WebGLProgram.js 13 KB

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  1. THREE.WebGLProgram = ( function () {
  2. var programIdCount = 0;
  3. function generateDefines( defines ) {
  4. var chunks = [];
  5. for ( var name in defines ) {
  6. var value = defines[ name ];
  7. if ( value === false ) continue;
  8. chunks.push( '#define ' + name + ' ' + value );
  9. }
  10. return chunks.join( '\n' );
  11. }
  12. function fetchUniformLocations( gl, program, identifiers ) {
  13. var uniforms = {};
  14. var n = gl.getProgramParameter( program, gl.ACTIVE_UNIFORMS );
  15. for ( var i = 0; i < n; i ++ ) {
  16. var info = gl.getActiveUniform( program , i );
  17. var name = info.name;
  18. var location = gl.getUniformLocation( program, name );
  19. //console.log("THREE.WebGLProgram: ACTIVE UNIFORM:", name);
  20. var suffixPos = name.lastIndexOf( '[0]' );
  21. if ( suffixPos !== -1 && suffixPos === name.length - 3 ) {
  22. uniforms[ name.substr( 0, suffixPos ) ] = location;
  23. }
  24. uniforms[ name ] = location;
  25. }
  26. return uniforms;
  27. }
  28. function fetchAttributeLocations( gl, program, identifiers ) {
  29. var attributes = {};
  30. var n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES );
  31. for ( var i = 0; i < n; i ++ ) {
  32. var info = gl.getActiveAttrib( program , i );
  33. var name = info.name;
  34. //console.log("THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:", name);
  35. attributes[ name ] = gl.getAttribLocation( program, name );
  36. }
  37. return attributes;
  38. }
  39. function filterEmptyLine( string ) {
  40. return string !== '';
  41. }
  42. return function ( renderer, code, material, parameters ) {
  43. var gl = renderer.context;
  44. var defines = material.defines;
  45. var uniforms = material.__webglShader.uniforms;
  46. var attributes = material.attributes;
  47. var vertexShader = material.__webglShader.vertexShader;
  48. var fragmentShader = material.__webglShader.fragmentShader;
  49. var index0AttributeName = material.index0AttributeName;
  50. /*
  51. if ( index0AttributeName === undefined && parameters.morphTargets === true ) {
  52. // programs with morphTargets displace position out of attribute 0
  53. index0AttributeName = 'position';
  54. }
  55. */
  56. var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  57. if ( parameters.shadowMapType === THREE.PCFShadowMap ) {
  58. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  59. } else if ( parameters.shadowMapType === THREE.PCFSoftShadowMap ) {
  60. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  61. }
  62. var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  63. var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  64. var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  65. if ( parameters.envMap ) {
  66. switch ( material.envMap.mapping ) {
  67. case THREE.CubeReflectionMapping:
  68. case THREE.CubeRefractionMapping:
  69. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  70. break;
  71. case THREE.EquirectangularReflectionMapping:
  72. case THREE.EquirectangularRefractionMapping:
  73. envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  74. break;
  75. case THREE.SphericalReflectionMapping:
  76. envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
  77. break;
  78. }
  79. switch ( material.envMap.mapping ) {
  80. case THREE.CubeRefractionMapping:
  81. case THREE.EquirectangularRefractionMapping:
  82. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  83. break;
  84. }
  85. switch ( material.combine ) {
  86. case THREE.MultiplyOperation:
  87. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  88. break;
  89. case THREE.MixOperation:
  90. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  91. break;
  92. case THREE.AddOperation:
  93. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  94. break;
  95. }
  96. }
  97. var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  98. // console.log( 'building new program ' );
  99. //
  100. var customDefines = generateDefines( defines );
  101. //
  102. var program = gl.createProgram();
  103. var prefixVertex, prefixFragment;
  104. if ( material instanceof THREE.RawShaderMaterial ) {
  105. prefixVertex = '';
  106. prefixFragment = '';
  107. } else {
  108. prefixVertex = [
  109. 'precision ' + parameters.precision + ' float;',
  110. 'precision ' + parameters.precision + ' int;',
  111. '#define SHADER_NAME ' + material.__webglShader.name,
  112. customDefines,
  113. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  114. renderer.gammaInput ? '#define GAMMA_INPUT' : '',
