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