feat(shaders): Implement dynamic background shader

This commit is contained in:
2026-03-13 12:33:27 -04:00
parent 2dbd570d59
commit 836168a2a8
2 changed files with 73 additions and 2 deletions

View File

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

View File

@@ -0,0 +1,33 @@
import pytest
from unittest.mock import patch, MagicMock
def test_dynamic_background_rendering():
# Mock OpenGL before importing
with patch("src.shader_manager.gl") as mock_gl:
from src.shader_manager import ShaderManager
# Setup mock return values
mock_gl.glCreateProgram.return_value = 1
mock_gl.glCreateShader.return_value = 2
mock_gl.glGetShaderiv.return_value = 1 # GL_TRUE
mock_gl.glGetProgramiv.return_value = 1 # GL_TRUE
mock_gl.glGetUniformLocation.return_value = 10
manager = ShaderManager()
manager.setup_background_shader()
# Verify background program was created
assert manager.bg_program == 1
assert mock_gl.glCreateProgram.called
# Render background
manager.render_background(800, 600, 1.0)
# Verify OpenGL calls
mock_gl.glUseProgram.assert_any_call(1)
mock_gl.glDrawArrays.assert_called_with(mock_gl.GL_TRIANGLE_STRIP, 0, 4)
mock_gl.glUseProgram.assert_any_call(0)
# Verify uniforms were updated
mock_gl.glUniform1f.assert_called()
mock_gl.glUniform2f.assert_called()