building a pure graphics pipeline version of this

This commit is contained in:
2025-08-02 23:23:57 +03:00
parent 93ea79937b
commit 82916425c8
19 changed files with 345 additions and 271 deletions

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#[compute]
#version 450
// Invocations in the (x, y, z) dimension
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
layout(r32f, binding = 0) uniform restrict readonly image2D current_trail;
layout(r32f, binding = 1) uniform restrict writeonly image2D output_trail;
layout(binding = 2) restrict buffer AgentBuffer {
vec2 positions[1024 * 1024];
float headings[1024 * 1024];
} agent_buffer;
layout(push_constant, std430) uniform Params {
vec2 texture_size;
float sensor_angle;
float sensor_distance;
} params;
const float SPEED = 1.0;
const float DEPOSIT = 0.5;
float random(vec2 coords) {
return fract(sin(dot(coords.xy, vec2(12.9898,78.233))) * 43758.5453);
}
vec2 loop_position(vec2 pos) {
return mod(pos, params.texture_size);
}
void main() {
uint id = gl_GlobalInvocationID.x;
vec2 position = agent_buffer.positions[id];
float heading = agent_buffer.headings[id];
float current_v = imageLoad(current_trail, ivec2(position)).r;
float sa = params.sensor_angle;
float left_heading = heading - sa;
float right_heading = heading + sa;
vec2 left_detect_dir = vec2(cos(left_heading), sin(left_heading));
vec2 right_detect_dir = vec2(cos(right_heading), sin(right_heading));
vec2 forward_detect_dir = vec2(cos(heading), sin(heading));
float sd = params.sensor_distance;
vec2 left_detect_pos = loop_position(position + left_detect_dir * sd);
vec2 right_detect_pos = loop_position(position + right_detect_dir * sd);
vec2 forward_detect_pos = loop_position(position + forward_detect_dir * sd);
float left = imageLoad(current_trail, ivec2(left_detect_pos)).r;
float right = imageLoad(current_trail, ivec2(right_detect_pos)).r;
float forward = imageLoad(current_trail, ivec2(forward_detect_pos)).r;
vec2 pos = position;
float new_heading = heading;
if (left > forward && left > right) {
pos += left_detect_dir * SPEED;
new_heading = left_heading;
} else if (right > forward && right > left) {
pos += right_detect_dir * SPEED;
new_heading = right_heading;
} else if (forward < left && forward < right) {
// uuugh
float r = random(pos);
if (r < 0.5) {
pos += right_detect_dir * SPEED;
new_heading = right_heading;
} else {
pos += left_detect_dir * SPEED;
new_heading = left_heading;
}
} else {
pos += forward_detect_dir * SPEED;
}
pos = mod(pos, params.texture_size);
agent_buffer.positions[id] = pos;
agent_buffer.headings[id] = new_heading;
float new_v = current_v + DEPOSIT;
if (new_v > 1.0) new_v = 1.0;
vec4 result = vec4(new_v, new_v, new_v, 1.0);
imageStore(output_trail, ivec2(pos), result);
}

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[remap]
importer="glsl"
type="RDShaderFile"
uid="uid://u3grg3r2bgi1"
path="res://.godot/imported/agents_cs.glsl-f5fde0e4c35a05360ed8814f4e4a012a.res"
[deps]
source_file="res://slime_simulation_cs/shaders/agents_cs.glsl"
dest_files=["res://.godot/imported/agents_cs.glsl-f5fde0e4c35a05360ed8814f4e4a012a.res"]
[params]

