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authormtamis <[email protected]>2017-02-15 16:06:25 +0100
committermtamis <[email protected]>2017-02-15 16:06:25 +0100
commit85305930aeeb1d513e23522bd91f29ba81aa6d14 (patch)
tree45f1bb20a45a300d1fef107e436cac95602a0e57 /NvCloth/src/dx/DxFactory.h
downloadnvcloth-85305930aeeb1d513e23522bd91f29ba81aa6d14.tar.xz
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NvCloth library v1.0.0
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+// 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;
+};
+}
+}