building a pure graphics pipeline version of this
This commit is contained in:
88
slime_simulation_cs/shaders/agents_cs.glsl
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88
slime_simulation_cs/shaders/agents_cs.glsl
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@@ -0,0 +1,88 @@
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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, binding = 0) uniform restrict readonly image2D current_trail;
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layout(r32f, binding = 1) uniform restrict writeonly image2D output_trail;
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layout(binding = 2) restrict buffer AgentBuffer {
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vec2 positions[1024 * 1024];
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float headings[1024 * 1024];
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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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float sensor_angle;
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float sensor_distance;
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} params;
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const float SPEED = 1.0;
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const float DEPOSIT = 0.5;
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float random(vec2 coords) {
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return fract(sin(dot(coords.xy, vec2(12.9898,78.233))) * 43758.5453);
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}
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vec2 loop_position(vec2 pos) {
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return mod(pos, params.texture_size);
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}
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void main() {
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uint id = gl_GlobalInvocationID.x;
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vec2 position = agent_buffer.positions[id];
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float heading = agent_buffer.headings[id];
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float current_v = imageLoad(current_trail, ivec2(position)).r;
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float sa = params.sensor_angle;
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float left_heading = heading - sa;
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float right_heading = heading + sa;
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vec2 left_detect_dir = vec2(cos(left_heading), sin(left_heading));
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vec2 right_detect_dir = vec2(cos(right_heading), sin(right_heading));
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vec2 forward_detect_dir = vec2(cos(heading), sin(heading));
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float sd = params.sensor_distance;
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vec2 left_detect_pos = loop_position(position + left_detect_dir * sd);
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vec2 right_detect_pos = loop_position(position + right_detect_dir * sd);
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vec2 forward_detect_pos = loop_position(position + forward_detect_dir * sd);
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float left = imageLoad(current_trail, ivec2(left_detect_pos)).r;
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float right = imageLoad(current_trail, ivec2(right_detect_pos)).r;
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float forward = imageLoad(current_trail, ivec2(forward_detect_pos)).r;
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vec2 pos = position;
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float new_heading = heading;
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if (left > forward && left > right) {
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pos += left_detect_dir * SPEED;
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new_heading = left_heading;
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} else if (right > forward && right > left) {
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pos += right_detect_dir * SPEED;
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new_heading = right_heading;
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} else if (forward < left && forward < right) {
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// uuugh
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float r = random(pos);
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if (r < 0.5) {
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pos += right_detect_dir * SPEED;
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new_heading = right_heading;
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} else {
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pos += left_detect_dir * SPEED;
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new_heading = left_heading;
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}
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} else {
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pos += forward_detect_dir * SPEED;
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}
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pos = mod(pos, params.texture_size);
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agent_buffer.positions[id] = pos;
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agent_buffer.headings[id] = new_heading;
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float new_v = current_v + DEPOSIT;
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if (new_v > 1.0) new_v = 1.0;
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vec4 result = vec4(new_v, new_v, new_v, 1.0);
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imageStore(output_trail, ivec2(pos), result);
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}
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14
slime_simulation_cs/shaders/agents_cs.glsl.import
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14
slime_simulation_cs/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-f5fde0e4c35a05360ed8814f4e4a012a.res"
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[deps]
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source_file="res://slime_simulation_cs/shaders/agents_cs.glsl"
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dest_files=["res://.godot/imported/agents_cs.glsl-f5fde0e4c35a05360ed8814f4e4a012a.res"]
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[params]
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61
slime_simulation_cs/shaders/decay_cs.glsl
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61
slime_simulation_cs/shaders/decay_cs.glsl
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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 = 8, local_size_y = 8, local_size_z = 1) in;
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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 = 1, binding = 0) uniform restrict writeonly image2D output_image;
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// PushConstants
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layout(push_constant, std430) uniform Params {
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ivec2 texture_size;
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float decay_factor;
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float dissipation_factor;
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} params;
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float get_dissipation_from(ivec2 uv) {
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float v = imageLoad(current_image, uv).r;
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// return v * params.dissipation_factor;
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return v;
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}
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ivec2 loop_position(ivec2 pos) {
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return pos % params.texture_size;
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}
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// The code we want to execute in each invocation
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void main() {
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ivec2 uv = ivec2(gl_GlobalInvocationID.xy);
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float current_sum = 0.0;
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for (int i = -1; i <= 1; i++) {
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for (int j = -1; j <= 1; j++) {
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ivec2 kuv = loop_position(uv + ivec2(i,j));
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current_sum += get_dissipation_from(kuv);
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}
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}
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// ivec2 up_uv = loop_position(uv - ivec2(0, 1));
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// ivec2 down_uv = loop_position(uv + ivec2(0, 1));
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// ivec2 left_uv = loop_position(uv - ivec2(1, 0));
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// ivec2 right_uv = loop_position(uv + ivec2(1, 0));
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// Kill very old trails completely
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// if (new_v < 0.001) {
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// new_v = 0;
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// }
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// new_v = clamp(new_v, 0, 1);
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// This is good when not using trail for showind as is.
