|
|
import streamlit as st
|
|
|
import json
|
|
|
from pathlib import Path
|
|
|
|
|
|
st.set_page_config(page_title="Shader + Comments JSON", layout="wide")
|
|
|
|
|
|
st.title("🌀 Shader + Comments (Hugging Face Ready)")
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
DATA_DIR = Path("./data")
|
|
|
DATA_DIR.mkdir(exist_ok=True)
|
|
|
COMMENTS_FILE = DATA_DIR / "comments.json"
|
|
|
|
|
|
|
|
|
if COMMENTS_FILE.exists():
|
|
|
with open(COMMENTS_FILE, "r") as f:
|
|
|
comments = json.load(f)
|
|
|
else:
|
|
|
comments = []
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
shader_code_default = """
|
|
|
precision mediump float;
|
|
|
uniform vec2 iResolution;
|
|
|
uniform float iTime;
|
|
|
|
|
|
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
|
|
|
vec2 uv = fragCoord / iResolution.xy;
|
|
|
vec3 col = 0.5 + 0.5*cos(iTime + uv.xyx + vec3(0,2,4));
|
|
|
fragColor = vec4(col,1.0);
|
|
|
}
|
|
|
void main() { mainImage(gl_FragColor, gl_FragCoord.xy); }
|
|
|
"""
|
|
|
|
|
|
latest_shader = shader_code_default
|
|
|
for c in reversed(comments):
|
|
|
if c.get("type") == "shader":
|
|
|
latest_shader = c["content"]
|
|
|
break
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
shader_code = st.text_area("Shader Code (GLSL Fragment Shader)", latest_shader, height=250)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
html_code = f"""
|
|
|
<canvas id="glcanvas" width="800" height="500"></canvas>
|
|
|
<script>
|
|
|
const canvas = document.getElementById('glcanvas');
|
|
|
const gl = canvas.getContext('webgl');
|
|
|
if (!gl) {{
|
|
|
alert('WebGL not supported');
|
|
|
}}
|
|
|
|
|
|
const vertCode = `
|
|
|
attribute vec4 a_position;
|
|
|
void main() {{
|
|
|
gl_Position = a_position;
|
|
|
}}
|
|
|
`;
|
|
|
|
|
|
const fragCode = `{shader_code}`;
|
|
|
|
|
|
function createShader(gl, type, source) {{
|
|
|
const shader = gl.createShader(type);
|
|
|
gl.shaderSource(shader, source);
|
|
|
gl.compileShader(shader);
|
|
|
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {{
|
|
|
alert(gl.getShaderInfoLog(shader));
|
|
|
}}
|
|
|
return shader;
|
|
|
}}
|
|
|
|
|
|
const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertCode);
|
|
|
const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragCode);
|
|
|
|
|
|
const program = gl.createProgram();
|
|
|
gl.attachShader(program, vertexShader);
|
|
|
gl.attachShader(program, fragmentShader);
|
|
|
gl.linkProgram(program);
|
|
|
gl.useProgram(program);
|
|
|
|
|
|
const positionBuffer = gl.createBuffer();
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
|
|
|
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
|
|
|
-1, -1, 1, -1, -1, 1,
|
|
|
-1, 1, 1, -1, 1, 1
|
|
|
]), gl.STATIC_DRAW);
|
|
|
|
|
|
const positionLoc = gl.getAttribLocation(program, "a_position");
|
|
|
gl.enableVertexAttribArray(positionLoc);
|
|
|
gl.vertexAttribPointer(positionLoc, 2, gl.FLOAT, false, 0, 0);
|
|
|
|
|
|
const iResolution = gl.getUniformLocation(program, "iResolution");
|
|
|
const iTime = gl.getUniformLocation(program, "iTime");
|
|
|
|
|
|
function render(time) {{
|
|
|
gl.uniform2f(iResolution, canvas.width, canvas.height);
|
|
|
gl.uniform1f(iTime, time * 0.001);
|
|
|
gl.drawArrays(gl.TRIANGLES, 0, 6);
|
|
|
requestAnimationFrame(render);
|
|
|
}}
|
|
|
|
|
|
requestAnimationFrame(render);
|
|
|
</script>
|
|
|
"""
|
|
|
|
|
|
st.components.v1.html(html_code, height=520)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
st.markdown("---")
|
|
|
st.subheader("💬 Comments / Add New Shader")
|
|
|
|
|
|
comment_type = st.radio("Type", ["Normal Comment", "New Shader"])
|
|
|
|
|
|
with st.form("comment_form", clear_on_submit=True):
|
|
|
user_name = st.text_input("Your name", "")
|
|
|
user_content = st.text_area("Content", "", height=80)
|
|
|
submitted = st.form_submit_button("Submit")
|
|
|
|
|
|
if submitted and user_content.strip():
|
|
|
new_comment = {
|
|
|
"name": user_name or "Anonymous",
|
|
|
"content": user_content,
|
|
|
"type": "shader" if comment_type == "New Shader" else "comment"
|
|
|
}
|
|
|
comments.append(new_comment)
|
|
|
|
|
|
|
|
|
with open(COMMENTS_FILE, "w") as f:
|
|
|
json.dump(comments, f, indent=2)
|
|
|
|
|
|
st.success("Saved!")
|
|
|
|
|
|
|
|
|
if new_comment["type"] == "shader":
|
|
|
st.experimental_rerun()
|
|
|
|
|
|
|
|
|
for c in reversed(comments):
|
|
|
if c["type"] == "shader":
|
|
|
st.markdown(f"**{c['name']} added a new shader:**")
|
|
|
st.code(c["content"], language="glsl")
|
|
|
else:
|
|
|
st.markdown(f"**{c['name']}**: {c['content']}")
|
|
|
|