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111 lines
3.6 KiB
Plaintext
111 lines
3.6 KiB
Plaintext
/* Copyright (c) 2021, 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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cudaTextureObject_t noiseTex;
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// simulation parameters
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__constant__ SimParams params;
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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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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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float deltaTime;
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cudaTextureObject_t noiseTex;
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__host__ __device__ integrate_functor(float delta_time,
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cudaTextureObject_t noise_Tex)
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: deltaTime(delta_time), noiseTex(noise_Tex) {}
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template <typename Tuple>
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__device__ void operator()(Tuple t) {
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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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} else {
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age = lifetime;
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}
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// apply accelerations
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vel += params.gravity * deltaTime;
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// apply procedural noise
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float3 noise = noise3D(
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pos * params.noiseFreq + params.time * params.noiseSpeed, noiseTex);
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vel += noise * params.noiseAmp;
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// new position = old position + velocity * deltaTime
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pos += vel * deltaTime;
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vel *= params.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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float3 sortVector;
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__host__ __device__ calcDepth_functor(float3 sort_vector)
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: sortVector(sort_vector) {}
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template <typename Tuple>
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__host__ __device__ void operator()(Tuple t) {
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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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