WebGLProgram.js 26 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 { RGBFormat, 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 errors = gl.getShaderInfoLog( shader ).trim();
  39. if ( status && errors === '' ) return '';
  40. // --enable-privileged-webgl-extension
  41. // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  42. return type.toUpperCase() + '\n\n' + errors + '\n\n' + addLineNumbers( gl.getShaderSource( shader ) );
  43. }
  44. function getTexelDecodingFunction( functionName, encoding ) {
  45. const components = getEncodingComponents( encoding );
  46. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';
  47. }
  48. function getTexelEncodingFunction( functionName, encoding ) {
  49. const components = getEncodingComponents( encoding );
  50. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
  51. }
  52. function getToneMappingFunction( functionName, toneMapping ) {
  53. let toneMappingName;
  54. switch ( toneMapping ) {
  55. case LinearToneMapping:
  56. toneMappingName = 'Linear';
  57. break;
  58. case ReinhardToneMapping:
  59. toneMappingName = 'Reinhard';
  60. break;
  61. case CineonToneMapping:
  62. toneMappingName = 'OptimizedCineon';
  63. break;
  64. case ACESFilmicToneMapping:
  65. toneMappingName = 'ACESFilmic';
  66. break;
  67. case CustomToneMapping:
  68. toneMappingName = 'Custom';
  69. break;
  70. default:
  71. console.warn( 'THREE.WebGLProgram: Unsupported toneMapping:', toneMapping );
  72. toneMappingName = 'Linear';
  73. }
  74. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  75. }
  76. function generateExtensions( parameters ) {
  77. const chunks = [
  78. ( parameters.extensionDerivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  79. ( parameters.extensionFragDepth || parameters.logarithmicDepthBuffer ) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '',
  80. ( parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ) ? '#extension GL_EXT_draw_buffers : require' : '',
  81. ( parameters.extensionShaderTextureLOD || parameters.envMap || parameters.transmission ) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  82. ];
  83. return chunks.filter( filterEmptyLine ).join( '\n' );
  84. }
  85. function generateDefines( defines ) {
  86. const chunks = [];
  87. for ( const name in defines ) {
  88. const value = defines[ name ];
  89. if ( value === false ) continue;
  90. chunks.push( '#define ' + name + ' ' + value );
  91. }
  92. return chunks.join( '\n' );
  93. }
  94. function fetchAttributeLocations( gl, program ) {
  95. const attributes = {};
  96. const n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES );
  97. for ( let i = 0; i < n; i ++ ) {
  98. const info = gl.getActiveAttrib( program, i );
  99. const name = info.name;
  100. let locationSize = 1;
  101. if ( info.type === gl.FLOAT_MAT2 ) locationSize = 2;
  102. if ( info.type === gl.FLOAT_MAT3 ) locationSize = 3;
  103. if ( info.type === gl.FLOAT_MAT4 ) locationSize = 4;
  104. // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  105. attributes[ name ] = {
  106. type: info.type,
  107. location: gl.getAttribLocation( program, name ),
  108. locationSize: locationSize
  109. };
  110. }
  111. return attributes;
  112. }
  113. function filterEmptyLine( string ) {
  114. return string !== '';
  115. }
  116. function replaceLightNums( string, parameters ) {
  117. return string
  118. .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  119. .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  120. .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
  121. .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  122. .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )
  123. .replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )
  124. .replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )
  125. .replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );
  126. }
  127. function replaceClippingPlaneNums( string, parameters ) {
  128. return string
  129. .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
  130. .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
  131. }
  132. // Resolve Includes
  133. const includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  134. function resolveIncludes( string ) {
  135. return string.replace( includePattern, includeReplacer );
  136. }
  137. function includeReplacer( match, include ) {
  138. const string = ShaderChunk[ include ];
  139. if ( string === undefined ) {
  140. throw new Error( 'Can not resolve #include <' + include + '>' );
  141. }
  142. return resolveIncludes( string );
  143. }
  144. // Unroll Loops
  145. const deprecatedUnrollLoopPattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  146. const unrollLoopPattern = /#pragma unroll_loop_start\s+for\s*\(\s*int\s+i\s*=\s*(\d+)\s*;\s*i\s*<\s*(\d+)\s*;\s*i\s*\+\+\s*\)\s*{([\s\S]+?)}\s+#pragma unroll_loop_end/g;
  147. function unrollLoops( string ) {
  148. return string
  149. .replace( unrollLoopPattern, loopReplacer )
  150. .replace( deprecatedUnrollLoopPattern, deprecatedLoopReplacer );
  151. }
  152. function deprecatedLoopReplacer( match, start, end, snippet ) {
  153. console.warn( 'WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.' );
  154. return loopReplacer( match, start, end, snippet );
  155. }
