WebGLProgram.js 18 KB

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  1. /**
  2. * @author mrdoob / http://mrdoob.com/
  3. */
  4. import { WebGLUniforms } from './WebGLUniforms';
  5. import { WebGLShader } from './WebGLShader';
  6. import { ShaderChunk } from '../shaders/ShaderChunk';
  7. import { NoToneMapping, AddOperation, MixOperation, MultiplyOperation, EquirectangularRefractionMapping, CubeRefractionMapping, SphericalReflectionMapping, EquirectangularReflectionMapping, CubeUVRefractionMapping, CubeUVReflectionMapping, CubeReflectionMapping, PCFSoftShadowMap, PCFShadowMap, CineonToneMapping, Uncharted2ToneMapping, ReinhardToneMapping, LinearToneMapping, GammaEncoding, RGBDEncoding, RGBM16Encoding, RGBM7Encoding, RGBEEncoding, sRGBEncoding, LinearEncoding } from '../../constants';
  8. var programIdCount = 0;
  9. function getEncodingComponents( encoding ) {
  10. switch ( encoding ) {
  11. case LinearEncoding:
  12. return [ 'Linear','( value )' ];
  13. case sRGBEncoding:
  14. return [ 'sRGB','( value )' ];
  15. case RGBEEncoding:
  16. return [ 'RGBE','( value )' ];
  17. case RGBM7Encoding:
  18. return [ 'RGBM','( value, 7.0 )' ];
  19. case RGBM16Encoding:
  20. return [ 'RGBM','( value, 16.0 )' ];
  21. case RGBDEncoding:
  22. return [ 'RGBD','( value, 256.0 )' ];
  23. case GammaEncoding:
  24. return [ 'Gamma','( value, float( GAMMA_FACTOR ) )' ];
  25. default:
  26. throw new Error( 'unsupported encoding: ' + encoding );
  27. }
  28. }
  29. function getTexelDecodingFunction( functionName, encoding ) {
  30. var components = getEncodingComponents( encoding );
  31. return "vec4 " + functionName + "( vec4 value ) { return " + components[ 0 ] + "ToLinear" + components[ 1 ] + "; }";
  32. }
  33. function getTexelEncodingFunction( functionName, encoding ) {
  34. var components = getEncodingComponents( encoding );
  35. return "vec4 " + functionName + "( vec4 value ) { return LinearTo" + components[ 0 ] + components[ 1 ] + "; }";
  36. }
  37. function getToneMappingFunction( functionName, toneMapping ) {
  38. var toneMappingName;
  39. switch ( toneMapping ) {
  40. case LinearToneMapping:
  41. toneMappingName = "Linear";
  42. break;
  43. case ReinhardToneMapping:
  44. toneMappingName = "Reinhard";
  45. break;
  46. case Uncharted2ToneMapping:
  47. toneMappingName = "Uncharted2";
  48. break;
  49. case CineonToneMapping:
  50. toneMappingName = "OptimizedCineon";
  51. break;
  52. default:
  53. throw new Error( 'unsupported toneMapping: ' + toneMapping );
  54. }
  55. return "vec3 " + functionName + "( vec3 color ) { return " + toneMappingName + "ToneMapping( color ); }";
  56. }
  57. function generateExtensions( extensions, parameters, rendererExtensions ) {
  58. extensions = extensions || {};
  59. var chunks = [
  60. ( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.normalMap || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  61. ( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '',
  62. ( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : '',
  63. ( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  64. ];
  65. return chunks.filter( filterEmptyLine ).join( '\n' );
  66. }
  67. function generateDefines( defines ) {
  68. var chunks = [];
  69. for ( var name in defines ) {
  70. var value = defines[ name ];
  71. if ( value === false ) continue;
  72. chunks.push( '#define ' + name + ' ' + value );
  73. }
  74. return chunks.join( '\n' );
  75. }
  76. function fetchAttributeLocations( gl, program, identifiers ) {
  77. var attributes = {};
  78. var n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES );
  79. for ( var i = 0; i < n; i ++ ) {
  80. var info = gl.getActiveAttrib( program, i );
  81. var name = info.name;
  82. // console.log("THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:", name, i );
  83. attributes[ name ] = gl.getAttribLocation( program, name );
  84. }
  85. return attributes;
  86. }
  87. function filterEmptyLine( string ) {
  88. return string !== '';
  89. }
  90. function replaceLightNums( string, parameters ) {
  91. return string
  92. .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  93. .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  94. .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
  95. .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  96. .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights );
  97. }
  98. function parseIncludes( string ) {
  99. var pattern = /^[ \t]*#include +<([\w\d.]+)>/gm;
  100. function replace( match, include ) {
  101. var replace = ShaderChunk[ include ];
  102. if ( replace === undefined ) {
  103. throw new Error( 'Can not resolve #include <' + include + '>' );
  104. }
  105. return parseIncludes( replace );
  106. }
  107. return string.replace( pattern, replace );
  108. }
  109. function unrollLoops( string ) {
  110. var pattern = /for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  111. function replace( match, start, end, snippet ) {
  112. var unroll = '';
  113. for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
