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:
@@ -0,0 +1,41 @@
|
||||
MSTRINGIFY(
|
||||
|
||||
cbuffer IntegrateCB : register( b0 )
|
||||
{
|
||||
int numNodes;
|
||||
float solverdt;
|
||||
int padding1;
|
||||
int padding2;
|
||||
};
|
||||
|
||||
// Node indices for each link
|
||||
StructuredBuffer<float> g_vertexInverseMasses : register( t0 );
|
||||
|
||||
RWStructuredBuffer<float4> g_vertexPositions : register( u0 );
|
||||
RWStructuredBuffer<float4> g_vertexVelocity : register( u1 );
|
||||
RWStructuredBuffer<float4> g_vertexPreviousPositions : register( u2 );
|
||||
RWStructuredBuffer<float4> g_vertexForceAccumulator : register( u3 );
|
||||
|
||||
[numthreads(128, 1, 1)]
|
||||
void
|
||||
IntegrateKernel( uint3 Gid : SV_GroupID, uint3 DTid : SV_DispatchThreadID, uint3 GTid : SV_GroupThreadID, uint GI : SV_GroupIndex )
|
||||
{
|
||||
int nodeID = DTid.x;
|
||||
if( nodeID < numNodes )
|
||||
{
|
||||
float3 position = g_vertexPositions[nodeID].xyz;
|
||||
float3 velocity = g_vertexVelocity[nodeID].xyz;
|
||||
float3 force = g_vertexForceAccumulator[nodeID].xyz;
|
||||
float inverseMass = g_vertexInverseMasses[nodeID];
|
||||
|
||||
g_vertexPreviousPositions[nodeID] = float4(position, 0.f);
|
||||
velocity += force * inverseMass * solverdt;
|
||||
position += velocity * solverdt;
|
||||
|
||||
g_vertexForceAccumulator[nodeID] = float4(0.f, 0.f, 0.f, 0.0f);
|
||||
g_vertexPositions[nodeID] = float4(position, 0.f);
|
||||
g_vertexVelocity[nodeID] = float4(velocity, 0.f);
|
||||
}
|
||||
}
|
||||
|
||||
);
|
||||
Reference in New Issue
Block a user