phg-vis 1.2.0__py3-none-any.whl → 1.3.0__py3-none-any.whl

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phg/__init__.py CHANGED
@@ -1,4 +1,82 @@
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- # phg/__init__.py
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+ """
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+ __init__.py
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+ PHG主库 - 集成PHG到Shader转换功能
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+ """
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+
2
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  from .visphg import vis, image
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+ from .shader_render import ShaderRenderer, render_shader
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+ from .phg_to_shader import PHGToShaderConverter, phg_to_shader
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+
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+ # 扩展ShaderRenderer类以支持PHG直接渲染
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+ class PHGShaderRenderer(ShaderRenderer):
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+ """支持PHG直接渲染的Shader渲染器"""
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+
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+ def render_phg(self, phg_script: str, duration=0, interactive=True):
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+ """
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+ 渲染PHG脚本
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+
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+ 参数:
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+ phg_script: PHG脚本代码
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+ duration: 渲染持续时间
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+ interactive: 是否允许交互
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+
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+ 返回:
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+ success: 是否成功渲染
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+ """
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+ converter = PHGToShaderConverter()
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+ shader_code = converter.generate_shader_code(phg_script)
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+
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+ if not shader_code:
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+ print("错误: PHG转换失败")
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+ return False
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+
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+ return self.render_shader(shader_code, duration, interactive)
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+
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+ # 便捷函数
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+ def render_phg(phg_script: str, width=800, height=600, duration=0, title="PHG Renderer"):
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+ """
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+ 直接渲染PHG脚本
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+
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+ 参数:
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+ phg_script: PHG脚本代码
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+ width: 窗口宽度
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+ height: 窗口高度
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+ duration: 渲染持续时间
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+ title: 窗口标题
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+ """
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+ renderer = PHGShaderRenderer(width, height, title)
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+ success = renderer.render_phg(phg_script, duration)
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+ renderer.close()
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+ return success
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+
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+ def convert_phg_to_shader(phg_script: str) -> str:
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+ """
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+ 将PHG脚本转换为GLSL着色器代码
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+
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+ 参数:
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+ phg_script: PHG脚本
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+
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+ 返回:
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+ shader_code: GLSL着色器代码
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+ """
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+ return phg_to_shader(phg_script)
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+
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+ __all__ = [
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+ 'vis',
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+ 'image',
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+ 'ShaderRenderer',
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+ 'render_shader',
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+ 'PHGToShaderConverter',
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+ 'PHGShaderRenderer',
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+ 'render_phg',
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+ 'convert_phg_to_shader',
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+ 'phg_to_shader'
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+ ]
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+
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+ __version__ = "0.2.0"
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+ __author__ = "PHG Development Team"
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+ __description__ = "Python Graphics Library with PHG to Shader conversion"
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- __all__ = ['vis', 'image']
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+ # 包初始化信息
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+ print(f"PHG {__version__} - {__description__}")
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+ print("PHG to Shader转换器已加载")
phg/phg_to_shader.py ADDED
@@ -0,0 +1,433 @@
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+ """
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+ phg_to_shader.py
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+ PHG to Shader Converter Core Library
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+ """
