// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2008-2018 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 #include #include #include #include #include #include #include #include #include #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(mVertexBuffer->lockSemantic(RendererVertexBuffer::SEMANTIC_POSITION, positionStride)); PxU8* locked_colors = static_cast(mVertexBuffer->lockSemantic(RendererVertexBuffer::SEMANTIC_COLOR, colorStride)); PxU8* locked_uvs_base = static_cast(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 (locked_uvs_base); *locked_uvs = 0.0f; locked_uvs++; *locked_uvs = 0.0f; locked_uvs_base += uvStride; locked_uvs = reinterpret_cast (locked_uvs_base); *locked_uvs = 1.0f; locked_uvs++; *locked_uvs = 0.0f; locked_uvs_base += uvStride; locked_uvs = reinterpret_cast (locked_uvs_base); *locked_uvs = 0.0f; locked_uvs++; *locked_uvs = 1.0f; locked_uvs_base += uvStride; locked_uvs = reinterpret_cast (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; iunlock(); } 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(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(locked_positions) = basePos + offsets[p]; locked_positions += positionStride; } numParticles++; } } } mVertexBuffer->unlockSemantic(RendererVertexBuffer::SEMANTIC_POSITION); m_mesh->setVertexBufferRange(0, numParticles*4); }