feat(shaders): Implement FrostedGlassShader compilation in ShaderManager

This commit is contained in:
2026-03-13 14:45:16 -04:00
parent 3a0d388502
commit 1328bc159b
2 changed files with 68 additions and 0 deletions

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@@ -5,6 +5,7 @@ class ShaderManager:
self.program = None self.program = None
self.bg_program = None self.bg_program = None
self.pp_program = None self.pp_program = None
self.blur_program = None
def compile_shader(self, vertex_src: str, fragment_src: str) -> int: def compile_shader(self, vertex_src: str, fragment_src: str) -> int:
program = gl.glCreateProgram() program = gl.glCreateProgram()
@@ -151,3 +152,51 @@ void main() {
gl.glDrawArrays(gl.GL_TRIANGLE_STRIP, 0, 4) gl.glDrawArrays(gl.GL_TRIANGLE_STRIP, 0, 4)
gl.glBindTexture(gl.GL_TEXTURE_2D, 0) gl.glBindTexture(gl.GL_TEXTURE_2D, 0)
gl.glUseProgram(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)

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@@ -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