Co-Authored-By: Konstantin Käfer <mail@kkaefer.com> Co-Authored-By: Anand Thakker <anandthakker@users.noreply.github.com> Co-Authored-By: Minh Nguyễn <1ec5@users.noreply.github.com>
87 lines
1.9 KiB
JavaScript
Executable File
87 lines
1.9 KiB
JavaScript
Executable File
#!/usr/bin/env node
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require('flow-remove-types/register');
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const path = require('path');
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const outputPath = 'src/mbgl/shaders';
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var shaders = require('../mapbox-gl-js/src/shaders');
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require('./style-code');
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writeIfModified(path.join(outputPath, 'preludes.hpp'), `// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
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#pragma once
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namespace mbgl {
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namespace shaders {
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extern const char* vertexPrelude;
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extern const char* fragmentPrelude;
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} // namespace shaders
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} // namespace mbgl
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`);
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writeIfModified(path.join(outputPath, 'preludes.cpp'), `// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
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#include <mbgl/shaders/preludes.hpp>
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namespace mbgl {
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namespace shaders {
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const char* vertexPrelude = R"MBGL_SHADER(
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${shaders.prelude.vertexSource}
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)MBGL_SHADER";
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const char* fragmentPrelude = R"MBGL_SHADER(
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${shaders.prelude.fragmentSource}
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)MBGL_SHADER";
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} // namespace shaders
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} // namespace mbgl
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`);
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for (const key in shaders) {
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if (key === 'prelude')
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continue;
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const shaderName = key.replace(/[A-Z]+/g, (match) => `_${match.toLowerCase()}`);
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writeIfModified(path.join(outputPath, `${shaderName}.hpp`), `// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
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#pragma once
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namespace mbgl {
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namespace shaders {
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class ${shaderName} {
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public:
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static const char* name;
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static const char* vertexSource;
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static const char* fragmentSource;
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};
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} // namespace shaders
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} // namespace mbgl
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`);
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writeIfModified(path.join(outputPath, `${shaderName}.cpp`), `// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
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#include <mbgl/shaders/${shaderName}.hpp>
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namespace mbgl {
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namespace shaders {
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const char* ${shaderName}::name = "${shaderName}";
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const char* ${shaderName}::vertexSource = R"MBGL_SHADER(
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${shaders[key].vertexSource}
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)MBGL_SHADER";
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const char* ${shaderName}::fragmentSource = R"MBGL_SHADER(
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${shaders[key].fragmentSource}
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)MBGL_SHADER";
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} // namespace shaders
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} // namespace mbgl
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`);
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}
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