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 ) {
  37. var status = gl.getShaderParameter( shader, gl.COMPILE_STATUS );
  38. var source = gl.getShaderSource( shader );
  39. var log = gl.getShaderInfoLog( shader ).trim();
  40. var type = gl.getShaderParameter( shader, gl.SHADER_TYPE ) === gl.VERTEX_SHADER ? 'vertex' : 'fragment';
  41. if ( status && log === '' ) return '';
  42. // --enable-privileged-webgl-extension
  43. // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  44. return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + ' ' + log + addLineNumbers( source );
  45. }
  46. function getTexelDecodingFunction( functionName, encoding ) {
  47. var components = getEncodingComponents( encoding );
  48. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';
  49. }
  50. function getTexelEncodingFunction( functionName, encoding ) {
  51. var components = getEncodingComponents( encoding );
  52. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
  53. }
  54. function getToneMappingFunction( functionName, toneMapping ) {
  55. var toneMappingName;
  56. switch ( toneMapping ) {
  57. case LinearToneMapping:
  58. toneMappingName = 'Linear';
  59. break;
  60. case ReinhardToneMapping:
  61. toneMappingName = 'Reinhard';
  62. break;
  63. case Uncharted2ToneMapping:
  64. toneMappingName = 'Uncharted2';
  65. break;
  66. case CineonToneMapping:
  67. toneMappingName = 'OptimizedCineon';
  68. break;
  69. case ACESFilmicToneMapping:
  70. toneMappingName = 'ACESFilmic';
  71. break;
  72. default:
  73. throw new Error( 'unsupported toneMapping: ' + toneMapping );
  74. }
  75. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  76. }
  77. function generateExtensions( extensions, parameters, rendererExtensions ) {
  78. extensions = extensions || {};
  79. var chunks = [
  80. ( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || ( parameters.normalMap && ! parameters.objectSpaceNormalMap ) || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  81. ( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '',
  82. ( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : '',
  83. ( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  84. ];
  85. return chunks.filter( filterEmptyLine ).join( '\n' );
  86. }
  87. function generateDefines( defines ) {
  88. var chunks = [];
  89. for ( var name in defines ) {
  90. var value = defines[ name ];
  91. if ( value === false ) continue;
  92. chunks.push( '#define ' + name + ' ' + value );
  93. }
  94. return chunks.join( '\n' );
  95. }
  96. function fetchAttributeLocations( gl, program ) {
  97. var attributes = {};
  98. var n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES );
  99. for ( var i = 0; i < n; i ++ ) {
  100. var info = gl.getActiveAttrib( program, i );
  101. var name = info.name;
  102. // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  103. attributes[ name ] = gl.getAttribLocation( program, name );
  104. }
  105. return attributes;
  106. }
  107. function filterEmptyLine( string ) {
  108. return string !== '';
  109. }
  110. function replaceLightNums( string, parameters ) {
  111. return string
  112. .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  113. .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  114. .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
  115. .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  116. .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights );
  117. }
  118. function replaceClippingPlaneNums( string, parameters ) {
  119. return string
  120. .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
  121. .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
  122. }
  123. function parseIncludes( string ) {
  124. var pattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  125. function replace( match, include ) {
  126. var replace = ShaderChunk[ include ];
  127. if ( replace === undefined ) {
  128. throw new Error( 'Can not resolve #include <' + include + '>' );
  129. }
  130. return parseIncludes( replace );
  131. }
  132. return string.replace( pattern, replace );
  133. }
  134. function unrollLoops( string ) {
  135. var pattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  136. function replace( match, start, end, snippet ) {
  137. var unroll = '';
  138. for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
  139. unroll += snippet.replace( /\[ i \]/g, '[ ' + i + ' ]' );
  140. }
  141. return unroll;
  142. }
  143. return string.replace( pattern, replace );
  144. }
  145. function WebGLProgram( renderer, extensions, code, material, shader, parameters, capabilities, textures ) {
  146. var gl = renderer.context;
  147. var defines = material.defines;
  148. var vertexShader = shader.vertexShader;
  149. var fragmentShader = shader.fragmentShader;
  150. var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  151. if ( parameters.shadowMapType === PCFShadowMap ) {
  152. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  153. } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
  154. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  155. }
  156. var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  157. var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  158. var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  159. if ( parameters.envMap ) {
  160. switch ( material.envMap.mapping ) {
  161. case CubeReflectionMapping:
  162. case CubeRefractionMapping:
  163. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  164. break;
  165. case CubeUVReflectionMapping:
