I read it on reddit that if I don't "adapt and embrace ai", I'll soon fall behind and die off. Since I don't want that to happen, I said, heck, don't be a boomer, let the good ai help you. Here's what happened:
. . .
xyz: I need a GDScript class or a function that implements marching squares using a compute shader. The input should be a 2d array of samples and the output should be a mesh resource.
Copilot: Sure, I can help you with that! Here's a basic implementation of the Marching Squares algorithm using GDScript and a compute shader in Godot. This example assumes you have a basic understanding of Godot and GDScript.
Copilot: First, create a new shader file for the compute shader:
// marching_squares.compute
shader_type compute;
layout(local_size_x = 1, local_size_y = 1) in;
uniform sampler2D samples;
uniform int width;
uniform int height;
buffer MeshBuffer {
vec4 vertices[];
};
void main() {
ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
if (pos.x >= width - 1 || pos.y >= height - 1) return;
float tl = texelFetch(samples, pos, 0).r;
float tr = texelFetch(samples, pos + ivec2(1, 0), 0).r;
float bl = texelFetch(samples, pos + ivec2(0, 1), 0).r;
float br = texelFetch(samples, pos + ivec2(1, 1), 0).r;
int case_index = int(tl > 0.5) | (int(tr > 0.5) << 1) | (int(bl > 0.5) << 2) | (int(br > 0.5) << 3);
// Add vertices based on the case_index
// This is a simplified example, you need to add the actual vertices based on the case_index
if (case_index == 1) {
vertices[pos.x + pos.y * width] = vec4(pos.x, pos.y, 0.0, 1.0);
}
}
Copilot: Next, create a GDScript class to handle the compute shader and generate the mesh:
# MarchingSquares.gd
extends Node
var compute_shader : Shader = preload("res://marching_squares.compute")
var compute_material : ShaderMaterial
var mesh : ArrayMesh
func _ready():
compute_material = ShaderMaterial.new()
compute_material.shader = compute_shader
var width = 100
var height = 100
var samples = Image.new()
samples.create(width, height, false, Image.FORMAT_RF)
samples.lock()
# Fill the samples with your data
for x in range(width):
for y in range(height):
samples.set_pixel(x, y, Color(randf(), 0, 0))
samples.unlock()
var image_texture = ImageTexture.new()
image_texture.create_from_image(samples)
compute_material.set_shader_param("samples", image_texture)
compute_material.set_shader_param("width", width)
compute_material.set_shader_param("height", height)
var buffer = MeshDataTool.new()
buffer.create_from_surface(mesh, 0)
var storage_buffer = StorageBuffer.new()
storage_buffer.create(buffer.get_vertex_count() * 4 * 4, StorageBuffer.STORAGE_BUFFER)
compute_material.set_shader_param("MeshBuffer", storage_buffer)
var compute = Compute.new()
compute.set_shader(compute_shader)
compute.dispatch(width, height, 1)
# Create the mesh from the buffer
mesh = ArrayMesh.new()
var arrays = []
arrays.resize(ArrayMesh.ARRAY_MAX)
arrays[ArrayMesh.ARRAY_VERTEX] = buffer.get_vertices()
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)
var mesh_instance = MeshInstance.new()
mesh_instance.mesh = mesh
add_child(mesh_instance)
Copilot: This is a basic example to get you started. You will need to expand the case_index handling in the compute shader to generate the correct vertices for each case. Additionally, you may need to adjust the buffer handling and mesh creation based on your specific requirements.
Copilot: Feel free to ask if you have any questions or need further assistance!
Do I need to tell you how ridiculously funny this is on so many levels? 😃
So what do I do next, fellow prompters? Keep trying? Enroll in a professional prompting course? Or just wait until this time next year?