// // 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. #include "PxPhysics.h" #include "PxVec4.h" #include "PxVec3.h" #include "PxVec2.h" #include "PxMat33.h" #include "PxStrideIterator.h" namespace physx { template __device__ T* ptrOffset(T* p, PxU32 byteOffset) { return (T*)((unsigned char*)(p) + byteOffset); } #if __CUDA_ARCH__ < 200 __device__ PxU32 gOffset; #else __device__ __shared__ PxU32 gOffset; #endif // copies orientations and positions to the destination vertex // buffer based on the validityBitmap state extern "C" __global__ void updateInstancedVB( PxVec3* destPositions, PxVec3* destRotation0, PxVec3* destRotation1, PxVec3* destRotation2, PxU32 destStride, const PxVec4* srcPositions, const PxMat33* srcRotations, const PxU32* validParticleBitmap, PxU32 validParticleRange) { if (!threadIdx.x) gOffset = 0; __syncthreads(); if (validParticleRange) { for (PxU32 w=threadIdx.x; w <= (validParticleRange) >> 5; w+=blockDim.x) { const PxU32 srcBaseIndex = w << 5; // reserve space in the output vertex buffer based on // population count of validity bitmap (avoids excess atomic ops) PxU32 destIndex = atomicAdd(&gOffset, __popc(validParticleBitmap[w])); for (PxU32 b=validParticleBitmap[w]; b; b &= b-1) { const PxU32 index = srcBaseIndex | __ffs(b)-1; const PxU32 offset = destIndex*destStride; *ptrOffset(destRotation0, offset) = srcRotations[index].column0; *ptrOffset(destRotation1, offset) = srcRotations[index].column1; *ptrOffset(destRotation2, offset) = srcRotations[index].column2; PxVec3* p = ptrOffset(destPositions, offset); p->x = srcPositions[index].x; p->y = srcPositions[index].y; p->z = srcPositions[index].z; ++destIndex; } } } } // copies positions and alpha to the destination vertex buffer based on // validity bitmap and particle life times extern "C" __global__ void updateBillboardVB( PxVec3* destPositions, PxU8* destAlphas, PxU32 destStride, PxF32 fadingPeriod, const PxVec4* srcPositions, const PxReal* srcLifetimes, const PxU32* validParticleBitmap, PxU32 validParticleRange) { if (!threadIdx.x) gOffset = 0; __syncthreads(); if (validParticleRange) { for (PxU32 w=threadIdx.x; w <= (validParticleRange) >> 5; w+=blockDim.x) { const PxU32 srcBaseIndex = w << 5; // reserve space in the output vertex buffer based on // population count of validity bitmap (avoids excess atomic ops) PxU32 destIndex = atomicAdd(&gOffset, __popc(validParticleBitmap[w])); for (PxU32 b=validParticleBitmap[w]; b; b &= b-1) { PxU32 index = srcBaseIndex | __ffs(b)-1; const PxU32 offset = destIndex*destStride; // copy position PxVec3* p = ptrOffset(destPositions, offset); p->x = srcPositions[index].x; p->y = srcPositions[index].y; p->z = srcPositions[index].z; // update alpha if (srcLifetimes) { PxU8 lifetime = 0; if(srcLifetimes[index] >= fadingPeriod) lifetime = 255; else { if(srcLifetimes[index] <= 0.0f) lifetime = 0; else lifetime = static_cast(srcLifetimes[index] * 255 / fadingPeriod); } destAlphas[destIndex*4] = lifetime; } ++destIndex; } } } } }