simvx.editor.panels.shader_editor

Shader Editor Panel – GLSL code editor with live preview.

Provides a split-view shader editing experience: a CodeTextEdit with GLSL syntax highlighting on the left, and a material preview + error output on the right. Auto-recompiles the shader on text change (debounced 500ms after last edit) and displays compilation errors inline via TextMarker squiggles.

Layout: +—————————————————-+ | Shader Editor [Compile] [Sphere|Cube|Quad] [Reset]| +—————————+————————+ | | Preview | | GLSL Code Editor | [rendered mesh] | | (syntax highlighted) | | | +————————+ | | Uniforms | | | time [====|—] 0.0 | | | color [####] | +—————————+————————+ | Errors | | shader.frag:12: error: undeclared identifier ‘foo’ | +—————————————————-+

Module Contents

Classes

GLSLHighlighter

Tokenizer that converts GLSL source lines into colored token spans.

ShaderPreview

Preview widget that displays a shaded sphere/cube/quad representation.

ShaderEditorPanel

GLSL shader editor panel with syntax highlighting and live preview.

Data

API

simvx.editor.panels.shader_editor.__all__

[‘ShaderEditorPanel’]

class simvx.editor.panels.shader_editor.GLSLHighlighter

Tokenizer that converts GLSL source lines into colored token spans.

Handles keywords, types, built-in functions/variables, comments (both // and /* */), preprocessor directives, numbers, and strings.

The tokenizer is stateful for multi-line /* */ comments.

Initialization

__slots__

(‘_in_block_comment’,)

reset()

Reset multi-line comment state.

tokenize_line(line: str) list[tuple[str, str]]

Tokenize a single GLSL source line.

Returns: List of (text, token_type) pairs covering the entire line.

class simvx.editor.panels.shader_editor.ShaderPreview(**kwargs)

Bases: simvx.core.Control

Preview widget that displays a shaded sphere/cube/quad representation.

Since full Vulkan pipeline compilation requires the graphics backend, this preview uses a software-approximated sphere rendering with simulated lighting based on the shader’s apparent output.

Initialization

process(dt: float)
draw(renderer)
size_x

‘Property(…)’

size_y

‘Property(…)’

property size: simvx.core.math.types.Vec2
get_theme() simvx.core.ui.core.Theme
get_rect() tuple[float, float, float, float]
get_global_rect() tuple[float, float, float, float]
is_point_inside(point) bool
set_anchor_preset(preset: simvx.core.ui.core.AnchorPreset)
set_focus()
grab_focus()
release_focus()
has_focus() bool
focus_next_control()
focus_previous_control()
grab_mouse()
release_mouse()
set_drag_preview(control: simvx.core.ui.core.Control)
draw_popup(renderer)
is_popup_point_inside(point) bool
popup_input(event)
dismiss_popup()
z_index

‘Property(…)’

z_as_relative

‘Property(…)’

property absolute_z_index: int
property position: simvx.core.math.types.Vec2
property rotation: float
property rotation_degrees: float
property scale: simvx.core.math.types.Vec2
property global_position: simvx.core.math.types.Vec2
property global_rotation: float
property global_scale: simvx.core.math.types.Vec2
property forward: simvx.core.math.types.Vec2
property right: simvx.core.math.types.Vec2
translate(offset: tuple[float, float] | numpy.ndarray)
rotate(radians: float)
rotate_deg(degrees: float)
look_at(target: tuple[float, float] | numpy.ndarray)
transform_points(points: list[simvx.core.math.types.Vec2]) list[simvx.core.math.types.Vec2]
draw_polygon(renderer, points: list[simvx.core.math.types.Vec2], closed=True, color=None)
wrap_screen(margin: float = 20)
script_error_raised

‘Signal(…)’

classmethod __init_subclass__(**kwargs)
property name: str
property process_mode: simvx.core.descriptors.ProcessMode
reset_error() None
add_child(node: simvx.core.node.Node) simvx.core.node.Node
remove_child(node: simvx.core.node.Node)
reparent(new_parent: simvx.core.node.Node)
get_node(path: str) simvx.core.node.Node
find_child(name: str, recursive: bool = False) simvx.core.node.Node | None
find(node_type: type) simvx.core.node.Node | None
find_all(node_type: type, recursive: bool = True) list
property path: str
add_to_group(group: str)
remove_from_group(group: str)
is_in_group(group: str) bool
ready() None
enter_tree() None
exit_tree() None
physics_process(dt: float) None
input_event(event: simvx.core.events.InputEvent) None
input(event: simvx.core.events.TreeInputEvent) None
unhandled_input(event: simvx.core.events.TreeInputEvent) None
start_coroutine(gen: simvx.core.descriptors.Coroutine) simvx.core.descriptors.CoroutineHandle
stop_coroutine(gen_or_handle)
destroy()
queue_free

