mirror of
https://github.com/NVIDIA/cuda-samples.git
synced 2024-11-28 21:49:15 +08:00
944 lines
25 KiB
C++
944 lines
25 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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/*
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CUDA particle system with volumetric shadows
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sgreen 11/2008
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This sample demonstrates a technique for rendering realistic volumetric
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shadows through a cloud of particles. It uses CUDA for the simulation and
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depth sorting of the particles, and OpenGL for rendering.
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See the accompanying documentation for more details on the algorithm.
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This file handles OpenGL initialization and the user interface.
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*/
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#include <cstdlib>
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#include <cstdio>
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#include <algorithm>
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#include <math.h>
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#include <helper_gl.h>
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#if defined(__APPLE__) || defined(__MACOSX)
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#pragma clang diagnostic ignored "-Wdeprecated-declarations"
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#include <GLUT/glut.h>
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#else
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#include <GL/freeglut.h>
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#endif
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#if defined(WIN32)
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#include <GL/wglew.h>
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#endif
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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 "ParticleSystem.h"
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#include "ParticleSystem.cuh"
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#include "SmokeRenderer.h"
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#include "paramgl.h"
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#include "GLSLProgram.h"
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#include "SmokeShaders.h"
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uint numParticles = 1 << 16;
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ParticleSystem *psystem = 0;
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SmokeRenderer *renderer = 0;
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GLSLProgram *floorProg = 0;
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int winWidth = 1280, winHeight = 1024;
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int g_TotalErrors = 0;
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// view params
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int ox, oy;
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int buttonState = 0;
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bool keyDown[256];
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vec3f cameraPos(0, -1, -4);
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vec3f cameraRot(0, 0, 0);
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vec3f cameraPosLag(cameraPos);
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vec3f cameraRotLag(cameraRot);
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vec3f cursorPos(0, 1, 0);
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vec3f cursorPosLag(cursorPos);
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vec3f lightPos(5.0, 5.0, -5.0);
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const float inertia = 0.1f;
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const float translateSpeed = 0.002f;
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const float cursorSpeed = 0.01f;
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const float rotateSpeed = 0.2f;
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const float walkSpeed = 0.05f;
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enum { M_VIEW = 0, M_MOVE_CURSOR, M_MOVE_LIGHT };
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int mode = 0;
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int displayMode = (int)SmokeRenderer::VOLUMETRIC;
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// QA AutoTest
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bool g_bQAReadback = false;
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// toggles
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bool displayEnabled = true;
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bool paused = false;
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bool displaySliders = false;
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bool wireframe = false;
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bool animateEmitter = true;
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bool emitterOn = true;
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bool sort = true;