  166. case CubeUVRefractionMapping:
  167. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  168. break;
  169. case EquirectangularReflectionMapping:
  170. case EquirectangularRefractionMapping:
  171. envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  172. break;
  173. case SphericalReflectionMapping:
  174. envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
  175. break;
  176. }
  177. switch ( material.envMap.mapping ) {
  178. case CubeRefractionMapping:
  179. case EquirectangularRefractionMapping:
  180. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  181. break;
  182. }
  183. switch ( material.combine ) {
  184. case MultiplyOperation:
  185. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  186. break;
  187. case MixOperation:
  188. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  189. break;
  190. case AddOperation:
  191. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  192. break;
  193. }
  194. }
  195. var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  196. // console.log( 'building new program ' );
  197. //
  198. var customExtensions = capabilities.isWebGL2 ? '' : generateExtensions( material.extensions, parameters, extensions );
  199. var customDefines = generateDefines( defines );
  200. //
  201. var program = gl.createProgram();
  202. var prefixVertex, prefixFragment;
  203. if ( material.isRawShaderMaterial ) {
  204. prefixVertex = [
  205. customDefines
  206. ].filter( filterEmptyLine ).join( '\n' );
  207. if ( prefixVertex.length > 0 ) {
  208. prefixVertex += '\n';
  209. }
  210. prefixFragment = [
  211. customExtensions,
  212. customDefines
  213. ].filter( filterEmptyLine ).join( '\n' );
  214. if ( prefixFragment.length > 0 ) {
  215. prefixFragment += '\n';
  216. }
  217. } else {
  218. prefixVertex = [
  219. 'precision ' + parameters.precision + ' float;',
  220. 'precision ' + parameters.precision + ' int;',
  221. '#define SHADER_NAME ' + shader.name,
  222. customDefines,
  223. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  224. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  225. '#define MAX_BONES ' + parameters.maxBones,
  226. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  227. ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '',
  228. parameters.map ? '#define USE_MAP' : '',
  229. parameters.envMap ? '#define USE_ENVMAP' : '',
  230. parameters.envMap ? '#define ' + envMapModeDefine : '',
  231. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  232. parameters.aoMap ? '#define USE_AOMAP' : '',
  233. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  234. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  235. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  236. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  237. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  238. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  239. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  240. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  241. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  242. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  243. parameters.vertexColors ? '#define USE_COLOR' : '',
  244. parameters.flatShading ? '#define FLAT_SHADED' : '',
  245. parameters.skinning ? '#define USE_SKINNING' : '',
  246. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  247. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  248. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  249. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  250. parameters.flipSided ? '#define FLIP_SIDED' : '',
  251. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  252. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  253. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  254. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  255. parameters.logarithmicDepthBuffer && ( capabilities.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  256. 'uniform mat4 modelMatrix;',
  257. 'uniform mat4 modelViewMatrix;',
  258. 'uniform mat4 projectionMatrix;',
  259. 'uniform mat4 viewMatrix;',
  260. 'uniform mat3 normalMatrix;',
  261. 'uniform vec3 cameraPosition;',
  262. 'attribute vec3 position;',
  263. 'attribute vec3 normal;',
  264. 'attribute vec2 uv;',
  265. '#ifdef USE_TANGENT',
  266. ' attribute vec4 tangent;',
  267. '#endif',
  268. '#ifdef USE_COLOR',
  269. ' attribute vec3 color;',
  270. '#endif',
  271. '#ifdef USE_MORPHTARGETS',
  272. ' attribute vec3 morphTarget0;',
  273. ' attribute vec3 morphTarget1;',
  274. ' attribute vec3 morphTarget2;',
  275. ' attribute vec3 morphTarget3;',
  276. ' #ifdef USE_MORPHNORMALS',
  277. ' attribute vec3 morphNormal0;',
  278. ' attribute vec3 morphNormal1;',
  279. ' attribute vec3 morphNormal2;',
  280. ' attribute vec3 morphNormal3;',
  281. ' #else',
  282. ' attribute vec3 morphTarget4;',
  283. ' attribute vec3 morphTarget5;',
  284. ' attribute vec3 morphTarget6;',
  285. ' attribute vec3 morphTarget7;',
  286. ' #endif',
  287. '#endif',
  288. '#ifdef USE_SKINNING',
  289. ' attribute vec4 skinIndex;',
  290. ' attribute vec4 skinWeight;',
  291. '#endif',
  292. '\n'
  293. ].filter( filterEmptyLine ).join( '\n' );
  294. prefixFragment = [
  295. customExtensions,
  296. 'precision ' + parameters.precision + ' float;',
  297. 'precision ' + parameters.precision + ' int;',
  298. '#define SHADER_NAME ' + shader.name,
  299. customDefines,
  300. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