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+
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+ import re
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+ import math
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+ from typing import Dict, List, Any, Tuple
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+
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+ class PHGToShaderConverter:
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+ """PHG to Shader converter"""
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+
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+ def __init__(self):
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+ self.nodes = {}
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+ self.geometry_types = {
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+ 'cylinder': 'CYLINDER',
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+ 'sphere': 'SPHERE',
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+ 'cube': 'BOX',
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+ 'box': 'BOX',
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+ 'cone': 'CONE',
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+ 'torus': 'TORUS',
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+ 'plane': 'PLANE'
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+ }
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+ self.primitive_count = 0
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+
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+ def parse_phg(self, phg_script: str) -> Dict[str, Any]:
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+ """Parse PHG script and extract node information"""
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+ # Remove comments
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+ phg_clean = re.sub(r'#.*$', '', phg_script, flags=re.MULTILINE)
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+
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+ # Extract node definitions
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+ node_pattern = r'(\w+)\s*\{([^}]*)\}'
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+ nodes = {}
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+
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+ for match in re.finditer(node_pattern, phg_clean):
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+ node_name = match.group(1)
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+ node_content = match.group(2)
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+
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+ # Parse node properties
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+ properties = self._parse_node_properties(node_content)
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+ nodes[node_name] = properties
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+
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+ return nodes
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+
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+ def _parse_node_properties(self, content: str) -> Dict[str, Any]:
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+ """Parse node properties"""
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+ properties = {}
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+
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+ # Property pattern: property:value1,value2;
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+ prop_pattern = r'(\w+):([^;]+);'
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+
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+ for match in re.finditer(prop_pattern, content):
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+ prop_name = match.group(1)
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+ prop_value = match.group(2).strip()
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+
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+ # Handle different property types
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+ if prop_name == 'md':
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+ # Geometry definition
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+ properties['geometry'] = self._parse_geometry(prop_value)
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+ elif prop_name in ['xyz', 'sxyz', 'hpr', 'rot']:
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+ # Vector values
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+ properties[prop_name] = self._parse_vector(prop_value)
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+ elif prop_name in ['x', 'y', 'z', 'rx', 'ry', 'rz', 's']:
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+ # Scalar values
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+ properties[prop_name] = float(prop_value)
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+ elif prop_name == 'rgb':
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+ # Color values
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+ properties['color'] = self._parse_color(prop_value)
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+
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+ return properties
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+
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+ def _parse_geometry(self, geom_str: str) -> Dict[str, Any]:
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+ """Parse geometry definition"""
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+ parts = geom_str.strip().split()
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+ if not parts:
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+ return {}
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+
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+ geom_type = parts[0]
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+
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+ geometry = {'type': geom_type}
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+
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+ try:
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+ if geom_type == 'cylinder':
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+ geometry['radius'] = float(parts[1])
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+ geometry['height'] = float(parts[2])
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+ elif geom_type == 'sphere':
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+ geometry['radius'] = float(parts[1])
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+ elif geom_type == 'cube':
