Synchronize changes from branches/GpuClothAMD to trunk
Main improvements are: GPU cloth collision detection against a capsule shape ,OpenCL-OpenGL interoperability (keeping data buffers on GPU), and bug fixes Thanks to Lee Howes
This commit is contained in:
@@ -19,6 +19,7 @@ subject to the following restrictions:
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#include "btSoftBodySolver_DX11.h"
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#include "btSoftBodySolverVertexBuffer_DX11.h"
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#include "BulletSoftBody/btSoftBody.h"
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#include "BulletCollision/CollisionShapes/btCapsuleShape.h"
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#define MSTRINGIFY(A) #A
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static char* PrepareLinksHLSLString =
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@@ -43,6 +44,10 @@ static char* OutputToVertexArrayHLSLString =
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#include "HLSL/OutputToVertexArray.hlsl"
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static char* VSolveLinksHLSLString =
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#include "HLSL/VSolveLinks.hlsl"
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static char* ComputeBoundsHLSLString =
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#include "HLSL/ComputeBounds.hlsl"
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static char* SolveCollisionsAndUpdateVelocitiesHLSLString =
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#include "HLSL/SolveCollisionsAndUpdateVelocities.hlsl"
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btSoftBodyLinkDataDX11::btSoftBodyLinkDataDX11( ID3D11Device *d3dDevice, ID3D11DeviceContext *d3dDeviceContext ) :
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@@ -545,6 +550,7 @@ void btSoftBodyTriangleDataDX11::generateBatches()
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btDX11SoftBodySolver::btDX11SoftBodySolver(ID3D11Device * dx11Device, ID3D11DeviceContext* dx11Context) :
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m_dx11Device( dx11Device ),
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m_dx11Context( dx11Context ),
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dxFunctions( m_dx11Device, m_dx11Context ),
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m_linkData(m_dx11Device, m_dx11Context),
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m_vertexData(m_dx11Device, m_dx11Context),
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m_triangleData(m_dx11Device, m_dx11Context),
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@@ -554,7 +560,12 @@ btDX11SoftBodySolver::btDX11SoftBodySolver(ID3D11Device * dx11Device, ID3D11Devi
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m_dx11PerClothVelocityCorrectionCoefficient( m_dx11Device, m_dx11Context, &m_perClothVelocityCorrectionCoefficient, true ),
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m_dx11PerClothLiftFactor( m_dx11Device, m_dx11Context, &m_perClothLiftFactor, true ),
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m_dx11PerClothDragFactor( m_dx11Device, m_dx11Context, &m_perClothDragFactor, true ),
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m_dx11PerClothMediumDensity( m_dx11Device, m_dx11Context, &m_perClothMediumDensity, true )
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m_dx11PerClothMediumDensity( m_dx11Device, m_dx11Context, &m_perClothMediumDensity, true ),
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m_dx11PerClothCollisionObjects( m_dx11Device, m_dx11Context, &m_perClothCollisionObjects, true ),
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m_dx11CollisionObjectDetails( m_dx11Device, m_dx11Context, &m_collisionObjectDetails, true ),
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m_dx11PerClothMinBounds( m_dx11Device, m_dx11Context, &m_perClothMinBounds, false ),
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m_dx11PerClothMaxBounds( m_dx11Device, m_dx11Context, &m_perClothMaxBounds, false ),
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m_dx11PerClothFriction( m_dx11Device, m_dx11Context, &m_perClothFriction, false )
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{
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// Initial we will clearly need to update solver constants
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// For now this is global for the cloths linked with this solver - we should probably make this body specific
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@@ -565,15 +576,20 @@ btDX11SoftBodySolver::btDX11SoftBodySolver(ID3D11Device * dx11Device, ID3D11Devi
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}
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btDX11SoftBodySolver::~btDX11SoftBodySolver()
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{
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releaseKernels();
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}
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void btDX11SoftBodySolver::releaseKernels()
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{
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SAFE_RELEASE( prepareLinksKernel.kernel );
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SAFE_RELEASE( prepareLinksKernel.constBuffer );
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SAFE_RELEASE( integrateKernel.kernel );
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SAFE_RELEASE( integrateKernel.constBuffer );
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SAFE_RELEASE( integrateKernel.kernel );
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SAFE_RELEASE( prepareLinksKernel.constBuffer );
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SAFE_RELEASE( prepareLinksKernel.kernel );
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SAFE_RELEASE( solvePositionsFromLinksKernel.constBuffer );
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SAFE_RELEASE( solvePositionsFromLinksKernel.kernel );
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SAFE_RELEASE( vSolveLinksKernel.constBuffer );
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SAFE_RELEASE( vSolveLinksKernel.kernel );
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SAFE_RELEASE( updatePositionsFromVelocitiesKernel.constBuffer );
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SAFE_RELEASE( updatePositionsFromVelocitiesKernel.kernel );
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SAFE_RELEASE( updateVelocitiesFromPositionsWithoutVelocitiesKernel.constBuffer );
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@@ -586,27 +602,57 @@ btDX11SoftBodySolver::~btDX11SoftBodySolver()
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SAFE_RELEASE( normalizeNormalsAndAreasKernel.kernel );
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SAFE_RELEASE( updateSoftBodiesKernel.constBuffer );
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SAFE_RELEASE( updateSoftBodiesKernel.kernel );
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SAFE_RELEASE( outputToVertexArrayWithNormalsKernel.constBuffer );
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SAFE_RELEASE( outputToVertexArrayWithNormalsKernel.kernel );
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SAFE_RELEASE( outputToVertexArrayWithoutNormalsKernel.constBuffer );
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SAFE_RELEASE( outputToVertexArrayWithoutNormalsKernel.kernel );
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SAFE_RELEASE( solveCollisionsAndUpdateVelocitiesKernel.kernel );
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SAFE_RELEASE( solveCollisionsAndUpdateVelocitiesKernel.constBuffer );
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SAFE_RELEASE( computeBoundsKernel.kernel );
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SAFE_RELEASE( computeBoundsKernel.constBuffer );
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SAFE_RELEASE( vSolveLinksKernel.kernel );
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SAFE_RELEASE( vSolveLinksKernel.constBuffer );
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SAFE_RELEASE( addVelocityKernel.constBuffer );
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SAFE_RELEASE( addVelocityKernel.kernel );
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SAFE_RELEASE( applyForcesKernel.constBuffer );
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SAFE_RELEASE( applyForcesKernel.kernel );
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SAFE_RELEASE( outputToVertexArrayKernel.constBuffer );
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SAFE_RELEASE( outputToVertexArrayKernel.kernel );
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SAFE_RELEASE( collideCylinderKernel.constBuffer );
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SAFE_RELEASE( collideCylinderKernel.kernel );
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m_shadersInitialized = false;
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}
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void btDX11SoftBodySolver::optimize( btAlignedObjectArray< btSoftBody * > &softBodies )
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void btDX11SoftBodySolver::copyBackToSoftBodies()
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{
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if( m_softBodySet.size() != softBodies.size() )
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// Move the vertex data back to the host first
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m_vertexData.moveFromAccelerator();
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// Loop over soft bodies, copying all the vertex positions back for each body in turn
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for( int softBodyIndex = 0; softBodyIndex < m_softBodySet.size(); ++softBodyIndex )
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{
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btAcceleratedSoftBodyInterface *softBodyInterface = m_softBodySet[ softBodyIndex ];
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btSoftBody *softBody = softBodyInterface->getSoftBody();
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int firstVertex = softBodyInterface->getFirstVertex();
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int numVertices = softBodyInterface->getNumVertices();
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// Copy vertices from solver back into the softbody
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for( int vertex = 0; vertex < numVertices; ++vertex )
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{
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using Vectormath::Aos::Point3;
