Apply consistent code formatting across the repo. Add clang-format and pre-commit hooks.

This commit is contained in:
Rob Armstrong
2025-03-27 10:30:07 -07:00
parent 2cd58fbc9a
commit ceab6e8bcc
782 changed files with 107230 additions and 106548 deletions

View File

@@ -11,66 +11,65 @@
// OpenGL Graphics includes
#define HELPERGL_EXTERN_GL_FUNC_IMPLEMENTATION
#include <helper_gl.h>
#include "particleSystem.h"
#include <algorithm>
#include <assert.h>
#include <cstdio>
#include <cstdlib>
#include <cuda_runtime.h>
#include <helper_cuda.h>
#include <helper_functions.h>
#include <helper_gl.h>
#include <math.h>
#include <memory.h>
#include "particleSystem.cuh"
#include "particles_kernel.cuh"
#include <cuda_runtime.h>
#include <helper_functions.h>
#include <helper_cuda.h>
#include <assert.h>
#include <math.h>
#include <memory.h>
#include <cstdio>
#include <cstdlib>
#include <algorithm>
#ifndef CUDART_PI_F
#define CUDART_PI_F 3.141592654f
#define CUDART_PI_F 3.141592654f
#endif
ParticleSystem::ParticleSystem(uint numParticles, uint3 gridSize, bool bUseOpenGL) :
m_bInitialized(false),
m_bUseOpenGL(bUseOpenGL),
m_numParticles(numParticles),
m_hPos(0),
m_hVel(0),
m_dPos(0),
m_dVel(0),
m_gridSize(gridSize),
m_timer(NULL),
m_solverIterations(1)
ParticleSystem::ParticleSystem(uint numParticles, uint3 gridSize, bool bUseOpenGL)
: m_bInitialized(false)
, m_bUseOpenGL(bUseOpenGL)
, m_numParticles(numParticles)
, m_hPos(0)
, m_hVel(0)
, m_dPos(0)
, m_dVel(0)
, m_gridSize(gridSize)
, m_timer(NULL)
, m_solverIterations(1)
{
m_numGridCells = m_gridSize.x*m_gridSize.y*m_gridSize.z;
m_numGridCells = m_gridSize.x * m_gridSize.y * m_gridSize.z;
// float3 worldSize = make_float3(2.0f, 2.0f, 2.0f);
m_gridSortBits = 18; // increase this for larger grids
m_gridSortBits = 18; // increase this for larger grids
// set simulation parameters
m_params.gridSize = m_gridSize;
m_params.numCells = m_numGridCells;
m_params.gridSize = m_gridSize;
m_params.numCells = m_numGridCells;
m_params.numBodies = m_numParticles;
m_params.particleRadius = 1.0f / 64.0f;
m_params.colliderPos = make_float3(-1.2f, -0.8f, 0.8f);
m_params.colliderPos = make_float3(-1.2f, -0.8f, 0.8f);
m_params.colliderRadius = 0.2f;
m_params.worldOrigin = make_float3(-1.0f, -1.0f, -1.0f);
// m_params.cellSize = make_float3(worldSize.x / m_gridSize.x, worldSize.y / m_gridSize.y, worldSize.z / m_gridSize.z);
float cellSize = m_params.particleRadius * 2.0f; // cell size equal to particle diameter
// m_params.cellSize = make_float3(worldSize.x / m_gridSize.x, worldSize.y / m_gridSize.y, worldSize.z /
// m_gridSize.z);
float cellSize = m_params.particleRadius * 2.0f; // cell size equal to particle diameter
m_params.cellSize = make_float3(cellSize, cellSize, cellSize);
m_params.spring = 0.5f;
m_params.damping = 0.02f;
m_params.shear = 0.1f;
m_params.attraction = 0.0f;
m_params.spring = 0.5f;
m_params.damping = 0.02f;
m_params.shear = 0.1f;
m_params.attraction = 0.0f;
m_params.boundaryDamping = -0.5f;
m_params.gravity = make_float3(0.0f, -0.0003f, 0.0f);
m_params.gravity = make_float3(0.0f, -0.0003f, 0.0f);
m_params.globalDamping = 1.0f;
_initialize(numParticles);
@@ -82,8 +81,7 @@ ParticleSystem::~ParticleSystem()
m_numParticles = 0;
}
uint
ParticleSystem::createVBO(uint size)
uint ParticleSystem::createVBO(uint size)
{
GLuint vbo;
glGenBuffers(1, &vbo);
@@ -93,63 +91,84 @@ ParticleSystem::createVBO(uint size)
return vbo;
}
inline float lerp(float a, float b, float t)
{
return a + t*(b-a);
}
inline float lerp(float a, float b, float t) { return a + t * (b - a); }
// create a color ramp
void colorRamp(float t, float *r)
{
const int ncolors = 7;
float c[ncolors][3] =
{
{ 1.0, 0.0, 0.0, },
{ 1.0, 0.5, 0.0, },
{ 1.0, 1.0, 0.0, },
{ 0.0, 1.0, 0.0, },
{ 0.0, 1.0, 1.0, },
{ 0.0, 0.0, 1.0, },
{ 1.0, 0.0, 1.0, },
const int ncolors = 7;
float c[ncolors][3] = {
{
1.0,
0.0,
0.0,
},
{
1.0,
0.5,
0.0,
},
{
1.0,
1.0,
0.0,
},
{
0.0,
1.0,
0.0,
},
{
0.0,
1.0,
1.0,
},
{
0.0,
0.0,
1.0,
},
{
1.0,
0.0,
1.0,
},
};
t = t * (ncolors-1);
int i = (int) t;
t = t * (ncolors - 1);
int i = (int)t;
float u = t - floorf(t);
r[0] = lerp(c[i][0], c[i+1][0], u);
r[1] = lerp(c[i][1], c[i+1][1], u);
r[2] = lerp(c[i][2], c[i+1][2], u);
r[0] = lerp(c[i][0], c[i + 1][0], u);
r[1] = lerp(c[i][1], c[i + 1][1], u);
r[2] = lerp(c[i][2], c[i + 1][2], u);
}
void
ParticleSystem::_initialize(int numParticles)
void ParticleSystem::_initialize(int numParticles)
{
assert(!m_bInitialized);
m_numParticles = numParticles;
// allocate host storage
m_hPos = new float[m_numParticles*4];
m_hVel = new float[m_numParticles*4];
memset(m_hPos, 0, m_numParticles*4*sizeof(float));
memset(m_hVel, 0, m_numParticles*4*sizeof(float));
m_hPos = new float[m_numParticles * 4];
m_hVel = new float[m_numParticles * 4];
memset(m_hPos, 0, m_numParticles * 4 * sizeof(float));
memset(m_hVel, 0, m_numParticles * 4 * sizeof(float));
m_hCellStart = new uint[m_numGridCells];
memset(m_hCellStart, 0, m_numGridCells*sizeof(uint));
memset(m_hCellStart, 0, m_numGridCells * sizeof(uint));
m_hCellEnd = new uint[m_numGridCells];
memset(m_hCellEnd, 0, m_numGridCells*sizeof(uint));
memset(m_hCellEnd, 0, m_numGridCells * sizeof(uint));
// allocate GPU data
unsigned int memSize = sizeof(float) * 4 * m_numParticles;
if (m_bUseOpenGL)
{
if (m_bUseOpenGL) {
m_posVbo = createVBO(memSize);
registerGLBufferObject(m_posVbo, &m_cuda_posvbo_resource);
}
else
{
checkCudaErrors(cudaMalloc((void **)&m_cudaPosVBO, memSize)) ;
else {
checkCudaErrors(cudaMalloc((void **)&m_cudaPosVBO, memSize));
}
allocateArray((void **)&m_dVel, memSize);
@@ -157,41 +176,38 @@ ParticleSystem::_initialize(int numParticles)
allocateArray((void **)&m_dSortedPos, memSize);
allocateArray((void **)&m_dSortedVel, memSize);
allocateArray((void **)&m_dGridParticleHash, m_numParticles*sizeof(uint));
allocateArray((void **)&m_dGridParticleIndex, m_numParticles*sizeof(uint));
allocateArray((void **)&m_dGridParticleHash, m_numParticles * sizeof(uint));
allocateArray((void **)&m_dGridParticleIndex, m_numParticles * sizeof(uint));
allocateArray((void **)&m_dCellStart, m_numGridCells*sizeof(uint));
allocateArray((void **)&m_dCellEnd, m_numGridCells*sizeof(uint));
allocateArray((void **)&m_dCellStart, m_numGridCells * sizeof(uint));
allocateArray((void **)&m_dCellEnd, m_numGridCells * sizeof(uint));
if (m_bUseOpenGL)
{
m_colorVBO = createVBO(m_numParticles*4*sizeof(float));
if (m_bUseOpenGL) {
m_colorVBO = createVBO(m_numParticles * 4 * sizeof(float));
registerGLBufferObject(m_colorVBO, &m_cuda_colorvbo_resource);
// fill color buffer
glBindBuffer(GL_ARRAY_BUFFER, m_colorVBO);
float *data = (float *) glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
float *ptr = data;
float *data = (float *)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
float *ptr = data;
for (uint i=0; i<m_numParticles; i++)
{
float t = i / (float) m_numParticles;
for (uint i = 0; i < m_numParticles; i++) {
float t = i / (float)m_numParticles;
#if 0
*ptr++ = rand() / (float) RAND_MAX;
*ptr++ = rand() / (float) RAND_MAX;
*ptr++ = rand() / (float) RAND_MAX;
#else
colorRamp(t, ptr);
ptr+=3;
ptr += 3;
#endif
*ptr++ = 1.0f;
}
glUnmapBuffer(GL_ARRAY_BUFFER);
}
else
{
checkCudaErrors(cudaMalloc((void **)&m_cudaColorVBO, sizeof(float)*numParticles*4));
else {
checkCudaErrors(cudaMalloc((void **)&m_cudaColorVBO, sizeof(float) * numParticles * 4));
}
sdkCreateTimer(&m_timer);
@@ -201,15 +217,14 @@ ParticleSystem::_initialize(int numParticles)
m_bInitialized = true;
}
void
ParticleSystem::_finalize()
void ParticleSystem::_finalize()
{
assert(m_bInitialized);
delete [] m_hPos;
delete [] m_hVel;
delete [] m_hCellStart;
delete [] m_hCellEnd;
delete[] m_hPos;
delete[] m_hVel;
delete[] m_hCellStart;
delete[] m_hCellEnd;
freeArray(m_dVel);
freeArray(m_dSortedPos);
@@ -220,106 +235,86 @@ ParticleSystem::_finalize()
freeArray(m_dCellStart);
freeArray(m_dCellEnd);
if (m_bUseOpenGL)
{
if (m_bUseOpenGL) {
unregisterGLBufferObject(m_cuda_colorvbo_resource);
unregisterGLBufferObject(m_cuda_posvbo_resource);
glDeleteBuffers(1, (const GLuint *)&m_posVbo);
glDeleteBuffers(1, (const GLuint *)&m_colorVBO);
}
else
{
else {
checkCudaErrors(cudaFree(m_cudaPosVBO));
checkCudaErrors(cudaFree(m_cudaColorVBO));
}
}
// step the simulation
void
ParticleSystem::update(float deltaTime)
void ParticleSystem::update(float deltaTime)
{
assert(m_bInitialized);
float *dPos;
if (m_bUseOpenGL)
{
dPos = (float *) mapGLBufferObject(&m_cuda_posvbo_resource);
if (m_bUseOpenGL) {
dPos = (float *)mapGLBufferObject(&m_cuda_posvbo_resource);
}
else
{
dPos = (float *) m_cudaPosVBO;
else {
dPos = (float *)m_cudaPosVBO;
}
// update constants
setParameters(&m_params);
// integrate
integrateSystem(
dPos,
m_dVel,
deltaTime,
m_numParticles);
integrateSystem(dPos, m_dVel, deltaTime, m_numParticles);
// calculate grid hash
calcHash(
m_dGridParticleHash,
m_dGridParticleIndex,
dPos,
m_numParticles);
calcHash(m_dGridParticleHash, m_dGridParticleIndex, dPos, m_numParticles);
// sort particles based on hash
sortParticles(m_dGridParticleHash, m_dGridParticleIndex, m_numParticles);
// reorder particle arrays into sorted order and
// find start and end of each cell
reorderDataAndFindCellStart(
m_dCellStart,
m_dCellEnd,
m_dSortedPos,
m_dSortedVel,
m_dGridParticleHash,
m_dGridParticleIndex,
dPos,
m_dVel,
