WebGLProgram.js 21 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 addLineNumbers( string ) {
  10. var lines = string.split( '\n' );
  11. for ( var i = 0; i < lines.length; i ++ ) {
  12. lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
  13. }
  14. return lines.join( '\n' );
  15. }
  16. function getEncodingComponents( encoding ) {
  17. switch ( encoding ) {
  18. case LinearEncoding:
  19. return [ 'Linear', '( value )' ];
  20. case sRGBEncoding:
  21. return [ 'sRGB', '( value )' ];
  22. case RGBEEncoding:
  23. return [ 'RGBE', '( value )' ];
  24. case RGBM7Encoding:
  25. return [ 'RGBM', '( value, 7.0 )' ];
  26. case RGBM16Encoding:
  27. return [ 'RGBM', '( value, 16.0 )' ];
  28. case RGBDEncoding:
  29. return [ 'RGBD', '( value, 256.0 )' ];
  30. case GammaEncoding:
  31. return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];
  32. default:
  33. throw new Error( 'unsupported encoding: ' + encoding );
  34. }
  35. }
  36. function getShaderErrors( gl, shader, type ) {
  37. var status = gl.getShaderParameter( shader, gl.COMPILE_STATUS );
  38. var log = gl.getShaderInfoLog( shader ).trim();
  39. if ( status && log === '' ) return '';
  40. // --enable-privileged-webgl-extension
  41. // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  42. var source = gl.getShaderSource( shader );
  43. return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers( source );
  44. }
  45. function getTexelDecodingFunction( functionName, encoding ) {
  46. var components = getEncodingComponents( encoding );
  47. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';
  48. }
  49. function getTexelEncodingFunction( functionName, encoding ) {
  50. var components = getEncodingComponents( encoding );
  51. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
  52. }
  53. function getToneMappingFunction( functionName, toneMapping ) {
  54. var toneMappingName;
  55. switch ( toneMapping ) {
  56. case LinearToneMapping:
  57. toneMappingName = 'Linear';
  58. break;
  59. case ReinhardToneMapping:
  60. toneMappingName = 'Reinhard';
  61. break;
  62. case Uncharted2ToneMapping:
  63. toneMappingName = 'Uncharted2';
  64. break;
  65. case CineonToneMapping:
  66. toneMappingName = 'OptimizedCineon';
  67. break;
  68. case ACESFilmicToneMapping:
  69. toneMappingName = 'ACESFilmic';
  70. break;
  71. default:
  72. throw new Error( 'unsupported toneMapping: ' + toneMapping );
  73. }
  74. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  75. }
  76. function generateExtensions( extensions, parameters, rendererExtensions ) {
  77. extensions = extensions || {};
  78. var chunks = [
  79. ( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || ( parameters.normalMap && ! parameters.objectSpaceNormalMap ) || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  80. ( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '',
  81. ( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : '',
  82. ( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  83. ];
  84. return chunks.filter( filterEmptyLine ).join( '\n' );
  85. }
  86. function generateDefines( defines ) {
  87. var chunks = [];
  88. for ( var name in defines ) {
  89. var value = defines[ name ];
  90. if ( value === false ) continue;
  91. chunks.push( '#define ' + name + ' ' + value );
  92. }
  93. return chunks.join( '\n' );
  94. }
  95. function fetchAttributeLocations( gl, program ) {
  96. var attributes = {};
  97. var n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES );
  98. for ( var i = 0; i < n; i ++ ) {
  99. var info = gl.getActiveAttrib( program, i );
  100. var name = info.name;
  101. // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  102. attributes[ name ] = gl.getAttribLocation( program, name );
  103. }
  104. return attributes;
  105. }
  106. function filterEmptyLine( string ) {
  107. return string !== '';
  108. }
  109. function replaceLightNums( string, parameters ) {
  110. return string
  111. .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  112. .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  113. .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
  114. .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  115. .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )
  116. .replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )
  117. .replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )
  118. .replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );
  119. }
  120. function replaceClippingPlaneNums( string, parameters ) {
  121. return string
  122. .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
  123. .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
  124. }
  125. function parseIncludes( string ) {
  126. var pattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  127. function replace( match, include ) {
  128. var replace = ShaderChunk[ include ];
  129. if ( replace === undefined ) {
  130. throw new Error( 'Can not resolve #include <' + include + '>' );
  131. }
  132. return parseIncludes( replace );
  133. }
  134. return string.replace( pattern, replace );
