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