  156. function loopReplacer( match, start, end, snippet ) {
  157. let string = '';
  158. for ( let i = parseInt( start ); i < parseInt( end ); i ++ ) {
  159. string += snippet
  160. .replace( /\[\s*i\s*\]/g, '[ ' + i + ' ]' )
  161. .replace( /UNROLLED_LOOP_INDEX/g, i );
  162. }
  163. return string;
  164. }
  165. //
  166. function generatePrecision( parameters ) {
  167. let precisionstring = 'precision ' + parameters.precision + ' float;\nprecision ' + parameters.precision + ' int;';
  168. if ( parameters.precision === 'highp' ) {
  169. precisionstring += '\n#define HIGH_PRECISION';
  170. } else if ( parameters.precision === 'mediump' ) {
  171. precisionstring += '\n#define MEDIUM_PRECISION';
  172. } else if ( parameters.precision === 'lowp' ) {
  173. precisionstring += '\n#define LOW_PRECISION';
  174. }
  175. return precisionstring;
  176. }
  177. function generateShadowMapTypeDefine( parameters ) {
  178. let shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  179. if ( parameters.shadowMapType === PCFShadowMap ) {
  180. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  181. } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
  182. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  183. } else if ( parameters.shadowMapType === VSMShadowMap ) {
  184. shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';
  185. }
  186. return shadowMapTypeDefine;
  187. }
  188. function generateEnvMapTypeDefine( parameters ) {
  189. let envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  190. if ( parameters.envMap ) {
  191. switch ( parameters.envMapMode ) {
  192. case CubeReflectionMapping:
  193. case CubeRefractionMapping:
  194. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  195. break;
  196. case CubeUVReflectionMapping:
  197. case CubeUVRefractionMapping:
  198. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  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 CubeUVRefractionMapping:
  210. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  211. break;
  212. }
  213. }
  214. return envMapModeDefine;
  215. }
  216. function generateEnvMapBlendingDefine( parameters ) {
  217. let envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';
  218. if ( parameters.envMap ) {
  219. switch ( parameters.combine ) {
  220. case MultiplyOperation:
  221. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  222. break;
  223. case MixOperation:
  224. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  225. break;
  226. case AddOperation:
  227. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  228. break;
  229. }
  230. }
  231. return envMapBlendingDefine;
  232. }
  233. function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
  234. // TODO Send this event to Three.js DevTools
  235. // console.log( 'WebGLProgram', cacheKey );
  236. const gl = renderer.getContext();
  237. const defines = parameters.defines;
  238. let vertexShader = parameters.vertexShader;
  239. let fragmentShader = parameters.fragmentShader;
  240. const shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );
  241. const envMapTypeDefine = generateEnvMapTypeDefine( parameters );
  242. const envMapModeDefine = generateEnvMapModeDefine( parameters );
  243. const envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );
  244. const gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  245. const customExtensions = parameters.isWebGL2 ? '' : generateExtensions( parameters );
  246. const customDefines = generateDefines( defines );
  247. const program = gl.createProgram();
  248. let prefixVertex, prefixFragment;
  249. let versionString = parameters.glslVersion ? '#version ' + parameters.glslVersion + '\n' : '';
  250. if ( parameters.isRawShaderMaterial ) {
  251. prefixVertex = [
  252. customDefines
  253. ].filter( filterEmptyLine ).join( '\n' );
  254. if ( prefixVertex.length > 0 ) {
  255. prefixVertex += '\n';
  256. }
  257. prefixFragment = [
  258. customExtensions,
  259. customDefines
  260. ].filter( filterEmptyLine ).join( '\n' );
  261. if ( prefixFragment.length > 0 ) {
  262. prefixFragment += '\n';
  263. }
  264. } else {
  265. prefixVertex = [
  266. generatePrecision( parameters ),
  267. '#define SHADER_NAME ' + parameters.shaderName,
  268. customDefines,
  269. parameters.instancing ? '#define USE_INSTANCING' : '',
  270. parameters.instancingColor ? '#define USE_INSTANCING_COLOR' : '',
  271. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  272. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  273. '#define MAX_BONES ' + parameters.maxBones,
  274. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  275. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  276. parameters.map ? '#define USE_MAP' : '',
  277. parameters.envMap ? '#define USE_ENVMAP' : '',
  278. parameters.envMap ? '#define ' + envMapModeDefine : '',
  279. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  280. parameters.aoMap ? '#define USE_AOMAP' : '',
  281. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  282. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  283. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  284. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  285. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  286. parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
