mirror of
https://github.com/csd4ni3l/simulator-games.git
synced 2026-01-01 20:33:42 +01:00
57 lines
1.7 KiB
Python
57 lines
1.7 KiB
Python
import pyglet, pyglet.graphics
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from pyglet.gl import glBindBufferBase, GL_SHADER_STORAGE_BUFFER, GL_NEAREST
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shader_source = """#version 430 core
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layout (std430, binding = 3) buffer Sources {
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vec2 sources[];
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};
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uniform int source_count;
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uniform float k;
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layout (local_size_x = 32, local_size_y = 32, local_size_z = 1) in;
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layout (location = 0, rgba32f) uniform image2D img_output;
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void main() {
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ivec2 texel_coord = ivec2(gl_GlobalInvocationID.xy);
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vec2 texel_pos_float = vec2(texel_coord);
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float total_wave_height = 0.0;
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for (int i = 0; i < source_count; i++) {
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total_wave_height += cos(k * distance(texel_pos_float, sources[i]));
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}
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vec4 color;
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float normalized_height = total_wave_height / float(source_count);
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float value = abs(normalized_height);
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if (value > 0.9) {
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color = vec4(1.0, 0.0, 0.0, 1.0);
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} else if (value > 0.6) {
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color = vec4(1.0, 1.0, 0.0, 1.0);
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} else if (value > 0.3) {
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color = vec4(0.0, 1.0, 0.0, 1.0);
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} else {
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color = vec4(0.0, 0.0, 0.0, 1.0);
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}
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imageStore(img_output, texel_coord, color);
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}
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"""
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def create_shader(width, height):
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shader_program = pyglet.graphics.shader.ComputeShaderProgram(shader_source)
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chladni_plate_image = pyglet.image.Texture.create(width, height, internalformat=pyglet.gl.GL_RGBA32F, min_filter=GL_NEAREST, mag_filter=GL_NEAREST)
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uniform_location = shader_program['img_output']
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chladni_plate_image.bind_image_texture(unit=uniform_location)
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sources_ssbo = pyglet.graphics.BufferObject(32 * 8, usage=pyglet.gl.GL_DYNAMIC_COPY)
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, sources_ssbo.id)
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return shader_program, chladni_plate_image, sources_ssbo |