experiment: LivingPlane repeatable + standalone UE runtime module (L164)

Readback barrier fix (GL_TEXTURE_UPDATE_BARRIER_BIT before glGetTexImage); check_repeatability.py compares full-field
checksums across query/capture settings - Intel GPU PASS (3b9d45905c7aafff), llvmpipe PASS, mismatch control fails.
New runtime module VoxelForgeLivingPlane (separate from generation): RDG global shader (Shaders/LivingPlane.usf),
ping-pong RGBA32F render targets, actor with WPO plane and object inputs, no CPU readback. Compiles in Linux UE 5.7.
Windows build: Source/VoxelForgeLivingPlane/*, Shaders/LivingPlane.usf, VoxelForge.uplugin. Setup: UE-SETUP.md.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016dhxM43dnWvUu2B5Ph1iG1
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Fr0zkaandClaude Opus 5.5 committed 2026-11-02 11:10:43 +01:00
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#include "VoxelForgeLivingPlaneActor.h"
#include "Engine/TextureRenderTarget2D.h"
#include "Engine/TextureRenderTarget.h"
#include "Engine/StaticMesh.h"
#include "Engine/World.h"
#include "Materials/MaterialInstanceDynamic.h"
#include "Materials/MaterialInterface.h"
#include "RenderGraphBuilder.h"
#include "RenderGraphUtils.h"
#include "RHICommandList.h"
#include "RHIResources.h"
#include "DataDrivenShaderPlatformInfo.h"
#include "GlobalShader.h"
#include "ShaderParameterStruct.h"
#include "UObject/ConstructorHelpers.h"
#include "Components/StaticMeshComponent.h"
namespace
{
constexpr int32 LivingPlaneThreadGroupSize = 8;
struct FLivingPlaneStepInput
{
FVector4f ObjectPositionRadius[2] = {FVector4f(0, 0, 0, -1), FVector4f(0, 0, 0, -1)};
FVector4f ObjectVelocityPush[2] = {FVector4f(0, 0, 0, 0), FVector4f(0, 0, 0, 0)};
float TimeSeconds = 0.0f;
};
class FVFLivingPlaneStepCS final : public FGlobalShader
{
DECLARE_GLOBAL_SHADER(FVFLivingPlaneStepCS);
SHADER_USE_PARAMETER_STRUCT(FVFLivingPlaneStepCS, FGlobalShader);
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER(FIntPoint, GridSize)
SHADER_PARAMETER(float, Dt)
SHADER_PARAMETER(float, Dx)
SHADER_PARAMETER(float, PlaneLength)
SHADER_PARAMETER(float, WaveSpeed)
SHADER_PARAMETER(float, Damping)
SHADER_PARAMETER(float, FoundationStiffness)
SHADER_PARAMETER(float, TimeSeconds)
SHADER_PARAMETER(FVector2f, BreathingSettings)
SHADER_PARAMETER(FVector4f, ImprintSettings)
SHADER_PARAMETER_ARRAY(FVector4f, ObjectPositionRadius, [2])
SHADER_PARAMETER_ARRAY(FVector4f, ObjectVelocityPush, [2])
SHADER_PARAMETER_RDG_TEXTURE_SRV(Texture2D<float4>, SourceState)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D<float4>, TargetState)
END_SHADER_PARAMETER_STRUCT()
public:
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5);
}
};
IMPLEMENT_GLOBAL_SHADER(FVFLivingPlaneStepCS,
"/Plugin/VoxelForgeLivingPlane/LivingPlane.usf", "MainCS", SF_Compute)
UTextureRenderTarget2D* CreateFieldTarget(UObject* Outer, int32 Size, FName Name)
{
UTextureRenderTarget2D* Target = NewObject<UTextureRenderTarget2D>(Outer, Name, RF_Transient);
Target->RenderTargetFormat = RTF_RGBA32f;
Target->bCanCreateUAV = true;
Target->bAutoGenerateMips = false;
Target->ClearColor = FLinearColor::Transparent;
Target->Filter = TF_Bilinear;
Target->AddressX = TA_Clamp;
Target->AddressY = TA_Clamp;
Target->InitAutoFormat(Size, Size);
Target->UpdateResourceImmediate(true);
return Target;
}
}
AVoxelForgeLivingPlaneActor::AVoxelForgeLivingPlaneActor()
{
PrimaryActorTick.bCanEverTick = true;
PlaneMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("LivingPlaneMesh"));
SetRootComponent(PlaneMesh);
PlaneMesh->SetCollisionEnabled(ECollisionEnabled::NoCollision);
PlaneMesh->SetMobility(EComponentMobility::Movable);
static ConstructorHelpers::FObjectFinder<UStaticMesh> PlaneAsset(
TEXT("/Engine/BasicShapes/Plane.Plane"));
if (PlaneAsset.Succeeded())
{
PlaneMesh->SetStaticMesh(PlaneAsset.Object);
}
ObjectInputs.SetNum(2);
}
void AVoxelForgeLivingPlaneActor::OnConstruction(const FTransform& Transform)
{
Super::OnConstruction(Transform);
if (PlaneMesh)
{
// /Engine/BasicShapes/Plane is 100 cm square; one Unreal scale unit
// therefore corresponds to one metre of authored plane length.
