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/*
* Copyright (c) 2014-2017, NVIDIA CORPORATION. All rights reserved.
*
* NVIDIA CORPORATION and its licensors retain all intellectual property
* and proprietary rights in and to this software, related documentation
* and any modifications thereto. Any use, reproduction, disclosure or
* distribution of this software and related documentation without an express
* license agreement from NVIDIA CORPORATION is strictly prohibited.
*/
#include <stdio.h>
#include <string.h>
#include "loader.h"
#include "imgui.h"
#include "imguiser.h"
namespace PresetFlame
{
#include "presetFlame.h"
}
#include "scene.h"
#include <SDL.h>
#include "computeContext.h"
namespace
{
// Need BYTE defined for shader bytecode
typedef unsigned char BYTE;
#include "customEmitAllocCS.hlsl.h"
#include "customEmitEmitCS.hlsl.h"
#include "customEmitEmit2CS.hlsl.h"
}
void SceneCustomEmit::initParams()
{
m_flowGridActor.initParams(AppGraphCtxDedicatedVideoMemory(m_appctx));
// set emitter defaults
NvFlowGridEmitParamsDefaults(&m_emitParams);
m_emitParams.bounds.x.x = 0.25f;
m_emitParams.bounds.y.y = 0.25f;
m_emitParams.bounds.z.z = 0.25f;
m_emitParams.velocityLinear.y = 8.f;
m_emitParams.fuel = 1.9f;
m_emitParams.smoke = 0.5f;
// grid parameter overrides
m_flowGridActor.m_gridParams.gravity = NvFlowFloat3{ 0.f, -1.f, 0.f };
m_shouldLoadPreset = true;
}
void SceneCustomEmit::init(AppGraphCtx* appctx, int winw, int winh)
{
m_appctx = appctx;
if (!m_shouldReset || m_isFirstRun)
{
initParams();
m_isFirstRun = false;
}
m_flowContext.init(appctx);
m_flowGridActor.init(&m_flowContext, appctx);
// create default color map
{
const int numPoints = 5;
const CurvePoint pts[numPoints] = {
{ 0.f, 0.f,0.f,0.f,0.f },
{ 0.05f, 0.f,0.f,0.f,0.5f },
{ 0.6f, 213.f / 255.f,100.f / 255.f,30.f / 255.f,0.8f },
{ 0.85f, 255.f / 255.f,240.f / 255.f,0.f,0.8f },
{ 1.f, 1.f,1.f,1.f,0.7f }
};
auto& colorMap = m_flowGridActor.m_colorMap;
colorMap.initColorMap(m_flowContext.m_renderContext, pts, numPoints, (colorMap.m_curvePointsDefault.size() == 0));
}
m_projectile.init(m_appctx, m_flowContext.m_gridContext);
resize(winw, winh);
// create app compute resources
{
m_customContext = ComputeContextNvFlowContextCreate(m_flowContext.m_gridContext);
ComputeShaderDesc shaderDesc = {};
shaderDesc.cs = g_customEmitAllocCS;
shaderDesc.cs_length = sizeof(g_customEmitAllocCS);
m_customEmitAllocCS = ComputeShaderCreate(m_customContext, &shaderDesc);
shaderDesc.cs = g_customEmitEmitCS;
shaderDesc.cs_length = sizeof(g_customEmitEmitCS);
m_customEmitEmitCS = ComputeShaderCreate(m_customContext, &shaderDesc);
shaderDesc.cs = g_customEmitEmit2CS;
shaderDesc.cs_length = sizeof(g_customEmitEmit2CS);
m_customEmitEmit2CS = ComputeShaderCreate(m_customContext, &shaderDesc);
ComputeConstantBufferDesc cbDesc = {};
cbDesc.sizeInBytes = 1024 * sizeof(float);
m_customConstantBuffer = ComputeConstantBufferCreate(m_customContext, &cbDesc);
}
// register callbacks
{
NvFlowGridEmitCustomRegisterAllocFunc(m_flowGridActor.m_grid, emitCustomAllocFunc, this);
NvFlowGridEmitCustomRegisterEmitFunc(m_flowGridActor.m_grid, eNvFlowGridTextureChannelVelocity, emitCustomEmitVelocityFunc, this);
