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/cloth_renderer.fx
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157
Demos/DX11ClothDemo/cloth_renderer.fx
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//--------------------------------------------------------------------------------------
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// File: BasicHLSL.fx
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//
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// The effect file for the BasicHLSL sample.
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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_MaterialAmbientColor; // Material's ambient color
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float4 g_MaterialDiffuseColor; // Material's diffuse color
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int g_nNumLights;
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float3 g_LightDir; // Light's direction in world space
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float4 g_LightDiffuse; // Light's diffuse color
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float4 g_LightAmbient; // Light's ambient color
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texture g_MeshTexture; // Color texture for mesh
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float g_fTime; // App's time in seconds
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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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// Texture samplers
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//--------------------------------------------------------------------------------------
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sampler MeshTextureSampler =
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sampler_state
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{
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Texture = <g_MeshTexture>;
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MipFilter = LINEAR;
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MinFilter = LINEAR;
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MagFilter = LINEAR;
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};
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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 (note that COLOR0 is clamped from 0..1)
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float2 TextureUV : TEXCOORD0; // vertex texture coords
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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 RenderSceneVS( float4 vPos : POSITION,
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float3 vNormal : NORMAL,
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float2 vTexCoord0 : TEXCOORD0,
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uniform int nNumLights,
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uniform bool bTexture,
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uniform bool bAnimate )
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{
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VS_OUTPUT Output;
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float3 vNormalWorldSpace;
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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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vNormalWorldSpace = normalize(mul(vNormal, (float3x3)g_mWorld)); // normal (world space)
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// Compute simple directional lighting equation
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float3 vTotalLightDiffuse = float3(0,0,0);
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for(int i=0; i<nNumLights; i++ )
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vTotalLightDiffuse += g_LightDiffuse * max(0,dot(vNormalWorldSpace, g_LightDir));
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Output.Diffuse.rgb = g_MaterialDiffuseColor * vTotalLightDiffuse +
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g_MaterialAmbientColor * g_LightAmbient;
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Output.Diffuse.a = 1.0f;
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// Just copy the texture coordinate through
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if( bTexture )
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Output.TextureUV = vTexCoord0;
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else
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Output.TextureUV = 0;
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return Output;
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}
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//--------------------------------------------------------------------------------------
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// Pixel shader output structure
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//--------------------------------------------------------------------------------------
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struct PS_OUTPUT
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{
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float4 RGBColor : COLOR0; // Pixel color
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};
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//--------------------------------------------------------------------------------------
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// This shader outputs the pixel's color by modulating the texture's
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// color with diffuse material color
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//--------------------------------------------------------------------------------------
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PS_OUTPUT RenderScenePS( VS_OUTPUT In,
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uniform bool bTexture )
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{
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PS_OUTPUT Output;
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// Lookup mesh texture and modulate it with diffuse
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if( bTexture )
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Output.RGBColor = tex2D(MeshTextureSampler, In.TextureUV) * In.Diffuse;
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else
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Output.RGBColor = In.Diffuse;
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return Output;
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}
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//--------------------------------------------------------------------------------------
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// Renders scene to render target
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//--------------------------------------------------------------------------------------
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technique RenderSceneWithTexture1Light
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{
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pass P0
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{
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VertexShader = compile vs_2_0 RenderSceneVS( 1, true, true );
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PixelShader = compile ps_2_0 RenderScenePS( true ); // trivial pixel shader (could use FF instead if desired)
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}
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}
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technique RenderSceneWithTexture2Light
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{
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pass P0
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{
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VertexShader = compile vs_2_0 RenderSceneVS( 2, true, true );
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PixelShader = compile ps_2_0 RenderScenePS( true ); // trivial pixel shader (could use FF instead if desired)
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}
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}
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technique RenderSceneWithTexture3Light
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{
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pass P0
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{
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VertexShader = compile vs_2_0 RenderSceneVS( 3, true, true );
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PixelShader = compile ps_2_0 RenderScenePS( true ); // trivial pixel shader (could use FF instead if desired)
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}
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}
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technique RenderSceneNoTexture
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{
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pass P0
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{
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VertexShader = compile vs_2_0 RenderSceneVS( 1, false, false );
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PixelShader = compile ps_2_0 RenderScenePS( false ); // trivial pixel shader (could use FF instead if desired)
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}
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}
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