This commit is contained in:
2026-02-13 21:18:12 +01:00
parent 3b94b0d335
commit ee5c2662e3
17 changed files with 270 additions and 214 deletions
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extends Node3D
const CENTER := Vector3.ZERO
@export var threshold: float = 0.5
var generate_mesh_shader = preload("res://SurfaceNetsWorld/generate_mesh.tres")
@export var regenerate_mesh = false
@export var chunk_size = 16
@export var show_sample_points = false
@export var show_surface_points = false
@export var show_surface = true
var mesh
var color = Color.RED
var meshinstance = MeshInstance3D.new()
var material = ShaderMaterial.new()
var gpu_sdf
func generate_chunk(pgpu_sdf) -> void:
gpu_sdf = pgpu_sdf
material.shader = generate_mesh_shader
meshinstance.material_override = material
add_child(meshinstance)
meshinstance.mesh = gpu_sdf.compute_mesh(chunk_size, threshold, self.position)
func _input(event):
if event is InputEventKey and event.is_action_released("RegenerateMesh"):
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(chunk_size, threshold, self.position)
if show_surface_points:
var idx = 0
var text_id = 0
while idx < gpu_sdf.iout_surface_points.size()/ 2:
text_id += 1
var value = Vector3(gpu_sdf.iout_surface_points.get(idx), gpu_sdf.iout_surface_points.get(idx+1), gpu_sdf.iout_surface_points.get(idx+2)) - Vector3(chunk_size / 2, chunk_size / 2, chunk_size / 2)
if gpu_sdf.iout_surface_points.get(idx) != -1.0:
DebugDraw3D.draw_square(value, 0.2, color.from_rgba8(255, 128, 128, 255))
if text_id % 1 == 0:
DebugDraw3D.draw_text(value, str(value), 35)
idx += 3
else:
idx += 1
func clear():
mesh = ArrayMesh.new()
func get_index_from_coords(coords: Vector3i):
return coords.x + coords.y * chunk_size + coords.z * chunk_size * chunk_size
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uid://bdfq22we54eul
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[gd_scene format=3 uid="uid://llggsd0qmn4p"]
[ext_resource type="Script" uid="uid://bdfq22we54eul" path="res://SurfaceNetsWorld/chunk.gd" id="1_oab2n"]
[ext_resource type="Shader" uid="uid://bose286qacwdl" path="res://SurfaceNetsWorld/generate_mesh.tres" id="2_uq73c"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_iutkt"]
render_priority = 0
shader = ExtResource("2_uq73c")
[node name="Chunk" type="Node3D" unique_id=1592820568]
script = ExtResource("1_oab2n")
[node name="MeshInstance3D" type="MeshInstance3D" parent="." unique_id=1739626442]
material_override = SubResource("ShaderMaterial_iutkt")
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extends Node3D
var rd: RenderingDevice
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
var color = Color.CORAL
@export var iout_surface_points = []
var pipeline1
var pipeline2
var buffer
var surface_buffer
var normal_buffer
var uv_buffer
var idx_buffer
var counter_buffer
var chunk_position_buffer
var params_buffer
func create_device(world_size: int):
rd = RenderingServer.create_local_rendering_device()
# 1. Load Shaders
shader_file1 = load("res://SurfaceNetsWorld/compute_surface_points.glsl")
shader_pass1 = rd.shader_create_from_spirv(shader_file1.get_spirv())
shader_file2 = load("res://SurfaceNetsWorld/sdf_mesh_generation.glsl")
shader_pass2 = rd.shader_create_from_spirv(shader_file2.get_spirv())
# 2. Create Pipelines
pipeline1 = rd.compute_pipeline_create(shader_pass1)
pipeline2 = rd.compute_pipeline_create(shader_pass2)
# 3. Pre-allocate Buffers (assuming world_size is constant)
var total = world_size ** 3
# We create them once with empty/zero data of the correct size
buffer = rd.storage_buffer_create(total * 4)
surface_buffer = rd.storage_buffer_create(total * 3 * 4)
normal_buffer = rd.storage_buffer_create(total * 3 * 4)
uv_buffer = rd.storage_buffer_create(total * 2 * 4)
idx_buffer = rd.storage_buffer_create(total * 6 * 4)
