This commit is contained in:
Guillaume Vern 2026-02-13 21:18:12 +01:00
parent 3b94b0d335
commit ee5c2662e3
17 changed files with 270 additions and 214 deletions

63
SurfaceNetsWorld/chunk.gd Normal file
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@ -0,0 +1,63 @@
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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@ -1,16 +1,14 @@
[gd_scene 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="Script" uid="uid://bdfq22we54eul" path="res://SurfaceNetsWorld/chunk.gd" id="1_oab2n"]
[ext_resource type="Shader" uid="uid://bose286qacwdl" path="res://generate_mesh.tres" id="2_an62b"] [ext_resource type="Shader" uid="uid://bose286qacwdl" path="res://SurfaceNetsWorld/generate_mesh.tres" id="2_uq73c"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_iutkt"] [sub_resource type="ShaderMaterial" id="ShaderMaterial_iutkt"]
render_priority = 0 render_priority = 0
shader = ExtResource("2_an62b") shader = ExtResource("2_uq73c")
[node name="SmoothWorld" type="Node3D" unique_id=1592820568] [node name="Chunk" type="Node3D" unique_id=1592820568]
script = ExtResource("1_4h467") script = ExtResource("1_oab2n")
RADIUS = 18.524
world_size = 53
[node name="MeshInstance3D" type="MeshInstance3D" parent="." unique_id=1739626442] [node name="MeshInstance3D" type="MeshInstance3D" parent="." unique_id=1739626442]
material_override = SubResource("ShaderMaterial_iutkt") material_override = SubResource("ShaderMaterial_iutkt")

