mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-29 07:07:14 +01:00
381 lines
11 KiB
C++
381 lines
11 KiB
C++
//this file is autogenerated using stringify.bat (premake --stringify) in the build folder of this project
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static const char* rayCastKernelCL =
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"#define SHAPE_CONVEX_HULL 3\n"
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"#define SHAPE_PLANE 4\n"
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"#define SHAPE_CONCAVE_TRIMESH 5\n"
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"#define SHAPE_COMPOUND_OF_CONVEX_HULLS 6\n"
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"#define SHAPE_SPHERE 7\n"
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"typedef struct\n"
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"{\n"
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" float4 m_from;\n"
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" float4 m_to;\n"
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"} b3RayInfo;\n"
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"typedef struct\n"
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"{\n"
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" float m_hitFraction;\n"
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" int m_hitResult0;\n"
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" int m_hitResult1;\n"
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" int m_hitResult2;\n"
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" float4 m_hitPoint;\n"
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" float4 m_hitNormal;\n"
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"} b3RayHit;\n"
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"typedef struct\n"
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"{\n"
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" float4 m_pos;\n"
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" float4 m_quat;\n"
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" float4 m_linVel;\n"
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" float4 m_angVel;\n"
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" unsigned int m_collidableIdx;\n"
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" float m_invMass;\n"
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" float m_restituitionCoeff;\n"
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" float m_frictionCoeff;\n"
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"} Body;\n"
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"typedef struct Collidable\n"
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"{\n"
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" union {\n"
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" int m_numChildShapes;\n"
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" int m_bvhIndex;\n"
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" };\n"
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" float m_radius;\n"
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" int m_shapeType;\n"
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" int m_shapeIndex;\n"
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"} Collidable;\n"
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"typedef struct \n"
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"{\n"
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" float4 m_localCenter;\n"
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" float4 m_extents;\n"
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" float4 mC;\n"
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" float4 mE;\n"
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" float m_radius;\n"
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" int m_faceOffset;\n"
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" int m_numFaces;\n"
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" int m_numVertices;\n"
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" int m_vertexOffset;\n"
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" int m_uniqueEdgesOffset;\n"
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" int m_numUniqueEdges;\n"
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" int m_unused;\n"
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"} ConvexPolyhedronCL;\n"
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"typedef struct\n"
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"{\n"
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" float4 m_plane;\n"
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" int m_indexOffset;\n"
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" int m_numIndices;\n"
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"} b3GpuFace;\n"
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"///////////////////////////////////////\n"
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"// Quaternion\n"
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"///////////////////////////////////////\n"
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"typedef float4 Quaternion;\n"
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"__inline\n"
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" Quaternion qtMul(Quaternion a, Quaternion b);\n"
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"__inline\n"
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" Quaternion qtNormalize(Quaternion in);\n"
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"__inline\n"
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" Quaternion qtInvert(Quaternion q);\n"
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"__inline\n"
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" float dot3F4(float4 a, float4 b)\n"
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"{\n"
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" float4 a1 = (float4)(a.xyz,0.f);\n"
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" float4 b1 = (float4)(b.xyz,0.f);\n"
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" return dot(a1, b1);\n"
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"}\n"
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"__inline\n"
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" Quaternion qtMul(Quaternion a, Quaternion b)\n"
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"{\n"
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" Quaternion ans;\n"
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" ans = cross( a, b );\n"
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" ans += a.w*b+b.w*a;\n"
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" // ans.w = a.w*b.w - (a.x*b.x+a.y*b.y+a.z*b.z);\n"
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" ans.w = a.w*b.w - dot3F4(a, b);\n"
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" return ans;\n"
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"}\n"
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"__inline\n"
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" Quaternion qtNormalize(Quaternion in)\n"
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"{\n"
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" return fast_normalize(in);\n"
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" // in /= length( in );\n"
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" // return in;\n"
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"}\n"
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"__inline\n"
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" float4 qtRotate(Quaternion q, float4 vec)\n"
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"{\n"
