MSTRINGIFY( //#define float3 float4 /*float length3(float3 a) { a.w = 0; return length(a); } float normalize3(float3 a) { a.w = 0; return normalize(a); }*/ __kernel void ResetNormalsAndAreasKernel( const unsigned int numNodes, __global float4 * g_vertexNormals, __global float * g_vertexArea) { if( get_global_id(0) < numNodes ) { g_vertexNormals[get_global_id(0)] = (float4)(0.0f, 0.0f, 0.0f, 0.0f); g_vertexArea[get_global_id(0)] = 0.0f; } } __kernel void UpdateSoftBodiesKernel( const unsigned int startFace, const unsigned int numFaces, __global int4 * g_triangleVertexIndexSet, __global float4 * g_vertexPositions, __global float4 * g_vertexNormals, __global float * g_vertexArea, __global float4 * g_triangleNormals, __global float * g_triangleArea) { int faceID = get_global_id(0) + startFace; if( get_global_id(0) < numFaces ) { int4 triangleIndexSet = g_triangleVertexIndexSet[ faceID ]; int nodeIndex0 = triangleIndexSet.x; int nodeIndex1 = triangleIndexSet.y; int nodeIndex2 = triangleIndexSet.z; float3 node0 = g_vertexPositions[nodeIndex0].xyz; float3 node1 = g_vertexPositions[nodeIndex1].xyz; float3 node2 = g_vertexPositions[nodeIndex2].xyz; float3 nodeNormal0 = g_vertexNormals[nodeIndex0].xyz; float3 nodeNormal1 = g_vertexNormals[nodeIndex1].xyz; float3 nodeNormal2 = g_vertexNormals[nodeIndex2].xyz; float vertexArea0 = g_vertexArea[nodeIndex0]; float vertexArea1 = g_vertexArea[nodeIndex1]; float vertexArea2 = g_vertexArea[nodeIndex2]; float3 vector0 = node1 - node0; float3 vector1 = node2 - node0; float3 faceNormal = cross(vector0.xyz, vector1.xyz); float triangleArea = length(faceNormal); nodeNormal0 = nodeNormal0 + faceNormal; nodeNormal1 = nodeNormal1 + faceNormal; nodeNormal2 = nodeNormal2 + faceNormal; vertexArea0 = vertexArea0 + triangleArea; vertexArea1 = vertexArea1 + triangleArea; vertexArea2 = vertexArea2 + triangleArea; g_triangleNormals[faceID] = (float4)(normalize(faceNormal), 0.f); g_vertexNormals[nodeIndex0] = (float4)(nodeNormal0, 0.f); g_vertexNormals[nodeIndex1] = (float4)(nodeNormal1, 0.f); g_vertexNormals[nodeIndex2] = (float4)(nodeNormal2, 0.f); g_triangleArea[faceID] = triangleArea; g_vertexArea[nodeIndex0] = vertexArea0; g_vertexArea[nodeIndex1] = vertexArea1; g_vertexArea[nodeIndex2] = vertexArea2; } } __kernel void NormalizeNormalsAndAreasKernel( const unsigned int numNodes, __global int * g_vertexTriangleCount, __global float4 * g_vertexNormals, __global float * g_vertexArea) { if( get_global_id(0) < numNodes ) { float4 normal = g_vertexNormals[get_global_id(0)]; float area = g_vertexArea[get_global_id(0)]; int numTriangles = g_vertexTriangleCount[get_global_id(0)]; float vectorLength = length(normal); g_vertexNormals[get_global_id(0)] = normalize(normal); g_vertexArea[get_global_id(0)] = area/(float)(numTriangles); } } );