Files
MapLibreParticleLab/scripts/generate-shaders.js
Chris Loer f7a69d15ab [docs] Include uncompressed shader source in .cpp comments
This is meant to
(1) Make it easier for new developers to find the source
(2) Make it easier to look at shader diffs when the GL JS pin changes
2018-09-19 16:19:28 -07:00

153 lines
3.6 KiB
JavaScript
Executable File

#!/usr/bin/env node
require('flow-remove-types/register');
const path = require('path');
const outputPath = 'src/mbgl/shaders';
const zlib = require('zlib');
var shaders = require('../mapbox-gl-js/src/shaders');
require('./style-code');
let concatenated = '';
let offsets = {};
for (const key in shaders) {
const vertex = concatenated.length;
concatenated += shaders[key].vertexSource;
concatenated += '\0';
const fragment = concatenated.length;
concatenated += shaders[key].fragmentSource;
concatenated += '\0';
offsets[key] = {vertex, fragment};
}
const compressed = zlib.deflateSync(concatenated, {level: zlib.Z_BEST_COMPRESSION})
.toString('hex')
.match(/.{1,16}/g)
.map(line => line.match(/.{1,2}/g).map(n => `0x${n}`).join(', '))
.join(',\n ')
.trim();
function sourceOffset(key, type) {
return `source() + ${offsets[key][type]}`
}
writeIfModified(path.join(outputPath, 'source.hpp'), `// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
#pragma once
namespace mbgl {
namespace shaders {
const char* source();
} // namespace shaders
} // namespace mbgl
`);
writeIfModified(path.join(outputPath, 'source.cpp'), `// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
#include <mbgl/shaders/source.hpp>
#include <mbgl/util/compression.hpp>
#include <cstdint>
namespace mbgl {
namespace shaders {
const char* source() {
static const uint8_t compressed[] = {
${compressed}
};
static std::string decompressed = util::decompress(std::string(reinterpret_cast<const char*>(compressed), sizeof(compressed)));
return decompressed.c_str();
};
} // namespace shaders
} // namespace mbgl
`);
writeIfModified(path.join(outputPath, 'preludes.hpp'), `// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
#pragma once
namespace mbgl {
namespace shaders {
extern const char* vertexPrelude;
extern const char* fragmentPrelude;
} // namespace shaders
} // namespace mbgl
`);
writeIfModified(path.join(outputPath, 'preludes.cpp'), `// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
#include <mbgl/shaders/preludes.hpp>
#include <mbgl/shaders/source.hpp>
namespace mbgl {
namespace shaders {
const char* vertexPrelude = ${sourceOffset('prelude', 'vertex')};
const char* fragmentPrelude = ${sourceOffset('prelude', 'fragment')};
} // namespace shaders
} // namespace mbgl
`);
for (const key in shaders) {
if (key === 'prelude')
continue;
const shaderName = key.replace(/[A-Z]+/g, (match) => `_${match.toLowerCase()}`);
writeIfModified(path.join(outputPath, `${shaderName}.hpp`), `// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
#pragma once
namespace mbgl {
namespace shaders {
class ${shaderName} {
public:
static const char* name;
static const char* vertexSource;
static const char* fragmentSource;
};
} // namespace shaders
} // namespace mbgl
`);
writeIfModified(path.join(outputPath, `${shaderName}.cpp`), `// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
#include <mbgl/shaders/${shaderName}.hpp>
#include <mbgl/shaders/source.hpp>
namespace mbgl {
namespace shaders {
const char* ${shaderName}::name = "${shaderName}";
const char* ${shaderName}::vertexSource = ${sourceOffset(key, 'vertex')};
const char* ${shaderName}::fragmentSource = ${sourceOffset(key, 'fragment')};
// Uncompressed source of ${shaderName}.vertex.glsl:
/*
${shaders[key].vertexSource}
*/
// Uncompressed source of ${shaderName}.fragment.glsl:
/*
${shaders[key].fragmentSource}
*/
} // namespace shaders
} // namespace mbgl
`);
}