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, SphericalReflectionMapping, EquirectangularReflectionMapping, CubeUVRefractionMapping, CubeUVReflectionMapping, CubeReflectionMapping, PCFSoftShadowMap, PCFShadowMap, VSMShadowMap, ACESFilmicToneMapping, CineonToneMapping, Uncharted2ToneMapping, ReinhardToneMapping, LinearToneMapping, GammaEncoding, RGBDEncoding, RGBM16Encoding, RGBM7Encoding, RGBEEncoding, sRGBEncoding, LinearEncoding, LogLuvEncoding } 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. case LogLuvEncoding:
  33. return [ 'LogLuv', '( value )' ];
  34. default:
  35. throw new Error( 'unsupported encoding: ' + encoding );
  36. }
  37. }
  38. function getShaderErrors( gl, shader, type ) {
  39. var status = gl.getShaderParameter( shader, gl.COMPILE_STATUS );
  40. var 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. var source = gl.getShaderSource( shader );
  45. return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers( source );
  46. }
  47. function getTexelDecodingFunction( functionName, encoding ) {
  48. var components = getEncodingComponents( encoding );
  49. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';
  50. }
  51. function getTexelEncodingFunction( functionName, encoding ) {
  52. var components = getEncodingComponents( encoding );
  53. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
  54. }
  55. function getToneMappingFunction( functionName, toneMapping ) {
  56. var toneMappingName;
  57. switch ( toneMapping ) {
  58. case LinearToneMapping:
  59. toneMappingName = 'Linear';
  60. break;
  61. case ReinhardToneMapping:
  62. toneMappingName = 'Reinhard';
  63. break;
  64. case Uncharted2ToneMapping:
  65. toneMappingName = 'Uncharted2';
  66. break;
  67. case CineonToneMapping:
  68. toneMappingName = 'OptimizedCineon';
  69. break;
  70. case ACESFilmicToneMapping:
  71. toneMappingName = 'ACESFilmic';
  72. break;
  73. default:
  74. throw new Error( 'unsupported toneMapping: ' + toneMapping );
  75. }
  76. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  77. }
  78. function generateExtensions( extensions, parameters, rendererExtensions ) {
  79. extensions = extensions || {};
  80. var chunks = [
  81. ( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  82. ( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '',
  83. ( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : '',
  84. ( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  85. ];
  86. return chunks.filter( filterEmptyLine ).join( '\n' );
  87. }
  88. function generateDefines( defines ) {
  89. var chunks = [];
  90. for ( var name in defines ) {
  91. var value = defines[ name ];
  92. if ( value === false ) continue;
  93. chunks.push( '#define ' + name + ' ' + value );
  94. }
  95. return chunks.join( '\n' );
  96. }
  97. function fetchAttributeLocations( gl, program ) {
  98. var attributes = {};
  99. var n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES );
  100. for ( var i = 0; i < n; i ++ ) {
  101. var info = gl.getActiveAttrib( program, i );
  102. var name = info.name;
  103. // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  104. attributes[ name ] = gl.getAttribLocation( program, name );
  105. }
  106. return attributes;
  107. }
  108. function filterEmptyLine( string ) {
  109. return string !== '';
  110. }
  111. function replaceLightNums( string, parameters ) {
  112. return string
  113. .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  114. .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  115. .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
  116. .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  117. .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )
  118. .replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )
  119. .replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )
  120. .replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );
  121. }
  122. function replaceClippingPlaneNums( string, parameters ) {
  123. return string
  124. .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
  125. .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
  126. }
  127. // Resolve Includes
  128. var includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  129. function resolveIncludes( string ) {
  130. return string.replace( includePattern, includeReplacer );
  131. }
  132. function includeReplacer( match, include ) {
  133. var string = ShaderChunk[ include ];
  134. if ( string === undefined ) {
  135. throw new Error( 'Can not resolve #include <' + include + '>' );
  136. }
  137. return resolveIncludes( string );
  138. }
  139. // Unroll Loops
  140. var loopPattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  141. function unrollLoops( string ) {
  142. return string.replace( loopPattern, loopReplacer );
  143. }
  144. function loopReplacer( match, start, end, snippet ) {
  145. var string = '';
  146. for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
  147. string += snippet
  148. .replace( /\[ i \]/g, '[ ' + i + ' ]' )
  149. .replace( /UNROLLED_LOOP_INDEX/g, i );
  150. }
  151. return string;
  152. }
  153. //
  154. function generatePrecision( parameters ) {
  155. var precisionstring = "precision " + parameters.precision + " float;\nprecision " + parameters.precision + " int;";
  156. if ( parameters.precision === "highp" ) {
