/** * @author supereggbert / http://www.paulbrunt.co.uk/ * @author mrdoob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ */ THREE.WebGLRenderer = function ( scene ) { // Currently you can use just up to 5 directional / point lights total. // Chrome barfs on shader linking when there are more than 5 lights :( // It seems problem comes from having too many varying vectors. // Weirdly, this is not GPU limitation as the same shader works ok in Firefox. // This difference could come from Chrome using ANGLE on Windows, // thus going DirectX9 route (while FF uses OpenGL). var _canvas = document.createElement( 'canvas' ), _gl, _program, _modelViewMatrix = new THREE.Matrix4(), _normalMatrix, BASIC = 0, LAMBERT = 1, PHONG = 2, DEPTH = 3, NORMAL = 4, // material constants used in shader maxLightCount = allocateLights( scene, 5 ); this.domElement = _canvas; this.autoClear = true; initGL(); initProgram( maxLightCount.directional, maxLightCount.point ); // Querying via gl.getParameter() reports different values for CH and FF for many max parameters. // On my GPU Chrome reports MAX_VARYING_VECTORS = 8, FF reports 0 yet compiles shaders with many // more varying vectors (up to 29 lights are ok, more start to throw warnings to FF error console // and then crash the browser). //alert( dumpObject( getGLParams() ) ); function allocateLights( scene, maxLights ) { // heuristics to create shader parameters according to lights in the scene // (not to blow over maxLights budget) if ( scene ) { var l, ll, light, dirLights = pointLights = maxDirLights = maxPointLights = 0; for ( l = 0, ll = scene.lights.length; l < ll; l++ ) { light = scene.lights[ l ]; if ( light instanceof THREE.DirectionalLight ) dirLights++; if ( light instanceof THREE.PointLight ) pointLights++; } if ( ( pointLights + dirLights ) <= maxLights ) { maxDirLights = dirLights; maxPointLights = pointLights; } else { maxDirLights = Math.ceil( maxLights * dirLights / ( pointLights + dirLights ) ); maxPointLights = maxLights - maxDirLights; } return { 'directional' : maxDirLights, 'point' : maxPointLights }; } return { 'directional' : 1, 'point' : maxLights - 1 }; }; this.setSize = function ( width, height ) { _canvas.width = width; _canvas.height = height; _gl.viewport( 0, 0, _canvas.width, _canvas.height ); }; this.clear = function () { _gl.clear( _gl.COLOR_BUFFER_BIT | _gl.DEPTH_BUFFER_BIT ); }; this.setupLights = function ( scene ) { var l, ll, light, r, g, b, ambientLights = [], pointLights = [], directionalLights = [], colors = [], positions = []; _gl.uniform1i( _program.enableLighting, scene.lights.length ); for ( l = 0, ll = scene.lights.length; l < ll; l++ ) { light = scene.lights[ l ]; if ( light instanceof THREE.AmbientLight ) { ambientLights.push( light ); } else if ( light instanceof THREE.DirectionalLight ) { directionalLights.push( light ); } else if( light instanceof THREE.PointLight ) { pointLights.push( light ); } } // sum all ambient lights r = g = b = 0.0; for ( l = 0, ll = ambientLights.length; l < ll; l++ ) { r += ambientLights[ l ].color.r; g += ambientLights[ l ].color.g; b += ambientLights[ l ].color.b; } _gl.uniform3f( _program.ambientLightColor, r, g, b ); // pass directional lights as float arrays colors = []; positions = []; for ( l = 0, ll = directionalLights.length; l < ll; l++ ) { light = directionalLights[ l ]; colors.push( light.color.r * light.intensity ); colors.push( light.color.g * light.intensity ); colors.push( light.color.b * light.intensity ); positions.push( light.position.x ); positions.push( light.position.y ); positions.push( light.position.z ); } if ( directionalLights.length ) { _gl.uniform1i( _program.directionalLightNumber, directionalLights.length ); _gl.uniform3fv( _program.directionalLightDirection, positions ); _gl.uniform3fv( _program.directionalLightColor, colors ); } // pass point lights as float arrays colors = []; positions = []; for ( l = 0, ll = pointLights.length; l < ll; l++ ) { light = pointLights[ l ]; colors.push( light.color.r * light.intensity ); colors.push( light.color.g * light.intensity ); colors.push( light.color.b * light.intensity ); positions.push( light.position.x ); positions.push( light.position.y ); positions.push( light.position.z ); } if ( pointLights.length ) { _gl.uniform1i( _program.pointLightNumber, pointLights.length ); _gl.uniform3fv( _program.pointLightPosition, positions ); _gl.uniform3fv( _program.pointLightColor, colors ); } }; this.createBuffers = function ( object, mf ) { var f, fl, fi, face, vertexNormals, normal, uv, v1, v2, v3, v4, m, ml, i, l, materialFaceGroup = object.materialFaceGroup[ mf ], faceArray = [], lineArray = [], vertexArray = [], normalArray = [], uvArray = [], vertexIndex = 0, useSmoothNormals = false; // need to find out if there is any material in the object // (among all mesh materials and also face materials) // which would need smooth normals function needsSmoothNormals( material ) { return material.shading != undefined && material.shading == THREE.SmoothShading; } for ( m = 0, ml = object.material.length; m < ml; m++ ) { meshMaterial = object.material[ m ]; if ( meshMaterial instanceof THREE.MeshFaceMaterial ) { for ( i = 0, l = materialFaceGroup.material.length; i < l; i++ ) { if ( needsSmoothNormals( materialFaceGroup.material[ i ] ) ) { useSmoothNormals = true; break; } } } else { if ( needsSmoothNormals( meshMaterial ) ) { useSmoothNormals = true; break; } } if ( useSmoothNormals ) break; } for ( f = 0, fl = materialFaceGroup.faces.length; f < fl; f++ ) { fi = materialFaceGroup.faces[f]; face = object.geometry.faces[ fi ]; vertexNormals = face.vertexNormals; normal = face.normal; uv = object.geometry.uvs[ fi ]; if ( face instanceof THREE.Face3 ) { v1 = object.geometry.vertices[ face.a ].position; v2 = object.geometry.vertices[ face.b ].position; v3 = object.geometry.vertices[ face.c ].position; vertexArray.push( v1.x, v1.y, v1.z ); vertexArray.push( v2.x, v2.y, v2.z ); vertexArray.push( v3.x, v3.y, v3.z ); if ( vertexNormals.length == 3 && useSmoothNormals ) { normalArray.push( vertexNormals[0].x, vertexNormals[0].y, vertexNormals[0].z ); normalArray.push( vertexNormals[1].x, vertexNormals[1].y, vertexNormals[1].z ); normalArray.push( vertexNormals[2].x, vertexNormals[2].y, vertexNormals[2].z ); } else { normalArray.push( normal.x, normal.y, normal.z ); normalArray.push( normal.x, normal.y, normal.z ); normalArray.push( normal.x, normal.y, normal.z ); } if ( uv ) { uvArray.push( uv[0].u, uv[0].v ); uvArray.push( uv[1].u, uv[1].v ); uvArray.push( uv[2].u, uv[2].v ); } faceArray.push( vertexIndex, vertexIndex + 1, vertexIndex + 2 ); // TODO: don't add lines that already exist (faces sharing edge) lineArray.push( vertexIndex, vertexIndex + 1 ); lineArray.push( vertexIndex, vertexIndex + 2 ); lineArray.push( vertexIndex + 1, vertexIndex + 2 ); vertexIndex += 3; } else if ( face instanceof THREE.Face4 ) { v1 = object.geometry.vertices[ face.a ].position; v2 = object.geometry.vertices[ face.b ].position; v3 = object.geometry.vertices[ face.c ].position; v4 = object.geometry.vertices[ face.d ].position; vertexArray.push( v1.x, v1.y, v1.z ); vertexArray.push( v2.x, v2.y, v2.z ); vertexArray.push( v3.x, v3.y, v3.z ); vertexArray.push( v4.x, v4.y, v4.z ); if ( vertexNormals.length == 4 && useSmoothNormals ) { normalArray.push( vertexNormals[0].x, vertexNormals[0].y, vertexNormals[0].z ); normalArray.push( vertexNormals[1].x, vertexNormals[1].y, vertexNormals[1].z ); normalArray.push( vertexNormals[2].x, vertexNormals[2].y, vertexNormals[2].z ); normalArray.push( vertexNormals[3].x, vertexNormals[3].y, vertexNormals[3].z ); } else { normalArray.push( normal.x, normal.y, normal.z ); normalArray.push( normal.x, normal.y, normal.z ); normalArray.push( normal.x, normal.y, normal.z ); normalArray.push( normal.x, normal.y, normal.z ); } if ( uv ) { uvArray.push( uv[0].u, uv[0].v ); uvArray.push( uv[1].u, uv[1].v ); uvArray.push( uv[2].u, uv[2].v ); uvArray.push( uv[3].u, uv[3].v ); } faceArray.push( vertexIndex, vertexIndex + 1, vertexIndex + 2 ); faceArray.push( vertexIndex, vertexIndex + 2, vertexIndex + 3 ); // TODO: don't add lines that already exist (faces sharing edge) lineArray.push( vertexIndex, vertexIndex + 1 ); lineArray.push( vertexIndex, vertexIndex + 2 ); lineArray.push( vertexIndex, vertexIndex + 3 ); lineArray.push( vertexIndex + 1, vertexIndex + 2 ); lineArray.push( vertexIndex + 2, vertexIndex + 3 ); vertexIndex += 4; } } if ( !vertexArray.length ) { return; } materialFaceGroup.__webGLVertexBuffer = _gl.createBuffer(); _gl.bindBuffer( _gl.ARRAY_BUFFER, materialFaceGroup.__webGLVertexBuffer ); _gl.bufferData( _gl.ARRAY_BUFFER, new Float32Array( vertexArray ), _gl.STATIC_DRAW ); materialFaceGroup.__webGLNormalBuffer = _gl.createBuffer(); _gl.bindBuffer( _gl.ARRAY_BUFFER, materialFaceGroup.__webGLNormalBuffer ); _gl.bufferData( _gl.ARRAY_BUFFER, new Float32Array( normalArray ), _gl.STATIC_DRAW ); materialFaceGroup.__webGLUVBuffer = _gl.createBuffer(); _gl.bindBuffer( _gl.ARRAY_BUFFER, materialFaceGroup.__webGLUVBuffer ); _gl.bufferData( _gl.ARRAY_BUFFER, new Float32Array( uvArray ), _gl.STATIC_DRAW ); materialFaceGroup.__webGLFaceBuffer = _gl.createBuffer(); _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, materialFaceGroup.__webGLFaceBuffer ); _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( faceArray ), _gl.STATIC_DRAW ); materialFaceGroup.__webGLLineBuffer = _gl.createBuffer(); _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, materialFaceGroup.__webGLLineBuffer ); _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( lineArray ), _gl.STATIC_DRAW ); materialFaceGroup.__webGLFaceCount = faceArray.length; materialFaceGroup.__webGLLineCount = lineArray.length; }; this.renderBuffer = function ( material, materialFaceGroup ) { var mColor, mOpacity, mWireframe, mLineWidth, mBlending, mAmbient, mSpecular, mShininess, mMap; if ( material instanceof THREE.MeshPhongMaterial || material instanceof THREE.MeshLambertMaterial || material instanceof THREE.MeshBasicMaterial ) { mColor = material.color; mOpacity = material.opacity; mWireframe = material.wireframe; mLineWidth = material.wireframe_linewidth; mBlending = material.blending; mMap = material.map; _gl.uniform4f( _program.mColor, mColor.r * mOpacity, mColor.g * mOpacity, mColor.b * mOpacity, mOpacity ); } if ( material instanceof THREE.MeshNormalMaterial ) { mOpacity = material.opacity; mBlending = material.blending; _gl.uniform1f( _program.mOpacity, mOpacity ); _gl.uniform1i( _program.material, NORMAL ); } else if ( material instanceof THREE.MeshDepthMaterial ) { mOpacity = material.opacity; mWireframe = material.wireframe; mLineWidth = material.wireframe_linewidth; _gl.uniform1f( _program.mOpacity, mOpacity ); _gl.uniform1f( _program.m2Near, material.__2near ); _gl.uniform1f( _program.mFarPlusNear, material.__farPlusNear ); _gl.uniform1f( _program.mFarMinusNear, material.__farMinusNear ); _gl.uniform1i( _program.material, DEPTH ); } else if ( material instanceof THREE.MeshPhongMaterial ) { mAmbient = material.ambient; mSpecular = material.specular; mShininess = material.shininess; _gl.uniform4f( _program.mAmbient, mAmbient.r, mAmbient.g, mAmbient.b, mOpacity ); _gl.uniform4f( _program.mSpecular, mSpecular.r, mSpecular.g, mSpecular.b, mOpacity ); _gl.uniform1f( _program.mShininess, mShininess ); _gl.uniform1i( _program.material, PHONG ); } else if ( material instanceof THREE.MeshLambertMaterial ) { _gl.uniform1i( _program.material, LAMBERT ); } else if ( material instanceof THREE.MeshBasicMaterial ) { _gl.uniform1i( _program.material, BASIC ); } if ( mMap ) { if ( !material.