  287. parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
  288. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  289. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  290. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  291. parameters.specularIntensityMap ? '#define USE_SPECULARINTENSITYMAP' : '',
  292. parameters.specularColorMap ? '#define USE_SPECULARCOLORMAP' : '',
  293. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  294. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  295. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  296. parameters.transmission ? '#define USE_TRANSMISSION' : '',
  297. parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',
  298. parameters.thicknessMap ? '#define USE_THICKNESSMAP' : '',
  299. parameters.sheenColorMap ? '#define USE_SHEENCOLORMAP' : '',
  300. parameters.sheenRoughnessMap ? '#define USE_SHEENROUGHNESSMAP' : '',
  301. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  302. parameters.vertexColors ? '#define USE_COLOR' : '',
  303. parameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '',
  304. parameters.vertexUvs ? '#define USE_UV' : '',
  305. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  306. parameters.flatShading ? '#define FLAT_SHADED' : '',
  307. parameters.skinning ? '#define USE_SKINNING' : '',
  308. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  309. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  310. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  311. ( parameters.morphTargets && parameters.isWebGL2 ) ? '#define MORPHTARGETS_TEXTURE' : '',
  312. ( parameters.morphTargets && parameters.isWebGL2 ) ? '#define MORPHTARGETS_COUNT ' + parameters.morphTargetsCount : '',
  313. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  314. parameters.flipSided ? '#define FLIP_SIDED' : '',
  315. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  316. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  317. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  318. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  319. ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  320. 'uniform mat4 modelMatrix;',
  321. 'uniform mat4 modelViewMatrix;',
  322. 'uniform mat4 projectionMatrix;',
  323. 'uniform mat4 viewMatrix;',
  324. 'uniform mat3 normalMatrix;',
  325. 'uniform vec3 cameraPosition;',
  326. 'uniform bool isOrthographic;',
  327. '#ifdef USE_INSTANCING',
  328. ' attribute mat4 instanceMatrix;',
  329. '#endif',
  330. '#ifdef USE_INSTANCING_COLOR',
  331. ' attribute vec3 instanceColor;',
  332. '#endif',
  333. 'attribute vec3 position;',
  334. 'attribute vec3 normal;',
  335. 'attribute vec2 uv;',
  336. '#ifdef USE_TANGENT',
  337. ' attribute vec4 tangent;',
  338. '#endif',
  339. '#if defined( USE_COLOR_ALPHA )',
  340. ' attribute vec4 color;',
  341. '#elif defined( USE_COLOR )',
  342. ' attribute vec3 color;',
  343. '#endif',
  344. '#if ( defined( USE_MORPHTARGETS ) && ! defined( MORPHTARGETS_TEXTURE ) )',
  345. ' attribute vec3 morphTarget0;',
  346. ' attribute vec3 morphTarget1;',
  347. ' attribute vec3 morphTarget2;',
  348. ' attribute vec3 morphTarget3;',
  349. ' #ifdef USE_MORPHNORMALS',
  350. ' attribute vec3 morphNormal0;',
  351. ' attribute vec3 morphNormal1;',
  352. ' attribute vec3 morphNormal2;',
  353. ' attribute vec3 morphNormal3;',
  354. ' #else',
  355. ' attribute vec3 morphTarget4;',
  356. ' attribute vec3 morphTarget5;',
  357. ' attribute vec3 morphTarget6;',
  358. ' attribute vec3 morphTarget7;',
  359. ' #endif',
  360. '#endif',
  361. '#ifdef USE_SKINNING',
  362. ' attribute vec4 skinIndex;',
  363. ' attribute vec4 skinWeight;',
  364. '#endif',
  365. '\n'
  366. ].filter( filterEmptyLine ).join( '\n' );
  367. prefixFragment = [
  368. customExtensions,
  369. generatePrecision( parameters ),
  370. '#define SHADER_NAME ' + parameters.shaderName,
  371. customDefines,
  372. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  373. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  374. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  375. parameters.map ? '#define USE_MAP' : '',
  376. parameters.matcap ? '#define USE_MATCAP' : '',
  377. parameters.envMap ? '#define USE_ENVMAP' : '',
  378. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  379. parameters.envMap ? '#define ' + envMapModeDefine : '',
  380. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  381. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  382. parameters.aoMap ? '#define USE_AOMAP' : '',
  383. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  384. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  385. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  386. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  387. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  388. parameters.clearcoat ? '#define USE_CLEARCOAT' : '',
  389. parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
  390. parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
  391. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  392. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  393. parameters.specularIntensityMap ? '#define USE_SPECULARINTENSITYMAP' : '',
  394. parameters.specularColorMap ? '#define USE_SPECULARCOLORMAP' : '',
