#!/usr/bin/env node require('flow-remove-types/register'); const path = require('path'); const outputPath = 'src/mbgl/shaders'; const zlib = require('zlib'); var shaders = require('../mapbox-gl-js/src/shaders'); delete shaders.lineGradient; require('./style-code'); function compressedData(src) { return zlib.deflateSync(src, {level: zlib.Z_BEST_COMPRESSION}) .toString('hex') .match(/.{1,16}/g) .map(line => line.match(/.{1,2}/g).map(n => `0x${n}`).join(', ')) .join(',\n ') .trim(); } function compressedConstant(data) { return `[] () { static const uint8_t compressed[] = { ${compressedData(data)} }; static std::string decompressed = util::decompress(std::string(reinterpret_cast(compressed), sizeof(compressed))); return decompressed.c_str(); }()` } writeIfModified(path.join(outputPath, 'preludes.hpp'), `// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. #pragma once namespace mbgl { namespace shaders { extern const char* vertexPrelude; extern const char* fragmentPrelude; } // namespace shaders } // namespace mbgl `); writeIfModified(path.join(outputPath, 'preludes.cpp'), `// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. #include #include #include namespace mbgl { namespace shaders { const char* vertexPrelude = ${compressedConstant(shaders.prelude.vertexSource)}; const char* fragmentPrelude = ${compressedConstant(shaders.prelude.fragmentSource)}; } // namespace shaders } // namespace mbgl `); for (const key in shaders) { if (key === 'prelude') continue; const shaderName = key.replace(/[A-Z]+/g, (match) => `_${match.toLowerCase()}`); writeIfModified(path.join(outputPath, `${shaderName}.hpp`), `// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. #pragma once namespace mbgl { namespace shaders { class ${shaderName} { public: static const char* name; static const char* vertexSource; static const char* fragmentSource; }; } // namespace shaders } // namespace mbgl `); writeIfModified(path.join(outputPath, `${shaderName}.cpp`), `// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. #include #include #include namespace mbgl { namespace shaders { const char* ${shaderName}::name = "${shaderName}"; const char* ${shaderName}::vertexSource = ${compressedConstant(shaders[key].vertexSource)}; const char* ${shaderName}::fragmentSource = ${compressedConstant(shaders[key].fragmentSource)}; } // namespace shaders } // namespace mbgl `); }