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[mikumikustudio/libgdx-mikumikustudio.git] / extensions / gdx-bullet / jni / src / bullet / BulletMultiThreaded / GpuSoftBodySolvers / DX11 / HLSL / UpdateNodes.hlsl
diff --git a/extensions/gdx-bullet/jni/src/bullet/BulletMultiThreaded/GpuSoftBodySolvers/DX11/HLSL/UpdateNodes.hlsl b/extensions/gdx-bullet/jni/src/bullet/BulletMultiThreaded/GpuSoftBodySolvers/DX11/HLSL/UpdateNodes.hlsl
new file mode 100644 (file)
index 0000000..a16d894
--- /dev/null
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+MSTRINGIFY(
+
+cbuffer UpdateVelocitiesFromPositionsWithVelocitiesCB : register( b0 )
+{
+       int numNodes;
+       float isolverdt;
+       int padding1;
+       int padding2;
+};
+
+
+StructuredBuffer<float4> g_vertexPositions : register( t0 );
+StructuredBuffer<float4> g_vertexPreviousPositions : register( t1 );
+StructuredBuffer<int> g_vertexClothIndices : register( t2 );
+StructuredBuffer<float> g_clothVelocityCorrectionCoefficients : register( t3 );
+StructuredBuffer<float> g_clothDampingFactor : register( t4 );
+
+RWStructuredBuffer<float4> g_vertexVelocities : register( u0 );
+RWStructuredBuffer<float4> g_vertexForces : register( u1 );
+
+
+[numthreads(128, 1, 1)]
+void 
+updateVelocitiesFromPositionsWithVelocitiesKernel( 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 previousPosition = g_vertexPreviousPositions[nodeID].xyz;
+               float3 velocity = g_vertexVelocities[nodeID].xyz;
+               int clothIndex = g_vertexClothIndices[nodeID];
+               float velocityCorrectionCoefficient = g_clothVelocityCorrectionCoefficients[clothIndex];
+               float dampingFactor = g_clothDampingFactor[clothIndex];
+               float velocityCoefficient = (1.f - dampingFactor);
+               
+               float3 difference = position - previousPosition;
+                               
+               velocity += difference*velocityCorrectionCoefficient*isolverdt;
+               
+               // Damp the velocity
+               velocity *= velocityCoefficient;
+               
+               g_vertexVelocities[nodeID] = float4(velocity, 0.f);
+               g_vertexForces[nodeID] = float4(0.f, 0.f, 0.f, 0.f);                                                            
+       }
+}
+
+);
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