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//
// 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.
#ifndef RENDERER_SIMPLE_PARTICLE_SYSTEM_SHAPE_H
#define RENDERER_SIMPLE_PARTICLE_SYSTEM_SHAPE_H
#include <RendererShape.h>
namespace SampleRenderer
{
class RendererVertexBuffer;
class RendererIndexBuffer;
// this shape is used when no sprite rendering is possible - dx11 with feature dx9 for example
class RendererSimpleParticleSystemShape : public RendererShape
{
public:
RendererSimpleParticleSystemShape(Renderer &renderer,
physx::PxU32 num_vertices);
virtual ~RendererSimpleParticleSystemShape(void);
void updateBillboard(PxU32 validParticleRange,
const PxVec3* positions,
const PxU32* validParticleBitmap,
const PxReal* lifetime = NULL);
private:
PxU32 mMaxParticles;
RendererVertexBuffer* mVertexBuffer;
RendererIndexBuffer* mIndexBuffer;
void initializeVertexBuffer(PxU32 color);
};
} // namespace SampleRenderer
#endif
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