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80 lines
3.0 KiB
Python

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