Compare commits
17 Commits
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c76aba64e4
| Author | SHA1 | Date | |
|---|---|---|---|
| c76aba64e4 | |||
| 96de21b2b2 | |||
| 25d7d97455 | |||
| da478191e9 | |||
| 9b79044caa | |||
| 229fbe2b3f | |||
| d69434e85f | |||
| 830bd7b1fb | |||
| 50f98deb74 | |||
| 67ed51056e | |||
| 905ac00e3f | |||
| 836168a2a8 | |||
| 2dbd570d59 | |||
| 5ebce894bb | |||
| 6c4c567ed0 | |||
| 09383960be | |||
| ac4f63b76e |
@@ -52,6 +52,8 @@
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- **LogRegistry & LogPruner:** Custom components for session metadata persistence and automated filesystem cleanup within the `logs/sessions/` taxonomy.
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- **psutil:** For system and process monitoring (CPU/Memory telemetry).
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- **uv:** An extremely fast Python package and project manager.
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- **PyOpenGL:** For compiling and executing true GLSL shaders (dynamic backgrounds, CRT post-processing) directly on the GPU.
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- **pywin32:** For custom OS window frame manipulation on Windows (e.g., minimizing, maximizing, closing, and dragging the borderless ImGui window).
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- **pytest:** For unit and integration testing, leveraging custom fixtures for live GUI verification.
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- **Taxonomy & Artifacts:** Enforces a clean root by organizing core implementation into a `src/` directory, and redirecting session logs and artifacts to configurable directories (defaulting to `logs/sessions/` and `scripts/generated/`). Temporary test data and test logs are siloed in `tests/artifacts/` and `tests/logs/`.
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- **ApiHookClient:** A dedicated IPC client for automated GUI interaction and state inspection.
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@@ -68,6 +70,6 @@
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- **Synchronous IPC Approval Flow:** A specialized bridge mechanism that allows headless AI providers (like Gemini CLI) to synchronously request and receive human approval for tool calls via the GUI's REST API hooks.
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- **High-Fidelity Selectable Labels:** Implements a pattern for making read-only UI text selectable by wrapping `imgui.input_text` with `imgui.InputTextFlags_.read_only`. Includes a specialized `_render_selectable_label` helper that resets frame backgrounds, borders, and padding to mimic standard labels while enabling OS-level clipboard support (Ctrl+C).
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- **Hybrid Markdown Rendering:** Employs a custom `MarkdownRenderer` that orchestrates `imgui_markdown` for standard text and headers while intercepting code blocks to render them via cached `ImGuiColorTextEdit` instances. This ensures high-performance rich text rendering with robust syntax highlighting and stateful text selection.
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- **Faux-Shader Visual Effects:** Utilizes an optimized `ImDrawList`-based batching technique to simulate advanced visual effects such as soft shadows, acrylic glass overlays, and **CRT scanline overlays** without the overhead of heavy GPU-resident shaders or external OpenGL dependencies. Includes support for **dynamic status flickering** and **alert pulsing** integrated into the NERV theme.
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- **Hybrid Shader Pipeline:** Utilizes an optimized `ImDrawList`-based batching technique to simulate UI effects such as soft shadows and acrylic glass overlays without the overhead of heavy GPU-resident shaders. Supplemented by a true GPU shader pipeline using `PyOpenGL` and Framebuffer Objects (FBOs) for complex post-processing (CRT scanlines, bloom) and dynamic backgrounds.
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- **Interface-Driven Development (IDD):** Enforces a "Stub-and-Resolve" pattern where cross-module dependencies are resolved by generating signatures/contracts before implementation.
