#!/usr/bin/env node const path = require('path'); const fs = require('fs'); const inputPath = 'mapbox-gl-js/src/shaders'; const 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() { const prelude = fs.readFileSync(path.join(inputPath, '_prelude.vertex.glsl')); const 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() { const prelude = fs.readFileSync(path.join(inputPath, '_prelude.fragment.glsl')); const source = fs.readFileSync(path.join(inputPath, shaderName + '.fragment.glsl'), 'utf8'); return prelude + applyPragmas(source, { define: [ "varying {precision} {type} {name};" ], initialize: [ ] }); } 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 namespace mbgl { namespace shaders { const char* ${shaderName}::name = "${shaderName}"; const char* ${shaderName}::vertexSource = R"MBGL_SHADER( ${vertexSource()} )MBGL_SHADER"; const char* ${shaderName}::fragmentSource = R"MBGL_SHADER( ${fragmentSource()} )MBGL_SHADER"; } // namespace shaders } // namespace mbgl `); });