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fractal-viewer/game/shader.py
2025-07-04 22:04:36 +02:00

436 lines
12 KiB
Python

import pyglet
from utils.constants import c_for_julia_type
newton_coloring = """vec4 getColor(int color_number) {{
vec4 value = vec4(0.0, 0.0, 0.0, 1.0);
if (color_number == 0) {{
value.r = 1.0;
}}
else if (color_number == 1) {{
value.g = 1.0;
}}
else if (color_number == 2) {{
value.b = 1.0;
}}
return value;
}}
"""
polynomial_coloring = """vec4 getColor(int iters) {{
vec4 value = vec4(0.0, 0.0, 0.0, 1.0);
if (iters != u_maxIter) {{
float t = float(iters) / float(u_maxIter);
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;
}}
return value;
}}
"""
fire_coloring = """vec4 getColor(int iters) {{
vec4 value = vec4(0.0, 0.0, 0.0, 1.0);
if (iters != u_maxIter) {{
float t = float(iters) / float(u_maxIter);
value.r = 3.0 * t;
value.g = 2.0 * t * t;
value.b = t * t * t;
}}
return value;
}}
"""
iter_fractal_template = """#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;
{coloring_func}
{iter_calc_func}
{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} pos = map_pixel({floattype}(texel_coord.x), {floattype}(texel_coord.y), u_resolution, u_real_range, u_imag_range);
int iters = calculate_iters(pos);
vec4 value = getColor(iters);
imageStore(img_output, texel_coord, value);
}}
"""
sierpinsky_carpet_compute_source = """#version 430 core
uniform int u_depth;
uniform int u_zoom;
uniform vec2 u_center;
layout (local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
layout(location = 0, rgba32f) uniform image2D img_output;
void main() {{
{vec2type} centered = {vec2type}(gl_GlobalInvocationID.xy) - u_center;
{vec2type} zoomed = centered / u_zoom;
{vec2type} final_coord = zoomed + u_center;
ivec2 coord = ivec2(final_coord);
bool isHole = false;
for (int i = 0; i < u_depth; ++i) {{
if (coord.x % 3 == 1 && coord.y % 3 == 1) {{
isHole = true;
break;
}}
coord /= 3;
}}
vec4 color = isHole ? vec4(0, 0, 0, 1) : vec4(1, 1, 1, 1);
imageStore(img_output, ivec2(gl_GlobalInvocationID.xy), color);
}}
"""
normal_julia_calc = """int calculate_iters({vec2type} z) {{
int iters = 0;
float R = {escape_radius};
int n = {multi_n};
{vec2type} c = {vec2type}{julia_c};
while (dot(z, z) < R * R && iters < u_maxIter){{
{floattype} xtemp = z.x * z.x - z.y * z.y;
z.y = 2 * z.x * z.y + c.y;
z.x = xtemp + c.x;
iters++;
}}
return iters;
}}
"""
multi_julia_calc = """int calculate_iters(float z) {{
int iters = 0;
float R = {escape_radius};
float n = float({multi_n});
float c = float({julia_c});
while (dot(z, z) < R * R && iters < u_maxIter) {{
float r = length(z);
float theta = atan(z.y, z.x);
float r_pow = pow(r, n);
z = vec2(r_pow * cos(n * theta), r_pow * sin(n * theta)) + c;
iters++;
}}
return iters;
}}
"""
mandelbrot_calc = """int calculate_iters({vec2type} c) {{
int iters = 0;
{vec2type} z = {vec2type}(0.0, 0.0);
float R = {escape_radius};
while (dot(z, z) < R * R && iters < u_maxIter) {{
z = {vec2type}(
z.x * z.x - z.y * z.y + c.x,
2.0 * z.x * z.y + c.y
);
iters++;
}}
return iters;
}}
"""
multibrot_calc = """int calculate_iters(vec2 c) {{
int iters = 0;
vec2 z = vec2(0.0);
float n = {multi_n};
float R = {escape_radius};
while (dot(z, z) < R * R && iters < u_maxIter) {{
float r = length(z);
float theta = atan(z.y, z.x);
float r_n = pow(r, n);
float theta_n = n * theta;
z = r_n * vec2(cos(theta_n), sin(theta_n)) + c;
iters++;
}}
return iters;
}}
