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#!/usr/bin/env python3
"""
Mipmap Compatible Texture Sampling Deblocking Shader Testbed
Copyright (C) 2026 Binomial LLC.
LICENSE: Apache 2.0
Usage:
python testbed.py shader.glsl block_w block_h mip0.png mip1.png [mip2.png ...]
block_w, block_h: Block size in texels (e.g. 8 8 for 8x8 DCT blocks)
Controls:
Arrows Move quad left/right/up/down
W / S Move closer / farther
A / D Rotate yaw (cube mode)
Q / E Rotate pitch (cube mode)
C Toggle cube / quad mode
B Bilinear filtering
T Trilinear filtering
P Point filtering
R Reload shader
1 Toggle deblocking shader off/on
2 Toggle edge visualization (only when deblocking active)
3-4 Toggle shader const0.x/y/z/w (0 <-> 1)
5-8 Toggle shader const1.x/y/z/w (0 <-> 1)
Space Reset to initial state
Esc Quit
"""
import sys, os, importlib.util
print("=== DIAG ===")
print("exe:", sys.executable)
print("ver:", sys.version)
print("cwd:", os.getcwd())
print("glfw spec:", importlib.util.find_spec("glfw"))
print("OpenGL spec:", importlib.util.find_spec("OpenGL"))
print("============")
import sys
import ctypes
import numpy as np
from PIL import Image, ImageDraw, ImageFont
from pathlib import Path
import glfw
from OpenGL.GL import *
# -----------------------------------------------------------------------------
# Globals
# -----------------------------------------------------------------------------
WINDOW_WIDTH = 1280
WINDOW_HEIGHT = 720
FOV_DEGREES = 90.0
Z_MIN = .40
Z_MAX = -50.0
Z_SPEED = 2.0
XY_SPEED = 1.5
ROT_SPEED = 90.0 # degrees per second
# Block size (set from command line)
BLOCK_WIDTH = 12
BLOCK_HEIGHT = 12
g_state = {
'x': 0.0,
'y': 0.0,
'z': -3.0,
'yaw': 0.0,
'pitch': 0.0,
'mode': 'QUAD', # 'QUAD' or 'CUBE'
'filter_mode': 'BILINEAR',
'shader_path': None,
'program': None,
'texture': None,
'tex_size': (0, 0),
'quad_vao': None,
'cube_vao': None,
'cube_index_count': 0,
'debug_vao': None,
'debug_texture': None,
'debug_dirty': True,
'last_time': 0.0,
'const0': [0.0, 0.0, 0.0, 0.0],
'const1': [0.0, 0.0, 0.0, 0.0],
}
INIT_X = 0.0
INIT_Y = 0.0
INIT_Z = -3.0
INIT_YAW = 0.0
INIT_PITCH = 0.0
INIT_CONST0 = [0.0, 0.0, 0.0, 0.0]
INIT_CONST1 = [0.0, 0.0, 0.0, 0.0]
# -----------------------------------------------------------------------------
# Shader Loading
# -----------------------------------------------------------------------------
def parse_shader_file(path):
"""Parse shader file with #vertex and #fragment markers."""
text = Path(path).read_text()
vertex_src = None
fragment_src = None
parts = text.split('#vertex')
if len(parts) < 2:
print(f"ERROR: No #vertex marker found in {path}")
return None, None
rest = parts[1]
frag_parts = rest.split('#fragment')
if len(frag_parts) < 2:
print(f"ERROR: No #fragment marker found in {path}")
return None, None
vertex_src = frag_parts[0].strip()
fragment_src = frag_parts[1].strip()
return vertex_src, fragment_src
def compile_shader(source, shader_type):
"""Compile a shader, return handle or None on error."""
