mirror of
https://github.com/NVIDIA/cuda-samples.git
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369 lines
10 KiB
C++
369 lines
10 KiB
C++
/* Copyright (c) 2022, 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 <assert.h>
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#include <math.h>
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#include <memory.h>
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#include <cstdio>
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#include <cstdlib>
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#include <algorithm>
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#define HELPERGL_EXTERN_GL_FUNC_IMPLEMENTATION
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#include <helper_gl.h>
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#include <cuda_runtime.h>
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#include <cuda_gl_interop.h>
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#include <helper_functions.h>
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#include <helper_cuda.h>
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#include "ParticleSystem.h"
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#include "ParticleSystem.cuh"
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#include "particles_kernel.cuh"
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#ifndef CUDART_PI_F
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#define CUDART_PI_F 3.141592654f
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#endif
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/*
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This handles the particle simulation using CUDA
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*/
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ParticleSystem::ParticleSystem(uint numParticles, bool bUseVBO, bool bUseGL)
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: m_bInitialized(false),
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m_bUseVBO(bUseVBO),
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m_numParticles(numParticles),
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m_particleRadius(0.1f),
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m_doDepthSort(false),
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m_timer(NULL),
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m_time(0.0f) {
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m_params.gravity = make_float3(0.0f, 0.0f, 0.0f);
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m_params.globalDamping = 1.0f;
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m_params.noiseSpeed = make_float3(0.0f, 0.0f, 0.0f);
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_initialize(numParticles, bUseGL);
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}
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ParticleSystem::~ParticleSystem() {
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_free();
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m_numParticles = 0;
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}
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void ParticleSystem::_initialize(int numParticles, bool bUseGL) {
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assert(!m_bInitialized);
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createNoiseTexture(64, 64, 64);
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m_numParticles = numParticles;
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// allocate GPU arrays
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m_pos.alloc(m_numParticles, m_bUseVBO, true); // create as VBO
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m_vel.alloc(m_numParticles, m_bUseVBO, true);
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m_sortKeys.alloc(m_numParticles);
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m_indices.alloc(m_numParticles, m_bUseVBO, false,
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true); // create as index buffer
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sdkCreateTimer(&m_timer);
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setParameters(&m_params);
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m_bInitialized = true;
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}
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void ParticleSystem::_free() { assert(m_bInitialized); }
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// step the simulation
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void ParticleSystem::step(float deltaTime) {
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assert(m_bInitialized);
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m_params.time = m_time;
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setParameters(&m_params);
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m_pos.map();
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m_vel.map();
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// integrate particles
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integrateSystem(m_pos.getDevicePtr(), m_pos.getDeviceWritePtr(),
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m_vel.getDevicePtr(), m_vel.getDeviceWritePtr(), deltaTime,
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m_numParticles);
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m_pos.unmap();
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m_vel.unmap();
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m_pos.swap();
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m_vel.swap();
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m_time += deltaTime;
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}
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// depth sort the particles
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void ParticleSystem::depthSort() {
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if (!m_doDepthSort) {
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return;
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}
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m_pos.map();
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m_indices.map();
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// calculate depth
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calcDepth(m_pos.getDevicePtr(), m_sortKeys.getDevicePtr(),
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m_indices.getDevicePtr(), m_sortVector, m_numParticles);
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// radix sort
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sortParticles(m_sortKeys.getDevicePtr(), m_indices.getDevicePtr(),
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m_numParticles);
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m_pos.unmap();
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m_indices.unmap();
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}
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uint *ParticleSystem::getSortedIndices() {
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// copy sorted indices back to CPU
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m_indices.copy(GpuArray<uint>::DEVICE_TO_HOST);
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return m_indices.getHostPtr();
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}
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// random float [0, 1]
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inline float frand() { return rand() / (float)RAND_MAX; }
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// signed random float [-1, 1]
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inline float sfrand() { return frand() * 2.0f - 1.0f; }
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// random signed vector
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inline vec3f svrand() { return vec3f(sfrand(), sfrand(), sfrand()); }
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// random point in circle
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inline vec2f randCircle() {
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vec2f r;
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do {
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r = vec2f(sfrand(), sfrand());
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} while (length(r) > 1.0f);
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return r;
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}
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// random point in sphere
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inline vec3f randSphere() {
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vec3f r;
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do {
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r = svrand();
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} while (length(r) > 1.0f);
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return r;
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}
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// initialize in regular grid
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void ParticleSystem::initGrid(vec3f start, uint3 size, vec3f spacing,
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float jitter, vec3f vel, uint numParticles,
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float lifetime) {
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srand(1973);
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float4 *posPtr = m_pos.getHostPtr();
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float4 *velPtr = m_vel.getHostPtr();
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for (uint z = 0; z < size.z; z++) {
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for (uint y = 0; y < size.y; y++) {
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for (uint x = 0; x < size.x; x++) {
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uint i = (z * size.y * size.x) + (y * size.x) + x;
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if (i < numParticles) {
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vec3f pos = start + spacing * vec3f((float)x, (float)y, (float)z) +
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svrand() * jitter;
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posPtr[i] = make_float4(pos.x, pos.y, pos.z, 0.0f);
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velPtr[i] = make_float4(vel.x, vel.y, vel.z, lifetime);
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}
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}
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}
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}
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}
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// initialize in random positions within cube
