WebGLProgram.js 24 KB

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  1. import { WebGLUniforms } from './WebGLUniforms.js';
  2. import { WebGLShader } from './WebGLShader.js';
  3. import { ShaderChunk } from '../shaders/ShaderChunk.js';
  4. import { NoToneMapping, AddOperation, MixOperation, MultiplyOperation, CubeRefractionMapping, CubeUVRefractionMapping, CubeUVReflectionMapping, CubeReflectionMapping, PCFSoftShadowMap, PCFShadowMap, VSMShadowMap, ACESFilmicToneMapping, CineonToneMapping, CustomToneMapping, ReinhardToneMapping, LinearToneMapping, GammaEncoding, RGBDEncoding, RGBM16Encoding, RGBM7Encoding, RGBEEncoding, sRGBEncoding, LinearEncoding, LogLuvEncoding, GLSL3 } from '../../constants.js';
  5. let programIdCount = 0;
  6. function addLineNumbers( string ) {
  7. const lines = string.split( '\n' );
  8. for ( let i = 0; i < lines.length; i ++ ) {
  9. lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
  10. }
  11. return lines.join( '\n' );
  12. }
  13. function getEncodingComponents( encoding ) {
  14. switch ( encoding ) {
  15. case LinearEncoding:
  16. return [ 'Linear', '( value )' ];
  17. case sRGBEncoding:
  18. return [ 'sRGB', '( value )' ];
  19. case RGBEEncoding:
  20. return [ 'RGBE', '( value )' ];
  21. case RGBM7Encoding:
  22. return [ 'RGBM', '( value, 7.0 )' ];
  23. case RGBM16Encoding:
  24. return [ 'RGBM', '( value, 16.0 )' ];
  25. case RGBDEncoding:
  26. return [ 'RGBD', '( value, 256.0 )' ];
  27. case GammaEncoding:
  28. return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];
  29. case LogLuvEncoding:
  30. return [ 'LogLuv', '( value )' ];
  31. default:
  32. console.warn( 'THREE.WebGLProgram: Unsupported encoding:', encoding );
  33. return [ 'Linear', '( value )' ];
  34. }
  35. }
  36. function getShaderErrors( gl, shader, type ) {
  37. const status = gl.getShaderParameter( shader, gl.COMPILE_STATUS );
  38. const log = gl.getShaderInfoLog( shader ).trim();
  39. if ( status && log === '' ) return '';
  40. // --enable-privileged-webgl-extension
  41. // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  42. const source = gl.getShaderSource( shader );
  43. return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers( source );
  44. }
  45. function getTexelDecodingFunction( functionName, encoding ) {
  46. const components = getEncodingComponents( encoding );
  47. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';
  48. }
  49. function getTexelEncodingFunction( functionName, encoding ) {
  50. const components = getEncodingComponents( encoding );
  51. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
  52. }
  53. function getToneMappingFunction( functionName, toneMapping ) {
  54. let toneMappingName;
  55. switch ( toneMapping ) {
  56. case LinearToneMapping:
  57. toneMappingName = 'Linear';
  58. break;
  59. case ReinhardToneMapping:
  60. toneMappingName = 'Reinhard';
  61. break;
  62. case CineonToneMapping:
  63. toneMappingName = 'OptimizedCineon';
  64. break;
  65. case ACESFilmicToneMapping:
  66. toneMappingName = 'ACESFilmic';
  67. break;
  68. case CustomToneMapping:
  69. toneMappingName = 'Custom';
  70. break;
  71. default:
  72. console.warn( 'THREE.WebGLProgram: Unsupported toneMapping:', toneMapping );
  73. toneMappingName = 'Linear';
  74. }
  75. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  76. }
  77. function generateExtensions( parameters ) {
  78. const chunks = [
  79. ( parameters.extensionDerivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  80. ( parameters.extensionFragDepth || parameters.logarithmicDepthBuffer ) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '',
  81. ( parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ) ? '#extension GL_EXT_draw_buffers : require' : '',
  82. ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  83. ];
  84. return chunks.filter( filterEmptyLine ).join( '\n' );
  85. }
  86. function generateDefines( defines ) {
  87. const chunks = [];
  88. for ( const name in defines ) {
  89. const value = defines[ name ];
  90. if ( value === false ) continue;
  91. chunks.push( '#define ' + name + ' ' + value );
  92. }
  93. return chunks.join( '\n' );
  94. }
  95. function fetchAttributeLocations( gl, program ) {
  96. const attributes = {};
  97. const n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES );
  98. for ( let i = 0; i < n; i ++ ) {
  99. const info = gl.getActiveAttrib( program, i );
  100. const name = info.name;
  101. // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  102. attributes[ name ] = gl.getAttribLocation( program, name );
  103. }
  104. return attributes;
  105. }
  106. function filterEmptyLine( string ) {
  107. return string !== '';
  108. }
  109. function replaceLightNums( string, parameters ) {
  110. return string