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" Quaternion qInv = qtInvert( q );\n"
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" float4 vcpy = vec;\n"
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" vcpy.w = 0.f;\n"
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" float4 out = qtMul(q,vcpy);\n"
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" out = qtMul(out,qInv);\n"
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" return out;\n"
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"}\n"
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"__inline\n"
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" Quaternion qtInvert(Quaternion q)\n"
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"{\n"
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" return (Quaternion)(-q.xyz, q.w);\n"
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"}\n"
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"__inline\n"
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" float4 qtInvRotate(const Quaternion q, float4 vec)\n"
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"{\n"
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" return qtRotate( qtInvert( q ), vec );\n"
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"}\n"
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"void trInverse(float4 translationIn, Quaternion orientationIn,\n"
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" float4* translationOut, Quaternion* orientationOut)\n"
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"{\n"
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" *orientationOut = qtInvert(orientationIn);\n"
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" *translationOut = qtRotate(*orientationOut, -translationIn);\n"
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"}\n"
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"bool rayConvex(float4 rayFromLocal, float4 rayToLocal, int numFaces, int faceOffset,\n"
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" __global const b3GpuFace* faces, float* hitFraction, float4* hitNormal)\n"
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"{\n"
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" rayFromLocal.w = 0.f;\n"
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" rayToLocal.w = 0.f;\n"
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" bool result = true;\n"
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" float exitFraction = hitFraction[0];\n"
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" float enterFraction = -0.3f;\n"
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" float4 curHitNormal = (float4)(0,0,0,0);\n"
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" for (int i=0;i<numFaces && result;i++)\n"
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" {\n"
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" b3GpuFace face = faces[faceOffset+i];\n"
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" float fromPlaneDist = dot(rayFromLocal,face.m_plane)+face.m_plane.w;\n"
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" float toPlaneDist = dot(rayToLocal,face.m_plane)+face.m_plane.w;\n"
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" if (fromPlaneDist<0.f)\n"
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" {\n"
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" if (toPlaneDist >= 0.f)\n"
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" {\n"
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" float fraction = fromPlaneDist / (fromPlaneDist-toPlaneDist);\n"
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" if (exitFraction>fraction)\n"
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" {\n"
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" exitFraction = fraction;\n"
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" }\n"
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" } \n"
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" } else\n"
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" {\n"
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" if (toPlaneDist<0.f)\n"
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" {\n"
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" float fraction = fromPlaneDist / (fromPlaneDist-toPlaneDist);\n"
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" if (enterFraction <= fraction)\n"
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" {\n"
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" enterFraction = fraction;\n"
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" curHitNormal = face.m_plane;\n"
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" curHitNormal.w = 0.f;\n"
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" }\n"
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" } else\n"
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" {\n"
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" result = false;\n"
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" }\n"
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" }\n"
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" if (exitFraction <= enterFraction)\n"
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" result = false;\n"
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" }\n"
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" if (enterFraction < 0.f)\n"
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" {\n"
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" result = false;\n"
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" }\n"
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" if (result)\n"
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" { \n"
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" hitFraction[0] = enterFraction;\n"
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" hitNormal[0] = curHitNormal;\n"
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" }\n"
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" return result;\n"
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"}\n"
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"bool sphere_intersect(float4 spherePos, float radius, float4 rayFrom, float4 rayTo, float* hitFraction)\n"
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"{\n"
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" float4 rs = rayFrom - spherePos;\n"
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" rs.w = 0.f;\n"
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" float4 rayDir = rayTo-rayFrom;\n"
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" rayDir.w = 0.f;\n"
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" float A = dot(rayDir,rayDir);\n"
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" float B = dot(rs, rayDir);\n"
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" float C = dot(rs, rs) - (radius * radius);\n"
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" float D = B * B - A*C;\n"
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" if (D > 0.0f)\n"
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" {\n"
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" float t = (-B - sqrt(D))/A;\n"
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" if ( (t >= 0.0f) && (t < (*hitFraction)) )\n"
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" {\n"
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" *hitFraction = t;\n"
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" return true;\n"
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" }\n"
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" }\n"
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" return false;\n"
