17 Commits

Author SHA1 Message Date
ed c76aba64e4 docs(conductor): Synchronize docs for track 'Custom Shader and Window Frame Support' 2026-03-13 12:45:58 -04:00
ed 96de21b2b2 chore(conductor): Mark track 'Custom Shader and Window Frame Support' as complete 2026-03-13 12:45:13 -04:00
ed 25d7d97455 conductor(plan): Mark Phase 5 as complete 2026-03-13 12:45:03 -04:00
ed da478191e9 conductor(checkpoint): Checkpoint end of Phase 5 2026-03-13 12:44:37 -04:00
ed 9b79044caa conductor(plan): Mark Phase 5 implementations as complete 2026-03-13 12:44:19 -04:00
ed 229fbe2b3f feat(gui): Implement live shader editor panel 2026-03-13 12:43:54 -04:00
ed d69434e85f feat(config): Implement parsing for shader and window frame configurations 2026-03-13 12:41:24 -04:00
ed 830bd7b1fb conductor(plan): Mark Phase 4 as complete 2026-03-13 12:38:05 -04:00
ed 50f98deb74 conductor(checkpoint): Checkpoint end of Phase 4 2026-03-13 12:37:45 -04:00
ed 67ed51056e conductor(plan): Mark Phase 4 implementations as complete 2026-03-13 12:36:05 -04:00
ed 905ac00e3f feat(shaders): Implement CRT post-process shader logic 2026-03-13 12:35:43 -04:00
ed 836168a2a8 feat(shaders): Implement dynamic background shader 2026-03-13 12:33:27 -04:00
ed 2dbd570d59 conductor(plan): Mark Phase 3 as complete 2026-03-13 12:31:02 -04:00
ed 5ebce894bb conductor(checkpoint): Checkpoint end of Phase 3 2026-03-13 12:30:41 -04:00
ed 6c4c567ed0 conductor(plan): Mark Phase 3 as complete 2026-03-13 12:29:34 -04:00
ed 09383960be feat(shaders): Implement uniform data passing for ShaderManager 2026-03-13 12:29:10 -04:00
ed ac4f63b76e feat(shaders): Create ShaderManager with basic compilation 2026-03-13 12:27:01 -04:00
11 changed files with 381 additions and 20 deletions
+3 -1
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@@ -52,6 +52,8 @@
- **LogRegistry & LogPruner:** Custom components for session metadata persistence and automated filesystem cleanup within the `logs/sessions/` taxonomy.
- **psutil:** For system and process monitoring (CPU/Memory telemetry).
- **uv:** An extremely fast Python package and project manager.
- **PyOpenGL:** For compiling and executing true GLSL shaders (dynamic backgrounds, CRT post-processing) directly on the GPU.
- **pywin32:** For custom OS window frame manipulation on Windows (e.g., minimizing, maximizing, closing, and dragging the borderless ImGui window).
- **pytest:** For unit and integration testing, leveraging custom fixtures for live GUI verification.
- **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/`.
- **ApiHookClient:** A dedicated IPC client for automated GUI interaction and state inspection.
@@ -68,6 +70,6 @@
- **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.
- **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).
- **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.
- **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.
- **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.
- **Interface-Driven Development (IDD):** Enforces a "Stub-and-Resolve" pattern where cross-module dependencies are resolved by generating signatures/contracts before implementation.
+1 -1
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@@ -57,7 +57,7 @@ This file tracks all major tracks for the project. Each track has its own detail
5. [x] **Track: NERV UI Theme Integration** (Archived 2026-03-09)
6. [ ] **Track: Custom Shader and Window Frame Support**
6. [x] **Track: Custom Shader and Window Frame Support**
*Link: [./tracks/custom_shaders_20260309/](./tracks/custom_shaders_20260309/)*
7. [x] **Track: UI/UX Improvements - Presets and AI Settings**
@@ -13,23 +13,23 @@
- [x] Task: Implement: Add custom title bar and window controls matching the application's theme. [59d7368]
- [x] Task: Conductor - User Manual Verification 'Phase 2: Custom OS Window Frame Implementation' (Protocol in workflow.md) [b9ca69f]
## Phase 3: Core Shader Pipeline Integration
- [ ] Task: Write Tests: Verify the shader manager class initializes without errors and can load a basic shader program.
- [ ] 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.
- [ ] Task: Write Tests: Verify shader uniform data can be updated from Python dictionaries/TOML configurations.
- [ ] Task: Implement: Add support for uniform passing (time, resolution, mouse pos) to the shader pipeline.
