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XCEngine/engine/third_party/physx/snippets/snippetisosurface/SnippetIsosurfaceRender.cpp

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// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2025 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#ifdef RENDER_SNIPPET
#include "PxPhysicsAPI.h"
#include "cudamanager/PxCudaContext.h"
#include "cudamanager/PxCudaContextManager.h"
#include "../snippetrender/SnippetRender.h"
#include "../snippetrender/SnippetCamera.h"
#include "PxIsosurfaceExtraction.h"
#include "foundation/PxArray.h"
#define USE_CUDA_INTEROP (PX_SUPPORT_GPU_PHYSX)
#define CUDA_SUCCESS 0
#define SHOW_SOLID_SDF_SLICE 0
#define IDX(i, j, k, offset) ((i) + dimX * ((j) + dimY * ((k) + dimZ * (offset))))
using namespace physx;
extern void initPhysics(bool interactive);
extern void stepPhysics(bool interactive);
extern void cleanupPhysics(bool interactive);
extern void keyPress(unsigned char key, const PxTransform& camera);
extern PxPBDParticleSystem* getParticleSystem();
extern PxParticleBuffer* getParticleBuffer();
#if PX_SUPPORT_GPU_PHYSX
extern PxArray<PxVec4> gIsosurfaceVertices;
extern PxArray<PxU32> gIsosurfaceIndices;
extern PxArray<PxVec4> gIsosurfaceNormals;
extern PxIsosurfaceExtractor* gIsosurfaceExtractor;
extern void* gVerticesGpu;
extern void* gNormalsGpu;
extern void* gInterleavedVerticesAndNormalsGpu;
#endif
namespace
{
Snippets::Camera* sCamera;
#if PX_SUPPORT_GPU_PHYSX
#if USE_CUDA_INTEROP
bool directGpuRendering = true;
#else
bool directGpuRendering = false;
#endif
Snippets::SharedGLBuffer sPosBuffer;
Snippets::SharedGLBuffer sNormalBuffer;
Snippets::SharedGLBuffer sTriangleBuffer;
Snippets::SharedGLBuffer sInterleavedPosNormalBuffer;
Snippets::SharedGLBuffer sParticlePosBuffer;
void onBeforeRenderParticles()
{
PxPBDParticleSystem* particleSystem = getParticleSystem();
if (particleSystem)
{
PxParticleBuffer* userBuffer = getParticleBuffer();
PxVec4* positions = userBuffer->getPositionInvMasses();
const PxU32 numParticles = userBuffer->getNbActiveParticles();
PxScene* scene;
PxGetPhysics().getScenes(&scene, 1);
PxCudaContextManager* cudaContextManager = scene->getCudaContextManager();
cudaContextManager->acquireContext();
PxCudaContext* cudaContext = cudaContextManager->getCudaContext();
cudaContext->memcpyDtoH(sParticlePosBuffer.map(), CUdeviceptr(positions), sizeof(PxVec4) * numParticles);
cudaContextManager->releaseContext();
}
}
void renderParticles()
{
PxPBDParticleSystem* particleSystem = getParticleSystem();
if (!particleSystem)
{
return;
}
sParticlePosBuffer.unmap();
sPosBuffer.unmap();
sNormalBuffer.unmap();
sTriangleBuffer.unmap();
if (directGpuRendering)
{
PxVec3 color(0.5f, 0.5f, 1);
Snippets::DrawMeshIndexed(sInterleavedPosNormalBuffer.vbo, sTriangleBuffer.vbo, gIsosurfaceExtractor->getNumTriangles(), color);
//PxVec3 particleColor(1.0f, 1.0f, 0.0f);
//Snippets::DrawPoints(sParticlePosBuffer.vbo, sParticlePosBuffer.size / sizeof(PxVec4), particleColor, 2.f);
}
else
{
//Draw a triangle mesh where the data gets copied to the host and back to the device for rendering
Snippets::renderMesh(gIsosurfaceExtractor->getNumVertices(), gIsosurfaceVertices.begin(), gIsosurfaceExtractor->getNumTriangles(),
gIsosurfaceIndices.begin(), PxVec3(1, 0, 0), gIsosurfaceNormals.begin());
