#include "tier0/lib.h" #include "tier1/commandline.h" #include "tier1/appinit.h" #include "tier1/utlstring.h" #include "tier2/ifilesystem.h" #include "shadercompiler/icompiler.h" #include "materialsystem/compiledshadermgr.h" static IShaderCompiler *s_pVulkanSpirvCompiler; static const char *s_szGameRoot; void CompileShader( const char *szShader ) { CCompiledShader shader; if (V_strcmp("shader",Plat_GetExtension(szShader))) return; s_pVulkanSpirvCompiler->CompileShader(szShader, &shader); Plat_MakeDir("build/funnygame/assets", 0755); Plat_MakeDir("build/funnygame/assets/shaders", 0755); CUtlString szOutputDirectory = szShader; szOutputDirectory.RemoveHead(strlen(s_szGameRoot)+1); szOutputDirectory.AppendHead("build/funnygame/assets/"); szOutputDirectory.AppendTail("_c"); printf("%s\n",szOutputDirectory.GetString()); CompiledShaderManager()->WriteToFile(&shader, szOutputDirectory); }; void PrintHelp() { printf("Usage: fsc -i [shader folder] -o [game root]"); Plat_Exit(0); } int main( int c, char **v ) { CUtlString szExePath = Plat_GetExecutablePath(); CommandLine()->CreateCommandLine(c, v); filesystem->Init(); s_pVulkanSpirvCompiler = (IShaderCompiler*)CreateInterface(SLANG_SHADER_COMPILER_SPIRV_VULKAN, NULL); s_pVulkanSpirvCompiler->Init(); const char *szInputDirectory = CommandLine()->ParamValue("-i"); if (!szInputDirectory) PrintHelp(); s_szGameRoot = szInputDirectory; CUtlString szShaderDirectory = CUtlString("%s/shaders\n", szInputDirectory); Plat_ListDirRecursive(szInputDirectory, CompileShader, NULL); s_pVulkanSpirvCompiler->Shutdown(); return 0; }