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 = [] func create_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: # Prepare our data. We use floats in the shader, so we need 32 bit. var total = world_size * world_size * world_size var input := PackedFloat32Array() input.resize(total) var input_bytes := input.to_byte_array() # Create a storage buffer that can hold our float values. var buffer := rd.storage_buffer_create(input_bytes.size(), input_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) # 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 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) # 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 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() 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], 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() # 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 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() 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 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