m_numParticles,
m_numGridCells);
reorderDataAndFindCellStart(m_dCellStart,
m_dCellEnd,
m_dSortedPos,
m_dSortedVel,
m_dGridParticleHash,
m_dGridParticleIndex,
dPos,
m_dVel,
m_numParticles,
m_numGridCells);
// process collisions
collide(
m_dVel,
m_dSortedPos,
m_dSortedVel,
m_dGridParticleIndex,
m_dCellStart,
m_dCellEnd,
m_numParticles,
m_numGridCells);
collide(m_dVel,
m_dSortedPos,
m_dSortedVel,
m_dGridParticleIndex,
m_dCellStart,
m_dCellEnd,
m_numParticles,
m_numGridCells);
// note: do unmap at end here to avoid unnecessary graphics/CUDA context switch
if (m_bUseOpenGL)
{
if (m_bUseOpenGL) {
unmapGLBufferObject(m_cuda_posvbo_resource);
}
}
void
ParticleSystem::dumpGrid()
void ParticleSystem::dumpGrid()
{
// dump grid information
copyArrayFromDevice(m_hCellStart, m_dCellStart, 0, sizeof(uint)*m_numGridCells);
copyArrayFromDevice(m_hCellEnd, m_dCellEnd, 0, sizeof(uint)*m_numGridCells);
copyArrayFromDevice(m_hCellStart, m_dCellStart, 0, sizeof(uint) * m_numGridCells);
copyArrayFromDevice(m_hCellEnd, m_dCellEnd, 0, sizeof(uint) * m_numGridCells);
uint maxCellSize = 0;
for (uint i=0; i<m_numGridCells; i++)
{
if (m_hCellStart[i] != 0xffffffff)
{
for (uint i = 0; i < m_numGridCells; i++) {
if (m_hCellStart[i] != 0xffffffff) {
uint cellSize = m_hCellEnd[i] - m_hCellStart[i];
// printf("cell: %d, %d particles\n", i, cellSize);
if (cellSize > maxCellSize)
{
if (cellSize > maxCellSize) {
maxCellSize = cellSize;
}
}
@@ -328,186 +323,166 @@ ParticleSystem::dumpGrid()
printf("maximum particles per cell = %d\n", maxCellSize);
}
void
ParticleSystem::dumpParticles(uint start, uint count)
void ParticleSystem::dumpParticles(uint start, uint count)
{
// debug
copyArrayFromDevice(m_hPos, 0, &m_cuda_posvbo_resource, sizeof(float)*4*count);
copyArrayFromDevice(m_hVel, m_dVel, 0, sizeof(float)*4*count);
copyArrayFromDevice(m_hPos, 0, &m_cuda_posvbo_resource, sizeof(float) * 4 * count);
copyArrayFromDevice(m_hVel, m_dVel, 0, sizeof(float) * 4 * count);
for (uint i=start; i<start+count; i++)
{
for (uint i = start; i < start + count; i++) {
// printf("%d: ", i);
printf("pos: (%.4f, %.4f, %.4f, %.4f)\n", m_hPos[i*4+0], m_hPos[i*4+1], m_hPos[i*4+2], m_hPos[i*4+3]);
printf("vel: (%.4f, %.4f, %.4f, %.4f)\n", m_hVel[i*4+0], m_hVel[i*4+1], m_hVel[i*4+2], m_hVel[i*4+3]);
printf("pos: (%.4f, %.4f, %.4f, %.4f)\n",
m_hPos[i * 4 + 0],
m_hPos[i * 4 + 1],
m_hPos[i * 4 + 2],
m_hPos[i * 4 + 3]);
printf("vel: (%.4f, %.4f, %.4f, %.4f)\n",
m_hVel[i * 4 + 0],
m_hVel[i * 4 + 1],
m_hVel[i * 4 + 2],
m_hVel[i * 4 + 3]);
}
}
float *
ParticleSystem::getArray(ParticleArray array)
float *ParticleSystem::getArray(ParticleArray array)
{
assert(m_bInitialized);
float *hdata = 0;
float *ddata = 0;
float *hdata = 0;
float *ddata = 0;
struct cudaGraphicsResource *cuda_vbo_resource = 0;
switch (array)
{
default:
case POSITION:
hdata = m_hPos;
ddata = m_dPos;
cuda_vbo_resource = m_cuda_posvbo_resource;
break;
switch (array) {
default:
case POSITION:
hdata = m_hPos;
ddata = m_dPos;
cuda_vbo_resource = m_cuda_posvbo_resource;
break;
case VELOCITY:
hdata = m_hVel;
ddata = m_dVel;
break;
case VELOCITY:
hdata = m_hVel;
ddata = m_dVel;
break;
}
copyArrayFromDevice(hdata, ddata, &cuda_vbo_resource, m_numParticles*4*sizeof(float));
copyArrayFromDevice(hdata, ddata, &cuda_vbo_resource, m_numParticles * 4 * sizeof(float));
return hdata;
}
void
ParticleSystem::setArray(ParticleArray array, const float *data, int start, int count)
void ParticleSystem::setArray(ParticleArray array, const float *data, int start, int count)
{
assert(m_bInitialized);
switch (array)
{
default:
case POSITION:
{
if (m_bUseOpenGL)
{
unregisterGLBufferObject(m_cuda_posvbo_resource);
glBindBuffer(GL_ARRAY_BUFFER, m_posVbo);
glBufferSubData(GL_ARRAY_BUFFER, start*4*sizeof(float), count*4*sizeof(float), data);
glBindBuffer(GL_ARRAY_BUFFER, 0);
registerGLBufferObject(m_posVbo, &m_cuda_posvbo_resource);
}
else
{
copyArrayToDevice(m_cudaPosVBO, data, start*4*sizeof(float), count*4*sizeof(float));
}
}
break;
switch (array) {
default:
case POSITION: {
if (m_bUseOpenGL) {
unregisterGLBufferObject(m_cuda_posvbo_resource);
glBindBuffer(GL_ARRAY_BUFFER, m_posVbo);
glBufferSubData(GL_ARRAY_BUFFER, start * 4 * sizeof(float), count * 4 * sizeof(float), data);
glBindBuffer(GL_ARRAY_BUFFER, 0);
registerGLBufferObject(m_posVbo, &m_cuda_posvbo_resource);
}
else {
copyArrayToDevice(m_cudaPosVBO, data, start * 4 * sizeof(float), count * 4 * sizeof(float));
}
} break;
case VELOCITY:
copyArrayToDevice(m_dVel, data, start*4*sizeof(float), count*4*sizeof(float));
break;
case VELOCITY:
copyArrayToDevice(m_dVel, data, start * 4 * sizeof(float), count * 4 * sizeof(float));
break;
}
}
inline float frand()
{
return rand() / (float) RAND_MAX;
}
inline float frand() { return rand() / (float)RAND_MAX; }
void
ParticleSystem::initGrid(uint *size, float spacing, float jitter, uint numParticles)
void ParticleSystem::initGrid(uint *size, float spacing, float jitter, uint numParticles)
{
srand(1973);
for (uint z=0; z<size[2]; z++)
{
for (uint y=0; y<size[1]; y++)
{
for (uint x=0; x<size[0]; x++)
{
uint i = (z*size[1]*size[0]) + (y*size[0]) + x;
for (uint z = 0; z < size[2]; z++) {
for (uint y = 0; y < size[1]; y++) {
for (uint x = 0; x < size[0]; x++) {
uint i = (z * size[1] * size[0]) + (y * size[0]) + x;
if (i < numParticles)
{
m_hPos[i*4] = (spacing * x) + m_params.particleRadius - 1.0f + (frand()*2.0f-1.0f)*jitter;
m_hPos[i*4+1] = (spacing * y) + m_params.particleRadius - 1.0f + (frand()*2.0f-1.0f)*jitter;
m_hPos[i*4+2] = (spacing * z) + m_params.particleRadius - 1.0f + (frand()*2.0f-1.0f)*jitter;
m_hPos[i*4+3] = 1.0f;
if (i < numParticles) {
m_hPos[i * 4] = (spacing * x) + m_params.particleRadius - 1.0f + (frand() * 2.0f - 1.0f) * jitter;
m_hPos[i * 4 + 1] =
(spacing * y) + m_params.particleRadius - 1.0f + (frand() * 2.0f - 1.0f) * jitter;
m_hPos[i * 4 + 2] =
(spacing * z) + m_params.particleRadius - 1.0f + (frand() * 2.0f - 1.0f) * jitter;
m_hPos[i * 4 + 3] = 1.0f;
m_hVel[i*4] = 0.0f;
m_hVel[i*4+1] = 0.0f;
m_hVel[i*4+2] = 0.0f;
m_hVel[i*4+3] = 0.0f;
m_hVel[i * 4] = 0.0f;
m_hVel[i * 4 + 1] = 0.0f;
m_hVel[i * 4 + 2] = 0.0f;
m_hVel[i * 4 + 3] = 0.0f;
}
}
}
}
}
void
ParticleSystem::reset(ParticleConfig config)
void ParticleSystem::reset(ParticleConfig config)
{
switch (config)
{
default:
case CONFIG_RANDOM:
{
int p = 0, v = 0;
switch (config) {
default:
case CONFIG_RANDOM: {
int p = 0, v = 0;
for (uint i=0; i < m_numParticles; i++)
{
float point[3];
point[0] = frand();
point[1] = frand();
point[2] = frand();
m_hPos[p++] = 2 * (point[0] - 0.5f);
m_hPos[p++] = 2 * (point[1] - 0.5f);
m_hPos[p++] = 2 * (point[2] - 0.5f);
m_hPos[p++] = 1.0f; // radius
m_hVel[v++] = 0.0f;
m_hVel[v++] = 0.0f;
m_hVel[v++] = 0.0f;
m_hVel[v++] = 0.0f;
}
}
break;
for (uint i = 0; i < m_numParticles; i++) {
float point[3];
point[0] = frand();
point[1] = frand();
point[2] = frand();
m_hPos[p++] = 2 * (point[0] - 0.5f);
m_hPos[p++] = 2 * (point[1] - 0.5f);
m_hPos[p++] = 2 * (point[2] - 0.5f);
m_hPos[p++] = 1.0f; // radius
m_hVel[v++] = 0.0f;
m_hVel[v++] = 0.0f;
m_hVel[v++] = 0.0f;
m_hVel[v++] = 0.0f;
}
} break;
case CONFIG_GRID:
{
float jitter = m_params.particleRadius*0.01f;
uint s = (int) ceilf(powf((float) m_numParticles, 1.0f / 3.0f));
uint gridSize[3];
gridSize[0] = gridSize[1] = gridSize[2] = s;
initGrid(gridSize, m_params.particleRadius*2.0f, jitter, m_numParticles);
}
break;
case CONFIG_GRID: {
float jitter = m_params.particleRadius * 0.01f;
uint s = (int)ceilf(powf((float)m_numParticles, 1.0f / 3.0f));
uint gridSize[3];
gridSize[0] = gridSize[1] = gridSize[2] = s;
initGrid(gridSize, m_params.particleRadius * 2.0f, jitter, m_numParticles);
} break;
}
setArray(POSITION, m_hPos, 0, m_numParticles);
setArray(VELOCITY, m_hVel, 0, m_numParticles);
}
void
ParticleSystem::addSphere(int start, float *pos, float *vel, int r, float spacing)
void ParticleSystem::addSphere(int start, float *pos, float *vel, int r, float spacing)
{
uint index = start;
for (int z=-r; z<=r; z++)
{
for (int y=-r; y<=r; y++)
{
for (int x=-r; x<=r; x++)
{
float dx = x*spacing;
float dy = y*spacing;
float dz = z*spacing;
float l = sqrtf(dx*dx + dy*dy + dz*dz);
float jitter = m_params.particleRadius*0.01f;
for (int z = -r; z <= r; z++) {
for (int y = -r; y <= r; y++) {
for (int x = -r; x <= r; x++) {
float dx = x * spacing;
float dy = y * spacing;
float dz = z * spacing;
float l = sqrtf(dx * dx + dy * dy + dz * dz);
float jitter = m_params.particleRadius * 0.01f;
if ((l <= m_params.particleRadius*2.0f*r) && (index < m_numParticles))
{
m_hPos[index*4] = pos[0] + dx + (frand()*2.0f-1.0f)*jitter;
m_hPos[index*4+1] = pos[1] + dy + (frand()*2.0f-1.0f)*jitter;
m_hPos[index*4+2] = pos[2] + dz + (frand()*2.0f-1.0f)*jitter;
m_hPos[index*4+3] = pos[3];
if ((l <= m_params.particleRadius * 2.0f * r) && (index < m_numParticles)) {
m_hPos[index * 4] = pos[0] + dx + (frand() * 2.0f - 1.0f) * jitter;
m_hPos[index * 4 + 1] = pos[1] + dy + (frand() * 2.0f - 1.0f) * jitter;
m_hPos[index * 4 + 2] = pos[2] + dz + (frand() * 2.0f - 1.0f) * jitter;
m_hPos[index * 4 + 3] = pos[3];
m_hVel[index*4] = vel[0];
m_hVel[index*4+1] = vel[1];
m_hVel[index*4+2] = vel[2];
m_hVel[index*4+3] = vel[3];
m_hVel[index * 4] = vel[0];
m_hVel[index * 4 + 1] = vel[1];
m_hVel[index * 4 + 2] = vel[2];
m_hVel[index * 4 + 3] = vel[3];
index++;
}
}

