WebGLProgram.js 19 KB

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  1. THREE.WebGLProgram = ( function () {
  2. var programIdCount = 0;
  3. // TODO: Combine the regex
  4. var structRe = /^([\w\d_]+)\.([\w\d_]+)$/;
  5. var arrayStructRe = /^([\w\d_]+)\[(\d+)\]\.([\w\d_]+)$/;
  6. var arrayRe = /^([\w\d_]+)\[0\]$/;
  7. function getEncodingComponents( encoding ) {
  8. switch ( encoding ) {
  9. case THREE.LinearEncoding:
  10. return [ 'Linear','( value )' ];
  11. case THREE.sRGBEncoding:
  12. return [ 'sRGB','( value )' ];
  13. case THREE.RGBEEncoding:
  14. return [ 'RGBE','( value )' ];
  15. case THREE.RGBM7Encoding:
  16. return [ 'RGBM','( value, 7.0 )' ];
  17. case THREE.RGBM16Encoding:
  18. return [ 'RGBM','( value, 16.0 )' ];
  19. case THREE.RGBDEncoding:
  20. return [ 'RGBD','( value, 256.0 )' ];
  21. case THREE.GammaEncoding:
  22. return [ 'Gamma','( value, float( GAMMA_FACTOR ) )' ];
  23. default:
  24. throw new Error( 'unsupported encoding: ' + encoding );
  25. }
  26. }
  27. function getTexelDecodingFunction( functionName, encoding ) {
  28. var components = getEncodingComponents( encoding );
  29. return "vec4 " + functionName + "( vec4 value ) { return " + components[ 0 ] + "ToLinear" + components[ 1 ] + "; }";
  30. }
  31. function getTexelEncodingFunction( functionName, encoding ) {
  32. var components = getEncodingComponents( encoding );
  33. return "vec4 " + functionName + "( vec4 value ) { return LinearTo" + components[ 0 ] + components[ 1 ] + "; }";
  34. }
  35. function getToneMappingFunction( functionName, toneMapping ) {
  36. var toneMappingName;
  37. switch( toneMapping ) {
  38. case THREE.LinearToneMapping:
  39. toneMappingName = "Linear";
  40. break;
  41. case THREE.ReinhardToneMapping:
  42. toneMappingName = "Reinhard";
  43. break;
  44. case THREE.Uncharted2ToneMapping:
  45. toneMappingName = "Uncharted2";
  46. break;
  47. case THREE.CineonToneMapping:
  48. toneMappingName = "OptimizedCineon";
  49. break;
  50. default:
  51. throw new Error( 'unsupported toneMapping: ' + toneMapping );
  52. }
  53. return "vec3 " + functionName + "( vec3 color ) { return " + toneMappingName + "ToneMapping( color ); }";
  54. }
  55. function generateExtensions( extensions, parameters, rendererExtensions ) {
  56. extensions = extensions || {};
  57. var chunks = [
  58. ( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.normalMap || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  59. ( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '',
  60. ( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : '',
  61. ( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : '',
  62. ];
  63. return chunks.filter( filterEmptyLine ).join( '\n' );
  64. }
  65. function generateDefines( defines ) {
  66. var chunks = [];
  67. for ( var name in defines ) {
  68. var value = defines[ name ];
  69. if ( value === false ) continue;
  70. chunks.push( '#define ' + name + ' ' + value );
  71. }
  72. return chunks.join( '\n' );
  73. }
  74. function fetchUniformLocations( gl, program, identifiers ) {
  75. var uniforms = {};
  76. var n = gl.getProgramParameter( program, gl.ACTIVE_UNIFORMS );
  77. for ( var i = 0; i < n; i ++ ) {
  78. var info = gl.getActiveUniform( program, i );
  79. var name = info.name;
  80. var location = gl.getUniformLocation( program, name );
  81. //console.log("THREE.WebGLProgram: ACTIVE UNIFORM:", name);
  82. var matches = structRe.exec( name );
  83. if ( matches ) {
  84. var structName = matches[ 1 ];
  85. var structProperty = matches[ 2 ];
  86. var uniformsStruct = uniforms[ structName ];
  87. if ( ! uniformsStruct ) {
  88. uniformsStruct = uniforms[ structName ] = {};
  89. }
  90. uniformsStruct[ structProperty ] = location;
  91. continue;
  92. }
  93. matches = arrayStructRe.exec( name );
  94. if ( matches ) {
  95. var arrayName = matches[ 1 ];
  96. var arrayIndex = matches[ 2 ];
  97. var arrayProperty = matches[ 3 ];
  98. var uniformsArray = uniforms[ arrayName ];
  99. if ( ! uniformsArray ) {
  100. uniformsArray = uniforms[ arrayName ] = [];
  101. }
  102. var uniformsArrayIndex = uniformsArray[ arrayIndex ];
  103. if ( ! uniformsArrayIndex ) {
  104. uniformsArrayIndex = uniformsArray[ arrayIndex ] = {};
  105. }
  106. uniformsArrayIndex[ arrayProperty ] = location;
  107. continue;
  108. }
  109. matches = arrayRe.exec( name );
  110. if ( matches ) {
  111. var arrayName = matches[ 1 ];
  112. uniforms[ arrayName ] = location;
  113. continue;
  114. }
  115. uniforms[ name ] = location;
  116. }
  117. return uniforms;
  118. }
  119. function fetchAttributeLocations( gl, program, identifiers ) {