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Point3 vertexPosition( getVertexData().getVertexPositions()[firstVertex + vertex] );
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softBody->m_nodes[vertex].m_x.setX( vertexPosition.getX() );
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softBody->m_nodes[vertex].m_x.setY( vertexPosition.getY() );
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softBody->m_nodes[vertex].m_x.setZ( vertexPosition.getZ() );
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softBody->m_nodes[vertex].m_n.setX( vertexPosition.getX() );
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softBody->m_nodes[vertex].m_n.setY( vertexPosition.getY() );
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softBody->m_nodes[vertex].m_n.setZ( vertexPosition.getZ() );
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}
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}
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} // btDX11SoftBodySolver::copyBackToSoftBodies
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void btDX11SoftBodySolver::optimize( btAlignedObjectArray< btSoftBody * > &softBodies, bool forceUpdate )
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{
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if( forceUpdate || m_softBodySet.size() != softBodies.size() )
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{
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// Have a change in the soft body set so update, reloading all the data
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getVertexData().clear();
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@@ -622,7 +668,7 @@ void btDX11SoftBodySolver::optimize( btAlignedObjectArray< btSoftBody * > &softB
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using Vectormath::Aos::Point3;
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// Create SoftBody that will store the information within the solver
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btDX11AcceleratedSoftBodyInterface *newSoftBody = new btDX11AcceleratedSoftBodyInterface( softBody );
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btAcceleratedSoftBodyInterface *newSoftBody = new btAcceleratedSoftBodyInterface( softBody );
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m_softBodySet.push_back( newSoftBody );
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m_perClothAcceleration.push_back( toVector3(softBody->getWorldInfo()->m_gravity) );
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@@ -631,6 +677,11 @@ void btDX11SoftBodySolver::optimize( btAlignedObjectArray< btSoftBody * > &softB
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m_perClothLiftFactor.push_back( softBody->m_cfg.kLF );
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m_perClothDragFactor.push_back( softBody->m_cfg.kDG );
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m_perClothMediumDensity.push_back(softBody->getWorldInfo()->air_density);
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// Simple init values. Actually we'll put 0 and -1 into them at the appropriate time
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m_perClothMinBounds.push_back( UIntVector3( 0, 0, 0 ) );
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m_perClothMaxBounds.push_back( UIntVector3( UINT_MAX, UINT_MAX, UINT_MAX ) );
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m_perClothFriction.push_back( softBody->getFriction() );
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m_perClothCollisionObjects.push_back( CollisionObjectIndices(-1, -1) );
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// Add space for new vertices and triangles in the default solver for now
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// TODO: Include space here for tearing too later
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@@ -738,7 +789,11 @@ btSoftBodyTriangleData &btDX11SoftBodySolver::getTriangleData()
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bool btDX11SoftBodySolver::checkInitialized()
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{
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return buildShaders();
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if( !m_shadersInitialized )
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if( buildShaders() )
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m_shadersInitialized = true;
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return m_shadersInitialized;
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}
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void btDX11SoftBodySolver::resetNormalsAndAreas( int numVertices )
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@@ -892,6 +947,7 @@ void btDX11SoftBodySolver::updateSoftBodies()
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normalizeNormalsAndAreas( numVertices );
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} // btDX11SoftBodySolver::updateSoftBodies
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@@ -1046,6 +1102,80 @@ float btDX11SoftBodySolver::computeTriangleArea(
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return area;
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} // btDX11SoftBodySolver::computeTriangleArea
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void btDX11SoftBodySolver::updateBounds()
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{
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using Vectormath::Aos::Point3;
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// Interpretation structure for float and int
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struct FPRep {
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unsigned int mantissa : 23;
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unsigned int exponent : 8;
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unsigned int sign : 1;
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};
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union FloatAsInt
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{
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float floatValue;
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int intValue;
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unsigned int uintValue;
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FPRep fpRep;
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};
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// Update bounds array to min and max int values to allow easy atomics
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for( int softBodyIndex = 0; softBodyIndex < m_softBodySet.size(); ++softBodyIndex )
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{
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m_perClothMinBounds[softBodyIndex] = UIntVector3( UINT_MAX, UINT_MAX, UINT_MAX );
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m_perClothMaxBounds[softBodyIndex] = UIntVector3( 0, 0, 0 );
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}
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m_dx11PerClothMinBounds.moveToGPU();
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m_dx11PerClothMaxBounds.moveToGPU();
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computeBounds( );
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m_dx11PerClothMinBounds.moveFromGPU();
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m_dx11PerClothMaxBounds.moveFromGPU();
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for( int softBodyIndex = 0; softBodyIndex < m_softBodySet.size(); ++softBodyIndex )
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{
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UIntVector3 minBoundUInt = m_perClothMinBounds[softBodyIndex];
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UIntVector3 maxBoundUInt = m_perClothMaxBounds[softBodyIndex];
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// Convert back to float
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FloatAsInt fai;
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btVector3 minBound;
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fai.uintValue = minBoundUInt.x;
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fai.uintValue ^= (((fai.uintValue >> 31) - 1) | 0x80000000);
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minBound.setX( fai.floatValue );
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fai.uintValue = minBoundUInt.y;
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fai.uintValue ^= (((fai.uintValue >> 31) - 1) | 0x80000000);
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minBound.setY( fai.floatValue );
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fai.uintValue = minBoundUInt.z;
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fai.uintValue ^= (((fai.uintValue >> 31) - 1) | 0x80000000);
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minBound.setZ( fai.floatValue );
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btVector3 maxBound;
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fai.uintValue = maxBoundUInt.x;
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fai.uintValue ^= (((fai.uintValue >> 31) - 1) | 0x80000000);
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maxBound.setX( fai.floatValue );
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fai.uintValue = maxBoundUInt.y;
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fai.uintValue ^= (((fai.uintValue >> 31) - 1) | 0x80000000);
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maxBound.setY( fai.floatValue );
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fai.uintValue = maxBoundUInt.z;
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fai.uintValue ^= (((fai.uintValue >> 31) - 1) | 0x80000000);
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maxBound.setZ( fai.floatValue );
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// And finally assign to the soft body
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m_softBodySet[softBodyIndex]->updateBounds( minBound, maxBound );
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}
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}
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void btDX11SoftBodySolver::updateConstants( float timeStep )
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{
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using namespace Vectormath::Aos;
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@@ -1074,6 +1204,59 @@ void btDX11SoftBodySolver::updateConstants( float timeStep )
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}
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} // btDX11SoftBodySolver::updateConstants
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/**
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* Sort the collision object details array and generate indexing into it for the per-cloth collision object array.
