#!/usr/bin/env node require('flow-remove-types/register'); const path = require('path'); const outputPath = 'src/mbgl/programs/gl'; const zlib = require('zlib'); var shaders = require('../mapbox-gl-js/src/shaders'); require('./style-code'); let concatenated = ''; let offsets = {}; function basicMinify(src) { return src = src.trim() // strip whitespace at the start/end .replace(/\s*\/\/[^\n]*\n/g, '\n') // strip double-slash comments .replace(/\n+/g, '\n') // collapse multi line breaks .replace(/\n\s+/g, '\n') // strip identation .replace(/\s?([+-\/*=,])\s?/g, '$1') // strip whitespace around operators .replace(/([;\(\),\{\}])\n(?=[^#])/g, '$1'); // strip more line breaks } for (const key in shaders) { const vertex = concatenated.length; concatenated += basicMinify(shaders[key].vertexSource); concatenated += '\n\0'; const fragment = concatenated.length; concatenated += basicMinify(shaders[key].fragmentSource); concatenated += '\n\0'; offsets[key] = { vertex, fragment, originalKey: key, shaderName: key.replace(/[A-Z]+/g, (match) => `_${match.toLowerCase()}`), ShaderName: key.replace(/^[a-z]/g, (match) => match.toUpperCase()) }; } // Overrides: The symbolSDF shader is used for two underlying programs. offsets.symbolSDFIcon = { vertex: offsets.symbolSDF.vertex, fragment: offsets.symbolSDF.fragment, originalKey: 'symbolSDF', shaderName: 'symbol_sdf_icon', ShaderName: 'SymbolSDFIcon', }; offsets.symbolSDFText = { vertex: offsets.symbolSDF.vertex, fragment: offsets.symbolSDF.fragment, originalKey: 'symbolSDF', shaderName: 'symbol_sdf_text', ShaderName: 'SymbolSDFText', }; delete offsets.symbolSDF; const compressed = zlib.deflateSync(concatenated, {level: zlib.Z_BEST_COMPRESSION}) .toString('hex') .match(/.{1,32}/g) .map(line => line.match(/.{1,2}/g).map(n => `0x${n}`).join(', ')) .join(',\n ') .trim(); function sourceOffset(key, type) { return `programs::gl::shaderSource() + ${offsets[key][type]}` } writeIfModified(path.join(outputPath, 'shader_source.hpp'), `// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. #pragma once namespace mbgl { namespace programs { namespace gl { const char* shaderSource(); } // namespace gl } // namespace programs } // namespace mbgl `); writeIfModified(path.join(outputPath, 'shader_source.cpp'), `// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. #include #include #include namespace mbgl { namespace programs { namespace gl { constexpr const uint8_t compressedShaderSource[] = { ${compressed} }; const char* shaderSource() { static std::string decompressed = util::decompress(std::string(reinterpret_cast(compressedShaderSource), sizeof(compressedShaderSource))); return decompressed.c_str(); }; } // namespace gl } // namespace programs } // namespace mbgl `); writeIfModified(path.join(outputPath, 'preludes.hpp'), `// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. #pragma once namespace mbgl { namespace programs { namespace gl { extern const char* vertexShaderPrelude; extern const char* fragmentShaderPrelude; } // namespace gl } // namespace programs } // namespace mbgl `); writeIfModified(path.join(outputPath, 'preludes.cpp'), `// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. #include #include namespace mbgl { namespace programs { namespace gl { const char* vertexShaderPrelude = ${sourceOffset('prelude', 'vertex')}; const char* fragmentShaderPrelude = ${sourceOffset('prelude', 'fragment')}; } // namespace gl } // namespace programs } // namespace mbgl `); for (const key in offsets) { if (key === 'prelude') continue; const { shaderName, ShaderName, originalKey } = offsets[key]; writeIfModified(path.join(outputPath, `${shaderName}.cpp`), `// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. #include #include #include namespace mbgl { namespace gfx { template <> std::unique_ptr> Context::createProgram(const ProgramParameters& programParameters) { return gl::Program<${ShaderName}Program>::createProgram( reinterpret_cast(*this), programParameters, "${shaderName}", ${sourceOffset(key, 'vertex')}, ${sourceOffset(key, 'fragment')}); } } // namespace gfx } // namespace mbgl // Uncompressed source of ${shaderName}.vertex.glsl: /* ${shaders[originalKey].vertexSource} */ // Uncompressed source of ${shaderName}.fragment.glsl: /* ${shaders[originalKey].fragmentSource} */ `); }