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113 lines
3.9 KiB
C++
113 lines
3.9 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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#ifndef __PARTICLESYSTEM_H__
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#define __PARTICLESYSTEM_H__
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#include <helper_functions.h>
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#include "particles_kernel.cuh"
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#include "vector_functions.h"
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#include "GpuArray.h"
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#include "nvMath.h"
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using namespace nv;
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// CUDA BodySystem: runs on the GPU
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class ParticleSystem {
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public:
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ParticleSystem(uint numParticles, bool bUseVBO = true, bool bUseGL = true);
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~ParticleSystem();
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enum ParticleConfig { CONFIG_RANDOM, CONFIG_GRID, _NUM_CONFIGS };
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void step(float deltaTime);
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void depthSort();
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void reset(ParticleConfig config);
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uint getNumParticles() { return m_numParticles; }
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uint getPosBuffer() { return m_pos.getVbo(); }
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uint getVelBuffer() { return m_vel.getVbo(); }
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uint getColorBuffer() { return 0; }
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uint getSortedIndexBuffer() { return m_indices.getVbo(); }
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uint *getSortedIndices();
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float getParticleRadius() { return m_particleRadius; }
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SimParams &getParams() { return m_params; }
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void setSorting(bool x) { m_doDepthSort = x; }
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void setModelView(float *m);
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void setSortVector(float3 v) { m_sortVector = v; }
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void addSphere(uint &index, vec3f pos, vec3f vel, int r, float spacing,
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float jitter, float lifetime);
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void discEmitter(uint &index, vec3f pos, vec3f vel, vec3f vx, vec3f vy,
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float r, int n, float lifetime, float lifetimeVariance);
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void sphereEmitter(uint &index, vec3f pos, vec3f vel, vec3f spread, float r,
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int n, float lifetime, float lifetimeVariance);
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void dumpParticles(uint start, uint count);
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void dumpBin(float4 **posData, float4 **velData);
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protected: // methods
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ParticleSystem() {}
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void _initialize(int numParticlesm, bool bUseGL = true);
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void _free();
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void initGrid(vec3f start, uint3 size, vec3f spacing, float jitter, vec3f vel,
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uint numParticles, float lifetime = 100.0f);
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void initCubeRandom(vec3f origin, vec3f size, vec3f vel,
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float lifetime = 100.0f);
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protected: // data
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bool m_bInitialized;
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bool m_bUseVBO;
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uint m_numParticles;
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float m_particleRadius;
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GpuArray<float4> m_pos;
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GpuArray<float4> m_vel;
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// params
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SimParams m_params;
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float4x4 m_modelView;
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float3 m_sortVector;
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bool m_doDepthSort;
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GpuArray<float> m_sortKeys;
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GpuArray<uint> m_indices; // sorted indices for rendering
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StopWatchInterface *m_timer;
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float m_time;
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};
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#endif // __PARTICLESYSTEM_H__
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