cuda-samples/Samples/5_Domain_Specific/smokeParticles/ParticleSystem.cuh

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2022-01-13 14:05:24 +08:00
/* Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
2021-10-21 19:04:49 +08:00
*
* 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
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "particles_kernel.cuh"
extern "C" {
void initCuda(bool bUseGL);
void setParameters(SimParams *hostParams);
void createNoiseTexture(int w, int h, int d);
void integrateSystem(float4 *oldPos, float4 *newPos, float4 *oldVel,
float4 *newVel, float deltaTime, int numParticles);
void calcDepth(float4 *pos,
float *keys, // output
uint *indices, // output
float3 sortVector, int numParticles);
void sortParticles(float *sortKeys, uint *indices, uint numParticles);
}