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Fishing2/Assets/Obi/Resources/Compute/FluidFoamDensity.compute
2026-01-22 22:08:21 +08:00

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#pragma kernel Clear
#pragma kernel InsertInGrid
#pragma kernel SortByGrid
#pragma kernel ComputeDensity
#pragma kernel ApplyDensity
#include "InterlockedUtils.cginc"
#include "MathUtils.cginc"
#include "GridUtils.cginc"
#include "Simplex.cginc"
#include "Bounds.cginc"
#include "SolverParameters.cginc"
#include "FluidKernels.cginc"
RWStructuredBuffer<int> sortedToOriginal;
RWStructuredBuffer<uint> offsetInCell;
RWStructuredBuffer<uint> cellStart; // start of each cell in the sorted item array.
RWStructuredBuffer<uint> cellCounts; // number of item in each cell.
StructuredBuffer<aabb> solverBounds;
RWStructuredBuffer<float4> inputPositions;
RWStructuredBuffer<float4> inputVelocities;
RWStructuredBuffer<float4> inputColors;
RWStructuredBuffer<float4> sortedPositions;
RWStructuredBuffer<float4> sortedVelocities;
RWStructuredBuffer<float4> fluidData;
StructuredBuffer<uint> dispatch;
// each emitter has its own global radius, not possible to have foam emitters interact with each other.
float particleRadius;
float smoothingRadius;
float surfaceTension;
float pressure;
float viscosity;
float4 volumeLightDirection;
float deltaTime;
[numthreads(128, 1, 1)]
void Clear (uint3 id : SV_DispatchThreadID)
{
unsigned int i = id.x;
if (i >= maxCells) return;
// clear all cell counts to zero, and cell offsets to invalid.
cellStart[i] = INVALID;
cellCounts[i] = 0;
}
[numthreads(128, 1, 1)]
void InsertInGrid (uint3 id : SV_DispatchThreadID)
{
unsigned int i = id.x;
if (i >= dispatch[3]) return;
uint cellIndex = GridHash(floor(inputPositions[i] / smoothingRadius).xyz);
InterlockedAdd(cellCounts[cellIndex],1,offsetInCell[i]);
}
[numthreads(128, 1, 1)]
void SortByGrid (uint3 id : SV_DispatchThreadID)
{
unsigned int i = id.x;
if (i >= dispatch[3]) return;
uint cellIndex = GridHash(floor(inputPositions[i] / smoothingRadius).xyz);
uint sortedIndex = cellStart[cellIndex] + offsetInCell[i];
sortedPositions[sortedIndex] = inputPositions[i];
sortedVelocities[sortedIndex] = inputVelocities[i];
sortedToOriginal[sortedIndex] = i;
}
[numthreads(128, 1, 1)]
void ComputeDensity (uint3 id : SV_DispatchThreadID)
{
unsigned int i = id.x;
if (i >= dispatch[3]) return;
float4 positionA = inputPositions[i];
int3 cellCoords = floor(inputPositions[i] / smoothingRadius).xyz;
// self-contribution:
float avgKernel = Poly6(0,smoothingRadius);
float restVolume = pow(abs(particleRadius * 2),3-mode);
float grad = restVolume * Spiky(0,smoothingRadius);
float4 fluidDataA = float4(avgKernel,0,grad,grad*grad);
float4 positionB;
// iterate over neighborhood, calculate density and gradient.
for (int k = 0; k < 27; ++k)
{
int3 neighborCoords = cellCoords + cellNeighborhood[k].xyz;
uint cellIndex = GridHash(neighborCoords);
uint start = cellStart[cellIndex];
for (uint j = 0; j < cellCounts[cellIndex]; ++j)
{
positionB = sortedPositions[start + j];
float3 r = (positionA - positionB).xyz;
if (mode == 1)
r[2] = 0;
float dist = length(r);
if (dist > smoothingRadius || any(neighborCoords - floor(positionB / smoothingRadius).xyz)) continue;
float grad = restVolume * Spiky(dist,smoothingRadius);
fluidDataA += float4(Poly6(dist,smoothingRadius),0,grad,grad*grad);
}
}
// self particle contribution to density and gradient:
fluidDataA[3] += fluidDataA[2] * fluidDataA[2];
// usually, we'd weight density by mass (density contrast formulation) by dividing by invMass. Then, multiply by invMass when
// calculating the state equation (density / restDensity - 1, restDensity = mass / volume, so density * invMass * restVolume - 1
// We end up with density / invMass * invMass * restVolume - 1, invMass cancels out.
float constraint = max(0, fluidDataA[0] * restVolume - 1);
// calculate lambda:
fluidDataA[1] = -constraint / (fluidDataA[3] + EPSILON);
fluidData[i] = fluidDataA;
}
[numthreads(128, 1, 1)]
void ApplyDensity (uint3 id : SV_DispatchThreadID)
{
unsigned int i = id.x;
if (i >= dispatch[3]) return;
int3 cellCoords = floor(inputPositions[i] / smoothingRadius).xyz;
float restVolume = pow(abs(particleRadius * 2),3-mode);
float neighborhoodVolume = pow(abs(smoothingRadius * 2),3-mode);
float4 positionA = inputPositions[i];
float4 velocityA = inputVelocities[i];
float4 fluidDataA = fluidData[i];
float4 fluidDataB;
float4 positionB;
float4 velocityB;
float4 pressureDelta = FLOAT4_ZERO;
float4 viscAccel = FLOAT4_ZERO;
float AO = 0;
for (int k = 0; k < 27; ++k)
{
int3 neighborCoords = cellCoords + cellNeighborhood[k].xyz;
uint cellIndex = GridHash(neighborCoords);
uint start = cellStart[cellIndex];
for (uint j = 0; j < cellCounts[cellIndex]; ++j)
{
positionB = sortedPositions[start + j];
velocityB = sortedVelocities[start + j];
fluidDataB = fluidData[sortedToOriginal[start + j]];
float4 r = float4((positionA - positionB).xyz,0);
if (mode == 1)
r[2] = 0;
float dist = length(r);
if (dist > smoothingRadius || any(neighborCoords - floor(positionB / smoothingRadius).xyz)) continue;
float kern = Poly6(dist,smoothingRadius);
float cAvg = Cohesion(dist,smoothingRadius);
// XSPH viscosity:
float4 relVel = float4((velocityB - velocityA).xyz,0);
viscAccel += viscosity * relVel * kern * restVolume;
float st = 0.2 * cAvg * surfaceTension;
float scorrA = - st / (fluidDataA[3] + EPSILON);
float scorrB = - st / (fluidDataB[3] + EPSILON);
pressureDelta += r / (dist + EPSILON) * Spiky(dist,smoothingRadius) * ((fluidDataA[1] + scorrA) + (fluidDataB[1] + scorrB)) * restVolume;
float4 v = r / (dist + EPSILON);
AO += max(0, dot (volumeLightDirection.xyz, v.xyz) ) / (1 + dist) * restVolume;
}
}
float4 delta = pressure * pressureDelta;
// modify position and velocity:
inputPositions[i] = float4((positionA + delta).rgb, 2*PI * AO.x / neighborhoodVolume);
inputVelocities[i] += float4(delta.xyz / deltaTime + viscAccel.xyz,0);
}