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bool displayLightBuffer = false;
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bool drawVectors = false;
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bool doBlur = false;
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float emitterVel = 0.0f;
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uint emitterRate = 1000;
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float emitterRadius = 0.25;
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float emitterSpread = 0.0;
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uint emitterIndex = 0;
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// simulation parameters
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float timestep = 0.5f;
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float currentTime = 0.0f;
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float spriteSize = 0.05f;
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float alpha = 0.1f;
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float shadowAlpha = 0.02f;
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float particleLifetime = (float)numParticles / (float)emitterRate;
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vec3f lightColor(1.0f, 1.0f, 0.8f);
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vec3f colorAttenuation(0.5f, 0.75f, 1.0f);
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float blurRadius = 2.0f;
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int numSlices = 64;
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int numDisplayedSlices = numSlices;
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// fps
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static int fpsCount = 0;
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static int fpsLimit = 1;
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StopWatchInterface *timer = NULL;
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float modelView[16];
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ParamListGL *params;
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GLuint floorTex = 0;
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// CheckRender object for verification
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#define MAX_EPSILON_ERROR 10.0f
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#define THRESHOLD 0.40f
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// Define the files that are to be saved and the reference images for validation
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const char *sSDKsample = "CUDA Smoke Particles";
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const char *sRefBin[] = {"ref_smokePart_pos.bin", "ref_smokePart_vel.bin",
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NULL};
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void runEmitter();
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// initialize particle system
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void initParticles(int numParticles, bool bUseVBO, bool bUseGL) {
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psystem = new ParticleSystem(numParticles, bUseVBO, bUseGL);
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psystem->reset(ParticleSystem::CONFIG_RANDOM);
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if (bUseVBO) {
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renderer = new SmokeRenderer(numParticles);
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renderer->setLightTarget(vec3f(0.0, 1.0, 0.0));
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sdkCreateTimer(&timer);
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}
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}
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void cleanup() {
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if (psystem) {
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delete psystem;
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}
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if (renderer) {
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delete renderer;
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}
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if (floorProg) {
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delete floorProg;
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}
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sdkDeleteTimer(&timer);
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if (params) {
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delete params;
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}
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if (floorTex) {
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glDeleteTextures(1, &floorTex);
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}
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}
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void renderScene() {
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_TRUE);
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// draw floor
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floorProg->enable();
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floorProg->bindTexture("tex", floorTex, GL_TEXTURE_2D, 0);
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floorProg->bindTexture("shadowTex", renderer->getShadowTexture(),
