Build script + rename tag release->nmage_release+protect against invalid physx use

This commit is contained in:
bloeys
2022-12-11 05:01:46 +04:00
parent cf0fe21e52
commit 9014720f8c
9 changed files with 83 additions and 18 deletions

28
build.sh Executable file
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@ -0,0 +1,28 @@
#!/bin/bash
set -e
if [[ $# -ne 1 ]]; then
echo -e "1) Build Debug mode\n2) Build Release mode"
exit 0
fi
mode=$1
if [[ $mode -eq 1 ]]; then
./switch-physx-mode.sh 1
go build .
echo "Debug build finished"
elif [[ $mode -eq 2 ]]; then
./switch-physx-mode.sh 2
go build -tags "nmage_release,physx_release" .
echo "Release build finished"
else
echo "Unknown build option. Please select 1 for a Debug build or 2 for a Release build"
exit 1
fi

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@ -1,4 +1,4 @@
//go:build !release
//go:build !nmage_release
package consts

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@ -1,4 +1,4 @@
//go:build release
//go:build nmage_release
package consts

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@ -172,6 +172,7 @@ func createWindow(title string, x, y, width, height int32, flags WindowFlags, re
return nil, err
}
win.SDLWin.GLSwap()
return win, err
}

4
go.mod
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@ -9,8 +9,8 @@ require github.com/go-gl/gl v0.0.0-20211210172815-726fda9656d6
require (
github.com/bloeys/assimp-go v0.4.4
github.com/bloeys/gglm v0.43.0
github.com/bloeys/physx-go v0.2.0
github.com/inkyblackness/imgui-go/v4 v4.6.0
github.com/bloeys/physx-go v0.1.2
)
// replace github.com/bloeys/physx-go => ../physx-go
// replace github.com/bloeys/physx-go => ../physx-go

8
go.sum
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@ -2,12 +2,8 @@ github.com/bloeys/assimp-go v0.4.4 h1:Yn5e/RpE0Oes0YMBy8O7KkwAO4R/RpgrZPJCt08dVI
github.com/bloeys/assimp-go v0.4.4/go.mod h1:my3yRxT7CfOztmvi+0svmwbaqw0KFrxaHxncoyaEIP0=
github.com/bloeys/gglm v0.43.0 h1:ZpOghR3PHfpkigTDh+FqxLsF0gN8CD6s/bWoei6LyxI=
github.com/bloeys/gglm v0.43.0/go.mod h1:qwJQ0WzV191wAMwlGicbfbChbKoSedMk7gFFX6GnyOk=
github.com/bloeys/physx-go v0.1.0 h1:/Zon+zt05hPfCo3gFTbFeZ1PJAGc/pFDyLIiO+V9n4M=
github.com/bloeys/physx-go v0.1.0/go.mod h1:NeG0fl0thLNfZNXkPPZF1dpZpB57BT8MUOdtdCxQSBw=
github.com/bloeys/physx-go v0.1.1 h1:gFUfn3PAuqENStxtFfc2W6bVJXEhiQNYOBm+KlffHv8=
github.com/bloeys/physx-go v0.1.1/go.mod h1:NeG0fl0thLNfZNXkPPZF1dpZpB57BT8MUOdtdCxQSBw=
github.com/bloeys/physx-go v0.1.2 h1:an/8R/QHMiysd2IcviAIVmgwzXRl7fSqiTSNPzi0qzk=
github.com/bloeys/physx-go v0.1.2/go.mod h1:NeG0fl0thLNfZNXkPPZF1dpZpB57BT8MUOdtdCxQSBw=
github.com/bloeys/physx-go v0.2.0 h1:zsjskoPFlH7m8hKnlCsJ4hVKe8ys2s1fLEhcNDfofS4=
github.com/bloeys/physx-go v0.2.0/go.mod h1:YNt5tX4T8d/4RdldvpWc77DeHM4jqlIunUQUi/rqSKA=
github.com/davecgh/go-spew v1.1.0 h1:ZDRjVQ15GmhC3fiQ8ni8+OwkZQO4DARzQgrnXU1Liz8=
github.com/davecgh/go-spew v1.1.0/go.mod h1:J7Y8YcW2NihsgmVo/mv3lAwl/skON4iLHjSsI+c5H38=
github.com/go-gl/gl v0.0.0-20211210172815-726fda9656d6 h1:zDw5v7qm4yH7N8C8uWd+8Ii9rROdgWxQuGoJ9WDXxfk=

