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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');
delete shaders.lineGradient;
require('./style-code');
function compressedData(src) {
return zlib.deflateSync(src, {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 compressedConstant(data) {
return `[] () {
static const uint8_t compressed[] = {
${compressedData(data)}
};
static std::string decompressed = util::decompress(std::string(reinterpret_cast<const char*>(compressed), sizeof(compressed)));
return decompressed.c_str();
}()`
}
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/util/compression.hpp>
#include <cstdint>
namespace mbgl {
namespace shaders {
const char* vertexPrelude = ${compressedConstant(shaders.prelude.vertexSource)};
const char* fragmentPrelude = ${compressedConstant(shaders.prelude.fragmentSource)};
} // namespace shaders
} // namespace mbgl
`);
for (const key in shaders) {
if (key === 'prelude')
continue;
const shaderName = key.replace(/[A-Z]+/g, (match) => `_${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/util/compression.hpp>
#include <cstdint>
namespace mbgl {
namespace shaders {
const char* ${shaderName}::name = "${shaderName}";
const char* ${shaderName}::vertexSource = ${compressedConstant(shaders[key].vertexSource)};
const char* ${shaderName}::fragmentSource = ${compressedConstant(shaders[key].fragmentSource)};
} // namespace shaders
} // namespace mbgl
`);
}
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