GodotShade/SurfaceNetsWorld/compute_samples.gd
2026-02-14 13:06:50 +01:00

284 lines
10 KiB
GDScript

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 player_edits = PackedFloat32Array()
var pipeline1
var pipeline2
var buffer
var surface_buffer
var normal_buffer
var idx_buffer
var counter_buffer
var chunk_position_buffer
var params_buffer
var player_edits_buffer
func create_device(world_size: int):
signals_service.add_matter.connect(_on_player_add_matter)
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)
# add 2 to look at adjacent voxels for chunk boundaries
var total = (world_size + 2) ** 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)
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
player_edits_buffer = rd.storage_buffer_create(256)
print("device created")
func compute_mesh(world_size: int, threshold: float, chunk_pos: Vector3) -> ArrayMesh:
await Engine.get_main_loop().process_frame
world_size += 2
# 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 player_edits_bytes = player_edits.to_byte_array()
if player_edits_bytes.size() > 0:
player_edits_buffer = rd.storage_buffer_create(player_edits_bytes.size())
rd.buffer_update(player_edits_buffer, 0, player_edits_bytes.size(), player_edits_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 idx_uniform := RDUniform.new()
idx_uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_STORAGE_BUFFER
idx_uniform.binding = 4
idx_uniform.add_id(idx_buffer)
var counter_uniform := RDUniform.new()
counter_uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_STORAGE_BUFFER
counter_uniform.binding = 5
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 = 6
chunk_position_uniform.add_id(chunk_position_buffer)
var player_edits_uniform := RDUniform.new()
player_edits_uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_STORAGE_BUFFER
player_edits_uniform.binding = 7
player_edits_uniform.add_id(player_edits_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, idx_uniform, counter_uniform, chunk_position_uniform, player_edits_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, idx_uniform, counter_uniform], shader_pass2, 0)
var dispatch_count = int(ceil(world_size / 4.0))
# 1. Dispatch PASS 1 (Calculate Points)
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)
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)
# 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 _on_player_add_matter(pposition: Vector3, size: float) -> void:
player_edits.append(pposition.x)
player_edits.append(pposition.y)
player_edits.append(pposition.z)
player_edits.append(size)
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,
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