phg-vis 1.1.7__py3-none-any.whl → 1.3.0__py3-none-any.whl

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phg/shader_render.py ADDED
@@ -0,0 +1,425 @@
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+ import pygame
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+ import numpy as np
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+ from OpenGL.GL import *
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+ from OpenGL.GL.shaders import compileProgram, compileShader
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+ import sys
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+ import time
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+
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+ class Camera:
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+ """Camera class with mouse interaction controls"""
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+
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+ def __init__(self):
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+ # Start further back to see the whole scene
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+ self.position = np.array([0.0, 3.0, 12.0], dtype=np.float32) # Camera position - further back
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+ self.target = np.array([0.0, 0.0, 0.0], dtype=np.float32) # Look at target
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+ self.up = np.array([0.0, 1.0, 0.0], dtype=np.float32) # Up direction
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+
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+ # Camera parameters
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+ self.fov = 45.0 # Field of view
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+ self.zoom_speed = 0.5 # Increased zoom speed
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+ self.rotate_speed = 0.01 # Increased rotate speed
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+ self.pan_speed = 0.02 # Increased pan speed
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+
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+ # Mouse state
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+ self.last_mouse_pos = None
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+ self.is_rotating = False
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+ self.is_panning = False
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+
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+ def zoom(self, delta):
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+ """Zoom control"""
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+ direction = self.target - self.position
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+ distance = np.linalg.norm(direction)
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+
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+ # Limit min and max distance
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+ min_distance = 1.0
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+ max_distance = 100.0
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+
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+ new_distance = distance * (1.0 - delta * self.zoom_speed)
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+ new_distance = np.clip(new_distance, min_distance, max_distance)
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+
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+ self.position = self.target - direction * (new_distance / distance)
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+ print(f"Zoom: position={self.position}, distance={new_distance}")
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+
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+ def rotate(self, delta_x, delta_y):
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+ """Rotation control"""
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+ # Calculate vector from target to camera (inverse of camera to target)
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+ direction = self.position - self.target
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+ distance = np.linalg.norm(direction)
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+
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+ if distance < 0.001:
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+ return
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+
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+ # Spherical coordinates rotation
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+ # Convert to spherical coordinates
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+ theta = np.arctan2(direction[0], direction[2]) # Horizontal angle (around Y axis)
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+ phi = np.arctan2(direction[1], np.sqrt(direction[0]**2 + direction[2]**2)) # Vertical angle
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+
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+ # Apply rotation (inverted for more intuitive control)
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+ theta -= delta_x * self.rotate_speed
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+ phi += delta_y * self.rotate_speed # Inverted Y for more natural control
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+
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+ # Limit vertical angle (avoid flipping)
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+ phi = np.clip(phi, -np.pi/2 + 0.1, np.pi/2 - 0.1)
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+
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+ # Convert back to Cartesian coordinates
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+ new_x = distance * np.sin(theta) * np.cos(phi)
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+ new_y = distance * np.sin(phi)
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+ new_z = distance * np.cos(theta) * np.cos(phi)
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+
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+ self.position = self.target + np.array([new_x, new_y, new_z])
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+
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+ print(f"Rotate: position={self.position}")
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+
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+ def pan(self, delta_x, delta_y):
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+ """Pan control"""
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+ # Calculate camera coordinate system
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+ forward = normalize(self.target - self.position)
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+ right = normalize(np.cross(forward, self.up))
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+ up = normalize(np.cross(right, forward))
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+
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+ # Apply pan (inverted for more intuitive control)
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+ pan_distance = 0.1
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+ pan_vector = -delta_x * right * self.pan_speed + delta_y * up * self.pan_speed
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+
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+ self.position += pan_vector
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+ self.target += pan_vector
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+
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+ print(f"Pan: position={self.position}, target={self.target}")
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+
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+ def normalize(v):
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+ """Normalize a vector"""
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+ norm = np.linalg.norm(v)
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+ if norm == 0:
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+ return v
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+ return v / norm
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+
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+ class ShaderRenderer:
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+ """
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+ Shader renderer class for visualizing GLSL shaders
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+
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+ Usage:
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+ renderer = ShaderRenderer()
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+ renderer.render_shader(fragment_shader_code)
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+ """
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+
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+ def __init__(self, width=800, height=600, title="Shader Renderer"):
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+ """
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+ Initialize Shader renderer
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+
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+ Args:
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+ width: Window width
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+ height: Window height
