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- THREE.WebGLProgram = ( function () {
- var programIdCount = 0;
- function generateDefines( defines ) {
- var chunks = [];
- for ( var name in defines ) {
- var value = defines[ name ];
- if ( value === false ) continue;
- chunks.push( '#define ' + name + ' ' + value );
- }
- return chunks.join( '\n' );
- }
- function fetchUniformLocations( gl, program, identifiers ) {
- var uniforms = {};
- var n = gl.getProgramParameter( program, gl.ACTIVE_UNIFORMS );
- for ( var i = 0; i < n; i ++ ) {
- var info = gl.getActiveUniform( program , i );
- var name = info.name;
- var location = gl.getUniformLocation( program, name );
- //console.log("THREE.WebGLProgram: ACTIVE UNIFORM:", name);
- var suffixPos = name.lastIndexOf( '[0]' );
- if ( suffixPos !== -1 && suffixPos === name.length - 3 ) {
- uniforms[ name.substr( 0, suffixPos ) ] = location;
- }
- uniforms[ name ] = location;
- }
- return uniforms;
- }
- function fetchAttributeLocations( gl, program, identifiers ) {
- var attributes = {};
- var n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES );
- for ( var i = 0; i < n; i ++ ) {
- var info = gl.getActiveAttrib( program , i );
- var name = info.name;
- //console.log("THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:", name);
- attributes[ name ] = gl.getAttribLocation( program, name );
- }
- return attributes;
- }
- function filterEmptyLine( string ) {
- return string !== '';
- }
- return function ( renderer, code, material, parameters ) {
- var gl = renderer.context;
- var defines = material.defines;
- var uniforms = material.__webglShader.uniforms;
- var attributes = material.attributes;
- var vertexShader = material.__webglShader.vertexShader;
- var fragmentShader = material.__webglShader.fragmentShader;
- var index0AttributeName = material.index0AttributeName;
- /*
- if ( index0AttributeName === undefined && parameters.morphTargets === true ) {
- // programs with morphTargets displace position out of attribute 0
- index0AttributeName = 'position';
- }
- */
- var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
- if ( parameters.shadowMapType === THREE.PCFShadowMap ) {
- shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
- } else if ( parameters.shadowMapType === THREE.PCFSoftShadowMap ) {
- shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
- }
- var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
- var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
- var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
- if ( parameters.envMap ) {
- switch ( material.envMap.mapping ) {
- case THREE.CubeReflectionMapping:
- case THREE.CubeRefractionMapping:
- envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
- break;
- case THREE.EquirectangularReflectionMapping:
- case THREE.EquirectangularRefractionMapping:
- envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
- break;
- case THREE.SphericalReflectionMapping:
- envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
- break;
- }
- switch ( material.envMap.mapping ) {
- case THREE.CubeRefractionMapping:
- case THREE.EquirectangularRefractionMapping:
- envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
- break;
- }
- switch ( material.combine ) {
- case THREE.MultiplyOperation:
- envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
- break;
- case THREE.MixOperation:
- envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
- break;
- case THREE.AddOperation:
- envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
- break;
- }
- }
- var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
- // console.log( 'building new program ' );
- //
- var customDefines = generateDefines( defines );
- //
- var program = gl.createProgram();
- var prefixVertex, prefixFragment;
- if ( material instanceof THREE.RawShaderMaterial ) {
- prefixVertex = '';
- prefixFragment = '';
- } else {
- prefixVertex = [
- 'precision ' + parameters.precision + ' float;',
- 'precision ' + parameters.precision + ' int;',
- '#define SHADER_NAME ' + material.__webglShader.name,
- customDefines,
- parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
- renderer.gammaInput ? '#define GAMMA_INPUT' : '',
