Initial commit

This commit is contained in:
Dynamitos
2026-04-06 09:55:59 +02:00
commit 0a4552a1a4
24 changed files with 1718 additions and 0 deletions
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build/
.cache/
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[submodule "Seele"]
path = Seele
url = https://git.hoegler.org/Dynamitos/Seele
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{
// Use IntelliSense to learn about possible attributes.
// Hover to view descriptions of existing attributes.
// For more information, visit: https://go.microsoft.com/fwlink/?linkid=830387
"version": "0.2.0",
"configurations": [
{
"name": "Launch",
"type": "lldb",
"request": "launch",
"program": "${workspaceRoot}/build/FluidSimulation",
"args": [],
"cwd": "${workspaceRoot}/build"
}
]
}
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cmake_minimum_required(VERSION 3.24)
set(CMAKE_CXX_STANDARD 23)
set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
if(APPLE)
set(CMAKE_OSX_DEPLOYMENT_TARGET 26.0)
endif()
set(CMAKE_TOOLCHAIN_FILE
${CMAKE_CURRENT_SOURCE_DIR}/Seele/external/vcpkg/scripts/buildsystems/vcpkg.cmake)
project(FluidSimulation)
set(CMAKE_DEBUG_POSTFIX "")
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_CURRENT_BINARY_DIR})
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY_DEBUG ${CMAKE_CURRENT_BINARY_DIR})
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY_RELEASE ${CMAKE_CURRENT_BINARY_DIR})
add_subdirectory(Seele/)
add_executable(FluidSimulation "")
target_link_libraries(FluidSimulation PRIVATE Engine)
target_include_directories(FluidSimulation PRIVATE src/)
add_subdirectory(src/)
add_custom_target(FluidSimulationAll ALL
COMMAND ${CMAKE_COMMAND} -E copy_directory
${CMAKE_SOURCE_DIR}/res $<TARGET_FILE_DIR:FluidSimulation>
COMMAND
DEPENDS FluidSimulation)
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{
"version": 3,
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"major": 3,
"minor": 19,
"patch": 0
},
"configurePresets": [
{
"name": "release",
"displayName": "Release (no ASan)",
"description": "Release build without sanitizers",
"binaryDir": "${sourceDir}/build",
"cacheVariables": {
"CMAKE_BUILD_TYPE": "RelWithDebInfo",
"CMAKE_INSTALL_PREFIX": "C:/Program Files/Seele"
}
},
{
"name": "release-asan",
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"binaryDir": "${sourceDir}/build",
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"CMAKE_INSTALL_PREFIX": "C:/Program Files/Seele"
}
},
{
"name": "debug",
"displayName": "Debug (no ASan)",
"description": "Debug build without sanitizers",
"binaryDir": "${sourceDir}/build",
"cacheVariables": {
"CMAKE_BUILD_TYPE": "Debug",
"CMAKE_INSTALL_PREFIX": "C:/Program Files/Seele"
}
},
{
"name": "debug-mac",
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"description": "Debug Mac build without sanitizers",
"binaryDir": "${sourceDir}/build",
"generator": "Xcode",
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}
},
{
"name": "debug-mac-asan",
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"binaryDir": "${sourceDir}/build",
"generator": "Xcode",
"cacheVariables": {
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},
{
"name": "debug-asan",
"displayName": "Debug (ASan)",
"description": "Debug build with Address Sanitizer",
"binaryDir": "${sourceDir}/build",
"cacheVariables": {
"CMAKE_BUILD_TYPE": "Debug",
"CMAKE_CXX_FLAGS": "-fsanitize=address -fno-omit-frame-pointer",
"CMAKE_C_FLAGS": "-fsanitize=address -fno-omit-frame-pointer",
"CMAKE_EXE_LINKER_FLAGS": "-fsanitize=address",
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"CMAKE_INSTALL_PREFIX": "C:/Program Files/Seele"
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],
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}
Submodule
+1
Submodule Seele added at 7271fe8a0b
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import FluidGridData;
struct Params
{
// read-write
FluidGridData<float> density;
// read-only
FluidGridData<float> density0;
// read-only
FluidGridData<float> velocityX;
// read-only
FluidGridData<float> velocityY;
// read-only
FluidGridData<float> velocityZ;
float dt;
};
ParameterBlock<Params> params;
[shader("compute")]
[numthreads(32, 8, 1)]
void advect(uint3 dispatchThreadID : SV_DispatchThreadID)
{
FluidGridData<float> density = params.density;
FluidGridData<float> density0 = params.density0;
FluidGridData<float> velocityX = params.velocityX;
FluidGridData<float> velocityY = params.velocityY;
FluidGridData<float> velocityZ = params.velocityZ;
float dt = params.dt;
int x = dispatchThreadID.x + 1;
int y = dispatchThreadID.y + 1;
int z = dispatchThreadID.z + 1;
if(x >= gridSize.x - 1 || y >= gridSize.y - 1 || z >= gridSize.z - 1) return;
float dt0x = dt * (gridSize.x - 2);
float dt0y = dt * (gridSize.y - 2);
float dt0z = dt * (gridSize.z - 2);
float3 pos = float3(x - dt0x * velocityX[x, y, z], y - dt0y * velocityY[x, y, z], z - dt0z * velocityZ[x, y, z]);
pos.x = clamp(pos.x, 0.5f, gridSize.x - 1.5f);
pos.y = clamp(pos.y, 0.5f, gridSize.y - 1.5f);
pos.z = clamp(pos.z, 0.5f, gridSize.z - 1.5f);
int3 i0 = int3(pos);
int3 i1 = i0 + int3(1, 1, 1);
float3 s1 = pos - i0;
float3 s0 = 1 - s1;
density[x, y, z] =
s0.x * (s0.y * (s0.z * density0[i0.x, i0.y, i0.z] + s1.z * density0[i0.x, i0.y, i1.z]) +
s1.y * (s0.z * density0[i0.x, i1.y, i0.z] + s1.z * density0[i0.x, i1.y, i1.z])) +
s1.x * (s0.y * (s0.z * density0[i1.x, i0.y, i0.z] + s1.z * density0[i1.x, i0.y, i1.z]) +
s1.y * (s0.z * density0[i1.x, i1.y, i0.z] + s1.z * density0[i1.x, i1.y, i1.z]));
}
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import FluidGridData;
struct Params
{
// read-only
FluidGridData<float> velocityX;
// read-only
FluidGridData<float> velocityY;
// read-only
FluidGridData<float> velocityZ;
// read-write
FluidGridData<float> divergence;
// read-write
FluidGridData<float> pressure;
};
ParameterBlock<Params> params;
[shader("compute")]
[numthreads(32, 8, 1)]
void computeDivergence(uint3 dispatchThreadID : SV_DispatchThreadID)
{
FluidGridData<float> velocityX = params.velocityX;
FluidGridData<float> velocityY = params.velocityY;