"""
mandelbar_calc = """int calculate_iters({vec2type} c) {{
int iters = 0;
{vec2type} z = {vec2type}(0.0, 0.0);
float R = {escape_radius};
while (dot(z, z) < R * R && iters < u_maxIter) {{
z = {vec2type}(
z.x * z.x - z.y * z.y + c.x,
-2.0 * z.x * z.y + c.y
);
iters++;
}}
return iters;
}}
"""
multi_mandelbar_calc = """int calculate_iters(vec2 c) {{
int iters = 0;
vec2 z = vec2(0.0);
float n = {multi_n};
float R = {escape_radius};
while (dot(z, z) < R * R && iters < u_maxIter) {{
float r = length(z);
float theta = atan(-z.y, z.x);
float r_n = pow(r, n);
float theta_n = n * theta;
z = r_n * vec2(cos(theta_n), sin(theta_n)) + c;
iters++;
}}
return iters;
}}
"""
buffalo_fractal_calc = """int calculate_iters({vec2type} c) {{
int iters = 0;
{vec2type} z = {vec2type}(0.0, 0.0);
{floattype} R = {escape_radius};
while (dot(z, z) < R * R && iters < u_maxIter) {{
{floattype} z_squared_real = z.x * z.x - z.y * z.y;
{floattype} z_squared_imag = 2.0 * z.x * z.y;
z = {vec2type}(abs(z_squared_real) + c.x, abs(z_squared_imag) + c.y);
iters++;
}}
return iters;
}}
"""
multi_buffalo_fractal_calc = """int calculate_iters(vec2 c) {{
int iters = 0;
vec2 z = vec2(0.0);
float n = {multi_n};
float R = {escape_radius};
while (dot(z, z) < R * R && iters < u_maxIter) {{
float r = length(z);
float theta = atan(z.y, z.x);
float r_n = pow(r, n);
float theta_n = n * theta;
float zn_real = r_n * cos(theta_n);
float zn_imag = r_n * sin(theta_n);
z = vec2(abs(zn_real) + c.x, abs(zn_imag) + c.y);
iters++;
}}
return iters;
}}
"""
burning_ship_calc = """int calculate_iters({vec2type} c) {{
int iters = 0;
{vec2type} z = {vec2type}(0.0, 0.0);
float R = {escape_radius};
while (dot(z, z) < R * R && iters < u_maxIter) {{
{floattype} xtemp = z.x * z.x - z.y * z.y + c.x;
z.y = abs(2.0 * z.x * z.y) + c.y;
z.x = xtemp;
iters++;
}}
return iters;
}}
"""
phoenix_fractal_calc = """int calculate_iters({vec2type} c) {{
int iters = 0;
{vec2type} z = {vec2type}(0.0, 0.0);
{vec2type} z_prev = {vec2type}(0.0, 0.0);
{floattype} p = 0.56667;
{floattype} R = {escape_radius};
while (dot(z, z) < R * R && iters < u_maxIter) {{
{vec2type} z_new = {vec2type}(
z.x * z.x - z.y * z.y + c.x - p * z_prev.x,
2.0 * z.x * z.y + c.y - p * z_prev.y
);
z_prev = z;
z = z_new;
iters++;
}}
return iters;
}}
"""
lambda_fractal_calc = """int calculate_iters({vec2type} c) {{
int iters = 0;
{vec2type} z = {vec2type}(0.5, 0.0); // Try nonzero start
float R = {escape_radius}; // Try R = 2.0 if needed
while (dot(z, z) < R * R && iters < u_maxIter) {{
{vec2type} one_minus_z = {vec2type}(1.0, 1.0) - z;
{vec2type} temp = {vec2type}(
z.x * one_minus_z.x - z.y * one_minus_z.y,
z.x * one_minus_z.y + z.y * one_minus_z.x
);
z = {vec2type}(
c.x * temp.x - c.y * temp.y,
c.x * temp.y + c.y * temp.x
);
iters++;
}}
return iters;
}}
"""
newton_fractal_calc = """vec2 cmul(vec2 a, vec2 b) {{
return vec2(a.x * b.x - a.y * b.y, a.x * b.y + a.y * b.x);
}}
vec2 cdiv(vec2 a, vec2 b) {{
float denom = b.x * b.x + b.y * b.y;
return vec2((a.x * b.x + a.y * b.y) / denom, (a.y * b.x - a.x * b.y) / denom);
}}
vec2 cpow(vec2 z, int power) {{
vec2 result = vec2(1.0, 0.0);
for (int i = 0; i < power; ++i) {{
result = cmul(result, z);
}}
return result;
}}
vec2 func(vec2 z) {{
return cpow(z, 3) - vec2(1.0, 0.0);
}}
vec2 derivative(vec2 z) {{
return 3.0 * cmul(z, z);
}}
int calculate_iters(vec2 z) {{
float tolerance = 0.000001;
vec2 roots[3] = vec2[](
vec2(1, 0),
