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

View File

@@ -56,35 +56,28 @@ class Game(arcade.gui.UIView):
with self.shader_program: with self.shader_program:
self.shader_program["source_count"] = len(self.sources) self.shader_program["source_count"] = len(self.sources)
self.shader_program["k"] = self.settings["chladni_plate_simulator"]["k"] self.shader_program["k"] = self.settings["chladni_plate_simulator"]["k"]
self.shader_program.dispatch(self.plate_image.width, self.plate_image.height, 1) self.shader_program.dispatch(int(self.plate_image.width / 32), int(self.plate_image.height / 32), 1)
def setup(self): def setup(self):
self.shader_program, self.plate_image, self.sources_ssbo = create_shader(int(self.window.width * 0.8), self.window.height) self.shader_program, self.plate_image, self.sources_ssbo = create_shader(int(self.window.width * 0.8), self.window.height)
self.image_sprite = pyglet.sprite.Sprite(img=self.plate_image) self.image_sprite = pyglet.sprite.Sprite(img=self.plate_image)
scale_x = (self.window.width * 0.8) / self.image_sprite.width
scale_y = self.window.height / self.image_sprite.height
self.image_sprite.scale_x = scale_x
self.image_sprite.scale_y = scale_y
def add_source(self):
tx = self.window.width * 0.4
ty = self.window.height / 2
self.sources = np.vstack([self.sources, [tx, ty]]).astype(np.float32) def add_source(self):
self.sources = np.vstack([self.sources, [self.window.width * 0.4, self.window.height / 2]]).astype(np.float32)
self.needs_redraw = True self.needs_redraw = True
def on_mouse_drag(self, x, y, dx, dy, _buttons, _modifiers): def on_mouse_press(self, x, y, button, modifiers):
if not self.dragged_source: if not self.dragged_source:
for i, source in enumerate(self.sources.reshape(-1, 2)): for i, source in enumerate(self.sources.reshape(-1, 2)):
if arcade.math.Vec2(x, y).distance(arcade.math.Vec2(*source)) <= 10: if arcade.math.Vec2(x, y).distance(arcade.math.Vec2(*source)) <= 10:
self.dragged_source = i self.dragged_source = i
break break
self.sources[self.dragged_source] = [x, y] def on_mouse_drag(self, x, y, dx, dy, _buttons, _modifiers):
if self.dragged_source is not None:
self.sources[self.dragged_source] = [x, y]
def on_mouse_release(self, x, y, button, modifiers): def on_mouse_release(self, x, y, button, modifiers):
self.dragged_source = None self.dragged_source = None

View File

@@ -11,7 +11,7 @@ layout (std430, binding = 3) buffer Sources {
uniform int source_count; uniform int source_count;
uniform float k; uniform float k;
layout (local_size_x = 1, local_size_y = 1, local_size_z = 1) in; layout (local_size_x = 32, local_size_y = 32, local_size_z = 1) in;
layout (location = 0, rgba32f) uniform image2D img_output; layout (location = 0, rgba32f) uniform image2D img_output;
void main() { void main() {

View File

@@ -0,0 +1,107 @@
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()

