T2-CPP/Mod Sources/Bullet/include/bullet/BulletMultiThreaded/GpuSoftBodySolvers/DX11/HLSL/UpdatePositions.hlsl

44 lines
No EOL
1.3 KiB
HLSL

MSTRINGIFY(
cbuffer UpdateVelocitiesFromPositionsWithoutVelocitiesCB : 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_clothDampingFactor : register( t3 );
RWStructuredBuffer<float4> g_vertexVelocities : register( u0 );
RWStructuredBuffer<float4> g_vertexForces : register( u1 );
[numthreads(128, 1, 1)]
void
updateVelocitiesFromPositionsWithoutVelocitiesKernel( 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 dampingFactor = g_clothDampingFactor[clothIndex];
float velocityCoefficient = (1.f - dampingFactor);
float3 difference = position - previousPosition;
velocity = difference*velocityCoefficient*isolverdt;
g_vertexVelocities[nodeID] = float4(velocity, 0.f);
g_vertexForces[nodeID] = float4(0.f, 0.f, 0.f, 0.f);
}
}
);