#!/usr/bin/env python3 """ Generate C++ shader headers from KiCad GLSL files. This script converts GLSL shader files to C++ headers compatible with KiCad's BUILTIN_SHADERS namespace. """ import os import sys def convert_shader_to_cpp(source_path, var_name): """Convert a shader file to C++ header content.""" with open(source_path, 'rb') as f: data = f.read() # Convert to hex array hex_values = ', '.join(f'0x{b:02x}' for b in data) hex_values += ', 0x00' # Null terminate array_size = len(data) header_content = f"""// Auto-generated shader header from {os.path.basename(source_path)} #ifndef {var_name.upper()}_H #define {var_name.upper()}_H #include namespace KIGFX {{ namespace BUILTIN_SHADERS {{ extern std::string {var_name}; }} }} #endif // {var_name.upper()}_H """ cpp_content = f"""// Auto-generated from {os.path.basename(source_path)} #include #include "{var_name}.h" namespace KIGFX {{ namespace BUILTIN_SHADERS {{ static unsigned char {var_name}_bytes[] = {{ {hex_values} }}; std::string {var_name} = std::string(reinterpret_cast({var_name}_bytes), {array_size}); }} }} """ return header_content, cpp_content def main(): script_dir = os.path.dirname(os.path.abspath(__file__)) kicad_root = os.path.abspath(os.path.join(script_dir, '..', '..', '..', 'kicad')) shaders_dir = os.path.join(kicad_root, 'common', 'gal', 'shaders') output_dir = os.path.join(script_dir, 'generated') os.makedirs(output_dir, exist_ok=True) shaders = [ ('kicad_frag.glsl', 'glsl_kicad_frag'), ('kicad_vert.glsl', 'glsl_kicad_vert'), ('smaa_base.glsl', 'glsl_smaa_base'), ('smaa_pass_1_frag_color.glsl', 'glsl_smaa_pass_1_frag_color'), ('smaa_pass_1_frag_luma.glsl', 'glsl_smaa_pass_1_frag_luma'), ('smaa_pass_1_vert.glsl', 'glsl_smaa_pass_1_vert'), ('smaa_pass_2_frag.glsl', 'glsl_smaa_pass_2_frag'), ('smaa_pass_2_vert.glsl', 'glsl_smaa_pass_2_vert'), ('smaa_pass_3_frag.glsl', 'glsl_smaa_pass_3_frag'), ('smaa_pass_3_vert.glsl', 'glsl_smaa_pass_3_vert'), ] generated_cpp_files = [] for shader_file, var_name in shaders: source_path = os.path.join(shaders_dir, shader_file) if not os.path.exists(source_path): print(f"Warning: {source_path} not found, skipping") continue header_content, cpp_content = convert_shader_to_cpp(source_path, var_name) header_path = os.path.join(output_dir, f'{var_name}.h') cpp_path = os.path.join(output_dir, f'{var_name}.cpp') with open(header_path, 'w') as f: f.write(header_content) with open(cpp_path, 'w') as f: f.write(cpp_content) generated_cpp_files.append(cpp_path) print(f"Generated {var_name}.h and {var_name}.cpp") print(f"\nGenerated {len(generated_cpp_files)} shader files in {output_dir}") if __name__ == '__main__': main()