  301. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  302. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  303. ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '',
  304. parameters.map ? '#define USE_MAP' : '',
  305. parameters.matcap ? '#define USE_MATCAP' : '',
  306. parameters.envMap ? '#define USE_ENVMAP' : '',
  307. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  308. parameters.envMap ? '#define ' + envMapModeDefine : '',
  309. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  310. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  311. parameters.aoMap ? '#define USE_AOMAP' : '',
  312. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  313. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  314. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  315. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  316. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  317. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  318. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  319. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  320. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  321. parameters.vertexColors ? '#define USE_COLOR' : '',
  322. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  323. parameters.flatShading ? '#define FLAT_SHADED' : '',
  324. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  325. parameters.flipSided ? '#define FLIP_SIDED' : '',
  326. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  327. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  328. parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  329. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  330. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  331. parameters.logarithmicDepthBuffer && ( capabilities.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  332. parameters.envMap && ( capabilities.isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) ) ? '#define TEXTURE_LOD_EXT' : '',
  333. 'uniform mat4 viewMatrix;',
  334. 'uniform vec3 cameraPosition;',
  335. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  336. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  337. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  338. parameters.dithering ? '#define DITHERING' : '',
  339. ( parameters.outputEncoding || parameters.mapEncoding || parameters.matcapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding ) ?
  340. ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below
  341. parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  342. parameters.matcapEncoding ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
  343. parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  344. parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  345. parameters.outputEncoding ? getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ) : '',
  346. parameters.depthPacking ? '#define DEPTH_PACKING ' + material.depthPacking : '',
  347. '\n'
  348. ].filter( filterEmptyLine ).join( '\n' );
  349. }
  350. vertexShader = parseIncludes( vertexShader );
  351. vertexShader = replaceLightNums( vertexShader, parameters );
  352. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  353. fragmentShader = parseIncludes( fragmentShader );
  354. fragmentShader = replaceLightNums( fragmentShader, parameters );
  355. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  356. vertexShader = unrollLoops( vertexShader );
  357. fragmentShader = unrollLoops( fragmentShader );
  358. if ( capabilities.isWebGL2 && ! material.isRawShaderMaterial ) {
  359. var isGLSL3ShaderMaterial = false;
  360. var versionRegex = /^\s*#version\s+300\s+es\s*\n/;
  361. if ( material.isShaderMaterial &&
  362. vertexShader.match( versionRegex ) !== null &&
  363. fragmentShader.match( versionRegex ) !== null ) {
  364. isGLSL3ShaderMaterial = true;
  365. vertexShader = vertexShader.replace( versionRegex, '' );
  366. fragmentShader = fragmentShader.replace( versionRegex, '' );
  367. }
  368. // GLSL 3.0 conversion
  369. prefixVertex = [
  370. '#version 300 es\n',
  371. '#define attribute in',
  372. '#define varying out',
  373. '#define texture2D texture'
  374. ].join( '\n' ) + '\n' + prefixVertex;
  375. prefixFragment = [
  376. '#version 300 es\n',
  377. '#define varying in',
  378. isGLSL3ShaderMaterial ? '' : 'out highp vec4 pc_fragColor;',
  379. isGLSL3ShaderMaterial ? '' : '#define gl_FragColor pc_fragColor',
  380. '#define gl_FragDepthEXT gl_FragDepth',
  381. '#define texture2D texture',
  382. '#define textureCube texture',
  383. '#define texture2DProj textureProj',
  384. '#define texture2DLodEXT textureLod',
  385. '#define texture2DProjLodEXT textureProjLod',
  386. '#define textureCubeLodEXT textureLod',
  387. '#define texture2DGradEXT textureGrad',
  388. '#define texture2DProjGradEXT textureProjGrad',
  389. '#define textureCubeGradEXT textureGrad'
  390. ].join( '\n' ) + '\n' + prefixFragment;
  391. }
  392. var vertexGlsl = prefixVertex + vertexShader;
  393. var fragmentGlsl = prefixFragment + fragmentShader;
  394. // console.log( '*VERTEX*', vertexGlsl );
  395. // console.log( '*FRAGMENT*', fragmentGlsl );
  396. var glVertexShader = WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl, renderer.debug.checkShaderErrors );
  397. var glFragmentShader = WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl, renderer.debug.checkShaderErrors );
  398. gl.attachShader( program, glVertexShader );
  399. gl.attachShader( program, glFragmentShader );
  400. // Force a particular attribute to index 0.
