feat(shader): Add BlurPipeline class for frosted glass FBO setup

- Add BlurPipeline class with downsampled FBO support (scene, blur_a, blur_b)
- Implement 2-pass Gaussian blur shaders (horizontal + vertical)
- Add setup_fbos(), compile_blur_shaders(), prepare_blur(), cleanup() methods
- Add tests for BlurPipeline initialization, FBO setup, shader compilation, blur execution, and cleanup

Task: Phase 1, Task 1 of frosted_glass_20260313 track
This commit is contained in:
2026-03-13 20:22:16 -04:00
parent 2c39f1dcf4
commit d9148acb0c
4 changed files with 260 additions and 6 deletions
+4 -5
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@@ -1,7 +1,6 @@
---
description: Tier 2 Tech Lead for architectural design and track execution with persistent memory
mode: primary
model: MiniMax-M2.5
temperature: 0.4
permission:
edit: ask
@@ -14,9 +13,9 @@ ONLY output the requested text. No pleasantries.
## Context Management
**MANUAL COMPACTION ONLY** Never rely on automatic context summarization.
**MANUAL COMPACTION ONLY** Never rely on automatic context summarization.
Use `/compact` command explicitly when context needs reduction.
You maintain PERSISTENT MEMORY throughout track execution do NOT apply Context Amnesia to your own session.
You maintain PERSISTENT MEMORY throughout track execution do NOT apply Context Amnesia to your own session.
## CRITICAL: MCP Tools Only (Native Tools Banned)
@@ -134,14 +133,14 @@ Before implementing:
- Zero-assertion ban: Tests MUST have meaningful assertions
- Delegate test creation to Tier 3 Worker via Task tool
- Run tests and confirm they FAIL as expected
- **CONFIRM FAILURE** this is the Red phase
- **CONFIRM FAILURE** this is the Red phase
### 3. Green Phase: Implement to Pass
- **Pre-delegation checkpoint**: Stage current progress (`git add .`)
- Delegate implementation to Tier 3 Worker via Task tool
- Run tests and confirm they PASS
- **CONFIRM PASS** this is the Green phase
- **CONFIRM PASS** this is the Green phase
### 4. Refactor Phase (Optional)
@@ -1,7 +1,7 @@
# Implementation Plan: Frosted Glass Background Effect (REPAIR - TRUE GPU)
## Phase 1: Robust Shader & FBO Foundation
- [ ] Task: Implement: Create `ShaderManager` methods for downsampled FBO setup (scene, temp, blur).
- [~] Task: Implement: Create `ShaderManager` methods for downsampled FBO setup (scene, temp, blur).
- [ ] Task: Implement: Develop the "Deep Sea" background shader and integrate it as the FBO source.
- [ ] Task: Implement: Develop the 2-pass Gaussian blur shaders with a wide tap distribution.
- [ ] Task: Conductor - User Manual Verification 'Phase 1: Robust Foundation' (Protocol in workflow.md)
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@@ -150,4 +150,182 @@ void main() {
gl.glUniform1f(u_time_loc, float(time))
gl.glDrawArrays(gl.GL_TRIANGLE_STRIP, 0, 4)
gl.glBindTexture(gl.GL_TEXTURE_2D, 0)
class BlurPipeline:
def __init__(self):
self.scene_fbo: int | None = None
self.scene_tex: int | None = None
self.blur_fbo_a: int | None = None
self.blur_tex_a: int | None = None
self.blur_fbo_b: int | None = None
self.blur_tex_b: int | None = None
self.h_blur_program: int | None = None
self.v_blur_program: int | None = None
self._fb_width: int = 0
self._fb_height: int = 0
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}")
gl.glDeleteShader(vert_shader)
gl.glDeleteShader(frag_shader)
return program
def _create_fbo(self, width: int, height: int) -> tuple[int, int]:
tex = gl.glGenTextures(1)
gl.glBindTexture(gl.GL_TEXTURE_2D, tex)
gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_RGBA8, width, height, 0, gl.GL_RGBA, gl.GL_UNSIGNED_BYTE, None)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, gl.GL_LINEAR)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, gl.GL_LINEAR)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_S, gl.GL_CLAMP_TO_EDGE)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_T, gl.GL_CLAMP_TO_EDGE)
