WebGLProgram.js 12 KB

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  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 defines = material.defines;
  33. var uniforms = material.__webglShader.uniforms;
  34. var attributes = material.attributes;
  35. var vertexShader = material.__webglShader.vertexShader;
  36. var fragmentShader = material.__webglShader.fragmentShader;
  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. var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  49. var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  50. var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  51. if ( parameters.envMap ) {
  52. switch ( material.envMap.mapping ) {
  53. case THREE.CubeReflectionMapping:
  54. case THREE.CubeRefractionMapping:
  55. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  56. break;
  57. case THREE.EquirectangularReflectionMapping:
  58. case THREE.EquirectangularRefractionMapping:
  59. envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  60. break;
  61. case THREE.SphericalReflectionMapping:
  62. envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
  63. break;
  64. }
  65. switch ( material.envMap.mapping ) {
  66. case THREE.CubeRefractionMapping:
  67. case THREE.EquirectangularRefractionMapping:
  68. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  69. break;
  70. }
  71. switch ( material.combine ) {
  72. case THREE.MultiplyOperation:
  73. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  74. break;
  75. case THREE.MixOperation:
  76. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  77. break;
  78. case THREE.AddOperation:
  79. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  80. break;
  81. }
  82. }
  83. var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  84. // console.log( 'building new program ' );
  85. //
  86. var customDefines = generateDefines( defines );
  87. //
  88. var program = _gl.createProgram();
  89. var prefix_vertex, prefix_fragment;
  90. if ( material instanceof THREE.RawShaderMaterial ) {
  91. prefix_vertex = '';
  92. prefix_fragment = '';
  93. } else {
  94. prefix_vertex = [
  95. 'precision ' + parameters.precision + ' float;',
  96. 'precision ' + parameters.precision + ' int;',
  97. customDefines,
  98. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  99. _this.gammaInput ? '#define GAMMA_INPUT' : '',
  100. _this.gammaOutput ? '#define GAMMA_OUTPUT' : '',
  101. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  102. '#define MAX_DIR_LIGHTS ' + parameters.maxDirLights,
  103. '#define MAX_POINT_LIGHTS ' + parameters.maxPointLights,
  104. '#define MAX_SPOT_LIGHTS ' + parameters.maxSpotLights,
  105. '#define MAX_HEMI_LIGHTS ' + parameters.maxHemiLights,
  106. '#define MAX_SHADOWS ' + parameters.maxShadows,
  107. '#define MAX_BONES ' + parameters.maxBones,
  108. parameters.map ? '#define USE_MAP' : '',
  109. parameters.envMap ? '#define USE_ENVMAP' : '',
  110. parameters.envMap ? '#define ' + envMapModeDefine : '',
  111. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  112. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  113. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  114. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  115. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  116. parameters.vertexColors ? '#define USE_COLOR' : '',
  117. parameters.skinning ? '#define USE_SKINNING' : '',
  118. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  119. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  120. parameters.morphNormals ? '#define USE_MORPHNORMALS' : '',
  121. parameters.wrapAround ? '#define WRAP_AROUND' : '',
  122. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  123. parameters.flipSided ? '#define FLIP_SIDED' : '',
  124. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  125. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  126. parameters.shadowMapDebug ? '#define SHADOWMAP_DEBUG' : '',
  127. parameters.shadowMapCascade ? '#define SHADOWMAP_CASCADE' : '',
  128. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  129. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  130. //_this._glExtensionFragDepth ? '#define USE_LOGDEPTHBUF_EXT' : '',
  131. 'uniform mat4 modelMatrix;',
  132. 'uniform mat4 modelViewMatrix;',
  133. 'uniform mat4 projectionMatrix;',
  134. 'uniform mat4 viewMatrix;',
  135. 'uniform mat3 normalMatrix;',
  136. 'uniform vec3 cameraPosition;',
  137. 'attribute vec3 position;',
  138. 'attribute vec3 normal;',
  139. 'attribute vec2 uv;',
  140. 'attribute vec2 uv2;',
  141. '#ifdef USE_COLOR',
  142. ' attribute vec3 color;',
  143. '#endif',
  144. '#ifdef USE_MORPHTARGETS',
  145. ' attribute vec3 morphTarget0;',
  146. ' attribute vec3 morphTarget1;',
  147. ' attribute vec3 morphTarget2;',
  148. ' attribute vec3 morphTarget3;',
  149. ' #ifdef USE_MORPHNORMALS',
  150. ' attribute vec3 morphNormal0;',
  151. ' attribute vec3 morphNormal1;',
  152. ' attribute vec3 morphNormal2;',
  153. ' attribute vec3 morphNormal3;',
  154. ' #else',
  155. ' attribute vec3 morphTarget4;',
  156. ' attribute vec3 morphTarget5;',
  157. ' attribute vec3 morphTarget6;',
  158. ' attribute vec3 morphTarget7;',
  159. ' #endif',
  160. '#endif',
  161. '#ifdef USE_SKINNING',
  162. ' attribute vec4 skinIndex;',
  163. ' attribute vec4 skinWeight;',
  164. '#endif',
  165. ''
  166. ].join( '\n' );
  167. prefix_fragment = [
  168. 'precision ' + parameters.precision + ' float;',