  135. }
  136. function unrollLoops( string ) {
  137. var pattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  138. function replace( match, start, end, snippet ) {
  139. var unroll = '';
  140. for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
  141. unroll += snippet
  142. .replace( /\[ i \]/g, '[ ' + i + ' ]' )
  143. .replace( /UNROLLED_LOOP_INDEX/g, i );
  144. }
  145. return unroll;
  146. }
  147. return string.replace( pattern, replace );
  148. }
  149. function WebGLProgram( renderer, extensions, code, material, shader, parameters, capabilities ) {
  150. var gl = renderer.getContext();
  151. var defines = material.defines;
  152. var vertexShader = shader.vertexShader;
  153. var fragmentShader = shader.fragmentShader;
  154. var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  155. if ( parameters.shadowMapType === PCFShadowMap ) {
  156. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  157. } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
  158. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  159. }
  160. var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  161. var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  162. var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  163. if ( parameters.envMap ) {
  164. switch ( material.envMap.mapping ) {
  165. case CubeReflectionMapping:
  166. case CubeRefractionMapping:
  167. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  168. break;
  169. case CubeUVReflectionMapping:
  170. case CubeUVRefractionMapping:
  171. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  172. break;
  173. case EquirectangularReflectionMapping:
  174. case EquirectangularRefractionMapping:
  175. envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  176. break;
  177. case SphericalReflectionMapping:
  178. envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
  179. break;
  180. }
  181. switch ( material.envMap.mapping ) {
  182. case CubeRefractionMapping:
  183. case EquirectangularRefractionMapping:
  184. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  185. break;
  186. }
  187. switch ( material.combine ) {
  188. case MultiplyOperation:
  189. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  190. break;
  191. case MixOperation:
  192. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  193. break;
  194. case AddOperation:
  195. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  196. break;
  197. }
  198. }
  199. var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  200. // console.log( 'building new program ' );
  201. //
  202. var customExtensions = capabilities.isWebGL2 ? '' : generateExtensions( material.extensions, parameters, extensions );
  203. var customDefines = generateDefines( defines );
  204. //
  205. var program = gl.createProgram();
  206. var prefixVertex, prefixFragment;
  207. if ( material.isRawShaderMaterial ) {
  208. prefixVertex = [
  209. customDefines
  210. ].filter( filterEmptyLine ).join( '\n' );
  211. if ( prefixVertex.length > 0 ) {
  212. prefixVertex += '\n';
  213. }
  214. prefixFragment = [
  215. customExtensions,
  216. customDefines
  217. ].filter( filterEmptyLine ).join( '\n' );
  218. if ( prefixFragment.length > 0 ) {
  219. prefixFragment += '\n';
  220. }
  221. } else {
  222. prefixVertex = [
  223. 'precision ' + parameters.precision + ' float;',
  224. 'precision ' + parameters.precision + ' int;',
  225. '#define SHADER_NAME ' + shader.name,
  226. customDefines,
  227. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  228. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  229. '#define MAX_BONES ' + parameters.maxBones,
  230. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  231. ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '',
  232. parameters.map ? '#define USE_MAP' : '',
  233. parameters.envMap ? '#define USE_ENVMAP' : '',
  234. parameters.envMap ? '#define ' + envMapModeDefine : '',
  235. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  236. parameters.aoMap ? '#define USE_AOMAP' : '',
  237. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  238. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  239. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  240. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  241. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  242. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  243. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  244. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  245. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  246. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  247. parameters.vertexColors ? '#define USE_COLOR' : '',
  248. parameters.flatShading ? '#define FLAT_SHADED' : '',
  249. parameters.skinning ? '#define USE_SKINNING' : '',
  250. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  251. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  252. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  253. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  254. parameters.flipSided ? '#define FLIP_SIDED' : '',
