y, p.z); |
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return make_float3(n.x, n.y, n.z); |
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} |
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// integrate particle attributes |
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struct integrate_functor |
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{ |
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float deltaTime; |
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cudaTextureObject_t noiseTex; |
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__host__ __device__ integrate_functor(float delta_time, cudaTextureObject_t noise_Tex) |
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: deltaTime(delta_time) |
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, noiseTex(noise_Tex) |
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{ |
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} |
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template <typename Tuple> __device__ void operator()(Tuple t) |
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{ |
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volatile float4 posData = thrust::get<2>(t); |
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volatile float4 velData = thrust::get<3>(t); |
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float3 pos = make_float3(posData.x, posData.y, posData.z); |
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float3 vel = make_float3(velData.x, velData.y, velData.z); |
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// update particle age |
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float age = posData.w; |
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float lifetime = velData.w; |
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if (age < lifetime) { |
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age += deltaTime; |
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} |
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else { |
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age = lifetime; |
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} |
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// apply accelerations |
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vel += cudaParams.gravity * deltaTime; |
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// apply procedural noise |
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float3 noise = noise3D(pos * cudaParams.noiseFreq + cudaParams.time * cudaParams.noiseSpeed, noiseTex); |
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vel += noise * cudaParams.noiseAmp; |
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// new position = old position + velocity * deltaTime |
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pos += vel * deltaTime; |
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vel *= cudaParams.globalDamping; |
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// store new position and velocity |
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thrust::get<0>(t) = make_float4(pos, age); |
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thrust::get<1>(t) = make_float4(vel, velData.w); |
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} |
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}; |
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struct calcDepth_functor |
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{ |
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float3 sortVector; |
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__host__ __device__ calcDepth_functor(float3 sort_vector) |
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: sortVector(sort_vector) |
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{ |
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} |
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template <typename Tuple> __host__ __device__ void operator()(Tuple t) |
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{ |
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volatile float4 p = thrust::get<0>(t); |
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float key = -dot(make_float3(p.x, p.y, p.z), |
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sortVector); // project onto sort vector |
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thrust::get<1>(t) = key; |
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} |
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}; |
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#endif
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