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Initial commit
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6 changed files with 104 additions and 0 deletions
4
.editorconfig
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4
.editorconfig
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root = true
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[*]
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charset = utf-8
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13
.gitignore
vendored
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.gitignore
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# Godot 4+ specific ignores
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.godot/
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/android/
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/addons
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/Ignored
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/ImageEditor
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/Build
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icon.svg*
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*.tmp
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*.import
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export_presets.cfg
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64
automata_compositor_effect.gd
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automata_compositor_effect.gd
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@tool
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extends CompositorEffect
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class_name AutomataCompositorEffect
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@export_group("Shader Settings")
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@export var exposure = Vector4(2, 1, 1, 1)
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var rd : RenderingDevice
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var exposure_compute : ACompute
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func _init():
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effect_callback_type = EFFECT_CALLBACK_TYPE_POST_TRANSPARENT
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rd = RenderingServer.get_rendering_device()
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# To make use of an existing ACompute shader we use its filename to access it, in this case, the example compute shader file is 'exposure_example.acompute'
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exposure_compute = ACompute.new('exposure_example')
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func _notification(what):
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if what == NOTIFICATION_PREDELETE:
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# ACompute will handle the freeing of any resources attached to it
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exposure_compute.free()
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func _render_callback(p_effect_callback_type, p_render_data):
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if not enabled: return
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if p_effect_callback_type != EFFECT_CALLBACK_TYPE_POST_TRANSPARENT: return
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if not rd:
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push_error("No rendering device")
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return
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var render_scene_buffers : RenderSceneBuffersRD = p_render_data.get_render_scene_buffers()
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if not render_scene_buffers:
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push_error("No buffer to render to")
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return
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var size = render_scene_buffers.get_internal_size()
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if size.x == 0 and size.y == 0:
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push_error("Rendering to 0x0 buffer")
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return
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var x_groups = (size.x - 1) / 8 + 1
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var y_groups = (size.y - 1) / 8 + 1
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var z_groups = 1
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# Vulkan has a feature known as push constants which are like uniform sets but for very small amounts of data
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var push_constant : PackedFloat32Array = PackedFloat32Array([size.x, size.y, 0.0, 0.0])
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for view in range(render_scene_buffers.get_view_count()):
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var input_image = render_scene_buffers.get_color_layer(view)
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# Pack the exposure vector into a byte array
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var uniform_array = PackedFloat32Array([exposure.x, exposure.y, exposure.z, exposure.w]).to_byte_array()
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# ACompute handles uniform caching under the hood, as long as the exposure value doesn't change or the render target doesn't change, these functions will only do work once
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exposure_compute.set_texture(0, input_image)
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exposure_compute.set_uniform_buffer(1, uniform_array)
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exposure_compute.set_push_constant(push_constant.to_byte_array())
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# Dispatch the compute kernel
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exposure_compute.dispatch(0, x_groups, y_groups, z_groups)
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automata_compositor_effect.gd.uid
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automata_compositor_effect.gd.uid
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uid://drfxlavovcgta
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3
main.tscn
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main.tscn
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[gd_scene format=3 uid="uid://cfsgy7huubpok"]
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[node name="Node3D" type="Node3D"]
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project.godot
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project.godot
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; Engine configuration file.
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; It's best edited using the editor UI and not directly,
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; since the parameters that go here are not all obvious.
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;
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; Format:
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; [section] ; section goes between []
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; param=value ; assign values to parameters
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config_version=5
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[application]
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config/name="automata"
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config/features=PackedStringArray("4.4", "Forward Plus")
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config/icon="res://icon.svg"
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[autoload]
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AcerolaShaderCompiler="*res://Ignored/Acerola-Compute/acerola_shader_compiler.gd"
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