remove dependency on node

This commit is contained in:
Konstantin Käfer
2014-10-31 15:08:31 -04:00
parent 86230821e4
commit 080c185ea1
11 changed files with 107 additions and 206 deletions

2
.gitignore vendored
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@@ -3,13 +3,11 @@
*.o
*.actual.png
*.diff.png
/node_modules
/mason_packages
/config.gypi
/config-ios.gypi
/config/constants_local.cpp
/build
/bin/node_modules
/include/mbgl/shader/shaders.hpp
/src/shader/shaders_gl.cpp
/src/shader/shaders_gles2.cpp

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@@ -16,7 +16,6 @@ implemented in C++11, currently targeting iOS, OS X, and Ubuntu Linux.
- `pkg-config` (for build only)
- [Homebrew](http://brew.sh) (for build on OS X)
- Python 2.x (for build only)
- Node.js (for build only)
# Build instructions

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@@ -1,133 +0,0 @@
#!/usr/bin/env node
'use strict';
var fs = require('fs');
var path = require('path');
var mkdirp = require('mkdirp');
try { var glsl = require('mapbox-glsl-optimizer'); } catch(err) {}
module.exports = function(shader_type, prefix, suffix) {
var name;
var shaders = {};
var shaderFiles = fs.readdirSync('src/shader');
// Load shaders
for (var i = 0; i < shaderFiles.length; i++) {
var parts = shaderFiles[i].match(/^(.+)\.(vertex|fragment)\.glsl$/);
if (parts) {
name = parts[1];
var type = parts[2];
if (!(name in shaders)) {
shaders[name] = {};
}
shaders[name][type] = fs.readFileSync(path.join('src/shader', shaderFiles[i]), 'utf8');
}
}
var preamble = '';
if (shader_type == 'gles2' || shader_type == 'gles3') {
preamble = 'precision highp float;';
} else {
preamble = '#version 120';
}
for (var name in shaders) {
shaders[name].vertex = preamble + '\n' + shaders[name].vertex;
shaders[name].fragment = preamble + '\n' + shaders[name].fragment;
}
// Optimize shader
if (glsl) {
var target = shader_type == 'gles2' ? glsl.TARGET_OPENGLES20 : (shader_type == 'gles3' ? glsl.TARGET_OPENGLES30 : glsl.TARGET_OPENGL);
var compiler = new glsl.Compiler(target);
for (name in shaders) {
var vertex_shader = new glsl.Shader(compiler, glsl.VERTEX_SHADER, shaders[name].vertex);
if (vertex_shader.compiled()) {
shaders[name].vertex = vertex_shader.output();
} else {
console.warn('failed to optimize %s vertex shader', name);
process.exit(1);
}
vertex_shader.dispose();
var fragment_shader = new glsl.Shader(compiler, glsl.FRAGMENT_SHADER, shaders[name].fragment);
if (fragment_shader.compiled()) {
shaders[name].fragment = fragment_shader.output();
} else {
console.warn('failed to optimize %s fragment shader', name);
process.exit(1);
}
fragment_shader.dispose();
}
compiler.dispose();
} else {
console.warn('Not optimizing shaders');
}
// Save to file
var lines = [];
var consts = [];
for (var name in shaders) {
consts.push(name.toUpperCase() + '_SHADER');
var line = '';
line += ' {\n';
line += ' ' + JSON.stringify(shaders[name].vertex) + ',\n';
line += ' ' + JSON.stringify(shaders[name].fragment) + ',\n';
line += ' }';
lines.push(line);
}
var header = '// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.\n\n';
header += '#ifndef MBGL_SHADER_SHADERS\n';
header += '#define MBGL_SHADER_SHADERS\n';
header += '\n';
header += 'namespace mbgl {\n';
header += '\n';
header += 'struct shader_source {\n';
header += ' const char *vertex;\n';
header += ' const char *fragment;\n';
header += '};\n';
header += '\n';
header += 'enum {\n';
consts.push('SHADER_COUNT');
header += ' ' + consts.join(',\n ') + '\n';
header += '};\n';
header += '\n';
header += 'extern const shader_source shaders[SHADER_COUNT];\n';
header += '\n';
header += '}\n';
header += '\n';
header += '#endif\n';
var code = '// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.\n';
code += '#include <mbgl/platform/gl.hpp>\n';
code += prefix + '\n';
code += '#include <mbgl/shader/shaders.hpp>\n';
code += '\n';
code += 'namespace mbgl {\n';
code += '\n';
code += 'const shader_source shaders[SHADER_COUNT] = {\n';
code += lines.join(',\n');
code += '\n};\n';
code += '\n}\n';
code += suffix + '\n';
var header_path = path.join(process.argv[2], 'include/mbgl/shader/shaders.hpp');
mkdirp.sync(path.dirname(header_path));
fs.writeFileSync(header_path, header);
console.warn('wrote file ' + header_path);
var file_path = path.join(process.argv[2], 'src/shader/shaders_' + shader_type + '.cpp');
mkdirp.sync(path.dirname(file_path));
fs.writeFileSync(file_path, code);
console.warn('wrote file ' + file_path);
};
module.exports('gl', '#ifndef GL_ES_VERSION_2_0', '#endif');
module.exports('gles2', '#ifdef GL_ES_VERSION_2_0', '#endif');