View File

@@ -25,43 +25,47 @@
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
extern "C" {
void cudaInit(int argc, char **argv);
extern "C"
{
void cudaInit(int argc, char **argv);
void allocateArray(void **devPtr, int size);
void freeArray(void *devPtr);
void allocateArray(void **devPtr, int size);
void freeArray(void *devPtr);
void threadSync();
void threadSync();
void copyArrayFromDevice(void *host, const void *device,
struct cudaGraphicsResource **cuda_vbo_resource,
int size);
void copyArrayToDevice(void *device, const void *host, int offset, int size);
void registerGLBufferObject(uint vbo,
struct cudaGraphicsResource **cuda_vbo_resource);
void unregisterGLBufferObject(struct cudaGraphicsResource *cuda_vbo_resource);
void *mapGLBufferObject(struct cudaGraphicsResource **cuda_vbo_resource);
void unmapGLBufferObject(struct cudaGraphicsResource *cuda_vbo_resource);
void copyArrayFromDevice(void *host, const void *device, struct cudaGraphicsResource **cuda_vbo_resource, int size);
void copyArrayToDevice(void *device, const void *host, int offset, int size);
void registerGLBufferObject(uint vbo, struct cudaGraphicsResource **cuda_vbo_resource);
void unregisterGLBufferObject(struct cudaGraphicsResource *cuda_vbo_resource);
void *mapGLBufferObject(struct cudaGraphicsResource **cuda_vbo_resource);
void unmapGLBufferObject(struct cudaGraphicsResource *cuda_vbo_resource);
void setParameters(SimParams *hostParams);
void setParameters(SimParams *hostParams);
void integrateSystem(float *pos, float *vel, float deltaTime,
uint numParticles);
void integrateSystem(float *pos, float *vel, float deltaTime, uint numParticles);
void calcHash(uint *gridParticleHash, uint *gridParticleIndex, float *pos,
int numParticles);
void calcHash(uint *gridParticleHash, uint *gridParticleIndex, float *pos, int numParticles);
void reorderDataAndFindCellStart(uint *cellStart, uint *cellEnd,
float *sortedPos, float *sortedVel,
uint *gridParticleHash,
uint *gridParticleIndex, float *oldPos,
float *oldVel, uint numParticles,
uint numCells);
void reorderDataAndFindCellStart(uint *cellStart,
uint *cellEnd,
float *sortedPos,
float *sortedVel,
uint *gridParticleHash,
uint *gridParticleIndex,
float *oldPos,
float *oldVel,
uint numParticles,
uint numCells);
void collide(float *newVel, float *sortedPos, float *sortedVel,
uint *gridParticleIndex, uint *cellStart, uint *cellEnd,
uint numParticles, uint numCells);
void collide(float *newVel,
float *sortedPos,
float *sortedVel,
uint *gridParticleIndex,
uint *cellStart,
uint *cellEnd,
uint numParticles,
uint numCells);
void sortParticles(uint *dGridParticleHash, uint *dGridParticleIndex,
uint numParticles);
void sortParticles(uint *dGridParticleHash, uint *dGridParticleIndex, uint numParticles);
}