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GL_TEXTURE_2D, 1);
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floorProg->setUniformfv("lightPosEye", renderer->getLightPositionEyeSpace(),
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3);
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floorProg->setUniformfv("lightColor", lightColor, 3);
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// set shadow matrix as texture matrix
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matrix4f shadowMatrix = renderer->getShadowMatrix();
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glActiveTexture(GL_TEXTURE0);
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glMatrixMode(GL_TEXTURE);
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glLoadMatrixf((GLfloat *)shadowMatrix.get_value());
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glColor3f(1.0, 1.0, 1.0);
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glNormal3f(0.0, 1.0, 0.0);
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glBegin(GL_QUADS);
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{
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float s = 20.f;
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float rep = 20.f;
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glTexCoord2f(0.f, 0.f);
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glVertex3f(-s, 0, -s);
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glTexCoord2f(rep, 0.f);
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glVertex3f(s, 0, -s);
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glTexCoord2f(rep, rep);
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glVertex3f(s, 0, s);
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glTexCoord2f(0.f, rep);
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glVertex3f(-s, 0, s);
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}
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glEnd();
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floorProg->disable();
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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// draw light
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glTranslatef(lightPos.x, lightPos.y, lightPos.z);
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glColor3fv(&lightColor[0]);
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glutSolidSphere(0.1, 10, 5);
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glPopMatrix();
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}
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// main rendering loop
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void display() {
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sdkStartTimer(&timer);
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// move camera
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if (cameraPos[1] > 0.0f) {
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cameraPos[1] = 0.0f;
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}
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cameraPosLag += (cameraPos - cameraPosLag) * inertia;
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cameraRotLag += (cameraRot - cameraRotLag) * inertia;
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cursorPosLag += (cursorPos - cursorPosLag) * inertia;
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// view transform
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glRotatef(cameraRotLag[0], 1.0, 0.0, 0.0);
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glRotatef(cameraRotLag[1], 0.0, 1.0, 0.0);
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glTranslatef(cameraPosLag[0], cameraPosLag[1], cameraPosLag[2]);
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glGetFloatv(GL_MODELVIEW_MATRIX, modelView);
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// update the simulation
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if (!paused) {
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if (emitterOn) {
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runEmitter();
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}
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SimParams &p = psystem->getParams();
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p.cursorPos = make_float3(cursorPosLag.x, cursorPosLag.y, cursorPosLag.z);
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psystem->step(timestep);
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currentTime += timestep;
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}
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renderer->calcVectors();
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vec3f sortVector = renderer->getSortVector();
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psystem->setSortVector(make_float3(sortVector.x, sortVector.y, sortVector.z));
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psystem->setModelView(modelView);
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psystem->setSorting(sort);
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psystem->depthSort();
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// render
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glClearColor(0.0, 0.0, 0.0, 1.0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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renderScene();
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// draw particles
