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authorKonstantin Käfer <mail@kkaefer.com>2014-10-31 15:08:31 -0400
committerKonstantin Käfer <mail@kkaefer.com>2014-10-31 16:02:41 -0400
commit080c185ea1b05dd673076e385cc659ecc46c697b (patch)
treea5bd584f2a37651679ff05aaee8beec23167da37 /scripts
parent86230821e4da9605f5ac4a53d011835d37fc73e4 (diff)
downloadqtlocation-mapboxgl-080c185ea1b05dd673076e385cc659ecc46c697b.tar.gz
remove dependency on node
Diffstat (limited to 'scripts')
-rw-r--r--scripts/build-shaders.py104
1 files changed, 104 insertions, 0 deletions
diff --git a/scripts/build-shaders.py b/scripts/build-shaders.py
new file mode 100644
index 0000000000..c1d7f7f28d
--- /dev/null
+++ b/scripts/build-shaders.py
@@ -0,0 +1,104 @@
+#!/usr/bin/env python
+
+import sys, re, os, errno
+
+
+output_dir = sys.argv[1]
+file_names = sys.argv[2:]
+
+
+def mkdir_p(path):
+ try:
+ os.makedirs(path)
+ except OSError as exc: # Python >2.5
+ if exc.errno == errno.EEXIST and os.path.isdir(path):
+ pass
+ else: raise
+
+# Load all shaders
+shaders = {}
+for file_name in file_names:
+ parts = re.search('/(\w+)\.(vertex|fragment)\.glsl$', file_name)
+ if parts:
+ shader_name = parts.group(1)
+ shader_type = parts.group(2)
+ if not shader_name in shaders:
+ shaders[shader_name] = {}
+ with open(file_name, "r") as f:
+ shaders[shader_name][shader_type] = f.read()
+
+
+def write_header():
+ header = """// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#ifndef MBGL_SHADER_SHADERS
+#define MBGL_SHADER_SHADERS
+
+namespace mbgl {
+
+struct shader_source {
+ const char *vertex;
+ const char *fragment;
+};
+
+enum {
+%s
+ SHADER_COUNT
+};
+
+extern const shader_source shaders[SHADER_COUNT];
+
+}
+
+#endif
+""" % '\n'.join([' %s_SHADER,' % name.upper() for name in shaders.keys()])
+ header_path = os.path.join(output_dir, 'include/mbgl/shader/shaders.hpp')
+ mkdir_p(os.path.dirname(header_path))
+ with open(header_path, 'w') as f: f.write(header)
+
+
+def write_source(shader_platform, prefix, suffix):
+ if shader_platform == 'gles2' or shader_platform == 'gles3':
+ # OpenGL ES
+ preamble = 'precision highp float;';
+ else:
+ # Desktop OpenGL
+ preamble = '#version 120';
+
+ shader_lines = [(""" {{
+ R"{name}_vert({preamble}\n{vertex}){name}_vert",
+ R"{name}_frag({preamble}\n{fragment}){name}_frag",
+ }},
+""").format(
+ name = shader,
+ preamble = preamble,
+ vertex = shaders[shader]['vertex'],
+ fragment = shaders[shader]['fragment']
+) for shader in shaders]
+
+ source = """// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+#include <mbgl/platform/gl.hpp>
+{prefix}
+#include <mbgl/shader/shaders.hpp>
+
+namespace mbgl {{
+
+const shader_source shaders[SHADER_COUNT] = {{
+{shaders}
+}};
+
+}}
+{suffix}
+""".format(
+ prefix = prefix,
+ suffix = suffix,
+ shaders = ''.join(shader_lines)
+)
+
+ source_path = os.path.join(output_dir, 'src/shader/shaders_' + shader_platform + '.cpp')
+ mkdir_p(os.path.dirname(source_path))
+ with open(source_path, 'w') as f: f.write(source)
+
+write_header()
+write_source('gl', '#ifndef GL_ES_VERSION_2_0', '#endif')
+write_source('gles2', '#ifdef GL_ES_VERSION_2_0', '#endif')