feat(shaders): Implement CRT post-process shader logic
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53
tests/test_post_process.py
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53
tests/test_post_process.py
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import unittest
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from unittest.mock import MagicMock, patch
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import sys
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# Mock OpenGL.GL before importing ShaderManager
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gl_mock = MagicMock()
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# Setup some constants
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gl_mock.GL_VERTEX_SHADER = 0x8B31
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gl_mock.GL_FRAGMENT_SHADER = 0x8B30
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gl_mock.GL_COMPILE_STATUS = 0x8B81
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gl_mock.GL_LINK_STATUS = 0x8B82
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gl_mock.GL_TEXTURE0 = 0x84C0
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gl_mock.GL_TEXTURE_2D = 0x0DE1
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gl_mock.GL_TRIANGLE_STRIP = 0x0005
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opengl_mock = MagicMock()
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sys.modules['OpenGL'] = opengl_mock
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sys.modules['OpenGL.GL'] = gl_mock
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opengl_mock.GL = gl_mock
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from src.shader_manager import ShaderManager
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class TestPostProcess(unittest.TestCase):
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def setUp(self):
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gl_mock.reset_mock()
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# Mock return values for shader compilation
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gl_mock.glCreateProgram.return_value = 1
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gl_mock.glCreateShader.return_value = 2
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gl_mock.glGetShaderiv.return_value = 1 # GL_TRUE
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gl_mock.glGetProgramiv.return_value = 1 # GL_TRUE
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gl_mock.glGetUniformLocation.return_value = 10
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def test_setup_post_process_shader(self):
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sm = ShaderManager()
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sm.setup_post_process_shader()
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self.assertEqual(sm.pp_program, 1)
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gl_mock.glCreateProgram.assert_called()
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gl_mock.glLinkProgram.assert_called_with(1)
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def test_render_post_process(self):
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sm = ShaderManager()
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sm.pp_program = 1
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sm.render_post_process(texture_id=5, width=800, height=600, time=1.0)
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gl_mock.glUseProgram.assert_any_call(1)
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gl_mock.glActiveTexture.assert_called_with(gl_mock.GL_TEXTURE0)
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gl_mock.glBindTexture.assert_any_call(gl_mock.GL_TEXTURE_2D, 5)
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gl_mock.glUniform1f.assert_called()
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gl_mock.glDrawArrays.assert_called_with(gl_mock.GL_TRIANGLE_STRIP, 0, 4)
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gl_mock.glUseProgram.assert_any_call(0)
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if __name__ == '__main__':
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unittest.main()
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