WebGLProgram.js 25 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900
  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, CubeUVReflectionMapping, CubeReflectionMapping, PCFSoftShadowMap, PCFShadowMap, VSMShadowMap, ACESFilmicToneMapping, CineonToneMapping, CustomToneMapping, ReinhardToneMapping, LinearToneMapping, sRGBEncoding, LinearEncoding, GLSL3 } from '../../constants.js';
  5. let programIdCount = 0;
  6. function handleSource( string, errorLine ) {
  7. const lines = string.split( '\n' );
  8. const lines2 = [];
  9. const from = Math.max( errorLine - 6, 0 );
  10. const to = Math.min( errorLine + 6, lines.length );
  11. for ( let i = from; i < to; i ++ ) {
  12. lines2.push( ( i + 1 ) + ': ' + lines[ i ] );
  13. }
  14. return lines2.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. default:
  23. console.warn( 'THREE.WebGLProgram: Unsupported encoding:', encoding );
  24. return [ 'Linear', '( value )' ];
  25. }
  26. }
  27. function getShaderErrors( gl, shader, type ) {
  28. const status = gl.getShaderParameter( shader, gl.COMPILE_STATUS );
  29. const errors = gl.getShaderInfoLog( shader ).trim();
  30. if ( status && errors === '' ) return '';
  31. const errorMatches = /ERROR: 0:(\d+)/.exec( errors );
  32. if ( errorMatches ) {
  33. // --enable-privileged-webgl-extension
  34. // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  35. const errorLine = parseInt( errorMatches[ 0 ] );
  36. return type.toUpperCase() + '\n\n' + errors + '\n\n' + handleSource( gl.getShaderSource( shader ), errorLine );
  37. } else {
  38. return errors;
  39. }
  40. }
  41. function getTexelEncodingFunction( functionName, encoding ) {
  42. const components = getEncodingComponents( encoding );
  43. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
  44. }
  45. function getToneMappingFunction( functionName, toneMapping ) {
  46. let toneMappingName;
  47. switch ( toneMapping ) {
  48. case LinearToneMapping:
  49. toneMappingName = 'Linear';
  50. break;
  51. case ReinhardToneMapping:
  52. toneMappingName = 'Reinhard';
  53. break;
  54. case CineonToneMapping:
  55. toneMappingName = 'OptimizedCineon';
  56. break;
  57. case ACESFilmicToneMapping:
  58. toneMappingName = 'ACESFilmic';
  59. break;
  60. case CustomToneMapping:
  61. toneMappingName = 'Custom';
  62. break;
  63. default:
  64. console.warn( 'THREE.WebGLProgram: Unsupported toneMapping:', toneMapping );
  65. toneMappingName = 'Linear';
  66. }
  67. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  68. }
  69. function generateExtensions( parameters ) {
  70. const chunks = [
  71. ( parameters.extensionDerivatives || !! parameters.envMapCubeUVHeight || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  72. ( parameters.extensionFragDepth || parameters.logarithmicDepthBuffer ) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '',
  73. ( parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ) ? '#extension GL_EXT_draw_buffers : require' : '',
  74. ( parameters.extensionShaderTextureLOD || parameters.envMap || parameters.transmission ) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  75. ];
  76. return chunks.filter( filterEmptyLine ).join( '\n' );
  77. }
  78. function generateDefines( defines ) {
  79. const chunks = [];
  80. for ( const name in defines ) {
  81. const value = defines[ name ];
  82. if ( value === false ) continue;
  83. chunks.push( '#define ' + name + ' ' + value );
  84. }
  85. return chunks.join( '\n' );
  86. }
  87. function fetchAttributeLocations( gl, program ) {
  88. const attributes = {};
  89. const n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES );
  90. for ( let i = 0; i < n; i ++ ) {
  91. const info = gl.getActiveAttrib( program, i );
  92. const name = info.name;
  93. let locationSize = 1;
  94. if ( info.type === gl.FLOAT_MAT2 ) locationSize = 2;
  95. if ( info.type === gl.FLOAT_MAT3 ) locationSize = 3;
  96. if ( info.type === gl.FLOAT_MAT4 ) locationSize = 4;
  97. // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  98. attributes[ name ] = {
  99. type: info.type,
  100. location: gl.getAttribLocation( program, name ),
  101. locationSize: locationSize
  102. };
  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*\(\s*int\s+i\s*=\s*(\d+)\s*;\s*i\s*<\s*(\d+)\s*;\s*i\s*\+\+\s*\)\s*{([\s\S]+?)}\s+#pragma unroll_loop_end/g;
  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( /\[\s*i\s*\]/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. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  191. break;
  192. }
  193. }
  194. return envMapTypeDefine;
  195. }
  196. function generateEnvMapModeDefine( parameters ) {
  197. let envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  198. if ( parameters.envMap ) {
  199. switch ( parameters.envMapMode ) {
  200. case CubeRefractionMapping:
  201. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  202. break;
  203. }
