WebGLProgram.js 23 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, EquirectangularReflectionMapping, CubeUVRefractionMapping, CubeUVReflectionMapping, CubeReflectionMapping, PCFSoftShadowMap, PCFShadowMap, VSMShadowMap, ACESFilmicToneMapping, CineonToneMapping, CustomToneMapping, ReinhardToneMapping, LinearToneMapping, GammaEncoding, RGBDEncoding, RGBM16Encoding, RGBM7Encoding, RGBEEncoding, sRGBEncoding, LinearEncoding, LogLuvEncoding } from '../../constants.js';
  8. let programIdCount = 0;
  9. function addLineNumbers( string ) {
  10. const lines = string.split( '\n' );
  11. for ( let 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. console.warn( 'THREE.WebGLProgram: Unsupported encoding:', encoding );
  36. return [ 'Linear', '( value )' ];
  37. }
  38. }
  39. function getShaderErrors( gl, shader, type ) {
  40. const status = gl.getShaderParameter( shader, gl.COMPILE_STATUS );
  41. const log = gl.getShaderInfoLog( shader ).trim();
  42. if ( status && log === '' ) return '';
  43. // --enable-privileged-webgl-extension
  44. // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  45. const source = gl.getShaderSource( shader );
  46. return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers( source );
  47. }
  48. function getTexelDecodingFunction( functionName, encoding ) {
  49. const components = getEncodingComponents( encoding );
  50. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';
  51. }
  52. function getTexelEncodingFunction( functionName, encoding ) {
  53. const components = getEncodingComponents( encoding );
  54. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
  55. }
  56. function getToneMappingFunction( functionName, toneMapping ) {
  57. let toneMappingName;
  58. switch ( toneMapping ) {
  59. case LinearToneMapping:
  60. toneMappingName = 'Linear';
  61. break;
  62. case ReinhardToneMapping:
  63. toneMappingName = 'Reinhard';
  64. break;
  65. case CineonToneMapping:
  66. toneMappingName = 'OptimizedCineon';
  67. break;
  68. case ACESFilmicToneMapping:
  69. toneMappingName = 'ACESFilmic';
  70. break;
  71. case CustomToneMapping:
  72. toneMappingName = 'Custom';
  73. break;
  74. default:
  75. console.warn( 'THREE.WebGLProgram: Unsupported toneMapping:', toneMapping );
  76. toneMappingName = 'Linear';
  77. }
  78. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  79. }
  80. function generateExtensions( parameters ) {
  81. const chunks = [
  82. ( parameters.extensionDerivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  83. ( parameters.extensionFragDepth || parameters.logarithmicDepthBuffer ) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '',
  84. ( parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ) ? '#extension GL_EXT_draw_buffers : require' : '',
  85. ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  86. ];
  87. return chunks.filter( filterEmptyLine ).join( '\n' );
  88. }
  89. function generateDefines( defines ) {
  90. const chunks = [];
  91. for ( const name in defines ) {
  92. const value = defines[ name ];
  93. if ( value === false ) continue;
  94. chunks.push( '#define ' + name + ' ' + value );
  95. }
  96. return chunks.join( '\n' );
  97. }
  98. function fetchAttributeLocations( gl, program ) {
  99. const attributes = {};
  100. const n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES );
  101. for ( let i = 0; i < n; i ++ ) {
  102. const info = gl.getActiveAttrib( program, i );
  103. const name = info.name;
  104. // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  105. attributes[ name ] = gl.getAttribLocation( program, name );
  106. }
  107. return attributes;
  108. }
  109. function filterEmptyLine( string ) {
  110. return string !== '';
  111. }
  112. function replaceLightNums( string, parameters ) {
  113. return string
  114. .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  115. .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  116. .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
  117. .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  118. .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )
  119. .replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )
  120. .replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )
  121. .replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );
  122. }
  123. function replaceClippingPlaneNums( string, parameters ) {
  124. return string
  125. .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
  126. .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
  127. }
  128. // Resolve Includes
  129. const includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  130. function resolveIncludes( string ) {
  131. return string.replace( includePattern, includeReplacer );
  132. }
  133. function includeReplacer( match, include ) {
  134. const string = ShaderChunk[ include ];
  135. if ( string === undefined ) {
  136. throw new Error( 'Can not resolve #include <' + include + '>' );
  137. }
  138. return resolveIncludes( string );
  139. }
  140. // Unroll Loops
  141. const deprecatedUnrollLoopPattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  142. const unrollLoopPattern = /#pragma unroll_loop_start[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}[\s]+?#pragma unroll_loop_end/g;
  143. function unrollLoops( string ) {
  144. return string
  145. .replace( unrollLoopPattern, loopReplacer )
  146. .replace( deprecatedUnrollLoopPattern, deprecatedLoopReplacer );
  147. }
  148. function deprecatedLoopReplacer( match, start, end, snippet ) {
  149. console.warn( 'WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.' );
  150. return loopReplacer( match, start, end, snippet );
