WebGLProgram.js 20 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, CineonToneMapping, Uncharted2ToneMapping, ReinhardToneMapping, LinearToneMapping, GammaEncoding, RGBDEncoding, RGBM16Encoding, RGBM7Encoding, RGBEEncoding, sRGBEncoding, LinearEncoding } from '../../constants.js';
  8. var programIdCount = 0;
  9. function getEncodingComponents( encoding ) {
  10. switch ( encoding ) {
  11. case LinearEncoding:
  12. return [ 'Linear', '( value )' ];
  13. case sRGBEncoding:
  14. return [ 'sRGB', '( value )' ];
  15. case RGBEEncoding:
  16. return [ 'RGBE', '( value )' ];
  17. case RGBM7Encoding:
  18. return [ 'RGBM', '( value, 7.0 )' ];
  19. case RGBM16Encoding:
  20. return [ 'RGBM', '( value, 16.0 )' ];
  21. case RGBDEncoding:
  22. return [ 'RGBD', '( value, 256.0 )' ];
  23. case GammaEncoding:
  24. return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];
  25. default:
  26. throw new Error( 'unsupported encoding: ' + encoding );
  27. }
  28. }
  29. function getTexelDecodingFunction( functionName, encoding ) {
  30. var components = getEncodingComponents( encoding );
  31. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';
  32. }
  33. function getTexelEncodingFunction( functionName, encoding ) {
  34. var components = getEncodingComponents( encoding );
  35. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
  36. }
  37. function getToneMappingFunction( functionName, toneMapping ) {
  38. var toneMappingName;
  39. switch ( toneMapping ) {
  40. case LinearToneMapping:
  41. toneMappingName = 'Linear';
  42. break;
  43. case ReinhardToneMapping:
  44. toneMappingName = 'Reinhard';
  45. break;
  46. case Uncharted2ToneMapping:
  47. toneMappingName = 'Uncharted2';
  48. break;
  49. case CineonToneMapping:
  50. toneMappingName = 'OptimizedCineon';
  51. break;
  52. default:
  53. throw new Error( 'unsupported toneMapping: ' + toneMapping );
  54. }
  55. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  56. }
  57. function generateExtensions( extensions, parameters, rendererExtensions ) {
  58. extensions = extensions || {};
  59. var chunks = [
  60. ( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || ( parameters.normalMap && ! parameters.objectSpaceNormalMap ) || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  61. ( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '',
  62. ( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : '',
  63. ( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  64. ];
  65. return chunks.filter( filterEmptyLine ).join( '\n' );
  66. }
  67. function generateDefines( defines ) {
  68. var chunks = [];
  69. for ( var name in defines ) {
  70. var value = defines[ name ];
  71. if ( value === false ) continue;
  72. chunks.push( '#define ' + name + ' ' + value );
  73. }
  74. return chunks.join( '\n' );
  75. }
  76. function fetchAttributeLocations( gl, program ) {
  77. var attributes = {};
  78. var n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES );
  79. for ( var i = 0; i < n; i ++ ) {
  80. var info = gl.getActiveAttrib( program, i );
  81. var name = info.name;
  82. // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  83. attributes[ name ] = gl.getAttribLocation( program, name );
  84. }
  85. return attributes;
  86. }
  87. function filterEmptyLine( string ) {
  88. return string !== '';
  89. }
  90. function replaceLightNums( string, parameters ) {
  91. return string
  92. .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  93. .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  94. .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
  95. .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  96. .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights );
  97. }
  98. function replaceClippingPlaneNums( string, parameters ) {
  99. return string
  100. .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
  101. .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
  102. }
  103. function parseIncludes( string ) {
  104. var pattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  105. function replace( match, include ) {
  106. var replace = ShaderChunk[ include ];
  107. if ( replace === undefined ) {
  108. throw new Error( 'Can not resolve #include <' + include + '>' );
  109. }
  110. return parseIncludes( replace );
  111. }
  112. return string.replace( pattern, replace );
  113. }
  114. function unrollLoops( string ) {
  115. var pattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  116. function replace( match, start, end, snippet ) {
  117. var unroll = '';
  118. for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
  119. unroll += snippet.replace( /\[ i \]/g, '[ ' + i + ' ]' );
  120. }
  121. return unroll;
  122. }
  123. return string.replace( pattern, replace );
  124. }
  125. function WebGLProgram( renderer, extensions, code, material, shader, parameters, capabilities ) {
  126. var gl = renderer.context;
  127. var defines = material.defines;
  128. var vertexShader = shader.vertexShader;
  129. var fragmentShader = shader.fragmentShader;
  130. var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  131. if ( parameters.shadowMapType === PCFShadowMap ) {
  132. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  133. } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
  134. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  135. }
