WebGLProgram.js 12 KB

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  1. THREE.WebGLProgram = ( function () {
  2. var programIdCount = 0;
  3. function generateDefines( defines ) {
  4. var chunks = [];
  5. for ( var name in defines ) {
  6. var value = defines[ name ];
  7. if ( value === false ) continue;
  8. chunks.push( '#define ' + name + ' ' + value );
  9. }
  10. return chunks.join( '\n' );
  11. }
  12. function fetchUniformLocations( gl, program, identifiers ) {
  13. var uniforms = {};
  14. var n = gl.getProgramParameter( program, gl.ACTIVE_UNIFORMS );
  15. for ( var i = 0; i < n; i ++ ) {
  16. var info = gl.getActiveUniform( program , i );
  17. var name = info.name;
  18. var location = gl.getUniformLocation( program, name );
  19. //console.log("THREE.WebGLProgram: ACTIVE UNIFORM:", name);
  20. var suffixPos = name.lastIndexOf( '[0]' );
  21. if ( suffixPos !== -1 && suffixPos === name.length - 3 ) {
  22. uniforms[ name.substr( 0, suffixPos ) ] = location;
  23. }
  24. uniforms[ name ] = location;
  25. }
  26. return uniforms;
  27. }
  28. function fetchAttributeLocations( gl, program, identifiers ) {
  29. var attributes = {};
  30. var n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES );
  31. for ( var i = 0; i < n; i ++ ) {
  32. var info = gl.getActiveAttrib( program , i );
  33. var name = info.name;
  34. //console.log("THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:", name);
  35. attributes[ name ] = gl.getAttribLocation( program, name );
  36. }
  37. return attributes;
  38. }
  39. function filterEmptyLine( string ) {
  40. return string !== '';
  41. }
  42. return function ( renderer, code, material, parameters ) {
  43. var gl = renderer.context;
  44. var defines = material.defines;
  45. var vertexShader = material.__webglShader.vertexShader;
  46. var fragmentShader = material.__webglShader.fragmentShader;
  47. var index0AttributeName = material.index0AttributeName;
  48. /*
  49. if ( index0AttributeName === undefined && parameters.morphTargets === true ) {
  50. // programs with morphTargets displace position out of attribute 0
  51. index0AttributeName = 'position';
  52. }
  53. */
  54. var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  55. if ( parameters.shadowMapType === THREE.PCFShadowMap ) {
  56. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  57. } else if ( parameters.shadowMapType === THREE.PCFSoftShadowMap ) {
  58. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  59. }
  60. var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  61. var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  62. var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  63. if ( parameters.envMap ) {
  64. switch ( material.envMap.mapping ) {
  65. case THREE.CubeReflectionMapping:
  66. case THREE.CubeRefractionMapping:
  67. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  68. break;
  69. case THREE.EquirectangularReflectionMapping:
  70. case THREE.EquirectangularRefractionMapping:
  71. envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  72. break;
  73. case THREE.SphericalReflectionMapping:
  74. envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
  75. break;
  76. }
  77. switch ( material.envMap.mapping ) {
  78. case THREE.CubeRefractionMapping:
  79. case THREE.EquirectangularRefractionMapping:
  80. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  81. break;
  82. }
  83. switch ( material.combine ) {
  84. case THREE.MultiplyOperation:
  85. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  86. break;
  87. case THREE.MixOperation:
  88. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  89. break;
  90. case THREE.AddOperation:
  91. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  92. break;
  93. }
  94. }
  95. var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  96. // console.log( 'building new program ' );
  97. //
  98. var customDefines = generateDefines( defines );
  99. //
  100. var program = gl.createProgram();
  101. var prefixVertex, prefixFragment;
  102. if ( material instanceof THREE.RawShaderMaterial ) {
  103. prefixVertex = '';
  104. prefixFragment = '';
  105. } else {
  106. prefixVertex = [
  107. 'precision ' + parameters.precision + ' float;',
  108. 'precision ' + parameters.precision + ' int;',
  109. '#define SHADER_NAME ' + material.__webglShader.name,
  110. customDefines,
  111. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  112. renderer.gammaInput ? '#define GAMMA_INPUT' : '',