  151. }
  152. function loopReplacer( match, start, end, snippet ) {
  153. let string = '';
  154. for ( let i = parseInt( start ); i < parseInt( end ); i ++ ) {
  155. string += snippet
  156. .replace( /\[ i \]/g, '[ ' + i + ' ]' )
  157. .replace( /UNROLLED_LOOP_INDEX/g, i );
  158. }
  159. return string;
  160. }
  161. //
  162. function generatePrecision( parameters ) {
  163. let precisionstring = "precision " + parameters.precision + " float;\nprecision " + parameters.precision + " int;";
  164. if ( parameters.precision === "highp" ) {
  165. precisionstring += "\n#define HIGH_PRECISION";
  166. } else if ( parameters.precision === "mediump" ) {
  167. precisionstring += "\n#define MEDIUM_PRECISION";
  168. } else if ( parameters.precision === "lowp" ) {
  169. precisionstring += "\n#define LOW_PRECISION";
  170. }
  171. return precisionstring;
  172. }
  173. function generateShadowMapTypeDefine( parameters ) {
  174. let shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  175. if ( parameters.shadowMapType === PCFShadowMap ) {
  176. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  177. } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
  178. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  179. } else if ( parameters.shadowMapType === VSMShadowMap ) {
  180. shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';
  181. }
  182. return shadowMapTypeDefine;
  183. }
  184. function generateEnvMapTypeDefine( parameters ) {
  185. let envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  186. if ( parameters.envMap ) {
  187. switch ( parameters.envMapMode ) {
  188. case CubeReflectionMapping:
  189. case CubeRefractionMapping:
  190. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  191. break;
  192. case CubeUVReflectionMapping:
  193. case CubeUVRefractionMapping:
  194. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  195. break;
  196. case EquirectangularReflectionMapping:
  197. case EquirectangularRefractionMapping:
  198. envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  199. break;
  200. }
  201. }
  202. return envMapTypeDefine;
  203. }
  204. function generateEnvMapModeDefine( parameters ) {
  205. let envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  206. if ( parameters.envMap ) {
  207. switch ( parameters.envMapMode ) {
  208. case CubeRefractionMapping:
  209. case EquirectangularRefractionMapping:
  210. case CubeUVRefractionMapping:
  211. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  212. break;
  213. }
  214. }
  215. return envMapModeDefine;
  216. }
  217. function generateEnvMapBlendingDefine( parameters ) {
  218. let envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';
  219. if ( parameters.envMap ) {
  220. switch ( parameters.combine ) {
  221. case MultiplyOperation:
  222. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  223. break;
  224. case MixOperation:
  225. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  226. break;
  227. case AddOperation:
  228. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  229. break;
  230. }
  231. }
  232. return envMapBlendingDefine;
  233. }
  234. function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
  235. const gl = renderer.getContext();
  236. const defines = parameters.defines;
  237. let vertexShader = parameters.vertexShader;
  238. let fragmentShader = parameters.fragmentShader;
  239. const shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );
  240. const envMapTypeDefine = generateEnvMapTypeDefine( parameters );
  241. const envMapModeDefine = generateEnvMapModeDefine( parameters );
  242. const envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );
  243. const gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  244. const customExtensions = parameters.isWebGL2 ? '' : generateExtensions( parameters );
  245. const customDefines = generateDefines( defines );
  246. const program = gl.createProgram();
  247. let prefixVertex, prefixFragment;
  248. if ( parameters.isRawShaderMaterial ) {
  249. prefixVertex = [
  250. customDefines
  251. ].filter( filterEmptyLine ).join( '\n' );
  252. if ( prefixVertex.length > 0 ) {
  253. prefixVertex += '\n';
  254. }
  255. prefixFragment = [
  256. customExtensions,
  257. customDefines
  258. ].filter( filterEmptyLine ).join( '\n' );
  259. if ( prefixFragment.length > 0 ) {
  260. prefixFragment += '\n';
  261. }
  262. } else {
  263. prefixVertex = [
  264. generatePrecision( parameters ),
  265. '#define SHADER_NAME ' + parameters.shaderName,
  266. customDefines,
  267. parameters.instancing ? '#define USE_INSTANCING' : '',
  268. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  269. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  270. '#define MAX_BONES ' + parameters.maxBones,
  271. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  272. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  273. parameters.map ? '#define USE_MAP' : '',
  274. parameters.envMap ? '#define USE_ENVMAP' : '',
  275. parameters.envMap ? '#define ' + envMapModeDefine : '',
  276. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  277. parameters.aoMap ? '#define USE_AOMAP' : '',
  278. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  279. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  280. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  281. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  282. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  283. parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
  284. parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