shader = glCreateShader(shader_type)
glShaderSource(shader, source)
glCompileShader(shader)
if glGetShaderiv(shader, GL_COMPILE_STATUS) != GL_TRUE:
error = glGetShaderInfoLog(shader)
if isinstance(error, bytes):
error = error.decode('utf-8')
type_name = "VERTEX" if shader_type == GL_VERTEX_SHADER else "FRAGMENT"
print(f"{type_name} SHADER ERROR:\n{error}")
glDeleteShader(shader)
return None
return shader
def link_program(vertex_shader, fragment_shader):
"""Link shaders into program, return handle or None on error."""
program = glCreateProgram()
glAttachShader(program, vertex_shader)
glAttachShader(program, fragment_shader)
glLinkProgram(program)
if glGetProgramiv(program, GL_LINK_STATUS) != GL_TRUE:
error = glGetProgramInfoLog(program)
if isinstance(error, bytes):
error = error.decode('utf-8')
print(f"LINK ERROR:\n{error}")
glDeleteProgram(program)
return None
return program
def load_shader(path):
"""Load, compile, and link shader from file. Returns program or None."""
print(f"Loading shader: {path}")
vertex_src, fragment_src = parse_shader_file(path)
if vertex_src is None or fragment_src is None:
return None
vertex_shader = compile_shader(vertex_src, GL_VERTEX_SHADER)
if vertex_shader is None:
return None
fragment_shader = compile_shader(fragment_src, GL_FRAGMENT_SHADER)
if fragment_shader is None:
glDeleteShader(vertex_shader)
return None
program = link_program(vertex_shader, fragment_shader)
glDeleteShader(vertex_shader)
glDeleteShader(fragment_shader)
if program:
print("Shader compiled successfully.")
return program
def reload_shader():
"""Attempt to reload shader. Keep old one if failed."""
new_program = load_shader(g_state['shader_path'])
if new_program is not None:
if g_state['program'] is not None:
glDeleteProgram(g_state['program'])
g_state['program'] = new_program
else:
print("Shader reload failed, keeping previous shader.")
# -----------------------------------------------------------------------------
# Texture Loading
# -----------------------------------------------------------------------------
def load_mipmap_texture(paths):
"""Load PNG files as mipmap levels. Returns texture handle and base size."""
images = []
for i, path in enumerate(paths):
img = Image.open(path).convert('RGBA')
images.append(img)
print(f"Loaded mip {i}: {path} ({img.width}x{img.height})")
# Validate dimensions
for i in range(1, len(images)):
expected_w = images[i - 1].width // 2
expected_h = images[i - 1].height // 2
actual_w = images[i].width
actual_h = images[i].height
if actual_w != expected_w or actual_h != expected_h:
print(f"ERROR: Mip {i} should be {expected_w}x{expected_h}, got {actual_w}x{actual_h}")
sys.exit(1)
# Create texture
texture = glGenTextures(1)
glBindTexture(GL_TEXTURE_2D, texture)
# Upload each mip level
for level, img in enumerate(images):
data = np.array(img, dtype=np.uint8)
glTexImage2D(
GL_TEXTURE_2D, level, GL_RGBA8,
img.width, img.height, 0,
GL_RGBA, GL_UNSIGNED_BYTE, data
)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, len(images) - 1)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
base_size = (images[0].width, images[0].height)
return texture, base_size
def set_filter_mode(mode):
"""Set texture filtering mode."""
glBindTexture(GL_TEXTURE_2D, g_state['texture'])
if mode == 'BILINEAR':
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
elif mode == 'TRILINEAR':
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
else: # POINT
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
g_state['filter_mode'] = mode
g_state['debug_dirty'] = True
# -----------------------------------------------------------------------------
# Geometry
# -----------------------------------------------------------------------------
def create_quad(aspect_ratio):
"""Create a quad VAO centered at origin with given aspect ratio."""