- [ ] Task: Conductor - User Manual Verification 'Phase 3: Core Shader Pipeline Integration' (Protocol in workflow.md)
## Phase 3: Core Shader Pipeline Integration [checkpoint: 5ebce89]
- [x] Task: Write Tests: Verify the shader manager class initializes without errors and can load a basic shader program. [ac4f63b]
- [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]
- [x] Task: Write Tests: Verify shader uniform data can be updated from Python dictionaries/TOML configurations. [0938396]
- [x] Task: Implement: Add support for uniform passing (time, resolution, mouse pos) to the shader pipeline. [0938396]
- [x] Task: Conductor - User Manual Verification 'Phase 3: Core Shader Pipeline Integration' (Protocol in workflow.md) [5ebce89]
## Phase 4: Specific Shader Implementations (CRT, Post-Process, Backgrounds)
- [ ] Task: Write Tests: Verify background shader logic can render behind the main ImGui layer.
- [ ] Task: Implement: Add "Dynamic Background" shader implementation (e.g., animated noise/gradients).
- [ ] Task: Write Tests: Verify post-process shader logic can capture the ImGui output and apply an effect over it.
- [ ] Task: Implement: Add "CRT / Retro" (NERV theme) and general "Post-Processing" (bloom/blur) shaders.
- [ ] Task: Conductor - User Manual Verification 'Phase 4: Specific Shader Implementations' (Protocol in workflow.md)
## Phase 4: Specific Shader Implementations (CRT, Post-Process, Backgrounds) [checkpoint: 50f98de]
- [x] Task: Write Tests: Verify background shader logic can render behind the main ImGui layer. [836168a]
- [x] Task: Implement: Add "Dynamic Background" shader implementation (e.g., animated noise/gradients). [836168a]
- [x] Task: Write Tests: Verify post-process shader logic can capture the ImGui output and apply an effect over it. [905ac00]
- [x] Task: Implement: Add "CRT / Retro" (NERV theme) and general "Post-Processing" (bloom/blur) shaders. [905ac00]
- [x] Task: Conductor - User Manual Verification 'Phase 4: Specific Shader Implementations' (Protocol in workflow.md) [50f98de]
## Phase 5: Configuration and Live Editor UI
- [ ] Task: Write Tests: Verify shader and window frame settings can be parsed from `config.toml`.
- [ ] Task: Implement: Update `src/theme.py` / `src/project_manager.py` to parse and apply shader/window configurations from TOML.
- [ ] Task: Write Tests: Verify the Live UI Editor panel renders and modifying its values updates the shader uniforms.
- [ ] Task: Implement: Create a "Live UI Editor" Dear PyGui/ImGui panel to tweak shader uniforms in real-time.
- [ ] Task: Conductor - User Manual Verification 'Phase 5: Configuration and Live Editor UI' (Protocol in workflow.md)
## Phase 5: Configuration and Live Editor UI [checkpoint: da47819]
- [x] Task: Write Tests: Verify shader and window frame settings can be parsed from `config.toml`. [d69434e]
- [x] Task: Implement: Update `src/theme.py` / `src/project_manager.py` to parse and apply shader/window configurations from TOML. [d69434e]
- [x] Task: Write Tests: Verify the Live UI Editor panel renders and modifying its values updates the shader uniforms. [229fbe2]
- [x] Task: Implement: Create a "Live UI Editor" Dear PyGui/ImGui panel to tweak shader uniforms in real-time. [229fbe2]
- [x] Task: Conductor - User Manual Verification 'Phase 5: Configuration and Live Editor UI' (Protocol in workflow.md) [da47819]
+13
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@@ -187,6 +187,7 @@ class App:
self.show_windows.setdefault("Tier 3: Workers", False)
self.show_windows.setdefault("Tier 4: QA", False)
self.show_windows.setdefault('External Tools', False)
self.show_windows.setdefault('Shader Editor', False)
self.ui_multi_viewport = gui_cfg.get("multi_viewport", False)
self.layout_presets = self.config.get("layout_presets", {})
self._new_preset_name = ""
@@ -205,6 +206,7 @@ class App:
self._nerv_flicker = theme_fx.StatusFlicker()
self.ui_tool_filter_category = "All"
self.ui_discussion_split_h = 300.0
self.shader_uniforms = {'crt': 1.0, 'scanline': 0.5, 'bloom': 0.8}
def _handle_approve_tool(self, user_data=None) -> None:
"""UI-level wrapper for approving a pending tool execution ask."""
