Files
XCEngine/engine/third_party/physx/snippets/snippetpbfmultimat/SnippetPBFMultiMatRender.cpp

217 lines
6.0 KiB
C++

// 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
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<PxVec4>* sPosBufferH;
PxArray<PxVec3>* sPosBuffer3H;
PxArray<PxVec4>* sVelBufferH;
PxArray<PxU32>* sPhasesH;
PxArray<PxVec3>* sColorBuffer3H;
void copyVec4ToVec3(PxArray<PxVec3>& vec3s, const PxArray<PxVec4>& 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<PxVec3>& colors, const PxArray<PxVec4>& vec4s, const PxArray<PxU32>& 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<PxVec4>(maxParticles);
sPosBuffer3H = new PxArray<PxVec3>(maxParticles);
sVelBufferH = new PxArray<PxVec4>(maxParticles);
sColorBuffer3H = new PxArray<PxVec3>(maxParticles);
sPhasesH = new PxArray<PxU32>(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<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::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