WebGLProgram.js 10 KB

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  1. THREE.WebGLProgram = ( function () {
  2. var programIdCount = 0;
  3. var generateDefines = function ( defines ) {
  4. var value, chunk, chunks = [];
  5. for ( var d in defines ) {
  6. value = defines[ d ];
  7. if ( value === false ) continue;
  8. chunk = "#define " + d + " " + value;
  9. chunks.push( chunk );
  10. }
  11. return chunks.join( "\n" );
  12. };
  13. var cacheUniformLocations = function ( gl, program, identifiers ) {
  14. var uniforms = {};
  15. for ( var i = 0, l = identifiers.length; i < l; i ++ ) {
  16. var id = identifiers[ i ];
  17. uniforms[ id ] = gl.getUniformLocation( program, id );
  18. }
  19. return uniforms;
  20. };
  21. var cacheAttributeLocations = function ( gl, program, identifiers ) {
  22. var attributes = {};
  23. for ( var i = 0, l = identifiers.length; i < l; i ++ ) {
  24. var id = identifiers[ i ];
  25. attributes[ id ] = gl.getAttribLocation( program, id );
  26. }
  27. return attributes;
  28. };
  29. return function ( renderer, code, material, parameters ) {
  30. var _this = renderer;
  31. var _gl = _this.context;
  32. var defines = material.defines;
  33. var uniforms = material.__webglShader.uniforms;
  34. var attributes = material.attributes;
  35. var vertexShader = material.__webglShader.vertexShader;
  36. var fragmentShader = material.__webglShader.fragmentShader;
  37. var index0AttributeName = material.index0AttributeName;
  38. if ( index0AttributeName === undefined && parameters.morphTargets === true ) {
  39. // programs with morphTargets displace position out of attribute 0
  40. index0AttributeName = 'position';
  41. }
  42. var shadowMapTypeDefine = "SHADOWMAP_TYPE_BASIC";
  43. if ( parameters.shadowMapType === THREE.PCFShadowMap ) {
  44. shadowMapTypeDefine = "SHADOWMAP_TYPE_PCF";
  45. } else if ( parameters.shadowMapType === THREE.PCFSoftShadowMap ) {
  46. shadowMapTypeDefine = "SHADOWMAP_TYPE_PCF_SOFT";
  47. }
  48. var envMapTypeDefine = null;
  49. if ( parameters.envMap ) {
  50. switch ( material.envMap.mapping ) {
  51. case THREE.CubeReflectionMapping:
  52. case THREE.CubeRefractionMapping:
  53. envMapTypeDefine = "ENVMAP_TYPE_CUBE";
  54. break;
  55. case THREE.SphericalReflectionMapping:
  56. case THREE.SphericalRefractionMapping:
  57. envMapTypeDefine = "ENVMAP_TYPE_SPHERE";
  58. break;
  59. case THREE.EquirectangularReflectionMapping:
  60. case THREE.EquirectangularRefractionMapping:
  61. envMapTypeDefine = "ENVMAP_TYPE_EQUIREC";
  62. break;
  63. }
  64. }
  65. // console.log( "building new program " );
  66. //
  67. var customDefines = generateDefines( defines );
  68. //
  69. var program = _gl.createProgram();
  70. var prefix_vertex, prefix_fragment;
  71. if ( material instanceof THREE.RawShaderMaterial ) {
  72. prefix_vertex = '';
  73. prefix_fragment = '';
  74. } else {
  75. prefix_vertex = [
  76. "precision " + parameters.precision + " float;",
  77. "precision " + parameters.precision + " int;",
  78. customDefines,
  79. parameters.supportsVertexTextures ? "#define VERTEX_TEXTURES" : "",
  80. _this.gammaInput ? "#define GAMMA_INPUT" : "",
  81. _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
  82. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  83. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  84. "#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
  85. "#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
  86. "#define MAX_SHADOWS " + parameters.maxShadows,
  87. "#define MAX_BONES " + parameters.maxBones,
  88. parameters.map ? "#define USE_MAP" : "",
  89. parameters.envMap ? "#define USE_ENVMAP" : "",
