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|
//
//Copyright (C) 2002-2004 3Dlabs Inc. Ltd.
//All rights reserved.
//
//Redistribution and use in source and binary forms, with or without
//modification, are permitted provided that the following conditions
//are met:
//
// Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
//
// Redistributions in binary form must reproduce the above
// copyright notice, this list of conditions and the following
// disclaimer in the documentation and/or other materials provided
// with the distribution.
//
// Neither the name of 3Dlabs Inc. Ltd. nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
//THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
//"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
//LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
//FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
//COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
//INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
//BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
//LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
//CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
//LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
//ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
//POSSIBILITY OF SUCH DAMAGE.
//
//
// Create strings that declare built-in definitions, add built-ins that
// cannot be expressed in the files, and establish mappings between
// built-in functions and operators.
//
#include "../Include/intermediate.h"
#include "Initialize.h"
#include <assert.h>
void TBuiltIns::initialize(TBuiltInResource &resources)
{
//
// Initialize all the built-in strings for parsing.
//
TString BuiltInFunctions;
TString BuiltInFunctionsVertex;
TString BuiltInFunctionsFragment;
TString StandardVertexVaryings;
TString StandardFragmentVaryings;
TString StandardVertexAttributes;
TString StandardUniforms;
{
//============================================================================
//
// Prototypes for built-in functions seen by both vertex and fragment shaders.
//
//============================================================================
TString& s = BuiltInFunctions;
//
// Angle and Trigonometric Functions.
//
s.append(TString("float radians(float degrees);"));
s.append(TString("vec2 radians(vec2 degrees);"));
s.append(TString("vec3 radians(vec3 degrees);"));
s.append(TString("vec4 radians(vec4 degrees);"));
s.append(TString("float degrees(float radians);"));
s.append(TString("vec2 degrees(vec2 radians);"));
s.append(TString("vec3 degrees(vec3 radians);"));
s.append(TString("vec4 degrees(vec4 radians);"));
s.append(TString("float sin(float angle);"));
s.append(TString("vec2 sin(vec2 angle);"));
s.append(TString("vec3 sin(vec3 angle);"));
s.append(TString("vec4 sin(vec4 angle);"));
s.append(TString("float cos(float angle);"));
s.append(TString("vec2 cos(vec2 angle);"));
s.append(TString("vec3 cos(vec3 angle);"));
s.append(TString("vec4 cos(vec4 angle);"));
s.append(TString("float tan(float angle);"));
s.append(TString("vec2 tan(vec2 angle);"));
s.append(TString("vec3 tan(vec3 angle);"));
s.append(TString("vec4 tan(vec4 angle);"));
s.append(TString("float asin(float x);"));
s.append(TString("vec2 asin(vec2 x);"));
s.append(TString("vec3 asin(vec3 x);"));
s.append(TString("vec4 asin(vec4 x);"));
s.append(TString("float acos(float x);"));
s.append(TString("vec2 acos(vec2 x);"));
s.append(TString("vec3 acos(vec3 x);"));
s.append(TString("vec4 acos(vec4 x);"));
s.append(TString("float atan(float y, float x);"));
s.append(TString("vec2 atan(vec2 y, vec2 x);"));
s.append(TString("vec3 atan(vec3 y, vec3 x);"));
s.append(TString("vec4 atan(vec4 y, vec4 x);"));
s.append(TString("float atan(float y_over_x);"));
s.append(TString("vec2 atan(vec2 y_over_x);"));
s.append(TString("vec3 atan(vec3 y_over_x);"));
s.append(TString("vec4 atan(vec4 y_over_x);"));
//
// Exponential Functions.
//
s.append(TString("float pow(float x, float y);"));
s.append(TString("vec2 pow(vec2 x, vec2 y);"));
s.append(TString("vec3 pow(vec3 x, vec3 y);"));
s.append(TString("vec4 pow(vec4 x, vec4 y);"));
s.append(TString("float exp(float x);"));
s.append(TString("vec2 exp(vec2 x);"));
s.append(TString("vec3 exp(vec3 x);"));
s.append(TString("vec4 exp(vec4 x);"));
s.append(TString("float log(float x);"));
s.append(TString("vec2 log(vec2 x);"));
s.append(TString("vec3 log(vec3 x);"));
s.append(TString("vec4 log(vec4 x);"));
s.append(TString("float exp2(float x);"));
s.append(TString("vec2 exp2(vec2 x);"));
s.append(TString("vec3 exp2(vec3 x);"));
s.append(TString("vec4 exp2(vec4 x);"));
s.append(TString("float log2(float x);"));
s.append(TString("vec2 log2(vec2 x);"));
s.append(TString("vec3 log2(vec3 x);"));
s.append(TString("vec4 log2(vec4 x);"));
s.append(TString("float sqrt(float x);"));
s.append(TString("vec2 sqrt(vec2 x);"));
s.append(TString("vec3 sqrt(vec3 x);"));
s.append(TString("vec4 sqrt(vec4 x);"));
s.append(TString("float inversesqrt(float x);"));
s.append(TString("vec2 inversesqrt(vec2 x);"));
s.append(TString("vec3 inversesqrt(vec3 x);"));
s.append(TString("vec4 inversesqrt(vec4 x);"));
//
// Common Functions.