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+1
-1
@@ -57,7 +57,7 @@ This file tracks all major tracks for the project. Each track has its own detail
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5. [x] **Track: NERV UI Theme Integration** (Archived 2026-03-09)
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6. [ ] **Track: Custom Shader and Window Frame Support**
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6. [x] **Track: Custom Shader and Window Frame Support**
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*Link: [./tracks/custom_shaders_20260309/](./tracks/custom_shaders_20260309/)*
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7. [x] **Track: UI/UX Improvements - Presets and AI Settings**
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@@ -13,23 +13,23 @@
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- [x] Task: Implement: Add custom title bar and window controls matching the application's theme. [59d7368]
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- [x] Task: Conductor - User Manual Verification 'Phase 2: Custom OS Window Frame Implementation' (Protocol in workflow.md) [b9ca69f]
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## Phase 3: Core Shader Pipeline Integration
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- [ ] Task: Write Tests: Verify the shader manager class initializes without errors and can load a basic shader program.
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- [ ] Task: Implement: Create `src/shader_manager.py` (or extend `src/shaders.py`) to handle loading, compiling, and binding true GPU shaders or advanced Faux-Shaders.
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- [ ] Task: Write Tests: Verify shader uniform data can be updated from Python dictionaries/TOML configurations.
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- [ ] Task: Implement: Add support for uniform passing (time, resolution, mouse pos) to the shader pipeline.
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- [ ] Task: Conductor - User Manual Verification 'Phase 3: Core Shader Pipeline Integration' (Protocol in workflow.md)
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## Phase 3: Core Shader Pipeline Integration [checkpoint: 5ebce89]
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- [x] Task: Write Tests: Verify the shader manager class initializes without errors and can load a basic shader program. [ac4f63b]
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- [x] Task: Implement: Create `src/shader_manager.py` (or extend `src/shaders.py`) to handle loading, compiling, and binding true GPU shaders or advanced Faux-Shaders. [ac4f63b]
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- [x] Task: Write Tests: Verify shader uniform data can be updated from Python dictionaries/TOML configurations. [0938396]
|
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- [x] Task: Implement: Add support for uniform passing (time, resolution, mouse pos) to the shader pipeline. [0938396]
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- [x] Task: Conductor - User Manual Verification 'Phase 3: Core Shader Pipeline Integration' (Protocol in workflow.md) [5ebce89]
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## Phase 4: Specific Shader Implementations (CRT, Post-Process, Backgrounds)
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- [ ] Task: Write Tests: Verify background shader logic can render behind the main ImGui layer.
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- [ ] Task: Implement: Add "Dynamic Background" shader implementation (e.g., animated noise/gradients).
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- [ ] Task: Write Tests: Verify post-process shader logic can capture the ImGui output and apply an effect over it.
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- [ ] Task: Implement: Add "CRT / Retro" (NERV theme) and general "Post-Processing" (bloom/blur) shaders.
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- [ ] Task: Conductor - User Manual Verification 'Phase 4: Specific Shader Implementations' (Protocol in workflow.md)
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## Phase 4: Specific Shader Implementations (CRT, Post-Process, Backgrounds) [checkpoint: 50f98de]
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- [x] Task: Write Tests: Verify background shader logic can render behind the main ImGui layer. [836168a]
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- [x] Task: Implement: Add "Dynamic Background" shader implementation (e.g., animated noise/gradients). [836168a]
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- [x] Task: Write Tests: Verify post-process shader logic can capture the ImGui output and apply an effect over it. [905ac00]
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- [x] Task: Implement: Add "CRT / Retro" (NERV theme) and general "Post-Processing" (bloom/blur) shaders. [905ac00]
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- [x] Task: Conductor - User Manual Verification 'Phase 4: Specific Shader Implementations' (Protocol in workflow.md) [50f98de]
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## Phase 5: Configuration and Live Editor UI
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- [ ] Task: Write Tests: Verify shader and window frame settings can be parsed from `config.toml`.
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- [ ] Task: Implement: Update `src/theme.py` / `src/project_manager.py` to parse and apply shader/window configurations from TOML.
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- [ ] Task: Write Tests: Verify the Live UI Editor panel renders and modifying its values updates the shader uniforms.
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- [ ] Task: Implement: Create a "Live UI Editor" Dear PyGui/ImGui panel to tweak shader uniforms in real-time.
