/* 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(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 __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 __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