  255. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  256. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  257. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  258. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  259. parameters.logarithmicDepthBuffer && ( capabilities.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  260. 'uniform mat4 modelMatrix;',
  261. 'uniform mat4 modelViewMatrix;',
  262. 'uniform mat4 projectionMatrix;',
  263. 'uniform mat4 viewMatrix;',
  264. 'uniform mat3 normalMatrix;',
  265. 'uniform vec3 cameraPosition;',
  266. 'attribute vec3 position;',
  267. 'attribute vec3 normal;',
  268. 'attribute vec2 uv;',
  269. '#ifdef USE_TANGENT',
  270. ' attribute vec4 tangent;',
  271. '#endif',
  272. '#ifdef USE_COLOR',
  273. ' attribute vec3 color;',
  274. '#endif',
  275. '#ifdef USE_MORPHTARGETS',
  276. ' attribute vec3 morphTarget0;',
  277. ' attribute vec3 morphTarget1;',
  278. ' attribute vec3 morphTarget2;',
  279. ' attribute vec3 morphTarget3;',
  280. ' #ifdef USE_MORPHNORMALS',
  281. ' attribute vec3 morphNormal0;',
  282. ' attribute vec3 morphNormal1;',
  283. ' attribute vec3 morphNormal2;',
  284. ' attribute vec3 morphNormal3;',
  285. ' #else',
  286. ' attribute vec3 morphTarget4;',
  287. ' attribute vec3 morphTarget5;',
  288. ' attribute vec3 morphTarget6;',
  289. ' attribute vec3 morphTarget7;',
  290. ' #endif',
  291. '#endif',
  292. '#ifdef USE_SKINNING',
  293. ' attribute vec4 skinIndex;',
  294. ' attribute vec4 skinWeight;',
  295. '#endif',
  296. '\n'
  297. ].filter( filterEmptyLine ).join( '\n' );
  298. prefixFragment = [
  299. customExtensions,
  300. 'precision ' + parameters.precision + ' float;',
  301. 'precision ' + parameters.precision + ' int;',
  302. '#define SHADER_NAME ' + shader.name,
  303. customDefines,
  304. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
  305. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  306. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  307. ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '',
  308. parameters.map ? '#define USE_MAP' : '',
  309. parameters.matcap ? '#define USE_MATCAP' : '',
  310. parameters.envMap ? '#define USE_ENVMAP' : '',
  311. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  312. parameters.envMap ? '#define ' + envMapModeDefine : '',
  313. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  314. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  315. parameters.aoMap ? '#define USE_AOMAP' : '',
  316. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  317. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  318. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  319. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  320. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  321. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  322. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  323. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  324. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  325. parameters.vertexColors ? '#define USE_COLOR' : '',
  326. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  327. parameters.flatShading ? '#define FLAT_SHADED' : '',
  328. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  329. parameters.flipSided ? '#define FLIP_SIDED' : '',
  330. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  331. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  332. parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  333. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  334. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  335. parameters.logarithmicDepthBuffer && ( capabilities.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  336. parameters.envMap && ( capabilities.isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) ) ? '#define TEXTURE_LOD_EXT' : '',
  337. 'uniform mat4 viewMatrix;',
  338. 'uniform vec3 cameraPosition;',
  339. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  340. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  341. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  342. parameters.dithering ? '#define DITHERING' : '',
  343. ( parameters.outputEncoding || parameters.mapEncoding || parameters.matcapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding ) ?
  344. ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below
  345. parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  346. parameters.matcapEncoding ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
  347. parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  348. parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  349. parameters.outputEncoding ? getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ) : '',
  350. parameters.depthPacking ? '#define DEPTH_PACKING ' + material.depthPacking : '',
  351. '\n'
  352. ].filter( filterEmptyLine ).join( '\n' );
  353. }
  354. vertexShader = parseIncludes( vertexShader );
  355. vertexShader = replaceLightNums( vertexShader, parameters );
