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>
This commit is contained in:
John McCardle 2026-01-24 20:28:53 -05:00
commit 41d551e6e1
4 changed files with 331 additions and 6 deletions

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@ -8,6 +8,7 @@
#include "McRFPy_API.h" #include "McRFPy_API.h"
#include "PythonObjectCache.h" #include "PythonObjectCache.h"
#include "PyAlignment.h" #include "PyAlignment.h"
#include <iostream> // #106: for shader error output
// UIDrawable methods now in UIBase.h // UIDrawable methods now in UIBase.h
UIDrawable* UIFrame::click_at(sf::Vector2f point) UIDrawable* UIFrame::click_at(sf::Vector2f point)
@ -109,10 +110,11 @@ void UIFrame::render(sf::Vector2f offset, sf::RenderTarget& target)
// TODO: Apply opacity when SFML supports it on shapes // TODO: Apply opacity when SFML supports it on shapes
// #144: Use RenderTexture for clipping OR texture caching // #144: Use RenderTexture for clipping OR texture caching OR shaders
// clip_children: requires texture for clipping effect (only when has children) // clip_children: requires texture for clipping effect (only when has children)
// cache_subtree: uses texture for performance (always, even without children) // cache_subtree: uses texture for performance (always, even without children)
bool use_texture = (clip_children && !children->empty()) || cache_subtree; // shader_enabled: requires texture for shader post-processing
bool use_texture = (clip_children && !children->empty()) || cache_subtree || shader_enabled;
if (use_texture) { if (use_texture) {
// Enable RenderTexture if not already enabled // Enable RenderTexture if not already enabled
@ -167,13 +169,24 @@ void UIFrame::render(sf::Vector2f offset, sf::RenderTarget& target)
if (use_render_texture) { if (use_render_texture) {
// Use `position` instead of box.getPosition() - box was set to (0,0) for texture rendering // Use `position` instead of box.getPosition() - box was set to (0,0) for texture rendering
render_sprite.setPosition(offset + position); render_sprite.setPosition(offset + position);
// #106 POC: Apply shader if enabled
if (shader_enabled && shader) {
// Update time uniform for animated effects
static sf::Clock shader_clock;
shader->setUniform("time", shader_clock.getElapsedTime().asSeconds());
shader->setUniform("texture", sf::Shader::CurrentTexture);
target.draw(render_sprite, shader.get());
} else {
target.draw(render_sprite); target.draw(render_sprite);
} }
}
} else { } else {
// Standard rendering without caching // Standard rendering without caching
box.move(offset); // Restore box position from `position` - may have been set to (0,0) by previous texture render
box.setPosition(offset + position);
target.draw(box); target.draw(box);
box.move(-offset); box.setPosition(position); // Restore to canonical position
// Sort children by z_index if needed // Sort children by z_index if needed
if (children_need_sort && !children->empty()) { if (children_need_sort && !children->empty()) {
@ -185,7 +198,7 @@ void UIFrame::render(sf::Vector2f offset, sf::RenderTarget& target)
} }
for (auto drawable : *children) { for (auto drawable : *children) {
drawable->render(offset + box.getPosition(), target); drawable->render(offset + position, target); // Use `position` as source of truth
} }
} }
} }
@ -448,6 +461,88 @@ int UIFrame::set_cache_subtree(PyUIFrameObject* self, PyObject* value, void* clo
return 0; return 0;
} }
// #106 - Shader POC: shader_enabled property
PyObject* UIFrame::get_shader_enabled(PyUIFrameObject* self, void* closure)
{
return PyBool_FromLong(self->data->shader_enabled);
}
int UIFrame::set_shader_enabled(PyUIFrameObject* self, PyObject* value, void* closure)
{
if (!PyBool_Check(value)) {
PyErr_SetString(PyExc_TypeError, "shader_enabled must be a boolean");
return -1;
}
bool new_shader = PyObject_IsTrue(value);
if (new_shader != self->data->shader_enabled) {
self->data->shader_enabled = new_shader;
if (new_shader) {
// Initialize the test shader if not already done
if (!self->data->shader) {
self->data->initializeTestShader();
}
// Shader requires RenderTexture - enable it
auto size = self->data->box.getSize();
if (size.x > 0 && size.y > 0) {