  115. renderer.gammaOutput ? '#define GAMMA_OUTPUT' : '',
  116. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  117. '#define MAX_DIR_LIGHTS ' + parameters.maxDirLights,
  118. '#define MAX_POINT_LIGHTS ' + parameters.maxPointLights,
  119. '#define MAX_SPOT_LIGHTS ' + parameters.maxSpotLights,
  120. '#define MAX_HEMI_LIGHTS ' + parameters.maxHemiLights,
  121. '#define MAX_SHADOWS ' + parameters.maxShadows,
  122. '#define MAX_BONES ' + parameters.maxBones,
  123. parameters.map ? '#define USE_MAP' : '',
  124. parameters.envMap ? '#define USE_ENVMAP' : '',
  125. parameters.envMap ? '#define ' + envMapModeDefine : '',
  126. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  127. parameters.aoMap ? '#define USE_AOMAP' : '',
  128. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  129. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  130. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  131. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  132. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  133. parameters.vertexColors ? '#define USE_COLOR' : '',
  134. parameters.flatShading ? '#define FLAT_SHADED': '',
  135. parameters.skinning ? '#define USE_SKINNING' : '',
  136. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  137. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  138. parameters.morphNormals ? '#define USE_MORPHNORMALS' : '',
  139. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  140. parameters.flipSided ? '#define FLIP_SIDED' : '',
  141. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  142. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  143. parameters.shadowMapDebug ? '#define SHADOWMAP_DEBUG' : '',
  144. parameters.shadowMapCascade ? '#define SHADOWMAP_CASCADE' : '',
  145. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  146. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  147. parameters.logarithmicDepthBuffer && renderer.extensions.get('EXT_frag_depth') ? '#define USE_LOGDEPTHBUF_EXT' : '',
  148. 'uniform mat4 modelMatrix;',
  149. 'uniform mat4 modelViewMatrix;',
  150. 'uniform mat4 projectionMatrix;',
  151. 'uniform mat4 viewMatrix;',
  152. 'uniform mat3 normalMatrix;',
  153. 'uniform vec3 cameraPosition;',
  154. 'attribute vec3 position;',
  155. 'attribute vec3 normal;',
  156. 'attribute vec2 uv;',
  157. '#ifdef USE_COLOR',
  158. ' attribute vec3 color;',
  159. '#endif',
  160. '#ifdef USE_MORPHTARGETS',
  161. ' attribute vec3 morphTarget0;',
  162. ' attribute vec3 morphTarget1;',
  163. ' attribute vec3 morphTarget2;',
  164. ' attribute vec3 morphTarget3;',
  165. ' #ifdef USE_MORPHNORMALS',
  166. ' attribute vec3 morphNormal0;',
  167. ' attribute vec3 morphNormal1;',
  168. ' attribute vec3 morphNormal2;',
  169. ' attribute vec3 morphNormal3;',
  170. ' #else',
  171. ' attribute vec3 morphTarget4;',
  172. ' attribute vec3 morphTarget5;',
  173. ' attribute vec3 morphTarget6;',
  174. ' attribute vec3 morphTarget7;',
  175. ' #endif',
  176. '#endif',
  177. '#ifdef USE_SKINNING',
  178. ' attribute vec4 skinIndex;',
  179. ' attribute vec4 skinWeight;',
  180. '#endif',
  181. '\n'
  182. ].filter( filterEmptyLine ).join( '\n' );
  183. prefixFragment = [
  184. ( parameters.bumpMap || parameters.normalMap || parameters.flatShading || material.derivatives ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  185. 'precision ' + parameters.precision + ' float;',
  186. 'precision ' + parameters.precision + ' int;',
  187. '#define SHADER_NAME ' + material.__webglShader.name,
  188. customDefines,
  189. '#define MAX_DIR_LIGHTS ' + parameters.maxDirLights,
  190. '#define MAX_POINT_LIGHTS ' + parameters.maxPointLights,
  191. '#define MAX_SPOT_LIGHTS ' + parameters.maxSpotLights,
  192. '#define MAX_HEMI_LIGHTS ' + parameters.maxHemiLights,
  193. '#define MAX_SHADOWS ' + parameters.maxShadows,
  194. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest : '',
  195. renderer.gammaInput ? '#define GAMMA_INPUT' : '',
  196. renderer.gammaOutput ? '#define GAMMA_OUTPUT' : '',
  197. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  198. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  199. ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '',
  200. parameters.map ? '#define USE_MAP' : '',
  201. parameters.envMap ? '#define USE_ENVMAP' : '',
  202. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  203. parameters.envMap ? '#define ' + envMapModeDefine : '',
  204. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  205. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  206. parameters.aoMap ? '#define USE_AOMAP' : '',
