removed old shader files included sscg in pre-build events of RenderSystem DX10 and GL3 to generate shader files before compiling
127 lines
5.7 KiB
C#
127 lines
5.7 KiB
C#
#region Using Statements
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using ANX.Framework.Windows.DX10;
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using System.IO;
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#endregion // Using Statements
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#region License
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//
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// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
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//
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// This file is released under the Ms-PL license.
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//
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//
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//
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// Microsoft Public License (Ms-PL)
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//
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// This license governs use of the accompanying software. If you use the software, you accept this license.
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// If you do not accept the license, do not use the software.
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//
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// 1.Definitions
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// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
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// here as under U.S. copyright law.
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// A "contribution" is the original software, or any additions or changes to the software.
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// A "contributor" is any person that distributes its contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
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//
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// 2.Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
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// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
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// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
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// or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
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// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
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// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
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// in the software or derivative works of the contribution in the software.
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//
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// 3.Conditions and Limitations
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// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends automatically.
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// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
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// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
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// object code form, you may only do so under a license that complies with this license.
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// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
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// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
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// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
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// particular purpose and non-infringement.
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#endregion // License
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namespace StockShaderCodeGenerator
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{
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public static class CodeGenerator
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{
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public static void Generate()
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{
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Console.WriteLine("generating output...");
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using (StreamWriter target = new StreamWriter(Configuration.Target, false))
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{
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//
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// write header
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//
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target.WriteLine("#region Using Statements");
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target.WriteLine("using System;");
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target.WriteLine("#endregion // Using Statements");
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target.WriteLine();
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target.WriteLine("#region License");
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foreach (string line in System.IO.File.ReadAllLines(Configuration.LicenseFile))
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{
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target.WriteLine(line);
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}
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target.WriteLine("#endregion // License");
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target.WriteLine();
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target.WriteLine("namespace {0}", Configuration.Namespace);
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target.WriteLine("{");
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target.WriteLine("\tinternal static class ShaderByteCode");
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target.WriteLine("\t{");
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for (int i = 0; i < Configuration.Shaders.Count; i++)
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{
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Shader s = Configuration.Shaders[i];
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target.WriteLine("\t\t#region {0}Shader", s.Type);
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target.WriteLine("\t\tinternal static byte[] {0}ByteCode = new byte[]", s.Type);
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target.WriteLine("\t\t{");
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target.Write("\t\t\t");
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for (int j = 0; j < s.ByteCode.Length; j++)
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{
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target.Write(s.ByteCode[j].ToString("D3"));
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if (j < s.ByteCode.Length - 1)
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{
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target.Write(", ");
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}
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if (j % 20 == 0)
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{
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target.WriteLine();
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target.Write("\t\t\t");
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}
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}
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target.WriteLine();
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target.WriteLine("\t\t};");
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target.WriteLine("\t\t#endregion //{0}Shader", s.Type);
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target.WriteLine();
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}
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target.WriteLine("\t}");
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target.WriteLine("}");
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}
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Console.WriteLine("finished generating output...");
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}
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}
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}
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