feat(shaders): Create ShaderManager with basic compilation
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40
src/shader_manager.py
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40
src/shader_manager.py
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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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pass
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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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def _compile(src, shader_type):
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shader = gl.glCreateShader(shader_type)
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gl.glShaderSource(shader, src)
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gl.glCompileShader(shader)
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if not gl.glGetShaderiv(shader, gl.GL_COMPILE_STATUS):
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info_log = gl.glGetShaderInfoLog(shader)
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if hasattr(info_log, "decode"):
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info_log = info_log.decode()
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raise RuntimeError(f"Shader compilation failed: {info_log}")
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return shader
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vert_shader = _compile(vertex_src, gl.GL_VERTEX_SHADER)
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frag_shader = _compile(fragment_src, gl.GL_FRAGMENT_SHADER)
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gl.glAttachShader(program, vert_shader)
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gl.glAttachShader(program, frag_shader)
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gl.glLinkProgram(program)
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if not gl.glGetProgramiv(program, gl.GL_LINK_STATUS):
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info_log = gl.glGetProgramInfoLog(program)
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if hasattr(info_log, "decode"):
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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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return program
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