View File

@@ -0,0 +1,63 @@
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

View File

@@ -0,0 +1,126 @@
import pyglet, arcade, arcade.gui, os, json, numpy as np
from game.voronoi_diagram_simulator.shader import create_shader
from utils.constants import button_style
from utils.preload import button_texture, button_hovered_texture
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="Voronoi Diagram 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 "voronoi_diagram_simulator" in self.settings:
self.settings["voronoi_diagram_simulator"] = {
"edge_thickness": 0.01,
"edge_smoothness": 0.005
}
self.points = np.empty((0, 2), dtype=np.float32)
self.dragged_point = None
self.needs_redraw = True
def setup(self):
self.shader_program, self.voronoi_image, self.points_sbbo = create_shader(int(self.window.width * 0.8), self.window.height)
self.image_sprite = pyglet.sprite.Sprite(img=self.voronoi_image)
def on_show_view(self):
super().on_show_view()
self.settings_box.add(arcade.gui.UISpace(height=self.window.height / 75))
self.add_setting("Edge Thickness: {value}", 0, 0.1, 0.01, "edge_thickness")
self.add_setting("Edge Smoothness: {value}", 0, 0.1, 0.01, "edge_smoothness")
self.add_point_button = self.settings_box.add(arcade.gui.UITextureButton(text="Add point", texture=button_texture, texture_hovered=button_hovered_texture, width=self.window.width * 0.2))
self.add_point_button.on_click = lambda event: self.add_point()
self.setup()
def add_point(self):
self.points = np.vstack([self.points, [self.window.width * 0.4, self.window.height / 2]]).astype(np.float32)
self.needs_redraw = True
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["voronoi_diagram_simulator"][settings_key])))
slider = self.settings_box.add(arcade.gui.UISlider(value=self.settings["voronoi_diagram_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["voronoi_diagram_simulator"][settings_key] = value
self.needs_redraw = True
def on_update(self, delta_time):
if self.needs_redraw:
self.needs_redraw = False
self.points_sbbo.set_data(self.points.tobytes())
with self.shader_program:
self.shader_program["point_count"] = len(self.points)
self.shader_program["resolution"] = (int(self.window.width * 0.8), self.window.height)
self.shader_program["edge_smoothness"] = self.settings["voronoi_diagram_simulator"]["edge_smoothness"]
self.shader_program["edge_thickness"] = self.settings["voronoi_diagram_simulator"]["edge_thickness"]
self.shader_program.dispatch(int(int(self.window.width * 0.8) / 32), int(self.window.height / 32))
def on_mouse_press(self, x, y, button, modifiers):
if not self.dragged_point:
for i, point in enumerate(self.points.reshape(-1, 2)):
if arcade.math.Vec2(x, y).distance(arcade.math.Vec2(*point)) <= 10:
self.dragged_point = i
break
def on_mouse_drag(self, x, y, dx, dy, _buttons, _modifiers):
if self.dragged_point is not None:
self.points[self.dragged_point] = [x, y]
def on_mouse_release(self, x, y, button, modifiers):
self.dragged_point = None
self.needs_redraw = True
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))
elif symbol == arcade.key.C:
del self.points
self.points = np.empty((0, 2), dtype=np.float32)
self.needs_redraw = True
def on_draw(self):
super().on_draw()
self.image_sprite.draw()
for point in self.points.reshape(-1, 2):
arcade.draw_circle_filled(point[0], point[1], 10, arcade.color.GRAY)

View File

@@ -0,0 +1,67 @@
import pyglet, pyglet.graphics
from pyglet.gl import GL_NEAREST, glBindBufferBase, GL_SHADER_STORAGE_BUFFER
shader_source = """#version 430 core
layout (std430, binding = 3) buffer Points {
vec2 points[];
};
uniform int point_count;
uniform vec2 resolution;
uniform float edge_thickness;
uniform float edge_smoothness;
layout (local_size_x = 32, local_size_y = 32, local_size_z = 1) in;
layout (location = 0, rgba32f) uniform image2D img_output;
vec3 hash3(float p) {
vec3 p3 = vec3(p * 127.1, p * 311.7, p * 74.7);
return fract(sin(p3) * 43758.5453123);
}
void main() {
ivec2 texel_coord = ivec2(gl_GlobalInvocationID.xy);
vec2 uv = vec2(texel_coord) / resolution;
float min_dist = 1e5;
float second_min = 1e5;
int closest_id = 0;
for (int i = 0; i < point_count; i++) {
vec2 point = points[i] / resolution;
float dist = length(uv - point);
if (dist < min_dist) {
second_min = min_dist;
min_dist = dist;
closest_id = i;
}
else if (dist < second_min) {
second_min = dist;
}
}
float edge_dist = second_min - min_dist;
float edge = 1.0 - smoothstep(edge_thickness - edge_smoothness, edge_thickness + edge_smoothness, edge_dist);
vec3 cell_color = hash3(float(closest_id));
vec3 color = mix(cell_color, vec3(0.0), edge);
imageStore(img_output, texel_coord, vec4(color, 1.0));
}
"""
def create_shader(width, height):
shader_program = pyglet.graphics.shader.ComputeShaderProgram(shader_source)
voronoi_diagram_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"]
voronoi_diagram_image.bind_image_texture(unit=uniform_location)
points_ssbo = pyglet.graphics.BufferObject(128 * 8)
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, points_ssbo.id)
return shader_program, voronoi_diagram_image, points_ssbo

