doom3-bfg/neo/premake/embed.lua
2014-04-28 11:29:11 +02:00

140 lines
3.3 KiB
Lua

--
-- 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