147 lines
6.8 KiB
C
147 lines
6.8 KiB
C
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2025 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#ifndef PXG_SDF_BUILDER_H
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#define PXG_SDF_BUILDER_H
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#include "PxSDFBuilder.h"
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#include "foundation/PxSimpleTypes.h"
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#include "PxgKernelLauncher.h"
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#include "PxgBVH.h"
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#include "GuSDF.h"
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#include "foundation/PxVec4.h"
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#include "PxgAlgorithms.h"
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#if !PX_DOXYGEN
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namespace physx
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{
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#endif
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class PxgKernelLauncher;
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// Create a linear BVH as described in Fast and Simple Agglomerative LBVH construction
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// this is a bottom-up clustering method that outputs one node per-leaf
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// Taken from Flex
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class PxgLinearBVHBuilderGPU
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{
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public:
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PxgLinearBVHBuilderGPU(PxgKernelLauncher& kernelLauncher);
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// takes a bvh (host ref), and pointers to the GPU lower and upper bounds for each triangle
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// the priorities array allows specifying a 5-bit [0-31] value priority such that lower priority
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// leaves will always be returned first
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void buildFromLeaveBounds(PxgBVH& bvh, const PxVec4* lowers, const PxVec4* uppers, const PxI32* priorities, PxI32 n, PxBounds3* totalBounds,
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CUstream stream, bool skipAllocate = false);
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void buildFromTriangles(PxgBVH& bvh, const PxVec3* vertices, const PxU32* triangleIndices, const PxI32* priorities,
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PxI32 n, PxBounds3* totalBounds, CUstream stream, PxReal boxMargin = 1e-5f);
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void buildTreeAndWindingClustersFromTriangles(PxgBVH& bvh, PxgWindingClusterApproximation* windingNumberClustersD, const PxVec3* vertices, const PxU32* triangleIndices, const PxI32* priorities,
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PxI32 n, PxBounds3* totalBounds, CUstream stream, PxReal boxMargin = 1e-5f, bool skipAllocate = false);
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void resizeBVH(PxgBVH& bvh, PxU32 numNodes);
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void releaseBVH(PxgBVH& bvh);
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//Allocates or resizes the linear bvh builder including the bvh itself
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void allocateOrResize(PxgBVH& bvh, PxU32 numItems);
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void release();
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PxI32* mMaxTreeDepth;
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private:
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void prepareHierarchConstruction(PxgBVH& bvh, const PxVec4* lowers, const PxVec4* uppers, const PxI32* priorities, PxI32 n, PxBounds3* totalBounds, CUstream stream);
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PxgKernelLauncher mKernelLauncher;
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PxGpuRadixSort<PxU32> mSort;
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// temporary data used during building
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PxU32* mIndices;
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PxI32* mKeys;
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PxReal* mDeltas;
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PxI32* mRangeLefts;
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PxI32* mRangeRights;
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PxI32* mNumChildren;
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// bounds data when total item bounds built on GPU
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PxVec3* mTotalLower;
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PxVec3* mTotalUpper;
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PxVec3* mTotalInvEdges;
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PxU32 mMaxItems;
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};
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class PxgSDFBuilder : public PxSDFBuilder, public PxUserAllocated
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{
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private:
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PxgKernelLauncher mKernelLauncher;
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void computeDenseSDF(const PxgBvhTriangleMesh& mesh, const PxgWindingClusterApproximation* windingNumberClustersD,
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const Gu::GridQueryPointSampler& sampler, PxU32 sizeX, PxU32 sizeY, PxU32 sizeZ, PxReal* sdfDataD, CUstream stream, PxReal* windingNumbersD = NULL);
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// returns NULL if GPU errors occurred.
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PxReal* buildDenseSDF(const PxVec3* vertices, PxU32 numVertices, const PxU32* indicesOrig, PxU32 numTriangleIndices, PxU32 width, PxU32 height, PxU32 depth,
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const PxVec3& minExtents, const PxVec3& maxExtents, bool cellCenteredSamples, CUstream stream);
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void compressSDF(PxReal* denseSdfD, PxU32 width, PxU32 height, PxU32 depth,
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PxU32 subgridSize, PxReal narrowBandThickness, PxU32 bytesPerSubgridPixel, PxReal errorThreshold,
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PxReal& subgridGlobalMinValue, PxReal& subgridGlobalMaxValue, PxArray<PxReal>& sdfCoarse, PxArray<PxU32>& sdfSubgridsStartSlots, PxArray<PxU8>& sdfDataSubgrids,
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PxU32& sdfSubgrids3DTexBlockDimX, PxU32& sdfSubgrids3DTexBlockDimY, PxU32& sdfSubgrids3DTexBlockDimZ, CUstream stream);
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void fixHoles(PxU32 width, PxU32 height, PxU32 depth, PxReal* sdfDataD, const PxVec3& cellSize, const PxVec3& minExtents, const PxVec3& maxExtents,
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Gu::GridQueryPointSampler& sampler, CUstream stream);
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bool allocateBuffersForCompression(PxReal*& backgroundSdfD, PxU32 numBackgroundSdfSamples, PxU32*& subgridAddressesD, PxU8*& subgridActiveD, PxU32 numAddressEntries,
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PxReal*& subgridGlobalMinValueD, PxReal*& subgridGlobalMaxValueD, PxGpuScan& scan);
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void releaseBuffersForCompression(PxReal*& backgroundSdfD, PxU32*& subgridAddressesD, PxU8*& subgridActiveD, PxReal*& subgridGlobalMinValueD,
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PxReal*& subgridGlobalMaxValueD, PxGpuScan& scan);
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public:
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PxgSDFBuilder(PxgKernelLauncher& kernelLauncher);
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virtual bool buildSDF(const PxVec3* vertices, PxU32 numVertices, const PxU32* indicesOrig, PxU32 numTriangleIndices, PxU32 width, PxU32 height, PxU32 depth,
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const PxVec3& minExtents, const PxVec3& maxExtents, bool cellCenteredSamples, PxReal* sdf, CUstream stream) PX_OVERRIDE;
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virtual bool buildSparseSDF(const PxVec3* vertices, PxU32 numVertices, const PxU32* indicesOrig, PxU32 numTriangleIndices, PxU32 width, PxU32 height, PxU32 depth,
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const PxVec3& minExtents, const PxVec3& maxExtents, PxReal narrowBandThickness, PxU32 subgridSize, PxSdfBitsPerSubgridPixel::Enum bytesPerSubgridPixel,
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PxArray<PxReal>& sdfCoarse, PxArray<PxU32>& sdfSubgridsStartSlots, PxArray<PxU8>& sdfDataSubgrids,
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PxReal& subgridsMinSdfValue, PxReal& subgridsMaxSdfValue,
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PxU32& sdfSubgrids3DTexBlockDimX, PxU32& sdfSubgrids3DTexBlockDimY, PxU32& sdfSubgrids3DTexBlockDimZ, CUstream stream) PX_OVERRIDE;
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void release();
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};
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#if !PX_DOXYGEN
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} // namespace physx
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#endif
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#endif
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