Wrote my own quick and dirty fragment shader viewer.
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2 changed files with 87 additions and 0 deletions
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@ -163,3 +163,10 @@ executable('zedcaster',
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link_args: link_args,
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override_options: exe_defaults,
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dependencies: dependencies)
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executable('fragviewer',
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sources + [ 'tools/fragviewer.cpp' ],
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cpp_args: cpp_args,
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link_args: link_args,
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override_options: exe_defaults,
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dependencies: dependencies)
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80
tools/fragviewer.cpp
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80
tools/fragviewer.cpp
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@ -0,0 +1,80 @@
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#include "textures.hpp"
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#include <SFML/Graphics/Sprite.hpp>
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#include <SFML/Graphics/Texture.hpp>
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#include <SFML/Graphics/RenderWindow.hpp>
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#include <SFML/System.hpp>
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#include <SFML/Audio.hpp>
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#include <SFML/Window/Event.hpp>
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#include "dbc.hpp"
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#include <fmt/core.h>
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#include <unistd.h>
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void Handle_events(sf::RenderWindow &window) {
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// is this a main event loop
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while (const auto event = window.pollEvent()) {
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if(event->is<sf::Event::Closed>()) {
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fmt::print("Exiting...\n");
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window.close();
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}
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}
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}
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int main(int argc, char *argv[]) {
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int opt = 0;
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std::string sprite_name;
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std::string frag_name;
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dbc::check(sf::Shader::isAvailable(), "You apparently are a time traveler from the 80s who doesn't have shaders.");
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while((opt = getopt(argc, argv, "-s:-f:")) != -1) {
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switch(opt) {
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case 's':
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sprite_name = optarg;
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break;
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case 'f':
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frag_name = optarg;
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break;
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default:
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fmt::println("USAGE: fragviewer [-s sprite_name] -f shader.frag");
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return -1;
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}
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}
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fmt::println("sprite is", sprite_name);
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dbc::check(frag_name != "", "You must set the -f shader.frag option.");
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sf::Vector2f u_resolution{720.0, 720.0};
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sf::RenderWindow window(sf::VideoMode({720, 720}), "SFML Frag Shader Viewer");
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window.setFramerateLimit(60);
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window.setVerticalSyncEnabled(true);
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sf::Clock clock;
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sf::Shader shader;
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bool good_shader = shader.loadFromFile(frag_name, sf::Shader::Type::Fragment);
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dbc::check(good_shader, fmt::format("failed to load shader {}", frag_name));
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sf::RectangleShape rect;
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rect.setPosition({0,0});
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rect.setSize(u_resolution);
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rect.setFillColor({255, 0, 0, 255});
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shader.setUniform("u_resolution", u_resolution);
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while(window.isOpen()) {
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Handle_events(window);
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sf::Time u_time = clock.getElapsedTime();
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sf::Vector2i mouse_at = sf::Mouse::getPosition(window);
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sf::Vector2f u_mouse{float(mouse_at.x), float(mouse_at.y)};
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shader.setUniform("u_mouse", u_mouse);
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shader.setUniform("u_time", u_time.asSeconds());
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window.draw(rect, &shader);
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window.display();
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}
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}
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