- renderer.gammaOutput ? '#define GAMMA_OUTPUT' : '',
- '#define GAMMA_FACTOR ' + gammaFactorDefine,
- '#define MAX_DIR_LIGHTS ' + parameters.maxDirLights,
- '#define MAX_POINT_LIGHTS ' + parameters.maxPointLights,
- '#define MAX_SPOT_LIGHTS ' + parameters.maxSpotLights,
- '#define MAX_HEMI_LIGHTS ' + parameters.maxHemiLights,
- '#define MAX_SHADOWS ' + parameters.maxShadows,
- '#define MAX_BONES ' + parameters.maxBones,
- parameters.map ? '#define USE_MAP' : '',
- parameters.envMap ? '#define USE_ENVMAP' : '',
- parameters.envMap ? '#define ' + envMapModeDefine : '',
- parameters.lightMap ? '#define USE_LIGHTMAP' : '',
- parameters.aoMap ? '#define USE_AOMAP' : '',
- parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
- parameters.bumpMap ? '#define USE_BUMPMAP' : '',
- parameters.normalMap ? '#define USE_NORMALMAP' : '',
- parameters.specularMap ? '#define USE_SPECULARMAP' : '',
- parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
- parameters.vertexColors ? '#define USE_COLOR' : '',
- parameters.flatShading ? '#define FLAT_SHADED': '',
- parameters.skinning ? '#define USE_SKINNING' : '',
- parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
- parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
- parameters.morphNormals ? '#define USE_MORPHNORMALS' : '',
- parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
- parameters.flipSided ? '#define FLIP_SIDED' : '',
- parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
- parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
- parameters.shadowMapDebug ? '#define SHADOWMAP_DEBUG' : '',
- parameters.shadowMapCascade ? '#define SHADOWMAP_CASCADE' : '',
- parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
- parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
- parameters.logarithmicDepthBuffer && renderer.extensions.get('EXT_frag_depth') ? '#define USE_LOGDEPTHBUF_EXT' : '',
- 'uniform mat4 modelMatrix;',
- 'uniform mat4 modelViewMatrix;',
- 'uniform mat4 projectionMatrix;',
- 'uniform mat4 viewMatrix;',
- 'uniform mat3 normalMatrix;',
- 'uniform vec3 cameraPosition;',
- 'attribute vec3 position;',
- 'attribute vec3 normal;',
- 'attribute vec2 uv;',
- '#ifdef USE_COLOR',
- ' attribute vec3 color;',
- '#endif',
- '#ifdef USE_MORPHTARGETS',
- ' attribute vec3 morphTarget0;',
- ' attribute vec3 morphTarget1;',
- ' attribute vec3 morphTarget2;',
- ' attribute vec3 morphTarget3;',
- ' #ifdef USE_MORPHNORMALS',
- ' attribute vec3 morphNormal0;',
- ' attribute vec3 morphNormal1;',
- ' attribute vec3 morphNormal2;',
- ' attribute vec3 morphNormal3;',
- ' #else',
- ' attribute vec3 morphTarget4;',
- ' attribute vec3 morphTarget5;',
- ' attribute vec3 morphTarget6;',
- ' attribute vec3 morphTarget7;',
- ' #endif',
- '#endif',
- '#ifdef USE_SKINNING',
- ' attribute vec4 skinIndex;',
- ' attribute vec4 skinWeight;',
- '#endif',
- '\n'
- ].filter( filterEmptyLine ).join( '\n' );
- prefixFragment = [
- ( parameters.bumpMap || parameters.normalMap || parameters.flatShading || material.derivatives ) ? '#extension GL_OES_standard_derivatives : enable' : '',
- 'precision ' + parameters.precision + ' float;',
- 'precision ' + parameters.precision + ' int;',
- '#define SHADER_NAME ' + material.__webglShader.name,
- customDefines,
- '#define MAX_DIR_LIGHTS ' + parameters.maxDirLights,
- '#define MAX_POINT_LIGHTS ' + parameters.maxPointLights,
- '#define MAX_SPOT_LIGHTS ' + parameters.maxSpotLights,
- '#define MAX_HEMI_LIGHTS ' + parameters.maxHemiLights,
- '#define MAX_SHADOWS ' + parameters.maxShadows,
- parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest : '',
- renderer.gammaInput ? '#define GAMMA_INPUT' : '',
- renderer.gammaOutput ? '#define GAMMA_OUTPUT' : '',
- '#define GAMMA_FACTOR ' + gammaFactorDefine,
- ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
- ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '',
- parameters.map ? '#define USE_MAP' : '',
- parameters.envMap ? '#define USE_ENVMAP' : '',
- parameters.envMap ? '#define ' + envMapTypeDefine : '',
- parameters.envMap ? '#define ' + envMapModeDefine : '',
- parameters.envMap ? '#define ' + envMapBlendingDefine : '',
- parameters.lightMap ? '#define USE_LIGHTMAP' : '',
