#region Using Statements using System; using System.Collections.Generic; using System.Linq; using System.Text; using ANX.RenderSystem.Windows.DX10; using System.IO; #endregion // Using Statements // This file is part of the ANX.Framework created by the // "ANX.Framework developer group" and released under the Ms-PL license. // For details see: http://anxframework.codeplex.com/license namespace StockShaderCodeGenerator { public static class CodeGenerator { public static void Generate() { Console.WriteLine("generating output..."); using (StreamWriter target = new StreamWriter(Configuration.Target, false)) { // // write header // target.WriteLine("#region Using Statements"); target.WriteLine("using System;"); target.WriteLine("#endregion // Using Statements"); target.WriteLine(); target.WriteLine( "// This file is part of the ANX.Framework created by the"); target.WriteLine( "// \"ANX.Framework developer group\" and released under the Ms-PL license."); target.WriteLine( "// For details see: http://anxframework.codeplex.com/license"); target.WriteLine(); target.WriteLine("namespace {0}", Configuration.Namespace); target.WriteLine("{"); target.WriteLine("\tinternal static class ShaderByteCode"); target.WriteLine("\t{"); for (int i = 0; i < Configuration.Shaders.Count; i++) { Shader s = Configuration.Shaders[i]; target.WriteLine("\t\t#region {0}Shader", s.Type); target.WriteLine("\t\tinternal static byte[] {0}ByteCode = new byte[]", s.Type); target.WriteLine("\t\t{"); target.Write("\t\t\t"); for (int j = 0; j < s.ByteCode.Length; j++) { target.Write(s.ByteCode[j].ToString("D3")); if (j < s.ByteCode.Length - 1) { target.Write(", "); } if (j % 20 == 0) { target.WriteLine(); target.Write("\t\t\t"); } } target.WriteLine(); target.WriteLine("\t\t};"); target.WriteLine("\t\t#endregion //{0}Shader", s.Type); target.WriteLine(); } target.WriteLine("\t}"); target.WriteLine("}"); } Console.WriteLine("finished generating output..."); } } }