WebGLProgram.js 21 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, SphericalReflectionMapping, EquirectangularReflectionMapping, CubeUVRefractionMapping, CubeUVReflectionMapping, CubeReflectionMapping, PCFSoftShadowMap, PCFShadowMap, ACESFilmicToneMapping, CineonToneMapping, Uncharted2ToneMapping, ReinhardToneMapping, LinearToneMapping, GammaEncoding, RGBDEncoding, RGBM16Encoding, RGBM7Encoding, RGBEEncoding, sRGBEncoding, LinearEncoding } from '../../constants.js';
  8. var programIdCount = 0;
  9. function addLineNumbers( string ) {
  10. var lines = string.split( '\n' );
  11. for ( var 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. default:
  33. throw new Error( 'unsupported encoding: ' + encoding );
  34. }
  35. }
  36. function getShaderErrors( gl, shader, type ) {
  37. var status = gl.getShaderParameter( shader, gl.COMPILE_STATUS );
  38. var log = gl.getShaderInfoLog( shader ).trim();
  39. if ( status && log === '' ) return '';
  40. // --enable-privileged-webgl-extension
  41. // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  42. var source = gl.getShaderSource( shader );
  43. return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers( source );
  44. }
  45. function getTexelDecodingFunction( functionName, encoding ) {
  46. var components = getEncodingComponents( encoding );
  47. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';
  48. }
  49. function getTexelEncodingFunction( functionName, encoding ) {
  50. var components = getEncodingComponents( encoding );
  51. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
  52. }
  53. function getToneMappingFunction( functionName, toneMapping ) {
  54. var toneMappingName;
  55. switch ( toneMapping ) {
  56. case LinearToneMapping:
  57. toneMappingName = 'Linear';
  58. break;
  59. case ReinhardToneMapping:
  60. toneMappingName = 'Reinhard';
  61. break;
  62. case Uncharted2ToneMapping:
  63. toneMappingName = 'Uncharted2';
  64. break;
  65. case CineonToneMapping:
  66. toneMappingName = 'OptimizedCineon';
  67. break;
  68. case ACESFilmicToneMapping:
  69. toneMappingName = 'ACESFilmic';
  70. break;
  71. default:
  72. throw new Error( 'unsupported toneMapping: ' + toneMapping );
  73. }
  74. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  75. }
  76. function generateExtensions( extensions, parameters, rendererExtensions ) {
  77. extensions = extensions || {};
  78. var chunks = [
  79. ( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || ( parameters.normalMap && ! parameters.objectSpaceNormalMap ) || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  80. ( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '',
  81. ( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : '',
  82. ( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  83. ];
  84. return chunks.filter( filterEmptyLine ).join( '\n' );
  85. }
  86. function generateDefines( defines ) {
  87. var chunks = [];
  88. for ( var name in defines ) {
  89. var value = defines[ name ];
  90. if ( value === false ) continue;
  91. chunks.push( '#define ' + name + ' ' + value );
  92. }
  93. return chunks.join( '\n' );
  94. }
  95. function fetchAttributeLocations( gl, program ) {
  96. var attributes = {};
  97. var n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES );
  98. for ( var i = 0; i < n; i ++ ) {
  99. var info = gl.getActiveAttrib( program, i );
  100. var name = info.name;
  101. // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  102. attributes[ name ] = gl.getAttribLocation( program, name );
  103. }
  104. return attributes;
  105. }
  106. function filterEmptyLine( string ) {
  107. return string !== '';
  108. }
  109. function replaceLightNums( string, parameters ) {
  110. return string
  111. .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  112. .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  113. .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
  114. .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  115. .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights );
  116. }
  117. function replaceClippingPlaneNums( string, parameters ) {
  118. return string
  119. .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
  120. .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
  121. }
  122. function parseIncludes( string ) {
  123. var pattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  124. function replace( match, include ) {
  125. var replace = ShaderChunk[ include ];
  126. if ( replace === undefined ) {
  127. throw new Error( 'Can not resolve #include <' + include + '>' );
  128. }
  129. return parseIncludes( replace );
  130. }
  131. return string.replace( pattern, replace );
  132. }
  133. function unrollLoops( string ) {
  134. var pattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  135. function replace( match, start, end, snippet ) {
  136. var unroll = '';
  137. for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
