Added water splash simulator, made settings saving work for all simulators, moved all the simulators into their respective directories, improved the README, fixed too much logging

This commit is contained in:
csd4ni3l
2025-09-14 22:27:54 +02:00
parent 9c632d1bec
commit c010c41ccd
12 changed files with 395 additions and 54 deletions

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import pyglet, pyglet.graphics
from pyglet.gl import glBindBufferBase, GL_SHADER_STORAGE_BUFFER, GL_NEAREST
from utils.constants import WATER_ROWS, WATER_COLS
shader_source = f"""#version 430 core
layout(std430, binding = 3) buffer PreviousHeights {{
float previous_heights[{WATER_ROWS * WATER_COLS}];
}};
layout(std430, binding = 4) buffer CurrentHeights {{
float current_heights[{WATER_ROWS * WATER_COLS}];
}};
uniform int rows;
uniform int cols;
uniform int splash_row;
uniform int splash_col;
uniform float damping;
uniform float wave_speed;
uniform float splash_strength;
uniform float splash_radius;
layout (local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
layout (location = 0, rgba32f) uniform image2D img_output;
void main() {{
ivec2 texel_coord = ivec2(gl_GlobalInvocationID.xy);
int row = texel_coord.y * rows / imageSize(img_output).y;
int col = texel_coord.x * cols / imageSize(img_output).x;
int current_index = (row * cols) + col;
if(row == 0 || col == 0 || row == rows-1 || col == cols-1) return;
float dist = distance(vec2(row, col), vec2(splash_row, splash_col));
if(dist <= splash_radius) current_heights[current_index] += splash_strength * (1.0 - dist / splash_radius);
float laplacian = current_heights[(row - 1) * cols + col] +
current_heights[(row + 1) * cols + col] +
current_heights[row * cols + (col - 1)] +
current_heights[row * cols + (col + 1)] -
4.0 * current_heights[current_index];
float dt = 0.1;
float h_new = 2.0 * current_heights[current_index]
- previous_heights[current_index] +
(wave_speed * wave_speed)*(dt*dt) * laplacian -
damping * (current_heights[current_index] - previous_heights[current_index]);
previous_heights[current_index] = current_heights[current_index];
current_heights[current_index] = h_new;
float minH = -0.5;
float maxH = 0.5;
float normH = clamp((h_new - minH) / (maxH - minH), 0.0, 1.0);
imageStore(img_output, texel_coord, vec4(0.0, 0.0, normH, 1.0));
}}
"""
def create_shader():
shader_program = pyglet.graphics.shader.ComputeShaderProgram(shader_source)
water_image = pyglet.image.Texture.create(WATER_COLS, WATER_ROWS, internalformat=pyglet.gl.GL_RGBA32F, min_filter=GL_NEAREST, mag_filter=GL_NEAREST)
uniform_location = shader_program['img_output']
water_image.bind_image_texture(unit=uniform_location)
previous_heights_ssbo = pyglet.graphics.BufferObject(WATER_COLS * WATER_ROWS * 4, usage=pyglet.gl.GL_DYNAMIC_COPY)
current_heights_ssbo = pyglet.graphics.BufferObject(WATER_COLS * WATER_ROWS * 4, usage=pyglet.gl.GL_DYNAMIC_COPY)
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, previous_heights_ssbo.id)
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, current_heights_ssbo.id)
return shader_program, water_image, previous_heights_ssbo, current_heights_ssbo