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edit-shaders.cpp
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// 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 es_handleKey(int sym, int uni) {
using namespace glhr;
if(sym == SDLK_F2) {
glhr::be_textured();
current_display->set_all(0);
auto p = current_glprogram;
print_shader("devmods/current.vsh", p->_vsh);
print_shader("devmods/current.fsh", p->_fsh);
addMessage("shaders saved");
return true;
}
if(sym == SDLK_F4) {
println(hlog, "shader program = ", glhr::current_glprogram->_program);
solv_all = !solv_all;
println(hlog, "now solv_all = ", solv_all);
return true;
}
/*if(sym == SDLK_F5) {
drawthemap();
for(auto& p: ptds) {
auto s = dynamic_cast<dqi_poly*> (&*p);
if(!s) continue;
for(int i=0; i<s->cnt; i+=3) {
array<hyperpoint, 3> ps;
for(int k=0; k<3; k++) ps[k] = s->V * gltopoint((*(s->tab))[i+k]);
array<hyperpoint, 3> ie;
for(int k=0; k<3; k++) ie[k] = inverse_exp(ps[k]);
ld iz = 99, az = -99;
for(int k=0; k<3; k++) {
if(ie[k][2] < iz) iz = ie[k][2];
if(ie[k][2] > az) az = ie[k][2];
}
if(iz < 0 && az > 0)
println(hlog, tie(iz, az), ps);
}
}
return true;
} */
if(sym == SDLK_F5) {
/*
for(ld x=1; x<30; x+=.2)
for(ld y=1; y<30; y+=.2)
for(ld z=0; z<=20.1; z+=.02) {
hyperpoint p = point31(x, y, z);
transmatrix T = rgpushxto0(p);
auto ie = inverse_exp(p);
for(ld ax=-0.2; ax<=0.21; ax+=0.2)
for(ld ay=-0.2; ay<=0.21; ay+=0.2)
for(ld az=-0.2; az<=0.21; az+=0.2) {
hyperpoint p1 = T * point31(ax, ay, az);
auto ie1 = inverse_exp(p1);
if(ie[2] * ie1[2] < 0 && abs(ie[2]) > .5 && abs(ie1[2]) > .5)
println(hlog, lalign(30, kz(p)), ": ", lalign(30, kz(ie)), " ", lalign(30, kz(p1)), ": ", lalign(30, kz(ie1)), " @ ",
make_tuple(sn::x_to_ix(p[0]), sn::x_to_ix(p[1]), sn::z_to_iz(p[2])));
}
}
*/
return true;
}
if(sym == SDLK_F3 && !solv_all) {
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);
auto p = make_shared<glhr::GLprogram>(vsh, fsh);
println(hlog, "compiled program: ", p->_program);
auto old = current_glprogram;
p->shader_flags = old->shader_flags;
auto replace = [&] (shared_ptr<GLprogram>& s) {
if(s == old) s = p;
};
for(auto& pp: compiled_programs) replace(pp.second);
for(auto& pp: matched_programs) replace(pp.second);
return true;
}
return false;
}
auto eshook =
addHook(hooks_handleKey, 100, es_handleKey)
+ 0;
}