__webGLTexture && material.map.loaded ) { material.__webGLTexture = _gl.createTexture(); _gl.bindTexture( _gl.TEXTURE_2D, material.__webGLTexture ); _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, material.map.image ) ; _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.LINEAR ); _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.LINEAR_MIPMAP_LINEAR ); _gl.generateMipmap( _gl.TEXTURE_2D ); _gl.bindTexture( _gl.TEXTURE_2D, null ); } _gl.activeTexture( _gl.TEXTURE0 ); _gl.bindTexture( _gl.TEXTURE_2D, material.__webGLTexture ); _gl.uniform1i( _program.tMap, 0 ); _gl.uniform1i( _program.enableMap, 1 ); } else { _gl.uniform1i( _program.enableMap, 0 ); } // vertices _gl.bindBuffer( _gl.ARRAY_BUFFER, materialFaceGroup.__webGLVertexBuffer ); _gl.vertexAttribPointer( _program.position, 3, _gl.FLOAT, false, 0, 0 ); // normals _gl.bindBuffer( _gl.ARRAY_BUFFER, materialFaceGroup.__webGLNormalBuffer ); _gl.vertexAttribPointer( _program.normal, 3, _gl.FLOAT, false, 0, 0 ); // uvs if ( mMap ) { _gl.bindBuffer( _gl.ARRAY_BUFFER, materialFaceGroup.__webGLUVBuffer ); _gl.enableVertexAttribArray( _program.uv ); _gl.vertexAttribPointer( _program.uv, 2, _gl.FLOAT, false, 0, 0 ); } else { _gl.disableVertexAttribArray( _program.uv ); } // render triangles if ( ! mWireframe ) { _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, materialFaceGroup.__webGLFaceBuffer ); _gl.drawElements( _gl.TRIANGLES, materialFaceGroup.__webGLFaceCount, _gl.UNSIGNED_SHORT, 0 ); // render lines } else { _gl.lineWidth( mLineWidth ); _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, materialFaceGroup.__webGLLineBuffer ); _gl.drawElements( _gl.LINES, materialFaceGroup.__webGLLineCount, _gl.UNSIGNED_SHORT, 0 ); } }; this.renderPass = function ( object, materialFaceGroup, blending ) { var i, l, m, ml, material, meshMaterial; for ( m = 0, ml = object.material.length; m < ml; m++ ) { meshMaterial = object.material[ m ]; if ( meshMaterial instanceof THREE.MeshFaceMaterial ) { for ( i = 0, l = materialFaceGroup.material.length; i < l; i++ ) { material = materialFaceGroup.material[ i ]; if ( material.blending == blending ) { this.setBlending( material.blending ); this.renderBuffer( material, materialFaceGroup ); } } } else { material = meshMaterial; if ( material.blending == blending ) { this.setBlending( material.blending ); this.renderBuffer( material, materialFaceGroup ); } } } }; this.render = function( scene, camera ) { var o, ol; this.initWebGLObjects( scene ); if ( this.autoClear ) { this.clear(); } camera.autoUpdateMatrix && camera.updateMatrix(); _gl.uniform3f( _program.cameraPosition, camera.position.x, camera.position.y, camera.position.z ); this.setupLights( scene ); // opaque pass for ( o = 0, ol = scene.__webGLObjects.length; o < ol; o++ ) { webGLObject = scene.__webGLObjects[ o ]; this.setupMatrices( webGLObject.__object, camera ); this.renderPass( webGLObject.__object, webGLObject, THREE.NormalBlending ); } // transparent pass for ( o = 0, ol = scene.__webGLObjects.length; o < ol; o++ ) { webGLObject = scene.__webGLObjects[ o ]; this.setupMatrices( webGLObject.__object, camera ); this.renderPass( webGLObject.__object, webGLObject, THREE.AdditiveBlending ); this.renderPass( webGLObject.__object, webGLObject, THREE.SubtractiveBlending ); } }; this.initWebGLObjects = function( scene ) { var o, ol, object, mf, materialFaceGroup; if ( !scene.__webGLObjects ) { scene.