-- -- Embed the Cg renderprogs into renderer/RenderProgs_embedded.cpp as static data buffers. -- local function stripfile( fname ) print( fname ) local f = io.open( fname ) local s = f:read( "*a" ) f:close() -- strip tabs --s = s:gsub("[\t]", "") -- strip any CRs s = s:gsub("[\r]", "") -- strip out comments s = s:gsub("\n%-%-[^\n]*", "") -- escape backslashes s = s:gsub("\\", "\\\\") -- strip duplicate line feeds s = s:gsub("\n+", "\n") -- strip out leading comments s = s:gsub("^%-%-\n", "") -- escape line feeds s = s:gsub("\n", "\\n") -- escape double quote marks s = s:gsub("\"", "\\\"") return s end local function loadfile(fname) print(fname) local f = io.open(fname) local s = f:read("*a") f:close() -- escape line feeds --s = s:gsub("\n", "\n\"") -- escape double quote marks s = s:gsub("\"", "\\\"") return s end local function writeline(out, s, continues) out:write("\t\"") out:write(s) out:write(iif(continues, "\"\n", "\"},\n\n")) end local function writefile(out, fname, contents) local max = 1024 --out:write("\t/* " .. fname .. " */\n") -- break up large strings to fit in Visual Studio's string length limit local start = 1 local len = contents:len() while start <= len do local n = len - start if n > max then n = max end local finish = start + n -- make sure I don't cut an escape sequence while contents:sub(finish, finish) == "\\" do finish = finish - 1 end writeline(out, contents:sub(start, finish), finish < len) start = finish + 1 end --out:write("\n") end local function writefilesimple( out, filename, contents ) -- add some extra EOL so we don't break out of the loop too early contents = contents .. "\n" -- split at line ends and grab everything before for line in string.gmatch( contents, "([^\n]*)\n" ) do out:write( "\t\t\"" .. line .. "\\n\"\n" ) end out:write( "\t\t\n\t},\n\t\n" ) end function doembed() -- load the manifest of script files scripts = dofile( "../base/renderprogs/_manifest.lua" ) local out = io.open("renderer/RenderProgs_embedded.h", "w+b") out:write("// Cg shaders, as static data buffers for release mode builds\n") out:write("// DO NOT EDIT - this file is autogenerated - see BUILD.txt\n") out:write("// To regenerate this file, run: premake4 embed\n\n") out:write("struct cgShaderDef_t\n{\n") out:write("\tconst char* name;\n"); out:write("\tconst char* shaderText;\n"); out:write("};\n\n"); --out:write("extern const cgShaderDef_t cg_renderprogs[];\n") --out:close() out:write("static const cgShaderDef_t cg_renderprogs[] =\n{\n") -- out = io.open("renderer/RenderProgs_embedded.cpp", "w+b") -- out:write("// Cg shaders, as static data buffers for release mode builds \n") -- out:write("// DO NOT EDIT - this file is autogenerated - see BUILD.txt \n") -- out:write("// To regenerate this file, run: premake4 embed \n\n") -- out:write("#include \"RenderProgs_embedded.h\"\n\n") -- out:write("const cgShaderDef_t cg_renderprogs[] =\n") for i,filename in ipairs( scripts ) do print( filename ) --out:write("const char glsl_" .. fn .. "[] = {\n") out:write("\t{\n\t\t\"renderprogs/" .. filename .. "\",\n") local s = loadfile( "../base/renderprogs/" .. filename ) writefilesimple( out, filename, s ) --out:write("\t0}\n"); end out:write( "\t{0, 0},\n\t\n};\n" ); out:close() end