//
s.append(TString("float abs(float x);"));
s.append(TString("vec2 abs(vec2 x);"));
s.append(TString("vec3 abs(vec3 x);"));
s.append(TString("vec4 abs(vec4 x);"));
s.append(TString("float sign(float x);"));
s.append(TString("vec2 sign(vec2 x);"));
s.append(TString("vec3 sign(vec3 x);"));
s.append(TString("vec4 sign(vec4 x);"));
s.append(TString("float floor(float x);"));
s.append(TString("vec2 floor(vec2 x);"));
s.append(TString("vec3 floor(vec3 x);"));
s.append(TString("vec4 floor(vec4 x);"));
s.append(TString("float ceil(float x);"));
s.append(TString("vec2 ceil(vec2 x);"));
s.append(TString("vec3 ceil(vec3 x);"));
s.append(TString("vec4 ceil(vec4 x);"));
s.append(TString("float fract(float x);"));
s.append(TString("vec2 fract(vec2 x);"));
s.append(TString("vec3 fract(vec3 x);"));
s.append(TString("vec4 fract(vec4 x);"));
s.append(TString("float mod(float x, float y);"));
s.append(TString("vec2 mod(vec2 x, float y);"));
s.append(TString("vec3 mod(vec3 x, float y);"));
s.append(TString("vec4 mod(vec4 x, float y);"));
s.append(TString("vec2 mod(vec2 x, vec2 y);"));
s.append(TString("vec3 mod(vec3 x, vec3 y);"));
s.append(TString("vec4 mod(vec4 x, vec4 y);"));
s.append(TString("float min(float x, float y);"));
s.append(TString("vec2 min(vec2 x, float y);"));
s.append(TString("vec3 min(vec3 x, float y);"));
s.append(TString("vec4 min(vec4 x, float y);"));
s.append(TString("vec2 min(vec2 x, vec2 y);"));
s.append(TString("vec3 min(vec3 x, vec3 y);"));
s.append(TString("vec4 min(vec4 x, vec4 y);"));
s.append(TString("float max(float x, float y);"));
s.append(TString("vec2 max(vec2 x, float y);"));
s.append(TString("vec3 max(vec3 x, float y);"));
s.append(TString("vec4 max(vec4 x, float y);"));
s.append(TString("vec2 max(vec2 x, vec2 y);"));
s.append(TString("vec3 max(vec3 x, vec3 y);"));
s.append(TString("vec4 max(vec4 x, vec4 y);"));
s.append(TString("float clamp(float x, float minVal, float maxVal);"));
s.append(TString("vec2 clamp(vec2 x, float minVal, float maxVal);"));
s.append(TString("vec3 clamp(vec3 x, float minVal, float maxVal);"));
s.append(TString("vec4 clamp(vec4 x, float minVal, float maxVal);"));
s.append(TString("vec2 clamp(vec2 x, vec2 minVal, vec2 maxVal);"));
s.append(TString("vec3 clamp(vec3 x, vec3 minVal, vec3 maxVal);"));
s.append(TString("vec4 clamp(vec4 x, vec4 minVal, vec4 maxVal);"));
s.append(TString("float mix(float x, float y, float a);"));
s.append(TString("vec2 mix(vec2 x, vec2 y, float a);"));
s.append(TString("vec3 mix(vec3 x, vec3 y, float a);"));
s.append(TString("vec4 mix(vec4 x, vec4 y, float a);"));
s.append(TString("vec2 mix(vec2 x, vec2 y, vec2 a);"));
s.append(TString("vec3 mix(vec3 x, vec3 y, vec3 a);"));
s.append(TString("vec4 mix(vec4 x, vec4 y, vec4 a);"));
s.append(TString("float step(float edge, float x);"));
s.append(TString("vec2 step(vec2 edge, vec2 x);"));
s.append(TString("vec3 step(vec3 edge, vec3 x);"));
s.append(TString("vec4 step(vec4 edge, vec4 x);"));
s.append(TString("vec2 step(float edge, vec2 x);"));
s.append(TString("vec3 step(float edge, vec3 x);"));
s.append(TString("vec4 step(float edge, vec4 x);"));
s.append(TString("float smoothstep(float edge0, float edge1, float x);"));
s.append(TString("vec2 smoothstep(vec2 edge0, vec2 edge1, vec2 x);"));
s.append(TString("vec3 smoothstep(vec3 edge0, vec3 edge1, vec3 x);"));
s.append(TString("vec4 smoothstep(vec4 edge0, vec4 edge1, vec4 x);"));
s.append(TString("vec2 smoothstep(float edge0, float edge1, vec2 x);"));
s.append(TString("vec3 smoothstep(float edge0, float edge1, vec3 x);"));
s.append(TString("vec4 smoothstep(float edge0, float edge1, vec4 x);"));
//
// Geometric Functions.
