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62 lines
No EOL
2.2 KiB
C++
62 lines
No EOL
2.2 KiB
C++
/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef BT_SOFT_BODY_SOLVER_OUTPUT_CL_TO_GL_H
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#define BT_SOFT_BODY_SOLVER_OUTPUT_CL_TO_GL_H
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#include "btSoftBodySolver_OpenCL.h"
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/**
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* Class to manage movement of data from a solver to a given target.
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* This version is the CL to GL interop version.
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*/
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class btSoftBodySolverOutputCLtoGL : public btSoftBodySolverOutput
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{
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protected:
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cl_command_queue m_cqCommandQue;
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cl_context m_cxMainContext;
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CLFunctions clFunctions;
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cl_kernel outputToVertexArrayWithNormalsKernel;
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cl_kernel outputToVertexArrayWithoutNormalsKernel;
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bool m_shadersInitialized;
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virtual bool checkInitialized();
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virtual bool buildShaders();
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void releaseKernels();
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public:
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btSoftBodySolverOutputCLtoGL(cl_command_queue cqCommandQue, cl_context cxMainContext) :
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m_cqCommandQue( cqCommandQue ),
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m_cxMainContext( cxMainContext ),
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clFunctions(cqCommandQue, cxMainContext),
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outputToVertexArrayWithNormalsKernel( 0 ),
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outputToVertexArrayWithoutNormalsKernel( 0 ),
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m_shadersInitialized( false )
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{
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}
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virtual ~btSoftBodySolverOutputCLtoGL()
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{
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releaseKernels();
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}
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/** Output current computed vertex data to the vertex buffers for all cloths in the solver. */
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virtual void copySoftBodyToVertexBuffer( const btSoftBody * const softBody, btVertexBufferDescriptor *vertexBuffer );
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};
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#endif // #ifndef BT_SOFT_BODY_SOLVER_OUTPUT_CL_TO_GL_H
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