  207. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  208. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  209. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  210. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  211. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  212. parameters.vertexColors ? '#define USE_COLOR' : '',
  213. parameters.flatShading ? '#define FLAT_SHADED': '',
  214. parameters.metal ? '#define METAL' : '',
  215. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  216. parameters.flipSided ? '#define FLIP_SIDED' : '',
  217. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  218. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  219. parameters.shadowMapDebug ? '#define SHADOWMAP_DEBUG' : '',
  220. parameters.shadowMapCascade ? '#define SHADOWMAP_CASCADE' : '',
  221. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  222. parameters.logarithmicDepthBuffer && renderer.extensions.get('EXT_frag_depth') ? '#define USE_LOGDEPTHBUF_EXT' : '',
  223. 'uniform mat4 viewMatrix;',
  224. 'uniform vec3 cameraPosition;',
  225. '\n'
  226. ].filter( filterEmptyLine ).join( '\n' );
  227. }
  228. var vertexGlsl = prefixVertex + vertexShader;
  229. var fragmentGlsl = prefixFragment + fragmentShader;
  230. var glVertexShader = THREE.WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl );
  231. var glFragmentShader = THREE.WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl );
  232. gl.attachShader( program, glVertexShader );
  233. gl.attachShader( program, glFragmentShader );
  234. if ( index0AttributeName !== undefined ) {
  235. // Force a particular attribute to index 0.
  236. // because potentially expensive emulation is done by browser if attribute 0 is disabled.
  237. // And, color, for example is often automatically bound to index 0 so disabling it
  238. gl.bindAttribLocation( program, 0, index0AttributeName );
  239. }
  240. gl.linkProgram( program );
  241. var programLog = gl.getProgramInfoLog( program );
  242. var vertexLog = gl.getShaderInfoLog( glVertexShader );
  243. var fragmentLog = gl.getShaderInfoLog( glFragmentShader );
  244. var runnable = true;
  245. var haveDiagnostics = true;
  246. if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) {
  247. runnable = false;
  248. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), 'gl.VALIDATE_STATUS', gl.getProgramParameter( program, gl.VALIDATE_STATUS ), 'gl.getProgramInfoLog', programLog, vertexLog, fragmentLog );
  249. } else if ( programLog !== '' ) {
  250. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  251. } else if ( vertexLog === '' || fragmentLog === '' ) {
  252. haveDiagnostics = false;
  253. }
  254. if ( haveDiagnostics ) this.diagnostics = {
  255. runnable: runnable,
  256. material: material,
  257. programLog: programLog,
  258. vertexShader: {
  259. log: vertexLog,
  260. prefix: prefixVertex
  261. },
  262. fragmentShader: {
  263. log: fragmentLog,
  264. prefix: prefixFragment
  265. }
  266. };
  267. // clean up
  268. gl.deleteShader( glVertexShader );
  269. gl.deleteShader( glFragmentShader );
  270. // set up caching for uniform locations
  271. var getUniforms = function() { return this._cachedUniforms; };
  272. this.getUniforms = function() {
  273. // fetch, cache, and next time just use a dumb accessor
  274. var uniforms = fetchUniformLocations( gl, program );
  275. this._cachedUniforms = uniforms;
  276. this.getUniforms = getUniforms;
  277. return uniforms;
  278. };
  279. // set up caching for attribute locations
  280. var getAttributes = function() { return this._cachedAttributes; };
  281. this.getAttributes = function() {
  282. var attributes = fetchAttributeLocations( gl, program );
  283. this._cachedAttributes = attributes;
  284. this.getAttributes = getAttributes;
  285. return attributes;
  286. };
  287. // DEPRECATED
  288. Object.defineProperties( this, {
  289. uniforms: {
  290. get: function() {
  291. console.warn( 'THREE.WebGLProgram: .uniforms is now .getUniforms().' );
  292. return this.getUniforms();
  293. }
  294. },
  295. attributes: {
  296. get: function() {
  297. console.warn( 'THREE.WebGLProgram: .attributes is now .getAttributes().' );
  298. return this.getAttributes();
  299. }
  300. }
  301. });
  302. //
  303. this.id = programIdCount ++;
  304. this.code = code;
  305. this.usedTimes = 1;
  306. this.program = program;
  307. this.vertexShader = glVertexShader;
  308. this.fragmentShader = glFragmentShader;
  309. return this;
  310. };
  311. } )();