  120. var attributes = {};
  121. var n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES );
  122. for ( var i = 0; i < n; i ++ ) {
  123. var info = gl.getActiveAttrib( program, i );
  124. var name = info.name;
  125. // console.log("THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:", name, i );
  126. attributes[ name ] = gl.getAttribLocation( program, name );
  127. }
  128. return attributes;
  129. }
  130. function filterEmptyLine( string ) {
  131. return string !== '';
  132. }
  133. function replaceLightNums( string, parameters ) {
  134. return string
  135. .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  136. .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  137. .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  138. .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights );
  139. }
  140. function parseIncludes( string ) {
  141. var pattern = /#include +<([\w\d.]+)>/g;
  142. function replace( match, include ) {
  143. var replace = THREE.ShaderChunk[ include ];
  144. if ( replace === undefined ) {
  145. throw new Error( 'Can not resolve #include <' + include + '>' );
  146. }
  147. return parseIncludes( replace );
  148. }
  149. return string.replace( pattern, replace );
  150. }
  151. function unrollLoops( string ) {
  152. var pattern = /for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  153. function replace( match, start, end, snippet ) {
  154. var unroll = '';
  155. for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
  156. unroll += snippet.replace( /\[ i \]/g, '[ ' + i + ' ]' );
  157. }
  158. return unroll;
  159. }
  160. return string.replace( pattern, replace );
  161. }
  162. return function WebGLProgram( renderer, code, material, parameters ) {
  163. var gl = renderer.context;
  164. var extensions = material.extensions;
  165. var defines = material.defines;
  166. var vertexShader = material.__webglShader.vertexShader;
  167. var fragmentShader = material.__webglShader.fragmentShader;
  168. var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  169. if ( parameters.shadowMapType === THREE.PCFShadowMap ) {
  170. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  171. } else if ( parameters.shadowMapType === THREE.PCFSoftShadowMap ) {
  172. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  173. }
  174. var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  175. var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  176. var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  177. if ( parameters.envMap ) {
  178. switch ( material.envMap.mapping ) {
  179. case THREE.CubeReflectionMapping:
  180. case THREE.CubeRefractionMapping:
  181. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  182. break;
  183. case THREE.CubeUVReflectionMapping:
  184. case THREE.CubeUVRefractionMapping:
  185. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  186. break;
  187. case THREE.EquirectangularReflectionMapping:
  188. case THREE.EquirectangularRefractionMapping:
  189. envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  190. break;
  191. case THREE.SphericalReflectionMapping:
  192. envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
  193. break;
  194. }
  195. switch ( material.envMap.mapping ) {
  196. case THREE.CubeRefractionMapping:
  197. case THREE.EquirectangularRefractionMapping:
  198. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  199. break;
  200. }
  201. switch ( material.combine ) {
  202. case THREE.MultiplyOperation:
  203. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  204. break;
  205. case THREE.MixOperation:
  206. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  207. break;
  208. case THREE.AddOperation:
  209. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  210. break;
  211. }
  212. }
  213. var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  214. // console.log( 'building new program ' );
  215. //
  216. var customExtensions = generateExtensions( extensions, parameters, renderer.extensions );
  217. var customDefines = generateDefines( defines );
  218. //
  219. var program = gl.createProgram();
  220. var prefixVertex, prefixFragment;
  221. if ( material instanceof THREE.RawShaderMaterial ) {
  222. prefixVertex = '';
  223. prefixFragment = '';
  224. } else {
  225. prefixVertex = [
  226. 'precision ' + parameters.precision + ' float;',
  227. 'precision ' + parameters.precision + ' int;',
  228. '#define SHADER_NAME ' + material.__webglShader.name,
  229. customDefines,
  230. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  231. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  232. '#define MAX_BONES ' + parameters.maxBones,
