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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');
[
'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 <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
`);
});
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