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