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#define WIDTH 512
#define HEIGHT 424
#pragma kernel CSMain
RWStructuredBuffer<float4> KinectPositionBuffer;
RWStructuredBuffer<float4> KinectVelocityBuffer;
RWStructuredBuffer<float4> KinectGridBuffer;
AppendStructuredBuffer<float4> HomePositionBuffer;
AppendStructuredBuffer<float4> HomeVelocityBuffer;
//Texture2D<float4> PositionTexture;
//Texture2D<float4> VelocityTexture;
Texture2D<float4> MotionTexture;
float4 ClipMin;
float4 ClipMax;
float4x4 ModelMatrix;
float4 FluidSize;
float4 FluidRoot;
float4 FluidDim;
int flipX;
[numthreads(512,1,1)]
void CSMain (uint3 id : SV_DispatchThreadID)
{
uint2 tex_coord = uint2(id.x % HEIGHT, id.x / HEIGHT);
float4 pos = float4(MotionTexture[tex_coord].xyz, 1);
//pos.y *= -1;
pos.z *= -1;
pos.x = lerp(pos.x, -pos.x, flipX);
float pos_mag = length(pos.xyz);
{
pos = mul(pos, ModelMatrix);
float4 vel = MotionTexture[tex_coord + uint2(WIDTH, 0)];
//vel.y *= -1;
vel.z *= -1;
vel.x = lerp(vel.x, -vel.x, flipX);
float3 grid_pos = (pos.xyz - FluidRoot.xyz) / FluidSize.xyz;
int grid_index = -1;
if (grid_pos.x > 0 && grid_pos.x < 1 &&
grid_pos.y > 0 && grid_pos.y < 1 &&
grid_pos.z > 0 && grid_pos.z < 1 &&
pos_mag > 0.0f)// && length(pos) > 10.0f)
{
grid_pos *= FluidDim.xyz;
grid_index = (int)grid_pos.x + (int)grid_pos.y * FluidDim.x + (int)grid_pos.z * FluidDim.x * FluidDim.y;
KinectGridBuffer[grid_index] += float4(vel.xyz, 1);
if (pos_mag > 0.1f)// && pos.y < 0.5f)
{
pos.y = 0.0f;
vel.xyz = float3(0, 0, 0);
HomePositionBuffer.Append(float4(pos.xyz, 0));
HomeVelocityBuffer.Append(float4(vel.xyz, 0));
}
}
KinectPositionBuffer[id.x] = float4(pos.xyz, grid_index);
KinectVelocityBuffer[id.x] = float4((pos_mag == 0.0f) ? float3(0, 0, 0) : vel.xyz, 0);
}
}