- parameters.aoMap ? '#define USE_AOMAP' : '',
- parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
- parameters.bumpMap ? '#define USE_BUMPMAP' : '',
- parameters.normalMap ? '#define USE_NORMALMAP' : '',
- parameters.specularMap ? '#define USE_SPECULARMAP' : '',
- parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
- parameters.vertexColors ? '#define USE_COLOR' : '',
- parameters.flatShading ? '#define FLAT_SHADED': '',
- parameters.metal ? '#define METAL' : '',
- parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
- parameters.flipSided ? '#define FLIP_SIDED' : '',
- parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
- parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
- parameters.shadowMapDebug ? '#define SHADOWMAP_DEBUG' : '',
- parameters.shadowMapCascade ? '#define SHADOWMAP_CASCADE' : '',
- parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
- parameters.logarithmicDepthBuffer && renderer.extensions.get('EXT_frag_depth') ? '#define USE_LOGDEPTHBUF_EXT' : '',
- 'uniform mat4 viewMatrix;',
- 'uniform vec3 cameraPosition;',
- '\n'
- ].filter( filterEmptyLine ).join( '\n' );
- }
- var vertexGlsl = prefixVertex + vertexShader;
- var fragmentGlsl = prefixFragment + fragmentShader;
- var glVertexShader = THREE.WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl );
- var glFragmentShader = THREE.WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl );
- gl.attachShader( program, glVertexShader );
- gl.attachShader( program, glFragmentShader );
- if ( index0AttributeName !== undefined ) {
- // Force a particular attribute to index 0.
- // because potentially expensive emulation is done by browser if attribute 0 is disabled.
- // And, color, for example is often automatically bound to index 0 so disabling it
- gl.bindAttribLocation( program, 0, index0AttributeName );
- }
- gl.linkProgram( program );
- var programLog = gl.getProgramInfoLog( program );
- var vertexLog = gl.getShaderInfoLog( glVertexShader );
- var fragmentLog = gl.getShaderInfoLog( glFragmentShader );
- var runnable = true;
- var haveDiagnostics = true;
- if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) {
- runnable = false;
- console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), 'gl.VALIDATE_STATUS', gl.getProgramParameter( program, gl.VALIDATE_STATUS ), 'gl.getProgramInfoLog', programLog, vertexLog, fragmentLog );
- } else if ( programLog !== '' ) {
- console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
- } else if ( vertexLog === '' || fragmentLog === '' ) {
- haveDiagnostics = false;
- }
- if ( haveDiagnostics ) this.diagnostics = {
- runnable: runnable,
- material: material,
- programLog: programLog,
- vertexShader: {
- log: vertexLog,
- prefix: prefixVertex
- },
- fragmentShader: {
- log: fragmentLog,
- prefix: prefixFragment
- }
- };
- // clean up
- gl.deleteShader( glVertexShader );
- gl.deleteShader( glFragmentShader );
- // set up caching for uniform locations
- var getUniforms = function() { return this._cachedUniforms; };
- this.getUniforms = function() {
- // fetch, cache, and next time just use a dumb accessor
- var uniforms = fetchUniformLocations( gl, program );
- this._cachedUniforms = uniforms;
- this.getUniforms = getUniforms;
- return uniforms;
- };
- // set up caching for attribute locations
- var getAttributes = function() { return this._cachedAttributes; };
- this.getAttributes = function() {
- var attributes = fetchAttributeLocations( gl, program );
- this._cachedAttributes = attributes;
- this.getAttributes = getAttributes;
- return attributes;
- };
- // DEPRECATED
- Object.defineProperties( this, {
- uniforms: {
- get: function() {
- console.warn( 'THREE.WebGLProgram: .uniforms is now .getUniforms().' );
- return this.getUniforms();
- }
- },
- attributes: {
- get: function() {
- console.warn( 'THREE.WebGLProgram: .attributes is now .getAttributes().' );
- return this.getAttributes();
- }
- }
- });
- //
- this.id = programIdCount ++;
- this.code = code;
- this.usedTimes = 1;
- this.program = program;
- this.vertexShader = glVertexShader;
- this.fragmentShader = glFragmentShader;
- return this;
- };
- } )();
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