View File

@@ -29,118 +29,118 @@
#define __PARTICLESYSTEM_H__
#define DEBUG_GRID 0
#define DO_TIMING 0
#define DO_TIMING 0
#include <helper_functions.h>
#include "particles_kernel.cuh"
#include "vector_functions.h"
// Particle system class
class ParticleSystem {
public:
ParticleSystem(uint numParticles, uint3 gridSize, bool bUseOpenGL);
~ParticleSystem();
class ParticleSystem
{
public:
ParticleSystem(uint numParticles, uint3 gridSize, bool bUseOpenGL);
~ParticleSystem();
enum ParticleConfig { CONFIG_RANDOM, CONFIG_GRID, _NUM_CONFIGS };
enum ParticleConfig { CONFIG_RANDOM, CONFIG_GRID, _NUM_CONFIGS };
enum ParticleArray {
POSITION,
VELOCITY,
};
enum ParticleArray {
POSITION,
VELOCITY,
};
void update(float deltaTime);
void reset(ParticleConfig config);
void update(float deltaTime);
void reset(ParticleConfig config);
float *getArray(ParticleArray array);
void setArray(ParticleArray array, const float *data, int start, int count);
float *getArray(ParticleArray array);
void setArray(ParticleArray array, const float *data, int start, int count);
int getNumParticles() const { return m_numParticles; }
int getNumParticles() const { return m_numParticles; }
unsigned int getCurrentReadBuffer() const { return m_posVbo; }
unsigned int getColorBuffer() const { return m_colorVBO; }
unsigned int getCurrentReadBuffer() const { return m_posVbo; }
unsigned int getColorBuffer() const { return m_colorVBO; }
void *getCudaPosVBO() const { return (void *)m_cudaPosVBO; }
void *getCudaColorVBO() const { return (void *)m_cudaColorVBO; }
void *getCudaPosVBO() const { return (void *)m_cudaPosVBO; }
void *getCudaColorVBO() const { return (void *)m_cudaColorVBO; }
void dumpGrid();
void dumpParticles(uint start, uint count);
void dumpGrid();
void dumpParticles(uint start, uint count);
void setIterations(int i) { m_solverIterations = i; }
void setIterations(int i) { m_solverIterations = i; }
void setDamping(float x) { m_params.globalDamping = x; }
void setGravity(float x) { m_params.gravity = make_float3(0.0f, x, 0.0f); }
void setDamping(float x) { m_params.globalDamping = x; }
void setGravity(float x) { m_params.gravity = make_float3(0.0f, x, 0.0f); }
void setCollideSpring(float x) { m_params.spring = x; }
void setCollideDamping(float x) { m_params.damping = x; }
void setCollideShear(float x) { m_params.shear = x; }
void setCollideAttraction(float x) { m_params.attraction = x; }
void setCollideSpring(float x) { m_params.spring = x; }
void setCollideDamping(float x) { m_params.damping = x; }
void setCollideShear(float x) { m_params.shear = x; }
void setCollideAttraction(float x) { m_params.attraction = x; }
void setColliderPos(float3 x) { m_params.colliderPos = x; }
void setColliderPos(float3 x) { m_params.colliderPos = x; }
float getParticleRadius() { return m_params.particleRadius; }
float3 getColliderPos() { return m_params.colliderPos; }
float getColliderRadius() { return m_params.colliderRadius; }
uint3 getGridSize() { return m_params.gridSize; }
float3 getWorldOrigin() { return m_params.worldOrigin; }
float3 getCellSize() { return m_params.cellSize; }
float getParticleRadius() { return m_params.particleRadius; }
float3 getColliderPos() { return m_params.colliderPos; }
float getColliderRadius() { return m_params.colliderRadius; }
uint3 getGridSize() { return m_params.gridSize; }
float3 getWorldOrigin() { return m_params.worldOrigin; }
float3 getCellSize() { return m_params.cellSize; }
void addSphere(int index, float *pos, float *vel, int r, float spacing);
void addSphere(int index, float *pos, float *vel, int r, float spacing);
protected: // methods
ParticleSystem() {}
uint createVBO(uint size);
protected: // methods
ParticleSystem() {}
uint createVBO(uint size);
void _initialize(int numParticles);
void _finalize();
void _initialize(int numParticles);
void _finalize();
void initGrid(uint *size, float spacing, float jitter, uint numParticles);
void initGrid(uint *size, float spacing, float jitter, uint numParticles);
protected: // data
bool m_bInitialized, m_bUseOpenGL;
uint m_numParticles;
protected: // data
bool m_bInitialized, m_bUseOpenGL;
uint m_numParticles;
// CPU data
float *m_hPos; // particle positions
float *m_hVel; // particle velocities
// CPU data
float *m_hPos; // particle positions
float *m_hVel; // particle velocities
uint *m_hParticleHash;
uint *m_hCellStart;
uint *m_hCellEnd;
uint *m_hParticleHash;
uint *m_hCellStart;
uint *m_hCellEnd;
// GPU data
float *m_dPos;
float *m_dVel;
// GPU data
float *m_dPos;
float *m_dVel;
float *m_dSortedPos;
float *m_dSortedVel;
float *m_dSortedPos;
float *m_dSortedVel;
// grid data for sorting method
uint *m_dGridParticleHash; // grid hash value for each particle
uint *m_dGridParticleIndex; // particle index for each particle
uint *m_dCellStart; // index of start of each cell in sorted list
uint *m_dCellEnd; // index of end of cell
// grid data for sorting method
uint *m_dGridParticleHash; // grid hash value for each particle
uint *m_dGridParticleIndex; // particle index for each particle
uint *m_dCellStart; // index of start of each cell in sorted list
uint *m_dCellEnd; // index of end of cell
uint m_gridSortBits;
uint m_gridSortBits;
uint m_posVbo; // vertex buffer object for particle positions
uint m_colorVBO; // vertex buffer object for colors
uint m_posVbo; // vertex buffer object for particle positions
uint m_colorVBO; // vertex buffer object for colors
float *m_cudaPosVBO; // these are the CUDA deviceMem Pos
float *m_cudaColorVBO; // these are the CUDA deviceMem Color
float *m_cudaPosVBO; // these are the CUDA deviceMem Pos
float *m_cudaColorVBO; // these are the CUDA deviceMem Color
struct cudaGraphicsResource
*m_cuda_posvbo_resource; // handles OpenGL-CUDA exchange
struct cudaGraphicsResource
*m_cuda_colorvbo_resource; // handles OpenGL-CUDA exchange
struct cudaGraphicsResource *m_cuda_posvbo_resource; // handles OpenGL-CUDA exchange
struct cudaGraphicsResource *m_cuda_colorvbo_resource; // handles OpenGL-CUDA exchange
// params
SimParams m_params;
uint3 m_gridSize;
uint m_numGridCells;
// params
SimParams m_params;
uint3 m_gridSize;
uint m_numGridCells;
StopWatchInterface *m_timer;
StopWatchInterface *m_timer;
uint m_solverIterations;
uint m_solverIterations;
};
#endif // __PARTICLESYSTEM_H__
#endif // __PARTICLESYSTEM_H__

