WebGLProgram.js 24 KB

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  1. import { WebGLUniforms } from './WebGLUniforms.js';
  2. import { WebGLShader } from './WebGLShader.js';
  3. import { ShaderChunk } from '../shaders/ShaderChunk.js';
  4. import { NoToneMapping, AddOperation, MixOperation, MultiplyOperation, CubeRefractionMapping, CubeUVRefractionMapping, CubeUVReflectionMapping, CubeReflectionMapping, PCFSoftShadowMap, PCFShadowMap, VSMShadowMap, ACESFilmicToneMapping, CineonToneMapping, CustomToneMapping, ReinhardToneMapping, LinearToneMapping, GammaEncoding, RGBDEncoding, RGBM16Encoding, RGBM7Encoding, RGBEEncoding, sRGBEncoding, LinearEncoding, LogLuvEncoding, GLSL3 } from '../../constants.js';
  5. let programIdCount = 0;
  6. function addLineNumbers( string ) {
  7. const lines = string.split( '\n' );
  8. for ( let i = 0; i < lines.length; i ++ ) {
  9. lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
  10. }
  11. return lines.join( '\n' );
  12. }
  13. function getEncodingComponents( encoding ) {
  14. switch ( encoding ) {
  15. case LinearEncoding:
  16. return [ 'Linear', '( value )' ];
  17. case sRGBEncoding:
  18. return [ 'sRGB', '( value )' ];
  19. case RGBEEncoding:
  20. return [ 'RGBE', '( value )' ];
  21. case RGBM7Encoding:
  22. return [ 'RGBM', '( value, 7.0 )' ];
  23. case RGBM16Encoding:
  24. return [ 'RGBM', '( value, 16.0 )' ];
  25. case RGBDEncoding:
  26. return [ 'RGBD', '( value, 256.0 )' ];
  27. case GammaEncoding:
  28. return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];
  29. case LogLuvEncoding:
  30. return [ 'LogLuv', '( value )' ];
  31. default:
  32. console.warn( 'THREE.WebGLProgram: Unsupported encoding:', encoding );
  33. return [ 'Linear', '( value )' ];
  34. }
  35. }
  36. function getShaderErrors( gl, shader, type ) {
  37. const status = gl.getShaderParameter( shader, gl.COMPILE_STATUS );
  38. const errors = gl.getShaderInfoLog( shader ).trim();
  39. if ( status && errors === '' ) return '';
  40. // --enable-privileged-webgl-extension
  41. // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  42. return type.toUpperCase() + '\n\n' + errors + '\n\n' + addLineNumbers( gl.getShaderSource( shader ) );
  43. }
  44. function getTexelDecodingFunction( functionName, encoding ) {
  45. const components = getEncodingComponents( encoding );
  46. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';
  47. }
  48. function getTexelEncodingFunction( functionName, encoding ) {
  49. const components = getEncodingComponents( encoding );
  50. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
  51. }
  52. function getToneMappingFunction( functionName, toneMapping ) {
  53. let toneMappingName;
  54. switch ( toneMapping ) {
  55. case LinearToneMapping:
  56. toneMappingName = 'Linear';
  57. break;
  58. case ReinhardToneMapping:
  59. toneMappingName = 'Reinhard';
  60. break;
  61. case CineonToneMapping:
  62. toneMappingName = 'OptimizedCineon';
  63. break;
  64. case ACESFilmicToneMapping:
  65. toneMappingName = 'ACESFilmic';
  66. break;
  67. case CustomToneMapping:
  68. toneMappingName = 'Custom';
  69. break;
  70. default:
  71. console.warn( 'THREE.WebGLProgram: Unsupported toneMapping:', toneMapping );
  72. toneMappingName = 'Linear';
  73. }
  74. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  75. }
  76. function generateExtensions( parameters ) {
  77. const chunks = [
  78. ( parameters.extensionDerivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  79. ( parameters.extensionFragDepth || parameters.logarithmicDepthBuffer ) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '',
  80. ( parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ) ? '#extension GL_EXT_draw_buffers : require' : '',
  81. ( parameters.extensionShaderTextureLOD || parameters.envMap || parameters.transmission > 0.0 ) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  82. ];
  83. return chunks.filter( filterEmptyLine ).join( '\n' );
  84. }
  85. function generateDefines( defines ) {
  86. const chunks = [];
  87. for ( const name in defines ) {
  88. const value = defines[ name ];
  89. if ( value === false ) continue;
  90. chunks.push( '#define ' + name + ' ' + value );
  91. }
  92. return chunks.join( '\n' );
  93. }
  94. function fetchAttributeLocations( gl, program ) {
  95. const attributes = {};
  96. const n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES );
  97. for ( let i = 0; i < n; i ++ ) {
  98. const info = gl.getActiveAttrib( program, i );
  99. const name = info.name;
  100. // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  101. attributes[ name ] = gl.getAttribLocation( program, name );
  102. }
  103. return attributes;
  104. }
  105. function filterEmptyLine( string ) {
  106. return string !== '';
  107. }
  108. function replaceLightNums( string, parameters ) {
  109. return string
  110. .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  111. .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  112. .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
  113. .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  114. .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )
  115. .replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )
  116. .replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )
  117. .replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );
  118. }
  119. function replaceClippingPlaneNums( string, parameters ) {
  120. return string
