tweaked the particle demo a little bit
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@@ -17,7 +17,7 @@ static char* particleKernelsString =
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//#include "../../opencl/broadphase_benchmark/b3GridBroadphaseCL.h"
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#include "Bullet3OpenCL/BroadphaseCollision/b3GpuSapBroadphase.h"
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#include "GpuDemoInternalData.h"
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#include "Bullet3Common/b3Random.h"
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//1000000 particles
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@@ -31,14 +31,14 @@ static char* particleKernelsString =
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//#define NUM_PARTICLES_Z 80
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//256k particles
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//#define NUM_PARTICLES_X 60
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//#define NUM_PARTICLES_Y 60
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//#define NUM_PARTICLES_Z 60
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#define NUM_PARTICLES_X 60
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#define NUM_PARTICLES_Y 60
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#define NUM_PARTICLES_Z 60
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//27k particles
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#define NUM_PARTICLES_X 30
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#define NUM_PARTICLES_Y 30
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#define NUM_PARTICLES_Z 30
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//#define NUM_PARTICLES_X 30
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//#define NUM_PARTICLES_Y 30
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//#define NUM_PARTICLES_Z 30
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@@ -62,10 +62,10 @@ B3_ATTRIBUTE_ALIGNED16(struct) b3SimParams
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b3SimParams()
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{
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m_gravity.setValue(0,-0.03,0.f);
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m_particleRad = 0.023f;
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m_gravity.setValue(0,-.3,0.f);
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m_particleRad = 0.01f;
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m_globalDamping = 1.0f;
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m_boundaryDamping = -0.5f;
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m_boundaryDamping = -1.f;
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m_collisionDamping = 0.025f;//0.02f;
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m_spring = 0.5f;
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m_shear = 0.1f;
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@@ -165,7 +165,7 @@ void ParticleDemo::setupScene(const ConstructionInfo& ci)
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int maxObjects = NUM_PARTICLES_X*NUM_PARTICLES_Y*NUM_PARTICLES_Z+1024;
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int maxPairsSmallProxy = 32;
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float radius = 3.f*m_data->m_simParamCPU[0].m_particleRad;
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float radius = m_data->m_simParamCPU[0].m_particleRad;
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m_data->m_broadphaseGPU = new b3GpuSapBroadphase(m_clData->m_clContext ,m_clData->m_clDevice,m_clData->m_clQueue);//overlappingPairCache,b3Vector3(4.f, 4.f, 4.f), 128, 128, 128,maxObjects, maxObjects, maxPairsSmallProxy, 100.f, 128,
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@@ -219,24 +219,40 @@ void ParticleDemo::setupScene(const ConstructionInfo& ci)
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float position[4] = {0,0,0,0};
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float quaternion[4] = {0,0,0,1};
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float color[4]={1,0,0,1};
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float scaling[4] = {0.023,0.023,0.023,1};
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float scaling[4] = {radius,radius,radius,1};
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int userIndex = 0;
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for (int x=0;x<NUM_PARTICLES_X;x++)
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{
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for (int y=0;y<NUM_PARTICLES_Y;y++)
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{
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for (int z=0;z<NUM_PARTICLES_Z;z++)
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{
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float rad = m_data->m_simParamCPU[0].m_particleRad;
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position[0] = x*(rad*3);
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position[1] = y*(rad*3);
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position[2] = z*(rad*3);
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color[0] = float(x)/float(NUM_PARTICLES_X);
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color[1] = float(y)/float(NUM_PARTICLES_Y);
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color[2] = float(z)/float(NUM_PARTICLES_Z);
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int totalParticles = NUM_PARTICLES_X*NUM_PARTICLES_Y*NUM_PARTICLES_Z;
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int curColor = 0;
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b3Vector4 colors[4] =
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{
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b3MakeVector4(1,1,1,1),
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b3MakeVector4(1,1,0.3,1),
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b3MakeVector4(0.3,1,1,1),
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b3MakeVector4(0.3,0.3,1,1),
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};
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{
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srand(1234);
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float angle = b3RandRange(-B3_PI, B3_PI);
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for (int ii=0;ii<totalParticles;ii++)
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{
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float arg = b3RandRange(-B3_PI,B3_PI);
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float rad = m_data->m_simParamCPU[0].m_particleRad;
