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Fishing2/Assets/Obi/Resources/Compute/DensityConstraints.compute
2025-11-10 00:08:26 +08:00

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#pragma kernel UpdateDensities
#pragma kernel Apply
#pragma kernel ApplyPositionDeltas
#pragma kernel CalculateAtmosphere
#pragma kernel ApplyAtmosphere
#pragma kernel AccumulateSmoothPositions
#pragma kernel AccumulateAnisotropy
#pragma kernel AverageAnisotropy
#include "MathUtils.cginc"
#include "Quaternion.cginc"
#include "AtomicDeltas.cginc"
#include "FluidKernels.cginc"
StructuredBuffer<uint> neighbors;
StructuredBuffer<uint> neighborCounts;
StructuredBuffer<int> sortedToOriginal;
StructuredBuffer<float4> sortedPositions;
StructuredBuffer<float4> sortedPrevPositions;
StructuredBuffer<float4> sortedFluidMaterials;
StructuredBuffer<float4> sortedFluidInterface;
StructuredBuffer<float4> sortedPrincipalRadii;
StructuredBuffer<float4> sortedUserData;
StructuredBuffer<float4> sortedFluidData_RO;
RWStructuredBuffer<float4> sortedFluidData;
StructuredBuffer<quaternion> prevOrientations;
StructuredBuffer<float4> wind;
StructuredBuffer<float4> fluidMaterials2;
RWStructuredBuffer<float4> fluidData;
RWStructuredBuffer<float4> positions;
RWStructuredBuffer<float4> prevPositions;
RWStructuredBuffer<float4> orientations;
RWStructuredBuffer<float4> velocities;
RWStructuredBuffer<float4> angularVelocities;
RWStructuredBuffer<float4> userData;
RWStructuredBuffer<float4> normals;
RWStructuredBuffer<float4> massCenters;
RWStructuredBuffer<float4> prevMassCenters;
RWStructuredBuffer<float4> vorticity;
RWStructuredBuffer<float4> vorticityAccelerations;
RWStructuredBuffer<float4> linearAccelerations;
RWStructuredBuffer<float4> linearFromAngular;
RWStructuredBuffer<float4x4> angularDiffusion;
StructuredBuffer<float4> normals_RO;
StructuredBuffer<float4> fluidData_RO;
StructuredBuffer<float4> vorticity_RO;
StructuredBuffer<float4> velocities_RO;
StructuredBuffer<float4> angularVelocities_RO;
StructuredBuffer<float4> linearFromAngular_RO;
RWStructuredBuffer<float4> renderablePositions;
RWStructuredBuffer<quaternion> renderableOrientations;
RWStructuredBuffer<float4> renderableRadii;
StructuredBuffer<float> life;
RWStructuredBuffer<float4x4> anisotropies;
StructuredBuffer<uint> dispatchBuffer;
// Variables set from the CPU
uint maxNeighbors;
float deltaTime;
[numthreads(128, 1, 1)]
void UpdateDensities (uint3 id : SV_DispatchThreadID)
{
unsigned int i = id.x;
if (i >= dispatchBuffer[3]) return;
float4 positionA = sortedPositions[i];
float4 fluidMaterialA = sortedFluidMaterials[i];
// self-contribution:
float avgKernel = Poly6(0,fluidMaterialA.x);
float restVolumeA = pow(abs(sortedPrincipalRadii[i].x * 2),3-mode); // in 2D, mode == 1 so amount of dimensions is 2.
float grad = restVolumeA * Spiky(0,fluidMaterialA.x);
float4 fluidDataA = float4(avgKernel,0,grad,grad*grad);
float4 massCenterA = float4(positionA.xyz, 1) / positionA.w;
float4 prevMassCenterA = float4(sortedPrevPositions[i].xyz, 1) / positionA.w;
float4x4 anisotropyA = (multrnsp4(positionA, sortedPrevPositions[i]) + FLOAT4X4_IDENTITY * 0.001 * sortedPrincipalRadii[i].x * sortedPrincipalRadii[i].x) / positionA.w;
float4 fluidMaterialB;
float4 positionB;
// iterate over neighborhood, calculate density and gradient.
