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// AssShader.cpp : Defines the entry point for the console application.
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//
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#include "plFileSystem.h"
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#include <d3d9.h>
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#include <d3dx9core.h>
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void ICreateHeader(const plString& varName, const plFileName& fileName, FILE* fp, LPD3DXBUFFER shader)
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{
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fputs("\n\n\n", fp);
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int byteLen = shader->GetBufferSize();
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int quadLen = byteLen >> 2;
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unsigned char* codes = (unsigned char*)shader->GetBufferPointer();
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plPrintf(fp, "static const uint32_t {}byteLen = {};\n\n", varName, byteLen);
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plPrintf(fp, "static const uint8_t {}Codes[] = {\n", varName);
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int i;
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for( i = 0; i < quadLen-1; i++ )
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{
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plPrintf(fp, "\t0x{x},", *codes++);
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plPrintf(fp, "\t0x{x},", *codes++);
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plPrintf(fp, "\t0x{x},", *codes++);
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plPrintf(fp, "\t0x{x},\n", *codes++);
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}
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plPrintf(fp, "\t0x{x},", *codes++);
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plPrintf(fp, "\t0x{x},", *codes++);
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plPrintf(fp, "\t0x{x},", *codes++);
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plPrintf(fp, "\t0x{x}\n", *codes++);
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fputs("\t};", fp);
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fputs("\n\n", fp);
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plPrintf(fp, "static const plShaderDecl {}Decl(\"{}\", {}, {}byteLen, {}Codes);\n\n",
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varName, fileName, varName, varName, varName);
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plPrintf(fp, "static const plShaderRegister {}Register(&{}Decl);\n\n", varName, varName);
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}
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int main(int argc, char* argv[])
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{
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if( argc < 2 )
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{
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plPrintf("{} <file0> <file1> ...\n", argv[0]);
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return 0;
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}
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const char* const * nameList = nullptr;
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int numNames = 0;
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if (stricmp(argv[1], "all") == 0)
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{
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// Just copy in the enum and use Replace on
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// vs_ => "vs_
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// ps_ => "ps_
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// , => ",
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const char* kEnumNames[] = {
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"vs_WaveFixedFin6",
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"ps_WaveFixed",
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"vs_CompCosines",
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"ps_CompCosines",
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"vs_ShoreLeave6",
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"ps_ShoreLeave6",
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"vs_WaveRip",
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"ps_WaveRip",
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"vs_WaveDec1Lay",
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"vs_WaveDec2Lay11",
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"vs_WaveDec2Lay12",
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"vs_WaveDecEnv",
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"ps_CbaseAbase",
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"ps_CalphaAbase",
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"ps_CalphaAMult",
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"ps_CalphaAadd",
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"ps_CaddAbase",
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"ps_CaddAMult",
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"ps_CaddAAdd",
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"ps_CmultAbase",
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"ps_CmultAMult",
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"ps_CmultAAdd",
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"ps_WaveDecEnv",
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"vs_WaveGraph2",
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"ps_WaveGraph",
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"vs_WaveGridFin",
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"ps_WaveGrid",
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"vs_BiasNormals",
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"ps_BiasNormals",
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"vs_ShoreLeave7",
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"vs_WaveRip7",
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"ps_MoreCosines",
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"vs_WaveDec1Lay_7",
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"vs_WaveDec2Lay11_7",
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"vs_WaveDec2Lay12_7",
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"vs_WaveDecEnv_7",
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"vs_WaveFixedFin7",
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"vs_GrassShader",
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"ps_GrassShader"
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};
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nameList = kEnumNames;
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numNames = arrsize(kEnumNames);
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}
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else
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{
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nameList = argv+1;
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numNames = argc-1;
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}
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for (int i = 0; i < numNames; i++ )
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{
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const char* name = nameList[i];
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plString varName = plFileName(name).StripFileExt().AsString();
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plFileName inFile = plFormat("{}.inl", varName);
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plFileName outFile = plFormat("{}.h", varName);
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plPrintf("Processing {} into {}\n", name, outFile);
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FILE* fp = fopen(outFile.AsString().c_str(), "w");
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if (!fp)
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{
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fputs("%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%\n", stdout);
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plPrintf("Error opening file %s for output\n", outFile);
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fputs("%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%\n", stdout);
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continue;
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}
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LPD3DXBUFFER compiledShader = nullptr;
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LPD3DXBUFFER compilationErrors = nullptr;
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DWORD flags = 0;
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LPD3DXINCLUDE include = nullptr;
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HRESULT hr = D3DXAssembleShaderFromFile(
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inFile.AsString().c_str(),
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nullptr,
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include,
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flags,
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&compiledShader,
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&compilationErrors);
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if (FAILED(hr))
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{
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fputs("%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%\n", stdout);
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fputs(compilationErrors ? (const char*)compilationErrors->GetBufferPointer()
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: "File not found", stdout);
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continue;
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}
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ICreateHeader(varName, plFormat("sha/{}.inl", varName), fp, compiledShader);
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fclose(fp);
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}
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return 0;
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}
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