//Check for unused vertices
PxVec4 marker(10000000, 0, 0, 0);
PxU32 numIndices = 3 * gIsosurfaceExtractor->getNumTriangles();
for (PxU32 i = 0; i < numIndices; ++i)
{
gIsosurfaceNormals[gIsosurfaceIndices[i]] = marker;
}
for (PxU32 i = 0; i < gIsosurfaceExtractor->getNumVertices(); ++i)
{
if (gIsosurfaceNormals[i] != marker)
{
printf("Isosurface mesh contains unreferenced vertices\n");
}
}
}
Snippets::DrawFrame(PxVec3(0, 0, 0));
}
void allocParticleBuffers()
{
PxScene* scene;
PxGetPhysics().getScenes(&scene, 1);
PxCudaContextManager* cudaContextManager = scene->getCudaContextManager();
if (cudaContextManager)
{
PxU32 maxVertices = gIsosurfaceExtractor->getMaxVertices();
PxU32 maxIndices = gIsosurfaceExtractor->getMaxTriangles() * 3;
sParticlePosBuffer.initialize(cudaContextManager);
sParticlePosBuffer.allocate(gIsosurfaceExtractor->getMaxParticles() * sizeof(PxVec4));
sPosBuffer.initialize(cudaContextManager);
sPosBuffer.allocate(maxVertices * sizeof(PxVec4));
gVerticesGpu = sPosBuffer.map();
sNormalBuffer.initialize(cudaContextManager);
sNormalBuffer.allocate(maxVertices * sizeof(PxVec4));
gNormalsGpu = sNormalBuffer.map();
sTriangleBuffer.initialize(cudaContextManager);
sTriangleBuffer.allocate(maxIndices * sizeof(PxU32));
sInterleavedPosNormalBuffer.initialize(cudaContextManager);
sInterleavedPosNormalBuffer.allocate(2 * maxVertices * sizeof(PxVec3));
gInterleavedVerticesAndNormalsGpu = sInterleavedPosNormalBuffer.map();
if (directGpuRendering)
{
gIsosurfaceExtractor->setResultBufferDevice(reinterpret_cast<PxVec4*>(sPosBuffer.map()),
reinterpret_cast<PxU32*>(sTriangleBuffer.map()), reinterpret_cast<PxVec4*>(sNormalBuffer.map()));
}
else
{
gIsosurfaceExtractor->setResultBufferHost(gIsosurfaceVertices.begin(), gIsosurfaceIndices.begin(), gIsosurfaceNormals.begin());
gInterleavedVerticesAndNormalsGpu = NULL;
}
}
}
void clearupParticleBuffers()
{
sParticlePosBuffer.release();
sPosBuffer.release();
sNormalBuffer.release();
sTriangleBuffer.release();
sInterleavedPosNormalBuffer.release();
}
#else
void onBeforeRenderParticles()
{
}
void renderParticles()
{
}
void allocParticleBuffers()
{
}
void clearupParticleBuffers()
{
}
#endif
void renderCallback()
{
onBeforeRenderParticles();
stepPhysics(true);
Snippets::startRender(sCamera);
PxScene* scene;
PxGetPhysics().getScenes(&scene, 1);
PxU32 nbActors = scene->getNbActors(PxActorTypeFlag::eRIGID_DYNAMIC | PxActorTypeFlag::eRIGID_STATIC);
if (nbActors)
{
PxArray<PxRigidActor*> actors(nbActors);
scene->getActors(PxActorTypeFlag::eRIGID_DYNAMIC | PxActorTypeFlag::eRIGID_STATIC, reinterpret_cast<PxActor**>(&actors[0]), nbActors);
Snippets::renderActors(&actors[0], static_cast<PxU32>(actors.size()), true);
}
renderParticles();
Snippets::showFPS();
Snippets::finishRender();
}
void cleanup()
{
gIsosurfaceVertices.reset();
gIsosurfaceIndices.reset();
gIsosurfaceNormals.reset();
delete sCamera;
clearupParticleBuffers();
cleanupPhysics(true);
}
void exitCallback()
{
}
}
void renderLoop()
{
sCamera = new Snippets::Camera(PxVec3(15.0f, 10.0f, 15.0f), PxVec3(-0.6f, -0.2f, -0.6f));
Snippets::setupDefault("PhysX Snippet Isosurface", sCamera, keyPress, renderCallback, exitCallback);
initPhysics(true);
Snippets::initFPS();
allocParticleBuffers();
glutMainLoop();
cleanup();
}
#endif