vec2(-0.5, 0.866025404),
vec2(-0.5, -0.866025404)
);
for (int iters = 0; iters < u_maxIter; iters++) {{
z -= cdiv(func(z), derivative(z));
for (int i = 0; i < 3; i++) {{
vec2 difference = z - roots[i];
if (abs(difference.x) < tolerance && abs(difference.y) < tolerance) {{
return i;
}}
}}
}}
return -1;
}}
"""
def create_sierpinsky_carpet_shader(width, height, precision="single"):
shader_source = sierpinsky_carpet_compute_source
replacements = {
"vec2type": "dvec2" if precision == "double" else "vec2",
"floattype": "double" if precision == "double" else "float"
}
shader_source = shader_source.format_map(replacements)
shader_program = pyglet.graphics.shader.ComputeShaderProgram(shader_source)
sierpinsky_carpet_image = pyglet.image.Texture.create(width, height, internalformat=pyglet.gl.GL_RGBA32F)
uniform_location = shader_program['img_output']
sierpinsky_carpet_image.bind_image_texture(unit=uniform_location)
return shader_program, sierpinsky_carpet_image
def create_iter_calc_shader(fractal_type, width, height, precision="single", multi_n=2, escape_radius=2, julia_type="Classic swirling"):
shader_source = iter_fractal_template
replacements = {
"multi_n": str(multi_n),
"julia_c": str(c_for_julia_type[julia_type]),
"escape_radius": str(escape_radius),
"vec2type": "dvec2" if int(multi_n) == 2 and precision == "double" else "vec2",
"floattype": "double" if int(multi_n) == 2 and precision == "double" else "float"
}
replacements["coloring_func"] = polynomial_coloring.format_map(replacements)
if fractal_type == "mandelbrot":
if int(multi_n) == 2:
replacements["iter_calc_func"] = mandelbrot_calc.format_map(replacements)
else:
replacements["iter_calc_func"] = multibrot_calc.format_map(replacements)
elif fractal_type == "mandelbar":
if int(multi_n) == 2:
replacements["iter_calc_func"] = mandelbar_calc.format_map(replacements)
else:
replacements["iter_calc_func"] = multi_mandelbar_calc.format_map(replacements)
elif fractal_type == "phoenix_fractal":
replacements["iter_calc_func"] = phoenix_fractal_calc.format_map(replacements)
elif fractal_type == "lambda_fractal":
replacements["iter_calc_func"] = lambda_fractal_calc.format_map(replacements)
elif fractal_type == "julia":
if int(multi_n) == 2:
replacements["iter_calc_func"] = normal_julia_calc.format_map(replacements)
else:
replacements["iter_calc_func"] = multi_julia_calc.format_map(replacements)
elif fractal_type == "buffalo_fractal":
replacements["coloring_func"] = fire_coloring.format_map(replacements)
if int(multi_n) == 2:
replacements["iter_calc_func"] = buffalo_fractal_calc.format_map(replacements)
else:
replacements["iter_calc_func"] = multi_buffalo_fractal_calc.format_map(replacements)
elif fractal_type == "burning_ship":
replacements["coloring_func"] = fire_coloring.format_map(replacements)
replacements["iter_calc_func"] = burning_ship_calc.format_map(replacements)
elif fractal_type == "newton_fractal":
replacements["coloring_func"] = newton_coloring.format_map(replacements)
replacements["iter_calc_func"] = newton_fractal_calc.format_map(replacements)
shader_source = shader_source.format_map(replacements)
shader_program = pyglet.graphics.shader.ComputeShaderProgram(shader_source)
iter_calc_image = pyglet.image.Texture.create(width, height, internalformat=pyglet.gl.GL_RGBA32F)
uniform_location = shader_program['img_output']
iter_calc_image.bind_image_texture(unit=uniform_location)
return shader_program, iter_calc_image