  233. parameters.map ? '#define USE_MAP' : '',
  234. parameters.envMap ? '#define USE_ENVMAP' : '',
  235. parameters.envMap ? '#define ' + envMapModeDefine : '',
  236. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  237. parameters.aoMap ? '#define USE_AOMAP' : '',
  238. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  239. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  240. parameters.normalMap ? '#define USE_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.vertexColors ? '#define USE_COLOR' : '',
  247. parameters.flatShading ? '#define FLAT_SHADED' : '',
  248. parameters.skinning ? '#define USE_SKINNING' : '',
  249. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  250. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  251. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  252. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  253. parameters.flipSided ? '#define FLIP_SIDED' : '',
  254. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  255. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  256. parameters.pointLightShadows > 0 ? '#define POINT_LIGHT_SHADOWS' : '',
  257. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  258. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  259. parameters.logarithmicDepthBuffer && renderer.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_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 ' + material.__webglShader.name,
  300. customDefines,
  301. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest : '',
  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.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.specularMap ? '#define USE_SPECULARMAP' : '',
  316. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  317. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  318. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  319. parameters.vertexColors ? '#define USE_COLOR' : '',
  320. parameters.flatShading ? '#define FLAT_SHADED' : '',
  321. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  322. parameters.flipSided ? '#define FLIP_SIDED' : '',
  323. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  324. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  325. parameters.pointLightShadows > 0 ? '#define POINT_LIGHT_SHADOWS' : '',
  326. parameters.premultipliedAlpha ? "#define PREMULTIPLIED_ALPHA" : '',
  327. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  328. parameters.logarithmicDepthBuffer && renderer.extensions.get( 'EXT_frag_depth' ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  329. parameters.envMap && renderer.extensions.get( 'EXT_shader_texture_lod' ) ? '#define TEXTURE_LOD_EXT' : '',
  330. 'uniform mat4 viewMatrix;',
  331. 'uniform vec3 cameraPosition;',
  332. ( parameters.toneMapping !== THREE.NoToneMapping ) ? "#define TONE_MAPPING" : '',
  333. ( parameters.toneMapping !== THREE.NoToneMapping ) ? THREE.ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  334. ( parameters.toneMapping !== THREE.NoToneMapping ) ? getToneMappingFunction( "toneMapping", parameters.toneMapping ) : '',
  335. ( parameters.outputEncoding || parameters.mapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding ) ? THREE.ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below
  336. parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  337. parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  338. parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  339. parameters.outputEncoding ? getTexelEncodingFunction( "linearToOutputTexel", parameters.outputEncoding ) : '',
  340. '\n'
  341. ].filter( filterEmptyLine ).join( '\n' );
  342. }
  343. vertexShader = parseIncludes( vertexShader, parameters );
  344. vertexShader = replaceLightNums( vertexShader, parameters );
  345. fragmentShader = parseIncludes( fragmentShader, parameters );
  346. fragmentShader = replaceLightNums( fragmentShader, parameters );
  347. if ( material instanceof THREE.ShaderMaterial === false ) {
  348. vertexShader = unrollLoops( vertexShader );
  349. fragmentShader = unrollLoops( fragmentShader );
  350. }
  351. var vertexGlsl = prefixVertex + vertexShader;
  352. var fragmentGlsl = prefixFragment + fragmentShader;
  353. // console.log( '*VERTEX*', vertexGlsl );
  354. // console.log( '*FRAGMENT*', fragmentGlsl );
  355. var glVertexShader = THREE.WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl );
  356. var glFragmentShader = THREE.WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl );
  357. gl.attachShader( program, glVertexShader );
  358. gl.attachShader( program, glFragmentShader );
  359. // Force a particular attribute to index 0.
