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#!/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 <mbgl/shaders/preludes.hpp>
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" ? `
#ifdef 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" ? `
#ifdef 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 <mbgl/shaders/${shaderName}.hpp>
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
`);
});
|