Files
slime-moldies/slime_simulation.gd

197 lines
6.0 KiB
GDScript

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) % 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)
)
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_uniform_sets: Array[RID] = [RID(), RID()]
var agent_buffer: RID
var agent_set: 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(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 shaders
decay_shader = _load_shader(rd, "res://shaders/decay_cs.glsl")
decay_pipeline = rd.compute_pipeline_create(decay_shader)
agent_shader = _load_shader(rd, "res://shaders/agents_cs.glsl")
agent_pipeline = rd.compute_pipeline_create(agent_shader)
# Create agent buffer
var rng := RandomNumberGenerator.new()
rng.seed = 80085
var agent_data := PackedVector2Array()
for n in 64 * 16:
var new_position: Vector2i = Vector2(
rng.randi_range(0, init_with_texture_size.x),
rng.randi_range(0, init_with_texture_size.y)
)
agent_data.push_back(new_position)
var agent_size_in_bytes := 8
agent_buffer = rd.storage_buffer_create(
agent_data.size() * agent_size_in_bytes, agent_data.to_byte_array()
)
# 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
)
var agent_uniforms = []
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)
agent_uniform_sets[i] = rd.uniform_set_create([trail_uniform], agent_shader, 0)
var uniform := RDUniform.new()
uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_STORAGE_BUFFER
uniform.binding = 1
uniform.add_id(agent_buffer)
agent_set = rd.uniform_set_create([uniform], agent_shader, 0)
func _render_process(with_next_texture: int, tex_size: Vector2i, decay_fctr: 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(0.0)
push_constant.push_back(0.0)
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, current_set, 0)
rd.compute_list_bind_uniform_set(agent_compute_list, next_set, 1)
rd.compute_list_bind_uniform_set(agent_compute_list, agent_set, 2)
rd.compute_list_set_push_constant(
agent_compute_list, push_constant.to_byte_array(), push_constant.size() * 4
)
rd.compute_list_dispatch(agent_compute_list, 16, 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(0.0)
@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()
# 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 decay_shader:
rd.free_rid(decay_shader)