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// https://github.com/Bleuje/physarum-36p/blob/main/bin/data/shaders/computeshader_deposit.glsl
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current_sum = current_sum / pow(3.0, 2.0);
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vec4 result = vec4(vec3(current_sum), 1.0);
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imageStore(output_image, uv, result);
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}
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14
slime_simulation_cs/shaders/decay_cs.glsl.import
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14
slime_simulation_cs/shaders/decay_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://vn5yxao0oxx0"
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path="res://.godot/imported/decay_cs.glsl-ddb2bd80ce1fa22519e2cc84d49ab13a.res"
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[deps]
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source_file="res://slime_simulation_cs/shaders/decay_cs.glsl"
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dest_files=["res://.godot/imported/decay_cs.glsl-ddb2bd80ce1fa22519e2cc84d49ab13a.res"]
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[params]
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7
slime_simulation_cs/show_simulation_cs.gdshader
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7
slime_simulation_cs/show_simulation_cs.gdshader
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@@ -0,0 +1,7 @@
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shader_type canvas_item;
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uniform sampler2D trail_tex;
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void fragment() {
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float v = texture(trail_tex, UV).r;
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COLOR = vec4(vec3(v), 1.0);
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}
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1
slime_simulation_cs/show_simulation_cs.gdshader.uid
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1
slime_simulation_cs/show_simulation_cs.gdshader.uid
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@@ -0,0 +1 @@
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uid://bh4h5oqyhr5bx
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230
slime_simulation_cs/slime_simulation_cs.gd
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230
slime_simulation_cs/slime_simulation_cs.gd
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@@ -0,0 +1,230 @@
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extends Node2D
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@export var texture_size: Vector2i = Vector2i(512, 512)
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@export var decay_factor: float = 0.98
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@export var dissipation_factor: float = 0.12
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@export var sensor_angle: float = 32.0:
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get():
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return deg_to_rad(sensor_angle)
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@export var sensor_distance: float = 3.86
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@export var rng_seed: int = 80085
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@onready var mesh := $MeshInstance2D
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## Needs to be changed from the shader as well
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const AGENTS: int = 1024 * 1024
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var texture: Texture2DRD
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var next_texture: int = 0
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func _ready():
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RenderingServer.call_on_render_thread(_initialize_compute_code.bind(texture_size))
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var mat: ShaderMaterial = mesh.material
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texture = mat.get_shader_parameter("trail_tex")
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func _process(_delta: float) -> void:
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next_texture = (next_texture + 1) % 2
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if texture:
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texture.texture_rd_rid = texture_rds[next_texture]
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RenderingServer.call_on_render_thread(
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_render_process.bind(
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next_texture,
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texture_size,
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decay_factor,
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dissipation_factor,
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sensor_angle,
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sensor_distance
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)
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)
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func _exit_tree() -> void:
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if texture:
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texture.texture_rd_id = RID()
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RenderingServer.call_on_render_thread(_free_compute_resources)
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# Everything after this point is designed to run on our rendering thread.
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var rd: RenderingDevice
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var decay_shader: 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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# - One to render into
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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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var texture_rds: Array[RID] = [RID(), RID()]
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var texture_sets: Array[RID] = [RID(), RID()]
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var agent_buffer: RID
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var agent_sets: Array[RID] = [RID(), RID()]
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func _load_shader(rd_: RenderingDevice, path: String) -> RID:
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var shader_file := load(path)
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var shader_spirv: RDShaderSPIRV = shader_file.get_spirv()
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return rd_.shader_create_from_spirv(shader_spirv)
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func _create_trail_uniform(texture_rd: RID) -> RDUniform:
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var uniform := RDUniform.new()
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uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_IMAGE
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uniform.binding = 0
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uniform.add_id(texture_rd)
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return uniform
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func _initialize_compute_code(with_texture_size: Vector2i) -> void:
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# As this becomes part of our normal frame rendering,
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# we use our main rendering device here.