  138. unroll += snippet.replace( /\[ i \]/g, '[ ' + i + ' ]' );
  139. }
  140. return unroll;
  141. }
  142. return string.replace( pattern, replace );
  143. }
  144. function WebGLProgram( renderer, extensions, code, material, shader, parameters, capabilities ) {
  145. var gl = renderer.getContext();
  146. var defines = material.defines;
  147. var vertexShader = shader.vertexShader;
  148. var fragmentShader = shader.fragmentShader;
  149. var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  150. if ( parameters.shadowMapType === PCFShadowMap ) {
  151. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  152. } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
  153. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  154. }
  155. var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  156. var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  157. var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  158. if ( parameters.envMap ) {
  159. switch ( material.envMap.mapping ) {
  160. case CubeReflectionMapping:
  161. case CubeRefractionMapping:
  162. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  163. break;
  164. case CubeUVReflectionMapping:
  165. case CubeUVRefractionMapping:
  166. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  167. break;
  168. case EquirectangularReflectionMapping:
  169. case EquirectangularRefractionMapping:
  170. envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  171. break;
  172. case SphericalReflectionMapping:
  173. envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
  174. break;
  175. }
  176. switch ( material.envMap.mapping ) {
  177. case CubeRefractionMapping:
  178. case EquirectangularRefractionMapping:
  179. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  180. break;
  181. }
  182. switch ( material.combine ) {
  183. case MultiplyOperation:
  184. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  185. break;
  186. case MixOperation:
  187. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  188. break;
  189. case AddOperation:
  190. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  191. break;
  192. }
  193. }
  194. var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  195. // console.log( 'building new program ' );
  196. //
  197. var customExtensions = capabilities.isWebGL2 ? '' : generateExtensions( material.extensions, parameters, extensions );
  198. var customDefines = generateDefines( defines );
  199. //
  200. var program = gl.createProgram();
  201. var prefixVertex, prefixFragment;
  202. if ( material.isRawShaderMaterial ) {
  203. prefixVertex = [
  204. customDefines
  205. ].filter( filterEmptyLine ).join( '\n' );
  206. if ( prefixVertex.length > 0 ) {
  207. prefixVertex += '\n';
  208. }
  209. prefixFragment = [
  210. customExtensions,
  211. customDefines
  212. ].filter( filterEmptyLine ).join( '\n' );
  213. if ( prefixFragment.length > 0 ) {
  214. prefixFragment += '\n';
  215. }
  216. } else {
  217. prefixVertex = [
  218. 'precision ' + parameters.precision + ' float;',
  219. 'precision ' + parameters.precision + ' int;',
  220. '#define SHADER_NAME ' + shader.name,
  221. customDefines,
  222. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  223. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  224. '#define MAX_BONES ' + parameters.maxBones,
  225. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  226. ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '',
  227. parameters.map ? '#define USE_MAP' : '',
  228. parameters.envMap ? '#define USE_ENVMAP' : '',
  229. parameters.envMap ? '#define ' + envMapModeDefine : '',
  230. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  231. parameters.aoMap ? '#define USE_AOMAP' : '',
  232. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  233. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  234. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  235. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  236. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  237. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  238. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  239. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  240. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  241. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  242. parameters.vertexColors ? '#define USE_COLOR' : '',
  243. parameters.flatShading ? '#define FLAT_SHADED' : '',
  244. parameters.skinning ? '#define USE_SKINNING' : '',
  245. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  246. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  247. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  248. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  249. parameters.flipSided ? '#define FLIP_SIDED' : '',
