OpenCL Particles System Example in Processing

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The second example is adopted from the Million Particles example from the MSAOpenCL library spiele kostenlos herunterladen iphone. I developed it with Processing 2.0 alpha version without using the library and the Pointer class. All the memory buffers are standard Java.nio.Buffer kostenlos musik downloaden laptop. The performance is very acceptable with one million particles in the ATI Radeon HD 4670 graphics card.
 

 
The Processing source

import processing.opengl.*;
import javax.media.opengl.*;
import javax.media.opengl.glu.GLU;
import java.nio.FloatBuffer;
import java.nio.ByteBuffer;
 
import com.nativelibs4java.opencl.*;
import com.nativelibs4java.opencl.CLMem.Usage;
 
final int PARTICLES_COUNT = 1000000;
float halfWidth, halfHeight;
 
GL2 gl;
PGL pgl;
 
int [] vbo = new int[1];
 
CLContext context;
CLQueue queue;
CLKernel kernel;
 
CLBuffer<Float> partMem;
FloatBuffer partBuf;
 
CLBuffer<Byte> posMem;
ByteBuffer partPos;
 
PVector mousePos;
 
void setup() {
  size(screenWidth, screenHeight, OPENGL);
  background(0);
  randomSeed(millis());
  halfWidth = width/2;
  halfHeight = height/2;
  mousePos = new PVector(float(mouseX) - halfWidth, halfHeight - float(mouseY));
 
  PGraphicsOpenGL pg = (PGraphicsOpenGL) g;
  pgl = pg.beginPGL();
  gl = pgl.gl.getGL().getGL2();
  gl.glClearColor(0, 0, 0, 1);
  gl.glClear(GL.GL_COLOR_BUFFER_BIT);
  gl.glEnable(GL2.GL_POINT_SMOOTH);
  gl.glPointSize(2f);
 
  initOpenCL();
  pg.endPGL();
}
 
void initOpenCL() {
  context = JavaCL.createContextFromCurrentGL();
  queue = context.createDefaultQueue();
 
  partBuf = FloatBuffer.allocate(PARTICLES_COUNT * 4);
  partPos = ByteBuffer.allocateDirect(PARTICLES_COUNT * 2 * Float.SIZE/8).order(context.getByteOrder());
  FloatBuffer tmpPos = partPos.asFloatBuffer();
 
  for (int i = 0; i < PARTICLES_COUNT; i++) {
 
    partBuf.put(0.0f);
    partBuf.put(0.0f);
    partBuf.put(random(0.2, 2.0));
    partBuf.put(0.0f);
 
    tmpPos.put(random(width));
    tmpPos.put(random(height));
  }
 
  partBuf.rewind();
  partPos.rewind();
 
  gl.glGenBuffers(1, vbo, 0);
  gl.glBindBuffer(GL.GL_ARRAY_BUFFER, vbo[0]);
 
  gl.glBufferData(GL.GL_ARRAY_BUFFER, (int) partPos.capacity(), partPos, GL2.GL_DYNAMIC_COPY);
  gl.glBindBuffer(GL.GL_ARRAY_BUFFER, 0);
 
  posMem = context.createBufferFromGLBuffer(Usage.InputOutput, vbo[0]);
  partMem = context.createFloatBuffer(Usage.InputOutput, partBuf, true);
 
  String pgmSrc = join(loadStrings(dataPath("Particle.cl")), "\n");
  CLProgram program = context.createProgram(pgmSrc);
  kernel = program.build().createKernel("updateParticle");
  kernel.setArg(0, partMem);
  kernel.setArg(1, posMem);
  kernel.setArg(2, new float [] {
    mousePos.x, mousePos.y
  }
  );
}
 
void draw() {
  background(0);
  gl.glMatrixMode(GL2.GL_PROJECTION);
  gl.glLoadIdentity();
  pgl.glu.gluOrtho2D(-halfWidth - 1, halfWidth + 1, -halfHeight - 1, halfHeight + 1);
  gl.glMatrixMode(GL2.GL_MODELVIEW);
  gl.glColor3f(1.0f, 0.8f, 0.0f);
  gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, vbo[0]);
  queue.finish();
  gl.glEnableClientState(GL2.GL_VERTEX_ARRAY);
  gl.glVertexPointer(2, GL.GL_FLOAT, 0, 0);
  gl.glDrawArrays(GL2.GL_POINTS, 0, PARTICLES_COUNT);
 
  gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, 0);
  gl.glDisableClientState(GL2.GL_VERTEX_ARRAY);
  callKernel();
}
 
void callKernel() {
  mousePos.set(float(mouseX) - halfWidth, halfHeight - float(mouseY), 0.0f);
  CLEvent kernelCompletion;
  synchronized(kernel) {
    posMem.acquireGLObject(queue);
    kernel.setArg(2, new float [] {
      mousePos.x, mousePos.y
    }
    );
    int [] globalSizes = new int[] {
      PARTICLES_COUNT
    };
    kernelCompletion = kernel.enqueueNDRange(queue, globalSizes);
    posMem.releaseGLObject(queue);
  }
}