# Normalize so longest dimension is 1.0
if aspect_ratio >= 1.0:
half_w = 1.0
half_h = 1.0 / aspect_ratio
else:
half_w = aspect_ratio
half_h = 1.0
# Position (x, y, z) + UV (u, v)
vertices = np.array([
-half_w, -half_h, 0.0, 0.0, 1.0,
half_w, -half_h, 0.0, 1.0, 1.0,
half_w, half_h, 0.0, 1.0, 0.0,
-half_w, half_h, 0.0, 0.0, 0.0,
], dtype=np.float32)
indices = np.array([0, 1, 2, 0, 2, 3], dtype=np.uint32)
vao = glGenVertexArrays(1)
vbo = glGenBuffers(1)
ebo = glGenBuffers(1)
glBindVertexArray(vao)
glBindBuffer(GL_ARRAY_BUFFER, vbo)
glBufferData(GL_ARRAY_BUFFER, vertices.nbytes, vertices, GL_STATIC_DRAW)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo)
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.nbytes, indices, GL_STATIC_DRAW)
# Position attribute (location 0)
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 20, ctypes.c_void_p(0))
glEnableVertexAttribArray(0)
# UV attribute (location 1)
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 20, ctypes.c_void_p(12))
glEnableVertexAttribArray(1)
glBindVertexArray(0)
return vao
def create_cube(size=1.0):
"""Create a textured cube VAO centered at origin."""
h = size / 2.0
# Each face: 4 vertices with position (x,y,z) + UV (u,v)
# Front face (z = +h)
front = [
-h, -h, h, 0.0, 1.0,
h, -h, h, 1.0, 1.0,
h, h, h, 1.0, 0.0,
-h, h, h, 0.0, 0.0,
]
# Back face (z = -h)
back = [
h, -h, -h, 0.0, 1.0,
-h, -h, -h, 1.0, 1.0,
-h, h, -h, 1.0, 0.0,
h, h, -h, 0.0, 0.0,
]
# Right face (x = +h)
right = [
h, -h, h, 0.0, 1.0,
h, -h, -h, 1.0, 1.0,
h, h, -h, 1.0, 0.0,
h, h, h, 0.0, 0.0,
]
# Left face (x = -h)
left = [
-h, -h, -h, 0.0, 1.0,
-h, -h, h, 1.0, 1.0,
-h, h, h, 1.0, 0.0,
-h, h, -h, 0.0, 0.0,
]
# Top face (y = +h)
top = [
-h, h, h, 0.0, 1.0,
h, h, h, 1.0, 1.0,
h, h, -h, 1.0, 0.0,
-h, h, -h, 0.0, 0.0,
]
# Bottom face (y = -h)
bottom = [
-h, -h, -h, 0.0, 1.0,
h, -h, -h, 1.0, 1.0,
h, -h, h, 1.0, 0.0,
-h, -h, h, 0.0, 0.0,
]
vertices = np.array(front + back + right + left + top + bottom, dtype=np.float32)
# 6 faces, each with 2 triangles (6 indices per face)
indices = []
for i in range(6):
base = i * 4
indices.extend([base, base+1, base+2, base, base+2, base+3])
indices = np.array(indices, dtype=np.uint32)
vao = glGenVertexArrays(1)
vbo = glGenBuffers(1)
ebo = glGenBuffers(1)
glBindVertexArray(vao)
glBindBuffer(GL_ARRAY_BUFFER, vbo)
glBufferData(GL_ARRAY_BUFFER, vertices.nbytes, vertices, GL_STATIC_DRAW)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo)
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.nbytes, indices, GL_STATIC_DRAW)
# Position attribute (location 0)
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 20, ctypes.c_void_p(0))
glEnableVertexAttribArray(0)
# UV attribute (location 1)
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 20, ctypes.c_void_p(12))
glEnableVertexAttribArray(1)
glBindVertexArray(0)
return vao, len(indices)
def create_debug_quad():
"""Create a screen-space quad for debug text overlay."""