//
s.append(TString("float length(float x);"));
s.append(TString("float length(vec2 x);"));
s.append(TString("float length(vec3 x);"));
s.append(TString("float length(vec4 x);"));
s.append(TString("float distance(float p0, float p1);"));
s.append(TString("float distance(vec2 p0, vec2 p1);"));
s.append(TString("float distance(vec3 p0, vec3 p1);"));
s.append(TString("float distance(vec4 p0, vec4 p1);"));
s.append(TString("float dot(float x, float y);"));
s.append(TString("float dot(vec2 x, vec2 y);"));
s.append(TString("float dot(vec3 x, vec3 y);"));
s.append(TString("float dot(vec4 x, vec4 y);"));
s.append(TString("vec3 cross(vec3 x, vec3 y);"));
s.append(TString("float normalize(float x);"));
s.append(TString("vec2 normalize(vec2 x);"));
s.append(TString("vec3 normalize(vec3 x);"));
s.append(TString("vec4 normalize(vec4 x);"));
s.append(TString("float faceforward(float N, float I, float Nref);"));
s.append(TString("vec2 faceforward(vec2 N, vec2 I, vec2 Nref);"));
s.append(TString("vec3 faceforward(vec3 N, vec3 I, vec3 Nref);"));
s.append(TString("vec4 faceforward(vec4 N, vec4 I, vec4 Nref);"));
s.append(TString("float reflect(float I, float N);"));
s.append(TString("vec2 reflect(vec2 I, vec2 N);"));
s.append(TString("vec3 reflect(vec3 I, vec3 N);"));
s.append(TString("vec4 reflect(vec4 I, vec4 N);"));
s.append(TString("float refract(float I, float N, float eta);"));
s.append(TString("vec2 refract(vec2 I, vec2 N, float eta);"));
s.append(TString("vec3 refract(vec3 I, vec3 N, float eta);"));
s.append(TString("vec4 refract(vec4 I, vec4 N, float eta);"));
//
// Matrix Functions.
//
s.append(TString("mat2 matrixCompMult(mat2 x, mat2 y);"));
s.append(TString("mat3 matrixCompMult(mat3 x, mat3 y);"));
s.append(TString("mat4 matrixCompMult(mat4 x, mat4 y);"));
//
// Vector relational functions.
//
s.append(TString("bvec2 lessThan(vec2 x, vec2 y);"));
s.append(TString("bvec3 lessThan(vec3 x, vec3 y);"));
s.append(TString("bvec4 lessThan(vec4 x, vec4 y);"));
s.append(TString("bvec2 lessThan(ivec2 x, ivec2 y);"));
s.append(TString("bvec3 lessThan(ivec3 x, ivec3 y);"));
s.append(TString("bvec4 lessThan(ivec4 x, ivec4 y);"));
s.append(TString("bvec2 lessThanEqual(vec2 x, vec2 y);"));
s.append(TString("bvec3 lessThanEqual(vec3 x, vec3 y);"));
s.append(TString("bvec4 lessThanEqual(vec4 x, vec4 y);"));
s.append(TString("bvec2 lessThanEqual(ivec2 x, ivec2 y);"));
s.append(TString("bvec3 lessThanEqual(ivec3 x, ivec3 y);"));
s.append(TString("bvec4 lessThanEqual(ivec4 x, ivec4 y);"));
s.append(TString("bvec2 greaterThan(vec2 x, vec2 y);"));
s.append(TString("bvec3 greaterThan(vec3 x, vec3 y);"));
s.append(TString("bvec4 greaterThan(vec4 x, vec4 y);"));
s.append(TString("bvec2 greaterThan(ivec2 x, ivec2 y);"));
s.append(TString("bvec3 greaterThan(ivec3 x, ivec3 y);"));
s.append(TString("bvec4 greaterThan(ivec4 x, ivec4 y);"));
s.append(TString("bvec2 greaterThanEqual(vec2 x, vec2 y);"));
s.append(TString("bvec3 greaterThanEqual(vec3 x, vec3 y);"));
s.append(TString("bvec4 greaterThanEqual(vec4 x, vec4 y);"));
s.append(TString("bvec2 greaterThanEqual(ivec2 x, ivec2 y);"));
s.append(TString("bvec3 greaterThanEqual(ivec3 x, ivec3 y);"));
s.append(TString("bvec4 greaterThanEqual(ivec4 x, ivec4 y);"));
s.append(TString("bvec2 equal(vec2 x, vec2 y);"));
s.append(TString("bvec3 equal(vec3 x, vec3 y);"));
s.append(TString("bvec4 equal(vec4 x, vec4 y);"));
s.append(TString("bvec2 equal(ivec2 x, ivec2 y);"));
s.append(TString("bvec3 equal(ivec3 x, ivec3 y);"));
s.append(TString("bvec4 equal(ivec4 x, ivec4 y);"));
s.append(TString("bvec2 equal(bvec2 x, bvec2 y);"));
s.append(TString("bvec3 equal(bvec3 x, bvec3 y);"));
s.append(TString("bvec4 equal(bvec4 x, bvec4 y);"));
s.append(TString("bvec2 notEqual(vec2 x, vec2 y);"));
s.append(TString("bvec3 notEqual(vec3 x, vec3 y);"));
s.append(TString("bvec4 notEqual(vec4 x, vec4 y);"));
s.append(TString("bvec2 notEqual(ivec2 x, ivec2 y);"));
s.append(TString("bvec3 notEqual(ivec3 x, ivec3 y);"));
s.append(TString("bvec4 notEqual(ivec4 x, ivec4 y);"));
s.append(TString("bvec2 notEqual(bvec2 x, bvec2 y);"));
s.append(TString("bvec3 notEqual(bvec3 x, bvec3 y);"));
s.append(TString("bvec4 notEqual(bvec4 x, bvec4 y);"));
s.append(TString("bool any(bvec2 x);"));
s.append(TString("bool any(bvec3 x);"));
s.append(TString("bool any(bvec4 x);"));
s.append(TString("bool all(bvec2 x);"));
s.append(TString("bool all(bvec3 x);"));
s.append(TString("bool all(bvec4 x);"));
s.append(TString("bvec2 not(bvec2 x);"));
s.append(TString("bvec3 not(bvec3 x);"));
s.append(TString("bvec4 not(bvec4 x);"));
//
// Texture Functions.