 
The kernel source

#define DAMP			0.95f
#define CENTER_FORCE		0.005f
#define MOUSE_FORCE		200.0f
#define MIN_SPEED		0.2f
 
typedef struct{
	float2 vel;
	float mass;
	float dummy;		
} Particle;
 
__kernel void updateParticle(__global Particle* particles, 
	__global float2* posBuffer, 
	const float2 mousePos)
{
	int id = get_global_id(0);
	__global Particle *p = &particles[id];
 
	float2 diff = mousePos - posBuffer[id];
	float invDistSQ = 1.0f / dot(diff, diff);
	diff *= (MOUSE_FORCE * invDistSQ);
 
	p->vel += -posBuffer[id] * CENTER_FORCE - diff * p->mass;
 
	float speed2 = dot(p->vel, p->vel);
	if (speed2 < MIN_SPEED) 
		posBuffer[id] = mousePos + diff * (1 + p->mass);
 
	posBuffer[id] += p->vel;
	p->vel *= DAMP;
}

OpenCL Particles System with Processing

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I ported the particles demo program in JavaCL to Processing 2.0 alpha. It has reasonable performance in my iMac up to 500,000 particles at twenty something frames per second ting stift herunterladen. The video is captured using the QuickTime screen recording. The performance is much slower than the original screen version.
 

import processing.opengl.*;
import javax.media.opengl.*;
import javax.media.opengl.glu.GLU;
import java.util.Random;
 
import com.nativelibs4java.opencl.*;
import com.nativelibs4java.opencl.CLMem.Usage;
import org.bridj.Pointer;
 
import static org.bridj.Pointer.*;
 
final int particlesCount = 200000;
 
GL2 gl;
PGL pgl;
 
int [] vbo = new int[1];
 
CLContext context;
CLQueue queue;
 
Pointer<Float> velocities;
CLKernel updateParticleKernel;
 
CLBuffer<Float> massesMem, velocitiesMem;
CLBuffer<Byte> interleavedColorAndPositionsMem;
Pointer<Byte> interleavedColorAndPositionsTemp;
 
int elementSize = 4*4;
 
void setup() {
  size(800, 600, OPENGL);
  background(0);
  randomSeed(millis());
 
  PGraphicsOpenGL pg = (PGraphicsOpenGL) g;
  pgl = pg.beginPGL();
  gl = pgl.gl.getGL().getGL2();
  gl.glClearColor(0, 0, 0, 1);
  gl.glClear(GL.GL_COLOR_BUFFER_BIT);
  gl.glEnable(GL.GL_BLEND);
  gl.glEnable(GL2.GL_POINT_SMOOTH);
  gl.glPointSize(1f);
  initOpenCL();
  pg.endPGL();
}
 
void initOpenCL() {
  context = JavaCL.createContextFromCurrentGL();
  queue = context.createDefaultQueue();
 
  Pointer<Float> masses = allocateFloats(particlesCount).order(context.getByteOrder());
  velocities = allocateFloats(2 * particlesCount).order(context.getByteOrder());
  interleavedColorAndPositionsTemp = allocateBytes(elementSize * particlesCount).order(context.getByteOrder());
 
  Pointer<Float> positionsView = interleavedColorAndPositionsTemp.as(Float.class);
  for (int i = 0; i < particlesCount; i++) {
    masses.set(i, 0.5f + 0.5f * random(1));
    velocities.set(i * 2, random(-0.5, 0.5) * 0.2f);
    velocities.set(i * 2 + 1, random(-0.5, 0.5) * 0.2f);
    int colorOffset = i * elementSize;
    int posOffset = i * (elementSize / 4) + 1;
    byte r = (byte) 220, g = r, b = r, a = r;
    interleavedColorAndPositionsTemp.set(colorOffset++, r);
    interleavedColorAndPositionsTemp.set(colorOffset++, g);
    interleavedColorAndPositionsTemp.set(colorOffset++, b);
    interleavedColorAndPositionsTemp.set(colorOffset, a);
    float x = random(-0.5, 0.5) * width/2.0, 
    y = random(-0.5, 0.5) * height/2.0;
    positionsView.set(posOffset, (float) x);
    positionsView.set(posOffset + 1, (float) y);
  }
  velocitiesMem = context.createBuffer(Usage.InputOutput, velocities, false);
  massesMem = context.createBuffer(Usage.Input, masses, true);
 
