v4k-git-backup/tools/glsl_split.py

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Python
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2023-08-10 21:53:51 +00:00
import argparse
import os
import re
def reindent_code(shader_code: str) -> str:
indented_code = []
indentation_level = 0
tab_size = 4 # You can change this to set the desired tab size
for line in shader_code.split('\n'):
line = line.strip()
if line.endswith('}'):
indentation_level -= 1
indented_code.append(' ' * (tab_size * indentation_level) + line)
if line.endswith('{'):
indentation_level += 1
return '\n'.join(indented_code)
def c_to_glsl(input_filename: str):
# Ensure the output directory exists
if not os.path.exists("engine/shaders"):
os.makedirs("engine/shaders")
# Read the C code from the file
with open(input_filename, 'r') as f:
lines = f.readlines()
capturing = False
shader_code = ""
output_filename = None
for line in lines:
if not capturing:
match = re.search(r'static const char \*const ([a-zA-Z0-9_]+) =', line)
if match:
output_filename = f"engine/shaders/{match.group(1)}.glsl"
capturing = True
continue # skip the current line since it's just the declaration
if capturing:
if line.strip().endswith('";'):
shader_code += line.rstrip('";\n')
# Process the captured shader code
shader_code = shader_code.replace(r'"\n"', '\n').replace(r'\n', '').replace(r'"', '')
# Save to a .glsl file
with open(output_filename, 'w') as f:
shader_code = shader_code.strip()
f.write(reindent_code(shader_code.strip()))
# Reset for the next shader code
capturing = False
shader_code = ""
output_filename = None
else:
shader_code += line
def main():
parser = argparse.ArgumentParser()
parser.add_argument("--input", required=True)
args = parser.parse_args()
c_to_glsl(args.input)
if __name__ == "__main__":
main()