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"}\n"
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"float4 setInterpolate3(float4 from, float4 to, float t)\n"
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"{\n"
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" float s = 1.0f - t;\n"
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" float4 result;\n"
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" result = s * from + t * to;\n"
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" result.w = 0.f; \n"
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" return result; \n"
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"}\n"
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"__kernel void rayCastKernel( \n"
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" int numRays, \n"
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" const __global b3RayInfo* rays, \n"
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" __global b3RayHit* hitResults, \n"
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" const int numBodies, \n"
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" __global Body* bodies,\n"
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" __global Collidable* collidables,\n"
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" __global const b3GpuFace* faces,\n"
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" __global const ConvexPolyhedronCL* convexShapes )\n"
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"{\n"
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" int i = get_global_id(0);\n"
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" if (i>=numRays)\n"
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" return;\n"
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" hitResults[i].m_hitFraction = 1.f;\n"
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" float4 rayFrom = rays[i].m_from;\n"
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" float4 rayTo = rays[i].m_to;\n"
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" float hitFraction = 1.f;\n"
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" float4 hitPoint;\n"
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" float4 hitNormal;\n"
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" int hitBodyIndex= -1;\n"
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" int cachedCollidableIndex = -1;\n"
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" Collidable cachedCollidable;\n"
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" for (int b=0;b<numBodies;b++)\n"
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" {\n"
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" if (hitResults[i].m_hitResult2==b)\n"
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" continue;\n"
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" Body body = bodies[b];\n"
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" float4 pos = body.m_pos;\n"
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" float4 orn = body.m_quat;\n"
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" if (cachedCollidableIndex != body.m_collidableIdx)\n"
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" {\n"
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" cachedCollidableIndex = body.m_collidableIdx;\n"
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" cachedCollidable = collidables[cachedCollidableIndex];\n"
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" }\n"
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" if (cachedCollidable.m_shapeType == SHAPE_CONVEX_HULL)\n"
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" {\n"
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" float4 invPos = (float4)(0,0,0,0);\n"
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" float4 invOrn = (float4)(0,0,0,0);\n"
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" float4 rayFromLocal = (float4)(0,0,0,0);\n"
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" float4 rayToLocal = (float4)(0,0,0,0);\n"
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" invOrn = qtInvert(orn);\n"
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" invPos = qtRotate(invOrn, -pos);\n"
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" rayFromLocal = qtRotate( invOrn, rayFrom ) + invPos;\n"
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" rayToLocal = qtRotate( invOrn, rayTo) + invPos;\n"
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" rayFromLocal.w = 0.f;\n"
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" rayToLocal.w = 0.f;\n"
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" int numFaces = convexShapes[cachedCollidable.m_shapeIndex].m_numFaces;\n"
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" int faceOffset = convexShapes[cachedCollidable.m_shapeIndex].m_faceOffset;\n"
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" if (numFaces)\n"
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" {\n"
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" if (rayConvex(rayFromLocal, rayToLocal, numFaces, faceOffset,faces, &hitFraction, &hitNormal))\n"
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" {\n"
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" hitBodyIndex = b;\n"
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" \n"
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" }\n"
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" }\n"
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" }\n"
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" if (cachedCollidable.m_shapeType == SHAPE_SPHERE)\n"
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" {\n"
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" float radius = cachedCollidable.m_radius;\n"
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" \n"
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" if (sphere_intersect(pos, radius, rayFrom, rayTo, &hitFraction))\n"
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" {\n"
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" hitBodyIndex = b;\n"
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" hitNormal = (float4) (hitPoint-bodies[b].m_pos);\n"
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" }\n"
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" }\n"
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" }\n"
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" if (hitBodyIndex>=0)\n"
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" {\n"
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" hitPoint = setInterpolate3(rayFrom, rayTo,hitFraction);\n"
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" hitResults[i].m_hitFraction = hitFraction;\n"
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" hitResults[i].m_hitPoint = hitPoint;\n"
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" hitResults[i].m_hitNormal = normalize(hitNormal);\n"
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" hitResults[i].m_hitResult0 = hitBodyIndex;\n"
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" }\n"
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"}\n"
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"__kernel void findRayRigidPairIndexRanges(__global int2* rayRigidPairs, \n"
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" __global int* out_firstRayRigidPairIndexPerRay,\n"
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" __global int* out_numRayRigidPairsPerRay,\n"
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" int numRayRigidPairs)\n"
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"{\n"
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" int rayRigidPairIndex = get_global_id(0);\n"
