WebGLProgram.js 9.6 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377
  1. THREE.WebGLProgram = ( function () {
  2. var programIdCount = 0;
  3. var generateDefines = function ( defines ) {
  4. var value, chunk, chunks = [];
  5. for ( var d in defines ) {
  6. value = defines[ d ];
  7. if ( value === false ) continue;
  8. chunk = "#define " + d + " " + value;
  9. chunks.push( chunk );
  10. }
  11. return chunks.join( "\n" );
  12. };
  13. var cacheUniformLocations = function ( gl, program, identifiers ) {
  14. var uniforms = {};
  15. for ( var i = 0, l = identifiers.length; i < l; i ++ ) {
  16. var id = identifiers[ i ];
  17. uniforms[ id ] = gl.getUniformLocation( program, id );
  18. }
  19. return uniforms;
  20. };
  21. var cacheAttributeLocations = function ( gl, program, identifiers ) {
  22. var attributes = {};
  23. for ( var i = 0, l = identifiers.length; i < l; i ++ ) {
  24. var id = identifiers[ i ];
  25. attributes[ id ] = gl.getAttribLocation( program, id );
  26. }
  27. return attributes;
  28. };
  29. return function ( renderer, code, material, parameters ) {
  30. var _this = renderer;
  31. var _gl = _this.context;
  32. var fragmentShader = material.fragmentShader;
  33. var vertexShader = material.vertexShader;
  34. var uniforms = material.uniforms;
  35. var attributes = material.attributes;
  36. var defines = material.defines;
  37. var index0AttributeName = material.index0AttributeName;
  38. if ( index0AttributeName === undefined && parameters.morphTargets === true ) {
  39. // programs with morphTargets displace position out of attribute 0
  40. index0AttributeName = 'position';
  41. }
  42. var shadowMapTypeDefine = "SHADOWMAP_TYPE_BASIC";
  43. if ( parameters.shadowMapType === THREE.PCFShadowMap ) {
  44. shadowMapTypeDefine = "SHADOWMAP_TYPE_PCF";
  45. } else if ( parameters.shadowMapType === THREE.PCFSoftShadowMap ) {
  46. shadowMapTypeDefine = "SHADOWMAP_TYPE_PCF_SOFT";
  47. }
  48. // console.log( "building new program " );
  49. //
  50. var customDefines = generateDefines( defines );
  51. //
  52. var program = _gl.createProgram();
  53. var prefix_vertex, prefix_fragment;
  54. if ( material instanceof THREE.RawShaderMaterial ) {
  55. prefix_vertex = '';
  56. prefix_fragment = '';
  57. } else {
  58. prefix_vertex = [
  59. "precision " + parameters.precision + " float;",
  60. "precision " + parameters.precision + " int;",
  61. customDefines,
  62. parameters.supportsVertexTextures ? "#define VERTEX_TEXTURES" : "",
  63. _this.gammaInput ? "#define GAMMA_INPUT" : "",
  64. _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
  65. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  66. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  67. "#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
  68. "#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
  69. "#define MAX_SHADOWS " + parameters.maxShadows,
  70. "#define MAX_BONES " + parameters.maxBones,
  71. parameters.map ? "#define USE_MAP" : "",
  72. parameters.envMap ? "#define USE_ENVMAP" : "",
  73. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  74. parameters.bumpMap ? "#define USE_BUMPMAP" : "",
  75. parameters.normalMap ? "#define USE_NORMALMAP" : "",
  76. parameters.specularMap ? "#define USE_SPECULARMAP" : "",
  77. parameters.alphaMap ? "#define USE_ALPHAMAP" : "",
  78. parameters.vertexColors ? "#define USE_COLOR" : "",
  79. parameters.skinning ? "#define USE_SKINNING" : "",
  80. parameters.useVertexTexture ? "#define BONE_TEXTURE" : "",
  81. parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
  82. parameters.morphNormals ? "#define USE_MORPHNORMALS" : "",
  83. parameters.wrapAround ? "#define WRAP_AROUND" : "",
  84. parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
  85. parameters.flipSided ? "#define FLIP_SIDED" : "",
  86. parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
  87. parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
  88. parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
  89. parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
  90. parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",
  91. parameters.logarithmicDepthBuffer ? "#define USE_LOGDEPTHBUF" : "",
  92. //_this._glExtensionFragDepth ? "#define USE_LOGDEPTHBUF_EXT" : "",
  93. "uniform mat4 modelMatrix;",
  94. "uniform mat4 modelViewMatrix;",
  95. "uniform mat4 projectionMatrix;",
  96. "uniform mat4 viewMatrix;",
  97. "uniform mat3 normalMatrix;",
  98. "uniform vec3 cameraPosition;",
  99. "attribute vec3 position;",
  100. "attribute vec3 normal;",
  101. "attribute vec2 uv;",
  102. "attribute vec2 uv2;",
  103. "#ifdef USE_COLOR",
  104. " attribute vec3 color;",
  105. "#endif",
  106. "#ifdef USE_MORPHTARGETS",
  107. " attribute vec3 morphTarget0;",
  108. " attribute vec3 morphTarget1;",
  109. " attribute vec3 morphTarget2;",
  110. " attribute vec3 morphTarget3;",
  111. " #ifdef USE_MORPHNORMALS",
  112. " attribute vec3 morphNormal0;",
  113. " attribute vec3 morphNormal1;",
  114. " attribute vec3 morphNormal2;",
  115. " attribute vec3 morphNormal3;",
  116. " #else",
  117. " attribute vec3 morphTarget4;",
  118. " attribute vec3 morphTarget5;",
