mirror of
https://github.com/NVIDIA/cuda-samples.git
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375 lines
11 KiB
C++
375 lines
11 KiB
C++
/* 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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#include "render_particles.h"
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#include <cuda_runtime.h>
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#include <cuda_gl_interop.h>
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#include <helper_cuda.h>
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#include <math.h>
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#include <assert.h>
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void mat_identity(matrix4 m) {
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m[0][1] = m[0][2] = m[0][3] = m[1][0] = m[1][2] = m[1][3] = m[2][0] =
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m[2][1] = m[2][3] = m[3][0] = m[3][1] = m[3][2] = 0.0f;
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m[0][0] = m[1][1] = m[2][2] = m[3][3] = 1.0f;
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}
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void mat_multiply(matrix4 m0, matrix4 m1) {
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float m[4];
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for (int r = 0; r < 4; r++) {
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m[0] = m[1] = m[2] = m[3] = 0.0f;
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for (int c = 0; c < 4; c++) {
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for (int i = 0; i < 4; i++) {
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m[c] += m0[i][r] * m1[c][i];
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}
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}
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for (int c = 0; c < 4; c++) {
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m0[c][r] = m[c];
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}
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}
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}
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void mat_translate(matrix4 m, vector3 v) {
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matrix4 m2;
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m2[0][0] = m2[1][1] = m2[2][2] = m2[3][3] = 1.0f;
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m2[0][1] = m2[0][2] = m2[0][3] = m2[1][0] = m2[1][2] = m2[1][3] = m2[2][0] =
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m2[2][1] = m2[2][3] = 0.0f;
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m2[3][0] = v[0];
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m2[3][1] = v[1];
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m2[3][2] = v[2];
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mat_multiply(m, m2);
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}
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void mat_perspective(matrix4 m, GLfloat fovy, GLfloat aspect, GLfloat znear,
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GLfloat zfar) {
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matrix4 m2;
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m2[1][0] = m2[2][0] = m2[3][0] = m2[0][1] = m2[2][1] = m2[3][1] = m2[0][2] =
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m2[1][2] = m2[0][3] = m2[1][3] = m2[3][3] = 0.0f;
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m2[2][3] = -1.0f;
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float f = 1 / tan((fovy * M_PI / 180) / 2);
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m2[0][0] = f / aspect;
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m2[1][1] = f;
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m2[2][2] = ((znear + zfar) / (znear - zfar));
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m2[3][2] = ((2 * znear * zfar) / (znear - zfar));
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mat_multiply(m, m2);
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}
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ParticleRenderer::ParticleRenderer(unsigned int windowWidth,
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unsigned int windowHeight)
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: m_pos(0),
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m_numParticles(0),
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m_pointSize(1.0f),
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m_spriteSize(2.0f),
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m_vertexShader(0),
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m_vertexShaderPoints(0),
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m_fragmentShader(0),
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m_programPoints(0),
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m_programSprites(0),
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m_texture(0),
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m_pbo(0),
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m_vboColor(0),
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m_windowWidth(windowWidth),
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m_windowHeight(windowHeight),
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m_bFp64Positions(false) {
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m_camera[0] = 0;
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m_camera[1] = 0;
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m_camera[2] = 0;
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_initGL();
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}
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ParticleRenderer::~ParticleRenderer() { m_pos = 0; }
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void ParticleRenderer::resetPBO() { glDeleteBuffers(1, (GLuint *)&m_pbo); }
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void ParticleRenderer::setPositions(float *pos, int numParticles) {
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m_pos = pos;
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m_numParticles = numParticles;
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if (!m_pbo) {
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glGenBuffers(1, (GLuint *)&m_pbo);
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}
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glBindBuffer(GL_ARRAY_BUFFER, m_pbo);
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glBufferData(GL_ARRAY_BUFFER, numParticles * 4 * sizeof(float), pos,
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GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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checkGLErrors("Setting particle float position");
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}
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void ParticleRenderer::setPositions(double *pos, int numParticles) {
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m_bFp64Positions = true;
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m_pos_fp64 = pos;
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m_numParticles = numParticles;
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if (!m_pbo) {
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glGenBuffers(1, (GLuint *)&m_pbo);
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}
