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