Wrote my own quick and dirty fragment shader viewer.

master
Zed A. Shaw 5 days ago
parent b5d93399d5
commit 724d3edb61
  1. 7
      meson.build
  2. 80
      tools/fragviewer.cpp

@ -163,3 +163,10 @@ executable('zedcaster',
link_args: link_args,
override_options: exe_defaults,
dependencies: dependencies)
executable('fragviewer',
sources + [ 'tools/fragviewer.cpp' ],
cpp_args: cpp_args,
link_args: link_args,
override_options: exe_defaults,
dependencies: dependencies)

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