godot-demo-projects/misc/compute_shader_heightmap/main.gd

261 lines
9.5 KiB
GDScript

extends Control
@export_file("*.glsl") var shader_file
@export_range(128, 4096, 1, "exp") var dimension: int = 512
@onready var seed_input: SpinBox = $CenterContainer/VBoxContainer/PanelContainer/VBoxContainer/GridContainer/SeedInput
@onready var heightmap_rect: TextureRect = $CenterContainer/VBoxContainer/PanelContainer2/VBoxContainer/GridContainer/RawHeightmap
@onready var island_rect: TextureRect = $CenterContainer/VBoxContainer/PanelContainer2/VBoxContainer/GridContainer/ComputedHeightmap
var noise: FastNoiseLite
var gradient: Gradient
var gradient_tex: GradientTexture1D
var po2_dimensions: int
var start_time: int
var rd: RenderingDevice
var shader_rid: RID
var heightmap_rid: RID
var gradient_rid: RID
var uniform_set: RID
var pipeline: RID
func _init() -> void:
# Create a noise function as the basis for our heightmap.
noise = FastNoiseLite.new()
noise.noise_type = FastNoiseLite.TYPE_SIMPLEX_SMOOTH
noise.fractal_octaves = 5
noise.fractal_lacunarity = 1.9
# Create a gradient to function as overlay.
gradient = Gradient.new()
gradient.add_point(0.6, Color(0.9, 0.9, 0.9, 1.0))
gradient.add_point(0.8, Color(1.0, 1.0, 1.0, 1.0))
# The gradient will start black, transition to grey in the first 70%, then to white in the last 30%.
gradient.reverse()
# Create a 1D texture (single row of pixels) from gradient.
gradient_tex = GradientTexture1D.new()
gradient_tex.gradient = gradient
func _ready() -> void:
randomize_seed()
po2_dimensions = nearest_po2(dimension)
noise.frequency = 0.003 / (float(po2_dimensions) / 512.0)
# Append GPU and CPU model names to make performance comparison more informed.
# On unbalanced configurations where the CPU is much stronger than the GPU,
# compute shaders may not be beneficial.
$CenterContainer/VBoxContainer/PanelContainer/VBoxContainer/HBoxContainer/CreateButtonGPU.text += "\n" + RenderingServer.get_video_adapter_name()
$CenterContainer/VBoxContainer/PanelContainer/VBoxContainer/HBoxContainer/CreateButtonCPU.text += "\n" + OS.get_processor_name()
func _notification(what):
# Object destructor, triggered before the engine deletes this Node.
if what == NOTIFICATION_PREDELETE:
cleanup_gpu()
# Generate a random integer, convert it to a string and set it as text for the TextEdit field.
func randomize_seed() -> void:
seed_input.value = randi()
func prepare_image() -> Image:
start_time = Time.get_ticks_usec()
# Use the to_int() method on the String to convert to a valid seed.
noise.seed = seed_input.value
# Create image from noise.
var heightmap := noise.get_image(po2_dimensions, po2_dimensions, false, false)
# Create ImageTexture to display original on screen.
var clone = Image.new()
clone.copy_from(heightmap)
clone.resize(512, 512, Image.INTERPOLATE_NEAREST)
var clone_tex := ImageTexture.create_from_image(clone)
heightmap_rect.texture = clone_tex
return heightmap
func init_gpu() -> void:
# These resources are expensive to make, so create them once and cache for subsequent runs.
# Create a local rendering device (required to run compute shaders).
rd = RenderingServer.create_local_rendering_device()
if rd == null:
OS.alert("""Couldn't create local RenderingDevice on GPU: %s
Note: RenderingDevice is only available in the Forward Plus and Forward Mobile backends, not Compatibility.""" % RenderingServer.get_video_adapter_name())
return
# Prepare the shader.
shader_rid = load_shader(rd, shader_file)
# Create format for heightmap.
var heightmap_format := RDTextureFormat.new()
# There are a lot of different formats. It might take some studying to be able to be able to
# choose the right ones. In this case, we tell it to interpret the data as a single byte for red.
# Even though the noise image only has a luminance channel, we can just interpret this as if it
# was the red channel. The byte layout is the same!
heightmap_format.format = RenderingDevice.DATA_FORMAT_R8_UNORM
heightmap_format.width = po2_dimensions
heightmap_format.height = po2_dimensions
# The TextureUsageBits are stored as 'bit fields', denoting what can be done with the data.
# Because of how bit fields work, we can just sum the required ones: 8 + 64 + 128
heightmap_format.usage_bits = \
RenderingDevice.TEXTURE_USAGE_STORAGE_BIT + \
RenderingDevice.TEXTURE_USAGE_CAN_UPDATE_BIT + \
RenderingDevice.TEXTURE_USAGE_CAN_COPY_FROM_BIT
# Prepare heightmap texture. We will set the data later.
heightmap_rid = rd.texture_create(heightmap_format, RDTextureView.new())
# Create uniform for heightmap.
var heightmap_uniform := RDUniform.new()
heightmap_uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_IMAGE
heightmap_uniform.binding = 0 # This matches the binding in the shader.