__webGLObjects = []; } for ( o = 0, ol = scene.objects.length; o < ol; o++ ) { object = scene.objects[ o ]; if ( object instanceof THREE.Mesh ) { // create separate VBOs per material for ( mf in object.materialFaceGroup ) { materialFaceGroup = object.materialFaceGroup[ mf ]; // initialise buffers on the first access if( ! materialFaceGroup.__webGLVertexBuffer ) { this.createBuffers( object, mf ); materialFaceGroup.__object = object; scene.__webGLObjects.push( materialFaceGroup ); } } } else if ( object instanceof THREE.Line ) { } else if ( object instanceof THREE.Particle ) { } } }; this.setupMatrices = function ( object, camera ) { object.autoUpdateMatrix && object.updateMatrix(); _modelViewMatrix.multiply( camera.matrix, object.matrix ); _program.viewMatrixArray = new Float32Array( camera.matrix.flatten() ); _program.modelViewMatrixArray = new Float32Array( _modelViewMatrix.flatten() ); _program.projectionMatrixArray = new Float32Array( camera.projectionMatrix.flatten() ); _normalMatrix = THREE.Matrix4.makeInvert3x3( _modelViewMatrix ).transpose(); _program.normalMatrixArray = new Float32Array( _normalMatrix.m ); _gl.uniformMatrix4fv( _program.viewMatrix, false, _program.viewMatrixArray ); _gl.uniformMatrix4fv( _program.modelViewMatrix, false, _program.modelViewMatrixArray ); _gl.uniformMatrix4fv( _program.projectionMatrix, false, _program.projectionMatrixArray ); _gl.uniformMatrix3fv( _program.normalMatrix, false, _program.normalMatrixArray ); _gl.uniformMatrix4fv( _program.objMatrix, false, new Float32Array( object.matrix.flatten() ) ); }; this.setBlending = function( blending ) { switch ( blending ) { case THREE.AdditiveBlending: _gl.blendEquation( _gl.FUNC_ADD ); _gl.blendFunc( _gl.ONE, _gl.ONE ); break; case THREE.SubtractiveBlending: //_gl.blendEquation( _gl.FUNC_SUBTRACT ); _gl.blendFunc( _gl.DST_COLOR, _gl.ZERO ); break; default: _gl.blendEquation( _gl.FUNC_ADD ); _gl.blendFunc( _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA ); break; } }; this.setFaceCulling = function( cullFace, frontFace ) { if ( cullFace ) { if ( !frontFace || frontFace == "ccw" ) { _gl.frontFace( _gl.CCW ); } else { _gl.frontFace( _gl.CW ); } if( cullFace == "back" ) { _gl.cullFace( _gl.BACK ); } else if( cullFace == "front" ) { _gl.cullFace( _gl.FRONT ); } else { _gl.cullFace( _gl.FRONT_AND_BACK ); } _gl.enable( _gl.CULL_FACE ); } else { _gl.disable( _gl.CULL_FACE ); } }; function initGL() { try { _gl = _canvas.getContext( 'experimental-webgl', { antialias: true} ); } catch(e) { } if (!_gl) { alert("WebGL not supported"); throw "cannot create webgl context"; } _gl.clearColor( 0, 0, 0, 1 ); _gl.clearDepth( 1 ); _gl.enable( _gl.DEPTH_TEST ); _gl.depthFunc( _gl.LEQUAL ); _gl.frontFace( _gl.CCW ); _gl.cullFace( _gl.BACK ); _gl.enable( _gl.CULL_FACE ); _gl.enable( _gl.BLEND ); //_gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA ); //_gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE ); // cool! _gl.blendFunc( _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA ); _gl.clearColor( 0, 0, 0, 0 ); }; function generateFragmentShader( maxDirLights, maxPointLights ) { var chunks = [ "#ifdef GL_ES", "precision highp float;", "#endif", maxDirLights ? "#define MAX_DIR_LIGHTS " + maxDirLights : "", maxPointLights ? "#define MAX_POINT_LIGHTS " + maxPointLights : "", "uniform int material;", // 0 - Basic, 1 - Lambert, 2 - Phong, 3 - Depth, 4 - Normal "uniform bool enableMap;", "uniform sampler2D tMap;", "uniform vec4 mColor;", "uniform float mOpacity;", "uniform vec4 mAmbient;", "uniform vec4 mSpecular;", "uniform float mShininess;", "uniform float m2Near;", "uniform float mFarPlusNear;", "uniform float mFarMinusNear;", "uniform int pointLightNumber;", "uniform int directionalLightNumber;", maxDirLights ? "uniform mat4 viewMatrix;" : "", maxDirLights ? "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];" : "", "varying vec3 vNormal;", "varying vec2 vUv;", "varying vec3 