// 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_PARTICLE_SYSTEM_SHAPE_H #define RENDERER_PARTICLE_SYSTEM_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 RendererInstanceBuffer; class RendererIndexBuffer; class RendererParticleSystemShape : public RendererShape { enum VertexBufferEnum { STATIC_VB, DYNAMIC_POS_VB, DYNAMIC_COL_VB, NUM_VERTEX_BUFFERS }; public: RendererParticleSystemShape(Renderer &renderer, physx::PxU32 num_vertices, bool _mInstanced, bool _mFading, PxReal fadingPeriod = 1.0f, PxReal debriScaleFactor = 1.0f, PxCudaContextManager* ctxMgr=NULL ); virtual ~RendererParticleSystemShape(void); bool updateBillboard(PxU32 validParticleRange, CUdeviceptr positions, CUdeviceptr validParticleBitmap, CUdeviceptr lifetimes, PxU32 numParticles); bool updateInstanced(PxU32 validParticleRange, CUdeviceptr positions, CUdeviceptr validParticleBitmap, CUdeviceptr orientations, PxU32 numParticles); void updateBillboard(PxU32 validParticleRange, const PxVec3* positions, const PxU32* validParticleBitmap, const PxReal* lifetime = NULL); void updateInstanced(PxU32 validParticleRange, const PxVec3* positions, const PxU32* validParticleBitmap, const PxMat33* orientation); bool isInteropEnabled() { return mCtxMgr != NULL; } private: bool mInstanced; bool mFading; PxReal mFadingPeriod; PxU32 mMaxParticles; RendererVertexBuffer* mVertexBuffer[NUM_VERTEX_BUFFERS]; RendererInstanceBuffer* mInstanceBuffer; RendererIndexBuffer* mIndexBuffer; PxCudaContextManager* mCtxMgr; void initializeVertexBuffer(PxU32 color); void initializeBuffersAsSimpleConvex(PxU32 color, PxReal scaleFactor); void initializeInstanceBuffer(); }; } // namespace SampleRenderer #endif