# Screen-space quad at top-left
# NDC: x=-1 is left, y=1 is top
w = 680.0 / WINDOW_WIDTH * 2.0
h = 60.0 / WINDOW_HEIGHT * 2.0
vertices = np.array([
-1.0, 1.0, 0.0, 0.0,
-1.0 + w, 1.0, 1.0, 0.0,
-1.0 + w, 1.0 - h, 1.0, 1.0,
-1.0, 1.0 - h, 0.0, 1.0,
], dtype=np.float32)
indices = np.array([0, 1, 2, 0, 2, 3], dtype=np.uint32)
vao = glGenVertexArrays(1)
vbo = glGenBuffers(1)
ebo = glGenBuffers(1)
glBindVertexArray(vao)
glBindBuffer(GL_ARRAY_BUFFER, vbo)
glBufferData(GL_ARRAY_BUFFER, vertices.nbytes, vertices, GL_STATIC_DRAW)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo)
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.nbytes, indices, GL_STATIC_DRAW)
# Position attribute (location 0) - xy only
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 16, ctypes.c_void_p(0))
glEnableVertexAttribArray(0)
# UV attribute (location 1)
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 16, ctypes.c_void_p(8))
glEnableVertexAttribArray(1)
glBindVertexArray(0)
return vao
# -----------------------------------------------------------------------------
# Debug Text
# -----------------------------------------------------------------------------
DEBUG_VERTEX = """
#version 330 core
layout(location = 0) in vec2 aPos;
layout(location = 1) in vec2 aUV;
out vec2 vUV;
void main() {
vUV = aUV;
gl_Position = vec4(aPos, 0.0, 1.0);
}
"""
DEBUG_FRAGMENT = """
#version 330 core
uniform sampler2D tex;
in vec2 vUV;
out vec4 fragColor;
void main() {
fragColor = texture(tex, vUV);
}
"""
g_debug_program = None
def init_debug_rendering():
"""Initialize debug text rendering resources."""
global g_debug_program
vs = compile_shader(DEBUG_VERTEX, GL_VERTEX_SHADER)
fs = compile_shader(DEBUG_FRAGMENT, GL_FRAGMENT_SHADER)
if vs is None or fs is None:
print("ERROR: Failed to compile debug shaders")
if vs:
glDeleteShader(vs)
if fs:
glDeleteShader(fs)
return
g_debug_program = link_program(vs, fs)
glDeleteShader(vs)
glDeleteShader(fs)
if g_debug_program is None:
print("ERROR: Failed to link debug program")
return
g_state['debug_vao'] = create_debug_quad()
g_state['debug_texture'] = glGenTextures(1)
def update_debug_text():
"""Render debug text to texture."""
if not g_state['debug_dirty']:
return
c0 = g_state['const0']
c1 = g_state['const1']
# Build status lines
lines = [
f"Mode:{g_state['mode']:4s} Filter:{g_state['filter_mode']:9s} Block:{BLOCK_WIDTH}x{BLOCK_HEIGHT} Deblock: [{int(c0[0])}{int(c0[1])}{int(c0[2])}{int(c0[3])}][{int(c1[0])}{int(c1[1])}{int(c1[2])}{int(c1[3])}]",
f"X:{g_state['x']:+5.1f} Y:{g_state['y']:+5.1f} Z:{g_state['z']:5.1f} Yaw:{g_state['yaw']:+6.1f} Pitch:{g_state['pitch']:+6.1f}",
"Arrows:move, W/S:zoom, A/D:yaw, Q/E:pitch, C:cube, B/T/P:filter, 1=deblocking toggle, 2=edge vis, R:reload, Space:reset",
]
img = Image.new('RGBA', (680, 60), (0, 0, 0, 180))
draw = ImageDraw.Draw(img)
try:
font = ImageFont.truetype("/usr/share/fonts/truetype/dejavu/DejaVuSansMono.ttf", 14)
except:
font = ImageFont.load_default()
y = 4
for line in lines:
draw.text((6, y), line, fill=(255, 255, 255, 255), font=font)
y += 18
data = np.array(img, dtype=np.uint8)
glBindTexture(GL_TEXTURE_2D, g_state['debug_texture'])
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, img.width, img.height, 0,
GL_RGBA, GL_UNSIGNED_BYTE, data)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
g_state['debug_dirty'] = False
def draw_debug_text():
"""Draw debug text overlay."""
