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PhysX4.1/physx/snippets/snippetdelayloadhook/SnippetDelayLoadHook.cpp
2025-11-28 23:13:44 +05:30

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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) 2008-2021 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
// ****************************************************************************
// This snippet illustrates the use of the dll delay load hooks in physx.
//
// The hooks are needed if the application executable either doesn't reside
// in the same directory as the PhysX dlls, or if the PhysX dlls have been renamed.
// Some PhysX dlls delay load the PhysXFoundation, PhysXCommon or PhysXGpu dlls and
// the non-standard names or loactions of these dlls need to be communicated so the
// delay loading can succeed.
//
// This snippet shows how this can be done using the delay load hooks.
//
// In order to show functionality with the renamed dlls some basic physics
// simulation is performed.
// ****************************************************************************
#include <ctype.h>
#include <wtypes.h>
#include "PxPhysicsAPI.h"
// Include the delay load hook headers
#include "common/windows/PxWindowsDelayLoadHook.h"
#include "../snippetcommon/SnippetPrint.h"
#include "../snippetcommon/SnippetPVD.h"
#include "../snippetutils/SnippetUtils.h"
// This snippet uses the default PhysX distro dlls, making the example here somewhat artificial,
// as default locations and default naming makes implementing delay load hooks unnecessary.
#define APP_BIN_DIR "..\\"
#if PX_WIN64
#define DLL_NAME_BITS "64"
#else
#define DLL_NAME_BITS "32"
#endif
#if PX_DEBUG
#define DLL_DIR "debug\\"
#elif PX_CHECKED
#define DLL_DIR "checked\\"
#elif PX_PROFILE
#define DLL_DIR "profile\\"
#else
#define DLL_DIR "release\\"
#endif
const char* foundationLibraryPath = APP_BIN_DIR DLL_DIR "PhysXFoundation_" DLL_NAME_BITS ".dll";
const char* commonLibraryPath = APP_BIN_DIR DLL_DIR "PhysXCommon_" DLL_NAME_BITS ".dll";
const char* physxLibraryPath = APP_BIN_DIR DLL_DIR "PhysX_" DLL_NAME_BITS ".dll";
const char* gpuLibraryPath = APP_BIN_DIR DLL_DIR "PhysXGpu_" DLL_NAME_BITS ".dll";
HMODULE foundationLibrary = NULL;
HMODULE commonLibrary = NULL;
HMODULE physxLibrary = NULL;
using namespace physx;
PxDefaultAllocator gAllocator;
PxDefaultErrorCallback gErrorCallback;
PxFoundation* gFoundation = NULL;
PxPhysics* gPhysics = NULL;
PxDefaultCpuDispatcher* gDispatcher = NULL;
PxScene* gScene = NULL;
PxMaterial* gMaterial = NULL;
PxPvd* gPvd = NULL;
// typedef the PhysX entry points
typedef PxFoundation*(PxCreateFoundation_FUNC)(PxU32, PxAllocatorCallback&, PxErrorCallback&);
typedef PxPhysics* (PxCreatePhysics_FUNC)(PxU32,PxFoundation&,const PxTolerancesScale& scale,bool,PxPvd*);
typedef void (PxSetPhysXDelayLoadHook_FUNC)(const PxDelayLoadHook* hook);
typedef void (PxSetPhysXCommonDelayLoadHook_FUNC)(const PxDelayLoadHook* hook);
typedef void (PxSetPhysXGpuLoadHook_FUNC)(const PxGpuLoadHook* hook);
typedef int (PxGetSuggestedCudaDeviceOrdinal_FUNC)(PxErrorCallback& errc);
typedef PxCudaContextManager* (PxCreateCudaContextManager_FUNC)(PxFoundation& foundation, const PxCudaContextManagerDesc& desc, physx::PxProfilerCallback* profilerCallback);
// set the function pointers to NULL
PxCreateFoundation_FUNC* s_PxCreateFoundation_Func = NULL;
PxCreatePhysics_FUNC* s_PxCreatePhysics_Func = NULL;
PxSetPhysXDelayLoadHook_FUNC* s_PxSetPhysXDelayLoadHook_Func = NULL;
PxSetPhysXCommonDelayLoadHook_FUNC* s_PxSetPhysXCommonDelayLoadHook_Func = NULL;
PxSetPhysXGpuLoadHook_FUNC* s_PxSetPhysXGpuLoadHook_Func = NULL;
PxGetSuggestedCudaDeviceOrdinal_FUNC* s_PxGetSuggestedCudaDeviceOrdinal_Func = NULL;
