mirror of
https://github.com/csd4ni3l/simulator-games.git
synced 2026-01-01 12:23:44 +01:00
63 lines
1.6 KiB
Python
63 lines
1.6 KiB
Python
import pyglet, pyglet.graphics
|
|
|
|
from pyglet.gl import GL_NEAREST
|
|
|
|
shader_source = """#version 430 core
|
|
|
|
uniform float x_amp;
|
|
uniform float y_amp;
|
|
uniform float x_freq;
|
|
uniform float y_freq;
|
|
uniform float phase_shift;
|
|
|
|
uniform float thickness;
|
|
uniform int samples;
|
|
uniform float time;
|
|
uniform vec2 resolution;
|
|
|
|
layout (local_size_x = 32, local_size_y = 32, local_size_z = 1) in;
|
|
layout (location = 0, rgba32f) uniform image2D img_output;
|
|
|
|
vec2 lissajous(float t) {
|
|
return vec2(
|
|
x_amp * sin(x_freq * t + phase_shift + time),
|
|
y_amp * sin(y_freq * t)
|
|
);
|
|
}
|
|
|
|
float curve_distribution(vec2 uv) {
|
|
float d = 1e5;
|
|
|
|
for (int i = 0; i < samples; i++) {
|
|
float t = float(i) / float(samples) * 6.28318;
|
|
vec2 p = lissajous(t);
|
|
d = min(d, length(uv - p));
|
|
}
|
|
|
|
return d;
|
|
}
|
|
|
|
void main() {
|
|
ivec2 texel_coord = ivec2(gl_GlobalInvocationID.xy);
|
|
|
|
vec2 uv = (vec2(texel_coord) / resolution) * 2.0 - 1.0;
|
|
uv.x *= float(resolution.x) / float(resolution.y);
|
|
|
|
float d = curve_distribution(uv);
|
|
|
|
float line = smoothstep(thickness, thickness * 0.3, d);
|
|
|
|
vec4 color = vec4(vec3(line), 1.0);
|
|
imageStore(img_output, texel_coord, color);
|
|
}
|
|
"""
|
|
|
|
def create_shader(width, height):
|
|
shader_program = pyglet.graphics.shader.ComputeShaderProgram(shader_source)
|
|
|
|
lissajous_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"]
|
|
lissajous_image.bind_image_texture(unit=uniform_location)
|
|
|
|
return shader_program, lissajous_image |