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if (displayEnabled) {
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// render scene to offscreen buffers to get correct occlusion
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renderer->beginSceneRender(SmokeRenderer::LIGHT_BUFFER);
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renderScene();
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renderer->endSceneRender(SmokeRenderer::LIGHT_BUFFER);
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renderer->beginSceneRender(SmokeRenderer::SCENE_BUFFER);
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renderScene();
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renderer->endSceneRender(SmokeRenderer::SCENE_BUFFER);
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renderer->setPositionBuffer(psystem->getPosBuffer());
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renderer->setVelocityBuffer(psystem->getVelBuffer());
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renderer->setIndexBuffer(psystem->getSortedIndexBuffer());
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renderer->setNumParticles(psystem->getNumParticles());
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renderer->setParticleRadius(spriteSize);
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renderer->setDisplayLightBuffer(displayLightBuffer);
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renderer->setAlpha(alpha);
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renderer->setShadowAlpha(shadowAlpha);
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renderer->setLightPosition(lightPos);
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renderer->setColorAttenuation(colorAttenuation);
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renderer->setLightColor(lightColor);
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renderer->setNumSlices(numSlices);
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renderer->setNumDisplayedSlices(numDisplayedSlices);
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renderer->setBlurRadius(blurRadius);
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renderer->render();
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if (drawVectors) {
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renderer->debugVectors();
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}
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}
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// display sliders
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if (displaySliders) {
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glDisable(GL_DEPTH_TEST);
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glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO); // invert color
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glEnable(GL_BLEND);
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params->Render(0, 0);
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glDisable(GL_BLEND);
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glEnable(GL_DEPTH_TEST);
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}
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glutSwapBuffers();
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glutReportErrors();
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sdkStopTimer(&timer);
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fpsCount++;
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// this displays the frame rate updated every second (independent of frame
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// rate)
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if (fpsCount >= fpsLimit) {
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char fps[256];
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float ifps = 1.f / (sdkGetAverageTimerValue(&timer) / 1000.f);
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sprintf(fps, "CUDA Smoke Particles (%d particles): %3.1f fps", numParticles,
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ifps);
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glutSetWindowTitle(fps);
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fpsCount = 0;
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fpsLimit = (ifps > 1.f) ? (int)ifps : 1;
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if (paused) {
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fpsLimit = 0;
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}
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sdkResetTimer(&timer);
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}
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}
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// GLUT callback functions
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void reshape(int w, int h) {
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(60.0, (float)w / (float)h, 0.01, 100.0);
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glMatrixMode(GL_MODELVIEW);
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glViewport(0, 0, w, h);
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renderer->setFOV(60.0);
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renderer->setWindowSize(w, h);
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}
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void mouse(int button, int state, int x, int y) {