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@@ -1,12 +0,0 @@
var fs = require('fs');
module.exports = function(file, content) {
try {
var existing = fs.readFileSync(file, 'utf8');
if (existing != content) {
fs.writeFileSync(file, content);
}
} catch(err) {
fs.writeFileSync(file, content);
}
};

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@@ -1,8 +0,0 @@
{
"name": "mbgl-native",
"version": "0.0.1",
"dependencies": {
"mapbox-glsl-optimizer": "~0.1.0",
"mkdirp": "^0.5.0"
}
}

24
configure vendored
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@@ -11,22 +11,6 @@ function finish {
}
trap finish EXIT
# Install node
if [[ ! -d ~/.nvm ]]; then
git clone --depth 1 https://github.com/creationix/nvm.git ~/.nvm
fi
set +u
. ~/.nvm/nvm.sh
if [ ! `nvm use 0.10 > /dev/null; echo $?` = 0 ]; then
>&2 echo -en "\033[1m\033[32m* "
nvm install 0.10
>&2 echo -en "\033[0m";
else
>&2 echo -en "\033[1m\033[32m* "
nvm use 0.10
>&2 echo -en "\033[0m";
fi
# Install mason
if [[ ! -d ~/.mason ]]; then
>&2 echo -e "\033[1m\033[32m* Installing Mason\033[0m"
@@ -56,14 +40,8 @@ esac
function abort { >&2 echo -e "\033[1m\033[31m$1\033[0m"; exit 1; }
NODE=`which node || abort 'Cannot find node'`
NPM=`which npm || abort 'Cannot find npm'`
PYTHON=`which python || abort 'Cannot find python'`
>&2 echo -en "\033[1m\033[32m* Using npm "
>&2 ${NPM} --version
>&2 echo -en "\033[0m";
>&2 echo -en "\033[1m\033[32m* Using "
>&2 ${PYTHON} --version
>&2 echo -en "\033[0m";
@@ -84,8 +62,6 @@ CONFIG="# Do not edit. Generated by the configure script.
'libraries': []
},
'variables': {
'node': '${NODE}',
'npm': '${NPM}',
'python': '${PYTHON}',
"

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@@ -1,20 +0,0 @@
{
'targets': [
{ 'target_name': 'npm_install',
'type': 'none',
'hard_dependency': 1,
'actions': [
{
'action_name': 'npm install',
'inputs': [
'../bin/package.json',
],
'outputs': [
'../bin/node_modules',
],
'action': ['./scripts/npm_install.sh', '<@(npm)']
}
],
},
]
}

