93 lines
3.5 KiB
C++
93 lines
3.5 KiB
C++
//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#include "TerrainRandomSamplePrecompute.h"
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#include "SceneVehicle.h"
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#include "PxTkStream.h"
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#include "MediaPath.h"
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using namespace PxToolkit;
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#define WRITE_SEQUENCE 0
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PX_FORCE_INLINE PxF32 flip(const PxF32* v)
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{
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const PxU8* b = (const PxU8*)v;
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PxF32 f;
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PxU8* bf = (PxU8*)&f;
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bf[0] = b[3];
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bf[1] = b[2];
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bf[2] = b[1];
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bf[3] = b[0];
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return f;
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}
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TerrainRandomSamplePrecompute::TerrainRandomSamplePrecompute(SceneVehicle& app, const char* resourcePath)
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: mPrecomputedRandomSequence(NULL),
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mPrecomputedRandomSequenceCount(0)
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{
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mPrecomputedRandomSequence = new PxF32[(sizeof(PxF32)*(PRECOMPUTED_RANDOM_SEQUENCE_SIZE + 1))];
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#if WRITE_SEQUENCE
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char buffer[256];
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const char* filename = getSampleOutputDirManager().getFilePath("SampleBaseRandomSequence", buffer, false);
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const PxF32 denom = (1.0f / float(RAND_MAX));
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for (PxU32 i = 0; i<PRECOMPUTED_RANDOM_SEQUENCE_SIZE; i++)
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{
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mPrecomputedRandomSequence[i] = float(rand()) * denom;
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}
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mPrecomputedRandomSequence[PRECOMPUTED_RANDOM_SEQUENCE_SIZE] = 1.0f;
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PxDefaultFileOutputStream stream(filename);
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stream.write(mPrecomputedRandomSequence, sizeof(PxF32)*(PRECOMPUTED_RANDOM_SEQUENCE_SIZE + 1));
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#else
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const char* filename = FindMediaFile("SampleBaseRandomSequence", resourcePath);
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PxDefaultFileInputData stream(filename);
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if (!stream.isValid())
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printf("SampleBaseRandomSequence file not found");
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stream.read(mPrecomputedRandomSequence, sizeof(PxF32)*(PRECOMPUTED_RANDOM_SEQUENCE_SIZE + 1));
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const bool mismatch = (1.0f != mPrecomputedRandomSequence[PRECOMPUTED_RANDOM_SEQUENCE_SIZE]);
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if (mismatch)
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{
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for (PxU32 i = 0; i<PRECOMPUTED_RANDOM_SEQUENCE_SIZE; i++)
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{
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mPrecomputedRandomSequence[i] = flip(&mPrecomputedRandomSequence[i]);
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}
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}
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#endif
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}
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TerrainRandomSamplePrecompute::~TerrainRandomSamplePrecompute()
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{
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delete[] mPrecomputedRandomSequence;
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mPrecomputedRandomSequenceCount = 0;
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}
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