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int mods;
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if (state == GLUT_DOWN) {
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buttonState |= 1 << button;
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} else if (state == GLUT_UP) {
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buttonState = 0;
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}
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mods = glutGetModifiers();
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if (mods & GLUT_ACTIVE_SHIFT) {
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buttonState = 2;
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} else if (mods & GLUT_ACTIVE_CTRL) {
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buttonState = 3;
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}
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ox = x;
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oy = y;
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if (displaySliders) {
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if (params->Mouse(x, y, button, state)) {
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glutPostRedisplay();
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return;
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}
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}
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glutPostRedisplay();
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}
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// transform vector by matrix
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void xform(vec3f &v, vec3f &r, float *m) {
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r.x = v.x * m[0] + v.y * m[4] + v.z * m[8] + m[12];
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r.y = v.x * m[1] + v.y * m[5] + v.z * m[9] + m[13];
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r.z = v.x * m[2] + v.y * m[6] + v.z * m[10] + m[14];
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}
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// transform vector by transpose of matrix (assuming orthonormal)
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void ixform(vec3f &v, vec3f &r, float *m) {
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r.x = v.x * m[0] + v.y * m[1] + v.z * m[2];
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r.y = v.x * m[4] + v.y * m[5] + v.z * m[6];
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r.z = v.x * m[8] + v.y * m[9] + v.z * m[10];
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}
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void ixformPoint(vec3f &v, vec3f &r, float *m) {
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vec3f x;
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x.x = v.x - m[12];
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x.y = v.y - m[13];
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x.z = v.z - m[14];
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ixform(x, r, m);
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}
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void motion(int x, int y) {
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float dx, dy;
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dx = (float)(x - ox);
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dy = (float)(y - oy);
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if (displaySliders) {
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if (params->Motion(x, y)) {
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ox = x;
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oy = y;
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glutPostRedisplay();
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return;
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}
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}
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switch (mode) {
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case M_VIEW: {
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if (buttonState == 1) {
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// left = rotate
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cameraRot[0] += dy * rotateSpeed;
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cameraRot[1] += dx * rotateSpeed;
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}
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if (buttonState == 2) {
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// middle = translate
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vec3f v = vec3f(dx * translateSpeed, -dy * translateSpeed, 0.0f);
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vec3f r;
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ixform(v, r, modelView);
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cameraPos += r;
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}
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if (buttonState == 3) {
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// left+middle = zoom
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vec3f v = vec3f(0.0, 0.0, dy * translateSpeed);
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vec3f r;
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ixform(v, r, modelView);
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cameraPos += r;
