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authorgit perforce import user <a@b>2016-10-25 12:29:14 -0600
committerSheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees>2016-10-25 18:56:37 -0500
commit3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch)
treefa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Samples/SampleFramework/renderer/include/RendererSimpleParticleSystemShape.h
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Initial commit:
PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
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+// 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) 2008-2016 NVIDIA Corporation. All rights reserved.
+
+#ifndef RENDERER_SIMPLE_PARTICLE_SYSTEM_SHAPE_H
+#define RENDERER_SIMPLE_PARTICLE_SYSTEM_SHAPE_H
+
+#include <RendererShape.h>
+
+namespace SampleRenderer
+{
+
+ class RendererVertexBuffer;
+ class RendererIndexBuffer;
+
+ // this shape is used when no sprite rendering is possible - dx11 with feature dx9 for example
+ class RendererSimpleParticleSystemShape : public RendererShape
+ {
+ public:
+ RendererSimpleParticleSystemShape(Renderer &renderer,
+ physx::PxU32 num_vertices);
+ virtual ~RendererSimpleParticleSystemShape(void);
+
+ void updateBillboard(PxU32 validParticleRange,
+ const PxVec3* positions,
+ const PxU32* validParticleBitmap,
+ const PxReal* lifetime = NULL);
+
+ private:
+ PxU32 mMaxParticles;
+ RendererVertexBuffer* mVertexBuffer;
+ RendererIndexBuffer* mIndexBuffer;
+
+ void initializeVertexBuffer(PxU32 color);
+ };
+
+} // namespace SampleRenderer
+
+#endif