removed old shader files included sscg in pre-build events of RenderSystem DX10 and GL3 to generate shader files before compiling
166 lines
6.6 KiB
C#
166 lines
6.6 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 System.Xml.Linq;
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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 Configuration
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{
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private static string buildFileName;
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private static bool configurationValid;
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private static string licenseFile;
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private static string target;
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private static string outputNamespace;
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public readonly static List<Shader> Shaders = new List<Shader>();
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public static void LoadConfiguration(String file)
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{
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buildFileName = file;
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if (!System.IO.File.Exists(file))
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{
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Console.WriteLine("Could not find build file...");
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return;
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}
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XDocument doc = XDocument.Load(buildFileName);
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if (doc.Root.Name.LocalName != "Build")
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{
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Console.WriteLine("Failed to load configuration because the build file has no Build-Node as the root element!");
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return;
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}
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else
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{
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if (doc.Root.HasAttributes)
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{
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licenseFile = doc.Root.Attribute("License").Value;
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if (System.IO.File.Exists(licenseFile))
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{
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Console.WriteLine("using license file '{0}' to include", licenseFile);
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}
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else
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{
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Console.WriteLine("license file '{0}' does not exist", licenseFile);
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return;
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}
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target = doc.Root.Attribute("Target").Value;
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Console.WriteLine("writing output to '{0}'", target);
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outputNamespace = doc.Root.Attribute("Namespace").Value;
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Console.WriteLine("using namespace '{0}'", outputNamespace);
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}
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if (doc.Root.HasElements)
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{
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XElement[] shaderElements = doc.Root.Elements("Shader").ToArray<XElement>();
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if (shaderElements.Length > 0)
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{
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foreach (XElement shaderElement in shaderElements)
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{
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Shader shader = new Shader();
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shader.Type = shaderElement.Attribute("Type").Value;
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shader.RenderSystem = shaderElement.Attribute("RenderSystem").Value;
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shader.Source = shaderElement.Attribute("Source").Value;
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Shaders.Add(shader);
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}
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}
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else
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{
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Console.WriteLine("no shader tags found in configuration file...");
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return;
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}
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}
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}
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configurationValid = true;
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}
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public static bool ConfigurationValid
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{
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get
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{
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return configurationValid;
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}
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}
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public static string Target
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{
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get
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{
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return target;
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}
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}
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public static string LicenseFile
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{
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get
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{
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return licenseFile;
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}
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}
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public static string Namespace
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{
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get
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{
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return outputNamespace;
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}
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}
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}
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}
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