  356. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  357. fragmentShader = parseIncludes( fragmentShader );
  358. fragmentShader = replaceLightNums( fragmentShader, parameters );
  359. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  360. vertexShader = unrollLoops( vertexShader );
  361. fragmentShader = unrollLoops( fragmentShader );
  362. if ( capabilities.isWebGL2 && ! material.isRawShaderMaterial ) {
  363. var isGLSL3ShaderMaterial = false;
  364. var versionRegex = /^\s*#version\s+300\s+es\s*\n/;
  365. if ( material.isShaderMaterial &&
  366. vertexShader.match( versionRegex ) !== null &&
  367. fragmentShader.match( versionRegex ) !== null ) {
  368. isGLSL3ShaderMaterial = true;
  369. vertexShader = vertexShader.replace( versionRegex, '' );
  370. fragmentShader = fragmentShader.replace( versionRegex, '' );
  371. }
  372. // GLSL 3.0 conversion
  373. prefixVertex = [
  374. '#version 300 es\n',
  375. '#define attribute in',
  376. '#define varying out',
  377. '#define texture2D texture'
  378. ].join( '\n' ) + '\n' + prefixVertex;
  379. prefixFragment = [
  380. '#version 300 es\n',
  381. '#define varying in',
  382. isGLSL3ShaderMaterial ? '' : 'out highp vec4 pc_fragColor;',
  383. isGLSL3ShaderMaterial ? '' : '#define gl_FragColor pc_fragColor',
  384. '#define gl_FragDepthEXT gl_FragDepth',
  385. '#define texture2D texture',
  386. '#define textureCube texture',
  387. '#define texture2DProj textureProj',
  388. '#define texture2DLodEXT textureLod',
  389. '#define texture2DProjLodEXT textureProjLod',
  390. '#define textureCubeLodEXT textureLod',
  391. '#define texture2DGradEXT textureGrad',
  392. '#define texture2DProjGradEXT textureProjGrad',
  393. '#define textureCubeGradEXT textureGrad'
  394. ].join( '\n' ) + '\n' + prefixFragment;
  395. }
  396. var vertexGlsl = prefixVertex + vertexShader;
  397. var fragmentGlsl = prefixFragment + fragmentShader;
  398. // console.log( '*VERTEX*', vertexGlsl );
  399. // console.log( '*FRAGMENT*', fragmentGlsl );
  400. var glVertexShader = WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl );
  401. var glFragmentShader = WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl );
  402. gl.attachShader( program, glVertexShader );
  403. gl.attachShader( program, glFragmentShader );
  404. // Force a particular attribute to index 0.
  405. if ( material.index0AttributeName !== undefined ) {
  406. gl.bindAttribLocation( program, 0, material.index0AttributeName );
  407. } else if ( parameters.morphTargets === true ) {
  408. // programs with morphTargets displace position out of attribute 0
  409. gl.bindAttribLocation( program, 0, 'position' );
  410. }
  411. gl.linkProgram( program );
  412. // check for link errors
  413. if ( renderer.debug.checkShaderErrors ) {
  414. var programLog = gl.getProgramInfoLog( program ).trim();
  415. var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  416. var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  417. var runnable = true;
  418. var haveDiagnostics = true;
  419. if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) {
  420. runnable = false;
  421. var vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
  422. var fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );
  423. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), 'gl.VALIDATE_STATUS', gl.getProgramParameter( program, gl.VALIDATE_STATUS ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );
  424. } else if ( programLog !== '' ) {
  425. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  426. } else if ( vertexLog === '' || fragmentLog === '' ) {
  427. haveDiagnostics = false;
  428. }
  429. if ( haveDiagnostics ) {
  430. this.diagnostics = {
  431. runnable: runnable,
  432. material: material,
  433. programLog: programLog,
  434. vertexShader: {
  435. log: vertexLog,
  436. prefix: prefixVertex
  437. },
  438. fragmentShader: {
  439. log: fragmentLog,
  440. prefix: prefixFragment
  441. }
  442. };
  443. }
  444. }
  445. // clean up
  446. gl.deleteShader( glVertexShader );
  447. gl.deleteShader( glFragmentShader );
  448. // set up caching for uniform locations
  449. var cachedUniforms;
  450. this.getUniforms = function () {
  451. if ( cachedUniforms === undefined ) {
  452. cachedUniforms = new WebGLUniforms( gl, program );
  453. }
  454. return cachedUniforms;
  455. };
  456. // set up caching for attribute locations
  457. var cachedAttributes;
  458. this.getAttributes = function () {
  459. if ( cachedAttributes === undefined ) {
  460. cachedAttributes = fetchAttributeLocations( gl, program );
  461. }
  462. return cachedAttributes;
  463. };
  464. // free resource
  465. this.destroy = function () {
  466. gl.deleteProgram( program );
  467. this.program = undefined;
  468. };
  469. //
  470. this.name = shader.name;
  471. this.id = programIdCount ++;
  472. this.code = code;
  473. this.usedTimes = 1;
  474. this.program = program;
  475. this.vertexShader = glVertexShader;
  476. this.fragmentShader = glFragmentShader;
  477. return this;
  478. }
  479. export { WebGLProgram };