  250. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  251. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  252. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  253. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  254. parameters.logarithmicDepthBuffer && ( capabilities.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  255. 'uniform mat4 modelMatrix;',
  256. 'uniform mat4 modelViewMatrix;',
  257. 'uniform mat4 projectionMatrix;',
  258. 'uniform mat4 viewMatrix;',
  259. 'uniform mat3 normalMatrix;',
  260. 'uniform vec3 cameraPosition;',
  261. 'attribute vec3 position;',
  262. 'attribute vec3 normal;',
  263. 'attribute vec2 uv;',
  264. '#ifdef USE_TANGENT',
  265. ' attribute vec4 tangent;',
  266. '#endif',
  267. '#ifdef USE_COLOR',
  268. ' attribute vec3 color;',
  269. '#endif',
  270. '#ifdef USE_MORPHTARGETS',
  271. ' attribute vec3 morphTarget0;',
  272. ' attribute vec3 morphTarget1;',
  273. ' attribute vec3 morphTarget2;',
  274. ' attribute vec3 morphTarget3;',
  275. ' #ifdef USE_MORPHNORMALS',
  276. ' attribute vec3 morphNormal0;',
  277. ' attribute vec3 morphNormal1;',
  278. ' attribute vec3 morphNormal2;',
  279. ' attribute vec3 morphNormal3;',
  280. ' #else',
  281. ' attribute vec3 morphTarget4;',
  282. ' attribute vec3 morphTarget5;',
  283. ' attribute vec3 morphTarget6;',
  284. ' attribute vec3 morphTarget7;',
  285. ' #endif',
  286. '#endif',
  287. '#ifdef USE_SKINNING',
  288. ' attribute vec4 skinIndex;',
  289. ' attribute vec4 skinWeight;',
  290. '#endif',
  291. '\n'
  292. ].filter( filterEmptyLine ).join( '\n' );
  293. prefixFragment = [
  294. customExtensions,
  295. 'precision ' + parameters.precision + ' float;',
  296. 'precision ' + parameters.precision + ' int;',
  297. '#define SHADER_NAME ' + shader.name,
  298. customDefines,
  299. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
  300. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  301. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  302. ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '',
  303. parameters.map ? '#define USE_MAP' : '',
  304. parameters.matcap ? '#define USE_MATCAP' : '',
  305. parameters.envMap ? '#define USE_ENVMAP' : '',
  306. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  307. parameters.envMap ? '#define ' + envMapModeDefine : '',
  308. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  309. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  310. parameters.aoMap ? '#define USE_AOMAP' : '',
  311. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  312. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  313. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  314. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  315. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  316. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  317. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  318. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  319. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  320. parameters.vertexColors ? '#define USE_COLOR' : '',
  321. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  322. parameters.flatShading ? '#define FLAT_SHADED' : '',
  323. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  324. parameters.flipSided ? '#define FLIP_SIDED' : '',
  325. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  326. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  327. parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  328. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  329. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  330. parameters.logarithmicDepthBuffer && ( capabilities.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  331. parameters.envMap && ( capabilities.isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) ) ? '#define TEXTURE_LOD_EXT' : '',
  332. 'uniform mat4 viewMatrix;',
  333. 'uniform vec3 cameraPosition;',
  334. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  335. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  336. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  337. parameters.dithering ? '#define DITHERING' : '',
  338. ( parameters.outputEncoding || parameters.mapEncoding || parameters.matcapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding ) ?
  339. ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below
  340. parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  341. parameters.matcapEncoding ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
  342. parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  343. parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  344. parameters.outputEncoding ? getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ) : '',
  345. parameters.depthPacking ? '#define DEPTH_PACKING ' + material.depthPacking : '',
  346. '\n'
  347. ].filter( filterEmptyLine ).join( '\n' );
  348. }
  349. vertexShader = parseIncludes( vertexShader );
  350. vertexShader = replaceLightNums( vertexShader, parameters );
  351. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  352. fragmentShader = parseIncludes( fragmentShader );
