Added GPU SoftBody constraint solvers for DirectX 11 (Direct Compute) and OpenCL, thanks to AMD.
See also http://code.google.com/p/bullet/issues/detail?id=390 Added Demos/DX11ClothDemo (an OpenCL cloth demo will follow soon)
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Demos/DX11ClothDemo/Media/UI/DXUTShared.fx
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Demos/DX11ClothDemo/Media/UI/DXUTShared.fx
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//--------------------------------------------------------------------------------------
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// File: DXUTShared.fx
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//
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//
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//
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// Copyright (c) Microsoft Corporation. All rights reserved.
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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// Global variables
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//--------------------------------------------------------------------------------------
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float4 g_MaterialDiffuseColor; // Material's diffuse color
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float3 g_LightDir; // Light's direction in world space
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float4x4 g_mWorld; // World matrix for object
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float4x4 g_mWorldViewProjection; // World * View * Projection matrix
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//--------------------------------------------------------------------------------------
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// Vertex shader output structure
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//--------------------------------------------------------------------------------------
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struct VS_OUTPUT
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{
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float4 Position : POSITION; // vertex position
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float4 Diffuse : COLOR0; // vertex diffuse color
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};
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//--------------------------------------------------------------------------------------
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// This shader computes standard transform and lighting
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//--------------------------------------------------------------------------------------
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VS_OUTPUT RenderWith1LightNoTextureVS( float4 vPos : POSITION,
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float3 vNormal : NORMAL )
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{
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VS_OUTPUT Output;
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// Transform the position from object space to homogeneous projection space
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Output.Position = mul(vPos, g_mWorldViewProjection);
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// Transform the normal from object space to world space
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float3 vNormalWorldSpace;
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vNormalWorldSpace = normalize(mul(vNormal, (float3x3)g_mWorld)); // normal (world space)
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// Compute simple directional lighting equation
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Output.Diffuse.rgb = g_MaterialDiffuseColor * max(0,dot(vNormalWorldSpace, g_LightDir));
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Output.Diffuse.a = 1.0f;
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return Output;
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}
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//--------------------------------------------------------------------------------------
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float4 RenderWith1LightNoTexturePS( float4 Diffuse : COLOR0 ) : COLOR0
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{
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return Diffuse;
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}
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//--------------------------------------------------------------------------------------
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technique RenderWith1LightNoTexture
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{
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pass P0
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{
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VertexShader = compile vs_1_1 RenderWith1LightNoTextureVS();
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PixelShader = compile ps_1_1 RenderWith1LightNoTexturePS();
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}
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}
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