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*/
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void btDX11SoftBodySolver::prepareCollisionConstraints()
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{
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// First do a simple sort on the collision objects
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btAlignedObjectArray<int> numObjectsPerClothPrefixSum;
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btAlignedObjectArray<int> numObjectsPerCloth;
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numObjectsPerCloth.resize( m_softBodySet.size(), 0 );
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numObjectsPerClothPrefixSum.resize( m_softBodySet.size(), 0 );
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class QuickSortCompare
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{
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public:
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bool operator() ( const CollisionShapeDescription& a, const CollisionShapeDescription& b )
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{
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return ( a.softBodyIdentifier < b.softBodyIdentifier );
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}
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};
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QuickSortCompare comparator;
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m_collisionObjectDetails.quickSort( comparator );
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// Generating indexing for perClothCollisionObjects
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// First clear the previous values with the "no collision object for cloth" constant
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for( int clothIndex = 0; clothIndex < m_perClothCollisionObjects.size(); ++clothIndex )
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{
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m_perClothCollisionObjects[clothIndex].firstObject = -1;
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m_perClothCollisionObjects[clothIndex].endObject = -1;
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}
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int currentCloth = 0;
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int startIndex = 0;
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for( int collisionObject = 0; collisionObject < m_collisionObjectDetails.size(); ++collisionObject )
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{
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int nextCloth = m_collisionObjectDetails[collisionObject].softBodyIdentifier;
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if( nextCloth != currentCloth )
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{
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// Changed cloth in the array
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// Set the end index and the range is what we need for currentCloth
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m_perClothCollisionObjects[currentCloth].firstObject = startIndex;
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m_perClothCollisionObjects[currentCloth].endObject = collisionObject;
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currentCloth = nextCloth;
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startIndex = collisionObject;
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}
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}
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// And update last cloth
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m_perClothCollisionObjects[currentCloth].firstObject = startIndex;
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m_perClothCollisionObjects[currentCloth].endObject = m_collisionObjectDetails.size();
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} // btDX11SoftBodySolver::prepareCollisionConstraints
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void btDX11SoftBodySolver::solveConstraints( float solverdt )
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@@ -1115,6 +1298,9 @@ void btDX11SoftBodySolver::solveConstraints( float solverdt )
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}
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}
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prepareCollisionConstraints();
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// Compute new positions from velocity
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// Also update the previous position so that our position computation is now based on the new position from the velocity solution
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// rather than based directly on the original positions
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@@ -1139,7 +1325,8 @@ void btDX11SoftBodySolver::solveConstraints( float solverdt )
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} // for( int iteration = 0; iteration < m_numberOfPositionIterations ; ++iteration )
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updateVelocitiesFromPositionsWithoutVelocities( 1.f/solverdt );
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// At this point assume that the force array is blank - we will overwrite it
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solveCollisionsAndUpdateVelocities( 1.f/solverdt );
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} // btDX11SoftBodySolver::solveConstraints
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@@ -1435,6 +1622,114 @@ void btDX11SoftBodySolver::updateVelocitiesFromPositionsWithoutVelocities( float
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} // btDX11SoftBodySolver::updateVelocitiesFromPositionsWithoutVelocities
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void btDX11SoftBodySolver::computeBounds( )
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{
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ComputeBoundsCB constBuffer;
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m_vertexData.moveToAccelerator();
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// Set the first link of the batch