  204. }
  205. return envMapModeDefine;
  206. }
  207. function generateEnvMapBlendingDefine( parameters ) {
  208. let envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';
  209. if ( parameters.envMap ) {
  210. switch ( parameters.combine ) {
  211. case MultiplyOperation:
  212. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  213. break;
  214. case MixOperation:
  215. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  216. break;
  217. case AddOperation:
  218. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  219. break;
  220. }
  221. }
  222. return envMapBlendingDefine;
  223. }
  224. function generateCubeUVSize( parameters ) {
  225. const imageHeight = parameters.envMapCubeUVHeight;
  226. if ( imageHeight === null ) return null;
  227. const maxMip = Math.log2( imageHeight ) - 2;
  228. const texelHeight = 1.0 / imageHeight;
  229. const texelWidth = 1.0 / ( 3 * Math.max( Math.pow( 2, maxMip ), 7 * 16 ) );
  230. return { texelWidth, texelHeight, maxMip };
  231. }
  232. function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
  233. // TODO Send this event to Three.js DevTools
  234. // console.log( 'WebGLProgram', cacheKey );
  235. const gl = renderer.getContext();
  236. const defines = parameters.defines;
  237. let vertexShader = parameters.vertexShader;
  238. let fragmentShader = parameters.fragmentShader;
  239. const shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );
  240. const envMapTypeDefine = generateEnvMapTypeDefine( parameters );
  241. const envMapModeDefine = generateEnvMapModeDefine( parameters );
  242. const envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );
  243. const envMapCubeUVSize = generateCubeUVSize( parameters );
  244. const customExtensions = parameters.isWebGL2 ? '' : generateExtensions( parameters );
  245. const customDefines = generateDefines( defines );
  246. const program = gl.createProgram();
  247. let prefixVertex, prefixFragment;
  248. let versionString = parameters.glslVersion ? '#version ' + parameters.glslVersion + '\n' : '';
  249. if ( parameters.isRawShaderMaterial ) {
  250. prefixVertex = [
  251. customDefines
  252. ].filter( filterEmptyLine ).join( '\n' );
  253. if ( prefixVertex.length > 0 ) {
  254. prefixVertex += '\n';
  255. }
  256. prefixFragment = [
  257. customExtensions,
  258. customDefines
  259. ].filter( filterEmptyLine ).join( '\n' );
  260. if ( prefixFragment.length > 0 ) {
  261. prefixFragment += '\n';
  262. }
  263. } else {
  264. prefixVertex = [
  265. generatePrecision( parameters ),
  266. '#define SHADER_NAME ' + parameters.shaderName,
  267. customDefines,
  268. parameters.instancing ? '#define USE_INSTANCING' : '',
  269. parameters.instancingColor ? '#define USE_INSTANCING_COLOR' : '',
  270. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  271. '#define MAX_BONES ' + parameters.maxBones,
  272. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  273. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  274. parameters.map ? '#define USE_MAP' : '',
  275. parameters.envMap ? '#define USE_ENVMAP' : '',
  276. parameters.envMap ? '#define ' + envMapModeDefine : '',
  277. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  278. parameters.aoMap ? '#define USE_AOMAP' : '',
  279. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  280. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  281. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  282. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  283. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  284. parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
  285. parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
  286. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  287. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  288. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  289. parameters.specularIntensityMap ? '#define USE_SPECULARINTENSITYMAP' : '',
  290. parameters.specularColorMap ? '#define USE_SPECULARCOLORMAP' : '',
  291. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  292. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  293. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  294. parameters.transmission ? '#define USE_TRANSMISSION' : '',
  295. parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',
  296. parameters.thicknessMap ? '#define USE_THICKNESSMAP' : '',
  297. parameters.sheenColorMap ? '#define USE_SHEENCOLORMAP' : '',
  298. parameters.sheenRoughnessMap ? '#define USE_SHEENROUGHNESSMAP' : '',
  299. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  300. parameters.vertexColors ? '#define USE_COLOR' : '',
  301. parameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '',
  302. parameters.vertexUvs ? '#define USE_UV' : '',
  303. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  304. parameters.flatShading ? '#define FLAT_SHADED' : '',
