WebGLProgram.js 25 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897
  1. import { WebGLUniforms } from './WebGLUniforms.js';
  2. import { WebGLShader } from './WebGLShader.js';
  3. import { ShaderChunk } from '../shaders/ShaderChunk.js';
  4. import { RGBFormat, NoToneMapping, AddOperation, MixOperation, MultiplyOperation, CubeRefractionMapping, CubeUVRefractionMapping, CubeUVReflectionMapping, CubeReflectionMapping, PCFSoftShadowMap, PCFShadowMap, VSMShadowMap, ACESFilmicToneMapping, CineonToneMapping, CustomToneMapping, ReinhardToneMapping, LinearToneMapping, GammaEncoding, RGBDEncoding, RGBM16Encoding, RGBM7Encoding, RGBEEncoding, sRGBEncoding, LinearEncoding, GLSL3 } from '../../constants.js';
  5. let programIdCount = 0;
  6. function addLineNumbers( string ) {
  7. const lines = string.split( '\n' );
  8. for ( let i = 0; i < lines.length; i ++ ) {
  9. lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
  10. }
  11. return lines.join( '\n' );
  12. }
  13. function getEncodingComponents( encoding ) {
  14. switch ( encoding ) {
  15. case LinearEncoding:
  16. return [ 'Linear', '( value )' ];
  17. case sRGBEncoding:
  18. return [ 'sRGB', '( value )' ];
  19. case RGBEEncoding:
  20. return [ 'RGBE', '( value )' ];
  21. case RGBM7Encoding:
  22. return [ 'RGBM', '( value, 7.0 )' ];
  23. case RGBM16Encoding:
  24. return [ 'RGBM', '( value, 16.0 )' ];
  25. case RGBDEncoding:
  26. return [ 'RGBD', '( value, 256.0 )' ];
  27. case GammaEncoding:
  28. return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];
  29. default:
  30. console.warn( 'THREE.WebGLProgram: Unsupported encoding:', encoding );
  31. return [ 'Linear', '( value )' ];
  32. }
  33. }
  34. function getShaderErrors( gl, shader, type ) {
  35. const status = gl.getShaderParameter( shader, gl.COMPILE_STATUS );
  36. const errors = gl.getShaderInfoLog( shader ).trim();
  37. if ( status && errors === '' ) return '';
  38. // --enable-privileged-webgl-extension
  39. // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  40. return type.toUpperCase() + '\n\n' + errors + '\n\n' + addLineNumbers( gl.getShaderSource( shader ) );
  41. }
  42. function getTexelDecodingFunction( functionName, encoding ) {
  43. const components = getEncodingComponents( encoding );
  44. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';
  45. }
  46. function getTexelEncodingFunction( functionName, encoding ) {
  47. const components = getEncodingComponents( encoding );
  48. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
  49. }
  50. function getToneMappingFunction( functionName, toneMapping ) {
  51. let toneMappingName;
  52. switch ( toneMapping ) {
  53. case LinearToneMapping:
  54. toneMappingName = 'Linear';
  55. break;
  56. case ReinhardToneMapping:
  57. toneMappingName = 'Reinhard';
  58. break;
  59. case CineonToneMapping:
  60. toneMappingName = 'OptimizedCineon';
  61. break;
  62. case ACESFilmicToneMapping:
  63. toneMappingName = 'ACESFilmic';
  64. break;
  65. case CustomToneMapping:
  66. toneMappingName = 'Custom';
  67. break;
  68. default:
  69. console.warn( 'THREE.WebGLProgram: Unsupported toneMapping:', toneMapping );
  70. toneMappingName = 'Linear';
  71. }
  72. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  73. }
  74. function generateExtensions( parameters ) {
  75. const chunks = [
  76. ( parameters.extensionDerivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  77. ( parameters.extensionFragDepth || parameters.logarithmicDepthBuffer ) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '',
  78. ( parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ) ? '#extension GL_EXT_draw_buffers : require' : '',
  79. ( parameters.extensionShaderTextureLOD || parameters.envMap || parameters.transmission ) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  80. ];
  81. return chunks.filter( filterEmptyLine ).join( '\n' );
  82. }
  83. function generateDefines( defines ) {
  84. const chunks = [];
  85. for ( const name in defines ) {
  86. const value = defines[ name ];
  87. if ( value === false ) continue;
  88. chunks.push( '#define ' + name + ' ' + value );
  89. }
  90. return chunks.join( '\n' );
  91. }
  92. function fetchAttributeLocations( gl, program ) {
  93. const attributes = {};
  94. const n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES );
  95. for ( let i = 0; i < n; i ++ ) {
  96. const info = gl.getActiveAttrib( program, i );
  97. const name = info.name;
  98. let locationSize = 1;