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// and the batch size
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constBuffer.numNodes = m_vertexData.getNumVertices();
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constBuffer.numSoftBodies = m_softBodySet.size();
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D3D11_MAPPED_SUBRESOURCE MappedResource = {0};
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m_dx11Context->Map( computeBoundsKernel.constBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &MappedResource );
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memcpy( MappedResource.pData, &constBuffer, sizeof(ComputeBoundsCB) );
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m_dx11Context->Unmap( computeBoundsKernel.constBuffer, 0 );
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m_dx11Context->CSSetConstantBuffers( 0, 1, &computeBoundsKernel.constBuffer );
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// Set resources and dispatch
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m_dx11Context->CSSetShaderResources( 0, 1, &(m_vertexData.m_dx11ClothIdentifier.getSRV()) );
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m_dx11Context->CSSetShaderResources( 1, 1, &(m_vertexData.m_dx11VertexPosition.getSRV()) );
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m_dx11Context->CSSetUnorderedAccessViews( 0, 1, &(m_dx11PerClothMinBounds.getUAV()), NULL );
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m_dx11Context->CSSetUnorderedAccessViews( 1, 1, &(m_dx11PerClothMaxBounds.getUAV()), NULL );
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// Execute the kernel
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m_dx11Context->CSSetShader( computeBoundsKernel.kernel, NULL, 0 );
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int numBlocks = (constBuffer.numNodes + (128-1)) / 128;
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m_dx11Context->Dispatch(numBlocks , 1, 1 );
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{
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// Tidy up
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ID3D11ShaderResourceView* pViewNULL = NULL;
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m_dx11Context->CSSetShaderResources( 0, 1, &pViewNULL );
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m_dx11Context->CSSetShaderResources( 1, 1, &pViewNULL );
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ID3D11UnorderedAccessView* pUAViewNULL = NULL;
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m_dx11Context->CSSetUnorderedAccessViews( 0, 1, &pUAViewNULL, NULL );
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m_dx11Context->CSSetUnorderedAccessViews( 1, 1, &pUAViewNULL, NULL );
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ID3D11Buffer *pBufferNull = NULL;
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m_dx11Context->CSSetConstantBuffers( 0, 1, &pBufferNull );
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}
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}
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void btDX11SoftBodySolver::solveCollisionsAndUpdateVelocities( float isolverdt )
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{
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// Copy kernel parameters to GPU
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m_vertexData.moveToAccelerator();
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m_dx11PerClothFriction.moveToGPU();
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m_dx11PerClothDampingFactor.moveToGPU();
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m_dx11PerClothCollisionObjects.moveToGPU();
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m_dx11CollisionObjectDetails.moveToGPU();
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SolveCollisionsAndUpdateVelocitiesCB constBuffer;
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// Set the first link of the batch
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// and the batch size
|
||||
constBuffer.numNodes = m_vertexData.getNumVertices();
|
||||
constBuffer.isolverdt = isolverdt;
|
||||
|
||||
|
||||
D3D11_MAPPED_SUBRESOURCE MappedResource = {0};
|
||||
m_dx11Context->Map( solveCollisionsAndUpdateVelocitiesKernel.constBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &MappedResource );
|
||||
memcpy( MappedResource.pData, &constBuffer, sizeof(SolveCollisionsAndUpdateVelocitiesCB) );
|
||||
m_dx11Context->Unmap( solveCollisionsAndUpdateVelocitiesKernel.constBuffer, 0 );
|
||||
m_dx11Context->CSSetConstantBuffers( 0, 1, &solveCollisionsAndUpdateVelocitiesKernel.constBuffer );
|
||||
|
||||
// Set resources and dispatch
|
||||
m_dx11Context->CSSetShaderResources( 0, 1, &(m_vertexData.m_dx11ClothIdentifier.getSRV()) );
|
||||
m_dx11Context->CSSetShaderResources( 1, 1, &(m_vertexData.m_dx11VertexPreviousPosition.getSRV()) );
|
||||
m_dx11Context->CSSetShaderResources( 2, 1, &(m_dx11PerClothFriction.getSRV()) );
|
||||
m_dx11Context->CSSetShaderResources( 3, 1, &(m_dx11PerClothDampingFactor.getSRV()) );
|
||||
m_dx11Context->CSSetShaderResources( 4, 1, &(m_dx11PerClothCollisionObjects.getSRV()) );
|
||||
m_dx11Context->CSSetShaderResources( 5, 1, &(m_dx11CollisionObjectDetails.getSRV()) );
|
||||
|
||||
m_dx11Context->CSSetUnorderedAccessViews( 0, 1, &(m_vertexData.m_dx11VertexForceAccumulator.getUAV()), NULL );
|
||||
m_dx11Context->CSSetUnorderedAccessViews( 1, 1, &(m_vertexData.m_dx11VertexVelocity.getUAV()), NULL );
|
||||
m_dx11Context->CSSetUnorderedAccessViews( 2, 1, &(m_vertexData.m_dx11VertexPosition.getUAV()), NULL );
|
||||
|
||||
// Execute the kernel
|
||||
m_dx11Context->CSSetShader( solveCollisionsAndUpdateVelocitiesKernel.kernel, NULL, 0 );
|
||||
|
||||
int numBlocks = (constBuffer.numNodes + (128-1)) / 128;
|
||||
m_dx11Context->Dispatch(numBlocks , 1, 1 );
|
||||
|
||||
{
|
||||
// Tidy up
|
||||
ID3D11ShaderResourceView* pViewNULL = NULL;
|
||||
m_dx11Context->CSSetShaderResources( 0, 1, &pViewNULL );
|
||||
m_dx11Context->CSSetShaderResources( 1, 1, &pViewNULL );
|
||||
m_dx11Context->CSSetShaderResources( 2, 1, &pViewNULL );
|
||||
m_dx11Context->CSSetShaderResources( 3, 1, &pViewNULL );
|
||||
m_dx11Context->CSSetShaderResources( 4, 1, &pViewNULL );
|
||||