FluidGridData<float> velocityZ = params.velocityZ;
FluidGridData<float> divergence = params.divergence;
FluidGridData<float> pressure = params.pressure;
int x = dispatchThreadID.x + 1;
int y = dispatchThreadID.y + 1;
int z = dispatchThreadID.z + 1;
if(x >= gridSize.x - 1 || y >= gridSize.y - 1 || z >= gridSize.z - 1) return;
divergence[x, y, z] = -0.5f * (velocityX[x + 1, y, z] - velocityX[x - 1, y, z] + velocityY[x, y + 1, z] - velocityY[x, y - 1, z] + velocityZ[x, y, z + 1] - velocityZ[x, y, z - 1]) / gridSize.x;
pressure[x, y, z] = 0;
}
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static const uint3 gridSize = uint3(128, 128, 128);
struct FluidGridData<T>
{
RWStructuredBuffer<T> dataGrid;
__subscript(uint3 index) -> T
{
get { return dataGrid[index.x + index.y * gridSize.x + index.z * gridSize.x * gridSize.y]; }
set { dataGrid[index.x + index.y * gridSize.x + index.z * gridSize.x * gridSize.y] = newValue; }
}
__subscript(uint x, uint y, uint z) -> T
{
get { return dataGrid[x + y * gridSize.x + z * gridSize.x * gridSize.y]; }
set { dataGrid[x + y * gridSize.x + z * gridSize.x * gridSize.y] = newValue; }
}
};
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import FluidGridData;
struct Params
{
// read-write
FluidGridData<float> next;
// read-only
FluidGridData<float> current;
// read-only
FluidGridData<float> grid0;
float a;
float c;
};
ParameterBlock<Params> params;
[shader("compute")]
[numthreads(32, 8, 1)]
void linearSolve(uint3 dispatchThreadID : SV_DispatchThreadID)
{
FluidGridData<float> next = params.next;
FluidGridData<float> current = params.current;
FluidGridData<float> grid0 = params.grid0;
float a = params.a;
float cRecip = 1.0f / params.c;
int x = dispatchThreadID.x + 1;
int y = dispatchThreadID.y + 1;
int z = dispatchThreadID.z + 1;
if(x >= gridSize.x - 1 || y >= gridSize.y - 1 || z >= gridSize.z - 1) return;
next[x, y, z] = (grid0[x, y, z] + a * (current[x + 1, y, z] + current[x - 1, y, z] + current[x, y + 1, z] + current[x, y - 1, z] + current[x, y, z + 1] + current[x, y, z - 1])) * cRecip;
}
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import FluidGridData;
struct Params
{
// read-write
FluidGridData<float> velocityX;
// read-write
FluidGridData<float> velocityY;
// read-write
FluidGridData<float> velocityZ;
// read-only
FluidGridData<float> pressure;
};
ParameterBlock<Params> params;
[shader("compute")]
[numthreads(32, 8, 1)]
void project(uint3 dispatchThreadID : SV_DispatchThreadID)
{
FluidGridData<float> velocityX = params.velocityX;
FluidGridData<float> velocityY = params.velocityY;
FluidGridData<float> velocityZ = params.velocityZ;
FluidGridData<float> pressure = params.pressure;
int x = dispatchThreadID.x + 1;
int y = dispatchThreadID.y + 1;
int z = dispatchThreadID.z + 1;
if(x >= gridSize.x - 1 || y >= gridSize.y - 1 || z >= gridSize.z - 1) return;
velocityX[x, y, z] -= 0.5f * (pressure[x + 1, y, z] - pressure[x - 1, y, z]) * gridSize.x;
velocityY[x, y, z] -= 0.5f * (pressure[x, y + 1, z] - pressure[x, y - 1, z]) * gridSize.y;
velocityZ[x, y, z] -= 0.5f * (pressure[x, y, z + 1] - pressure[x, y, z - 1]) * gridSize.z;
}
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import FluidGridData;
struct Params
{
FluidGridData<float> density;
};
ParameterBlock<Params> params;
struct VertexOut
{
float4 position : SV_Position;
float2 uv : UV;
};
[shader("vertex")]
VertexOut vertexMain(uint vertexId : SV_VertexID)
{
VertexOut output;
output.uv = float2((vertexId << 1) & 2, vertexId & 2);
output.position = float4(output.uv * 2.0f - 1.0f, 0, 1);
return output;
}
[shader("pixel")]
float4 fragmentMain(VertexOut input) : SV_Target
{
FluidGridData<float> density = params.density;
int x = int(input.uv.x * (gridSize.x - 2) + 1);
int y = int(input.uv.y * (gridSize.y - 2) + 1);
float d = density[x, y, 0];
return float4(d, d, d, 1);
}
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import FluidGridData;
struct Params
{
int b;
// read-write
FluidGridData<float> grid;
};
ParameterBlock<Params> params;
[shader("compute")]
[numthreads(32, 8, 1)]
void setBound(uint3 dispatchThreadID : SV_DispatchThreadID)
{
int b = params.b;
FluidGridData<float> grid = params.grid;
int x = dispatchThreadID.x + 1;
int y = dispatchThreadID.y + 1;
if(x >= gridSize.x - 1 || y >= gridSize.y - 1) return;
grid[0, x, y] = b == 1 ? grid[1, x, y] : -grid[1, x, y];
grid[gridSize.x - 1, x, y] = b == 1 ? grid[gridSize.x - 2, x, y] : -grid[gridSize.x - 2, x, y];
grid[x, 0, y] = b == 2 ? grid[x, 1, y] : -grid[x, 1, y];
grid[x, gridSize.y - 1, y] = b == 2 ? grid[x, gridSize.y - 2, y] : -grid[x, gridSize.y - 2, y];
grid[x, y, 0] = b == 3 ? grid[x, y, 1] : -grid[x, y, 1];
grid[x, y, gridSize.z - 1] = b == 3 ? grid[x, y, gridSize.z - 2] : -grid[x, y, gridSize.z - 2];
}
[shader("compute")]
[numthreads(128, 1, 1)]
void setBoundEdges(uint3 dispatchThreadID : SV_DispatchThreadID)
{
FluidGridData<float> grid = params.grid;
int x = dispatchThreadID.x + 1;
if(x >= gridSize.x - 1) return;
grid[x, 0, 0] = 0.5f * (grid[x, 1, 0] + grid[x, 0, 1]);
grid[x, gridSize.y - 1, 0] = 0.5f * (grid[x, gridSize.y - 2, 0] + grid[x, gridSize.y - 1, 1]);
grid[x, 0, gridSize.z - 1] = 0.5f * (grid[x, 1, gridSize.z - 1] + grid[x, 0, gridSize.z - 2]);
grid[x, gridSize.y - 1, gridSize.z - 1] = 0.5f * (grid[x, gridSize.y - 2, gridSize.z - 1] + grid[x, gridSize.y - 1, gridSize.z - 2]);
grid[0, x, 0] = 0.5f * (grid[1, x, 0] + grid[0, x, 1]);
grid[0, x, gridSize.z - 1] = 0.5f * (grid[1, x, gridSize.z - 1] + grid[0, x, gridSize.z - 2]);
grid[gridSize.x - 1, x, 0] = 0.5f * (grid[gridSize.x - 2, x, 0] + grid[gridSize.x - 1, x, 1]);
grid[gridSize.x - 1, x, gridSize.z - 1] = 0.5f * (grid[gridSize.x - 2, x, gridSize.z - 1] + grid[gridSize.x - 1, x, gridSize.z - 2]);
grid[0, 0, x] = 0.5f * (grid[1, 0, x] + grid[0, 1, x]);
grid[0, gridSize.y - 1, x] = 0.5f * (grid[1, gridSize.y - 1, x] + grid[0, gridSize.y - 2, x]);
grid[gridSize.x - 1, 0, x] = 0.5f * (grid[gridSize.x - 2, 0, x] + grid[gridSize.x - 1, 1, x]);
grid[gridSize.x - 1, gridSize.y - 1, x] = 0.5f * (grid[gridSize.x - 2, gridSize.y - 1, x] + grid[gridSize.x - 1, gridSize.y - 2, x]);
}
[shader("compute")]