uint count = min(maxNeighbors, neighborCounts[i]);
for (uint j = 0; j < count; ++j)
{
int n = neighbors[maxNeighbors * i + j];
fluidMaterialB = sortedFluidMaterials[n];
positionB = sortedPositions[n];
float dist = length((positionA - positionB).xyz);
float avgKernel = (Poly6(dist,fluidMaterialA.x) + Poly6(dist,fluidMaterialB.x)) * 0.5f;
float restVolumeB = pow(abs(sortedPrincipalRadii[n].x * 2),3-mode);
float grad = restVolumeB * Spiky(dist,fluidMaterialA.x);
fluidDataA += float4(restVolumeB / restVolumeA * avgKernel,0,grad,grad*grad);
// accumulate masses for COMs and moment matrices:
massCenterA += float4(positionB.xyz, 1) / positionB.w;
prevMassCenterA += float4(sortedPrevPositions[n].xyz, 1) / positionB.w;
anisotropyA += (multrnsp4(positionB, sortedPrevPositions[n]) + FLOAT4X4_IDENTITY * 0.001 * sortedPrincipalRadii[n].x * sortedPrincipalRadii[n].x) / positionB.w;
}
// 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] * restVolumeA - 1) * fluidMaterialA.w;
// calculate lambda:
fluidDataA[1] = -constraint / (positionA.w * fluidDataA[3] + EPSILON);
// get total neighborhood mass:
float M = massCenterA[3];
massCenterA /= massCenterA[3];
prevMassCenterA /= prevMassCenterA[3];
// update moment:
anisotropyA -= M * multrnsp4(massCenterA, prevMassCenterA);
// extract neighborhood orientation delta:
renderableOrientations[i] = ExtractRotation(anisotropyA, QUATERNION_IDENTITY, 5);
sortedFluidData[i] = fluidDataA;
massCenters[i] = massCenterA;
prevMassCenters[i] = prevMassCenterA;
}
[numthreads(128, 1, 1)]
void Apply (uint3 id : SV_DispatchThreadID)
{
unsigned int i = id.x;
if (i >= dispatchBuffer[3]) return;
float restVolumeA = pow(abs(sortedPrincipalRadii[i].x * 2),3-mode);
float4 fluidMaterialA = sortedFluidMaterials[i];
float4 positionA = sortedPositions[i];
float4 prevPositionA = sortedPrevPositions[i];
float4 massCenterA = massCenters[i];
float lambdaA = sortedFluidData[i][1];
float4 fluidMaterialB;
float4 fluidInterfaceB;
float4 massCenterB;
float4 positionB;
float4 pressureDelta = FLOAT4_ZERO;
float4 viscVortDelta = FLOAT4_ZERO;
uint count = min(maxNeighbors, neighborCounts[i]);
for (uint j = 0; j < count; ++j)
{
int n = neighbors[maxNeighbors * i + j];
fluidMaterialB = sortedFluidMaterials[n];
massCenterB = massCenters[n];
positionB = sortedPositions[n];
float4 normal = float4((positionA - positionB).xyz,0);
float dist = length(normal);
float restVolumeB = pow(abs(sortedPrincipalRadii[n].x * 2),3-mode);
// calculate lambda correction due to polarity (cohesion):
float cAvg = (Cohesion(dist,fluidMaterialA.x * 1.4) + Cohesion(dist,fluidMaterialB.x * 1.4)) * 0.5;