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}
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} break;
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case M_MOVE_CURSOR: {
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if (buttonState == 1) {
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vec3f v = vec3f(dx * cursorSpeed, -dy * cursorSpeed, 0.0f);
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vec3f r;
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ixform(v, r, modelView);
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cursorPos += r;
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} else if (buttonState == 2) {
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vec3f v = vec3f(0.0f, 0.0f, dy * cursorSpeed);
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vec3f r;
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ixform(v, r, modelView);
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cursorPos += r;
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}
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} break;
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case M_MOVE_LIGHT:
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if (buttonState == 1) {
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vec3f v = vec3f(dx * cursorSpeed, -dy * cursorSpeed, 0.0f);
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vec3f r;
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ixform(v, r, modelView);
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lightPos += r;
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} else if (buttonState == 2) {
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vec3f v = vec3f(0.0f, 0.0f, dy * cursorSpeed);
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vec3f r;
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ixform(v, r, modelView);
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lightPos += r;
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}
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break;
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}
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ox = x;
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oy = y;
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glutPostRedisplay();
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}
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// commented out to remove unused parameter warnings in Linux
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void key(unsigned char key, int /*x*/, int /*y*/) {
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switch (key) {
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case ' ':
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paused = !paused;
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break;
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case 13:
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psystem->step(timestep);
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renderer->setPositionBuffer(psystem->getPosBuffer());
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renderer->setVelocityBuffer(psystem->getVelBuffer());
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break;
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case '\033':
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cleanup();
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exit(EXIT_SUCCESS);
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break;
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case 'v':
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mode = M_VIEW;
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animateEmitter = true;
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break;
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case 'm':
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mode = M_MOVE_CURSOR;
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animateEmitter = false;
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break;
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case 'l':
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mode = M_MOVE_LIGHT;
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break;
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case 'r':
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displayEnabled = !displayEnabled;
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break;
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case '1':
|
|
psystem->reset(ParticleSystem::CONFIG_RANDOM);
|
|
break;
|
|
|
|
case '2':
|
|
emitterOn ^= 1;
|
|
break;
|
|
|
|
case 'W':
|
|
wireframe = !wireframe;
|
|
break;
|
|
|
|
case 'h':
|
|
displaySliders = !displaySliders;
|
|
break;
|
|
|
|
case 'o':
|
|
sort ^= 1;
|
|
psystem->setSorting(sort);
|
|
break;
|
|
|
|
case 'D':
|
|
displayLightBuffer ^= 1;
|
|
break;
|
|
|
|
case 'p':
|
|
displayMode = (displayMode + 1) % SmokeRenderer::NUM_MODES;
|
|
renderer->setDisplayMode((SmokeRenderer::DisplayMode)displayMode);
|
|
break;
|
|
|
|
case 'P':
|
|
displayMode--;
|
|
|
|
if (displayMode < 0) {
|
|
displayMode = SmokeRenderer::NUM_MODES - 1;
|
|
}
|
|
|
|
renderer->setDisplayMode((SmokeRenderer::DisplayMode)displayMode);
|
|
break;
|
|
|
|
case 'V':
|
|
drawVectors ^= 1;
|
|
break;
|
|
|
|
case '=':
|
|
numSlices *= 2;
|
|
|
|
if (numSlices > 256) {
|
|
numSlices = 256;
|
|
}
