good progress, but no other compute pass yet
This commit is contained in:
36
shaders/agents_cs.glsl
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36
shaders/agents_cs.glsl
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@@ -0,0 +1,36 @@
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#[compute]
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#version 450
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// Invocations in the (x, y, z) dimension
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layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
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layout(r32f, set = 0, binding = 0) uniform restrict readonly image2D current_trail;
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layout(r32f, set = 1, binding = 0) uniform restrict writeonly image2D output_trail;
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layout(set = 2, binding = 1) restrict buffer AgentBuffer {
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vec2 positions[];
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} agent_buffer;
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layout(push_constant, std430) uniform Params {
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vec2 texture_size;
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} params;
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void main() {
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ivec2 size = ivec2(params.texture_size.x - 1, params.texture_size.y - 1);
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vec2 position = agent_buffer.positions[gl_GlobalInvocationID.x];
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ivec2 uv = ivec2(gl_GlobalInvocationID.xy);
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ivec2 tl = ivec2(0, 0);
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float current_v = imageLoad(current_trail, clamp(uv - ivec2(0, 1), tl, size)).r;
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float up_v = imageLoad(current_trail, clamp(uv - ivec2(0, 1), tl, size)).r;
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float down_v = imageLoad(current_trail, clamp(uv + ivec2(0, 1), tl, size)).r;
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float left_v = imageLoad(current_trail, clamp(uv - ivec2(1, 0), tl, size)).r;
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float right_v = imageLoad(current_trail, clamp(uv + ivec2(1, 0), tl, size)).r;
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float new_v = current_v + 0.05;
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vec4 result = vec4(new_v, new_v, new_v, 1.0);
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imageStore(output_trail, uv, result);
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}
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14
shaders/agents_cs.glsl.import
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14
shaders/agents_cs.glsl.import
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@@ -0,0 +1,14 @@
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[remap]
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importer="glsl"
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type="RDShaderFile"
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uid="uid://u3grg3r2bgi1"
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path="res://.godot/imported/agents_cs.glsl-b2836a7ba58df020a54fe9498ba98f67.res"
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[deps]
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source_file="res://shaders/agents_cs.glsl"
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dest_files=["res://.godot/imported/agents_cs.glsl-b2836a7ba58df020a54fe9498ba98f67.res"]
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[params]
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@@ -6,14 +6,12 @@ layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
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// Our textures.
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// Our textures.
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layout(r32f, set = 0, binding = 0) uniform restrict readonly image2D current_image;
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layout(r32f, set = 0, binding = 0) uniform restrict readonly image2D current_image;
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layout(r32f, set = 1, binding = 0) uniform restrict readonly image2D previous_image;
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layout(r32f, set = 1, binding = 0) uniform restrict writeonly image2D output_image;
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layout(r32f, set = 2, binding = 0) uniform restrict writeonly image2D output_image;
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// PushConstants
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// PushConstants
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layout(push_constant, std430) uniform Params {
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layout(push_constant, std430) uniform Params {
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vec2 texture_size;
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vec2 texture_size;
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float decay_factor;
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float decay_factor;
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float dunno_lol;
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} params;
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} params;
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@@ -16,7 +16,7 @@ func _ready():
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func _process(_delta: float) -> void:
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func _process(_delta: float) -> void:
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next_texture = (next_texture + 1) % 3
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next_texture = (next_texture + 1) % 2
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if texture:
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if texture:
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texture.texture_rd_rid = texture_rds[next_texture]
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texture.texture_rd_rid = texture_rds[next_texture]
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@@ -37,15 +37,22 @@ func _exit_tree() -> void:
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var rd: RenderingDevice
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var rd: RenderingDevice
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var shader: RID
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var decay_shader: RID
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var pipeline: RID
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var decay_pipeline: RID
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var agent_shader: RID
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var agent_pipeline: RID
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# We use 3 textures:
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# We use 3 textures:
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# - One to render into
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# - One to render into