PxCreateCudaContextManager_FUNC* s_PxCreateCudaContextManager_Func = NULL;
bool loadPhysicsExplicitely()
{
// load the dlls
foundationLibrary = LoadLibraryA(foundationLibraryPath);
if(!foundationLibrary)
return false;
commonLibrary = LoadLibraryA(commonLibraryPath);
if(!commonLibrary)
{
FreeLibrary(foundationLibrary);
return false;
}
physxLibrary = LoadLibraryA(physxLibraryPath);
if(!physxLibrary)
{
FreeLibrary(foundationLibrary);
FreeLibrary(commonLibrary);
return false;
}
// get the function pointers
s_PxCreateFoundation_Func = (PxCreateFoundation_FUNC*)GetProcAddress(foundationLibrary, "PxCreateFoundation");
s_PxCreatePhysics_Func = (PxCreatePhysics_FUNC*)GetProcAddress(physxLibrary, "PxCreateBasePhysics");
s_PxSetPhysXDelayLoadHook_Func = (PxSetPhysXDelayLoadHook_FUNC*)GetProcAddress(physxLibrary, "PxSetPhysXDelayLoadHook");
s_PxSetPhysXCommonDelayLoadHook_Func = (PxSetPhysXCommonDelayLoadHook_FUNC*)GetProcAddress(commonLibrary, "PxSetPhysXCommonDelayLoadHook");
s_PxSetPhysXGpuLoadHook_Func = (PxSetPhysXGpuLoadHook_FUNC*)GetProcAddress(physxLibrary, "PxSetPhysXGpuLoadHook");
s_PxGetSuggestedCudaDeviceOrdinal_Func = (PxGetSuggestedCudaDeviceOrdinal_FUNC*)GetProcAddress(physxLibrary, "PxGetSuggestedCudaDeviceOrdinal");
s_PxCreateCudaContextManager_Func = (PxCreateCudaContextManager_FUNC*)GetProcAddress(physxLibrary, "PxCreateCudaContextManager");
// check if we have all required function pointers
if(s_PxCreateFoundation_Func == NULL || s_PxCreatePhysics_Func == NULL || s_PxSetPhysXDelayLoadHook_Func == NULL || s_PxSetPhysXCommonDelayLoadHook_Func == NULL)
return false;
if(s_PxSetPhysXGpuLoadHook_Func == NULL || s_PxGetSuggestedCudaDeviceOrdinal_Func == NULL || s_PxCreateCudaContextManager_Func == NULL)
return false;
return true;
}
// unload the dlls
void unloadPhysicsExplicitely()
{
FreeLibrary(physxLibrary);
FreeLibrary(commonLibrary);
FreeLibrary(foundationLibrary);
}
// Overriding the PxDelayLoadHook allows the load of a custom name dll inside PhysX, PhysXCommon and PhysXCooking dlls
struct SnippetDelayLoadHook : public PxDelayLoadHook
{
virtual const char* getPhysXFoundationDllName() const
{
return foundationLibraryPath;
}
virtual const char* getPhysXCommonDllName() const
{
return commonLibraryPath;
}
};
// Overriding the PxGpuLoadHook allows the load of a custom GPU name dll
struct SnippetGpuLoadHook : public PxGpuLoadHook
{
virtual const char* getPhysXGpuDllName() const
{
return gpuLibraryPath;
}
};
PxReal stackZ = 10.0f;
PxRigidDynamic* createDynamic(const PxTransform& t, const PxGeometry& geometry, const PxVec3& velocity=PxVec3(0))
{
PxRigidDynamic* dynamic = PxCreateDynamic(*gPhysics, t, geometry, *gMaterial, 10.0f);
dynamic->setAngularDamping(0.5f);
dynamic->setLinearVelocity(velocity);
gScene->addActor(*dynamic);
return dynamic;
}
void createStack(const PxTransform& t, PxU32 size, PxReal halfExtent)
{
PxShape* shape = gPhysics->createShape(PxBoxGeometry(halfExtent, halfExtent, halfExtent), *gMaterial);
for(PxU32 i=0; i<size;i++)
{
for(PxU32 j=0;j<size-i;j++)
{
PxTransform localTm(PxVec3(PxReal(j*2) - PxReal(size-i), PxReal(i*2+1), 0) * halfExtent);
PxRigidDynamic* body = gPhysics->createRigidDynamic(t.transform(localTm));
body->attachShape(*shape);
PxRigidBodyExt::updateMassAndInertia(*body, 10.0f);
gScene->addActor(*body);
}
}
shape->release();
}
void initPhysics(bool interactive)
{
// load the explictely named dlls
const bool isLoaded = loadPhysicsExplicitely();
if (!isLoaded)
return;
gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
// set PhysX and PhysXCommon delay load hook, this must be done before the create physics is called, before
// the PhysXFoundation, PhysXCommon delay load happens.