  gl.glGenBuffers(1, vbo, 0);
  gl.glBindBuffer(GL.GL_ARRAY_BUFFER, vbo[0]);
  gl.glBufferData(GL.GL_ARRAY_BUFFER, (int) interleavedColorAndPositionsTemp.getValidBytes(), interleavedColorAndPositionsTemp.getByteBuffer(), GL2.GL_DYNAMIC_COPY);
  gl.glBindBuffer(GL.GL_ARRAY_BUFFER, 0);
 
  interleavedColorAndPositionsMem = context.createBufferFromGLBuffer(Usage.InputOutput, vbo[0]);
  String pgmSrc = join(loadStrings(dataPath("ParticlesDemoProgram.cl")), "\n");
  CLProgram program = context.createProgram(pgmSrc);
  updateParticleKernel = program.build().createKernel("updateParticle");
  callKernel();
}
 
void draw() {
  queue.finish();
  gl.glClear(GL.GL_COLOR_BUFFER_BIT);
  gl.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_SRC_COLOR);
  gl.glMatrixMode(GL2.GL_PROJECTION);
  gl.glLoadIdentity();
  pgl.glu.gluOrtho2D(-width/2 - 1, width/2 + 1, -height/2 - 1, height/2 + 1);
  gl.glMatrixMode(GL2.GL_MODELVIEW);
 
  gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, vbo[0]);
  gl.glInterleavedArrays(GL2.GL_C4UB_V2F, elementSize, 0);
  gl.glDrawArrays(GL.GL_POINTS, 0, particlesCount);
 
  gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, 0);
  callKernel();
}
 
void callKernel() {
  CLEvent kernelCompletion;
  synchronized(updateParticleKernel) {
    interleavedColorAndPositionsMem.acquireGLObject(queue);
    updateParticleKernel.setArgs(massesMem, 
    velocitiesMem, 
    interleavedColorAndPositionsMem.as(Float.class), 
    new float[] {
      mouseX-width/2, height/2-mouseY
    }
    , 
    new float[] {
      width, height
    }
    , 
    2.0, 
    2.0, 
    0.9, 
    0.8, 
    (byte) 0);
 
    int [] globalSizes = new int[] {
      particlesCount
    };
    kernelCompletion = updateParticleKernel.enqueueNDRange(queue, globalSizes);
    interleavedColorAndPositionsMem.releaseGLObject(queue);
  }
}

 
Here is the OpenCL source trauerbilder kostenlos downloaden.

// Ported to JavaCL/OpenCL4Java (+ added colors) by Olivier Chafik
 
#define REPULSION_FORCE 4.0f
#define CENTER_FORCE2 0.0005f
 
#define PI 3.1416f
 
//#pragma OpenCL cl_khr_byte_addressable_store : enable
 
uchar4 HSVAtoRGBA(float4 hsva)
{
    float h = hsva.x, s = hsva.y, v = hsva.z, a = hsva.w;
    float r, g, b;
 
        int i;
        float f, p, q, t;
        if (s == 0) {
                // achromatic (grey)
                r = g = b = v;
                return (uchar4)(r * 255, g * 255, b * 255, a * 255);
        }
        h /= 60;                        // sector 0 to 5
        i = floor( h );
        f = h - i;                      // factorial part of h
        p = v * ( 1 - s );
        q = v * ( 1 - s * f );
        t = v * ( 1 - s * ( 1 - f ) );
        switch( i ) {
                case 0:
                        r = v;
                        g = t;
                        b = p;
                        break;
                case 1:
                        r = q;
                        g = v;
                        b = p;
                        break;
                case 2:
                        r = p;
                        g = v;
                        b = t;
                        break;
                case 3:
                        r = p;
                        g = q;
                        b = v;
                        break;
                case 4:
                        r = t;
                        g = p;
                        b = v;
                        break;
                default:                // case 5:
                        r = v;
                        g = p;
                        b = q;
                        break;
        }
    return (uchar4)(r * 255, g * 255, b * 255, a * 255);
}
 
