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XCEngine/engine/third_party/physx/source/gpusimulationcontroller/include/PxgSDFBuilder.h

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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.
#ifndef PXG_SDF_BUILDER_H
#define PXG_SDF_BUILDER_H
#include "PxSDFBuilder.h"
#include "foundation/PxSimpleTypes.h"
#include "PxgKernelLauncher.h"
#include "PxgBVH.h"
#include "GuSDF.h"
#include "foundation/PxVec4.h"
#include "PxgAlgorithms.h"
#if !PX_DOXYGEN
namespace physx
{
#endif
class PxgKernelLauncher;
// Create a linear BVH as described in Fast and Simple Agglomerative LBVH construction
// this is a bottom-up clustering method that outputs one node per-leaf
// Taken from Flex
class PxgLinearBVHBuilderGPU
{
public:
PxgLinearBVHBuilderGPU(PxgKernelLauncher& kernelLauncher);
// takes a bvh (host ref), and pointers to the GPU lower and upper bounds for each triangle
// the priorities array allows specifying a 5-bit [0-31] value priority such that lower priority
// leaves will always be returned first
void buildFromLeaveBounds(PxgBVH& bvh, const PxVec4* lowers, const PxVec4* uppers, const PxI32* priorities, PxI32 n, PxBounds3* totalBounds,
CUstream stream, bool skipAllocate = false);
void buildFromTriangles(PxgBVH& bvh, const PxVec3* vertices, const PxU32* triangleIndices, const PxI32* priorities,
PxI32 n, PxBounds3* totalBounds, CUstream stream, PxReal boxMargin = 1e-5f);
void buildTreeAndWindingClustersFromTriangles(PxgBVH& bvh, PxgWindingClusterApproximation* windingNumberClustersD, const PxVec3* vertices, const PxU32* triangleIndices, const PxI32* priorities,
PxI32 n, PxBounds3* totalBounds, CUstream stream, PxReal boxMargin = 1e-5f, bool skipAllocate = false);
void resizeBVH(PxgBVH& bvh, PxU32 numNodes);
void releaseBVH(PxgBVH& bvh);
//Allocates or resizes the linear bvh builder including the bvh itself
void allocateOrResize(PxgBVH& bvh, PxU32 numItems);
void release();
PxI32* mMaxTreeDepth;
private:
void prepareHierarchConstruction(PxgBVH& bvh, const PxVec4* lowers, const PxVec4* uppers, const PxI32* priorities, PxI32 n, PxBounds3* totalBounds, CUstream stream);
PxgKernelLauncher mKernelLauncher;
PxGpuRadixSort<PxU32> mSort;
// temporary data used during building
PxU32* mIndices;
PxI32* mKeys;
PxReal* mDeltas;
PxI32* mRangeLefts;
PxI32* mRangeRights;
PxI32* mNumChildren;
// bounds data when total item bounds built on GPU
PxVec3* mTotalLower;
PxVec3* mTotalUpper;
PxVec3* mTotalInvEdges;
PxU32 mMaxItems;
};
class PxgSDFBuilder : public PxSDFBuilder, public PxUserAllocated
{
private:
PxgKernelLauncher mKernelLauncher;
void computeDenseSDF(const PxgBvhTriangleMesh& mesh, const PxgWindingClusterApproximation* windingNumberClustersD,
const Gu::GridQueryPointSampler& sampler, PxU32 sizeX, PxU32 sizeY, PxU32 sizeZ, PxReal* sdfDataD, CUstream stream, PxReal* windingNumbersD = NULL);
// returns NULL if GPU errors occurred.
PxReal* buildDenseSDF(const PxVec3* vertices, PxU32 numVertices, const PxU32* indicesOrig, PxU32 numTriangleIndices, PxU32 width, PxU32 height, PxU32 depth,
const PxVec3& minExtents, const PxVec3& maxExtents, bool cellCenteredSamples, CUstream stream);
void compressSDF(PxReal* denseSdfD, PxU32 width, PxU32 height, PxU32 depth,
PxU32 subgridSize, PxReal narrowBandThickness, PxU32 bytesPerSubgridPixel, PxReal errorThreshold,
PxReal& subgridGlobalMinValue, PxReal& subgridGlobalMaxValue, PxArray<PxReal>& sdfCoarse, PxArray<PxU32>& sdfSubgridsStartSlots, PxArray<PxU8>& sdfDataSubgrids,
PxU32& sdfSubgrids3DTexBlockDimX, PxU32& sdfSubgrids3DTexBlockDimY, PxU32& sdfSubgrids3DTexBlockDimZ, CUstream stream);
void fixHoles(PxU32 width, PxU32 height, PxU32 depth, PxReal* sdfDataD, const PxVec3& cellSize, const PxVec3& minExtents, const PxVec3& maxExtents,
Gu::GridQueryPointSampler& sampler, CUstream stream);
bool allocateBuffersForCompression(PxReal*& backgroundSdfD, PxU32 numBackgroundSdfSamples, PxU32*& subgridAddressesD, PxU8*& subgridActiveD, PxU32 numAddressEntries,
PxReal*& subgridGlobalMinValueD, PxReal*& subgridGlobalMaxValueD, PxGpuScan& scan);
void releaseBuffersForCompression(PxReal*& backgroundSdfD, PxU32*& subgridAddressesD, PxU8*& subgridActiveD, PxReal*& subgridGlobalMinValueD,
PxReal*& subgridGlobalMaxValueD, PxGpuScan& scan);
public:
PxgSDFBuilder(PxgKernelLauncher& kernelLauncher);
virtual bool buildSDF(const PxVec3* vertices, PxU32 numVertices, const PxU32* indicesOrig, PxU32 numTriangleIndices, PxU32 width, PxU32 height, PxU32 depth,
const PxVec3& minExtents, const PxVec3& maxExtents, bool cellCenteredSamples, PxReal* sdf, CUstream stream) PX_OVERRIDE;
virtual bool buildSparseSDF(const PxVec3* vertices, PxU32 numVertices, const PxU32* indicesOrig, PxU32 numTriangleIndices, PxU32 width, PxU32 height, PxU32 depth,
const PxVec3& minExtents, const PxVec3& maxExtents, PxReal narrowBandThickness, PxU32 subgridSize, PxSdfBitsPerSubgridPixel::Enum bytesPerSubgridPixel,
PxArray<PxReal>& sdfCoarse, PxArray<PxU32>& sdfSubgridsStartSlots, PxArray<PxU8>& sdfDataSubgrids,
PxReal& subgridsMinSdfValue, PxReal& subgridsMaxSdfValue,
PxU32& sdfSubgrids3DTexBlockDimX, PxU32& sdfSubgrids3DTexBlockDimY, PxU32& sdfSubgrids3DTexBlockDimZ, CUstream stream) PX_OVERRIDE;
void release();
};
#if !PX_DOXYGEN
} // namespace physx
#endif
#endif