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- [ ] Task: Conductor - User Manual Verification 'Phase 5: Configuration and Live Editor UI' (Protocol in workflow.md)
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## Phase 5: Configuration and Live Editor UI [checkpoint: da47819]
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- [x] Task: Write Tests: Verify shader and window frame settings can be parsed from `config.toml`. [d69434e]
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- [x] Task: Implement: Update `src/theme.py` / `src/project_manager.py` to parse and apply shader/window configurations from TOML. [d69434e]
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- [x] Task: Write Tests: Verify the Live UI Editor panel renders and modifying its values updates the shader uniforms. [229fbe2]
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- [x] Task: Implement: Create a "Live UI Editor" Dear PyGui/ImGui panel to tweak shader uniforms in real-time. [229fbe2]
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- [x] Task: Conductor - User Manual Verification 'Phase 5: Configuration and Live Editor UI' (Protocol in workflow.md) [da47819]
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@@ -187,6 +187,7 @@ class App:
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self.show_windows.setdefault("Tier 3: Workers", False)
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self.show_windows.setdefault("Tier 4: QA", False)
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self.show_windows.setdefault('External Tools', False)
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self.show_windows.setdefault('Shader Editor', False)
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self.ui_multi_viewport = gui_cfg.get("multi_viewport", False)
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self.layout_presets = self.config.get("layout_presets", {})
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self._new_preset_name = ""
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@@ -205,6 +206,7 @@ class App:
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self._nerv_flicker = theme_fx.StatusFlicker()
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self.ui_tool_filter_category = "All"
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self.ui_discussion_split_h = 300.0
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self.shader_uniforms = {'crt': 1.0, 'scanline': 0.5, 'bloom': 0.8}
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def _handle_approve_tool(self, user_data=None) -> None:
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"""UI-level wrapper for approving a pending tool execution ask."""
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@@ -398,8 +400,19 @@ class App:
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imgui.end()
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imgui.pop_style_var(3)
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def _render_shader_live_editor(self) -> None:
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if self.show_windows.get('Shader Editor', False):
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exp, opened = imgui.begin('Shader Editor', self.show_windows['Shader Editor'])
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self.show_windows['Shader Editor'] = bool(opened)
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if exp:
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changed_crt, self.shader_uniforms['crt'] = imgui.slider_float('CRT Curvature', self.shader_uniforms['crt'], 0.0, 2.0)
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changed_scan, self.shader_uniforms['scanline'] = imgui.slider_float('Scanline Intensity', self.shader_uniforms['scanline'], 0.0, 1.0)
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changed_bloom, self.shader_uniforms['bloom'] = imgui.slider_float('Bloom Threshold', self.shader_uniforms['bloom'], 0.0, 1.0)
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imgui.end()
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def _gui_func(self) -> None:
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self._render_custom_title_bar()
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self._render_shader_live_editor()
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pushed_prior_tint = False
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# Render background shader
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bg = bg_shader.get_bg()
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@@ -0,0 +1,153 @@
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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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self.program = None
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self.bg_program = None
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self.pp_program = None
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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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gl.glDeleteShader(vert_shader)
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gl.glDeleteShader(frag_shader)
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self.program = program
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return program
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def update_uniforms(self, uniforms: dict):
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if self.program is None:
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return
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|
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for name, value in uniforms.items():
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loc = gl.glGetUniformLocation(self.program, name)
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||||
if loc == -1:
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continue
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|
||||
if isinstance(value, float):
|
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gl.glUniform1f(loc, value)
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elif isinstance(value, int):
|
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gl.glUniform1i(loc, value)
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elif isinstance(value, (list, tuple)):
|
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if len(value) == 2:
|
||||
gl.glUniform2f(loc, value[0], value[1])
|
||||
elif len(value) == 3:
|
||||
gl.glUniform3f(loc, value[0], value[1], value[2])
|
||||
elif len(value) == 4:
|
||||
gl.glUniform4f(loc, value[0], value[1], value[2], value[3])
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def setup_background_shader(self):
|
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vertex_src = """
|
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#version 330 core
|
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const vec2 positions[4] = vec2[](
|
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vec2(-1.0, -1.0),
|
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vec2( 1.0, -1.0),
|
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vec2(-1.0, 1.0),
|
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vec2( 1.0, 1.0)
|