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#[compute]
#version 450
// Invocations in the (x, y, z) dimension
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
// Our textures.
layout(r32f, set = 0, binding = 0) uniform restrict readonly image2D current_image;
layout(r32f, set = 1, binding = 0) uniform restrict writeonly image2D output_image;
// PushConstants
layout(push_constant, std430) uniform Params {
ivec2 texture_size;
float decay_factor;
float dissipation_factor;
} params;
float get_dissipation_from(ivec2 uv) {
float v = imageLoad(current_image, uv).r;
// return v * params.dissipation_factor;
return v;
}
ivec2 loop_position(ivec2 pos) {
return pos % params.texture_size;
}
// The code we want to execute in each invocation
void main() {
ivec2 uv = ivec2(gl_GlobalInvocationID.xy);
float current_sum = 0.0;
for (int i = -1; i <= 1; i++) {
for (int j = -1; j <= 1; j++) {
ivec2 kuv = loop_position(uv + ivec2(i,j));
current_sum += get_dissipation_from(kuv);
}
}
// ivec2 up_uv = loop_position(uv - ivec2(0, 1));
// ivec2 down_uv = loop_position(uv + ivec2(0, 1));
// ivec2 left_uv = loop_position(uv - ivec2(1, 0));
// ivec2 right_uv = loop_position(uv + ivec2(1, 0));
// Kill very old trails completely
// if (new_v < 0.001) {
// new_v = 0;
// }
// new_v = clamp(new_v, 0, 1);
// This is good when not using trail for showind as is.
// https://github.com/Bleuje/physarum-36p/blob/main/bin/data/shaders/computeshader_deposit.glsl
current_sum = current_sum / pow(3.0, 2.0);
vec4 result = vec4(vec3(current_sum), 1.0);
imageStore(output_image, uv, result);
}

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[remap]
importer="glsl"
type="RDShaderFile"
uid="uid://vn5yxao0oxx0"
path="res://.godot/imported/decay_cs.glsl-ddb2bd80ce1fa22519e2cc84d49ab13a.res"
[deps]
source_file="res://slime_simulation_cs/shaders/decay_cs.glsl"
dest_files=["res://.godot/imported/decay_cs.glsl-ddb2bd80ce1fa22519e2cc84d49ab13a.res"]
[params]

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shader_type canvas_item;
uniform sampler2D trail_tex;
void fragment() {
float v = texture(trail_tex, UV).r;
COLOR = vec4(vec3(v), 1.0);
}