  136. var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  137. var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  138. var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  139. if ( parameters.envMap ) {
  140. switch ( material.envMap.mapping ) {
  141. case CubeReflectionMapping:
  142. case CubeRefractionMapping:
  143. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  144. break;
  145. case CubeUVReflectionMapping:
  146. case CubeUVRefractionMapping:
  147. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  148. break;
  149. case EquirectangularReflectionMapping:
  150. case EquirectangularRefractionMapping:
  151. envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  152. break;
  153. case SphericalReflectionMapping:
  154. envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
  155. break;
  156. }
  157. switch ( material.envMap.mapping ) {
  158. case CubeRefractionMapping:
  159. case EquirectangularRefractionMapping:
  160. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  161. break;
  162. }
  163. switch ( material.combine ) {
  164. case MultiplyOperation:
  165. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  166. break;
  167. case MixOperation:
  168. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  169. break;
  170. case AddOperation:
  171. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  172. break;
  173. }
  174. }
  175. var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  176. // console.log( 'building new program ' );
  177. //
  178. var customExtensions = capabilities.isWebGL2 ? '' : generateExtensions( material.extensions, parameters, extensions );
  179. var customDefines = generateDefines( defines );
  180. //
  181. var program = gl.createProgram();
  182. var prefixVertex, prefixFragment;
  183. if ( material.isRawShaderMaterial ) {
  184. prefixVertex = [
  185. customDefines
  186. ].filter( filterEmptyLine ).join( '\n' );
  187. if ( prefixVertex.length > 0 ) {
  188. prefixVertex += '\n';
  189. }
  190. prefixFragment = [
  191. customExtensions,
  192. customDefines
  193. ].filter( filterEmptyLine ).join( '\n' );
  194. if ( prefixFragment.length > 0 ) {
  195. prefixFragment += '\n';
  196. }
  197. } else {
  198. prefixVertex = [
  199. 'precision ' + parameters.precision + ' float;',
  200. 'precision ' + parameters.precision + ' int;',
  201. '#define SHADER_NAME ' + shader.name,
  202. customDefines,
  203. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  204. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  205. '#define MAX_BONES ' + parameters.maxBones,
  206. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  207. ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '',
  208. parameters.map ? '#define USE_MAP' : '',
  209. parameters.envMap ? '#define USE_ENVMAP' : '',
  210. parameters.envMap ? '#define ' + envMapModeDefine : '',
  211. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  212. parameters.aoMap ? '#define USE_AOMAP' : '',
  213. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  214. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  215. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  216. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  217. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  218. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  219. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  220. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  221. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  222. parameters.vertexColors ? '#define USE_COLOR' : '',
  223. parameters.flatShading ? '#define FLAT_SHADED' : '',
  224. parameters.skinning ? '#define USE_SKINNING' : '',
  225. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  226. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  227. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  228. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  229. parameters.flipSided ? '#define FLIP_SIDED' : '',
  230. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  231. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  232. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  233. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  234. parameters.logarithmicDepthBuffer && ( capabilities.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  235. 'uniform mat4 modelMatrix;',
  236. 'uniform mat4 modelViewMatrix;',
  237. 'uniform mat4 projectionMatrix;',
  238. 'uniform mat4 viewMatrix;',
  239. 'uniform mat3 normalMatrix;',
  240. 'uniform vec3 cameraPosition;',
  241. 'attribute vec3 position;',
  242. 'attribute vec3 normal;',
  243. 'attribute vec2 uv;',
  244. '#ifdef USE_COLOR',
  245. ' attribute vec3 color;',
  246. '#endif',
  247. '#ifdef USE_MORPHTARGETS',
  248. ' attribute vec3 morphTarget0;',
  249. ' attribute vec3 morphTarget1;',
  250. ' attribute vec3 morphTarget2;',
  251. ' attribute vec3 morphTarget3;',
  252. ' #ifdef USE_MORPHNORMALS',
  253. ' attribute vec3 morphNormal0;',
  254. ' attribute vec3 morphNormal1;',
  255. ' attribute vec3 morphNormal2;',
  256. ' attribute vec3 morphNormal3;',
  257. ' #else',
  258. ' attribute vec3 morphTarget4;',
  259. ' attribute vec3 morphTarget5;',
  260. ' attribute vec3 morphTarget6;',
  261. ' attribute vec3 morphTarget7;',
  262. ' #endif',
  263. '#endif',
  264. '#ifdef USE_SKINNING',
  265. ' attribute vec4 skinIndex;',
  266. ' attribute vec4 skinWeight;',
  267. '#endif',
  268. '\n'
  269. ].filter( filterEmptyLine ).join( '\n' );
  270. prefixFragment = [
  271. customExtensions,