fbo = gl.glGenFramebuffers(1)
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, fbo)
gl.glFramebufferTexture2D(gl.GL_FRAMEBUFFER, gl.GL_COLOR_ATTACHMENT0, gl.GL_TEXTURE_2D, tex, 0)
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, 0)
gl.glBindTexture(gl.GL_TEXTURE_2D, 0)
return fbo, tex
def setup_fbos(self, width: int, height: int):
blur_w = max(1, width // 4)
blur_h = max(1, height // 4)
self._fb_width = blur_w
self._fb_height = blur_h
self.scene_fbo, self.scene_tex = self._create_fbo(width, height)
self.blur_fbo_a, self.blur_tex_a = self._create_fbo(blur_w, blur_h)
self.blur_fbo_b, self.blur_tex_b = self._create_fbo(blur_w, blur_h)
def compile_blur_shaders(self):
vert_src = """
#version 330 core
out vec2 v_uv;
void main() {
vec2 pos = vec2(-1.0, -1.0);
vec2 uv = vec2(0.0, 0.0);
if (gl_VertexID == 1) { pos = vec2(1.0, -1.0); uv = vec2(1.0, 0.0); }
else if (gl_VertexID == 2) { pos = vec2(-1.0, 1.0); uv = vec2(0.0, 1.0); }
else if (gl_VertexID == 3) { pos = vec2(1.0, 1.0); uv = vec2(1.0, 1.0); }
gl_Position = vec4(pos, 0.0, 1.0);
v_uv = uv;
}
"""
h_frag_src = """
#version 330 core
in vec2 v_uv;
uniform sampler2D u_texture;
uniform vec2 u_texel_size;
out vec4 FragColor;
void main() {
vec2 offset = vec2(u_texel_size.x, 0.0);
vec4 sum = vec4(0.0);
sum += texture(u_texture, v_uv - offset * 4.0) * 0.051;
sum += texture(u_texture, v_uv - offset * 3.0) * 0.0918;
sum += texture(u_texture, v_uv - offset * 2.0) * 0.12245;
sum += texture(u_texture, v_uv - offset * 1.0) * 0.1531;
sum += texture(u_texture, v_uv) * 0.1633;
sum += texture(u_texture, v_uv + offset * 1.0) * 0.1531;
sum += texture(u_texture, v_uv + offset * 2.0) * 0.12245;
sum += texture(u_texture, v_uv + offset * 3.0) * 0.0918;
sum += texture(u_texture, v_uv + offset * 4.0) * 0.051;
FragColor = sum;
}
"""
v_frag_src = """
#version 330 core
in vec2 v_uv;
uniform sampler2D u_texture;
uniform vec2 u_texel_size;
out vec4 FragColor;
void main() {
vec2 offset = vec2(0.0, u_texel_size.y);
vec4 sum = vec4(0.0);
sum += texture(u_texture, v_uv - offset * 4.0) * 0.051;
sum += texture(u_texture, v_uv - offset * 3.0) * 0.0918;
sum += texture(u_texture, v_uv - offset * 2.0) * 0.12245;
sum += texture(u_texture, v_uv - offset * 1.0) * 0.1531;
sum += texture(u_texture, v_uv) * 0.1633;
sum += texture(u_texture, v_uv + offset * 1.0) * 0.1531;
sum += texture(u_texture, v_uv + offset * 2.0) * 0.12245;
sum += texture(u_texture, v_uv + offset * 3.0) * 0.0918;
sum += texture(u_texture, v_uv + offset * 4.0) * 0.051;
FragColor = sum;
}
"""
self.h_blur_program = self._compile_shader(vert_src, h_frag_src)
self.v_blur_program = self._compile_shader(vert_src, v_frag_src)
def _render_quad(self, program: int, src_tex: int, texel_size: tuple[float, float]):
gl.glUseProgram(program)
gl.glActiveTexture(gl.GL_TEXTURE0)
gl.glBindTexture(gl.GL_TEXTURE_2D, src_tex)
u_tex = gl.glGetUniformLocation(program, "u_texture")
if u_tex != -1:
gl.glUniform1i(u_tex, 0)
u_ts = gl.glGetUniformLocation(program, "u_texel_size")
if u_ts != -1:
gl.glUniform2f(u_ts, texel_size[0], texel_size[1])
gl.glDrawArrays(gl.GL_TRIANGLE_STRIP, 0, 4)
gl.glBindTexture(gl.GL_TEXTURE_2D, 0)
gl.glUseProgram(0)
def prepare_blur(self, width: int, height: int, time: float):
if not self.h_blur_program or not self.v_blur_program:
return
if not self.blur_fbo_a or not self.blur_fbo_b:
return
blur_w = max(1, self._fb_width)
blur_h = max(1, self._fb_height)
texel_x = 1.0 / float(blur_w)
texel_y = 1.0 / float(blur_h)
gl.glViewport(0, 0, blur_w, blur_h)
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, self.blur_fbo_a)
gl.glClearColor(0.0, 0.0, 0.0, 0.0)
gl.glClear(gl.GL_COLOR_BUFFER_BIT)