  157. precisionstring += "\n#define HIGH_PRECISION";
  158. } else if ( parameters.precision === "mediump" ) {
  159. precisionstring += "\n#define MEDIUM_PRECISION";
  160. } else if ( parameters.precision === "lowp" ) {
  161. precisionstring += "\n#define LOW_PRECISION";
  162. }
  163. return precisionstring;
  164. }
  165. function generateShadowMapTypeDefine( parameters ) {
  166. var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  167. if ( parameters.shadowMapType === PCFShadowMap ) {
  168. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  169. } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
  170. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  171. } else if ( parameters.shadowMapType === VSMShadowMap ) {
  172. shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';
  173. }
  174. return shadowMapTypeDefine;
  175. }
  176. function generateEnvMapTypeDefine( parameters ) {
  177. var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  178. if ( parameters.envMap ) {
  179. switch ( parameters.envMapMode ) {
  180. case CubeReflectionMapping:
  181. case CubeRefractionMapping:
  182. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  183. break;
  184. case CubeUVReflectionMapping:
  185. case CubeUVRefractionMapping:
  186. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  187. break;
  188. case EquirectangularReflectionMapping:
  189. case EquirectangularRefractionMapping:
  190. envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  191. break;
  192. case SphericalReflectionMapping:
  193. envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
  194. break;
  195. }
  196. }
  197. return envMapTypeDefine;
  198. }
  199. function generateEnvMapModeDefine( parameters ) {
  200. var 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. var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  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, extensions, code, material, shader, parameters ) {
  229. var gl = renderer.getContext();
  230. var defines = material.defines;
  231. var vertexShader = shader.vertexShader;
  232. var fragmentShader = shader.fragmentShader;
  233. var shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );
  234. var envMapTypeDefine = generateEnvMapTypeDefine( parameters );
  235. var envMapModeDefine = generateEnvMapModeDefine( parameters );
  236. var envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );
  237. var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  238. var customExtensions = parameters.isWebGL2 ? '' : generateExtensions( material.extensions, parameters, extensions );
  239. var customDefines = generateDefines( defines );
  240. var program = gl.createProgram();
  241. var prefixVertex, prefixFragment;
  242. if ( material.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 ' + shader.name,
  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.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  278. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  279. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  280. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  281. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  282. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  283. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  284. parameters.vertexColors ? '#define USE_COLOR' : '',
  285. parameters.vertexUvs ? '#define USE_UV' : '',
  286. parameters.flatShading ? '#define FLAT_SHADED' : '',
  287. parameters.skinning ? '#define USE_SKINNING' : '',
  288. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  289. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  290. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  291. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  292. parameters.flipSided ? '#define FLIP_SIDED' : '',
  293. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  294. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  295. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  296. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  297. parameters.logarithmicDepthBuffer && ( parameters.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  298. 'uniform mat4 modelMatrix;',
  299. 'uniform mat4 modelViewMatrix;',
  300. 'uniform mat4 projectionMatrix;',
  301. 'uniform mat4 viewMatrix;',
  302. 'uniform mat3 normalMatrix;',
  303. 'uniform vec3 cameraPosition;',
  304. '#ifdef USE_INSTANCING',
  305. ' attribute mat4 instanceMatrix;',
  306. '#endif',
  307. 'attribute vec3 position;',
  308. 'attribute vec3 normal;',
  309. 'attribute vec2 uv;',
  310. '#ifdef USE_TANGENT',
  311. ' attribute vec4 tangent;',
  312. '#endif',
  313. '#ifdef USE_COLOR',
  314. ' attribute vec3 color;',
  315. '#endif',
  316. '#ifdef USE_MORPHTARGETS',
  317. ' attribute vec3 morphTarget0;',
  318. ' attribute vec3 morphTarget1;',
  319. ' attribute vec3 morphTarget2;',
  320. ' attribute vec3 morphTarget3;',
  321. ' #ifdef USE_MORPHNORMALS',
  322. ' attribute vec3 morphNormal0;',
  323. ' attribute vec3 morphNormal1;',
  324. ' attribute vec3 morphNormal2;',
  325. ' attribute vec3 morphNormal3;',
  326. ' #else',
  327. ' attribute vec3 morphTarget4;',
  328. ' attribute vec3 morphTarget5;',
  329. ' attribute vec3 morphTarget6;',
  330. ' attribute vec3 morphTarget7;',
  331. ' #endif',