10
main.go
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@ -224,7 +224,7 @@ func (g *OurGame) Init() {
TypicalObjectLength: 1,
TypicalObjectSpeed: 9.81,
EnableVisualDebugger: true,
EnableVisualDebugger: pgo.PvdSupported,
VisualDebuggerHost: "127.0.0.1",
VisualDebuggerPort: 5425,
VisualDebuggerTimeoutMillis: 10_000,
@ -233,12 +233,8 @@ func (g *OurGame) Init() {
VisualDebuggerTransmitSceneQueries: true,
SceneGravity: gglm.NewVec3(0, -9.81, 0),
// @TODO: This has to be zero because PhysX is deciding to throw 'Exception 0x406d1388' when creating threads.
// This exception is used to provide debuggers with thread names :)
// I don't know why it thinks we are running a debugger, but this doesn't happen in physx-go.
// To fix it either we run in a debugger, which will handle the exception for us, or we set this
// to zero and run everything on the main thread
SceneCPUDispatcherThreads: 0,
SceneCPUDispatcherThreads: 2,
SceneContactHandler: g.PhysxContactHandler,
})
if err != nil {

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@ -4,6 +4,7 @@ import (
"errors"
"github.com/bloeys/gglm/gglm"
"github.com/bloeys/nmage/logging"
"github.com/bloeys/physx-go/pgo"
)
@ -40,6 +41,12 @@ type PhysXCreationOptions struct {
func NewPhysx(options PhysXCreationOptions) (px *PhysX, err error) {
if options.EnableVisualDebugger && !pgo.PvdSupported {
return nil, errors.New("can not enable PhysX visual debugger (PVD) because physx-go is in release mode. Please build without the 'physx_release' tag")
}
logging.InfoLog.Printf("Initializing PhysX. Worker threads: %d. PVD supported: %v\n", options.SceneCPUDispatcherThreads, pgo.PvdSupported)
// Setup foundation, pvd, and physics
px = &PhysX{}
px.Foundation = pgo.CreateFoundation()
@ -66,7 +73,6 @@ func NewPhysx(options PhysXCreationOptions) (px *PhysX, err error) {
sd.SetOnContactCallback(options.SceneContactHandler)
px.Scene = px.Physics.CreateScene(sd)
if options.EnableVisualDebugger {
scenePvdClient := px.Scene.GetScenePvdClient()

38
switch-physx-mode.sh Executable file
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@ -0,0 +1,38 @@
#!/bin/bash
set -e
if [[ $# -ne 1 ]]; then
echo -e "1) Checked mode\n2) Release mode"
exit 0
fi
mode=$1
physxBinDir="../physx/physx/bin/win.x86_64.vc142.mt"
physxCBinDir="../physx-c/x64"
if [[ $mode -eq 1 ]]; then
physxCheckedBinDir="$physxBinDir/checked"
cp "$physxCheckedBinDir/PhysX_64.dll" "$physxCheckedBinDir/PhysXCommon_64.dll" "$physxCheckedBinDir/PhysXFoundation_64.dll" .
physxCCheckedBinDir="$physxCBinDir/Checked"
cp "$physxCCheckedBinDir/physx-c.dll" .
echo "Switched PhysX to Checked mode"
elif [[ $mode -eq 2 ]]; then
physxReleaseBinDir="$physxBinDir/release"
cp "$physxReleaseBinDir/PhysX_64.dll" "$physxReleaseBinDir/PhysXCommon_64.dll" "$physxReleaseBinDir/PhysXFoundation_64.dll" .
physxCReleaseBinDir="$physxCBinDir/Release"
cp "$physxCReleaseBinDir/physx-c.dll" .
echo "Switched PhysX to Release mode"
else
echo "Unknown mode. Please select 1 or 2"
exit 1
fi