  119. " attribute vec3 morphTarget6;",
  120. " attribute vec3 morphTarget7;",
  121. " #endif",
  122. "#endif",
  123. "#ifdef USE_SKINNING",
  124. " attribute vec4 skinIndex;",
  125. " attribute vec4 skinWeight;",
  126. "#endif",
  127. ""
  128. ].join( '\n' );
  129. prefix_fragment = [
  130. "precision " + parameters.precision + " float;",
  131. "precision " + parameters.precision + " int;",
  132. ( parameters.bumpMap || parameters.normalMap ) ? "#extension GL_OES_standard_derivatives : enable" : "",
  133. customDefines,
  134. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  135. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  136. "#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
  137. "#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
  138. "#define MAX_SHADOWS " + parameters.maxShadows,
  139. parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "",
  140. _this.gammaInput ? "#define GAMMA_INPUT" : "",
  141. _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
  142. ( parameters.useFog && parameters.fog ) ? "#define USE_FOG" : "",
  143. ( parameters.useFog && parameters.fogExp ) ? "#define FOG_EXP2" : "",
  144. parameters.map ? "#define USE_MAP" : "",
  145. parameters.envMap ? "#define USE_ENVMAP" : "",
  146. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  147. parameters.bumpMap ? "#define USE_BUMPMAP" : "",
  148. parameters.normalMap ? "#define USE_NORMALMAP" : "",
  149. parameters.specularMap ? "#define USE_SPECULARMAP" : "",
  150. parameters.alphaMap ? "#define USE_ALPHAMAP" : "",
  151. parameters.vertexColors ? "#define USE_COLOR" : "",
  152. parameters.metal ? "#define METAL" : "",
  153. parameters.wrapAround ? "#define WRAP_AROUND" : "",
  154. parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
  155. parameters.flipSided ? "#define FLIP_SIDED" : "",
  156. parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
  157. parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
  158. parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
  159. parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
  160. parameters.logarithmicDepthBuffer ? "#define USE_LOGDEPTHBUF" : "",
  161. //_this._glExtensionFragDepth ? "#define USE_LOGDEPTHBUF_EXT" : "",
  162. "uniform mat4 viewMatrix;",
  163. "uniform vec3 cameraPosition;",
  164. ""
  165. ].join( '\n' );
  166. }
  167. var glVertexShader = new THREE.WebGLShader( _gl, _gl.VERTEX_SHADER, prefix_vertex + vertexShader );
  168. var glFragmentShader = new THREE.WebGLShader( _gl, _gl.FRAGMENT_SHADER, prefix_fragment + fragmentShader );
  169. _gl.attachShader( program, glVertexShader );
  170. _gl.attachShader( program, glFragmentShader );
  171. if ( index0AttributeName !== undefined ) {
  172. // Force a particular attribute to index 0.
  173. // because potentially expensive emulation is done by browser if attribute 0 is disabled.
  174. // And, color, for example is often automatically bound to index 0 so disabling it
  175. _gl.bindAttribLocation( program, 0, index0AttributeName );
  176. }
  177. _gl.linkProgram( program );
  178. if ( _gl.getProgramParameter( program, _gl.LINK_STATUS ) === false ) {
  179. console.error( 'THREE.WebGLProgram: Could not initialise shader.' );
  180. console.error( 'gl.VALIDATE_STATUS', _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) );
  181. console.error( 'gl.getError()', _gl.getError() );
  182. }
  183. if ( _gl.getProgramInfoLog( program ) !== '' ) {
  184. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', _gl.getProgramInfoLog( program ) );
  185. }
  186. // clean up
  187. _gl.deleteShader( glVertexShader );
  188. _gl.deleteShader( glFragmentShader );
  189. // cache uniform locations
  190. var identifiers = [
  191. 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'modelMatrix', 'cameraPosition',
  192. 'morphTargetInfluences'
  193. ];
  194. if ( parameters.useVertexTexture ) {
  195. identifiers.push( 'boneTexture' );
  196. identifiers.push( 'boneTextureWidth' );
  197. identifiers.push( 'boneTextureHeight' );
  198. } else {
  199. identifiers.push( 'boneGlobalMatrices' );
  200. }
  201. if ( parameters.logarithmicDepthBuffer ) {
  202. identifiers.push('logDepthBufFC');
  203. }
  204. for ( var u in uniforms ) {
  205. identifiers.push( u );
  206. }
  207. this.uniforms = cacheUniformLocations( _gl, program, identifiers );
  208. // cache attributes locations
  209. identifiers = [
  210. "position", "normal", "uv", "uv2", "tangent", "color",
  211. "skinIndex", "skinWeight", "lineDistance"
  212. ];
  213. for ( var i = 0; i < parameters.maxMorphTargets; i ++ ) {
  214. identifiers.push( "morphTarget" + i );
  215. }
  216. for ( var i = 0; i < parameters.maxMorphNormals; i ++ ) {
  217. identifiers.push( "morphNormal" + i );
  218. }
  219. for ( var a in attributes ) {
  220. identifiers.push( a );
  221. }
  222. this.attributes = cacheAttributeLocations( _gl, program, identifiers );
  223. //
  224. this.id = programIdCount ++;
  225. this.code = code;
  226. this.usedTimes = 1;
  227. this.program = program;
  228. this.vertexShader = glVertexShader;
  229. this.fragmentShader = glFragmentShader;
  230. return this;
  231. };
  232. } )();