gpu weh weh

This commit is contained in:
Guillaume Vern 2026-02-12 02:00:03 +01:00
parent 34faf804a5
commit 8901011b81
10 changed files with 431 additions and 300 deletions

View File

@ -1,17 +1,23 @@
var rd: RenderingDevice
var shader_file: Resource
var shader_spirv: RDShaderSPIRV
var shader: RID
var shader_file1: Resource
var shader_file2: Resource
var shader_spirv1: RDShaderSPIRV
var shader_spirv2: RDShaderSPIRV
var shader_pass1: RID
var shader_pass2: RID
var start_time := Time.get_ticks_msec() / 1000.0
func create_device():
rd = RenderingServer.create_local_rendering_device()
shader_file = load("res://sdf_shader.glsl")
shader_spirv = shader_file.get_spirv()
shader = rd.shader_create_from_spirv(shader_spirv)
shader_file1 = load("res://sdf_shader.glsl")
shader_spirv1 = shader_file1.get_spirv()
shader_pass1 = rd.shader_create_from_spirv(shader_spirv1)
shader_file2 = load("res://sdf_mesh_generation.glsl")
shader_spirv2 = shader_file2.get_spirv()
shader_pass2 = rd.shader_create_from_spirv(shader_spirv2)
func compute(world_size: int, threshold: float):
func compute_mesh(world_size: int, threshold: float) -> ArrayMesh:
# Prepare our data. We use floats in the shader, so we need 32 bit.
var total = world_size * world_size * world_size
@ -40,11 +46,53 @@ func compute(world_size: int, threshold: float):
# Create a uniform to assign the buffer to the rendering device
var surface_uniform_buf := RDUniform.new()
surface_uniform_buf.uniform_type = RenderingDevice.UNIFORM_TYPE_STORAGE_BUFFER
surface_uniform_buf.binding = 2 # this needs to match the "binding" in our shader file
surface_uniform_buf.binding = 2
surface_uniform_buf.add_id(surface_buffer)
# Binding 3: Normals ( 3 floats per voxel)
var normal_total = total * 3
var normal_input := PackedFloat32Array()
normal_input.resize(normal_total)
# Ensure we pass the byte size correctly: total_elements * 4 bytes per float
var normal_buffer = rd.storage_buffer_create(normal_input.size() * 4, normal_input.to_byte_array())
var normal_uniform = RDUniform.new()
normal_uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_STORAGE_BUFFER
normal_uniform.binding = 3
normal_uniform.add_id(normal_buffer)
# Binding 4: UVs (vec2 = 2 floats per voxel)
var uv_bytes = PackedFloat32Array()
uv_bytes.resize(total * 2)
var uv_buffer = rd.storage_buffer_create(uv_bytes.size() * 4, uv_bytes.to_byte_array())
var uv_uniform = RDUniform.new()
uv_uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_STORAGE_BUFFER
uv_uniform.binding = 4
uv_uniform.add_id(uv_buffer)
# Index buffer
# 1. Use a safer max_indices for testing (18 is the absolute max, 6 is usually enough)
var safe_max = world_size * world_size * world_size * 6
# 2. Pre-calculate byte array to avoid double-allocation spikes
var index_bytes := PackedInt32Array()
index_bytes.resize(safe_max)
var index_raw_bytes = index_bytes.to_byte_array()
# 3. Explicitly create the buffer
var idx_buffer = rd.storage_buffer_create(index_raw_bytes.size(), index_raw_bytes)
var idx_uniform := RDUniform.new()
idx_uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_STORAGE_BUFFER
idx_uniform.binding = 5
idx_uniform.add_id(idx_buffer)
# Atomic counter
var counter_bytes = PackedInt32Array([0]).to_byte_array()
var counter_buffer = rd.storage_buffer_create(4, counter_bytes)
var counter_uniform := RDUniform.new()
counter_uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_STORAGE_BUFFER
counter_uniform.binding = 6
counter_uniform.add_id(counter_buffer)
var u_time := Time.get_ticks_msec() / 1000.0 - start_time
print("utime: ", u_time)
var peer := StreamPeerBuffer.new()
peer.put_32(world_size)
@ -60,40 +108,92 @@ func compute(world_size: int, threshold: float):
uniform_params.binding = 1
uniform_params.add_id(params_buffer)
var uniform_set := rd.uniform_set_create([uniform_params, uniform_buf, surface_uniform_buf], shader, 0) # the last parameter (the 0) needs to match the "set" in our shader file
var uniform_set1 := rd.uniform_set_create([uniform_buf, uniform_params, surface_uniform_buf, normal_uniform, uv_uniform, idx_uniform, counter_uniform], shader_pass1, 0) # the last parameter (the 0) needs to match the "set" in our shader file