float st = 0.2 * cAvg * (1 - saturate(abs(fluidMaterialA.y - fluidMaterialB.y))) * (fluidMaterialA.y + fluidMaterialB.y) * 0.5;
float scorrA = -st / (positionA.w * sortedFluidData[i][3] + EPSILON);
float scorrB = -st / (positionB.w * sortedFluidData[n][3] + EPSILON);
float avgGradient = (Spiky(dist,fluidMaterialA.x) + Spiky(dist,fluidMaterialB.x)) * 0.5;
pressureDelta += normal / (dist + EPSILON) * avgGradient * ((lambdaA + scorrA) * restVolumeB + (sortedFluidData[n][1] + scorrB) * restVolumeA);
// viscosity:
float4 viscGoal = float4(massCenterB.xyz + rotate_vector(renderableOrientations[n], (prevPositionA - prevMassCenters[n]).xyz), 0);
viscVortDelta += (viscGoal - positionA) * min(fluidMaterialB.z, fluidMaterialA.z);
}
// viscosity:
float4 viscGoal = float4(massCenterA.xyz + rotate_vector(renderableOrientations[i], (prevPositionA - prevMassCenters[i]).xyz), 0);
viscVortDelta += (viscGoal - positionA) * fluidMaterialA.z;
AddPositionDelta(sortedToOriginal[i], pressureDelta * positionA.w + viscVortDelta / (neighborCounts[i] + 1));
}
[numthreads(128, 1, 1)]
void ApplyPositionDeltas (uint3 id : SV_DispatchThreadID)
{
unsigned int i = id.x;
if (i >= dispatchBuffer[3]) return;
int p = sortedToOriginal[i];
ApplyPositionDelta(positions, p, 1);
renderableOrientations[p] = FLOAT4_ZERO;
fluidData[p] = sortedFluidData[i];
}
[numthreads(128, 1, 1)]
void CalculateAtmosphere (uint3 id : SV_DispatchThreadID)
{
unsigned int i = id.x;
if (i >= dispatchBuffer[3]) return;
int originalIndex = sortedToOriginal[i];
float4 normal = FLOAT4_ZERO;
float4 linearVel = FLOAT4_ZERO;
float4 curl = FLOAT4_ZERO;
float4 angularCurl = FLOAT4_ZERO;
float4 vorticityDiff = FLOAT4_ZERO;
float4 baroclinityDiff = FLOAT4_ZERO;
float velDiff = 0;
float restVolumeA = pow(abs(sortedPrincipalRadii[i].x * 2),3 - mode);
float4 velocityA = velocities_RO[originalIndex];
float4 angularVelocityA = angularVelocities_RO[originalIndex];
float4 positionA = sortedPositions[i];
float radiiA = sortedFluidMaterials[i].x;
float4 userDataA = sortedUserData[i];
float invDensityA = positionA.w / sortedFluidData_RO[i].x; // density contrast * mass;
float radiiB;
float4 positionB;
float4 velocityB;
float4 angularVelocityB;
uint count = min(maxNeighbors, neighborCounts[i]);
for (uint j = 0; j < count; ++j)
{
int n = neighbors[maxNeighbors * i + j];
float restVolumeB = pow(abs(sortedPrincipalRadii[n].x * 2),3 - mode);
radiiB = sortedFluidMaterials[n].x;
positionB = sortedPositions[n];
// Can't sort velocities as these are calculated *after* constraint projection.
// maybe a pre-sort step before velocity postprocess?
