コード例 #1
0
        private static string GetShaderName(ShaderGeneratorDescriptor generatorDesc, FractalTypeDescriptor fractalDesc)
        {
            string shaderStr = string.Format("{0}/{1}{2}", generatorDesc.shaderCategory,
                                             generatorDesc.name,
                                             fractalDesc.name);

            return(shaderStr);
        }
コード例 #2
0
        /// <summary>
        /// Forces the generation of any shaders that make use of generated noise header files. Gathers all
        /// the NoiseShaderGenerators and generates shaders based on the ".noisehlsltemplate" file
        /// provided by that particular NoiseShaderGenerator implementation
        /// </summary>
        public static void GenerateShaders()
        {
            System.Globalization.CultureInfo prevCultureInfo = System.Threading.Thread.CurrentThread.CurrentCulture;
            System.Threading.Thread.CurrentThread.CurrentCulture = System.Globalization.CultureInfo.InvariantCulture;

            GatherGenerators();

            IFractalType[] fractalTypes = s_fractalTypes;
            INoiseType[]   noiseTypes   = s_noiseTypes;
            Dictionary <Type, INoiseShaderGenerator> generators = s_generators;

            StringBuilder shaderSB = new StringBuilder();
            StringBuilder passesSB = new StringBuilder();

            foreach (KeyValuePair <Type, INoiseShaderGenerator> pair in generators)
            {
                shaderSB.Clear();
                passesSB.Clear();

                string shaderTemplateStr = null;

                INoiseShaderGenerator     generator     = pair.Value;
                ShaderGeneratorDescriptor generatorDesc = generator.GetDescription();

                if (!File.Exists(generatorDesc.templatePath))
                {
                    Debug.LogError("Could not find specified template file for noise shader generator: " + generator);
                    continue;
                }

                // load contents of shader template
                using (StreamReader sr = new StreamReader(generatorDesc.templatePath))
                {
                    shaderTemplateStr = sr.ReadToEnd();
                }

                // find the pass template using regex matching
                Match passTemplateMatch = Regex.Match(shaderTemplateStr, Strings.k_regexPassTemplate1);

                if (!passTemplateMatch.Success)
                {
                    Debug.LogError($"Could not find pass template in {generatorDesc.templatePath}. Skipping noise shader generation for this generator type!!");
                    continue;
                }

                string passTemplateStr = passTemplateMatch.Value;

                // generate shaders for each fractal type
                foreach (IFractalType fractal in fractalTypes)
                {
                    FractalTypeDescriptor fractalDesc = fractal.GetDescription();
                    string fullShaderCategory         = GetShaderName(generatorDesc, fractalDesc);

                    shaderSB.Append(NoiseLib.Strings.k_warningHeader);
                    shaderSB.Append(shaderTemplateStr);
                    shaderSB.Replace(NoiseLib.Strings.k_tagShaderCategory, $"\"{fullShaderCategory}\"");

                    // add passes for each noise type
                    foreach (INoiseType noise in noiseTypes)
                    {
                        GeneratedShaderInfo info = new GeneratedShaderInfo(fractal, noise);

                        // add to passes string builer
                        passesSB.Append(passTemplateStr);
                        passesSB.AppendLine();
                        passesSB.Replace(NoiseLib.Strings.k_tagIncludes, string.Format("#include \"{0}\"", info.generatedIncludePath));

                        info.ReplaceTags(passesSB);
                    }

                    // replace template with generated passes
                    string newContents = Regex.Replace(shaderSB.ToString(), Strings.k_regexPassTemplate2, passesSB.ToString());

                    newContents = newContents.Replace(NoiseLib.Strings.k_tagFractalName, fractalDesc.name);

                    // load shader contents from disk if it exists
                    string fileName = string.Format("{0}{1}.shader", generatorDesc.name, fractalDesc.name);
                    string filePath = string.Format("{0}/{1}", generatorDesc.outputDir, fileName);

                    if (!Directory.Exists(generatorDesc.outputDir))
                    {
                        Directory.CreateDirectory(generatorDesc.outputDir);
                    }

                    string currentContents = null;

                    FileInfo fi = new FileInfo(filePath);

                    if (File.Exists(filePath))
                    {
                        using (StreamReader sr = new StreamReader(filePath))
                        {
                            currentContents = sr.ReadToEnd();
                            currentContents = NormalizeLineEndings(currentContents);
                        }
                    }

                    // do some code cleanup
                    newContents = Regex.Replace(newContents, NoiseLib.Strings.k_regexDupCommas, ", ");
                    newContents = Regex.Replace(newContents, NoiseLib.Strings.k_emptyArgsRight, " )");
                    newContents = Regex.Replace(newContents, NoiseLib.Strings.k_emptyArgsLeft, "( ");

                    newContents = NormalizeLineEndings(newContents);

                    // only write to file if it is not read-only, ie. if it is one of the generated
                    // shader files that we ship with the TerrainTools package
                    if (!fi.IsReadOnly)
                    {
                        if (currentContents == null || currentContents.CompareTo(newContents) != 0)
                        {
                            try
                            {
                                using (StreamWriter sw = new StreamWriter(filePath))
                                {
                                    sw.Write(newContents);
                                }
                            }
                            catch (Exception)
                            {
                                // restore previous cultureinfo
                                System.Threading.Thread.CurrentThread.CurrentCulture = prevCultureInfo;
                            }
                        }
                    }

                    shaderSB.Clear();
                    passesSB.Clear();
                }
            }

            // restore previous cultureinfo
            System.Threading.Thread.CurrentThread.CurrentCulture = prevCultureInfo;

            // UnityEditor.AssetDatabase.Refresh();
        }