counter_buffer = rd.storage_buffer_create(4)
chunk_position_buffer = rd.storage_buffer_create(16) # vec4
params_buffer = rd.uniform_buffer_create(16) # world_size, threshold, time, etc
func compute_mesh(world_size: int, threshold: float, chunk_pos: Vector3) -> ArrayMesh:
# 1. Update existing buffers with NEW data for THIS chunk
var chunk_pos_data = PackedFloat32Array([chunk_pos.x, chunk_pos.y, chunk_pos.z, 0.0]).to_byte_array()
rd.buffer_update(chunk_position_buffer, 0, chunk_pos_data.size(), chunk_pos_data)
# Reset the counter to 0 for the new chunk
var counter_reset = PackedInt32Array([0]).to_byte_array()
rd.buffer_update(counter_buffer, 0, 4, counter_reset)
# Chunk position (offset)
var chunk_position_peer := PackedFloat32Array()
chunk_position_peer.resize(4)
chunk_position_peer.set(0, chunk_pos.x)
chunk_position_peer.set(1, chunk_pos.y)
chunk_position_peer.set(2, chunk_pos.z)
chunk_position_peer.set(3, 0.0)
var chunk_position_bytes := chunk_position_peer.to_byte_array()
rd.buffer_update(chunk_position_buffer, 0, chunk_position_bytes.size(), chunk_position_bytes)
var u_time := Time.get_ticks_msec() / 1000.0 - start_time
var peer := StreamPeerBuffer.new()
peer.put_32(world_size)
peer.put_float(threshold)
peer.put_float(u_time)
peer.put_32(0)
var uniform_params_bytes := peer.data_array
rd.buffer_update(params_buffer, 0, uniform_params_bytes.size(), uniform_params_bytes)
# Create a uniform to assign the buffer to the rendering device
var uniform_buf := RDUniform.new()
uniform_buf.uniform_type = RenderingDevice.UNIFORM_TYPE_STORAGE_BUFFER
uniform_buf.binding = 0 # this needs to match the "binding" in our shader file
uniform_buf.add_id(buffer)
# 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
surface_uniform_buf.add_id(surface_buffer)
var normal_uniform = RDUniform.new()
normal_uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_STORAGE_BUFFER
normal_uniform.binding = 3
normal_uniform.add_id(normal_buffer)
var uv_uniform = RDUniform.new()
uv_uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_STORAGE_BUFFER
uv_uniform.binding = 4
uv_uniform.add_id(uv_buffer)
var idx_uniform := RDUniform.new()
idx_uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_STORAGE_BUFFER
idx_uniform.binding = 5
idx_uniform.add_id(idx_buffer)
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 chunk_position_uniform := RDUniform.new()
chunk_position_uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_STORAGE_BUFFER
chunk_position_uniform.binding = 7
chunk_position_uniform.add_id(chunk_position_buffer)
var uniform_params := RDUniform.new()
uniform_params.uniform_type = RenderingDevice.UNIFORM_TYPE_UNIFORM_BUFFER
uniform_params.binding = 1
uniform_params.add_id(params_buffer)
var uniform_set1 := rd.uniform_set_create([uniform_buf, uniform_params, surface_uniform_buf, normal_uniform, uv_uniform, idx_uniform, counter_uniform, chunk_position_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)
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()
# 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 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]
var out_surface_points = rd.buffer_get_data(surface_buffer).to_float32_array()
# 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])
iout_surface_points = out_surface_points
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
func build_sample_dict(world_size: int, flat_buffer: PackedFloat32Array) -> Dictionary:
var dict := {}
var total = world_size * world_size * world_size
for idx in total:
var voxel_x = idx % world_size
var voxel_y = (idx / world_size) % world_size
var voxel_z = idx / (world_size * world_size)
var voxel_id = Vector3i(voxel_x, voxel_y, voxel_z)
var distance = flat_buffer[idx]
dict[voxel_id] = distance
return dict
