Files
MapLibreParticleLab/scripts/build-shaders.js

61 lines
2.2 KiB
JavaScript
Executable File

#!/usr/bin/env node
var path = require('path');
var fs = require('fs');
var mkdirp = require('mkdirp');
var shaderName = process.argv[2];
var inputPath = process.argv[3];
var outputPath = process.argv[4];
if (!shaderName || !inputPath || !outputPath) {
console.warn('Not enough arguments.');
console.warn('Usage: %s shaderName /path-to-shader-sources /output-path', path.basename(process.argv[1]));
process.exit(1);
}
var pragmaMapboxRe = /(\s*)#pragma\s+mapbox\s*:\s+(define|initialize)\s+(low|medium|high)p\s+(float|vec(?:2|3|4))\s+(.*)/;
function applyPragmas(source) {
return '\n' + source.split('\n').map(function(line) {
var params = line.match(pragmaMapboxRe);
if (params) {
if (params[2] === 'define') {
return params[1] + 'uniform ' + params[3] + 'p ' + params[4] + ' u_' + params[5] + ';';
} else {
return params[1] + params[3] + 'p ' + params[4] + ' ' + params[5] + ' = u_' + params[5] + ';';
}
} else {
return line;
}
}).join('\n');
}
var vertexPrelude = fs.readFileSync(path.join(inputPath, '_prelude.vertex.glsl'));
var fragmentPrelude = fs.readFileSync(path.join(inputPath, '_prelude.fragment.glsl'));
var vertexSource = vertexPrelude + fs.readFileSync(path.join(inputPath, shaderName + '.vertex.glsl'), 'utf8');
var fragmentSource = fragmentPrelude + fs.readFileSync(path.join(inputPath, shaderName + '.fragment.glsl'), 'utf8');
var content = "#pragma once\n" +
"\n" +
"// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.\n" +
"\n" +
"#include <mbgl/gl/gl.hpp>\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(" + applyPragmas(vertexSource) + ")MBGL_SHADER\";\n" +
" static constexpr const char* fragmentSource = R\"MBGL_SHADER(" + applyPragmas(fragmentSource) + ")MBGL_SHADER\";\n" +
"};\n" +
"\n" +
"} // namespace shaders\n" +
"} // namespace mbgl\n";
mkdirp.sync(outputPath);
fs.writeFileSync(path.join(outputPath, shaderName + '.hpp'), content);