if g_debug_program is None:
return
update_debug_text()
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_DEPTH_TEST)
glUseProgram(g_debug_program)
glBindTexture(GL_TEXTURE_2D, g_state['debug_texture'])
glBindVertexArray(g_state['debug_vao'])
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, None)
glEnable(GL_DEPTH_TEST)
glDisable(GL_BLEND)
# -----------------------------------------------------------------------------
# Math
# -----------------------------------------------------------------------------
def perspective_matrix(fov_deg, aspect, near, far):
"""Create perspective projection matrix."""
fov_rad = np.radians(fov_deg)
f = 1.0 / np.tan(fov_rad / 2.0)
m = np.zeros((4, 4), dtype=np.float32)
m[0, 0] = f / aspect
m[1, 1] = f
m[2, 2] = (far + near) / (near - far)
m[2, 3] = (2 * far * near) / (near - far)
m[3, 2] = -1.0
return m
def translation_matrix(x, y, z):
"""Create translation matrix."""
m = np.eye(4, dtype=np.float32)
m[0, 3] = x
m[1, 3] = y
m[2, 3] = z
return m
def rotation_matrix_y(deg):
"""Create rotation matrix around Y axis (yaw)."""
rad = np.radians(deg)
c, s = np.cos(rad), np.sin(rad)
m = np.eye(4, dtype=np.float32)
m[0, 0] = c
m[0, 2] = s
m[2, 0] = -s
m[2, 2] = c
return m
def rotation_matrix_x(deg):
"""Create rotation matrix around X axis (pitch)."""
rad = np.radians(deg)
c, s = np.cos(rad), np.sin(rad)
m = np.eye(4, dtype=np.float32)
m[1, 1] = c
m[1, 2] = -s
m[2, 1] = s
m[2, 2] = c
return m
# -----------------------------------------------------------------------------
# Input
# -----------------------------------------------------------------------------
def framebuffer_size_callback(window, width, height):
"""Handle window resize."""
global WINDOW_WIDTH, WINDOW_HEIGHT
WINDOW_WIDTH = width
WINDOW_HEIGHT = height
glViewport(0, 0, width, height)
g_state['debug_dirty'] = True
def key_callback(window, key, scancode, action, mods):
if action == glfw.PRESS:
if key == glfw.KEY_ESCAPE:
glfw.set_window_should_close(window, True)
elif key == glfw.KEY_R:
reload_shader()
elif key == glfw.KEY_B:
set_filter_mode('BILINEAR')
print("Filter: BILINEAR")
elif key == glfw.KEY_P:
set_filter_mode('POINT')
print("Filter: POINT")
elif key == glfw.KEY_T:
set_filter_mode('TRILINEAR')
print("Filter: TRILINEAR")
# Toggle const0 components (keys 1-4)
elif key == glfw.KEY_1:
g_state['const0'][0] = 1.0 - g_state['const0'][0]
print(f"const0: {g_state['const0']}")
g_state['debug_dirty'] = True
elif key == glfw.KEY_2:
g_state['const0'][1] = 1.0 - g_state['const0'][1]
print(f"const0: {g_state['const0']}")
g_state['debug_dirty'] = True
elif key == glfw.KEY_3:
g_state['const0'][2] = 1.0 - g_state['const0'][2]
print(f"const0: {g_state['const0']}")
g_state['debug_dirty'] = True
elif key == glfw.KEY_4:
g_state['const0'][3] = 1.0 - g_state['const0'][3]
print(f"const0: {g_state['const0']}")
g_state['debug_dirty'] = True
# Toggle const1 components (keys 5-8)
elif key == glfw.KEY_5:
g_state['const1'][0] = 1.0 - g_state['const1'][0]
print(f"const1: {g_state['const1']}")
g_state['debug_dirty'] = True
elif key == glfw.KEY_6:
g_state['const1'][1] = 1.0 - g_state['const1'][1]
print(f"const1: {g_state['const1']}")
g_state['debug_dirty'] = True
elif key == glfw.KEY_7:
g_state['const1'][2] = 1.0 - g_state['const1'][2]
print(f"const1: {g_state['const1']}")
g_state['debug_dirty'] = True
elif key == glfw.KEY_8:
g_state['const1'][3] = 1.0 - g_state['const1'][3]
print(f"const1: {g_state['const1']}")
g_state['debug_dirty'] = True
elif key == glfw.KEY_C:
g_state['mode'] = 'CUBE' if g_state['mode'] == 'QUAD' else 'QUAD'
print(f"Mode: {g_state['mode']}")
g_state['debug_dirty'] = True
elif key == glfw.KEY_SPACE:
g_state['x'] = INIT_X
g_state['y'] = INIT_Y
g_state['z'] = INIT_Z
g_state['yaw'] = INIT_YAW
g_state['pitch'] = INIT_PITCH
g_state['const0'] = INIT_CONST0.copy()
g_state['const1'] = INIT_CONST1.copy()
g_state['debug_dirty'] = True
print("Reset to initial state")
def process_held_keys(window, dt):
"""Process continuously held keys."""
