WebGLProgram.js 24 KB

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  1. /**
  2. * @author mrdoob / http://mrdoob.com/
  3. */
  4. import { WebGLUniforms } from './WebGLUniforms.js';
  5. import { WebGLShader } from './WebGLShader.js';
  6. import { ShaderChunk } from '../shaders/ShaderChunk.js';
  7. import { NoToneMapping, AddOperation, MixOperation, MultiplyOperation, EquirectangularRefractionMapping, CubeRefractionMapping, EquirectangularReflectionMapping, CubeUVRefractionMapping, CubeUVReflectionMapping, CubeReflectionMapping, PCFSoftShadowMap, PCFShadowMap, VSMShadowMap, ACESFilmicToneMapping, CineonToneMapping, CustomToneMapping, ReinhardToneMapping, LinearToneMapping, GammaEncoding, RGBDEncoding, RGBM16Encoding, RGBM7Encoding, RGBEEncoding, sRGBEncoding, LinearEncoding, LogLuvEncoding } from '../../constants.js';
  8. let programIdCount = 0;
  9. function addLineNumbers( string ) {
  10. const lines = string.split( '\n' );
  11. for ( let i = 0; i < lines.length; i ++ ) {
  12. lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
  13. }
  14. return lines.join( '\n' );
  15. }
  16. function getEncodingComponents( encoding ) {
  17. switch ( encoding ) {
  18. case LinearEncoding:
  19. return [ 'Linear', '( value )' ];
  20. case sRGBEncoding:
  21. return [ 'sRGB', '( value )' ];
  22. case RGBEEncoding:
  23. return [ 'RGBE', '( value )' ];
  24. case RGBM7Encoding:
  25. return [ 'RGBM', '( value, 7.0 )' ];
  26. case RGBM16Encoding:
  27. return [ 'RGBM', '( value, 16.0 )' ];
  28. case RGBDEncoding:
  29. return [ 'RGBD', '( value, 256.0 )' ];
  30. case GammaEncoding:
  31. return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];
  32. case LogLuvEncoding:
  33. return [ 'LogLuv', '( value )' ];
  34. default:
  35. console.warn( 'THREE.WebGLProgram: Unsupported encoding:', encoding );
  36. return [ 'Linear', '( value )' ];
  37. }
  38. }
  39. function getShaderErrors( gl, shader, type ) {
  40. const status = gl.getShaderParameter( shader, gl.COMPILE_STATUS );
  41. const log = gl.getShaderInfoLog( shader ).trim();
  42. if ( status && log === '' ) return '';
  43. // --enable-privileged-webgl-extension
  44. // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  45. const source = gl.getShaderSource( shader );
  46. return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers( source );
  47. }
  48. function getTexelDecodingFunction( functionName, encoding ) {
  49. const components = getEncodingComponents( encoding );
  50. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';
  51. }
  52. function getTexelEncodingFunction( functionName, encoding ) {
  53. const components = getEncodingComponents( encoding );
  54. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
  55. }
  56. function getToneMappingFunction( functionName, toneMapping ) {
  57. let toneMappingName;
  58. switch ( toneMapping ) {
  59. case LinearToneMapping:
  60. toneMappingName = 'Linear';
  61. break;
  62. case ReinhardToneMapping:
  63. toneMappingName = 'Reinhard';
  64. break;
  65. case CineonToneMapping:
  66. toneMappingName = 'OptimizedCineon';
  67. break;
  68. case ACESFilmicToneMapping:
  69. toneMappingName = 'ACESFilmic';
  70. break;
  71. case CustomToneMapping:
  72. toneMappingName = 'Custom';
  73. break;
  74. default:
  75. console.warn( 'THREE.WebGLProgram: Unsupported toneMapping:', toneMapping );
  76. toneMappingName = 'Linear';
  77. }
  78. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  79. }
  80. function generateExtensions( parameters ) {
  81. const chunks = [
  82. ( parameters.extensionDerivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  83. ( parameters.extensionFragDepth || parameters.logarithmicDepthBuffer ) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '',
  84. ( parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ) ? '#extension GL_EXT_draw_buffers : require' : '',
  85. ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  86. ];
  87. return chunks.filter( filterEmptyLine ).join( '\n' );
  88. }
  89. function generateDefines( defines ) {
  90. const chunks = [];
  91. for ( const name in defines ) {
  92. const value = defines[ name ];
  93. if ( value === false ) continue;
  94. chunks.push( '#define ' + name + ' ' + value );
  95. }
  96. return chunks.join( '\n' );
  97. }
  98. function fetchAttributeLocations( gl, program ) {
  99. const attributes = {};
  100. const n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES );
  101. for ( let i = 0; i < n; i ++ ) {
  102. const info = gl.getActiveAttrib( program, i );
  103. const name = info.name;
  104. // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  105. attributes[ name ] = gl.getAttribLocation( program, name );
  106. }
  107. return attributes;
  108. }
  109. function filterEmptyLine( string ) {
  110. return string !== '';
