Add chiadni plate, fourier simulator, make main buttons smaller

This commit is contained in:
csd4ni3l
2025-09-24 22:24:21 +02:00
parent c9326b2d53
commit df8c83ea61
7 changed files with 352 additions and 24 deletions

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import pyglet, arcade, arcade.gui, os, json, numpy as np
from game.chladni_plate_simulator.shader import create_shader
from utils.preload import button_texture, button_hovered_texture
from utils.constants import button_style
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="Chladni Plate 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 "chladni_plate_simulator" in self.settings:
self.settings["chladni_plate_simulator"] = {
"k": 0.1
}
self.sources = np.empty((0, 2), dtype=np.float32)
self.dragged_source = None
self.needs_redraw = False
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["chladni_plate_simulator"][settings_key])))
slider = self.settings_box.add(arcade.gui.UISlider(value=self.settings["chladni_plate_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["chladni_plate_simulator"][settings_key] = value
self.needs_redraw = True
def on_update(self, delta_time):
if self.needs_redraw:
self.needs_redraw = False
self.sources_ssbo.set_data(self.sources.tobytes())
with self.shader_program:
self.shader_program["source_count"] = len(self.sources)
self.shader_program["k"] = self.settings["chladni_plate_simulator"]["k"]
self.shader_program.dispatch(self.plate_image.width, self.plate_image.height, 1)
def setup(self):
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)
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)
self.needs_redraw = True
def on_mouse_drag(self, x, y, dx, dy, _buttons, _modifiers):
if not self.dragged_source:
for i, source in enumerate(self.sources.reshape(-1, 2)):
if arcade.math.Vec2(x, y).distance(arcade.math.Vec2(*source)) <= 10:
self.dragged_source = i
break
self.sources[self.dragged_source] = [x, y]
def on_mouse_release(self, x, y, button, modifiers):
self.dragged_source = None
self.needs_redraw = True
def on_show_view(self):
super().on_show_view()
self.settings_box.add(arcade.gui.UISpace(height=self.window.height / 75))
self.add_setting("k: {value}", 0.02, 0.5, 0.01, "k")
self.add_source_button = self.settings_box.add(arcade.gui.UITextureButton(text="Add source", texture=button_texture, texture_hovered=button_hovered_texture, style=button_style, width=self.window.width * 0.2))
self.add_source_button.on_click = lambda event: self.add_source()
self.setup()
def on_key_press(self, symbol, modifiers):
if symbol == arcade.key.ESCAPE:
self.shader_program.delete()
self.sources_ssbo.delete()
from menus.main import Main
self.window.show_view(Main(self.pypresence_client))
elif symbol == arcade.key.C:
del self.sources
self.sources = np.empty((0, 2), dtype=np.float32)
self.needs_redraw = True
def on_draw(self):
super().on_draw()
self.image_sprite.draw()
for item in self.sources.reshape(-1, 2):
arcade.draw_circle_filled(item[0], item[1], 10, arcade.color.GRAY)

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import pyglet, pyglet.graphics
from pyglet.gl import glBindBufferBase, GL_SHADER_STORAGE_BUFFER, GL_NEAREST
shader_source = """#version 430 core
layout (std430, binding = 3) buffer Sources {
vec2 sources[];
};
uniform int source_count;
uniform float k;
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);
vec2 texel_pos_float = vec2(texel_coord);
float total_wave_height = 0.0;
for (int i = 0; i < source_count; i++) {
total_wave_height += cos(k * distance(texel_pos_float, sources[i]));
}
vec4 color;
float normalized_height = total_wave_height / float(source_count);
float value = abs(normalized_height);
if (value > 0.9) {
color = vec4(1.0, 0.0, 0.0, 1.0);
} else if (value > 0.6) {
color = vec4(1.0, 1.0, 0.0, 1.0);
} else if (value > 0.3) {
color = vec4(0.0, 1.0, 0.0, 1.0);
} else {
color = vec4(0.0, 0.0, 0.0, 1.0);
}
imageStore(img_output, texel_coord, color);
}
"""
def create_shader(width, height):
shader_program = pyglet.graphics.shader.ComputeShaderProgram(shader_source)
chladni_plate_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']
chladni_plate_image.bind_image_texture(unit=uniform_location)
sources_ssbo = pyglet.graphics.BufferObject(32 * 8, usage=pyglet.gl.GL_DYNAMIC_COPY)
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, sources_ssbo.id)
return shader_program, chladni_plate_image, sources_ssbo