View File

@@ -35,189 +35,184 @@
#include <GL/freeglut.h>
#endif
#include <cstdlib>
#include <cstdio>
#include <cstdlib>
#include <cuda_gl_interop.h>
#include <cuda_runtime.h>
#include <helper_cuda.h>
#include <helper_functions.h>
#include <string.h>
#include <cuda_runtime.h>
#include <cuda_gl_interop.h>
#include <helper_cuda.h>
#include <helper_functions.h>
#include "particles_kernel_impl.cuh"
#include "thrust/device_ptr.h"
#include "thrust/for_each.h"
#include "thrust/iterator/zip_iterator.h"
#include "thrust/sort.h"
#include "particles_kernel_impl.cuh"
extern "C"
{
void cudaInit(int argc, char **argv)
{
int devID;
// use command-line specified CUDA device, otherwise use device with highest
// Gflops/s
devID = findCudaDevice(argc, (const char **)argv);
if (devID < 0)
void cudaInit(int argc, char **argv)
{
printf("No CUDA Capable devices found, exiting...\n");
exit(EXIT_SUCCESS);
}
}
int devID;
void allocateArray(void **devPtr, size_t size)
{
checkCudaErrors(cudaMalloc(devPtr, size));
}
// use command-line specified CUDA device, otherwise use device with highest
// Gflops/s
devID = findCudaDevice(argc, (const char **)argv);
void freeArray(void *devPtr) { checkCudaErrors(cudaFree(devPtr)); }
void threadSync() { checkCudaErrors(cudaDeviceSynchronize()); }
void copyArrayToDevice(void *device, const void *host, int offset, int size)
{
checkCudaErrors(
cudaMemcpy((char *)device + offset, host, size, cudaMemcpyHostToDevice));
}
void registerGLBufferObject(uint vbo,
struct cudaGraphicsResource **cuda_vbo_resource)
{
checkCudaErrors(cudaGraphicsGLRegisterBuffer(cuda_vbo_resource, vbo,
cudaGraphicsMapFlagsNone));
}
void unregisterGLBufferObject(struct cudaGraphicsResource *cuda_vbo_resource)
{
checkCudaErrors(cudaGraphicsUnregisterResource(cuda_vbo_resource));
}
void *mapGLBufferObject(struct cudaGraphicsResource **cuda_vbo_resource)
{
void *ptr;
checkCudaErrors(cudaGraphicsMapResources(1, cuda_vbo_resource, 0));
size_t num_bytes;
checkCudaErrors(cudaGraphicsResourceGetMappedPointer(
(void **)&ptr, &num_bytes, *cuda_vbo_resource));
return ptr;
}
void unmapGLBufferObject(struct cudaGraphicsResource *cuda_vbo_resource)
{
checkCudaErrors(cudaGraphicsUnmapResources(1, &cuda_vbo_resource, 0));
}
void copyArrayFromDevice(void *host, const void *device,
struct cudaGraphicsResource **cuda_vbo_resource,
int size)
{
if (cuda_vbo_resource)
{
device = mapGLBufferObject(cuda_vbo_resource);
if (devID < 0) {
printf("No CUDA Capable devices found, exiting...\n");
exit(EXIT_SUCCESS);
}
}
checkCudaErrors(cudaMemcpy(host, device, size, cudaMemcpyDeviceToHost));
void allocateArray(void **devPtr, size_t size) { checkCudaErrors(cudaMalloc(devPtr, size)); }
if (cuda_vbo_resource)
void freeArray(void *devPtr) { checkCudaErrors(cudaFree(devPtr)); }
void threadSync() { checkCudaErrors(cudaDeviceSynchronize()); }
void copyArrayToDevice(void *device, const void *host, int offset, int size)
{
unmapGLBufferObject(*cuda_vbo_resource);
checkCudaErrors(cudaMemcpy((char *)device + offset, host, size, cudaMemcpyHostToDevice));
}
}
void setParameters(SimParams *hostParams)
{
// copy parameters to constant memory
checkCudaErrors(cudaMemcpyToSymbol(cudaParams, hostParams, sizeof(SimParams)));
}
void registerGLBufferObject(uint vbo, struct cudaGraphicsResource **cuda_vbo_resource)
{
checkCudaErrors(cudaGraphicsGLRegisterBuffer(cuda_vbo_resource, vbo, cudaGraphicsMapFlagsNone));
}
// Round a / b to nearest higher integer value
uint iDivUp(uint a, uint b) { return (a % b != 0) ? (a / b + 1) : (a / b); }
void unregisterGLBufferObject(struct cudaGraphicsResource *cuda_vbo_resource)
{
checkCudaErrors(cudaGraphicsUnregisterResource(cuda_vbo_resource));
}
// compute grid and thread block size for a given number of elements
void computeGridSize(uint n, uint blockSize, uint &numBlocks,
uint &numThreads)
{
numThreads = min(blockSize, n);
numBlocks = iDivUp(n, numThreads);
}
void *mapGLBufferObject(struct cudaGraphicsResource **cuda_vbo_resource)
{
void *ptr;
checkCudaErrors(cudaGraphicsMapResources(1, cuda_vbo_resource, 0));
size_t num_bytes;
checkCudaErrors(cudaGraphicsResourceGetMappedPointer((void **)&ptr, &num_bytes, *cuda_vbo_resource));
return ptr;
}
void integrateSystem(float *pos, float *vel, float deltaTime,
uint numParticles)
{
thrust::device_ptr<float4> d_pos4((float4 *)pos);
thrust::device_ptr<float4> d_vel4((float4 *)vel);
void unmapGLBufferObject(struct cudaGraphicsResource *cuda_vbo_resource)
{
checkCudaErrors(cudaGraphicsUnmapResources(1, &cuda_vbo_resource, 0));
}
thrust::for_each(
thrust::make_zip_iterator(thrust::make_tuple(d_pos4, d_vel4)),
thrust::make_zip_iterator(
thrust::make_tuple(d_pos4 + numParticles, d_vel4 + numParticles)),
integrate_functor(deltaTime));
}
void copyArrayFromDevice(void *host, const void *device, struct cudaGraphicsResource **cuda_vbo_resource, int size)
{
if (cuda_vbo_resource) {
device = mapGLBufferObject(cuda_vbo_resource);
}
void calcHash(uint *gridParticleHash, uint *gridParticleIndex, float *pos,
int numParticles)
{
uint numThreads, numBlocks;
computeGridSize(numParticles, 256, numBlocks, numThreads);
checkCudaErrors(cudaMemcpy(host, device, size, cudaMemcpyDeviceToHost));
// execute the kernel
calcHashD<<<numBlocks, numThreads>>>(gridParticleHash, gridParticleIndex,
(float4 *)pos, numParticles);
if (cuda_vbo_resource) {
unmapGLBufferObject(*cuda_vbo_resource);
}
}
// check if kernel invocation generated an error
getLastCudaError("Kernel execution failed");
}
void setParameters(SimParams *hostParams)
{
// copy parameters to constant memory
checkCudaErrors(cudaMemcpyToSymbol(cudaParams, hostParams, sizeof(SimParams)));
}
void reorderDataAndFindCellStart(uint *cellStart, uint *cellEnd,
float *sortedPos, float *sortedVel,
uint *gridParticleHash,
uint *gridParticleIndex, float *oldPos,
float *oldVel, uint numParticles,
uint numCells)
{
uint numThreads, numBlocks;
computeGridSize(numParticles, 256, numBlocks, numThreads);
// Round a / b to nearest higher integer value
uint iDivUp(uint a, uint b) { return (a % b != 0) ? (a / b + 1) : (a / b); }
// set all cells to empty
checkCudaErrors(cudaMemset(cellStart, 0xffffffff, numCells * sizeof(uint)));
// compute grid and thread block size for a given number of elements
void computeGridSize(uint n, uint blockSize, uint &numBlocks, uint &numThreads)
{
numThreads = min(blockSize, n);
numBlocks = iDivUp(n, numThreads);
}
uint smemSize = sizeof(uint) * (numThreads + 1);
reorderDataAndFindCellStartD<<<numBlocks, numThreads, smemSize>>>(
cellStart, cellEnd, (float4 *)sortedPos, (float4 *)sortedVel,
gridParticleHash, gridParticleIndex, (float4 *)oldPos, (float4 *)oldVel,
numParticles);
getLastCudaError("Kernel execution failed: reorderDataAndFindCellStartD");
}
void integrateSystem(float *pos, float *vel, float deltaTime, uint numParticles)
{
thrust::device_ptr<float4> d_pos4((float4 *)pos);
thrust::device_ptr<float4> d_vel4((float4 *)vel);
void collide(float *newVel, float *sortedPos, float *sortedVel,
uint *gridParticleIndex, uint *cellStart, uint *cellEnd,
uint numParticles, uint numCells)
{
// thread per particle
uint numThreads, numBlocks;
computeGridSize(numParticles, 64, numBlocks, numThreads);
thrust::for_each(thrust::make_zip_iterator(thrust::make_tuple(d_pos4, d_vel4)),
thrust::make_zip_iterator(thrust::make_tuple(d_pos4 + numParticles, d_vel4 + numParticles)),
integrate_functor(deltaTime));
}
// execute the kernel
collideD<<<numBlocks, numThreads>>>((float4 *)newVel, (float4 *)sortedPos,
(float4 *)sortedVel, gridParticleIndex,
cellStart, cellEnd, numParticles);
void calcHash(uint *gridParticleHash, uint *gridParticleIndex, float *pos, int numParticles)
{
uint numThreads, numBlocks;
computeGridSize(numParticles, 256, numBlocks, numThreads);
// check if kernel invocation generated an error
getLastCudaError("Kernel execution failed");
}
// execute the kernel
calcHashD<<<numBlocks, numThreads>>>(gridParticleHash, gridParticleIndex, (float4 *)pos, numParticles);
void sortParticles(uint *dGridParticleHash, uint *dGridParticleIndex,
uint numParticles)
{
thrust::sort_by_key(
thrust::device_ptr<uint>(dGridParticleHash),
thrust::device_ptr<uint>(dGridParticleHash + numParticles),
thrust::device_ptr<uint>(dGridParticleIndex));
}
// check if kernel invocation generated an error
getLastCudaError("Kernel execution failed");
}
void reorderDataAndFindCellStart(uint *cellStart,
uint *cellEnd,
float *sortedPos,
float *sortedVel,
uint *gridParticleHash,
uint *gridParticleIndex,
float *oldPos,
float *oldVel,
uint numParticles,
uint numCells)
{
uint numThreads, numBlocks;
computeGridSize(numParticles, 256, numBlocks, numThreads);
// set all cells to empty
checkCudaErrors(cudaMemset(cellStart, 0xffffffff, numCells * sizeof(uint)));
uint smemSize = sizeof(uint) * (numThreads + 1);
reorderDataAndFindCellStartD<<<numBlocks, numThreads, smemSize>>>(cellStart,
cellEnd,
(float4 *)sortedPos,
(float4 *)sortedVel,
gridParticleHash,
gridParticleIndex,
(float4 *)oldPos,
(float4 *)oldVel,
numParticles);
getLastCudaError("Kernel execution failed: reorderDataAndFindCellStartD");
}
void collide(float *newVel,
float *sortedPos,
float *sortedVel,
uint *gridParticleIndex,
uint *cellStart,
uint *cellEnd,
uint numParticles,
uint numCells)
{
// thread per particle
uint numThreads, numBlocks;
computeGridSize(numParticles, 64, numBlocks, numThreads);
// execute the kernel
collideD<<<numBlocks, numThreads>>>((float4 *)newVel,
(float4 *)sortedPos,
(float4 *)sortedVel,
gridParticleIndex,
cellStart,
cellEnd,
numParticles);
// check if kernel invocation generated an error
getLastCudaError("Kernel execution failed");
}
void sortParticles(uint *dGridParticleHash, uint *dGridParticleIndex, uint numParticles)
{
thrust::sort_by_key(thrust::device_ptr<uint>(dGridParticleHash),
thrust::device_ptr<uint>(dGridParticleHash + numParticles),
thrust::device_ptr<uint>(dGridParticleIndex));
}
} // extern "C"