  111. }
  112. function replaceLightNums( string, parameters ) {
  113. return string
  114. .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  115. .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  116. .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
  117. .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  118. .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )
  119. .replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )
  120. .replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )
  121. .replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );
  122. }
  123. function replaceClippingPlaneNums( string, parameters ) {
  124. return string
  125. .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
  126. .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
  127. }
  128. // Resolve Includes
  129. const includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  130. function resolveIncludes( string ) {
  131. return string.replace( includePattern, includeReplacer );
  132. }
  133. function includeReplacer( match, include ) {
  134. const string = ShaderChunk[ include ];
  135. if ( string === undefined ) {
  136. throw new Error( 'Can not resolve #include <' + include + '>' );
  137. }
  138. return resolveIncludes( string );
  139. }
  140. // Unroll Loops
  141. const deprecatedUnrollLoopPattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  142. const unrollLoopPattern = /#pragma unroll_loop_start[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}[\s]+?#pragma unroll_loop_end/g;
  143. function unrollLoops( string ) {
  144. return string
  145. .replace( unrollLoopPattern, loopReplacer )
  146. .replace( deprecatedUnrollLoopPattern, deprecatedLoopReplacer );
  147. }
  148. function deprecatedLoopReplacer( match, start, end, snippet ) {
  149. console.warn( 'WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.' );
  150. return loopReplacer( match, start, end, snippet );
  151. }
  152. function loopReplacer( match, start, end, snippet ) {
  153. let string = '';
  154. for ( let i = parseInt( start ); i < parseInt( end ); i ++ ) {
  155. string += snippet
  156. .replace( /\[ i \]/g, '[ ' + i + ' ]' )
  157. .replace( /UNROLLED_LOOP_INDEX/g, i );
  158. }
  159. return string;
  160. }
  161. //
  162. function generatePrecision( parameters ) {
  163. let precisionstring = "precision " + parameters.precision + " float;\nprecision " + parameters.precision + " int;";
  164. if ( parameters.precision === "highp" ) {
  165. precisionstring += "\n#define HIGH_PRECISION";
  166. } else if ( parameters.precision === "mediump" ) {
  167. precisionstring += "\n#define MEDIUM_PRECISION";
  168. } else if ( parameters.precision === "lowp" ) {
  169. precisionstring += "\n#define LOW_PRECISION";
  170. }
  171. return precisionstring;
  172. }
  173. function generateShadowMapTypeDefine( parameters ) {
  174. let shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  175. if ( parameters.shadowMapType === PCFShadowMap ) {
  176. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  177. } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
  178. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  179. } else if ( parameters.shadowMapType === VSMShadowMap ) {
  180. shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';
  181. }
  182. return shadowMapTypeDefine;
  183. }
  184. function generateEnvMapTypeDefine( parameters ) {
  185. let envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  186. if ( parameters.envMap ) {
  187. switch ( parameters.envMapMode ) {
  188. case CubeReflectionMapping:
  189. case CubeRefractionMapping:
  190. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  191. break;
  192. case CubeUVReflectionMapping:
  193. case CubeUVRefractionMapping:
  194. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  195. break;
  196. case EquirectangularReflectionMapping:
  197. case EquirectangularRefractionMapping:
  198. envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  199. break;
  200. }
  201. }
  202. return envMapTypeDefine;
  203. }
  204. function generateEnvMapModeDefine( parameters ) {
  205. let envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  206. if ( parameters.envMap ) {
  207. switch ( parameters.envMapMode ) {
  208. case CubeRefractionMapping:
  209. case EquirectangularRefractionMapping:
  210. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  211. break;
  212. }
  213. }
  214. return envMapModeDefine;
  215. }
  216. function generateEnvMapBlendingDefine( parameters ) {
  217. let envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';
  218. if ( parameters.envMap ) {
  219. switch ( parameters.combine ) {
  220. case MultiplyOperation:
  221. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  222. break;
