Do it from ground up like normal

by copying a tutorial/demo
This commit is contained in:
2025-08-01 00:20:03 +03:00
parent f11fcb7c37
commit a847f0cfda
12 changed files with 237 additions and 83 deletions

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@@ -14,3 +14,7 @@ config/name="Slime-Moldies"
run/main_scene="uid://bf4ohdg0sfl8l" run/main_scene="uid://bf4ohdg0sfl8l"
config/features=PackedStringArray("4.4", "Forward Plus") config/features=PackedStringArray("4.4", "Forward Plus")
config/icon="res://icon.svg" config/icon="res://icon.svg"
[rendering]
environment/defaults/default_clear_color=Color(0.0605303, 0.0605304, 0.0605303, 1)

30
root.gd
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@@ -1,30 +0,0 @@
extends Node2D
@onready var sim_viewport := $SubViewport
@onready var display_sprite := $Sprite2D
var tex_a: Texture2D
var tex_b: Texture2D
var swap = false
func _ready():
# Create textures
tex_a = ImageTexture.create_from_image(
Image.create(sim_viewport.size.x, sim_viewport.size.y, false, Image.FORMAT_RGBAF)
)
tex_b = tex_a.duplicate()
# Assign one texture to the simulation shader as input
$SubViewport/ColorRect.material.set("shader_parameter/trail_tex", tex_a)
display_sprite.texture = tex_a
func _process(_delta):
# Swap textures each frame
swap = !swap
var src = tex_a if swap else tex_b
var dst = tex_b if swap else tex_a
# Assign src as input and dst as render target
$SubViewport/ColorRect.material.set("shader_parameter/trail_tex", src)
sim_viewport.render_target_update_mode = SubViewport.UPDATE_ALWAYS
display_sprite.texture = dst

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@@ -1,19 +0,0 @@
shader_type canvas_item;
uniform sampler2D trail_tex;
uniform float sensor_distance = 2.0;
uniform float sensor_angle = 15.0;
uniform float rotation_angle = 23.0;
uniform float move_distance = 2.67;
uniform float decay_factor = 0.75;
void fragment() {
vec2 uv = UV;
// Read current trail value
vec4 trail = texture(trail_tex, uv);
// Apply decay
trail *= decay_factor;
COLOR = trail;
}

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@@ -1 +0,0 @@
uid://b3wu436nky225

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@@ -1,33 +0,0 @@
[gd_scene load_steps=5 format=3 uid="uid://bf4ohdg0sfl8l"]
[ext_resource type="Shader" uid="uid://b3wu436nky225" path="res://root.gdshader" id="1_pq8q7"]
[ext_resource type="Script" uid="uid://d1bbllvcal2uw" path="res://root.gd" id="1_pyidc"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_pq8q7"]
shader = ExtResource("1_pq8q7")
shader_parameter/sensor_distance = 2.0
shader_parameter/sensor_angle = 15.0
shader_parameter/rotation_angle = 23.0
shader_parameter/move_distance = 2.67
shader_parameter/decay_factor = 0.75
[sub_resource type="ShaderMaterial" id="ShaderMaterial_pyidc"]
shader = ExtResource("1_pq8q7")
shader_parameter/sensor_distance = 2.0
shader_parameter/sensor_angle = 15.0
shader_parameter/rotation_angle = 23.0
shader_parameter/move_distance = 2.67
shader_parameter/decay_factor = 0.75
[node name="Node2D" type="Node2D"]
script = ExtResource("1_pyidc")
[node name="Sprite2D" type="Sprite2D" parent="."]
material = SubResource("ShaderMaterial_pq8q7")
[node name="SubViewport" type="SubViewport" parent="."]
[node name="ColorRect" type="ColorRect" parent="SubViewport"]
material = SubResource("ShaderMaterial_pyidc")
offset_right = 40.0
offset_bottom = 40.0

46
shaders/decay_cs.glsl Normal file
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@@ -0,0 +1,46 @@
#[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 readonly image2D previous_image;
layout(r32f, set = 2, binding = 0) uniform restrict writeonly image2D output_image;
// PushConstants
layout(push_constant, std430) uniform Params {
vec2 texture_size;
float decay_factor;
float dunno_lol;
} params;
// The code we want to execute in each invocation
void main() {
ivec2 size = ivec2(params.texture_size.x - 1, params.texture_size.y - 1);
ivec2 uv = ivec2(gl_GlobalInvocationID.xy);
// Just in case the texture size is not divisable by 8.
if ((uv.x > size.x) || (uv.y > size.y)) {
return;
}
ivec2 tl = ivec2(0, 0);
float current_v = imageLoad(current_image, uv).r;
float up_v = imageLoad(current_image, clamp(uv - ivec2(0, 1), tl, size)).r;
float down_v = imageLoad(current_image, clamp(uv + ivec2(0, 1), tl, size)).r;
float left_v = imageLoad(current_image, clamp(uv - ivec2(1, 0), tl, size)).r;
float right_v = imageLoad(current_image, clamp(uv + ivec2(1, 0), tl, size)).r;
float new_v = current_v * params.decay_factor;
if (new_v < 0.0) {
new_v = 0.0;
}
vec4 result = vec4(new_v, new_v, new_v, 1.0);
imageStore(output_image, uv, result);
}

