#!/usr/bin/env node 'use strict'; var fs = require('fs'); var path = require('path'); var mkdirp = require('./mkdirp'); try { var glsl = require('glsl-optimizer'); } catch(err) {} module.exports = function(shader_type, prefix, suffix) { var name; var shaders = {}; var shaderFiles = fs.readdirSync('src/shader'); // Load shaders for (var i = 0; i < shaderFiles.length; i++) { var parts = shaderFiles[i].match(/^(.+)\.(vertex|fragment)\.glsl$/); if (parts) { name = parts[1]; var type = parts[2]; if (!(name in shaders)) { shaders[name] = {}; } shaders[name][type] = fs.readFileSync(path.join('src/shader', shaderFiles[i]), 'utf8'); } } var preamble = ''; if (shader_type == 'gles2' || shader_type == 'gles3') { preamble = 'precision highp float;'; } else { preamble = '#version 120'; } for (var name in shaders) { shaders[name].vertex = preamble + '\n' + shaders[name].vertex; shaders[name].fragment = preamble + '\n' + shaders[name].fragment; } // Optimize shader if (glsl) { var target = shader_type == 'gles2' ? glsl.TARGET_OPENGLES20 : (shader_type == 'gles3' ? glsl.TARGET_OPENGLES30 : glsl.TARGET_OPENGL); var compiler = new glsl.Compiler(target); for (name in shaders) { var vertex_shader = new glsl.Shader(compiler, glsl.VERTEX_SHADER, shaders[name].vertex); if (vertex_shader.compiled()) { shaders[name].vertex = vertex_shader.output(); } else { console.warn('failed to optimize %s vertex shader', name); process.exit(1); } vertex_shader.dispose(); var fragment_shader = new glsl.Shader(compiler, glsl.FRAGMENT_SHADER, shaders[name].fragment); if (fragment_shader.compiled()) { shaders[name].fragment = fragment_shader.output(); } else { console.warn('failed to optimize %s fragment shader', name); process.exit(1); } fragment_shader.dispose(); } compiler.dispose(); } else { console.warn('Not optimizing shaders'); } // Save to file var lines = []; var consts = []; for (var name in shaders) { consts.push(name.toUpperCase() + '_SHADER'); var line = ''; line += ' {\n'; line += ' ' + JSON.stringify(shaders[name].vertex) + ',\n'; line += ' ' + JSON.stringify(shaders[name].fragment) + ',\n'; line += ' }'; lines.push(line); } var header = '// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.\n\n'; header += '#ifndef LLMR_SHADER_SHADERS\n'; header += '#define LLMR_SHADER_SHADERS\n'; header += '\n'; header += 'namespace llmr {\n'; header += '\n'; header += 'struct shader_source {\n'; header += ' const char *vertex;\n'; header += ' const char *fragment;\n'; header += '};\n'; header += '\n'; header += 'enum {\n'; consts.push('SHADER_COUNT'); header += ' ' + consts.join(',\n ') + '\n'; header += '};\n'; header += '\n'; header += 'extern const shader_source shaders[SHADER_COUNT];\n'; header += '\n'; header += '}\n'; header += '\n'; header += '#endif\n'; var code = '// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.\n'; code += '#include \n'; code += prefix + '\n'; code += '#include \n'; code += '\n'; code += 'using namespace llmr;\n'; code += '\n'; code += 'const shader_source llmr::shaders[SHADER_COUNT] = {\n'; code += lines.join(',\n'); code += '\n};\n'; code += suffix + '\n'; var header_path = path.join(process.argv[2], 'include/llmr/shader/shaders.hpp'); mkdirp.sync(path.dirname(header_path)); fs.writeFileSync(header_path, header); console.warn('wrote file ' + header_path); var file_path = path.join(process.argv[2], 'src/shader/shaders_' + shader_type + '.cpp'); mkdirp.sync(path.dirname(file_path)); fs.writeFileSync(file_path, code); console.warn('wrote file ' + file_path); }; module.exports('gl', '#ifndef GL_ES_VERSION_2_0', '#endif'); module.exports('gles2', '#ifdef GL_ES_VERSION_2_0', '#endif');