View File

@@ -52,22 +52,28 @@ class Main(arcade.gui.UIView):
self.title_label = self.box.add(arcade.gui.UILabel(text="Simulator Games", font_name="Roboto", font_size=48)) self.title_label = self.box.add(arcade.gui.UILabel(text="Simulator Games", font_name="Roboto", font_size=48))
self.boid_simulator_button = self.box.add(arcade.gui.UITextureButton(text="Boid Simulator", texture=button_texture, texture_hovered=button_hovered_texture, width=self.window.width / 2, height=self.window.height / 10, style=big_button_style)) self.boid_simulator_button = self.box.add(arcade.gui.UITextureButton(text="Boid Simulator", texture=button_texture, texture_hovered=button_hovered_texture, width=self.window.width / 2, height=self.window.height / 12, style=big_button_style))
self.boid_simulator_button.on_click = lambda event: self.boid_simulator() self.boid_simulator_button.on_click = lambda event: self.boid_simulator()
self.water_simulator_button = self.box.add(arcade.gui.UITextureButton(text="Water Splash Simulator", texture=button_texture, texture_hovered=button_hovered_texture, width=self.window.width / 2, height=self.window.height / 10, style=big_button_style)) self.water_simulator_button = self.box.add(arcade.gui.UITextureButton(text="Water Splash Simulator", texture=button_texture, texture_hovered=button_hovered_texture, width=self.window.width / 2, height=self.window.height / 12, style=big_button_style))
self.water_simulator_button.on_click = lambda event: self.water_simulator() self.water_simulator_button.on_click = lambda event: self.water_simulator()
self.physics_playground_button = self.box.add(arcade.gui.UITextureButton(text="Physics Playground", texture=button_texture, texture_hovered=button_hovered_texture, width=self.window.width / 2, height=self.window.height / 10, style=big_button_style)) self.physics_playground_button = self.box.add(arcade.gui.UITextureButton(text="Physics Playground", texture=button_texture, texture_hovered=button_hovered_texture, width=self.window.width / 2, height=self.window.height / 12, style=big_button_style))
self.physics_playground_button.on_click = lambda event: self.physics_playground() self.physics_playground_button.on_click = lambda event: self.physics_playground()
self.fourier_simulator_button = self.box.add(arcade.gui.UITextureButton(text="Fourier Drawing Simulator", texture=button_texture, texture_hovered=button_hovered_texture, width=self.window.width / 2, height=self.window.height / 10, style=big_button_style)) self.fourier_simulator_button = self.box.add(arcade.gui.UITextureButton(text="Fourier Drawing Simulator", texture=button_texture, texture_hovered=button_hovered_texture, width=self.window.width / 2, height=self.window.height / 12, style=big_button_style))
self.fourier_simulator_button.on_click = lambda event: self.fourier_simulator() self.fourier_simulator_button.on_click = lambda event: self.fourier_simulator()
self.chadni_plate_simulator_button = self.box.add(arcade.gui.UITextureButton(text="Chadni Plate Simulator", texture=button_texture, texture_hovered=button_hovered_texture, width=self.window.width / 2, height=self.window.height / 10, style=big_button_style)) self.chadni_plate_simulator_button = self.box.add(arcade.gui.UITextureButton(text="Chadni Plate Simulator", texture=button_texture, texture_hovered=button_hovered_texture, width=self.window.width / 2, height=self.window.height / 12, style=big_button_style))
self.chadni_plate_simulator_button.on_click = lambda event: self.chladni_plate_simulator() self.chadni_plate_simulator_button.on_click = lambda event: self.chladni_plate_simulator()
self.settings_button = self.box.add(arcade.gui.UITextureButton(text="Settings", texture=button_texture, texture_hovered=button_hovered_texture, width=self.window.width / 2, height=self.window.height / 10, style=big_button_style)) self.lissajous_simulator_button = self.box.add(arcade.gui.UITextureButton(text="Lissajous Simulator", texture=button_texture, texture_hovered=button_hovered_texture, width=self.window.width / 2, height=self.window.height / 12, style=big_button_style))
self.lissajous_simulator_button.on_click = lambda event: self.lissajous_simulator()
self.voronoi_diagram_simulator_button = self.box.add(arcade.gui.UITextureButton(text="Voronoi Diagram Simulator", texture=button_texture, texture_hovered=button_hovered_texture, width=self.window.width / 2, height=self.window.height / 12, style=big_button_style))
self.voronoi_diagram_simulator_button.on_click = lambda event: self.voronoi_diagram_simulator()
self.settings_button = self.box.add(arcade.gui.UITextureButton(text="Settings", texture=button_texture, texture_hovered=button_hovered_texture, width=self.window.width / 2, height=self.window.height / 12, style=big_button_style))
self.settings_button.on_click = lambda event: self.settings() self.settings_button.on_click = lambda event: self.settings()
def physics_playground(self): def physics_playground(self):
@@ -90,6 +96,14 @@ class Main(arcade.gui.UIView):
from game.chladni_plate_simulator.game import Game from game.chladni_plate_simulator.game import Game
self.window.show_view(Game(self.pypresence_client)) self.window.show_view(Game(self.pypresence_client))
def lissajous_simulator(self):
from game.lissajous_simulator.game import Game
self.window.show_view(Game(self.pypresence_client))
def voronoi_diagram_simulator(self):
from game.voronoi_diagram_simulator.game import Game
self.window.show_view(Game(self.pypresence_client))
def settings(self): def settings(self):
from menus.settings import Settings from menus.settings import Settings
self.window.show_view(Settings(self.pypresence_client)) self.window.show_view(Settings(self.pypresence_client))