#pragma kernel UpdateDensities #pragma kernel Apply #pragma kernel ApplyPositionDeltas #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 neighbors; StructuredBuffer neighborCounts; StructuredBuffer sortedToOriginal; StructuredBuffer sortedPositions; StructuredBuffer sortedPrevPositions; StructuredBuffer sortedFluidMaterials; StructuredBuffer sortedFluidInterface; StructuredBuffer sortedPrincipalRadii; StructuredBuffer sortedUserData; RWStructuredBuffer sortedFluidData; StructuredBuffer prevOrientations; StructuredBuffer wind; RWStructuredBuffer fluidData; RWStructuredBuffer positions; RWStructuredBuffer orientations; RWStructuredBuffer velocities; RWStructuredBuffer userData; RWStructuredBuffer normals; RWStructuredBuffer massCenters; RWStructuredBuffer prevMassCenters; RWStructuredBuffer renderablePositions; RWStructuredBuffer renderableOrientations; RWStructuredBuffer renderableRadii; RWStructuredBuffer anisotropies; StructuredBuffer 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 = avgKernel * float4(positionA.xyz, 1) / positionA.w; float4 prevMassCenterA = avgKernel * float4(sortedPrevPositions[i].xyz, 1) / positionA.w; float4x4 anisotropyA = avgKernel * (multrnsp4(positionA, sortedPrevPositions[i]) + FLOAT4X4_IDENTITY * 0.2 * 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 += avgKernel * float4(positionB.xyz, 1) / positionB.w; prevMassCenterA += avgKernel * float4(sortedPrevPositions[n].xyz, 1) / positionB.w; anisotropyA += avgKernel * (multrnsp4(positionB, sortedPrevPositions[n]) + FLOAT4X4_IDENTITY * 0.2 * 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); // 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, 2); 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 and vorticity: float4 viscGoal = float4(massCenterB.xyz + rotate_vector(renderableOrientations[n], (prevPositionA - prevMassCenters[n]).xyz), 0); float4 vortGoal = float4(massCenterB.xyz + rotate_vector(renderableOrientations[n], (positionA - massCenterB).xyz), 0); viscVortDelta += (viscGoal - positionA) * fluidMaterialB.z + (vortGoal - positionA) * fluidMaterialB.w * 0.1; } // viscosity and vorticity: float4 viscGoal = float4(massCenterA.xyz + rotate_vector(renderableOrientations[i], (prevPositionA - prevMassCenters[i]).xyz), 0); float4 vortGoal = float4(massCenterA.xyz + rotate_vector(renderableOrientations[i], (positionA - massCenterA).xyz), 0); viscVortDelta += (viscGoal - positionA) * fluidMaterialA.z + (vortGoal - positionA) * fluidMaterialA.w * 0.1; 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); orientations[p] = qmul(renderableOrientations[i], prevOrientations[p]); fluidData[p] = sortedFluidData[i]; } [numthreads(128, 1, 1)] void ApplyAtmosphere (uint3 id : SV_DispatchThreadID) { unsigned int i = id.x; if (i >= dispatchBuffer[3]) return; int originalIndex = sortedToOriginal[i]; float4 normal = FLOAT4_ZERO; float restVolumeA = pow(abs(sortedPrincipalRadii[i].x * 2),3 - mode); float4 positionA = sortedPositions[i]; float radiiA = sortedFluidMaterials[i].x; float4 userDataA = sortedUserData[i]; 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); float radiiB = sortedFluidMaterials[n].x; float4 dir = positionA - sortedPositions[n]; float dist = length(dir); float avgKernel = (Poly6(dist,radiiA) + Poly6(dist,radiiB)) * 0.5f; float avgGradient = (Spiky(dist,radiiA) + Spiky(dist,radiiB)) * 0.5; // property diffusion: float diffusionSpeed = (sortedFluidInterface[i].w + sortedFluidInterface[n].w) * avgKernel * deltaTime; float4 userDelta = (sortedUserData[n] - userDataA) * diffusionSpeed; userDataA += restVolumeB / restVolumeA * userDelta; // calculate color field normal: float radius = (radiiA + radiiB) * 0.5f; float4 vgrad = dir / (dist + EPSILON) * avgGradient; normal += vgrad * radius * restVolumeB; } // particles near the surface should experience drag: float4 velocityDiff = velocities[originalIndex] - wind[originalIndex]; velocities[originalIndex] -= sortedFluidInterface[i].x * velocityDiff * max(0, 1 - fluidData[i][0] * restVolumeA) * deltaTime; // ambient pressure: velocities[originalIndex] += sortedFluidInterface[i].y * normal * deltaTime; normals[originalIndex] = normal; userData[originalIndex] = userDataA; } [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)); }