//
s.append(TString("vec4 texture1D(sampler1D sampler, float coord);"));
s.append(TString("vec4 texture1D(sampler1D sampler, float coord, float bias);"));
s.append(TString("vec4 texture1DProj(sampler1D sampler, vec2 coord);"));
s.append(TString("vec4 texture1DProj(sampler1D sampler, vec2 coord, float bias);"));
s.append(TString("vec4 texture1DProj(sampler1D sampler, vec4 coord);"));
s.append(TString("vec4 texture1DProj(sampler1D sampler, vec4 coord, float bias);"));
s.append(TString("vec4 texture1DLod(sampler1D sampler, float coord, float lod);"));
s.append(TString("vec4 texture1DProjLod(sampler1D sampler, vec2 coord, float lod);"));
s.append(TString("vec4 texture1DProjLod(sampler1D sampler, vec4 coord, float lod);"));
s.append(TString("vec4 texture2D(sampler2D sampler, vec2 coord);"));
s.append(TString("vec4 texture2D(sampler2D sampler, vec2 coord, float bias);"));
s.append(TString("vec4 texture2DProj(sampler2D sampler, vec3 coord);"));
s.append(TString("vec4 texture2DProj(sampler2D sampler, vec3 coord, float bias);"));
s.append(TString("vec4 texture2DProj(sampler2D sampler, vec4 coord);"));
s.append(TString("vec4 texture2DProj(sampler2D sampler, vec4 coord, float bias);"));
s.append(TString("vec4 texture2DLod(sampler2D sampler, vec2 coord, float lod);"));
s.append(TString("vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod);"));
s.append(TString("vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod);"));
s.append(TString("vec4 texture3D(sampler3D sampler, vec3 coord);"));
s.append(TString("vec4 texture3D(sampler3D sampler, vec3 coord, float bias);"));
s.append(TString("vec4 texture3DProj(sampler3D sampler, vec4 coord);"));
s.append(TString("vec4 texture3DProj(sampler3D sampler, vec4 coord, float bias);"));
s.append(TString("vec4 texture3DLod(sampler3D sampler, vec3 coord, float lod);"));
s.append(TString("vec4 texture3DProjLod(sampler3D sampler, vec4 coord, float lod);"));
s.append(TString("vec4 textureCube(samplerCube sampler, vec3 coord);"));
s.append(TString("vec4 textureCube(samplerCube sampler, vec3 coord, float bias);"));
s.append(TString("vec4 textureCubeLod(samplerCube sampler, vec3 coord, float lod);"));
s.append(TString("vec4 shadow1D(sampler1DShadow sampler, vec3 coord);"));
s.append(TString("vec4 shadow1D(sampler1DShadow sampler, vec3 coord, float bias);"));
s.append(TString("vec4 shadow2D(sampler2DShadow sampler, vec3 coord);"));
s.append(TString("vec4 shadow2D(sampler2DShadow sampler, vec3 coord, float bias);"));
s.append(TString("vec4 shadow1DProj(sampler1DShadow sampler, vec4 coord);"));
s.append(TString("vec4 shadow1DProj(sampler1DShadow sampler, vec4 coord, float bias);"));
s.append(TString("vec4 shadow2DProj(sampler2DShadow sampler, vec4 coord);"));
s.append(TString("vec4 shadow2DProj(sampler2DShadow sampler, vec4 coord, float bias);"));
s.append(TString("vec4 shadow1DLod(sampler1DShadow sampler, vec3 coord, float lod);"));
s.append(TString("vec4 shadow2DLod(sampler2DShadow sampler, vec3 coord, float lod);"));
s.append(TString("vec4 shadow1DProjLod(sampler1DShadow sampler, vec4 coord, float lod);"));
s.append(TString("vec4 shadow2DProjLod(sampler2DShadow sampler, vec4 coord, float lod);"));
//
// Noise functions.
