101 lines
2.8 KiB
JavaScript
Executable File
101 lines
2.8 KiB
JavaScript
Executable File
#!/usr/bin/env node
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const path = require('path');
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const fs = require('fs');
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const inputPath = 'mapbox-gl-js/src/shaders';
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const outputPath = 'src/mbgl/shaders';
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require('./style-code');
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[
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'circle',
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'collision_box',
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'debug',
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'fill',
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'fill_outline',
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'fill_outline_pattern',
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'fill_pattern',
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'line',
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'line_pattern',
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'line_sdf',
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'raster',
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'symbol_icon',
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'symbol_sdf'
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].forEach(function (shaderName) {
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function applyPragmas(source, pragmas) {
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return source.replace(/#pragma mapbox: ([\w]+) ([\w]+) ([\w]+) ([\w]+)/g, (match, operation, precision, type, name) => {
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return pragmas[operation]
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.join("\n")
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.replace(/\{type\}/g, type)
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.replace(/\{precision\}/g, precision)
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.replace(/\{name\}/g, name);
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});
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}
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function vertexSource() {
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const prelude = fs.readFileSync(path.join(inputPath, '_prelude.vertex.glsl'));
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const source = fs.readFileSync(path.join(inputPath, shaderName + '.vertex.glsl'), 'utf8');
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return prelude + applyPragmas(source, {
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define: [
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"uniform lowp float a_{name}_t;",
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"attribute {precision} {type} a_{name}_min;",
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"attribute {precision} {type} a_{name}_max;",
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"varying {precision} {type} {name};"
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],
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initialize: [
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"{name} = mix(a_{name}_min, a_{name}_max, a_{name}_t);"
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]
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});
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}
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function fragmentSource() {
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const prelude = fs.readFileSync(path.join(inputPath, '_prelude.fragment.glsl'));
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const source = fs.readFileSync(path.join(inputPath, shaderName + '.fragment.glsl'), 'utf8');
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return prelude + applyPragmas(source, {
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define: [
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"varying {precision} {type} {name};"
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],
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initialize: [
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]
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});
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}
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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* ${shaderName}::vertexSource = R"MBGL_SHADER(
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${vertexSource()}
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)MBGL_SHADER";
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const char* ${shaderName}::fragmentSource = R"MBGL_SHADER(
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${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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