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build.js
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158 lines (140 loc) · 3.95 KB
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#!/usr/bin/env node
var assert = require("assert")
var fs = require("fs")
var path = require("path")
var child_process = require("child_process")
var lineReader = require("line-reader")
var rimraf = require("rimraf")
function buildShader(shaderName, callback)
{
var builder = child_process.spawn("node", ["./node_modules/glsl-unit/bin/template_glsl_compiler", "--input=shaders/" + shaderName + ".glsl", "--variable_renaming=INTERNAL", "--output=build/" + shaderName + ".glsl.min"])
builder.on("exit", function(code)
{
assert(code == 0)
var nextLineContent = null
lineReader.eachLine("build/" + shaderName + ".glsl.min", function(line, last)
{
if (nextLineContent && (line !== ""))
{
var jsString = "var " + nextLineContent + '="' + line + '"\n'
fs.writeFileSync(path.join("build", nextLineContent + ".js"), jsString, "utf8")
nextLineContent = null
}
else if (line == "//! VERTEX")
{
nextLineContent = shaderName + "VertexShader"
}
else if (line == "//! FRAGMENT")
{
nextLineContent = shaderName + "FragmentShader"
}
if (last)
callback()
})
})
}
function buildAllShaders(callback)
{
// build all shaders found in the shaders/ folder
var built = 0
fs.readdir("shaders", function(err, files)
{
for (var i = 0; i < files.length; i++)
{
buildShader(path.basename(files[i], ".glsl"), function()
{
built++
if (built == files.length)
callback()
})
}
})
}
function exportMeshes(callback)
{
/*var exporter = child_process.spawn("C:/Program Files/Blender Foundation/Blender/blender.exe", ["-b", "meshes/all-meshes.blend", "-P", "export-meshes.py"])
exporter.on("exit", function(code)
{
assert(code == 0)
var exporter2 = child_process.spawn("C:/Program Files/Blender Foundation/Blender/blender.exe", ["-b", "meshes/greets.blend", "-P", "export-meshes.py"])
exporter2.on("exit", function(code)
{
assert(code == 0)
var exporter3 = child_process.spawn("C:/Program Files/Blender Foundation/Blender/blender.exe", ["-b", "meshes/basic.blend", "-P", "export-meshes.py"])
exporter3.on("exit", callback)
})
})*/
callback()
}
function concatenateSources(callback)
{
// debug helper
fs.appendFileSync("build/all.js", "\"use strict;\"\n", "utf8")
// concatenate all js file in one big chunk
fs.readdir("js", function(err, jsFiles)
{
// append generated shader files
fs.readdir("build", function(err, buildFiles)
{
for (var i = 0; i < buildFiles.length; i++)
{
if (path.extname(buildFiles[i]) == ".js")
{
console.log("appending " + buildFiles[i])
var code = fs.readFileSync("build/" + buildFiles[i], "utf8")
fs.appendFileSync("build/all.js", code, "utf8")
}
}
// special case for entry point; we must ensure it is the last file appended
var entryIndex = jsFiles.indexOf("main.js")
jsFiles.splice(entryIndex, 1)
jsFiles.push("main.js")
for (var i = 0; i < jsFiles.length; i++)
{
if (path.extname(jsFiles[i]) == ".js")
{
console.log("appending " + jsFiles[i])
var code = fs.readFileSync("js/" + jsFiles[i], "utf8")
fs.appendFileSync("build/all.js", code, "utf8")
}
}
callback()
})
})
}
// create an unpacked version that directly references all.js
function makeUnpacked()
{
var unpackedPage = "<!DOCTYPE html>\n<html><body><canvas id='V'></canvas><script type='text/javascript' src='all.js'></script><body></html>"
fs.writeFileSync("build/unpacked.html", unpackedPage, "utf8")
}
function pack()
{
var packer = child_process.spawn("jsexe", ["build/all.js", "build/packed.html"])
packer.on("exit", function(code)
{
assert(code == 0)
})
}
rimraf("build", function(err)
{
setTimeout(function()
{
fs.mkdir("build", function(err)
{
if (err) throw err
buildAllShaders(function()
{
exportMeshes(function()
{
concatenateSources(function()
{
makeUnpacked()
if (process.argv.indexOf("--pack") != -1)
pack()
})
})
})
})
}, 500)
})