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schrodinger-simulation / Assets / Shaders / SchrodingerCompute.compute
@Lukas Lukas on 15 Dec 2022 1 KB initial commit
#pragma kernel process
#pragma kernel initialize

RWStructuredBuffer<float2> psi;
RWStructuredBuffer<float> potential;

int resolution;
static const float PI = 3.14159265;
static const float dt = 1e-9;
int speed;

float V(int x, int y) {
    if (x == 0 || x == resolution - 1 || y == 0 || y == resolution - 1) {
        return 1e11;
    }
    return -5e5 * potential[x + resolution * y];
}

float2 psi_(int x, int y) {
    if (x == 0 || x == resolution - 1 || y == 0 || y == resolution - 1) {
        return 0;
    }
    return psi[x + resolution * y];
}

float2 timesI(float2 number) {
    return float2(-number.y, number.x);
}

[numthreads(32,32,1)]
void process (uint3 id : SV_DispatchThreadID) {
    if (id.x == 0 || id.x == resolution - 1 || id.y == 0 || id.y == resolution - 1) {
        return;
    }
    float dx = 1.0 / resolution;
    float2 d2PsiByDx2 = (psi_(id.x + 1, id.y) - 2 * psi_(id.x, id.y) + psi_(id.x - 1, id.y)) / (dx * dx);
    float2 d2PsiByDy2 = (psi_(id.x, id.y + 1) - 2 * psi_(id.x, id.y) + psi_(id.x, id.y - 1)) / (dx * dx);
    float2 dPsiByDt = timesI((d2PsiByDx2 + d2PsiByDy2) - psi_(id.x, id.y) * V(id.x, id.y));
    float2 result = psi[id.x + resolution * id.y] + dPsiByDt * dt;
    GroupMemoryBarrierWithGroupSync();
    psi[id.x + resolution * id.y] = result;
}

static const float mu = 0.5;
static const float sigma = 0.05;

[numthreads(32,32,1)]
void initialize(uint3 id: SV_DispatchThreadID) {
    float x = (float) id.x / resolution;
    float y = (float) id.y / resolution;
    if (x >= 0.25 && x <= 0.75) {
        psi[id.x + resolution * id.y] = float2(sin(4*PI*(x-0.25)), sin(4*PI*(x-0.125))) * sin(2*PI*(x-0.25)) * sin(PI*y);
    } else {
        psi[id.x + resolution*id.y] = float2(0, 0);
    }
    // psi[id.x + resolution * id.y] = float2((sin(16*x*PI)) * sin(y * PI), 0) * 0.5;
    potential[id.x + resolution * id.y] = 0; // exp(-(x-mu)*(x-mu) / (2*sigma*sigma));
}