  99. if ( info.type === gl.FLOAT_MAT2 ) locationSize = 2;
  100. if ( info.type === gl.FLOAT_MAT3 ) locationSize = 3;
  101. if ( info.type === gl.FLOAT_MAT4 ) locationSize = 4;
  102. // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  103. attributes[ name ] = {
  104. type: info.type,
  105. location: gl.getAttribLocation( program, name ),
  106. locationSize: locationSize
  107. };
  108. }
  109. return attributes;
  110. }
  111. function filterEmptyLine( string ) {
  112. return string !== '';
  113. }
  114. function replaceLightNums( string, parameters ) {
  115. return string
  116. .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  117. .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  118. .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
  119. .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  120. .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )
  121. .replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )
  122. .replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )
  123. .replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );
  124. }
  125. function replaceClippingPlaneNums( string, parameters ) {
  126. return string
  127. .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
  128. .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
  129. }
  130. // Resolve Includes
  131. const includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  132. function resolveIncludes( string ) {
  133. return string.replace( includePattern, includeReplacer );
  134. }
  135. function includeReplacer( match, include ) {
  136. const string = ShaderChunk[ include ];
  137. if ( string === undefined ) {
  138. throw new Error( 'Can not resolve #include <' + include + '>' );
  139. }
  140. return resolveIncludes( string );
  141. }
  142. // Unroll Loops
  143. const deprecatedUnrollLoopPattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  144. const unrollLoopPattern = /#pragma unroll_loop_start\s+for\s*\(\s*int\s+i\s*=\s*(\d+)\s*;\s*i\s*<\s*(\d+)\s*;\s*i\s*\+\+\s*\)\s*{([\s\S]+?)}\s+#pragma unroll_loop_end/g;
  145. function unrollLoops( string ) {
  146. return string
  147. .replace( unrollLoopPattern, loopReplacer )
  148. .replace( deprecatedUnrollLoopPattern, deprecatedLoopReplacer );
  149. }
  150. function deprecatedLoopReplacer( match, start, end, snippet ) {
  151. console.warn( 'WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.' );
  152. return loopReplacer( match, start, end, snippet );
  153. }
  154. function loopReplacer( match, start, end, snippet ) {
  155. let string = '';
  156. for ( let i = parseInt( start ); i < parseInt( end ); i ++ ) {
  157. string += snippet
  158. .replace( /\[\s*i\s*\]/g, '[ ' + i + ' ]' )
  159. .replace( /UNROLLED_LOOP_INDEX/g, i );
  160. }
  161. return string;
  162. }
  163. //
  164. function generatePrecision( parameters ) {
  165. let precisionstring = 'precision ' + parameters.precision + ' float;\nprecision ' + parameters.precision + ' int;';
  166. if ( parameters.precision === 'highp' ) {
  167. precisionstring += '\n#define HIGH_PRECISION';
  168. } else if ( parameters.precision === 'mediump' ) {
  169. precisionstring += '\n#define MEDIUM_PRECISION';
  170. } else if ( parameters.precision === 'lowp' ) {
  171. precisionstring += '\n#define LOW_PRECISION';
  172. }
  173. return precisionstring;
  174. }
  175. function generateShadowMapTypeDefine( parameters ) {
  176. let shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  177. if ( parameters.shadowMapType === PCFShadowMap ) {
  178. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  179. } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
  180. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  181. } else if ( parameters.shadowMapType === VSMShadowMap ) {
  182. shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';
  183. }
  184. return shadowMapTypeDefine;
  185. }
  186. function generateEnvMapTypeDefine( parameters ) {
  187. let envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  188. if ( parameters.envMap ) {
  189. switch ( parameters.envMapMode ) {
  190. case CubeReflectionMapping:
  191. case CubeRefractionMapping:
  192. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  193. break;
  194. case CubeUVReflectionMapping:
  195. case CubeUVRefractionMapping:
  196. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  197. break;
  198. }
  199. }
  200. return envMapTypeDefine;
  201. }
