Shader POC: Add shader_enabled property to UIFrame (#106)
Proof of concept for shader support on UIFrame: - Add shader and shader_enabled members to UIFrame - Add initializeTestShader() with hardcoded wave/glow fragment shader - Add shader_enabled Python property for toggling - Apply shader when drawing RenderTexture sprite - Auto-update time uniform for animated effects Also fixes position corruption when toggling RenderTexture usage: - Standard rendering path now uses `position` as source of truth - Prevents box position from staying at (0,0) after texture render Test files: - tests/shader_poc_test.py: Visual test of 6 render variants - tests/shader_toggle_test.py: Regression test for position bug Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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tests/shader_poc_test.py
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tests/shader_poc_test.py
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#!/usr/bin/env python3
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"""
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Shader POC Test - Issue #106
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Tests 6 render variants:
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1. Basic frame (no special flags)
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2. clip_children=True
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3. cache_subtree=True
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4. Basic + shader_enabled
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5. clip_children + shader_enabled
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6. cache_subtree + shader_enabled
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The shader applies a wave distortion + glow effect.
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Shader-enabled frames should show visible animation.
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"""
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import mcrfpy
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import sys
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# Create test scene
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scene = mcrfpy.Scene("shader_test")
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mcrfpy.current_scene = scene
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ui = scene.children
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# Create a background
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bg = mcrfpy.Frame(pos=(0, 0), size=(1024, 768), fill_color=(30, 30, 40, 255))
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ui.append(bg)
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# Helper to create a test frame with children
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def create_test_frame(x, y, label, clip=False, cache=False, shader=False):
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"""Create a frame with some child content for testing."""
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frame = mcrfpy.Frame(
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pos=(x, y),
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size=(200, 200),
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fill_color=(60, 80, 120, 255),
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outline_color=(200, 200, 255, 255),
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outline=2.0,
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clip_children=clip,
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cache_subtree=cache
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)
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# Add some child content
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title = mcrfpy.Caption(text=label, pos=(5, 5), font_size=12)
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title.fill_color = (255, 255, 200, 255)
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frame.children.append(title)
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# Add a sprite or shape inside
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inner = mcrfpy.Frame(
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pos=(20, 35),
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size=(110, 60),
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fill_color=(100, 150, 200, 255),
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outline_color=(255, 255, 255, 200),
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outline=1.0
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)
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frame.children.append(inner)
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# Add text inside inner frame
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inner_text = mcrfpy.Caption(text="Content", pos=(25, 20), font_size=14)
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inner_text.fill_color = (255, 255, 255, 255)
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inner.children.append(inner_text)
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# Enable shader if requested
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if shader:
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frame.shader_enabled = True
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return frame
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# Row 1: Without shader
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y1 = 50
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title1 = mcrfpy.Caption(text="Without Shader:", pos=(20, y1 - 30), font_size=16)
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title1.fill_color = (255, 255, 100, 255)
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ui.append(title1)
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# 1. Basic (no flags)
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basic = create_test_frame(50, y1, "Basic", clip=False, cache=False, shader=False)
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ui.append(basic)
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# 2. clip_children
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clipped = create_test_frame(300, y1, "clip_children", clip=True, cache=False, shader=False)
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ui.append(clipped)
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# 3. cache_subtree
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cached = create_test_frame(550, y1, "cache_subtree", clip=False, cache=True, shader=False)
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ui.append(cached)
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# Row 2: With shader
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y2 = 300
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title2 = mcrfpy.Caption(text="With Shader (should animate):", pos=(20, y2 - 30), font_size=16)
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title2.fill_color = (255, 255, 100, 255)
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ui.append(title2)
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# 4. Basic + shader
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basic_shader = create_test_frame(50, y2, "Basic+Shader", clip=False, cache=False, shader=True)
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ui.append(basic_shader)
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# 5. clip_children + shader
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clipped_shader = create_test_frame(300, y2, "clip+Shader", clip=True, cache=False, shader=True)
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ui.append(clipped_shader)
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# 6. cache_subtree + shader
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cached_shader = create_test_frame(550, y2, "cache+Shader", clip=False, cache=True, shader=True)
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ui.append(cached_shader)
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# Add instructions
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#instructions = mcrfpy.Caption(
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# text="Press Q or Escape to quit. Bottom row should show animated wave/glow effects.",
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# pos=(20, 400),
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# font_size=14
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#)
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#instructions.fill_color = (180, 180, 180, 255)
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#ui.append(instructions)
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# Debug info
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#debug_info = mcrfpy.Caption(
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# text=f"Frames created: 6 variants (3 without shader, 3 with shader)",
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# pos=(20, 430),
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# font_size=12
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#)
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#debug_info.fill_color = (120, 120, 120, 255)
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#ui.append(debug_info)
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# Keyboard handler
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def on_key(key, state):
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if state == "start" and key in ("Q", "Escape"):
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print("PASS: Shader POC test complete - exiting")
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sys.exit(0)
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scene.on_key = on_key
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print("Shader POC Test running...")
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print("- Top row: No shader (static)")
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print("- Bottom row: Shader enabled (should animate with wave/glow)")
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print("Press Q or Escape to quit")
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