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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/src/RendererSimpleParticleSystemShape.cpp
downloadphysx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz
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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.
+// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
+// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
+#include <PsUtilities.h>
+
+#include <RendererSimpleParticleSystemShape.h>
+
+#include <Renderer.h>
+
+#include <RendererMemoryMacros.h>
+#include <RendererIndexBuffer.h>
+#include <RendererIndexBufferDesc.h>
+#include <RendererVertexBuffer.h>
+#include <RendererVertexBufferDesc.h>
+#include <RendererMesh.h>
+#include <RendererMeshDesc.h>
+#include "PsUtilities.h"
+#include "PsBitUtils.h"
+
+using namespace SampleRenderer;
+using namespace physx::shdfnd;
+
+RendererSimpleParticleSystemShape::RendererSimpleParticleSystemShape(Renderer &renderer,
+ PxU32 _mMaxParticles) :
+ RendererShape(renderer),
+ mMaxParticles(_mMaxParticles),
+ mVertexBuffer(NULL),
+ mIndexBuffer(NULL)
+{
+ RendererVertexBufferDesc vbdesc;
+
+ vbdesc.maxVertices = mMaxParticles*4;
+ vbdesc.hint = RendererVertexBuffer::HINT_DYNAMIC;
+ vbdesc.semanticFormats[RendererVertexBuffer::SEMANTIC_POSITION] = RendererVertexBuffer::FORMAT_FLOAT3;
+ vbdesc.semanticFormats[RendererVertexBuffer::SEMANTIC_COLOR] = RendererVertexBuffer::FORMAT_COLOR_NATIVE;
+ vbdesc.semanticFormats[RendererVertexBuffer::SEMANTIC_TEXCOORD0] = RendererVertexBuffer::FORMAT_FLOAT2;
+ mVertexBuffer = m_renderer.createVertexBuffer(vbdesc);
+ RENDERER_ASSERT(mVertexBuffer, "Failed to create Vertex Buffer.");
+ // if enabled mInstanced meshes -> create instance buffer
+ PxU32 color = renderer.convertColor(RendererColor(255, 255, 255, 255));
+ RendererMesh::Primitive primitive = RendererMesh::PRIMITIVE_TRIANGLES;
+ initializeVertexBuffer(color);
+
+ if(mVertexBuffer)
+ {
+ RendererMeshDesc meshdesc;
+ meshdesc.primitives = primitive;
+ meshdesc.vertexBuffers = &mVertexBuffer;
+ meshdesc.numVertexBuffers = 1;
+ meshdesc.firstVertex = 0;
+ meshdesc.numVertices = mVertexBuffer->getMaxVertices();
+ meshdesc.indexBuffer = mIndexBuffer;
+ meshdesc.firstIndex = 0;
+ if(mIndexBuffer)
+ {
+ meshdesc.numIndices = mIndexBuffer->getMaxIndices();
+ }
+ else
+ {
+ meshdesc.numIndices = 0;
+ }
+ meshdesc.instanceBuffer = NULL;
+ meshdesc.firstInstance = 0;
+ meshdesc.numInstances = 0;
+ m_mesh = m_renderer.createMesh(meshdesc);
+ RENDERER_ASSERT(m_mesh, "Failed to create Mesh.");
+ }
+}
+
+RendererSimpleParticleSystemShape::~RendererSimpleParticleSystemShape(void)
+{
+ SAFE_RELEASE(mIndexBuffer);
+ SAFE_RELEASE(mVertexBuffer);
+ SAFE_RELEASE(m_mesh);
+}
+
+void RendererSimpleParticleSystemShape::initializeVertexBuffer(PxU32 color)
+{
+ PxU32 positionStride = 0, colorStride = 0, uvStride = 0;
+ PxU8* locked_positions = static_cast<PxU8*>(mVertexBuffer->lockSemantic(RendererVertexBuffer::SEMANTIC_POSITION, positionStride));