  223. case MixOperation:
  224. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  225. break;
  226. case AddOperation:
  227. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  228. break;
  229. }
  230. }
  231. return envMapBlendingDefine;
  232. }
  233. function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
  234. const gl = renderer.getContext();
  235. const defines = parameters.defines;
  236. let vertexShader = parameters.vertexShader;
  237. let fragmentShader = parameters.fragmentShader;
  238. const shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );
  239. const envMapTypeDefine = generateEnvMapTypeDefine( parameters );
  240. const envMapModeDefine = generateEnvMapModeDefine( parameters );
  241. const envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );
  242. const gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  243. const customExtensions = parameters.isWebGL2 ? '' : generateExtensions( parameters );
  244. const customDefines = generateDefines( defines );
  245. const program = gl.createProgram();
  246. let prefixVertex, prefixFragment;
  247. if ( parameters.isRawShaderMaterial ) {
  248. prefixVertex = [
  249. customDefines
  250. ].filter( filterEmptyLine ).join( '\n' );
  251. if ( prefixVertex.length > 0 ) {
  252. prefixVertex += '\n';
  253. }
  254. prefixFragment = [
  255. customExtensions,
  256. customDefines
  257. ].filter( filterEmptyLine ).join( '\n' );
  258. if ( prefixFragment.length > 0 ) {
  259. prefixFragment += '\n';
  260. }
  261. } else {
  262. prefixVertex = [
  263. generatePrecision( parameters ),
  264. '#define SHADER_NAME ' + parameters.shaderName,
  265. customDefines,
  266. parameters.instancing ? '#define USE_INSTANCING' : '',
  267. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  268. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  269. '#define MAX_BONES ' + parameters.maxBones,
  270. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  271. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  272. parameters.map ? '#define USE_MAP' : '',
  273. parameters.envMap ? '#define USE_ENVMAP' : '',
  274. parameters.envMap ? '#define ' + envMapModeDefine : '',
  275. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  276. parameters.aoMap ? '#define USE_AOMAP' : '',
  277. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  278. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  279. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  280. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  281. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  282. parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
  283. parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
  284. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  285. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  286. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  287. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  288. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  289. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  290. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  291. parameters.vertexColors ? '#define USE_COLOR' : '',
  292. parameters.vertexUvs ? '#define USE_UV' : '',
  293. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  294. parameters.flatShading ? '#define FLAT_SHADED' : '',
  295. parameters.skinning ? '#define USE_SKINNING' : '',
  296. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  297. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  298. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  299. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  300. parameters.flipSided ? '#define FLIP_SIDED' : '',
  301. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  302. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  303. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  304. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  305. ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  306. 'uniform mat4 modelMatrix;',
  307. 'uniform mat4 modelViewMatrix;',
  308. 'uniform mat4 projectionMatrix;',
  309. 'uniform mat4 viewMatrix;',
  310. 'uniform mat3 normalMatrix;',
  311. 'uniform vec3 cameraPosition;',
  312. 'uniform bool isOrthographic;',
  313. '#ifdef USE_INSTANCING',
  314. ' attribute mat4 instanceMatrix;',
  315. '#endif',
  316. 'attribute vec3 position;',
  317. 'attribute vec3 normal;',
  318. 'attribute vec2 uv;',
  319. '#ifdef USE_TANGENT',
  320. ' attribute vec4 tangent;',
  321. '#endif',
  322. '#ifdef USE_COLOR',
  323. ' attribute vec3 color;',
  324. '#endif',
  325. '#ifdef USE_MORPHTARGETS',
  326. ' attribute vec3 morphTarget0;',
  327. ' attribute vec3 morphTarget1;',
  328. ' attribute vec3 morphTarget2;',
  329. ' attribute vec3 morphTarget3;',
  330. ' #ifdef USE_MORPHNORMALS',
