WebGLProgram.js 12 KB

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  1. THREE.WebGLProgram = ( function () {
  2. var programIdCount = 0;
  3. function generateDefines( defines ) {
  4. var value, chunk, chunks = [];
  5. for ( var d in defines ) {
  6. value = defines[ d ];
  7. if ( value === false ) continue;
  8. chunk = '#define ' + d + ' ' + value;
  9. chunks.push( chunk );
  10. }
  11. return chunks.join( '\n' );
  12. }
  13. function cacheUniformLocations( gl, program, identifiers ) {
  14. var uniforms = {};
  15. for ( var i = 0, l = identifiers.length; i < l; i ++ ) {
  16. var id = identifiers[ i ];
  17. uniforms[ id ] = gl.getUniformLocation( program, id );
  18. }
  19. return uniforms;
  20. }
  21. function cacheAttributeLocations( gl, program, identifiers ) {
  22. var attributes = {};
  23. for ( var i = 0, l = identifiers.length; i < l; i ++ ) {
  24. var id = identifiers[ i ];
  25. attributes[ id ] = gl.getAttribLocation( program, id );
  26. }
  27. return attributes;
  28. }
  29. return function ( renderer, code, material, parameters ) {
  30. var gl = renderer.context;
  31. var defines = material.defines;
  32. var uniforms = material.__webglShader.uniforms;
  33. var attributes = material.attributes;
  34. var vertexShader = material.__webglShader.vertexShader;
  35. var fragmentShader = material.__webglShader.fragmentShader;
  36. var index0AttributeName = material.index0AttributeName;
  37. if ( index0AttributeName === undefined && parameters.morphTargets === true ) {
  38. // programs with morphTargets displace position out of attribute 0
  39. index0AttributeName = 'position';
  40. }
  41. var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  42. if ( parameters.shadowMapType === THREE.PCFShadowMap ) {
  43. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  44. } else if ( parameters.shadowMapType === THREE.PCFSoftShadowMap ) {
  45. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  46. }
  47. var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  48. var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  49. var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  50. if ( parameters.envMap ) {
  51. switch ( material.envMap.mapping ) {
  52. case THREE.CubeReflectionMapping:
  53. case THREE.CubeRefractionMapping:
  54. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  55. break;
  56. case THREE.EquirectangularReflectionMapping:
  57. case THREE.EquirectangularRefractionMapping:
  58. envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  59. break;
  60. case THREE.SphericalReflectionMapping:
  61. envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
  62. break;
  63. }
  64. switch ( material.envMap.mapping ) {
  65. case THREE.CubeRefractionMapping:
  66. case THREE.EquirectangularRefractionMapping:
  67. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  68. break;
  69. }
  70. switch ( material.combine ) {
  71. case THREE.MultiplyOperation:
  72. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  73. break;
  74. case THREE.MixOperation:
  75. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  76. break;
  77. case THREE.AddOperation:
  78. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  79. break;
  80. }
  81. }
  82. var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  83. // THREE.log( 'building new program ' );
  84. //
  85. var customDefines = generateDefines( defines );
  86. //
  87. var program = gl.createProgram();
  88. var prefix_vertex, prefix_fragment;
  89. if ( material instanceof THREE.RawShaderMaterial ) {
  90. prefix_vertex = '';
  91. prefix_fragment = '';
  92. } else {
  93. prefix_vertex = [
  94. 'precision ' + parameters.precision + ' float;',
  95. 'precision ' + parameters.precision + ' int;',
  96. customDefines,
  97. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  98. renderer.gammaInput ? '#define GAMMA_INPUT' : '',
  99. renderer.gammaOutput ? '#define GAMMA_OUTPUT' : '',
  100. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  101. '#define MAX_DIR_LIGHTS ' + parameters.maxDirLights,
  102. '#define MAX_POINT_LIGHTS ' + parameters.maxPointLights,
  103. '#define MAX_SPOT_LIGHTS ' + parameters.maxSpotLights,
  104. '#define MAX_HEMI_LIGHTS ' + parameters.maxHemiLights,
  105. '#define MAX_SHADOWS ' + parameters.maxShadows,
  106. '#define MAX_BONES ' + parameters.maxBones,
  107. parameters.map ? '#define USE_MAP' : '',
  108. parameters.envMap ? '#define USE_ENVMAP' : '',
  109. parameters.envMap ? '#define ' + envMapModeDefine : '',
  110. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  111. parameters.aoMap ? '#define USE_AOMAP' : '',
  112. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  113. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  114. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  115. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  116. parameters.vertexColors ? '#define USE_COLOR' : '',