  401. if ( material.index0AttributeName !== undefined ) {
  402. gl.bindAttribLocation( program, 0, material.index0AttributeName );
  403. } else if ( parameters.morphTargets === true ) {
  404. // programs with morphTargets displace position out of attribute 0
  405. gl.bindAttribLocation( program, 0, 'position' );
  406. }
  407. gl.linkProgram( program );
  408. // check for link errors
  409. if ( renderer.debug.checkShaderErrors ) {
  410. var programLog = gl.getProgramInfoLog( program ).trim();
  411. var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  412. var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  413. var vertexErrors = getShaderErrors( gl, glVertexShader );
  414. var fragmentErrors = getShaderErrors( gl, glFragmentShader );
  415. var runnable = true;
  416. var haveDiagnostics = true;
  417. if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) {
  418. runnable = false;
  419. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), 'gl.VALIDATE_STATUS', gl.getProgramParameter( program, gl.VALIDATE_STATUS ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );
  420. } else if ( programLog !== '' ) {
  421. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  422. } else if ( vertexLog === '' || fragmentLog === '' ) {
  423. haveDiagnostics = false;
  424. }
  425. if ( haveDiagnostics ) {
  426. this.diagnostics = {
  427. runnable: runnable,
  428. material: material,
  429. programLog: programLog,
  430. vertexShader: {
  431. log: vertexLog,
  432. prefix: prefixVertex
  433. },
  434. fragmentShader: {
  435. log: fragmentLog,
  436. prefix: prefixFragment
  437. }
  438. };
  439. }
  440. }
  441. // clean up
  442. gl.deleteShader( glVertexShader );
  443. gl.deleteShader( glFragmentShader );
  444. // set up caching for uniform locations
  445. var cachedUniforms;
  446. this.getUniforms = function () {
  447. if ( cachedUniforms === undefined ) {
  448. cachedUniforms = new WebGLUniforms( gl, program, textures );
  449. }
  450. return cachedUniforms;
  451. };
  452. // set up caching for attribute locations
  453. var cachedAttributes;
  454. this.getAttributes = function () {
  455. if ( cachedAttributes === undefined ) {
  456. cachedAttributes = fetchAttributeLocations( gl, program );
  457. }
  458. return cachedAttributes;
  459. };
  460. // free resource
  461. this.destroy = function () {
  462. gl.deleteProgram( program );
  463. this.program = undefined;
  464. };
  465. // DEPRECATED
  466. Object.defineProperties( this, {
  467. uniforms: {
  468. get: function () {
  469. console.warn( 'THREE.WebGLProgram: .uniforms is now .getUniforms().' );
  470. return this.getUniforms();
  471. }
  472. },
  473. attributes: {
  474. get: function () {
  475. console.warn( 'THREE.WebGLProgram: .attributes is now .getAttributes().' );
  476. return this.getAttributes();
  477. }
  478. }
  479. } );
  480. //
  481. this.name = shader.name;
  482. this.id = programIdCount ++;
  483. this.code = code;
  484. this.usedTimes = 1;
  485. this.program = program;
  486. this.vertexShader = glVertexShader;
  487. this.fragmentShader = glFragmentShader;
  488. return this;
  489. }
  490. export { WebGLProgram };