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Diffstat (limited to 'APEX_1.4/module/forcefield/include/ForceFieldScene.h')
| -rw-r--r-- | APEX_1.4/module/forcefield/include/ForceFieldScene.h | 203 |
1 files changed, 203 insertions, 0 deletions
diff --git a/APEX_1.4/module/forcefield/include/ForceFieldScene.h b/APEX_1.4/module/forcefield/include/ForceFieldScene.h new file mode 100644 index 00000000..1c751fed --- /dev/null +++ b/APEX_1.4/module/forcefield/include/ForceFieldScene.h @@ -0,0 +1,203 @@ +/* + * 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 __FORCEFIELD_SCENE_H__ +#define __FORCEFIELD_SCENE_H__ + +#include "Apex.h" + +#include "ModuleForceFieldImpl.h" + +#include "ApexResource.h" +#include "ApexContext.h" +#include "ApexSDKHelpers.h" + +#include "RenderDebugInterface.h" +#include "ApexSDKIntl.h" +#include "ModuleIntl.h" + +#include "DebugRenderParams.h" +#include "ForceFieldDebugRenderParams.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<ForceFieldSceneGPU*>(scene)->APEX_CUDA_OBJ_NAME(name) +#define CUDA_OBJ(name) SCENE_CUDA_OBJ(mForceFieldScene, name) +#endif + +namespace nvidia +{ +namespace apex +{ +class SceneIntl; +class DebugRenderParams; +class FieldSamplerManagerIntl; +} +namespace forcefield +{ +class ModuleForceFieldImpl; +class ForceFieldActorImpl; +class ForceFieldActorDesc; + + +class ForceFieldScene : public FieldSamplerSceneIntl, public ApexContext, public ApexResourceInterface, public ApexResource +{ +public: + ForceFieldScene(ModuleForceFieldImpl& module, SceneIntl& scene, RenderDebugInterface* renderDebug, ResourceList& list); + ~ForceFieldScene(); + + /* ModuleSceneIntl */ + void updateActors(float deltaTime); + void submitTasks(float elapsedTime, float substepSize, uint32_t numSubSteps); + void setTaskDependencies(); + + virtual void visualize(void); + virtual void visualizeForceFieldForceFields(void); + virtual void visualizeForceFieldForces(void); + virtual void fetchResults(void); + + virtual void setModulePhysXScene(PxScene* s); + virtual PxScene* getModulePhysXScene() const + { + return mPhysXScene; + } + + 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(void) const + { + return m_listIndex; + } + void setListIndex(ResourceList& list, uint32_t index) + { + m_listIndex = index; + m_list = &list; + } + virtual void release(void) + { + mModule->releaseModuleSceneIntl(*this); + } + + virtual ForceFieldActorImpl* createForceFieldActor(const ForceFieldActorDesc& desc, ForceFieldAssetImpl& asset, ResourceList& list) = 0; + + SceneIntl& getApexScene() const + { + return *mApexScene; + } + + FieldSamplerManagerIntl* getInternalFieldSamplerManager(); + + /* FieldSamplerSceneIntl */ + virtual void getFieldSamplerSceneDesc(FieldSamplerSceneDescIntl& ) const + { + } + +protected: + void destroy(); + + ModuleForceFieldImpl* mModule; + SceneIntl* mApexScene; + PxScene* mPhysXScene; + + RenderDebugInterface* mRenderDebug; + + DebugRenderParams* mDebugRenderParams; + ForceFieldDebugRenderParams* mForceFieldDebugRenderParams; + + FieldSamplerManagerIntl* mFieldSamplerManager; + +private: + class TaskUpdate : public PxTask + { + public: + TaskUpdate(ForceFieldScene& owner) : mOwner(owner) {} + const char* getName() const + { + return "ForceFieldScene::Update"; + } + void run(); + protected: + ForceFieldScene& mOwner; + private: + TaskUpdate& operator=(const TaskUpdate&); + }; + + TaskUpdate mUpdateTask; + + friend class ModuleForceFieldImpl; + friend class ForceFieldActorImpl; + friend class TaskUpdate; +}; + +class ForceFieldSceneCPU : public ForceFieldScene +{ +public: + ForceFieldSceneCPU(ModuleForceFieldImpl& module, SceneIntl& scene, RenderDebugInterface* renderDebug, ResourceList& list); + ~ForceFieldSceneCPU(); + + ForceFieldActorImpl* createForceFieldActor(const ForceFieldActorDesc& desc, ForceFieldAssetImpl& asset, ResourceList& list); + + /* FieldSamplerSceneIntl */ + +protected: +}; + +#if APEX_CUDA_SUPPORT +class ForceFieldSceneGPU : public ForceFieldScene, public CudaModuleScene +{ +public: + ForceFieldSceneGPU(ModuleForceFieldImpl& module, SceneIntl& scene, RenderDebugInterface* renderDebug, ResourceList& list); + ~ForceFieldSceneGPU(); + + ForceFieldActorImpl* createForceFieldActor(const ForceFieldActorDesc& desc, ForceFieldAssetImpl& asset, ResourceList& list); + +//CUDA module objects +#include "../cuda/include/ForceField.h" + + /* FieldSamplerSceneIntl */ + virtual ApexCudaConstStorage* getFieldSamplerCudaConstStorage(); + virtual bool launchFieldSamplerCudaKernel(const nvidia::fieldsampler::FieldSamplerKernelLaunchDataIntl&); + +protected: + /* keep a convenience pointer to the cuda context manager */ + PxCudaContextManager* mCtxMgr; +}; +#endif + +} +} // end namespace nvidia + +#endif |