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