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glBindBuffer(GL_ARRAY_BUFFER, m_pbo);
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glBufferData(GL_ARRAY_BUFFER, numParticles * 4 * sizeof(double), pos,
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GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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checkGLErrors("Setting particle double position");
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}
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void ParticleRenderer::setColors(float *color, int numParticles) {
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glBindBuffer(GL_ARRAY_BUFFER, m_vboColor);
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glBufferData(GL_ARRAY_BUFFER, numParticles * 4 * sizeof(float), color,
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GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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void ParticleRenderer::setBaseColor(float color[4]) {
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for (int i = 0; i < 4; i++) m_baseColor[i] = color[i];
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}
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void ParticleRenderer::setPBO(unsigned int pbo, int numParticles, bool fp64) {
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m_pbo = pbo;
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m_numParticles = numParticles;
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if (fp64) m_bFp64Positions = true;
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}
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void ParticleRenderer::display() {
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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glDepthMask(GL_FALSE);
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glUseProgram(m_programSprites);
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// Set modelview and projection matrices
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GLint h_ModelViewMatrix = glGetUniformLocation(m_programSprites, "modelview");
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GLint h_ProjectionMatrix =
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glGetUniformLocation(m_programSprites, "projection");
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matrix4 modelview;
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matrix4 projection;
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mat_identity(modelview);
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mat_identity(projection);
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mat_translate(modelview, m_camera);
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mat_perspective(projection, 60, (float)m_windowWidth / (float)m_windowHeight,
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0.1, 1000.0);
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glUniformMatrix4fv(h_ModelViewMatrix, 1, GL_FALSE, (GLfloat *)modelview);
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glUniformMatrix4fv(h_ProjectionMatrix, 1, GL_FALSE, (GLfloat *)projection);
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// Set point size
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GLint h_PointSize = glGetUniformLocation(m_programSprites, "size");
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glUniform1f(h_PointSize, m_spriteSize);
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// Set base and secondary colors
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GLint h_BaseColor = glGetUniformLocation(m_programSprites, "baseColor");
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GLint h_SecondaryColor =
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glGetUniformLocation(m_programSprites, "secondaryColor");
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glUniform4f(h_BaseColor, 1.0, 1.0, 1.0, 1.0);
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glUniform4f(h_SecondaryColor, m_baseColor[0], m_baseColor[1], m_baseColor[2],
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m_baseColor[3]);
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// Set position coords
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GLint h_position = glGetAttribLocation(m_programSprites, "a_position");
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glBindBuffer(GL_ARRAY_BUFFER, m_pbo);
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glEnableVertexAttribArray(h_position);
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glVertexAttribPointer(h_position, 4, GL_FLOAT, GL_FALSE, 0, 0);
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GLuint texLoc = glGetUniformLocation(m_programSprites, "splatTexture");
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glUniform1i(texLoc, 0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_texture);
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glDrawArrays(GL_POINTS, 0, m_numParticles);
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glDisableVertexAttribArray(h_position);
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glUseProgram(0);
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glDisable(GL_BLEND);
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glDepthMask(GL_TRUE);
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}
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const char vertexShader[] = {
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"attribute vec4 a_position;"
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"uniform mat4 projection;"
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"uniform mat4 modelview;"
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"uniform float size;"
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"void main()"
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"{"
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"float pointSize = 500.0 * size;"
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"vec4 vert = a_position;"
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"vert.w = 1.0;"
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"vec3 pos_eye = vec3(modelview * vert);"
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"gl_PointSize = max(1.0, pointSize / (1.0 - pos_eye.z));"
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"gl_Position = projection * modelview * a_position;"
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"}"};
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const char fragmentShader[] = {
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"uniform sampler2D splatTexture;"
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"uniform lowp vec4 baseColor;"
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"uniform lowp vec4 secondaryColor;"
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"void main()"
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"{"
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"lowp vec4 textureColor = (0.6 + 0.4 * baseColor) * "
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"texture2D(splatTexture, gl_PointCoord);"
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"gl_FragColor = textureColor * secondaryColor;"
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"}"};
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// Checks if the shader is compiled.
