WebGLProgram.js 24 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, SphericalReflectionMapping, EquirectangularReflectionMapping, CubeUVRefractionMapping, CubeUVReflectionMapping, CubeReflectionMapping, PCFSoftShadowMap, PCFShadowMap, VSMShadowMap, ACESFilmicToneMapping, CineonToneMapping, Uncharted2ToneMapping, ReinhardToneMapping, LinearToneMapping, GammaEncoding, RGBDEncoding, RGBM16Encoding, RGBM7Encoding, RGBEEncoding, sRGBEncoding, LinearEncoding, LogLuvEncoding } from '../../constants.js';
  8. var programIdCount = 0;
  9. function addLineNumbers( string ) {
  10. var lines = string.split( '\n' );
  11. for ( var 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. throw new Error( 'unsupported encoding: ' + encoding );
  36. }
  37. }
  38. function getShaderErrors( gl, shader, type ) {
  39. var status = gl.getShaderParameter( shader, gl.COMPILE_STATUS );
  40. var log = gl.getShaderInfoLog( shader ).trim();
  41. if ( status && log === '' ) return '';
  42. // --enable-privileged-webgl-extension
  43. // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  44. var source = gl.getShaderSource( shader );
  45. return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers( source );
  46. }
  47. function getTexelDecodingFunction( functionName, encoding ) {
  48. var components = getEncodingComponents( encoding );
  49. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';
  50. }
  51. function getTexelEncodingFunction( functionName, encoding ) {
  52. var components = getEncodingComponents( encoding );
  53. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
  54. }
  55. function getToneMappingFunction( functionName, toneMapping ) {
  56. var toneMappingName;
  57. switch ( toneMapping ) {
  58. case LinearToneMapping:
  59. toneMappingName = 'Linear';
  60. break;
  61. case ReinhardToneMapping:
  62. toneMappingName = 'Reinhard';
  63. break;
  64. case Uncharted2ToneMapping:
  65. toneMappingName = 'Uncharted2';
  66. break;
  67. case CineonToneMapping:
  68. toneMappingName = 'OptimizedCineon';
  69. break;
  70. case ACESFilmicToneMapping:
  71. toneMappingName = 'ACESFilmic';
  72. break;
  73. default:
  74. throw new Error( 'unsupported toneMapping: ' + toneMapping );
  75. }
  76. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  77. }
  78. function generateExtensions( extensions, parameters, rendererExtensions ) {
  79. extensions = extensions || {};
  80. var chunks = [
  81. ( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  82. ( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '',
  83. ( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : '',
  84. ( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  85. ];
  86. return chunks.filter( filterEmptyLine ).join( '\n' );
  87. }
  88. function generateDefines( defines ) {
  89. var chunks = [];
  90. for ( var name in defines ) {
  91. var value = defines[ name ];
  92. if ( value === false ) continue;
  93. chunks.push( '#define ' + name + ' ' + value );
  94. }
  95. return chunks.join( '\n' );
  96. }
  97. function fetchAttributeLocations( gl, program ) {
  98. var attributes = {};
  99. var n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES );
  100. for ( var i = 0; i < n; i ++ ) {
  101. var info = gl.getActiveAttrib( program, i );
  102. var name = info.name;
  103. // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  104. attributes[ name ] = gl.getAttribLocation( program, name );
  105. }
  106. return attributes;
  107. }
  108. function filterEmptyLine( string ) {
  109. return string !== '';
  110. }
  111. function replaceLightNums( string, parameters ) {
  112. return string
  113. .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  114. .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  115. .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
  116. .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  117. .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )
  118. .replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )
  119. .replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )
  120. .replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );
  121. }
  122. function replaceClippingPlaneNums( string, parameters ) {
  123. return string
  124. .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
  125. .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
  126. }
  127. // Resolve Includes
  128. var includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  129. function parseIncludes( string ) {
  130. return string.replace( includePattern, includeReplacer );
