cuda-samples/Samples/5_Domain_Specific/nbody/render_particles.cpp
2022-01-13 11:35:24 +05:30

369 lines
12 KiB
C++

/* Copyright (c) 2022, 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.
*/
#include "render_particles.h"
#define HELPERGL_EXTERN_GL_FUNC_IMPLEMENTATION
#include <helper_gl.h>
#include <cuda_runtime.h>
#include <cuda_gl_interop.h>
#include <helper_cuda.h>
#include <math.h>
#include <assert.h>
#define GL_POINT_SPRITE_ARB 0x8861
#define GL_COORD_REPLACE_ARB 0x8862
#define GL_VERTEX_PROGRAM_POINT_SIZE_NV 0x8642
ParticleRenderer::ParticleRenderer()
: m_pos(0),
m_numParticles(0),
m_pointSize(1.0f),
m_spriteSize(2.0f),
m_vertexShader(0),
m_vertexShaderPoints(0),
m_pixelShader(0),
m_programPoints(0),
m_programSprites(0),
m_texture(0),
m_pbo(0),
m_vboColor(0),
m_bFp64Positions(false) {
_initGL();
}
ParticleRenderer::~ParticleRenderer() { m_pos = 0; }
void ParticleRenderer::resetPBO() { glDeleteBuffers(1, (GLuint *)&m_pbo); }
void ParticleRenderer::setPositions(float *pos, int numParticles) {
m_pos = pos;
m_numParticles = numParticles;
if (!m_pbo) {
glGenBuffers(1, (GLuint *)&m_pbo);
}
glBindBuffer(GL_ARRAY_BUFFER, m_pbo);
glBufferData(GL_ARRAY_BUFFER, numParticles * 4 * sizeof(float), pos,
GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
SDK_CHECK_ERROR_GL();
}
void ParticleRenderer::setPositions(double *pos, int numParticles) {
m_bFp64Positions = true;
m_pos_fp64 = pos;
m_numParticles = numParticles;
if (!m_pbo) {
glGenBuffers(1, (GLuint *)&m_pbo);
}
glBindBuffer(GL_ARRAY_BUFFER, m_pbo);
glBufferData(GL_ARRAY_BUFFER, numParticles * 4 * sizeof(double), pos,
GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
SDK_CHECK_ERROR_GL();
}
void ParticleRenderer::setColors(float *color, int numParticles) {
glBindBuffer(GL_ARRAY_BUFFER, m_vboColor);
glBufferData(GL_ARRAY_BUFFER, numParticles * 4 * sizeof(float), color,
GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void ParticleRenderer::setBaseColor(float color[4]) {
for (int i = 0; i < 4; i++) m_baseColor[i] = color[i];
}
void ParticleRenderer::setPBO(unsigned int pbo, int numParticles, bool fp64) {
m_pbo = pbo;
m_numParticles = numParticles;
if (fp64) m_bFp64Positions = true;
}
void ParticleRenderer::_drawPoints(bool color) {
if (!m_pbo) {
glBegin(GL_POINTS);
{
int k = 0;
for (int i = 0; i < m_numParticles; ++i) {
if (m_bFp64Positions)
glVertex3dv(&m_pos_fp64[k]);
else {
glVertex3fv(&m_pos[k]);
}
k += 4;
}
}
glEnd();
} else {
glEnableClientState(GL_VERTEX_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, m_pbo);
if (m_bFp64Positions)
glVertexPointer(4, GL_DOUBLE, 0, 0);
else
glVertexPointer(4, GL_FLOAT, 0, 0);
if (color) {
glEnableClientState(GL_COLOR_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, m_vboColor);
// glActiveTexture(GL_TEXTURE1);
// glTexCoordPointer(4, GL_FLOAT, 0, 0);
glColorPointer(4, GL_FLOAT, 0, 0);
}
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) {
case PARTICLE_POINTS:
glColor3f(1, 1, 1);
glPointSize(m_pointSize);
glUseProgram(m_programPoints);
_drawPoints();
glUseProgram(0);
break;
case PARTICLE_SPRITES:
default: {
// setup point sprites
glEnable(GL_POINT_SPRITE_ARB);
glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
glEnable(GL_VERTEX_PROGRAM_POINT_SIZE_NV);
glPointSize(m_spriteSize);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glEnable(GL_BLEND);
glDepthMask(GL_FALSE);
glUseProgram(m_programSprites);
GLuint texLoc = glGetUniformLocation(m_programSprites, "splatTexture");
glUniform1i(texLoc, 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_texture);
glColor3f(1, 1, 1);
glSecondaryColor3fv(m_baseColor);
_drawPoints();
glUseProgram(0);
glDisable(GL_POINT_SPRITE_ARB);
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
}
break;
case PARTICLE_SPRITES_COLOR: {
// setup point sprites
glEnable(GL_POINT_SPRITE_ARB);
glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
glEnable(GL_VERTEX_PROGRAM_POINT_SIZE_NV);
glPointSize(m_spriteSize);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glEnable(GL_BLEND);
glDepthMask(GL_FALSE);
