SND\AstrorEnales_cp 5505f7dcbf - Added PlatformSystem Plugins layer
- Started Windows, Metro and Linux Platform-Plugins
- Moved the RecordingSample to the Samples folder
- Started two samples for using the graphics device in a WinForms and Wpf Editor
- Refactorings in the AddIn-System
- Moved the Window initialization-code to the Platform modules
- Changed the License text in all code files which is now way smaller
- Started ProjectConverter tool which converts all the projects and solution to the target configuration
- Changed the SupportedPlatform names in the Resource files
- Changed the WIN8 define to WINDOWSMETRO which is actually meant
- Removed NLog and started our own Logger class
- Many more stuff...
2012-08-09 09:45:04 +00:00

82 lines
2.2 KiB
C#

#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...");
}
}
}