#!/usr/bin/env node var path = require('path'); var fs = require('fs'); var inputPath = 'mapbox-gl-js/shaders'; var outputPath = 'src/mbgl/shaders'; require('./style-code'); [ 'circle', 'collision_box', 'debug', 'fill', 'fill_outline', 'fill_outline_pattern', 'fill_pattern', 'line', 'line_pattern', 'line_sdf', 'raster', 'symbol_icon', 'symbol_sdf' ].forEach(function (shaderName) { function applyPragmas(source, pragmas) { return source.replace(/#pragma mapbox: ([\w]+) ([\w]+) ([\w]+) ([\w]+)/g, (match, operation, precision, type, name) => { return pragmas[operation] .join("\n") .replace(/\{type\}/g, type) .replace(/\{precision\}/g, precision) .replace(/\{name\}/g, name); }); } function vertexSource() { var prelude = fs.readFileSync(path.join(inputPath, '_prelude.vertex.glsl')); var source = fs.readFileSync(path.join(inputPath, shaderName + '.vertex.glsl'), 'utf8'); return prelude + applyPragmas(source, { define: [ "uniform lowp float a_{name}_t;", "attribute {precision} {type} a_{name}_min;", "attribute {precision} {type} a_{name}_max;", "varying {precision} {type} {name};" ], initialize: [ "{name} = mix(a_{name}_min, a_{name}_max, a_{name}_t);" ] }); } function fragmentSource() { var prelude = fs.readFileSync(path.join(inputPath, '_prelude.fragment.glsl')); var source = fs.readFileSync(path.join(inputPath, shaderName + '.fragment.glsl'), 'utf8'); return prelude + applyPragmas(source, { define: [ "varying {precision} {type} {name};" ], initialize: [ ] }); } var content = "#pragma once\n" + "\n" + "// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.\n" + "\n" + "#include \n" + "\n" + "namespace mbgl {\n" + "namespace shaders {\n" + "\n" + "class " + shaderName + " {\n" + "public:\n" + " static constexpr const char* name = \"" + shaderName + "\";\n" + " static constexpr const char* vertexSource = R\"MBGL_SHADER(\n" + vertexSource() + ")MBGL_SHADER\";\n" + " static constexpr const char* fragmentSource = R\"MBGL_SHADER(\n" + fragmentSource() + ")MBGL_SHADER\";\n" + "};\n" + "\n" + "} // namespace shaders\n" + "} // namespace mbgl\n"; writeIfModified(path.join(outputPath, shaderName + '.hpp'), content); });