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devmods/edit-shaders updated
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@ -40,25 +40,88 @@ void print_shader(const char *fname, string s) {
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bool es_handleKey(int sym, int uni) {
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using namespace glhr;
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if(sym == SDLK_F2) {
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glhr::be_textured();
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current_display->set_all(0);
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auto p = glhr::get_shaders();
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print_shader("devmods/current.vsh", p.first);
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print_shader("devmods/current.fsh", p.second);
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auto p = current_glprogram;
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print_shader("devmods/current.vsh", p->_vsh);
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print_shader("devmods/current.fsh", p->_fsh);
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addMessage("shaders saved");
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return true;
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}
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if(sym == SDLK_F3) {
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if(sym == SDLK_F4) {
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println(hlog, "shader program = ", glhr::current_glprogram->_program);
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solv_all = !solv_all;
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println(hlog, "now solv_all = ", solv_all);
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return true;
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}
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/*if(sym == SDLK_F5) {
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drawthemap();
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for(auto& p: ptds) {
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auto s = dynamic_cast<dqi_poly*> (&*p);
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if(!s) continue;
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for(int i=0; i<s->cnt; i+=3) {
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array<hyperpoint, 3> ps;
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for(int k=0; k<3; k++) ps[k] = s->V * gltopoint((*(s->tab))[i+k]);
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array<hyperpoint, 3> ie;
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for(int k=0; k<3; k++) ie[k] = inverse_exp(ps[k]);
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ld iz = 99, az = -99;
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for(int k=0; k<3; k++) {
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if(ie[k][2] < iz) iz = ie[k][2];
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if(ie[k][2] > az) az = ie[k][2];
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}
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if(iz < 0 && az > 0)
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println(hlog, tie(iz, az), ps);
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}
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}
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return true;
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} */
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if(sym == SDLK_F5) {
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/*
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for(ld x=1; x<30; x+=.2)
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for(ld y=1; y<30; y+=.2)
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for(ld z=0; z<=20.1; z+=.02) {
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hyperpoint p = point31(x, y, z);
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transmatrix T = rgpushxto0(p);
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auto ie = inverse_exp(p);
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for(ld ax=-0.2; ax<=0.21; ax+=0.2)
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for(ld ay=-0.2; ay<=0.21; ay+=0.2)
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for(ld az=-0.2; az<=0.21; az+=0.2) {
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hyperpoint p1 = T * point31(ax, ay, az);
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auto ie1 = inverse_exp(p1);
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if(ie[2] * ie1[2] < 0 && abs(ie[2]) > .5 && abs(ie1[2]) > .5)
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println(hlog, lalign(30, kz(p)), ": ", lalign(30, kz(ie)), " ", lalign(30, kz(p1)), ": ", lalign(30, kz(ie1)), " @ ",
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make_tuple(sn::x_to_ix(p[0]), sn::x_to_ix(p[1]), sn::z_to_iz(p[2])));
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}
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}
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*/
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return true;
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}
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if(sym == SDLK_F3 && !solv_all) {
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glhr::be_textured();
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current_display->set_all(0);
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string vsh = load_whole("devmods/current.vsh");
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string fsh = load_whole("devmods/current.fsh");
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println(hlog, "loaded vsh:\n", vsh);
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glhr::install_shaders(vsh, fsh);
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glhr::be_textured();
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current_display->set_all(0);
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auto p = make_shared<glhr::GLprogram>(vsh, fsh);
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println(hlog, "compiled program: ", p->_program);
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auto old = current_glprogram;
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p->shader_flags = old->shader_flags;
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auto replace = [&] (shared_ptr<GLprogram>& s) {
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if(s == old) s = p;
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};
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for(auto& pp: compiled_programs) replace(pp.second);
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for(auto& pp: matched_programs) replace(pp.second);
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return true;
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}
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