public override void Deploy()
        {
            var modelOutPath = new FileInfo(_outputFilePath);

            Directory.CreateDirectory(modelOutPath.DirectoryName);

            var assetFileModel = PrepareNewAssetFile(null);

            assetFileModel.FileType       = FileType.Generic3dModel;
            assetFileModel.OutputFilePath = modelOutPath.FullName;
            DeployFile(assetFileModel);
            FilesDeployed.Add(assetFileModel);

            foreach (var tp in _texturePaths)
            {
                var actualTexPath = GetOutputPathForTexture(tp);
                var texOutPath    = new FileInfo(actualTexPath);
                Directory.CreateDirectory(texOutPath.DirectoryName);

                var assetFileTex = PrepareNewAssetFile(assetFileModel);
                // Alter input path:
                assetFileTex.InputFilePath  = GetInputPathForTexture(tp);
                assetFileTex.FileType       = FileType.Generic;
                assetFileTex.OutputFilePath = texOutPath.FullName;
                DeployFile(assetFileTex);
                FilesDeployed.Add(assetFileTex);
            }

            assetFileModel.Messages.Add(Message.Create(MessageType.Success, $"Copied model '{assetFileModel.OutputFilePath}', and {_texturePaths.Count} dependent material textures.", null));             // TODO: open a window or so?
        }
示例#2
0
        public override void Deploy()
        {
            var outPath = new FileInfo(_outputFilePath);

            Directory.CreateDirectory(outPath.DirectoryName);

            var assetFileModel = PrepareNewAssetFile(null);

            assetFileModel.FileType       = FileType.Generic;
            assetFileModel.OutputFilePath = outPath.FullName;

            // Now, are we going to copy or are we going to symlink?
            FilesDeployed.Add(assetFileModel);             // store before deployment to keep the info - even if DeployFile() might fail
            DeployFile(assetFileModel);
        }
        public override void Deploy()
        {
            var outPath = new FileInfo(_outputFilePath);

            Directory.CreateDirectory(outPath.DirectoryName);

            var assetFileModel = PrepareNewAssetFile(null);

            assetFileModel.FileType       = FileType.Generic;
            assetFileModel.OutputFilePath = outPath.FullName;

            // Now, are we going to copy or are we going to symlink?
            DeployFile(assetFileModel);

            FilesDeployed.Add(assetFileModel);
        }
示例#4
0
        public override void Deploy()
        {
            var modelOutPath = new FileInfo(_outputFilePath);

            Directory.CreateDirectory(modelOutPath.DirectoryName);

            var assetFileModel = PrepareNewAssetFile(null);

            assetFileModel.FileType       = FileType.Generic3dModel;
            assetFileModel.OutputFilePath = modelOutPath.FullName;
            DeployFile(assetFileModel);
            FilesDeployed.Add(assetFileModel);

            foreach (var tp in _texturePaths)
            {
                var texInPathStr = GetInputPathForTexture(tp);
                var texInPath    = new FileInfo(texInPathStr);

                // Perform some checks before deploying it
                // -> A dependent resource must reside in the same folder or in a subfolder of the root resource.
                if (!texInPath.Directory.IsSameOrSubdirectoryOf(_inputFile.Directory))
                {
                    assetFileModel.Messages.Add(Message.Create(MessageType.Warning, $"The texture '{texInPath.FullName}' is not located in the same directory or a subdirectory of {_inputFile.FullName}. It will not be deployed.", null));
                    continue;
                }
                if (!texInPath.Exists)
                {
                    assetFileModel.Messages.Add(Message.Create(MessageType.Warning, $"The texture '{texInPath.FullName}' (referenced in '{_inputFile.Name}') does not exist at that path.", null));
                    continue;
                }

                var texOutPathStr = GetOutputPathForTexture(tp);
                var texOutPath    = new FileInfo(texOutPathStr);

                Directory.CreateDirectory(texOutPath.DirectoryName);

                var assetFileTex = PrepareNewAssetFile(assetFileModel);
                // Alter input path:
                assetFileTex.InputFilePath  = texInPathStr;
                assetFileTex.FileType       = FileType.Generic;
                assetFileTex.OutputFilePath = texOutPath.FullName;
                DeployFile(assetFileTex);
                FilesDeployed.Add(assetFileTex);
            }

            assetFileModel.Messages.Add(Message.Create(MessageType.Success, $"Copied model '{assetFileModel.OutputFilePath}', and {_texturePaths.Count} dependent material textures.", null));             // TODO: open a window or so?
        }
        public override void Deploy()
        {
            var outFile = new FileInfo(_outputFilePath);