  111. .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  112. .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  113. .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
  114. .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  115. .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )
  116. .replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )
  117. .replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )
  118. .replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );
  119. }
  120. function replaceClippingPlaneNums( string, parameters ) {
  121. return string
  122. .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
  123. .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
  124. }
  125. // Resolve Includes
  126. const includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  127. function resolveIncludes( string ) {
  128. return string.replace( includePattern, includeReplacer );
  129. }
  130. function includeReplacer( match, include ) {
  131. const string = ShaderChunk[ include ];
  132. if ( string === undefined ) {
  133. throw new Error( 'Can not resolve #include <' + include + '>' );
  134. }
  135. return resolveIncludes( string );
  136. }
  137. // Unroll Loops
  138. const deprecatedUnrollLoopPattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  139. const unrollLoopPattern = /#pragma unroll_loop_start[\s]+?for\s*\(\s*int i \= (\d+)\; i < (\d+)\; i\s*\+\+\s*\)\s*{([\s\S]+?)(?=\})\}[\s]+?#pragma unroll_loop_end/g;
  140. function unrollLoops( string ) {
  141. return string
  142. .replace( unrollLoopPattern, loopReplacer )
  143. .replace( deprecatedUnrollLoopPattern, deprecatedLoopReplacer );
  144. }
  145. function deprecatedLoopReplacer( match, start, end, snippet ) {
  146. console.warn( 'WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.' );
  147. return loopReplacer( match, start, end, snippet );
  148. }
  149. function loopReplacer( match, start, end, snippet ) {
  150. let string = '';
  151. for ( let i = parseInt( start ); i < parseInt( end ); i ++ ) {
  152. string += snippet
  153. .replace( /\[ i \]/g, '[ ' + i + ' ]' )
  154. .replace( /UNROLLED_LOOP_INDEX/g, i );
  155. }
  156. return string;
  157. }
  158. //
  159. function generatePrecision( parameters ) {
  160. let precisionstring = "precision " + parameters.precision + " float;\nprecision " + parameters.precision + " int;";
  161. if ( parameters.precision === "highp" ) {
  162. precisionstring += "\n#define HIGH_PRECISION";
  163. } else if ( parameters.precision === "mediump" ) {
  164. precisionstring += "\n#define MEDIUM_PRECISION";
  165. } else if ( parameters.precision === "lowp" ) {
  166. precisionstring += "\n#define LOW_PRECISION";
  167. }
  168. return precisionstring;
  169. }
  170. function generateShadowMapTypeDefine( parameters ) {
  171. let shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  172. if ( parameters.shadowMapType === PCFShadowMap ) {
  173. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  174. } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
  175. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  176. } else if ( parameters.shadowMapType === VSMShadowMap ) {
  177. shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';
  178. }
  179. return shadowMapTypeDefine;
  180. }
  181. function generateEnvMapTypeDefine( parameters ) {
  182. let envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  183. if ( parameters.envMap ) {
  184. switch ( parameters.envMapMode ) {
  185. case CubeReflectionMapping:
  186. case CubeRefractionMapping:
  187. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  188. break;
  189. case CubeUVReflectionMapping:
  190. case CubeUVRefractionMapping:
  191. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  192. break;
  193. }
  194. }
  195. return envMapTypeDefine;
  196. }
  197. function generateEnvMapModeDefine( parameters ) {
  198. let envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  199. if ( parameters.envMap ) {
  200. switch ( parameters.envMapMode ) {
  201. case CubeRefractionMapping:
  202. case CubeUVRefractionMapping:
  203. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  204. break;
  205. }
  206. }
  207. return envMapModeDefine;
  208. }
  209. function generateEnvMapBlendingDefine( parameters ) {
  210. let envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';
  211. if ( parameters.envMap ) {
  212. switch ( parameters.combine ) {
  213. case MultiplyOperation:
  214. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  215. break;
  216. case MixOperation:
  217. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  218. break;
  219. case AddOperation:
  220. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  221. break;
  222. }
  223. }
