#pragma kernel Calculate // Define fallof function to be used. Options: GENERIC_METABALL_FUNCTION, ELECTRIC_POTENTIAL_FUNCTION #define GENERIC_METABALL_FUNCTION // // structs and buffers associated with them // struct Values { float edge0Val, edge1Val, edge2Val, edge3Val, edge4Val, edge5Val, edge6Val, edge7Val; }; struct Positions { float3 centerPos; float3 edge0Pos, edge1Pos, edge2Pos, edge3Pos, edge4Pos, edge5Pos, edge6Pos, edge7Pos; }; struct Vertices { int index; float3 edge0, edge1, edge2, edge3, edge4, edge5, edge6, edge7, edge8, edge9, edge10, edge11; }; struct Ball { float factor; float3 position; }; StructuredBuffer positions; StructuredBuffer metaballs; StructuredBuffer edgeMap; RWStructuredBuffer edgeVertices; // // misc variables // int width; int height; int numMetaballs; float threshold; // // lookup tables // static uint edgeTable[256] = { 0x0 , 0x109, 0x203, 0x30a, 0x406, 0x50f, 0x605, 0x70c, 0x80c, 0x905, 0xa0f, 0xb06, 0xc0a, 0xd03, 0xe09, 0xf00, 0x190, 0x99 , 0x393, 0x29a, 0x596, 0x49f, 0x795, 0x69c, 0x99c, 0x895, 0xb9f, 0xa96, 0xd9a, 0xc93, 0xf99, 0xe90, 0x230, 0x339, 0x33 , 0x13a, 0x636, 0x73f, 0x435, 0x53c, 0xa3c, 0xb35, 0x83f, 0x936, 0xe3a, 0xf33, 0xc39, 0xd30, 0x3a0, 0x2a9, 0x1a3, 0xaa , 0x7a6, 0x6af, 0x5a5, 0x4ac, 0xbac, 0xaa5, 0x9af, 0x8a6, 0xfaa, 0xea3, 0xda9, 0xca0, 0x460, 0x569, 0x663, 0x76a, 0x66 , 0x16f, 0x265, 0x36c, 0xc6c, 0xd65, 0xe6f, 0xf66, 0x86a, 0x963, 0xa69, 0xb60, 0x5f0, 0x4f9, 0x7f3, 0x6fa, 0x1f6, 0xff , 0x3f5, 0x2fc, 0xdfc, 0xcf5, 0xfff, 0xef6, 0x9fa, 0x8f3, 0xbf9, 0xaf0, 0x650, 0x759, 0x453, 0x55a, 0x256, 0x35f, 0x55 , 0x15c, 0xe5c, 0xf55, 0xc5f, 0xd56, 0xa5a, 0xb53, 0x859, 0x950, 0x7c0, 0x6c9, 0x5c3, 0x4ca, 0x3c6, 0x2cf, 0x1c5, 0xcc , 0xfcc, 0xec5, 0xdcf, 0xcc6, 0xbca, 0xac3, 0x9c9, 0x8c0, 0x8c0, 0x9c9, 0xac3, 0xbca, 0xcc6, 0xdcf, 0xec5, 0xfcc, 0xcc , 0x1c5, 0x2cf, 0x3c6, 0x4ca, 0x5c3, 0x6c9, 0x7c0, 0x950, 0x859, 0xb53, 0xa5a, 0xd56, 0xc5f, 0xf55, 0xe5c, 0x15c, 0x55 , 0x35f, 0x256, 0x55a, 0x453, 0x759, 0x650, 0xaf0, 0xbf9, 0x8f3, 0x9fa, 0xef6, 0xfff, 0xcf5, 0xdfc, 0x2fc, 0x3f5, 0xff , 0x1f6, 0x6fa, 0x7f3, 0x4f9, 0x5f0, 0xb60, 0xa69, 0x963, 0x86a, 0xf66, 0xe6f, 0xd65, 0xc6c, 0x36c, 0x265, 0x16f, 0x66 , 0x76a, 0x663, 0x569, 0x460, 0xca0, 0xda9, 0xea3, 0xfaa, 0x8a6, 0x9af, 0xaa5, 0xbac, 0x4ac, 0x5a5, 0x6af, 0x7a6, 0xaa , 0x1a3, 0x2a9, 0x3a0, 0xd30, 0xc39, 0xf33, 0xe3a, 0x936, 0x83f, 0xb35, 0xa3c, 0x53c, 0x435, 0x73f, 0x636, 0x13a, 0x33 , 0x339, 0x230, 0xe90, 0xf99, 0xc93, 0xd9a, 0xa96, 0xb9f, 0x895, 0x99c, 0x69c, 0x795, 0x49f, 0x596, 0x29a, 0x393, 0x99 , 0x190, 0xf00, 0xe09, 0xd03, 0xc0a, 0xb06, 0xa0f, 0x905, 0x80c, 0x70c, 0x605, 0x50f, 0x406, 0x30a, 0x203, 0x109, 0x0 }; static int verticesAtEndsOfEdges[24] = { 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 }; // // helper functions // int findIndex(Values edgeValue) { int cubeIndex = 0; if (edgeValue.edge0Val > threshold) { cubeIndex += 1; } if (edgeValue.edge1Val > threshold) { cubeIndex += 2; } if (edgeValue.edge2Val > threshold) { cubeIndex += 4; } if (edgeValue.edge3Val > threshold) { cubeIndex += 8; } if (edgeValue.edge4Val > threshold) { cubeIndex += 16; } if (edgeValue.edge5Val > threshold) { cubeIndex += 32; } if (edgeValue.edge6Val > threshold) { cubeIndex += 64; } if (edgeValue.edge7Val > threshold) { cubeIndex += 128; } return cubeIndex; } float getValueAtEdge(Values val, int i) { if (i == 0) { return val.edge0Val; } else if (i == 1) { return val.edge1Val; } else if (i == 2) { return val.edge2Val; } else if (i == 3) { return val.edge3Val; } else if (i == 4) { return val.edge4Val; } else if (i == 5) { return val.edge5Val; } else if (i == 6) { return val.edge6Val; } else { return val.edge7Val; } } Values zeroValuesStruct() { Values val; val.edge0Val = 0; val.edge1Val = 0; val.edge2Val = 0; val.edge3Val = 0; val.edge4Val = 0; val.edge5Val = 