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							246 lines
						
					
					
						
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							246 lines
						
					
					
						
							7.9 KiB
						
					
					
				import platform
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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 openpilot.system.ui.lib.application import gui_app
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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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VERSION = """
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#version 300 es
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precision highp float;
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"""
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if platform.system() == "Darwin":
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  VERSION = """
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    #version 330 core
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  """
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FRAGMENT_SHADER = 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 = 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],  # noqa: UP045
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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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  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):  # noqa: UP045
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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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