  202. function generateEnvMapModeDefine( parameters ) {
  203. let envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  204. if ( parameters.envMap ) {
  205. switch ( parameters.envMapMode ) {
  206. case CubeRefractionMapping:
  207. case CubeUVRefractionMapping:
  208. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  209. break;
  210. }
  211. }
  212. return envMapModeDefine;
  213. }
  214. function generateEnvMapBlendingDefine( parameters ) {
  215. let envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';
  216. if ( parameters.envMap ) {
  217. switch ( parameters.combine ) {
  218. case MultiplyOperation:
  219. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  220. break;
  221. case MixOperation:
  222. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  223. break;
  224. case AddOperation:
  225. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  226. break;
  227. }
  228. }
  229. return envMapBlendingDefine;
  230. }
  231. function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
  232. // TODO Send this event to Three.js DevTools
  233. // console.log( 'WebGLProgram', cacheKey );
  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. let versionString = parameters.glslVersion ? '#version ' + parameters.glslVersion + '\n' : '';
  248. if ( parameters.isRawShaderMaterial ) {
  249. prefixVertex = [
  250. customDefines
  251. ].filter( filterEmptyLine ).join( '\n' );
  252. if ( prefixVertex.length > 0 ) {
  253. prefixVertex += '\n';
  254. }
  255. prefixFragment = [
  256. customExtensions,
  257. customDefines
  258. ].filter( filterEmptyLine ).join( '\n' );
  259. if ( prefixFragment.length > 0 ) {
  260. prefixFragment += '\n';
  261. }
  262. } else {
  263. prefixVertex = [
  264. generatePrecision( parameters ),
  265. '#define SHADER_NAME ' + parameters.shaderName,
  266. customDefines,
  267. parameters.instancing ? '#define USE_INSTANCING' : '',
  268. parameters.instancingColor ? '#define USE_INSTANCING_COLOR' : '',
  269. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  270. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  271. '#define MAX_BONES ' + parameters.maxBones,
  272. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  273. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  274. parameters.map ? '#define USE_MAP' : '',
  275. parameters.envMap ? '#define USE_ENVMAP' : '',
  276. parameters.envMap ? '#define ' + envMapModeDefine : '',
  277. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  278. parameters.aoMap ? '#define USE_AOMAP' : '',
  279. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  280. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  281. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  282. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  283. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  284. parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
  285. parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
  286. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  287. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  288. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  289. parameters.specularIntensityMap ? '#define USE_SPECULARINTENSITYMAP' : '',
  290. parameters.specularColorMap ? '#define USE_SPECULARCOLORMAP' : '',
  291. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  292. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  293. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  294. parameters.transmission ? '#define USE_TRANSMISSION' : '',
  295. parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',
  296. parameters.thicknessMap ? '#define USE_THICKNESSMAP' : '',
  297. parameters.sheenColorMap ? '#define USE_SHEENCOLORMAP' : '',
  298. parameters.sheenRoughnessMap ? '#define USE_SHEENROUGHNESSMAP' : '',
  299. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  300. parameters.vertexColors ? '#define USE_COLOR' : '',
  301. parameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '',
  302. parameters.vertexUvs ? '#define USE_UV' : '',
  303. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  304. parameters.flatShading ? '#define FLAT_SHADED' : '',
  305. parameters.skinning ? '#define USE_SKINNING' : '',
  306. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  307. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  308. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  309. ( parameters.morphTargets && parameters.isWebGL2 ) ? '#define MORPHTARGETS_TEXTURE' : '',
