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088d5b7739
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| 088d5b7739 | |||
| c0465113d0 |
7
README.md
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7
README.md
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@ -0,0 +1,7 @@
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# TODO
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- Changement de valeur plus précise (plus lente) => mieux voir la direction des cercles selon les variations
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- Inclinaison horizontal pour le miroir M2
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- Choisir GPU / CPU / CPU (multi-threadé)
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- Boite de gaz avec indice de réfraction n varible
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- Caper les fps au choix
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44
main.c
44
main.c
@ -41,7 +41,7 @@ void DrawLaserBeam(Vector2 start, Vector2 end, Color color, float thickness) {
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DrawLineEx(start, end, thickness, color);
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}
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void DrawInterferenceView(Michelson *mic, Rectangle rec) {
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void DrawInterferenceViewCPU(Michelson *mic, Rectangle rec) {
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DrawRectangleRec((Rectangle){rec.x - 4, rec.y - 30, rec.width + 8, rec.height + 34}, COLOR_PANEL);
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//DrawText("ECRAN", rec.x, rec.y - 30, 20, WHITE);
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DrawText("ECRAN", rec.x, rec.y - 26, 20, COLOR_TEXT_DIM);
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@ -93,6 +93,40 @@ void DrawInterferenceView(Michelson *mic, Rectangle rec) {
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DrawLine(cx, cy - 10, cx, cy + 10, Fade(WHITE, 0.5f));
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}
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void DrawInterferenceViewGPU(Michelson *mic, Rectangle rec, Shader shader) {
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DrawRectangleRec((Rectangle){rec.x - 4, rec.y - 30, rec.width + 8, rec.height + 34}, COLOR_PANEL);
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DrawText("ECRAN", rec.x, rec.y - 26, 20, COLOR_TEXT_DIM);
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// Shader glsl
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float centerX = rec.x + rec.width / 2.0f;
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float centerY = rec.y + rec.height / 2.0f;
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float center[2] = { centerX, centerY };
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float scrHeight = (float)GetScreenHeight();
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//
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SetShaderValue(shader, GetShaderLocation(shader, "center"), center, SHADER_UNIFORM_VEC2);
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SetShaderValue(shader, GetShaderLocation(shader, "screenHeight"), &scrHeight, SHADER_UNIFORM_FLOAT);
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SetShaderValue(shader, GetShaderLocation(shader, "d1"), &mic->d1, SHADER_UNIFORM_FLOAT);
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SetShaderValue(shader, GetShaderLocation(shader, "d2"), &mic->d2, SHADER_UNIFORM_FLOAT);
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SetShaderValue(shader, GetShaderLocation(shader, "lambda"), &mic->lambda, SHADER_UNIFORM_FLOAT);
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SetShaderValue(shader, GetShaderLocation(shader, "angleM1"), &mic->angleM1, SHADER_UNIFORM_FLOAT);
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// GPU
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BeginShaderMode(shader);
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DrawRectangleRec(rec, WHITE);
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EndShaderMode();
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DrawRectangleLinesEx(rec, 1, Fade(COLOR_ACCENT, 0.3f));
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DrawRectangleLinesEx(rec, 2, COLOR_PANEL);
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int cx = rec.x + rec.width / 2;
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int cy = rec.y + rec.height / 2;
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DrawLine(cx - 10, cy, cx + 10, cy, Fade(WHITE, 0.5f));
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DrawLine(cx, cy - 10, cx, cy + 10, Fade(WHITE, 0.5f));
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}
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void DrawMichelsonSchema (Michelson *mic) {
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Vector2 c = mic->center;
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Color laserColor = WavelengthToColor(mic->lambda);
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@ -231,6 +265,8 @@ int main () {
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InitWindow(1920, 1080, "Interferometre de Michelson");
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SetTargetFPS(144);
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Shader shader = LoadShader(0, "michelson.fs");
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Michelson mic = {0};
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mic.center = (Vector2){ UI_WIDTH + (1920 - UI_WIDTH) / 2.0f - 100, 1080 / 2.0f };
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mic.d1 = 250.0f;
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@ -245,12 +281,12 @@ int main () {
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BeginDrawing();
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ClearBackground(COLOR_BG);