  353. fragmentShader = replaceLightNums( fragmentShader, parameters );
  354. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  355. vertexShader = unrollLoops( vertexShader );
  356. fragmentShader = unrollLoops( fragmentShader );
  357. if ( capabilities.isWebGL2 && ! material.isRawShaderMaterial ) {
  358. var isGLSL3ShaderMaterial = false;
  359. var versionRegex = /^\s*#version\s+300\s+es\s*\n/;
  360. if ( material.isShaderMaterial &&
  361. vertexShader.match( versionRegex ) !== null &&
  362. fragmentShader.match( versionRegex ) !== null ) {
  363. isGLSL3ShaderMaterial = true;
  364. vertexShader = vertexShader.replace( versionRegex, '' );
  365. fragmentShader = fragmentShader.replace( versionRegex, '' );
  366. }
  367. // GLSL 3.0 conversion
  368. prefixVertex = [
  369. '#version 300 es\n',
  370. '#define attribute in',
  371. '#define varying out',
  372. '#define texture2D texture'
  373. ].join( '\n' ) + '\n' + prefixVertex;
  374. prefixFragment = [
  375. '#version 300 es\n',
  376. '#define varying in',
  377. isGLSL3ShaderMaterial ? '' : 'out highp vec4 pc_fragColor;',
  378. isGLSL3ShaderMaterial ? '' : '#define gl_FragColor pc_fragColor',
  379. '#define gl_FragDepthEXT gl_FragDepth',
  380. '#define texture2D texture',
  381. '#define textureCube texture',
  382. '#define texture2DProj textureProj',
  383. '#define texture2DLodEXT textureLod',
  384. '#define texture2DProjLodEXT textureProjLod',
  385. '#define textureCubeLodEXT textureLod',
  386. '#define texture2DGradEXT textureGrad',
  387. '#define texture2DProjGradEXT textureProjGrad',
  388. '#define textureCubeGradEXT textureGrad'
  389. ].join( '\n' ) + '\n' + prefixFragment;
  390. }
  391. var vertexGlsl = prefixVertex + vertexShader;
  392. var fragmentGlsl = prefixFragment + fragmentShader;
  393. // console.log( '*VERTEX*', vertexGlsl );
  394. // console.log( '*FRAGMENT*', fragmentGlsl );
  395. var glVertexShader = WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl );
  396. var glFragmentShader = WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl );
  397. gl.attachShader( program, glVertexShader );
  398. gl.attachShader( program, glFragmentShader );
  399. // Force a particular attribute to index 0.
  400. if ( material.index0AttributeName !== undefined ) {
  401. gl.bindAttribLocation( program, 0, material.index0AttributeName );
  402. } else if ( parameters.morphTargets === true ) {
  403. // programs with morphTargets displace position out of attribute 0
  404. gl.bindAttribLocation( program, 0, 'position' );
  405. }
  406. gl.linkProgram( program );
  407. // check for link errors
  408. if ( renderer.debug.checkShaderErrors ) {
  409. var programLog = gl.getProgramInfoLog( program ).trim();
  410. var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  411. var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  412. var runnable = true;
  413. var haveDiagnostics = true;
  414. if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) {
  415. runnable = false;
  416. var vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
  417. var fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );
  418. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), 'gl.VALIDATE_STATUS', gl.getProgramParameter( program, gl.VALIDATE_STATUS ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );
  419. } else if ( programLog !== '' ) {
  420. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  421. } else if ( vertexLog === '' || fragmentLog === '' ) {
  422. haveDiagnostics = false;
  423. }
  424. if ( haveDiagnostics ) {
  425. this.diagnostics = {
  426. runnable: runnable,
  427. material: material,
  428. programLog: programLog,
  429. vertexShader: {
  430. log: vertexLog,
  431. prefix: prefixVertex
  432. },
  433. fragmentShader: {
  434. log: fragmentLog,
  435. prefix: prefixFragment
  436. }
  437. };
  438. }
  439. }
  440. // clean up
  441. gl.deleteShader( glVertexShader );
  442. gl.deleteShader( glFragmentShader );
  443. // set up caching for uniform locations
  444. var cachedUniforms;
  445. this.getUniforms = function () {
  446. if ( cachedUniforms === undefined ) {
  447. cachedUniforms = new WebGLUniforms( gl, program );
  448. }
  449. return cachedUniforms;
  450. };
  451. // set up caching for attribute locations
  452. var cachedAttributes;
  453. this.getAttributes = function () {
  454. if ( cachedAttributes === undefined ) {
  455. cachedAttributes = fetchAttributeLocations( gl, program );
  456. }
  457. return cachedAttributes;
  458. };
  459. // free resource
  460. this.destroy = function () {
  461. gl.deleteProgram( program );
  462. this.program = undefined;
  463. };
  464. //
  465. this.name = shader.name;
  466. this.id = programIdCount ++;
  467. this.code = code;
  468. this.usedTimes = 1;
  469. this.program = program;
  470. this.vertexShader = glVertexShader;
  471. this.fragmentShader = glFragmentShader;
  472. return this;
  473. }
  474. export { WebGLProgram };