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author | John Firebaugh <john.firebaugh@gmail.com> | 2017-08-01 13:03:53 -0700 |
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committer | John Firebaugh <john.firebaugh@gmail.com> | 2017-08-02 09:59:50 -0700 |
commit | 466728b441308de4bb0579d8b871c587607c76ae (patch) | |
tree | 097d5117cc4a39567e2a4f80ae2cc4fac18625cc /scripts/generate-shaders.js | |
parent | ae1d9eceadb0c7ab556b76e746af567e0a0b9835 (diff) | |
download | qtlocation-mapboxgl-466728b441308de4bb0579d8b871c587607c76ae.tar.gz |
[core] Simplify generate-shaders.js
We moved the #pragma ⇢ #ifndef logic into gl-js.
Diffstat (limited to 'scripts/generate-shaders.js')
-rwxr-xr-x | scripts/generate-shaders.js | 88 |
1 files changed, 11 insertions, 77 deletions
diff --git a/scripts/generate-shaders.js b/scripts/generate-shaders.js index a10e505278..39aed3053e 100755 --- a/scripts/generate-shaders.js +++ b/scripts/generate-shaders.js @@ -3,14 +3,11 @@ const path = require('path'); const fs = require('fs'); -const inputPath = 'mapbox-gl-js/src/shaders'; +const shaders = require('../mapbox-gl-js/src/shaders'); const outputPath = 'src/mbgl/shaders'; require('./style-code'); -const vertexPrelude = fs.readFileSync(path.join(inputPath, '_prelude.vertex.glsl')); -const fragmentPrelude = fs.readFileSync(path.join(inputPath, '_prelude.fragment.glsl')); - writeIfModified(path.join(outputPath, 'preludes.hpp'), `// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. #pragma once @@ -33,84 +30,21 @@ namespace mbgl { namespace shaders { const char* vertexPrelude = R"MBGL_SHADER( -${vertexPrelude} +${shaders.prelude.vertexSource} )MBGL_SHADER"; const char* fragmentPrelude = R"MBGL_SHADER( -${fragmentPrelude} +${shaders.prelude.fragmentSource} )MBGL_SHADER"; } // namespace shaders } // namespace mbgl `); -[ - 'circle', - 'collision_box', - 'debug', - 'extrusion_texture', - 'fill', - 'fill_extrusion', - 'fill_extrusion_pattern', - 'fill_outline', - 'fill_outline_pattern', - 'fill_pattern', - 'line', - 'line_pattern', - 'line_sdf', - 'raster', - 'symbol_icon', - 'symbol_sdf' -].forEach(function (shaderName) { - const re = / *#pragma mapbox: ([\w]+) ([\w]+) ([\w]+) ([\w]+)/g; - const fragmentPragmas = new Set(); - - let fragmentSource = fs.readFileSync(path.join(inputPath, shaderName + '.fragment.glsl'), 'utf8'); - let vertexSource = fs.readFileSync(path.join(inputPath, shaderName + '.vertex.glsl'), 'utf8'); - - fragmentSource = fragmentSource.replace(re, (match, operation, precision, type, name) => { - fragmentPragmas.add(name); - return operation === "define" ? ` -#ifndef HAS_UNIFORM_u_${name} -varying ${precision} ${type} ${name}; -#else -uniform ${precision} ${type} u_${name}; -#endif` : ` -#ifdef HAS_UNIFORM_u_${name} - ${precision} ${type} ${name} = u_${name}; -#endif`; - }); - - vertexSource = vertexSource.replace(re, (match, operation, precision, type, name) => { - const a_type = type === "float" ? "vec2" : "vec4"; - if (fragmentPragmas.has(name)) { - return operation === "define" ? ` -#ifndef HAS_UNIFORM_u_${name} -uniform lowp float a_${name}_t; -attribute ${precision} ${a_type} a_${name}; -varying ${precision} ${type} ${name}; -#else -uniform ${precision} ${type} u_${name}; -#endif` : ` -#ifndef HAS_UNIFORM_u_${name} - ${name} = unpack_mix_${a_type}(a_${name}, a_${name}_t); -#else - ${precision} ${type} ${name} = u_${name}; -#endif`; - } else { - return operation === "define" ? ` -#ifndef HAS_UNIFORM_u_${name} -uniform lowp float a_${name}_t; -attribute ${precision} ${a_type} a_${name}; -#else -uniform ${precision} ${type} u_${name}; -#endif` : ` -#ifndef HAS_UNIFORM_u_${name} - ${precision} ${type} ${name} = unpack_mix_${a_type}(a_${name}, a_${name}_t); -#else - ${precision} ${type} ${name} = u_${name}; -#endif`; - } - }); +for (const key in shaders) { + if (key === 'prelude') + continue; + + const shaderName = key.replace(/[A-Z]+/g, (match) => `_${match.toLowerCase()}`); writeIfModified(path.join(outputPath, `${shaderName}.hpp`), `// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. @@ -139,13 +73,13 @@ namespace shaders { const char* ${shaderName}::name = "${shaderName}"; const char* ${shaderName}::vertexSource = R"MBGL_SHADER( -${vertexSource} +${shaders[key].vertexSource} )MBGL_SHADER"; const char* ${shaderName}::fragmentSource = R"MBGL_SHADER( -${fragmentSource} +${shaders[key].fragmentSource} )MBGL_SHADER"; } // namespace shaders } // namespace mbgl `); -}); +} |