saving what I've done

This commit is contained in:
2025-08-01 23:54:06 +03:00
parent 15639ff098
commit e67a3c72ec
5 changed files with 38 additions and 19 deletions

View File

@@ -15,6 +15,12 @@ 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"
[display]
window/size/viewport_width=1920
window/size/viewport_height=1080
window/stretch/mode="viewport"
[rendering] [rendering]
environment/defaults/default_clear_color=Color(0.0605303, 0.0605304, 0.0605303, 1) environment/defaults/default_clear_color=Color(0.0605303, 0.0605304, 0.0605303, 1)

View File

@@ -7,8 +7,8 @@ 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 = 0) uniform restrict readonly image2D current_trail;
layout(r32f, binding = 1) uniform restrict writeonly image2D output_trail; layout(r32f, binding = 1) uniform restrict writeonly image2D output_trail;
layout(binding = 2) restrict buffer AgentBuffer { layout(binding = 2) restrict buffer AgentBuffer {
vec2 positions[1024]; vec2 positions[1024 * 1024];
float headings[1024]; float headings[1024 * 1024];
} agent_buffer; } agent_buffer;
layout(push_constant, std430) uniform Params { layout(push_constant, std430) uniform Params {
@@ -19,13 +19,17 @@ layout(push_constant, std430) uniform Params {
const float SPEED = 1.0; const float SPEED = 1.0;
float random(vec2 coords) {
return fract(sin(dot(coords.xy, vec2(12.9898,78.233))) * 43758.5453);
}
vec2 loop_position(vec2 pos) { vec2 loop_position(vec2 pos) {
int width = params.texture_size.x; int width = params.texture_size.x;
int height = params.texture_size.y; int height = params.texture_size.y;
if (pos.x > width) pos.x = mod(pos.x, width); if (pos.x > width) pos.x = mod(pos.x, width);
if (pos.y > height) pos.y = mod(pos.y, height); if (pos.y > height) pos.y = mod(pos.y, height);
if (pos.x < 0) pos.x = width - pos.x; if (pos.x < 0) pos.x = width + pos.x;
if (pos.y < 0) pos.y = height - pos.y; if (pos.y < 0) pos.y = height + pos.y;
return pos; return pos;
} }

View File

@@ -10,7 +10,7 @@ layout(r32f, set = 1, binding = 0) uniform restrict writeonly image2D output_ima
// PushConstants // PushConstants
layout(push_constant, std430) uniform Params { layout(push_constant, std430) uniform Params {
vec2 texture_size; ivec2 texture_size;
float decay_factor; float decay_factor;
float dissipation_factor; float dissipation_factor;
} params; } params;
@@ -20,11 +20,16 @@ float get_dissipation_from(ivec2 uv) {
return v * params.dissipation_factor; return v * params.dissipation_factor;
} }
// ivec2 loop_position(vec2 pos) { ivec2 loop_position(ivec2 pos) {
// int width = params.texture_size.x; int width = params.texture_size.x;
// int height = params.texture_size.y; int height = params.texture_size.y;
// return ivec2(mod(pos + params.texture_size, params.texture_size)); vec2 looped = pos;
// } if (pos.x > width) looped.x = mod(pos.x, width);
if (pos.y > height) looped.y = mod(pos.y, height);
if (pos.x < 0) looped.x = width - pos.x;
if (pos.y < 0) looped.y = height - pos.y;
return ivec2(looped);
}
// The code we want to execute in each invocation // The code we want to execute in each invocation
void main() { void main() {
@@ -33,10 +38,10 @@ void main() {
ivec2 uv = ivec2(gl_GlobalInvocationID.xy); ivec2 uv = ivec2(gl_GlobalInvocationID.xy);
ivec2 tl = ivec2(0, 0); ivec2 tl = ivec2(0, 0);
ivec2 up_uv = clamp(uv - ivec2(0, 1), tl, size); ivec2 up_uv = loop_position(uv - ivec2(0, 1));
ivec2 down_uv = clamp(uv + ivec2(0, 1), tl, size); ivec2 down_uv = loop_position(uv + ivec2(0, 1));
ivec2 left_uv = clamp(uv - ivec2(1, 0), tl, size); ivec2 left_uv = loop_position(uv - ivec2(1, 0));
ivec2 right_uv = clamp(uv + ivec2(1, 0), tl, size); ivec2 right_uv = loop_position(uv + ivec2(1, 0));
// Just in case the texture size is not divisable by 8. // Just in case the texture size is not divisable by 8.
if ((uv.x > size.x) || (uv.y > size.y)) { if ((uv.x > size.x) || (uv.y > size.y)) {
@@ -51,6 +56,10 @@ void main() {
new_v += get_dissipation_from(right_uv); new_v += get_dissipation_from(right_uv);
new_v += get_dissipation_from(left_uv); new_v += get_dissipation_from(left_uv);
// Kill very old trails completely
// if (new_v < 0.001) {
// new_v = 0;
// }
// new_v = clamp(new_v, 0, 1); // new_v = clamp(new_v, 0, 1);

View File

@@ -12,7 +12,7 @@ extends Node2D
@onready var mesh := $MeshInstance2D @onready var mesh := $MeshInstance2D
## Needs to be changed from the shader as well ## Needs to be changed from the shader as well
const AGENTS: int = 1024 const AGENTS: int = 1024 * 1024
var texture: Texture2DRD var texture: Texture2DRD
var next_texture: int = 0 var next_texture: int = 0

View File

@@ -10,19 +10,19 @@ shader = ExtResource("2_pxe3a")
shader_parameter/trail_tex = SubResource("Texture2DRD_pxe3a") shader_parameter/trail_tex = SubResource("Texture2DRD_pxe3a")
[sub_resource type="QuadMesh" id="QuadMesh_pxe3a"] [sub_resource type="QuadMesh" id="QuadMesh_pxe3a"]
size = Vector2(1920, 1080)
[node name="SlimeSimulation" type="Node2D"] [node name="SlimeSimulation" type="Node2D"]
script = ExtResource("1_pxe3a") script = ExtResource("1_pxe3a")
texture_size = Vector2i(1152, 648) texture_size = Vector2i(1920, 1080)
decay_factor = 0.75 decay_factor = 0.75
dissipation_factor = 0.06 dissipation_factor = 0.06
sensor_angle = 8.0 sensor_angle = 7.0
sensor_distance = 20.0 sensor_distance = 20.0
rng_seed = 8008 rng_seed = 8008
[node name="MeshInstance2D" type="MeshInstance2D" parent="."] [node name="MeshInstance2D" type="MeshInstance2D" parent="."]
self_modulate = Color(0.581022, 0.701395, 0.890748, 1) self_modulate = Color(0.581022, 0.701395, 0.890748, 1)
material = SubResource("ShaderMaterial_pxe3a") material = SubResource("ShaderMaterial_pxe3a")
position = Vector2(576, 324) position = Vector2(960, 540)
scale = Vector2(1152, 648)
mesh = SubResource("QuadMesh_pxe3a") mesh = SubResource("QuadMesh_pxe3a")