  114. unroll += snippet.replace( /\[ i \]/g, '[ ' + i + ' ]' );
  115. }
  116. return unroll;
  117. }
  118. return string.replace( pattern, replace );
  119. }
  120. function WebGLProgram( renderer, code, material, shader, parameters ) {
  121. var gl = renderer.context;
  122. var extensions = material.extensions;
  123. var defines = material.defines;
  124. var vertexShader = shader.vertexShader;
  125. var fragmentShader = shader.fragmentShader;
  126. var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  127. if ( parameters.shadowMapType === PCFShadowMap ) {
  128. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  129. } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
  130. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  131. }
  132. var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  133. var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  134. var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  135. if ( parameters.envMap ) {
  136. switch ( material.envMap.mapping ) {
  137. case CubeReflectionMapping:
  138. case CubeRefractionMapping:
  139. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  140. break;
  141. case CubeUVReflectionMapping:
  142. case CubeUVRefractionMapping:
  143. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  144. break;
  145. case EquirectangularReflectionMapping:
  146. case EquirectangularRefractionMapping:
  147. envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  148. break;
  149. case SphericalReflectionMapping:
  150. envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
  151. break;
  152. }
  153. switch ( material.envMap.mapping ) {
  154. case CubeRefractionMapping:
  155. case EquirectangularRefractionMapping:
  156. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  157. break;
  158. }
  159. switch ( material.combine ) {
  160. case MultiplyOperation:
  161. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  162. break;
  163. case MixOperation:
  164. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  165. break;
  166. case AddOperation:
  167. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  168. break;
  169. }
  170. }
  171. var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  172. // console.log( 'building new program ' );
  173. //
  174. var customExtensions = generateExtensions( extensions, parameters, renderer.extensions );
  175. var customDefines = generateDefines( defines );
  176. //
  177. var program = gl.createProgram();
  178. var prefixVertex, prefixFragment;
  179. if ( material.isRawShaderMaterial ) {
  180. prefixVertex = [
  181. customDefines,
  182. '\n'
  183. ].filter( filterEmptyLine ).join( '\n' );
  184. prefixFragment = [
  185. customExtensions,
  186. customDefines,
  187. '\n'
  188. ].filter( filterEmptyLine ).join( '\n' );
  189. } else {
  190. prefixVertex = [
  191. 'precision ' + parameters.precision + ' float;',
  192. 'precision ' + parameters.precision + ' int;',
  193. '#define SHADER_NAME ' + shader.name,
  194. customDefines,
  195. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  196. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  197. '#define MAX_BONES ' + parameters.maxBones,
  198. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  199. ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '',
  200. parameters.map ? '#define USE_MAP' : '',
  201. parameters.envMap ? '#define USE_ENVMAP' : '',
  202. parameters.envMap ? '#define ' + envMapModeDefine : '',
  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.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  209. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  210. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  211. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  212. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  213. parameters.vertexColors ? '#define USE_COLOR' : '',
  214. parameters.flatShading ? '#define FLAT_SHADED' : '',
  215. parameters.skinning ? '#define USE_SKINNING' : '',
  216. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  217. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  218. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  219. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  220. parameters.flipSided ? '#define FLIP_SIDED' : '',
  221. '#define NUM_CLIPPING_PLANES ' + parameters.numClippingPlanes,
  222. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  223. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  224. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  225. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  226. parameters.logarithmicDepthBuffer && renderer.extensions.get( 'EXT_frag_depth' ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  227. 'uniform mat4 modelMatrix;',
  228. 'uniform mat4 modelViewMatrix;',
  229. 'uniform mat4 projectionMatrix;',
  230. 'uniform mat4 viewMatrix;',
  231. 'uniform mat3 normalMatrix;',
  232. 'uniform vec3 cameraPosition;',
  233. 'attribute vec3 position;',
  234. 'attribute vec3 normal;',
  235. 'attribute vec2 uv;',
  236. '#ifdef USE_COLOR',
  237. ' attribute vec3 color;',
