273 lines
9.4 KiB
GDScript
273 lines
9.4 KiB
GDScript
extends Node3D
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var rd: RenderingDevice
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var shader_file1: Resource
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var shader_file2: Resource
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var shader_spirv1: RDShaderSPIRV
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var shader_spirv2: RDShaderSPIRV
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var shader_pass1: RID
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var shader_pass2: RID
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var start_time := Time.get_ticks_msec() / 1000.0
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var color = Color.CORAL
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@export var iout_surface_points = []
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var pipeline1
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var pipeline2
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var buffer
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var surface_buffer
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var normal_buffer
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var uv_buffer
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var idx_buffer
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var counter_buffer
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var chunk_position_buffer
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var params_buffer
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func create_device(world_size: int):
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rd = RenderingServer.create_local_rendering_device()
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# 1. Load Shaders
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shader_file1 = load("res://SurfaceNetsWorld/compute_surface_points.glsl")
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shader_pass1 = rd.shader_create_from_spirv(shader_file1.get_spirv())
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shader_file2 = load("res://SurfaceNetsWorld/sdf_mesh_generation.glsl")
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shader_pass2 = rd.shader_create_from_spirv(shader_file2.get_spirv())
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# 2. Create Pipelines
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pipeline1 = rd.compute_pipeline_create(shader_pass1)
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pipeline2 = rd.compute_pipeline_create(shader_pass2)
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# 3. Pre-allocate Buffers (assuming world_size is constant)
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var total = world_size ** 3
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# We create them once with empty/zero data of the correct size
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buffer = rd.storage_buffer_create(total * 4)
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surface_buffer = rd.storage_buffer_create(total * 3 * 4)
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normal_buffer = rd.storage_buffer_create(total * 3 * 4)
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uv_buffer = rd.storage_buffer_create(total * 2 * 4)
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idx_buffer = rd.storage_buffer_create(total * 6 * 4)
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counter_buffer = rd.storage_buffer_create(4)
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chunk_position_buffer = rd.storage_buffer_create(16) # vec4
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params_buffer = rd.uniform_buffer_create(16) # world_size, threshold, time, etc
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func compute_mesh(world_size: int, threshold: float, chunk_pos: Vector3) -> ArrayMesh:
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# 1. Update existing buffers with NEW data for THIS chunk
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var chunk_pos_data = PackedFloat32Array([chunk_pos.x, chunk_pos.y, chunk_pos.z, 0.0]).to_byte_array()
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rd.buffer_update(chunk_position_buffer, 0, chunk_pos_data.size(), chunk_pos_data)
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# Reset the counter to 0 for the new chunk
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var counter_reset = PackedInt32Array([0]).to_byte_array()
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rd.buffer_update(counter_buffer, 0, 4, counter_reset)
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# Chunk position (offset)
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var chunk_position_peer := PackedFloat32Array()
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chunk_position_peer.resize(4)
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chunk_position_peer.set(0, chunk_pos.x)
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chunk_position_peer.set(1, chunk_pos.y)
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chunk_position_peer.set(2, chunk_pos.z)
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chunk_position_peer.set(3, 0.0)
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var chunk_position_bytes := chunk_position_peer.to_byte_array()
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rd.buffer_update(chunk_position_buffer, 0, chunk_position_bytes.size(), chunk_position_bytes)
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var u_time := Time.get_ticks_msec() / 1000.0 - start_time
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var peer := StreamPeerBuffer.new()
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peer.put_32(world_size)
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peer.put_float(threshold)
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peer.put_float(u_time)
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peer.put_32(0)
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var uniform_params_bytes := peer.data_array
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rd.buffer_update(params_buffer, 0, uniform_params_bytes.size(), uniform_params_bytes)
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# Create a uniform to assign the buffer to the rendering device
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var uniform_buf := RDUniform.new()
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uniform_buf.uniform_type = RenderingDevice.UNIFORM_TYPE_STORAGE_BUFFER
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uniform_buf.binding = 0 # this needs to match the "binding" in our shader file
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uniform_buf.add_id(buffer)
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# Create a uniform to assign the buffer to the rendering device
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var surface_uniform_buf := RDUniform.new()
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surface_uniform_buf.uniform_type = RenderingDevice.UNIFORM_TYPE_STORAGE_BUFFER
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surface_uniform_buf.binding = 2
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surface_uniform_buf.add_id(surface_buffer)
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var normal_uniform = RDUniform.new()
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normal_uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_STORAGE_BUFFER
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normal_uniform.binding = 3
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normal_uniform.add_id(normal_buffer)
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var uv_uniform = RDUniform.new()
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uv_uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_STORAGE_BUFFER
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uv_uniform.binding = 4
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uv_uniform.add_id(uv_buffer)
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var idx_uniform := RDUniform.new()
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idx_uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_STORAGE_BUFFER
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idx_uniform.binding = 5
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idx_uniform.add_id(idx_buffer)
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var counter_uniform := RDUniform.new()
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counter_uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_STORAGE_BUFFER
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counter_uniform.binding = 6
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counter_uniform.add_id(counter_buffer)
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var chunk_position_uniform := RDUniform.new()
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chunk_position_uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_STORAGE_BUFFER
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chunk_position_uniform.binding = 7
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chunk_position_uniform.add_id(chunk_position_buffer)
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var uniform_params := RDUniform.new()
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uniform_params.uniform_type = RenderingDevice.UNIFORM_TYPE_UNIFORM_BUFFER
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uniform_params.binding = 1
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uniform_params.add_id(params_buffer)
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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
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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)
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var dispatch_count = int(ceil(world_size / 4.0))
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# 1. Dispatch PASS 1 (Calculate Points)
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var pipeline1 := rd.compute_pipeline_create(shader_pass1) # Points only
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var compute_list = rd.compute_list_begin()
