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#! /bin/bash
#############################################################################################
# #
# Compiles Faust programs to Android, OSX, iOS, Microsoft 32bits and 64 bits libraries #
# suitable for the Unity environment #
# #
# (c) Grame, 2017 #
# #
#############################################################################################
# The libraries are first wrapped by the unityplugin.cpp architecture file.
# They have to be used in the Unity environment.
# The libraries do not work by themselves.
# They need the FaustPlugin_<dspname>.cs and FaustUtilities_<dspname>.cs files to be functional.
# These files are automatically generated in this script.
# By default, all generated files are packed in a unitypackage archive to be read as a package by Unity.
# Several options are available, see architecture/unity/README.md for more info.
. faustpath
. usage.sh
echoHelp()
{
usage faust2unity "[options] [Faust options] <file.dsp>"
platform Android, Linux, MacOSX, iOS, Windows
require Unity
echo "Generates a unity package (compressed .unitypackage folder) with all available architecture libraries for faust unity plugin and the C# files required. Use arguments to generate specific architectures (see https://github.com/grame-cncm/faust/tree/master-dev/architecture/unity)"
option
option -w32 "generates a Windows 32 bits library"
option -w64 "generates a Windows 64 bits library"
option -osx "generates a macOS library"
option -ios "generates an iOS library"
option -android "generates Android libraries (armeabi-v7a and x86)."
option -linux "generates a Linux library"
option "-nvoices <num>"
option -source "generates the source files (uncompressed folder)"
option -universal "generates a universal (arm/intel) external on OSX"
option -unpacked "generates an unpacked folder with files organized like the Unity Asset hierarchy. Use this options to add specific files in the unity package (in the Assets folder, then use 'encoderunitypackage <folder>' to compress and pack it."
option "Faust options"
$ARCH
echo "See architecture/unity/README.md for more info."
exit
}
if [ "$#" -eq 0 ]; then
echo 'Please, provide a Faust file to process !'
echo ''
echoHelp
fi
#-----------------------------------------------------------------
# Dispatch command arguments
ALL="1"
W32="0"
W64="0"
OSX="0"
IOS="0"
ANDROID="0"
LINUX="0"
SRC="0"
UNPCK="0"
NVOICES=-1
FAUST_UTILITY=FaustUtilities_template.cs
ARCH=""
while [ $1 ]
do
p=$1
if [ $p = "-help" ] || [ $p = "-h" ]; then
echoHelp
elif [ $p = "-w32" ]; then
W32="1"
ALL="0"
elif [ $p = "-w64" ]; then
W64="1"
ALL="0"
elif [ $p = "-osx" ]; then
OSX="1"
ALL="0"
elif [ $p = "-ios" ]; then
IOS="1"
ALL="0"
elif [ $p = "-android" ]; then
ANDROID="1"
ALL="0"
elif [ $p = "-linux" ]; then
LINUX="1"
ALL="0"
elif [ $p = "-universal" ]; then
ARCH="-universal"
elif [ $p = "-nvoices" ]; then
shift
NVOICES=$1
FAUST_UTILITY=FaustPolyUtilities_template.cs
elif [ $p = "-source" ]; then
SRC="1"
ALL="0"
elif [ $p = "-unpacked" ]; then
UNPCK="1"
elif [ ${p:0:1} = "-" ]; then
OPTIONS="$OPTIONS $p"
