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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) 2008-2017 NVIDIA Corporation. All rights reserved.
#ifndef RENDERER_PARTICLE_SYSTEM_SHAPE_H
#define RENDERER_PARTICLE_SYSTEM_SHAPE_H
#include <RendererShape.h>
#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
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