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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.
This commit is contained in:
2026-06-26 06:43:02 -04:00
parent 84f928e7cc
commit 4bb930c3cb
2 changed files with 27 additions and 39 deletions
+27 -4
View File
@@ -6044,7 +6044,7 @@ def render_patch_modal(app: App) -> None:
if opened:
p_min = imgui.get_window_pos()
p_max = imgui.ImVec2(p_min.x + imgui.get_window_size().x, p_min.y + imgui.get_window_size().y)
shaders.draw_soft_shadow(imgui.get_background_draw_list(), p_min, p_max, imgui.ImVec4(0, 0, 0, 0.6), 25.0, 6.0)
draw_soft_shadow(imgui.get_background_draw_list(), p_min, p_max, imgui.ImVec4(0, 0, 0, 0.6), 25.0, 6.0)
imgui.text_colored(theme.get_color("status_warning"), "Tier 4 QA Generated a Patch")
imgui.separator()
@@ -7013,11 +7013,9 @@ def render_track_proposal_modal(app: App) -> None:
if app._show_track_proposal_modal:
imgui.open_popup("Track Proposal")
if imgui.begin_popup_modal("Track Proposal", True, imgui.WindowFlags_.always_auto_resize)[0]:
from src import shaders #TODO(Ed): Review local import
p_min = imgui.get_window_pos()
p_max = imgui.ImVec2(p_min.x + imgui.get_window_size().x, p_min.y + imgui.get_window_size().y)
# Render soft shadow behind the modal
shaders.draw_soft_shadow(imgui.get_background_draw_list(), p_min, p_max, imgui.ImVec4(0, 0, 0, 0.6), 25.0, 6.0)
draw_soft_shadow(imgui.get_background_draw_list(), p_min, p_max, imgui.ImVec4(0, 0, 0, 0.6), 25.0, 6.0)
if app._show_track_proposal_modal:
imgui.text_colored(C_IN(), "Proposed Implementation Tracks")
@@ -8483,3 +8481,28 @@ def get_bg() -> BackgroundShader:
_bg = BackgroundShader()
return _bg
#endregion: Bg Shader
#region: Shaders (moved from src/shaders.py)
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:
r, g, b, a = color.x, color.y, color.z, color.w
steps = int(shadow_size)
if steps <= 0: return
alpha_step = a / steps
for i in range(steps):
current_alpha = a - (i * alpha_step)
current_alpha = current_alpha * (1.0 - (i / steps)**2)
if current_alpha <= 0.01:
continue
expand = float(i)
c_min = imgui.ImVec2(p_min.x - expand, p_min.y - expand)
c_max = imgui.ImVec2(p_max.x + expand, p_max.y + expand)
u32_color = imgui.get_color_u32(imgui.ImVec4(r, g, b, current_alpha))
draw_list.add_rect(
c_min,
c_max,
u32_color,
rounding + expand if rounding > 0 else 0.0,
flags=imgui.ImDrawFlags_.round_corners_all if rounding > 0 else imgui.ImDrawFlags_.none,
thickness=1.0
)
#endregion: Shaders
-35
View File
@@ -1,35 +0,0 @@
from imgui_bundle import imgui
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:
"""
Simulates a soft shadow effect by drawing multiple concentric rounded rectangles
with decreasing alpha values. This is a faux-shader effect using primitive batching.
"""
r, g, b, a = color.x, color.y, color.z, color.w
steps = int(shadow_size)
if steps <= 0: return
alpha_step = a / steps
for i in range(steps):
current_alpha = a - (i * alpha_step)
# Apply an easing function (e.g., cubic) for a smoother shadow falloff
current_alpha = current_alpha * (1.0 - (i / steps)**2)
if current_alpha <= 0.01:
continue
expand = float(i)
c_min = imgui.ImVec2(p_min.x - expand, p_min.y - expand)
c_max = imgui.ImVec2(p_max.x + expand, p_max.y + expand)
u32_color = imgui.get_color_u32(imgui.ImVec4(r, g, b, current_alpha))
draw_list.add_rect(
c_min,
c_max,
u32_color,
rounding + expand if rounding > 0 else 0.0,
flags=imgui.ImDrawFlags_.round_corners_all if rounding > 0 else imgui.ImDrawFlags_.none,
thickness=1.0
)