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