move compiled shaders out of repo and put every shader in separate file
This commit is contained in:
3
.gitignore
vendored
3
.gitignore
vendored
@@ -6,6 +6,9 @@
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# Covers JetBrains IDEs: IntelliJ, RubyMine, PhpStorm, AppCode, PyCharm, CLion, Android Studio, WebStorm and Rider
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# Covers JetBrains IDEs: IntelliJ, RubyMine, PhpStorm, AppCode, PyCharm, CLion, Android Studio, WebStorm and Rider
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# Reference: https://intellij-support.jetbrains.com/hc/en-us/articles/206544839
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# Reference: https://intellij-support.jetbrains.com/hc/en-us/articles/206544839
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# Ignore generated shader's output
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openVulkanoCpp/GeneratedShaderData/*
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# User-specific stuff
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# User-specific stuff
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.idea/**/workspace.xml
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.idea/**/workspace.xml
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.idea/**/tasks.xml
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.idea/**/tasks.xml
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21
Scripts/CompileShaders.sh
Normal file
21
Scripts/CompileShaders.sh
Normal file
@@ -0,0 +1,21 @@
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#!/bin/bash
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GENERATED_DATA_PATH="../openVulkanoCpp/GeneratedShaderData"
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rm $GENERATED_DATA_PATH/*.h
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rm $GENERATED_DATA_PATH/*.c
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for f in ../openVulkanoCpp/Shader/* ; do
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if [[ "$f" == *.frag ]] || [[ "$f" == *.vert ]]
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then
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filename=$(basename -- "$f")
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filename="${filename%.*}"
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glslang -V $f -o $GENERATED_DATA_PATH/$filename.spv
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bin2c -t -d $GENERATED_DATA_PATH/$filename.h -o $GENERATED_DATA_PATH/$filename.c $GENERATED_DATA_PATH/$filename.spv
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sed -i 's/char \*entryName/const char *entryName/' $GENERATED_DATA_PATH/$filename.h
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sed -i 's/const char \*data/const unsigned char *data/' $GENERATED_DATA_PATH/$filename.h
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rm $GENERATED_DATA_PATH/$filename.spv
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fi
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done
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read -p "Press enter to continue"
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@@ -1,19 +0,0 @@
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#!/bin/bash
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rm Shaders.h
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rm Shaders.c
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rm *.spv
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for f in ./* ; do
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if [[ "$f" != *.sh ]] && [[ "$f" != *.hpp ]] && [[ "$f" != *.cpp ]]
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then
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glslang -V $f -o $f.spv
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fi
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done
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bin2c -t -d Shaders.h -o Shaders.c *.spv
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sed -i 's/char \*entryName/const char *entryName/' Shaders.h
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sed -i 's/const char \*data/const unsigned char *data/' Shaders.h
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rm *.spv
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File diff suppressed because it is too large
Load Diff
@@ -1,43 +0,0 @@
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/* Generated by bin2c, do not edit manually */
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#ifndef __Shaders_h_included
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#define __Shaders_h_included
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/* Contents of file background.frag.spv */
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extern const long int background_frag_spv_size;
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extern const unsigned char background_frag_spv[1076];
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/* Contents of file background.vert.spv */
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extern const long int background_vert_spv_size;
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extern const unsigned char background_vert_spv[4180];
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/* Contents of file basic.frag.spv */
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extern const long int basic_frag_spv_size;
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extern const unsigned char basic_frag_spv[376];
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/* Contents of file basicTexture.frag.spv */
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extern const long int basicTexture_frag_spv_size;
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extern const unsigned char basicTexture_frag_spv[668];
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/* Contents of file basic.vert.spv */
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extern const long int basic_vert_spv_size;
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extern const unsigned char basic_vert_spv[2972];
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/* Contents of file grid.frag.spv */
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extern const long int grid_frag_spv_size;
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extern const unsigned char grid_frag_spv[6472];
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/* Contents of file grid.vert.spv */
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extern const long int grid_vert_spv_size;
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extern const unsigned char grid_vert_spv[3340];
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/* File table comprising original file name, address and size */
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typedef struct {
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const char *entryName;
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const unsigned char *data;
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long int size;
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} TFileTableEntry;
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extern const unsigned int fileTableSize;
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extern const TFileTableEntry fileTable[];
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#endif /* __Shaders_h_included */
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