glUseProgram(m_programSprites);
GLuint texLoc = glGetUniformLocation(m_programSprites, "splatTexture");
glUniform1i(texLoc, 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_texture);
glColor3f(1, 1, 1);
glSecondaryColor3fv(m_baseColor);
_drawPoints(true);
glUseProgram(0);
glDisable(GL_POINT_SPRITE_ARB);
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
}
break;
}
SDK_CHECK_ERROR_GL();
}
const char vertexShaderPoints[] = {
"void main() \n"
"{ \n"
" vec4 vert = vec4(gl_Vertex.xyz, 1.0); "
" "
" \n"
" gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * vert; "
" \n"
" gl_FrontColor = gl_Color; \n"
"} "
"\n"};
const char vertexShader[] = {
"void main() \n"
"{ \n"
" float pointSize = 500.0 * gl_Point.size; \n"
" vec4 vert = gl_Vertex; "
" \n"
" vert.w = 1.0; "
" "
" \n"
" vec3 pos_eye = vec3 (gl_ModelViewMatrix * vert); \n"
" gl_PointSize = max(1.0, pointSize / (1.0 - pos_eye.z)); \n"
" gl_TexCoord[0] = gl_MultiTexCoord0; \n"
//" gl_TexCoord[1] = gl_MultiTexCoord1; \n"
" gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * vert; \n"
" gl_FrontColor = gl_Color; \n"
" gl_FrontSecondaryColor = gl_SecondaryColor; \n"
"} "
"\n"};
const char pixelShader[] = {
"uniform sampler2D splatTexture; \n"
"void main() \n"
"{ \n"
" vec4 color2 = gl_SecondaryColor; \n"
" vec4 color = (0.6 + 0.4 * gl_Color) * texture2D(splatTexture, "
"gl_TexCoord[0].st); \n"
" gl_FragColor = \n"
" color * color2;\n" // mix(vec4(0.1, 0.0, 0.0, color.w), color2,
// color.w);\n"
"} "
"\n"};
void ParticleRenderer::_initGL() {
m_vertexShader = glCreateShader(GL_VERTEX_SHADER);
m_vertexShaderPoints = glCreateShader(GL_VERTEX_SHADER);
m_pixelShader = glCreateShader(GL_FRAGMENT_SHADER);
const char *v = vertexShader;
const char *p = pixelShader;
glShaderSource(m_vertexShader, 1, &v, 0);
glShaderSource(m_pixelShader, 1, &p, 0);
const char *vp = vertexShaderPoints;
glShaderSource(m_vertexShaderPoints, 1, &vp, 0);
glCompileShader(m_vertexShader);
glCompileShader(m_vertexShaderPoints);
glCompileShader(m_pixelShader);
m_programSprites = glCreateProgram();
glAttachShader(m_programSprites, m_vertexShader);
glAttachShader(m_programSprites, m_pixelShader);
glLinkProgram(m_programSprites);
m_programPoints = glCreateProgram();
glAttachShader(m_programPoints, m_vertexShaderPoints);
glLinkProgram(m_programPoints);
_createTexture(32);
glGenBuffers(1, (GLuint *)&m_vboColor);
glBindBuffer(GL_ARRAY_BUFFER, m_vboColor);
glBufferData(GL_ARRAY_BUFFER, m_numParticles * 4 * sizeof(float), 0,
GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
//------------------------------------------------------------------------------
// Function : EvalHermite
// Description :
//------------------------------------------------------------------------------
/**
* EvalHermite(float pA, float pB, float vA, float vB, float u)
* @brief Evaluates Hermite basis functions for the specified coefficients.
*/
inline float evalHermite(float pA, float pB, float vA, float vB, float u) {
float u2 = (u * u), u3 = u2 * u;
float B0 = 2 * u3 - 3 * u2 + 1;
float B1 = -2 * u3 + 3 * u2;
float B2 = u3 - 2 * u2 + u;
float B3 = u3 - u;
return (B0 * pA + B1 * pB + B2 * vA + B3 * vB);
}
unsigned char *createGaussianMap(int N) {
float *M = new float[2 * N * N];
unsigned char *B = new unsigned char[4 * N * N];
float X, Y, Y2, Dist;
float Incr = 2.0f / N;
int i = 0;
int j = 0;
Y = -1.0f;
// float mmax = 0;
for (int y = 0; y < N; y++, Y += Incr) {
Y2 = Y * Y;
X = -1.0f;
for (int x = 0; x < N; x++, X += Incr, i += 2, j += 4) {
Dist = (float)sqrtf(X * X + Y2);
if (Dist > 1) Dist = 1;
M[i + 1] = M[i] = evalHermite(1.0f, 0, 0, 0, Dist);
B[j + 3] = B[j + 2] = B[j + 1] = B[j] = (unsigned char)(M[i] * 255);
}
}
delete[] M;
return (B);
}
void ParticleRenderer::_createTexture(int resolution) {
unsigned char *data = createGaussianMap(resolution);
glGenTextures(1, (GLuint *)&m_texture);
glBindTexture(GL_TEXTURE_2D, m_texture);
glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, resolution, resolution, 0, GL_RGBA,
GL_UNSIGNED_BYTE, data);
}