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void ParticleSystem::initCubeRandom(vec3f origin, vec3f size, vec3f vel,
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float lifetime) {
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float4 *posPtr = m_pos.getHostPtr();
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float4 *velPtr = m_vel.getHostPtr();
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for (uint i = 0; i < m_numParticles; i++) {
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vec3f pos = origin + svrand() * size;
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posPtr[i] = make_float4(pos.x, pos.y, pos.z, 0.0f);
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velPtr[i] = make_float4(vel.x, vel.y, vel.z, lifetime);
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}
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}
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// add sphere on regular grid
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void ParticleSystem::addSphere(uint &index, vec3f pos, vec3f vel, int r,
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float spacing, float jitter, float lifetime) {
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float4 *posPtr = m_pos.getHostPtr();
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float4 *velPtr = m_vel.getHostPtr();
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uint start = index;
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uint count = 0;
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for (int z = -r; z <= r; z++) {
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for (int y = -r; y <= r; y++) {
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for (int x = -r; x <= r; x++) {
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vec3f delta = vec3f((float)x, (float)y, (float)z) * spacing;
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float dist = length(delta);
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if ((dist <= spacing * r) && (index < m_numParticles)) {
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// vec3f p = pos + delta + svrand()*jitter;
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posPtr[index] = make_float4(pos.x, pos.y, pos.z, 0.0f);
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velPtr[index] = make_float4(vel.x, vel.y, vel.z, lifetime);
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index++;
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count++;
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}
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}
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}
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}
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m_pos.copy(GpuArray<float4>::HOST_TO_DEVICE, start, count);
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m_vel.copy(GpuArray<float4>::HOST_TO_DEVICE, start, count);
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}
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void ParticleSystem::reset(ParticleConfig config) {
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switch (config) {
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default:
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case CONFIG_RANDOM:
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initCubeRandom(vec3f(0.0, 1.0, 0.0), vec3f(1.0, 1.0, 1.0), vec3f(0.0f),
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100.0);
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break;
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case CONFIG_GRID: {
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float jitter = m_particleRadius * 0.01f;
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uint s = (int)ceilf(powf((float)m_numParticles, 1.0f / 3.0f));
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uint gridSize[3];
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gridSize[0] = gridSize[1] = gridSize[2] = s;
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initGrid(vec3f(-1.0, 0.0, -1.0), make_uint3(s, s, s),
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vec3f(m_particleRadius * 2.0f), jitter, vec3f(0.0),
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m_numParticles, 100.0);
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} break;
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}
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m_pos.copy(GpuArray<float4>::HOST_TO_DEVICE);
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m_vel.copy(GpuArray<float4>::HOST_TO_DEVICE);
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}
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// particle emitters
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void ParticleSystem::discEmitter(uint &index, vec3f pos, vec3f vel, vec3f vx,
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vec3f vy, float r, int n, float lifetime,
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float lifetimeVariance) {
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float4 *posPtr = m_pos.getHostPtr();
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float4 *velPtr = m_vel.getHostPtr();
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uint start = index;
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uint count = 0;
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for (int i = 0; i < n; i++) {
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vec2f delta = randCircle() * r;
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if (index < m_numParticles) {
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vec3f p = pos + delta.x * vx + delta.y * vy;
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float lt = lifetime + frand() * lifetimeVariance;
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posPtr[index] = make_float4(p.x, p.y, p.z, 0.0f);
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velPtr[index] = make_float4(vel.x, vel.y, vel.z, lt);
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index++;
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count++;
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}
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}
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m_pos.copy(GpuArray<float4>::HOST_TO_DEVICE, start, count);
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m_vel.copy(GpuArray<float4>::HOST_TO_DEVICE, start, count);
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}
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void ParticleSystem::sphereEmitter(uint &index, vec3f pos, vec3f vel,
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vec3f spread, float r, int n, float lifetime,
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float lifetimeVariance) {
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float4 *posPtr = m_pos.getHostPtr();
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float4 *velPtr = m_vel.getHostPtr();
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uint start = index;
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uint count = 0;
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for (int i = 0; i < n; i++) {
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vec3f x = randSphere();
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// float dist = length(x);
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if (index < m_numParticles) {
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vec3f p = pos + x * r;
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float age = 0.0;
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float lt = lifetime + frand() * lifetimeVariance;
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vec3f dir = randSphere();
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dir.y = fabs(dir.y);
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vec3f v = vel + dir * spread;
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posPtr[index] = make_float4(p.x, p.y, p.z, age);
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velPtr[index] = make_float4(v.x, v.y, v.z, lt);
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index++;
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count++;
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}
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}
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m_pos.copy(GpuArray<float4>::HOST_TO_DEVICE, start, count);
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m_vel.copy(GpuArray<float4>::HOST_TO_DEVICE, start, count);
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}
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void ParticleSystem::setModelView(float *m) {
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for (int i = 0; i < 16; i++) {
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m_modelView.m[i] = m[i];
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}
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}
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// dump particles to stdout for debugging
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void ParticleSystem::dumpParticles(uint start, uint count) {
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m_pos.copy(GpuArray<float4>::DEVICE_TO_HOST);
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float4 *pos = m_pos.getHostPtr();
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m_vel.copy(GpuArray<float4>::DEVICE_TO_HOST);
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float4 *vel = m_vel.getHostPtr();
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for (uint i = start; i < start + count; i++) {
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printf("%d: ", i);
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printf("pos: (%.4f, %.4f, %.4f, %.4f)\n", pos[i].x, pos[i].y, pos[i].z,
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pos[i].w);
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printf("vel: (%.4f, %.4f, %.4f, %.4f)\n", vel[i].x, vel[i].y, vel[i].z,
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vel[i].w);
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}
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}
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// dump particles to a system memory host
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void ParticleSystem::dumpBin(float4 **posData, float4 **velData) {
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m_pos.copy(GpuArray<float4>::DEVICE_TO_HOST);
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*posData = m_pos.getHostPtr();
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m_vel.copy(GpuArray<float4>::DEVICE_TO_HOST);
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*velData = m_vel.getHostPtr();
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}
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