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[mikumikustudio/libgdx-mikumikustudio.git] / extensions / gdx-bullet / jni / src / bullet / BulletMultiThreaded / GpuSoftBodySolvers / DX11 / HLSL / UpdateNodes.hlsl
1 MSTRINGIFY(
2
3 cbuffer UpdateVelocitiesFromPositionsWithVelocitiesCB : register( b0 )
4 {
5         int numNodes;
6         float isolverdt;
7         int padding1;
8         int padding2;
9 };
10
11
12 StructuredBuffer<float4> g_vertexPositions : register( t0 );
13 StructuredBuffer<float4> g_vertexPreviousPositions : register( t1 );
14 StructuredBuffer<int> g_vertexClothIndices : register( t2 );
15 StructuredBuffer<float> g_clothVelocityCorrectionCoefficients : register( t3 );
16 StructuredBuffer<float> g_clothDampingFactor : register( t4 );
17
18 RWStructuredBuffer<float4> g_vertexVelocities : register( u0 );
19 RWStructuredBuffer<float4> g_vertexForces : register( u1 );
20
21
22 [numthreads(128, 1, 1)]
23 void 
24 updateVelocitiesFromPositionsWithVelocitiesKernel( uint3 Gid : SV_GroupID, uint3 DTid : SV_DispatchThreadID, uint3 GTid : SV_GroupThreadID, uint GI : SV_GroupIndex )
25 {
26         int nodeID = DTid.x;
27         if( nodeID < numNodes )
28         {       
29                 float3 position = g_vertexPositions[nodeID].xyz;
30                 float3 previousPosition = g_vertexPreviousPositions[nodeID].xyz;
31                 float3 velocity = g_vertexVelocities[nodeID].xyz;
32                 int clothIndex = g_vertexClothIndices[nodeID];
33                 float velocityCorrectionCoefficient = g_clothVelocityCorrectionCoefficients[clothIndex];
34                 float dampingFactor = g_clothDampingFactor[clothIndex];
35                 float velocityCoefficient = (1.f - dampingFactor);
36                 
37                 float3 difference = position - previousPosition;
38                                 
39                 velocity += difference*velocityCorrectionCoefficient*isolverdt;
40                 
41                 // Damp the velocity
42                 velocity *= velocityCoefficient;
43                 
44                 g_vertexVelocities[nodeID] = float4(velocity, 0.f);
45                 g_vertexForces[nodeID] = float4(0.f, 0.f, 0.f, 0.f);                                                            
46         }
47 }
48
49 );