Files
MapLibreParticleLab/scripts/generate-shaders.js

189 lines
5.1 KiB
JavaScript
Executable File

#!/usr/bin/env node
require('flow-remove-types/register');
const path = require('path');
const outputPath = 'src/mbgl/programs/gl';
const zlib = require('zlib');
var shaders = require('../mapbox-gl-js/src/shaders');
require('./style-code');
let concatenated = '';
let offsets = {};
function basicMinify(src) {
return src = src.trim() // strip whitespace at the start/end
.replace(/\s*\/\/[^\n]*\n/g, '\n') // strip double-slash comments
.replace(/\n+/g, '\n') // collapse multi line breaks
.replace(/\n\s+/g, '\n') // strip identation
.replace(/\s?([+-\/*=,])\s?/g, '$1') // strip whitespace around operators
.replace(/([;\(\),\{\}])\n(?=[^#])/g, '$1'); // strip more line breaks
}
for (const key in shaders) {
// Rename a_*_t uniforms to u_*_t. This is a workaround until we can use
// https://github.com/mapbox/mapbox-gl-js/pull/8055, which is blocked by
// https://github.com/mapbox/mapbox-gl-native/issues/13984
shaders[key].vertexSource = shaders[key].vertexSource.replace(/\ba_(\w+)_t\b/mg, 'u_$1_t');
const vertex = concatenated.length;
concatenated += basicMinify(shaders[key].vertexSource);
concatenated += '\n\0';
const fragment = concatenated.length;
concatenated += basicMinify(shaders[key].fragmentSource);
concatenated += '\n\0';
offsets[key] = {
vertex,
fragment,
originalKey: key,
shaderName: key.replace(/[A-Z]+/g, (match) => `_${match.toLowerCase()}`),
ShaderName: key.replace(/^[a-z]/g, (match) => match.toUpperCase())
};
}
// Overrides: The symbolSDF shader is used for two underlying programs.
offsets.symbolSDFIcon = {
vertex: offsets.symbolSDF.vertex,
fragment: offsets.symbolSDF.fragment,
originalKey: 'symbolSDF',
shaderName: 'symbol_sdf_icon',
ShaderName: 'SymbolSDFIcon',
};
offsets.symbolSDFText = {
vertex: offsets.symbolSDF.vertex,
fragment: offsets.symbolSDF.fragment,
originalKey: 'symbolSDF',
shaderName: 'symbol_sdf_text',
ShaderName: 'SymbolSDFText',
};
delete offsets.symbolSDF;
const compressed = zlib.deflateSync(concatenated, {level: zlib.Z_BEST_COMPRESSION})
.toString('hex')
.match(/.{1,32}/g)
.map(line => line.match(/.{1,2}/g).map(n => `0x${n}`).join(', '))
.join(',\n ')
.trim();
function sourceOffset(key, type) {
return `programs::gl::shaderSource() + ${offsets[key][type]}`
}
writeIfModified(path.join(outputPath, 'shader_source.hpp'), `// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
#pragma once
namespace mbgl {
namespace programs {
namespace gl {
const char* shaderSource();
} // namespace gl
} // namespace programs
} // namespace mbgl
`);
writeIfModified(path.join(outputPath, 'shader_source.cpp'), `// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
#include <mbgl/programs/gl/shader_source.hpp>
#include <mbgl/util/compression.hpp>
#include <cstdint>
namespace mbgl {
namespace programs {
namespace gl {
constexpr const uint8_t compressedShaderSource[] = {
${compressed}
};
const char* shaderSource() {
static std::string decompressed = util::decompress(std::string(reinterpret_cast<const char*>(compressedShaderSource), sizeof(compressedShaderSource)));
return decompressed.c_str();
};
} // namespace gl
} // namespace programs
} // namespace mbgl
`);
writeIfModified(path.join(outputPath, 'preludes.hpp'), `// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
#pragma once
namespace mbgl {
namespace programs {
namespace gl {
extern const char* vertexShaderPrelude;
extern const char* fragmentShaderPrelude;
} // namespace gl
} // namespace programs
} // namespace mbgl
`);
writeIfModified(path.join(outputPath, 'preludes.cpp'), `// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
#include <mbgl/programs/gl/preludes.hpp>
#include <mbgl/programs/gl/shader_source.hpp>
namespace mbgl {
namespace programs {
namespace gl {
const char* vertexShaderPrelude = ${sourceOffset('prelude', 'vertex')};
const char* fragmentShaderPrelude = ${sourceOffset('prelude', 'fragment')};
} // namespace gl
} // namespace programs
} // namespace mbgl
`);
for (const key in offsets) {
if (key === 'prelude')
continue;
const { shaderName, ShaderName, originalKey } = offsets[key];
writeIfModified(path.join(outputPath, `${shaderName}.cpp`), `// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
#include <mbgl/programs/${shaderName}_program.hpp>
#include <mbgl/programs/gl/shader_source.hpp>
#include <mbgl/gl/program.hpp>
namespace mbgl {
namespace gfx {
template <>
std::unique_ptr<Program<${ShaderName}Program>>
Context::createProgram<gl::Context>(const ProgramParameters& programParameters) {
return gl::Program<${ShaderName}Program>::createProgram(
reinterpret_cast<gl::Context&>(*this), programParameters, "${shaderName}",
${sourceOffset(key, 'vertex')}, ${sourceOffset(key, 'fragment')});
}
} // namespace gfx
} // namespace mbgl
// Uncompressed source of ${shaderName}.vertex.glsl:
/*
${shaders[originalKey].vertexSource}
*/
// Uncompressed source of ${shaderName}.fragment.glsl:
/*
${shaders[originalKey].fragmentSource}
*/
`);
}