  272. 'precision ' + parameters.precision + ' float;',
  273. 'precision ' + parameters.precision + ' int;',
  274. '#define SHADER_NAME ' + shader.name,
  275. customDefines,
  276. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
  277. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  278. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  279. ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '',
  280. parameters.map ? '#define USE_MAP' : '',
  281. parameters.envMap ? '#define USE_ENVMAP' : '',
  282. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  283. parameters.envMap ? '#define ' + envMapModeDefine : '',
  284. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  285. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  286. parameters.aoMap ? '#define USE_AOMAP' : '',
  287. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  288. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  289. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  290. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  291. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  292. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  293. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  294. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  295. parameters.vertexColors ? '#define USE_COLOR' : '',
  296. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  297. parameters.flatShading ? '#define FLAT_SHADED' : '',
  298. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  299. parameters.flipSided ? '#define FLIP_SIDED' : '',
  300. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  301. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  302. parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  303. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  304. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  305. parameters.logarithmicDepthBuffer && ( capabilities.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  306. parameters.envMap && ( capabilities.isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) ) ? '#define TEXTURE_LOD_EXT' : '',
  307. 'uniform mat4 viewMatrix;',
  308. 'uniform vec3 cameraPosition;',
  309. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  310. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  311. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  312. parameters.dithering ? '#define DITHERING' : '',
  313. ( parameters.outputEncoding || parameters.mapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding ) ? ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below
  314. parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  315. parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  316. parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  317. parameters.outputEncoding ? getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ) : '',
  318. parameters.depthPacking ? '#define DEPTH_PACKING ' + material.depthPacking : '',
  319. '\n'
  320. ].filter( filterEmptyLine ).join( '\n' );
  321. }
  322. vertexShader = parseIncludes( vertexShader );
  323. vertexShader = replaceLightNums( vertexShader, parameters );
  324. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  325. fragmentShader = parseIncludes( fragmentShader );
  326. fragmentShader = replaceLightNums( fragmentShader, parameters );
  327. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  328. vertexShader = unrollLoops( vertexShader );
  329. fragmentShader = unrollLoops( fragmentShader );
  330. if ( capabilities.isWebGL2 && ! material.isRawShaderMaterial ) {
  331. var isGLSL3ShaderMaterial = false;
  332. var versionRegex = /^\s*#version\s+300\s+es\s*\n/;
  333. if ( material.isShaderMaterial &&
  334. vertexShader.match( versionRegex ) !== null &&
  335. fragmentShader.match( versionRegex ) !== null ) {
  336. isGLSL3ShaderMaterial = true;
  337. vertexShader = vertexShader.replace( versionRegex, '' );
  338. fragmentShader = fragmentShader.replace( versionRegex, '' );
  339. }
  340. // GLSL 3.0 conversion
  341. prefixVertex = [
  342. '#version 300 es\n',
  343. '#define attribute in',
  344. '#define varying out',
  345. '#define texture2D texture'
  346. ].join( '\n' ) + '\n' + prefixVertex;
  347. prefixFragment = [
  348. '#version 300 es\n',
  349. '#define varying in',
  350. isGLSL3ShaderMaterial ? '' : 'out highp vec4 pc_fragColor;',
  351. isGLSL3ShaderMaterial ? '' : '#define gl_FragColor pc_fragColor',
  352. '#define gl_FragDepthEXT gl_FragDepth',
  353. '#define texture2D texture',
  354. '#define textureCube texture',
  355. '#define texture2DProj textureProj',
  356. '#define texture2DLodEXT textureLod',
  357. '#define texture2DProjLodEXT textureProjLod',
  358. '#define textureCubeLodEXT textureLod',
  359. '#define texture2DGradEXT textureGrad',
  360. '#define texture2DProjGradEXT textureProjGrad',
  361. '#define textureCubeGradEXT textureGrad'
  362. ].join( '\n' ) + '\n' + prefixFragment;
  363. }
  364. var vertexGlsl = prefixVertex + vertexShader;
  365. var fragmentGlsl = prefixFragment + fragmentShader;
  366. // console.log( '*VERTEX*', vertexGlsl );
  367. // console.log( '*FRAGMENT*', fragmentGlsl );
  368. var glVertexShader = WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl );
  369. var glFragmentShader = WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl );
  370. gl.attachShader( program, glVertexShader );
  371. gl.attachShader( program, glFragmentShader );
  372. // Force a particular attribute to index 0.
