Add Lorenz attractor, fix add point button style in Voronoi DIagram

This commit is contained in:
csd4ni3l
2025-09-27 13:02:21 +02:00
parent 0ff5c15862
commit ab806e1b54
4 changed files with 194 additions and 1 deletions

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import pyglet, arcade, arcade.gui, os, json, time
from game.lorenz_attractor_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="Lorenz Attractor 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 "lorenz_attractor_simulator" in self.settings:
self.settings["lorenz_attractor_simulator"] = {
"sigma": 10,
"rho": 28,
"beta": 2.66666666,
"steps": 50,
"decay_factor": 0.999,
"speed": 1
}
self.delta_time = 0
self.should_clear = False
self.last_update = time.perf_counter()
def setup(self):
self.shader_program, self.lorenz_image = create_shader(int(self.window.width * 0.8), self.window.height)
self.image_sprite = pyglet.sprite.Sprite(self.lorenz_image)
def on_show_view(self):
super().on_show_view()
self.add_setting("Sigma: {value}", 1, 50, 0.1, "sigma")
self.add_setting("Rho: {value}", 1, 100, 0.1, "rho")
self.add_setting("Beta: {value}", 0.1, 10, 0.01, "beta")
self.add_setting("Steps: {value}", 50, 1000, 10, "steps")
self.add_setting("Decay multiplier: {value}", 0.8, 1, 0.001, "decay_factor")
self.add_setting("Speed: {value}", 0.1, 100, 0.1, "speed")
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["lorenz_attractor_simulator"][settings_key])))
slider = self.settings_box.add(arcade.gui.UISlider(value=self.settings["lorenz_attractor_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["lorenz_attractor_simulator"][settings_key] = value
self.should_clear = True
def on_update(self, delta_time):
if time.perf_counter() - self.last_update >= 1 / 15:
if self.should_clear:
self.should_clear = False
self.delta_time = 0
pyglet.gl.glClearTexImage(
self.lorenz_image.id, 0,
pyglet.gl.GL_RGBA, pyglet.gl.GL_FLOAT,
None
)
current_settings = self.settings["lorenz_attractor_simulator"]
with self.shader_program:
self.shader_program["sigma"] = current_settings["sigma"]
self.shader_program["rho"] = current_settings["rho"]
self.shader_program["beta"] = current_settings["beta"]
self.shader_program["steps"] = int(current_settings["steps"])
self.shader_program["dt"] = self.delta_time
self.shader_program["resolution"] = (int(self.window.width * 0.8), self.window.height)
self.shader_program["decay_factor"] = current_settings["decay_factor"]
self.shader_program.dispatch(int(self.window.width * 0.8) // 32, self.window.height // 32)
pyglet.gl.glMemoryBarrier(pyglet.gl.GL_SHADER_IMAGE_ACCESS_BARRIER_BIT)
self.delta_time += (current_settings["speed"] * 0.00005)
def on_key_press(self, symbol, modifiers):
if symbol == arcade.key.ESCAPE:
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 vec2 resolution;
uniform float sigma;
uniform float rho;
uniform float beta;
uniform float dt;
uniform int steps;
uniform float decay_factor;
layout (local_size_x = 32, local_size_y = 32, local_size_z = 1) in;
layout (location = 0, rgba32f) uniform image2D img_output;
vec2 project (vec3 p) {
return (vec2(p.x + 25, p.z) * 0.02);
}
void main() {
ivec2 texel_coord = ivec2(gl_GlobalInvocationID.xy);
if (texel_coord.x >= int(resolution.x) || texel_coord.y >= int(resolution.y)) {
return;
}
vec4 current_color = imageLoad(img_output, texel_coord);
current_color.rgb *= decay_factor;
imageStore(img_output, texel_coord, current_color);
for (int seed_offset = 0; seed_offset < 4; seed_offset++) {
float seedx = (float(texel_coord.x + seed_offset * 0.25) / resolution.x - 0.5) * 20.0;
float seedy = (float(texel_coord.y + seed_offset * 0.25) / resolution.y - 0.5) * 20.0;
float seedz = 15.0 + seed_offset * 2.0;
vec3 p = vec3(seedx, seedy, seedz);
for (int i = 0; i < steps; i++) {
float dx = sigma * (p.y - p.x);
float dy = p.x * (rho - p.z) - p.y;
float dz = p.x * p.y - beta * p.z;
p += vec3(dx, dy, dz) * dt;
vec2 uv = project(p);
ivec2 coord = ivec2(uv * resolution);
if (coord.x >= 0 && coord.x < int(resolution.x) &&
coord.y >= 0 && coord.y < int(resolution.y)) {
vec4 old_color = imageLoad(img_output, coord);
float intensity = 0.008;
vec3 new_color = old_color.rgb + vec3(intensity, intensity * 0.6, intensity * 0.9);
new_color = min(new_color, vec3(1.0));
imageStore(img_output, coord, vec4(new_color, 1.0));
}
}
}
}
"""
def create_shader(width, height):
shader_program = pyglet.graphics.shader.ComputeShaderProgram(shader_source)
lorenz_attractor_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"]
lorenz_attractor_image.bind_image_texture(unit=uniform_location)
return shader_program, lorenz_attractor_image