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+ geometry['size'] = [float(parts[1])] * 3
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+ elif geom_type == 'box':
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+ if len(parts) >= 4:
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+ geometry['size'] = [float(parts[1]), float(parts[2]), float(parts[3])]
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+ else:
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+ geometry['size'] = [1.0, 1.0, 1.0]
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+ elif geom_type == 'cone':
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+ geometry['radius1'] = float(parts[1])
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+ geometry['radius2'] = float(parts[2]) if len(parts) > 2 else 0.0
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+ geometry['height'] = float(parts[3]) if len(parts) > 3 else 1.0
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+ elif geom_type == 'torus':
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+ geometry['radius1'] = float(parts[1])
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+ geometry['radius2'] = float(parts[2]) if len(parts) > 2 else 0.3
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+ elif geom_type == 'plane':
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+ geometry['normal'] = [float(parts[1]), float(parts[2]), float(parts[3])] if len(parts) > 3 else [0, 1, 0]
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+ except (IndexError, ValueError):
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+ print(f"Warning: Geometry parameter parsing error: {geom_str}")
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+
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+ return geometry
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+
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+ def _parse_vector(self, vec_str: str) -> List[float]:
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+ """Parse vector values"""
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+ try:
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+ return [float(x.strip()) for x in vec_str.split(',')]
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+ except ValueError:
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+ return [0.0, 0.0, 0.0]
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+
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+ def _parse_color(self, color_str: str) -> List[float]:
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+ """Parse color values and normalize to 0-1"""
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+ try:
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+ rgb = [float(x.strip()) for x in color_str.split(',')]
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+ return [c / 255.0 for c in rgb]
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+ except ValueError:
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+ return [0.7, 0.7, 0.7]
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+
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+ def geometry_to_sdf_params(self, geometry: Dict[str, Any], transform: Dict[str, Any]) -> List[str]:
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+ """Convert geometry to SDF parameter array"""
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+ geom_type = geometry.get('type', 'sphere')
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+ color = transform.get('color', [0.7, 0.7, 0.7])
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+ position = transform.get('xyz', [0, 0, 0])
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+
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+ # Determine SDF type
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+ sdf_type = self.geometry_types.get(geom_type, 'SPHERE')
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+
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+ params = []
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+
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+ # params[0]: position + type
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+ params.append(f"vec4({position[0]:.3f}, {position[1]:.3f}, {position[2]:.3f}, float({sdf_type}))")
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+
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+ # params[1]: size parameters
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+ if geom_type == 'cylinder':
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+ radius = geometry.get('radius', 1.0)
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+ height = geometry.get('height', 2.0)
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+ params.append(f"vec4({radius:.3f}, {height:.3f}, 0.0, 0.0)")
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+ elif geom_type == 'sphere':
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+ radius = geometry.get('radius', 1.0)
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+ params.append(f"vec4({radius:.3f}, 0.0, 0.0, 0.0)")
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+ elif geom_type in ['cube', 'box']:
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+ size = geometry.get('size', [1.0, 1.0, 1.0])
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+ params.append(f"vec4({size[0]:.3f}, {size[1]:.3f}, {size[2]:.3f}, 0.0)")
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+ elif geom_type == 'cone':
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+ r1 = geometry.get('radius1', 1.0)
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+ r2 = geometry.get('radius2', 0.0)
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+ h = geometry.get('height', 2.0)
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+ params.append(f"vec4({r1:.3f}, {h:.3f}, {r2:.3f}, 0.0)")
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+ elif geom_type == 'torus':
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+ r1 = geometry.get('radius1', 1.0)
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+ r2 = geometry.get('radius2', 0.3)
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+ params.append(f"vec4({r1:.3f}, {r2:.3f}, 0.0, 0.0)")
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+ elif geom_type == 'plane':
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+ normal = geometry.get('normal', [0, 1, 0])
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+ params.append(f"vec4({normal[0]:.1f}, {normal[1]:.1f}, {normal[2]:.1f}, 0.0)")
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+ else:
