feat(shader): Implement shader debugging tool and enhance MaterialX token handling

This commit is contained in:
2026-01-06 18:09:08 +00:00
parent 7b6f2d4567
commit 87a45640c8
2 changed files with 267 additions and 0 deletions

39
debug_shader.cpp Normal file
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#include <iostream>
#include <fstream>
#include "src/services/impl/materialx_shader_generator.hpp"
int main() {
sdl3cpp::services::impl::MaterialXShaderGenerator generator(nullptr);
sdl3cpp::services::impl::MaterialXConfig config;
config.enabled = true;
config.shaderKey = "materialx";
config.useConstantColor = true;
config.constantColor = {0.8f, 0.2f, 0.2f};
config.libraryPath = "MaterialX/libraries";
try {
auto paths = generator.Generate(config, std::filesystem::path("./scripts"));
std::cout << "===== VERTEX SHADER =====\n";
std::cout << paths.vertexSource << std::endl;
std::cout << "\n===== FRAGMENT SHADER =====\n";
std::cout << paths.fragmentSource << std::endl;
// Save to files
std::ofstream vfile("debug_vertex.glsl");
vfile << paths.vertexSource;
vfile.close();
std::ofstream ffile("debug_fragment.glsl");
ffile << paths.fragmentSource;
ffile.close();
std::cout << "\nShaders saved to debug_vertex.glsl and debug_fragment.glsl\n";
} catch (const std::exception& e) {
std::cerr << "Error: " << e.what() << std::endl;
return 1;
}
return 0;
}