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https://github.com/csd4ni3l/simulator-games.git
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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
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80
game/water_simulator/shader.py
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80
game/water_simulator/shader.py
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import pyglet, pyglet.graphics
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from pyglet.gl import glBindBufferBase, GL_SHADER_STORAGE_BUFFER, GL_NEAREST
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from utils.constants import WATER_ROWS, WATER_COLS
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shader_source = f"""#version 430 core
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layout(std430, binding = 3) buffer PreviousHeights {{
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float previous_heights[{WATER_ROWS * WATER_COLS}];
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}};
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layout(std430, binding = 4) buffer CurrentHeights {{
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float current_heights[{WATER_ROWS * WATER_COLS}];
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}};
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uniform int rows;
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uniform int cols;
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uniform int splash_row;
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uniform int splash_col;
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uniform float damping;
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uniform float wave_speed;
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uniform float splash_strength;
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uniform float splash_radius;
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layout (local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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layout (location = 0, rgba32f) uniform image2D img_output;
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void main() {{
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ivec2 texel_coord = ivec2(gl_GlobalInvocationID.xy);
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int row = texel_coord.y * rows / imageSize(img_output).y;
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int col = texel_coord.x * cols / imageSize(img_output).x;
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int current_index = (row * cols) + col;
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if(row == 0 || col == 0 || row == rows-1 || col == cols-1) return;
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float dist = distance(vec2(row, col), vec2(splash_row, splash_col));
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if(dist <= splash_radius) current_heights[current_index] += splash_strength * (1.0 - dist / splash_radius);
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float laplacian = current_heights[(row - 1) * cols + col] +
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current_heights[(row + 1) * cols + col] +
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current_heights[row * cols + (col - 1)] +
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current_heights[row * cols + (col + 1)] -
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4.0 * current_heights[current_index];
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float dt = 0.1;
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float h_new = 2.0 * current_heights[current_index]
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- previous_heights[current_index] +
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(wave_speed * wave_speed)*(dt*dt) * laplacian -
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damping * (current_heights[current_index] - previous_heights[current_index]);
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previous_heights[current_index] = current_heights[current_index];
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current_heights[current_index] = h_new;
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float minH = -0.5;
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float maxH = 0.5;
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float normH = clamp((h_new - minH) / (maxH - minH), 0.0, 1.0);
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imageStore(img_output, texel_coord, vec4(0.0, 0.0, normH, 1.0));
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}}
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"""
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def create_shader():
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shader_program = pyglet.graphics.shader.ComputeShaderProgram(shader_source)
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water_image = pyglet.image.Texture.create(WATER_COLS, WATER_ROWS, internalformat=pyglet.gl.GL_RGBA32F, min_filter=GL_NEAREST, mag_filter=GL_NEAREST)
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uniform_location = shader_program['img_output']
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water_image.bind_image_texture(unit=uniform_location)
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previous_heights_ssbo = pyglet.graphics.BufferObject(WATER_COLS * WATER_ROWS * 4, usage=pyglet.gl.GL_DYNAMIC_COPY)
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current_heights_ssbo = pyglet.graphics.BufferObject(WATER_COLS * WATER_ROWS * 4, usage=pyglet.gl.GL_DYNAMIC_COPY)
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, previous_heights_ssbo.id)
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, current_heights_ssbo.id)
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return shader_program, water_image, previous_heights_ssbo, current_heights_ssbo
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