  310. ( parameters.morphTargets && parameters.isWebGL2 ) ? '#define MORPHTARGETS_COUNT ' + parameters.morphTargetsCount : '',
  311. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  312. parameters.flipSided ? '#define FLIP_SIDED' : '',
  313. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  314. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  315. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  316. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  317. ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  318. 'uniform mat4 modelMatrix;',
  319. 'uniform mat4 modelViewMatrix;',
  320. 'uniform mat4 projectionMatrix;',
  321. 'uniform mat4 viewMatrix;',
  322. 'uniform mat3 normalMatrix;',
  323. 'uniform vec3 cameraPosition;',
  324. 'uniform bool isOrthographic;',
  325. '#ifdef USE_INSTANCING',
  326. ' attribute mat4 instanceMatrix;',
  327. '#endif',
  328. '#ifdef USE_INSTANCING_COLOR',
  329. ' attribute vec3 instanceColor;',
  330. '#endif',
  331. 'attribute vec3 position;',
  332. 'attribute vec3 normal;',
  333. 'attribute vec2 uv;',
  334. '#ifdef USE_TANGENT',
  335. ' attribute vec4 tangent;',
  336. '#endif',
  337. '#if defined( USE_COLOR_ALPHA )',
  338. ' attribute vec4 color;',
  339. '#elif defined( USE_COLOR )',
  340. ' attribute vec3 color;',
  341. '#endif',
  342. '#if ( defined( USE_MORPHTARGETS ) && ! defined( MORPHTARGETS_TEXTURE ) )',
  343. ' attribute vec3 morphTarget0;',
  344. ' attribute vec3 morphTarget1;',
  345. ' attribute vec3 morphTarget2;',
  346. ' attribute vec3 morphTarget3;',
  347. ' #ifdef USE_MORPHNORMALS',
  348. ' attribute vec3 morphNormal0;',
  349. ' attribute vec3 morphNormal1;',
  350. ' attribute vec3 morphNormal2;',
  351. ' attribute vec3 morphNormal3;',
  352. ' #else',
  353. ' attribute vec3 morphTarget4;',
  354. ' attribute vec3 morphTarget5;',
  355. ' attribute vec3 morphTarget6;',
  356. ' attribute vec3 morphTarget7;',
  357. ' #endif',
  358. '#endif',
  359. '#ifdef USE_SKINNING',
  360. ' attribute vec4 skinIndex;',
  361. ' attribute vec4 skinWeight;',
  362. '#endif',
  363. '\n'
  364. ].filter( filterEmptyLine ).join( '\n' );
  365. prefixFragment = [
  366. customExtensions,
  367. generatePrecision( parameters ),
  368. '#define SHADER_NAME ' + parameters.shaderName,
  369. customDefines,
  370. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  371. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  372. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  373. parameters.map ? '#define USE_MAP' : '',
  374. parameters.matcap ? '#define USE_MATCAP' : '',
  375. parameters.envMap ? '#define USE_ENVMAP' : '',
  376. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  377. parameters.envMap ? '#define ' + envMapModeDefine : '',
  378. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  379. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  380. parameters.aoMap ? '#define USE_AOMAP' : '',
  381. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  382. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  383. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  384. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  385. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  386. parameters.clearcoat ? '#define USE_CLEARCOAT' : '',
  387. parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
  388. parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
  389. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  390. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  391. parameters.specularIntensityMap ? '#define USE_SPECULARINTENSITYMAP' : '',
  392. parameters.specularColorMap ? '#define USE_SPECULARCOLORMAP' : '',
  393. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  394. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  395. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  396. parameters.alphaTest ? '#define USE_ALPHATEST' : '',
  397. parameters.sheen ? '#define USE_SHEEN' : '',
  398. parameters.sheenColorMap ? '#define USE_SHEENCOLORMAP' : '',
  399. parameters.sheenRoughnessMap ? '#define USE_SHEENROUGHNESSMAP' : '',
  400. parameters.transmission ? '#define USE_TRANSMISSION' : '',
  401. parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',
  402. parameters.thicknessMap ? '#define USE_THICKNESSMAP' : '',
  403. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  404. parameters.vertexColors || parameters.instancingColor ? '#define USE_COLOR' : '',
