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()