# 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`. --- ## 4. NERV Theme Effects The [NERV Technical Console](https://en.wikipedia.org/wiki/Nerv) theme (`src/theme_nerv.py`, `src/theme_nerv_fx.py`) is a selectable high-density visual variant that uses the shader and window-frame infrastructure above to produce a CRT-style "Tactical Console" aesthetic. ### Visual Characteristics - **Black Void Palette:** Near-black backgrounds with sharp, high-contrast accents. - **Zero-Rounding Geometry:** No rounded corners on panels, buttons, or frames. Sharp rectangles. - **CRT Scanlines:** A repeating horizontal line overlay applied via the `custom_background` callback. The scanline intensity is configurable via `config.toml` → `[nerv].scanline_alpha`. - **Status Flickering:** The active tier indicator and other "operational status" elements flicker at a low frequency (configurable rate) to simulate a tactical display. - **Alert Animations:** When MMA state transitions to "blocked" or "error", a red border pulse animation runs for ~1.5 seconds. ### Implementation Files - `src/theme_nerv.py` — Color palette, geometry overrides, font selection. - `src/theme_nerv_fx.py` — Scanline overlay, status flickering, alert animations. - `src/bg_shader.py` — Custom background shader (uses the FBO pipeline described in Section 1). ### Activation The NERV theme is selected via the GUI's theme picker (User Menu → Theme → NERV). When activated, `theme_nerv.py` swaps the active color set, geometry style, and font. The FX layer is enabled/disabled via the `[nerv].fx_enabled` config flag. ### Performance Considerations CRT scanlines use the FBO pipeline and run at full window resolution. On a 1920×1080 display, the scanline pass adds ~1-2ms per frame. For lower-end GPUs, reduce `[nerv].scanline_alpha` (cheaper blending) or disable FX entirely (`[nerv].fx_enabled = false`). See [guide_nerv_theme.md](guide_nerv_theme.md) (placeholder; written in Task 10) for the full theme API, configuration keys, and customization options.