__kernel void updateParticle(
        __global float* masses,
        __global float2* velocities,
        //__global Particle* particles,
        __global float4* particles,
        //__global char* pParticles,
        const float2 mousePos,
        const float2 dimensions,
        float massFactor,
        float speedFactor,
        float slowDownFactor,
        float mouseWeight,
        char limitToScreen
) {
	int id = get_global_id(0);
 
        float4 particle = particles[id];
 
        uchar4 color = as_uchar4(particle.x);
 
        float2 position = particle.yz;
    	float2 diff = mousePos - position;
 
        float invDistSQ = 1.0f / dot(diff, diff);
	float2 halfD = dimensions / 2.0f;
        diff *= (halfD).y * invDistSQ;
 
        float mass = massFactor * masses[id];
        float2 velocity = velocities[id];
        velocity -= mass * position * CENTER_FORCE2 - diff * mass * mouseWeight;
        position += speedFactor * velocities[id];
 
        if (limitToScreen) {
            float2 halfDims = dimensions / 2.0f;
            position = clamp(position, -halfDims, halfDims);
        }
 
        float dirDot = cross((float4)(diff, (float2)0), (float4)(velocity, (float2)0)).z;
        float speed = length(velocity);
 
        float f = speed / 4 / mass;
        float hue = (dirDot < 0 ? f : f + 1) / 2;
        hue = clamp(hue, 0.0f, 1.0f) * 360;
 
        float opacity = clamp(0.1f + f, 0.0f, 1.0f);
        float saturation = mass / 2;
        float brightness = 0.6f + opacity * 0.3f;
 
        uchar4 targetColor = HSVAtoRGBA((float4)(hue, saturation, brightness, opacity));
 
        float colorSpeedFactor = min(0.01f * speedFactor, 1.0f), otherColorSpeedFactor = 1 - colorSpeedFactor;
        color = (uchar4)(
            (uchar)(targetColor.x * colorSpeedFactor + color.x * otherColorSpeedFactor),
            (uchar)(targetColor.y * colorSpeedFactor + color.y * otherColorSpeedFactor),
            (uchar)(targetColor.z * colorSpeedFactor + color.z * otherColorSpeedFactor),
            (uchar)(targetColor.w * colorSpeedFactor + color.w * otherColorSpeedFactor)
        );
 
        particle.x = as_float(color);
        particle.yz = position;
 
    	particles[id] = particle;
 
        velocity *= slowDownFactor;
        velocities[id] = velocity;
}

OpenCL and Processing

I have done a number of testings with various Java implementations of OpenCL and Processing herunterladen. The major Java bindings of OpenCL include

The are two major OpenCL libraries for Processing at the time I do the testing, MSAOpenCL using the JavaCL and openclp5 using the JOCL herunterladen. I do not use the Processing libraries and call directly the Java binding codes. Each of the implementation contains a Hello World example kernel that performs calculation across a large array songs legal downloaden. In my test, I modify the kernel program to do a multiplication between two floating point numbers with an array size of a million cells.

The sample kernel program code is

__kernel void sampleKernel(__global const float *a,
        __global const float *b,
        __global float *c,
        int n)
{
	int gid = get_global_id(0);
	if (gid &gt;= n)
		return;
	c[gid] = a[gid] * b[gid];
}

I use a MacBook Pro for the testing bewerbung ausbildung kostenlos downloaden. The operating system is OSX Lion. It includes the OpenCL implementation in the default OS. The graphics card is Nvidia GeForce 9400M with 256M graphic memory lexware quicksteuer 2012 kostenlosen. The Processing version is alpha build 2.0a5 running in 64-bit mode. Various JAR files have to be copied to the code folder. Here is the summary.

JOCL

  • JOCL-0.1.7.jar

Java OpenCL (jogamp)

  • jocl.jar
  • gluegen-rt.jar
  • gluegen-rt-natives-macosx-universal.jar
  • libjocl.dylib

JavaCL

  • javacl-1.0.0-RC2-shaded.jar

I did ten consecutive runs of each implementation gummibärenbande. The final figure is an average of the ten runs. Each measurement is taken just before and after the kernel execution. The first implementation (JOCL) has more fluctuated results liebes bilder zum herunterladen. The second implementation has only a single command to invoke the kernel execution and passing back the result. Therefore, it is not easy to single out the execution time of the GPU sprint viewer download for free. The third implementation (JavaCL) is obviously the fastest one and more stable in terms of parallel execution.

Performance with one million cells

Implementation ms
JOCL 3.207
Java OpenCL 17.0008
JavaCL 2.9865
CPU 10.952

Performance with half a million cells

Implementation ms
JOCL 3.9424
Java OpenCL 8.5672
JavaCL 2.9354
CPU 9.2368

The source files of the testings can be downloaded here: