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-rwxr-xr-xscripts/generate-shaders.js84
1 files changed, 84 insertions, 0 deletions
diff --git a/scripts/generate-shaders.js b/scripts/generate-shaders.js
new file mode 100755
index 0000000000..7660a6e66e
--- /dev/null
+++ b/scripts/generate-shaders.js
@@ -0,0 +1,84 @@
+#!/usr/bin/env node
+
+var path = require('path');
+var fs = require('fs');
+
+var inputPath = 'mapbox-gl-js/shaders';
+var outputPath = 'src/mbgl/shaders';
+
+require('./style-code');
+
+[
+ 'circle',
+ 'collision_box',
+ 'debug',
+ 'fill',
+ 'fill_outline',
+ 'fill_outline_pattern',
+ 'fill_pattern',
+ 'line',
+ 'line_pattern',
+ 'line_sdf',
+ 'raster',
+ 'symbol_icon',
+ 'symbol_sdf'
+].forEach(function (shaderName) {
+ function applyPragmas(source, pragmas) {
+ return source.replace(/#pragma mapbox: ([\w]+) ([\w]+) ([\w]+) ([\w]+)/g, (match, operation, precision, type, name) => {
+ return pragmas[operation]
+ .join("\n")
+ .replace(/\{type\}/g, type)
+ .replace(/\{precision\}/g, precision)
+ .replace(/\{name\}/g, name);
+ });
+ }
+
+ function vertexSource() {
+ var prelude = fs.readFileSync(path.join(inputPath, '_prelude.vertex.glsl'));
+ var source = fs.readFileSync(path.join(inputPath, shaderName + '.vertex.glsl'), 'utf8');
+ return prelude + applyPragmas(source, {
+ define: [
+ "uniform lowp float a_{name}_t;",
+ "attribute {precision} {type} a_{name}_min;",
+ "attribute {precision} {type} a_{name}_max;",
+ "varying {precision} {type} {name};"
+ ],
+ initialize: [
+ "{name} = mix(a_{name}_min, a_{name}_max, a_{name}_t);"
+ ]
+ });
+ }
+
+ function fragmentSource() {
+ var prelude = fs.readFileSync(path.join(inputPath, '_prelude.fragment.glsl'));
+ var source = fs.readFileSync(path.join(inputPath, shaderName + '.fragment.glsl'), 'utf8');
+ return prelude + applyPragmas(source, {
+ define: [
+ "varying {precision} {type} {name};"
+ ],
+ initialize: [
+ ]
+ });
+ }
+
+ var content = "#pragma once\n" +
+ "\n" +
+ "// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.\n" +
+ "\n" +
+ "#include <mbgl/gl/gl.hpp>\n" +
+ "\n" +
+ "namespace mbgl {\n" +
+ "namespace shaders {\n" +
+ "\n" +
+ "class " + shaderName + " {\n" +
+ "public:\n" +
+ " static constexpr const char* name = \"" + shaderName + "\";\n" +
+ " static constexpr const char* vertexSource = R\"MBGL_SHADER(\n" + vertexSource() + ")MBGL_SHADER\";\n" +
+ " static constexpr const char* fragmentSource = R\"MBGL_SHADER(\n" + fragmentSource() + ")MBGL_SHADER\";\n" +
+ "};\n" +
+ "\n" +
+ "} // namespace shaders\n" +
+ "} // namespace mbgl\n";
+
+ writeIfModified(path.join(outputPath, shaderName + '.hpp'), content);
+});