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+ title: Window title
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+ """
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+ self.width = width
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+ self.height = height
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+ self.title = title
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+ self.is_running = False
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+ self.shader_program = None
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+ self.start_time = 0
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+ self.camera = Camera()
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+ self.show_help = True
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+
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+ self.vertex_shader_src = """
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+ #version 330 core
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+ layout (location = 0) in vec3 aPos;
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+ layout (location = 1) in vec2 aTexCoord;
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+
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+ out vec2 TexCoord;
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+
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+ void main()
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+ {
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+ gl_Position = vec4(aPos, 1.0);
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+ TexCoord = aTexCoord;
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+ }
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+ """
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+
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+ self._init_pygame()
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+ self._init_opengl()
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+ self._create_geometry()
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+ self._init_font()
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+
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+ def _init_pygame(self):
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+ """Initialize Pygame and OpenGL context"""
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+ pygame.init()
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+ self.screen = pygame.display.set_mode((self.width, self.height), pygame.OPENGL | pygame.DOUBLEBUF)
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+ pygame.display.set_caption(self.title)
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+
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+ def _init_opengl(self):
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+ """Initialize OpenGL settings"""
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+ glClearColor(0.0, 0.0, 0.0, 1.0)
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+ glEnable(GL_BLEND)
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+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
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+
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+ def _init_font(self):
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+ """Initialize font for text rendering"""
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+ self.font = pygame.font.Font(None, 24)
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+ self.small_font = pygame.font.Font(None, 18)
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+
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+ def _create_geometry(self):
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+ """Create geometry required for rendering"""
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+ # Vertex data: position + texture coordinates
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+ self.vertices = np.array([
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+ # Position # Texture coordinates
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+ -1.0, -1.0, 0.0, 0.0, 0.0,
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+ 1.0, -1.0, 0.0, 1.0, 0.0,
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+ 1.0, 1.0, 0.0, 1.0, 1.0,
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+ -1.0, 1.0, 0.0, 0.0, 1.0
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+ ], dtype=np.float32)
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+
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+ self.indices = np.array([
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+ 0, 1, 2,
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+ 2, 3, 0
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+ ], dtype=np.uint32)
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+
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+ # Create VAO, VBO, EBO
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+ self.VAO = glGenVertexArrays(1)
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+ self.VBO = glGenBuffers(1)
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+ self.EBO = glGenBuffers(1)
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+
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+ glBindVertexArray(self.VAO)
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+
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+ glBindBuffer(GL_ARRAY_BUFFER, self.VBO)
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+ glBufferData(GL_ARRAY_BUFFER, self.vertices.nbytes, self.vertices, GL_STATIC_DRAW)
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+
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+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self.EBO)
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+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, self.indices.nbytes, self.indices, GL_STATIC_DRAW)
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+
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+ # Position attribute
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+ glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * self.vertices.itemsize, ctypes.c_void_p(0))
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+ glEnableVertexAttribArray(0)
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+
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+ # Texture coordinate attribute
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+ glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * self.vertices.itemsize, ctypes.c_void_p(3 * self.vertices.itemsize))
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+ glEnableVertexAttribArray(1)
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+
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+ glBindBuffer(GL_ARRAY_BUFFER, 0)
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+ glBindVertexArray(0)
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+
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+ def _compile_shader(self, fragment_src):
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+ """
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+ Compile shader program
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+
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+ Args:
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+ fragment_src: Fragment shader code
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+
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+ Returns:
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+ shader_program: Compiled shader program, None if failed
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+ """
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+ try:
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+ vertex_shader = compileShader(self.vertex_shader_src, GL_VERTEX_SHADER)
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+ fragment_shader = compileShader(fragment_src, GL_FRAGMENT_SHADER)
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+ shader_program = compileProgram(vertex_shader, fragment_shader)
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+ return shader_program
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+ except Exception as e:
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+ print(f"Shader compilation error: {e}")
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+ return None
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+
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+ def _render_help_text(self):
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+ """Render help text on screen"""
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+ # Switch to 2D rendering for text
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+ glDisable(GL_DEPTH_TEST)
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+
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+ # Create a semi-transparent background for better readability
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+ help_lines = [
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+ "=== CAMERA CONTROLS ===",
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+ "LEFT CLICK + DRAG: Rotate Camera",
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+ "MIDDLE CLICK + DRAG: Pan Camera",
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+ "MOUSE WHEEL: Zoom In/Out",
