Files

67 lines
2.0 KiB
Python

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