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@ -10,25 +10,72 @@ var start_time := Time.get_ticks_msec() / 1000.0
var color = Color.CORAL var color = Color.CORAL
@export var iout_surface_points = [] @export var iout_surface_points = []
func create_device(): 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() rd = RenderingServer.create_local_rendering_device()
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_mesh(world_size: int, threshold: float) -> ArrayMesh: # 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())
# Prepare our data. We use floats in the shader, so we need 32 bit. # 2. Create Pipelines
var total = world_size * world_size * world_size pipeline1 = rd.compute_pipeline_create(shader_pass1)
var input := PackedFloat32Array() pipeline2 = rd.compute_pipeline_create(shader_pass2)
input.resize(total)
var input_bytes := input.to_byte_array()
# Create a storage buffer that can hold our float values. # 3. Pre-allocate Buffers (assuming world_size is constant)
var buffer := rd.storage_buffer_create(input_bytes.size(), input_bytes) 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 # Create a uniform to assign the buffer to the rendering device
var uniform_buf := RDUniform.new() var uniform_buf := RDUniform.new()
@ -36,81 +83,45 @@ func compute_mesh(world_size: int, threshold: float) -> ArrayMesh:
uniform_buf.binding = 0 # this needs to match the "binding" in our shader file uniform_buf.binding = 0 # this needs to match the "binding" in our shader file
uniform_buf.add_id(buffer) uniform_buf.add_id(buffer)
# Prepare our data. We use floats in the shader, so we need 32 bit.
var surface_total = world_size * world_size * world_size * 3
var surface_input := PackedFloat32Array()
surface_input.resize(surface_total)
var surface_input_bytes := surface_input.to_byte_array()
# Create a storage buffer that can hold our float values.
var surface_buffer := rd.storage_buffer_create(surface_input_bytes.size(), surface_input_bytes)
# Create a uniform to assign the buffer to the rendering device # Create a uniform to assign the buffer to the rendering device
var surface_uniform_buf := RDUniform.new() var surface_uniform_buf := RDUniform.new()
surface_uniform_buf.uniform_type = RenderingDevice.UNIFORM_TYPE_STORAGE_BUFFER surface_uniform_buf.uniform_type = RenderingDevice.UNIFORM_TYPE_STORAGE_BUFFER
surface_uniform_buf.binding = 2 surface_uniform_buf.binding = 2
surface_uniform_buf.add_id(surface_buffer) 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() var normal_uniform = RDUniform.new()
normal_uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_STORAGE_BUFFER normal_uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_STORAGE_BUFFER
normal_uniform.binding = 3 normal_uniform.binding = 3
normal_uniform.add_id(normal_buffer) 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() var uv_uniform = RDUniform.new()
uv_uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_STORAGE_BUFFER uv_uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_STORAGE_BUFFER
uv_uniform.binding = 4 uv_uniform.binding = 4
uv_uniform.add_id(uv_buffer) 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() var idx_uniform := RDUniform.new()
idx_uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_STORAGE_BUFFER idx_uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_STORAGE_BUFFER
idx_uniform.binding = 5 idx_uniform.binding = 5
idx_uniform.add_id(idx_buffer) 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() var counter_uniform := RDUniform.new()
counter_uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_STORAGE_BUFFER counter_uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_STORAGE_BUFFER
counter_uniform.binding = 6 counter_uniform.binding = 6
counter_uniform.add_id(counter_buffer) counter_uniform.add_id(counter_buffer)
var u_time := Time.get_ticks_msec() / 1000.0 - start_time 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 peer := StreamPeerBuffer.new()
peer.put_32(world_size)
peer.put_float(threshold)
peer.put_float(u_time)
peer.put_32(0)
var bytes := peer.data_array
var params_buffer := rd.uniform_buffer_create(bytes.size(), bytes)
var uniform_params := RDUniform.new() var uniform_params := RDUniform.new()
uniform_params.uniform_type = RenderingDevice.UNIFORM_TYPE_UNIFORM_BUFFER uniform_params.uniform_type = RenderingDevice.UNIFORM_TYPE_UNIFORM_BUFFER
uniform_params.binding = 1 uniform_params.binding = 1
uniform_params.add_id(params_buffer) 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], shader_pass1, 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, 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 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)) var dispatch_count = int(ceil(world_size / 4.0))
@ -123,11 +134,6 @@ func compute_mesh(world_size: int, threshold: float) -> ArrayMesh:
rd.compute_list_dispatch(compute_list, dispatch_count, dispatch_count, dispatch_count) rd.compute_list_dispatch(compute_list, dispatch_count, dispatch_count, dispatch_count)
rd.compute_list_end() 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) # 2. Dispatch PASS 2 (Generate Indices)
var pipeline2 := rd.compute_pipeline_create(shader_pass2) # Indices only var pipeline2 := rd.compute_pipeline_create(shader_pass2) # Indices only
compute_list = rd.compute_list_begin() compute_list = rd.compute_list_begin()
@ -145,14 +151,6 @@ func compute_mesh(world_size: int, threshold: float) -> ArrayMesh:
var out_indices = rd.buffer_get_data(idx_buffer).to_int32_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 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() var out_surface_points = rd.buffer_get_data(surface_buffer).to_float32_array()
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)
# 5. Build the Mesh # 5. Build the Mesh
var mesh = ArrayMesh.new() var mesh = ArrayMesh.new()
@ -233,3 +231,42 @@ func build_surface_dict(world_size: int, flat_buffer: PackedFloat32Array) -> Dic
dict[voxel_id] = surface_pos dict[voxel_id] = surface_pos
return dict 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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@ -35,6 +35,10 @@ layout(set = 0, binding = 6, std430) buffer Counter {
uint count; uint count;
} index_count; } index_count;
layout(set = 0, binding = 7, std430) buffer ChunkPos {
float position_array[];
} chunk;
uint index3(uint x, uint y, uint z) { 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;
} }
@ -147,7 +151,7 @@ float snoise(vec3 v)
vec4 m = max(0.5 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0); vec4 m = max(0.5 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
m = m * m; m = m * m;
return 105.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), return 105.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
dot(p2,x2), dot(p3,x3) ) ); dot(p2,x2), dot(p3,x3) ) ) + params.threshold;
} }
const ivec3 AXIS[3] = ivec3[]( const ivec3 AXIS[3] = ivec3[](
@ -181,7 +185,13 @@ const ivec3 CORNERS[8] = ivec3[](
); );
float get_noise_at(vec3 p) { float get_noise_at(vec3 p) {
return snoise((p / 20.0) + vec3(params.u_time * .5));
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 // Calculate normal using central difference

