IQ.Pilot Prebuilt Release @ 27f668a
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238
iqpilot/system/ui/lib/shader_polygon.py
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238
iqpilot/system/ui/lib/shader_polygon.py
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import pyray as rl
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import numpy as np
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from dataclasses import dataclass
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from typing import Any, Optional, cast
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from iqpilot.system.ui.lib.application import gui_app, GL_VERSION
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MAX_GRADIENT_COLORS = 20 # includes stops as well
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@dataclass
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class Gradient:
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start: tuple[float, float]
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end: tuple[float, float]
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colors: list[rl.Color]
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stops: list[float]
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def __post_init__(self):
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if len(self.colors) > MAX_GRADIENT_COLORS:
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self.colors = self.colors[:MAX_GRADIENT_COLORS]
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print(f"Warning: Gradient colors truncated to {MAX_GRADIENT_COLORS} entries")
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if len(self.stops) > MAX_GRADIENT_COLORS:
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self.stops = self.stops[:MAX_GRADIENT_COLORS]
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print(f"Warning: Gradient stops truncated to {MAX_GRADIENT_COLORS} entries")
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if not len(self.stops):
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color_count = min(len(self.colors), MAX_GRADIENT_COLORS)
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self.stops = [i / max(1, color_count - 1) for i in range(color_count)]
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FRAGMENT_SHADER = GL_VERSION + """
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in vec2 fragTexCoord;
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out vec4 finalColor;
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uniform vec4 fillColor;
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// Gradient line defined in *screen pixels*
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uniform int useGradient;
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uniform vec2 gradientStart; // e.g. vec2(0, 0)
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uniform vec2 gradientEnd; // e.g. vec2(0, screenHeight)
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uniform vec4 gradientColors[20];
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uniform float gradientStops[20];
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uniform int gradientColorCount;
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vec4 getGradientColor(vec2 p) {
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// Compute t from screen-space position
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vec2 d = gradientStart - gradientEnd;
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float len2 = max(dot(d, d), 1e-6);
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float t = clamp(dot(p - gradientEnd, d) / len2, 0.0, 1.0);
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// Clamp to range
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float t0 = gradientStops[0];
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float tn = gradientStops[gradientColorCount-1];
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if (t <= t0) return gradientColors[0];
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if (t >= tn) return gradientColors[gradientColorCount-1];
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for (int i = 0; i < gradientColorCount - 1; i++) {
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float a = gradientStops[i];
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float b = gradientStops[i+1];
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if (t >= a && t <= b) {
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float k = (t - a) / max(b - a, 1e-6);
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return mix(gradientColors[i], gradientColors[i+1], k);
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}
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}
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return gradientColors[gradientColorCount-1];
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}
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void main() {
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// TODO: do proper antialiasing
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finalColor = useGradient == 1 ? getGradientColor(gl_FragCoord.xy) : fillColor;
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}
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"""
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# Default vertex shader
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VERTEX_SHADER = GL_VERSION + """
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in vec3 vertexPosition;
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in vec2 vertexTexCoord;
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out vec2 fragTexCoord;
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uniform mat4 mvp;
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void main() {
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fragTexCoord = vertexTexCoord;
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gl_Position = mvp * vec4(vertexPosition, 1.0);
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}
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"""
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UNIFORM_INT = rl.ShaderUniformDataType.SHADER_UNIFORM_INT
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UNIFORM_FLOAT = rl.ShaderUniformDataType.SHADER_UNIFORM_FLOAT
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UNIFORM_VEC2 = rl.ShaderUniformDataType.SHADER_UNIFORM_VEC2
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UNIFORM_VEC4 = rl.ShaderUniformDataType.SHADER_UNIFORM_VEC4
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class ShaderState:
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_instance: Any = None
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@classmethod
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def get_instance(cls):
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if cls._instance is None:
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cls._instance = cls()
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return cls._instance
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def __init__(self):
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if ShaderState._instance is not None:
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raise Exception("This class is a singleton. Use get_instance() instead.")