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+ "R: Reset Camera Position",
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+ "H: Toggle This Help",
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+ "ESC: Exit Renderer",
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+ "",
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+ "Camera debugging enabled - check console"
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+ ]
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+
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+ y_offset = 20
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+ for i, line in enumerate(help_lines):
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+ if i == 0: # Header
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+ text_surface = self.font.render(line, True, (255, 255, 0))
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+ else:
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+ text_surface = self.small_font.render(line, True, (255, 255, 255))
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+ self.screen.blit(text_surface, (20, y_offset))
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+ y_offset += 22 if i == 0 else 18
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+
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+ # Camera position info
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+ cam_info = [
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+ f"Camera Pos: ({self.camera.position[0]:.1f}, {self.camera.position[1]:.1f}, {self.camera.position[2]:.1f})",
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+ f"Camera Target: ({self.camera.target[0]:.1f}, {self.camera.target[1]:.1f}, {self.camera.target[2]:.1f})"
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+ ]
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+
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+ y_offset += 10
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+ for info in cam_info:
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+ text_surface = self.small_font.render(info, True, (0, 255, 255))
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+ self.screen.blit(text_surface, (20, y_offset))
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+ y_offset += 18
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+
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+ glEnable(GL_DEPTH_TEST)
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+
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+ def render_shader(self, fragment_shader, duration=0, interactive=True):
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+ """
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+ Render specified shader
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+
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+ Args:
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+ fragment_shader: Fragment shader code string
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+ duration: Render duration in seconds, 0 for infinite
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+ interactive: Allow interaction (ESC to exit)
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+
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+ Returns:
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+ success: Whether rendering was successful
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+ """
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+ # Compile shader
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+ self.shader_program = self._compile_shader(fragment_shader)
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+ if not self.shader_program:
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+ return False
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+
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+ # Get uniform locations
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+ time_loc = glGetUniformLocation(self.shader_program, "time")
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+ resolution_loc = glGetUniformLocation(self.shader_program, "resolution")
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+ mouse_loc = glGetUniformLocation(self.shader_program, "mouse")
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+ camera_pos_loc = glGetUniformLocation(self.shader_program, "cameraPosition")
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+ camera_target_loc = glGetUniformLocation(self.shader_program, "cameraTarget")
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+ camera_up_loc = glGetUniformLocation(self.shader_program, "cameraUp")
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+ camera_fov_loc = glGetUniformLocation(self.shader_program, "cameraFov")
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+
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+ self.is_running = True
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+ self.start_time = time.time()
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+ clock = pygame.time.Clock()
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+
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+ mouse_pos = [0.0, 0.0]
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+
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+ print("Renderer started! Camera controls:")
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+ print("- Left mouse button + drag: Rotate")
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+ print("- Middle mouse button + drag: Pan")
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+ print("- Mouse wheel: Zoom")
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+ print("- R: Reset camera")
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+ print("- H: Toggle help")
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+
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+ while self.is_running:
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+ current_time = time.time() - self.start_time
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+
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+ # Handle events
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+ for event in pygame.event.get():
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+ if event.type == pygame.QUIT:
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+ self.is_running = False
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+ elif event.type == pygame.KEYDOWN:
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+ if event.key == pygame.K_ESCAPE and interactive:
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+ self.is_running = False
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+ elif event.key == pygame.K_r: # R key to reset camera
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+ self.camera = Camera()
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+ print("Camera reset to default position")
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+ elif event.key == pygame.K_h: # H key to toggle help
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+ self.show_help = not self.show_help
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+ print(f"Help display: {'ON' if self.show_help else 'OFF'}")
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+
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+ # Handle mouse events for camera control
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+ if interactive:
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+ if event.type == pygame.MOUSEBUTTONDOWN:
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+ if event.button == 1: # Left button - rotate
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+ self.camera.is_rotating = True
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+ self.camera.last_mouse_pos = event.pos
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+ print("Rotation started")
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+ elif event.button == 2: # Middle button - pan
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+ self.camera.is_panning = True
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+ self.camera.last_mouse_pos = event.pos
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+ print("Panning started")
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+ elif event.button == 4: # Wheel up - zoom in
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+ self.camera.zoom(1.0)
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+ elif event.button == 5: # Wheel down - zoom out
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+ self.camera.zoom(-1.0)
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+
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+ elif event.type == pygame.MOUSEBUTTONUP:
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+ if event.button == 1: # Left button release
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+ self.camera.is_rotating = False
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+ print("Rotation ended")
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+ elif event.button == 2: # Middle button release
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+ self.camera.is_panning = False
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+ print("Panning ended")