var uniform_set2 := rd.uniform_set_create([uniform_buf, uniform_params, surface_uniform_buf, normal_uniform, uv_uniform, idx_uniform, counter_uniform], shader_pass2, 0)
# Create a compute pipeline
var pipeline := rd.compute_pipeline_create(shader)
var compute_list := rd.compute_list_begin()
rd.compute_list_bind_compute_pipeline(compute_list, pipeline)
rd.compute_list_bind_uniform_set(compute_list, uniform_set, 0)
var dispatch_x = int(ceil(world_size / 8.0))
var dispatch_y = int(ceil(world_size / 8.0))
var dispatch_z = int(ceil(world_size / 1.0)) # local_size_z = 1
rd.compute_list_dispatch(compute_list, dispatch_x, dispatch_y, dispatch_z)
var dispatch_count = int(ceil(world_size / 4.0))
# 1. Dispatch PASS 1 (Calculate Points)
var pipeline1 := rd.compute_pipeline_create(shader_pass1) # Points only
var compute_list = rd.compute_list_begin()
rd.compute_list_bind_compute_pipeline(compute_list, pipeline1)
rd.compute_list_bind_uniform_set(compute_list, uniform_set1, 0)
rd.compute_list_dispatch(compute_list, dispatch_count, dispatch_count, dispatch_count)
rd.compute_list_end()
# This is the "Magic" command that fixes the stripes/holes
# It forces the GPU to finish all writes to the surface_buffer
# before any other shader starts reading it.
rd.barrier(RenderingDevice.BARRIER_MASK_ALL_BARRIERS)
# 2. Dispatch PASS 2 (Generate Indices)
var pipeline2 := rd.compute_pipeline_create(shader_pass2) # Indices only
compute_list = rd.compute_list_begin()
rd.compute_list_bind_compute_pipeline(compute_list, pipeline2)
rd.compute_list_bind_uniform_set(compute_list, uniform_set2, 0)
rd.compute_list_dispatch(compute_list, dispatch_count, dispatch_count, dispatch_count)
rd.compute_list_end()
# Submit to GPU and wait for sync
rd.submit()
rd.sync()
# Read back the data from the buffer
var output_bytes := rd.buffer_get_data(surface_buffer)
var output := output_bytes.to_float32_array()
var output_sample_bytes := rd.buffer_get_data(buffer)
var output_sample := output_sample_bytes.to_float32_array()
var out_verts = rd.buffer_get_data(surface_buffer).to_float32_array()
var out_norms = rd.buffer_get_data(normal_buffer).to_float32_array()
var out_indices = rd.buffer_get_data(idx_buffer).to_int32_array()
var final_count = rd.buffer_get_data(counter_buffer).to_int32_array()[0]
rd.free_rid(buffer)
rd.free_rid(params_buffer)
rd.free_rid(surface_buffer)
rd.free_rid(normal_buffer)
rd.free_rid(uv_buffer)
rd.free_rid(idx_buffer)
rd.free_rid(counter_buffer)
var surface_points_dict := build_surface_dict(world_size, output)
var sample_points_dict := build_sample_dict(world_size, output_sample)
# 5. Build the Mesh
var mesh = ArrayMesh.new()
var arrays = []
arrays.resize(Mesh.ARRAY_MAX)
# We need to reshape the flat float array into Vector3s
var verts := PackedVector3Array()
var normals := PackedVector3Array()
# Instead of blindly appending every voxel, we check if the voxel was "active"
# Or, even better, map the original voxel indices to new packed indices
var active_map = {}
var packed_verts := PackedVector3Array()
var packed_normals := PackedVector3Array()
var packed_indices := PackedInt32Array()
var offset = Vector3(world_size / 2.0, world_size / 2.0, world_size / 2.0)
var final_indices = out_indices.slice(0, final_count)
for old_idx in final_indices:
var v_base = old_idx * 3
# 1. Skip if the shader marked this as an empty voxel
if out_verts[v_base] < -0.5:
continue
if not active_map.has(old_idx):
active_map[old_idx] = packed_verts.size()
# 2. Re-center the vertex so the mesh isn't floating in the corner
var pos = Vector3(out_verts[v_base], out_verts[v_base+1], out_verts[v_base+2]) - offset
packed_verts.append(pos)
packed_normals.append(Vector3(out_norms[v_base], out_norms[v_base+1], out_norms[v_base+2]))
packed_indices.append(active_map[old_idx])
if packed_verts.size() > 0:
arrays[Mesh.ARRAY_VERTEX] = packed_verts
arrays[Mesh.ARRAY_NORMAL] = packed_normals
arrays[Mesh.ARRAY_INDEX] = packed_indices
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)
return mesh
return {
"surface_points_dict": surface_points_dict,
"sample_points_dict": sample_points_dict
}
func build_sample_dict(world_size: int, flat_buffer: PackedFloat32Array) -> Dictionary:
var dict := {}