  285. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  286. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  287. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  288. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  289. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  290. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  291. parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',
  292. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  293. parameters.vertexColors ? '#define USE_COLOR' : '',
  294. parameters.vertexUvs ? '#define USE_UV' : '',
  295. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  296. parameters.flatShading ? '#define FLAT_SHADED' : '',
  297. parameters.skinning ? '#define USE_SKINNING' : '',
  298. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  299. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  300. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  301. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  302. parameters.flipSided ? '#define FLIP_SIDED' : '',
  303. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  304. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  305. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  306. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  307. ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  308. 'uniform mat4 modelMatrix;',
  309. 'uniform mat4 modelViewMatrix;',
  310. 'uniform mat4 projectionMatrix;',
  311. 'uniform mat4 viewMatrix;',
  312. 'uniform mat3 normalMatrix;',
  313. 'uniform vec3 cameraPosition;',
  314. 'uniform bool isOrthographic;',
  315. '#ifdef USE_INSTANCING',
  316. ' attribute mat4 instanceMatrix;',
  317. '#endif',
  318. 'attribute vec3 position;',
  319. 'attribute vec3 normal;',
  320. 'attribute vec2 uv;',
  321. '#ifdef USE_TANGENT',
  322. ' attribute vec4 tangent;',
  323. '#endif',
  324. '#ifdef USE_COLOR',
  325. ' attribute vec3 color;',
  326. '#endif',
  327. '#ifdef USE_MORPHTARGETS',
  328. ' attribute vec3 morphTarget0;',
  329. ' attribute vec3 morphTarget1;',
  330. ' attribute vec3 morphTarget2;',
  331. ' attribute vec3 morphTarget3;',
  332. ' #ifdef USE_MORPHNORMALS',
  333. ' attribute vec3 morphNormal0;',
  334. ' attribute vec3 morphNormal1;',
  335. ' attribute vec3 morphNormal2;',
  336. ' attribute vec3 morphNormal3;',
  337. ' #else',
  338. ' attribute vec3 morphTarget4;',
  339. ' attribute vec3 morphTarget5;',
  340. ' attribute vec3 morphTarget6;',
  341. ' attribute vec3 morphTarget7;',
  342. ' #endif',
  343. '#endif',
  344. '#ifdef USE_SKINNING',
  345. ' attribute vec4 skinIndex;',
  346. ' attribute vec4 skinWeight;',
  347. '#endif',
  348. '\n'
  349. ].filter( filterEmptyLine ).join( '\n' );
  350. prefixFragment = [
  351. customExtensions,
  352. generatePrecision( parameters ),
  353. '#define SHADER_NAME ' + parameters.shaderName,
  354. customDefines,
  355. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
  356. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  357. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  358. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  359. parameters.map ? '#define USE_MAP' : '',
  360. parameters.matcap ? '#define USE_MATCAP' : '',
  361. parameters.envMap ? '#define USE_ENVMAP' : '',
  362. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  363. parameters.envMap ? '#define ' + envMapModeDefine : '',
  364. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  365. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  366. parameters.aoMap ? '#define USE_AOMAP' : '',
  367. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  368. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  369. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  370. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  371. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  372. parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
  373. parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
  374. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  375. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  376. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  377. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  378. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  379. parameters.sheen ? '#define USE_SHEEN' : '',
  380. parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',
  381. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  382. parameters.vertexColors ? '#define USE_COLOR' : '',
  383. parameters.vertexUvs ? '#define USE_UV' : '',
  384. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  385. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  386. parameters.flatShading ? '#define FLAT_SHADED' : '',
  387. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  388. parameters.flipSided ? '#define FLIP_SIDED' : '',
  389. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  390. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  391. parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  392. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  393. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  394. ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  395. ( ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ) ? '#define TEXTURE_LOD_EXT' : '',
  396. 'uniform mat4 viewMatrix;',
  397. 'uniform vec3 cameraPosition;',
  398. 'uniform bool isOrthographic;',
  399. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  400. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  401. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  402. parameters.dithering ? '#define DITHERING' : '',