func build_surface_dict(world_size: int, flat_buffer: PackedFloat32Array) -> Dictionary:
var dict := {}
var total = world_size * world_size * world_size
for idx in total:
var base = idx * 3
var x = flat_buffer[base]
var y = flat_buffer[base + 1]
var z = flat_buffer[base + 2]
var voxel_x = idx % world_size
var voxel_y = (idx / world_size) % world_size
var voxel_z = idx / (world_size * world_size)
var voxel_id = Vector3i(voxel_x, voxel_y, voxel_z)
var surface_pos = Vector3(x, y, z)
dict[voxel_id] = surface_pos
return dict
func _exit_tree():
# If the rendering device wasn't initialized, we have nothing to free
if not rd:
return
# 1. Free Shader and Pipeline RIDs
# Pipelines depend on shaders, so free them first
if pipeline1.is_valid():
rd.free_rid(pipeline1)
if pipeline2.is_valid():
rd.free_rid(pipeline2)
if shader_pass1.is_valid():
rd.free_rid(shader_pass1)
if shader_pass2.is_valid():
rd.free_rid(shader_pass2)
# 2. Free Buffer RIDs
# These are the actual memory allocations on the VRAM
var buffers_to_free = [
buffer,
surface_buffer,
normal_buffer,
uv_buffer,
idx_buffer,
counter_buffer,
chunk_position_buffer,
params_buffer
]
for b_rid in buffers_to_free:
if b_rid.is_valid():
rd.free_rid(b_rid)
# 3. Finalize the Rendering Device
# This tells Godot we are done with this local device entirely
rd.free()
rd = null
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uid://du1xgjbvpa6dk
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#[compute]
#version 450
// Workgroup size
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[];
} 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 = 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;
layout(set = 0, binding = 7, std430) buffer ChunkPos {
float position_array[];
} chunk;
uint index3(uint x, uint y, uint z) {
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;
}
//
// Description : Array and textureless GLSL 2D/3D/4D simplex
// noise functions.
// Author : Ian McEwan, Ashima Arts.
// Maintainer : stegu
// Lastmod : 20201014 (stegu)
// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
// Distributed under the MIT License. See LICENSE file.
// https://github.com/ashima/webgl-noise
// https://github.com/stegu/webgl-noise
//
vec3 mod289(vec3 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 mod289(vec4 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 permute(vec4 x) {
return mod289(((x*34.0)+10.0)*x);
}
vec4 taylorInvSqrt(vec4 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);
// 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 );
// 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 ));
// 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 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 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 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);
//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) ) ) + params.threshold;
}
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) {
float chunk_x = chunk.position_array[0] * -.5;
float chunk_y = chunk.position_array[1] * -.5;
float chunk_z = chunk.position_array[2] * -.5;
p = p - vec3(chunk_x, chunk_y, chunk_z);
p = p / 20.0;
return snoise(p);
}
// 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));
}
vec3 grid_to_world(uvec3 grid_id) {
return (vec3(grid_id) - params.world_size / 2.0) * 0.5;
}
void main() {
ivec3 id = ivec3(gl_GlobalInvocationID);
if (any(greaterThanEqual(id, uvec3(params.world_size)))) return;
vec3 p = grid_to_world(id);
uint idx = index3(id.x, id.y, id.z);
voxels.sample_points[idx] = get_noise_at(p);
memoryBarrierBuffer();
barrier();
vec3 intersection_sum = vec3(0.0);
uint count = 0;
// 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];
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 = get_noise_at(grid_to_world(c1));