            Directory.CreateDirectory(outFile.DirectoryName);
            // Read in -> modify -> write out
            string glslCode = File.ReadAllText(_inputFile.FullName);

            File.WriteAllText(outFile.FullName, MorphVkGlslIntoGlGlsl(glslCode));

            var assetFile = PrepareNewAssetFile(null);

            assetFile.FileType       = FileType.GlslShaderForGl;
            assetFile.OutputFilePath = outFile.FullName;
            assetFile.DeploymentType = DeploymentType.MorphedCopy;

            assetFile.Messages.Add(Message.Create(MessageType.Success, $"Copied (Vk->Gl morphed) GLSL file to '{outFile.FullName}'", null));             // TODO: open a window or so?

            FilesDeployed.Add(assetFile);
        }
示例#6
0
        public override void Deploy()
        {
            base.Deploy();

            string matFile = null;

            using (var sr = new StreamReader(_inputFile.FullName))
            {
                while (!sr.EndOfStream)
                {
                    var line = sr.ReadLine();
                    if (line.TrimStart().StartsWith("mtllib"))
                    {
                        // found a .mat-file!
                        matFile = line.TrimStart().Substring("mtllib".Length).Trim();
                    }
                }
            }

            if (null != matFile)
            {
                var modelOutPath  = new FileInfo(_outputFilePath);
                var actualMatPath = Path.Combine(modelOutPath.DirectoryName, matFile);
                var matOutPath    = new FileInfo(actualMatPath);
                Directory.CreateDirectory(matOutPath.DirectoryName);

                Diag.Debug.Assert(FilesDeployed[0].FileType == FileType.Generic3dModel);
                Diag.Debug.Assert(FilesDeployed[0].Parent == null);
                var assetFileMat = PrepareNewAssetFile(FilesDeployed[0]);
                // Alter input path:
                assetFileMat.InputFilePath  = Path.Combine(_inputFile.DirectoryName, matFile);
                assetFileMat.FileType       = FileType.ObjMaterials;
                assetFileMat.OutputFilePath = matOutPath.FullName;
                DeployFile(assetFileMat);

                assetFileMat.Messages.Add(Message.Create(MessageType.Success, $"Added materials file '{assetFileMat.OutputFilePath}', of .obj model '{FilesDeployed[0].OutputFilePath}'", null));                 // TODO: open a window or so?

                FilesDeployed.Add(assetFileMat);
            }
        }
示例#7
0
        public override void Deploy()
        {
            base.Deploy();

            string matFile = null;

            using (var sr = new StreamReader(_inputFile.FullName))
            {
                while (!sr.EndOfStream)
                {
                    var line = sr.ReadLine();
                    if (line.TrimStart().StartsWith("mtllib"))
                    {
                        // found a .mat-file!
                        matFile = line.TrimStart().Substring("mtllib".Length).Trim();
                    }
                }
            }

            if (null != matFile)
            {
                var matInPathStr = Path.Combine(_inputFile.DirectoryName, matFile);
                var matInPath    = new FileInfo(matInPathStr);

                // Perform some checks before deploying it
                // -> A dependent resource must reside in the same folder or in a subfolder of the root resource.
                bool failed = false;
                if (!matInPath.Directory.IsSameOrSubdirectoryOf(_inputFile.Directory))
                {
                    // The first element of FilesDeployed will contain the 3D-model file
                    FilesDeployed.First().Messages.Add(Message.Create(MessageType.Warning, $"The material file '{matInPath.FullName}' is not located in the same directory or a subdirectory of {_inputFile.FullName}. It will not be deployed.", null));
                    failed = true;
                }
                if (!matInPath.Exists)
                {
                    // The first element of FilesDeployed will contain the 3D-model file
                    FilesDeployed.First().Messages.Add(Message.Create(MessageType.Warning, $"The material file '{matInPath.FullName}' (referenced in '{_inputFile.Name}') does not exist at that path.", null));
                    failed = true;
                }

                if (!failed)
                {
                    var modelOutPath  = new FileInfo(_outputFilePath);
                    var actualMatPath = Path.Combine(modelOutPath.DirectoryName, matFile);
                    var matOutPath    = new FileInfo(actualMatPath);
                    Directory.CreateDirectory(matOutPath.DirectoryName);