  224. return envMapBlendingDefine;
  225. }
  226. function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
  227. const gl = renderer.getContext();
  228. const defines = parameters.defines;
  229. let vertexShader = parameters.vertexShader;
  230. let fragmentShader = parameters.fragmentShader;
  231. const shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );
  232. const envMapTypeDefine = generateEnvMapTypeDefine( parameters );
  233. const envMapModeDefine = generateEnvMapModeDefine( parameters );
  234. const envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );
  235. const gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  236. const customExtensions = parameters.isWebGL2 ? '' : generateExtensions( parameters );
  237. const customDefines = generateDefines( defines );
  238. const program = gl.createProgram();
  239. let prefixVertex, prefixFragment;
  240. let versionString = parameters.glslVersion ? '#version ' + parameters.glslVersion + "\n" : '';
  241. if ( parameters.isRawShaderMaterial ) {
  242. prefixVertex = [
  243. customDefines
  244. ].filter( filterEmptyLine ).join( '\n' );
  245. if ( prefixVertex.length > 0 ) {
  246. prefixVertex += '\n';
  247. }
  248. prefixFragment = [
  249. customExtensions,
  250. customDefines
  251. ].filter( filterEmptyLine ).join( '\n' );
  252. if ( prefixFragment.length > 0 ) {
  253. prefixFragment += '\n';
  254. }
  255. } else {
  256. prefixVertex = [
  257. generatePrecision( parameters ),
  258. '#define SHADER_NAME ' + parameters.shaderName,
  259. customDefines,
  260. parameters.instancing ? '#define USE_INSTANCING' : '',
  261. parameters.instancingColor ? '#define USE_INSTANCING_COLOR' : '',
  262. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  263. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  264. '#define MAX_BONES ' + parameters.maxBones,
  265. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  266. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  267. parameters.map ? '#define USE_MAP' : '',
  268. parameters.envMap ? '#define USE_ENVMAP' : '',
  269. parameters.envMap ? '#define ' + envMapModeDefine : '',
  270. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  271. parameters.aoMap ? '#define USE_AOMAP' : '',
  272. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  273. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  274. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  275. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  276. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  277. parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
  278. parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
  279. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  280. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  281. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  282. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  283. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  284. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  285. parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',
  286. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  287. parameters.vertexColors ? '#define USE_COLOR' : '',
  288. parameters.vertexUvs ? '#define USE_UV' : '',
  289. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  290. parameters.flatShading ? '#define FLAT_SHADED' : '',
  291. parameters.skinning ? '#define USE_SKINNING' : '',
  292. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  293. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  294. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  295. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  296. parameters.flipSided ? '#define FLIP_SIDED' : '',
  297. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  298. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  299. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  300. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  301. ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  302. 'uniform mat4 modelMatrix;',
  303. 'uniform mat4 modelViewMatrix;',
  304. 'uniform mat4 projectionMatrix;',
  305. 'uniform mat4 viewMatrix;',
  306. 'uniform mat3 normalMatrix;',
  307. 'uniform vec3 cameraPosition;',
  308. 'uniform bool isOrthographic;',
  309. '#ifdef USE_INSTANCING',
  310. ' attribute mat4 instanceMatrix;',
  311. '#endif',
  312. '#ifdef USE_INSTANCING_COLOR',
  313. ' attribute vec3 instanceColor;',
  314. '#endif',
  315. 'attribute vec3 position;',
  316. 'attribute vec3 normal;',
  317. 'attribute vec2 uv;',
  318. '#ifdef USE_TANGENT',
  319. ' attribute vec4 tangent;',
  320. '#endif',
  321. '#ifdef USE_COLOR',
  322. ' attribute vec3 color;',
  323. '#endif',
  324. '#ifdef USE_MORPHTARGETS',
  325. ' attribute vec3 morphTarget0;',
