compute_acc_vis.cg.bak
来自「游戏编程精粹6第中关于粒子的实时流体仿真系统,对入门的游戏开发者很有帮助.」· BAK 代码 · 共 137 行
BAK
137 行
#include "sph.cg"
float3 compute_pres_vis(float3 p_i, float3 v_i, float2 dp_i,
float3 p_j, float3 v_j, float2 dp_j,
float h_r)
{
return 45*m/(PI*h*h*h*h*h*h)*h_r*((dp_i.y + dp_j.y)*0.5*h_r*(pos_i - pos_j)/r + mu*(v_j - v_i))*dp_j.x*dp_i.x;
}
/*
void main(float pindex : TEXCOORD0,
uniform samplerRECT attr_rect : TEXUNIT0,
//uniform samplerRECT tri_rect : TEXUNIT1,
uniform float4x4 mat_col,
uniform float4x4 mat_inv_col,
out float3 result : COLOR)*/
void collision_glass(float3 pos_i,
float3 vel_i,
float4x4 mat_col,
float4x4 mat_inv_col,
out float3 result)
{
float stiff = 30000.0;
float damp = 128.0;
//float k = 10000.0;
//float k = 40000.0;
float radius = 0.004;
const float GLASS_R = 0.05;
const float GLASS_BOTTOM = -0.08;
const float GLASS_TOP = 0.08;
const float EPSILON = 0.000001f;
float4 pp = float4(pos_i, 1);
// float3 vel = mul((float3x3)mat_col, f3texRECT(attr_rect, float2(pindex, 1)));
float3 vel = mul((float3x3)mat_col, vel_i);//f3texRECT(attr_rect, float2(pindex, 1)));
float3 pos = mul(mat_col, pp).xyz;
float dist = GLASS_R - sqrt(dot(pos.xy, pos.xy));
// float dist = GLASS_R - distance(pos.xy);//sqrt(dot(pos.xy, pos.xy))
float diff = 2.0*radius - dist;
float3 col_force = float3(0, 0, 0);
if (diff > EPSILON)
{
float3 n = -normalize(float3(pos.x, pos.y, 0.0));
float vel0 = dot(vel, n);
col_force += (stiff*diff - damp*vel0)*n;
// col_force += max(k*diff - 64.0*vel0, 0.0)*n;
}
diff = 2.0f*radius - (pos.z - GLASS_BOTTOM);
// diff = 2.0f*radius - pos.z;// - GLASS_BOTTOM);
if (diff > EPSILON)
{
float3 n = float3(0, 0, 1);
float vel0 = dot(vel, n);//vec3_dot(&n, &sph->vel[i]);
col_force += (stiff*diff - damp*vel0)*n;
}
diff = 2.0f*radius - (GLASS_TOP - pos.z);
if (diff > EPSILON)
{
float3 n = float3(0, 0, -1);
float vel0 = dot(vel, n);
col_force += (stiff*diff - damp*vel0)*n;
}
result = mul((float3x3)mat_inv_col, col_force);
}
void main(float index : TEXCOORD0, // subject particle index
uniform samplerRECT attr_rect : TEXUNIT0, // attributes of particles
uniform samplerRECT neighbour_rect : TEXUNIT1, // neighbour list
uniform float mass,
uniform float smoothlen,
uniform float viscosity,
uniform float timestep,
uniform float4x4 mat_col,
uniform float4x4 mat_inv_col,
uniform int n_neighbours, // num. of neighbours
out float3 result : COLOR // acceleration
)
{
float h = smoothlen;//SMOOTHING_LENGTH;
float m = mass;
// float mu = VISCOSITY;
float mu = viscosity;
// float neighbour_index = f1texRECT(neighbour_rect, sn_coord + float2(1, 0));
float3 pos_i = f3texRECT(attr_rect, float2(index, GPU_ATTR_POS));
float3 v_i = f3texRECT(attr_rect, float2(index, GPU_ATTR_VEL));
/** do you need this velosity **/
float2 dp_i = f2texRECT(attr_rect, float2(index, GPU_ATTR_DP));
result = float3(0, 0, 0);
for (int i = 1; i < n_neighbours; i++)
{
float neighbour_index = f1texRECT(neighbour_rect, float2(i, index));
//if (neighbour_index == 3000)
// break;
float3 pos_j = f3texRECT(attr_rect, float2(neighbour_index, GPU_ATTR_POS));
float r = distance(pos_i, pos_j);
float h_r = h - r;
// h_r = max(h_r, 0.0);
if (h_r > 0.0)
{
float3 v_j = f3texRECT(attr_rect, float2(neighbour_index, GPU_ATTR_VEL));
float2 dp_j = f2texRECT(attr_rect, float2(neighbour_index, GPU_ATTR_DP));
// result = 15*m/(PI*h*h*h*h*h*h)*h_r*((dp_i.y + dp_j.y)*0.5*h_r*h_r*(pos_i - pos_j) + 3*mu*(v_j - v_i))*dp_j.x;///dp_j.x;
// result = 45*m/(PI*h*h*h*h*h*h)*h_r*((dp_i.y + dp_j.y)*0.5*h_r*(pos_i - pos_j)/r + mu*(v_j - v_i))*dp_j.x;
result += 45*m/(PI*h*h*h*h*h*h)*h_r*((dp_i.y + dp_j.y)*0.5*h_r*(pos_i - pos_j)/r + mu*(v_j - v_i))*dp_j.x*dp_i.x;
//result.xy = sn_coord.xy - 100;
}
}
float3 col_force;
float3 vel_i_half = f3texRECT(attr_rect, float2(index, GPU_ATTR_VELHALF));
pos_i += timestep*vel_i_half;
collision_glass(pos_i, v_i, mat_col, mat_inv_col, col_force);
result += col_force;
//result.xy = unpack_2ushort(neighbour_index)*65536;
}
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