elif [[ -f "$p" ]] && [ ${p: -4} == ".dsp" ]; then
FILES="$FILES $p"
else
OPTIONS="$OPTIONS $p"
fi
shift
done
#-------------------------------------
# Compiles all *.dsp files
ARCHIVES=""
for p in $FILES; do
CUR=$(pwd)
f=$(basename "$p")
SRCDIR=$(dirname "$p")
NAME=${f%.dsp}
FNAME=FaustPlugin_$NAME
FIN=$SRCDIR/$FNAME
# creates final dir / overwrites it if already created
if [ -d "$FIN" ]; then
rm -rf "$FIN"
fi
mkdir "$FIN"
# adds README to final dir while setting dspname
sed "s/<dspname>/$NAME/g" $FAUSTARCH/unity/README.md > $FIN/README.md
# finds number of parameters, required for the c# scripts
faust -uim $f -o $NAME.cpp
grep FAUST_ACTIVES $NAME.cpp > params.txt
var1=$(cut -d" " -f3- params.txt)
grep FAUST_PASSIVES $NAME.cpp > params.txt
var2=$(cut -d" " -f3- params.txt)
let "var=var1+var2"
rm $NAME.cpp
rm params.txt
# compiles faust to c++ and json (adds JSON to C# string)
faust -uim -json "$SRCDIR/$f" -o /dev/null;
tr -d '\n' < $f.json > $NAME.json
sed 's/\"/\\\\"/g;s/\//\\\//g' $NAME.json > $f.json
JSON=$(<$f.json)
# generates c# files
sed -e "s/MODEL/$NAME/g;s/PLUGNAME/lib$FNAME/g;s/PLUGINNAME/$FNAME/g;s/RELEVANTJSONFILE/$JSON/g;" $FAUSTARCH/unity/$FAUST_UTILITY > $FIN/FaustUtilities_$NAME.cs
sed -e "s/MODEL/$NAME/g;s/VARIABLES/$var/g;" $FAUSTARCH/unity/FaustPlugin_template.cs > $FIN/$FNAME.cs
rm -rf $NAME.json
rm -rf $f.json
# compiles c++ to binaries
# w64
if [ $W64 = "1" ] || [ $ALL = "1" ]; then
WINBITS="$WINBITS -64"
fi
# w32
if [ $W32 = "1" ] || [ $ALL = "1" ]; then
WINBITS="$WINBITS -32"
fi
# win
if [ -n "$WINBITS" ]; then
faust2winunity -nvoices $NVOICES $WINBITS $f || exit
fi
# macos
if [ $OSX = "1" ] || [ $ALL = "1" ]; then
faust2osxiosunity $ARCH -nvoices $NVOICES $f || exit
fi
# ios
if [ $IOS = "1" ] || [ $ALL = "1" ]; then
faust2osxiosunity -nvoices $NVOICES -ios $f || exit
fi
# android
if [ $ANDROID = "1" ] || [ $ALL = "1" ]; then
faust2androidunity -nvoices $NVOICES $f || exit
fi
# Linux
if [ $LINUX = "1" ] || [ $ALL = "1" ]; then
faust2linuxunity -nvoices $NVOICES $f || exit
fi
# Dispatch files in Unity hierarchy
if [ "$SRC" = "0" ]; then
if [ "$UNPCK" = "1" ]; then # Specific folder name if unpacked
PLGN=$FNAME\_Assets/Plugins
SCRPT=$FNAME\_Assets/Scripts
else
PLGN=Assets/Plugins
SCRPT=Assets/Scripts
fi
if [ ! -d "$PLGN" ]; then
mkdir -p $PLGN
else
rm -rf $PLGN
mkdir -p $PLGN
fi
if [ ! -d "$SCRPT" ]; then
mkdir -p $SCRPT
else
rm -rf $SCRPT
mkdir -p $SCRPT
fi
echo $NAME > .VAR
mv $FNAME/*.cs $SCRPT
mv $FNAME $PLGN
if [ "$UNPCK" = "0" ]; then
encoderunitypackage Assets # encode unity package
ARCHIVES="$ARCHIVES$FNAME.unitypackage;" # add package name ARCHIVES variable to display compile package name
elif [ "$UNPCK" = "1" ]; then
ARCHIVES=$ARCHIVES$FNAME\_Assets\; # add package name ARCHIVES variable to display compile folder
fi
elif [ "$SRC" = "1" ]; then
# add .dsp and .cpp files to sources folder
faust -uim -i -a $FAUSTARCH/unity/unityplugin.cpp $f -o $NAME.cpp
mv "$NAME.cpp" "$FNAME/$NAME.cpp"
cp "$f" "$FNAME/$f"
SNAME=$FNAME\_sources
mv "$FNAME" "$SNAME"
ARCHIVES="$ARCHIVES$SNAME;"
fi
done
echo "$ARCHIVES"
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