m_dx11Context->CSSetShaderResources( 5, 1, &pViewNULL );
|
||||
|
||||
ID3D11UnorderedAccessView* pUAViewNULL = NULL;
|
||||
m_dx11Context->CSSetUnorderedAccessViews( 0, 1, &pUAViewNULL, NULL );
|
||||
m_dx11Context->CSSetUnorderedAccessViews( 1, 1, &pUAViewNULL, NULL );
|
||||
m_dx11Context->CSSetUnorderedAccessViews( 2, 1, &pUAViewNULL, NULL );
|
||||
|
||||
ID3D11Buffer *pBufferNull = NULL;
|
||||
m_dx11Context->CSSetConstantBuffers( 0, 1, &pBufferNull );
|
||||
}
|
||||
|
||||
} // btDX11SoftBodySolver::solveCollisionsAndUpdateVelocities
|
||||
|
||||
// End kernel dispatches
|
||||
/////////////////////////////////////
|
||||
|
||||
@@ -1451,23 +1746,51 @@ void btDX11SoftBodySolver::updateVelocitiesFromPositionsWithoutVelocities( float
|
||||
|
||||
|
||||
|
||||
btDX11AcceleratedSoftBodyInterface *btDX11SoftBodySolver::findSoftBodyInterface( const btSoftBody* const softBody )
|
||||
btDX11SoftBodySolver::btAcceleratedSoftBodyInterface *btDX11SoftBodySolver::findSoftBodyInterface( const btSoftBody* const softBody )
|
||||
{
|
||||
for( int softBodyIndex = 0; softBodyIndex < m_softBodySet.size(); ++softBodyIndex )
|
||||
{
|
||||
btDX11AcceleratedSoftBodyInterface *softBodyInterface = m_softBodySet[softBodyIndex];
|
||||
btAcceleratedSoftBodyInterface *softBodyInterface = m_softBodySet[softBodyIndex];
|
||||
if( softBodyInterface->getSoftBody() == softBody )
|
||||
return softBodyInterface;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
void btDX11SoftBodySolver::copySoftBodyToVertexBuffer( const btSoftBody * const softBody, btVertexBufferDescriptor *vertexBuffer )
|
||||
const btDX11SoftBodySolver::btAcceleratedSoftBodyInterface * const btDX11SoftBodySolver::findSoftBodyInterface( const btSoftBody* const softBody ) const
|
||||
{
|
||||
checkInitialized();
|
||||
|
||||
btDX11AcceleratedSoftBodyInterface *currentCloth = findSoftBodyInterface( softBody );
|
||||
for( int softBodyIndex = 0; softBodyIndex < m_softBodySet.size(); ++softBodyIndex )
|
||||
{
|
||||
btAcceleratedSoftBodyInterface *softBodyInterface = m_softBodySet[softBodyIndex];
|
||||
if( softBodyInterface->getSoftBody() == softBody )
|
||||
return softBodyInterface;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
int btDX11SoftBodySolver::findSoftBodyIndex( const btSoftBody* const softBody )
|
||||
{
|
||||
for( int softBodyIndex = 0; softBodyIndex < m_softBodySet.size(); ++softBodyIndex )
|
||||
{
|
||||
btAcceleratedSoftBodyInterface *softBodyInterface = m_softBodySet[softBodyIndex];
|
||||
if( softBodyInterface->getSoftBody() == softBody )
|
||||
return softBodyIndex;
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
||||
void btSoftBodySolverOutputDXtoCPU::copySoftBodyToVertexBuffer( const btSoftBody * const softBody, btVertexBufferDescriptor *vertexBuffer )
|
||||
{
|
||||
|
||||
|
||||
btSoftBodySolver *solver = softBody->getSoftBodySolver();
|
||||
btAssert( solver->getSolverType() == btSoftBodySolver::DX_SOLVER || solver->getSolverType() == btSoftBodySolver::DX_SIMD_SOLVER );
|
||||
btDX11SoftBodySolver *dxSolver = static_cast< btDX11SoftBodySolver * >( solver );
|
||||
|
||||
btDX11SoftBodySolver::btAcceleratedSoftBodyInterface * currentCloth = dxSolver->findSoftBodyInterface( softBody );
|
||||
btSoftBodyVertexDataDX11 &vertexData( dxSolver->m_vertexData );
|
||||
|
||||
|
||||
const int firstVertex = currentCloth->getFirstVertex();
|
||||
const int lastVertex = firstVertex + currentCloth->getNumVertices();
|
||||
@@ -1475,8 +1798,8 @@ void btDX11SoftBodySolver::copySoftBodyToVertexBuffer( const btSoftBody * const
|
||||
if( vertexBuffer->getBufferType() == btVertexBufferDescriptor::CPU_BUFFER )
|
||||
{
|
||||
// If we're doing a CPU-buffer copy must copy the data back to the host first
|
||||
m_vertexData.m_dx11VertexPosition.copyFromGPU();
|
||||
m_vertexData.m_dx11VertexNormal.copyFromGPU();
|
||||
vertexData.m_dx11VertexPosition.copyFromGPU();
|
||||
vertexData.m_dx11VertexNormal.copyFromGPU();
|
||||
|
||||
const int firstVertex = currentCloth->getFirstVertex();
|
||||
const int lastVertex = firstVertex + currentCloth->getNumVertices();
|
||||
@@ -1491,7 +1814,7 @@ void btDX11SoftBodySolver::copySoftBodyToVertexBuffer( const btSoftBody * const
|
||||
|
||||
for( int vertexIndex = firstVertex; vertexIndex < lastVertex; ++vertexIndex )
|
||||
{
|
||||
Vectormath::Aos::Point3 position = m_vertexData.getPosition(vertexIndex);
|
||||
Vectormath::Aos::Point3 position = vertexData.getPosition(vertexIndex);
|
||||
*(vertexPointer + 0) = position.getX();
|
||||
*(vertexPointer + 1) = position.getY();
|
||||
*(vertexPointer + 2) = position.getZ();
|
||||
@@ -1506,13 +1829,82 @@ void btDX11SoftBodySolver::copySoftBodyToVertexBuffer( const btSoftBody * const
|
||||
|
||||
for( int vertexIndex = firstVertex; vertexIndex < lastVertex; ++vertexIndex )
|
||||
{
|
||||
Vectormath::Aos::Vector3 normal = m_vertexData.getNormal(vertexIndex);
|
||||
Vectormath::Aos::Vector3 normal = vertexData.getNormal(vertexIndex);
|
||||
*(normalPointer + 0) = normal.getX();
|
||||
*(normalPointer + 1) = normal.getY();
|
||||
*(normalPointer + 2) = normal.getZ();
|
||||
normalPointer += normalStride;
|
||||
}
|
||||
}
|
||||
}
|
||||
} // btDX11SoftBodySolver::outputToVertexBuffers
|
||||
|
||||
|
||||
|
||||
bool btSoftBodySolverOutputDXtoDX::checkInitialized()
|
||||
{
|
||||
if( !m_shadersInitialized )
|
||||
if( buildShaders() )
|
||||
m_shadersInitialized = true;
|
||||
|
||||
return m_shadersInitialized;
|
||||
}
|
||||
|
||||
void btSoftBodySolverOutputDXtoDX::releaseKernels()
|
||||
{
|
||||
SAFE_RELEASE( outputToVertexArrayWithNormalsKernel.constBuffer );
|
||||
SAFE_RELEASE( outputToVertexArrayWithNormalsKernel.kernel );
|
||||
SAFE_RELEASE( outputToVertexArrayWithoutNormalsKernel.constBuffer );
|
||||
SAFE_RELEASE( outputToVertexArrayWithoutNormalsKernel.kernel );
|
||||
|
||||
m_shadersInitialized = false;
|
||||
}
|
||||
|
||||
|
||||
bool btSoftBodySolverOutputDXtoDX::buildShaders()
|
||||
{
|
||||
// Ensure current kernels are released first
|
||||
releaseKernels();
|
||||
|
||||
bool returnVal = true;
|
||||
|
||||
if( m_shadersInitialized )
|
||||
return true;
|
||||
|
||||
|
||||
outputToVertexArrayWithNormalsKernel = dxFunctions.compileComputeShaderFromString( OutputToVertexArrayHLSLString, "OutputToVertexArrayWithNormalsKernel", sizeof(OutputToVertexArrayCB) );