//
s.append(TString("float noise1(float x);"));
s.append(TString("float noise1(vec2 x);"));
s.append(TString("float noise1(vec3 x);"));
s.append(TString("float noise1(vec4 x);"));
s.append(TString("vec2 noise2(float x);"));
s.append(TString("vec2 noise2(vec2 x);"));
s.append(TString("vec2 noise2(vec3 x);"));
s.append(TString("vec2 noise2(vec4 x);"));
s.append(TString("vec3 noise3(float x);"));
s.append(TString("vec3 noise3(vec2 x);"));
s.append(TString("vec3 noise3(vec3 x);"));
s.append(TString("vec3 noise3(vec4 x);"));
s.append(TString("vec4 noise4(float x);"));
s.append(TString("vec4 noise4(vec2 x);"));
s.append(TString("vec4 noise4(vec3 x);"));
s.append(TString("vec4 noise4(vec4 x);"));
s.append(TString("\n"));
}
{
//============================================================================
//
// Prototypes for built-in functions seen by vertex shaders only.
//
//============================================================================
TString& s = BuiltInFunctionsVertex;
//
// Geometric Functions.
//
s.append(TString("vec4 ftransform();"));
s.append(TString("\n"));
}
{
//============================================================================
//
// Prototypes for built-in functions seen by fragment shaders only.
//
//============================================================================
TString& s = BuiltInFunctionsFragment;
s.append(TString("float dFdx(float p);"));
s.append(TString("vec2 dFdx(vec2 p);"));
s.append(TString("vec3 dFdx(vec3 p);"));
s.append(TString("vec4 dFdx(vec4 p);"));
s.append(TString("float dFdy(float p);"));
s.append(TString("vec2 dFdy(vec2 p);"));
s.append(TString("vec3 dFdy(vec3 p);"));
s.append(TString("vec4 dFdy(vec4 p);"));
s.append(TString("float fwidth(float p);"));
s.append(TString("vec2 fwidth(vec2 p);"));
s.append(TString("vec3 fwidth(vec3 p);"));
s.append(TString("vec4 fwidth(vec4 p);"));
s.append(TString("\n"));
}
{
//============================================================================
//
// Standard Uniforms
//
//============================================================================
TString& s = StandardUniforms;
//
// Implementation dependent constants. The example values below
// are the minimum values allowed for these maximums.
//
char builtInConstant[80];
sprintf(builtInConstant, "const int gl_MaxLights = %d;", resources.maxLights); // GL 1.0
s.append(TString(builtInConstant));
sprintf(builtInConstant, "const int gl_MaxClipPlanes = %d;", resources.maxClipPlanes); // GL 1.0
s.append(TString(builtInConstant));
sprintf(builtInConstant, "const int gl_MaxTextureUnits = %d;", resources.maxTextureUnits); // GL 1.2
s.append(TString(builtInConstant));
sprintf(builtInConstant, "const int gl_MaxTextureCoords = %d;", resources.maxTextureCoords); // ARB_fragment_program
s.append(TString(builtInConstant));
sprintf(builtInConstant, "const int gl_MaxVertexAttribs = %d;", resources.maxVertexAttribs); // ARB_vertex_shader
s.append(TString(builtInConstant));
sprintf(builtInConstant, "const int gl_MaxVertexUniformComponents = %d;", resources.maxVertexUniformComponents); // ARB_vertex_shader
s.append(TString(builtInConstant));
sprintf(builtInConstant, "const int gl_MaxVaryingFloats = %d;", resources.maxVaryingFloats); // ARB_vertex_shader
s.append(TString(builtInConstant));
sprintf(builtInConstant, "const int gl_MaxVertexTextureImageUnits = %d;", resources.maxVertexTextureImageUnits); // ARB_vertex_shader
s.append(TString(builtInConstant));
sprintf(builtInConstant, "const int gl_MaxCombinedTextureImageUnits = %d;", resources.maxCombinedTextureImageUnits); // ARB_vertex_shader
s.append(TString(builtInConstant));
sprintf(builtInConstant, "const int gl_MaxTextureImageUnits = %d;", resources.maxTextureImageUnits); // ARB_fragment_shader
s.append(TString(builtInConstant));
sprintf(builtInConstant, "const int gl_MaxFragmentUniformComponents = %d;", resources.maxFragmentUniformComponents); // ARB_fragment_shader
s.append(TString(builtInConstant));
sprintf(builtInConstant, "const int gl_MaxDrawBuffers = %d;", resources.maxDrawBuffers); // proposed ARB_draw_buffers
s.append(TString(builtInConstant));
//
// OpenGL'uniform' state. Page numbers are in reference to version
// 1.4 of the OpenGL specification.
//
//
// Matrix state. p. 31, 32, 37, 39, 40.
//
s.append(TString("uniform mat4 gl_ModelViewMatrix;"));
s.append(TString("uniform mat4 gl_ProjectionMatrix;"));
s.append(TString("uniform mat4 gl_ModelViewProjectionMatrix;"));
s.append(TString("uniform mat4 gl_TextureMatrix[gl_MaxTextureCoords];"));
//
// Derived matrix state that provides inverse and transposed versions
// of the matrices above.
//
s.append(TString("uniform mat3 gl_NormalMatrix;"));
s.append(TString("uniform mat4 gl_ModelViewMatrixInverse;"));
s.append(TString("uniform mat4 gl_ProjectionMatrixInverse;"));
s.append(TString("uniform mat4 gl_ModelViewProjectionMatrixInverse;"));
s.append(TString("uniform mat4 gl_TextureMatrixInverse[gl_MaxTextureCoords];"));
s.append(TString("uniform mat4 gl_ModelViewMatrixTranspose;"));
s.append(TString("uniform mat4 gl_ProjectionMatrixTranspose;"));
s.append(TString("uniform mat4 gl_ModelViewProjectionMatrixTranspose;"));
s.append(TString("uniform mat4 gl_TextureMatrixTranspose[gl_MaxTextureCoords];"));
s.append(TString("uniform mat4 gl_ModelViewMatrixInverseTranspose;"));
s.append(TString("uniform mat4 gl_ProjectionMatrixInverseTranspose;"));
s.append(TString("uniform mat4 gl_ModelViewProjectionMatrixInverseTranspose;"));
s.append(TString("uniform mat4 gl_TextureMatrixInverseTranspose[gl_MaxTextureCoords];"));
//
// Normal scaling p. 39.
//
s.append(TString("uniform float gl_NormalScale;"));
//
// Depth range in window coordinates, p. 33
//
s.append(TString("struct gl_DepthRangeParameters {"));
s.append(TString(" float near;")); // n
s.append(TString(" float far;")); // f
s.append(TString(" float diff;")); // f - n
s.append(TString("};"));
s.append(TString("uniform gl_DepthRangeParameters gl_DepthRange;"));
//
// Clip planes p. 42.
//
s.append(TString("uniform vec4 gl_ClipPlane[gl_MaxClipPlanes];"));
//
// Point Size, p. 66, 67.
//
s.append(TString("struct gl_PointParameters {"));
s.append(TString(" float size;"));
s.append(TString(" float sizeMin;"));
s.append(TString(" float sizeMax;"));
s.append(TString(" float fadeThresholdSize;"));
s.append(TString(" float distanceConstantAttenuation;"));
s.append(TString(" float distanceLinearAttenuation;"));
s.append(TString(" float distanceQuadraticAttenuation;"));
s.append(TString("};"));
s.append(TString("uniform gl_PointParameters gl_Point;"));
//
// Material State p. 50, 55.
//
s.append(TString("struct gl_MaterialParameters {"));
s.append(TString(" vec4 emission;")); // Ecm
s.append(TString(" vec4 ambient;")); // Acm
s.append(TString(" vec4 diffuse;")); // Dcm
s.append(TString(" vec4 specular;")); // Scm
s.append(TString(" float shininess;")); // Srm
s.append(TString("};"));
s.append(TString("uniform gl_MaterialParameters gl_FrontMaterial;"));
s.append(TString("uniform gl_MaterialParameters gl_BackMaterial;"));
//
// Light State p 50, 53, 55.
//
s.append(TString("struct gl_LightSourceParameters {"));
s.append(TString(" vec4 ambient;")); // Acli
s.append(TString(" vec4 diffuse;")); // Dcli
s.append(TString(" vec4 specular;")); // Scli
s.append(TString(" vec4 position;")); // Ppli
s.append(TString(" vec4 halfVector;")); // Derived: Hi
s.append(TString(" vec3 spotDirection;")); // Sdli
s.append(TString(" float spotExponent;")); // Srli
s.append(TString(" float spotCutoff;")); // Crli
// (range: [0.0,90.0], 180.0)
s.append(TString(" float spotCosCutoff;")); // Derived: cos(Crli)
// (range: [1.0,0.0],-1.0)
s.append(TString(" float constantAttenuation;")); // K0
s.append(TString(" float linearAttenuation;")); // K1
s.append(TString(" float quadraticAttenuation;"));// K2
s.append(TString("};"));
s.append(TString("uniform gl_LightSourceParameters gl_LightSource[gl_MaxLights];"));
s.append(TString("struct gl_LightModelParameters {"));
s.append(TString(" vec4 ambient;")); // Acs
s.append(TString("};"));
s.append(TString("uniform gl_LightModelParameters gl_LightModel;"));
//
// Derived state from products of light and material.
//
s.append(TString("struct gl_LightModelProducts {"));
s.append(TString(" vec4 sceneColor;")); // Derived. Ecm + Acm * Acs
s.append(TString("};"));
s.append(TString("uniform gl_LightModelProducts gl_FrontLightModelProduct;"));
s.append(TString("uniform gl_LightModelProducts gl_BackLightModelProduct;"));
s.append(TString("struct gl_LightProducts {"));
s.append(TString(" vec4 ambient;")); // Acm * Acli
s.append(TString(" vec4 diffuse;")); // Dcm * Dcli
s.append(TString(" vec4 specular;")); // Scm * Scli
s.append(TString("};"));
s.append(TString("uniform gl_LightProducts gl_FrontLightProduct[gl_MaxLights];"));
s.append(TString("uniform gl_LightProducts gl_BackLightProduct[gl_MaxLights];"));
//
// Textureg Environment and Generation, p. 152, p. 40-42.