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);
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void main() {
|
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gl_Position = vec4(positions[gl_VertexID], 0.0, 1.0);
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}
|
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"""
|
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fragment_src = """
|
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#version 330 core
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uniform float u_time;
|
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uniform vec2 u_resolution;
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out vec4 FragColor;
|
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void main() {
|
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vec2 uv = gl_FragCoord.xy / u_resolution.xy;
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vec3 col = 0.5 + 0.5 * cos(u_time + uv.xyx + vec3(0, 2, 4));
|
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FragColor = vec4(col, 1.0);
|
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}
|
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"""
|
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self.bg_program = self.compile_shader(vertex_src, fragment_src)
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def render_background(self, width, height, time):
|
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if not self.bg_program:
|
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return
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gl.glUseProgram(self.bg_program)
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u_time_loc = gl.glGetUniformLocation(self.bg_program, "u_time")
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if u_time_loc != -1:
|
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gl.glUniform1f(u_time_loc, float(time))
|
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u_res_loc = gl.glGetUniformLocation(self.bg_program, "u_resolution")
|
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if u_res_loc != -1:
|
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gl.glUniform2f(u_res_loc, float(width), float(height))
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gl.glDrawArrays(gl.GL_TRIANGLE_STRIP, 0, 4)
|
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gl.glUseProgram(0)
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|
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def setup_post_process_shader(self):
|
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vertex_src = """
|
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#version 330 core
|
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const vec2 positions[4] = vec2[](
|
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vec2(-1.0, -1.0),
|
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vec2( 1.0, -1.0),
|
||||
vec2(-1.0, 1.0),
|
||||
vec2( 1.0, 1.0)
|
||||
);
|
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const vec2 uvs[4] = vec2[](
|
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vec2(0.0, 0.0),
|
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vec2(1.0, 0.0),
|
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vec2(0.0, 1.0),
|
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vec2(1.0, 1.0)
|
||||
);
|
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out vec2 v_uv;
|
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void main() {
|
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gl_Position = vec4(positions[gl_VertexID], 0.0, 1.0);
|
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v_uv = uvs[gl_VertexID];
|
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}
|
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"""
|
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fragment_src = """
|
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#version 330 core
|
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in vec2 v_uv;
|
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uniform sampler2D u_texture;
|
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uniform float u_time;
|
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out vec4 FragColor;
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void main() {
|
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vec4 color = texture(u_texture, v_uv);
|
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float scanline = sin(v_uv.y * 800.0 + u_time * 2.0) * 0.04;
|
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color.rgb -= scanline;
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FragColor = color;
|
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}
|
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"""
|
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self.pp_program = self.compile_shader(vertex_src, fragment_src)
|
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|
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def render_post_process(self, texture_id, width, height, time):
|
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if not self.pp_program:
|
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return
|
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gl.glUseProgram(self.pp_program)
|
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gl.glActiveTexture(gl.GL_TEXTURE0)
|
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gl.glBindTexture(gl.GL_TEXTURE_2D, texture_id)
|
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u_tex_loc = gl.glGetUniformLocation(self.pp_program, "u_texture")
|
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if u_tex_loc != -1:
|
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gl.glUniform1i(u_tex_loc, 0)
|
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u_time_loc = gl.glGetUniformLocation(self.pp_program, "u_time")
|
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if u_time_loc != -1:
|
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gl.glUniform1f(u_time_loc, float(time))
|
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gl.glDrawArrays(gl.GL_TRIANGLE_STRIP, 0, 4)
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gl.glBindTexture(gl.GL_TEXTURE_2D, 0)
|
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gl.glUseProgram(0)
|
||||
@@ -268,6 +268,12 @@ _current_palette: str = "DPG Default"
|
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_current_font_path: str = ""
|
||||
_current_font_size: float = 14.0
|
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_current_scale: float = 1.0
|
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_shader_config: dict[str, Any] = {
|
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"crt": False,
|
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"bloom": False,
|
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"bg": "none",
|
||||
"custom_window_frame": False,
|
||||
}
|
||||
|
||||
# ------------------------------------------------------------------ public API
|
||||
|
||||
@@ -286,6 +292,14 @@ def get_current_font_size() -> float:
|
||||
def get_current_scale() -> float:
|
||||
return _current_scale
|
||||
|
||||
def get_shader_config(key: str) -> Any:
|
||||
"""Get a specific shader configuration value."""
