mirror of
https://github.com/csd4ni3l/simulator-games.git
synced 2026-01-01 04:13:44 +01:00
67 lines
2.0 KiB
Python
67 lines
2.0 KiB
Python
import pyglet, pyglet.graphics
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from pyglet.gl import GL_NEAREST, glBindBufferBase, GL_SHADER_STORAGE_BUFFER
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shader_source = """#version 430 core
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layout (std430, binding = 3) buffer Points {
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vec2 points[];
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};
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uniform int point_count;
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uniform vec2 resolution;
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uniform float edge_thickness;
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uniform float edge_smoothness;
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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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vec3 hash3(float p) {
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vec3 p3 = vec3(p * 127.1, p * 311.7, p * 74.7);
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return fract(sin(p3) * 43758.5453123);
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}
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void main() {
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ivec2 texel_coord = ivec2(gl_GlobalInvocationID.xy);
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vec2 uv = vec2(texel_coord) / resolution;
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float min_dist = 1e5;
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float second_min = 1e5;
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int closest_id = 0;
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for (int i = 0; i < point_count; i++) {
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vec2 point = points[i] / resolution;
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float dist = length(uv - point);
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if (dist < min_dist) {
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second_min = min_dist;
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min_dist = dist;
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closest_id = i;
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}
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else if (dist < second_min) {
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second_min = dist;
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}
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}
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float edge_dist = second_min - min_dist;
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float edge = 1.0 - smoothstep(edge_thickness - edge_smoothness, edge_thickness + edge_smoothness, edge_dist);
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vec3 cell_color = hash3(float(closest_id));
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vec3 color = mix(cell_color, vec3(0.0), edge);
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imageStore(img_output, texel_coord, vec4(color, 1.0));
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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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voronoi_diagram_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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voronoi_diagram_image.bind_image_texture(unit=uniform_location)
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points_ssbo = pyglet.graphics.BufferObject(128 * 8)
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, points_ssbo.id)
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return shader_program, voronoi_diagram_image, points_ssbo |