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// Grille fond
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for(int i=UI_WIDTH; i<1920; i+=100) DrawLine(i, 0, i, 1080, Fade(WHITE, 0.05f));
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for(int i=0; i<1080; i+=100) DrawLine(UI_WIDTH, i, 1920, i, Fade(WHITE, 0.05f));
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for(int i = UI_WIDTH; i < 1920; i += 100) DrawLine(i, 0, i, 1080, Fade(WHITE, 0.05f));
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for(int i = 0; i < 1080; i += 100) DrawLine(UI_WIDTH, i, 1920, i, Fade(WHITE, 0.05f));
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DrawMichelsonSchema(&mic);
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DrawControlPanel(&mic);
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DrawInterferenceView(&mic, screenViewBounds);
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DrawInterferenceViewGPU(&mic, screenViewBounds, shader);
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EndDrawing();
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}
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CloseWindow();
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68
michelson.fs
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68
michelson.fs
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#version 330
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// Entrées (de Raylib)
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in vec2 fragTexCoord;
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in vec4 fragColor;
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out vec4 finalColor;
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uniform vec2 center;
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uniform float screenHeight;
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uniform vec2 resolution;
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uniform float d1;
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uniform float d2;
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uniform float lambda;
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uniform float angleM1;
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const float PI = 3.14159265359;
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vec3 WavelengthToRGB(float l) {
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float r = 0.0; float g = 0.0; float b = 0.0;
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if (l >= 380.0 && l < 440.0) { r = -(l - 440.0) / (440.0 - 380.0); b = 1.0; }
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else if (l >= 440.0 && l < 490.0) { g = (l - 440.0) / (490.0 - 440.0); b = 1.0; }
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else if (l >= 490.0 && l < 510.0) { g = 1.0; b = -(l - 510.0) / (510.0 - 490.0); }
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else if (l >= 510.0 && l < 580.0) { r = (l - 510.0) / (580.0 - 510.0); g = 1.0; }
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else if (l >= 580.0 && l < 645.0) { r = 1.0; g = -(l - 645.0) / (645.0 - 580.0); }
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else if (l >= 645.0 && l <= 780.0) { r = 1.0; }
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float factor = 1.0;
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if (l >= 380.0 && l < 420.0) factor = 0.3 + 0.7 * (l - 380.0) / (420.0 - 380.0);
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else if (l >= 380.0 && l <= 645.0) factor = 1.0;
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else if (l > 700.0 && l <= 780.0) factor = 0.3 + 0.7 * (780.0 - l) / (780.0 - 700.0);
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return vec3(r * factor, g * factor, b * factor);
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}
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void main() {
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float pixelX = gl_FragCoord.x;
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float pixelY = screenHeight - gl_FragCoord.y;
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// Diff de marche du à l'axe (2 * e) + micro -> nano
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float deltaLnm = 2.0 * (d1 - d2) * 1000.0;
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float relX = (pixelX - center.x);
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float relY = (pixelY - center.y);
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vec3 baseColorVec = WavelengthToRGB(lambda);
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// r^2
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float radiusSq = relX * relX + relY * relY;
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// Diff de marche lamme d'air 2 * e cos(i) mais petits angles => cos(i) ~ 1 - i^2/2 mais i ~ r/f et r^2 = x^2 + y^2
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float ringFactor = radiusSq * 0.065;
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// Diff de marche du au coin d'air
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float wDelta = relX * angleM1 * 200.0;
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float currDelta = deltaLnm - ringFactor + wDelta;
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// Formule de Fresnel : I = I_0 * cos^2(phi)
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float K = PI / lambda;
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float phase = currDelta * K;
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float intensity = cos(phase);
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intensity = intensity * intensity;
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vec3 finalVec = baseColorVec * intensity;
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finalColor = vec4(finalVec, 1.0);
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}
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