feat(shaders): Create ShaderManager with basic compilation
This commit is contained in:
40
src/shader_manager.py
Normal file
40
src/shader_manager.py
Normal file
@@ -0,0 +1,40 @@
|
||||
# src/shader_manager.py
|
||||
import OpenGL.GL as gl
|
||||
|
||||
class ShaderManager:
|
||||
def __init__(self):
|
||||
pass
|
||||
|
||||
def compile_shader(self, vertex_src: str, fragment_src: str) -> int:
|
||||
program = gl.glCreateProgram()
|
||||
|
||||
def _compile(src, shader_type):
|
||||
shader = gl.glCreateShader(shader_type)
|
||||
gl.glShaderSource(shader, src)
|
||||
gl.glCompileShader(shader)
|
||||
|
||||
if not gl.glGetShaderiv(shader, gl.GL_COMPILE_STATUS):
|
||||
info_log = gl.glGetShaderInfoLog(shader)
|
||||
if hasattr(info_log, "decode"):
|
||||
info_log = info_log.decode()
|
||||
raise RuntimeError(f"Shader compilation failed: {info_log}")
|
||||
return shader
|
||||
|
||||
vert_shader = _compile(vertex_src, gl.GL_VERTEX_SHADER)
|
||||
frag_shader = _compile(fragment_src, gl.GL_FRAGMENT_SHADER)
|
||||
|
||||
gl.glAttachShader(program, vert_shader)
|
||||
gl.glAttachShader(program, frag_shader)
|
||||
gl.glLinkProgram(program)
|
||||
|
||||
if not gl.glGetProgramiv(program, gl.GL_LINK_STATUS):
|
||||
info_log = gl.glGetProgramInfoLog(program)
|
||||
if hasattr(info_log, "decode"):
|
||||
info_log = info_log.decode()
|
||||
raise RuntimeError(f"Program linking failed: {info_log}")
|
||||
|
||||
# Optional: delete shaders as they are linked into the program
|
||||
gl.glDeleteShader(vert_shader)
|
||||
gl.glDeleteShader(frag_shader)
|
||||
|
||||
return program
|
||||
25
tests/test_shader_manager.py
Normal file
25
tests/test_shader_manager.py
Normal file
@@ -0,0 +1,25 @@
|
||||
import pytest
|
||||
from unittest.mock import patch, MagicMock
|
||||
|
||||
def test_shader_manager_initialization_and_compilation():
|
||||
# Import inside test to allow patching OpenGL before import if needed
|
||||
# In this case, we patch the OpenGL.GL functions used by ShaderManager
|
||||
with patch("src.shader_manager.gl") as mock_gl:
|
||||
mock_gl.glCreateProgram.return_value = 1
|
||||
mock_gl.glCreateShader.return_value = 2
|
||||
mock_gl.glGetShaderiv.return_value = mock_gl.GL_TRUE
|
||||
mock_gl.glGetProgramiv.return_value = mock_gl.GL_TRUE
|
||||
|
||||
from src.shader_manager import ShaderManager
|
||||
|
||||
manager = ShaderManager()
|
||||
|
||||
# Basic vertex and fragment shader source
|
||||
vert_src = "void main() {}"
|
||||
frag_src = "void main() {}"
|
||||
|
||||
program_id = manager.compile_shader(vert_src, frag_src)
|
||||
|
||||
assert program_id == 1
|
||||
assert mock_gl.glCreateProgram.called
|
||||
assert mock_gl.glCreateShader.called
|
||||
Reference in New Issue
Block a user