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+ params.append("vec4(1.0, 0.0, 0.0, 0.0)")
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+
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+ # params[2]: rotation/direction
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+ rotation = transform.get('hpr', transform.get('rot', [0, 0, 0]))
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+ params.append(f"vec4({rotation[0]:.1f}, {rotation[1]:.1f}, {rotation[2]:.1f}, 0.0)")
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+
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+ # params[3]: color
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+ params.append(f"vec4({color[0]:.3f}, {color[1]:.3f}, {color[2]:.3f}, 0.0)")
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+
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+ return params
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+
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+ def generate_shader_code(self, phg_script: str) -> str:
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+ """Generate complete GLSL shader code"""
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+ self.nodes = self.parse_phg(phg_script)
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+
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+ # Collect all geometries
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+ primitives = []
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+ for node_name, properties in self.nodes.items():
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+ if 'geometry' in properties:
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+ primitives.append((node_name, properties))
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+
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+ self.primitive_count = len(primitives)
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+
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+ if self.primitive_count == 0:
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+ return self._create_empty_shader()
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+
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+ # Generate shader code
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+ shader_code = self._create_shader_template()
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+ shader_code = self._insert_primitives(shader_code, primitives)
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+
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+ return shader_code
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+
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+ def _create_empty_shader(self) -> str:
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+ """Create shader for empty scene"""
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+ return """
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+ #version 330 core
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+ out vec4 fragColor;
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+ uniform float time;
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+ uniform vec2 resolution;
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+ uniform vec2 mouse;
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+ uniform vec3 cameraPosition;
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+ uniform vec3 cameraTarget;
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+ uniform vec3 cameraUp;
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+ uniform float cameraFov;
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+
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+ void main() {
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+ vec2 uv = gl_FragCoord.xy / resolution.xy;
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+ vec3 color = vec3(0.1, 0.2, 0.4);
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+ fragColor = vec4(color, 1.0);
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+ }
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+ """
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+
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+ def _create_shader_template(self) -> str:
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+ """Create shader template with camera support"""
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+ return """
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+ #version 330 core
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+ out vec4 fragColor;
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+
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+ uniform float time;
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+ uniform vec2 resolution;
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+ uniform vec2 mouse;
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+ uniform vec3 cameraPosition;
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+ uniform vec3 cameraTarget;
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+ uniform vec3 cameraUp;
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+ uniform float cameraFov;
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+
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+ #define MAX_STEPS 100
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+ #define MAX_DIST 200.0
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+ #define SURF_DIST 0.001
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+
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+ // Primitive type enum
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+ #define SPHERE 0
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+ #define BOX 1
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+ #define CYLINDER 2
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+ #define TORUS 3
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+ #define PLANE 4
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+ #define CONE 5
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+
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+ // Primitive parameter definitions
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+ {primitive_definitions}
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+
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+ // SDF function definitions
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+ float sdfSphere(vec3 p, vec4 params) {
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+ return length(p) - params.x;
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+ }
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+