|
||||
if( !outputToVertexArrayWithNormalsKernel.constBuffer)
|
||||
returnVal = false;
|
||||
outputToVertexArrayWithoutNormalsKernel = dxFunctions.compileComputeShaderFromString( OutputToVertexArrayHLSLString, "OutputToVertexArrayWithoutNormalsKernel", sizeof(OutputToVertexArrayCB) );
|
||||
if( !outputToVertexArrayWithoutNormalsKernel.constBuffer )
|
||||
returnVal = false;
|
||||
|
||||
|
||||
if( returnVal )
|
||||
m_shadersInitialized = true;
|
||||
|
||||
return returnVal;
|
||||
}
|
||||
|
||||
|
||||
void btSoftBodySolverOutputDXtoDX::copySoftBodyToVertexBuffer( const btSoftBody * const softBody, btVertexBufferDescriptor *vertexBuffer )
|
||||
{
|
||||
|
||||
|
||||
btSoftBodySolver *solver = softBody->getSoftBodySolver();
|
||||
btAssert( solver->getSolverType() == btSoftBodySolver::DX_SOLVER || solver->getSolverType() == btSoftBodySolver::DX_SIMD_SOLVER );
|
||||
btDX11SoftBodySolver *dxSolver = static_cast< btDX11SoftBodySolver * >( solver );
|
||||
checkInitialized();
|
||||
btDX11SoftBodySolver::btAcceleratedSoftBodyInterface * currentCloth = dxSolver->findSoftBodyInterface( softBody );
|
||||
btSoftBodyVertexDataDX11 &vertexData( dxSolver->m_vertexData );
|
||||
|
||||
|
||||
const int firstVertex = currentCloth->getFirstVertex();
|
||||
const int lastVertex = firstVertex + currentCloth->getNumVertices();
|
||||
|
||||
if( vertexBuffer->getBufferType() == btVertexBufferDescriptor::CPU_BUFFER )
|
||||
{
|
||||
btSoftBodySolverOutputDXtoDX::copySoftBodyToVertexBuffer( softBody, vertexBuffer );
|
||||
} else if( vertexBuffer->getBufferType() == btVertexBufferDescriptor::DX11_BUFFER )
|
||||
{
|
||||
// Do a DX11 copy shader DX to DX copy
|
||||
@@ -1539,86 +1931,43 @@ void btDX11SoftBodySolver::copySoftBodyToVertexBuffer( const btSoftBody * const
|
||||
|
||||
// TODO: factor this out. Number of nodes is static and sdt might be, too, we can update this just once on setup
|
||||
D3D11_MAPPED_SUBRESOURCE MappedResource = {0};
|
||||
m_dx11Context->Map( outputToVertexArrayConstBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &MappedResource );
|
||||
dxFunctions.m_dx11Context->Map( outputToVertexArrayConstBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &MappedResource );
|
||||
memcpy( MappedResource.pData, &constBuffer, sizeof(OutputToVertexArrayCB) );
|
||||
m_dx11Context->Unmap( outputToVertexArrayConstBuffer, 0 );
|
||||
m_dx11Context->CSSetConstantBuffers( 0, 1, &outputToVertexArrayConstBuffer );
|
||||
dxFunctions.m_dx11Context->Unmap( outputToVertexArrayConstBuffer, 0 );
|
||||
dxFunctions.m_dx11Context->CSSetConstantBuffers( 0, 1, &outputToVertexArrayConstBuffer );
|
||||
|
||||
// Set resources and dispatch
|
||||
m_dx11Context->CSSetShaderResources( 0, 1, &(m_vertexData.m_dx11VertexPosition.getSRV()) );
|
||||
m_dx11Context->CSSetShaderResources( 1, 1, &(m_vertexData.m_dx11VertexNormal.getSRV()) );
|
||||
dxFunctions.m_dx11Context->CSSetShaderResources( 0, 1, &(vertexData.m_dx11VertexPosition.getSRV()) );
|
||||
dxFunctions.m_dx11Context->CSSetShaderResources( 1, 1, &(vertexData.m_dx11VertexNormal.getSRV()) );
|
||||
|
||||
ID3D11UnorderedAccessView* dx11UAV = dx11VertexBuffer->getDX11UAV();
|
||||
m_dx11Context->CSSetUnorderedAccessViews( 0, 1, &(dx11UAV), NULL );
|
||||
dxFunctions.m_dx11Context->CSSetUnorderedAccessViews( 0, 1, &(dx11UAV), NULL );
|
||||
|
||||
// Execute the kernel
|
||||
m_dx11Context->CSSetShader( outputToVertexArrayShader, NULL, 0 );
|
||||
dxFunctions.m_dx11Context->CSSetShader( outputToVertexArrayShader, NULL, 0 );
|
||||
|
||||
int numBlocks = (constBuffer.numNodes + (128-1)) / 128;
|
||||
m_dx11Context->Dispatch(numBlocks, 1, 1 );
|
||||
dxFunctions.m_dx11Context->Dispatch(numBlocks, 1, 1 );
|
||||
|
||||
{
|
||||
// Tidy up
|
||||
ID3D11ShaderResourceView* pViewNULL = NULL;
|
||||
m_dx11Context->CSSetShaderResources( 0, 1, &pViewNULL );
|
||||
m_dx11Context->CSSetShaderResources( 1, 1, &pViewNULL );
|
||||
dxFunctions.m_dx11Context->CSSetShaderResources( 0, 1, &pViewNULL );
|
||||
dxFunctions.m_dx11Context->CSSetShaderResources( 1, 1, &pViewNULL );
|
||||
|
||||
ID3D11UnorderedAccessView* pUAViewNULL = NULL;
|
||||
m_dx11Context->CSSetUnorderedAccessViews( 0, 1, &pUAViewNULL, NULL );
|
||||
dxFunctions.m_dx11Context->CSSetUnorderedAccessViews( 0, 1, &pUAViewNULL, NULL );
|
||||
|
||||
ID3D11Buffer *pBufferNull = NULL;
|
||||
m_dx11Context->CSSetConstantBuffers( 0, 1, &pBufferNull );
|
||||
dxFunctions.m_dx11Context->CSSetConstantBuffers( 0, 1, &pBufferNull );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
if( vertexBuffer->getBufferType() == btVertexBufferDescriptor::CPU_BUFFER )
|
||||
{
|
||||
const int firstVertex = currentCloth->getFirstVertex();
|
||||
const int lastVertex = firstVertex + currentCloth->getNumVertices();
|
||||
const btCPUVertexBufferDescriptor *cpuVertexBuffer = static_cast< btCPUVertexBufferDescriptor* >(vertexBuffer);
|
||||
float *basePointer = cpuVertexBuffer->getBasePointer();
|
||||
|
||||
if( vertexBuffer->hasVertexPositions() )
|
||||
{
|
||||
const int vertexOffset = cpuVertexBuffer->getVertexOffset();
|
||||
const int vertexStride = cpuVertexBuffer->getVertexStride();
|
||||
float *vertexPointer = basePointer + vertexOffset;
|
||||
|
||||
for( int vertexIndex = firstVertex; vertexIndex < lastVertex; ++vertexIndex )
|
||||
{
|
||||
Vectormath::Aos::Point3 position = m_vertexData.getPosition(vertexIndex);
|
||||
*(vertexPointer + 0) = position.getX();
|
||||
*(vertexPointer + 1) = position.getY();
|
||||
*(vertexPointer + 2) = position.getZ();
|
||||
vertexPointer += vertexStride;
|
||||
}
|
||||
}
|
||||
if( vertexBuffer->hasNormals() )
|
||||
{
|
||||
const int normalOffset = cpuVertexBuffer->getNormalOffset();
|
||||
const int normalStride = cpuVertexBuffer->getNormalStride();
|
||||
float *normalPointer = basePointer + normalOffset;
|
||||
|
||||
for( int vertexIndex = firstVertex; vertexIndex < lastVertex; ++vertexIndex )
|
||||
{
|
||||
Vectormath::Aos::Vector3 normal = m_vertexData.getNormal(vertexIndex);
|
||||
*(normalPointer + 0) = normal.getX();
|
||||
*(normalPointer + 1) = normal.getY();
|
||||
*(normalPointer + 2) = normal.getZ();
|
||||
normalPointer += normalStride;
|
||||
}
|
||||
}
|
||||
}
|
||||
} // btDX11SoftBodySolver::outputToVertexBuffers
|
