allow larger amount of rigid bodies, dynamically increase b3Config limits
avoid crashes in instancing renderer if instance maximum is exceeded.
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@@ -15,9 +15,9 @@ subject to the following restrictions:
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///create 125 (5x5x5) dynamic object
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#define ARRAY_SIZE_X 1//25
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#define ARRAY_SIZE_Y 20//20
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#define ARRAY_SIZE_Z 1//25
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#define ARRAY_SIZE_X 25
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#define ARRAY_SIZE_Y 20
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#define ARRAY_SIZE_Z 25
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//maximum number of objects (and allow user to shoot additional boxes)
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#define MAX_PROXIES (ARRAY_SIZE_X*ARRAY_SIZE_Y*ARRAY_SIZE_Z + 1024)
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@@ -284,9 +284,9 @@ void BasicGpuDemo::initPhysics()
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//create a few dynamic rigidbodies
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// Re-using the same collision is better for memory usage and performance
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//btBoxShape* colShape = new btBoxShape(btVector3(SCALING*1,SCALING*1,SCALING*1));
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btBoxShape* colShape = new btBoxShape(btVector3(SCALING*1,SCALING*1,SCALING*1));
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btCollisionShape* colShape = new btSphereShape(btScalar(SCALING*1.f));
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//btCollisionShape* colShape = new btSphereShape(btScalar(SCALING*1.f));
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m_collisionShapes.push_back(colShape);
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/// Create Dynamic Objects
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@@ -608,6 +608,8 @@ int main(int argc, char* argv[])
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int maxObjectCapacity=128*1024;
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maxObjectCapacity = b3Max(maxObjectCapacity,ci.arraySizeX*ci.arraySizeX*ci.arraySizeX+10);
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ci.m_instancingRenderer = new GLInstancingRenderer(maxObjectCapacity);//render.getInstancingRenderer();
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ci.m_window = window;
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@@ -108,6 +108,12 @@ void GpuRigidBodyDemo::initPhysics(const ConstructionInfo& ci)
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m_data->m_copyTransformsToVBOKernel = b3OpenCLUtils::compileCLKernelFromString(m_clData->m_clContext,m_clData->m_clDevice,s_rigidBodyKernelString,"copyTransformsToVBOKernel",&errNum,rbProg);
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b3Config config;
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config.m_maxConvexBodies = b3Max(config.m_maxConvexBodies,ci.arraySizeX*ci.arraySizeY*ci.arraySizeZ+10);
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config.m_maxConvexShapes = config.m_maxConvexBodies;
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config.m_maxBroadphasePairs = 8*config.m_maxConvexBodies;
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config.m_maxContactCapacity = config.m_maxBroadphasePairs;
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b3GpuNarrowPhase* np = new b3GpuNarrowPhase(m_clData->m_clContext,m_clData->m_clDevice,m_clData->m_clQueue,config);
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b3GpuSapBroadphase* bp = new b3GpuSapBroadphase(m_clData->m_clContext,m_clData->m_clDevice,m_clData->m_clQueue);
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m_data->m_np = np;
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@@ -157,7 +163,18 @@ void GpuRigidBodyDemo::clientMoveAndDisplay()
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{
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bool animate=true;
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int numObjects= m_data->m_rigidBodyPipeline->getNumBodies();
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//m_instancingRenderer->getInternalData()->m_totalNumInstances;
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if (numObjects > m_instancingRenderer->getInstanceCapacity())
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{
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static bool once = true;
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if (once)
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{
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once=false;
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b3Assert(0);
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b3Error("m_instancingRenderer out-of-memory\n");
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}
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numObjects = m_instancingRenderer->getInstanceCapacity();
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}
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b3Vector4* positions = 0;
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if (animate && numObjects)
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{
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@@ -205,7 +222,9 @@ void GpuRigidBodyDemo::clientMoveAndDisplay()
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GLint err = glGetError();
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assert(err==GL_NO_ERROR);
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GLuint vbo = m_instancingRenderer->getInternalData()->m_vbo;
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int arraySizeInBytes = numObjects * (3)*sizeof(b3Vector4);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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cl_bool blocking= CL_TRUE;
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positions= (b3Vector4*)glMapBufferRange( GL_ARRAY_BUFFER,m_instancingRenderer->getMaxShapeCapacity(),arraySizeInBytes, GL_MAP_WRITE_BIT );//GL_READ_WRITE);//GL_WRITE_ONLY
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@@ -669,8 +669,9 @@ int GLInstancingRenderer::registerGraphicsInstance(int shapeIndex, const float*
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int index = gfxObj->m_numGraphicsInstances + gfxObj->m_instanceOffset;
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int maxElements = m_data->m_instance_positions_ptr.size();
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if (index*4<maxElements)
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{
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m_data->m_instance_positions_ptr[index*4]=position[0];
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m_data->m_instance_positions_ptr[index*4+1]=position[1];
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m_data->m_instance_positions_ptr[index*4+2]=position[2];
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@@ -691,6 +692,11 @@ int GLInstancingRenderer::registerGraphicsInstance(int shapeIndex, const float*
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m_data->m_instance_scale_ptr[index*3+2] = scaling[2];
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gfxObj->m_numGraphicsInstances++;
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} else
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{
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b3Error("registerGraphicsInstance out of range, %d\n", maxElements);
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return -1;
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}
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return gfxObj->m_numGraphicsInstances;
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}
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@@ -105,6 +105,10 @@ public:
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{
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return m_maxShapeCapacityInBytes;
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}
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int getInstanceCapacity() const
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{
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return m_maxNumObjectCapacity;
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}
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};
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#endif //GL_INSTANCING_RENDERER_H
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@@ -40,6 +40,7 @@ bool dumpContactStats = false;
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b3GpuRigidBodyPipeline::b3GpuRigidBodyPipeline(cl_context ctx,cl_device_id device, cl_command_queue q,class b3GpuNarrowPhase* narrowphase, class b3GpuSapBroadphase* broadphaseSap , struct b3DynamicBvhBroadphase* broadphaseDbvt, const b3Config& config)
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{
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m_data = new b3GpuRigidBodyPipelineInternalData;
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m_data->m_config = config;
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m_data->m_context = ctx;
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m_data->m_device = device;
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m_data->m_queue = q;
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