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#!/usr/bin/env node
var path = require('path');
var fs = require('fs');
var mkdirp = require('mkdirp');
var shaderName = process.argv[2];
var inputPath = process.argv[3];
var outputPath = process.argv[4];
if (!shaderName || !inputPath || !outputPath) {
console.warn('Not enough arguments.');
console.warn('Usage: %s shaderName /path-to-shader-sources /output-path', path.basename(process.argv[1]));
process.exit(1);
}
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() {
var prelude = fs.readFileSync(path.join(inputPath, '_prelude.vertex.glsl'));
var 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() {
var prelude = fs.readFileSync(path.join(inputPath, '_prelude.fragment.glsl'));
var source = fs.readFileSync(path.join(inputPath, shaderName + '.fragment.glsl'), 'utf8');
return prelude + applyPragmas(source, {
define: [
"varying {precision} {type} {name};"
],
initialize: [
]
});
}
var content = "#pragma once\n" +
"\n" +
"// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.\n" +
"\n" +
"#include <mbgl/gl/gl.hpp>\n" +
"\n" +
"namespace mbgl {\n" +
"namespace shaders {\n" +
"\n" +
"class " + shaderName + " {\n" +
"public:\n" +
" static constexpr const char* name = \"" + shaderName + "\";\n" +
" static constexpr const char* vertexSource = R\"MBGL_SHADER(\n" + vertexSource() + ")MBGL_SHADER\";\n" +
" static constexpr const char* fragmentSource = R\"MBGL_SHADER(\n" + fragmentSource() + ")MBGL_SHADER\";\n" +
"};\n" +
"\n" +
"} // namespace shaders\n" +
"} // namespace mbgl\n";
mkdirp.sync(outputPath);
fs.writeFileSync(path.join(outputPath, shaderName + '.hpp'), content);
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