||||
|
||||
|
||||
|
||||
|
||||
btDX11SoftBodySolver::KernelDesc btDX11SoftBodySolver::compileComputeShaderFromString( const char* shaderString, const char* shaderName, int constBufferSize )
|
||||
DXFunctions::KernelDesc DXFunctions::compileComputeShaderFromString( const char* shaderString, const char* shaderName, int constBufferSize, D3D10_SHADER_MACRO *compileMacros )
|
||||
{
|
||||
const char *cs5String = "cs_5_0";
|
||||
|
||||
@@ -1626,12 +1975,12 @@ btDX11SoftBodySolver::KernelDesc btDX11SoftBodySolver::compileComputeShaderFromS
|
||||
ID3DBlob* pErrorBlob = NULL;
|
||||
ID3DBlob* pBlob = NULL;
|
||||
ID3D11ComputeShader* kernelPointer = 0;
|
||||
|
||||
|
||||
hr = D3DX11CompileFromMemory(
|
||||
shaderString,
|
||||
strlen(shaderString),
|
||||
shaderName, // file name
|
||||
NULL,
|
||||
shaderName,
|
||||
compileMacros,
|
||||
NULL,
|
||||
shaderName,
|
||||
cs5String,
|
||||
@@ -1647,13 +1996,14 @@ btDX11SoftBodySolver::KernelDesc btDX11SoftBodySolver::compileComputeShaderFromS
|
||||
{
|
||||
if( pErrorBlob ) {
|
||||
btAssert( "Compilation of compute shader failed\n" );
|
||||
//OutputDebugStringA( (char*)pErrorBlob->GetBufferPointer() );
|
||||
char *debugString = (char*)pErrorBlob->GetBufferPointer();
|
||||
OutputDebugStringA( debugString );
|
||||
}
|
||||
|
||||
SAFE_RELEASE( pErrorBlob );
|
||||
SAFE_RELEASE( pBlob );
|
||||
|
||||
btDX11SoftBodySolver::KernelDesc descriptor;
|
||||
DXFunctions::KernelDesc descriptor;
|
||||
descriptor.kernel = 0;
|
||||
descriptor.constBuffer = 0;
|
||||
return descriptor;
|
||||
@@ -1663,7 +2013,7 @@ btDX11SoftBodySolver::KernelDesc btDX11SoftBodySolver::compileComputeShaderFromS
|
||||
hr = m_dx11Device->CreateComputeShader( pBlob->GetBufferPointer(), pBlob->GetBufferSize(), NULL, &kernelPointer );
|
||||
if( FAILED( hr ) )
|
||||
{
|
||||
btDX11SoftBodySolver::KernelDesc descriptor;
|
||||
DXFunctions::KernelDesc descriptor;
|
||||
descriptor.kernel = 0;
|
||||
descriptor.constBuffer = 0;
|
||||
return descriptor;
|
||||
@@ -1692,60 +2042,65 @@ btDX11SoftBodySolver::KernelDesc btDX11SoftBodySolver::compileComputeShaderFromS
|
||||
SAFE_RELEASE( pErrorBlob );
|
||||
SAFE_RELEASE( pBlob );
|
||||
|
||||
btDX11SoftBodySolver::KernelDesc descriptor;
|
||||
DXFunctions::KernelDesc descriptor;
|
||||
descriptor.kernel = kernelPointer;
|
||||
descriptor.constBuffer = constBuffer;
|
||||
return descriptor;
|
||||
} // compileComputeShader
|
||||
|
||||
|
||||
|
||||
bool btDX11SoftBodySolver::buildShaders()
|
||||
{
|
||||
// Ensure current kernels are released first
|
||||
releaseKernels();
|
||||
|
||||
bool returnVal = true;
|
||||
|
||||
if( m_shadersInitialized )
|
||||
return true;
|
||||
|
||||
prepareLinksKernel = compileComputeShaderFromString( PrepareLinksHLSLString, "PrepareLinksKernel", sizeof(PrepareLinksCB) );
|
||||
prepareLinksKernel = dxFunctions.compileComputeShaderFromString( PrepareLinksHLSLString, "PrepareLinksKernel", sizeof(PrepareLinksCB) );
|
||||
if( !prepareLinksKernel.constBuffer )
|
||||
returnVal = false;
|
||||
updatePositionsFromVelocitiesKernel = compileComputeShaderFromString( UpdatePositionsFromVelocitiesHLSLString, "UpdatePositionsFromVelocitiesKernel", sizeof(UpdatePositionsFromVelocitiesCB) );
|
||||
updatePositionsFromVelocitiesKernel = dxFunctions.compileComputeShaderFromString( UpdatePositionsFromVelocitiesHLSLString, "UpdatePositionsFromVelocitiesKernel", sizeof(UpdatePositionsFromVelocitiesCB) );
|
||||
if( !updatePositionsFromVelocitiesKernel.constBuffer )
|
||||
returnVal = false;
|
||||
solvePositionsFromLinksKernel = compileComputeShaderFromString( SolvePositionsHLSLString, "SolvePositionsFromLinksKernel", sizeof(SolvePositionsFromLinksKernelCB) );
|
||||
solvePositionsFromLinksKernel = dxFunctions.compileComputeShaderFromString( SolvePositionsHLSLString, "SolvePositionsFromLinksKernel", sizeof(SolvePositionsFromLinksKernelCB) );
|
||||
if( !updatePositionsFromVelocitiesKernel.constBuffer )
|
||||
returnVal = false;
|
||||
vSolveLinksKernel = compileComputeShaderFromString( VSolveLinksHLSLString, "VSolveLinksKernel", sizeof(VSolveLinksCB) );
|
||||
vSolveLinksKernel = dxFunctions.compileComputeShaderFromString( VSolveLinksHLSLString, "VSolveLinksKernel", sizeof(VSolveLinksCB) );
|
||||
if( !vSolveLinksKernel.constBuffer )
|
||||
returnVal = false;
|
||||
updateVelocitiesFromPositionsWithVelocitiesKernel = compileComputeShaderFromString( UpdateNodesHLSLString, "updateVelocitiesFromPositionsWithVelocitiesKernel", sizeof(UpdateVelocitiesFromPositionsWithVelocitiesCB) );
|
||||
updateVelocitiesFromPositionsWithVelocitiesKernel = dxFunctions.compileComputeShaderFromString( UpdateNodesHLSLString, "updateVelocitiesFromPositionsWithVelocitiesKernel", sizeof(UpdateVelocitiesFromPositionsWithVelocitiesCB) );
|
||||
if( !updateVelocitiesFromPositionsWithVelocitiesKernel.constBuffer )
|
||||
returnVal = false;
|
||||
updateVelocitiesFromPositionsWithoutVelocitiesKernel = compileComputeShaderFromString( UpdatePositionsHLSLString, "updateVelocitiesFromPositionsWithoutVelocitiesKernel", sizeof(UpdateVelocitiesFromPositionsWithoutVelocitiesCB) );
|
||||
updateVelocitiesFromPositionsWithoutVelocitiesKernel = dxFunctions.compileComputeShaderFromString( UpdatePositionsHLSLString, "updateVelocitiesFromPositionsWithoutVelocitiesKernel", sizeof(UpdateVelocitiesFromPositionsWithoutVelocitiesCB) );
|
||||
if( !updateVelocitiesFromPositionsWithoutVelocitiesKernel.constBuffer )
|
||||
returnVal = false;
|
||||
integrateKernel = compileComputeShaderFromString( IntegrateHLSLString, "IntegrateKernel", sizeof(IntegrateCB) );
|
||||
integrateKernel = dxFunctions.compileComputeShaderFromString( IntegrateHLSLString, "IntegrateKernel", sizeof(IntegrateCB) );
|
||||
if( !integrateKernel.constBuffer )
|
||||
returnVal = false;
|
||||
applyForcesKernel = compileComputeShaderFromString( ApplyForcesHLSLString, "ApplyForcesKernel", sizeof(ApplyForcesCB) );
|
||||
applyForcesKernel = dxFunctions.compileComputeShaderFromString( ApplyForcesHLSLString, "ApplyForcesKernel", sizeof(ApplyForcesCB) );
|
||||
if( !applyForcesKernel.constBuffer )
|
||||
returnVal = false;
|
||||
solveCollisionsAndUpdateVelocitiesKernel = dxFunctions.compileComputeShaderFromString( SolveCollisionsAndUpdateVelocitiesHLSLString, "SolveCollisionsAndUpdateVelocitiesKernel", sizeof(SolveCollisionsAndUpdateVelocitiesCB) );
