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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 __BASIC_FS_SCENE_H__
+#define __BASIC_FS_SCENE_H__
+
+#include "Apex.h"
+
+#include "ModuleBasicFSImpl.h"
+#include "ApexSDKIntl.h"
+#include "ModuleIntl.h"
+#include "ApexResource.h"
+#include "ApexContext.h"
+#include "ApexSDKHelpers.h"
+
+#include "DebugRenderParams.h"
+#include "BasicFSDebugRenderParams.h"
+
+#include "PxTask.h"
+
+#include "FieldSamplerSceneIntl.h"
+
+#if APEX_CUDA_SUPPORT
+#include "ApexCudaWrapper.h"
+#include "ApexCuda.h"
+#include "CudaModuleScene.h"
+
+#include "../cuda/include/common.h"
+
+#define SCENE_CUDA_OBJ(scene, name) static_cast<BasicFSSceneGPU*>(scene)->APEX_CUDA_OBJ_NAME(name)
+#define CUDA_OBJ(name) SCENE_CUDA_OBJ(mScene, name)
+#endif
+
+
+namespace nvidia
+{
+namespace apex
+{
+class SceneIntl;
+class FieldSamplerManagerIntl;
+}
+namespace basicfs
+{
+
+class ModuleBasicFSImpl;
+
+class BasicFSAssetImpl;
+class BasicFSActor;
+
+class JetFSAsset;
+class JetFSActorImpl;
+
+class AttractorFSAsset;
+class AttractorFSActorImpl;
+
+class VortexFSAsset;
+class VortexFSActorImpl;
+
+class NoiseFSAsset;
+class NoiseFSActorImpl;
+
+class WindFSAsset;
+class WindFSActorImpl;
+
+
+class BasicFSScene : public FieldSamplerSceneIntl, public ApexContext, public ApexResourceInterface, public ApexResource
+{
+public:
+ BasicFSScene(ModuleBasicFSImpl& module, SceneIntl& scene, RenderDebugInterface* debugRender, ResourceList& list);
+ ~BasicFSScene();
+
+ /* ModuleSceneIntl */
+ void visualize();
+ void setModulePhysXScene(PxScene* s);
+ PxScene* getModulePhysXScene() const
+ {
+ return mPhysXScene;
+ }
+
+ void submitTasks(float elapsedTime, float substepSize, uint32_t numSubSteps);
+ void fetchResults();
+
+ virtual Module* getModule()
+ {
+ return mModule;
+ }
+
+ bool lockRenderResources()
+ {
+ renderLockAllActors(); // Lock options not implemented yet
+ return true;
+ }
+
+ bool unlockRenderResources()
+ {
+ renderUnLockAllActors(); // Lock options not implemented yet
+ return true;
+ }
+
+ /* ApexResourceInterface */
+ uint32_t getListIndex() const
+ {
+ return m_listIndex;
+ }
+ void setListIndex(ResourceList& list, uint32_t index)
+ {
+ m_listIndex = index;
+ m_list = &list;
+ }
+ void release()
+ {
+ mModule->releaseModuleSceneIntl(*this);
+ }
+
+ virtual JetFSActorImpl* createJetFSActor(const JetFSActorParams&, JetFSAsset&, ResourceList&) = 0;
+ virtual AttractorFSActorImpl* createAttractorFSActor(const AttractorFSActorParams&, AttractorFSAsset&, ResourceList&) = 0;
+ virtual VortexFSActorImpl* createVortexFSActor(const VortexFSActorParams&, VortexFSAsset&, ResourceList&) = 0;
+ virtual NoiseFSActorImpl* createNoiseFSActor(const NoiseFSActorParams&, NoiseFSAsset&, ResourceList&) = 0;
+ virtual WindFSActorImpl* createWindFSActor(const WindFSActorParams&, WindFSAsset&, ResourceList&) = 0;
+
+ SceneIntl& getApexScene() const
+ {
+ return *mApexScene;
+ }
+
+ FieldSamplerManagerIntl* getInternalFieldSamplerManager();
+
+ /* FieldSamplerSceneIntl */
+ virtual void getFieldSamplerSceneDesc(FieldSamplerSceneDescIntl& desc) const
+ {
+ PX_UNUSED(desc);
+ }
+
+protected:
+ void destroy();
+
+ ModuleBasicFSImpl* mModule;
+ SceneIntl* mApexScene;
+ PxScene* mPhysXScene;
+ RenderDebugInterface* mDebugRender;
+
+ DebugRenderParams* mDebugRenderParams;
+ BasicFSDebugRenderParams* mBasicFSDebugRenderParams;
+
+ FieldSamplerManagerIntl* mFieldSamplerManager;
+
+ friend class ModuleBasicFSImpl;
+ friend class JetFSActorImpl;
+ friend class AttractorFSActorImpl;
+ friend class VortexFSActorImpl;
+ friend class NoiseFSActorImpl;
+ friend class WindFSActorImpl;
+};
+
+class BasicFSSceneCPU : public BasicFSScene
+{
+public:
+ BasicFSSceneCPU(ModuleBasicFSImpl& module, SceneIntl& scene, RenderDebugInterface* debugRender, ResourceList& list);
+ ~BasicFSSceneCPU();
+
+ JetFSActorImpl* createJetFSActor(const JetFSActorParams&, JetFSAsset&, ResourceList&);
+ AttractorFSActorImpl* createAttractorFSActor(const AttractorFSActorParams&, AttractorFSAsset&, ResourceList&);
+ VortexFSActorImpl* createVortexFSActor(const VortexFSActorParams&, VortexFSAsset&, ResourceList&);
+ NoiseFSActorImpl* createNoiseFSActor(const NoiseFSActorParams&, NoiseFSAsset&, ResourceList&);
+ WindFSActorImpl* createWindFSActor(const WindFSActorParams&, WindFSAsset&, ResourceList&);
+
+ /* FieldSamplerSceneIntl */
+
+protected:
+};
+
+#if APEX_CUDA_SUPPORT
+class BasicFSSceneGPU : public BasicFSScene, public CudaModuleScene
+{
+public:
+ BasicFSSceneGPU(ModuleBasicFSImpl& module, SceneIntl& scene, RenderDebugInterface* debugRender, ResourceList& list);
+ ~BasicFSSceneGPU();
+
+ JetFSActorImpl* createJetFSActor(const JetFSActorParams&, JetFSAsset&, ResourceList&);
+ AttractorFSActorImpl* createAttractorFSActor(const AttractorFSActorParams&, AttractorFSAsset&, ResourceList&);
+ VortexFSActorImpl* createVortexFSActor(const VortexFSActorParams&, VortexFSAsset&, ResourceList&);
+ NoiseFSActorImpl* createNoiseFSActor(const NoiseFSActorParams&, NoiseFSAsset&, ResourceList&);
+ WindFSActorImpl* createWindFSActor(const WindFSActorParams&, WindFSAsset&, ResourceList&);
+
+ void* getHeadCudaObj()
+ {
+ return CudaModuleScene::getHeadCudaObj();
+ }
+
+//CUDA module objects
+#include "../cuda/include/basicfs.h"
+
+ /* FieldSamplerSceneIntl */
+ virtual ApexCudaConstStorage* getFieldSamplerCudaConstStorage();
+ virtual bool launchFieldSamplerCudaKernel(const fieldsampler::FieldSamplerKernelLaunchDataIntl&);
+
+protected:
+ /* keep a convenience pointer to the cuda context manager */
+ PxCudaContextManager* mCtxMgr;
+};
+#endif
+
+}
+} // end namespace nvidia::apex
+
+#endif