  326. ' attribute vec3 morphTarget1;',
  327. ' attribute vec3 morphTarget2;',
  328. ' attribute vec3 morphTarget3;',
  329. ' #ifdef USE_MORPHNORMALS',
  330. ' attribute vec3 morphNormal0;',
  331. ' attribute vec3 morphNormal1;',
  332. ' attribute vec3 morphNormal2;',
  333. ' attribute vec3 morphNormal3;',
  334. ' #else',
  335. ' attribute vec3 morphTarget4;',
  336. ' attribute vec3 morphTarget5;',
  337. ' attribute vec3 morphTarget6;',
  338. ' attribute vec3 morphTarget7;',
  339. ' #endif',
  340. '#endif',
  341. '#ifdef USE_SKINNING',
  342. ' attribute vec4 skinIndex;',
  343. ' attribute vec4 skinWeight;',
  344. '#endif',
  345. '\n'
  346. ].filter( filterEmptyLine ).join( '\n' );
  347. prefixFragment = [
  348. customExtensions,
  349. generatePrecision( parameters ),
  350. '#define SHADER_NAME ' + parameters.shaderName,
  351. customDefines,
  352. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
  353. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  354. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  355. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  356. parameters.map ? '#define USE_MAP' : '',
  357. parameters.matcap ? '#define USE_MATCAP' : '',
  358. parameters.envMap ? '#define USE_ENVMAP' : '',
  359. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  360. parameters.envMap ? '#define ' + envMapModeDefine : '',
  361. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  362. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  363. parameters.aoMap ? '#define USE_AOMAP' : '',
  364. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  365. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  366. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  367. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  368. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  369. parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
  370. parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
  371. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  372. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  373. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  374. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  375. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  376. parameters.sheen ? '#define USE_SHEEN' : '',
  377. parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',
  378. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  379. parameters.vertexColors || parameters.instancingColor ? '#define USE_COLOR' : '',
  380. parameters.vertexUvs ? '#define USE_UV' : '',
  381. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  382. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  383. parameters.flatShading ? '#define FLAT_SHADED' : '',
  384. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  385. parameters.flipSided ? '#define FLIP_SIDED' : '',
  386. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  387. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  388. parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  389. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  390. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  391. ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  392. ( ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ) ? '#define TEXTURE_LOD_EXT' : '',
  393. 'uniform mat4 viewMatrix;',
  394. 'uniform vec3 cameraPosition;',
  395. 'uniform bool isOrthographic;',
  396. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  397. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  398. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  399. parameters.dithering ? '#define DITHERING' : '',
  400. ShaderChunk[ 'encodings_pars_fragment' ], // this code is required here because it is used by the various encoding/decoding function defined below
  401. parameters.map ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  402. parameters.matcap ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
  403. parameters.envMap ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  404. parameters.emissiveMap ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  405. parameters.lightMap ? getTexelDecodingFunction( 'lightMapTexelToLinear', parameters.lightMapEncoding ) : '',
  406. getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ),
  407. parameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '',
  408. '\n'
  409. ].filter( filterEmptyLine ).join( '\n' );
  410. }
  411. vertexShader = resolveIncludes( vertexShader );
  412. vertexShader = replaceLightNums( vertexShader, parameters );
  413. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  414. fragmentShader = resolveIncludes( fragmentShader );
  415. fragmentShader = replaceLightNums( fragmentShader, parameters );