  395. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  396. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  397. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  398. parameters.alphaTest ? '#define USE_ALPHATEST' : '',
  399. parameters.sheen ? '#define USE_SHEEN' : '',
  400. parameters.sheenColorMap ? '#define USE_SHEENCOLORMAP' : '',
  401. parameters.sheenRoughnessMap ? '#define USE_SHEENROUGHNESSMAP' : '',
  402. parameters.transmission ? '#define USE_TRANSMISSION' : '',
  403. parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',
  404. parameters.thicknessMap ? '#define USE_THICKNESSMAP' : '',
  405. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  406. parameters.vertexColors || parameters.instancingColor ? '#define USE_COLOR' : '',
  407. parameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '',
  408. parameters.vertexUvs ? '#define USE_UV' : '',
  409. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  410. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  411. parameters.flatShading ? '#define FLAT_SHADED' : '',
  412. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  413. parameters.flipSided ? '#define FLIP_SIDED' : '',
  414. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  415. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  416. parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  417. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  418. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  419. ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  420. ( ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ) ? '#define TEXTURE_LOD_EXT' : '',
  421. 'uniform mat4 viewMatrix;',
  422. 'uniform vec3 cameraPosition;',
  423. 'uniform bool isOrthographic;',
  424. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  425. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  426. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  427. parameters.dithering ? '#define DITHERING' : '',
  428. parameters.format === RGBFormat ? '#define OPAQUE' : '',
  429. ShaderChunk[ 'encodings_pars_fragment' ], // this code is required here because it is used by the various encoding/decoding function defined below
  430. parameters.map ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  431. parameters.matcap ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
  432. parameters.envMap ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  433. parameters.emissiveMap ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  434. parameters.specularColorMap ? getTexelDecodingFunction( 'specularColorMapTexelToLinear', parameters.specularColorMapEncoding ) : '',
  435. parameters.sheenColorMap ? getTexelDecodingFunction( 'sheenColorMapTexelToLinear', parameters.sheenColorMapEncoding ) : '',
  436. parameters.lightMap ? getTexelDecodingFunction( 'lightMapTexelToLinear', parameters.lightMapEncoding ) : '',
  437. getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ),
  438. parameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '',
  439. '\n'
  440. ].filter( filterEmptyLine ).join( '\n' );
  441. }
  442. vertexShader = resolveIncludes( vertexShader );
  443. vertexShader = replaceLightNums( vertexShader, parameters );
  444. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  445. fragmentShader = resolveIncludes( fragmentShader );
  446. fragmentShader = replaceLightNums( fragmentShader, parameters );
  447. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  448. vertexShader = unrollLoops( vertexShader );
  449. fragmentShader = unrollLoops( fragmentShader );
  450. if ( parameters.isWebGL2 && parameters.isRawShaderMaterial !== true ) {
  451. // GLSL 3.0 conversion for built-in materials and ShaderMaterial
  452. versionString = '#version 300 es\n';
  453. prefixVertex = [
  454. 'precision mediump sampler2DArray;',
  455. '#define attribute in',
  456. '#define varying out',
  457. '#define texture2D texture'
  458. ].join( '\n' ) + '\n' + prefixVertex;
  459. prefixFragment = [
  460. '#define varying in',
  461. ( parameters.glslVersion === GLSL3 ) ? '' : 'out highp vec4 pc_fragColor;',
  462. ( parameters.glslVersion === GLSL3 ) ? '' : '#define gl_FragColor pc_fragColor',
  463. '#define gl_FragDepthEXT gl_FragDepth',
  464. '#define texture2D texture',
  465. '#define textureCube texture',
  466. '#define texture2DProj textureProj',
  467. '#define texture2DLodEXT textureLod',
  468. '#define texture2DProjLodEXT textureProjLod',
  469. '#define textureCubeLodEXT textureLod',
  470. '#define texture2DGradEXT textureGrad',
  471. '#define texture2DProjGradEXT textureProjGrad',
  472. '#define textureCubeGradEXT textureGrad'
  473. ].join( '\n' ) + '\n' + prefixFragment;
  474. }
  475. const vertexGlsl = versionString + prefixVertex + vertexShader;
  476. const fragmentGlsl = versionString + prefixFragment + fragmentShader;
  477. // console.log( '*VERTEX*', vertexGlsl );
  478. // console.log( '*FRAGMENT*', fragmentGlsl );
  479. const glVertexShader = WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl );
  480. const glFragmentShader = WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl );
  481. gl.attachShader( program, glVertexShader );
  482. gl.attachShader( program, glFragmentShader );
  483. // Force a particular attribute to index 0.