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uid://bh4h5oqyhr5bx

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extends Node2D
@export var texture_size: Vector2i = Vector2i(512, 512)
@export var decay_factor: float = 0.98
@export var dissipation_factor: float = 0.12
@export var sensor_angle: float = 32.0:
get():
return deg_to_rad(sensor_angle)
@export var sensor_distance: float = 3.86
@export var rng_seed: int = 80085
@onready var mesh := $MeshInstance2D
## Needs to be changed from the shader as well
const AGENTS: int = 1024 * 1024
var texture: Texture2DRD
var next_texture: int = 0
func _ready():
RenderingServer.call_on_render_thread(_initialize_compute_code.bind(texture_size))
var mat: ShaderMaterial = mesh.material
texture = mat.get_shader_parameter("trail_tex")
func _process(_delta: float) -> void:
next_texture = (next_texture + 1) % 2
if texture:
texture.texture_rd_rid = texture_rds[next_texture]
RenderingServer.call_on_render_thread(
_render_process.bind(
next_texture,
texture_size,
decay_factor,
dissipation_factor,
sensor_angle,
sensor_distance
)
)
func _exit_tree() -> void:
if texture:
texture.texture_rd_id = RID()
RenderingServer.call_on_render_thread(_free_compute_resources)
# Everything after this point is designed to run on our rendering thread.
var rd: RenderingDevice
var decay_shader: RID
var decay_pipeline: RID
var agent_shader: RID
var agent_pipeline: RID
# We use 3 textures:
# - One to render into
# - One that contains the last frame rendered
# - One for the frame before that
var texture_rds: Array[RID] = [RID(), RID()]
var texture_sets: Array[RID] = [RID(), RID()]
var agent_buffer: RID
var agent_sets: Array[RID] = [RID(), RID()]
func _load_shader(rd_: RenderingDevice, path: String) -> RID:
var shader_file := load(path)
var shader_spirv: RDShaderSPIRV = shader_file.get_spirv()
return rd_.shader_create_from_spirv(shader_spirv)
func _create_trail_uniform(texture_rd: RID) -> RDUniform:
var uniform := RDUniform.new()
uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_IMAGE
uniform.binding = 0
uniform.add_id(texture_rd)
return uniform
func _initialize_compute_code(with_texture_size: Vector2i) -> void:
# As this becomes part of our normal frame rendering,
# we use our main rendering device here.
rd = RenderingServer.get_rendering_device()
# Create shaders
decay_shader = _load_shader(rd, "res://slime_simulation_cs/shaders/decay_cs.glsl")
decay_pipeline = rd.compute_pipeline_create(decay_shader)
agent_shader = _load_shader(rd, "res://slime_simulation_cs/shaders/agents_cs.glsl")
agent_pipeline = rd.compute_pipeline_create(agent_shader)
# Create agent buffer
var rng := RandomNumberGenerator.new()
rng.seed = rng_seed
var agent_positions := PackedVector2Array()
var agent_angles := PackedFloat32Array()
# This must match what is set in the shader, if fixed size
for n in AGENTS:
var new_position := Vector2(
rng.randf_range(0, with_texture_size.x), rng.randf_range(0, with_texture_size.y)
)
agent_positions.push_back(new_position)
agent_angles.push_back(rng.randf_range(0, TAU))
var agent_data := PackedByteArray(agent_positions.to_byte_array())
agent_data.append_array(agent_angles.to_byte_array())
agent_buffer = rd.storage_buffer_create(
agent_data.size(), agent_data, 0, RenderingDevice.BUFFER_CREATION_AS_STORAGE_BIT
)
# Create trail texture
var tf: RDTextureFormat = RDTextureFormat.new()
tf.format = RenderingDevice.DATA_FORMAT_R32_SFLOAT
tf.texture_type = RenderingDevice.TEXTURE_TYPE_2D
tf.width = with_texture_size.x
tf.height = with_texture_size.y
tf.depth = 1
tf.array_layers = 1
tf.mipmaps = 1
tf.usage_bits = (
RenderingDevice.TEXTURE_USAGE_SAMPLING_BIT
| RenderingDevice.TEXTURE_USAGE_COLOR_ATTACHMENT_BIT
| RenderingDevice.TEXTURE_USAGE_STORAGE_BIT
| RenderingDevice.TEXTURE_USAGE_CAN_UPDATE_BIT
| RenderingDevice.TEXTURE_USAGE_CAN_COPY_TO_BIT
)
var agent_uniforms: Array[RDUniform] = []
for i in 2:
texture_rds[i] = rd.texture_create(tf, RDTextureView.new(), [])
# Make sure our textures are cleared.
rd.texture_clear(texture_rds[i], Color.BLACK, 0, 1, 0, 1)
var trail_uniform := _create_trail_uniform(texture_rds[i])
texture_sets[i] = rd.uniform_set_create([trail_uniform], decay_shader, 0)
var txtr_uniform_1 := RDUniform.new()
txtr_uniform_1.uniform_type = RenderingDevice.UNIFORM_TYPE_IMAGE
txtr_uniform_1.binding = 0
txtr_uniform_1.add_id(texture_rds[0])
agent_uniforms.append(txtr_uniform_1)
var txtr_uniform_2 := RDUniform.new()
txtr_uniform_2.uniform_type = RenderingDevice.UNIFORM_TYPE_IMAGE
txtr_uniform_2.binding = 1
txtr_uniform_2.add_id(texture_rds[1])
agent_uniforms.append(txtr_uniform_2)
var uniform := RDUniform.new()
uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_STORAGE_BUFFER
uniform.binding = 2
uniform.add_id(agent_buffer)
agent_sets[0] = rd.uniform_set_create(
[txtr_uniform_1, txtr_uniform_2, uniform], agent_shader, 0
)
agent_sets[1] = rd.uniform_set_create(
[txtr_uniform_2, txtr_uniform_1, uniform], agent_shader, 0
)
func _render_process(
with_next_texture: int,
tex_size: Vector2i,
decay_fctr: float,
dissipation_fctr: float,
snsr_angle: float,
snsr_distance: float
) -> void:
var next_set := texture_sets[with_next_texture]
var current_set := texture_sets[(with_next_texture - 1) % 2]
# Run agents
var push_constant := PackedFloat32Array()
push_constant.push_back(tex_size.x)
push_constant.push_back(tex_size.y)
push_constant.push_back(snsr_angle)
push_constant.push_back(snsr_distance)
var agent_compute_list := rd.compute_list_begin()
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)

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uid://d1bbllvcal2uw

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[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")