0; val.edge6Val = 0; val.edge7Val = 0; return val; } // // field function evaluation // float QuakeFastSqrt(float original_number) { float orig_half = 0.5f * original_number; int i = (int) original_number; i = 0x5f3759df - (i >> 1); original_number = (float)i; original_number = original_number * ( 1.5f - ( orig_half * original_number * original_number)); return original_number; } float metaballFalloffFunction(float factor, float3 dist) { #ifdef GENERIC_METABALL_FUNCTION return factor / (dist.x * dist.x + dist.y * dist.y + dist.z * dist.z); #endif #ifdef ELECTRIC_POTENTIAL_FUNCTION //return 8.987551788e9 * factor / sqrt(dist.x * dist.x + dist.y * dist.y + dist.z * dist.z); return 8.987551788e9 * factor / QuakeFastSqrt(dist.x * dist.x + dist.y * dist.y + dist.z * dist.z); #endif } Values evaluateFieldFunction(int pos) { Values edgeValues = zeroValuesStruct(); for (int i = 0; i < numMetaballs; i++) { float3 dist = positions[pos].edge0Pos - metaballs[i].position; edgeValues.edge0Val += metaballFalloffFunction(metaballs[i].factor, dist); dist = positions[pos].edge1Pos - metaballs[i].position; edgeValues.edge1Val += metaballFalloffFunction(metaballs[i].factor, dist); dist = positions[pos].edge2Pos - metaballs[i].position; edgeValues.edge2Val += metaballFalloffFunction(metaballs[i].factor, dist); dist = positions[pos].edge3Pos - metaballs[i].position; edgeValues.edge3Val += metaballFalloffFunction(metaballs[i].factor, dist); dist = positions[pos].edge4Pos - metaballs[i].position; edgeValues.edge4Val += metaballFalloffFunction(metaballs[i].factor, dist); dist = positions[pos].edge5Pos - metaballs[i].position; edgeValues.edge5Val += metaballFalloffFunction(metaballs[i].factor, dist); dist = positions[pos].edge6Pos - metaballs[i].position; edgeValues.edge6Val += metaballFalloffFunction(metaballs[i].factor, dist); dist = positions[pos].edge7Pos - metaballs[i].position; edgeValues.edge7Val += metaballFalloffFunction(metaballs[i].factor, dist); } return edgeValues; } // // computer shader kernel // [numthreads(8,8,8)] void Calculate(uint3 id : SV_DispatchThreadID) { int pos = id.x + width * (id.y + height * id.z); // find scalar values of a field on this position Values edgeValues = evaluateFieldFunction(pos); // partial marching cubes algorithm int cubeIndex = findIndex(edgeValues); int pattern = edgeTable[cubeIndex]; float3 verticesArr[12] = { float3(0, 0, 0), float3(0, 0, 0), float3(0, 0, 0), float3(0, 0, 0), float3(0, 0, 0), float3(0, 0, 0), float3(0, 0, 0), float3(0, 0, 0), float3(0, 0, 0), float3(0, 0, 0), float3(0, 0, 0), float3(0, 0, 0) }; for (int edge = 0; edge < 12; edge++) { if ((pattern & 1 << edge) != 0) { int vertIndex0 = verticesAtEndsOfEdges[(int)(edge * 2)]; int vertIndex1 = verticesAtEndsOfEdges[(int)(edge * 2 + 1)]; float vertValue0 = getValueAtEdge(edgeValues, vertIndex0); float vertValue1 = getValueAtEdge(edgeValues, vertIndex1); float3 vertPosition0 = positions[pos].centerPos + edgeMap[vertIndex0]; float3 vertPosition1 = positions[pos].centerPos + edgeMap[vertIndex1]; float delta = (threshold - vertValue0) / (vertValue1 - vertValue0); // lineary interpolate positions for smooth surface verticesArr[edge] = vertPosition0 + delta * (vertPosition1 - vertPosition0); } } // save processed data to edgeVertices buffer edgeVertices[pos].index = cubeIndex; edgeVertices[pos].edge0 = verticesArr[0]; edgeVertices[pos].edge1 = verticesArr[1]; edgeVertices[pos].edge2 = verticesArr[2]; edgeVertices[pos].edge3 = verticesArr[3]; edgeVertices[pos].edge4 = verticesArr[4]; edgeVertices[pos].edge5 = verticesArr[5]; edgeVertices[pos].edge6 = verticesArr[6]; edgeVertices[pos].edge7 = verticesArr[7]; edgeVertices[pos].edge8 = verticesArr[8]; edgeVertices[pos].edge9 = verticesArr[9]; edgeVertices[pos].edge10 = verticesArr[10]; edgeVertices[pos].edge11 = verticesArr[11]; }