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

127 lines
5.7 KiB
C#

#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using ANX.Framework.Windows.DX10;
using System.IO;
#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 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("#region License");
foreach (string line in System.IO.File.ReadAllLines(Configuration.LicenseFile))
{
target.WriteLine(line);
}
target.WriteLine("#endregion // 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...");
}
}
}