View File

@ -1,4 +1,4 @@
[gd_resource type="Environment" load_steps=2 format=3 uid="uid://ti46fffblpei"]
[gd_resource type="Environment" format=3 uid="uid://ti46fffblpei"]
[sub_resource type="Sky" id="1"]

View File

@ -1,26 +1,9 @@
[gd_resource type="VisualShader" load_steps=2 format=3 uid="uid://bose286qacwdl"]
[gd_resource type="VisualShader" format=3 uid="uid://bose286qacwdl"]
[sub_resource type="VisualShaderNodeColorConstant" id="VisualShaderNodeColorConstant_sxi40"]
constant = Color(0.30202293, 0.6060653, 0.9109474, 1)
[resource]
code = "shader_type spatial;
render_mode blend_mix, depth_draw_opaque, depth_test_default, cull_back, diffuse_lambert, specular_schlick_ggx;
void fragment() {
// ColorConstant:2
vec4 n_out2p0 = vec4(0.302023, 0.606065, 0.910947, 1.000000);
// Output:0
ALBEDO = vec3(n_out2p0.xyz);
}
"
nodes/vertex/0/position = Vector2(360, 220)
nodes/fragment/0/position = Vector2(660, 140)
nodes/fragment/2/node = SubResource("VisualShaderNodeColorConstant_sxi40")

View File

@ -8,11 +8,15 @@
config_version=5
[animation]
compatibility/default_parent_skeleton_in_mesh_instance_3d=true
[application]
config/name="GammaShade"
run/main_scene="res://world.tscn"
config/features=PackedStringArray("4.5")
config/features=PackedStringArray("4.6")
config/icon="res://icon.png"
[debug]

View File

@ -1,8 +1,7 @@
[gd_scene load_steps=2 format=3 uid="uid://bm0qtcmn8rna5"]
[gd_scene format=3 uid="uid://bm0qtcmn8rna5"]
[ext_resource type="Script" uid="uid://likm24qx18tm" path="res://sample_point.gd" id="1_x8428"]
[node name="SamplePoint" type="Node3D"]
visible = null
[node name="SamplePoint" type="Node3D" unique_id=1719920532]
visible = false
script = ExtResource("1_x8428")
visible = null