NvFlowGridEmitCustomRegisterEmitFunc(m_flowGridActor.m_grid, eNvFlowGridTextureChannelDensity, emitCustomEmitDensityFunc, this);
}
}
void SceneCustomEmit::doUpdate(float dt)
{
bool shouldUpdate = m_flowContext.updateBegin();
if (shouldUpdate)
{
ComputeContextNvFlowContextUpdate(m_customContext, m_flowContext.m_gridContext);
AppGraphCtxProfileBegin(m_appctx, "Simulate");
m_flowGridActor.updatePreEmit(&m_flowContext, dt);
NvFlowShapeDesc shapeDesc;
shapeDesc.sphere.radius = 0.8f;
m_emitParams.localToWorld = m_emitParams.bounds;
m_emitParams.shapeType = eNvFlowShapeTypeSphere;
m_emitParams.deltaTime = dt;
// Disable traditional emitters here
//NvFlowGridEmit(m_grid, &shapeDesc, 1u, &m_emitParams, 1u);
m_projectile.update(m_flowContext.m_gridContext, m_flowGridActor.m_grid, dt);
m_flowGridActor.updatePostEmit(&m_flowContext, dt, shouldUpdate, m_shouldGridReset);
m_shouldGridReset = false;
AppGraphCtxProfileEnd(m_appctx, "Simulate");
}
m_flowContext.updateEnd();
}
namespace
{
void updateResource(ComputeResource*& computeResource, NvFlowResource* flowResource, ComputeContext* customContext, NvFlowContext* flowContext)
{
if (computeResource) {
ComputeResourceNvFlowUpdate(customContext, computeResource, flowContext, flowResource);
}
else {
computeResource = ComputeResourceNvFlowCreate(customContext, flowContext, flowResource);
}
}
void updateResourceRW(ComputeResourceRW*& computeResourceRW, NvFlowResourceRW* flowResourceRW, ComputeContext* customContext, NvFlowContext* flowContext)
{
if (computeResourceRW) {
ComputeResourceRWNvFlowUpdate(customContext, computeResourceRW, flowContext, flowResourceRW);
}
else {
computeResourceRW = ComputeResourceRWNvFlowCreate(customContext, flowContext, flowResourceRW);
}
}
}
void SceneCustomEmit::doEmitCustomAllocFunc(const NvFlowGridEmitCustomAllocParams* params)
{
updateResourceRW(m_allocMask, params->maskResourceRW, m_customContext, m_flowContext.m_renderContext);
struct ShaderParams
{
NvFlowUint4 minMaskIdx;
NvFlowUint4 maxMaskIdx;
};
NvFlowDim maskDim = params->maskDim;
NvFlowUint radius = 1u;
NvFlowUint4 minMaskIdx, maxMaskIdx;
minMaskIdx.x = maskDim.x / 2 - radius;
minMaskIdx.y = maskDim.y / 2 - radius;
minMaskIdx.z = maskDim.z / 2 - radius;
minMaskIdx.w = 0u;
maxMaskIdx.x = maskDim.x / 2 + radius + 1;
maxMaskIdx.y = maskDim.y / 2 + radius + 1;
maxMaskIdx.z = maskDim.z / 2 + radius + 1;
maxMaskIdx.w = 0u;
auto mapped = (ShaderParams*)ComputeConstantBufferMap(m_customContext, m_customConstantBuffer);
mapped->minMaskIdx = minMaskIdx;
mapped->maxMaskIdx = maxMaskIdx;
ComputeConstantBufferUnmap(m_customContext, m_customConstantBuffer);
ComputeDispatchParams dparams = {};
dparams.shader = m_customEmitAllocCS;
dparams.constantBuffer = m_customConstantBuffer;
dparams.gridDim[0] = (maxMaskIdx.x - minMaskIdx.x + 7) / 8;
dparams.gridDim[1] = (maxMaskIdx.y - minMaskIdx.y + 7) / 8;
dparams.gridDim[2] = (maxMaskIdx.z - minMaskIdx.z + 7) / 8;
dparams.resourcesRW[0] = m_allocMask;
ComputeContextDispatch(m_customContext, &dparams);
}
void SceneCustomEmit::doEmitCustomEmit(NvFlowUint* dataFrontIdx, const NvFlowGridEmitCustomEmitParams* layeredParams, const CustomEmitParams* customParams)