vLightWeighting;", maxPointLights ? "varying vec3 vPointLightVector[ MAX_POINT_LIGHTS ];" : "", "varying vec3 vViewPosition;", "void main() {", "vec4 mapColor = vec4( 1.0, 1.0, 1.0, 1.0 );", "if ( enableMap ) {", "mapColor = texture2D( tMap, vUv );", "}", // Normals "if ( material == 4 ) { ", "gl_FragColor = vec4( 0.5*normalize( vNormal ) + vec3(0.5, 0.5, 0.5), mOpacity );", // Depth "} else if ( material == 3 ) { ", // this breaks shader validation in Chrome 9.0.576.0 dev // and also latest continuous build Chromium 9.0.583.0 (66089) // (curiously it works in Chrome 9.0.576.0 canary build and Firefox 4b7) //"float w = 1.0 - ( m2Near / ( mFarPlusNear - gl_FragCoord.z * mFarMinusNear ) );", "float w = 0.5;", "gl_FragColor = vec4( w, w, w, mOpacity );", // Blinn-Phong // based on o3d example "} else if ( material == 2 ) { ", "vec3 normal = normalize( vNormal );", "vec3 viewPosition = normalize( vViewPosition );", // point lights maxPointLights ? "vec4 pointDiffuse = vec4( 0.0, 0.0, 0.0, 0.0 );" : "", maxPointLights ? "vec4 pointSpecular = vec4( 0.0, 0.0, 0.0, 0.0 );" : "", maxPointLights ? "for( int i = 0; i < pointLightNumber; i++ ) {" : "", maxPointLights ? "vec3 pointVector = normalize( vPointLightVector[ i ] );" : "", maxPointLights ? "vec3 pointHalfVector = normalize( vPointLightVector[ i ] + vViewPosition );" : "", maxPointLights ? "float pointDotNormalHalf = dot( normal, pointHalfVector );" : "", maxPointLights ? "float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );" : "", // Ternary conditional is from the original o3d shader. Here it produces abrupt dark cutoff artefacts. // Using just pow works ok in Chrome, but makes different artefact in Firefox 4. // Zeroing on negative pointDotNormalHalf seems to work in both. //"float specularCompPoint = dot( normal, pointVector ) < 0.0 || pointDotNormalHalf < 0.0 ? 0.0 : pow( pointDotNormalHalf, mShininess );", //"float specularCompPoint = pow( pointDotNormalHalf, mShininess );", //"float pointSpecularWeight = pointDotNormalHalf < 0.0 ? 0.0 : pow( pointDotNormalHalf, mShininess );", // Ternary conditional inside for loop breaks Chrome shader linking. // Must do it with if. maxPointLights ? "float pointSpecularWeight = 0.0;" : "", maxPointLights ? "if ( pointDotNormalHalf >= 0.0 )" : "", maxPointLights ? "pointSpecularWeight = pow( pointDotNormalHalf, mShininess );" : "", maxPointLights ? "pointDiffuse += mColor * pointDiffuseWeight;" : "", maxPointLights ? "pointSpecular += mSpecular * pointSpecularWeight;" : "", maxPointLights ? "}" : "", // directional lights maxDirLights ? "vec4 dirDiffuse = vec4( 0.0, 0.0, 0.0, 0.0 );" : "", maxDirLights ? "vec4 dirSpecular = vec4( 0.0, 0.0, 0.0, 0.0 );" : "", maxDirLights ? "for( int i = 0; i < directionalLightNumber; i++ ) {" : "", maxDirLights ? "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );" : "", maxDirLights ? "vec3 dirVector = normalize( lDirection.xyz );" : "", maxDirLights ? "vec3 dirHalfVector = normalize( lDirection.xyz + vViewPosition );" : "", maxDirLights ? "float dirDotNormalHalf = dot( normal, dirHalfVector );" : "", maxDirLights ? "float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );" : "", maxDirLights ? "float dirSpecularWeight = 0.0;" : "", maxDirLights ? "if ( dirDotNormalHalf >= 0.0 )" : "", maxDirLights ? "dirSpecularWeight = pow( dirDotNormalHalf, mShininess );" : "", maxDirLights ? "dirDiffuse += mColor * dirDiffuseWeight;" : "", maxDirLights ? "dirSpecular += mSpecular * dirSpecularWeight;" : "", maxDirLights ? "}" : "", // all lights contribution summation "vec4 totalLight = mAmbient;", maxDirLights ? "totalLight += dirDiffuse + dirSpecular;" : "", maxPointLights ? "totalLight += pointDiffuse + pointSpecular;" : "", // looks nicer with weighting "gl_FragColor = vec4( mapColor.rgb * totalLight.xyz * vLightWeighting, mapColor.a );", // Lambert: diffuse lighting "} else if ( material == 1 ) {", "gl_FragColor = vec4( mColor.rgb * mapColor.rgb * vLightWeighting, mColor.a * mapColor.a );", // Basic: unlit color / texture "} else {", "gl_FragColor = mColor * mapColor;", "}", "}" ]; return chunks.join("\n"); }; function generateVertexShader( maxDirLights, maxPointLights ) { var chunks = [ maxDirLights ? "#define MAX_DIR_LIGHTS " + maxDirLights : "", maxPointLights ? "#define MAX_POINT_LIGHTS " + maxPointLights : "", "attribute vec3 position;", "attribute vec3 normal;", "attribute vec2 uv;", "uniform vec3 cameraPosition;", "uniform bool enableLighting;", "uniform int pointLightNumber;", "uniform int directionalLightNumber;", "uniform vec3 ambientLightColor;", maxDirLights ? "uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];" : "", maxDirLights ? "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];" : "", maxPointLights ? "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];" : "", maxPointLights ? "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];" : "", "uniform mat4 objMatrix;", "uniform mat4 viewMatrix;", "uniform mat4 modelViewMatrix;", "uniform mat4 projectionMatrix;", "uniform mat3 normalMatrix;", "varying vec3 vNormal;", "varying vec2 vUv;", "varying vec3 vLightWeighting;", maxPointLights ? "varying vec3 vPointLightVector[ MAX_POINT_LIGHTS ];" : "", "varying vec3 vViewPosition;", "varying vec3 vFragPosition;", "void main(void) {", // world space "vec4 mPosition = objMatrix * vec4( position, 1.0 );", "vViewPosition = cameraPosition - mPosition.xyz;", // eye space "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", "vec3 transformedNormal = normalize( normalMatrix * normal );", "if ( !enableLighting ) {", "vLightWeighting = vec3( 1.0, 1.0, 1.0 );", "} else {", "vLightWeighting = ambientLightColor;", // directional lights maxDirLights ? "for( int i = 0; i < directionalLightNumber; i++ ) {" : "", maxDirLights ? "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );" : "", maxDirLights ? "float directionalLightWeighting = max( dot( transformedNormal, normalize(lDirection.xyz ) ), 0.0 );" : "", maxDirLights ? "vLightWeighting += directionalLightColor[ i ] * directionalLightWeighting;" : "", maxDirLights ? "}" : "", // point lights maxPointLights ? "for( int i = 0; i < pointLightNumber; i++ ) {" : "", maxPointLights ? "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );" : "", maxPointLights ? "vPointLightVector[ i ] = normalize( lPosition.xyz - mvPosition.xyz );" : "", maxPointLights ? "float pointLightWeighting = max( dot( transformedNormal, vPointLightVector[ i ] ), 0.0 );" : "", maxPointLights ? "vLightWeighting += pointLightColor[ i ] * pointLightWeighting;" : "", maxPointLights ? "}" : "", "}", "vNormal = transformedNormal;", "vUv = uv;", "gl_Position = projectionMatrix * mvPosition;", "}" ]; return chunks.join("\n"); }; function initProgram( maxDirLights, maxPointLights ) { _program = _gl.createProgram(); //log ( generateVertexShader( maxDirLights, maxPointLights ) ); //log ( generateFragmentShader( maxDirLights, maxPointLights ) ); _gl.attachShader( _program, getShader( "fragment", generateFragmentShader( maxDirLights, maxPointLights ) ) ); _gl.attachShader( _program, getShader( "vertex", generateVertexShader( maxDirLights, maxPointLights ) ) ); _gl.linkProgram( _program ); if ( !