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self.initialized = False
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self.shader = None
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# Shader uniform locations
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self.locations = {
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'fillColor': None,
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'useGradient': None,
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'gradientStart': None,
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'gradientEnd': None,
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'gradientColors': None,
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'gradientStops': None,
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'gradientColorCount': None,
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'mvp': None,
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}
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# Pre-allocated FFI objects
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self.fill_color_ptr = rl.ffi.new("float[]", [0.0, 0.0, 0.0, 0.0])
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self.use_gradient_ptr = rl.ffi.new("int[]", [0])
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self.color_count_ptr = rl.ffi.new("int[]", [0])
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self.gradient_colors_ptr = rl.ffi.new("float[]", MAX_GRADIENT_COLORS * 4)
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self.gradient_stops_ptr = rl.ffi.new("float[]", MAX_GRADIENT_COLORS)
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def initialize(self):
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if self.initialized:
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return
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self.shader = rl.load_shader_from_memory(VERTEX_SHADER, FRAGMENT_SHADER)
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# Cache all uniform locations
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for uniform in self.locations.keys():
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self.locations[uniform] = rl.get_shader_location(self.shader, uniform)
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# Orthographic MVP (origin top-left)
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proj = rl.matrix_ortho(0, gui_app.width, gui_app.height, 0, -1, 1)
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rl.set_shader_value_matrix(self.shader, self.locations['mvp'], proj)
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self.initialized = True
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def cleanup(self):
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if not self.initialized:
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return
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if self.shader:
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rl.unload_shader(self.shader)
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self.shader = None
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self.initialized = False
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def _configure_shader_color(state: ShaderState, color: Optional[rl.Color],
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gradient: Gradient | None, origin_rect: rl.Rectangle):
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assert (color is not None) != (gradient is not None), "Either color or gradient must be provided"
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use_gradient = 1 if (gradient is not None and len(gradient.colors) >= 1) else 0
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state.use_gradient_ptr[0] = use_gradient
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rl.set_shader_value(state.shader, state.locations['useGradient'], state.use_gradient_ptr, UNIFORM_INT)
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if use_gradient:
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gradient = cast(Gradient, gradient)
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state.color_count_ptr[0] = len(gradient.colors)
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for i in range(len(gradient.colors)):
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c = gradient.colors[i]
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base = i * 4
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state.gradient_colors_ptr[base:base + 4] = [c.r / 255.0, c.g / 255.0, c.b / 255.0, c.a / 255.0]
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rl.set_shader_value_v(state.shader, state.locations['gradientColors'], state.gradient_colors_ptr, UNIFORM_VEC4, len(gradient.colors))
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for i in range(len(gradient.stops)):
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s = float(gradient.stops[i])
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state.gradient_stops_ptr[i] = 0.0 if s < 0.0 else 1.0 if s > 1.0 else s
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rl.set_shader_value_v(state.shader, state.locations['gradientStops'], state.gradient_stops_ptr, UNIFORM_FLOAT, len(gradient.stops))
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rl.set_shader_value(state.shader, state.locations['gradientColorCount'], state.color_count_ptr, UNIFORM_INT)
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# Map normalized start/end to screen pixels
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start_vec = rl.Vector2(origin_rect.x + gradient.start[0] * origin_rect.width, origin_rect.y + gradient.start[1] * origin_rect.height)
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end_vec = rl.Vector2(origin_rect.x + gradient.end[0] * origin_rect.width, origin_rect.y + gradient.end[1] * origin_rect.height)
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rl.set_shader_value(state.shader, state.locations['gradientStart'], start_vec, UNIFORM_VEC2)
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rl.set_shader_value(state.shader, state.locations['gradientEnd'], end_vec, UNIFORM_VEC2)
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else:
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color = color or rl.WHITE
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state.fill_color_ptr[0:4] = [color.r / 255.0, color.g / 255.0, color.b / 255.0, color.a / 255.0]
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rl.set_shader_value(state.shader, state.locations['fillColor'], state.fill_color_ptr, UNIFORM_VEC4)
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def triangulate(pts: np.ndarray) -> list[tuple[float, float]]:
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"""Only supports simple polygons with two chains (ribbon)."""
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# TODO: consider deduping close screenspace points
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# interleave points to produce a triangle strip
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# assert len(pts) % 2 == 0, "Interleaving expects even number of points"
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if len(pts) % 2 != 0:
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pts = pts[:-1]
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tri_strip = []
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for i in range(len(pts) // 2):
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tri_strip.append(pts[i])
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tri_strip.append(pts[-i - 1])
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return cast(list, np.array(tri_strip).tolist())
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def draw_polygon(origin_rect: rl.Rectangle, points: np.ndarray,
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color: Optional[rl.Color] = None, gradient: Gradient | None = None):
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"""
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Draw a ribbon polygon (two chains) with a triangle strip and gradient.
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- Input must be [L0..Lk-1, Rk-1..R0], even count, no crossings/holes.
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"""
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if len(points) < 3:
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return
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# Initialize shader on-demand
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state = ShaderState.get_instance()
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state.initialize()
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# Ensure (N,2) float32 contiguous array
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pts = np.ascontiguousarray(points, dtype=np.float32)
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assert pts.ndim == 2 and pts.shape[1] == 2, "points must be (N,2)"
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# Configure gradient shader
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_configure_shader_color(state, color, gradient, origin_rect)
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# Triangulate via interleaving
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tri_strip = triangulate(pts)
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# Draw strip, color here doesn't matter
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rl.begin_shader_mode(state.shader)
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rl.draw_triangle_strip(tri_strip, len(tri_strip), rl.WHITE)
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rl.end_shader_mode()
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def cleanup_shader_resources():
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state = ShaderState.get_instance()
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state.cleanup()
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