angularVelocityB = angularVelocities_RO[sortedToOriginal[n]];
velocityB = velocities_RO[sortedToOriginal[n]];
float3 relVort = vorticity_RO[originalIndex].xyz - vorticity_RO[sortedToOriginal[n]].xyz;
float3 relAng = angularVelocityA.xyz - angularVelocityB.xyz;
float3 relVel = velocityA.xyz - velocityB.xyz;
float4 d = float4((positionA - positionB).xyz,0);
float dist = length(d);
float avgGradient = (Spiky(dist,radiiA) + Spiky(dist,radiiB)) * 0.5f;
float avgKernel = (Poly6(dist,radiiA) + Poly6(dist,radiiB)) * 0.5f;
float avgNorm = (Poly6(0,radiiA) + Poly6(0,radiiB)) * 0.5;
// property diffusion:
float diffusionSpeed = (sortedFluidInterface[i].w + sortedFluidInterface[n].w) * avgKernel * deltaTime;
float4 userDelta = (sortedUserData[n] - userDataA) * diffusionMask * diffusionSpeed;
userDataA += restVolumeB / restVolumeA * userDelta;
// calculate color field normal:
float radius = (radiiA + radiiB) * 0.5f;
float4 normGrad = d / (dist + EPSILON);
float4 vgrad = normGrad * avgGradient;
normal += vgrad * radius * restVolumeB;
// measure relative velocity for foam generation:
float relVelMag = length(relVel) + EPSILON;
velDiff += relVelMag * (1 - dot(relVel / relVelMag, normGrad.xyz)) * (1 - min(1,dist/(radius + EPSILON)));
// linear vel due to angular velocity:
linearVel += float4(cross(angularVelocityB.xyz, d.xyz) * avgKernel / avgNorm,0);
// micropolar vorticity curls:
curl += float4(cross(relVel, vgrad.xyz) / positionB.w * invDensityA,0);
angularCurl += float4(cross(relVort, vgrad.xyz) / positionB.w * invDensityA,0);
// baroclinity and vorticity diffusion:
baroclinityDiff += float4(relAng * avgKernel / positionB.w * invDensityA, 0);
vorticityDiff += float4(relVort * avgKernel / positionB.w * invDensityA, 0);
}
linearAccelerations[originalIndex] = angularCurl;
vorticityAccelerations[originalIndex] = curl;
linearFromAngular[originalIndex] = linearVel;
angularDiffusion[originalIndex]._m00_m10_m20_m30 = baroclinityDiff;
angularDiffusion[originalIndex]._m01_m11_m21_m31 = vorticityDiff;
fluidData[originalIndex].z = velDiff;
normals[originalIndex] = normal;
userData[originalIndex] = userDataA;
}
[numthreads(128, 1, 1)]
void ApplyAtmosphere (uint3 id : SV_DispatchThreadID)
{
unsigned int i = id.x;
if (i >= dispatchBuffer[3]) return;
int originalIndex = sortedToOriginal[i];
float restVolume = pow(abs(sortedPrincipalRadii[i].x * 2),3 - mode);
// particles near the surface should experience drag:
float4 velocityDiff = float4((velocities[originalIndex] - wind[originalIndex]).xyz,0);
velocities[originalIndex] -= sortedFluidInterface[i].x * velocityDiff * max(0, 1 - fluidData_RO[originalIndex].x * restVolume) * deltaTime;
// external ambient pressure along normal:
velocities[originalIndex] += sortedFluidInterface[i].y * normals_RO[originalIndex] * deltaTime;
// angular acceleration due to baroclinity:
angularVelocities[originalIndex] += float4(fluidMaterials2[originalIndex].z * cross(-normals_RO[originalIndex].xyz, -velocityDiff.xyz),0) * deltaTime;
angularVelocities[originalIndex] -= fluidMaterials2[originalIndex].w * angularDiffusion[originalIndex]._m00_m10_m20_m30;
// micropolar vorticity:
velocities[originalIndex] += fluidMaterials2[originalIndex].x * linearAccelerations[originalIndex] * deltaTime;
vorticity[originalIndex] += fluidMaterials2[originalIndex].x * (vorticityAccelerations[originalIndex] * 0.5 - vorticity[originalIndex]) * deltaTime;