[numthreads(8, 1, 1)]
void setBoundCorners(uint3 dispatchThreadID : SV_DispatchThreadID)
{
FluidGridData<float> grid = params.grid;
uint threadIdx = dispatchThreadID.x;
uint x = ((threadIdx & 1) == 0) ? 0 : (gridSize.x - 1);
uint y = ((threadIdx & 2) == 0) ? 0 : (gridSize.y - 1);
uint z = ((threadIdx & 4) == 0) ? 0 : (gridSize.z - 1);
uint nx = (x == 0) ? 1 : (gridSize.x - 2);
uint ny = (y == 0) ? 1 : (gridSize.y - 2);
uint nz = (z == 0) ? 1 : (gridSize.z - 2);
grid[x, y, z] = 0.33f * (grid[nx, y, z] + grid[x, ny, z] + grid[x, y, nz]);
}
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import FluidGridData;
void linearSolve(int b, FluidGridData<float> grid, const FluidGridData<float> grid0, float a, float c, int iterations)
{
float cRecip = 1.0f / c;
for(int k = 0; k < iterations; k++)
{
for(int z = 1; z < gridSize.z - 1; z++)
{
for(int y = 1; y < gridSize.y - 1; y++)
{
for(int x = 1; x < gridSize.x - 1; x++)
{
grid[x, y, z] = (grid0[x, y, z] + a * (grid[x + 1, y, z] + grid[x - 1, y, z] + grid[x, y + 1, z] + grid[x, y - 1, z] + grid[x, y, z + 1] + grid[x, y, z - 1])) * cRecip;
}
}
}
setBound(b, grid);
}
}
void diffuse(int b, FluidGridData<float> grid, const FluidGridData<float> grid0, float diff, float dt, int iterations)
{
float a = dt * diff * (gridSize.x - 2) * (gridSize.y - 2) * (gridSize.z - 2);
linearSolve(b, grid, grid0, a, 1 + 6 * a, iterations);
}
void advect(int b, FluidGridData<float> density, FluidGridData<float> density0, FluidGridData<float> velocityX, FluidGridData<float> velocityY, FluidGridData<float> velocityZ, float dt)
{
float dt0x = dt * (gridSize.x - 2);
float dt0y = dt * (gridSize.y - 2);
float dt0z = dt * (gridSize.z - 2);
for(int z = 1; z < gridSize.z - 1; z++)
{
for(int y = 1; y < gridSize.y - 1; y++)
{
for(int x = 1; x < gridSize.x - 1; x++)
{
float3 pos = float3(x - dt0x * velocityX[x, y, z], y - dt0y * velocityY[x, y, z], z - dt0z * velocityZ[x, y, z]);
pos.x = clamp(pos.x, 0.5f, gridSize.x - 1.5f);
pos.y = clamp(pos.y, 0.5f, gridSize.y - 1.5f);
pos.z = clamp(pos.z, 0.5f, gridSize.z - 1.5f);
int3 i0 = int3(pos);
int3 i1 = i0 + int3(1, 1, 1);
float3 s1 = pos - i0;
float3 s0 = 1 - s1;
density[x, y, z] =
s0.x * (s0.y * (s0.z * density0[i0.x, i0.y, i0.z] + s1.z * density0[i0.x, i0.y, i1.z]) +
s1.y * (s0.z * density0[i0.x, i1.y, i0.z] + s1.z * density0[i0.x, i1.y, i1.z])) +
s1.x * (s0.y * (s0.z * density0[i1.x, i0.y, i0.z] + s1.z * density0[i1.x, i0.y, i1.z]) +
s1.y * (s0.z * density0[i1.x, i1.y, i0.z] + s1.z * density0[i1.x, i1.y, i1.z]));
}
}
}
setBound(b, density);
}
void project(FluidGridData<float> velocityX, FluidGridData<float> velocityY, FluidGridData<float> velocityZ, FluidGridData<float> pressure, FluidGridData<float> divergence, int iter)
{
for(int z = 1; z < gridSize.z - 1; z++)
{
for(int y = 1; y < gridSize.y - 1; y++)
{
for(int x = 1; x < gridSize.x - 1; x++)
{
divergence[x, y, z] = -0.5f * (velocityX[x + 1, y, z] - velocityX[x - 1, y, z] + velocityY[x, y + 1, z] - velocityY[x, y - 1, z] + velocityZ[x, y, z + 1] - velocityZ[x, y, z - 1]) / gridSize.x;
pressure[x, y, z] = 0;
}
}
}
setBound(0, divergence);
setBound(0, pressure);
linearSolve(0, pressure, divergence, 1, 6, iter);
for(int z = 1; z < gridSize.z - 1; z++)
{
for(int y = 1; y < gridSize.y - 1; y++)
{
for(int x = 1; x < gridSize.x - 1; x++)
{
velocityX[x, y, z] -= 0.5f * (pressure[x + 1, y, z] - pressure[x - 1, y, z]) * gridSize.x;
velocityY[x, y, z] -= 0.5f * (pressure[x, y + 1, z] - pressure[x, y - 1, z]) * gridSize.y;
velocityZ[x, y, z] -= 0.5f * (pressure[x, y, z + 1] - pressure[x, y, z - 1]) * gridSize.z;
}
}
}
setBound(1, velocityX);
setBound(2, velocityY);
setBound(3, velocityZ);
}
[shader("compute")]
void computeMain(uint3 dispatchThreadID : SV_DispatchThreadID)
{
diffuse(1, pComputeParams.velocityX0, pComputeParams.velocityX, pComputeParams.viscosity, pComputeParams.dt, 20);
diffuse(2, pComputeParams.velocityY0, pComputeParams.velocityY, pComputeParams.viscosity, pComputeParams.dt, 20);
diffuse(3, pComputeParams.velocityZ0, pComputeParams.velocityZ, pComputeParams.viscosity, pComputeParams.dt, 20);
project(pComputeParams.velocityX0, pComputeParams.velocityY0, pComputeParams.velocityZ0, pComputeParams.scratch, pComputeParams.density, 20);
advect(1, pComputeParams.velocityX, pComputeParams.velocityX0, pComputeParams.velocityX0, pComputeParams.velocityY0, pComputeParams.velocityZ0, pComputeParams.dt);
advect(2, pComputeParams.velocityY, pComputeParams.velocityY0, pComputeParams.velocityX0, pComputeParams.velocityY0, pComputeParams.velocityZ0, pComputeParams.dt);
advect(3, pComputeParams.velocityZ, pComputeParams.velocityZ0, pComputeParams.velocityX0, pComputeParams.velocityY0, pComputeParams.velocityZ0, pComputeParams.dt);
diffuse(0, pComputeParams.scratch, pComputeParams.density, pComputeParams.diffusion, pComputeParams.dt, 20);
advect(0, pComputeParams.density, pComputeParams.scratch, pComputeParams.velocityX0, pComputeParams.velocityY0, pComputeParams.velocityZ0, pComputeParams.dt);
}
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target_sources(FluidSimulation
PRIVATE
SimulationComputePass.h
SimulationComputePass.cpp
FluidRenderPass.h
FluidRenderPass.cpp
FluidSimulationView.h
FluidSimulationView.cpp
main.cpp)
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#include "FluidRenderPass.h"
#include "Graphics/Enums.h"
#include "Graphics/Graphics.h"
#include "Graphics/Initializer.h"
#include "Graphics/RenderTarget.h"
#include "Graphics/Shader.h"
using namespace Seele;
FluidRenderPass::FluidRenderPass(Seele::Gfx::PGraphics graphics) : RenderPass(graphics) {
pipelineLayout = graphics->createPipelineLayout("FluidPipelineLayout");
descriptorLayout = graphics->createDescriptorLayout("params");
descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = "density",
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
});
descriptorLayout->create();
pipelineLayout->addDescriptorLayout(descriptorLayout);
graphics->beginShaderCompilation(ShaderCompilationInfo{
.name = "Fluid",
.modules = {"Render"},
.entryPoints = {{"vertexMain", "Render"}, {"fragmentMain", "Render"}},
.rootSignature = pipelineLayout,