moved = False
if glfw.get_key(window, glfw.KEY_W) == glfw.PRESS:
g_state['z'] += Z_SPEED * dt
moved = True
if glfw.get_key(window, glfw.KEY_S) == glfw.PRESS:
g_state['z'] -= Z_SPEED * dt
moved = True
if glfw.get_key(window, glfw.KEY_LEFT) == glfw.PRESS:
g_state['x'] += XY_SPEED * dt
moved = True
if glfw.get_key(window, glfw.KEY_RIGHT) == glfw.PRESS:
g_state['x'] -= XY_SPEED * dt
moved = True
if glfw.get_key(window, glfw.KEY_UP) == glfw.PRESS:
g_state['y'] += XY_SPEED * dt
moved = True
if glfw.get_key(window, glfw.KEY_DOWN) == glfw.PRESS:
g_state['y'] -= XY_SPEED * dt
moved = True
# Rotation (A/D for yaw, Q/E for pitch)
if glfw.get_key(window, glfw.KEY_A) == glfw.PRESS:
g_state['yaw'] += ROT_SPEED * dt
moved = True
if glfw.get_key(window, glfw.KEY_D) == glfw.PRESS:
g_state['yaw'] -= ROT_SPEED * dt
moved = True
if glfw.get_key(window, glfw.KEY_Q) == glfw.PRESS:
g_state['pitch'] += ROT_SPEED * dt
moved = True
if glfw.get_key(window, glfw.KEY_E) == glfw.PRESS:
g_state['pitch'] -= ROT_SPEED * dt
moved = True
# Clamp Z
g_state['z'] = max(Z_MAX, min(Z_MIN, g_state['z']))
if moved:
g_state['debug_dirty'] = True
# -----------------------------------------------------------------------------
# Main
# -----------------------------------------------------------------------------
def main():
global BLOCK_WIDTH, BLOCK_HEIGHT
if len(sys.argv) < 5:
print(__doc__)
print("ERROR: Need shader, block_w, block_h, and at least one mipmap PNG")
print("Example: python testbed.py shader.glsl 8 8 mip0.png mip1.png")
sys.exit(1)
shader_path = sys.argv[1]
try:
BLOCK_WIDTH = int(sys.argv[2])
BLOCK_HEIGHT = int(sys.argv[3])
except ValueError:
print(f"ERROR: block_w and block_h must be integers, got '{sys.argv[2]}' '{sys.argv[3]}'")
sys.exit(1)
if BLOCK_WIDTH < 1 or BLOCK_HEIGHT < 1:
print(f"ERROR: block size must be positive, got {BLOCK_WIDTH}x{BLOCK_HEIGHT}")
sys.exit(1)
mip_paths = sys.argv[4:]
print(f"Block size: {BLOCK_WIDTH}x{BLOCK_HEIGHT}")
g_state['shader_path'] = shader_path
# Init GLFW
if not glfw.init():
print("ERROR: Failed to initialize GLFW")
sys.exit(1)
glfw.window_hint(glfw.CONTEXT_VERSION_MAJOR, 3)
glfw.window_hint(glfw.CONTEXT_VERSION_MINOR, 3)
glfw.window_hint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE)
glfw.window_hint(glfw.RESIZABLE, glfw.TRUE)
glfw.window_hint(glfw.FOCUSED, glfw.TRUE)
glfw.window_hint(glfw.FOCUS_ON_SHOW, glfw.TRUE)
window = glfw.create_window(WINDOW_WIDTH, WINDOW_HEIGHT, "Deblock Shader Testbed", None, None)
if not window:
glfw.terminate()
print("ERROR: Failed to create window")
sys.exit(1)
glfw.make_context_current(window)
