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shader-watcher.js
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// shader-watcher.js
'use strict';
const fs = require('fs');
const path = require('path');
const findFolder = require('./find-folder');
const watcher = require('./watch');
const copyFile = require('./copy-file');
const checkExtension = require('./checkExtension');
const PATH_SRC = './src';
const TEMPLATE_VERTEX = './tasks/basic.vert';
const TEMPLATE_FRAGMENT = './tasks/copy.frag';
const regShader = /shaders\/.+\.(vert|frag)/g;
let shaderPath;
findFolder(PATH_SRC, 'shaders', (mPath)=> {
shaderPath = mPath;
startWatch();
});
let watcherViews = watcher([PATH_SRC]);
function startWatch() {
watcherViews.on('all',(event, file) => {
if(file.indexOf('.DS_Store') > -1) return;
if(!checkExtension(file, ['js'])) return;
console.log('Event:', event, 'file :' , file);
if(event !== 'add' && event !== 'change') return;
checkFile(file);
});
}
const checkFile = (file) => {
getShaderImports(file).then(shaderImports => {
return shaderImports.reduce((sequence, shaderName)=> {
return sequence.then(()=>{
return isShaderExist(shaderName);
}).then((mName)=> {
generateShader(mName);
}).catch((err)=> {
console.log(err);
});
}, Promise.resolve());
}).catch((err)=> {
console.log('Error:', err);
});
}
const getShaderImports = (mPath) => new Promise((resolve, reject) => {
let results = [];
fs.readFile(mPath, 'utf8', (err, str) => {
if(err) {
reject('Error Loading file !');
} else {
let match;
while( match = regShader.exec(str)) {
results.push(match[0]);
}
results = results.map((mPath)=> {
return mPath.replace('shaders/', '');
});
resolve(results);
}
});
});
const isShaderExist = (name) => new Promise((resolve, reject) => {
fs.readdir(shaderPath, (err, files) => {
if(err) {
reject(err);
return;
}
if(files.indexOf(name) === -1) {
resolve(name);
} else {
reject(`Shader existed : ${name}`);
}
});
})
function generateShader(mName) {
if(isVertexShader(mName)) {
generateVertexShader(mName);
} else {
generateFragmentShader(mName);
}
}
function generateVertexShader(mName) {
console.log('Generate vertex shader :', mName);
copyFile(TEMPLATE_VERTEX, path.resolve(shaderPath, mName), (err)=> {
if(err) console.log('Err', err);
});
}
function generateFragmentShader(mName) {
console.log('Generate fragment shader : ', mName);
copyFile(TEMPLATE_FRAGMENT, path.resolve(shaderPath, mName), (err)=> {
if(err) console.log('Err', err);
});
}
function isVertexShader(mName) {
return mName.indexOf('.vert') > -1;
}