.dumpIntermediate = true,
});
pipelineLayout->create();
vertexShader = graphics->createVertexShader({0});
fragmentShader = graphics->createFragmentShader({1});
}
FluidRenderPass::~FluidRenderPass() {}
void FluidRenderPass::beginFrame(const Seele::Component::Camera &camera, const Seele::Component::Transform &transform) {
updateViewParameters(camera, transform);
descriptorSet = descriptorLayout->allocateDescriptorSet();
descriptorSet->updateBuffer("density", 0, densityBuffer);
descriptorSet->writeChanges();
}
void FluidRenderPass::render() {
graphics->beginRenderPass(renderPass);
graphics->endRenderPass();
}
void FluidRenderPass::endFrame() {}
void FluidRenderPass::publishOutputs() {
depthTexture = graphics->createTexture2D(TextureCreateInfo{
.format = Gfx::SE_FORMAT_D32_SFLOAT,
.width = viewport->getWidth(),
.height = viewport->getHeight(),
.name = "FluidDepth",
.usage = Gfx::SE_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT,
});
}
void FluidRenderPass::createRenderPass() {
densityBuffer = resources->requestBuffer("DENSITY");
colorAttachment = Gfx::RenderTargetAttachment(viewport->getOwner()->getBackBuffer()->getDefaultView(), Gfx::SE_IMAGE_LAYOUT_UNDEFINED,
Gfx::SE_IMAGE_LAYOUT_PRESENT_SRC_KHR, Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR,
Gfx::SE_ATTACHMENT_STORE_OP_STORE);
depthAttachment = Gfx::RenderTargetAttachment(depthTexture->getDefaultView(), Gfx::SE_IMAGE_LAYOUT_UNDEFINED,
Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR,
Gfx::SE_ATTACHMENT_STORE_OP_DONT_CARE);
depthAttachment.clear.depthStencil.depth = 0.0f;
Gfx::RenderTargetLayout layout = Gfx::RenderTargetLayout{
.colorAttachments = {colorAttachment},
.depthAttachment = depthAttachment,
};
Array<Gfx::SubPassDependency> dependency = {
{
.srcSubpass = ~0U,
.dstSubpass = 0,
.srcStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT |
Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
.dstStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT |
Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
.srcAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT |
Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
.dstAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT |
Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
},
{
.srcSubpass = 0,
.dstSubpass = ~0U,
.srcStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT |
Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
.dstStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT |
Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
.srcAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT |
Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
.dstAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT |
Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
},
};
renderPass = graphics->createRenderPass(layout, dependency, viewport->getRenderArea(), "FluidRenderPass");
pipeline = graphics->createGraphicsPipeline(Gfx::LegacyPipelineCreateInfo{
.vertexShader = vertexShader,
.fragmentShader = fragmentShader,
.renderPass = renderPass,
.pipelineLayout = pipelineLayout,
.multisampleState =
{
.samples = Gfx::SE_SAMPLE_COUNT_1_BIT,
},
.rasterizationState =
{
.cullMode = Gfx::SE_CULL_MODE_BACK_BIT,
},
.colorBlend =
{
.attachmentCount = 1,
.blendAttachments =
{
Gfx::ColorBlendState::BlendAttachment{
.blendEnable = true,
},
},
},
});
}
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#pragma once
#include "Component/Transform.h"
#include "Graphics/Descriptor.h"
#include "Graphics/Initializer.h"
#include "Graphics/RenderPass/RenderPass.h"
#include "MinimalEngine.h"
class FluidRenderPass : public Seele::RenderPass {
public:
FluidRenderPass(Seele::Gfx::PGraphics graphics);
virtual ~FluidRenderPass() override;
virtual void beginFrame(const Seele::Component::Camera &camera, const Seele::Component::Transform &transform) override;
virtual void render() override;
virtual void endFrame() override;
virtual void publishOutputs() override;
virtual void createRenderPass() override;
private:
Seele::Gfx::RenderTargetAttachment colorAttachment;
Seele::Gfx::RenderTargetAttachment depthAttachment;
Seele::Gfx::OTexture2D depthTexture;
Seele::Gfx::OPipelineLayout pipelineLayout;
Seele::Gfx::ODescriptorLayout descriptorLayout;
Seele::Gfx::ODescriptorSet descriptorSet;
Seele::Gfx::OVertexShader vertexShader;
Seele::Gfx::OFragmentShader fragmentShader;
Seele::Gfx::PGraphicsPipeline pipeline;
Seele::Gfx::PShaderBuffer densityBuffer;
};
DEFINE_REF(FluidRenderPass)
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#include "FluidSimulationView.h"
#include "FluidRenderPass.h"
#include "SimulationComputePass.h"
using namespace Seele;
FluidSimulationView::FluidSimulationView(Gfx::PGraphics graphics, Seele::PWindow window, const Seele::ViewportCreateInfo &createInfo)
: View(graphics, window, createInfo, "Fluid Simulation View") {
camera = Component::Camera{};
transform = Component::Transform{
.transform = Math::Transform({0.0f, 0.0f, -5.0f}),
};
renderGraph.addPass(new SimulationComputePass(graphics));
renderGraph.addPass(new FluidRenderPass(graphics));
renderGraph.setViewport(viewport);
renderGraph.createRenderPass();
}
FluidSimulationView::~FluidSimulationView() {}
void FluidSimulationView::beginUpdate() {}
void FluidSimulationView::update() {}
void FluidSimulationView::commitUpdate() {}
void FluidSimulationView::prepareRender() {}
void FluidSimulationView::render() { renderGraph.render(camera, transform); }
void FluidSimulationView::applyArea(Seele::URect area) {}
void FluidSimulationView::keyCallback(Seele::KeyCode code, Seele::InputAction action, Seele::KeyModifier modifier) {}
void FluidSimulationView::mouseMoveCallback(double xPos, double yPos) {}
void FluidSimulationView::mouseButtonCallback(Seele::MouseButton button, Seele::InputAction action, Seele::KeyModifier modifier) {}
void FluidSimulationView::scrollCallback(double xOffset, double yOffset) {}
void FluidSimulationView::fileCallback(int count, const char **paths) {}
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#pragma once
#include "Graphics/Enums.h"
#include "Graphics/Initializer.h"
