refactor(gui_2): merge shaders into gui_2; git rm src/shaders.py
Per spec FR1 + Phase 1.2: draw_soft_shadow moved into src/gui_2.py as a region block; consumer sites changed from shaders.draw_soft_shadow() to draw_soft_shadow(). Removed the local import workaround at line 7016.
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-4
@@ -6044,7 +6044,7 @@ def render_patch_modal(app: App) -> None:
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if opened:
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p_min = imgui.get_window_pos()
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p_max = imgui.ImVec2(p_min.x + imgui.get_window_size().x, p_min.y + imgui.get_window_size().y)
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shaders.draw_soft_shadow(imgui.get_background_draw_list(), p_min, p_max, imgui.ImVec4(0, 0, 0, 0.6), 25.0, 6.0)
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draw_soft_shadow(imgui.get_background_draw_list(), p_min, p_max, imgui.ImVec4(0, 0, 0, 0.6), 25.0, 6.0)
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imgui.text_colored(theme.get_color("status_warning"), "Tier 4 QA Generated a Patch")
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imgui.separator()
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@@ -7013,11 +7013,9 @@ def render_track_proposal_modal(app: App) -> None:
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if app._show_track_proposal_modal:
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imgui.open_popup("Track Proposal")
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if imgui.begin_popup_modal("Track Proposal", True, imgui.WindowFlags_.always_auto_resize)[0]:
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from src import shaders #TODO(Ed): Review local import
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p_min = imgui.get_window_pos()
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p_max = imgui.ImVec2(p_min.x + imgui.get_window_size().x, p_min.y + imgui.get_window_size().y)
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# Render soft shadow behind the modal
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shaders.draw_soft_shadow(imgui.get_background_draw_list(), p_min, p_max, imgui.ImVec4(0, 0, 0, 0.6), 25.0, 6.0)
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draw_soft_shadow(imgui.get_background_draw_list(), p_min, p_max, imgui.ImVec4(0, 0, 0, 0.6), 25.0, 6.0)
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if app._show_track_proposal_modal:
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imgui.text_colored(C_IN(), "Proposed Implementation Tracks")
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@@ -8483,3 +8481,28 @@ def get_bg() -> BackgroundShader:
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_bg = BackgroundShader()
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return _bg
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#endregion: Bg Shader
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#region: Shaders (moved from src/shaders.py)
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def draw_soft_shadow(draw_list: imgui.ImDrawList, p_min: imgui.ImVec2, p_max: imgui.ImVec2, color: imgui.ImVec4, shadow_size: float = 10.0, rounding: float = 0.0) -> None:
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r, g, b, a = color.x, color.y, color.z, color.w
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steps = int(shadow_size)
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if steps <= 0: return
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alpha_step = a / steps
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for i in range(steps):
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current_alpha = a - (i * alpha_step)
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current_alpha = current_alpha * (1.0 - (i / steps)**2)
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if current_alpha <= 0.01:
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continue
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expand = float(i)
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c_min = imgui.ImVec2(p_min.x - expand, p_min.y - expand)
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c_max = imgui.ImVec2(p_max.x + expand, p_max.y + expand)
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u32_color = imgui.get_color_u32(imgui.ImVec4(r, g, b, current_alpha))
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draw_list.add_rect(
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c_min,
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c_max,
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u32_color,
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rounding + expand if rounding > 0 else 0.0,
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flags=imgui.ImDrawFlags_.round_corners_all if rounding > 0 else imgui.ImDrawFlags_.none,
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thickness=1.0
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)
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#endregion: Shaders
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@@ -1,35 +0,0 @@
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from imgui_bundle import imgui
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def draw_soft_shadow(draw_list: imgui.ImDrawList, p_min: imgui.ImVec2, p_max: imgui.ImVec2, color: imgui.ImVec4, shadow_size: float = 10.0, rounding: float = 0.0) -> None:
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"""
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Simulates a soft shadow effect by drawing multiple concentric rounded rectangles
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with decreasing alpha values. This is a faux-shader effect using primitive batching.
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"""
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r, g, b, a = color.x, color.y, color.z, color.w
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steps = int(shadow_size)
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if steps <= 0: return
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alpha_step = a / steps
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for i in range(steps):
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current_alpha = a - (i * alpha_step)
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# Apply an easing function (e.g., cubic) for a smoother shadow falloff
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current_alpha = current_alpha * (1.0 - (i / steps)**2)
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if current_alpha <= 0.01:
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continue
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expand = float(i)
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c_min = imgui.ImVec2(p_min.x - expand, p_min.y - expand)
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c_max = imgui.ImVec2(p_max.x + expand, p_max.y + expand)
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u32_color = imgui.get_color_u32(imgui.ImVec4(r, g, b, current_alpha))
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draw_list.add_rect(
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c_min,
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c_max,
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u32_color,
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rounding + expand if rounding > 0 else 0.0,
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flags=imgui.ImDrawFlags_.round_corners_all if rounding > 0 else imgui.ImDrawFlags_.none,
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thickness=1.0
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)
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