Initial version

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csd4ni3l
2025-04-27 13:08:12 +02:00
commit eec51649cc
19 changed files with 1844 additions and 0 deletions

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game/shader.py Normal file
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import pyglet
mandelbrot_compute_source = """#version 430 core
uniform int u_maxIter;
uniform vec2 u_resolution;
uniform vec2 u_real_range;
uniform vec2 u_imag_range;
layout (local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
layout(location = 0, rgba32f) uniform image2D img_output;
int mandelbrot({vec2type} c, int maxIter) {
{vec2type} z = {vec2type}(0.0, 0.0);
for (int n = 0; n < maxIter; n++) {
if (dot(z, z) > 4.0) {
return n;
}
z = {vec2type}(
z.x * z.x - z.y * z.y + c.x,
2.0 * z.x * z.y + c.y
);
}
return maxIter;
}
{vec2type} map_pixel({floattype} x, {floattype} y, {vec2type} resolution, {vec2type} real_range, {vec2type} imag_range) {
{floattype} real = real_range.x + (x / resolution.x) * (real_range.y - real_range.x);
{floattype} imag = imag_range.x + (y / resolution.y) * (imag_range.y - imag_range.x);
return {vec2type}(real, imag);
}
void main() {
ivec2 texel_coord = ivec2(gl_GlobalInvocationID.xy);
{vec2type} c = map_pixel({floattype}(texel_coord.x), {floattype}(texel_coord.y), u_resolution, u_real_range, u_imag_range);
int iters = mandelbrot(c, u_maxIter);
vec4 value = vec4(0.0, 0.0, 0.0, 1.0);
if (iters != u_maxIter) {
float t = float(iters) / float(u_maxIter);
float pow_amount = 0.7;
t = pow(t, pow_amount);
value.r = 9.0 * (1.0 - t) * t * t * t;
value.g = 15.0 * (1.0 - t) * (1.0 - t) * t * t;
value.b = 8.5 * (1.0 - t) * (1.0 - t) * (1.0 - t) * t;
}
imageStore(img_output, texel_coord, value);
}
"""
def create_mandelbrot_shader(width, height, precision="single"):
shader_source = mandelbrot_compute_source
if precision == "single":
shader_source = shader_source.replace("{vec2type}", "vec2").replace("{floattype}", "float")
elif precision == "double":
shader_source = shader_source.replace("{vec2type}", "dvec2").replace("{floattype}", "double")
else:
raise TypeError("Invalid Precision")
shader_program = pyglet.graphics.shader.ComputeShaderProgram(shader_source)
mandelbrot_image = pyglet.image.Texture.create(width, height, internalformat=pyglet.gl.GL_RGBA32F)
uniform_location = shader_program['img_output']
mandelbrot_image.bind_image_texture(unit=uniform_location)
return shader_program, mandelbrot_image