  131. }
  132. function includeReplacer( match, include ) {
  133. var string = ShaderChunk[ include ];
  134. if ( string === undefined ) {
  135. throw new Error( 'Can not resolve #include <' + include + '>' );
  136. }
  137. return parseIncludes( string );
  138. }
  139. function unrollLoops( string ) {
  140. var pattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  141. function replace( match, start, end, snippet ) {
  142. var unroll = '';
  143. for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
  144. unroll += snippet
  145. .replace( /\[ i \]/g, '[ ' + i + ' ]' )
  146. .replace( /UNROLLED_LOOP_INDEX/g, i );
  147. }
  148. return unroll;
  149. }
  150. return string.replace( pattern, replace );
  151. }
  152. function generatePrecision( parameters ) {
  153. var precisionstring = "precision " + parameters.precision + " float;\nprecision " + parameters.precision + " int;";
  154. if ( parameters.precision === "highp" ) {
  155. precisionstring += "\n#define HIGH_PRECISION;";
  156. } else if ( parameters.precision === "mediump" ) {
  157. precisionstring += "\n#define MEDIUM_PRECISION;";
  158. } else if ( parameters.precision === "lowp" ) {
  159. precisionstring += "\n#define LOW_PRECISION;";
  160. }
  161. return precisionstring;
  162. }
  163. function generateShadowMapTypeDefine( parameters ) {
  164. var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  165. if ( parameters.shadowMapType === PCFShadowMap ) {
  166. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  167. } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
  168. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  169. } else if ( parameters.shadowMapType === VSMShadowMap ) {
  170. shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';
  171. }
  172. return shadowMapTypeDefine;
  173. }
  174. function generateEnvMapTypeDefine( parameters, material ) {
  175. var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  176. if ( parameters.envMap ) {
  177. switch ( material.envMap.mapping ) {
  178. case CubeReflectionMapping:
  179. case CubeRefractionMapping:
  180. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  181. break;
  182. case CubeUVReflectionMapping:
  183. case CubeUVRefractionMapping:
  184. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  185. break;
  186. case EquirectangularReflectionMapping:
  187. case EquirectangularRefractionMapping:
  188. envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  189. break;
  190. case SphericalReflectionMapping:
  191. envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
  192. break;
  193. }
  194. }
  195. return envMapTypeDefine;
  196. }
  197. function generateEnvMapModeDefine( parameters, material ) {
  198. var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  199. if ( parameters.envMap ) {
  200. switch ( material.envMap.mapping ) {
  201. case CubeRefractionMapping:
  202. case EquirectangularRefractionMapping:
  203. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  204. break;
  205. }
  206. }
  207. return envMapModeDefine;
  208. }
  209. function generateEnvMapBlendingDefine( parameters, material ) {
  210. var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  211. if ( parameters.envMap ) {
  212. switch ( material.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, extensions, code, material, shader, parameters ) {
  227. var gl = renderer.getContext();
  228. var defines = material.defines;
  229. var vertexShader = shader.vertexShader;
  230. var fragmentShader = shader.fragmentShader;
  231. var shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );
  232. var envMapTypeDefine = generateEnvMapTypeDefine( parameters, material );
  233. var envMapModeDefine = generateEnvMapModeDefine( parameters, material );
  234. var envMapBlendingDefine = generateEnvMapBlendingDefine( parameters, material );
  235. var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  236. var customExtensions = parameters.isWebGL2 ? '' : generateExtensions( material.extensions, parameters, extensions );
  237. var customDefines = generateDefines( defines );
  238. var program = gl.createProgram();
  239. var prefixVertex, prefixFragment;
  240. var renderTarget = renderer.getRenderTarget();
  241. var numMultiviewViews = renderTarget && renderTarget.isWebGLMultiviewRenderTarget ? renderTarget.numViews : 0;
  242. if ( material.isRawShaderMaterial ) {
  243. prefixVertex = [
  244. customDefines
  245. ].filter( filterEmptyLine ).join( '\n' );
  246. if ( prefixVertex.length > 0 ) {