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@ -0,0 +1,14 @@
[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]

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@ -4,7 +4,6 @@
constant = Color(0.30202293, 0.6060653, 0.9109474, 1) constant = Color(0.30202293, 0.6060653, 0.9109474, 1)
[resource] [resource]
modes/cull = 2
nodes/vertex/0/position = Vector2(360, 220) nodes/vertex/0/position = Vector2(360, 220)
nodes/fragment/0/position = Vector2(660, 140) nodes/fragment/0/position = Vector2(660, 140)
nodes/fragment/2/node = SubResource("VisualShaderNodeColorConstant_sxi40") nodes/fragment/2/node = SubResource("VisualShaderNodeColorConstant_sxi40")

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@ -17,7 +17,8 @@ bool has_vertex(ivec3 p) {
// Boundary check for the voxel itself // Boundary check for the voxel itself
if (any(lessThan(p, ivec3(0))) || any(greaterThanEqual(p, ivec3(params.world_size)))) return false; 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)); uint idx = index3(uint(p.x), uint(p.y), uint(p.z));
return surface.surface_points[idx * 3u] > - 0.5; float val = surface.surface_points[idx * 3u];
return (val >= 0.0 && val <= float(params.world_size));
} }
// Translated QUAD_POINTS from your GDScript // Translated QUAD_POINTS from your GDScript
@ -30,25 +31,26 @@ const ivec3 QUAD_OFFSETS[3][4] = ivec3[3][4](
ivec3[](ivec3(0,0,0), ivec3(0,-1,0), ivec3(-1,-1,0), ivec3(-1,0,0)) 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() { void main() {
memoryBarrierBuffer(); memoryBarrierBuffer();
ivec3 id = ivec3(gl_GlobalInvocationID); ivec3 id = ivec3(gl_GlobalInvocationID);
if (id.x >= params.world_size || id.y >= params.world_size || id.z >= params.world_size) return; if (any(greaterThanEqual(id, ivec3(params.world_size)))) return;
uint idx = index3(id.x, id.y, id.z); 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++) { for (int i = 0; i < 3; i++) {
ivec3 neighbor_id = id + AXIS[i]; ivec3 neighbor_id = id + AXIS[i];
if (any(greaterThan(neighbor_id, ivec3(params.world_size)))) continue; if (any(greaterThanEqual(neighbor_id, ivec3(params.world_size)))) continue;
float d1 = voxels.sample_points[idx]; float d1 = voxels.sample_points[idx];
float d2 = voxels.sample_points[index3(neighbor_id.x, neighbor_id.y, neighbor_id.z)]; float d2 = voxels.sample_points[index3(neighbor_id.x, neighbor_id.y, neighbor_id.z)];
if ((d1 < 0.0) != (d2 < 0.0)) { if ((d1 < 0.0) != (d2 < 0.0) && d1 != -d2) {
ivec3 p0 = id + QUAD_OFFSETS[i][0]; ivec3 p0 = id + QUAD_OFFSETS[i][0];
ivec3 p1 = id + QUAD_OFFSETS[i][1]; ivec3 p1 = id + QUAD_OFFSETS[i][1];
ivec3 p2 = id + QUAD_OFFSETS[i][2]; ivec3 p2 = id + QUAD_OFFSETS[i][2];
@ -70,12 +72,13 @@ void main() {
mesh_indices.indices[start + 4] = v2; mesh_indices.indices[start + 4] = v2;
mesh_indices.indices[start + 5] = v3; mesh_indices.indices[start + 5] = v3;
} else { } else {
// Reverse the order for the other side of the surface
mesh_indices.indices[start + 0] = v0; mesh_indices.indices[start + 0] = v0;
mesh_indices.indices[start + 1] = v2; mesh_indices.indices[start + 1] = v3;
mesh_indices.indices[start + 2] = v1; mesh_indices.indices[start + 2] = v2;
mesh_indices.indices[start + 3] = v0; mesh_indices.indices[start + 3] = v0;
mesh_indices.indices[start + 4] = v3; mesh_indices.indices[start + 4] = v2;
mesh_indices.indices[start + 5] = v2; mesh_indices.indices[start + 5] = v1;
} }
} }
} }