86
sdf_mesh_generation.glsl Normal file
View File

@ -0,0 +1,86 @@
#[compute]
#version 450
layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in;
layout(set = 0, binding = 0, std430) buffer DataBuffer { float sample_points[]; } voxels;
layout(set = 0, binding = 1) uniform Params { int world_size; float threshold; float u_time; } params;
layout(set = 0, binding = 2, std430) buffer SurfaceBuffer { float surface_points[]; } surface;
layout(set = 0, binding = 5, std430) buffer IndexBuffer { uint indices[]; } mesh_indices;
layout(set = 0, binding = 6, std430) buffer Counter { uint count; } index_count;
uint index3(uint x, uint y, uint z) {
return x + y * params.world_size + z * params.world_size * params.world_size;
}
bool has_vertex(ivec3 p) {
// Boundary check for the voxel itself
if (any(lessThan(p, ivec3(0))) || any(greaterThanEqual(p, ivec3(params.world_size)))) return false;
uint idx = index3(uint(p.x), uint(p.y), uint(p.z));
return surface.surface_points[idx * 3u] > -0.5;
}
// Translated QUAD_POINTS from your GDScript
const ivec3 QUAD_OFFSETS[3][4] = ivec3[3][4](
// X-Axis Edges
ivec3[](ivec3(0,0,-1), ivec3(0,-1,-1), ivec3(0,-1,0), ivec3(0,0,0)),
// Y-Axis Edges
ivec3[](ivec3(0,0,-1), ivec3(0,0,0), ivec3(-1,0,0), ivec3(-1,0,-1)),
// Z-Axis Edges
ivec3[](ivec3(0,0,0), ivec3(0,-1,0), ivec3(-1,-1,0), ivec3(-1,0,0))
);
void main() {
ivec3 id = ivec3(gl_GlobalInvocationID);
if (id.x >= params.world_size || id.y >= params.world_size || id.z >= params.world_size) return;
uint idx = index3(id.x, id.y, id.z);
// Check the 3 primary axes (forward edges)
const ivec3 AXIS[3] = ivec3[](ivec3(1,0,0), ivec3(0,1,0), ivec3(0,0,1));
for (int i = 0; i < 3; i++) {
ivec3 neighbor_id = id + AXIS[i];
// Ensure neighbor is in bounds before sampling noise
if (any(greaterThanEqual(neighbor_id, ivec3(params.world_size)))) continue;
float d1 = voxels.sample_points[idx];
float d2 = voxels.sample_points[index3(neighbor_id.x, neighbor_id.y, neighbor_id.z)];
// Sign change check (Crossing detection)
if ((d1 < 0.0) != (d2 < 0.0)) {
ivec3 p0 = id + QUAD_OFFSETS[i][0];
ivec3 p1 = id + QUAD_OFFSETS[i][1];
ivec3 p2 = id + QUAD_OFFSETS[i][2];
ivec3 p3 = id + QUAD_OFFSETS[i][3];
// Verify all 4 surrounding voxels have valid vertices
if (has_vertex(p0) && has_vertex(p1) && has_vertex(p2) && has_vertex(p3)) {
uint v0 = index3(p0.x, p0.y, p0.z);
uint v1 = index3(p1.x, p1.y, p1.z);
uint v2 = index3(p2.x, p2.y, p2.z);
uint v3 = index3(p3.x, p3.y, p3.z);
uint start = atomicAdd(index_count.count, 6);
// Use the same winding logic as your add_quad / add_reversed_quad
if (d1 < 0.0) {
mesh_indices.indices[start + 0] = v0;
mesh_indices.indices[start + 1] = v1;
mesh_indices.indices[start + 2] = v2;
mesh_indices.indices[start + 3] = v0;
mesh_indices.indices[start + 4] = v2;
mesh_indices.indices[start + 5] = v3;
} else {
mesh_indices.indices[start + 0] = v0;
mesh_indices.indices[start + 1] = v2;
mesh_indices.indices[start + 2] = v1;
mesh_indices.indices[start + 3] = v0;
mesh_indices.indices[start + 4] = v3;
mesh_indices.indices[start + 5] = v2;
}
}
}
}
}

View File

@ -0,0 +1,14 @@
[remap]
importer="glsl"
type="RDShaderFile"
uid="uid://d348vk1vnsbps"
path="res://.godot/imported/sdf_mesh_generation.glsl-debc521de09c2e8ab62d3825224df785.res"
[deps]
source_file="res://sdf_mesh_generation.glsl"
dest_files=["res://.godot/imported/sdf_mesh_generation.glsl-debc521de09c2e8ab62d3825224df785.res"]
[params]