  238. '#endif',
  239. '#ifdef USE_MORPHTARGETS',
  240. ' attribute vec3 morphTarget0;',
  241. ' attribute vec3 morphTarget1;',
  242. ' attribute vec3 morphTarget2;',
  243. ' attribute vec3 morphTarget3;',
  244. ' #ifdef USE_MORPHNORMALS',
  245. ' attribute vec3 morphNormal0;',
  246. ' attribute vec3 morphNormal1;',
  247. ' attribute vec3 morphNormal2;',
  248. ' attribute vec3 morphNormal3;',
  249. ' #else',
  250. ' attribute vec3 morphTarget4;',
  251. ' attribute vec3 morphTarget5;',
  252. ' attribute vec3 morphTarget6;',
  253. ' attribute vec3 morphTarget7;',
  254. ' #endif',
  255. '#endif',
  256. '#ifdef USE_SKINNING',
  257. ' attribute vec4 skinIndex;',
  258. ' attribute vec4 skinWeight;',
  259. '#endif',
  260. '\n'
  261. ].filter( filterEmptyLine ).join( '\n' );
  262. prefixFragment = [
  263. customExtensions,
  264. 'precision ' + parameters.precision + ' float;',
  265. 'precision ' + parameters.precision + ' int;',
  266. '#define SHADER_NAME ' + shader.name,
  267. customDefines,
  268. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest : '',
  269. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  270. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  271. ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '',
  272. parameters.map ? '#define USE_MAP' : '',
  273. parameters.envMap ? '#define USE_ENVMAP' : '',
  274. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  275. parameters.envMap ? '#define ' + envMapModeDefine : '',
  276. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  277. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  278. parameters.aoMap ? '#define USE_AOMAP' : '',
  279. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  280. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  281. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  282. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  283. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  284. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  285. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  286. parameters.vertexColors ? '#define USE_COLOR' : '',
  287. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  288. parameters.flatShading ? '#define FLAT_SHADED' : '',
  289. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  290. parameters.flipSided ? '#define FLIP_SIDED' : '',
  291. '#define NUM_CLIPPING_PLANES ' + parameters.numClippingPlanes,
  292. '#define UNION_CLIPPING_PLANES ' + (parameters.numClippingPlanes - parameters.numClipIntersection),
  293. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  294. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  295. parameters.premultipliedAlpha ? "#define PREMULTIPLIED_ALPHA" : '',
  296. parameters.physicallyCorrectLights ? "#define PHYSICALLY_CORRECT_LIGHTS" : '',
  297. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  298. parameters.logarithmicDepthBuffer && renderer.extensions.get( 'EXT_frag_depth' ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  299. parameters.envMap && renderer.extensions.get( 'EXT_shader_texture_lod' ) ? '#define TEXTURE_LOD_EXT' : '',
  300. 'uniform mat4 viewMatrix;',
  301. 'uniform vec3 cameraPosition;',
  302. ( parameters.toneMapping !== NoToneMapping ) ? "#define TONE_MAPPING" : '',
  303. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  304. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( "toneMapping", parameters.toneMapping ) : '',
  305. parameters.dithering ? '#define DITHERING' : '',
  306. ( parameters.outputEncoding || parameters.mapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding ) ? ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below
  307. parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  308. parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  309. parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  310. parameters.outputEncoding ? getTexelEncodingFunction( "linearToOutputTexel", parameters.outputEncoding ) : '',
  311. parameters.depthPacking ? "#define DEPTH_PACKING " + material.depthPacking : '',
  312. '\n'
  313. ].filter( filterEmptyLine ).join( '\n' );
  314. }
  315. vertexShader = parseIncludes( vertexShader );
  316. vertexShader = replaceLightNums( vertexShader, parameters );
  317. fragmentShader = parseIncludes( fragmentShader );
  318. fragmentShader = replaceLightNums( fragmentShader, parameters );
  319. if ( ! material.isShaderMaterial ) {
  320. vertexShader = unrollLoops( vertexShader );
  321. fragmentShader = unrollLoops( fragmentShader );
  322. }
  323. var vertexGlsl = prefixVertex + vertexShader;
  324. var fragmentGlsl = prefixFragment + fragmentShader;
  325. // console.log( '*VERTEX*', vertexGlsl );
  326. // console.log( '*FRAGMENT*', fragmentGlsl );
  327. var glVertexShader = WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl );
  328. var glFragmentShader = WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl );
  329. gl.attachShader( program, glVertexShader );
  330. gl.attachShader( program, glFragmentShader );
  331. // Force a particular attribute to index 0.
