feat(physics): wire physx sdk into build
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150
engine/third_party/physx/snippets/snippetgeometryquery/SnippetGeometryQueryRender.cpp
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engine/third_party/physx/snippets/snippetgeometryquery/SnippetGeometryQueryRender.cpp
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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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#ifdef RENDER_SNIPPET
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#include "PxPhysicsAPI.h"
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#include "../snippetrender/SnippetRender.h"
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#include "../snippetrender/SnippetCamera.h"
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#include "../snippetutils/SnippetUtils.h"
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using namespace physx;
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extern void initPhysics(bool interactive);
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extern void stepPhysics(bool interactive);
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extern void cleanupPhysics(bool interactive);
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extern void keyPress(unsigned char key, const PxTransform& camera);
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extern const PxGeometry& getTestGeometry();
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extern void renderText();
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namespace
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{
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Snippets::Camera* sCamera;
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void renderCallback()
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{
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stepPhysics(true);
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static float time = 0.0f;
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time += 0.003f;
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const PxQuat qx = PxGetRotXQuat(time);
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const PxQuat qy = PxGetRotYQuat(time*1.7f);
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const PxQuat qz = PxGetRotZQuat(time*1.33f);
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const PxTransform pose(PxVec3(0.0f), qx*qy*qz);
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Snippets::startRender(sCamera);
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const PxGeometry& geom = getTestGeometry();
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const PxU32 screenWidth = Snippets::getScreenWidth();
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const PxU32 screenHeight = Snippets::getScreenHeight();
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const PxVec3 camPos = sCamera->getEye();
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const PxVec3 camDir = sCamera->getDir();
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const PxU32 RAYTRACING_RENDER_WIDTH = 256;
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const PxU32 RAYTRACING_RENDER_HEIGHT = 256;
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const PxU32 textureWidth = RAYTRACING_RENDER_WIDTH;
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const PxU32 textureHeight = RAYTRACING_RENDER_HEIGHT;
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GLubyte* pixels = new GLubyte[textureWidth*textureHeight*4];
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const float fScreenWidth = float(screenWidth)/float(RAYTRACING_RENDER_WIDTH);
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const float fScreenHeight = float(screenHeight)/float(RAYTRACING_RENDER_HEIGHT);
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GLubyte* buffer = pixels;
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for(PxU32 j=0;j<RAYTRACING_RENDER_HEIGHT;j++)
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{
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const PxU32 yi = PxU32(fScreenHeight*float(j));
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for(PxU32 i=0;i<RAYTRACING_RENDER_WIDTH;i++)
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{
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const PxU32 xi = PxU32(fScreenWidth*float(i));
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const PxVec3 dir = Snippets::computeWorldRay(xi, yi, camDir);
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PxGeomRaycastHit hit;
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if(PxGeometryQuery::raycast(camPos, dir, geom, pose, 5000.0f, PxHitFlag::eDEFAULT, 1, &hit))
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{
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buffer[0] = 128+GLubyte(hit.normal.x*127.0f);
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buffer[1] = 128+GLubyte(hit.normal.y*127.0f);
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buffer[2] = 128+GLubyte(hit.normal.z*127.0f);
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buffer[3] = 255;
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}
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else
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{
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buffer[0] = 0;
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buffer[1] = 0;
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buffer[2] = 0;
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buffer[3] = 255;
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}
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buffer+=4;
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}
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}
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const GLuint texID = Snippets::CreateTexture(textureWidth, textureHeight, pixels, false);
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Snippets::DisplayTexture(texID, RAYTRACING_RENDER_WIDTH, 10);
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delete [] pixels;
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Snippets::ReleaseTexture(texID);
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// Snippets::DrawRectangle(0.0f, 1.0f, 0.0f, 1.0f, PxVec3(0.0f), PxVec3(1.0f), 1.0f, 768, 768, false, false);
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// PxVec3 camPos = sCamera->getEye();
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// PxVec3 camDir = sCamera->getDir();
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// printf("camPos: (%ff, %ff, %ff)\n", camPos.x, camPos.y, camPos.z);
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// printf("camDir: (%ff, %ff, %ff)\n", camDir.x, camDir.y, camDir.z);
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const PxVec3 color(1.0f, 0.5f, 0.25f);
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const PxGeometryHolder gh(geom);
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Snippets::renderGeoms(1, &gh, &pose, false, color);
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renderText();
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Snippets::finishRender();
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}
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void exitCallback()
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{
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delete sCamera;
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cleanupPhysics(true);
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}
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}
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void renderLoop()
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{
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sCamera = new Snippets::Camera(PxVec3(-1.301793f, 2.118334f, 7.282349f), PxVec3(0.209045f, -0.311980f, -0.926806f));
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Snippets::setupDefault("PhysX Snippet GeometryQuery", sCamera, keyPress, renderCallback, exitCallback);
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initPhysics(true);
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glutMainLoop();
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}
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#endif
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