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static int CheckCompiled(GLuint shader) {
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GLint isCompiled = 0;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &isCompiled);
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if (!isCompiled) {
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GLint infoLen = 0;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
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if (infoLen > 1) {
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char *infoLog = (char *)malloc(sizeof(char) * infoLen);
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glGetShaderInfoLog(shader, infoLen, NULL, infoLog);
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printf("Error compiling program:\n%s\n", infoLog);
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free(infoLog);
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}
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return 0;
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}
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return 1;
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}
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void ParticleRenderer::_initGL() {
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m_vertexShader = glCreateShader(GL_VERTEX_SHADER);
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m_fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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const char *v = vertexShader;
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const char *f = fragmentShader;
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glShaderSource(m_vertexShader, 1, &v, 0);
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glShaderSource(m_fragmentShader, 1, &f, 0);
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checkGLErrors("Shader Source");
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glCompileShader(m_vertexShader);
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glCompileShader(m_fragmentShader);
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if (!CheckCompiled(m_vertexShader) || !CheckCompiled(m_fragmentShader)) {
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printf("A shader failed to compile.\n");
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exit(1);
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}
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m_programSprites = glCreateProgram();
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checkGLErrors("create program");
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glAttachShader(m_programSprites, m_vertexShader);
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glAttachShader(m_programSprites, m_fragmentShader);
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checkGLErrors("attaching shaders");
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glLinkProgram(m_programSprites);
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checkGLErrors("linking program");
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EGLint linked;
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glGetProgramiv(m_programSprites, GL_LINK_STATUS, &linked);
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if (!linked) {
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printf("A shader failed to link.\n");
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exit(1);
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}
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_createTexture(32);
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glGenBuffers(1, (GLuint *)&m_vboColor);
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glBindBuffer(GL_ARRAY_BUFFER, m_vboColor);
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glBufferData(GL_ARRAY_BUFFER, m_numParticles * 4 * sizeof(float), 0,
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GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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//------------------------------------------------------------------------------
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// Function : EvalHermite
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// Description :
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//------------------------------------------------------------------------------
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/**
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* EvalHermite(float pA, float pB, float vA, float vB, float u)
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* @brief Evaluates Hermite basis functions for the specified coefficients.
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*/
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inline float evalHermite(float pA, float pB, float vA, float vB, float u) {
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float u2 = (u * u), u3 = u2 * u;
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float B0 = 2 * u3 - 3 * u2 + 1;
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float B1 = -2 * u3 + 3 * u2;
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float B2 = u3 - 2 * u2 + u;
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float B3 = u3 - u;
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return (B0 * pA + B1 * pB + B2 * vA + B3 * vB);
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}
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unsigned char *createGaussianMap(int N) {
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float *M = new float[2 * N * N];
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unsigned char *B = new unsigned char[4 * N * N];
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float X, Y, Y2, Dist;
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float Incr = 2.0f / N;
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int i = 0;
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int j = 0;
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Y = -1.0f;
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// float mmax = 0;
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for (int y = 0; y < N; y++, Y += Incr) {
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Y2 = Y * Y;
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X = -1.0f;
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for (int x = 0; x < N; x++, X += Incr, i += 2, j += 4) {
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Dist = (float)sqrtf(X * X + Y2);
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if (Dist > 1) Dist = 1;
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M[i + 1] = M[i] = evalHermite(1.0f, 0, 0, 0, Dist);
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B[j + 3] = B[j + 2] = B[j + 1] = B[j] = (unsigned char)(M[i] * 255);
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}
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}
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delete[] M;
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return (B);
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}
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void ParticleRenderer::_createTexture(int resolution) {
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unsigned char *data = createGaussianMap(resolution);
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glGenTextures(1, (GLuint *)&m_texture);
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glBindTexture(GL_TEXTURE_2D, m_texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
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GL_LINEAR); //_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, resolution, resolution, 0, GL_RGBA,
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GL_UNSIGNED_BYTE, data);
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}
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