{
// for each layer
for (NvFlowUint layerIdx = 0u; layerIdx < layeredParams->numLayers; layerIdx++)
{
NvFlowGridEmitCustomEmitLayerParams paramsInst = {};
NvFlowGridEmitCustomGetLayerParams(layeredParams, 0u, ¶msInst);
auto params = ¶msInst;
updateResource(m_blockTable, params->blockTable, m_customContext, m_flowContext.m_renderContext);
updateResource(m_blockList, params->blockList, m_customContext, m_flowContext.m_renderContext);
updateResourceRW(m_dataRW[0u], params->dataRW[0u], m_customContext, m_flowContext.m_renderContext);
updateResourceRW(m_dataRW[1u], params->dataRW[1u], m_customContext, m_flowContext.m_renderContext);
struct ShaderParams
{
NvFlowShaderPointParams customEmitParams;
NvFlowUint4 minVidx;
NvFlowUint4 maxVidx;
NvFlowFloat4 targetValue;
NvFlowFloat4 blendRate;
};
const auto& gridDim = params->shaderParams.gridDim;
const auto& blockDim = params->shaderParams.blockDim;
NvFlowUint4 vdim;
vdim.x = gridDim.x * blockDim.x;
vdim.y = gridDim.y * blockDim.y;
vdim.z = gridDim.z * blockDim.z;
vdim.w = 1u;
const NvFlowUint radius = customParams->radius;
NvFlowUint4 minVidx, maxVidx;
minVidx.x = vdim.x / 2 - radius;
minVidx.y = vdim.y / 2 - radius;
minVidx.z = vdim.z / 2 - radius;
minVidx.w = 0u;
maxVidx.x = vdim.x / 2 + radius + 1;
maxVidx.y = vdim.y / 2 + radius + 1;
maxVidx.z = vdim.z / 2 + radius + 1;
maxVidx.w = 0u;
auto mapped = (ShaderParams*)ComputeConstantBufferMap(m_customContext, m_customConstantBuffer);
mapped->customEmitParams = params->shaderParams;
mapped->minVidx = minVidx;
mapped->maxVidx = maxVidx;
mapped->targetValue = customParams->targetValue;
mapped->blendRate = customParams->blendRate;
ComputeConstantBufferUnmap(m_customContext, m_customConstantBuffer);
if (m_fullDomain)
{
ComputeDispatchParams dparams = {};
dparams.shader = m_customEmitEmit2CS;
dparams.constantBuffer = m_customConstantBuffer;
dparams.gridDim[0] = (params->numBlocks * params->shaderParams.blockDim.x + 7) / 8;
dparams.gridDim[1] = (params->shaderParams.blockDim.y + 7) / 8;
dparams.gridDim[2] = (params->shaderParams.blockDim.z + 7) / 8;
dparams.resources[0] = m_blockList;
dparams.resources[1] = m_blockTable;
NvFlowUint localDataFrontIdx = *dataFrontIdx;
// single pass
{
dparams.resources[2] = ComputeResourceRWGetResource(m_dataRW[localDataFrontIdx]);
dparams.resourcesRW[0] = m_dataRW[localDataFrontIdx ^ 1u];
ComputeContextDispatch(m_customContext, &dparams);
localDataFrontIdx = localDataFrontIdx ^ 1u;
}
}
else
{
ComputeDispatchParams dparams = {};
dparams.shader = m_customEmitEmitCS;
dparams.constantBuffer = m_customConstantBuffer;
dparams.gridDim[0] = (maxVidx.x - minVidx.x + 7) / 8;
dparams.gridDim[1] = (maxVidx.y - minVidx.y + 7) / 8;
dparams.gridDim[2] = (maxVidx.z - minVidx.z + 7) / 8;
dparams.resources[0] = m_blockList;
dparams.resources[1] = m_blockTable;
NvFlowUint localDataFrontIdx = *dataFrontIdx;
// doing this twice allow the write to be incomplete
for (int i = 0; i < 2; i++)
{
dparams.resources[2] = ComputeResourceRWGetResource(m_dataRW[localDataFrontIdx]);
dparams.resourcesRW[0] = m_dataRW[localDataFrontIdx ^ 1u];
