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