  332. '#endif',
  333. '#ifdef USE_SKINNING',
  334. ' attribute vec4 skinIndex;',
  335. ' attribute vec4 skinWeight;',
  336. '#endif',
  337. '\n'
  338. ].filter( filterEmptyLine ).join( '\n' );
  339. prefixFragment = [
  340. customExtensions,
  341. generatePrecision( parameters ),
  342. '#define SHADER_NAME ' + shader.name,
  343. customDefines,
  344. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
  345. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  346. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  347. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  348. parameters.map ? '#define USE_MAP' : '',
  349. parameters.matcap ? '#define USE_MATCAP' : '',
  350. parameters.envMap ? '#define USE_ENVMAP' : '',
  351. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  352. parameters.envMap ? '#define ' + envMapModeDefine : '',
  353. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  354. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  355. parameters.aoMap ? '#define USE_AOMAP' : '',
  356. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  357. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  358. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  359. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  360. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  361. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  362. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  363. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  364. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  365. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  366. parameters.sheen ? '#define USE_SHEEN' : '',
  367. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  368. parameters.vertexColors ? '#define USE_COLOR' : '',
  369. parameters.vertexUvs ? '#define USE_UV' : '',
  370. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  371. parameters.flatShading ? '#define FLAT_SHADED' : '',
  372. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  373. parameters.flipSided ? '#define FLIP_SIDED' : '',
  374. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  375. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  376. parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  377. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  378. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  379. parameters.logarithmicDepthBuffer && ( parameters.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  380. ( ( material.extensions ? material.extensions.shaderTextureLOD : false ) || parameters.envMap ) && ( parameters.isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) ) ? '#define TEXTURE_LOD_EXT' : '',
  381. 'uniform mat4 viewMatrix;',
  382. 'uniform vec3 cameraPosition;',
  383. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  384. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  385. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  386. parameters.dithering ? '#define DITHERING' : '',
  387. ( parameters.outputEncoding || parameters.mapEncoding || parameters.matcapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding ) ?
  388. ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below
  389. parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  390. parameters.matcapEncoding ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
  391. parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  392. parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  393. parameters.outputEncoding ? getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ) : '',
  394. parameters.depthPacking ? '#define DEPTH_PACKING ' + material.depthPacking : '',
  395. '\n'
  396. ].filter( filterEmptyLine ).join( '\n' );
  397. }
  398. vertexShader = resolveIncludes( vertexShader );
  399. vertexShader = replaceLightNums( vertexShader, parameters );
  400. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  401. fragmentShader = resolveIncludes( fragmentShader );
  402. fragmentShader = replaceLightNums( fragmentShader, parameters );
  403. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  404. vertexShader = unrollLoops( vertexShader );
  405. fragmentShader = unrollLoops( fragmentShader );
  406. if ( parameters.isWebGL2 && ! material.isRawShaderMaterial ) {
  407. var isGLSL3ShaderMaterial = false;
  408. var versionRegex = /^\s*#version\s+300\s+es\s*\n/;
  409. if ( material.isShaderMaterial &&
  410. vertexShader.match( versionRegex ) !== null &&
  411. fragmentShader.match( versionRegex ) !== null ) {
  412. isGLSL3ShaderMaterial = true;
  413. vertexShader = vertexShader.replace( versionRegex, '' );
  414. fragmentShader = fragmentShader.replace( versionRegex, '' );
  415. }
  416. // GLSL 3.0 conversion
  417. prefixVertex = [
  418. '#version 300 es\n',
  419. '#define attribute in',
  420. '#define varying out',
  421. '#define texture2D texture'
  422. ].join( '\n' ) + '\n' + prefixVertex;
  423. prefixFragment = [
  424. '#version 300 es\n',
  425. '#define varying in',
  426. isGLSL3ShaderMaterial ? '' : 'out highp vec4 pc_fragColor;',
  427. isGLSL3ShaderMaterial ? '' : '#define gl_FragColor pc_fragColor',
  428. '#define gl_FragDepthEXT gl_FragDepth',
  429. '#define texture2D texture',
  430. '#define textureCube texture',
  431. '#define texture2DProj textureProj',
  432. '#define texture2DLodEXT textureLod',