  416. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  417. vertexShader = unrollLoops( vertexShader );
  418. fragmentShader = unrollLoops( fragmentShader );
  419. if ( parameters.isWebGL2 && ! parameters.isRawShaderMaterial ) {
  420. // GLSL 3.0 conversion for built-in materials and ShaderMaterial
  421. versionString = '#version 300 es\n';
  422. prefixVertex = [
  423. '#define attribute in',
  424. '#define varying out',
  425. '#define texture2D texture'
  426. ].join( '\n' ) + '\n' + prefixVertex;
  427. prefixFragment = [
  428. '#define varying in',
  429. ( parameters.glslVersion === GLSL3 ) ? '' : 'out highp vec4 pc_fragColor;',
  430. ( parameters.glslVersion === GLSL3 ) ? '' : '#define gl_FragColor pc_fragColor',
  431. '#define gl_FragDepthEXT gl_FragDepth',
  432. '#define texture2D texture',
  433. '#define textureCube texture',
  434. '#define texture2DProj textureProj',
  435. '#define texture2DLodEXT textureLod',
  436. '#define texture2DProjLodEXT textureProjLod',
  437. '#define textureCubeLodEXT textureLod',
  438. '#define texture2DGradEXT textureGrad',
  439. '#define texture2DProjGradEXT textureProjGrad',
  440. '#define textureCubeGradEXT textureGrad'
  441. ].join( '\n' ) + '\n' + prefixFragment;
  442. }
  443. const vertexGlsl = versionString + prefixVertex + vertexShader;
  444. const fragmentGlsl = versionString + prefixFragment + fragmentShader;
  445. // console.log( '*VERTEX*', vertexGlsl );
  446. // console.log( '*FRAGMENT*', fragmentGlsl );
  447. const glVertexShader = WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl );
  448. const glFragmentShader = WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl );
  449. gl.attachShader( program, glVertexShader );
  450. gl.attachShader( program, glFragmentShader );
  451. // Force a particular attribute to index 0.
  452. if ( parameters.index0AttributeName !== undefined ) {
  453. gl.bindAttribLocation( program, 0, parameters.index0AttributeName );
  454. } else if ( parameters.morphTargets === true ) {
  455. // programs with morphTargets displace position out of attribute 0
  456. gl.bindAttribLocation( program, 0, 'position' );
  457. }
  458. gl.linkProgram( program );
  459. // check for link errors
  460. if ( renderer.debug.checkShaderErrors ) {
  461. const programLog = gl.getProgramInfoLog( program ).trim();
  462. const vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  463. const fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  464. let runnable = true;
  465. let haveDiagnostics = true;
  466. if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) {
  467. runnable = false;
  468. const vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
  469. const fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );
  470. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), 'gl.VALIDATE_STATUS', gl.getProgramParameter( program, gl.VALIDATE_STATUS ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );
  471. } else if ( programLog !== '' ) {
  472. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  473. } else if ( vertexLog === '' || fragmentLog === '' ) {
  474. haveDiagnostics = false;
  475. }
  476. if ( haveDiagnostics ) {
  477. this.diagnostics = {
  478. runnable: runnable,
  479. programLog: programLog,
  480. vertexShader: {
  481. log: vertexLog,
  482. prefix: prefixVertex
  483. },
  484. fragmentShader: {
  485. log: fragmentLog,
  486. prefix: prefixFragment
  487. }
  488. };
  489. }
  490. }
  491. // Clean up
  492. // Crashes in iOS9 and iOS10. #18402
  493. // gl.detachShader( program, glVertexShader );
  494. // gl.detachShader( program, glFragmentShader );
  495. gl.deleteShader( glVertexShader );
  496. gl.deleteShader( glFragmentShader );
  497. // set up caching for uniform locations
  498. let cachedUniforms;
  499. this.getUniforms = function () {
  500. if ( cachedUniforms === undefined ) {
  501. cachedUniforms = new WebGLUniforms( gl, program );
  502. }
  503. return cachedUniforms;
  504. };
  505. // set up caching for attribute locations
  506. let cachedAttributes;
  507. this.getAttributes = function () {
  508. if ( cachedAttributes === undefined ) {
  509. cachedAttributes = fetchAttributeLocations( gl, program );
  510. }
  511. return cachedAttributes;
  512. };
  513. // free resource
  514. this.destroy = function () {
  515. bindingStates.releaseStatesOfProgram( this );
  516. gl.deleteProgram( program );
  517. this.program = undefined;
  518. };
  519. //
  520. this.name = parameters.shaderName;
  521. this.id = programIdCount ++;
  522. this.cacheKey = cacheKey;
  523. this.usedTimes = 1;
  524. this.program = program;
  525. this.vertexShader = glVertexShader;
  526. this.fragmentShader = glFragmentShader;
  527. return this;
  528. }
  529. export { WebGLProgram };