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@@ -4,13 +4,11 @@
'target_name': 'shaders',
'type': 'none',
'hard_dependency': 1,
'dependencies': [
'npm_install'
],
'actions': [
{
'action_name': 'Build Shaders',
'inputs': [
'../scripts/build-shaders.py',
'<!@(find src -name "*.glsl")'
],
'outputs': [
@@ -18,7 +16,7 @@
'<(SHARED_INTERMEDIATE_DIR)/src/shader/shaders_gl.cpp',
'<(SHARED_INTERMEDIATE_DIR)/src/shader/shaders_gles2.cpp',
],
'action': ['<@(node)', 'bin/build-shaders.js', '<(SHARED_INTERMEDIATE_DIR)'],
'action': ['<@(python)', 'scripts/build-shaders.py', '<(SHARED_INTERMEDIATE_DIR)', '<@(_inputs)'],
}
],
'direct_dependent_settings': {

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@@ -2,7 +2,6 @@
'includes': [
'./gyp/common.gypi',
'./gyp/shaders.gypi',
'./gyp/npm_install.gypi',
'./gyp/styles.gypi',
'./gyp/fixtures.gypi',
'./gyp/certificates.gypi',

104
scripts/build-shaders.py Normal file
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@@ -0,0 +1,104 @@
#!/usr/bin/env python
import sys, re, os, errno
output_dir = sys.argv[1]
file_names = sys.argv[2:]
def mkdir_p(path):
try:
os.makedirs(path)
except OSError as exc: # Python >2.5
if exc.errno == errno.EEXIST and os.path.isdir(path):
pass
else: raise
# Load all shaders
shaders = {}
for file_name in file_names:
parts = re.search('/(\w+)\.(vertex|fragment)\.glsl$', file_name)
if parts:
shader_name = parts.group(1)
shader_type = parts.group(2)
if not shader_name in shaders:
shaders[shader_name] = {}
with open(file_name, "r") as f:
shaders[shader_name][shader_type] = f.read()
def write_header():
header = """// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
#ifndef MBGL_SHADER_SHADERS
#define MBGL_SHADER_SHADERS
namespace mbgl {
struct shader_source {
const char *vertex;
const char *fragment;
};
enum {
%s
SHADER_COUNT
};
extern const shader_source shaders[SHADER_COUNT];
}
#endif
""" % '\n'.join([' %s_SHADER,' % name.upper() for name in shaders.keys()])
header_path = os.path.join(output_dir, 'include/mbgl/shader/shaders.hpp')
mkdir_p(os.path.dirname(header_path))
with open(header_path, 'w') as f: f.write(header)
def write_source(shader_platform, prefix, suffix):
if shader_platform == 'gles2' or shader_platform == 'gles3':
# OpenGL ES
preamble = 'precision highp float;';
else:
# Desktop OpenGL
preamble = '#version 120';
shader_lines = [(""" {{
R"{name}_vert({preamble}\n{vertex}){name}_vert",
R"{name}_frag({preamble}\n{fragment}){name}_frag",
}},
""").format(
name = shader,
preamble = preamble,
vertex = shaders[shader]['vertex'],
fragment = shaders[shader]['fragment']
) for shader in shaders]
source = """// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
#include <mbgl/platform/gl.hpp>
{prefix}
#include <mbgl/shader/shaders.hpp>
namespace mbgl {{
const shader_source shaders[SHADER_COUNT] = {{
{shaders}
}};
}}
{suffix}
""".format(
prefix = prefix,
suffix = suffix,
shaders = ''.join(shader_lines)
)
source_path = os.path.join(output_dir, 'src/shader/shaders_' + shader_platform + '.cpp')
mkdir_p(os.path.dirname(source_path))
with open(source_path, 'w') as f: f.write(source)
write_header()
write_source('gl', '#ifndef GL_ES_VERSION_2_0', '#endif')
write_source('gles2', '#ifdef GL_ES_VERSION_2_0', '#endif')