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)