View File

@ -2,33 +2,48 @@
#version 450
// Workgroup size
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in;
// Storage buffer
layout(set = 0, binding = 0, std430) buffer DataBuffer {
float sample_points[];
float sample_points[];
} voxels;
layout(set = 0, binding = 1) uniform Params {
int world_size;
float threshold;
float u_time;
int world_size;
float threshold;
float u_time;
} params;
layout(set = 0, binding = 2, std430) buffer SurfaceBuffer {
float surface_points[];
float surface_points[];
} surface;
layout(set = 0, binding = 3, std430) buffer NormalsBuffer {
float normals[];
} normal;
layout(set = 0, binding = 4, std430) buffer UVBuffer {
vec2 UVs[];
} UV;
layout(set = 0, binding = 5, std430) buffer IndexBuffer {
uint indices[];
} mesh_indices;
layout(set = 0, binding = 6, std430) buffer Counter {
uint count;
} index_count;
uint index3(uint x, uint y, uint z) {
return x + y * params.world_size + z * params.world_size * params.world_size;
return x + y * params.world_size + z * params.world_size * params.world_size;
}
void store_surface_point(uint idx, vec3 pos) {
uint base = idx * 3u;
surface.surface_points[base + 0u] = pos.x;
surface.surface_points[base + 1u] = pos.y;
surface.surface_points[base + 2u] = pos.z;
uint base = idx * 3u;
surface.surface_points[base + 0u] = pos.x;
surface.surface_points[base + 1u] = pos.y;
surface.surface_points[base + 2u] = pos.z;
}
//
@ -44,156 +59,195 @@ void store_surface_point(uint idx, vec3 pos) {
//
vec3 mod289(vec3 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 mod289(vec4 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 permute(vec4 x) {
return mod289(((x*34.0)+10.0)*x);
return mod289(((x*34.0)+10.0)*x);
}
vec4 taylorInvSqrt(vec4 r)
{
return 1.79284291400159 - 0.85373472095314 * r;
return 1.79284291400159 - 0.85373472095314 * r;
}
float snoise(vec3 v)
{
const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
// First corner
vec3 i = floor(v + dot(v, C.yyy) );
vec3 x0 = v - i + dot(i, C.xxx) ;
// First corner
vec3 i = floor(v + dot(v, C.yyy) );
vec3 x0 = v - i + dot(i, C.xxx) ;
// Other corners
vec3 g = step(x0.yzx, x0.xyz);
vec3 l = 1.0 - g;
vec3 i1 = min( g.xyz, l.zxy );
vec3 i2 = max( g.xyz, l.zxy );
// Other corners
vec3 g = step(x0.yzx, x0.xyz);
vec3 l = 1.0 - g;
vec3 i1 = min( g.xyz, l.zxy );
vec3 i2 = max( g.xyz, l.zxy );
// x0 = x0 - 0.0 + 0.0 * C.xxx;
// x1 = x0 - i1 + 1.0 * C.xxx;
// x2 = x0 - i2 + 2.0 * C.xxx;
// x3 = x0 - 1.0 + 3.0 * C.xxx;
vec3 x1 = x0 - i1 + C.xxx;
vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
// x0 = x0 - 0.0 + 0.0 * C.xxx;
// x1 = x0 - i1 + 1.0 * C.xxx;
// x2 = x0 - i2 + 2.0 * C.xxx;
// x3 = x0 - 1.0 + 3.0 * C.xxx;
vec3 x1 = x0 - i1 + C.xxx;
vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
// Permutations
i = mod289(i);
vec4 p = permute( permute( permute(
i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
+ i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
+ i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
// Permutations
i = mod289(i);
vec4 p = permute( permute( permute(
i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
+ i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
+ i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
// Gradients: 7x7 points over a square, mapped onto an octahedron.
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
float n_ = 0.142857142857; // 1.0/7.0
vec3 ns = n_ * D.wyz - D.xzx;
// Gradients: 7x7 points over a square, mapped onto an octahedron.