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@ -0,0 +1,14 @@
[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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@ -0,0 +1,31 @@
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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@ -0,0 +1 @@
uid://cgf3kpllu4cv7

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@ -0,0 +1,9 @@
[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

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@ -1,4 +1,3 @@
@tool
extends Node3D extends Node3D
enum EnumWorld {CUBIC_WORLD, SMOOTH_WORLD} enum EnumWorld {CUBIC_WORLD, SMOOTH_WORLD}
@ -7,7 +6,7 @@ enum EnumWorld {CUBIC_WORLD, SMOOTH_WORLD}
var enabled_world: EnumWorld = EnumWorld.CUBIC_WORLD var enabled_world: EnumWorld = EnumWorld.CUBIC_WORLD
var smooth_world = preload("res://smooth_world.tscn") var smooth_world = preload("res://SurfaceNetsWorld/smooth_world.tscn")
var cubic_world = preload("res://cubic_world.tscn") var cubic_world = preload("res://cubic_world.tscn")
signal change_world signal change_world

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@ -1,14 +0,0 @@
[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]

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@ -1,14 +0,0 @@
[remap]
importer="glsl"
type="RDShaderFile"
uid="uid://dv4s7mmqwnsqr"
path="res://.godot/imported/sdf_shader.glsl-8a6992e3be4c1416763f59c511add1b8.res"
[deps]
source_file="res://sdf_shader.glsl"
dest_files=["res://.godot/imported/sdf_shader.glsl-8a6992e3be4c1416763f59c511add1b8.res"]
[params]

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@ -1,94 +0,0 @@
#@tool
extends Node3D
const CENTER := Vector3.ZERO
@export var RADIUS: float = 5.0
var sample_points = {}
var SamplePoint = preload("res://sample_point.gd")
var surface_points = {}
var SurfacePoint = preload("res://surface_point.gd")
var ComputeSdf = preload("res://compute_samples.gd")
var gpu_sdf
var generate_mesh_shader = preload("res://generate_mesh.tres")
@export var regenerate_mesh = false
@export var world_size = 16
@export var show_sample_points = false
@export var show_surface_points = false
@export var show_surface = true
@export var do_the_thing: bool = false
@export var clear_the_thing: bool = false
var color = Color.CORAL
var surface_point_color = Color.CRIMSON
var mesh
var surface_tool: SurfaceTool = SurfaceTool.new()
var meshinstance = MeshInstance3D.new()
var material = ShaderMaterial.new()
func _ready() -> void:
material.shader = generate_mesh_shader
meshinstance.material_override = material
add_child(meshinstance)
gpu_sdf = ComputeSdf.new()
gpu_sdf.create_device()
meshinstance.mesh = gpu_sdf.compute_mesh(world_size, RADIUS)
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(world_size, RADIUS)
if show_surface_points:
var idx = 0
var text_id = 0
while idx < gpu_sdf.iout_surface_points.size():
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(world_size / 2, world_size / 2, world_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 % 3 == 0:
DebugDraw3D.draw_text(value, str(value), 35)
idx += 3
else:
idx += 1
if show_sample_points:
draw_sample_points()
func clear():
surface_points = {}
sample_points = {}
mesh = ArrayMesh.new()
func get_index_from_coords(coords: Vector3i):
return coords.x + coords.y * world_size + coords.z * world_size * world_size
func draw_sample_points():
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.from_rgba8(sample_points.get(Vector3i(x, y, z)), 128, 128, 255))
#DebugDraw3D.draw_text(Vector3i(x, y, z), str(Vector3i(x, y, z)))
func draw_surface_points():
for surface_point in 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]))