|
|
|
|
numDisplayedSlices = numSlices;
|
|
break;
|
|
|
|
case '-':
|
|
if (numSlices > 1) {
|
|
numSlices /= 2;
|
|
}
|
|
|
|
numDisplayedSlices = numSlices;
|
|
break;
|
|
|
|
case 'b':
|
|
doBlur ^= 1;
|
|
renderer->setDoBlur(doBlur);
|
|
break;
|
|
}
|
|
|
|
printf("numSlices = %d\n", numSlices);
|
|
keyDown[key] = true;
|
|
|
|
glutPostRedisplay();
|
|
}
|
|
|
|
void keyUp(unsigned char key, int /*x*/, int /*y*/) { keyDown[key] = false; }
|
|
|
|
void runEmitter() {
|
|
vec3f vel = vec3f(0, emitterVel, 0);
|
|
vec3f vx(1, 0, 0);
|
|
vec3f vy(0, 0, 1);
|
|
vec3f spread(emitterSpread, 0.0f, emitterSpread);
|
|
|
|
psystem->sphereEmitter(emitterIndex, cursorPosLag, vel, spread, emitterRadius,
|
|
ftoi(emitterRate * timestep), particleLifetime,
|
|
particleLifetime * 0.1f);
|
|
|
|
if (emitterIndex > numParticles - 1) {
|
|
emitterIndex = 0;
|
|
}
|
|
}
|
|
|
|
void special(int k, int x, int y) {
|
|
if (displaySliders) {
|
|
params->Special(k, x, y);
|
|
}
|
|
}
|
|
|
|
void idle(void) {
|
|
// move camera in view direction
|
|
/*
|
|
0 4 8 12 x
|
|
1 5 9 13 y
|
|
2 6 10 14 z
|
|
*/
|
|
if (keyDown['w']) {
|
|
cameraPos[0] += modelView[2] * walkSpeed;
|
|
cameraPos[1] += modelView[6] * walkSpeed;
|
|
cameraPos[2] += modelView[10] * walkSpeed;
|
|
}
|
|
|
|
if (keyDown['s']) {
|
|
cameraPos[0] -= modelView[2] * walkSpeed;
|
|
cameraPos[1] -= modelView[6] * walkSpeed;
|
|
cameraPos[2] -= modelView[10] * walkSpeed;
|
|
}
|
|
|
|
if (keyDown['a']) {
|
|
cameraPos[0] += modelView[0] * walkSpeed;
|
|
cameraPos[1] += modelView[4] * walkSpeed;
|
|
cameraPos[2] += modelView[8] * walkSpeed;
|
|
}
|
|
|
|
if (keyDown['d']) {
|
|
cameraPos[0] -= modelView[0] * walkSpeed;
|
|
cameraPos[1] -= modelView[4] * walkSpeed;
|
|
cameraPos[2] -= modelView[8] * walkSpeed;
|
|
}
|
|
|
|
if (keyDown['e']) {
|
|
cameraPos[0] += modelView[1] * walkSpeed;
|
|
cameraPos[1] += modelView[5] * walkSpeed;
|
|
cameraPos[2] += modelView[9] * walkSpeed;
|
|
}
|
|
|
|
if (keyDown['q']) {
|
|
cameraPos[0] -= modelView[1] * walkSpeed;
|
|
cameraPos[1] -= modelView[5] * walkSpeed;
|
|
cameraPos[2] -= modelView[9] * walkSpeed;
|
|
}
|
|
|
|
if (animateEmitter) {
|
|
const float speed = 0.02f;
|
|
cursorPos.x = sin(currentTime * speed) * 1.5f;
|
|
cursorPos.y = 1.5f + sin(currentTime * speed * 1.3f);
|
|
cursorPos.z = cos(currentTime * speed) * 1.5f;
|
|
}
|
|
|
|
glutPostRedisplay();
|
|
}
|
|
|
|
// initialize sliders
|
|
void initParams() {
|
|
// create a new parameter list
|
|
params = new ParamListGL("misc");
|
|
|
|
params->AddParam(new Param<int>("displayed slices", numDisplayedSlices, 0,
|
|
256, 1, &numDisplayedSlices));
|
|
|
|
params->AddParam(
|
|
new Param<float>("time step", timestep, 0.0f, 1.0f, 0.001f, ×tep));
|
|
|
|
SimParams &p = psystem->getParams();
|
|
params->AddParam(
|
|
new Param<float>("damping", 0.99f, 0.0f, 1.0f, 0.001f, &p.globalDamping));
|
|
params->AddParam(
|
|
new Param<float>("gravity", 0.0f, 0.01f, -0.01f, 0.0001f, &p.gravity.y));
|
|
|
|
params->AddParam(
|
|
new Param<float>("noise freq", 0.1f, 0.0f, 1.0f, 0.001f, &p.noiseFreq));
|
|
params->AddParam(new Param<float>("noise strength", 0.001f, 0.0f, 0.01f,
|
|
0.001f, &p.noiseAmp));
|
|
params->AddParam(new Param<float>("noise anim", 0.0f, -0.001f, 0.001f,
|
|
0.0001f, &p.noiseSpeed.y));
|
|
|
|
params->AddParam(new Param<float>("sprite size", spriteSize, 0.0f, 0.1f,
|
|
0.001f, &spriteSize));
|
|
params->AddParam(
|
|
new Param<float>("alpha", alpha, 0.0f, 1.0f, 0.001f, &alpha));
|
|
|
|
params->AddParam(new Param<float>("light color r", lightColor[0], 0.0f, 1.0f,
|
|
0.01f, &lightColor[0]));
|
|
params->AddParam(new Param<float>("light color g", lightColor[1], 0.0f, 1.0f,
|
|
0.01f, &lightColor[1]));
|
|
params->AddParam(new Param<float>("light color b", lightColor[2], 0.0f, 1.0f,
|
|
0.01f, &lightColor[2]));
|
|
|
|
params->AddParam(new Param<float>("atten color r", colorAttenuation[0], 0.0f,
|
|
1.0f, 0.01f, &colorAttenuation[0]));
|
|
params->AddParam(new Param<float>("atten color g", colorAttenuation[1], 0.0f,
|
|
1.0f, 0.01f, &colorAttenuation[1]));
|
|
params->AddParam(new Param<float>("atten color b", colorAttenuation[2], 0.0f,
|
|
1.0f, 0.01f, &colorAttenuation[2]));
|
|
params->AddParam(new Param<float>("shadow alpha", shadowAlpha, 0.0f, 0.1f,
|
|
0.001f, &shadowAlpha));
|
|
|
|
params->AddParam(new Param<float>("blur radius", blurRadius, 0.0f, 10.0f,
|
|
0.1f, &blurRadius));
|
|
|
|
params->AddParam(new Param<float>("emitter radius", emitterRadius, 0.0f, 2.0f,
|
|
0.01f, &emitterRadius));
|
|
params->AddParam(
|
|
new Param<uint>("emitter rate", emitterRate, 0, 10000, 1, &emitterRate));
|
|
params->AddParam(new Param<float>("emitter velocity", emitterVel, 0.0f, 0.1f,
|
|
0.001f, &emitterVel));
|
|
params->AddParam(new Param<float>("emitter spread", emitterSpread, 0.0f, 0.1f,
|
|
0.001f, &emitterSpread));
|
|
|
|
params->AddParam(new Param<float>("particle lifetime", particleLifetime, 0.0f,
|
|
1000.0f, 1.0f, &particleLifetime));
|
|
}
|
|
|
|
void mainMenu(int i) { key((unsigned char)i, 0, 0); }
|
|
|
|
void initMenus() {
|
|
glutCreateMenu(mainMenu);
|
|
glutAddMenuEntry("Reset block [1]", '1');
|
|
glutAddMenuEntry("Toggle emitter [2]", '2');
|
|
glutAddMenuEntry("Toggle animation [ ]", ' ');
|
|
glutAddMenuEntry("Step animation [ret]", 13);
|
|
glutAddMenuEntry("View mode [v]", 'v');
|
|
glutAddMenuEntry("Move cursor mode [m]", 'm');
|
|
glutAddMenuEntry("Move light mode [l]", 'l');
|
|