  247. prefixVertex += '\n';
  248. }
  249. prefixFragment = [
  250. customExtensions,
  251. customDefines
  252. ].filter( filterEmptyLine ).join( '\n' );
  253. if ( prefixFragment.length > 0 ) {
  254. prefixFragment += '\n';
  255. }
  256. } else {
  257. prefixVertex = [
  258. generatePrecision( parameters ),
  259. '#define SHADER_NAME ' + shader.name,
  260. customDefines,
  261. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  262. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  263. '#define MAX_BONES ' + parameters.maxBones,
  264. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  265. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  266. parameters.map ? '#define USE_MAP' : '',
  267. parameters.envMap ? '#define USE_ENVMAP' : '',
  268. parameters.envMap ? '#define ' + envMapModeDefine : '',
  269. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  270. parameters.aoMap ? '#define USE_AOMAP' : '',
  271. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  272. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  273. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  274. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  275. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  276. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  277. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  278. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  279. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  280. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  281. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  282. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  283. parameters.vertexColors ? '#define USE_COLOR' : '',
  284. parameters.vertexUvs ? '#define USE_UV' : '',
  285. parameters.flatShading ? '#define FLAT_SHADED' : '',
  286. parameters.skinning ? '#define USE_SKINNING' : '',
  287. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  288. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  289. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  290. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  291. parameters.flipSided ? '#define FLIP_SIDED' : '',
  292. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  293. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  294. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  295. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  296. parameters.logarithmicDepthBuffer && ( parameters.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  297. 'uniform mat4 modelMatrix;',
  298. 'uniform vec3 cameraPosition;',
  299. numMultiviewViews > 0 ? [
  300. 'uniform mat4 modelViewMatrices[' + numMultiviewViews + '];',
  301. 'uniform mat3 normalMatrices[' + numMultiviewViews + '];',
  302. 'uniform mat4 viewMatrices[' + numMultiviewViews + '];',
  303. 'uniform mat4 projectionMatrices[' + numMultiviewViews + '];',
  304. '#define modelViewMatrix modelViewMatrices[VIEW_ID]',
  305. '#define normalMatrix normalMatrices[VIEW_ID]',
  306. '#define viewMatrix viewMatrices[VIEW_ID]',
  307. '#define projectionMatrix projectionMatrices[VIEW_ID]'
  308. ].join( '\n' ) : [
  309. 'uniform mat4 modelViewMatrix;',
  310. 'uniform mat4 projectionMatrix;',
  311. 'uniform mat4 viewMatrix;',
  312. 'uniform mat3 normalMatrix;',
  313. ].join( '\n' ),
  314. 'attribute vec3 position;',
  315. 'attribute vec3 normal;',
  316. 'attribute vec2 uv;',
  317. '#ifdef USE_TANGENT',
  318. ' attribute vec4 tangent;',
  319. '#endif',
  320. '#ifdef USE_COLOR',
  321. ' attribute vec3 color;',
  322. '#endif',
  323. '#ifdef USE_MORPHTARGETS',
  324. ' attribute vec3 morphTarget0;',
  325. ' attribute vec3 morphTarget1;',
  326. ' attribute vec3 morphTarget2;',
  327. ' attribute vec3 morphTarget3;',
  328. ' #ifdef USE_MORPHNORMALS',
  329. ' attribute vec3 morphNormal0;',
  330. ' attribute vec3 morphNormal1;',
  331. ' attribute vec3 morphNormal2;',
  332. ' attribute vec3 morphNormal3;',
  333. ' #else',
  334. ' attribute vec3 morphTarget4;',
  335. ' attribute vec3 morphTarget5;',
  336. ' attribute vec3 morphTarget6;',
  337. ' attribute vec3 morphTarget7;',
  338. ' #endif',
  339. '#endif',
  340. '#ifdef USE_SKINNING',
  341. ' attribute vec4 skinIndex;',
  342. ' attribute vec4 skinWeight;',
  343. '#endif',
  344. '\n'
  345. ].filter( filterEmptyLine ).join( '\n' );
  346. prefixFragment = [
  347. customExtensions,
  348. generatePrecision( parameters ),
  349. '#define SHADER_NAME ' + shader.name,
  350. customDefines,
  351. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