vorticity[originalIndex] -= fluidMaterials2[originalIndex].y * angularDiffusion[originalIndex]._m01_m11_m21_m31;
linearAccelerations[originalIndex] = FLOAT4_ZERO;
vorticityAccelerations[originalIndex] = FLOAT4_ZERO;
angularDiffusion[originalIndex] = FLOAT4X4_ZERO;
// we want to add together linear and angular velocity fields and use result to advect particles without modifying either field:
positions[originalIndex] += linearFromAngular_RO[originalIndex] * deltaTime;
prevPositions[originalIndex] += linearFromAngular_RO[originalIndex] * deltaTime;
}
[numthreads(128, 1, 1)]
void AccumulateSmoothPositions (uint3 id : SV_DispatchThreadID)
{
unsigned int p1 = id.x;
if (p1 >= dispatchBuffer[3]) return;
anisotropies[p1] = FLOAT4X4_ZERO;
float4 renderablePositionA = renderablePositions[p1];
float radiiA = sortedFluidMaterials[p1].x;
float4 avgPosition = float4(renderablePositionA.xyz, 1);//FLOAT4_ZERO;
uint count = min(maxNeighbors, neighborCounts[p1]);
for (uint j = 0; j < count; ++j)
{
int p2 = neighbors[maxNeighbors * p1 + j];
float4 renderablePositionB = renderablePositions[p2];
float dist = length((renderablePositionA - renderablePositionB).xyz);
float avgKernel = (Poly6(dist,radiiA) + Poly6(dist,sortedFluidMaterials[p2].x)) * 0.5;
avgPosition += float4(renderablePositionB.xyz,1) * avgKernel;
}
anisotropies[p1]._m03_m13_m23_m33 = avgPosition / avgPosition.w;
}
[numthreads(128, 1, 1)]
void AccumulateAnisotropy (uint3 id : SV_DispatchThreadID)
{
unsigned int p1 = id.x;
if (p1 >= dispatchBuffer[3]) return;
float4x4 anisotropyA = anisotropies[p1];
float4 renderablePositionA = renderablePositions[p1];
float radiiA = sortedFluidMaterials[p1].x;
uint count = min(maxNeighbors, neighborCounts[p1]);
for (uint j = 0; j < count; ++j)
{
int p2 = neighbors[maxNeighbors * p1 + j];
float4 renderablePositionB = renderablePositions[p2];
float dist = length((renderablePositionA - renderablePositionB).xyz);
float avgKernel = (Poly6(dist,radiiA) + Poly6(dist,sortedFluidMaterials[p2].x)) * 0.5;
float4 r = (renderablePositionB - anisotropyA._m03_m13_m23_m33) * avgKernel;
anisotropyA += multrnsp4(r, r);
}
anisotropies[p1] = anisotropyA;
}
[numthreads(128, 1, 1)]
void AverageAnisotropy (uint3 id : SV_DispatchThreadID)
{
unsigned int i = id.x;
if (i >= dispatchBuffer[3]) return;
int o = sortedToOriginal[i];
if (anisotropies[i]._m00 + anisotropies[i]._m11 + anisotropies[i]._m22 > 0.01f)
{
float3 singularValues;
float3x3 u;
EigenSolve((float3x3)anisotropies[i], singularValues, u);
float maxVal = singularValues[0];
float3 s = max(singularValues, maxVal / maxAnisotropy) / maxVal * sortedPrincipalRadii[i].x;
renderableOrientations[o] = q_look_at(u._m02_m12_m22,u._m01_m11_m21);
renderableRadii[o] = float4(s.xyz,1);
}
else
{
float radius = sortedPrincipalRadii[i].x / maxAnisotropy;
renderableOrientations[o] = QUATERNION_IDENTITY;
renderableRadii[o] = float4(radius,radius,radius,1);
fluidData[o].x = 1 / pow(abs(radius * 2),3-mode); // normal volume of an isolated particle.
}
renderablePositions[o] = lerp(renderablePositions[o],anisotropies[i]._m03_m13_m23_m33,min((maxAnisotropy - 1)/3.0f,1));
// inactive particles have radii.w == 0, set it right away for particles killed during this frame
// to keep them from being rendered during this frame instead of waiting for the CPU to do it at the start of next sim step:
float4 radii = renderableRadii[o];
radii.w = life[o] <= 0 ? 0: radii.w;
renderableRadii[o] = radii;
}