  113. renderer.gammaOutput ? '#define GAMMA_OUTPUT' : '',
  114. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  115. '#define MAX_DIR_LIGHTS ' + parameters.maxDirLights,
  116. '#define MAX_POINT_LIGHTS ' + parameters.maxPointLights,
  117. '#define MAX_SPOT_LIGHTS ' + parameters.maxSpotLights,
  118. '#define MAX_HEMI_LIGHTS ' + parameters.maxHemiLights,
  119. '#define MAX_SHADOWS ' + parameters.maxShadows,
  120. '#define MAX_BONES ' + parameters.maxBones,
  121. parameters.map ? '#define USE_MAP' : '',
  122. parameters.envMap ? '#define USE_ENVMAP' : '',
  123. parameters.envMap ? '#define ' + envMapModeDefine : '',
  124. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  125. parameters.aoMap ? '#define USE_AOMAP' : '',
  126. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  127. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  128. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  129. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  130. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  131. parameters.vertexColors ? '#define USE_COLOR' : '',
  132. parameters.flatShading ? '#define FLAT_SHADED': '',
  133. parameters.skinning ? '#define USE_SKINNING' : '',
  134. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  135. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  136. parameters.morphNormals ? '#define USE_MORPHNORMALS' : '',
  137. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  138. parameters.flipSided ? '#define FLIP_SIDED' : '',
  139. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  140. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  141. parameters.shadowMapDebug ? '#define SHADOWMAP_DEBUG' : '',
  142. parameters.shadowMapCascade ? '#define SHADOWMAP_CASCADE' : '',
  143. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  144. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  145. parameters.logarithmicDepthBuffer && renderer.extensions.get('EXT_frag_depth') ? '#define USE_LOGDEPTHBUF_EXT' : '',
  146. 'uniform mat4 modelMatrix;',
  147. 'uniform mat4 modelViewMatrix;',
  148. 'uniform mat4 projectionMatrix;',
  149. 'uniform mat4 viewMatrix;',
  150. 'uniform mat3 normalMatrix;',
  151. 'uniform vec3 cameraPosition;',
  152. 'attribute vec3 position;',
  153. 'attribute vec3 normal;',
  154. 'attribute vec2 uv;',
  155. '#ifdef USE_COLOR',
  156. ' attribute vec3 color;',
  157. '#endif',
  158. '#ifdef USE_MORPHTARGETS',
  159. ' attribute vec3 morphTarget0;',
  160. ' attribute vec3 morphTarget1;',
  161. ' attribute vec3 morphTarget2;',
  162. ' attribute vec3 morphTarget3;',
  163. ' #ifdef USE_MORPHNORMALS',
  164. ' attribute vec3 morphNormal0;',
  165. ' attribute vec3 morphNormal1;',
  166. ' attribute vec3 morphNormal2;',
  167. ' attribute vec3 morphNormal3;',
  168. ' #else',
  169. ' attribute vec3 morphTarget4;',
  170. ' attribute vec3 morphTarget5;',
  171. ' attribute vec3 morphTarget6;',
  172. ' attribute vec3 morphTarget7;',
  173. ' #endif',
  174. '#endif',
  175. '#ifdef USE_SKINNING',
  176. ' attribute vec4 skinIndex;',
  177. ' attribute vec4 skinWeight;',
  178. '#endif',
  179. '\n'
  180. ].filter( filterEmptyLine ).join( '\n' );
  181. prefixFragment = [
  182. ( parameters.bumpMap || parameters.normalMap || parameters.flatShading || material.derivatives ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  183. 'precision ' + parameters.precision + ' float;',
  184. 'precision ' + parameters.precision + ' int;',
  185. '#define SHADER_NAME ' + material.__webglShader.name,
  186. customDefines,
  187. '#define MAX_DIR_LIGHTS ' + parameters.maxDirLights,
  188. '#define MAX_POINT_LIGHTS ' + parameters.maxPointLights,
  189. '#define MAX_SPOT_LIGHTS ' + parameters.maxSpotLights,
  190. '#define MAX_HEMI_LIGHTS ' + parameters.maxHemiLights,
  191. '#define MAX_SHADOWS ' + parameters.maxShadows,
  192. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest : '',
  193. renderer.gammaInput ? '#define GAMMA_INPUT' : '',
  194. renderer.gammaOutput ? '#define GAMMA_OUTPUT' : '',
  195. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  196. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  197. ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '',
  198. parameters.map ? '#define USE_MAP' : '',
  199. parameters.envMap ? '#define USE_ENVMAP' : '',
  200. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  201. parameters.envMap ? '#define ' + envMapModeDefine : '',