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
float n_ = 0.142857142857; // 1.0/7.0
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
vec4 x_ = floor(j * ns.z);
vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
vec4 x_ = floor(j * ns.z);
vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
vec4 x = x_ *ns.x + ns.yyyy;
vec4 y = y_ *ns.x + ns.yyyy;
vec4 h = 1.0 - abs(x) - abs(y);
vec4 x = x_ *ns.x + ns.yyyy;
vec4 y = y_ *ns.x + ns.yyyy;
vec4 h = 1.0 - abs(x) - abs(y);
vec4 b0 = vec4( x.xy, y.xy );
vec4 b1 = vec4( x.zw, y.zw );
vec4 b0 = vec4( x.xy, y.xy );
vec4 b1 = vec4( x.zw, y.zw );
//vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
//vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
vec4 s0 = floor(b0)*2.0 + 1.0;
vec4 s1 = floor(b1)*2.0 + 1.0;
vec4 sh = -step(h, vec4(0.0));
//vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
//vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
vec4 s0 = floor(b0)*2.0 + 1.0;
vec4 s1 = floor(b1)*2.0 + 1.0;
vec4 sh = -step(h, vec4(0.0));
vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
vec3 p0 = vec3(a0.xy,h.x);
vec3 p1 = vec3(a0.zw,h.y);
vec3 p2 = vec3(a1.xy,h.z);
vec3 p3 = vec3(a1.zw,h.w);
vec3 p0 = vec3(a0.xy,h.x);
vec3 p1 = vec3(a0.zw,h.y);
vec3 p2 = vec3(a1.xy,h.z);
vec3 p3 = vec3(a1.zw,h.w);
//Normalise gradients
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
//Normalise gradients
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
// Mix final noise value
vec4 m = max(0.5 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
m = m * m;
return 105.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
dot(p2,x2), dot(p3,x3) ) );
// Mix final noise value
vec4 m = max(0.5 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
m = m * m;
return 105.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
dot(p2,x2), dot(p3,x3) ) );
}
const ivec3 AXIS[3] = ivec3[](
ivec3(1,0,0),
ivec3(0,1,0),
ivec3(0,0,1)
);
const ivec3 SURFACE_AXIS[8] = ivec3[](
ivec3(1,0,0),
ivec3(0,1,0),
ivec3(0,0,1),
ivec3(1,0,1),
ivec3(0,1,1),
ivec3(1,1,0),
ivec3(1,1,1),
ivec3(0,0,0)
);
// The 12 edges of a cube (pairs of corner indices 0-7)
const ivec2 EDGE_CORNERS[12] = ivec2[](
ivec2(0,1), ivec2(1,2), ivec2(2,3), ivec2(3,0), // Bottom face edges
ivec2(4,5), ivec2(5,6), ivec2(6,7), ivec2(7,4), // Top face edges
ivec2(0,4), ivec2(1,5), ivec2(2,6), ivec2(3,7) // Vertical edges
);
// The 8 corners of a cube
const ivec3 CORNERS[8] = ivec3[](
ivec3(0,0,0), ivec3(1,0,0), ivec3(1,1,0), ivec3(0,1,0),
ivec3(0,0,1), ivec3(1,0,1), ivec3(1,1,1), ivec3(0,1,1)
);
float get_noise_at(vec3 p) {
return snoise((p / 10.0) + vec3(params.u_time * .5)) * 5.0;
}
// Calculate normal using central difference
vec3 calculate_normal(vec3 p) {
float e = 0.01; // Small epsilon
float dx = get_noise_at(p + vec3(e, 0, 0)) - get_noise_at(p - vec3(e, 0, 0));
float dy = get_noise_at(p + vec3(0, e, 0)) - get_noise_at(p - vec3(0, e, 0));
float dz = get_noise_at(p + vec3(0, 0, e)) - get_noise_at(p - vec3(0, 0, e));
return normalize(vec3(dx, dy, dz));
}
void main() {
uvec3 id = gl_GlobalInvocationID;
if (id.x >= uint(params.world_size) ||
id.y >= uint(params.world_size) ||
id.z >= uint(params.world_size))
return;
uvec3 id = gl_GlobalInvocationID;
if (id.x >= uint(params.world_size) ||
id.y >= uint(params.world_size) ||
id.z >= uint(params.world_size))
return;
const ivec3 SURFACE_AXIS[8] = ivec3[](
ivec3(1,0,0),
ivec3(0,1,0),
ivec3(0,0,1),
ivec3(1,0,1),
ivec3(0,1,1),