glfw.set_key_callback(window, key_callback)
glfw.set_framebuffer_size_callback(window, framebuffer_size_callback)
glfw.swap_interval(1) # VSync
glfw.focus_window(window)
print(f"OpenGL: {glGetString(GL_VERSION).decode()}")
# Load shader (exit on failure at startup)
g_state['program'] = load_shader(shader_path)
if g_state['program'] is None:
glfw.terminate()
sys.exit(1)
# Load texture
g_state['texture'], g_state['tex_size'] = load_mipmap_texture(mip_paths)
set_filter_mode('BILINEAR')
# Create quad
aspect = g_state['tex_size'][0] / g_state['tex_size'][1]
g_state['quad_vao'] = create_quad(aspect)
# Create cube
g_state['cube_vao'], g_state['cube_index_count'] = create_cube(1.0)
# Init debug rendering
init_debug_rendering()
glEnable(GL_DEPTH_TEST)
glClearColor(0.2, 0.2, 0.2, 1.0)
g_state['last_time'] = glfw.get_time()
# Main loop
while not glfw.window_should_close(window):
# Delta time
now = glfw.get_time()
dt = now - g_state['last_time']
g_state['last_time'] = now
# Input
glfw.poll_events()
process_held_keys(window, dt)
# Projection matrix (recalculate for resize)
proj = perspective_matrix(FOV_DEGREES, WINDOW_WIDTH / WINDOW_HEIGHT, 0.001, 100.0)
# Clear
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
# Draw quad or cube
glUseProgram(g_state['program'])
# MVP (include rotation for cube mode)
trans = translation_matrix(g_state['x'], g_state['y'], g_state['z'])
rot_y = rotation_matrix_y(g_state['yaw'])
rot_x = rotation_matrix_x(g_state['pitch'])
model = trans @ rot_y @ rot_x
mvp = proj @ model
loc = glGetUniformLocation(g_state['program'], "mvp")
if loc >= 0:
glUniformMatrix4fv(loc, 1, GL_TRUE, mvp)
loc = glGetUniformLocation(g_state['program'], "tex")
if loc >= 0:
glUniform1i(loc, 0)
loc = glGetUniformLocation(g_state['program'], "texSize")
if loc >= 0:
glUniform4f(loc, float(g_state['tex_size'][0]), float(g_state['tex_size'][1]), BLOCK_WIDTH, BLOCK_HEIGHT);
loc = glGetUniformLocation(g_state['program'], "const0")
if loc >= 0:
c = g_state['const0']
glUniform4f(loc, c[0], c[1], c[2], c[3])
loc = glGetUniformLocation(g_state['program'], "const1")
if loc >= 0:
c = g_state['const1']
glUniform4f(loc, c[0], c[1], c[2], c[3])
glActiveTexture(GL_TEXTURE0)
glBindTexture(GL_TEXTURE_2D, g_state['texture'])
if g_state['mode'] == 'CUBE':
glBindVertexArray(g_state['cube_vao'])
glDrawElements(GL_TRIANGLES, g_state['cube_index_count'], GL_UNSIGNED_INT, None)
else:
glBindVertexArray(g_state['quad_vao'])
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, None)
# Draw debug overlay
draw_debug_text()
glfw.swap_buffers(window)
glfw.terminate()
print("Done.")
if __name__ == "__main__":
main()