self->data->enableRenderTexture(static_cast<unsigned int>(size.x),
static_cast<unsigned int>(size.y));
}
}
// Note: we don't disable RenderTexture when shader disabled -
// clip_children or cache_subtree may still need it
self->data->markDirty();
}
return 0;
}
// #106 - Initialize test shader (hardcoded glow/brightness effect)
void UIFrame::initializeTestShader()
{
// Check if shaders are available
if (!sf::Shader::isAvailable()) {
std::cerr << "Shaders are not available on this system!" << std::endl;
return;
}
shader = std::make_unique<sf::Shader>();
// Simple color inversion + wave distortion shader for POC
// This makes it obvious the shader is working
const std::string fragmentShader = R"(
uniform sampler2D texture;
uniform float time;
void main() {
vec2 uv = gl_TexCoord[0].xy;
// Subtle wave distortion based on time
uv.x += sin(uv.y * 10.0 + time * 2.0) * 0.01;
uv.y += cos(uv.x * 10.0 + time * 2.0) * 0.01;
vec4 color = texture2D(texture, uv);
// Glow effect: boost brightness and add slight color shift
float glow = 0.2 + 0.1 * sin(time * 3.0);
color.rgb = color.rgb * (1.0 + glow);
// Slight hue shift for visual interest
color.r += 0.1 * sin(time);
color.b += 0.1 * cos(time);
gl_FragColor = color;
}
)";
if (!shader->loadFromMemory(fragmentShader, sf::Shader::Fragment)) {
std::cerr << "Failed to load test shader!" << std::endl;
shader.reset();
}
}
// Define the PyObjectType alias for the macros // Define the PyObjectType alias for the macros
typedef PyUIFrameObject PyObjectType; typedef PyUIFrameObject PyObjectType;
@ -486,6 +581,7 @@ PyGetSetDef UIFrame::getsetters[] = {
{"grid_size", (getter)UIDrawable::get_grid_size, (setter)UIDrawable::set_grid_size, "Size in grid tile coordinates (only when parent is Grid)", (void*)PyObjectsEnum::UIFRAME}, {"grid_size", (getter)UIDrawable::get_grid_size, (setter)UIDrawable::set_grid_size, "Size in grid tile coordinates (only when parent is Grid)", (void*)PyObjectsEnum::UIFRAME},
{"clip_children", (getter)UIFrame::get_clip_children, (setter)UIFrame::set_clip_children, "Whether to clip children to frame bounds", NULL}, {"clip_children", (getter)UIFrame::get_clip_children, (setter)UIFrame::set_clip_children, "Whether to clip children to frame bounds", NULL},
{"cache_subtree", (getter)UIFrame::get_cache_subtree, (setter)UIFrame::set_cache_subtree, "#144: Cache subtree rendering to texture for performance", NULL}, {"cache_subtree", (getter)UIFrame::get_cache_subtree, (setter)UIFrame::set_cache_subtree, "#144: Cache subtree rendering to texture for performance", NULL},
{"shader_enabled", (getter)UIFrame::get_shader_enabled, (setter)UIFrame::set_shader_enabled, "#106 POC: Enable test shader effect", NULL},
UIDRAWABLE_GETSETTERS, UIDRAWABLE_GETSETTERS,
UIDRAWABLE_PARENT_GETSETTERS(PyObjectsEnum::UIFRAME), UIDRAWABLE_PARENT_GETSETTERS(PyObjectsEnum::UIFRAME),
UIDRAWABLE_ALIGNMENT_GETSETTERS(PyObjectsEnum::UIFRAME), UIDRAWABLE_ALIGNMENT_GETSETTERS(PyObjectsEnum::UIFRAME),

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@ -32,6 +32,11 @@ public:
bool children_need_sort = true; // Dirty flag for z_index sorting optimization bool children_need_sort = true; // Dirty flag for z_index sorting optimization
bool clip_children = false; // Whether to clip children to frame bounds bool clip_children = false; // Whether to clip children to frame bounds
bool cache_subtree = false; // #144: Whether to cache subtree rendering to texture bool cache_subtree = false; // #144: Whether to cache subtree rendering to texture
// Shader POC (#106)
std::unique_ptr<sf::Shader> shader;
bool shader_enabled = false;
void initializeTestShader(); // Load hardcoded test shader
void render(sf::Vector2f, sf::RenderTarget&) override final; void render(sf::Vector2f, sf::RenderTarget&) override final;
void move(sf::Vector2f); void move(sf::Vector2f);
PyObjectsEnum derived_type() override final; PyObjectsEnum derived_type() override final;
@ -55,6 +60,8 @@ public:
static int set_clip_children(PyUIFrameObject* self, PyObject* value, void* closure); static int set_clip_children(PyUIFrameObject* self, PyObject* value, void* closure);
static PyObject* get_cache_subtree(PyUIFrameObject* self, void* closure); static PyObject* get_cache_subtree(PyUIFrameObject* self, void* closure);