  121. .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
  122. .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
  123. }
  124. // Resolve Includes
  125. const includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  126. function resolveIncludes( string ) {
  127. return string.replace( includePattern, includeReplacer );
  128. }
  129. function includeReplacer( match, include ) {
  130. const string = ShaderChunk[ include ];
  131. if ( string === undefined ) {
  132. throw new Error( 'Can not resolve #include <' + include + '>' );
  133. }
  134. return resolveIncludes( string );
  135. }
  136. // Unroll Loops
  137. const deprecatedUnrollLoopPattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  138. const unrollLoopPattern = /#pragma unroll_loop_start\s+for\s*\(\s*int\s+i\s*=\s*(\d+)\s*;\s*i\s*<\s*(\d+)\s*;\s*i\s*\+\+\s*\)\s*{([\s\S]+?)}\s+#pragma unroll_loop_end/g;
  139. function unrollLoops( string ) {
  140. return string
  141. .replace( unrollLoopPattern, loopReplacer )
  142. .replace( deprecatedUnrollLoopPattern, deprecatedLoopReplacer );
  143. }
  144. function deprecatedLoopReplacer( match, start, end, snippet ) {
  145. console.warn( 'WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.' );
  146. return loopReplacer( match, start, end, snippet );
  147. }
  148. function loopReplacer( match, start, end, snippet ) {
  149. let string = '';
  150. for ( let i = parseInt( start ); i < parseInt( end ); i ++ ) {
  151. string += snippet
  152. .replace( /\[\s*i\s*\]/g, '[ ' + i + ' ]' )
  153. .replace( /UNROLLED_LOOP_INDEX/g, i );
  154. }
  155. return string;
  156. }
  157. //
  158. function generatePrecision( parameters ) {
  159. let precisionstring = 'precision ' + parameters.precision + ' float;\nprecision ' + parameters.precision + ' int;';
  160. if ( parameters.precision === 'highp' ) {
  161. precisionstring += '\n#define HIGH_PRECISION';
  162. } else if ( parameters.precision === 'mediump' ) {
  163. precisionstring += '\n#define MEDIUM_PRECISION';
  164. } else if ( parameters.precision === 'lowp' ) {
  165. precisionstring += '\n#define LOW_PRECISION';
  166. }
  167. return precisionstring;
  168. }
  169. function generateShadowMapTypeDefine( parameters ) {
  170. let shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  171. if ( parameters.shadowMapType === PCFShadowMap ) {
  172. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  173. } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
  174. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  175. } else if ( parameters.shadowMapType === VSMShadowMap ) {
  176. shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';
  177. }
  178. return shadowMapTypeDefine;
  179. }
  180. function generateEnvMapTypeDefine( parameters ) {
  181. let envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  182. if ( parameters.envMap ) {
  183. switch ( parameters.envMapMode ) {
  184. case CubeReflectionMapping:
  185. case CubeRefractionMapping:
  186. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  187. break;
  188. case CubeUVReflectionMapping:
  189. case CubeUVRefractionMapping:
  190. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  191. break;
  192. }
  193. }
  194. return envMapTypeDefine;
  195. }
  196. function generateEnvMapModeDefine( parameters ) {
  197. let envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  198. if ( parameters.envMap ) {
  199. switch ( parameters.envMapMode ) {
  200. case CubeRefractionMapping:
  201. case CubeUVRefractionMapping:
  202. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  203. break;
  204. }
  205. }
  206. return envMapModeDefine;
  207. }
  208. function generateEnvMapBlendingDefine( parameters ) {
  209. let envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';
  210. if ( parameters.envMap ) {
  211. switch ( parameters.combine ) {
  212. case MultiplyOperation:
  213. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  214. break;
  215. case MixOperation:
  216. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  217. break;
  218. case AddOperation:
  219. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  220. break;
  221. }
  222. }
  223. return envMapBlendingDefine;
  224. }
  225. function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
  226. const gl = renderer.getContext();
  227. const defines = parameters.defines;
  228. let vertexShader = parameters.vertexShader;
  229. let fragmentShader = parameters.fragmentShader;
  230. const shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );
  231. const envMapTypeDefine = generateEnvMapTypeDefine( parameters );
  232. const envMapModeDefine = generateEnvMapModeDefine( parameters );
  233. const envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );
  234. const gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  235. const customExtensions = parameters.isWebGL2 ? '' : generateExtensions( parameters );
  236. const customDefines = generateDefines( defines );
  237. const program = gl.createProgram();
  238. let prefixVertex, prefixFragment;
  239. let versionString = parameters.glslVersion ? '#version ' + parameters.glslVersion + '\n' : '';
  240. if ( parameters.isRawShaderMaterial ) {
  241. prefixVertex = [
  242. customDefines
  243. ].filter( filterEmptyLine ).join( '\n' );
  244. if ( prefixVertex.length > 0 ) {
  245. prefixVertex += '\n';
  246. }
  247. prefixFragment = [
  248. customExtensions,
  249. customDefines
  250. ].filter( filterEmptyLine ).join( '\n' );
