#!/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'); const vertexPrelude = fs.readFileSync(path.join(inputPath, '_prelude.vertex.glsl')); const fragmentPrelude = fs.readFileSync(path.join(inputPath, '_prelude.fragment.glsl')); 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 namespace mbgl { namespace shaders { const char* vertexPrelude = R"MBGL_SHADER( ${vertexPrelude} )MBGL_SHADER"; const char* fragmentPrelude = R"MBGL_SHADER( ${fragmentPrelude} )MBGL_SHADER"; } // namespace shaders } // namespace mbgl `); [ 'circle', 'collision_box', 'debug', 'extrusion_texture', 'fill', 'fill_extrusion', 'fill_extrusion_pattern', 'fill_outline', 'fill_outline_pattern', 'fill_pattern', 'line', 'line_pattern', 'line_sdf', 'raster', 'symbol_icon', 'symbol_sdf' ].forEach(function (shaderName) { const re = / *#pragma mapbox: ([\w]+) ([\w]+) ([\w]+) ([\w]+)/g; const fragmentPragmas = new Set(); let fragmentSource = fs.readFileSync(path.join(inputPath, shaderName + '.fragment.glsl'), 'utf8'); let vertexSource = fs.readFileSync(path.join(inputPath, shaderName + '.vertex.glsl'), 'utf8'); fragmentSource = fragmentSource.replace(re, (match, operation, precision, type, name) => { fragmentPragmas.add(name); return operation === "define" ? ` #ifndef HAS_UNIFORM_u_${name} varying ${precision} ${type} ${name}; #else uniform ${precision} ${type} u_${name}; #endif` : ` #ifdef HAS_UNIFORM_u_${name} ${precision} ${type} ${name} = u_${name}; #endif`; }); vertexSource = vertexSource.replace(re, (match, operation, precision, type, name) => { const a_type = type === "float" ? "vec2" : "vec4"; if (fragmentPragmas.has(name)) { return operation === "define" ? ` #ifndef HAS_UNIFORM_u_${name} uniform lowp float a_${name}_t; attribute ${precision} ${a_type} a_${name}; varying ${precision} ${type} ${name}; #else uniform ${precision} ${type} u_${name}; #endif` : ` #ifndef HAS_UNIFORM_u_${name} ${name} = unpack_mix_${a_type}(a_${name}, a_${name}_t); #else ${precision} ${type} ${name} = u_${name}; #endif`; } else { return operation === "define" ? ` #ifndef HAS_UNIFORM_u_${name} uniform lowp float a_${name}_t; attribute ${precision} ${a_type} a_${name}; #else uniform ${precision} ${type} u_${name}; #endif` : ` #ifndef HAS_UNIFORM_u_${name} ${precision} ${type} ${name} = unpack_mix_${a_type}(a_${name}, a_${name}_t); #else ${precision} ${type} ${name} = u_${name}; #endif`; } }); 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 `); });