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			136 lines
		
	
	
		
			3.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			136 lines
		
	
	
		
			3.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // This addon is useful when debugging or tuning shaders.
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| // Press F2, edit the shader files, then press F3 to see them in action.
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| 
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| // F2: write the currently used shaders to files
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| // F3: replace the currently used shaders with the content of the files
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| 
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| // Might need some editing.
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| 
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| #include "../hyper.h"
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| 
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| namespace hr {
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| 
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| string load_whole(const char *fname) {
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|   char buf[1000000];
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|   FILE *f = fopen(fname, "rb");
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|   int n = fread(buf, 1, 1000000, f);
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|   buf[n] = 0;
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|   return buf;
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|   }
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| 
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| void print_shader(const char *fname, string s) {
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|   FILE *f = fopen(fname, "wb");
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|   int indent = 0;
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|   bool linestart = true;
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|   for(char c: s) {
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|     if(c == ' ' && linestart) continue;
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|     if(c == '\n' && linestart) continue;
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|     linestart = false;
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|     fputc(c, f);
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|     if(c == '{') indent += 2;
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|     if(c == '}') indent -= 2;
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|     if(c == ';' || c == '}' || c == '{') {
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|       fputc('\n', f);
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|       for(int i=0; i<indent; i++) fputc(' ', f);
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|       linestart = true;
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|       }
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|     }
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|   fclose(f);
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|   }
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| 
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| bool es_handleKey(int sym, int uni) {  
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| 
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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 = 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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| 
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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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| 
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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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|     
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|     return true;
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|     } */
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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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| 
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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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|     auto p = make_shared<glhr::GLprogram>(vsh, fsh);
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|     println(hlog, "compiled program: ", p->_program);
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|     
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|     auto old = current_glprogram;
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|     p->shader_flags = old->shader_flags;
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|     
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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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|     
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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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| 
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|     return true;
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|     }
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|   
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|   return false;
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|   }
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| 
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| auto eshook = 
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|   addHook(hooks_handleKey, 100, es_handleKey)
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| + 0;
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| 
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| }
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