  484. if ( parameters.index0AttributeName !== undefined ) {
  485. gl.bindAttribLocation( program, 0, parameters.index0AttributeName );
  486. } else if ( parameters.morphTargets === true ) {
  487. // programs with morphTargets displace position out of attribute 0
  488. gl.bindAttribLocation( program, 0, 'position' );
  489. }
  490. gl.linkProgram( program );
  491. // check for link errors
  492. if ( renderer.debug.checkShaderErrors ) {
  493. const programLog = gl.getProgramInfoLog( program ).trim();
  494. const vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  495. const fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  496. let runnable = true;
  497. let haveDiagnostics = true;
  498. if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) {
  499. runnable = false;
  500. const vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
  501. const fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );
  502. console.error(
  503. 'THREE.WebGLProgram: Shader Error ' + gl.getError() + ' - ' +
  504. 'VALIDATE_STATUS ' + gl.getProgramParameter( program, gl.VALIDATE_STATUS ) + '\n\n' +
  505. 'Program Info Log: ' + programLog + '\n' +
  506. vertexErrors + '\n' +
  507. fragmentErrors
  508. );
  509. } else if ( programLog !== '' ) {
  510. console.warn( 'THREE.WebGLProgram: Program Info Log:', programLog );
  511. } else if ( vertexLog === '' || fragmentLog === '' ) {
  512. haveDiagnostics = false;
  513. }
  514. if ( haveDiagnostics ) {
  515. this.diagnostics = {
  516. runnable: runnable,
  517. programLog: programLog,
  518. vertexShader: {
  519. log: vertexLog,
  520. prefix: prefixVertex
  521. },
  522. fragmentShader: {
  523. log: fragmentLog,
  524. prefix: prefixFragment
  525. }
  526. };
  527. }
  528. }
  529. // Clean up
  530. // Crashes in iOS9 and iOS10. #18402
  531. // gl.detachShader( program, glVertexShader );
  532. // gl.detachShader( program, glFragmentShader );
  533. gl.deleteShader( glVertexShader );
  534. gl.deleteShader( glFragmentShader );
  535. // set up caching for uniform locations
  536. let cachedUniforms;
  537. this.getUniforms = function () {
  538. if ( cachedUniforms === undefined ) {
  539. cachedUniforms = new WebGLUniforms( gl, program );
  540. }
  541. return cachedUniforms;
  542. };
  543. // set up caching for attribute locations
  544. let cachedAttributes;
  545. this.getAttributes = function () {
  546. if ( cachedAttributes === undefined ) {
  547. cachedAttributes = fetchAttributeLocations( gl, program );
  548. }
  549. return cachedAttributes;
  550. };
  551. // free resource
  552. this.destroy = function () {
  553. bindingStates.releaseStatesOfProgram( this );
  554. gl.deleteProgram( program );
  555. this.program = undefined;
  556. };
  557. //
  558. this.name = parameters.shaderName;
  559. this.id = programIdCount ++;
  560. this.cacheKey = cacheKey;
  561. this.usedTimes = 1;
  562. this.program = program;
  563. this.vertexShader = glVertexShader;
  564. this.fragmentShader = glFragmentShader;
  565. return this;
  566. }
  567. export { WebGLProgram };