basic marching cubes working

This commit is contained in:
2026-04-11 10:15:50 +02:00
parent a8bcaeee23
commit 8e8d5ca1c9
14 changed files with 784 additions and 127 deletions
+1 -1
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@@ -1,4 +1,4 @@
static const uint3 gridSize = uint3(64, 64, 64);
static const uint3 gridSize = uint3(32, 32, 32);
struct FluidGridData<T>
{
RWStructuredBuffer<T> dataGrid;
+9 -9
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@@ -1,32 +1,32 @@
import Common;
import FluidGridData;
struct Params
{
FluidGridData<float> density;
StructuredBuffer<float> vertexBuffer;
StructuredBuffer<uint> indexBuffer;
};
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);
uint index = params.indexBuffer[vertexId];
float3 vertex = float3(params.vertexBuffer[index * 3 + 0],
params.vertexBuffer[index * 3 + 1],
params.vertexBuffer[index * 3 + 2]) * 5;
output.position = mul(pViewParams.viewProjectionMatrix, float4(vertex, 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, 1];
return float4(d, d, d, 1);
return float4(0, 0, 1, 1);
}
+65
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@@ -0,0 +1,65 @@
import FluidGridData;
struct Params
{
float dtau;
// read-write: phi being reinitialized
FluidGridData<float> phi;
// read-only: snapshot of phi before reinitialization (for sign)
FluidGridData<float> phi0;
};
ParameterBlock<Params> params;
// Smooth sign function to avoid discontinuity at zero
float smoothSign(float x, float dx)
{
return x / sqrt(x * x + dx * dx);
}
[shader("compute")]
[numthreads(32, 8, 1)]
void reinitialize(uint3 dispatchThreadID : SV_DispatchThreadID)
{
uint x = dispatchThreadID.x + 1;
uint y = dispatchThreadID.y + 1;
uint z = dispatchThreadID.z + 1;
FluidGridData<float> phi = params.phi;
FluidGridData<float> phi0 = params.phi0;
if(x >= gridSize.x - 1 || y >= gridSize.y - 1 || z >= gridSize.z - 1) return;
float dtau = params.dtau;
float dx = 1.0f;
// Current value and original sign
float p = phi[x, y, z];
float s = smoothSign(phi0[x, y, z], dx);
// Upwind finite differences for |grad phi|
// Forward and backward differences
float dxp = phi[x + 1, y, z] - p;
float dxm = p - phi[x - 1, y, z];
float dyp = phi[x, y + 1, z] - p;
float dym = p - phi[x, y - 1, z];
float dzp = phi[x, y, z + 1] - p;
float dzm = p - phi[x, y, z - 1];
// Godunov upwind scheme
float gradPhi;
if (s > 0)
{
float ax = max(max(dxm, 0.0f), -min(dxp, 0.0f));
float ay = max(max(dym, 0.0f), -min(dyp, 0.0f));
float az = max(max(dzm, 0.0f), -min(dzp, 0.0f));
gradPhi = sqrt(ax * ax + ay * ay + az * az) / dx;
}
else
{
float ax = max(-min(dxm, 0.0f), max(dxp, 0.0f));
float ay = max(-min(dym, 0.0f), max(dyp, 0.0f));
float az = max(-min(dzm, 0.0f), max(dzp, 0.0f));
gradPhi = sqrt(ax * ax + ay * ay + az * az) / dx;
}
// Update: push |grad phi| toward 1
phi[x, y, z] = p - dtau * s * (gradPhi - 1.0f);
}