  352. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  353. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  354. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  355. parameters.map ? '#define USE_MAP' : '',
  356. parameters.matcap ? '#define USE_MATCAP' : '',
  357. parameters.envMap ? '#define USE_ENVMAP' : '',
  358. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  359. parameters.envMap ? '#define ' + envMapModeDefine : '',
  360. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  361. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  362. parameters.aoMap ? '#define USE_AOMAP' : '',
  363. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  364. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  365. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  366. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  367. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  368. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  369. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  370. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  371. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  372. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  373. parameters.sheen ? '#define USE_SHEEN' : '',
  374. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  375. parameters.vertexColors ? '#define USE_COLOR' : '',
  376. parameters.vertexUvs ? '#define USE_UV' : '',
  377. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  378. parameters.flatShading ? '#define FLAT_SHADED' : '',
  379. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  380. parameters.flipSided ? '#define FLIP_SIDED' : '',
  381. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  382. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  383. parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  384. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  385. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  386. parameters.logarithmicDepthBuffer && ( parameters.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  387. ( ( material.extensions ? material.extensions.shaderTextureLOD : false ) || parameters.envMap ) && ( parameters.isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) ) ? '#define TEXTURE_LOD_EXT' : '',
  388. 'uniform vec3 cameraPosition;',
  389. numMultiviewViews > 0 ? [
  390. 'uniform mat4 viewMatrices[' + numMultiviewViews + '];',
  391. '#define viewMatrix viewMatrices[VIEW_ID]'
  392. ].join( '\n' ) : 'uniform mat4 viewMatrix;',
  393. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  394. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  395. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  396. parameters.dithering ? '#define DITHERING' : '',
  397. ( parameters.outputEncoding || parameters.mapEncoding || parameters.matcapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding ) ?
  398. ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below
  399. parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  400. parameters.matcapEncoding ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
  401. parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  402. parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  403. parameters.outputEncoding ? getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ) : '',
  404. parameters.depthPacking ? '#define DEPTH_PACKING ' + material.depthPacking : '',
  405. '\n'
  406. ].filter( filterEmptyLine ).join( '\n' );
  407. }
  408. vertexShader = parseIncludes( vertexShader );
  409. vertexShader = replaceLightNums( vertexShader, parameters );
  410. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  411. fragmentShader = parseIncludes( fragmentShader );
  412. fragmentShader = replaceLightNums( fragmentShader, parameters );
  413. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  414. vertexShader = unrollLoops( vertexShader );
  415. fragmentShader = unrollLoops( fragmentShader );
  416. if ( parameters.isWebGL2 && ! material.isRawShaderMaterial ) {
  417. var isGLSL3ShaderMaterial = false;
  418. var versionRegex = /^\s*#version\s+300\s+es\s*\n/;
  419. if ( material.isShaderMaterial &&
  420. vertexShader.match( versionRegex ) !== null &&
  421. fragmentShader.match( versionRegex ) !== null ) {
  422. isGLSL3ShaderMaterial = true;
  423. vertexShader = vertexShader.replace( versionRegex, '' );
  424. fragmentShader = fragmentShader.replace( versionRegex, '' );
  425. }
  426. // GLSL 3.0 conversion
  427. prefixVertex = [
  428. '#version 300 es\n',