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rd.compute_list_bind_compute_pipeline(compute_list, pipeline1)
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rd.compute_list_bind_uniform_set(compute_list, uniform_set1, 0)
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rd.compute_list_dispatch(compute_list, dispatch_count, dispatch_count, dispatch_count)
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rd.compute_list_end()
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# 2. Dispatch PASS 2 (Generate Indices)
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var pipeline2 := rd.compute_pipeline_create(shader_pass2) # Indices only
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compute_list = rd.compute_list_begin()
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rd.compute_list_bind_compute_pipeline(compute_list, pipeline2)
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rd.compute_list_bind_uniform_set(compute_list, uniform_set2, 0)
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rd.compute_list_dispatch(compute_list, dispatch_count, dispatch_count, dispatch_count)
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rd.compute_list_end()
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# Submit to GPU and wait for sync
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rd.submit()
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rd.sync()
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# Read back the data from the buffer
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var out_verts = rd.buffer_get_data(surface_buffer).to_float32_array()
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var out_norms = rd.buffer_get_data(normal_buffer).to_float32_array()
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var out_indices = rd.buffer_get_data(idx_buffer).to_int32_array()
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var final_count = rd.buffer_get_data(counter_buffer).to_int32_array()[0]
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var out_surface_points = rd.buffer_get_data(surface_buffer).to_float32_array()
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# 5. Build the Mesh
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var mesh = ArrayMesh.new()
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var arrays = []
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arrays.resize(Mesh.ARRAY_MAX)
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# We need to reshape the flat float array into Vector3s
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var verts := PackedVector3Array()
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var normals := PackedVector3Array()
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# Instead of blindly appending every voxel, we check if the voxel was "active"
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# Or, even better, map the original voxel indices to new packed indices
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var active_map = {}
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var packed_verts := PackedVector3Array()
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var packed_normals := PackedVector3Array()
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var packed_indices := PackedInt32Array()
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var offset = Vector3(world_size / 2.0, world_size / 2.0, world_size / 2.0)
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var final_indices = out_indices.slice(0, final_count)
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for old_idx in final_indices:
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var v_base = old_idx * 3
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# 1. Skip if the shader marked this as an empty voxel
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if out_verts[v_base] < -0.5:
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continue
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if not active_map.has(old_idx):
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active_map[old_idx] = packed_verts.size()
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# 2. Re-center the vertex so the mesh isn't floating in the corner
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var pos = Vector3(out_verts[v_base], out_verts[v_base+1], out_verts[v_base+2]) - offset
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packed_verts.append(pos)
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packed_normals.append(Vector3(out_norms[v_base], out_norms[v_base+1], out_norms[v_base+2]))
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packed_indices.append(active_map[old_idx])
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iout_surface_points = out_surface_points
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if packed_verts.size() > 0:
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arrays[Mesh.ARRAY_VERTEX] = packed_verts
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arrays[Mesh.ARRAY_NORMAL] = packed_normals
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arrays[Mesh.ARRAY_INDEX] = packed_indices
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mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)
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return mesh
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func build_sample_dict(world_size: int, flat_buffer: PackedFloat32Array) -> Dictionary:
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var dict := {}
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var total = world_size * world_size * world_size
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for idx in total:
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var voxel_x = idx % world_size
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var voxel_y = (idx / world_size) % world_size
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var voxel_z = idx / (world_size * world_size)
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var voxel_id = Vector3i(voxel_x, voxel_y, voxel_z)
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var distance = flat_buffer[idx]
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dict[voxel_id] = distance
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return dict
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func build_surface_dict(world_size: int, flat_buffer: PackedFloat32Array) -> Dictionary:
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var dict := {}
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var total = world_size * world_size * world_size
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for idx in total:
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var base = idx * 3
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var x = flat_buffer[base]
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var y = flat_buffer[base + 1]
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var z = flat_buffer[base + 2]
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var voxel_x = idx % world_size
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var voxel_y = (idx / world_size) % world_size
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var voxel_z = idx / (world_size * world_size)
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var voxel_id = Vector3i(voxel_x, voxel_y, voxel_z)
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var surface_pos = Vector3(x, y, z)
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dict[voxel_id] = surface_pos
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return dict
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func _exit_tree():
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# If the rendering device wasn't initialized, we have nothing to free
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if not rd:
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return
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# 1. Free Shader and Pipeline RIDs
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# Pipelines depend on shaders, so free them first
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if pipeline1.is_valid():
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rd.free_rid(pipeline1)
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if pipeline2.is_valid():
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rd.free_rid(pipeline2)
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if shader_pass1.is_valid():
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rd.free_rid(shader_pass1)
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if shader_pass2.is_valid():
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rd.free_rid(shader_pass2)
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# 2. Free Buffer RIDs
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# These are the actual memory allocations on the VRAM
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var buffers_to_free = [
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buffer,
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surface_buffer,
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normal_buffer,
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uv_buffer,
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idx_buffer,
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counter_buffer,
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chunk_position_buffer,
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params_buffer
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]
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for b_rid in buffers_to_free:
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if b_rid.is_valid():
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rd.free_rid(b_rid)
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# 3. Finalize the Rendering Device
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# This tells Godot we are done with this local device entirely
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rd.free()
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rd = null
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