ivec3(1,1,0),
ivec3(1,1,1),
ivec3(0,0,0)
);
vec3 p = vec3(id) - params.world_size / 2;
uint idx = index3(id.x, id.y, id.z);
voxels.sample_points[idx] = get_noise_at(p);
vec3 p = vec3(id) - params.world_size / 2;
uint idx = index3(id.x, id.y, id.z);
voxels.sample_points[idx] = snoise((p / 10.0) + vec3(params.u_time * .5, params.u_time * .5, params.u_time * .5)) *5.0;
barrier();
memoryBarrierBuffer();
int previous_sign = 0;
vec3 previous_sample_point_coords = vec3(id.x, id.y, id.z);
float previous_sample_point_distance = 0.0;
vec3 intersection_points_sum = vec3(0.0, 0.0, 0.0);
uint intersection_points_count = 0u;
for (int sample_point_to_check_index = 0; sample_point_to_check_index < 8; sample_point_to_check_index++){
ivec3 sample_point_to_check = ivec3(id) + SURFACE_AXIS[sample_point_to_check_index];
// bounds check
//if (sample_point_to_check.x < 0 || sample_point_to_check.y < 0 || sample_point_to_check.z < 0) continue;
if (uint(sample_point_to_check.x) >= params.world_size || uint(sample_point_to_check.y) >= params.world_size || uint(sample_point_to_check.z) >= params.world_size) continue;
uint buffer_index = index3(uint(sample_point_to_check.x), uint(sample_point_to_check.y), uint(sample_point_to_check.z));
float sample_point_distance_from_sdf = voxels.sample_points[buffer_index];
int current_sign = (sample_point_distance_from_sdf >= 0.0 ? 1 : -1);
if (previous_sign != 0 && current_sign != previous_sign) {
float t = previous_sample_point_distance / (previous_sample_point_distance - sample_point_distance_from_sdf);
vec3 intersect = mix(vec3(previous_sample_point_coords), vec3(sample_point_to_check), t);
intersection_points_sum += intersect;
intersection_points_count++;
}
vec3 intersection_sum = vec3(0.0);
uint count = 0;
previous_sign = current_sign;
previous_sample_point_distance = sample_point_distance_from_sdf;
previous_sample_point_coords = sample_point_to_check;
}
// Dual Contouring requires checking all 12 edges of the voxel.
// If ANY of these 12 edges has a sign change, this voxel MUST have a vertex.
for (int i = 0; i < 12; i++) {
ivec3 c1_off = CORNERS[EDGE_CORNERS[i].x];
ivec3 c2_off = CORNERS[EDGE_CORNERS[i].y];
if (intersection_points_count > 0u) {
vec3 avg = intersection_points_sum / float(intersection_points_count);
store_surface_point(idx, avg);
} else {
store_surface_point(idx, vec3(0.0)); // no surface
}
uvec3 c1 = id + uvec3(c1_off);
uvec3 c2 = id + uvec3(c2_off);
// Bounds check to prevent sampling noise outside the allocated buffer
if (any(greaterThanEqual(c1, uvec3(params.world_size))) ||
any(greaterThanEqual(c2, uvec3(params.world_size)))) continue;
float d1 = voxels.sample_points[index3(c1.x, c1.y, c1.z)];
float d2 = voxels.sample_points[index3(c2.x, c2.y, c2.z)];
// Standard sign-change test
if ((d1 < 0.0) != (d2 < 0.0)) {
// Linear interpolation to find the exact crossing point on the edge
float t = d1 / (d1 - d2);
intersection_sum += mix(vec3(c1), vec3(c2), t);
count++;
}
}
if (count > 0) {
vec3 avg_pos = intersection_sum / float(count);
store_surface_point(idx, avg_pos);
// Normals should be calculated at the exact averaged surface point
vec3 world_p = avg_pos - params.world_size / 2.0;
vec3 n = calculate_normal(world_p);
uint base = idx * 3u;
normal.normals[base + 0] = n.x;
normal.normals[base + 1] = n.y;
normal.normals[base + 2] = n.z;
} else {
// Explicitly mark empty voxels to prevent them from being used in Pass 2
store_surface_point(idx, vec3(-1.0));
}
}