PlaneMesh->SetRelativeScale3D(FVector(PlaneLengthMeters, PlaneLengthMeters, 1.0));
}
}
float AVoxelForgeLivingPlaneActor::GetStableStepSeconds() const
{
const float Dx = PlaneLengthMeters / static_cast<float>(FMath::Max(GridSize, 16));
const float EigenFrequencySquared = 8.0f * WaveSpeedMetersPerSecond * WaveSpeedMetersPerSecond
/ FMath::Max(Dx * Dx, 1.0e-8f) + FoundationStiffnessPerSecondSquared;
return 1.30f / FMath::Sqrt(FMath::Max(EigenFrequencySquared, 1.0e-8f));
}
void AVoxelForgeLivingPlaneActor::BeginPlay()
{
Super::BeginPlay();
GridSize = FMath::Clamp(GridSize, 16, 2048);
PlaneLengthMeters = FMath::Max(PlaneLengthMeters, 1.0f);
FixedStepSeconds = GetStableStepSeconds();
CreateFieldTargets();
if (PlaneMaterial && PlaneMesh)
{
DynamicPlaneMaterial = PlaneMesh->CreateDynamicMaterialInstance(0, PlaneMaterial);
if (DynamicPlaneMaterial)
{
DynamicPlaneMaterial->SetScalarParameterValue(TEXT("PlaneLengthMeters"), PlaneLengthMeters);
DynamicPlaneMaterial->SetScalarParameterValue(TEXT("FieldSize"), static_cast<float>(GridSize));
}
}
UpdateMaterialField();
}
void AVoxelForgeLivingPlaneActor::CreateFieldTargets()
{
FieldTargets[0] = CreateFieldTarget(this, GridSize, TEXT("LivingPlaneStateA"));
FieldTargets[1] = CreateFieldTarget(this, GridSize, TEXT("LivingPlaneStateB"));
CurrentFieldIndex = 0;
SimulationStepCount = 0;
SimulationAccumulatorSeconds = 0.0;
}
void AVoxelForgeLivingPlaneActor::SetObjectState(int32 ObjectIndex,
const FVFLivingPlaneObjectInput& State)
{
if (!ObjectInputs.IsValidIndex(ObjectIndex) || ObjectIndex >= 2)
{
return;
}
ObjectInputs[ObjectIndex] = State;
}
void AVoxelForgeLivingPlaneActor::ResetSimulation()
{
if (!IsInGameThread() || !FieldTargets[0] || !FieldTargets[1])
{
return;
}
CreateFieldTargets();
FixedStepSeconds = GetStableStepSeconds();
UpdateMaterialField();
}
void AVoxelForgeLivingPlaneActor::UpdateMaterialField()
{
if (DynamicPlaneMaterial && FieldTargets[CurrentFieldIndex])
{
DynamicPlaneMaterial->SetTextureParameterValue(TEXT("LivingField"), FieldTargets[CurrentFieldIndex]);
}
}
void AVoxelForgeLivingPlaneActor::EnqueueSimulationSteps(int32 NumSteps)
{
if (NumSteps <= 0 || !FieldTargets[0] || !FieldTargets[1])
{
return;
}
FTextureRenderTargetResource* ResourceA = FieldTargets[0]->GameThread_GetRenderTargetResource();
FTextureRenderTargetResource* ResourceB = FieldTargets[1]->GameThread_GetRenderTargetResource();
if (!ResourceA || !ResourceB)
{
return;
}
TArray<FLivingPlaneStepInput> Steps;
Steps.Reserve(NumSteps);
const FTransform PlaneTransform = GetActorTransform();
for (int32 Step = 0; Step < NumSteps; ++Step)
{
FLivingPlaneStepInput& Input = Steps.AddDefaulted_GetRef();
Input.TimeSeconds = static_cast<float>(SimulationStepCount + Step) * FixedStepSeconds;