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+ self.camera.last_mouse_pos = None
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+
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+ elif event.type == pygame.MOUSEMOTION:
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+ # Update mouse position for shader
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+ mouse_pos[0] = event.pos[0] / self.width
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+ mouse_pos[1] = 1.0 - event.pos[1] / self.height
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+
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+ # Handle camera movement
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+ if self.camera.last_mouse_pos is not None:
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+ delta_x = event.pos[0] - self.camera.last_mouse_pos[0]
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+ delta_y = event.pos[1] - self.camera.last_mouse_pos[1]
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+
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+ if self.camera.is_rotating:
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+ self.camera.rotate(delta_x, delta_y)
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+ elif self.camera.is_panning:
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+ self.camera.pan(delta_x, delta_y)
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+
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+ self.camera.last_mouse_pos = event.pos
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+
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+ # Check duration
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+ if duration > 0 and current_time >= duration:
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+ break
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+
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+ # Render
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+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
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+
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+ glUseProgram(self.shader_program)
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+
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+ # Set uniforms
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+ if time_loc != -1:
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+ glUniform1f(time_loc, current_time)
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+ if resolution_loc != -1:
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+ glUniform2f(resolution_loc, self.width, self.height)
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+ if mouse_loc != -1:
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+ glUniform2f(mouse_loc, mouse_pos[0], mouse_pos[1])
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+ if camera_pos_loc != -1:
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+ glUniform3f(camera_pos_loc,
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+ self.camera.position[0],
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+ self.camera.position[1],
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+ self.camera.position[2])
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+ if camera_target_loc != -1:
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+ glUniform3f(camera_target_loc,
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+ self.camera.target[0],
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+ self.camera.target[1],
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+ self.camera.target[2])
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+ if camera_up_loc != -1:
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+ glUniform3f(camera_up_loc,
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+ self.camera.up[0],
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+ self.camera.up[1],
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+ self.camera.up[2])
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+ if camera_fov_loc != -1:
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+ glUniform1f(camera_fov_loc, self.camera.fov)
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+
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+ glBindVertexArray(self.VAO)
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+ glDrawElements(GL_TRIANGLES, len(self.indices), GL_UNSIGNED_INT, None)
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+ glBindVertexArray(0)
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+
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+ # Render help text if enabled
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+ if self.show_help:
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+ self._render_help_text()
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+
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+ pygame.display.flip()
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+ clock.tick(60)
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+
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+ return True
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+
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+ def close(self):
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+ """Clean up resources"""
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+ if self.shader_program:
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+ glDeleteProgram(self.shader_program)
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+ pygame.quit()
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+
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+ # Convenience function
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+ def render_shader(fragment_shader, width=800, height=600, duration=0, title="Shader Renderer"):
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+ """
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+ Convenience function: Directly render shader
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+
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+ Args:
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+ fragment_shader: Fragment shader code
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+ width: Window width
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+ height: Window height
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+ duration: Render duration in seconds
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+ title: Window title
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+ """
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+ renderer = ShaderRenderer(width, height, title)
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+ success = renderer.render_shader(fragment_shader, duration)
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+ renderer.close()
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+ return success
phg/vis/GCU.dll CHANGED
Binary file
phg/vis/vis.exe CHANGED
Binary file
phg/visphg.py CHANGED
@@ -35,18 +35,21 @@ def vis(phg):
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  return HTTPPOST('127.0.0.1', phg.encode())
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36
 
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  # Send network message
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- def HTTPPOST_IMG(ip, phg):
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+ def HTTPPOST_IMG(ip, phg, filename='shot.png'):
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  headers = {
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  "Connection": "keep-alive",
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  "Content-Type": "text/plain"
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  }
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+ # 构建完整的请求体: phg代码 ||| 渲染参数(包含文件名)
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+ request_body = f"{phg}|||file={filename}"
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+
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  conn = http.client.HTTPConnection(f"{ip}:5088")
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- conn.request('POST', '/phg_img', phg, headers)
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+ conn.request('POST', '/phg_img', request_body, headers)
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  res = conn.getresponse()
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  conn.close()
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-
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+
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  # Call HTTPPOST function to send network message
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- def image(phg):
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+ def image(phg, filename='shot.png'):
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  if not is_vis_running(): # Check if the process is running
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  subprocess.Popen(vis_exe_path) # Start the process
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- return HTTPPOST_IMG('127.0.0.1', phg.encode())
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+ return HTTPPOST_IMG('127.0.0.1', phg.encode('utf-8').decode('utf-8'), filename)