  251. if ( prefixFragment.length > 0 ) {
  252. prefixFragment += '\n';
  253. }
  254. } else {
  255. prefixVertex = [
  256. generatePrecision( parameters ),
  257. '#define SHADER_NAME ' + parameters.shaderName,
  258. customDefines,
  259. parameters.instancing ? '#define USE_INSTANCING' : '',
  260. parameters.instancingColor ? '#define USE_INSTANCING_COLOR' : '',
  261. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  262. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  263. '#define MAX_BONES ' + parameters.maxBones,
  264. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  265. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  266. parameters.map ? '#define USE_MAP' : '',
  267. parameters.envMap ? '#define USE_ENVMAP' : '',
  268. parameters.envMap ? '#define ' + envMapModeDefine : '',
  269. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  270. parameters.aoMap ? '#define USE_AOMAP' : '',
  271. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  272. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  273. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  274. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  275. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  276. parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
  277. parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
  278. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  279. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  280. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  281. parameters.specularIntensityMap ? '#define USE_SPECULARINTENSITYMAP' : '',
  282. parameters.specularTintMap ? '#define USE_SPECULARTINTMAP' : '',
  283. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  284. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  285. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  286. parameters.transmission ? '#define USE_TRANSMISSION' : '',
  287. parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',
  288. parameters.thicknessMap ? '#define USE_THICKNESSMAP' : '',
  289. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  290. parameters.vertexColors ? '#define USE_COLOR' : '',
  291. parameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '',
  292. parameters.vertexUvs ? '#define USE_UV' : '',
  293. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  294. parameters.flatShading ? '#define FLAT_SHADED' : '',
  295. parameters.skinning ? '#define USE_SKINNING' : '',
  296. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  297. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  298. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  299. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  300. parameters.flipSided ? '#define FLIP_SIDED' : '',
  301. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  302. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  303. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  304. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  305. ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  306. 'uniform mat4 modelMatrix;',
  307. 'uniform mat4 modelViewMatrix;',
  308. 'uniform mat4 projectionMatrix;',
  309. 'uniform mat4 viewMatrix;',
  310. 'uniform mat3 normalMatrix;',
  311. 'uniform vec3 cameraPosition;',
  312. 'uniform bool isOrthographic;',
  313. '#ifdef USE_INSTANCING',
  314. ' attribute mat4 instanceMatrix;',
  315. '#endif',
  316. '#ifdef USE_INSTANCING_COLOR',
  317. ' attribute vec3 instanceColor;',
  318. '#endif',
  319. 'attribute vec3 position;',
  320. 'attribute vec3 normal;',
  321. 'attribute vec2 uv;',
  322. '#ifdef USE_TANGENT',
  323. ' attribute vec4 tangent;',
  324. '#endif',
  325. '#if defined( USE_COLOR_ALPHA )',
  326. ' attribute vec4 color;',
  327. '#elif defined( USE_COLOR )',
  328. ' attribute vec3 color;',
  329. '#endif',
  330. '#ifdef USE_MORPHTARGETS',
  331. ' attribute vec3 morphTarget0;',
  332. ' attribute vec3 morphTarget1;',
  333. ' attribute vec3 morphTarget2;',
  334. ' attribute vec3 morphTarget3;',
  335. ' #ifdef USE_MORPHNORMALS',
  336. ' attribute vec3 morphNormal0;',
  337. ' attribute vec3 morphNormal1;',
  338. ' attribute vec3 morphNormal2;',
  339. ' attribute vec3 morphNormal3;',
  340. ' #else',
  341. ' attribute vec3 morphTarget4;',
  342. ' attribute vec3 morphTarget5;',
  343. ' attribute vec3 morphTarget6;',
  344. ' attribute vec3 morphTarget7;',
  345. ' #endif',
  346. '#endif',
  347. '#ifdef USE_SKINNING',
  348. ' attribute vec4 skinIndex;',
  349. ' attribute vec4 skinWeight;',
  350. '#endif',
  351. '\n'
  352. ].filter( filterEmptyLine ).join( '\n' );
  353. prefixFragment = [
  354. customExtensions,
  355. generatePrecision( parameters ),
  356. '#define SHADER_NAME ' + parameters.shaderName,
  357. customDefines,
  358. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
  359. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  360. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  361. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  362. parameters.map ? '#define USE_MAP' : '',
  363. parameters.matcap ? '#define USE_MATCAP' : '',
  364. parameters.envMap ? '#define USE_ENVMAP' : '',
  365. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  366. parameters.envMap ? '#define ' + envMapModeDefine : '',
  367. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  368. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  369. parameters.aoMap ? '#define USE_AOMAP' : '',