  90. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  91. parameters.bumpMap ? "#define USE_BUMPMAP" : "",
  92. parameters.normalMap ? "#define USE_NORMALMAP" : "",
  93. parameters.specularMap ? "#define USE_SPECULARMAP" : "",
  94. parameters.alphaMap ? "#define USE_ALPHAMAP" : "",
  95. parameters.vertexColors ? "#define USE_COLOR" : "",
  96. parameters.skinning ? "#define USE_SKINNING" : "",
  97. parameters.useVertexTexture ? "#define BONE_TEXTURE" : "",
  98. parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
  99. parameters.morphNormals ? "#define USE_MORPHNORMALS" : "",
  100. parameters.wrapAround ? "#define WRAP_AROUND" : "",
  101. parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
  102. parameters.flipSided ? "#define FLIP_SIDED" : "",
  103. parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
  104. parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
  105. parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
  106. parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
  107. parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",
  108. parameters.logarithmicDepthBuffer ? "#define USE_LOGDEPTHBUF" : "",
  109. //_this._glExtensionFragDepth ? "#define USE_LOGDEPTHBUF_EXT" : "",
  110. "uniform mat4 modelMatrix;",
  111. "uniform mat4 modelViewMatrix;",
  112. "uniform mat4 projectionMatrix;",
  113. "uniform mat4 viewMatrix;",
  114. "uniform mat3 normalMatrix;",
  115. "uniform vec3 cameraPosition;",
  116. "attribute vec3 position;",
  117. "attribute vec3 normal;",
  118. "attribute vec2 uv;",
  119. "attribute vec2 uv2;",
  120. "#ifdef USE_COLOR",
  121. " attribute vec3 color;",
  122. "#endif",
  123. "#ifdef USE_MORPHTARGETS",
  124. " attribute vec3 morphTarget0;",
  125. " attribute vec3 morphTarget1;",
  126. " attribute vec3 morphTarget2;",
  127. " attribute vec3 morphTarget3;",
  128. " #ifdef USE_MORPHNORMALS",
  129. " attribute vec3 morphNormal0;",
  130. " attribute vec3 morphNormal1;",
  131. " attribute vec3 morphNormal2;",
  132. " attribute vec3 morphNormal3;",
  133. " #else",
  134. " attribute vec3 morphTarget4;",
  135. " attribute vec3 morphTarget5;",
  136. " attribute vec3 morphTarget6;",
  137. " attribute vec3 morphTarget7;",
  138. " #endif",
  139. "#endif",
  140. "#ifdef USE_SKINNING",
  141. " attribute vec4 skinIndex;",
  142. " attribute vec4 skinWeight;",
  143. "#endif",
  144. ""
  145. ].join( '\n' );
  146. prefix_fragment = [
  147. "precision " + parameters.precision + " float;",
  148. "precision " + parameters.precision + " int;",
  149. ( parameters.bumpMap || parameters.normalMap ) ? "#extension GL_OES_standard_derivatives : enable" : "",
  150. customDefines,
  151. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  152. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  153. "#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
  154. "#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
  155. "#define MAX_SHADOWS " + parameters.maxShadows,
  156. parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "",
  157. _this.gammaInput ? "#define GAMMA_INPUT" : "",
  158. _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
  159. ( parameters.useFog && parameters.fog ) ? "#define USE_FOG" : "",
  160. ( parameters.useFog && parameters.fogExp ) ? "#define FOG_EXP2" : "",
  161. parameters.map ? "#define USE_MAP" : "",
  162. parameters.envMap ? "#define USE_ENVMAP" : "",
  163. envMapTypeDefine ? "#define " + envMapTypeDefine : "",
  164. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  165. parameters.bumpMap ? "#define USE_BUMPMAP" : "",
  166. parameters.normalMap ? "#define USE_NORMALMAP" : "",
  167. parameters.specularMap ? "#define USE_SPECULARMAP" : "",
  168. parameters.alphaMap ? "#define USE_ALPHAMAP" : "",