SnippetDelayLoadHook delayLoadHook;
s_PxSetPhysXDelayLoadHook_Func(&delayLoadHook);
s_PxSetPhysXCommonDelayLoadHook_Func(&delayLoadHook);
// set PhysXGpu load hook
SnippetGpuLoadHook gpuLoadHook;
s_PxSetPhysXGpuLoadHook_Func(&gpuLoadHook);
gPvd = PxCreatePvd(*gFoundation);
PxPvdTransport* transport = PxDefaultPvdSocketTransportCreate(PVD_HOST, 5425, 10);
gPvd->connect(*transport,PxPvdInstrumentationFlag::eALL);
gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, PxTolerancesScale(),true,gPvd);
// We setup the delay load hooks first
PxSceneDesc sceneDesc(gPhysics->getTolerancesScale());
sceneDesc.gravity = PxVec3(0.0f, -9.81f, 0.0f);
gDispatcher = PxDefaultCpuDispatcherCreate(2);
sceneDesc.cpuDispatcher = gDispatcher;
sceneDesc.filterShader = PxDefaultSimulationFilterShader;
gScene = gPhysics->createScene(sceneDesc);
PxPvdSceneClient* pvdClient = gScene->getScenePvdClient();
if(pvdClient)
{
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONSTRAINTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONTACTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_SCENEQUERIES, true);
}
gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 0.6f);
PxRigidStatic* groundPlane = PxCreatePlane(*gPhysics, PxPlane(0,1,0,0), *gMaterial);
gScene->addActor(*groundPlane);
for(PxU32 i=0;i<5;i++)
createStack(PxTransform(PxVec3(0,0,stackZ-=10.0f)), 10, 2.0f);
if(!interactive)
createDynamic(PxTransform(PxVec3(0,40,100)), PxSphereGeometry(10), PxVec3(0,-50,-100));
}
void stepPhysics(bool /*interactive*/)
{
if (gScene)
{
gScene->simulate(1.0f/60.0f);
gScene->fetchResults(true);
}
}
void cleanupPhysics(bool /*interactive*/)
{
PX_RELEASE(gScene);
PX_RELEASE(gDispatcher);
PX_RELEASE(gPhysics);
if(gPvd)
{
PxPvdTransport* transport = gPvd->getTransport();
gPvd->release(); gPvd = NULL;
PX_RELEASE(transport);
}
PX_RELEASE(gFoundation);
unloadPhysicsExplicitely();
printf("SnippetDelayLoadHook done.\n");
}
void keyPress(unsigned char key, const PxTransform& camera)
{
switch(toupper(key))
{
case 'B': createStack(PxTransform(PxVec3(0,0,stackZ-=10.0f)), 10, 2.0f); break;
case ' ': createDynamic(camera, PxSphereGeometry(3.0f), camera.rotate(PxVec3(0,0,-1))*200); break;
}
}
int snippetMain(int, const char*const*)
{
#ifdef RENDER_SNIPPET
extern void renderLoop();
renderLoop();
#else
static const PxU32 frameCount = 100;
initPhysics(false);
for(PxU32 i=0; i<frameCount; i++)
stepPhysics(false);
cleanupPhysics(false);
#endif
return 0;
}