  405. parameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '',
  406. parameters.vertexUvs ? '#define USE_UV' : '',
  407. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  408. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  409. parameters.flatShading ? '#define FLAT_SHADED' : '',
  410. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  411. parameters.flipSided ? '#define FLIP_SIDED' : '',
  412. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  413. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  414. parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  415. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  416. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  417. ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  418. ( ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ) ? '#define TEXTURE_LOD_EXT' : '',
  419. 'uniform mat4 viewMatrix;',
  420. 'uniform vec3 cameraPosition;',
  421. 'uniform bool isOrthographic;',
  422. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  423. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  424. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  425. parameters.dithering ? '#define DITHERING' : '',
  426. parameters.format === RGBFormat ? '#define OPAQUE' : '',
  427. ShaderChunk[ 'encodings_pars_fragment' ], // this code is required here because it is used by the various encoding/decoding function defined below
  428. parameters.map ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  429. parameters.matcap ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
  430. parameters.envMap ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  431. parameters.emissiveMap ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  432. parameters.specularColorMap ? getTexelDecodingFunction( 'specularColorMapTexelToLinear', parameters.specularColorMapEncoding ) : '',
  433. parameters.sheenColorMap ? getTexelDecodingFunction( 'sheenColorMapTexelToLinear', parameters.sheenColorMapEncoding ) : '',
  434. parameters.lightMap ? getTexelDecodingFunction( 'lightMapTexelToLinear', parameters.lightMapEncoding ) : '',
  435. getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ),
  436. parameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '',
  437. '\n'
  438. ].filter( filterEmptyLine ).join( '\n' );
  439. }
  440. vertexShader = resolveIncludes( vertexShader );
  441. vertexShader = replaceLightNums( vertexShader, parameters );
  442. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  443. fragmentShader = resolveIncludes( fragmentShader );
  444. fragmentShader = replaceLightNums( fragmentShader, parameters );
  445. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  446. vertexShader = unrollLoops( vertexShader );
  447. fragmentShader = unrollLoops( fragmentShader );
  448. if ( parameters.isWebGL2 && parameters.isRawShaderMaterial !== true ) {
  449. // GLSL 3.0 conversion for built-in materials and ShaderMaterial
  450. versionString = '#version 300 es\n';
  451. prefixVertex = [
  452. 'precision mediump sampler2DArray;',
  453. '#define attribute in',
  454. '#define varying out',
  455. '#define texture2D texture'
  456. ].join( '\n' ) + '\n' + prefixVertex;
  457. prefixFragment = [
  458. '#define varying in',
  459. ( parameters.glslVersion === GLSL3 ) ? '' : 'out highp vec4 pc_fragColor;',
  460. ( parameters.glslVersion === GLSL3 ) ? '' : '#define gl_FragColor pc_fragColor',
  461. '#define gl_FragDepthEXT gl_FragDepth',
  462. '#define texture2D texture',
  463. '#define textureCube texture',
  464. '#define texture2DProj textureProj',
  465. '#define texture2DLodEXT textureLod',
  466. '#define texture2DProjLodEXT textureProjLod',
  467. '#define textureCubeLodEXT textureLod',
  468. '#define texture2DGradEXT textureGrad',
  469. '#define texture2DProjGradEXT textureProjGrad',
  470. '#define textureCubeGradEXT textureGrad'
  471. ].join( '\n' ) + '\n' + prefixFragment;
  472. }
  473. const vertexGlsl = versionString + prefixVertex + vertexShader;
  474. const fragmentGlsl = versionString + prefixFragment + fragmentShader;
  475. // console.log( '*VERTEX*', vertexGlsl );
  476. // console.log( '*FRAGMENT*', fragmentGlsl );
  477. const glVertexShader = WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl );
  478. const glFragmentShader = WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl );
  479. gl.attachShader( program, glVertexShader );
  480. gl.attachShader( program, glFragmentShader );
  481. // Force a particular attribute to index 0.