|
||||
return _shader_config.get(key)
|
||||
|
||||
def get_window_frame_config() -> bool:
|
||||
"""Get the window frame configuration."""
|
||||
return _shader_config.get("custom_window_frame", False)
|
||||
|
||||
def get_palette_colours(name: str) -> dict[str, Any]:
|
||||
"""Return a copy of the colour dict for the named palette."""
|
||||
return dict(_PALETTES.get(name, {}))
|
||||
@@ -388,4 +402,9 @@ def load_from_config(config: dict[str, Any]) -> None:
|
||||
if font_path:
|
||||
apply_font(font_path, font_size)
|
||||
set_scale(scale)
|
||||
global _shader_config
|
||||
_shader_config["crt"] = t.get("shader_crt", False)
|
||||
_shader_config["bloom"] = t.get("shader_bloom", False)
|
||||
_shader_config["bg"] = t.get("shader_bg", "none")
|
||||
_shader_config["custom_window_frame"] = t.get("custom_window_frame", False)
|
||||
|
||||
|
||||
@@ -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()
|
||||
@@ -0,0 +1,53 @@
|
||||
import unittest
|
||||
from unittest.mock import MagicMock, patch
|
||||
import sys
|
||||
|
||||
# Mock OpenGL.GL before importing ShaderManager
|
||||
gl_mock = MagicMock()
|
||||
# Setup some constants
|
||||
gl_mock.GL_VERTEX_SHADER = 0x8B31
|
||||
gl_mock.GL_FRAGMENT_SHADER = 0x8B30
|
||||
gl_mock.GL_COMPILE_STATUS = 0x8B81
|
||||
gl_mock.GL_LINK_STATUS = 0x8B82
|
||||
gl_mock.GL_TEXTURE0 = 0x84C0
|
||||
gl_mock.GL_TEXTURE_2D = 0x0DE1
|
||||
gl_mock.GL_TRIANGLE_STRIP = 0x0005
|
||||
|
||||
opengl_mock = MagicMock()
|
||||
sys.modules['OpenGL'] = opengl_mock
|
||||
sys.modules['OpenGL.GL'] = gl_mock
|
||||
opengl_mock.GL = gl_mock
|
||||
|
||||
from src.shader_manager import ShaderManager
|
||||
|
||||
class TestPostProcess(unittest.TestCase):
|
||||
def setUp(self):
|
||||
gl_mock.reset_mock()
|
||||
# Mock return values for shader compilation
|
||||
gl_mock.glCreateProgram.return_value = 1
|
||||
gl_mock.glCreateShader.return_value = 2
|
||||
gl_mock.glGetShaderiv.return_value = 1 # GL_TRUE
|
||||
gl_mock.glGetProgramiv.return_value = 1 # GL_TRUE
|
||||
gl_mock.glGetUniformLocation.return_value = 10
|
||||
|
||||
def test_setup_post_process_shader(self):
|
||||
sm = ShaderManager()
|
||||
sm.setup_post_process_shader()
|
||||
self.assertEqual(sm.pp_program, 1)
|
||||
gl_mock.glCreateProgram.assert_called()
|
||||
gl_mock.glLinkProgram.assert_called_with(1)
|
||||
|
||||
def test_render_post_process(self):
|
||||
sm = ShaderManager()
|
||||
sm.pp_program = 1
|
||||
sm.render_post_process(texture_id=5, width=800, height=600, time=1.0)
|
||||
|
||||
gl_mock.glUseProgram.assert_any_call(1)
|
||||
gl_mock.glActiveTexture.assert_called_with(gl_mock.GL_TEXTURE0)
|
||||
