/* * CINELERRA * Copyright (C) 1997-2014 Adam Williams * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #ifndef NBODYCUDA_H #define NBODYCUDA_H #include "pluginvclient.h" #include #include #include #include #include <5_Simulations/nbody/bodysystemcuda.h> #include <5_Simulations/nbody/render_particles.h> #include "nbodycuda.h" class N_BodyConfig; class N_BodyMain; class N_BodyCuda; class N_BodyParams { public: float m_timestep, m_clusterScale, m_velocityScale; float m_softening, m_damping, m_pointSize; float m_x, m_y, m_z; static const int num_demos; }; class N_BodyCamera { public: float trans[3]; float rot[3]; float trans_lag[3]; float rot_lag[3]; }; class N_BodyConfig : public N_BodyParams, public N_BodyCamera { public: N_BodyConfig(); void reset(int i=0); int mode; float inertia; int numBodies; int equivalent(N_BodyConfig &that); void copy_from(N_BodyConfig &that); void interpolate(N_BodyConfig &prev, N_BodyConfig &next, long prev_frame, long next_frame, long current_frame); void limits(); }; class N_BodyMain : public PluginVClient { public: N_BodyMain(PluginServer *server); ~N_BodyMain(); PLUGIN_CLASS_MEMBERS2(N_BodyConfig) int is_realtime(); int is_synthesis(); void update_gui(); void save_data(KeyFrame *keyframe); void read_data(KeyFrame *keyframe); int process_buffer(VFrame *frame, int64_t start_position, double frame_rate); void initData(); void reset(); int handle_opengl(); int color_model, pass; VFrame *output; N_BodyCuda *cuda; void init_cuda(); void finish_cuda(); BodySystem *m_nbody; ParticleRenderer *m_renderer; float *m_hPos, *m_hVel; float *m_hColor; char deviceName[100]; enum { M_VIEW = 0, M_MOVE }; int blockSize; int activeDemo; int64_t curr_position, new_position; void init(int numBodies); void reset(int numBodies, NBodyConfig cfg); void resetRenderer(); void selectDemo(int index); void updateParams() { m_nbody->setSoftening(config.m_softening); m_nbody->setDamping(config.m_damping); } void updateSimulation() { m_nbody->update(config.m_timestep); } void display() { // display particles m_renderer->setSpriteSize(config.m_pointSize); m_renderer->setPBO(m_nbody->getCurrentReadBuffer(), m_nbody->getNumBodies(), (sizeof(float) > 4)); m_renderer->display((ParticleRenderer::DisplayMode)config.mode); } void draw(); void getArrays(float *pos, float *vel) { float *_pos = m_nbody->getArray(BODYSYSTEM_POSITION); float *_vel = m_nbody->getArray(BODYSYSTEM_VELOCITY); memcpy(pos, _pos, m_nbody->getNumBodies() * 4 * sizeof(float)); memcpy(vel, _vel, m_nbody->getNumBodies() * 4 * sizeof(float)); } void setArrays(const float *pos, const float *vel) { int sz = config.numBodies * 4 * sizeof(float); if (pos != m_hPos) memcpy(m_hPos, pos, sz); if (vel != m_hVel) memcpy(m_hVel, vel, sz); m_nbody->setArray(BODYSYSTEM_POSITION, m_hPos); m_nbody->setArray(BODYSYSTEM_VELOCITY, m_hVel); resetRenderer(); } void finalize(); }; #endif