  169. 'precision ' + parameters.precision + ' int;',
  170. ( parameters.bumpMap || parameters.normalMap ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  171. customDefines,
  172. '#define MAX_DIR_LIGHTS ' + parameters.maxDirLights,
  173. '#define MAX_POINT_LIGHTS ' + parameters.maxPointLights,
  174. '#define MAX_SPOT_LIGHTS ' + parameters.maxSpotLights,
  175. '#define MAX_HEMI_LIGHTS ' + parameters.maxHemiLights,
  176. '#define MAX_SHADOWS ' + parameters.maxShadows,
  177. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest: '',
  178. _this.gammaInput ? '#define GAMMA_INPUT' : '',
  179. _this.gammaOutput ? '#define GAMMA_OUTPUT' : '',
  180. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  181. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  182. ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '',
  183. parameters.map ? '#define USE_MAP' : '',
  184. parameters.envMap ? '#define USE_ENVMAP' : '',
  185. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  186. parameters.envMap ? '#define ' + envMapModeDefine : '',
  187. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  188. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  189. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  190. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  191. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  192. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  193. parameters.vertexColors ? '#define USE_COLOR' : '',
  194. parameters.metal ? '#define METAL' : '',
  195. parameters.wrapAround ? '#define WRAP_AROUND' : '',
  196. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  197. parameters.flipSided ? '#define FLIP_SIDED' : '',
  198. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  199. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  200. parameters.shadowMapDebug ? '#define SHADOWMAP_DEBUG' : '',
  201. parameters.shadowMapCascade ? '#define SHADOWMAP_CASCADE' : '',
  202. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  203. //_this._glExtensionFragDepth ? '#define USE_LOGDEPTHBUF_EXT' : '',
  204. 'uniform mat4 viewMatrix;',
  205. 'uniform vec3 cameraPosition;',
  206. ''
  207. ].join( '\n' );
  208. }
  209. var glVertexShader = new THREE.WebGLShader( _gl, _gl.VERTEX_SHADER, prefix_vertex + vertexShader );
  210. var glFragmentShader = new THREE.WebGLShader( _gl, _gl.FRAGMENT_SHADER, prefix_fragment + fragmentShader );
  211. _gl.attachShader( program, glVertexShader );
  212. _gl.attachShader( program, glFragmentShader );
  213. if ( index0AttributeName !== undefined ) {
  214. // Force a particular attribute to index 0.
  215. // because potentially expensive emulation is done by browser if attribute 0 is disabled.
  216. // And, color, for example is often automatically bound to index 0 so disabling it
  217. _gl.bindAttribLocation( program, 0, index0AttributeName );
  218. }
  219. _gl.linkProgram( program );
  220. var programLogInfo = _gl.getProgramInfoLog( program );
  221. if ( _gl.getProgramParameter( program, _gl.LINK_STATUS ) === false ) {
  222. THREE.error( 'THREE.WebGLProgram: shader error: ' + _gl.getError(), 'gl.VALIDATE_STATUS', _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ), 'gl.getPRogramInfoLog', programLogInfo );
  223. }
  224. if ( programLogInfo !== '' ) {
  225. THREE.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()' + programLogInfo );
  226. // THREE.warn( _gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glVertexShader ) );
  227. // THREE.warn( _gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glFragmentShader ) );
  228. }
  229. // clean up
  230. _gl.deleteShader( glVertexShader );
  231. _gl.deleteShader( glFragmentShader );
  232. // cache uniform locations
  233. var identifiers = [
  234. 'viewMatrix',
  235. 'modelViewMatrix',
  236. 'projectionMatrix',
  237. 'normalMatrix',
  238. 'modelMatrix',
  239. 'cameraPosition',
  240. 'morphTargetInfluences',
  241. 'bindMatrix',
  242. 'bindMatrixInverse'
  243. ];
  244. if ( parameters.useVertexTexture ) {
  245. identifiers.push( 'boneTexture' );
  246. identifiers.push( 'boneTextureWidth' );
  247. identifiers.push( 'boneTextureHeight' );
  248. } else {
  249. identifiers.push( 'boneGlobalMatrices' );
  250. }
  251. if ( parameters.logarithmicDepthBuffer ) {
  252. identifiers.push('logDepthBufFC');
  253. }
  254. for ( var u in uniforms ) {
  255. identifiers.push( u );
  256. }
  257. this.uniforms = cacheUniformLocations( _gl, program, identifiers );
  258. // cache attributes locations
  259. identifiers = [
  260. 'position',
  261. 'normal',
  262. 'uv',
  263. 'uv2',
  264. 'tangent',
  265. 'color',
  266. 'skinIndex',
  267. 'skinWeight',
  268. 'lineDistance'
  269. ];
  270. for ( var i = 0; i < parameters.maxMorphTargets; i ++ ) {
  271. identifiers.push( 'morphTarget' + i );
  272. }
  273. for ( var i = 0; i < parameters.maxMorphNormals; i ++ ) {
  274. identifiers.push( 'morphNormal' + i );
  275. }
  276. for ( var a in attributes ) {
  277. identifiers.push( a );
  278. }
  279. this.attributes = cacheAttributeLocations( _gl, program, identifiers );
  280. this.attributesKeys = Object.keys( this.attributes );
  281. //
  282. this.id = programIdCount ++;
  283. this.code = code;
  284. this.usedTimes = 1;
  285. this.program = program;
  286. this.vertexShader = glVertexShader;
  287. this.fragmentShader = glFragmentShader;
  288. return this;
  289. };
  290. } )();