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