#include "Graphics/RenderPass/RenderGraph.h"
#include "Window/View.h"
class FluidSimulationView : public Seele::View {
public:
FluidSimulationView(Seele::Gfx::PGraphics graphics, Seele::PWindow window, const Seele::ViewportCreateInfo &createInfo);
~FluidSimulationView() override;
virtual void beginUpdate() override;
virtual void update() override;
virtual void commitUpdate() override;
virtual void prepareRender() override;
virtual void render() override;
protected:
virtual void applyArea(Seele::URect area) override;
virtual void keyCallback(Seele::KeyCode code, Seele::InputAction action, Seele::KeyModifier modifier) override;
virtual void mouseMoveCallback(double xPos, double yPos) override;
virtual void mouseButtonCallback(Seele::MouseButton button, Seele::InputAction action, Seele::KeyModifier modifier) override;
virtual void scrollCallback(double xOffset, double yOffset) override;
virtual void fileCallback(int count, const char **paths) override;
private:
Seele::Component::Camera camera;
Seele::Component::Transform transform;
Seele::RenderGraph renderGraph;
};
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#include "SimulationComputePass.h"
#include "Graphics/Command.h"
#include "Graphics/Descriptor.h"
#include "Graphics/Enums.h"
#include "Graphics/Graphics.h"
#include "Graphics/Initializer.h"
#include "Graphics/Shader.h"
using namespace Seele;
#define SWAP(a, b) \
{ \
auto temp = std::move(a); \
a = std::move(b); \
b = std::move(temp); \
}
SimulationComputePass::SimulationComputePass(Seele::Gfx::PGraphics graphics) : RenderPass(graphics) {
{
setBounds.pipelineLayout = graphics->createPipelineLayout("SetBoundsPipelineLayout");
setBounds.descriptorLayout = graphics->createDescriptorLayout("params");
setBounds.descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = "b",
.uniformLength = sizeof(int),
});
setBounds.descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = "grid",
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
});
setBounds.descriptorLayout->create();
setBounds.pipelineLayout->addDescriptorLayout(setBounds.descriptorLayout);
graphics->beginShaderCompilation(ShaderCompilationInfo{
.name = "SetBound",
.modules = {"SetBound"},
.entryPoints = {{"setBound", "SetBound"}, {"setBoundEdges", "SetBound"}, {"setBoundCorners", "SetBound"}},
.rootSignature = setBounds.pipelineLayout,
});
setBounds.pipelineLayout->create();
setBounds.shader = graphics->createComputeShader({0});
setBounds.shaderEdges = graphics->createComputeShader({1});
setBounds.shaderCorners = graphics->createComputeShader({2});
setBounds.pipeline = graphics->createComputePipeline(Gfx::ComputePipelineCreateInfo{
.computeShader = setBounds.shader,
.pipelineLayout = setBounds.pipelineLayout,
});
setBounds.pipelineEdges = graphics->createComputePipeline(Gfx::ComputePipelineCreateInfo{
.computeShader = setBounds.shaderEdges,
.pipelineLayout = setBounds.pipelineLayout,
});
setBounds.pipelineCorners = graphics->createComputePipeline(Gfx::ComputePipelineCreateInfo{
.computeShader = setBounds.shaderCorners,
.pipelineLayout = setBounds.pipelineLayout,
});
}
{
linearSolve.pipelineLayout = graphics->createPipelineLayout("LinearSolvePipelineLayout");
linearSolve.descriptorLayout = graphics->createDescriptorLayout("params");
linearSolve.descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = "a",
.uniformLength = sizeof(float),
});
linearSolve.descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = "c",
.uniformLength = sizeof(float),
});
linearSolve.descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = "next",
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
});
linearSolve.descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = "current",
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
});
linearSolve.descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = "grid0",
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
});
linearSolve.descriptorLayout->create();
linearSolve.pipelineLayout->addDescriptorLayout(linearSolve.descriptorLayout);
graphics->beginShaderCompilation(ShaderCompilationInfo{
.name = "LinearSolve",
.modules = {"LinearSolve"},
.entryPoints = {{"linearSolve", "LinearSolve"}},
.rootSignature = linearSolve.pipelineLayout,
});
linearSolve.pipelineLayout->create();
linearSolve.shader = graphics->createComputeShader({0});
linearSolve.pipeline = graphics->createComputePipeline(Gfx::ComputePipelineCreateInfo{
.computeShader = linearSolve.shader,
.pipelineLayout = linearSolve.pipelineLayout,
});
}
{
computeDivergence.pipelineLayout = graphics->createPipelineLayout("ComputeDivergencePipelineLayout");
computeDivergence.descriptorLayout = graphics->createDescriptorLayout("params");
computeDivergence.descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = "velocityX",
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
});
computeDivergence.descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = "velocityY",
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
});
computeDivergence.descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = "velocityZ",
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
});
computeDivergence.descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = "divergence",
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
});
computeDivergence.descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = "pressure",
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
});
computeDivergence.descriptorLayout->create();
computeDivergence.pipelineLayout->addDescriptorLayout(computeDivergence.descriptorLayout);
graphics->beginShaderCompilation(ShaderCompilationInfo{
.name = "Divergence",
.modules = {"Divergence"},
.entryPoints = {{"computeDivergence", "Divergence"}},
.rootSignature = computeDivergence.pipelineLayout,
});
computeDivergence.pipelineLayout->create();
computeDivergence.shader = graphics->createComputeShader({0});
computeDivergence.pipeline = graphics->createComputePipeline(Gfx::ComputePipelineCreateInfo{
.computeShader = computeDivergence.shader,
.pipelineLayout = computeDivergence.pipelineLayout,
});
}
{
project.pipelineLayout = graphics->createPipelineLayout("ProjectPipelineLayout");