+ PxU8* locked_colors = static_cast<PxU8*>(mVertexBuffer->lockSemantic(RendererVertexBuffer::SEMANTIC_COLOR, colorStride));
+ PxU8* locked_uvs_base = static_cast<PxU8*>(mVertexBuffer->lockSemantic(RendererVertexBuffer::SEMANTIC_TEXCOORD0, uvStride));
+ for(PxU32 i = 0; i < mMaxParticles; ++i)
+ {
+
+ for (PxU32 j = 0;j < 4; j++)
+ {
+ memset(locked_colors, color, sizeof(PxU32));
+ memset(locked_positions, 0, sizeof(PxReal) * 3);
+ locked_colors += colorStride;
+ locked_positions += positionStride;
+ }
+
+ PxReal* locked_uvs = reinterpret_cast<PxReal*> (locked_uvs_base);
+ *locked_uvs = 0.0f;
+ locked_uvs++;
+ *locked_uvs = 0.0f;
+ locked_uvs_base += uvStride;
+
+ locked_uvs = reinterpret_cast<PxReal*> (locked_uvs_base);
+ *locked_uvs = 1.0f;
+ locked_uvs++;
+ *locked_uvs = 0.0f;
+ locked_uvs_base += uvStride;
+
+ locked_uvs = reinterpret_cast<PxReal*> (locked_uvs_base);
+ *locked_uvs = 0.0f;
+ locked_uvs++;
+ *locked_uvs = 1.0f;
+ locked_uvs_base += uvStride;
+
+ locked_uvs = reinterpret_cast<PxReal*> (locked_uvs_base);
+ *locked_uvs = 1.0f;
+ locked_uvs++;
+ *locked_uvs = 1.0f;
+ locked_uvs_base += uvStride;
+ }
+ mVertexBuffer->unlockSemantic(RendererVertexBuffer::SEMANTIC_COLOR);
+ mVertexBuffer->unlockSemantic(RendererVertexBuffer::SEMANTIC_POSITION);
+ mVertexBuffer->unlockSemantic(RendererVertexBuffer::SEMANTIC_TEXCOORD0);
+
+ RendererIndexBufferDesc inbdesc;
+ inbdesc.hint = RendererIndexBuffer::HINT_STATIC;
+ inbdesc.format = RendererIndexBuffer::FORMAT_UINT16;
+ inbdesc.maxIndices = mMaxParticles*6;
+ mIndexBuffer = m_renderer.createIndexBuffer(inbdesc);
+
+ PxU16* ib = (PxU16*) mIndexBuffer->lock();
+ for (PxU16 i = 0; i<mMaxParticles; i++)
+ {
+ ib[i * 6 + 0] = i * 4 + 0;
+ ib[i * 6 + 1] = i * 4 + 1;
+ ib[i * 6 + 2] = i * 4 + 2;
+ ib[i * 6 + 3] = i * 4 + 1;
+ ib[i * 6 + 4] = i * 4 + 3;
+ ib[i * 6 + 5] = i * 4 + 2;
+ }
+ mIndexBuffer->unlock();
+}
+
+void RendererSimpleParticleSystemShape::updateBillboard(PxU32 validParticleRange,
+ const PxVec3* positions,
+ const PxU32* validParticleBitmap,
+ const PxReal* lifetime)
+{
+ PxU32 positionStride = 0;
+ PxU8 *locked_positions = NULL;
+ locked_positions = static_cast<PxU8*>(mVertexBuffer->lockSemantic(
+ RendererVertexBuffer::SEMANTIC_POSITION, positionStride));
+ // update vertex buffer here
+ PxU32 numParticles = 0;
+ if(validParticleRange > 0)
+ {
+ for (PxU32 w = 0; w <= (validParticleRange-1) >> 5; w++)
+ {
+ for (PxU32 b = validParticleBitmap[w]; b; b &= b-1)
+ {
+ PxU32 index = (w << 5 | physx::shdfnd::lowestSetBit(b));
+ const PxVec3& basePos = positions[index];
+ const float particleSize = 1.0f;
+ PxVec3 offsets[4] =
+ {
+ PxVec3(-particleSize, particleSize, 0.0f),
+ PxVec3( particleSize, particleSize, 0.0f),
+ PxVec3(-particleSize, -particleSize, 0.0f),
+ PxVec3( particleSize, -particleSize, 0.0f)
+ };
+
+ for (int p = 0; p < 4; p++)
+ {
+ *reinterpret_cast<PxVec3*>(locked_positions) = basePos + offsets[p];
+ locked_positions += positionStride;
+ }
+ numParticles++;
+ }
+ }
+ }
+
+ mVertexBuffer->unlockSemantic(RendererVertexBuffer::SEMANTIC_POSITION);
+ m_mesh->setVertexBufferRange(0, numParticles*4);
+}