  202. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  203. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  204. parameters.aoMap ? '#define USE_AOMAP' : '',
  205. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  206. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  207. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  208. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  209. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  210. parameters.vertexColors ? '#define USE_COLOR' : '',
  211. parameters.flatShading ? '#define FLAT_SHADED': '',
  212. parameters.metal ? '#define METAL' : '',
  213. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  214. parameters.flipSided ? '#define FLIP_SIDED' : '',
  215. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  216. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  217. parameters.shadowMapDebug ? '#define SHADOWMAP_DEBUG' : '',
  218. parameters.shadowMapCascade ? '#define SHADOWMAP_CASCADE' : '',
  219. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  220. parameters.logarithmicDepthBuffer && renderer.extensions.get('EXT_frag_depth') ? '#define USE_LOGDEPTHBUF_EXT' : '',
  221. 'uniform mat4 viewMatrix;',
  222. 'uniform vec3 cameraPosition;',
  223. '\n'
  224. ].filter( filterEmptyLine ).join( '\n' );
  225. }
  226. var vertexGlsl = prefixVertex + vertexShader;
  227. var fragmentGlsl = prefixFragment + fragmentShader;
  228. var glVertexShader = THREE.WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl );
  229. var glFragmentShader = THREE.WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl );
  230. gl.attachShader( program, glVertexShader );
  231. gl.attachShader( program, glFragmentShader );
  232. if ( index0AttributeName !== undefined ) {
  233. // Force a particular attribute to index 0.
  234. // because potentially expensive emulation is done by browser if attribute 0 is disabled.
  235. // And, color, for example is often automatically bound to index 0 so disabling it
  236. gl.bindAttribLocation( program, 0, index0AttributeName );
  237. }
  238. gl.linkProgram( program );
  239. var programLog = gl.getProgramInfoLog( program );
  240. var vertexLog = gl.getShaderInfoLog( glVertexShader );
  241. var fragmentLog = gl.getShaderInfoLog( glFragmentShader );
  242. var runnable = true;
  243. var haveDiagnostics = true;
  244. if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) {
  245. runnable = false;
  246. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), 'gl.VALIDATE_STATUS', gl.getProgramParameter( program, gl.VALIDATE_STATUS ), 'gl.getProgramInfoLog', programLog, vertexLog, fragmentLog );
  247. } else if ( programLog !== '' ) {
  248. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  249. } else if ( vertexLog === '' || fragmentLog === '' ) {
  250. haveDiagnostics = false;
  251. }
  252. if ( haveDiagnostics ) {
  253. this.diagnostics = {
  254. runnable: runnable,
  255. material: material,
  256. programLog: programLog,
  257. vertexShader: {
  258. log: vertexLog,
  259. prefix: prefixVertex
  260. },
  261. fragmentShader: {
  262. log: fragmentLog,
  263. prefix: prefixFragment
  264. }
  265. };
  266. }
  267. // clean up
  268. gl.deleteShader( glVertexShader );
  269. gl.deleteShader( glFragmentShader );
  270. // set up caching for uniform locations
  271. var cachedUniforms;
  272. this.getUniforms = function() {
  273. if ( cachedUniforms === undefined ) {
  274. cachedUniforms = fetchUniformLocations( gl, program );
  275. }
  276. return cachedUniforms;
  277. };
  278. // set up caching for attribute locations
  279. var cachedAttributes;
  280. this.getAttributes = function() {
  281. if ( cachedAttributes === undefined ) {
  282. cachedAttributes = fetchAttributeLocations( gl, program );
  283. }
  284. return cachedAttributes;
  285. };
  286. // DEPRECATED
  287. Object.defineProperties( this, {
  288. uniforms: {
  289. get: function() {
  290. console.warn( 'THREE.WebGLProgram: .uniforms is now .getUniforms().' );
  291. return this.getUniforms();
  292. }
  293. },
  294. attributes: {
  295. get: function() {
  296. console.warn( 'THREE.WebGLProgram: .attributes is now .getAttributes().' );
  297. return this.getAttributes();
  298. }
  299. }
  300. });
  301. //
  302. this.id = programIdCount ++;
  303. this.code = code;
  304. this.usedTimes = 1;
  305. this.program = program;
  306. this.vertexShader = glVertexShader;
  307. this.fragmentShader = glFragmentShader;
  308. return this;
  309. };
  310. } )();