  360. if ( material.index0AttributeName !== undefined ) {
  361. gl.bindAttribLocation( program, 0, material.index0AttributeName );
  362. } else if ( parameters.morphTargets === true ) {
  363. // programs with morphTargets displace position out of attribute 0
  364. gl.bindAttribLocation( program, 0, 'position' );
  365. }
  366. gl.linkProgram( program );
  367. var programLog = gl.getProgramInfoLog( program );
  368. var vertexLog = gl.getShaderInfoLog( glVertexShader );
  369. var fragmentLog = gl.getShaderInfoLog( glFragmentShader );
  370. var runnable = true;
  371. var haveDiagnostics = true;
  372. // console.log( '**VERTEX**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glVertexShader ) );
  373. // console.log( '**FRAGMENT**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glFragmentShader ) );
  374. if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) {
  375. runnable = false;
  376. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), 'gl.VALIDATE_STATUS', gl.getProgramParameter( program, gl.VALIDATE_STATUS ), 'gl.getProgramInfoLog', programLog, vertexLog, fragmentLog );
  377. } else if ( programLog !== '' ) {
  378. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  379. } else if ( vertexLog === '' || fragmentLog === '' ) {
  380. haveDiagnostics = false;
  381. }
  382. if ( haveDiagnostics ) {
  383. this.diagnostics = {
  384. runnable: runnable,
  385. material: material,
  386. programLog: programLog,
  387. vertexShader: {
  388. log: vertexLog,
  389. prefix: prefixVertex
  390. },
  391. fragmentShader: {
  392. log: fragmentLog,
  393. prefix: prefixFragment
  394. }
  395. };
  396. }
  397. // clean up
  398. gl.deleteShader( glVertexShader );
  399. gl.deleteShader( glFragmentShader );
  400. // set up caching for uniform locations
  401. var cachedUniforms;
  402. this.getUniforms = function() {
  403. if ( cachedUniforms === undefined ) {
  404. cachedUniforms = fetchUniformLocations( gl, program );
  405. }
  406. return cachedUniforms;
  407. };
  408. // set up caching for attribute locations
  409. var cachedAttributes;
  410. this.getAttributes = function() {
  411. if ( cachedAttributes === undefined ) {
  412. cachedAttributes = fetchAttributeLocations( gl, program );
  413. }
  414. return cachedAttributes;
  415. };
  416. // free resource
  417. this.destroy = function() {
  418. gl.deleteProgram( program );
  419. this.program = undefined;
  420. };
  421. // DEPRECATED
  422. Object.defineProperties( this, {
  423. uniforms: {
  424. get: function() {
  425. console.warn( 'THREE.WebGLProgram: .uniforms is now .getUniforms().' );
  426. return this.getUniforms();
  427. }
  428. },
  429. attributes: {
  430. get: function() {
  431. console.warn( 'THREE.WebGLProgram: .attributes is now .getAttributes().' );
  432. return this.getAttributes();
  433. }
  434. }
  435. } );
  436. //
  437. this.id = programIdCount ++;
  438. this.code = code;
  439. this.usedTimes = 1;
  440. this.program = program;
  441. this.vertexShader = glVertexShader;
  442. this.fragmentShader = glFragmentShader;
  443. return this;
  444. };
  445. } )();