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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
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