for (int32 ObjectIndex = 0; ObjectIndex < 2; ++ObjectIndex)
{
if (!ObjectInputs.IsValidIndex(ObjectIndex) || !ObjectInputs[ObjectIndex].bActive)
{
continue;
}
const FVFLivingPlaneObjectInput& Object = ObjectInputs[ObjectIndex];
const FVector LocalPosition = PlaneTransform.InverseTransformPosition(Object.WorldPositionCm);
const FVector LocalVelocity = PlaneTransform.InverseTransformVector(Object.WorldVelocityCmPerSecond);
const float RadiusMeters = FMath::Max(Object.RadiusCm * 0.01f, 0.001f);
Input.ObjectPositionRadius[ObjectIndex] = FVector4f(
static_cast<float>(LocalPosition.X * 0.01),
static_cast<float>(LocalPosition.Y * 0.01),
static_cast<float>(LocalPosition.Z * 0.01),
RadiusMeters);
Input.ObjectVelocityPush[ObjectIndex] = FVector4f(
static_cast<float>(LocalVelocity.X * 0.01),
static_cast<float>(LocalVelocity.Y * 0.01),
static_cast<float>(LocalVelocity.Z * 0.01),
FMath::Max(Object.PushAccelerationMetersPerSecondSquared, 0.0f));
}
}
const int32 Resolution = GridSize;
const int32 InitialFieldIndex = CurrentFieldIndex;
const float Dt = static_cast<float>(FixedStepSeconds);
const float Dx = PlaneLengthMeters / static_cast<float>(Resolution);
const float PlaneLength = PlaneLengthMeters;
const float WaveSpeed = WaveSpeedMetersPerSecond;
const float Damping = DampingPerSecond;
const float Foundation = FoundationStiffnessPerSecondSquared;
const float BreathingStrength = bEnableBreathing ? BreathingStrengthMetersPerSecondSquared : 0.0f;
const FVector2f BreathingSettings(bEnableBreathing ? 1.0f : 0.0f, BreathingStrength);
const FVector4f ImprintSettings(bEnableImprint ? 1.0f : 0.0f,
ImprintCaptureMetersPerSecond, FMath::Max(ImprintRecoverySeconds, 1.0e-4f),
FMath::Max(ImprintMaxDepthMeters, 0.0f));
ENQUEUE_RENDER_COMMAND(VoxelForgeLivingPlaneStep)(
[ResourceA, ResourceB, Steps = MoveTemp(Steps), InitialFieldIndex, Resolution, Dt, Dx, PlaneLength,
WaveSpeed, Damping, Foundation, BreathingSettings, ImprintSettings]
(FRHICommandListImmediate& RHICmdList) mutable
{
FRDGBuilder GraphBuilder(RHICmdList, RDG_EVENT_NAME("VoxelForgeLivingPlane"));
FRDGTextureRef Fields[2] = {
RegisterExternalTexture(GraphBuilder, ResourceA->GetRenderTargetTexture().GetReference(), TEXT("LivingPlaneStateA")),
RegisterExternalTexture(GraphBuilder, ResourceB->GetRenderTargetTexture().GetReference(), TEXT("LivingPlaneStateB"))};
TShaderMapRef<FVFLivingPlaneStepCS> ComputeShader(GetGlobalShaderMap(GMaxRHIFeatureLevel));
int32 CurrentIndex = InitialFieldIndex;
for (const FLivingPlaneStepInput& StepInput : Steps)
{
const int32 TargetIndex = 1 - CurrentIndex;
FVFLivingPlaneStepCS::FParameters* PassParameters =
GraphBuilder.AllocParameters<FVFLivingPlaneStepCS::FParameters>();
