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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 char* const varName, const char* const fileName, FILE* fp, LPD3DXBUFFER shader)
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{
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fprintf(fp, "\n\n\n");
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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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fprintf(fp, "static const uint32_t %sbyteLen = %d;\n\n", varName, byteLen);
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fprintf(fp, "static const uint8_t %sCodes[] = {\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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fprintf(fp, "\t0x%x,", *codes++);
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fprintf(fp, "\t0x%x,", *codes++);
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fprintf(fp, "\t0x%x,", *codes++);
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fprintf(fp, "\t0x%x,\n", *codes++);
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}
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fprintf(fp, "\t0x%x,", *codes++);
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fprintf(fp, "\t0x%x,", *codes++);
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fprintf(fp, "\t0x%x,", *codes++);
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fprintf(fp, "\t0x%x\n", *codes++);
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fprintf(fp, "\t};");
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fprintf(fp, "\n\n");
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fprintf(fp, "static const plShaderDecl %sDecl(\"%s\", %s, %sbyteLen, %sCodes);\n\n", varName, fileName, varName, varName, varName);
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fprintf(fp, "static const plShaderRegister %sRegister(&%sDecl);\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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printf("%s <file0> <file1> ...\n", argv[0]);
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return 0;
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}
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const char* const * nameList = 0L;
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int numNames = 0;
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if( !_stricmp(argv[1], "all") )
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{
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// Cut and paste enum and add kNumEnumNames to end
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// so you don't have to count.
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enum {
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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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kNumEnumNames
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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[kNumEnumNames] = {
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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 = kNumEnumNames;
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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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int i;
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for( i = 0; i < numNames; i++ )
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{
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const char* name = nameList[i];
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char varName[512];
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strcpy(varName, name);
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char* p = strrchr(varName, '.');
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if( p )
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*p = 0;
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char inFile[512];
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sprintf(inFile, "%s.inl", varName);
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char outFile[512];
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sprintf(outFile, "%s.h", varName);
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printf("Processing %s into %s\n", name, outFile);
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FILE* fp = fopen(outFile, "w");
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if( !fp )
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{
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printf("%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%\n");
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printf("Error opening file %s for output\n");
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printf("%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%\n");
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continue;
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}
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LPD3DXBUFFER compiledShader = 0L;
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LPD3DXBUFFER compilationErrors = 0L;
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DWORD flags = 0;
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LPD3DXINCLUDE include = 0L;
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HRESULT hr = D3DXAssembleShaderFromFile(
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inFile,
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0L,
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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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printf("%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%\n");
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printf(compilationErrors ? (char*)compilationErrors->GetBufferPointer() : "File not found");
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continue;
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}
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sprintf(inFile, "sha/%s.inl", varName);
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ICreateHeader(varName, inFile, 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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