|
||||
if( !solveCollisionsAndUpdateVelocitiesKernel.constBuffer )
|
||||
returnVal = false;
|
||||
|
||||
// TODO: Rename to UpdateSoftBodies
|
||||
resetNormalsAndAreasKernel = compileComputeShaderFromString( UpdateNormalsHLSLString, "ResetNormalsAndAreasKernel", sizeof(UpdateSoftBodiesCB) );
|
||||
resetNormalsAndAreasKernel = dxFunctions.compileComputeShaderFromString( UpdateNormalsHLSLString, "ResetNormalsAndAreasKernel", sizeof(UpdateSoftBodiesCB) );
|
||||
if( !resetNormalsAndAreasKernel.constBuffer )
|
||||
returnVal = false;
|
||||
normalizeNormalsAndAreasKernel = compileComputeShaderFromString( UpdateNormalsHLSLString, "NormalizeNormalsAndAreasKernel", sizeof(UpdateSoftBodiesCB) );
|
||||
normalizeNormalsAndAreasKernel = dxFunctions.compileComputeShaderFromString( UpdateNormalsHLSLString, "NormalizeNormalsAndAreasKernel", sizeof(UpdateSoftBodiesCB) );
|
||||
if( !normalizeNormalsAndAreasKernel.constBuffer )
|
||||
returnVal = false;
|
||||
updateSoftBodiesKernel = compileComputeShaderFromString( UpdateNormalsHLSLString, "UpdateSoftBodiesKernel", sizeof(UpdateSoftBodiesCB) );
|
||||
updateSoftBodiesKernel = dxFunctions.compileComputeShaderFromString( UpdateNormalsHLSLString, "UpdateSoftBodiesKernel", sizeof(UpdateSoftBodiesCB) );
|
||||
if( !updateSoftBodiesKernel.constBuffer )
|
||||
returnVal = false;
|
||||
outputToVertexArrayWithNormalsKernel = compileComputeShaderFromString( OutputToVertexArrayHLSLString, "OutputToVertexArrayWithNormalsKernel", sizeof(OutputToVertexArrayCB) );
|
||||
if( !outputToVertexArrayWithNormalsKernel.constBuffer )
|
||||
returnVal = false;
|
||||
outputToVertexArrayWithoutNormalsKernel = compileComputeShaderFromString( OutputToVertexArrayHLSLString, "OutputToVertexArrayWithoutNormalsKernel", sizeof(OutputToVertexArrayCB) );
|
||||
if( !outputToVertexArrayWithoutNormalsKernel.constBuffer )
|
||||
|
||||
computeBoundsKernel = dxFunctions.compileComputeShaderFromString( ComputeBoundsHLSLString, "ComputeBoundsKernel", sizeof(ComputeBoundsCB) );
|
||||
if( !computeBoundsKernel.constBuffer )
|
||||
returnVal = false;
|
||||
|
||||
|
||||
@@ -1757,8 +2112,76 @@ bool btDX11SoftBodySolver::buildShaders()
|
||||
}
|
||||
|
||||
|
||||
static Vectormath::Aos::Transform3 toTransform3( const btTransform &transform )
|
||||
{
|
||||
Vectormath::Aos::Transform3 outTransform;
|
||||
outTransform.setCol(0, toVector3(transform.getBasis().getColumn(0)));
|
||||
outTransform.setCol(1, toVector3(transform.getBasis().getColumn(1)));
|
||||
outTransform.setCol(2, toVector3(transform.getBasis().getColumn(2)));
|
||||
outTransform.setCol(3, toVector3(transform.getOrigin()));
|
||||
return outTransform;
|
||||
}
|
||||
|
||||
|
||||
void btDX11SoftBodySolver::btAcceleratedSoftBodyInterface::updateBounds( const btVector3 &lowerBound, const btVector3 &upperBound )
|
||||
{
|
||||
float scalarMargin = this->getSoftBody()->getCollisionShape()->getMargin();
|
||||
btVector3 vectorMargin( scalarMargin, scalarMargin, scalarMargin );
|
||||
m_softBody->m_bounds[0] = lowerBound - vectorMargin;
|
||||
m_softBody->m_bounds[1] = upperBound + vectorMargin;
|
||||
}
|
||||
|
||||
void btDX11SoftBodySolver::processCollision( btSoftBody*, btSoftBody* )
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Add the collision object to the set to deal with for a particular soft body
|
||||
void btDX11SoftBodySolver::processCollision( btSoftBody *softBody, btCollisionObject* collisionObject )
|
||||
{
|
||||
int softBodyIndex = findSoftBodyIndex( softBody );
|
||||
|
||||
if( softBodyIndex >= 0 )
|
||||
{
|
||||
btCollisionShape *collisionShape = collisionObject->getCollisionShape();
|
||||
float friction = collisionObject->getFriction();
|
||||
int shapeType = collisionShape->getShapeType();
|
||||
if( shapeType == CAPSULE_SHAPE_PROXYTYPE )
|
||||
{
|
||||
// Add to the list of expected collision objects
|
||||
CollisionShapeDescription newCollisionShapeDescription;
|
||||
newCollisionShapeDescription.softBodyIdentifier = softBodyIndex;
|
||||
newCollisionShapeDescription.collisionShapeType = shapeType;
|
||||
// TODO: May need to transpose this matrix either here or in HLSL
|
||||
newCollisionShapeDescription.shapeTransform = toTransform3(collisionObject->getWorldTransform());
|
||||
btCapsuleShape *capsule = static_cast<btCapsuleShape*>( collisionShape );
|
||||
newCollisionShapeDescription.radius = capsule->getRadius();
|
||||
newCollisionShapeDescription.halfHeight = capsule->getHalfHeight();
|
||||
newCollisionShapeDescription.margin = capsule->getMargin();
|
||||
newCollisionShapeDescription.friction = friction;
|
||||
btRigidBody* body = static_cast< btRigidBody* >( collisionObject );
|
||||
newCollisionShapeDescription.linearVelocity = toVector3(body->getLinearVelocity());
|
||||
newCollisionShapeDescription.angularVelocity = toVector3(body->getAngularVelocity());
|
||||
m_collisionObjectDetails.push_back( newCollisionShapeDescription );
|
||||
|
||||
} else {
|
||||
btAssert("Unsupported collision shape type\n");
|
||||
}
|
||||
} else {
|
||||
btAssert("Unknown soft body");
|
||||
}
|
||||
} // btDX11SoftBodySolver::processCollision
|
||||
|
||||
|
||||
|
||||
void btDX11SoftBodySolver::predictMotion( float timeStep )
|
||||
{
|
||||
// Clear the collision shape array for the next frame
|
||||
// Ensure that the DX11 ones are moved off the device so they will be updated correctly
|
||||
m_dx11CollisionObjectDetails.changedOnCPU();
|
||||
m_dx11PerClothCollisionObjects.changedOnCPU();
|
||||
m_collisionObjectDetails.clear();
|
||||
|
||||
// Fill the force arrays with current acceleration data etc
|
||||
m_perClothWindVelocity.resize( m_softBodySet.size() );
|
||||
for( int softBodyIndex = 0; softBodyIndex < m_softBodySet.size(); ++softBodyIndex )
|
||||
@@ -1774,6 +2197,12 @@ void btDX11SoftBodySolver::predictMotion( float timeStep )
|
||||
|
||||
// Itegrate motion for all soft bodies dealt with by the solver
|
||||
integrate( timeStep * getTimeScale() );
|
||||
|
||||
// Update bounds
|
||||
// Will update the bounds for all softBodies being dealt with by the solver and
|
||||
// set the values in the btSoftBody object
|
||||
updateBounds();
|
||||
|
||||
// End prediction work for solvers
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user