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#!/usr/bin/env node
require('flow-remove-types/register');
const path = require('path');
const outputPath = 'src/mbgl/shaders';
const zlib = require('zlib');
var shaders = require('../mapbox-gl-js/src/shaders');
require('./style-code');
let concatenated = '';
let offsets = {};
for (const key in shaders) {
const vertex = concatenated.length;
concatenated += shaders[key].vertexSource;
concatenated += '\0';
const fragment = concatenated.length;
concatenated += shaders[key].fragmentSource;
concatenated += '\0';
offsets[key] = {vertex, fragment};
}
const compressed = zlib.deflateSync(concatenated, {level: zlib.Z_BEST_COMPRESSION})
.toString('hex')
.match(/.{1,16}/g)
.map(line => line.match(/.{1,2}/g).map(n => `0x${n}`).join(', '))
.join(',\n ')
.trim();
function sourceOffset(key, type) {
return `source() + ${offsets[key][type]}`
}
writeIfModified(path.join(outputPath, 'source.hpp'), `// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
#pragma once
namespace mbgl {
namespace shaders {
const char* source();
} // namespace shaders
} // namespace mbgl
`);
writeIfModified(path.join(outputPath, 'source.cpp'), `// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
#include <mbgl/shaders/source.hpp>
#include <mbgl/util/compression.hpp>
#include <cstdint>
namespace mbgl {
namespace shaders {
const char* source() {
static const uint8_t compressed[] = {
${compressed}
};
static std::string decompressed = util::decompress(std::string(reinterpret_cast<const char*>(compressed), sizeof(compressed)));
return decompressed.c_str();
};
} // namespace shaders
} // namespace mbgl
`);
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>
#include <mbgl/shaders/source.hpp>
namespace mbgl {
namespace shaders {
const char* vertexPrelude = ${sourceOffset('prelude', 'vertex')};
const char* fragmentPrelude = ${sourceOffset('prelude', 'fragment')};
} // namespace shaders
} // namespace mbgl
`);
for (const key in shaders) {
if (key === 'prelude')
continue;
const shaderName = key.replace(/[A-Z]+/g, (match) => `_${match.toLowerCase()}`);
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>
#include <mbgl/shaders/source.hpp>
namespace mbgl {
namespace shaders {
const char* ${shaderName}::name = "${shaderName}";
const char* ${shaderName}::vertexSource = ${sourceOffset(key, 'vertex')};
const char* ${shaderName}::fragmentSource = ${sourceOffset(key, 'fragment')};
// Uncompressed source of ${shaderName}.vertex.glsl:
/*
${shaders[key].vertexSource}
*/
// Uncompressed source of ${shaderName}.fragment.glsl:
/*
${shaders[key].fragmentSource}
*/
} // namespace shaders
} // namespace mbgl
`);
}
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