  332. if ( material.index0AttributeName !== undefined ) {
  333. gl.bindAttribLocation( program, 0, material.index0AttributeName );
  334. } else if ( parameters.morphTargets === true ) {
  335. // programs with morphTargets displace position out of attribute 0
  336. gl.bindAttribLocation( program, 0, 'position' );
  337. }
  338. gl.linkProgram( program );
  339. var programLog = gl.getProgramInfoLog( program );
  340. var vertexLog = gl.getShaderInfoLog( glVertexShader );
  341. var fragmentLog = gl.getShaderInfoLog( glFragmentShader );
  342. var runnable = true;
  343. var haveDiagnostics = true;
  344. // console.log( '**VERTEX**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glVertexShader ) );
  345. // console.log( '**FRAGMENT**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glFragmentShader ) );
  346. if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) {
  347. runnable = false;
  348. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), 'gl.VALIDATE_STATUS', gl.getProgramParameter( program, gl.VALIDATE_STATUS ), 'gl.getProgramInfoLog', programLog, vertexLog, fragmentLog );
  349. } else if ( programLog !== '' ) {
  350. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  351. } else if ( vertexLog === '' || fragmentLog === '' ) {
  352. haveDiagnostics = false;
  353. }
  354. if ( haveDiagnostics ) {
  355. this.diagnostics = {
  356. runnable: runnable,
  357. material: material,
  358. programLog: programLog,
  359. vertexShader: {
  360. log: vertexLog,
  361. prefix: prefixVertex
  362. },
  363. fragmentShader: {
  364. log: fragmentLog,
  365. prefix: prefixFragment
  366. }
  367. };
  368. }
  369. // clean up
  370. gl.deleteShader( glVertexShader );
  371. gl.deleteShader( glFragmentShader );
  372. // set up caching for uniform locations
  373. var cachedUniforms;
  374. this.getUniforms = function() {
  375. if ( cachedUniforms === undefined ) {
  376. cachedUniforms =
  377. new WebGLUniforms( gl, program, renderer );
  378. }
  379. return cachedUniforms;
  380. };
  381. // set up caching for attribute locations
  382. var cachedAttributes;
  383. this.getAttributes = function() {
  384. if ( cachedAttributes === undefined ) {
  385. cachedAttributes = fetchAttributeLocations( gl, program );
  386. }
  387. return cachedAttributes;
  388. };
  389. // free resource
  390. this.destroy = function() {
  391. gl.deleteProgram( program );
  392. this.program = undefined;
  393. };
  394. // DEPRECATED
  395. Object.defineProperties( this, {
  396. uniforms: {
  397. get: function() {
  398. console.warn( 'THREE.WebGLProgram: .uniforms is now .getUniforms().' );
  399. return this.getUniforms();
  400. }
  401. },
  402. attributes: {
  403. get: function() {
  404. console.warn( 'THREE.WebGLProgram: .attributes is now .getAttributes().' );
  405. return this.getAttributes();
  406. }
  407. }
  408. } );
  409. //
  410. this.id = programIdCount ++;
  411. this.code = code;
  412. this.usedTimes = 1;
  413. this.program = program;
  414. this.vertexShader = glVertexShader;
  415. this.fragmentShader = glFragmentShader;
  416. return this;
  417. }
  418. export { WebGLProgram };