  433. '#define texture2DProjLodEXT textureProjLod',
  434. '#define textureCubeLodEXT textureLod',
  435. '#define texture2DGradEXT textureGrad',
  436. '#define texture2DProjGradEXT textureProjGrad',
  437. '#define textureCubeGradEXT textureGrad'
  438. ].join( '\n' ) + '\n' + prefixFragment;
  439. // Multiview
  440. if ( parameters.numMultiviewViews > 0 ) {
  441. prefixVertex = prefixVertex.replace(
  442. '#version 300 es\n',
  443. [
  444. '#version 300 es\n',
  445. '#extension GL_OVR_multiview2 : require',
  446. 'layout(num_views = ' + parameters.numMultiviewViews + ') in;',
  447. '#define VIEW_ID gl_ViewID_OVR'
  448. ].join( '\n' )
  449. );
  450. prefixVertex = prefixVertex.replace(
  451. [
  452. 'uniform mat4 modelViewMatrix;',
  453. 'uniform mat4 projectionMatrix;',
  454. 'uniform mat4 viewMatrix;',
  455. 'uniform mat3 normalMatrix;'
  456. ].join( '\n' ),
  457. [
  458. 'uniform mat4 modelViewMatrices[' + parameters.numMultiviewViews + '];',
  459. 'uniform mat4 projectionMatrices[' + parameters.numMultiviewViews + '];',
  460. 'uniform mat4 viewMatrices[' + parameters.numMultiviewViews + '];',
  461. 'uniform mat3 normalMatrices[' + parameters.numMultiviewViews + '];',
  462. '#define modelViewMatrix modelViewMatrices[VIEW_ID]',
  463. '#define projectionMatrix projectionMatrices[VIEW_ID]',
  464. '#define viewMatrix viewMatrices[VIEW_ID]',
  465. '#define normalMatrix normalMatrices[VIEW_ID]'
  466. ].join( '\n' )
  467. );
  468. prefixFragment = prefixFragment.replace(
  469. '#version 300 es\n',
  470. [
  471. '#version 300 es\n',
  472. '#extension GL_OVR_multiview2 : require',
  473. '#define VIEW_ID gl_ViewID_OVR'
  474. ].join( '\n' )
  475. );
  476. prefixFragment = prefixFragment.replace(
  477. 'uniform mat4 viewMatrix;',
  478. [
  479. 'uniform mat4 viewMatrices[' + parameters.numMultiviewViews + '];',
  480. '#define viewMatrix viewMatrices[VIEW_ID]'
  481. ].join( '\n' )
  482. );
  483. }
  484. }
  485. var vertexGlsl = prefixVertex + vertexShader;
  486. var fragmentGlsl = prefixFragment + fragmentShader;
  487. // console.log( '*VERTEX*', vertexGlsl );
  488. // console.log( '*FRAGMENT*', fragmentGlsl );
  489. var glVertexShader = WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl );
  490. var glFragmentShader = WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl );
  491. gl.attachShader( program, glVertexShader );
  492. gl.attachShader( program, glFragmentShader );
  493. // Force a particular attribute to index 0.
  494. if ( material.index0AttributeName !== undefined ) {
  495. gl.bindAttribLocation( program, 0, material.index0AttributeName );
  496. } else if ( parameters.morphTargets === true ) {
  497. // programs with morphTargets displace position out of attribute 0
  498. gl.bindAttribLocation( program, 0, 'position' );
  499. }
  500. gl.linkProgram( program );
  501. // check for link errors
  502. if ( renderer.debug.checkShaderErrors ) {
  503. var programLog = gl.getProgramInfoLog( program ).trim();
  504. var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  505. var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  506. var runnable = true;
  507. var haveDiagnostics = true;
  508. if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) {
  509. runnable = false;
  510. var vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
  511. var fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );
  512. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), 'gl.VALIDATE_STATUS', gl.getProgramParameter( program, gl.VALIDATE_STATUS ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );
  513. } else if ( programLog !== '' ) {
  514. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  515. } else if ( vertexLog === '' || fragmentLog === '' ) {
  516. haveDiagnostics = false;
  517. }
  518. if ( haveDiagnostics ) {
  519. this.diagnostics = {
  520. runnable: runnable,
  521. material: material,
  522. programLog: programLog,
  523. vertexShader: {
  524. log: vertexLog,
  525. prefix: prefixVertex
  526. },
  527. fragmentShader: {
  528. log: fragmentLog,
  529. prefix: prefixFragment
  530. }
  531. };
  532. }
  533. }
  534. // clean up
  535. gl.deleteShader( glVertexShader );
  536. gl.deleteShader( glFragmentShader );
  537. // set up caching for uniform locations
  538. var cachedUniforms;
  539. this.getUniforms = function () {
  540. if ( cachedUniforms === undefined ) {
  541. cachedUniforms = new WebGLUniforms( gl, program );
  542. }
  543. return cachedUniforms;
  544. };
  545. // set up caching for attribute locations
  546. var cachedAttributes;
  547. this.getAttributes = function () {
  548. if ( cachedAttributes === undefined ) {
  549. cachedAttributes = fetchAttributeLocations( gl, program );
  550. }
  551. return cachedAttributes;
  552. };
  553. // free resource
  554. this.destroy = function () {
  555. gl.deleteProgram( program );
  556. this.program = undefined;
  557. };
  558. //
  559. this.name = shader.name;
  560. this.id = programIdCount ++;
  561. this.code = code;
  562. this.usedTimes = 1;
  563. this.program = program;
  564. this.vertexShader = glVertexShader;
  565. this.fragmentShader = glFragmentShader;
  566. this.numMultiviewViews = parameters.numMultiviewViews;
  567. return this;
  568. }
  569. export { WebGLProgram };