feat(shaders): Implement FrostedGlassShader compilation in ShaderManager
This commit is contained in:
@@ -5,6 +5,7 @@ class ShaderManager:
|
||||
self.program = None
|
||||
self.bg_program = None
|
||||
self.pp_program = None
|
||||
self.blur_program = None
|
||||
|
||||
def compile_shader(self, vertex_src: str, fragment_src: str) -> int:
|
||||
program = gl.glCreateProgram()
|
||||
@@ -151,3 +152,51 @@ void main() {
|
||||
gl.glDrawArrays(gl.GL_TRIANGLE_STRIP, 0, 4)
|
||||
gl.glBindTexture(gl.GL_TEXTURE_2D, 0)
|
||||
gl.glUseProgram(0)
|
||||
|
||||
def setup_frosted_glass_shader(self):
|
||||
vertex_src = """
|
||||
#version 330 core
|
||||
const vec2 positions[4] = vec2[](
|
||||
vec2(-1.0, -1.0),
|
||||
vec2( 1.0, -1.0),
|
||||
vec2(-1.0, 1.0),
|
||||
vec2( 1.0, 1.0)
|
||||
);
|
||||
const vec2 uvs[4] = vec2[](
|
||||
vec2(0.0, 0.0),
|
||||
vec2(1.0, 0.0),
|
||||
vec2(0.0, 1.0),
|
||||
vec2(1.0, 1.0)
|
||||
);
|
||||
out vec2 v_uv;
|
||||
void main() {
|
||||
gl_Position = vec4(positions[gl_VertexID], 0.0, 1.0);
|
||||
v_uv = uvs[gl_VertexID];
|
||||
}
|
||||
"""
|
||||
fragment_src = """
|
||||
#version 330 core
|
||||
in vec2 v_uv;
|
||||
uniform sampler2D u_texture;
|
||||
uniform float u_blur_radius;
|
||||
uniform float u_tint_intensity;
|
||||
uniform float u_opacity;
|
||||
out vec4 FragColor;
|
||||
void main() {
|
||||
vec2 res = vec2(textureSize(u_texture, 0));
|
||||
vec2 offset = u_blur_radius / res;
|
||||
vec4 sum = vec4(0.0);
|
||||
sum += texture(u_texture, v_uv + vec2(-offset.x, -offset.y)) * 0.0625;
|
||||
sum += texture(u_texture, v_uv + vec2(0.0, -offset.y)) * 0.125;
|
||||
sum += texture(u_texture, v_uv + vec2(offset.x, -offset.y)) * 0.0625;
|
||||
sum += texture(u_texture, v_uv + vec2(-offset.x, 0.0)) * 0.125;
|
||||
sum += texture(u_texture, v_uv + vec2(0.0, 0.0)) * 0.25;
|
||||
sum += texture(u_texture, v_uv + vec2(offset.x, 0.0)) * 0.125;
|
||||
sum += texture(u_texture, v_uv + vec2(-offset.x, offset.y)) * 0.0625;
|
||||
sum += texture(u_texture, v_uv + vec2(0.0, offset.y)) * 0.125;
|
||||
sum += texture(u_texture, v_uv + vec2(offset.x, offset.y)) * 0.0625;
|
||||
vec3 tinted = mix(sum.rgb, vec3(1.0), u_tint_intensity);
|
||||
FragColor = vec4(tinted, sum.a * u_opacity);
|
||||
}
|
||||
"""
|
||||
self.blur_program = self.compile_shader(vertex_src, fragment_src)
|
||||
|
||||
19
tests/test_frosted_glass_shader.py
Normal file
19
tests/test_frosted_glass_shader.py
Normal file
@@ -0,0 +1,19 @@
|
||||
import pytest
|
||||
from unittest.mock import patch, MagicMock
|
||||
|
||||
def test_shader_manager_frosted_glass_compilation():
|
||||
# Mock OpenGL before importing ShaderManager
|
||||
with patch("src.shader_manager.gl") as mock_gl:
|
||||
mock_gl.glCreateProgram.return_value = 1
|
||||
mock_gl.glCreateShader.return_value = 2
|
||||
mock_gl.glGetShaderiv.return_value = mock_gl.GL_TRUE
|
||||
mock_gl.glGetProgramiv.return_value = mock_gl.GL_TRUE
|
||||
|
||||
from src.shader_manager import ShaderManager
|
||||
manager = ShaderManager()
|
||||
|
||||
# This should fail initially because the method doesn't exist
|
||||
manager.setup_frosted_glass_shader()
|
||||
|
||||
assert manager.blur_program is not None
|
||||
assert mock_gl.glCreateProgram.called
|
||||
Reference in New Issue
Block a user