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position[0] = arg*b3Cos(arg + angle);
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position[1] = 3.0f + arg;
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position[2] = arg*b3Sin(arg + angle);
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b3Vector4 color = colors[curColor];
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curColor++;
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curColor&=3;
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int id = m_instancingRenderer->registerGraphicsInstance(shapeId,position,quaternion,color,scaling);
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@@ -247,15 +263,17 @@ void ParticleDemo::setupScene(const ConstructionInfo& ci)
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aabbMin = b3MakeVector3(position[0],position[1],position[2])-particleRadius;
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aabbMax = b3MakeVector3(position[0],position[1],position[2])+particleRadius;
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m_data->m_broadphaseGPU->createProxy(aabbMin,aabbMax,collidableIndex,1,1);
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//m_data->m_broadphaseGPU->createProxy(aabbMin,aabbMax,collidableIndex,1,1);
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userIndex++;
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angle += b3RandRange(-(float)B3_PI, (float)B3_PI);
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}
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}
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}
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}
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}
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m_data->m_broadphaseGPU->writeAabbsToGpu();
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float camPos[4]={1.5,0.5,2.5,0};
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//float camPos[4]={1.5,0.5,2.5,0};
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float camPos[4]={0,0.5,0,0};
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m_instancingRenderer->setCameraTargetPosition(camPos);
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m_instancingRenderer->setCameraDistance(4);
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m_instancingRenderer->writeTransforms();
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@@ -376,6 +394,7 @@ void ParticleDemo::clientMoveAndDisplay()
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}
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if (0)
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{
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b3BufferInfoCL bInfo[] = {
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b3BufferInfoCL( m_data->m_clPositionBuffer),
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@@ -440,39 +459,6 @@ void ParticleDemo::clientMoveAndDisplay()
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glUnmapBuffer( GL_ARRAY_BUFFER);
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glFlush();
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/*
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int numParticles = NUM_PARTICLES_X*NUM_PARTICLES_Y*NUM_PARTICLES_Z;
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for (int objectIndex=0;objectIndex<numParticles;objectIndex++)
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{
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float pos[4]={0,0,0,0};
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float orn[4]={0,0,0,1};
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// m_instancingRenderer->writeSingleInstanceTransformToGPU(pos,orn,i);
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{
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glBindBuffer(GL_ARRAY_BUFFER, m_instancingRenderer->getInternalData()->m_vbo);
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glFlush();
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char* orgBase = (char*)glMapBuffer( GL_ARRAY_BUFFER,GL_READ_WRITE);
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//b3GraphicsInstance* gfxObj = m_graphicsInstances[k];
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int totalNumInstances= numParticles;
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int POSITION_BUFFER_SIZE = (totalNumInstances*sizeof(float)*4);
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char* base = orgBase;
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int capInBytes = m_instancingRenderer->getMaxShapeCapacity();
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float* positions = (float*)(base+capInBytes);
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float* orientations = (float*)(base+capInBytes+ POSITION_BUFFER_SIZE);
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positions[objectIndex*4+1] += 0.1f;
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glUnmapBuffer( GL_ARRAY_BUFFER);
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glFlush();
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}
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}
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*/
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}
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// m_data->m_positionOffsetInBytes = demo.m_maxShapeBufferCapacity/4;
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@@ -63,7 +63,7 @@ __kernel void integrateMotionKernel( int numParticles,
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float4 worldMin = simParams[0].m_worldMin;
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float4 worldMax = simParams[0].m_worldMax;
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/*
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if(pos.x < (worldMin.x + 2*particleRad))
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{
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pos.x = worldMin.x + 2*particleRad;
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@@ -74,11 +74,13 @@ __kernel void integrateMotionKernel( int numParticles,
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pos.x = worldMax.x - 2*particleRad;
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vel.x *= boundaryDamping;
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}
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*/
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if(pos.y < (worldMin.y + 2*particleRad))
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{
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pos.y = worldMin.y + 2*particleRad;
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vel.y *= boundaryDamping;
