#include #include #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; }