Files
manual_slop/src/bg_shader.py

66 lines
2.1 KiB
Python

# src/bg_shader.py
import time
import math
from typing import Optional
import numpy as np
from imgui_bundle import imgui, nanovg as nvg, hello_imgui
class BackgroundShader:
def __init__(self):
self.enabled = False
self.start_time = time.time()
self.ctx: Optional[nvg.Context] = None
def render(self, width: float, height: float):
if not self.enabled:
return
# In imgui-bundle, hello_imgui handles the background.
# We can use the background_draw_list to draw primitives.
# Since we don't have raw GLSL easily in Python without PyOpenGL,
# we'll use a "faux-shader" approach with NanoVG or DrawList gradients.
t = time.time() - self.start_time
dl = imgui.get_background_draw_list()
# Base deep sea color
dl.add_rect_filled(imgui.ImVec2(0, 0), imgui.ImVec2(width, height), imgui.get_color_u32(imgui.ImVec4(0.01, 0.07, 0.20, 1.0)))
# Layer 1: Slow moving large blobs (FBM approximation)
for i in range(3):
phase = t * (0.1 + i * 0.05)
x = (math.sin(phase) * 0.5 + 0.5) * width
y = (math.cos(phase * 0.8) * 0.5 + 0.5) * height
radius = (0.4 + 0.2 * math.sin(t * 0.2)) * max(width, height)
col = imgui.ImVec4(0.02, 0.26, 0.55, 0.3)
dl.add_circle_filled(imgui.ImVec2(x, y), radius, imgui.get_color_u32(col), num_segments=32)
# Layer 2: Shimmering caustics (Animated Lines)
num_lines = 15
for i in range(num_lines):
offset = (t * 20.0 + i * (width / num_lines)) % width
alpha = 0.1 * (1.0 + math.sin(t + i))
col = imgui.get_color_u32(imgui.ImVec4(0.08, 0.60, 0.88, alpha))
p1 = imgui.ImVec2(offset, 0)
p2 = imgui.ImVec2(offset - 100, height)
dl.add_line(p1, p2, col, thickness=2.0)
# Vignette
center = imgui.ImVec2(width/2, height/2)
radius = max(width, height) * 0.8
# Draw multiple concentric circles for a soft vignette
for i in range(10):
r = radius + (i * 50)
alpha = (i / 10.0) * 0.5
dl.add_circle(center, r, imgui.get_color_u32(imgui.ImVec4(0, 0, 0, alpha)), num_segments=64, thickness=60.0)
_bg: Optional[BackgroundShader] = None
def get_bg():
global _bg
if _bg is None:
_bg = BackgroundShader()
return _bg