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+/*
+ * Copyright (c) 2008-2015, NVIDIA CORPORATION. All rights reserved.
+ *
+ * NVIDIA CORPORATION and its licensors retain all intellectual property
+ * and proprietary rights in and to this software, 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.
+ */
+
+
+#ifndef MODULE_IOFX_H
+#define MODULE_IOFX_H
+
+#include "Apex.h"
+#include "TestBase.h"
+
+namespace nvidia
+{
+namespace apex
+{
+
+PX_PUSH_PACK_DEFAULT
+
+class IofxAsset;
+class IofxAssetAuthoring;
+class RenderVolume;
+class IofxRenderCallback;
+class IofxRenderable;
+
+
+/**
+\brief Iterate over all renderables in IOFX module. IMPORTANT: release() should be called for each returned not-NULL renderable!
+*/
+class IofxRenderableIterator : public ApexInterface
+{
+public:
+
+ /// Return the first renderable in IOFX module
+ virtual IofxRenderable* getFirst() = 0;
+
+ /// Return the next renderable IOFX module
+ virtual IofxRenderable* getNext() = 0;
+};
+
+
+/**
+ \brief IOFX Module.
+
+ This module is used to convert physical parameters of particles into visual parameters
+ that can be used to render particles. ApexRenderVolume provide the ability to partition world space
+ into separate renderables.
+ */
+class ModuleIofx : public Module
+{
+protected:
+ virtual ~ModuleIofx() {}
+
+public:
+ /// Disable use of OGL/D3D Interop. Must be called before emitters are created to have any effect
+ virtual void disableCudaInterop() = 0;
+
+ /// Disable use of CUDA IOFX modifiers. Must be called before emitters are created to have any effect
+ virtual void disableCudaModifiers() = 0;
+
+ /** \brief Disables deferred allocation of IOFX actors
+ *
+ * By default, IOFX actors and their render resources will not be
+ * created until it has objects to render.
+ */
+ virtual void disableDeferredRenderableAllocation() = 0;
+
+ /** \brief Create a new render volume
+ *
+ * Render volumes may be created at any time, unlike most other APEX
+ * asset and actor types. Their insertion into the scene is
+ * deferred if the simulation is active.
+ */
+ virtual RenderVolume* createRenderVolume(const Scene& apexScene, const PxBounds3& b, uint32_t priority, bool allIofx) = 0;
+
+ /** \brief Release a render volume
+ *
+ * Render volumes may be released at any time, unlike most other APEX
+ * asset and actor types. If the simulation is active, their
+ * resources are released at the end of the simulation step.
+ */
+ virtual void releaseRenderVolume(RenderVolume& volume) = 0;
+
+ /// Get TestBase implementation of Iofx scene
+ virtual const TestBase* getTestBase(Scene* apexScene) const = 0;
+
+ /**
+ \brief Set IofxRenderCallback
+ \see IofxRenderCallback
+ */
+ virtual bool setIofxRenderCallback(const Scene& apexScene, IofxRenderCallback* ) = 0;
+
+ /**
+ \brief Get IofxRenderCallback
+ \see IofxRenderCallback
+ */
+ virtual IofxRenderCallback* getIofxRenderCallback(const Scene& apexScene) const = 0;
+
+ /**
+ \brief Create an iterator for all renderables in IOFX module
+ */
+ virtual IofxRenderableIterator* createIofxRenderableIterator(const Scene&) = 0;
+
+ /**
+ \brief Prepare renderables for rendering, should be called each frame before using renderables to update them with the most recent data
+ */
+ virtual void prepareRenderables(const Scene&) = 0;
+};
+
+
+PX_POP_PACK
+
+}
+} // namespace nvidia
+
+#endif // MODULE_IOFX_H