GPU processing

This commit is contained in:
2025-12-28 11:09:01 +01:00
parent 08cac5c6e9
commit c0465113d0
2 changed files with 108 additions and 4 deletions

44
main.c
View File

@ -41,7 +41,7 @@ void DrawLaserBeam(Vector2 start, Vector2 end, Color color, float thickness) {
DrawLineEx(start, end, thickness, color); DrawLineEx(start, end, thickness, color);
} }
void DrawInterferenceView(Michelson *mic, Rectangle rec) { void DrawInterferenceViewCPU(Michelson *mic, Rectangle rec) {
DrawRectangleRec((Rectangle){rec.x - 4, rec.y - 30, rec.width + 8, rec.height + 34}, COLOR_PANEL); DrawRectangleRec((Rectangle){rec.x - 4, rec.y - 30, rec.width + 8, rec.height + 34}, COLOR_PANEL);
//DrawText("ECRAN", rec.x, rec.y - 30, 20, WHITE); //DrawText("ECRAN", rec.x, rec.y - 30, 20, WHITE);
DrawText("ECRAN", rec.x, rec.y - 26, 20, COLOR_TEXT_DIM); DrawText("ECRAN", rec.x, rec.y - 26, 20, COLOR_TEXT_DIM);
@ -93,6 +93,40 @@ void DrawInterferenceView(Michelson *mic, Rectangle rec) {
DrawLine(cx, cy - 10, cx, cy + 10, Fade(WHITE, 0.5f)); DrawLine(cx, cy - 10, cx, cy + 10, Fade(WHITE, 0.5f));
} }
void DrawInterferenceViewGPU(Michelson *mic, Rectangle rec, Shader shader) {
DrawRectangleRec((Rectangle){rec.x - 4, rec.y - 30, rec.width + 8, rec.height + 34}, COLOR_PANEL);
DrawText("ECRAN", rec.x, rec.y - 26, 20, COLOR_TEXT_DIM);
// Shader glsl
float centerX = rec.x + rec.width / 2.0f;
float centerY = rec.y + rec.height / 2.0f;
float center[2] = { centerX, centerY };
float scrHeight = (float)GetScreenHeight();
//
SetShaderValue(shader, GetShaderLocation(shader, "center"), center, SHADER_UNIFORM_VEC2);
SetShaderValue(shader, GetShaderLocation(shader, "screenHeight"), &scrHeight, SHADER_UNIFORM_FLOAT);
SetShaderValue(shader, GetShaderLocation(shader, "d1"), &mic->d1, SHADER_UNIFORM_FLOAT);
SetShaderValue(shader, GetShaderLocation(shader, "d2"), &mic->d2, SHADER_UNIFORM_FLOAT);
SetShaderValue(shader, GetShaderLocation(shader, "lambda"), &mic->lambda, SHADER_UNIFORM_FLOAT);
SetShaderValue(shader, GetShaderLocation(shader, "angleM1"), &mic->angleM1, SHADER_UNIFORM_FLOAT);
// GPU
BeginShaderMode(shader);
DrawRectangleRec(rec, WHITE);
EndShaderMode();
DrawRectangleLinesEx(rec, 1, Fade(COLOR_ACCENT, 0.3f));
DrawRectangleLinesEx(rec, 2, COLOR_PANEL);
int cx = rec.x + rec.width / 2;
int cy = rec.y + rec.height / 2;
DrawLine(cx - 10, cy, cx + 10, cy, Fade(WHITE, 0.5f));
DrawLine(cx, cy - 10, cx, cy + 10, Fade(WHITE, 0.5f));
}
void DrawMichelsonSchema (Michelson *mic) { void DrawMichelsonSchema (Michelson *mic) {
Vector2 c = mic->center; Vector2 c = mic->center;
Color laserColor = WavelengthToColor(mic->lambda); Color laserColor = WavelengthToColor(mic->lambda);
@ -231,6 +265,8 @@ int main () {
InitWindow(1920, 1080, "Interferometre de Michelson"); InitWindow(1920, 1080, "Interferometre de Michelson");
SetTargetFPS(144); SetTargetFPS(144);
Shader shader = LoadShader(0, "michelson.fs");
Michelson mic = {0}; Michelson mic = {0};
mic.center = (Vector2){ UI_WIDTH + (1920 - UI_WIDTH) / 2.0f - 100, 1080 / 2.0f }; mic.center = (Vector2){ UI_WIDTH + (1920 - UI_WIDTH) / 2.0f - 100, 1080 / 2.0f };
mic.d1 = 250.0f; mic.d1 = 250.0f;
@ -245,12 +281,12 @@ int main () {
BeginDrawing(); BeginDrawing();
ClearBackground(COLOR_BG); ClearBackground(COLOR_BG);
// Grille fond // Grille fond
for(int i=UI_WIDTH; i<1920; i+=100) DrawLine(i, 0, i, 1080, Fade(WHITE, 0.05f)); for(int i = UI_WIDTH; i < 1920; i += 100) DrawLine(i, 0, i, 1080, Fade(WHITE, 0.05f));
for(int i=0; i<1080; i+=100) DrawLine(UI_WIDTH, i, 1920, i, Fade(WHITE, 0.05f)); for(int i = 0; i < 1080; i += 100) DrawLine(UI_WIDTH, i, 1920, i, Fade(WHITE, 0.05f));
DrawMichelsonSchema(&mic); DrawMichelsonSchema(&mic);
DrawControlPanel(&mic); DrawControlPanel(&mic);
DrawInterferenceView(&mic, screenViewBounds); DrawInterferenceViewGPU(&mic, screenViewBounds, shader);
EndDrawing(); EndDrawing();
} }
CloseWindow(); CloseWindow();