static int set_cache_subtree(PyUIFrameObject* self, PyObject* value, void* closure); static int set_cache_subtree(PyUIFrameObject* self, PyObject* value, void* closure);
static PyObject* get_shader_enabled(PyUIFrameObject* self, void* closure);
static int set_shader_enabled(PyUIFrameObject* self, PyObject* value, void* closure);
static PyGetSetDef getsetters[]; static PyGetSetDef getsetters[];
static PyObject* repr(PyUIFrameObject* self); static PyObject* repr(PyUIFrameObject* self);
static int init(PyUIFrameObject* self, PyObject* args, PyObject* kwds); static int init(PyUIFrameObject* self, PyObject* args, PyObject* kwds);

132
tests/shader_poc_test.py Normal file
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@ -0,0 +1,132 @@
#!/usr/bin/env python3
"""
Shader POC Test - Issue #106
Tests 6 render variants:
1. Basic frame (no special flags)
2. clip_children=True
3. cache_subtree=True
4. Basic + shader_enabled
5. clip_children + shader_enabled
6. cache_subtree + shader_enabled
The shader applies a wave distortion + glow effect.
Shader-enabled frames should show visible animation.
"""
import mcrfpy
import sys
# Create test scene
scene = mcrfpy.Scene("shader_test")
mcrfpy.current_scene = scene
ui = scene.children
# Create a background
bg = mcrfpy.Frame(pos=(0, 0), size=(1024, 768), fill_color=(30, 30, 40, 255))
ui.append(bg)
# Helper to create a test frame with children
def create_test_frame(x, y, label, clip=False, cache=False, shader=False):
"""Create a frame with some child content for testing."""
frame = mcrfpy.Frame(
pos=(x, y),
size=(200, 200),
fill_color=(60, 80, 120, 255),
outline_color=(200, 200, 255, 255),
outline=2.0,
clip_children=clip,
cache_subtree=cache
)
# Add some child content
title = mcrfpy.Caption(text=label, pos=(5, 5), font_size=12)
title.fill_color = (255, 255, 200, 255)
frame.children.append(title)
# Add a sprite or shape inside
inner = mcrfpy.Frame(
pos=(20, 35),
size=(110, 60),
fill_color=(100, 150, 200, 255),
outline_color=(255, 255, 255, 200),
outline=1.0
)
frame.children.append(inner)
# Add text inside inner frame
inner_text = mcrfpy.Caption(text="Content", pos=(25, 20), font_size=14)
inner_text.fill_color = (255, 255, 255, 255)
inner.children.append(inner_text)
# Enable shader if requested
if shader:
frame.shader_enabled = True
return frame
# Row 1: Without shader
y1 = 50
title1 = mcrfpy.Caption(text="Without Shader:", pos=(20, y1 - 30), font_size=16)
title1.fill_color = (255, 255, 100, 255)
ui.append(title1)
# 1. Basic (no flags)
basic = create_test_frame(50, y1, "Basic", clip=False, cache=False, shader=False)
ui.append(basic)
# 2. clip_children
clipped = create_test_frame(300, y1, "clip_children", clip=True, cache=False, shader=False)
ui.append(clipped)
# 3. cache_subtree
cached = create_test_frame(550, y1, "cache_subtree", clip=False, cache=True, shader=False)
ui.append(cached)
# Row 2: With shader
y2 = 300
title2 = mcrfpy.Caption(text="With Shader (should animate):", pos=(20, y2 - 30), font_size=16)
title2.fill_color = (255, 255, 100, 255)
ui.append(title2)
# 4. Basic + shader
basic_shader = create_test_frame(50, y2, "Basic+Shader", clip=False, cache=False, shader=True)
ui.append(basic_shader)
# 5. clip_children + shader
clipped_shader = create_test_frame(300, y2, "clip+Shader", clip=True, cache=False, shader=True)
ui.append(clipped_shader)
# 6. cache_subtree + shader
cached_shader = create_test_frame(550, y2, "cache+Shader", clip=False, cache=True, shader=True)
ui.append(cached_shader)
# Add instructions
#instructions = mcrfpy.Caption(
# text="Press Q or Escape to quit. Bottom row should show animated wave/glow effects.",
# pos=(20, 400),
# font_size=14
#)
#instructions.fill_color = (180, 180, 180, 255)
#ui.append(instructions)
# Debug info
#debug_info = mcrfpy.Caption(
# text=f"Frames created: 6 variants (3 without shader, 3 with shader)",
# pos=(20, 430),
# font_size=12
#)
#debug_info.fill_color = (120, 120, 120, 255)
#ui.append(debug_info)
# Keyboard handler
def on_key(key, state):
if state == "start" and key in ("Q", "Escape"):
print("PASS: Shader POC test complete - exiting")
sys.exit(0)
scene.on_key = on_key
print("Shader POC Test running...")