View File

@ -38,29 +38,24 @@ func _ready() -> void:
add_child(meshinstance)
gpu_sdf = ComputeSdf.new()
gpu_sdf.create_device()
var dictionaries = gpu_sdf.compute(world_size, RADIUS)
surface_points = dictionaries.surface_points_dict
sample_points = dictionaries.sample_points_dict
create_surface_mesh()
meshinstance.mesh = gpu_sdf.compute_mesh(world_size, RADIUS)
func _input(event):
if event is InputEventKey and event.is_action_released("RegenerateMesh"):
regenerate_mesh = !regenerate_mesh
if regenerate_mesh:
regenerate_mesh = false
else:
regenerate_mesh = true
func _process(_delta: float) -> void:
if show_surface && regenerate_mesh:
#regenerate_mesh = false
clear()
meshinstance.mesh = gpu_sdf.compute_mesh(world_size, RADIUS)
if !surface_points.is_empty():
#create_surface_points_gpu()
#create_surface_points()
if show_surface_points:
draw_surface_points()
if show_surface && regenerate_mesh:
#regenerate_mesh = false
clear()
var dictionaries = gpu_sdf.compute(world_size, RADIUS)
surface_points = dictionaries.surface_points_dict
sample_points = dictionaries.sample_points_dict
create_surface_mesh()
if show_sample_points:
draw_sample_points()
@ -87,101 +82,3 @@ func draw_surface_points():
if surface_points[surface_point] != Vector3(0, 0, 0):
DebugDraw3D.draw_square(surface_points[surface_point] , 0.3, surface_point_color)
#DebugDraw3D.draw_text(surface_points[surface_point], str(surface_points[surface_point]))
func create_surface_mesh():
surface_tool = SurfaceTool.new()
surface_tool.begin(Mesh.PRIMITIVE_TRIANGLES)
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))):
create_surface_mesh_quad(Vector3i(x,y,z));
surface_tool.generate_normals()
mesh = surface_tool.commit()
meshinstance.mesh = mesh
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]
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),
Vector3i(0,1,0),
Vector3i(0,0,1),
]
const SURFACE_AXIS := [
Vector3i(1,0,0),
Vector3i(0,1,0),
Vector3i(0,0,1),
Vector3i(1,0,1),
Vector3i(0,1,1),
Vector3i(1,1,0),
Vector3i(1,1,1),
Vector3i(0,0,0),
]
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[2])
surface_tool.add_vertex(points[3])
func add_reversed_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[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])
func get_quad_points(index: Vector3i, axis_index: int):
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]) and surface_points.get(index + QUAD_POINTS[axis_index][0]) != Vector3.ZERO and surface_points.get(index + QUAD_POINTS[axis_index][1]) != Vector3.ZERO and surface_points.get(index + QUAD_POINTS[axis_index][2]) != Vector3.ZERO and surface_points.get(index + QUAD_POINTS[axis_index][3]) != Vector3.ZERO:
return [
surface_points[index + QUAD_POINTS[axis_index][0]],
surface_points[index + QUAD_POINTS[axis_index][1]],
surface_points[index + QUAD_POINTS[axis_index][2]],
surface_points[index + QUAD_POINTS[axis_index][3]],
]
const QUAD_POINTS := [
# x axis
[
Vector3i(0,0,-1),
Vector3i(0,-1,-1),
Vector3i(0,-1,0),
Vector3i(0,0,0)
],
# y axis
[
Vector3i(0,0,-1),
Vector3i(0,0,0),
Vector3i(-1,0,0),
Vector3i(-1,0,-1)
],
# z axis
[
Vector3i(0,0,0),
Vector3i(0,-1,0),
Vector3i(-1,-1,0),
Vector3i(-1,0,0)
],
]

View File

@ -1,4 +1,4 @@
[gd_scene load_steps=4 format=3 uid="uid://llggsd0qmn4p"]
[gd_scene format=3 uid="uid://llggsd0qmn4p"]
[ext_resource type="Script" uid="uid://bdfq22we54eul" path="res://smooth_world.gd" id="1_4h467"]
[ext_resource type="Shader" uid="uid://bose286qacwdl" path="res://generate_mesh.tres" id="2_an62b"]
@ -7,16 +7,10 @@
render_priority = 0
shader = ExtResource("2_an62b")
[node name="SmoothWorld" type="Node3D"]
[node name="SmoothWorld" type="Node3D" unique_id=1592820568]
script = ExtResource("1_4h467")
RADIUS = 18.524
regenerate_mesh = null
world_size = 30
show_sample_points = null
show_surface_points = null
show_surface = null
do_the_thing = null
clear_the_thing = null
world_size = 64
[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
[node name="MeshInstance3D" type="MeshInstance3D" parent="." unique_id=1739626442]
material_override = SubResource("ShaderMaterial_iutkt")