  117. parameters.flatShading ? '#define FLAT_SHADED': '',
  118. parameters.skinning ? '#define USE_SKINNING' : '',
  119. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  120. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  121. parameters.morphNormals ? '#define USE_MORPHNORMALS' : '',
  122. parameters.wrapAround ? '#define WRAP_AROUND' : '',
  123. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  124. parameters.flipSided ? '#define FLIP_SIDED' : '',
  125. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  126. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  127. parameters.shadowMapDebug ? '#define SHADOWMAP_DEBUG' : '',
  128. parameters.shadowMapCascade ? '#define SHADOWMAP_CASCADE' : '',
  129. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  130. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  131. //renderer.glExtensionFragDepth ? '#define USE_LOGDEPTHBUF_EXT' : '',
  132. 'uniform mat4 modelMatrix;',
  133. 'uniform mat4 modelViewMatrix;',
  134. 'uniform mat4 projectionMatrix;',
  135. 'uniform mat4 viewMatrix;',
  136. 'uniform mat3 normalMatrix;',
  137. 'uniform vec3 cameraPosition;',
  138. 'attribute vec3 position;',
  139. 'attribute vec3 normal;',
  140. 'attribute vec2 uv;',
  141. '#ifdef USE_COLOR',
  142. ' attribute vec3 color;',
  143. '#endif',
  144. '#ifdef USE_MORPHTARGETS',
  145. ' attribute vec3 morphTarget0;',
  146. ' attribute vec3 morphTarget1;',
  147. ' attribute vec3 morphTarget2;',
  148. ' attribute vec3 morphTarget3;',
  149. ' #ifdef USE_MORPHNORMALS',
  150. ' attribute vec3 morphNormal0;',
  151. ' attribute vec3 morphNormal1;',
  152. ' attribute vec3 morphNormal2;',
  153. ' attribute vec3 morphNormal3;',
  154. ' #else',
  155. ' attribute vec3 morphTarget4;',
  156. ' attribute vec3 morphTarget5;',
  157. ' attribute vec3 morphTarget6;',
  158. ' attribute vec3 morphTarget7;',
  159. ' #endif',
  160. '#endif',
  161. '#ifdef USE_SKINNING',
  162. ' attribute vec4 skinIndex;',
  163. ' attribute vec4 skinWeight;',
  164. '#endif',
  165. ''
  166. ].join( '\n' );
  167. prefix_fragment = [
  168. 'precision ' + parameters.precision + ' float;',
  169. 'precision ' + parameters.precision + ' int;',
  170. ( parameters.bumpMap || parameters.normalMap || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  171. customDefines,
  172. '#define MAX_DIR_LIGHTS ' + parameters.maxDirLights,
  173. '#define MAX_POINT_LIGHTS ' + parameters.maxPointLights,
  174. '#define MAX_SPOT_LIGHTS ' + parameters.maxSpotLights,
  175. '#define MAX_HEMI_LIGHTS ' + parameters.maxHemiLights,
  176. '#define MAX_SHADOWS ' + parameters.maxShadows,
  177. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest : '',
  178. renderer.gammaInput ? '#define GAMMA_INPUT' : '',
  179. renderer.gammaOutput ? '#define GAMMA_OUTPUT' : '',
  180. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  181. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  182. ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '',
  183. parameters.map ? '#define USE_MAP' : '',
  184. parameters.envMap ? '#define USE_ENVMAP' : '',
  185. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  186. parameters.envMap ? '#define ' + envMapModeDefine : '',
  187. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  188. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  189. parameters.aoMap ? '#define USE_AOMAP' : '',
  190. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  191. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  192. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  193. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  194. parameters.vertexColors ? '#define USE_COLOR' : '',
  195. parameters.flatShading ? '#define FLAT_SHADED': '',
  196. parameters.metal ? '#define METAL' : '',
  197. parameters.wrapAround ? '#define WRAP_AROUND' : '',
  198. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  199. parameters.flipSided ? '#define FLIP_SIDED' : '',
  200. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  201. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  202. parameters.shadowMapDebug ? '#define SHADOWMAP_DEBUG' : '',
  203. parameters.shadowMapCascade ? '#define SHADOWMAP_CASCADE' : '',
  204. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  205. //renderer.glExtensionFragDepth ? '#define USE_LOGDEPTHBUF_EXT' : '',
  206. 'uniform mat4 viewMatrix;',
  207. 'uniform vec3 cameraPosition;',
  208. ''
  209. ].join( '\n' );
  210. }
  211. var glVertexShader = new THREE.WebGLShader( gl, gl.VERTEX_SHADER, prefix_vertex + vertexShader );
  212. var glFragmentShader = new THREE.WebGLShader( gl, gl.FRAGMENT_SHADER, prefix_fragment + fragmentShader );
  213. gl.attachShader( program, glVertexShader );
  214. gl.attachShader( program, glFragmentShader );
  215. if ( index0AttributeName !== undefined ) {
  216. // Force a particular attribute to index 0.