File diff suppressed because it is too large Load Diff

View File

@@ -32,27 +32,28 @@
typedef unsigned int uint;
// simulation parameters
struct SimParams {
float3 colliderPos;
float colliderRadius;
struct SimParams
{
float3 colliderPos;
float colliderRadius;
float3 gravity;
float globalDamping;
float particleRadius;
float3 gravity;
float globalDamping;
float particleRadius;
uint3 gridSize;
uint numCells;
float3 worldOrigin;
float3 cellSize;
uint3 gridSize;
uint numCells;
float3 worldOrigin;
float3 cellSize;
uint numBodies;
uint maxParticlesPerCell;
uint numBodies;
uint maxParticlesPerCell;
float spring;
float damping;
float shear;
float attraction;
float boundaryDamping;
float spring;
float damping;
float shear;
float attraction;
float boundaryDamping;
};
#endif

View File

@@ -32,9 +32,14 @@
#ifndef _PARTICLES_KERNEL_H_
#define _PARTICLES_KERNEL_H_
#include <stdio.h>
#include <math.h>
#include <cooperative_groups.h>
#include <math.h>
#include <stdio.h>
#include "thrust/device_ptr.h"
#include "thrust/for_each.h"
#include "thrust/iterator/zip_iterator.h"
#include "thrust/sort.h"
namespace cg = cooperative_groups;
#include "helper_math.h"
@@ -46,298 +51,289 @@ __constant__ SimParams cudaParams;
struct integrate_functor
{
float deltaTime;
float deltaTime;
__host__ __device__ integrate_functor(float delta_time)
: deltaTime(delta_time) {}
__host__ __device__ integrate_functor(float delta_time)
: deltaTime(delta_time)
{
}
template <typename Tuple>
__device__ void operator()(Tuple t)
{
volatile float4 posData = thrust::get<0>(t);
volatile float4 velData = thrust::get<1>(t);
float3 pos = make_float3(posData.x, posData.y, posData.z);
float3 vel = make_float3(velData.x, velData.y, velData.z);
template <typename Tuple> __device__ void operator()(Tuple t)
{
volatile float4 posData = thrust::get<0>(t);
volatile float4 velData = thrust::get<1>(t);
float3 pos = make_float3(posData.x, posData.y, posData.z);
float3 vel = make_float3(velData.x, velData.y, velData.z);
vel += cudaParams.gravity * deltaTime;
vel *= cudaParams.globalDamping;
vel += cudaParams.gravity * deltaTime;
vel *= cudaParams.globalDamping;
// new position = old position + velocity * deltaTime
pos += vel * deltaTime;
// new position = old position + velocity * deltaTime
pos += vel * deltaTime;
// set this to zero to disable collisions with cube sides
#if 1
if (pos.x > 1.0f - cudaParams.particleRadius)
{
pos.x = 1.0f - cudaParams.particleRadius;
vel.x *= cudaParams.boundaryDamping;
}
if (pos.x > 1.0f - cudaParams.particleRadius) {
pos.x = 1.0f - cudaParams.particleRadius;
vel.x *= cudaParams.boundaryDamping;
}
if (pos.x < -1.0f + cudaParams.particleRadius)
{
pos.x = -1.0f + cudaParams.particleRadius;
vel.x *= cudaParams.boundaryDamping;
}
if (pos.x < -1.0f + cudaParams.particleRadius) {
pos.x = -1.0f + cudaParams.particleRadius;
vel.x *= cudaParams.boundaryDamping;
}
if (pos.y > 1.0f - cudaParams.particleRadius)
{
pos.y = 1.0f - cudaParams.particleRadius;
vel.y *= cudaParams.boundaryDamping;
}
if (pos.y > 1.0f - cudaParams.particleRadius) {
pos.y = 1.0f - cudaParams.particleRadius;
vel.y *= cudaParams.boundaryDamping;
}
if (pos.z > 1.0f - cudaParams.particleRadius)
{
pos.z = 1.0f - cudaParams.particleRadius;
vel.z *= cudaParams.boundaryDamping;
}
if (pos.z > 1.0f - cudaParams.particleRadius) {
pos.z = 1.0f - cudaParams.particleRadius;
vel.z *= cudaParams.boundaryDamping;
}
if (pos.z < -1.0f + cudaParams.particleRadius)
{
pos.z = -1.0f + cudaParams.particleRadius;
vel.z *= cudaParams.boundaryDamping;
}
if (pos.z < -1.0f + cudaParams.particleRadius) {
pos.z = -1.0f + cudaParams.particleRadius;
vel.z *= cudaParams.boundaryDamping;
}
#endif
if (pos.y < -1.0f + cudaParams.particleRadius)
{
pos.y = -1.0f + cudaParams.particleRadius;
vel.y *= cudaParams.boundaryDamping;
}
if (pos.y < -1.0f + cudaParams.particleRadius) {
pos.y = -1.0f + cudaParams.particleRadius;
vel.y *= cudaParams.boundaryDamping;
}
// store new position and velocity
thrust::get<0>(t) = make_float4(pos, posData.w);
thrust::get<1>(t) = make_float4(vel, velData.w);
}
// store new position and velocity
thrust::get<0>(t) = make_float4(pos, posData.w);
thrust::get<1>(t) = make_float4(vel, velData.w);
}
};
// calculate position in uniform grid
__device__ int3 calcGridPos(float3 p)
{
int3 gridPos;
gridPos.x = floorf((p.x - cudaParams.worldOrigin.x) / cudaParams.cellSize.x);
gridPos.y = floorf((p.y - cudaParams.worldOrigin.y) / cudaParams.cellSize.y);
gridPos.z = floorf((p.z - cudaParams.worldOrigin.z) / cudaParams.cellSize.z);
return gridPos;
int3 gridPos;
gridPos.x = floorf((p.x - cudaParams.worldOrigin.x) / cudaParams.cellSize.x);
gridPos.y = floorf((p.y - cudaParams.worldOrigin.y) / cudaParams.cellSize.y);
gridPos.z = floorf((p.z - cudaParams.worldOrigin.z) / cudaParams.cellSize.z);
return gridPos;
}
// calculate address in grid from position (clamping to edges)
__device__ uint calcGridHash(int3 gridPos)
{
gridPos.x = gridPos.x &
(cudaParams.gridSize.x - 1); // wrap grid, assumes size is power of 2
gridPos.y = gridPos.y & (cudaParams.gridSize.y - 1);
gridPos.z = gridPos.z & (cudaParams.gridSize.z - 1);
return __umul24(__umul24(gridPos.z, cudaParams.gridSize.y), cudaParams.gridSize.x) +
__umul24(gridPos.y, cudaParams.gridSize.x) + gridPos.x;
gridPos.x = gridPos.x & (cudaParams.gridSize.x - 1); // wrap grid, assumes size is power of 2
gridPos.y = gridPos.y & (cudaParams.gridSize.y - 1);
gridPos.z = gridPos.z & (cudaParams.gridSize.z - 1);
return __umul24(__umul24(gridPos.z, cudaParams.gridSize.y), cudaParams.gridSize.x)
+ __umul24(gridPos.y, cudaParams.gridSize.x) + gridPos.x;
}
// calculate grid hash value for each particle
__global__ void calcHashD(uint *gridParticleHash, // output
uint *gridParticleIndex, // output
float4 *pos, // input: positions
uint numParticles)
__global__ void calcHashD(uint *gridParticleHash, // output
uint *gridParticleIndex, // output
float4 *pos, // input: positions
uint numParticles)
{
uint index = __umul24(blockIdx.x, blockDim.x) + threadIdx.x;
uint index = __umul24(blockIdx.x, blockDim.x) + threadIdx.x;
if (index >= numParticles)
return;
if (index >= numParticles)
return;
volatile float4 p = pos[index];
volatile float4 p = pos[index];
// get address in grid
int3 gridPos = calcGridPos(make_float3(p.x, p.y, p.z));
uint hash = calcGridHash(gridPos);
// get address in grid
int3 gridPos = calcGridPos(make_float3(p.x, p.y, p.z));
uint hash = calcGridHash(gridPos);
// store grid hash and particle index
gridParticleHash[index] = hash;
gridParticleIndex[index] = index;
// store grid hash and particle index
gridParticleHash[index] = hash;
gridParticleIndex[index] = index;
}
// rearrange particle data into sorted order, and find the start of each cell
// in the sorted hash array
__global__ void reorderDataAndFindCellStartD(
uint *cellStart, // output: cell start index
uint *cellEnd, // output: cell end index
float4 *sortedPos, // output: sorted positions
float4 *sortedVel, // output: sorted velocities
uint *gridParticleHash, // input: sorted grid hashes
uint *gridParticleIndex, // input: sorted particle indices
float4 *oldPos, // input: sorted position array
float4 *oldVel, // input: sorted velocity array
uint numParticles)
__global__ void reorderDataAndFindCellStartD(uint *cellStart, // output: cell start index
uint *cellEnd, // output: cell end index
float4 *sortedPos, // output: sorted positions
float4 *sortedVel, // output: sorted velocities
uint *gridParticleHash, // input: sorted grid hashes
uint *gridParticleIndex, // input: sorted particle indices
float4 *oldPos, // input: sorted position array
float4 *oldVel, // input: sorted velocity array
uint numParticles)
{
// Handle to thread block group
cg::thread_block cta = cg::this_thread_block();
extern __shared__ uint sharedHash[]; // blockSize + 1 elements
uint index = __umul24(blockIdx.x, blockDim.x) + threadIdx.x;
// Handle to thread block group
cg::thread_block cta = cg::this_thread_block();
extern __shared__ uint sharedHash[]; // blockSize + 1 elements