  429. numMultiviewViews > 0 ? [
  430. '#extension GL_OVR_multiview2 : require',
  431. 'layout(num_views = ' + numMultiviewViews + ') in;',
  432. '#define VIEW_ID gl_ViewID_OVR'
  433. ].join( '\n' ) : '',
  434. '#define attribute in',
  435. '#define varying out',
  436. '#define texture2D texture'
  437. ].join( '\n' ) + '\n' + prefixVertex;
  438. prefixFragment = [
  439. '#version 300 es\n',
  440. numMultiviewViews > 0 ? [
  441. '#extension GL_OVR_multiview2 : require',
  442. '#define VIEW_ID gl_ViewID_OVR'
  443. ].join( '\n' ) : '',
  444. '#define varying in',
  445. isGLSL3ShaderMaterial ? '' : 'out highp vec4 pc_fragColor;',
  446. isGLSL3ShaderMaterial ? '' : '#define gl_FragColor pc_fragColor',
  447. '#define gl_FragDepthEXT gl_FragDepth',
  448. '#define texture2D texture',
  449. '#define textureCube texture',
  450. '#define texture2DProj textureProj',
  451. '#define texture2DLodEXT textureLod',
  452. '#define texture2DProjLodEXT textureProjLod',
  453. '#define textureCubeLodEXT textureLod',
  454. '#define texture2DGradEXT textureGrad',
  455. '#define texture2DProjGradEXT textureProjGrad',
  456. '#define textureCubeGradEXT textureGrad'
  457. ].join( '\n' ) + '\n' + prefixFragment;
  458. }
  459. var vertexGlsl = prefixVertex + vertexShader;
  460. var fragmentGlsl = prefixFragment + fragmentShader;
  461. // console.log( '*VERTEX*', vertexGlsl );
  462. // console.log( '*FRAGMENT*', fragmentGlsl );
  463. var glVertexShader = WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl );
  464. var glFragmentShader = WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl );
  465. gl.attachShader( program, glVertexShader );
  466. gl.attachShader( program, glFragmentShader );
  467. // Force a particular attribute to index 0.
  468. if ( material.index0AttributeName !== undefined ) {
  469. gl.bindAttribLocation( program, 0, material.index0AttributeName );
  470. } else if ( parameters.morphTargets === true ) {
  471. // programs with morphTargets displace position out of attribute 0
  472. gl.bindAttribLocation( program, 0, 'position' );
  473. }
  474. gl.linkProgram( program );
  475. // check for link errors
  476. if ( renderer.debug.checkShaderErrors ) {
  477. var programLog = gl.getProgramInfoLog( program ).trim();
  478. var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  479. var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  480. var runnable = true;
  481. var haveDiagnostics = true;
  482. if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) {
  483. runnable = false;
  484. var vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
  485. var fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );
  486. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), 'gl.VALIDATE_STATUS', gl.getProgramParameter( program, gl.VALIDATE_STATUS ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );
  487. } else if ( programLog !== '' ) {
  488. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  489. } else if ( vertexLog === '' || fragmentLog === '' ) {
  490. haveDiagnostics = false;
  491. }
  492. if ( haveDiagnostics ) {
  493. this.diagnostics = {
  494. runnable: runnable,
  495. material: material,
  496. programLog: programLog,
  497. vertexShader: {
  498. log: vertexLog,
  499. prefix: prefixVertex
  500. },
  501. fragmentShader: {
  502. log: fragmentLog,
  503. prefix: prefixFragment
  504. }
  505. };
  506. }
  507. }
  508. // clean up
  509. gl.deleteShader( glVertexShader );
  510. gl.deleteShader( glFragmentShader );
  511. // set up caching for uniform locations
  512. var cachedUniforms;
  513. this.getUniforms = function () {
  514. if ( cachedUniforms === undefined ) {
  515. cachedUniforms = new WebGLUniforms( gl, program );
  516. }
  517. return cachedUniforms;
  518. };
  519. // set up caching for attribute locations
  520. var cachedAttributes;
  521. this.getAttributes = function () {
  522. if ( cachedAttributes === undefined ) {
  523. cachedAttributes = fetchAttributeLocations( gl, program );
  524. }
  525. return cachedAttributes;
  526. };
  527. // free resource
  528. this.destroy = function () {
  529. gl.deleteProgram( program );
  530. this.program = undefined;
  531. };
  532. //
  533. this.name = shader.name;
  534. this.id = programIdCount ++;
  535. this.code = code;
  536. this.usedTimes = 1;
  537. this.program = program;
  538. this.vertexShader = glVertexShader;
  539. this.fragmentShader = glFragmentShader;
  540. this.numMultiviewViews = numMultiviewViews;
  541. return this;
  542. }
  543. export { WebGLProgram };