  370. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  371. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  372. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  373. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  374. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  375. parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
  376. parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
  377. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  378. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  379. parameters.specularIntensityMap ? '#define USE_SPECULARINTENSITYMAP' : '',
  380. parameters.specularTintMap ? '#define USE_SPECULARTINTMAP' : '',
  381. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  382. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  383. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  384. parameters.sheen ? '#define USE_SHEEN' : '',
  385. parameters.transmission ? '#define USE_TRANSMISSION' : '',
  386. parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',
  387. parameters.thicknessMap ? '#define USE_THICKNESSMAP' : '',
  388. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  389. parameters.vertexColors || parameters.instancingColor ? '#define USE_COLOR' : '',
  390. parameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '',
  391. parameters.vertexUvs ? '#define USE_UV' : '',
  392. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  393. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  394. parameters.flatShading ? '#define FLAT_SHADED' : '',
  395. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  396. parameters.flipSided ? '#define FLIP_SIDED' : '',
  397. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  398. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  399. parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  400. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  401. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  402. ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  403. ( ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ) ? '#define TEXTURE_LOD_EXT' : '',
  404. 'uniform mat4 viewMatrix;',
  405. 'uniform vec3 cameraPosition;',
  406. 'uniform bool isOrthographic;',
  407. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  408. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  409. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  410. parameters.dithering ? '#define DITHERING' : '',
  411. ShaderChunk[ 'encodings_pars_fragment' ], // this code is required here because it is used by the various encoding/decoding function defined below
  412. parameters.map ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  413. parameters.matcap ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
  414. parameters.envMap ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  415. parameters.emissiveMap ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  416. parameters.specularTintMap ? getTexelDecodingFunction( 'specularTintMapTexelToLinear', parameters.specularTintMapEncoding ) : '',
  417. parameters.lightMap ? getTexelDecodingFunction( 'lightMapTexelToLinear', parameters.lightMapEncoding ) : '',
  418. getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ),
  419. parameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '',
  420. '\n'
  421. ].filter( filterEmptyLine ).join( '\n' );
  422. }
  423. vertexShader = resolveIncludes( vertexShader );
  424. vertexShader = replaceLightNums( vertexShader, parameters );
  425. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  426. fragmentShader = resolveIncludes( fragmentShader );
  427. fragmentShader = replaceLightNums( fragmentShader, parameters );
  428. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  429. vertexShader = unrollLoops( vertexShader );
  430. fragmentShader = unrollLoops( fragmentShader );
  431. if ( parameters.isWebGL2 && parameters.isRawShaderMaterial !== true ) {
  432. // GLSL 3.0 conversion for built-in materials and ShaderMaterial
  433. versionString = '#version 300 es\n';
  434. prefixVertex = [
  435. '#define attribute in',
  436. '#define varying out',
  437. '#define texture2D texture'
  438. ].join( '\n' ) + '\n' + prefixVertex;
  439. prefixFragment = [
  440. '#define varying in',
  441. ( parameters.glslVersion === GLSL3 ) ? '' : 'out highp vec4 pc_fragColor;',
  442. ( parameters.glslVersion === GLSL3 ) ? '' : '#define gl_FragColor pc_fragColor',
  443. '#define gl_FragDepthEXT gl_FragDepth',
  444. '#define texture2D texture',
  445. '#define textureCube texture',
  446. '#define texture2DProj textureProj',
  447. '#define texture2DLodEXT textureLod',
  448. '#define texture2DProjLodEXT textureProjLod',
  449. '#define textureCubeLodEXT textureLod',
  450. '#define texture2DGradEXT textureGrad',
  451. '#define texture2DProjGradEXT textureProjGrad',
  452. '#define textureCubeGradEXT textureGrad'
  453. ].join( '\n' ) + '\n' + prefixFragment;
  454. }
  455. const vertexGlsl = versionString + prefixVertex + vertexShader;
  456. const fragmentGlsl = versionString + prefixFragment + fragmentShader;
  457. // console.log( '*VERTEX*', vertexGlsl );
  458. // console.log( '*FRAGMENT*', fragmentGlsl );
  459. const glVertexShader = WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl );
  460. const glFragmentShader = WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl );
  461. gl.attachShader( program, glVertexShader );
  462. gl.attachShader( program, glFragmentShader );
  463. // Force a particular attribute to index 0.