uint index = __umul24(blockIdx.x, blockDim.x) + threadIdx.x;
uint hash;
uint hash;
// handle case when no. of particles not multiple of block size
if (index < numParticles)
{
hash = gridParticleHash[index];
// handle case when no. of particles not multiple of block size
if (index < numParticles) {
hash = gridParticleHash[index];
// Load hash data into shared memory so that we can look
// at neighboring particle's hash value without loading
// two hash values per thread
sharedHash[threadIdx.x + 1] = hash;
// Load hash data into shared memory so that we can look
// at neighboring particle's hash value without loading
// two hash values per thread
sharedHash[threadIdx.x + 1] = hash;
if (index > 0 && threadIdx.x == 0)
{
// first thread in block must load neighbor particle hash
sharedHash[0] = gridParticleHash[index - 1];
}
}
cg::sync(cta);
if (index < numParticles)
{
// If this particle has a different cell index to the previous
// particle then it must be the first particle in the cell,
// so store the index of this particle in the cell.
// As it isn't the first particle, it must also be the cell end of
// the previous particle's cell
if (index == 0 || hash != sharedHash[threadIdx.x])
{
cellStart[hash] = index;
if (index > 0)
cellEnd[sharedHash[threadIdx.x]] = index;
if (index > 0 && threadIdx.x == 0) {
// first thread in block must load neighbor particle hash
sharedHash[0] = gridParticleHash[index - 1];
}
}
if (index == numParticles - 1)
{
cellEnd[hash] = index + 1;
cg::sync(cta);
if (index < numParticles) {
// If this particle has a different cell index to the previous
// particle then it must be the first particle in the cell,
// so store the index of this particle in the cell.
// As it isn't the first particle, it must also be the cell end of
// the previous particle's cell
if (index == 0 || hash != sharedHash[threadIdx.x]) {
cellStart[hash] = index;
if (index > 0)
cellEnd[sharedHash[threadIdx.x]] = index;
}
if (index == numParticles - 1) {
cellEnd[hash] = index + 1;
}
// Now use the sorted index to reorder the pos and vel data
uint sortedIndex = gridParticleIndex[index];
float4 pos = oldPos[sortedIndex];
float4 vel = oldVel[sortedIndex];
sortedPos[index] = pos;
sortedVel[index] = vel;
}
// Now use the sorted index to reorder the pos and vel data
uint sortedIndex = gridParticleIndex[index];
float4 pos = oldPos[sortedIndex];
float4 vel = oldVel[sortedIndex];
sortedPos[index] = pos;
sortedVel[index] = vel;
}
}
// collide two spheres using DEM method
__device__ float3 collideSpheres(float3 posA, float3 posB, float3 velA,
float3 velB, float radiusA, float radiusB,
float attraction)
__device__ float3
collideSpheres(float3 posA, float3 posB, float3 velA, float3 velB, float radiusA, float radiusB, float attraction)
{
// calculate relative position
float3 relPos = posB - posA;
// calculate relative position
float3 relPos = posB - posA;
float dist = length(relPos);
float collideDist = radiusA + radiusB;
float dist = length(relPos);
float collideDist = radiusA + radiusB;
float3 force = make_float3(0.0f);
float3 force = make_float3(0.0f);
if (dist < collideDist)
{
float3 norm = relPos / dist;
if (dist < collideDist) {
float3 norm = relPos / dist;
// relative velocity
float3 relVel = velB - velA;
// relative velocity
float3 relVel = velB - velA;
// relative tangential velocity
float3 tanVel = relVel - (dot(relVel, norm) * norm);
// relative tangential velocity
float3 tanVel = relVel - (dot(relVel, norm) * norm);
// spring force
force = -cudaParams.spring * (collideDist - dist) * norm;
// dashpot (damping) force
force += cudaParams.damping * relVel;
// tangential shear force
force += cudaParams.shear * tanVel;
// attraction
force += attraction * relPos;
}
// spring force
force = -cudaParams.spring * (collideDist - dist) * norm;
// dashpot (damping) force
force += cudaParams.damping * relVel;
// tangential shear force
force += cudaParams.shear * tanVel;
// attraction
force += attraction * relPos;
}
return force;
return force;
}
// collide a particle against all other particles in a given cell
__device__ float3 collideCell(int3 gridPos, uint index, float3 pos, float3 vel,
float4 *oldPos, float4 *oldVel, uint *cellStart,
uint *cellEnd)
__device__ float3 collideCell(int3 gridPos,
uint index,
float3 pos,
float3 vel,
float4 *oldPos,
float4 *oldVel,
uint *cellStart,
uint *cellEnd)
{
uint gridHash = calcGridHash(gridPos);
uint gridHash = calcGridHash(gridPos);
// get start of bucket for this cell
uint startIndex = cellStart[gridHash];
// get start of bucket for this cell
uint startIndex = cellStart[gridHash];
float3 force = make_float3(0.0f);
float3 force = make_float3(0.0f);
if (startIndex != 0xffffffff) // cell is not empty
{
// iterate over particles in this cell
uint endIndex = cellEnd[gridHash];
for (uint j = startIndex; j < endIndex; j++)
if (startIndex != 0xffffffff) // cell is not empty
{
if (j != index) // check not colliding with self
{
float3 pos2 = make_float3(oldPos[j]);
float3 vel2 = make_float3(oldVel[j]);
// iterate over particles in this cell
uint endIndex = cellEnd[gridHash];
// collide two spheres
force += collideSpheres(pos, pos2, vel, vel2, cudaParams.particleRadius,
cudaParams.particleRadius, cudaParams.attraction);
}
for (uint j = startIndex; j < endIndex; j++) {
if (j != index) // check not colliding with self
{
float3 pos2 = make_float3(oldPos[j]);
float3 vel2 = make_float3(oldVel[j]);
// collide two spheres
force += collideSpheres(
pos, pos2, vel, vel2, cudaParams.particleRadius, cudaParams.particleRadius, cudaParams.attraction);
}
}
}
}
return force;
return force;
}
__global__ void collideD(
float4 *newVel, // output: new velocity
float4 *oldPos, // input: sorted positions
float4 *oldVel, // input: sorted velocities
uint *gridParticleIndex, // input: sorted particle indices
uint *cellStart, uint *cellEnd, uint numParticles)
__global__ void collideD(float4 *newVel, // output: new velocity
float4 *oldPos, // input: sorted positions
float4 *oldVel, // input: sorted velocities
uint *gridParticleIndex, // input: sorted particle indices
uint *cellStart,
uint *cellEnd,
uint numParticles)
{
uint index = __mul24(blockIdx.x, blockDim.x) + threadIdx.x;
uint index = __mul24(blockIdx.x, blockDim.x) + threadIdx.x;
if (index >= numParticles)
return;
if (index >= numParticles)
return;
// read particle data from sorted arrays
float3 pos = make_float3(oldPos[index]);
float3 vel = make_float3(oldVel[index]);
// read particle data from sorted arrays
float3 pos = make_float3(oldPos[index]);
float3 vel = make_float3(oldVel[index]);
// get address in grid
int3 gridPos = calcGridPos(pos);
// get address in grid
int3 gridPos = calcGridPos(pos);
// examine neighbouring cells
float3 force = make_float3(0.0f);
// examine neighbouring cells
float3 force = make_float3(0.0f);
for (int z = -1; z <= 1; z++)
{
for (int y = -1; y <= 1; y++)
{
for (int x = -1; x <= 1; x++)
{
int3 neighbourPos = gridPos + make_int3(x, y, z);
force += collideCell(neighbourPos, index, pos, vel, oldPos, oldVel,
cellStart, cellEnd);
}
for (int z = -1; z <= 1; z++) {
for (int y = -1; y <= 1; y++) {
for (int x = -1; x <= 1; x++) {
int3 neighbourPos = gridPos + make_int3(x, y, z);
force += collideCell(neighbourPos, index, pos, vel, oldPos, oldVel, cellStart, cellEnd);
}
}
}
}
// collide with cursor sphere
force += collideSpheres(pos, cudaParams.colliderPos, vel,
make_float3(0.0f, 0.0f, 0.0f), cudaParams.particleRadius,
cudaParams.colliderRadius, 0.0f);
// collide with cursor sphere
force += collideSpheres(pos,
cudaParams.colliderPos,
vel,
make_float3(0.0f, 0.0f, 0.0f),
cudaParams.particleRadius,
cudaParams.colliderRadius,
0.0f);
// write new velocity back to original unsorted location
uint originalIndex = gridParticleIndex[index];
newVel[originalIndex] = make_float4(vel + force, 0.0f);
// write new velocity back to original unsorted location
uint originalIndex = gridParticleIndex[index];
newVel[originalIndex] = make_float4(vel + force, 0.0f);
}
#endif

