/* This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ use std::env; use std::fs::{canonicalize, read_dir, File}; use std::io::prelude::*; use std::path::{Path, PathBuf}; fn write_shaders(glsl_files: Vec, shader_file_path: &Path) { let mut shader_file = File::create(shader_file_path).unwrap(); write!(shader_file, "/// AUTO GENERATED BY build.rs\n\n").unwrap(); write!(shader_file, "use std::collections::HashMap;\n").unwrap(); write!(shader_file, "lazy_static! {{\n").unwrap(); write!( shader_file, " pub static ref SHADERS: HashMap<&'static str, &'static str> = {{\n" ).unwrap(); write!(shader_file, " let mut h = HashMap::new();\n").unwrap(); for glsl in glsl_files { let shader_name = glsl.file_name().unwrap().to_str().unwrap(); // strip .glsl let shader_name = shader_name.replace(".glsl", ""); let full_path = canonicalize(&glsl).unwrap(); let full_name = full_path.as_os_str().to_str().unwrap(); // if someone is building on a network share, I'm sorry. let full_name = full_name.replace("\\\\?\\", ""); let full_name = full_name.replace("\\", "/"); write!( shader_file, " h.insert(\"{}\", include_str!(\"{}\"));\n", shader_name, full_name ).unwrap(); } write!(shader_file, " h\n").unwrap(); write!(shader_file, " }};\n").unwrap(); write!(shader_file, "}}\n").unwrap(); } fn main() { let out_dir = env::var("OUT_DIR").unwrap_or("out".to_owned()); let shaders_file = Path::new(&out_dir).join("shaders.rs"); let mut glsl_files = vec![]; println!("cargo:rerun-if-changed=res"); let res_dir = Path::new("res"); for entry in read_dir(res_dir).unwrap() { let entry = entry.unwrap(); let path = entry.path(); if entry.file_name().to_str().unwrap().ends_with(".glsl") { println!("cargo:rerun-if-changed={}", path.display()); glsl_files.push(path.to_owned()); } } // Sort the file list so that the shaders.rs file is filled // deterministically. glsl_files.sort_by(|a, b| a.file_name().cmp(&b.file_name())); write_shaders(glsl_files, &shaders_file); }