  403. ShaderChunk[ 'encodings_pars_fragment' ], // this code is required here because it is used by the various encoding/decoding function defined below
  404. parameters.map ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  405. parameters.matcap ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
  406. parameters.envMap ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  407. parameters.emissiveMap ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  408. parameters.lightMap ? getTexelDecodingFunction( 'lightMapTexelToLinear', parameters.lightMapEncoding ) : '',
  409. getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ),
  410. parameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '',
  411. '\n'
  412. ].filter( filterEmptyLine ).join( '\n' );
  413. }
  414. vertexShader = resolveIncludes( vertexShader );
  415. vertexShader = replaceLightNums( vertexShader, parameters );
  416. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  417. fragmentShader = resolveIncludes( fragmentShader );
  418. fragmentShader = replaceLightNums( fragmentShader, parameters );
  419. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  420. vertexShader = unrollLoops( vertexShader );
  421. fragmentShader = unrollLoops( fragmentShader );
  422. if ( parameters.isWebGL2 && ! parameters.isRawShaderMaterial ) {
  423. // GLSL 3.0 conversion
  424. prefixVertex = [
  425. '#version 300 es\n',
  426. '#define attribute in',
  427. '#define varying out',
  428. '#define texture2D texture'
  429. ].join( '\n' ) + '\n' + prefixVertex;
  430. prefixFragment = [
  431. '#version 300 es\n',
  432. '#define varying in',
  433. 'out highp vec4 pc_fragColor;',
  434. '#define gl_FragColor pc_fragColor',
  435. '#define gl_FragDepthEXT gl_FragDepth',
  436. '#define texture2D texture',
  437. '#define textureCube texture',
  438. '#define texture2DProj textureProj',
  439. '#define texture2DLodEXT textureLod',
  440. '#define texture2DProjLodEXT textureProjLod',
  441. '#define textureCubeLodEXT textureLod',
  442. '#define texture2DGradEXT textureGrad',
  443. '#define texture2DProjGradEXT textureProjGrad',
  444. '#define textureCubeGradEXT textureGrad'
  445. ].join( '\n' ) + '\n' + prefixFragment;
  446. }
  447. const vertexGlsl = prefixVertex + vertexShader;
  448. const fragmentGlsl = prefixFragment + fragmentShader;
  449. // console.log( '*VERTEX*', vertexGlsl );
  450. // console.log( '*FRAGMENT*', fragmentGlsl );
  451. const glVertexShader = WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl );
  452. const glFragmentShader = WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl );
  453. gl.attachShader( program, glVertexShader );
  454. gl.attachShader( program, glFragmentShader );
  455. // Force a particular attribute to index 0.
  456. if ( parameters.index0AttributeName !== undefined ) {
  457. gl.bindAttribLocation( program, 0, parameters.index0AttributeName );
  458. } else if ( parameters.morphTargets === true ) {
  459. // programs with morphTargets displace position out of attribute 0
  460. gl.bindAttribLocation( program, 0, 'position' );
  461. }
  462. gl.linkProgram( program );
  463. // check for link errors
  464. if ( renderer.debug.checkShaderErrors ) {
  465. const programLog = gl.getProgramInfoLog( program ).trim();
  466. const vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  467. const fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  468. let runnable = true;
  469. let haveDiagnostics = true;
  470. if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) {
  471. runnable = false;
  472. const vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
  473. const fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );
  474. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), 'gl.VALIDATE_STATUS', gl.getProgramParameter( program, gl.VALIDATE_STATUS ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );
  475. } else if ( programLog !== '' ) {
  476. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  477. } else if ( vertexLog === '' || fragmentLog === '' ) {
  478. haveDiagnostics = false;
  479. }
  480. if ( haveDiagnostics ) {
  481. this.diagnostics = {
  482. runnable: runnable,
  483. programLog: programLog,
  484. vertexShader: {
  485. log: vertexLog,
  486. prefix: prefixVertex
  487. },
  488. fragmentShader: {
  489. log: fragmentLog,
  490. prefix: prefixFragment
  491. }
  492. };
  493. }
  494. }
  495. // Clean up
  496. // Crashes in iOS9 and iOS10. #18402
  497. // gl.detachShader( program, glVertexShader );
  498. // gl.detachShader( program, glFragmentShader );
  499. gl.deleteShader( glVertexShader );
  500. gl.deleteShader( glFragmentShader );
  501. // set up caching for uniform locations
  502. let cachedUniforms;
  503. this.getUniforms = function () {
  504. if ( cachedUniforms === undefined ) {
  505. cachedUniforms = new WebGLUniforms( gl, program );
  506. }
  507. return cachedUniforms;
  508. };
  509. // set up caching for attribute locations
  510. let cachedAttributes;
  511. this.getAttributes = function () {
  512. if ( cachedAttributes === undefined ) {
  513. cachedAttributes = fetchAttributeLocations( gl, program );
  514. }
  515. return cachedAttributes;
  516. };
  517. // free resource
  518. this.destroy = function () {
  519. bindingStates.releaseStatesOfProgram( this );
  520. gl.deleteProgram( program );
  521. this.program = undefined;
  522. };
  523. //
  524. this.name = parameters.shaderName;
  525. this.id = programIdCount ++;
  526. this.cacheKey = cacheKey;
  527. this.usedTimes = 1;
  528. this.program = program;
  529. this.vertexShader = glVertexShader;
  530. this.fragmentShader = glFragmentShader;
  531. return this;
  532. }
  533. export { WebGLProgram };