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@@ -0,0 +1,14 @@
[remap]
importer="glsl"
type="RDShaderFile"
uid="uid://vn5yxao0oxx0"
path="res://.godot/imported/decay_cs.glsl-2b5bb02442e13b8af8a2cd634f7d3362.res"
[deps]
source_file="res://shaders/decay_cs.glsl"
dest_files=["res://.godot/imported/decay_cs.glsl-2b5bb02442e13b8af8a2cd634f7d3362.res"]
[params]

7
show_simulation.gdshader Normal file
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@@ -0,0 +1,7 @@
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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@@ -0,0 +1 @@
uid://bh4h5oqyhr5bx

144
slime_simulation.gd Normal file
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@@ -0,0 +1,144 @@
extends Node2D
@export var texture_size: Vector2i = Vector2i(512, 512)
@export var decay_factor: float = 0.98
@onready var mesh := $MeshInstance2D
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) % 3
if texture:
texture.texture_rd_rid = texture_rds[next_texture]
RenderingServer.call_on_render_thread(
_render_process.bind(next_texture, texture_size, decay_factor)
)
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 shader: RID
var 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(), RID()]
var texture_sets: Array[RID] = [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_uniform_set(texture_rd: RID) -> RID:
var uniform := RDUniform.new()
uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_IMAGE
uniform.binding = 0
uniform.add_id(texture_rd)
# Even though we're using 3 sets, they are identical, so we're kinda cheating.
return rd.uniform_set_create([uniform], shader, 0)
func _initialize_compute_code(init_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 shader
shader = _load_shader(rd, "res://shaders/decay_cs.glsl")
pipeline = rd.compute_pipeline_create(shader)
# Create trail texture
var tf: RDTextureFormat = RDTextureFormat.new()
tf.format = RenderingDevice.DATA_FORMAT_R32_SFLOAT
tf.texture_type = RenderingDevice.TEXTURE_TYPE_2D
tf.width = init_with_texture_size.x
tf.height = init_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
)
for i in 3:
texture_rds[i] = rd.texture_create(tf, RDTextureView.new(), [])
# Make sure our textures are cleared.
rd.texture_clear(texture_rds[i], Color.WHITE, 0, 1, 0, 1)
# Now create our uniform set so we can use these textures in our shader.
texture_sets[i] = _create_uniform_set(texture_rds[i])
func _render_process(with_next_texture: int, tex_size: Vector2i, decay_fctr: float) -> void:
var push_constant := PackedFloat32Array()
push_constant.push_back(tex_size.x)
push_constant.push_back(tex_size.y)
push_constant.push_back(decay_fctr)
push_constant.push_back(0.0) # not sure if this is needed
@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
var next_set := texture_sets[with_next_texture]
var current_set := texture_sets[(with_next_texture - 1) % 3]
var previous_set := texture_sets[(with_next_texture - 2) % 3]
# Run the compute shader
var compute_list := rd.compute_list_begin()
rd.compute_list_bind_compute_pipeline(compute_list, pipeline)
rd.compute_list_bind_uniform_set(compute_list, current_set, 0)
rd.compute_list_bind_uniform_set(compute_list, previous_set, 1)
rd.compute_list_bind_uniform_set(compute_list, next_set, 2)
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()
# We don't need to sync up here, Godots default barriers will do the trick.
# If you want the output of a compute shader to be used as input of
# another computer shader you'll need to add a barrier:
#rd.barrier(RenderingDevice.BARRIER_MASK_COMPUTE)
func _free_compute_resources() -> void:
# Note that our sets and pipeline are cleaned up automatically
# as they are dependencies :P
for i in 3:
if texture_rds[i]:
rd.free_rid(texture_rds[i])
if shader:
rd.free_rid(shader)

21
slime_simulation.tscn Normal file
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@@ -0,0 +1,21 @@
[gd_scene load_steps=6 format=3 uid="uid://bf4ohdg0sfl8l"]
[ext_resource type="Script" uid="uid://d1bbllvcal2uw" path="res://slime_simulation.gd" id="1_pxe3a"]
[ext_resource type="Shader" uid="uid://bh4h5oqyhr5bx" path="res://show_simulation.gdshader" id="2_pxe3a"]
[sub_resource type="Texture2DRD" id="Texture2DRD_pxe3a"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_pxe3a"]
shader = ExtResource("2_pxe3a")
shader_parameter/trail_tex = SubResource("Texture2DRD_pxe3a")
[sub_resource type="QuadMesh" id="QuadMesh_pxe3a"]
[node name="SlimeSimulation" type="Node2D"]
script = ExtResource("1_pxe3a")
[node name="MeshInstance2D" type="MeshInstance2D" parent="."]
material = SubResource("ShaderMaterial_pxe3a")
position = Vector2(256, 256)
scale = Vector2(512, 512)
mesh = SubResource("QuadMesh_pxe3a")