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hyperrogue/devmods/edit-shaders.cpp
2019-10-04 13:05:38 +02:00

73 lines
1.8 KiB
C++

// This addon is useful when debugging or tuning shaders.
// Press F2, edit the shader files, then press F3 to see them in action.
// F2: write the currently used shaders to files
// F3: replace the currently used shaders with the content of the files
// Might need some editing.
#include "../hyper.h"
namespace hr {
string load_whole(const char *fname) {
char buf[1000000];
FILE *f = fopen(fname, "rb");
int n = fread(buf, 1, 1000000, f);
buf[n] = 0;
return buf;
}
void print_shader(const char *fname, string s) {
FILE *f = fopen(fname, "wb");
int indent = 0;
bool linestart = true;
for(char c: s) {
if(c == ' ' && linestart) continue;
if(c == '\n' && linestart) continue;
linestart = false;
fputc(c, f);
if(c == '{') indent += 2;
if(c == '}') indent -= 2;
if(c == ';' || c == '}' || c == '{') {
fputc('\n', f);
for(int i=0; i<indent; i++) fputc(' ', f);
linestart = true;
}
}
fclose(f);
}
bool trailer_handleKey(int sym, int uni) {
if(sym == SDLK_F2) {
glhr::be_textured();
current_display->set_all(0);
auto p = glhr::get_shaders();
print_shader("devmods/current.vsh", p.first);
print_shader("devmods/current.fsh", p.second);
addMessage("shaders saved");
return true;
}
if(sym == SDLK_F3) {
glhr::be_textured();
current_display->set_all(0);
string vsh = load_whole("devmods/current.vsh");
string fsh = load_whole("devmods/current.fsh");
println(hlog, "loaded vsh:\n", vsh);
glhr::install_shaders(vsh, fsh);
glhr::be_textured();
current_display->set_all(0);
return true;
}
return false;
}
auto hook =
addHook(hooks_handleKey, 100, trailer_handleKey)
+ 0;
}