ComputeContextDispatch(m_customContext, &dparams);
localDataFrontIdx = localDataFrontIdx ^ 1u;
}
}
}
// dataFrontIdx must be uniform across layers
if (m_fullDomain)
{
(*dataFrontIdx) = (*dataFrontIdx) ^ 1u;
}
else
{
(*dataFrontIdx) = (*dataFrontIdx) ^ 1u;
(*dataFrontIdx) = (*dataFrontIdx) ^ 1u;
}
}
void SceneCustomEmit::doEmitCustomEmitVelocityFunc(NvFlowUint* dataFrontIdx, const NvFlowGridEmitCustomEmitParams* params)
{
CustomEmitParams customParams = {};
customParams.radius = 4u;
customParams.targetValue = { 0.f, 1.f, 0.f, 0.f };
customParams.blendRate = { 0.01f, 0.01f, 0.01f, 0.01f };
doEmitCustomEmit(dataFrontIdx, params, &customParams);
}
void SceneCustomEmit::doEmitCustomEmitDensityFunc(NvFlowUint* dataFrontIdx, const NvFlowGridEmitCustomEmitParams* params)
{
CustomEmitParams customParams = {};
customParams.radius = 8u;
customParams.targetValue = { 1.f, 1.f, 0.f, 1.f };
customParams.blendRate = { 0.01f, 0.01f, 0.01f, 0.01f };
doEmitCustomEmit(dataFrontIdx, params, &customParams);
}
void SceneCustomEmit::emitCustomAllocFunc(void* userdata, const NvFlowGridEmitCustomAllocParams* params)
{
((SceneCustomEmit*)(userdata))->doEmitCustomAllocFunc(params);
}
void SceneCustomEmit::emitCustomEmitVelocityFunc(void* userdata, NvFlowUint* dataFrontIdx, const NvFlowGridEmitCustomEmitParams* params)
{
((SceneCustomEmit*)(userdata))->doEmitCustomEmitVelocityFunc(dataFrontIdx, params);
}
void SceneCustomEmit::emitCustomEmitDensityFunc(void* userdata, NvFlowUint* dataFrontIdx, const NvFlowGridEmitCustomEmitParams* params)
{
((SceneCustomEmit*)(userdata))->doEmitCustomEmitDensityFunc(dataFrontIdx, params);
}
void SceneCustomEmit::preDraw()
{
m_flowContext.preDrawBegin();
m_flowGridActor.preDraw(&m_flowContext);
m_flowContext.preDrawEnd();
}
void SceneCustomEmit::imguiFluidEmitterExtra()
{
if (imguiserCheck("Full Domain", m_fullDomain, true))
{
m_fullDomain = !m_fullDomain;
}
}
void SceneCustomEmit::draw(DirectX::CXMMATRIX projection, DirectX::CXMMATRIX view)
{
m_projectile.draw(projection, view);
m_flowContext.drawBegin();
m_flowGridActor.draw(&m_flowContext, projection, view);
m_flowContext.drawEnd();
}
void SceneCustomEmit::release()
{
// release app compute resources
{
ComputeConstantBufferRelease(m_customConstantBuffer);
ComputeShaderRelease(m_customEmitAllocCS);
ComputeShaderRelease(m_customEmitEmitCS);
ComputeShaderRelease(m_customEmitEmit2CS);
ComputeContextRelease(m_customContext);
if (m_allocMask) ComputeResourceRWRelease(m_allocMask);
if (m_blockTable) ComputeResourceRelease(m_blockTable);
if (m_blockList) ComputeResourceRelease(m_blockList);
if (m_dataRW[0]) ComputeResourceRWRelease(m_dataRW[0u]);
if (m_dataRW[1]) ComputeResourceRWRelease(m_dataRW[1u]);
m_allocMask = nullptr;
m_blockTable = nullptr;
m_blockList = nullptr;
m_dataRW[0] = nullptr;
m_dataRW[1] = nullptr;
}
m_projectile.release();
m_flowGridActor.release();
m_flowContext.release();
}
void SceneCustomEmit::imgui(int xIn, int yIn, int wIn, int hIn)
{
SceneFluid::imgui(xIn, yIn, wIn, hIn);
if (m_shouldLoadPreset)
{
imguiserLoadC(PresetFlame::g_root, sizeof(PresetFlame::g_root));
m_shouldLoadPreset = false;
}
}
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