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rd = RenderingServer.get_rendering_device()
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# Create shaders
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decay_shader = _load_shader(rd, "res://slime_simulation_cs/shaders/decay_cs.glsl")
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decay_pipeline = rd.compute_pipeline_create(decay_shader)
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agent_shader = _load_shader(rd, "res://slime_simulation_cs/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 = rng_seed
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var agent_positions := PackedVector2Array()
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var agent_angles := PackedFloat32Array()
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# This must match what is set in the shader, if fixed size
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for n in AGENTS:
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var new_position := Vector2(
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rng.randf_range(0, with_texture_size.x), rng.randf_range(0, with_texture_size.y)
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)
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agent_positions.push_back(new_position)
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agent_angles.push_back(rng.randf_range(0, TAU))
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var agent_data := PackedByteArray(agent_positions.to_byte_array())
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agent_data.append_array(agent_angles.to_byte_array())
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agent_buffer = rd.storage_buffer_create(
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agent_data.size(), agent_data, 0, RenderingDevice.BUFFER_CREATION_AS_STORAGE_BIT
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)
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# Create trail texture
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var tf: RDTextureFormat = RDTextureFormat.new()
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tf.format = RenderingDevice.DATA_FORMAT_R32_SFLOAT
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tf.texture_type = RenderingDevice.TEXTURE_TYPE_2D
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tf.width = with_texture_size.x
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tf.height = with_texture_size.y
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tf.depth = 1
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tf.array_layers = 1
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tf.mipmaps = 1
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tf.usage_bits = (
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RenderingDevice.TEXTURE_USAGE_SAMPLING_BIT
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| RenderingDevice.TEXTURE_USAGE_COLOR_ATTACHMENT_BIT
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| RenderingDevice.TEXTURE_USAGE_STORAGE_BIT
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| RenderingDevice.TEXTURE_USAGE_CAN_UPDATE_BIT
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| RenderingDevice.TEXTURE_USAGE_CAN_COPY_TO_BIT
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)
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var agent_uniforms: Array[RDUniform] = []
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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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# Make sure our textures are cleared.
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rd.texture_clear(texture_rds[i], Color.BLACK, 0, 1, 0, 1)
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var trail_uniform := _create_trail_uniform(texture_rds[i])
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texture_sets[i] = rd.uniform_set_create([trail_uniform], decay_shader, 0)
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var txtr_uniform_1 := RDUniform.new()
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txtr_uniform_1.uniform_type = RenderingDevice.UNIFORM_TYPE_IMAGE
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txtr_uniform_1.binding = 0
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txtr_uniform_1.add_id(texture_rds[0])
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agent_uniforms.append(txtr_uniform_1)
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var txtr_uniform_2 := RDUniform.new()
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txtr_uniform_2.uniform_type = RenderingDevice.UNIFORM_TYPE_IMAGE
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txtr_uniform_2.binding = 1
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txtr_uniform_2.add_id(texture_rds[1])
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agent_uniforms.append(txtr_uniform_2)
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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 = 2
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uniform.add_id(agent_buffer)