  331. ' attribute vec3 morphNormal0;',
  332. ' attribute vec3 morphNormal1;',
  333. ' attribute vec3 morphNormal2;',
  334. ' attribute vec3 morphNormal3;',
  335. ' #else',
  336. ' attribute vec3 morphTarget4;',
  337. ' attribute vec3 morphTarget5;',
  338. ' attribute vec3 morphTarget6;',
  339. ' attribute vec3 morphTarget7;',
  340. ' #endif',
  341. '#endif',
  342. '#ifdef USE_SKINNING',
  343. ' attribute vec4 skinIndex;',
  344. ' attribute vec4 skinWeight;',
  345. '#endif',
  346. '\n'
  347. ].filter( filterEmptyLine ).join( '\n' );
  348. prefixFragment = [
  349. customExtensions,
  350. generatePrecision( parameters ),
  351. '#define SHADER_NAME ' + parameters.shaderName,
  352. customDefines,
  353. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
  354. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  355. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  356. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  357. parameters.map ? '#define USE_MAP' : '',
  358. parameters.matcap ? '#define USE_MATCAP' : '',
  359. parameters.envMap ? '#define USE_ENVMAP' : '',
  360. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  361. parameters.envMap ? '#define ' + envMapModeDefine : '',
  362. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  363. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  364. parameters.aoMap ? '#define USE_AOMAP' : '',
  365. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  366. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  367. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  368. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  369. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  370. parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
  371. parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
  372. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  373. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  374. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  375. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  376. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  377. parameters.sheen ? '#define USE_SHEEN' : '',
  378. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  379. parameters.vertexColors ? '#define USE_COLOR' : '',
  380. parameters.vertexUvs ? '#define USE_UV' : '',
  381. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  382. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  383. parameters.flatShading ? '#define FLAT_SHADED' : '',
  384. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  385. parameters.flipSided ? '#define FLIP_SIDED' : '',
  386. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  387. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  388. parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  389. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  390. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  391. ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  392. ( ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ) ? '#define TEXTURE_LOD_EXT' : '',
  393. 'uniform mat4 viewMatrix;',
  394. 'uniform vec3 cameraPosition;',
  395. 'uniform bool isOrthographic;',
  396. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  397. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  398. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  399. parameters.dithering ? '#define DITHERING' : '',
  400. ShaderChunk[ 'encodings_pars_fragment' ], // this code is required here because it is used by the various encoding/decoding function defined below
  401. parameters.map ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  402. parameters.matcap ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
  403. parameters.envMap ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  404. parameters.emissiveMap ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  405. parameters.lightMap ? getTexelDecodingFunction( 'lightMapTexelToLinear', parameters.lightMapEncoding ) : '',
  406. getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ),
  407. parameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '',
  408. '\n'
  409. ].filter( filterEmptyLine ).join( '\n' );
  410. }
  411. vertexShader = resolveIncludes( vertexShader );
  412. vertexShader = replaceLightNums( vertexShader, parameters );
  413. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  414. fragmentShader = resolveIncludes( fragmentShader );
  415. fragmentShader = replaceLightNums( fragmentShader, parameters );
  416. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  417. vertexShader = unrollLoops( vertexShader );
  418. fragmentShader = unrollLoops( fragmentShader );
  419. if ( parameters.isWebGL2 && ! parameters.isRawShaderMaterial ) {
  420. let isGLSL3ShaderMaterial = false;
  421. const versionRegex = /^\s*#version\s+300\s+es\s*\n/;