self._render_quad(self.h_blur_program, self.scene_tex, (texel_x, texel_y))
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, self.blur_fbo_b)
gl.glClear(gl.GL_COLOR_BUFFER_BIT)
self._render_quad(self.v_blur_program, self.blur_tex_a, (texel_x, texel_y))
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, 0)
gl.glViewport(0, 0, width, height)
def get_blur_texture(self) -> int | None:
return self.blur_tex_b
def cleanup(self):
fbos = [f for f in [self.scene_fbo, self.blur_fbo_a, self.blur_fbo_b] if f is not None]
texs = [t for t in [self.scene_tex, self.blur_tex_a, self.blur_tex_b] if t is not None]
progs = [p for p in [self.h_blur_program, self.v_blur_program] if p is not None]
if fbos:
gl.glDeleteFramebuffers(len(fbos), fbos)
if texs:
gl.glDeleteTextures(len(texs), texs)
if progs:
for p in progs:
gl.glDeleteProgram(p)
self.scene_fbo = None
self.scene_tex = None
self.blur_fbo_a = None
self.blur_tex_a = None
self.blur_fbo_b = None
self.blur_tex_b = None
self.h_blur_program = None
self.v_blur_program = None
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@@ -1,6 +1,83 @@
import pytest
from unittest.mock import patch, MagicMock
def test_blur_pipeline_import():
with patch("src.shader_manager.gl") as mock_gl:
from src.shader_manager import BlurPipeline
pipeline = BlurPipeline()
assert pipeline is not None
assert pipeline.scene_fbo is None
assert pipeline.blur_fbo_a is None
assert pipeline.blur_fbo_b is None
assert pipeline.scene_tex is None
assert pipeline.blur_tex_a is None
assert pipeline.blur_tex_b is None
assert pipeline.h_blur_program is None
assert pipeline.v_blur_program is None
def test_blur_pipeline_setup_fbos():
with patch("src.shader_manager.gl") as mock_gl:
tex_counter = iter([10, 20, 30])
fbo_counter = iter([1, 2, 3])
mock_gl.glGenTextures.side_effect = lambda n: next(tex_counter)
mock_gl.glGenFramebuffers.side_effect = lambda n: next(fbo_counter)
from src.shader_manager import BlurPipeline
pipeline = BlurPipeline()
pipeline.setup_fbos(800, 600)
assert mock_gl.glGenFramebuffers.called
assert mock_gl.glGenTextures.called
assert pipeline.scene_fbo is not None
assert pipeline.blur_fbo_a is not None
assert pipeline.blur_fbo_b is not None
def test_blur_pipeline_compile_shaders():
with patch("src.shader_manager.gl") as mock_gl:
mock_gl.glCreateProgram.return_value = 100
mock_gl.glCreateShader.return_value = 200
mock_gl.glGetShaderiv.return_value = mock_gl.GL_TRUE
mock_gl.glGetProgramiv.return_value = mock_gl.GL_TRUE
from src.shader_manager import BlurPipeline
pipeline = BlurPipeline()
pipeline.compile_blur_shaders()
assert mock_gl.glCreateProgram.called
assert pipeline.h_blur_program is not None
assert pipeline.v_blur_program is not None
def test_blur_pipeline_prepare_blur():
with patch("src.shader_manager.gl") as mock_gl:
mock_gl.glGenFramebuffers.return_value = None
mock_gl.glGenTextures.return_value = None
from src.shader_manager import BlurPipeline
pipeline = BlurPipeline()
pipeline.scene_fbo = 1
pipeline.scene_tex = 10
pipeline.blur_fbo_a = 2
pipeline.blur_tex_a = 20
pipeline.blur_fbo_b = 3
pipeline.blur_tex_b = 30
pipeline.h_blur_program = 100
pipeline.v_blur_program = 101
pipeline.prepare_blur(800, 600, 0.0)
assert mock_gl.glBindFramebuffer.called
assert mock_gl.glUseProgram.called
def test_blur_pipeline_cleanup():
with patch("src.shader_manager.gl") as mock_gl:
from src.shader_manager import BlurPipeline
pipeline = BlurPipeline()
pipeline.scene_fbo = 1
pipeline.blur_fbo_a = 2
pipeline.blur_fbo_b = 3
pipeline.scene_tex = 10
pipeline.blur_tex_a = 20
pipeline.blur_tex_b = 30
pipeline.h_blur_program = 100
pipeline.v_blur_program = 101
pipeline.cleanup()
assert mock_gl.glDeleteFramebuffers.called
assert mock_gl.glDeleteTextures.called
assert mock_gl.glDeleteProgram.called
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