  464. if ( parameters.index0AttributeName !== undefined ) {
  465. gl.bindAttribLocation( program, 0, parameters.index0AttributeName );
  466. } else if ( parameters.morphTargets === true ) {
  467. // programs with morphTargets displace position out of attribute 0
  468. gl.bindAttribLocation( program, 0, 'position' );
  469. }
  470. gl.linkProgram( program );
  471. // check for link errors
  472. if ( renderer.debug.checkShaderErrors ) {
  473. const programLog = gl.getProgramInfoLog( program ).trim();
  474. const vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  475. const fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  476. let runnable = true;
  477. let haveDiagnostics = true;
  478. if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) {
  479. runnable = false;
  480. const vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
  481. const fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );
  482. console.error(
  483. 'THREE.WebGLProgram: Shader Error ' + gl.getError() + ' - ' +
  484. 'VALIDATE_STATUS ' + gl.getProgramParameter( program, gl.VALIDATE_STATUS ) + '\n\n' +
  485. 'Program Info Log: ' + programLog + '\n' +
  486. vertexErrors + '\n' +
  487. fragmentErrors
  488. );
  489. } else if ( programLog !== '' ) {
  490. console.warn( 'THREE.WebGLProgram: Program Info Log:', programLog );
  491. } else if ( vertexLog === '' || fragmentLog === '' ) {
  492. haveDiagnostics = false;
  493. }
  494. if ( haveDiagnostics ) {
  495. this.diagnostics = {
  496. runnable: runnable,
  497. programLog: programLog,
  498. vertexShader: {
  499. log: vertexLog,
  500. prefix: prefixVertex
  501. },
  502. fragmentShader: {
  503. log: fragmentLog,
  504. prefix: prefixFragment
  505. }
  506. };
  507. }
  508. }
  509. // Clean up
  510. // Crashes in iOS9 and iOS10. #18402
  511. // gl.detachShader( program, glVertexShader );
  512. // gl.detachShader( program, glFragmentShader );
  513. gl.deleteShader( glVertexShader );
  514. gl.deleteShader( glFragmentShader );
  515. // set up caching for uniform locations
  516. let cachedUniforms;
  517. this.getUniforms = function () {
  518. if ( cachedUniforms === undefined ) {
  519. cachedUniforms = new WebGLUniforms( gl, program );
  520. }
  521. return cachedUniforms;
  522. };
  523. // set up caching for attribute locations
  524. let cachedAttributes;
  525. this.getAttributes = function () {
  526. if ( cachedAttributes === undefined ) {
  527. cachedAttributes = fetchAttributeLocations( gl, program );
  528. }
  529. return cachedAttributes;
  530. };
  531. // free resource
  532. this.destroy = function () {
  533. bindingStates.releaseStatesOfProgram( this );
  534. gl.deleteProgram( program );
  535. this.program = undefined;
  536. };
  537. //
  538. this.name = parameters.shaderName;
  539. this.id = programIdCount ++;
  540. this.cacheKey = cacheKey;
  541. this.usedTimes = 1;
  542. this.program = program;
  543. this.vertexShader = glVertexShader;
  544. this.fragmentShader = glFragmentShader;
  545. return this;
  546. }
  547. export { WebGLProgram };