#!/usr/bin/env node 'use strict'; var fs = require('fs'); var path = require('path'); module.exports = function() { var name; var shaders = {}; var shaderFiles = fs.readdirSync('src/shader'); for (var i = 0; i < shaderFiles.length; i++) { var parts = shaderFiles[i].match(/^(.+)\.(vertex|fragment)\.glsl$/); if (parts) { name = parts[1]; var type = parts[2]; if (!(name in shaders)) { shaders[name] = {}; } shaders[name][type] = fs.readFileSync(path.join('src/shader', shaderFiles[i]), 'utf8'); } } var lines = []; var consts = []; for (var name in shaders) { consts.push(name.toUpperCase() + '_SHADER'); var line = ''; line += ' [' + name.toUpperCase() + '_SHADER] = {\n'; line += ' .vertex = ' + JSON.stringify(shaders[name].vertex) + ',\n'; line += ' .fragment = ' + JSON.stringify(shaders[name].fragment) + ',\n'; line += ' }'; lines.push(line); } var header = '// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.\n\n'; header += '#ifndef LLMR_SHADER_SHADERS\n'; header += '#define LLMR_SHADER_SHADERS\n'; header += '\n'; header += 'namespace llmr {\n'; header += '\n'; header += 'struct shader_source {\n'; header += ' const char *vertex;\n'; header += ' const char *fragment;\n'; header += '};\n'; header += '\n'; header += 'enum {\n'; consts.push('SHADER_COUNT'); header += ' ' + consts.join(',\n ') + '\n'; header += '};\n'; header += '\n'; header += 'extern const shader_source shaders[SHADER_COUNT];\n'; header += '\n'; header += '}\n'; header += '\n'; header += '#endif\n'; fs.writeFileSync('include/llmr/shader/shaders.hpp', header); var code = '// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.\n'; code += '#include \n'; code += '\n'; code += 'using namespace llmr;\n'; code += '\n'; code += 'const shader_source llmr::shaders[SHADER_COUNT] = {\n'; code += lines.join(',\n'); code += '\n};\n'; fs.writeFileSync('src/shader/shaders.cpp', code); }; module.exports();