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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" #define CUDA_SUCCESS 0 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 PxParticleSystem* getParticleSystem(); extern PxParticleBuffer* getParticleBuffer(); namespace { Snippets::Camera* sCamera; PxArray* sPosBufferH; PxArray* sPosBuffer3H; PxArray* sVelBufferH; PxArray* sPhasesH; PxArray* sColorBuffer3H; void copyVec4ToVec3(PxArray& vec3s, const PxArray& vec4s) { for (PxU32 i = 0; i < vec4s.size(); ++i) vec3s[i] = vec4s[i].getXYZ(); } PxU32 getGroup(PxU32 phase) { return phase & PxParticlePhaseFlag::eParticlePhaseGroupMask; } void mapVec4ToColor3(PxArray& colors, const PxArray& vec4s, const PxArray& phases) { for (PxU32 i = 0; i < vec4s.size(); ++i) { float mag = vec4s[i].getXYZ().magnitude(); float c = PxMin(0.1f * mag, 1.0f); switch (getGroup(phases[i]) % 6) { case 0: colors[i] = PxVec3(1.0f, c, c); break; case 1: colors[i] = PxVec3(c, 1.0f, c); break; case 2: colors[i] = PxVec3(c, c, 1.0f); break; case 3: colors[i] = PxVec3(c, 1.0f, 1.0f); break; case 4: colors[i] = PxVec3(1.0f, c, 1.0f); break; case 5: colors[i] = PxVec3(1.0f, 1.0f, c); break; default: colors[i] = PxVec3(c, c, c); } } } void onBeforeRenderParticles() { PxParticleSystem* particleSystem = getParticleSystem(); if (particleSystem) { PxParticleBuffer* userBuffer = getParticleBuffer(); PxVec4* positions = userBuffer->getPositionInvMasses(); PxVec4* vels = userBuffer->getVelocities(); PxU32* phases = userBuffer->getPhases(); const PxU32 numParticles = userBuffer->getNbActiveParticles(); PxScene* scene; PxGetPhysics().getScenes(&scene, 1); PxCudaContextManager* cudaContextManager = scene->getCudaContextManager(); cudaContextManager->acquireContext(); PxCudaContext* cudaContext = cudaContextManager->getCudaContext(); cudaContext->memcpyDtoH(sPosBufferH->begin(), CUdeviceptr(positions), sizeof(PxVec4) * numParticles); cudaContext->memcpyDtoH(sVelBufferH->begin(), CUdeviceptr(vels), sizeof(PxVec4) * numParticles); cudaContext->memcpyDtoH(sPhasesH->begin(), CUdeviceptr(phases), sizeof(PxU32) * numParticles); copyVec4ToVec3(*sPosBuffer3H, *sPosBufferH); mapVec4ToColor3(*sColorBuffer3H, *sVelBufferH, *sPhasesH); cudaContextManager->releaseContext(); } } void renderParticles() { if (sPosBuffer3H && sColorBuffer3H) { Snippets::DrawPoints(*sPosBuffer3H, *sColorBuffer3H, 2.0f); } } void allocParticleBuffers() { PxParticleBuffer* userBuffer = getParticleBuffer(); if (userBuffer) { const PxU32 maxParticles = userBuffer->getMaxParticles(); sPosBufferH = new PxArray(maxParticles); sPosBuffer3H = new PxArray(maxParticles); sVelBufferH = new PxArray(maxParticles); sColorBuffer3H = new PxArray(maxParticles); sPhasesH = new PxArray(maxParticles); } } void clearupParticleBuffers() { delete sPosBuffer3H; delete sPosBufferH; delete sVelBufferH; delete sColorBuffer3H; delete sPhasesH; } 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::finishRender(); } void cleanup() { 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 PBFFluid MultiMat", sCamera, keyPress, renderCallback, exitCallback); initPhysics(true); allocParticleBuffers(); glutMainLoop(); cleanup(); } #endif