  169. parameters.vertexColors ? "#define USE_COLOR" : "",
  170. parameters.metal ? "#define METAL" : "",
  171. parameters.wrapAround ? "#define WRAP_AROUND" : "",
  172. parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
  173. parameters.flipSided ? "#define FLIP_SIDED" : "",
  174. parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
  175. parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
  176. parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
  177. parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
  178. parameters.logarithmicDepthBuffer ? "#define USE_LOGDEPTHBUF" : "",
  179. //_this._glExtensionFragDepth ? "#define USE_LOGDEPTHBUF_EXT" : "",
  180. "uniform mat4 viewMatrix;",
  181. "uniform vec3 cameraPosition;",
  182. ""
  183. ].join( '\n' );
  184. }
  185. var glVertexShader = new THREE.WebGLShader( _gl, _gl.VERTEX_SHADER, prefix_vertex + vertexShader );
  186. var glFragmentShader = new THREE.WebGLShader( _gl, _gl.FRAGMENT_SHADER, prefix_fragment + fragmentShader );
  187. _gl.attachShader( program, glVertexShader );
  188. _gl.attachShader( program, glFragmentShader );
  189. if ( index0AttributeName !== undefined ) {
  190. // Force a particular attribute to index 0.
  191. // because potentially expensive emulation is done by browser if attribute 0 is disabled.
  192. // And, color, for example is often automatically bound to index 0 so disabling it
  193. _gl.bindAttribLocation( program, 0, index0AttributeName );
  194. }
  195. _gl.linkProgram( program );
  196. if ( _gl.getProgramParameter( program, _gl.LINK_STATUS ) === false ) {
  197. console.error( 'THREE.WebGLProgram: Could not initialise shader.' );
  198. console.error( 'gl.VALIDATE_STATUS', _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) );
  199. console.error( 'gl.getError()', _gl.getError() );
  200. }
  201. if ( _gl.getProgramInfoLog( program ) !== '' ) {
  202. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', _gl.getProgramInfoLog( program ) );
  203. }
  204. // clean up
  205. _gl.deleteShader( glVertexShader );
  206. _gl.deleteShader( glFragmentShader );
  207. // cache uniform locations
  208. var identifiers = [
  209. 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'modelMatrix', 'cameraPosition', 'morphTargetInfluences', 'bindMatrix', 'bindMatrixInverse'
  210. ];
  211. if ( parameters.useVertexTexture ) {
  212. identifiers.push( 'boneTexture' );
  213. identifiers.push( 'boneTextureWidth' );
  214. identifiers.push( 'boneTextureHeight' );
  215. } else {
  216. identifiers.push( 'boneGlobalMatrices' );
  217. }
  218. if ( parameters.logarithmicDepthBuffer ) {
  219. identifiers.push('logDepthBufFC');
  220. }
  221. for ( var u in uniforms ) {
  222. identifiers.push( u );
  223. }
  224. this.uniforms = cacheUniformLocations( _gl, program, identifiers );
  225. // cache attributes locations
  226. identifiers = [
  227. "position", "normal", "uv", "uv2", "tangent", "color",
  228. "skinIndex", "skinWeight", "lineDistance"
  229. ];
  230. for ( var i = 0; i < parameters.maxMorphTargets; i ++ ) {
  231. identifiers.push( "morphTarget" + i );
  232. }
  233. for ( var i = 0; i < parameters.maxMorphNormals; i ++ ) {
  234. identifiers.push( "morphNormal" + i );
  235. }
  236. for ( var a in attributes ) {
  237. identifiers.push( a );
  238. }
  239. this.attributes = cacheAttributeLocations( _gl, program, identifiers );
  240. this.attributesKeys = Object.keys( this.attributes );
  241. //
  242. this.id = programIdCount ++;
  243. this.code = code;
  244. this.usedTimes = 1;
  245. this.program = program;
  246. this.vertexShader = glVertexShader;
  247. this.fragmentShader = glFragmentShader;
  248. return this;
  249. };
  250. } )();