glutAddMenuEntry("Toggle point rendering [p]", 'p');
|
|
glutAddMenuEntry("Toggle sliders [h]", 'h');
|
|
glutAddMenuEntry("Toggle sorting [o]", 'o');
|
|
glutAddMenuEntry("Toggle vectors [V]", 'V');
|
|
glutAddMenuEntry("Display light buffer [D]", 'D');
|
|
glutAddMenuEntry("Toggle shadow blur [b]", 'b');
|
|
glutAddMenuEntry("Increase no. slices [=]", '=');
|
|
glutAddMenuEntry("Decrease no. slices [-]", '-');
|
|
glutAddMenuEntry("Quit (esc)", '\033');
|
|
glutAttachMenu(GLUT_RIGHT_BUTTON);
|
|
}
|
|
|
|
GLuint createTexture(GLenum target, GLint internalformat, GLenum format, int w,
|
|
int h, void *data) {
|
|
GLuint tex;
|
|
glGenTextures(1, &tex);
|
|
glBindTexture(target, tex);
|
|
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
|
glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
|
glTexParameteri(target, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
|
|
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
|
glTexImage2D(target, 0, internalformat, w, h, 0, format, GL_UNSIGNED_BYTE,
|
|
data);
|
|
return tex;
|
|
}
|
|
|
|
GLuint loadTexture(char *filename) {
|
|
unsigned char *data = 0;
|
|
unsigned int width, height;
|
|
sdkLoadPPM4ub(filename, &data, &width, &height);
|
|
|
|
if (!data) {
|
|
printf("Error opening file '%s'\n", filename);
|
|
return 0;
|
|
}
|
|
|
|
printf("Loaded '%s', %d x %d pixels\n", filename, width, height);
|
|
|
|
return createTexture(GL_TEXTURE_2D, GL_RGBA8, GL_RGBA, width, height, data);
|
|
}
|
|
|
|
// initialize OpenGL
|
|
void initGL(int *argc, char **argv) {
|
|
glutInit(argc, argv);
|
|
glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
|
|
glutInitWindowSize(winWidth, winHeight);
|
|
glutCreateWindow("CUDA Smoke Particles");
|
|
|
|
if (!isGLVersionSupported(2, 0)) {
|
|
fprintf(stderr,
|
|
"The following required OpenGL extensions "
|
|
"missing:\n\tGL_VERSION_2_0\n\tGL_VERSION_1_5\n");
|
|
exit(EXIT_SUCCESS);
|
|
}
|
|
|
|
if (!areGLExtensionsSupported("GL_ARB_multitexture "
|
|
"GL_ARB_vertex_buffer_object "
|
|
"GL_EXT_geometry_shader4")) {
|
|
fprintf(stderr,
|
|
"The following required OpenGL extensions "
|
|
"missing:\n\tGL_ARB_multitexture\n\tGL_ARB_vertex_buffer_"
|
|
"object\n\tGL_EXT_geometry_shader4.\n");
|
|
exit(EXIT_SUCCESS);
|
|
}
|
|
|
|
#if defined(WIN32)
|
|
|
|
if (wglewIsSupported("WGL_EXT_swap_control")) {
|
|
// disable vertical sync
|
|
wglSwapIntervalEXT(0);
|
|
}
|
|
|
|
#endif
|
|
|
|
glEnable(GL_DEPTH_TEST);
|
|
|
|
// load floor texture
|
|
char *imagePath = sdkFindFilePath("floortile.ppm", argv[0]);
|
|
|
|
if (imagePath == NULL) {
|
|
fprintf(stderr, "Error finding floor image file\n");
|
|
exit(EXIT_FAILURE);
|
|
}
|
|
|
|
floorTex = loadTexture(imagePath);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
|
|
GL_LINEAR_MIPMAP_LINEAR);
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 16.0f);
|
|
|
|
floorProg = new GLSLProgram(floorVS, floorPS);
|
|
|
|
glutReportErrors();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
// Program main
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
int main(int argc, char **argv) {
|
|
#if defined(__linux__)
|
|
setenv("DISPLAY", ":0", 0);
|
|
#endif
|
|
|
|
printf("%s Starting...\n\n", sSDKsample);
|
|
|
|
printf(
|
|
"NOTE: The CUDA Samples are not meant for performance measurements. "
|
|
"Results may vary when GPU Boost is enabled.\n\n");
|
|
|
|
if (argc > 1) {
|
|
if (checkCmdLineFlag(argc, (const char **)argv, "n")) {
|
|
numParticles = getCmdLineArgumentInt(argc, (const char **)argv, "n");
|
|
}
|
|
|
|
if (checkCmdLineFlag(argc, (const char **)argv, "qatest")) {
|
|
g_bQAReadback = true;
|
|
}
|
|
}
|
|
|
|
if (g_bQAReadback) {
|
|
// For Automated testing, we do not use OpenGL/CUDA interop
|
|
findCudaDevice(argc, (const char **)argv);
|
|
|
|
// This code path is used for Automated Testing
|
|
initParticles(numParticles, false, false);
|
|
initParams();
|
|
|
|
if (emitterOn) {
|
|
runEmitter();
|
|
}
|
|
|
|
SimParams ¶ms = psystem->getParams();
|
|
params.cursorPos =
|
|
make_float3(cursorPosLag.x, cursorPosLag.y, cursorPosLag.z);
|
|
|
|
psystem->step(timestep);
|
|
|
|
float4 *pos = NULL, *vel = NULL;
|
|
|
|
psystem->dumpBin(&pos, &vel);
|
|
|
|
sdkDumpBin(pos, numParticles * sizeof(float4), "smokeParticles_pos.bin");
|
|
sdkDumpBin(vel, numParticles * sizeof(float4), "smokeParticles_vel.bin");
|
|
|
|
if (!sdkCompareBin2BinFloat("smokeParticles_pos.bin", sRefBin[0],
|
|
numParticles * sizeof(float4),
|
|
MAX_EPSILON_ERROR, THRESHOLD, argv[0])) {
|
|
g_TotalErrors++;
|
|
}
|
|
|
|
if (!sdkCompareBin2BinFloat("smokeParticles_vel.bin", sRefBin[1],
|
|
numParticles * sizeof(float4),
|
|
MAX_EPSILON_ERROR, THRESHOLD, argv[0])) {
|
|
g_TotalErrors++;
|
|
}
|
|
|
|
delete psystem;
|
|
} else {
|
|
// Normal smokeParticles rendering path
|
|
// 1st initialize OpenGL context, so we can properly set the GL for CUDA.
|
|
// This is needed to achieve optimal performance with OpenGL/CUDA interop.
|
|
initGL(&argc, argv);
|
|
|
|
findCudaDevice(argc, (const char **)argv);
|
|
|
|
// This is the normal code path for SmokeParticles
|
|
initParticles(numParticles, true, true);
|
|
initParams();
|
|
initMenus();
|
|
|
|
glutDisplayFunc(display);
|
|
glutReshapeFunc(reshape);
|
|
glutMouseFunc(mouse);
|
|
glutMotionFunc(motion);
|
|
glutKeyboardFunc(key);
|
|
glutKeyboardUpFunc(keyUp);
|
|
glutSpecialFunc(special);
|
|
glutIdleFunc(idle);
|
|
|
|
glutMainLoop();
|
|
}
|
|
|
|
exit(g_TotalErrors > 0 ? EXIT_FAILURE : EXIT_SUCCESS);
|
|
}
|