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" if (rayRigidPairIndex >= numRayRigidPairs) return;\n"
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" \n"
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" int rayIndex = rayRigidPairs[rayRigidPairIndex].x;\n"
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" \n"
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" atomic_min(&out_firstRayRigidPairIndexPerRay[rayIndex], rayRigidPairIndex);\n"
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" atomic_inc(&out_numRayRigidPairsPerRay[rayIndex]);\n"
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"}\n"
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"__kernel void rayCastPairsKernel(const __global b3RayInfo* rays, \n"
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" __global b3RayHit* hitResults, \n"
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" __global int* firstRayRigidPairIndexPerRay,\n"
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" __global int* numRayRigidPairsPerRay,\n"
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" \n"
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" __global Body* bodies,\n"
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" __global Collidable* collidables,\n"
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" __global const b3GpuFace* faces,\n"
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" __global const ConvexPolyhedronCL* convexShapes,\n"
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" \n"
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" __global int2* rayRigidPairs,\n"
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" int numRays)\n"
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"{\n"
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" int i = get_global_id(0);\n"
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" if (i >= numRays) return;\n"
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" \n"
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" float4 rayFrom = rays[i].m_from;\n"
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" float4 rayTo = rays[i].m_to;\n"
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" \n"
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" hitResults[i].m_hitFraction = 1.f;\n"
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" \n"
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" float hitFraction = 1.f;\n"
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" float4 hitPoint;\n"
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" float4 hitNormal;\n"
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" int hitBodyIndex = -1;\n"
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" \n"
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" //\n"
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" for(int pair = 0; pair < numRayRigidPairsPerRay[i]; ++pair)\n"
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" {\n"
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" int rayRigidPairIndex = pair + firstRayRigidPairIndexPerRay[i];\n"
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" int b = rayRigidPairs[rayRigidPairIndex].y;\n"
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" \n"
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" if (hitResults[i].m_hitResult2 == b) continue;\n"
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" \n"
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" Body body = bodies[b];\n"
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" Collidable rigidCollidable = collidables[body.m_collidableIdx];\n"
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" \n"
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" float4 pos = body.m_pos;\n"
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" float4 orn = body.m_quat;\n"
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" \n"
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" if (rigidCollidable.m_shapeType == SHAPE_CONVEX_HULL)\n"
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" {\n"
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" float4 invPos = (float4)(0,0,0,0);\n"
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" float4 invOrn = (float4)(0,0,0,0);\n"
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" float4 rayFromLocal = (float4)(0,0,0,0);\n"
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" float4 rayToLocal = (float4)(0,0,0,0);\n"
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" invOrn = qtInvert(orn);\n"
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" invPos = qtRotate(invOrn, -pos);\n"
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" rayFromLocal = qtRotate( invOrn, rayFrom ) + invPos;\n"
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" rayToLocal = qtRotate( invOrn, rayTo) + invPos;\n"
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" rayFromLocal.w = 0.f;\n"
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" rayToLocal.w = 0.f;\n"
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" int numFaces = convexShapes[rigidCollidable.m_shapeIndex].m_numFaces;\n"
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" int faceOffset = convexShapes[rigidCollidable.m_shapeIndex].m_faceOffset;\n"
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" \n"
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" if (numFaces && rayConvex(rayFromLocal, rayToLocal, numFaces, faceOffset,faces, &hitFraction, &hitNormal))\n"
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" {\n"
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" hitBodyIndex = b;\n"
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" hitPoint = setInterpolate3(rayFrom, rayTo, hitFraction);\n"
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" }\n"
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" }\n"
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" \n"
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" if (rigidCollidable.m_shapeType == SHAPE_SPHERE)\n"
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" {\n"
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" float radius = rigidCollidable.m_radius;\n"
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" \n"
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" if (sphere_intersect(pos, radius, rayFrom, rayTo, &hitFraction))\n"
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" {\n"
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" hitBodyIndex = b;\n"
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" hitPoint = setInterpolate3(rayFrom, rayTo, hitFraction);\n"
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" hitNormal = (float4) (hitPoint - bodies[b].m_pos);\n"
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" }\n"
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" }\n"
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" }\n"
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" \n"
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" if (hitBodyIndex >= 0)\n"
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" {\n"
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" hitResults[i].m_hitFraction = hitFraction;\n"
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" hitResults[i].m_hitPoint = hitPoint;\n"
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" hitResults[i].m_hitNormal = normalize(hitNormal);\n"
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" hitResults[i].m_hitResult0 = hitBodyIndex;\n"
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" }\n"
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" \n"
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"}\n";
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