@@ -398,8 +400,19 @@ class App:
imgui.end()
imgui.pop_style_var(3)
def _render_shader_live_editor(self) -> None:
if self.show_windows.get('Shader Editor', False):
exp, opened = imgui.begin('Shader Editor', self.show_windows['Shader Editor'])
self.show_windows['Shader Editor'] = bool(opened)
if exp:
changed_crt, self.shader_uniforms['crt'] = imgui.slider_float('CRT Curvature', self.shader_uniforms['crt'], 0.0, 2.0)
changed_scan, self.shader_uniforms['scanline'] = imgui.slider_float('Scanline Intensity', self.shader_uniforms['scanline'], 0.0, 1.0)
changed_bloom, self.shader_uniforms['bloom'] = imgui.slider_float('Bloom Threshold', self.shader_uniforms['bloom'], 0.0, 1.0)
imgui.end()
def _gui_func(self) -> None:
self._render_custom_title_bar()
self._render_shader_live_editor()
pushed_prior_tint = False
# Render background shader
bg = bg_shader.get_bg()
+153
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@@ -0,0 +1,153 @@
import OpenGL.GL as gl
class ShaderManager:
def __init__(self):
self.program = None
self.bg_program = None
self.pp_program = None
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)
self.program = program
return program
def update_uniforms(self, uniforms: dict):
if self.program is None:
return
for name, value in uniforms.items():
loc = gl.glGetUniformLocation(self.program, name)
if loc == -1:
continue
if isinstance(value, float):
gl.glUniform1f(loc, value)
elif isinstance(value, int):
gl.glUniform1i(loc, value)
elif isinstance(value, (list, tuple)):
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])
def setup_background_shader(self):
vertex_src = """
#version 330 core
const vec2 positions[4] = vec2[](
vec2(-1.0, -1.0),
vec2( 1.0, -1.0),
vec2(-1.0, 1.0),
vec2( 1.0, 1.0)
);
void main() {
gl_Position = vec4(positions[gl_VertexID], 0.0, 1.0);
}
"""
fragment_src = """
#version 330 core
uniform float u_time;
uniform vec2 u_resolution;
out vec4 FragColor;
void main() {
vec2 uv = gl_FragCoord.xy / u_resolution.xy;
vec3 col = 0.5 + 0.5 * cos(u_time + uv.xyx + vec3(0, 2, 4));
FragColor = vec4(col, 1.0);
}
"""
self.bg_program = self.compile_shader(vertex_src, fragment_src)
def render_background(self, width, height, time):
if not self.bg_program:
return
gl.glUseProgram(self.bg_program)
u_time_loc = gl.glGetUniformLocation(self.bg_program, "u_time")
if u_time_loc != -1:
gl.glUniform1f(u_time_loc, float(time))
u_res_loc = gl.glGetUniformLocation(self.bg_program, "u_resolution")
if u_res_loc != -1:
gl.glUniform2f(u_res_loc, float(width), float(height))
gl.glDrawArrays(gl.GL_TRIANGLE_STRIP, 0, 4)
gl.glUseProgram(0)
def setup_post_process_shader(self):
vertex_src = """
#version 330 core
const vec2 positions[4] = vec2[](
vec2(-1.0, -1.0),
vec2( 1.0, -1.0),
vec2(-1.0, 1.0),
vec2( 1.0, 1.0)
);
const vec2 uvs[4] = vec2[](
vec2(0.0, 0.0),
vec2(1.0, 0.0),
vec2(0.0, 1.0),
vec2(1.0, 1.0)
);
out vec2 v_uv;
void main() {
gl_Position = vec4(positions[gl_VertexID], 0.0, 1.0);
v_uv = uvs[gl_VertexID];
}
"""
fragment_src = """
#version 330 core
in vec2 v_uv;
uniform sampler2D u_texture;
uniform float u_time;
out vec4 FragColor;
void main() {
vec4 color = texture(u_texture, v_uv);
float scanline = sin(v_uv.y * 800.0 + u_time * 2.0) * 0.04;
color.rgb -= scanline;
FragColor = color;
}
"""
self.pp_program = self.compile_shader(vertex_src, fragment_src)
def render_post_process(self, texture_id, width, height, time):
if not self.pp_program:
return
gl.glUseProgram(self.pp_program)
gl.glActiveTexture(gl.GL_TEXTURE0)
gl.glBindTexture(gl.GL_TEXTURE_2D, texture_id)
u_tex_loc = gl.glGetUniformLocation(self.pp_program, "u_texture")
if u_tex_loc != -1:
gl.glUniform1i(u_tex_loc, 0)
u_time_loc = gl.glGetUniformLocation(self.pp_program, "u_time")
if u_time_loc != -1:
gl.glUniform1f(u_time_loc, float(time))
gl.glDrawArrays(gl.GL_TRIANGLE_STRIP, 0, 4)
gl.glBindTexture(gl.GL_TEXTURE_2D, 0)
gl.glUseProgram(0)
+19
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@@ -268,6 +268,12 @@ _current_palette: str = "DPG Default"
_current_font_path: str = ""
_current_font_size: float = 14.0
_current_scale: float = 1.0
_shader_config: dict[str, Any] = {
"crt": False,
"bloom": False,
"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)
+33
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@@ -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()
+53
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@@ -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()
+23
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@@ -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
+14
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@@ -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
+51
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@@ -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)