Files
bullet3/src/BulletMultiThreaded/GpuSoftBodySolvers/DX11/HLSL/Integrate.hlsl
2010-07-20 16:09:53 +00:00

41 lines
1.2 KiB
HLSL

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);
}
}
);