//
s.append(TString("uniform vec4 gl_TextureEnvColor[gl_MaxTextureImageUnits];"));
s.append(TString("uniform vec4 gl_EyePlaneS[gl_MaxTextureCoords];"));
s.append(TString("uniform vec4 gl_EyePlaneT[gl_MaxTextureCoords];"));
s.append(TString("uniform vec4 gl_EyePlaneR[gl_MaxTextureCoords];"));
s.append(TString("uniform vec4 gl_EyePlaneQ[gl_MaxTextureCoords];"));
s.append(TString("uniform vec4 gl_ObjectPlaneS[gl_MaxTextureCoords];"));
s.append(TString("uniform vec4 gl_ObjectPlaneT[gl_MaxTextureCoords];"));
s.append(TString("uniform vec4 gl_ObjectPlaneR[gl_MaxTextureCoords];"));
s.append(TString("uniform vec4 gl_ObjectPlaneQ[gl_MaxTextureCoords];"));
//
// Fog p. 161
//
s.append(TString("struct gl_FogParameters {"));
s.append(TString(" vec4 color;"));
s.append(TString(" float density;"));
s.append(TString(" float start;"));
s.append(TString(" float end;"));
s.append(TString(" float scale;")); // 1 / (gl_FogEnd - gl_FogStart)
s.append(TString("};"));
s.append(TString("uniform gl_FogParameters gl_Fog;"));
s.append(TString("\n"));
}
{
//============================================================================
//
// Vertex attributes, p. 19.
//
//============================================================================
TString& s = StandardVertexAttributes;
s.append(TString("attribute vec4 gl_Color;"));
s.append(TString("attribute vec4 gl_SecondaryColor;"));
s.append(TString("attribute vec3 gl_Normal;"));
s.append(TString("attribute vec4 gl_Vertex;"));
s.append(TString("attribute vec4 gl_MultiTexCoord0;"));
s.append(TString("attribute vec4 gl_MultiTexCoord1;"));
s.append(TString("attribute vec4 gl_MultiTexCoord2;"));
s.append(TString("attribute vec4 gl_MultiTexCoord3;"));
s.append(TString("attribute vec4 gl_MultiTexCoord4;"));
s.append(TString("attribute vec4 gl_MultiTexCoord5;"));
s.append(TString("attribute vec4 gl_MultiTexCoord6;"));
s.append(TString("attribute vec4 gl_MultiTexCoord7;"));
s.append(TString("attribute float gl_FogCoord;"));
s.append(TString("\n"));
}
{
//============================================================================
//
// Define the output varying interface from the vertex shader.
//
//============================================================================
TString& s = StandardVertexVaryings;
s.append(TString("varying vec4 gl_FrontColor;"));
s.append(TString("varying vec4 gl_BackColor;"));
s.append(TString("varying vec4 gl_FrontSecondaryColor;"));
s.append(TString("varying vec4 gl_BackSecondaryColor;"));
s.append(TString("varying vec4 gl_TexCoord[];"));
s.append(TString("varying float gl_FogFragCoord;"));
s.append(TString("\n"));
}
{
//============================================================================
//
// Define the input varying interface to the fragment shader.
//
//============================================================================
TString& s = StandardFragmentVaryings;
s.append(TString("varying vec4 gl_Color;"));
s.append(TString("varying vec4 gl_SecondaryColor;"));
s.append(TString("varying vec4 gl_TexCoord[];"));
s.append(TString("varying float gl_FogFragCoord;"));
s.append(TString("\n"));
}
builtInStrings[EShLangFragment].push_back(BuiltInFunctions.c_str());
builtInStrings[EShLangFragment].push_back(BuiltInFunctionsFragment);
builtInStrings[EShLangFragment].push_back(StandardUniforms);
builtInStrings[EShLangFragment].push_back(StandardFragmentVaryings);
builtInStrings[EShLangVertex].push_back(BuiltInFunctions);
builtInStrings[EShLangVertex].push_back(BuiltInFunctionsVertex);
builtInStrings[EShLangVertex].push_back(StandardVertexVaryings);
builtInStrings[EShLangVertex].push_back(StandardVertexAttributes);
builtInStrings[EShLangVertex].push_back(StandardUniforms);
}
void IdentifyBuiltIns(EShLanguage language, TSymbolTable& symbolTable, TBuiltInResource &resources)
{
//
// First, insert some special built-in variables that are not in
// the built-in header files.
//
switch(language) {
case EShLangFragment: {
symbolTable.insert(*new TVariable(NewPoolTString("gl_FrontFacing"), TType(EbtBool, EvqFace, 1)));
symbolTable.insert(*new TVariable(NewPoolTString("gl_FragCoord"), TType(EbtFloat, EvqFragCoord, 4)));
symbolTable.insert(*new TVariable(NewPoolTString("gl_FragColor"), TType(EbtFloat, EvqFragColor, 4)));
symbolTable.insert(*new TVariable(NewPoolTString("gl_FragDepth"), TType(EbtFloat, EvqFragDepth, 1)));
// Set up gl_FragData. The array size.