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vel.y *= -1.f;//1000*boundaryDamping;
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}
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/*
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if(pos.y > (worldMax.y - 2*particleRad))
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{
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pos.y = worldMax.y - 2*particleRad;
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@@ -94,6 +96,7 @@ __kernel void integrateMotionKernel( int numParticles,
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pos.z = worldMax.z - 2*particleRad;
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vel.z *= boundaryDamping;
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}
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*/
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// write back position and velocity
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pPos[index] = pos;
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pVel[index] = vel;
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@@ -140,7 +140,7 @@ GpuDemo::CreateFunc* allDemos[]=
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//ParticleDemo::MyCreateFunc,
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ParticleDemo::MyCreateFunc,
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@@ -763,7 +763,8 @@ int main(int argc, char* argv[])
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bool useGpu = false;
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int maxObjectCapacity=128*1024;
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//int maxObjectCapacity=128*1024;
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int maxObjectCapacity=1024*1024;
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maxObjectCapacity = b3Max(maxObjectCapacity,ci.arraySizeX*ci.arraySizeX*ci.arraySizeX+10);
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{
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@@ -23,7 +23,7 @@ void main(void)
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N.xy = gl_PointCoord.st*vec2(2.0, -2.0) + vec2(-1.0, 1.0);
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float mag = dot(N.xy, N.xy);
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if (mag > 1.0) discard;
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vec4 texel = vec4(1,0,0,1);//fragment.color*texture(Diffuse,vert.texcoord);//fragment.color;
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vec4 texel = fragment.color;//vec4(1,0,0,1);//fragment.color*texture(Diffuse,vert.texcoord);//fragment.color;
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vec3 ct;
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float at,af;
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af = 1.0;
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@@ -18,7 +18,7 @@ static const char* pointSpriteFragmentShader= \
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" N.xy = gl_PointCoord.st*vec2(2.0, -2.0) + vec2(-1.0, 1.0);\n"
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" float mag = dot(N.xy, N.xy);\n"
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" if (mag > 1.0) discard; \n"
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" vec4 texel = vec4(1,0,0,1);//fragment.color*texture(Diffuse,vert.texcoord);//fragment.color;\n"
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" vec4 texel = fragment.color;//vec4(1,0,0,1);//fragment.color*texture(Diffuse,vert.texcoord);//fragment.color;\n"
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" vec3 ct;\n"
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" float at,af;\n"
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" af = 1.0;\n"
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@@ -17,6 +17,8 @@ subject to the following restrictions:
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#ifndef B3_GEN_RANDOM_H
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#define B3_GEN_RANDOM_H
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#include "b3Scalar.h"
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#ifdef MT19937
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#include <limits.h>
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@@ -38,5 +40,11 @@ B3_FORCE_INLINE unsigned int b3rand() { return rand(); }
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#endif
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inline b3Scalar b3RandRange(b3Scalar minRange, b3Scalar maxRange)
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{
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return (b3rand() / (b3Scalar(B3_RAND_MAX) + b3Scalar(1.0))) * (maxRange - minRange) + minRange;
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}
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#endif //B3_GEN_RANDOM_H
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@@ -1000,6 +1000,7 @@ void b3GpuSapBroadphase::calculateOverlappingPairs(int maxPairs)
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//if (m_currentBuffer>=0)
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// return calculateOverlappingPairsHostIncremental3Sap();
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B3_PROFILE("GPU 1-axis SAP calculateOverlappingPairs");
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int axis = 0;
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@@ -1149,6 +1150,7 @@ void b3GpuSapBroadphase::calculateOverlappingPairs(int maxPairs)
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clFinish(m_queue);
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}
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if (m_gpuSmallSortData.size())
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{
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B3_PROFILE("gpu radix sort\n");
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m_sorter->execute(m_gpuSmallSortData);
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@@ -3056,6 +3056,7 @@ void GpuSatCollision::computeConvexConvexContactsGPUSAT( b3OpenCLArray<b3Int4>*
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launcher.launch1D( num);
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clFinish(m_queue);
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numConcavePairs = m_numConcavePairsOut.at(0);
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//printf("numConcavePairs=%d (max = %d\n",numConcavePairs,maxTriConvexPairCapacity);
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if (numConcavePairs > maxTriConvexPairCapacity)
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{
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