197 lines
6.0 KiB
GDScript
197 lines
6.0 KiB
GDScript
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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@onready var mesh := $MeshInstance2D
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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(next_texture, texture_size, decay_factor)
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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_uniform_sets: Array[RID] = [RID(), RID()]
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var agent_buffer: RID
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var agent_set: 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(init_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://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://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 = 80085
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var agent_data := PackedVector2Array()
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for n in 64 * 16:
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var new_position: Vector2i = Vector2(
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rng.randi_range(0, init_with_texture_size.x),
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rng.randi_range(0, init_with_texture_size.y)
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)
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agent_data.push_back(new_position)
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var agent_size_in_bytes := 8
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agent_buffer = rd.storage_buffer_create(
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agent_data.size() * agent_size_in_bytes, agent_data.to_byte_array()
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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 = init_with_texture_size.x
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tf.height = init_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 = []
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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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agent_uniform_sets[i] = rd.uniform_set_create([trail_uniform], agent_shader, 0)
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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 = 1
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uniform.add_id(agent_buffer)
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agent_set = rd.uniform_set_create([uniform], agent_shader, 0)
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func _render_process(with_next_texture: int, tex_size: Vector2i, decay_fctr: float) -> 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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# 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(0.0)
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push_constant.push_back(0.0)
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var agent_compute_list := rd.compute_list_begin()
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rd.compute_list_bind_compute_pipeline(agent_compute_list, agent_pipeline)
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rd.compute_list_bind_uniform_set(agent_compute_list, current_set, 0)
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rd.compute_list_bind_uniform_set(agent_compute_list, next_set, 1)
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rd.compute_list_bind_uniform_set(agent_compute_list, agent_set, 2)
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rd.compute_list_set_push_constant(
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agent_compute_list, push_constant.to_byte_array(), push_constant.size() * 4
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)
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rd.compute_list_dispatch(agent_compute_list, 16, 1, 1)
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rd.compute_list_end()
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# Decay and dissipate
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push_constant.clear()
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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(decay_fctr)
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push_constant.push_back(0.0)
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@warning_ignore("integer_division")
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var x_groups := (tex_size.x - 1) / 8 + 1
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@warning_ignore("integer_division")
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var y_groups := (tex_size.y - 1) / 8 + 1
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# Run the compute shader
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var compute_list := rd.compute_list_begin()
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rd.compute_list_bind_compute_pipeline(compute_list, decay_pipeline)
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rd.compute_list_bind_uniform_set(compute_list, current_set, 0)
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rd.compute_list_bind_uniform_set(compute_list, next_set, 1)
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rd.compute_list_set_push_constant(
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compute_list, push_constant.to_byte_array(), push_constant.size() * 4
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)
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rd.compute_list_dispatch(compute_list, x_groups, y_groups, 1)
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rd.compute_list_end()
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# We don't need to sync up here, Godots default barriers will do the trick.
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# If you want the output of a compute shader to be used as input of
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# another computer shader you'll need to add a barrier:
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#rd.barrier(RenderingDevice.BARRIER_MASK_COMPUTE)
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func _free_compute_resources() -> void:
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# Note that our sets and pipeline are cleaned up automatically
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# as they are dependencies :P
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for i in 3:
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if texture_rds[i]:
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rd.free_rid(texture_rds[i])
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if decay_shader:
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rd.free_rid(decay_shader)
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