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# - One that contains the last frame rendered
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# - One that contains the last frame rendered
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# - One for the frame before that
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# - One for the frame before that
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var texture_rds: Array[RID] = [RID(), RID(), RID()]
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var texture_rds: Array[RID] = [RID(), RID()]
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var texture_sets: Array[RID] = [RID(), RID(), RID()]
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var texture_sets: Array[RID] = [RID(), RID()]
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var agent_uniform_sets: Array[RID] = [RID(), RID()]
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var agent_buffer: RID
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var agent_set: RID
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func _load_shader(rd_: RenderingDevice, path: String) -> RID:
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func _load_shader(rd_: RenderingDevice, path: String) -> RID:
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@@ -54,13 +61,12 @@ func _load_shader(rd_: RenderingDevice, path: String) -> RID:
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return rd_.shader_create_from_spirv(shader_spirv)
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return rd_.shader_create_from_spirv(shader_spirv)
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func _create_uniform_set(texture_rd: RID) -> RID:
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func _create_trail_uniform(texture_rd: RID) -> RDUniform:
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var uniform := RDUniform.new()
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var uniform := RDUniform.new()
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uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_IMAGE
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uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_IMAGE
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uniform.binding = 0
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uniform.binding = 0
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uniform.add_id(texture_rd)
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uniform.add_id(texture_rd)
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# Even though we're using 3 sets, they are identical, so we're kinda cheating.
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return uniform
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return rd.uniform_set_create([uniform], shader, 0)
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func _initialize_compute_code(init_with_texture_size: Vector2i) -> void:
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func _initialize_compute_code(init_with_texture_size: Vector2i) -> void:
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@@ -68,9 +74,28 @@ func _initialize_compute_code(init_with_texture_size: Vector2i) -> void:
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# we use our main rendering device here.
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# we use our main rendering device here.
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rd = RenderingServer.get_rendering_device()
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rd = RenderingServer.get_rendering_device()
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# Create shader
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# Create shaders
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shader = _load_shader(rd, "res://shaders/decay_cs.glsl")
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decay_shader = _load_shader(rd, "res://shaders/decay_cs.glsl")
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pipeline = rd.compute_pipeline_create(shader)
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decay_pipeline = rd.compute_pipeline_create(decay_shader)
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agent_shader = _load_shader(rd, "res://shaders/agents_cs.glsl")
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agent_pipeline = rd.compute_pipeline_create(agent_shader)
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# Create agent buffer
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var rng := RandomNumberGenerator.new()
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rng.seed = 80085
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var agent_data := PackedVector2Array()
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for n in 64 * 16:
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var new_position: Vector2i = Vector2(
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rng.randi_range(0, init_with_texture_size.x),
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rng.randi_range(0, init_with_texture_size.y)
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)
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agent_data.push_back(new_position)
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var agent_size_in_bytes := 8
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agent_buffer = rd.storage_buffer_create(
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agent_data.size() * agent_size_in_bytes, agent_data.to_byte_array()
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)
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# Create trail texture
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# Create trail texture
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var tf: RDTextureFormat = RDTextureFormat.new()
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var tf: RDTextureFormat = RDTextureFormat.new()
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@@ -89,38 +114,65 @@ func _initialize_compute_code(init_with_texture_size: Vector2i) -> void:
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| RenderingDevice.TEXTURE_USAGE_CAN_COPY_TO_BIT
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| RenderingDevice.TEXTURE_USAGE_CAN_COPY_TO_BIT
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)
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)
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for i in 3:
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var agent_uniforms = []
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for i in 2:
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texture_rds[i] = rd.texture_create(tf, RDTextureView.new(), [])
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texture_rds[i] = rd.texture_create(tf, RDTextureView.new(), [])
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# Make sure our textures are cleared.
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# Make sure our textures are cleared.
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rd.texture_clear(texture_rds[i], Color.WHITE, 0, 1, 0, 1)
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rd.texture_clear(texture_rds[i], Color.BLACK, 0, 1, 0, 1)
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# Now create our uniform set so we can use these textures in our shader.
