feat(shaders): Implement dynamic background shader
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@@ -1,9 +1,9 @@
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# src/shader_manager.py
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import OpenGL.GL as gl
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class ShaderManager:
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def __init__(self):
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self.program = None
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self.bg_program = None
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def compile_shader(self, vertex_src: str, fragment_src: str) -> int:
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program = gl.glCreateProgram()
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@@ -33,7 +33,6 @@ class ShaderManager:
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info_log = info_log.decode()
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raise RuntimeError(f"Program linking failed: {info_log}")
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# Optional: delete shaders as they are linked into the program
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gl.glDeleteShader(vert_shader)
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gl.glDeleteShader(frag_shader)
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@@ -60,3 +59,42 @@ class ShaderManager:
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gl.glUniform3f(loc, value[0], value[1], value[2])
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elif len(value) == 4:
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gl.glUniform4f(loc, value[0], value[1], value[2], value[3])
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def setup_background_shader(self):
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vertex_src = """
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#version 330 core
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const vec2 positions[4] = vec2[](
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vec2(-1.0, -1.0),
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vec2( 1.0, -1.0),
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vec2(-1.0, 1.0),
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vec2( 1.0, 1.0)
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);
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void main() {
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gl_Position = vec4(positions[gl_VertexID], 0.0, 1.0);
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}
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"""
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fragment_src = """
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#version 330 core
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uniform float u_time;
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uniform vec2 u_resolution;
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out vec4 FragColor;
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void main() {
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vec2 uv = gl_FragCoord.xy / u_resolution.xy;
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vec3 col = 0.5 + 0.5 * cos(u_time + uv.xyx + vec3(0, 2, 4));
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FragColor = vec4(col, 1.0);
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}
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"""
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self.bg_program = self.compile_shader(vertex_src, fragment_src)
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def render_background(self, width, height, time):
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if not self.bg_program:
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return
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gl.glUseProgram(self.bg_program)
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u_time_loc = gl.glGetUniformLocation(self.bg_program, "u_time")
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if u_time_loc != -1:
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gl.glUniform1f(u_time_loc, float(time))
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u_res_loc = gl.glGetUniformLocation(self.bg_program, "u_resolution")
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if u_res_loc != -1:
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gl.glUniform2f(u_res_loc, float(width), float(height))
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gl.glDrawArrays(gl.GL_TRIANGLE_STRIP, 0, 4)
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gl.glUseProgram(0)
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