Glatzemann 711d4aa68b created StockShaderCodeGenerator tool (sscg)
removed old shader files
included sscg in pre-build events of RenderSystem DX10 and GL3 to generate shader files before compiling
2011-11-15 12:11:24 +00:00

166 lines
6.6 KiB
C#

#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Xml.Linq;
#endregion // Using Statements
#region License
//
// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
//
// This file is released under the Ms-PL license.
//
//
//
// Microsoft Public License (Ms-PL)
//
// This license governs use of the accompanying software. If you use the software, you accept this license.
// If you do not accept the license, do not use the software.
//
// 1.Definitions
// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
// here as under U.S. copyright law.
// A "contribution" is the original software, or any additions or changes to the software.
// A "contributor" is any person that distributes its contribution under this license.
// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
//
// 2.Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
// or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
// in the software or derivative works of the contribution in the software.
//
// 3.Conditions and Limitations
// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
// patent license from such contributor to the software ends automatically.
// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
// object code form, you may only do so under a license that complies with this license.
// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
// particular purpose and non-infringement.
#endregion // License
namespace StockShaderCodeGenerator
{
public static class Configuration
{
private static string buildFileName;
private static bool configurationValid;
private static string licenseFile;
private static string target;
private static string outputNamespace;
public readonly static List<Shader> Shaders = new List<Shader>();
public static void LoadConfiguration(String file)
{
buildFileName = file;
if (!System.IO.File.Exists(file))
{
Console.WriteLine("Could not find build file...");
return;
}
XDocument doc = XDocument.Load(buildFileName);
if (doc.Root.Name.LocalName != "Build")
{
Console.WriteLine("Failed to load configuration because the build file has no Build-Node as the root element!");
return;
}
else
{
if (doc.Root.HasAttributes)
{
licenseFile = doc.Root.Attribute("License").Value;
if (System.IO.File.Exists(licenseFile))
{
Console.WriteLine("using license file '{0}' to include", licenseFile);
}
else
{
Console.WriteLine("license file '{0}' does not exist", licenseFile);
return;
}
target = doc.Root.Attribute("Target").Value;
Console.WriteLine("writing output to '{0}'", target);
outputNamespace = doc.Root.Attribute("Namespace").Value;
Console.WriteLine("using namespace '{0}'", outputNamespace);
}
if (doc.Root.HasElements)
{
XElement[] shaderElements = doc.Root.Elements("Shader").ToArray<XElement>();
if (shaderElements.Length > 0)
{
foreach (XElement shaderElement in shaderElements)
{
Shader shader = new Shader();
shader.Type = shaderElement.Attribute("Type").Value;
shader.RenderSystem = shaderElement.Attribute("RenderSystem").Value;
shader.Source = shaderElement.Attribute("Source").Value;
Shaders.Add(shader);
}
}
else
{
Console.WriteLine("no shader tags found in configuration file...");
return;
}
}
}
configurationValid = true;
}
public static bool ConfigurationValid
{
get
{
return configurationValid;
}
}
public static string Target
{
get
{
return target;
}
}
public static string LicenseFile
{
get
{
return licenseFile;
}
}
public static string Namespace
{
get
{
return outputNamespace;
}
}
}
}