/* * Copyright 1993-2015 NVIDIA Corporation. All rights reserved. * * Please refer to the NVIDIA end user license agreement (EULA) associated * with this source code for terms and conditions that govern your use of * this software. Any use, reproduction, disclosure, or distribution of * this software and related documentation outside the terms of the EULA * is strictly prohibited. * */ #ifndef __PARTICLESYSTEM_H__ #define __PARTICLESYSTEM_H__ #include #include "particles_kernel.cuh" #include "vector_functions.h" #include "GpuArray.h" #include "nvMath.h" using namespace nv; // CUDA BodySystem: runs on the GPU class ParticleSystem { public: ParticleSystem(uint numParticles, bool bUseVBO = true, bool bUseGL = true); ~ParticleSystem(); enum ParticleConfig { CONFIG_RANDOM, CONFIG_GRID, _NUM_CONFIGS }; void step(float deltaTime); void depthSort(); void reset(ParticleConfig config); uint getNumParticles() { return m_numParticles; } uint getPosBuffer() { return m_pos.getVbo(); } uint getVelBuffer() { return m_vel.getVbo(); } uint getColorBuffer() { return 0; } uint getSortedIndexBuffer() { return m_indices.getVbo(); } uint *getSortedIndices(); float getParticleRadius() { return m_particleRadius; } SimParams &getParams() { return m_params; } void setSorting(bool x) { m_doDepthSort = x; } void setModelView(float *m); void setSortVector(float3 v) { m_sortVector = v; } void addSphere(uint &index, vec3f pos, vec3f vel, int r, float spacing, float jitter, float lifetime); void discEmitter(uint &index, vec3f pos, vec3f vel, vec3f vx, vec3f vy, float r, int n, float lifetime, float lifetimeVariance); void sphereEmitter(uint &index, vec3f pos, vec3f vel, vec3f spread, float r, int n, float lifetime, float lifetimeVariance); void dumpParticles(uint start, uint count); void dumpBin(float4 **posData, float4 **velData); protected: // methods ParticleSystem() {} void _initialize(int numParticlesm, bool bUseGL=true); void _free(); void initGrid(vec3f start, uint3 size, vec3f spacing, float jitter, vec3f vel, uint numParticles, float lifetime=100.0f); void initCubeRandom(vec3f origin, vec3f size, vec3f vel, float lifetime=100.0f); protected: // data bool m_bInitialized; bool m_bUseVBO; uint m_numParticles; float m_particleRadius; GpuArray m_pos; GpuArray m_vel; // params SimParams m_params; float4x4 m_modelView; float3 m_sortVector; bool m_doDepthSort; GpuArray m_sortKeys; GpuArray m_indices; // sorted indices for rendering StopWatchInterface *m_timer; float m_time; }; #endif // __PARTICLESYSTEM_H__