heightmap_uniform.add_id(heightmap_rid)
# Create format for the gradient.
var gradient_format := RDTextureFormat.new()
# The gradient could have been converted to a single channel like we did with the heightmap,
# but for illustrative purposes, we use four channels (RGBA).
gradient_format.format = RenderingDevice.DATA_FORMAT_R8G8B8A8_UNORM
gradient_format.width = gradient_tex.width # Default: 256
# GradientTexture1D always has a height of 1.
gradient_format.height = 1
gradient_format.usage_bits = \
RenderingDevice.TEXTURE_USAGE_STORAGE_BIT + \
RenderingDevice.TEXTURE_USAGE_CAN_UPDATE_BIT
# Storage gradient as texture.
gradient_rid = rd.texture_create(gradient_format, RDTextureView.new(), [gradient_tex.get_image().get_data()])
# Create uniform for gradient.
var gradient_uniform := RDUniform.new()
gradient_uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_IMAGE
gradient_uniform.binding = 1 # This matches the binding in the shader.
gradient_uniform.add_id(gradient_rid)
uniform_set = rd.uniform_set_create([heightmap_uniform, gradient_uniform], shader_rid, 0)
pipeline = rd.compute_pipeline_create(shader_rid)
func compute_island_gpu(heightmap: Image) -> void:
if rd == null:
init_gpu()
if rd == null:
$CenterContainer/VBoxContainer/PanelContainer2/VBoxContainer/HBoxContainer2/Label2.text = \
"RenderingDevice is not available on the current rendering driver"
return
# Store heightmap as texture.
rd.texture_update(heightmap_rid, 0, heightmap.get_data())
var 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)
# This is where the magic happens! As our shader has a work group size of 8x8x1, we dispatch
# one for every 8x8 block of pixels here. This ratio is highly tunable, and performance may vary.
rd.compute_list_dispatch(compute_list, po2_dimensions / 8, po2_dimensions / 8, 1)
rd.compute_list_end()
rd.submit()
# Wait for the GPU to finish.
# Normally, you would do this after a few frames have passed so the compute shader can run in the background.
rd.sync()
# Retrieve processed data.
var output_bytes := rd.texture_get_data(heightmap_rid, 0)
# Even though the GPU was working on the image as if each byte represented the red channel,
# we'll interpret the data as if it was the luminance channel.
var island_img := Image.create_from_data(po2_dimensions, po2_dimensions, false, Image.FORMAT_L8, output_bytes)
display_island(island_img)
func cleanup_gpu() -> void:
if rd == null:
return
# All resources must be freed after use to avoid memory leaks.
rd.free_rid(pipeline)
pipeline = RID()
rd.free_rid(uniform_set)
uniform_set = RID()
rd.free_rid(gradient_rid)
gradient_rid = RID()
rd.free_rid(heightmap_rid)
heightmap_rid = RID()
rd.free_rid(shader_rid)
shader_rid = RID()
rd.free()
rd = null
# Import, compile and load shader, return reference.
func load_shader(rd: RenderingDevice, path: String) -> RID:
var shader_file_data: RDShaderFile = load(path)
var shader_spirv: RDShaderSPIRV = shader_file_data.get_spirv()
return rd.shader_create_from_spirv(shader_spirv)
func compute_island_cpu(heightmap: Image) -> void:
# This function is the CPU counterpart of the `main()` function in `compute_shader.glsl`.
var center := Vector2i(po2_dimensions, po2_dimensions) / 2
# Loop over all pixel coordinates in the image.
for y in range(0, po2_dimensions):
for x in range(0, po2_dimensions):
var coord := Vector2i(x, y)
var pixel := heightmap.get_pixelv(coord)
# Calculate the distance between the coord and the center.
var distance := Vector2(center).distance_to(Vector2(coord))
# As the X and Y dimensions are the same, we can use center.x as a proxy for the distance
# from the center to an edge.
var gradient_color := gradient.sample(distance / float(center.x))
# We use the v ('value') of the pixel here. This is not the same as the luminance we use
# in the compute shader, but close enough for our purposes here.
pixel.v *= gradient_color.v
if pixel.v < 0.2:
pixel.v = 0.0
heightmap.set_pixelv(coord, pixel)
display_island(heightmap)
func display_island(island: Image) -> void:
# Create ImageTexture to display original on screen.
var island_tex := ImageTexture.create_from_image(island)
island_rect.texture = island_tex
# Calculate and display elapsed time.
var stop_time := Time.get_ticks_usec()
var elapsed := stop_time - start_time
$CenterContainer/VBoxContainer/PanelContainer2/VBoxContainer/HBoxContainer/Label2.text = "%s ms" % str(elapsed * 0.001).pad_decimals(1)
func _on_random_button_pressed() -> void:
randomize_seed()
func _on_create_button_gpu_pressed() -> void:
var heightmap = prepare_image()
call_deferred("compute_island_gpu", heightmap)
func _on_create_button_cpu_pressed() -> void:
var heightmap = prepare_image()
call_deferred("compute_island_cpu", heightmap)