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)
This commit is contained in:
erwin.coumans
2010-07-20 16:09:53 +00:00
parent 5fd08505ba
commit 11fa2e8b43
99 changed files with 117195 additions and 0 deletions

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//--------------------------------------------------------------------------------------
// File: DXUTShared.fx
//
//
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------
// Global variables
//--------------------------------------------------------------------------------------
float4 g_MaterialDiffuseColor; // Material's diffuse color
float3 g_LightDir; // Light's direction in world space
float4x4 g_mWorld; // World matrix for object
float4x4 g_mWorldViewProjection; // World * View * Projection matrix
//--------------------------------------------------------------------------------------
// Vertex shader output structure
//--------------------------------------------------------------------------------------
struct VS_OUTPUT
{
float4 Position : POSITION; // vertex position
float4 Diffuse : COLOR0; // vertex diffuse color
};
//--------------------------------------------------------------------------------------
// This shader computes standard transform and lighting
//--------------------------------------------------------------------------------------
VS_OUTPUT RenderWith1LightNoTextureVS( float4 vPos : POSITION,
float3 vNormal : NORMAL )
{
VS_OUTPUT Output;
// Transform the position from object space to homogeneous projection space
Output.Position = mul(vPos, g_mWorldViewProjection);
// Transform the normal from object space to world space
float3 vNormalWorldSpace;
vNormalWorldSpace = normalize(mul(vNormal, (float3x3)g_mWorld)); // normal (world space)
// Compute simple directional lighting equation
Output.Diffuse.rgb = g_MaterialDiffuseColor * max(0,dot(vNormalWorldSpace, g_LightDir));
Output.Diffuse.a = 1.0f;
return Output;
}
//--------------------------------------------------------------------------------------
float4 RenderWith1LightNoTexturePS( float4 Diffuse : COLOR0 ) : COLOR0
{
return Diffuse;
}
//--------------------------------------------------------------------------------------
technique RenderWith1LightNoTexture
{
pass P0
{
VertexShader = compile vs_1_1 RenderWith1LightNoTextureVS();
PixelShader = compile ps_1_1 RenderWith1LightNoTexturePS();
}
}