  373. if ( material.index0AttributeName !== undefined ) {
  374. gl.bindAttribLocation( program, 0, material.index0AttributeName );
  375. } else if ( parameters.morphTargets === true ) {
  376. // programs with morphTargets displace position out of attribute 0
  377. gl.bindAttribLocation( program, 0, 'position' );
  378. }
  379. gl.linkProgram( program );
  380. var programLog = gl.getProgramInfoLog( program ).trim();
  381. var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  382. var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  383. var runnable = true;
  384. var haveDiagnostics = true;
  385. // console.log( '**VERTEX**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glVertexShader ) );
  386. // console.log( '**FRAGMENT**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glFragmentShader ) );
  387. if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) {
  388. runnable = false;
  389. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), 'gl.VALIDATE_STATUS', gl.getProgramParameter( program, gl.VALIDATE_STATUS ), 'gl.getProgramInfoLog', programLog, vertexLog, fragmentLog );
  390. } else if ( programLog !== '' ) {
  391. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  392. } else if ( vertexLog === '' || fragmentLog === '' ) {
  393. haveDiagnostics = false;
  394. }
  395. if ( haveDiagnostics ) {
  396. this.diagnostics = {
  397. runnable: runnable,
  398. material: material,
  399. programLog: programLog,
  400. vertexShader: {
  401. log: vertexLog,
  402. prefix: prefixVertex
  403. },
  404. fragmentShader: {
  405. log: fragmentLog,
  406. prefix: prefixFragment
  407. }
  408. };
  409. }
  410. // clean up
  411. gl.deleteShader( glVertexShader );
  412. gl.deleteShader( glFragmentShader );
  413. // set up caching for uniform locations
  414. var cachedUniforms;
  415. this.getUniforms = function () {
  416. if ( cachedUniforms === undefined ) {
  417. cachedUniforms = new WebGLUniforms( gl, program, renderer );
  418. }
  419. return cachedUniforms;
  420. };
  421. // set up caching for attribute locations
  422. var cachedAttributes;
  423. this.getAttributes = function () {
  424. if ( cachedAttributes === undefined ) {
  425. cachedAttributes = fetchAttributeLocations( gl, program );
  426. }
  427. return cachedAttributes;
  428. };
  429. // free resource
  430. this.destroy = function () {
  431. gl.deleteProgram( program );
  432. this.program = undefined;
  433. };
  434. // DEPRECATED
  435. Object.defineProperties( this, {
  436. uniforms: {
  437. get: function () {
  438. console.warn( 'THREE.WebGLProgram: .uniforms is now .getUniforms().' );
  439. return this.getUniforms();
  440. }
  441. },
  442. attributes: {
  443. get: function () {
  444. console.warn( 'THREE.WebGLProgram: .attributes is now .getAttributes().' );
  445. return this.getAttributes();
  446. }
  447. }
  448. } );
  449. //
  450. this.name = shader.name;
  451. this.id = programIdCount ++;
  452. this.code = code;
  453. this.usedTimes = 1;
  454. this.program = program;
  455. this.vertexShader = glVertexShader;
  456. this.fragmentShader = glFragmentShader;
  457. return this;
  458. }
  459. export { WebGLProgram };