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agent_sets[0] = rd.uniform_set_create(
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[txtr_uniform_1, txtr_uniform_2, uniform], agent_shader, 0
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)
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agent_sets[1] = rd.uniform_set_create(
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[txtr_uniform_2, txtr_uniform_1, uniform], agent_shader, 0
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)
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|
||||
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func _render_process(
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with_next_texture: int,
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tex_size: Vector2i,
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decay_fctr: float,
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dissipation_fctr: float,
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snsr_angle: float,
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snsr_distance: float
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) -> 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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|
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# Run agents
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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.y)
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||||
push_constant.push_back(snsr_angle)
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push_constant.push_back(snsr_distance)
|
||||
|
||||
var agent_compute_list := rd.compute_list_begin()
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||||
rd.compute_list_bind_compute_pipeline(agent_compute_list, agent_pipeline)
|
||||
rd.compute_list_bind_uniform_set(agent_compute_list, agent_sets[with_next_texture], 0)
|
||||
rd.compute_list_set_push_constant(
|
||||
agent_compute_list, push_constant.to_byte_array(), push_constant.size() * 4
|
||||
)
|
||||
@warning_ignore("integer_division")
|
||||
rd.compute_list_dispatch(agent_compute_list, 64, 1, 1)
|
||||
rd.compute_list_end()
|
||||
|
||||
# Decay and dissipate
|
||||
push_constant.clear()
|
||||
push_constant.push_back(tex_size.x)
|
||||
push_constant.push_back(tex_size.y)
|
||||
push_constant.push_back(decay_fctr)
|
||||
push_constant.push_back(dissipation_fctr)
|
||||
|
||||
@warning_ignore("integer_division")
|
||||
var x_groups := (tex_size.x - 1) / 8 + 1
|
||||
@warning_ignore("integer_division")
|
||||
var y_groups := (tex_size.y - 1) / 8 + 1
|
||||
|
||||
# Run the compute shader
|
||||
var compute_list := rd.compute_list_begin()
|
||||
rd.compute_list_bind_compute_pipeline(compute_list, decay_pipeline)
|
||||
rd.compute_list_bind_uniform_set(compute_list, current_set, 0)
|
||||
rd.compute_list_bind_uniform_set(compute_list, next_set, 1)
|
||||
rd.compute_list_set_push_constant(
|
||||
compute_list, push_constant.to_byte_array(), push_constant.size() * 4
|
||||
)
|
||||
rd.compute_list_dispatch(compute_list, x_groups, y_groups, 1)
|
||||
rd.compute_list_end()
|
||||
|
||||
|
||||
func _free_compute_resources() -> void:
|
||||
# Note that our sets and pipeline are cleaned up automatically
|
||||
# as they are dependencies :P
|
||||
for i in 2:
|
||||
if texture_rds[i]:
|
||||
rd.free_rid(texture_rds[i])
|
||||
|
||||
if decay_shader:
|
||||
rd.free_rid(decay_shader)
|
||||
if agent_shader:
|
||||
rd.free_rid(agent_shader)
|
||||
1
slime_simulation_cs/slime_simulation_cs.gd.uid
Normal file
1
slime_simulation_cs/slime_simulation_cs.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://d1bbllvcal2uw
|
||||
27
slime_simulation_cs/slime_simulation_cs.tscn
Normal file
27
slime_simulation_cs/slime_simulation_cs.tscn
Normal file
@@ -0,0 +1,27 @@
|
||||
[gd_scene load_steps=6 format=3 uid="uid://bf4ohdg0sfl8l"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://d1bbllvcal2uw" path="res://slime_simulation_cs/slime_simulation_cs.gd" id="1_uoug3"]
|
||||
[ext_resource type="Shader" uid="uid://bh4h5oqyhr5bx" path="res://slime_simulation_cs/show_simulation_cs.gdshader" id="2_w43x7"]
|
||||
|
||||
[sub_resource type="Texture2DRD" id="Texture2DRD_pxe3a"]
|
||||
|
||||
[sub_resource type="ShaderMaterial" id="ShaderMaterial_pxe3a"]
|
||||
shader = ExtResource("2_w43x7")
|
||||
shader_parameter/trail_tex = SubResource("Texture2DRD_pxe3a")
|
||||
|
||||
[sub_resource type="QuadMesh" id="QuadMesh_pxe3a"]
|
||||
size = Vector2(1920, 1080)
|
||||
|
||||
[node name="CSSlimeSimulation" type="Node2D"]
|
||||
script = ExtResource("1_uoug3")
|
||||
texture_size = Vector2i(1920, 1080)
|
||||
decay_factor = 0.8
|
||||
sensor_angle = 7.0
|
||||
sensor_distance = 10.0
|
||||
rng_seed = 8008
|
||||
|
||||
[node name="MeshInstance2D" type="MeshInstance2D" parent="."]
|
||||
self_modulate = Color(0.581022, 0.701395, 0.890748, 1)
|
||||
material = SubResource("ShaderMaterial_pxe3a")
|
||||
position = Vector2(960, 540)
|
||||
mesh = SubResource("QuadMesh_pxe3a")
|
||||
Reference in New Issue
Block a user