float d2 = get_noise_at(grid_to_world(c2));
// Standard sign-change test
if ((d1 < 0.0) != (d2 < 0.0) && d1 != -d2) {
// 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(0.5);
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));
}
}
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[remap]
importer="glsl"
type="RDShaderFile"
uid="uid://dv4s7mmqwnsqr"
path="res://.godot/imported/compute_surface_points.glsl-11430003a7d9b84dfd57d5dcf11b574d.res"
[deps]
source_file="res://SurfaceNetsWorld/compute_surface_points.glsl"
dest_files=["res://.godot/imported/compute_surface_points.glsl-11430003a7d9b84dfd57d5dcf11b574d.res"]
[params]
+11
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[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]
nodes/vertex/0/position = Vector2(360, 220)
nodes/fragment/0/position = Vector2(660, 140)
nodes/fragment/2/node = SubResource("VisualShaderNodeColorConstant_sxi40")
nodes/fragment/2/position = Vector2(260, 220)
nodes/fragment/connections = PackedInt32Array(2, 0, 0, 0)
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#[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));
float val = surface.surface_points[idx * 3u];
return (val >= 0.0 && val <= float(params.world_size));
}
// 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))
);
const ivec3 AXIS[3] = ivec3[](ivec3(1,0,0), ivec3(0,1,0), ivec3(0,0,1));
void main() {
memoryBarrierBuffer();
ivec3 id = ivec3(gl_GlobalInvocationID);
if (any(greaterThanEqual(id, ivec3(params.world_size)))) return;
uint idx = index3(id.x, id.y, id.z);
for (int i = 0; i < 3; i++) {
ivec3 neighbor_id = id + AXIS[i];
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)];
if ((d1 < 0.0) != (d2 < 0.0) && d1 != -d2) {
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];
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);
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 {
// Reverse the order for the other side of the surface
mesh_indices.indices[start + 0] = v0;
mesh_indices.indices[start + 1] = v3;
mesh_indices.indices[start + 2] = v2;
mesh_indices.indices[start + 3] = v0;
mesh_indices.indices[start + 4] = v2;
mesh_indices.indices[start + 5] = v1;
}
}
}
}
}
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[remap]
importer="glsl"
type="RDShaderFile"
uid="uid://d348vk1vnsbps"
path="res://.godot/imported/sdf_mesh_generation.glsl-d7c76c8683be743d5aa10359d91ec159.res"
[deps]
source_file="res://SurfaceNetsWorld/sdf_mesh_generation.glsl"
dest_files=["res://.godot/imported/sdf_mesh_generation.glsl-d7c76c8683be743d5aa10359d91ec159.res"]
[params]
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extends Node3D
@export var chunk_size = 16
@export var world_size = 6
@export var threshold = 0.2
var chunk_scene = preload("res://SurfaceNetsWorld/chunk.tscn")
var ComputeSdf = preload("res://SurfaceNetsWorld/compute_samples.gd")
var gpu_sdf
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
gpu_sdf = ComputeSdf.new()
gpu_sdf.create_device(chunk_size)
for x in range(world_size):
for y in range(world_size):
for z in range(world_size):
var chunk: Node = chunk_scene.instantiate()
chunk.chunk_size = chunk_size
chunk.threshold = threshold
chunk.position = Vector3(x * chunk_size, y * chunk_size, z * chunk_size)
chunk.generate_chunk(gpu_sdf)
await Engine.get_main_loop().process_frame
add_child(chunk)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
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uid://cgf3kpllu4cv7
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[gd_scene format=3 uid="uid://d13vfr2vhyq17"]
[ext_resource type="Script" uid="uid://cgf3kpllu4cv7" path="res://SurfaceNetsWorld/smooth_world.gd" id="1_4h467"]
[node name="SmoothWorld" type="Node3D" unique_id=113243680]
script = ExtResource("1_4h467")
chunk_size = 64
world_size = 4
threshold = 0.045