_gl.getProgramParameter( _program, _gl.LINK_STATUS ) ) { alert( "Could not initialise shaders" ); //alert( "VALIDATE_STATUS: " + _gl.getProgramParameter( _program, _gl.VALIDATE_STATUS ) ); //alert( _gl.getError() ); } _gl.useProgram( _program ); // matrices _program.viewMatrix = _gl.getUniformLocation( _program, "viewMatrix" ); _program.modelViewMatrix = _gl.getUniformLocation( _program, "modelViewMatrix" ); _program.projectionMatrix = _gl.getUniformLocation( _program, "projectionMatrix" ); _program.normalMatrix = _gl.getUniformLocation( _program, "normalMatrix" ); _program.objMatrix = _gl.getUniformLocation( _program, "objMatrix" ); _program.cameraPosition = _gl.getUniformLocation( _program, 'cameraPosition' ); // lights _program.enableLighting = _gl.getUniformLocation( _program, 'enableLighting' ); _program.ambientLightColor = _gl.getUniformLocation( _program, 'ambientLightColor' ); if ( maxDirLights ) { _program.directionalLightNumber = _gl.getUniformLocation( _program, 'directionalLightNumber' ); _program.directionalLightColor = _gl.getUniformLocation( _program, 'directionalLightColor' ); _program.directionalLightDirection = _gl.getUniformLocation( _program, 'directionalLightDirection' ); } if ( maxPointLights ) { _program.pointLightNumber = _gl.getUniformLocation( _program, 'pointLightNumber' ); _program.pointLightColor = _gl.getUniformLocation( _program, 'pointLightColor' ); _program.pointLightPosition = _gl.getUniformLocation( _program, 'pointLightPosition' ); } // material _program.material = _gl.getUniformLocation( _program, 'material' ); // material properties (Basic / Lambert / Blinn-Phong shader) _program.mColor = _gl.getUniformLocation( _program, 'mColor' ); _program.mOpacity = _gl.getUniformLocation( _program, 'mOpacity' ); // material properties (Blinn-Phong shader) _program.mAmbient = _gl.getUniformLocation( _program, 'mAmbient' ); _program.mSpecular = _gl.getUniformLocation( _program, 'mSpecular' ); _program.mShininess = _gl.getUniformLocation( _program, 'mShininess' ); // texture (diffuse map) _program.enableMap = _gl.getUniformLocation( _program, "enableMap" ); _gl.uniform1i( _program.enableMap, 0 ); _program.tMap = _gl.getUniformLocation( _program, "tMap" ); _gl.uniform1i( _program.tMap, 0 ); // material properties (Depth) _program.m2Near = _gl.getUniformLocation( _program, 'm2Near' ); _program.mFarPlusNear = _gl.getUniformLocation( _program, 'mFarPlusNear' ); _program.mFarMinusNear = _gl.getUniformLocation( _program, 'mFarMinusNear' ); // vertex arrays _program.position = _gl.getAttribLocation( _program, "position" ); _gl.enableVertexAttribArray( _program.position ); _program.normal = _gl.getAttribLocation( _program, "normal" ); _gl.enableVertexAttribArray( _program.normal ); _program.uv = _gl.getAttribLocation( _program, "uv" ); _gl.enableVertexAttribArray( _program.uv ); _program.viewMatrixArray = new Float32Array(16); _program.modelViewMatrixArray = new Float32Array(16); _program.projectionMatrixArray = new Float32Array(16); }; function getShader( type, string ) { var shader; if ( type == "fragment" ) { shader = _gl.createShader( _gl.FRAGMENT_SHADER ); } else if ( type == "vertex" ) { shader = _gl.createShader( _gl.VERTEX_SHADER ); } _gl.shaderSource( shader, string ); _gl.compileShader( shader ); if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) { alert( _gl.getShaderInfoLog( shader ) ); return null; } return shader; }; /* DEBUG function getGLParams() { var params = { 'MAX_VARYING_VECTORS': _gl.getParameter( _gl.MAX_VARYING_VECTORS ), 'MAX_VERTEX_ATTRIBS': _gl.getParameter( _gl.MAX_VERTEX_ATTRIBS ), 'MAX_TEXTURE_IMAGE_UNITS': _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS ), 'MAX_VERTEX_TEXTURE_IMAGE_UNITS': _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ), 'MAX_COMBINED_TEXTURE_IMAGE_UNITS' : _gl.getParameter( _gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS ), 'MAX_VERTEX_UNIFORM_VECTORS': _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS ), 'MAX_FRAGMENT_UNIFORM_VECTORS': _gl.getParameter( _gl.MAX_FRAGMENT_UNIFORM_VECTORS ) } return params; }; function dumpObject( obj ) { var p, str = ""; for ( p in obj ) { str += p + ": " + obj[p] + "\n"; } return str; } */ };