68
michelson.fs Normal file
View File

@ -0,0 +1,68 @@
#version 330
// Entrées (de Raylib)
in vec2 fragTexCoord;
in vec4 fragColor;
out vec4 finalColor;
uniform vec2 center;
uniform float screenHeight;
uniform vec2 resolution;
uniform float d1;
uniform float d2;
uniform float lambda;
uniform float angleM1;
const float PI = 3.14159265359;
vec3 WavelengthToRGB(float l) {
float r = 0.0; float g = 0.0; float b = 0.0;
if (l >= 380.0 && l < 440.0) { r = -(l - 440.0) / (440.0 - 380.0); b = 1.0; }
else if (l >= 440.0 && l < 490.0) { g = (l - 440.0) / (490.0 - 440.0); b = 1.0; }
else if (l >= 490.0 && l < 510.0) { g = 1.0; b = -(l - 510.0) / (510.0 - 490.0); }
else if (l >= 510.0 && l < 580.0) { r = (l - 510.0) / (580.0 - 510.0); g = 1.0; }
else if (l >= 580.0 && l < 645.0) { r = 1.0; g = -(l - 645.0) / (645.0 - 580.0); }
else if (l >= 645.0 && l <= 780.0) { r = 1.0; }
float factor = 1.0;
if (l >= 380.0 && l < 420.0) factor = 0.3 + 0.7 * (l - 380.0) / (420.0 - 380.0);
else if (l >= 380.0 && l <= 645.0) factor = 1.0;
else if (l > 700.0 && l <= 780.0) factor = 0.3 + 0.7 * (780.0 - l) / (780.0 - 700.0);
return vec3(r * factor, g * factor, b * factor);
}
void main() {
float pixelX = gl_FragCoord.x;
float pixelY = screenHeight - gl_FragCoord.y;
// Diff de marche du à l'axe (2 * e) + micro -> nano
float deltaLnm = 2.0 * (d1 - d2) * 1000.0;
float relX = (pixelX - center.x);
float relY = (pixelY - center.y);
vec3 baseColorVec = WavelengthToRGB(lambda);
// r^2
float radiusSq = relX * relX + relY * relY;
// 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
float ringFactor = radiusSq * 0.065;
// Diff de marche du au coin d'air
float wDelta = relX * angleM1 * 200.0;
float currDelta = deltaLnm - ringFactor + wDelta;
// Formule de Fresnel : I = I_0 * cos^2(phi)
float K = PI / lambda;
float phase = currDelta * K;
float intensity = cos(phase);
intensity = intensity * intensity;
vec3 finalVec = baseColorVec * intensity;
finalColor = vec4(finalVec, 1.0);
}