TType fragData(EbtFloat, EvqFragColor, 4, false, true);
fragData.setArraySize(resources.maxDrawBuffers);
symbolTable.insert(*new TVariable(NewPoolTString("gl_FragData"), fragData));
}
break;
case EShLangVertex:
symbolTable.insert(*new TVariable(NewPoolTString("gl_Position"), TType(EbtFloat, EvqPosition, 4)));
symbolTable.insert(*new TVariable(NewPoolTString("gl_PointSize"), TType(EbtFloat, EvqPointSize, 1)));
symbolTable.insert(*new TVariable(NewPoolTString("gl_ClipVertex"), TType(EbtFloat, EvqClipVertex, 4)));
break;
default: break;
}
//
// Next, identify which built-ins from the already loaded headers have
// a mapping to an operator. Those that are not identified as such are
// expected to be resolved through a library of functions, versus as
// operations.
//
symbolTable.relateToOperator("not", EOpVectorLogicalNot);
symbolTable.relateToOperator("matrixCompMult", EOpMul);
symbolTable.relateToOperator("mod", EOpMod);
symbolTable.relateToOperator("equal", EOpVectorEqual);
symbolTable.relateToOperator("notEqual", EOpVectorNotEqual);
symbolTable.relateToOperator("lessThan", EOpLessThan);
symbolTable.relateToOperator("greaterThan", EOpGreaterThan);
symbolTable.relateToOperator("lessThanEqual", EOpLessThanEqual);
symbolTable.relateToOperator("greaterThanEqual", EOpGreaterThanEqual);
symbolTable.relateToOperator("radians", EOpRadians);
symbolTable.relateToOperator("degrees", EOpDegrees);
symbolTable.relateToOperator("sin", EOpSin);
symbolTable.relateToOperator("cos", EOpCos);
symbolTable.relateToOperator("tan", EOpTan);
symbolTable.relateToOperator("asin", EOpAsin);
symbolTable.relateToOperator("acos", EOpAcos);
symbolTable.relateToOperator("atan", EOpAtan);
symbolTable.relateToOperator("pow", EOpPow);
symbolTable.relateToOperator("exp2", EOpExp2);
symbolTable.relateToOperator("log", EOpLog);
symbolTable.relateToOperator("exp", EOpExp);
symbolTable.relateToOperator("log2", EOpLog2);
symbolTable.relateToOperator("sqrt", EOpSqrt);
symbolTable.relateToOperator("inversesqrt", EOpInverseSqrt);
symbolTable.relateToOperator("abs", EOpAbs);
symbolTable.relateToOperator("sign", EOpSign);
symbolTable.relateToOperator("floor", EOpFloor);
symbolTable.relateToOperator("ceil", EOpCeil);
symbolTable.relateToOperator("fract", EOpFract);
symbolTable.relateToOperator("min", EOpMin);
symbolTable.relateToOperator("max", EOpMax);
symbolTable.relateToOperator("clamp", EOpClamp);
symbolTable.relateToOperator("mix", EOpMix);
symbolTable.relateToOperator("step", EOpStep);
symbolTable.relateToOperator("smoothstep", EOpSmoothStep);
symbolTable.relateToOperator("length", EOpLength);
symbolTable.relateToOperator("distance", EOpDistance);
symbolTable.relateToOperator("dot", EOpDot);
symbolTable.relateToOperator("cross", EOpCross);
symbolTable.relateToOperator("normalize", EOpNormalize);
symbolTable.relateToOperator("forward", EOpFaceForward);
symbolTable.relateToOperator("reflect", EOpReflect);
symbolTable.relateToOperator("refract", EOpRefract);
symbolTable.relateToOperator("any", EOpAny);
symbolTable.relateToOperator("all", EOpAll);
switch(language) {
case EShLangVertex:
break;
case EShLangFragment:
symbolTable.relateToOperator("dFdx", EOpDPdx);
symbolTable.relateToOperator("dFdy", EOpDPdy);
symbolTable.relateToOperator("fwidth", EOpFwidth);
break;
case EShLangPack:
case EShLangUnpack:
symbolTable.relateToOperator("itof", EOpItof);
symbolTable.relateToOperator("ftoi", EOpFtoi);
symbolTable.relateToOperator("skipPixels", EOpSkipPixels);
symbolTable.relateToOperator("readInput", EOpReadInput);
symbolTable.relateToOperator("writePixel", EOpWritePixel);
symbolTable.relateToOperator("bitmapLSB", EOpBitmapLsb);
symbolTable.relateToOperator("bitmapMSB", EOpBitmapMsb);
symbolTable.relateToOperator("writeOutput", EOpWriteOutput);
symbolTable.relateToOperator("readPixel", EOpReadPixel);
break;
default: assert (true && "Language not supported");
}
}
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