# Custom Shaders and Window Frame Architecture ## 1. Shader Injection Strategy ### Evaluation * **Dear PyGui (Legacy):** Does not natively support raw GLSL/HLSL shader injection into the UI layer. It relies heavily on fixed-function vertex/fragment shaders compiled into the C++ core. Faux-shaders via DrawList are the only viable path without modifying the DPG source. * **imgui-bundle (Current):** `imgui-bundle` utilizes `hello_imgui` as its application runner, which provides robust lifecycle callbacks (e.g., `callbacks.custom_background`, `callbacks.post_init`). Because `hello_imgui` exposes the underlying OpenGL context, we can use `PyOpenGL` alongside it to execute raw GLSL shaders. ### Chosen Approach: Hybrid Faux-Shader & PyOpenGL FBO Given the Python environment, we will adopt a hybrid approach: 1. **Faux-Shaders (ImDrawList Batching):** Continue using `imgui.ImDrawList` primitives for simple effects like soft shadows, glows, and basic gradients (as seen in `src/shaders.py`). This is highly performant for UI elements and requires no external dependencies. 2. **True GPU Shaders (PyOpenGL + FBO):** For complex post-processing (CRT curvature, bloom, dynamic noise backgrounds), we will integrate `PyOpenGL`. * We will compile GLSL shaders during `post_init`. * We will render the effect into a Framebuffer Object (FBO). * We will display the resulting texture ID using `imgui.image()` or inject it into the `custom_background` callback. *Note: This approach introduces `PyOpenGL` as a dependency, which is standard for advanced Python graphics.* ## 2. Custom Window Frame Strategy ### Evaluation * **Native DWM Overloading (PyWin32):** It is possible to use `pywin32` to subclass the application window, intercept `WM_NCHITTEST`, and return `HTCAPTION` for a custom ImGui-drawn title bar region. This preserves Windows snap layouts and native drop shadows. However, it is strictly Windows-only and can conflict with GLFW/SDL2 event loops used by `hello_imgui`. * **Borderless Window Mode (ImGui/GLFW):** `hello_imgui` allows configuring the main window as borderless/undecorated (`runner_params.app_window_params.borderless = True`). We must then manually draw the title bar, minimize/maximize/close buttons, and handle window dragging by updating the OS window position based on ImGui mouse drag deltas. ### Chosen Approach: Pure ImGui Borderless Implementation To ensure cross-platform compatibility and avoid brittle Win32 hook collisions with `hello_imgui`, we will use the **Borderless Window Mode** approach. 1. **Initialization:** Configure `hello_imgui.RunnerParams` to disable OS window decorations. 2. **Title Bar Rendering:** Dedicate the top ~30 pixels of the ImGui workspace to a custom title bar that matches the current theme (e.g., NERV or standard). 3. **Window Controls:** Implement custom ImGui buttons for `_`, `[]`, and `X`, which will call native window management functions exposed by `hello_imgui` or `glfw`. 4. **Drag Handling:** Detect `imgui.is_mouse_dragging()` on the title bar region and dynamically adjust the application window position. ## 3. Integration with Event Metrics Both the shader uniforms (time, resolution) and window control events will be hooked into the existing `dag_engine` and `events` systems to ensure minimal performance overhead and centralized configuration via `config.toml`.