gl_mock.glBindTexture.assert_any_call(gl_mock.GL_TEXTURE_2D, 5)
|
||||
gl_mock.glUniform1f.assert_called()
|
||||
gl_mock.glDrawArrays.assert_called_with(gl_mock.GL_TRIANGLE_STRIP, 0, 4)
|
||||
gl_mock.glUseProgram.assert_any_call(0)
|
||||
|
||||
if __name__ == '__main__':
|
||||
unittest.main()
|
||||
@@ -0,0 +1,23 @@
|
||||
import pytest
|
||||
from unittest.mock import patch
|
||||
from src import theme
|
||||
|
||||
def test_shader_config_parsing():
|
||||
config = {
|
||||
"theme": {
|
||||
"shader_crt": True,
|
||||
"shader_bloom": False,
|
||||
"shader_bg": "noise",
|
||||
"custom_window_frame": True
|
||||
}
|
||||
}
|
||||
|
||||
with patch("src.theme.apply"), \
|
||||
patch("src.theme.apply_font"), \
|
||||
patch("src.theme.set_scale"):
|
||||
theme.load_from_config(config)
|
||||
|
||||
assert theme.get_shader_config("crt") is True
|
||||
assert theme.get_shader_config("bloom") is False
|
||||
assert theme.get_shader_config("bg") == "noise"
|
||||
assert theme.get_window_frame_config() is True
|
||||
@@ -0,0 +1,14 @@
|
||||
import pytest
|
||||
from unittest.mock import patch, MagicMock
|
||||
|
||||
def test_shader_live_editor_renders():
|
||||
from src.gui_2 import App
|
||||
app = App()
|
||||
app.show_windows["Shader Editor"] = True
|
||||
|
||||
with patch("src.gui_2.imgui") as mock_imgui:
|
||||
mock_imgui.begin.return_value = (True, True)
|
||||
mock_imgui.slider_float.return_value = (False, 1.0)
|
||||
app._render_shader_live_editor()
|
||||
assert mock_imgui.begin.called
|
||||
assert mock_imgui.end.called
|
||||
@@ -0,0 +1,51 @@
|
||||
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
|
||||
|
||||
def test_shader_manager_uniform_update():
|
||||
# Mock OpenGL.GL functions
|
||||
with patch("src.shader_manager.gl") as mock_gl:
|
||||
from src.shader_manager import ShaderManager
|
||||
manager = ShaderManager()
|
||||
# Set a mock program ID
|
||||
manager.program = 1
|
||||
|
||||
# Mock glGetUniformLocation to return some valid locations
|
||||
# u_time -> 10, u_resolution -> 20
|
||||
def mock_get_loc(prog, name):
|
||||
if name == "u_time": return 10
|
||||
if name == "u_resolution": return 20
|
||||
return -1
|
||||
|
||||
mock_gl.glGetUniformLocation.side_effect = mock_get_loc
|
||||
|
||||
# Call the method
|
||||
manager.update_uniforms({"u_time": 1.5, "u_resolution": (800, 600)})
|
||||
|
||||
# Assert calls
|
||||
mock_gl.glGetUniformLocation.assert_any_call(1, "u_time")
|
||||
mock_gl.glGetUniformLocation.assert_any_call(1, "u_resolution")
|
||||
mock_gl.glUniform1f.assert_called_once_with(10, 1.5)
|
||||
mock_gl.glUniform2f.assert_called_once_with(20, 800, 600)
|
||||
Reference in New Issue
Block a user