158 lines
4.5 KiB
HLSL
158 lines
4.5 KiB
HLSL
#include "shared/hash-functions.hlsl"
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#include "shared/point.hlsl"
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#include "shared/quat-functions.hlsl"
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cbuffer ParamConstants : register(b0)
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{
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float2 MousePos;
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float MousePressed;
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float Clear;
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float2 Gravity;
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float BorderStrength;
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float Damping;
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float MassAttraction;
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float Brightness;
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float StabilizeMass;
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float StabilizeMassTarget;
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float4 ApplyFxTexture;
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}
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sampler texSampler : register(s0);
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Texture2D<float4> FxTexture : register(t0);
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RWTexture2D<float4> BufferA : register(u0);
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RWTexture2D<float4> BufferB : register(u1);
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RWTexture2D<float4> ColorOutput : register(u2);
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//RWTexture2D<float4> BufferBRead : register(u2);
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[numthreads(32,32,1)]
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void main1(uint3 DTid : SV_DispatchThreadID)
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{
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uint width, height;
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BufferB.GetDimensions(width, height);
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if(DTid.x >= width || DTid.y >= height)
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return;
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float2 resolution = float2(width, height);
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float2 uv = DTid.xy / resolution;
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float4 a = BufferB[DTid.xy];
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float border = BorderStrength;
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float2 velocity = a.xy * Damping //fluid velocity
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+Gravity //gravity
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+float(uv.x<.05)*float2(1,0)*border //wall
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+float(uv.y<.05)*float2(0,1)*border //wall
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-float(uv.x>.95)*float2(1,0)*border //wall
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-float(uv.y>.95)*float2(0,1)*border; //wall
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float s = 0;
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float maxSteps = 4;//maxStepsernel convolution size
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for(float i=-maxSteps; i<=maxSteps; ++i)
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{
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for(float j=-maxSteps; j<=maxSteps; ++j)
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{
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float2 c = -velocity + float2(i,j) ;//translate the gaussian 2Dimage using the velocity
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s += exp(-dot(c,c)); //calculate the gaussian 2Dimage
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}
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}
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if(s==0.){ s = 1.; } //avoid division by zero
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s = 1./s;
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BufferA[DTid.xy] = float4(velocity, s,1) ; //velocity in .xy
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//convolution normalization in .z
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}
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[numthreads(32,4,1)]
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void main2(uint3 DTid : SV_DispatchThreadID)
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{
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uint width, height;
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BufferA.GetDimensions(width, height);
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if(DTid.x >= width || DTid.y >= height)
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return;
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float2 uv = DTid.xy / float2(width,height);
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float4 o = 0;
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int steps = 4;
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int2 d =0; //kernel convolution size
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for(d.x=-steps; d.x<=steps; ++d.x)
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{
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for(d.y=-steps; d.y<=steps; ++d.y)
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{
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int2 p = DTid.xy + d;
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p=max(0, min(p, int2(width,height)-1));
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float4 a = BufferA[p]; //old velocity in a.xy, mass in a.z
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float4 b = BufferB[p]; //new velocity in b.xy, normalization of convolution in .z
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float2 c = -b.xy - d; //translate the gaussian 2Dimage
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float s = a.z*exp(-dot(c,c))*b.z; //calculate the normalized gaussian 2Dimage multiplied by mass
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float2 e = c*(a.z- MassAttraction); //fluid expands or attracts itself depending on mass
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o.xy += s*(b.xy+e); //sum all translated velocities
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o.z += s; //sum all translated masses
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}
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}
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float tz = 1./o.z;
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if(o.z==0.){ tz = 0.; } //avoid division by zero
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o.xy *= tz; //calculate the average velocity
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o.b = lerp(o.b, StabilizeMassTarget, StabilizeMass);
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{
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int edgeWidth = 1;
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if(DTid.x <= edgeWidth
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|| DTid.x >= width - edgeWidth
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|| DTid.y <= edgeWidth
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|| DTid.y >= height - edgeWidth )
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{
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o.rgb= 0;
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}
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}
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if(MousePressed > 0.5)
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{
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float2 resolution = float2(width, height);
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float2 uv= DTid.xy / resolution;
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float2 m = 3.*(uv-.5);
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//o = float4(0,0,1,1)*exp(-dot(m,m));
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float2 m2 = 8.*(uv- MousePos);
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o += float4(m2,0,0)*.4*exp(-dot(m2,m2)) * 0.6;
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// float2 m = 3.*(uv-.5);
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// o = float4(0,1,1,1)*exp(-dot(m,m)) * 0.1;
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// o.xy = m*1;
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// BufferB[DTid.xy] = o;
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}
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o.a = 1;
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// Apply FX Texture
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float4 fx = FxTexture.SampleLevel(texSampler, uv,0);
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o.rgb = lerp(o.rgb, fx.rgb, ApplyFxTexture.rgb * ApplyFxTexture.a * fx.a);
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BufferB[DTid.xy] = o;
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// Write color output
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float4 a = BufferB[DTid.xy];
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float4 c = a.z*(+sin(a.x*4.+float4(1,3,5,4))*.2
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+sin(a.y*4.+float4(1,3,2,4))*.2+.6);
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c.a=1;
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c.rgb*= Brightness;
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ColorOutput[DTid.xy]= c;
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}
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