// 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) 2008-2018 NVIDIA Corporation. All rights reserved. #ifndef RENDERER_CLOTH_SHAPE_H #define RENDERER_CLOTH_SHAPE_H #include #include "gpu/PxGpu.h" // fwd to avoid including cuda.h #if defined(__x86_64) || defined(AMD64) || defined(_M_AMD64) typedef unsigned long long CUdeviceptr; #else typedef unsigned int CUdeviceptr; #endif namespace SampleRenderer { class RendererVertexBuffer; class RendererIndexBuffer; class RendererClothShape : public RendererShape { enum VertexBufferEnum { STATIC_VB, DYNAMIC_VB, NUM_VERTEX_BUFFERS }; public: RendererClothShape(Renderer& renderer, const PxVec3* verts, PxU32 numVerts, const PxVec3* normals, const PxReal* uvs, const PxU16* faces, PxU32 numFaces, bool flipWinding=false, PxCudaContextManager* ctxMgr=NULL); // must acquire the cuda context and map buffers before calling bool update(CUdeviceptr srcVerts, PxU32 numVerts); void update(const PxVec3* verts, PxU32 numVerts, const PxVec3* normals); // helper functions to map the buffers for multiple shapes // at once because interop mapping has a large per-call overhead // thread must acquire the cuda context before calling static void mapShapes(RendererClothShape** shapes, PxU32 n); static void unmapShapes(RendererClothShape** shapes, PxU32 n); virtual ~RendererClothShape(); bool isInteropEnabled() const { return m_ctxMgr != NULL; } private: RendererVertexBuffer* m_vertexBuffer[NUM_VERTEX_BUFFERS]; RendererIndexBuffer* m_indexBuffer; PxU32 m_numFaces; PxCudaContextManager* m_ctxMgr; }; } // namespace SampleRenderer #endif