None

property tree: simvx.core.scene_tree.SceneTree
get_tree() simvx.core.scene_tree.SceneTree
__getitem__(key: str)
classmethod get_properties() dict[str, simvx.core.descriptors.Property]
get_settings

None

__repr__()
class simvx.editor.panels.shader_editor.ShaderEditorPanel(editor_state, **kwargs)

Bases: simvx.core.Control

GLSL shader editor panel with syntax highlighting and live preview.

Provides: - Split view: CodeTextEdit (80%) on left, preview + uniforms (20%) on right - GLSL syntax highlighting (keywords, types, built-ins, comments, preprocessor) - Live preview with sphere/cube/quad shape selector - Error display with inline markers and error panel - Auto-recompile with 500ms debounce after text changes - Uniform auto-discovery with appropriate editor widgets

Args: editor_state: The central EditorState instance.

Initialization

load_shader(path: str)

Load a GLSL shader file into the editor.

Args: path: Path to a .vert or .frag GLSL file.

save_shader(path: str | None = None)

Save the current shader source to a file.

Args: path: Output path. If None, saves to the originally loaded path.

property shader_source: str

Return the current shader source text.

process(dt: float)

Per-frame update: handle debounced compilation and layout.

draw(renderer)
size_x

‘Property(…)’

size_y

‘Property(…)’

property size: simvx.core.math.types.Vec2
get_theme() simvx.core.ui.core.Theme
get_rect() tuple[float, float, float, float]
get_global_rect() tuple[float, float, float, float]
is_point_inside(point) bool
set_anchor_preset(preset: simvx.core.ui.core.AnchorPreset)
set_focus()
grab_focus()
release_focus()
has_focus() bool
focus_next_control()
focus_previous_control()
grab_mouse()
release_mouse()
set_drag_preview(control: simvx.core.ui.core.Control)
draw_popup(renderer)
is_popup_point_inside(point) bool
popup_input(event)
dismiss_popup()
z_index

‘Property(…)’

z_as_relative

‘Property(…)’

property absolute_z_index: int
property position: simvx.core.math.types.Vec2
property rotation: float
property rotation_degrees: float
property scale: simvx.core.math.types.Vec2
property global_position: simvx.core.math.types.Vec2
property global_rotation: float
property global_scale: simvx.core.math.types.Vec2
property forward: simvx.core.math.types.Vec2
property right: simvx.core.math.types.Vec2
translate(offset: tuple[float, float] | numpy.ndarray)
rotate(radians: float)
rotate_deg(degrees: float)
look_at(target: tuple[float, float] | numpy.ndarray)
transform_points(points: list[simvx.core.math.types.Vec2]) list[simvx.core.math.types.Vec2]
draw_polygon(renderer, points: list[simvx.core.math.types.Vec2], closed=True, color=None)
wrap_screen(margin: float = 20)
script_error_raised

‘Signal(…)’

classmethod __init_subclass__(**kwargs)
property name: str
property process_mode: simvx.core.descriptors.ProcessMode
reset_error() None
add_child(node: simvx.core.node.Node) simvx.core.node.Node
remove_child(node: simvx.core.node.Node)
reparent(new_parent: simvx.core.node.Node)
get_node(path: str) simvx.core.node.Node
find_child(name: str, recursive: bool = False) simvx.core.node.Node | None
find(node_type: type) simvx.core.node.Node | None
find_all(node_type: type, recursive: bool = True) list
property path: str
add_to_group(group: str)
remove_from_group(group: str)
is_in_group(group: str) bool
ready() None
enter_tree() None
exit_tree() None
physics_process(dt: float) None
input_event(event: simvx.core.events.InputEvent) None
input(event: simvx.core.events.TreeInputEvent) None
unhandled_input(event: simvx.core.events.TreeInputEvent) None
start_coroutine(gen: simvx.core.descriptors.Coroutine) simvx.core.descriptors.CoroutineHandle
stop_coroutine(gen_or_handle)
destroy()
queue_free

None

property tree: simvx.core.scene_tree.SceneTree
get_tree() simvx.core.scene_tree.SceneTree
__getitem__(key: str)
classmethod get_properties() dict[str, simvx.core.descriptors.Property]
get_settings

None

__repr__()