project.descriptorLayout = graphics->createDescriptorLayout("params");
project.descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = "velocityX",
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
});
project.descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = "velocityY",
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
});
project.descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = "velocityZ",
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
});
project.descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = "pressure",
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
});
project.descriptorLayout->create();
project.pipelineLayout->addDescriptorLayout(project.descriptorLayout);
graphics->beginShaderCompilation(ShaderCompilationInfo{
.name = "Project",
.modules = {"Project"},
.entryPoints = {{"project", "Project"}},
.rootSignature = project.pipelineLayout,
});
project.pipelineLayout->create();
project.shader = graphics->createComputeShader({0});
project.pipeline = graphics->createComputePipeline(Gfx::ComputePipelineCreateInfo{
.computeShader = project.shader,
.pipelineLayout = project.pipelineLayout,
});
}
{
advect.pipelineLayout = graphics->createPipelineLayout("AdvectPipelineLayout");
advect.descriptorLayout = graphics->createDescriptorLayout("params");
advect.descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = "density",
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
});
advect.descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = "density0",
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
});
advect.descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = "velocityX",
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
});
advect.descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = "velocityY",
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
});
advect.descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = "velocityZ",
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
});
advect.descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = "dt",
.uniformLength = sizeof(float),
});
advect.descriptorLayout->create();
advect.pipelineLayout->addDescriptorLayout(advect.descriptorLayout);
graphics->beginShaderCompilation(ShaderCompilationInfo{
.name = "Advect",
.modules = {"Advect"},
.entryPoints = {{"advect", "Advect"}},
.rootSignature = advect.pipelineLayout,
});
advect.pipelineLayout->create();
advect.shader = graphics->createComputeShader({0});
advect.pipeline = graphics->createComputePipeline(Gfx::ComputePipelineCreateInfo{
.computeShader = advect.shader,
.pipelineLayout = advect.pipelineLayout,
});
}
uint64_t bufferSize = gridSize * gridSize * gridSize * sizeof(float);
densityBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
.sourceData =
{
.size = bufferSize,
},
.name = "DensityBuffer",
});
scratchBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
.sourceData =
{
.size = bufferSize,
},
.name = "Density0Buffer",
});
velocityXNextBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
.sourceData =
{
.size = bufferSize,
},
.name = "VelocityXNextBuffer",
});
velocityYNextBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
.sourceData =
{
.size = bufferSize,
},
.name = "VelocityYNextBuffer",
});
velocityZNextBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
.sourceData =
{
.size = bufferSize,
},
.name = "VelocityZNextBuffer",
});
velocityXBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
.sourceData =
{
.size = bufferSize,
},
.name = "VelocityXBuffer",
});
velocityYBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
.sourceData =
{
.size = bufferSize,
},
.name = "VelocityYBuffer",
});
velocityZBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
.sourceData =
{
.size = bufferSize,
},
.name = "VelocityZBuffer",
});
velocityX0Buffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
.sourceData =
{
.size = bufferSize,
},
.name = "VelocityX0Buffer",
});
velocityY0Buffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
.sourceData =
{
.size = bufferSize,
},
.name = "VelocityY0Buffer",
});
velocityZ0Buffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
.sourceData =
{
.size = bufferSize,
},
.name = "VelocityZ0Buffer",
});
}
SimulationComputePass::~SimulationComputePass() {}
void SimulationComputePass::beginFrame(const Seele::Component::Camera &camera, const Seele::Component::Transform &transform) {
setBounds.descriptorLayout->reset();
linearSolve.descriptorLayout->reset();
computeDivergence.descriptorLayout->reset();
project.descriptorLayout->reset();
advect.descriptorLayout->reset();
}
void SimulationComputePass::render() {
for (uint iteration = 0; iteration < 4; ++iteration) {
float a = dt * viscosity * (gridSize - 2) * (gridSize - 2) * (gridSize - 2);
float c = 1 + 6 * a;
linearSolvePass(velocityXNextBuffer, velocityXBuffer, velocityX0Buffer, a, c);
linearSolvePass(velocityYNextBuffer, velocityYBuffer, velocityY0Buffer, a, c);
linearSolvePass(velocityZNextBuffer, velocityZBuffer, velocityZ0Buffer, a, c);
setBoundsPass(velocityXNextBuffer, 1);
setBoundsPass(velocityYNextBuffer, 2);
setBoundsPass(velocityZNextBuffer, 3);
SWAP(velocityXBuffer, velocityXNextBuffer);
SWAP(velocityYBuffer, velocityYNextBuffer);
SWAP(velocityZBuffer, velocityZNextBuffer);
}
SWAP(velocityX0Buffer, velocityXBuffer);
SWAP(velocityY0Buffer, velocityYBuffer);
SWAP(velocityZ0Buffer, velocityZBuffer);
Gfx::PShaderBuffer divergence = velocityXBuffer;
Gfx::PShaderBuffer pressureCurrent = velocityYBuffer;
Gfx::PShaderBuffer pressureNext = velocityZBuffer;
divergencePass(divergence, pressureCurrent, velocityX0Buffer, velocityY0Buffer, velocityZ0Buffer);
for (int iteration = 0; iteration < 4; ++iteration) {
linearSolvePass(pressureNext, pressureCurrent, divergence, 1, 6);
setBoundsPass(pressureNext, 0);
// swap pressure buffers
SWAP(pressureCurrent, pressureNext);
}
projectPass(velocityX0Buffer, velocityY0Buffer, velocityZ0Buffer, pressureCurrent);
setBoundsPass(velocityX0Buffer, 1);
setBoundsPass(velocityY0Buffer, 2);
setBoundsPass(velocityZ0Buffer, 3);
