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sprite.gd
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sprite.gd
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extends TextureRect
var NO_SLIMES := 1000000;
var rd: RenderingDevice
var shader_file: RDShaderFile = load("res://compute.glsl");
var rng: RandomNumberGenerator = RandomNumberGenerator.new();
var shader: RID
var slime_shader_file: RDShaderFile = load("res://slime.glsl");
var slime_shader: RID
var slime_pipeline: RID
var texture_read: RID
var texture_write: RID
var slimes_buffer: RID
var settings_buffer: RID
var uniform_set: RID
var slime_uniform_set: RID
var pipeline: RID
var read_data: PackedByteArray
var write_data: PackedByteArray
var image_size: Vector2i
var image_format := Image.FORMAT_RGBA8
var freqs: PackedFloat64Array;
var freqs_idx: int = 0;
func _ready() -> void:
var file = FileAccess.open("vivaldi-winter-freq.txt", FileAccess.READ)
var content = file.get_as_text()
freqs = content.split_floats('\n')
# We will be using our own RenderingDevice to handle the compute commands
rd = RenderingServer.create_local_rendering_device()
# Create shader and pipeline
var shader_spirv := shader_file.get_spirv()
shader = rd.shader_create_from_spirv(shader_spirv)
pipeline = rd.compute_pipeline_create(shader)
var data = []
var sz = self.texture.get_size();
for i in range(sz.x * sz.y * 4):
data.append(0)
var og_image := Image.create_from_data(sz.x, sz.y, false, Image.FORMAT_RGBA8, data);
og_image.convert(image_format)
image_size = og_image.get_size()
# Data for compute shaders has to come as an array of bytes
# Initialize read data
read_data = og_image.get_data()
var tex_read_format := RDTextureFormat.new()
tex_read_format.width = image_size.x
tex_read_format.height = image_size.y
tex_read_format.depth = 4
tex_read_format.format = RenderingDevice.DATA_FORMAT_R8G8B8A8_UNORM
tex_read_format.usage_bits = (
RenderingDevice.TEXTURE_USAGE_STORAGE_BIT
| RenderingDevice.TEXTURE_USAGE_CAN_COPY_FROM_BIT
| RenderingDevice.TEXTURE_USAGE_CAN_UPDATE_BIT
)
var tex_view := RDTextureView.new()
texture_read = rd.texture_create(tex_read_format, tex_view, [read_data])
# Create uniform set using the read texture
var read_uniform := RDUniform.new()
read_uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_IMAGE
read_uniform.binding = 0
read_uniform.add_id(texture_read)
var input = PackedFloat32Array();
for i in range(NO_SLIMES):
var x = rng.randf_range(0, sz.x);
var y = rng.randf_range(0, sz.y);
var angle = rng.randf_range(0, 2*PI);
input.append(x);
input.append(y);
input.append(angle);
var input_bytes := input.to_byte_array();
slimes_buffer = rd.storage_buffer_create(input_bytes.size(), input_bytes)
var slimes_uniform := RDUniform.new()
slimes_uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_STORAGE_BUFFER
slimes_uniform.binding = 2
slimes_uniform.add_id(slimes_buffer)
var settings_bytes := PackedFloat32Array([
# width, height, no_flimes,
sz.x, sz.y, float(NO_SLIMES),
# time_delta, random_steer, random_angle
0.0, rng.randf_range(0.0, 1.0), rng.randf_range(0.0, 1.0),
# sensor_distance, sensor_size, sensor_angle_offset,
35.0, 1.0, 30.0,
# turn_speed, move_speed
2.0, 30.0,
# trail_weight, decay, diffuse
5.0, 0.2, 3.0
]).to_byte_array();
settings_buffer = rd.storage_buffer_create(settings_bytes.size(), settings_bytes)
var settings_uniform := RDUniform.new()
settings_uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_STORAGE_BUFFER
settings_uniform.binding = 3
settings_uniform.add_id(settings_buffer)
# Initialize write data
write_data = PackedByteArray()
write_data.resize(read_data.size())
var tex_write_format := RDTextureFormat.new()
tex_write_format.width = image_size.x
tex_write_format.height = image_size.y
tex_write_format.depth = 4
tex_write_format.format = RenderingDevice.DATA_FORMAT_R8G8B8A8_UNORM
tex_write_format.usage_bits = (
RenderingDevice.TEXTURE_USAGE_STORAGE_BIT
| RenderingDevice.TEXTURE_USAGE_CAN_UPDATE_BIT
| RenderingDevice.TEXTURE_USAGE_CAN_COPY_FROM_BIT
)
texture_write = rd.texture_create(tex_write_format, tex_view, [write_data])
# Create uniform set using the write texture
var write_uniform := RDUniform.new()
write_uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_IMAGE
write_uniform.binding = 1
write_uniform.add_id(texture_write)
uniform_set = rd.uniform_set_create([read_uniform, write_uniform, settings_uniform], shader, 0)
var slime_shader_spirv := slime_shader_file.get_spirv()
slime_shader = rd.shader_create_from_spirv(slime_shader_spirv)
slime_pipeline = rd.compute_pipeline_create(slime_shader)
slime_uniform_set = rd.uniform_set_create([read_uniform, slimes_uniform, settings_uniform], slime_shader, 0)
func _process(delta: float) -> void:
compute(delta)
pass
func compute(delta: float) -> void:
var freqs_inc = int(delta * 1000.0);
var window = freqs_inc * 10;
var ln = min(freqs.size(), freqs_idx + window);
var cr_freqs = [];
var chaos_level = 0;
for i in range(freqs_idx, ln):
#cr_freqs.push_back(freqs[i])
chaos_level = max(chaos_level, freqs[i])
cr_freqs.sort();
#var chaos_level = (cr_freqs[freqs_inc / 2] - 0.5) * 2
print(chaos_level)
freqs_idx += freqs_inc;
if freqs_idx >= freqs.size():
freqs_idx = 0;
print("Restarted the freqs idx");
rd.texture_update(texture_read, 0, read_data)
rd.buffer_update(settings_buffer, 12, 12, PackedFloat32Array([delta, rng.randf_range(0.0, 1.0), rng.randf_range(0.0, 1.0)]).to_byte_array());
var compute_list = rd.compute_list_begin()
rd.compute_list_bind_compute_pipeline(compute_list, slime_pipeline)
rd.compute_list_bind_uniform_set(compute_list, slime_uniform_set, 0)
rd.compute_list_dispatch(compute_list, (NO_SLIMES / 64) + 1, 1, 1)
rd.compute_list_end() # Tell the GPU we are done with this compute task
rd.submit() # Force the GPU to start our commands
rd.sync() # Force the CPU to wait for the GPU to finish with the recorded commands
read_data = rd.texture_get_data(texture_read, 0)
compute_list = rd.compute_list_begin()
rd.compute_list_bind_compute_pipeline(compute_list, pipeline)
rd.compute_list_bind_uniform_set(compute_list, uniform_set, 0)
rd.compute_list_dispatch(compute_list, image_size.x / 8, image_size.y / 8, 1)
rd.compute_list_end() # Tell the GPU we are done with this compute task
rd.submit() # Force the GPU to start our commands
rd.sync() # Force the CPU to wait for the GPU to finish with the recorded commands
# Now we can grab our data from the texture
read_data = rd.texture_get_data(texture_write, 0)
var image := Image.new();
image.set_data(image_size.x, image_size.y, false, image_format, read_data);
#image.create_from_data(image_size.x, image_size.y, false, image_format, read_data)
self.texture = ImageTexture.create_from_image(image)