  482. if ( parameters.index0AttributeName !== undefined ) {
  483. gl.bindAttribLocation( program, 0, parameters.index0AttributeName );
  484. } else if ( parameters.morphTargets === true ) {
  485. // programs with morphTargets displace position out of attribute 0
  486. gl.bindAttribLocation( program, 0, 'position' );
  487. }
  488. gl.linkProgram( program );
  489. // check for link errors
  490. if ( renderer.debug.checkShaderErrors ) {
  491. const programLog = gl.getProgramInfoLog( program ).trim();
  492. const vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  493. const fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  494. let runnable = true;
  495. let haveDiagnostics = true;
  496. if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) {
  497. runnable = false;
  498. const vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
  499. const fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );
  500. console.error(
  501. 'THREE.WebGLProgram: Shader Error ' + gl.getError() + ' - ' +
  502. 'VALIDATE_STATUS ' + gl.getProgramParameter( program, gl.VALIDATE_STATUS ) + '\n\n' +
  503. 'Program Info Log: ' + programLog + '\n' +
  504. vertexErrors + '\n' +
  505. fragmentErrors
  506. );
  507. } else if ( programLog !== '' ) {
  508. console.warn( 'THREE.WebGLProgram: Program Info Log:', programLog );
  509. } else if ( vertexLog === '' || fragmentLog === '' ) {
  510. haveDiagnostics = false;
  511. }
  512. if ( haveDiagnostics ) {
  513. this.diagnostics = {
  514. runnable: runnable,
  515. programLog: programLog,
  516. vertexShader: {
  517. log: vertexLog,
  518. prefix: prefixVertex
  519. },
  520. fragmentShader: {
  521. log: fragmentLog,
  522. prefix: prefixFragment
  523. }
  524. };
  525. }
  526. }
  527. // Clean up
  528. // Crashes in iOS9 and iOS10. #18402
  529. // gl.detachShader( program, glVertexShader );
  530. // gl.detachShader( program, glFragmentShader );
  531. gl.deleteShader( glVertexShader );
  532. gl.deleteShader( glFragmentShader );
  533. // set up caching for uniform locations
  534. let cachedUniforms;
  535. this.getUniforms = function () {
  536. if ( cachedUniforms === undefined ) {
  537. cachedUniforms = new WebGLUniforms( gl, program );
  538. }
  539. return cachedUniforms;
  540. };
  541. // set up caching for attribute locations
  542. let cachedAttributes;
  543. this.getAttributes = function () {
  544. if ( cachedAttributes === undefined ) {
  545. cachedAttributes = fetchAttributeLocations( gl, program );
  546. }
  547. return cachedAttributes;
  548. };
  549. // free resource
  550. this.destroy = function () {
  551. bindingStates.releaseStatesOfProgram( this );
  552. gl.deleteProgram( program );
  553. this.program = undefined;
  554. };
  555. //
  556. this.name = parameters.shaderName;
  557. this.id = programIdCount ++;
  558. this.cacheKey = cacheKey;
  559. this.usedTimes = 1;
  560. this.program = program;
  561. this.vertexShader = glVertexShader;
  562. this.fragmentShader = glFragmentShader;
  563. return this;
  564. }
  565. export { WebGLProgram };