advectPass(velocityXBuffer, velocityX0Buffer, velocityX0Buffer, velocityY0Buffer, velocityZ0Buffer, dt);
advectPass(velocityYBuffer, velocityY0Buffer, velocityX0Buffer, velocityY0Buffer, velocityZ0Buffer, dt);
advectPass(velocityZBuffer, velocityZ0Buffer, velocityX0Buffer, velocityY0Buffer, velocityZ0Buffer, dt);
setBoundsPass(velocityXBuffer, 1);
setBoundsPass(velocityYBuffer, 2);
setBoundsPass(velocityZBuffer, 3);
// swap velocity buffers
SWAP(velocityX0Buffer, velocityXBuffer);
SWAP(velocityY0Buffer, velocityYBuffer);
SWAP(velocityZ0Buffer, velocityZBuffer);
// diffuse density
for (int iteration = 0; iteration < 4; ++iteration) {
float a = dt * diffusion * (gridSize - 2) * (gridSize - 2) * (gridSize - 2);
float c = 1 + 6 * a;
linearSolvePass(scratchBuffer, densityBuffer, densityBuffer, a, c);
setBoundsPass(scratchBuffer, 0);
}
advectPass(densityBuffer, scratchBuffer, velocityX0Buffer, velocityY0Buffer, velocityZ0Buffer, dt);
setBoundsPass(densityBuffer, 0);
}
void SimulationComputePass::endFrame() {}
void SimulationComputePass::publishOutputs() { resources->registerBufferOutput("DENSITY", densityBuffer); }
void SimulationComputePass::createRenderPass() {}
void SimulationComputePass::setBoundsPass(Gfx::PShaderBuffer grid, int b) {
Gfx::ODescriptorSet bounds = setBounds.descriptorLayout->allocateDescriptorSet();
bounds->updateConstants("b", 0, &b);
bounds->updateBuffer("grid", 0, grid);
bounds->writeChanges();
Gfx::OComputeCommand boundsCommand = graphics->createComputeCommand();
boundsCommand->bindPipeline(setBounds.pipeline);
boundsCommand->bindDescriptor(bounds);
boundsCommand->dispatch(gridSize / setBounds.threadGroupSize.x, gridSize / setBounds.threadGroupSize.y, 1);
graphics->executeCommands(std::move(boundsCommand));
grid->pipelineBarrier(Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT, Gfx::SE_ACCESS_SHADER_WRITE_BIT,
Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
Gfx::OComputeCommand edgesCommand = graphics->createComputeCommand();
edgesCommand->bindPipeline(setBounds.pipelineEdges);
edgesCommand->bindDescriptor(bounds);
edgesCommand->dispatch(gridSize / setBounds.threadGroupSize.x, 1, 1);
graphics->executeCommands(std::move(edgesCommand));
grid->pipelineBarrier(Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT, Gfx::SE_ACCESS_SHADER_WRITE_BIT,
Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
Gfx::OComputeCommand cornersCommand = graphics->createComputeCommand();
cornersCommand->bindPipeline(setBounds.pipelineCorners);
cornersCommand->bindDescriptor(bounds);
cornersCommand->dispatch(1, 1, 1);
graphics->executeCommands(std::move(cornersCommand));
grid->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT, Gfx::SE_ACCESS_SHADER_READ_BIT,
Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
}
void SimulationComputePass::linearSolvePass(Gfx::PShaderBuffer current, Gfx::PShaderBuffer next, Gfx::PShaderBuffer grid0, float a,
float c) {
Gfx::ODescriptorSet solve = linearSolve.descriptorLayout->allocateDescriptorSet();
solve->updateBuffer("grid0", 0, grid0);
solve->updateBuffer("current", 0, current);
solve->updateBuffer("next", 0, next);
solve->updateConstants("a", 0, &a);
solve->updateConstants("c", 0, &c);
solve->writeChanges();
Gfx::OComputeCommand solveCommand = graphics->createComputeCommand();
solveCommand->bindPipeline(linearSolve.pipeline);
solveCommand->bindDescriptor(solve);
solveCommand->dispatch(gridSize / linearSolve.threadGroupSize.x, gridSize / linearSolve.threadGroupSize.y,
gridSize / linearSolve.threadGroupSize.z);
graphics->executeCommands(std::move(solveCommand));
next->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT, Gfx::SE_ACCESS_SHADER_READ_BIT,
Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
}
void SimulationComputePass::divergencePass(Seele::Gfx::PShaderBuffer divergence, Seele::Gfx::PShaderBuffer pressure,
Seele::Gfx::PShaderBuffer velocityX, Seele::Gfx::PShaderBuffer velocityY,
Seele::Gfx::PShaderBuffer velocityZ) {
Gfx::ODescriptorSet divergenceSet = computeDivergence.descriptorLayout->allocateDescriptorSet();
divergenceSet->updateBuffer("velocityX", 0, velocityX);
divergenceSet->updateBuffer("velocityY", 0, velocityY);
divergenceSet->updateBuffer("velocityZ", 0, velocityZ);
divergenceSet->updateBuffer("divergence", 0, divergence);
divergenceSet->updateBuffer("pressure", 0, pressure);
divergenceSet->writeChanges();
Gfx::OComputeCommand divergenceCommand = graphics->createComputeCommand();
divergenceCommand->bindPipeline(computeDivergence.pipeline);
divergenceCommand->bindDescriptor(divergenceSet);
divergenceCommand->dispatch(gridSize / computeDivergence.threadGroupSize.x, gridSize / computeDivergence.threadGroupSize.y,
gridSize / computeDivergence.threadGroupSize.z);
graphics->executeCommands(std::move(divergenceCommand));
// divergence is now in velocityXBuffer, pressure is in velocityYBuffer
divergence->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT, Gfx::SE_ACCESS_SHADER_READ_BIT,
Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
pressure->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT, Gfx::SE_ACCESS_SHADER_READ_BIT,
Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
}
void SimulationComputePass::projectPass(Seele::Gfx::PShaderBuffer velocityX, Seele::Gfx::PShaderBuffer velocityY,
Seele::Gfx::PShaderBuffer velocityZ, Seele::Gfx::PShaderBuffer pressure) {
Gfx::ODescriptorSet projectSet = project.descriptorLayout->allocateDescriptorSet();
projectSet->updateBuffer("velocityX", 0, velocityX);
projectSet->updateBuffer("velocityY", 0, velocityY);
projectSet->updateBuffer("velocityZ", 0, velocityZ);
projectSet->updateBuffer("pressure", 0, pressure);
projectSet->writeChanges();
Gfx::OComputeCommand projectCommand = graphics->createComputeCommand();
projectCommand->bindPipeline(project.pipeline);
projectCommand->bindDescriptor(projectSet);
projectCommand->dispatch(gridSize / project.threadGroupSize.x, gridSize / project.threadGroupSize.y,
gridSize / project.threadGroupSize.z);
graphics->executeCommands(std::move(projectCommand));
velocityX->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT, Gfx::SE_ACCESS_SHADER_READ_BIT,
Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
velocityY->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT, Gfx::SE_ACCESS_SHADER_READ_BIT,
Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
velocityZ->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT, Gfx::SE_ACCESS_SHADER_READ_BIT,
Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
}
void SimulationComputePass::advectPass(Gfx::PShaderBuffer quantity, Gfx::PShaderBuffer quantity0, Gfx::PShaderBuffer velocityX,
Gfx::PShaderBuffer velocityY, Gfx::PShaderBuffer velocityZ, float dt) {
Gfx::ODescriptorSet advectSet = this->advect.descriptorLayout->allocateDescriptorSet();
advectSet->updateBuffer("density", 0, quantity);
advectSet->updateBuffer("density0", 0, quantity0);
advectSet->updateBuffer("velocityX", 0, velocityX);
advectSet->updateBuffer("velocityY", 0, velocityY);
advectSet->updateBuffer("velocityZ", 0, velocityZ);
advectSet->updateConstants("dt", 0, &dt);
advectSet->writeChanges();
Gfx::OComputeCommand advectCommand = graphics->createComputeCommand();
advectCommand->bindPipeline(advect.pipeline);
advectCommand->bindDescriptor(advectSet);
advectCommand->dispatch(gridSize / advect.threadGroupSize.x, gridSize / advect.threadGroupSize.y, gridSize / advect.threadGroupSize.z);
graphics->executeCommands(std::move(advectCommand));
quantity->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT, Gfx::SE_ACCESS_SHADER_READ_BIT,
Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
}
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#pragma once
#include "Graphics/Buffer.h"
#include "Graphics/Descriptor.h"
#include "Graphics/Initializer.h"
#include "Graphics/RenderPass/RenderPass.h"
#include "Graphics/Resources.h"
#include <sys/types.h>
class SimulationComputePass : public Seele::RenderPass {
public:
SimulationComputePass(Seele::Gfx::PGraphics graphics);
virtual ~SimulationComputePass() override;
virtual void beginFrame(const Seele::Component::Camera &camera, const Seele::Component::Transform &transform) override;
virtual void render() override;
virtual void endFrame() override;
virtual void publishOutputs() override;
virtual void createRenderPass() override;
private:
void setBoundsPass(Seele::Gfx::PShaderBuffer buffer, int b);
void linearSolvePass(Seele::Gfx::PShaderBuffer next, Seele::Gfx::PShaderBuffer current, Seele::Gfx::PShaderBuffer grid0, float a, float c);
void divergencePass(Seele::Gfx::PShaderBuffer divergence, Seele::Gfx::PShaderBuffer pressure, Seele::Gfx::PShaderBuffer velocityX, Seele::Gfx::PShaderBuffer velocityY, Seele::Gfx::PShaderBuffer velocityZ);
void projectPass(Seele::Gfx::PShaderBuffer velocityX, Seele::Gfx::PShaderBuffer velocityY, Seele::Gfx::PShaderBuffer velocityZ, Seele::Gfx::PShaderBuffer pressure);
void advectPass(Seele::Gfx::PShaderBuffer quantity, Seele::Gfx::PShaderBuffer quantity0, Seele::Gfx::PShaderBuffer velocityX, Seele::Gfx::PShaderBuffer velocityY, Seele::Gfx::PShaderBuffer velocityZ, float dt);
float viscosity = 0.001f;
float diffusion = 0.0001f;
float dt = 0.1f;
constexpr static uint gridSize = 128;
struct SetBounds
{
Seele::Gfx::OPipelineLayout pipelineLayout;
Seele::Gfx::ODescriptorLayout descriptorLayout;
Seele::Gfx::OComputeShader shader;
Seele::Gfx::PComputePipeline pipeline;
Seele::Gfx::OComputeShader shaderEdges;
Seele::Gfx::PComputePipeline pipelineEdges;
Seele::Gfx::OComputeShader shaderCorners;
Seele::Gfx::PComputePipeline pipelineCorners;
constexpr static Seele::UVector threadGroupSize = {32, 8, 1};
} setBounds;
struct LinearSolve
{
Seele::Gfx::OPipelineLayout pipelineLayout;
Seele::Gfx::ODescriptorLayout descriptorLayout;
Seele::Gfx::OComputeShader shader;
Seele::Gfx::PComputePipeline pipeline;
constexpr static Seele::UVector threadGroupSize = {32, 8, 1};
} linearSolve;
struct ComputeDivergence
{
Seele::Gfx::OPipelineLayout pipelineLayout;
Seele::Gfx::ODescriptorLayout descriptorLayout;
Seele::Gfx::OComputeShader shader;
Seele::Gfx::PComputePipeline pipeline;
constexpr static Seele::UVector threadGroupSize = {32, 8, 1};
} computeDivergence;
struct Project
{
Seele::Gfx::OPipelineLayout pipelineLayout;
Seele::Gfx::ODescriptorLayout descriptorLayout;
Seele::Gfx::OComputeShader shader;
Seele::Gfx::PComputePipeline pipeline;
constexpr static Seele::UVector threadGroupSize = {32, 8, 1};
} project;
struct Advect
{
Seele::Gfx::OPipelineLayout pipelineLayout;
Seele::Gfx::ODescriptorLayout descriptorLayout;
Seele::Gfx::OComputeShader shader;
Seele::Gfx::PComputePipeline pipeline;
constexpr static Seele::UVector threadGroupSize = {32, 8, 1};
} advect;
Seele::Gfx::OShaderBuffer densityBuffer;
Seele::Gfx::OShaderBuffer scratchBuffer;
Seele::Gfx::OShaderBuffer velocityXNextBuffer;
Seele::Gfx::OShaderBuffer velocityYNextBuffer;
Seele::Gfx::OShaderBuffer velocityZNextBuffer;
Seele::Gfx::OShaderBuffer velocityXBuffer;
Seele::Gfx::OShaderBuffer velocityYBuffer;
Seele::Gfx::OShaderBuffer velocityZBuffer;
Seele::Gfx::OShaderBuffer velocityX0Buffer;
Seele::Gfx::OShaderBuffer velocityY0Buffer;
Seele::Gfx::OShaderBuffer velocityZ0Buffer;
};
DEFINE_REF(SimulationComputePass)
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#include "FluidSimulationView.h"
#include "Graphics/Initializer.h"
#include "Graphics/Vulkan/Graphics.h"
#include "Window/WindowManager.h"
using namespace Seele;
int main() {
Gfx::OGraphics graphics = new Vulkan::Graphics();
graphics->init(GraphicsInitializer());
OWindowManager windowManager = new WindowManager();
auto window = windowManager->addWindow(graphics, WindowCreateInfo{
.title = "Seele Fluid Simulation",
.width = 1280,
.height = 720,
});
auto view = new FluidSimulationView(graphics, window,
ViewportCreateInfo{
.dimensions =
{
.size =
{
1280,
720,
},
},
});
view->setFocused();
window->show();
while(!window->shouldClose()) {
windowManager->render();
}
return 0;
}
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{
"dependencies": [
{
"name": "vulkan"
},
"vulkan-loader",
{
"name": "vulkan-memory-allocator"
},
"assimp",
"stb",
"entt",
"freetype",
"glfw3",
"glm",
"ktx",
"nlohmann-json",
"fmt",
"gtest",
"lunasvg",
"harfbuzz",
"shader-slang",
"metis",
"meshoptimizer"
]
}