PassParameters->GridSize = FIntPoint(Resolution, Resolution);
PassParameters->Dt = Dt;
PassParameters->Dx = Dx;
PassParameters->PlaneLength = PlaneLength;
PassParameters->WaveSpeed = WaveSpeed;
PassParameters->Damping = Damping;
PassParameters->FoundationStiffness = Foundation;
PassParameters->TimeSeconds = StepInput.TimeSeconds;
PassParameters->BreathingSettings = BreathingSettings;
PassParameters->ImprintSettings = ImprintSettings;
for (int32 ObjectIndex = 0; ObjectIndex < 2; ++ObjectIndex)
{
PassParameters->ObjectPositionRadius[ObjectIndex] = StepInput.ObjectPositionRadius[ObjectIndex];
PassParameters->ObjectVelocityPush[ObjectIndex] = StepInput.ObjectVelocityPush[ObjectIndex];
}
PassParameters->SourceState = GraphBuilder.CreateSRV(Fields[CurrentIndex]);
PassParameters->TargetState = GraphBuilder.CreateUAV(Fields[TargetIndex]);
FComputeShaderUtils::AddPass(GraphBuilder,
RDG_EVENT_NAME("LivingPlaneStep"),
ComputeShader, PassParameters,
FIntVector(FMath::DivideAndRoundUp(Resolution, LivingPlaneThreadGroupSize),
FMath::DivideAndRoundUp(Resolution, LivingPlaneThreadGroupSize), 1));
CurrentIndex = TargetIndex;
}
GraphBuilder.Execute();
});
CurrentFieldIndex = (InitialFieldIndex + NumSteps) & 1;
SimulationStepCount += NumSteps;
UpdateMaterialField();
}
void AVoxelForgeLivingPlaneActor::Tick(float DeltaSeconds)
{
Super::Tick(DeltaSeconds);
if (FixedStepSeconds <= 0.0 || !FieldTargets[0] || !FieldTargets[1])
{
return;
}
SimulationAccumulatorSeconds += FMath::Max(static_cast<double>(DeltaSeconds), 0.0);
const int32 StepsToRun = FMath::Min(
static_cast<int32>(SimulationAccumulatorSeconds / FixedStepSeconds), 32);
if (StepsToRun > 0)
{
SimulationAccumulatorSeconds -= StepsToRun * FixedStepSeconds;
EnqueueSimulationSteps(StepsToRun);
}
}
void AVoxelForgeLivingPlaneActor::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
Super::EndPlay(EndPlayReason);
DynamicPlaneMaterial = nullptr;
FieldTargets[0] = nullptr;
FieldTargets[1] = nullptr;
}
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#include "Modules/ModuleManager.h"
#include "Interfaces/IPluginManager.h"
#include "Misc/Paths.h"
#include "ShaderCore.h"
class FVoxelForgeLivingPlaneModule final : public IModuleInterface
{
public:
virtual void StartupModule() override
{
const TSharedPtr<IPlugin> Plugin = IPluginManager::Get().FindPlugin(TEXT("VoxelForge"));
if (!Plugin.IsValid())
{
UE_LOG(LogTemp, Error, TEXT("VoxelForgeLivingPlane could not find its owning plugin."));
return;
}
AddShaderSourceDirectoryMapping(
TEXT("/Plugin/VoxelForgeLivingPlane"),
FPaths::Combine(Plugin->GetBaseDir(), TEXT("Shaders")));
}
};
IMPLEMENT_MODULE(FVoxelForgeLivingPlaneModule, VoxelForgeLivingPlane)