just before gpu mesh generation

This commit is contained in:
Guillaume Vern 2025-12-01 00:56:35 +01:00
parent d0375a15dc
commit 0a148d9db1
3 changed files with 58 additions and 59 deletions

View File

@ -15,6 +15,10 @@ layout(set = 0, binding = 1) uniform Params {
float threshold;
} params;
uint index3(uint x, uint y, uint z) {
return x + y * params.world_size + z * params.world_size * params.world_size;
}
void main() {
uvec3 id = gl_GlobalInvocationID;
if (id.x >= uint(params.world_size) ||
@ -22,8 +26,7 @@ void main() {
id.z >= uint(params.world_size))
return;
uint index = id.x + id.y * uint(params.world_size) + id.z * uint(params.world_size) * uint(params.world_size);
vec3 p = vec3(id);
vec3 p = vec3(id) - params.world_size / 2 + 1;
float d = length(p) - params.threshold;
voxels.sample_points[index] = d;
voxels.sample_points[index3(id.x, id.y, id.z)] = d;
}

View File

@ -30,11 +30,10 @@ var surface_tool: SurfaceTool = SurfaceTool.new()
func _ready() -> void:
gpu_sdf = ComputeSdf.new()
gpu_sdf.create_device()
#initialize_sample_points()
func _process(_delta: float) -> void:
clear()
sdf_buffer = gpu_sdf.compute(world_size * 2, RADIUS)
sdf_buffer = gpu_sdf.compute(world_size, RADIUS)
if !sdf_buffer.is_empty():
create_surface_points()
if show_surface_points:
@ -53,29 +52,25 @@ func clear():
child.queue_free()
func draw_sample_points():
for x in range(-world_size + 1, world_size):
for y in range(-world_size + 1, world_size):
for z in range(-world_size + 1, world_size):
for x in range(world_size):
for y in range(world_size):
for z in range(world_size):
if sample_points.has(Vector3i(x, y, z)):
DebugDraw3D.draw_square(Vector3i(x, y, z), 0.2, color)
#DebugDraw3D.draw_text(Vector3i(x, y, z), str(Vector3i(x, y, z)))
func draw_surface_points():
for x in range(-world_size + 1, world_size):
for y in range(-world_size + 1, world_size):
for z in range(-world_size + 1, world_size):
for x in range(world_size):
for y in range(world_size):
for z in range(world_size):
if surface_points.has(Vector3i(x, y, z)):
DebugDraw3D.draw_square(Vector3i(x, y, z), 0.3, surface_point_color)
func initialize_sample_points():
sample_points = gpu_sdf.compute(world_size, RADIUS)
print("sample_points initialized", sample_points)
DebugDraw3D.draw_square(surface_points[Vector3i(x, y, z)].position , 0.3, surface_point_color)
DebugDraw3D.draw_text(surface_points[Vector3i(x, y, z)].position, str(surface_points[Vector3i(x, y, z)].position))
func create_surface_points():
for x in range(-world_size + 1, world_size):
for y in range(-world_size + 1, world_size):
for z in range(-world_size + 1, world_size):
for x in range(world_size):
for y in range(world_size):
for z in range(world_size):
create_surface_point(Vector3i(x, y, z))
func create_surface_point(voxel: Vector3i):
@ -83,25 +78,25 @@ func create_surface_point(voxel: Vector3i):
var previous_sample_point
var previous_sample_point_distance_from_sdf
var intersection_points_sum = Vector3.ZERO
var intersection_points_number = Vector3.ZERO
var intersection_points_number = 0
for sample_point_to_check_index in range(SURFACE_AXIS.size()):
var sample_point_to_check = voxel + SURFACE_AXIS[sample_point_to_check_index]
var normal_x = voxel.x + world_size - 1
var normal_y = voxel.y + world_size - 1
var normal_z = voxel.z + world_size - 1
var buffer_index = normal_x + normal_y * world_size + normal_z * world_size * world_size
var normal_x = sample_point_to_check.x + world_size - 1
var normal_y = sample_point_to_check.y + world_size - 1
var normal_z = sample_point_to_check.z + world_size - 1
var buffer_index = sample_point_to_check.x + sample_point_to_check.y * world_size + sample_point_to_check.z * world_size * world_size
if buffer_index < sdf_buffer.size():
var sample_point_distance_from_sdf = sdf_buffer[buffer_index]#get_sample_value(sample_point_to_check)
sample_points[voxel] = sample_point_distance_from_sdf
sample_points[sample_point_to_check] = sample_point_distance_from_sdf
if previous_sign != 0 && sign(sample_point_distance_from_sdf) != previous_sign:
var intersection_point = (1-previous_sample_point_distance_from_sdf/(previous_sample_point_distance_from_sdf - sample_point_distance_from_sdf))*previous_sample_point+(previous_sample_point_distance_from_sdf/(previous_sample_point_distance_from_sdf-sample_point_distance_from_sdf)*sample_point_to_check)
intersection_points_sum += intersection_point
intersection_points_number += Vector3.ONE
intersection_points_number += 1
previous_sign = sign(sample_point_distance_from_sdf)
previous_sample_point = sample_point_to_check
previous_sample_point_distance_from_sdf = sample_point_distance_from_sdf
if intersection_points_sum != Vector3.ZERO && intersection_points_number != Vector3.ZERO:
var intersection_points_average = intersection_points_sum/intersection_points_number
if intersection_points_sum != Vector3.ZERO && intersection_points_number != 0:
var intersection_points_average = intersection_points_sum/Vector3(intersection_points_number, intersection_points_number, intersection_points_number)
var surface_point = SurfacePoint.new()
surface_point.position = intersection_points_average
surface_points[voxel] = surface_point
@ -126,14 +121,15 @@ func create_surface_mesh(size: int = 6):
func create_surface_mesh_quad(index: Vector3i):
for axis_index in range(AXIS.size()):
var axis = AXIS[axis_index]
if sample_points.has(index + axis):
var sample_value1 = sample_points[index]
var sample_value2 = sample_points[index + axis]
var sample_value1 = sample_points[index]
var sample_value2 = sample_points[index + axis]
if sample_value1 < 0 and sample_value2 >= 0:
add_quad(index, axis_index)
elif sample_value1 >= 0 and sample_value2 < 0:
add_reversed_quad(index, axis_index)
if sample_value1 < 0 and sample_value2 >= 0:
add_quad(index, axis_index)
elif sample_value1 >= 0 and sample_value2 < 0:
add_reversed_quad(index, axis_index)
const AXIS := [
Vector3i(1,0,0),
@ -154,35 +150,37 @@ const SURFACE_AXIS := [
func add_quad(index: Vector3i, axis_index: int):
var points = get_quad_points(index, axis_index)
if points != null:
surface_tool.add_vertex(points[0])
surface_tool.add_vertex(points[1])
surface_tool.add_vertex(points[2])
surface_tool.add_vertex(points[0])
surface_tool.add_vertex(points[1])
surface_tool.add_vertex(points[2])
surface_tool.add_vertex(points[0])
surface_tool.add_vertex(points[2])
surface_tool.add_vertex(points[3])
surface_tool.generate_normals()
surface_tool.add_vertex(points[0])
surface_tool.add_vertex(points[2])
surface_tool.add_vertex(points[3])
surface_tool.generate_normals()
func add_reversed_quad(index: Vector3i, axis_index: int):
var points = get_quad_points(index, axis_index)
surface_tool.add_vertex(points[0])
surface_tool.add_vertex(points[2])
surface_tool.add_vertex(points[1])
if points != null:
surface_tool.add_vertex(points[0])
surface_tool.add_vertex(points[2])
surface_tool.add_vertex(points[1])
surface_tool.add_vertex(points[0])
surface_tool.add_vertex(points[3])
surface_tool.add_vertex(points[2])
surface_tool.generate_normals()
surface_tool.add_vertex(points[0])
surface_tool.add_vertex(points[3])
surface_tool.add_vertex(points[2])
surface_tool.generate_normals()
func get_quad_points(index: Vector3i, axis_index: int):
return [
surface_points[index + QUAD_POINTS[axis_index][0]].position,
surface_points[index + QUAD_POINTS[axis_index][1]].position,
surface_points[index + QUAD_POINTS[axis_index][2]].position,
surface_points[index + QUAD_POINTS[axis_index][3]].position,
]
if surface_points.has(index + QUAD_POINTS[axis_index][0]) and surface_points.has(index + QUAD_POINTS[axis_index][1]) and surface_points.has(index + QUAD_POINTS[axis_index][2]) and surface_points.has(index + QUAD_POINTS[axis_index][3]):
return [
surface_points[index + QUAD_POINTS[axis_index][0]].position,
surface_points[index + QUAD_POINTS[axis_index][1]].position,
surface_points[index + QUAD_POINTS[axis_index][2]].position,
surface_points[index + QUAD_POINTS[axis_index][3]].position,
]
const QUAD_POINTS := [
# x axis

View File

@ -4,6 +4,4 @@
[node name="SmoothWorld" type="Node3D"]
script = ExtResource("1_4h467")
RADIUS = 2.059
show_sample_points = true
show_surface_points = true
RADIUS = 6.789