View File

@@ -25,8 +25,8 @@
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include <math.h>
#include <assert.h>
#include <math.h>
#include <stdio.h>
// OpenGL Graphics includes
@@ -41,128 +41,134 @@
#endif
ParticleRenderer::ParticleRenderer()
: m_pos(0),
m_numParticles(0),
m_pointSize(1.0f),
m_particleRadius(0.125f * 0.5f),
m_program(0),
m_vbo(0),
m_colorVBO(0) {
_initGL();
: m_pos(0)
, m_numParticles(0)
, m_pointSize(1.0f)
, m_particleRadius(0.125f * 0.5f)
, m_program(0)
, m_vbo(0)
, m_colorVBO(0)
{
_initGL();
}
ParticleRenderer::~ParticleRenderer() { m_pos = 0; }
void ParticleRenderer::setPositions(float *pos, int numParticles) {
m_pos = pos;
m_numParticles = numParticles;
void ParticleRenderer::setPositions(float *pos, int numParticles)
{
m_pos = pos;
m_numParticles = numParticles;
}
void ParticleRenderer::setVertexBuffer(unsigned int vbo, int numParticles) {
m_vbo = vbo;
m_numParticles = numParticles;
void ParticleRenderer::setVertexBuffer(unsigned int vbo, int numParticles)
{
m_vbo = vbo;
m_numParticles = numParticles;
}
void ParticleRenderer::_drawPoints() {
if (!m_vbo) {
glBegin(GL_POINTS);
{
int k = 0;
void ParticleRenderer::_drawPoints()
{
if (!m_vbo) {
glBegin(GL_POINTS);
{
int k = 0;
for (int i = 0; i < m_numParticles; ++i) {
glVertex3fv(&m_pos[k]);
k += 4;
}
for (int i = 0; i < m_numParticles; ++i) {
glVertex3fv(&m_pos[k]);
k += 4;
}
}
glEnd();
}
glEnd();
} else {
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glVertexPointer(4, GL_FLOAT, 0, 0);
glEnableClientState(GL_VERTEX_ARRAY);
else {
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glVertexPointer(4, GL_FLOAT, 0, 0);
glEnableClientState(GL_VERTEX_ARRAY);
if (m_colorVBO) {
glBindBuffer(GL_ARRAY_BUFFER, m_colorVBO);
glColorPointer(4, GL_FLOAT, 0, 0);
glEnableClientState(GL_COLOR_ARRAY);
if (m_colorVBO) {
glBindBuffer(GL_ARRAY_BUFFER, m_colorVBO);
glColorPointer(4, GL_FLOAT, 0, 0);
glEnableClientState(GL_COLOR_ARRAY);
}
glDrawArrays(GL_POINTS, 0, m_numParticles);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
}
glDrawArrays(GL_POINTS, 0, m_numParticles);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
}
}
void ParticleRenderer::display(DisplayMode mode /* = PARTICLE_POINTS */) {
switch (mode) {
void ParticleRenderer::display(DisplayMode mode /* = PARTICLE_POINTS */)
{
switch (mode) {
case PARTICLE_POINTS:
glColor3f(1, 1, 1);
glPointSize(m_pointSize);
_drawPoints();
break;
glColor3f(1, 1, 1);
glPointSize(m_pointSize);
_drawPoints();
break;
default:
case PARTICLE_SPHERES:
glEnable(GL_POINT_SPRITE_ARB);
glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_POINT_SPRITE_ARB);
glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glUseProgram(m_program);
glUniform1f(glGetUniformLocation(m_program, "pointScale"),
m_window_h / tanf(m_fov * 0.5f * (float)M_PI / 180.0f));
glUniform1f(glGetUniformLocation(m_program, "pointRadius"),
m_particleRadius);
glUseProgram(m_program);
glUniform1f(glGetUniformLocation(m_program, "pointScale"),
m_window_h / tanf(m_fov * 0.5f * (float)M_PI / 180.0f));
glUniform1f(glGetUniformLocation(m_program, "pointRadius"), m_particleRadius);
glColor3f(1, 1, 1);
_drawPoints();
glColor3f(1, 1, 1);
_drawPoints();
glUseProgram(0);
glDisable(GL_POINT_SPRITE_ARB);
break;
}
glUseProgram(0);
glDisable(GL_POINT_SPRITE_ARB);
break;
}
}
GLuint ParticleRenderer::_compileProgram(const char *vsource,
const char *fsource) {
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
GLuint ParticleRenderer::_compileProgram(const char *vsource, const char *fsource)
{
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(vertexShader, 1, &vsource, 0);
glShaderSource(fragmentShader, 1, &fsource, 0);
glShaderSource(vertexShader, 1, &vsource, 0);
glShaderSource(fragmentShader, 1, &fsource, 0);
glCompileShader(vertexShader);
glCompileShader(fragmentShader);
glCompileShader(vertexShader);
glCompileShader(fragmentShader);
GLuint program = glCreateProgram();
GLuint program = glCreateProgram();
glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);
glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);
glLinkProgram(program);
glLinkProgram(program);
// check if program linked
GLint success = 0;
glGetProgramiv(program, GL_LINK_STATUS, &success);
// check if program linked
GLint success = 0;
glGetProgramiv(program, GL_LINK_STATUS, &success);
if (!success) {
char temp[256];
glGetProgramInfoLog(program, 256, 0, temp);
printf("Failed to link program:\n%s\n", temp);
glDeleteProgram(program);
program = 0;
}
if (!success) {
char temp[256];
glGetProgramInfoLog(program, 256, 0, temp);
printf("Failed to link program:\n%s\n", temp);
glDeleteProgram(program);
program = 0;
}
return program;
return program;
}
void ParticleRenderer::_initGL() {
m_program = _compileProgram(vertexShader, spherePixelShader);
void ParticleRenderer::_initGL()
{
m_program = _compileProgram(vertexShader, spherePixelShader);
#if !defined(__APPLE__) && !defined(MACOSX)
glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, GL_FALSE);
glClampColorARB(GL_CLAMP_FRAGMENT_COLOR_ARB, GL_FALSE);
glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, GL_FALSE);
glClampColorARB(GL_CLAMP_FRAGMENT_COLOR_ARB, GL_FALSE);
#endif
}

View File

@@ -28,46 +28,48 @@
#ifndef __RENDER_PARTICLES__
#define __RENDER_PARTICLES__
class ParticleRenderer {
public:
ParticleRenderer();
~ParticleRenderer();
class ParticleRenderer
{
public:
ParticleRenderer();
~ParticleRenderer();
void setPositions(float *pos, int numParticles);
void setVertexBuffer(unsigned int vbo, int numParticles);
void setColorBuffer(unsigned int vbo) { m_colorVBO = vbo; }
void setPositions(float *pos, int numParticles);
void setVertexBuffer(unsigned int vbo, int numParticles);
void setColorBuffer(unsigned int vbo) { m_colorVBO = vbo; }
enum DisplayMode { PARTICLE_POINTS, PARTICLE_SPHERES, PARTICLE_NUM_MODES };
enum DisplayMode { PARTICLE_POINTS, PARTICLE_SPHERES, PARTICLE_NUM_MODES };
void display(DisplayMode mode = PARTICLE_POINTS);
void displayGrid();
void display(DisplayMode mode = PARTICLE_POINTS);
void displayGrid();
void setPointSize(float size) { m_pointSize = size; }
void setParticleRadius(float r) { m_particleRadius = r; }
void setFOV(float fov) { m_fov = fov; }
void setWindowSize(int w, int h) {
m_window_w = w;
m_window_h = h;
}
void setPointSize(float size) { m_pointSize = size; }
void setParticleRadius(float r) { m_particleRadius = r; }
void setFOV(float fov) { m_fov = fov; }
void setWindowSize(int w, int h)
{
m_window_w = w;
m_window_h = h;
}
protected: // methods
void _initGL();
void _drawPoints();
GLuint _compileProgram(const char *vsource, const char *fsource);
protected: // methods
void _initGL();
void _drawPoints();
GLuint _compileProgram(const char *vsource, const char *fsource);
protected: // data
float *m_pos;
int m_numParticles;
protected: // data
float *m_pos;
int m_numParticles;
float m_pointSize;
float m_particleRadius;
float m_fov;
int m_window_w, m_window_h;
float m_pointSize;
float m_particleRadius;
float m_fov;
int m_window_w, m_window_h;
GLuint m_program;
GLuint m_program;
GLuint m_vbo;
GLuint m_colorVBO;
GLuint m_vbo;
GLuint m_colorVBO;
};
#endif //__ RENDER_PARTICLES__
#endif //__ RENDER_PARTICLES__

View File

@@ -28,41 +28,38 @@
#define STRINGIFY(A) #A
// vertex shader
const char *vertexShader = STRINGIFY(
uniform float pointRadius; // point size in world space
uniform float pointScale; // scale to calculate size in pixels
uniform float densityScale;
uniform float densityOffset;
void main()
{
// calculate window-space point size
vec3 posEye = vec3(gl_ModelViewMatrix * vec4(gl_Vertex.xyz, 1.0));
float dist = length(posEye);
gl_PointSize = pointRadius * (pointScale / dist);
const char *vertexShader = STRINGIFY(uniform float pointRadius; // point size in world space
uniform float pointScale; // scale to calculate size in pixels
uniform float densityScale;
uniform float densityOffset;
void main() {
// calculate window-space point size
vec3 posEye = vec3(gl_ModelViewMatrix * vec4(gl_Vertex.xyz, 1.0));
float dist = length(posEye);
gl_PointSize = pointRadius * (pointScale / dist);
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = gl_ModelViewProjectionMatrix * vec4(gl_Vertex.xyz, 1.0);
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = gl_ModelViewProjectionMatrix * vec4(gl_Vertex.xyz, 1.0);
gl_FrontColor = gl_Color;
});
gl_FrontColor = gl_Color;
});
// pixel shader for rendering points as shaded spheres
const char *spherePixelShader = STRINGIFY(
void main()
{
const char *spherePixelShader = STRINGIFY(void main() {
const vec3 lightDir = vec3(0.577, 0.577, 0.577);
// calculate normal from texture coordinates
vec3 N;
N.xy = gl_TexCoord[0].xy*vec2(2.0, -2.0) + vec2(-1.0, 1.0);
N.xy = gl_TexCoord[0].xy * vec2(2.0, -2.0) + vec2(-1.0, 1.0);
float mag = dot(N.xy, N.xy);
if (mag > 1.0) discard; // kill pixels outside circle
if (mag > 1.0)
discard; // kill pixels outside circle
N.z = sqrt(1.0-mag);
N.z = sqrt(1.0 - mag);
// calculate lighting
float diffuse = max(0.0, dot(lightDir, N));
gl_FragColor = gl_Color * diffuse;
});
});