  217. // because potentially expensive emulation is done by browser if attribute 0 is disabled.
  218. // And, color, for example is often automatically bound to index 0 so disabling it
  219. gl.bindAttribLocation( program, 0, index0AttributeName );
  220. }
  221. gl.linkProgram( program );
  222. var programLogInfo = gl.getProgramInfoLog( program );
  223. var vertexErrorLogInfo = gl.getShaderInfoLog( glVertexShader );
  224. var fragmentErrorLogInfo = gl.getShaderInfoLog( glFragmentShader );
  225. if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) {
  226. THREE.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), 'gl.VALIDATE_STATUS', gl.getProgramParameter( program, gl.VALIDATE_STATUS ), 'gl.getProgramInfoLog', programLogInfo, vertexErrorLogInfo, fragmentErrorLogInfo );
  227. }
  228. if ( programLogInfo !== '' ) {
  229. THREE.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLogInfo );
  230. }
  231. // clean up
  232. gl.deleteShader( glVertexShader );
  233. gl.deleteShader( glFragmentShader );
  234. // cache uniform locations
  235. var identifiers = [
  236. 'viewMatrix',
  237. 'modelViewMatrix',
  238. 'projectionMatrix',
  239. 'normalMatrix',
  240. 'modelMatrix',
  241. 'cameraPosition',
  242. 'morphTargetInfluences',
  243. 'bindMatrix',
  244. 'bindMatrixInverse'
  245. ];
  246. if ( parameters.useVertexTexture ) {
  247. identifiers.push( 'boneTexture', 'boneTextureWidth', 'boneTextureHeight' );
  248. } else {
  249. identifiers.push( 'boneGlobalMatrices' );
  250. }
  251. if ( parameters.logarithmicDepthBuffer ) {
  252. identifiers.push( 'logDepthBufFC' );
  253. }
  254. for ( var u in uniforms ) {
  255. identifiers.push( u );
  256. }
  257. this.uniforms = cacheUniformLocations( gl, program, identifiers );
  258. // cache attributes locations
  259. identifiers = [
  260. 'position',
  261. 'normal',
  262. 'uv',
  263. 'uv2',
  264. 'tangent',
  265. 'color',
  266. 'skinIndex',
  267. 'skinWeight',
  268. 'lineDistance'
  269. ];
  270. for ( var i = 0; i < parameters.maxMorphTargets; i ++ ) {
  271. identifiers.push( 'morphTarget' + i );
  272. }
  273. for ( var i = 0; i < parameters.maxMorphNormals; i ++ ) {
  274. identifiers.push( 'morphNormal' + i );
  275. }
  276. for ( var a in attributes ) {
  277. identifiers.push( a );
  278. }
  279. this.attributes = cacheAttributeLocations( gl, program, identifiers );
  280. this.attributesKeys = Object.keys( this.attributes );
  281. //
  282. this.id = programIdCount ++;
  283. this.code = code;
  284. this.usedTimes = 1;
  285. this.program = program;
  286. this.vertexShader = glVertexShader;
  287. this.fragmentShader = glFragmentShader;
  288. return this;
  289. };
  290. } )();