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XCEngine/engine/third_party/physx/snippets/snippetpbf/SnippetPBFRender.cpp

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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.
#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
#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 PxParticleAndDiffuseBuffer* getParticleBuffer();
extern int getNumDiffuseParticles();
namespace
{
Snippets::Camera* sCamera;
Snippets::SharedGLBuffer sPosBuffer;
Snippets::SharedGLBuffer sDiffusePosLifeBuffer;
void onBeforeRenderParticles()
{
}
void renderParticles()
{
PxPBDParticleSystem* particleSystem = getParticleSystem();
if (particleSystem)
{
PxParticleAndDiffuseBuffer* userBuffer = getParticleBuffer();
PxVec4* positions = userBuffer->getPositionInvMasses();
PxVec4* diffusePositions = userBuffer->getDiffusePositionLifeTime();
const PxU32 numParticles = userBuffer->getNbActiveParticles();
const PxU32 numDiffuseParticles = userBuffer->getNbActiveDiffuseParticles();
PxScene* scene;
PxGetPhysics().getScenes(&scene, 1);
PxCudaContextManager* cudaContextManager = scene->getCudaContextManager();
cudaContextManager->acquireContext();
PxCudaContext* cudaContext = cudaContextManager->getCudaContext();
cudaContext->memcpyDtoH(sPosBuffer.map(), CUdeviceptr(positions), sizeof(PxVec4) * numParticles);
cudaContext->memcpyDtoH(sDiffusePosLifeBuffer.map(), CUdeviceptr(diffusePositions), sizeof(PxVec4) * numDiffuseParticles);
cudaContextManager->releaseContext();
#if SHOW_SOLID_SDF_SLICE
particleSystem->copySparseGridData(sSparseGridSolidSDFBufferD, PxSparseGridDataFlag::eGRIDCELL_SOLID_GRADIENT_AND_SDF);
#endif
}
sPosBuffer.unmap();
sDiffusePosLifeBuffer.unmap();
PxVec3 color(0.5f, 0.5f, 1);
Snippets::DrawPoints(sPosBuffer.vbo, sPosBuffer.size / sizeof(PxVec4), color, 2.f);
PxParticleAndDiffuseBuffer* userBuffer = getParticleBuffer();
if (userBuffer)
{
const PxU32 numActiveDiffuseParticles = userBuffer->getNbActiveDiffuseParticles();
//printf("NumActiveDiffuse = %i\n", numActiveDiffuseParticles);
if (numActiveDiffuseParticles > 0)
{
PxVec3 colorDiffuseParticles(1, 1, 1);
Snippets::DrawPoints(sDiffusePosLifeBuffer.vbo, numActiveDiffuseParticles, colorDiffuseParticles, 2.f);
}
}
Snippets::DrawFrame(PxVec3(0, 0, 0));
}
void allocParticleBuffers()
{
PxScene* scene;
PxGetPhysics().getScenes(&scene, 1);
PxCudaContextManager* cudaContextManager = scene->getCudaContextManager();
if (cudaContextManager)
{
PxParticleAndDiffuseBuffer* userBuffer = getParticleBuffer();
const PxU32 maxParticles = userBuffer->getMaxParticles();
const PxU32 maxDiffuseParticles = userBuffer->getMaxDiffuseParticles();
sDiffusePosLifeBuffer.initialize(cudaContextManager);
sDiffusePosLifeBuffer.allocate(maxDiffuseParticles * sizeof(PxVec4));
sPosBuffer.initialize(cudaContextManager);
sPosBuffer.allocate(maxParticles * sizeof(PxVec4));
}
}
void clearupParticleBuffers()
{
sPosBuffer.release();
sDiffusePosLifeBuffer.release();
}
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<PxRigidActor*> actors(nbActors);
scene->getActors(PxActorTypeFlag::eRIGID_DYNAMIC | PxActorTypeFlag::eRIGID_STATIC, reinterpret_cast<PxActor**>(&actors[0]), nbActors);
Snippets::renderActors(&actors[0], static_cast<PxU32>(actors.size()), true);
}
renderParticles();
Snippets::showFPS();
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", sCamera, keyPress, renderCallback, exitCallback);
initPhysics(true);
Snippets::initFPS();
allocParticleBuffers();
glutMainLoop();
cleanup();
}
#endif