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 = 32, local_size_y = 32, 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