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mapbox-gl

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// Disable Flow annotations here because Flow doesn't support importing GLSL files /* eslint-disable flowtype/require-valid-file-annotation */ import preludeCommon from './_prelude.glsl'; import preludeFrag from './_prelude.fragment.glsl'; import preludeVert from './_prelude.vertex.glsl'; import backgroundFrag from './background.fragment.glsl'; import backgroundVert from './background.vertex.glsl'; import backgroundPatternFrag from './background_pattern.fragment.glsl'; import backgroundPatternVert from './background_pattern.vertex.glsl'; import circleFrag from './circle.fragment.glsl'; import circleVert from './circle.vertex.glsl'; import clippingMaskFrag from './clipping_mask.fragment.glsl'; import clippingMaskVert from './clipping_mask.vertex.glsl'; import heatmapFrag from './heatmap.fragment.glsl'; import heatmapVert from './heatmap.vertex.glsl'; import heatmapTextureFrag from './heatmap_texture.fragment.glsl'; import heatmapTextureVert from './heatmap_texture.vertex.glsl'; import collisionBoxFrag from './collision_box.fragment.glsl'; import collisionBoxVert from './collision_box.vertex.glsl'; import collisionCircleFrag from './collision_circle.fragment.glsl'; import collisionCircleVert from './collision_circle.vertex.glsl'; import debugFrag from './debug.fragment.glsl'; import debugVert from './debug.vertex.glsl'; import fillFrag from './fill.fragment.glsl'; import fillVert from './fill.vertex.glsl'; import fillOutlineFrag from './fill_outline.fragment.glsl'; import fillOutlineVert from './fill_outline.vertex.glsl'; import fillOutlinePatternFrag from './fill_outline_pattern.fragment.glsl'; import fillOutlinePatternVert from './fill_outline_pattern.vertex.glsl'; import fillPatternFrag from './fill_pattern.fragment.glsl'; import fillPatternVert from './fill_pattern.vertex.glsl'; import fillExtrusionFrag from './fill_extrusion.fragment.glsl'; import fillExtrusionVert from './fill_extrusion.vertex.glsl'; import fillExtrusionPatternFrag from './fill_extrusion_pattern.fragment.glsl'; import fillExtrusionPatternVert from './fill_extrusion_pattern.vertex.glsl'; import hillshadePrepareFrag from './hillshade_prepare.fragment.glsl'; import hillshadePrepareVert from './hillshade_prepare.vertex.glsl'; import hillshadeFrag from './hillshade.fragment.glsl'; import hillshadeVert from './hillshade.vertex.glsl'; import lineFrag from './line.fragment.glsl'; import lineVert from './line.vertex.glsl'; import lineGradientFrag from './line_gradient.fragment.glsl'; import lineGradientVert from './line_gradient.vertex.glsl'; import linePatternFrag from './line_pattern.fragment.glsl'; import linePatternVert from './line_pattern.vertex.glsl'; import lineSDFFrag from './line_sdf.fragment.glsl'; import lineSDFVert from './line_sdf.vertex.glsl'; import rasterFrag from './raster.fragment.glsl'; import rasterVert from './raster.vertex.glsl'; import symbolIconFrag from './symbol_icon.fragment.glsl'; import symbolIconVert from './symbol_icon.vertex.glsl'; import symbolSDFFrag from './symbol_sdf.fragment.glsl'; import symbolSDFVert from './symbol_sdf.vertex.glsl'; import symbolTextAndIconFrag from './symbol_text_and_icon.fragment.glsl'; import symbolTextAndIconVert from './symbol_text_and_icon.vertex.glsl'; import skyboxFrag from './skybox.fragment.glsl'; import skyboxGradientFrag from './skybox_gradient.fragment.glsl'; import skyboxVert from './skybox.vertex.glsl'; import terrainRasterFrag from './terrain_raster.fragment.glsl'; import terrainRasterVert from './terrain_raster.vertex.glsl'; import terrainDepthFrag from './terrain_depth.fragment.glsl'; import terrainDepthVert from './terrain_depth.vertex.glsl'; import preludeTerrainVert from './_prelude_terrain.vertex.glsl'; import preludeFogVert from './_prelude_fog.vertex.glsl'; import preludeFogFrag from './_prelude_fog.fragment.glsl'; import skyboxCaptureFrag from './skybox_capture.fragment.glsl'; import skyboxCaptureVert from './skybox_capture.vertex.glsl'; export let preludeTerrain = {}; export let preludeFog = {}; preludeTerrain = compile('', preludeTerrainVert, true); preludeFog = compile(preludeFogFrag, preludeFogVert, true); export const prelude = compile(preludeFrag, preludeVert); export const preludeCommonSource = preludeCommon; export default { background: compile(backgroundFrag, backgroundVert), backgroundPattern: compile(backgroundPatternFrag, backgroundPatternVert), circle: compile(circleFrag, circleVert), clippingMask: compile(clippingMaskFrag, clippingMaskVert), heatmap: compile(heatmapFrag, heatmapVert), heatmapTexture: compile(heatmapTextureFrag, heatmapTextureVert), collisionBox: compile(collisionBoxFrag, collisionBoxVert), collisionCircle: compile(collisionCircleFrag, collisionCircleVert), debug: compile(debugFrag, debugVert), fill: compile(fillFrag, fillVert), fillOutline: compile(fillOutlineFrag, fillOutlineVert), fillOutlinePattern: compile(fillOutlinePatternFrag, fillOutlinePatternVert), fillPattern: compile(fillPatternFrag, fillPatternVert), fillExtrusion: compile(fillExtrusionFrag, fillExtrusionVert), fillExtrusionPattern: compile(fillExtrusionPatternFrag, fillExtrusionPatternVert), hillshadePrepare: compile(hillshadePrepareFrag, hillshadePrepareVert), hillshade: compile(hillshadeFrag, hillshadeVert), line: compile(lineFrag, lineVert), lineGradient: compile(lineGradientFrag, lineGradientVert), linePattern: compile(linePatternFrag, linePatternVert), lineSDF: compile(lineSDFFrag, lineSDFVert), raster: compile(rasterFrag, rasterVert), symbolIcon: compile(symbolIconFrag, symbolIconVert), symbolSDF: compile(symbolSDFFrag, symbolSDFVert), symbolTextAndIcon: compile(symbolTextAndIconFrag, symbolTextAndIconVert), terrainRaster: compile(terrainRasterFrag, terrainRasterVert), terrainDepth: compile(terrainDepthFrag, terrainDepthVert), skybox: compile(skyboxFrag, skyboxVert), skyboxGradient: compile(skyboxGradientFrag, skyboxVert), skyboxCapture: compile(skyboxCaptureFrag, skyboxCaptureVert) }; // Expand #pragmas to #ifdefs. function compile(fragmentSource, vertexSource, isGlobalPrelude) { const pragmaRegex = /#pragma mapbox: ([\w]+) ([\w]+) ([\w]+) ([\w]+)/g; const uniformRegex = /uniform (highp |mediump |lowp )?([\w]+) ([\w]+)([\s]*)([\w]*)/g; const attributeRegex = /attribute (highp |mediump |lowp )?([\w]+) ([\w]+)/g; const staticAttributes = vertexSource.match(attributeRegex); const fragmentUniforms = fragmentSource.match(uniformRegex); const vertexUniforms = vertexSource.match(uniformRegex); const commonUniforms = preludeCommon.match(uniformRegex); let staticUniforms = vertexUniforms ? vertexUniforms.concat(fragmentUniforms) : fragmentUniforms; if (!isGlobalPrelude) { if (preludeTerrain.staticUniforms) { staticUniforms = preludeTerrain.staticUniforms.concat(staticUniforms); } if (preludeFog.staticUniforms) { staticUniforms = preludeFog.staticUniforms.concat(staticUniforms); } } if (staticUniforms) { staticUniforms = staticUniforms.concat(commonUniforms); } const fragmentPragmas = {}; fragmentSource = fragmentSource.replace(pragmaRegex, (match, operation, precision, type, name) => { fragmentPragmas[name] = true; if (operation === 'define') { return ` #ifndef HAS_UNIFORM_u_${name} varying ${precision} ${type} ${name}; #else uniform ${precision} ${type} u_${name}; #endif `; } else /* if (operation === 'initialize') */ { return ` #ifdef HAS_UNIFORM_u_${name} ${precision} ${type} ${name} = u_${name}; #endif `; } }); vertexSource = vertexSource.replace(pragmaRegex, (match, operation, precision, type, name) => { const attrType = type === 'float' ? 'vec2' : 'vec4'; const unpackType = name.match(/color/) ? 'color' : attrType; if (fragmentPragmas[name]) { if (operation === 'define') { return ` #ifndef HAS_UNIFORM_u_${name} uniform lowp float u_${name}_t; attribute ${precision} ${attrType} a_${name}; varying ${precision} ${type} ${name}; #else uniform ${precision} ${type} u_${name}; #endif `; } else /* if (operation === 'initialize') */ { if (unpackType === 'vec4') { // vec4 attributes are only used for cross-faded properties, and are not packed return ` #ifndef HAS_UNIFORM_u_${name} ${name} = a_${name}; #else ${precision} ${type} ${name} = u_${name}; #endif `; } else { return ` #ifndef HAS_UNIFORM_u_${name} ${name} = unpack_mix_${unpackType}(a_${name}, u_${name}_t); #else ${precision} ${type} ${name} = u_${name}; #endif `; } } } else { if (operation === 'define') { return ` #ifndef HAS_UNIFORM_u_${name} uniform lowp float u_${name}_t; attribute ${precision} ${attrType} a_${name}; #else uniform ${precision} ${type} u_${name}; #endif `; } else /* if (operation === 'initialize') */ { if (unpackType === 'vec4') { // vec4 attributes are only used for cross-faded properties, and are not packed return ` #ifndef HAS_UNIFORM_u_${name} ${precision} ${type} ${name} = a_${name}; #else ${precision} ${type} ${name} = u_${name}; #endif `; } else /* */{ return ` #ifndef HAS_UNIFORM_u_${name} ${precision} ${type} ${name} = unpack_mix_${unpackType}(a_${name}, u_${name}_t); #else ${precision} ${type} ${name} = u_${name}; #endif `; } } } }); return {fragmentSource, vertexSource, staticAttributes, staticUniforms}; }