  422. if ( parameters.isShaderMaterial &&
  423. vertexShader.match( versionRegex ) !== null &&
  424. fragmentShader.match( versionRegex ) !== null ) {
  425. isGLSL3ShaderMaterial = true;
  426. vertexShader = vertexShader.replace( versionRegex, '' );
  427. fragmentShader = fragmentShader.replace( versionRegex, '' );
  428. }
  429. // GLSL 3.0 conversion
  430. prefixVertex = [
  431. '#version 300 es\n',
  432. '#define attribute in',
  433. '#define varying out',
  434. '#define texture2D texture'
  435. ].join( '\n' ) + '\n' + prefixVertex;
  436. prefixFragment = [
  437. '#version 300 es\n',
  438. '#define varying in',
  439. isGLSL3ShaderMaterial ? '' : 'out highp vec4 pc_fragColor;',
  440. isGLSL3ShaderMaterial ? '' : '#define gl_FragColor pc_fragColor',
  441. '#define gl_FragDepthEXT gl_FragDepth',
  442. '#define texture2D texture',
  443. '#define textureCube texture',
  444. '#define texture2DProj textureProj',
  445. '#define texture2DLodEXT textureLod',
  446. '#define texture2DProjLodEXT textureProjLod',
  447. '#define textureCubeLodEXT textureLod',
  448. '#define texture2DGradEXT textureGrad',
  449. '#define texture2DProjGradEXT textureProjGrad',
  450. '#define textureCubeGradEXT textureGrad'
  451. ].join( '\n' ) + '\n' + prefixFragment;
  452. }
  453. const vertexGlsl = prefixVertex + vertexShader;
  454. const fragmentGlsl = prefixFragment + fragmentShader;
  455. // console.log( '*VERTEX*', vertexGlsl );
  456. // console.log( '*FRAGMENT*', fragmentGlsl );
  457. const glVertexShader = WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl );
  458. const glFragmentShader = WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl );
  459. gl.attachShader( program, glVertexShader );
  460. gl.attachShader( program, glFragmentShader );
  461. // Force a particular attribute to index 0.
  462. if ( parameters.index0AttributeName !== undefined ) {
  463. gl.bindAttribLocation( program, 0, parameters.index0AttributeName );
  464. } else if ( parameters.morphTargets === true ) {
  465. // programs with morphTargets displace position out of attribute 0
  466. gl.bindAttribLocation( program, 0, 'position' );
  467. }
  468. gl.linkProgram( program );
  469. // check for link errors
  470. if ( renderer.debug.checkShaderErrors ) {
  471. const programLog = gl.getProgramInfoLog( program ).trim();
  472. const vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  473. const fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  474. let runnable = true;
  475. let haveDiagnostics = true;
  476. if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) {
  477. runnable = false;
  478. const vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
  479. const fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );
  480. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), 'gl.VALIDATE_STATUS', gl.getProgramParameter( program, gl.VALIDATE_STATUS ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );
  481. } else if ( programLog !== '' ) {
  482. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  483. } else if ( vertexLog === '' || fragmentLog === '' ) {
  484. haveDiagnostics = false;
  485. }
  486. if ( haveDiagnostics ) {
  487. this.diagnostics = {
  488. runnable: runnable,
  489. programLog: programLog,
  490. vertexShader: {
  491. log: vertexLog,
  492. prefix: prefixVertex
  493. },
  494. fragmentShader: {
  495. log: fragmentLog,
  496. prefix: prefixFragment
  497. }
  498. };
  499. }
  500. }
  501. // Clean up
  502. // Crashes in iOS9 and iOS10. #18402
  503. // gl.detachShader( program, glVertexShader );
  504. // gl.detachShader( program, glFragmentShader );
  505. gl.deleteShader( glVertexShader );
  506. gl.deleteShader( glFragmentShader );
  507. // set up caching for uniform locations
  508. let cachedUniforms;
  509. this.getUniforms = function () {
  510. if ( cachedUniforms === undefined ) {
  511. cachedUniforms = new WebGLUniforms( gl, program );
  512. }
  513. return cachedUniforms;
  514. };
  515. // set up caching for attribute locations
  516. let cachedAttributes;
  517. this.getAttributes = function () {
  518. if ( cachedAttributes === undefined ) {
  519. cachedAttributes = fetchAttributeLocations( gl, program );
  520. }
  521. return cachedAttributes;
  522. };
  523. // free resource
  524. this.destroy = function () {
  525. bindingStates.releaseStatesOfProgram( this );
  526. gl.deleteProgram( program );
  527. this.program = undefined;
  528. };
  529. //
  530. this.name = parameters.shaderName;
  531. this.id = programIdCount ++;
  532. this.cacheKey = cacheKey;
  533. this.usedTimes = 1;
  534. this.program = program;
  535. this.vertexShader = glVertexShader;
  536. this.fragmentShader = glFragmentShader;
  537. return this;
  538. }
  539. export { WebGLProgram };