print("- Top row: No shader (static)")
print("- Bottom row: Shader enabled (should animate with wave/glow)")
print("Press Q or Escape to quit")

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@ -0,0 +1,90 @@
#!/usr/bin/env python3
"""
Shader Toggle Test - Regression test for position corruption bug
Tests that toggling shader_enabled on and off does not corrupt frame position.
This was a bug similar to #223 where box.setPosition(0,0) during texture
rendering was never restored when switching back to standard rendering.
"""
import mcrfpy
import sys
scene = mcrfpy.Scene("toggle_test")
mcrfpy.current_scene = scene
ui = scene.children
# Background
bg = mcrfpy.Frame(pos=(0, 0), size=(800, 600), fill_color=(20, 20, 30, 255))
ui.append(bg)
# Create test frame at a specific position
test_frame = mcrfpy.Frame(
pos=(200, 200),
size=(150, 100),
fill_color=(80, 120, 180, 255),
outline_color=(255, 255, 255, 255),
outline=3.0
)
label = mcrfpy.Caption(text="Test Frame", pos=(10, 10), font_size=14)
label.fill_color = (255, 255, 255, 255)
test_frame.children.append(label)
ui.append(test_frame)
# Status display
status = mcrfpy.Caption(text="Status: Initial", pos=(20, 20), font_size=16)
status.fill_color = (255, 255, 100, 255)
ui.append(status)
pos_display = mcrfpy.Caption(text="", pos=(20, 50), font_size=14)
pos_display.fill_color = (200, 200, 200, 255)
ui.append(pos_display)
instructions = mcrfpy.Caption(
text="Press 1: Enable shader | 2: Disable shader | Q: Quit",
pos=(20, 550), font_size=14
)
instructions.fill_color = (150, 150, 150, 255)
ui.append(instructions)
def update_display():
pos_display.text = f"Position: ({test_frame.x}, {test_frame.y}) | Shader: {test_frame.shader_enabled}"
update_display()
test_count = 0
def on_key(key, state):
global test_count
if state != "start":
return
if key == "Num1" or key == "1":
test_frame.shader_enabled = True
status.text = "Status: Shader ENABLED"
update_display()
test_count += 1
elif key == "Num2" or key == "2":
test_frame.shader_enabled = False
status.text = "Status: Shader DISABLED"
update_display()
test_count += 1
# Check if position is still correct
if test_frame.x != 200 or test_frame.y != 200:
status.text = f"BUG! Position corrupted to ({test_frame.x}, {test_frame.y})"
status.fill_color = (255, 100, 100, 255)
else:
status.text = "Status: Shader DISABLED - Position OK!"
status.fill_color = (100, 255, 100, 255)
elif key in ("Q", "Escape"):
if test_frame.x == 200 and test_frame.y == 200:
print(f"PASS: Position remained correct after {test_count} toggles")
else:
print(f"FAIL: Position corrupted to ({test_frame.x}, {test_frame.y})")
sys.exit(0)
scene.on_key = on_key
print("Shader Toggle Test")
print("Press 1 to enable shader, 2 to disable, Q to quit")
print("Frame should stay at (200, 200) regardless of shader state")