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+ float sdfBox(vec3 p, vec4 params) {
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+ vec3 b = params.xyz;
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+ vec3 q = abs(p) - b;
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+ return length(max(q, 0.0)) + min(max(q.x, max(q.y, q.z)), 0.0);
252
+ }
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+
254
+ float sdfCylinder(vec3 p, vec4 params) {
255
+ vec2 d = abs(vec2(length(p.xz), p.y)) - vec2(params.x, params.y);
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+ return min(max(d.x, d.y), 0.0) + length(max(d, 0.0));
257
+ }
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+
259
+ float sdfTorus(vec3 p, vec4 params) {
260
+ vec2 q = vec2(length(p.xz) - params.x, p.y);
261
+ return length(q) - params.y;
262
+ }
263
+
264
+ float sdfPlane(vec3 p, vec4 params) {
265
+ return dot(p, normalize(params.xyz));
266
+ }
267
+
268
+ float sdfCone(vec3 p, vec4 params) {
269
+ // params.x = base radius, params.y = height, params.z = top radius
270
+ vec2 q = vec2(length(p.xz), -p.y);
271
+ float d = length(q);
272
+ float angle = atan(params.z - params.x, params.y);
273
+ float c = cos(angle);
274
+ float s = sin(angle);
275
+ return max(dot(q, vec2(c, s)), -p.y - params.y);
276
+ }
277
+
278
+ // Unified SDF dispatcher function
279
+ float mapPrimitive(vec3 p, vec4 params[4]) {
280
+ int type = int(params[0].w);
281
+
282
+ if (type == SPHERE) return sdfSphere(p - params[0].xyz, params[1]);
283
+ if (type == BOX) return sdfBox(p - params[0].xyz, params[1]);
284
+ if (type == CYLINDER) return sdfCylinder(p - params[0].xyz, params[1]);
285
+ if (type == TORUS) return sdfTorus(p - params[0].xyz, params[1]);
286
+ if (type == PLANE) return sdfPlane(p - params[0].xyz, params[1]);
287
+ if (type == CONE) return sdfCone(p - params[0].xyz, params[1]);
288
+
289
+ return 1000.0;
290
+ }
291
+
292
+ // Scene SDF
293
+ float mapScene(vec3 p) {
294
+ float minDist = 1000.0;
295
+
296
+ {primitive_calls}
297
+
298
+ return minDist;
299
+ }
300
+
301
+ // Normal calculation
302
+ vec3 calculateNormal(vec3 p) {
303
+ vec2 e = vec2(0.001, 0.0);
304
+ return normalize(vec3(
305
+ mapScene(p + e.xyy) - mapScene(p - e.xyy),
306
+ mapScene(p + e.yxy) - mapScene(p - e.yxy),
307
+ mapScene(p + e.yyx) - mapScene(p - e.yyx)
308
+ ));
309
+ }
310
+
311
+ // Ray marching
312
+ float rayMarch(vec3 ro, vec3 rd) {
313
+ float depth = 0.0;
314
+
315
+ for (int i = 0; i < MAX_STEPS; i++) {
316
+ vec3 p = ro + depth * rd;
317
+ float dist = mapScene(p);
318
+ depth += dist;
319
+
320
+ if (dist < SURF_DIST || depth > MAX_DIST) break;
321
+ }
322
+
323
+ return depth;
324
+ }
325
+
326
+ // Get hit object color
327
+ vec3 getObjectColor(vec3 p) {
328
+ float minDist = 1000.0;
329
+ vec3 color = vec3(0.5);
330
+
331
+ {color_calls}
332
+
333
+ return color;
334
+ }
335
+
336
+ // Calculate camera ray direction using camera uniforms
337
+ vec3 getCameraRay(vec2 uv, vec3 camPos, vec3 camTarget, vec3 camUp, float fov) {
338
+ vec3 forward = normalize(camTarget - camPos);
339
+ vec3 right = normalize(cross(forward, camUp));
340
+ vec3 up = normalize(cross(right, forward));
341
+
342
+ float tanFov = tan(radians(fov) * 0.5);
343
+ vec3 rayDir = normalize(forward + right * uv.x * tanFov * (resolution.x / resolution.y) + up * uv.y * tanFov);
344
+
345
+ return rayDir;
346
+ }
347
+
348
+ void main() {
349
+ vec2 uv = (gl_FragCoord.xy - 0.5 * resolution.xy) / resolution.y;
350
+
351
+ // Use camera uniforms from Python for ray direction
352
+ vec3 ro = cameraPosition;
353
+ vec3 rd = getCameraRay(uv, cameraPosition, cameraTarget, cameraUp, cameraFov);
354
+
355
+ // Ray marching
356
+ float dist = rayMarch(ro, rd);
357
+
358
+ // Shading
359
+ vec3 color = vec3(0.1, 0.2, 0.4);
360
+
361
+ if (dist < MAX_DIST) {
362
+ vec3 p = ro + rd * dist;
363
+ vec3 normal = calculateNormal(p);
364
+ vec3 objColor = getObjectColor(p);
365
+
366
+ // Simple lighting
367
+ vec3 lightDir = normalize(vec3(1.0, 3.0, 2.0));
368
+ float diff = max(dot(normal, lightDir), 0.2);
369
+
370
+ color = objColor * diff;
371
+
372
+ // Add some ambient occlusion
373
+ float ao = 1.0 - (1.0 / (1.0 + dist * 0.1));
374
+ color *= ao;
375
+ }
376
+
377
+ fragColor = vec4(color, 1.0);
378
+ }
379
+ """
380
+
381
+ def _insert_primitives(self, template: str, primitives: List[Tuple[str, Dict]]) -> str:
382
+ """Insert primitive definitions and call code"""
383
+ primitive_definitions = []
384
+ primitive_calls = []
385
+ color_calls = []
386
+
387
+ for i, (node_name, properties) in enumerate(primitives):
388
+ geometry = properties['geometry']
389
+ params = self.geometry_to_sdf_params(geometry, properties)
390
+
391
+ # Generate primitive parameter definitions
392
+ primitive_definitions.append(f"// {node_name}")
393
+ for j, param in enumerate(params):
394
+ primitive_definitions.append(f"vec4 prim_{i}_{j} = {param};")
395
+ primitive_definitions.append("")
396
+
397
+ # Generate SDF calls
398
+ primitive_calls.append(f" // {node_name}")
399
+ primitive_calls.append(f" vec4 prim_{i}[4] = vec4[4](prim_{i}_0, prim_{i}_1, prim_{i}_2, prim_{i}_3);")
400
+ primitive_calls.append(f" float dist_{i} = mapPrimitive(p, prim_{i});")
401
+ primitive_calls.append(f" minDist = min(minDist, dist_{i});")
402
+ primitive_calls.append("")
403
+
404
+ # Generate color calls
405
+ color_calls.append(f" // {node_name}")
406
+ color_calls.append(f" vec4 color_prim_{i}[4] = vec4[4](prim_{i}_0, prim_{i}_1, prim_{i}_2, prim_{i}_3);")
407
+ color_calls.append(f" float color_dist_{i} = mapPrimitive(p, color_prim_{i});")
408
+ color_calls.append(f" if (color_dist_{i} < SURF_DIST && color_dist_{i} < minDist) {{")
409
+ color_calls.append(f" minDist = color_dist_{i};")
410
+ color_calls.append(f" color = prim_{i}_3.xyz;")
411
+ color_calls.append(f" }}")
412
+ color_calls.append("")
413
+
414
+ # Replace placeholders in template
415
+ shader_code = template.replace("{primitive_definitions}", "\n".join(primitive_definitions))
416
+ shader_code = shader_code.replace("{primitive_calls}", "\n".join(primitive_calls))
417
+ shader_code = shader_code.replace("{color_calls}", "\n".join(color_calls))
418
+
419
+ return shader_code
420
+
421
+ # Convenient conversion function
422
+ def phg_to_shader(phg_script: str) -> str:
423
+ """
424
+ Convert PHG script to GLSL shader code
425
+
426
+ Args:
427
+ phg_script: PHG script string
428
+
429
+ Returns:
430
+ shader_code: GLSL shader code
431
+ """
432
+ converter = PHGToShaderConverter()
433
+ return converter.generate_shader_code(phg_script)