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| author | mtamis <[email protected]> | 2017-02-15 16:06:25 +0100 |
|---|---|---|
| committer | mtamis <[email protected]> | 2017-02-15 16:06:25 +0100 |
| commit | 85305930aeeb1d513e23522bd91f29ba81aa6d14 (patch) | |
| tree | 45f1bb20a45a300d1fef107e436cac95602a0e57 /NvCloth/src/dx/DxFactory.h | |
| download | nvcloth-85305930aeeb1d513e23522bd91f29ba81aa6d14.tar.xz nvcloth-85305930aeeb1d513e23522bd91f29ba81aa6d14.zip | |
NvCloth library v1.0.0
Diffstat (limited to 'NvCloth/src/dx/DxFactory.h')
| -rw-r--r-- | NvCloth/src/dx/DxFactory.h | 160 |
1 files changed, 160 insertions, 0 deletions
diff --git a/NvCloth/src/dx/DxFactory.h b/NvCloth/src/dx/DxFactory.h new file mode 100644 index 0000000..0fec0d8 --- /dev/null +++ b/NvCloth/src/dx/DxFactory.h @@ -0,0 +1,160 @@ +// This code contains NVIDIA Confidential Information and is disclosed to you +// under a form of NVIDIA software license agreement provided separately to you. +// +// Notice +// NVIDIA Corporation and its licensors retain all intellectual property and +// proprietary rights in and to this software and 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. +// +// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES +// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO +// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, +// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. +// +// Information and code furnished is believed to be accurate and reliable. +// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such +// information or for any infringement of patents or other rights of third parties that may +// result from its use. No license is granted by implication or otherwise under any patent +// or patent rights of NVIDIA Corporation. Details are subject to change without notice. +// This code supersedes and replaces all information previously supplied. +// NVIDIA Corporation products are not authorized for use as critical +// components in life support devices or systems without express written approval of +// NVIDIA Corporation. +// +// Copyright (c) 2008-2017 NVIDIA Corporation. All rights reserved. +// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. +// Copyright (c) 2001-2004 NovodeX AG. All rights reserved. + +#pragma once + +#include "NvCloth/Factory.h" +#include "DxClothData.h" +#include "DxBatchedVector.h" +#include "../IndexPair.h" +#include <foundation/PxVec4.h> +#include <foundation/PxVec3.h> + +#if _MSC_VER >= 1700 +#pragma warning(disable : 4471) +#endif + +struct ID3D11Device; +struct ID3D11Buffer; +enum D3D11_MAP; + +namespace nv +{ + +namespace cloth +{ +class DxFabric; +class DxCloth; +template <typename> +class ClothImpl; +class DxContextManagerCallback; + +class DxFactory : public Factory +{ +protected: + DxFactory(const DxFactory&); // not implemented + DxFactory& operator = (const DxFactory&); // not implemented + + public: + typedef DxFabric FabricType; + typedef ClothImpl<DxCloth> ImplType; + + explicit DxFactory(DxContextManagerCallback*); + virtual ~DxFactory(); + + virtual Platform getPlatform() const { return Platform::DX11; } + + virtual Fabric* createFabric(uint32_t numParticles, Range<const uint32_t> phaseIndices, Range<const uint32_t> sets, + Range<const float> restvalues, Range<const float> stiffnessValues, Range<const uint32_t> indices, + Range<const uint32_t> anchors, Range<const float> tetherLengths, + Range<const uint32_t> triangles); + + virtual Cloth* createCloth(Range<const physx::PxVec4> particles, Fabric& fabric); + + virtual Solver* createSolver(); + + virtual Cloth* clone(const Cloth& cloth); + + virtual void extractFabricData(const Fabric& fabric, Range<uint32_t> phaseIndices, Range<uint32_t> sets, + Range<float> restvalues, Range<float> stiffnessValues, Range<uint32_t> indices, Range<uint32_t> anchors, + Range<float> tetherLengths, Range<uint32_t> triangles) const; + + virtual void extractCollisionData(const Cloth& cloth, Range<physx::PxVec4> spheres, Range<uint32_t> capsules, + Range<physx::PxVec4> planes, Range<uint32_t> convexes, Range<physx::PxVec3> triangles) const; + + virtual void extractMotionConstraints(const Cloth& cloth, Range<physx::PxVec4> destConstraints) const; + + virtual void extractSeparationConstraints(const Cloth& cloth, Range<physx::PxVec4> destConstraints) const; + + virtual void extractParticleAccelerations(const Cloth& cloth, Range<physx::PxVec4> destAccelerations) const; + + virtual void extractVirtualParticles(const Cloth& cloth, Range<uint32_t[4]> destIndices, + Range<physx::PxVec3> destWeights) const; + + virtual void extractSelfCollisionIndices(const Cloth& cloth, Range<uint32_t> destIndices) const; + + virtual void extractRestPositions(const Cloth& cloth, Range<physx::PxVec4> destRestPositions) const; + + public: + void copyToHost(void* dst, ID3D11Buffer* buffer, uint32_t offset, uint32_t size) const; //size and offset in bytes (or in pixels when buffer is a texture?) + void CompileComputeShaders(); // this is called once to setup the shaders + + void reserveStagingBuffer(uint32_t size); + void* mapStagingBuffer(D3D11_MAP) const; + void unmapStagingBuffer() const; + + Vector<DxFabric*>::Type mFabrics; + + DxContextManagerCallback* mContextManager; + ID3D11Buffer* mStagingBuffer; + + ID3D11ComputeShader* mSolverKernelComputeShader; + + uint32_t mNumThreadsPerBlock; + + const uint32_t mMaxThreadsPerBlock; + + DxBatchedStorage<DxConstraint> mConstraints; + DxBatchedStorage<DxConstraint> mConstraintsHostCopy; + DxBatchedStorage<float> mStiffnessValues; + DxBatchedStorage<DxTether> mTethers; + DxBatchedStorage<physx::PxVec4> mParticles; + DxBatchedStorage<physx::PxVec4> mParticlesHostCopy; + DxBatchedStorage<DxPhaseConfig> mPhaseConfigs; + + DxBatchedStorage<physx::PxVec4> mParticleAccelerations; + DxBatchedStorage<physx::PxVec4> mParticleAccelerationsHostCopy; + + DxBatchedStorage<IndexPair> mCapsuleIndices; + DxBuffer<IndexPair> mCapsuleIndicesDeviceCopy; + + DxBatchedStorage<physx::PxVec4> mCollisionSpheres; + DxBuffer<physx::PxVec4> mCollisionSpheresDeviceCopy; + + DxBatchedStorage<uint32_t> mConvexMasks; + DxBuffer<uint32_t> mConvexMasksDeviceCopy; + + DxBatchedStorage<physx::PxVec4> mCollisionPlanes; + DxBuffer<physx::PxVec4> mCollisionPlanesDeviceCopy; + + DxBatchedStorage<physx::PxVec3> mCollisionTriangles; + DxBuffer<physx::PxVec3> mCollisionTrianglesDeviceCopy; + + DxBatchedStorage<physx::PxVec4> mMotionConstraints; + DxBatchedStorage<physx::PxVec4> mSeparationConstraints; + + DxBatchedStorage<physx::PxVec4> mRestPositions; + DxBuffer<physx::PxVec4> mRestPositionsDeviceCopy; + + DxBatchedStorage<uint32_t> mSelfCollisionIndices; + DxBatchedStorage<physx::PxVec4> mSelfCollisionParticles; + DxBatchedStorage<uint32_t> mSelfCollisionData; +}; +} +} |