                    Diag.Debug.Assert(FilesDeployed[0].FileType == FileType.Generic3dModel);
                    Diag.Debug.Assert(FilesDeployed[0].Parent == null);
                    var assetFileMat = PrepareNewAssetFile(FilesDeployed[0]);
                    // Alter input path:
                    assetFileMat.InputFilePath  = matInPathStr;
                    assetFileMat.FileType       = FileType.ObjMaterials;
                    assetFileMat.OutputFilePath = matOutPath.FullName;
                    DeployFile(assetFileMat);

                    assetFileMat.Messages.Add(Message.Create(MessageType.Success, $"Added materials file '{assetFileMat.OutputFilePath}', of .obj model '{FilesDeployed[0].OutputFilePath}'", null));                 // TODO: open a window or so?

                    FilesDeployed.Add(assetFileMat);
                }
            }
        }
示例#8
0
        public override void Deploy()
        {
            var outFile = new FileInfo(_outputFilePath);

            Directory.CreateDirectory(outFile.DirectoryName);

            var cmdLineParams = string.Format(GlslangValidatorParams, _inputFile.FullName, outFile.FullName);
            var sb            = new StringBuilder();

            int numErrors   = 0;
            int numWarnings = 0;

            var assetFile = PrepareNewAssetFile(null);

            assetFile.FileType       = FileType.GlslShaderForVk;
            assetFile.OutputFilePath = outFile.FullName;
            assetFile.DeploymentType = DeploymentType.MorphedCopy;

            void processLine(string line)
            {
                sb.AppendLine(line);
                // check for error:
                if (line.TrimStart().StartsWith("error", StringComparison.InvariantCultureIgnoreCase))
                {
                    var m = LineNumberRegex.Match(line);
                    assetFile.Messages.Add(Message.Create(
                                               MessageType.Error,
                                               line, null,
                                               _inputFile.FullName, true, m.Success ? int.Parse(m.Groups[1].Value) : (int?)null));
                    numErrors += 1;
                }
                // check for warning:
                else if (line.TrimStart().StartsWith("warn", StringComparison.InvariantCultureIgnoreCase))
                {
                    var m = LineNumberRegex.Match(line);
                    assetFile.Messages.Add(Message.Create(
                                               MessageType.Warning,
                                               line, null,
                                               _inputFile.FullName, true, m.Success ? int.Parse(m.Groups[1].Value) : (int?)null));
                    numWarnings += 1;
                }
            }

            // Call the other process:
            using (Diag.Process proc = new Diag.Process()
            {
                StartInfo = new Diag.ProcessStartInfo(GlslangValidatorPath, cmdLineParams)
                {
                    UseShellExecute = false,
                    RedirectStandardOutput = true,
                    RedirectStandardError = true,
                    CreateNoWindow = true,
                    WindowStyle = Diag.ProcessWindowStyle.Hidden,
                }
            })
            {
                proc.Start();
                while (!proc.StandardOutput.EndOfStream)
                {
                    var line = proc.StandardOutput.ReadLine();
                    processLine(line);
                }
                while (!proc.StandardError.EndOfStream)
                {
                    var line = proc.StandardOutput.ReadLine();
                    processLine(line);
                }
            }

            if (numErrors > 0 || numWarnings > 0)
            {
                if (numErrors > 0 && numWarnings > 0)
                {
                    assetFile.Messages.Add(Message.Create(MessageType.Information, $"Compiling shader for Vulkan resulted in {numErrors} errors and {numWarnings} warnings:" + Environment.NewLine + Environment.NewLine + sb.ToString(), null, _inputFile.FullName, true));
                }
                else if (numWarnings > 0)
                {
                    assetFile.Messages.Add(Message.Create(MessageType.Information, $"Compiling shader for Vulkan resulted in {numWarnings} warnings:" + Environment.NewLine + Environment.NewLine + sb.ToString(), null, _inputFile.FullName, true));
                }
                else
                {
                    assetFile.Messages.Add(Message.Create(MessageType.Information, $"Compiling shader for Vulkan resulted in {numErrors} errors:" + Environment.NewLine + Environment.NewLine + sb.ToString(), null, _inputFile.FullName, true));
                }
            }
            else
            {
                assetFile.Messages.Add(Message.Create(MessageType.Success, $"Compiling shader for Vulkan succeeded:" + Environment.NewLine + Environment.NewLine + sb.ToString(), null, _inputFile.FullName, true));
            }

            FilesDeployed.Add(assetFile);
        }