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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 gIsosurfaceVertices; extern PxArray gIsosurfaceIndices; extern PxArray 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(sPosBuffer.map()), reinterpret_cast(sTriangleBuffer.map()), reinterpret_cast(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 actors(nbActors); scene->getActors(PxActorTypeFlag::eRIGID_DYNAMIC | PxActorTypeFlag::eRIGID_STATIC, reinterpret_cast(&actors[0]), nbActors); Snippets::renderActors(&actors[0], static_cast(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