cuda-samples/Samples/smokeParticles/particles_kernel_device.cuh

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2021-10-21 19:04:49 +08:00
/* Copyright (c) 2021, NVIDIA CORPORATION. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* * Redistributions of source code must retain the above copyright
* 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
* documentation and/or other materials provided with the distribution.
* * 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
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
/*
* CUDA Device code for particle simulation.
*/
#ifndef _PARTICLES_KERNEL_H_
#define _PARTICLES_KERNEL_H_
#include "helper_math.h"
#include "math_constants.h"
#include "particles_kernel.cuh"
cudaTextureObject_t noiseTex;
// simulation parameters
__constant__ SimParams params;
// look up in 3D noise texture
__device__ float3 noise3D(float3 p, cudaTextureObject_t noiseTex) {
float4 n = tex3D<float4>(noiseTex, p.x, p.y, p.z);
return make_float3(n.x, n.y, n.z);
}
// integrate particle attributes
struct integrate_functor {
float deltaTime;
cudaTextureObject_t noiseTex;
__host__ __device__ integrate_functor(float delta_time,
cudaTextureObject_t noise_Tex)
: deltaTime(delta_time), noiseTex(noise_Tex) {}
template <typename Tuple>
__device__ void operator()(Tuple t) {
volatile float4 posData = thrust::get<2>(t);
volatile float4 velData = thrust::get<3>(t);
float3 pos = make_float3(posData.x, posData.y, posData.z);
float3 vel = make_float3(velData.x, velData.y, velData.z);
// update particle age
float age = posData.w;
float lifetime = velData.w;
if (age < lifetime) {
age += deltaTime;
} else {
age = lifetime;
}
// apply accelerations
vel += params.gravity * deltaTime;
// apply procedural noise
float3 noise = noise3D(
pos * params.noiseFreq + params.time * params.noiseSpeed, noiseTex);
vel += noise * params.noiseAmp;
// new position = old position + velocity * deltaTime
pos += vel * deltaTime;
vel *= params.globalDamping;
// store new position and velocity
thrust::get<0>(t) = make_float4(pos, age);
thrust::get<1>(t) = make_float4(vel, velData.w);
}
};
struct calcDepth_functor {
float3 sortVector;
__host__ __device__ calcDepth_functor(float3 sort_vector)
: sortVector(sort_vector) {}
template <typename Tuple>
__host__ __device__ void operator()(Tuple t) {
volatile float4 p = thrust::get<0>(t);
float key = -dot(make_float3(p.x, p.y, p.z),
sortVector); // project onto sort vector
thrust::get<1>(t) = key;
}
};
#endif