Make all compute shaders run on 1024 cores instead of 1, add Lissajous simulation and Voronoi Diagram simulation, make main menu buttons smaller

This commit is contained in:
csd4ni3l
2025-09-25 22:51:23 +02:00
parent df8c83ea61
commit 0ff5c15862
7 changed files with 391 additions and 21 deletions

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import pyglet, arcade, arcade.gui, os, json
from game.lissajous_simulator.shader import create_shader
class Game(arcade.gui.UIView):
def __init__(self, pypresence_client):
super().__init__()
self.pypresence_client = pypresence_client
self.pypresence_client.update(state="Playing a simulator", details="Lissajous Simulator")
self.anchor = self.add_widget(arcade.gui.UIAnchorLayout(size_hint=(1, 1)))
self.settings_box = self.anchor.add(arcade.gui.UIBoxLayout(align="center", size_hint=(0.2, 1)).with_background(color=arcade.color.GRAY), anchor_x="right", anchor_y="bottom")
self.settings_label = self.settings_box.add(arcade.gui.UILabel(text="Settings", font_size=24))
if os.path.exists("data.json"):
with open("data.json", "r") as file:
self.settings = json.load(file)
else:
self.settings = {}
if not "lissajous_simulator" in self.settings:
self.settings["lissajous_simulator"] = {
"amplitude_x": 0.8,
"amplitude_y": 0.8,
"frequency_x": 3.0,
"frequency_y": 2.0,
"thickness": 0.005,
"samples": 50,
"phase_shift": 6.283
}
self.time = 0
def on_show_view(self):
super().on_show_view()
self.settings_box.add(arcade.gui.UISpace(height=self.window.height / 75))
self.add_setting("X Amplitude: {value}", 0, 1.5, 0.1, "amplitude_x")
self.add_setting("Y Amplitude: {value}", 0, 1.5, 0.1, "amplitude_y")
self.add_setting("X Frequency: {value}", 1, 10, 1, "frequency_x")
self.add_setting("Y Frequency: {value}", 1, 10, 1, "frequency_y")
self.add_setting("Phase Shift: {value}", 0, 6.283, 0.001, "phase_shift")
self.add_setting("Thickness: {value}", 0.001, 0.05, 0.001, "thickness")
self.add_setting("Samples: {value}", 1, 1000, 25, "samples")
self.setup()
def add_setting(self, text, min_value, max_value, step, settings_key):
label = self.settings_box.add(arcade.gui.UILabel(text.format(value=self.settings["lissajous_simulator"][settings_key])))
slider = self.settings_box.add(arcade.gui.UISlider(value=self.settings["lissajous_simulator"][settings_key], min_value=min_value, max_value=max_value, step=step))
slider._render_steps = lambda surface: None
slider.on_change = lambda event, label=label: self.change_value(label, text, settings_key, event.new_value)
def change_value(self, label, text, settings_key, value):
label.text = text.format(value=value)
self.settings["lissajous_simulator"][settings_key] = value
def setup(self):
self.shader_program, self.lissajous_image = create_shader(int(self.window.width * 0.8), self.window.height)
self.image_sprite = pyglet.sprite.Sprite(img=self.lissajous_image)
def on_update(self, delta_time):
self.time += delta_time
current_settings = self.settings["lissajous_simulator"]
with self.shader_program:
self.shader_program["x_amp"] = current_settings["amplitude_x"]
self.shader_program["y_amp"] = current_settings["amplitude_y"]
self.shader_program["x_freq"] = current_settings["frequency_x"]
self.shader_program["y_freq"] = current_settings["frequency_y"]
self.shader_program["thickness"] = current_settings["thickness"]
self.shader_program["samples"] = int(current_settings["samples"])
self.shader_program["phase_shift"] = current_settings["phase_shift"]
self.shader_program["resolution"] = (int(self.window.width * 0.8), self.window.height)
self.shader_program["time"] = self.time
self.shader_program.dispatch(int(self.lissajous_image.width / 32), int(self.lissajous_image.height / 32), 1)
def on_key_press(self, symbol, modifiers):
if symbol == arcade.key.ESCAPE:
self.shader_program.delete()
with open("data.json", "w") as file:
file.write(json.dumps(self.settings, indent=4))
from menus.main import Main
self.window.show_view(Main(self.pypresence_client))
def on_draw(self):
super().on_draw()
self.image_sprite.draw()

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import pyglet, pyglet.graphics
from pyglet.gl import GL_NEAREST
shader_source = """#version 430 core
uniform float x_amp;
uniform float y_amp;
uniform float x_freq;
uniform float y_freq;
uniform float phase_shift;
uniform float thickness;
uniform int samples;
uniform float time;
uniform vec2 resolution;
layout (local_size_x = 32, local_size_y = 32, local_size_z = 1) in;
layout (location = 0, rgba32f) uniform image2D img_output;
vec2 lissajous(float t) {
return vec2(
x_amp * sin(x_freq * t + phase_shift + time),
y_amp * sin(y_freq * t)
);
}
float curve_distribution(vec2 uv) {
float d = 1e5;
for (int i = 0; i < samples; i++) {
float t = float(i) / float(samples) * 6.28318;
vec2 p = lissajous(t);
d = min(d, length(uv - p));
}
return d;
}
void main() {
ivec2 texel_coord = ivec2(gl_GlobalInvocationID.xy);
vec2 uv = (vec2(texel_coord) / resolution) * 2.0 - 1.0;
uv.x *= float(resolution.x) / float(resolution.y);
float d = curve_distribution(uv);
float line = smoothstep(thickness, thickness * 0.3, d);
vec4 color = vec4(vec3(line), 1.0);
imageStore(img_output, texel_coord, color);
}
"""
def create_shader(width, height):
shader_program = pyglet.graphics.shader.ComputeShaderProgram(shader_source)
lissajous_image = pyglet.image.Texture.create(width, height, internalformat=pyglet.gl.GL_RGBA32F, min_filter=GL_NEAREST, mag_filter=GL_NEAREST)
uniform_location = shader_program["img_output"]
lissajous_image.bind_image_texture(unit=uniform_location)
return shader_program, lissajous_image