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var trail_uniform := _create_trail_uniform(texture_rds[i])
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texture_sets[i] = _create_uniform_set(texture_rds[i])
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texture_sets[i] = rd.uniform_set_create([trail_uniform], decay_shader, 0)
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agent_uniform_sets[i] = rd.uniform_set_create([trail_uniform], agent_shader, 0)
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var uniform := RDUniform.new()
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uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_STORAGE_BUFFER
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uniform.binding = 1
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uniform.add_id(agent_buffer)
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agent_set = rd.uniform_set_create([uniform], agent_shader, 0)
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func _render_process(with_next_texture: int, tex_size: Vector2i, decay_fctr: float) -> void:
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func _render_process(with_next_texture: int, tex_size: Vector2i, decay_fctr: float) -> void:
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var next_set := texture_sets[with_next_texture]
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var current_set := texture_sets[(with_next_texture - 1) % 2]
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# Run agents
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var push_constant := PackedFloat32Array()
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var push_constant := PackedFloat32Array()
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push_constant.push_back(tex_size.x)
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push_constant.push_back(tex_size.x)
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push_constant.push_back(tex_size.y)
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push_constant.push_back(tex_size.y)
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push_constant.push_back(0.0)
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push_constant.push_back(0.0)
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var agent_compute_list := rd.compute_list_begin()
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rd.compute_list_bind_compute_pipeline(agent_compute_list, agent_pipeline)
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rd.compute_list_bind_uniform_set(agent_compute_list, current_set, 0)
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rd.compute_list_bind_uniform_set(agent_compute_list, next_set, 1)
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rd.compute_list_bind_uniform_set(agent_compute_list, agent_set, 2)
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rd.compute_list_set_push_constant(
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agent_compute_list, push_constant.to_byte_array(), push_constant.size() * 4
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)
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rd.compute_list_dispatch(agent_compute_list, 16, 1, 1)
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rd.compute_list_end()
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# Decay and dissipate
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push_constant.clear()
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push_constant.push_back(tex_size.x)
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push_constant.push_back(tex_size.y)
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push_constant.push_back(decay_fctr)
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push_constant.push_back(decay_fctr)
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push_constant.push_back(0.0) # not sure if this is needed
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push_constant.push_back(0.0)
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@warning_ignore("integer_division")
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@warning_ignore("integer_division")
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var x_groups := (tex_size.x - 1) / 8 + 1
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var x_groups := (tex_size.x - 1) / 8 + 1
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@warning_ignore("integer_division")
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@warning_ignore("integer_division")
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var y_groups := (tex_size.y - 1) / 8 + 1
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var y_groups := (tex_size.y - 1) / 8 + 1
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var next_set := texture_sets[with_next_texture]
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var current_set := texture_sets[(with_next_texture - 1) % 3]
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var previous_set := texture_sets[(with_next_texture - 2) % 3]
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# Run the compute shader
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# Run the compute shader
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var compute_list := rd.compute_list_begin()
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var compute_list := rd.compute_list_begin()
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rd.compute_list_bind_compute_pipeline(compute_list, pipeline)
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rd.compute_list_bind_compute_pipeline(compute_list, decay_pipeline)
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rd.compute_list_bind_uniform_set(compute_list, current_set, 0)
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rd.compute_list_bind_uniform_set(compute_list, current_set, 0)
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rd.compute_list_bind_uniform_set(compute_list, previous_set, 1)
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rd.compute_list_bind_uniform_set(compute_list, next_set, 1)
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rd.compute_list_bind_uniform_set(compute_list, next_set, 2)
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rd.compute_list_set_push_constant(
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rd.compute_list_set_push_constant(
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compute_list, push_constant.to_byte_array(), push_constant.size() * 4
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compute_list, push_constant.to_byte_array(), push_constant.size() * 4
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)
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)
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@@ -140,5 +192,5 @@ func _free_compute_resources() -> void:
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if texture_rds[i]:
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if texture_rds[i]:
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rd.free_rid(texture_rds[i])
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rd.free_rid(texture_rds[i])
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if shader:
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if decay_shader:
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rd.free_rid(shader)
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rd.free_rid(decay_shader)
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Reference in New Issue
Block a user