  305. parameters.skinning ? '#define USE_SKINNING' : '',
  306. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  307. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  308. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  309. ( parameters.morphColors && parameters.isWebGL2 ) ? '#define USE_MORPHCOLORS' : '',
  310. ( parameters.morphTargetsCount > 0 && parameters.isWebGL2 ) ? '#define MORPHTARGETS_TEXTURE' : '',
  311. ( parameters.morphTargetsCount > 0 && parameters.isWebGL2 ) ? '#define MORPHTARGETS_TEXTURE_STRIDE ' + parameters.morphTextureStride : '',
  312. ( parameters.morphTargetsCount > 0 && 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. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  373. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  374. parameters.map ? '#define USE_MAP' : '',
  375. parameters.matcap ? '#define USE_MATCAP' : '',
  376. parameters.envMap ? '#define USE_ENVMAP' : '',
  377. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  378. parameters.envMap ? '#define ' + envMapModeDefine : '',
  379. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  380. envMapCubeUVSize ? '#define CUBEUV_TEXEL_WIDTH ' + envMapCubeUVSize.texelWidth : '',
  381. envMapCubeUVSize ? '#define CUBEUV_TEXEL_HEIGHT ' + envMapCubeUVSize.texelHeight : '',
  382. envMapCubeUVSize ? '#define CUBEUV_MAX_MIP ' + envMapCubeUVSize.maxMip + '.0' : '',
  383. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  384. parameters.aoMap ? '#define USE_AOMAP' : '',
  385. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  386. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  387. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  388. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  389. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  390. parameters.clearcoat ? '#define USE_CLEARCOAT' : '',
  391. parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
  392. parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
  393. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  394. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  395. parameters.specularIntensityMap ? '#define USE_SPECULARINTENSITYMAP' : '',
  396. parameters.specularColorMap ? '#define USE_SPECULARCOLORMAP' : '',
  397. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  398. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  399. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  400. parameters.alphaTest ? '#define USE_ALPHATEST' : '',
  401. parameters.sheen ? '#define USE_SHEEN' : '',
  402. parameters.sheenColorMap ? '#define USE_SHEENCOLORMAP' : '',
  403. parameters.sheenRoughnessMap ? '#define USE_SHEENROUGHNESSMAP' : '',
  404. parameters.transmission ? '#define USE_TRANSMISSION' : '',
  405. parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',
  406. parameters.thicknessMap ? '#define USE_THICKNESSMAP' : '',
  407. parameters.decodeVideoTexture ? '#define DECODE_VIDEO_TEXTURE' : '',
  408. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  409. parameters.vertexColors || parameters.instancingColor ? '#define USE_COLOR' : '',
  410. parameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '',
  411. parameters.vertexUvs ? '#define USE_UV' : '',
  412. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  413. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  414. parameters.flatShading ? '#define FLAT_SHADED' : '',
  415. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  416. parameters.flipSided ? '#define FLIP_SIDED' : '',
  417. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  418. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  419. parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  420. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  421. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  422. ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  423. 'uniform mat4 viewMatrix;',
  424. 'uniform vec3 cameraPosition;',
  425. 'uniform bool isOrthographic;',
  426. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  427. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  428. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  429. parameters.dithering ? '#define DITHERING' : '',
  430. parameters.opaque ? '#define OPAQUE' : '',
  431. ShaderChunk[ 'encodings_pars_fragment' ], // this code is required here because it is used by the various encoding/decoding function defined below
  432. getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ),
  433. parameters.useDepthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '',
  434. '\n'
  435. ].filter( filterEmptyLine ).join( '\n' );
  436. }
  437. vertexShader = resolveIncludes( vertexShader );
  438. vertexShader = replaceLightNums( vertexShader, parameters );
  439. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  440. fragmentShader = resolveIncludes( fragmentShader );
  441. fragmentShader = replaceLightNums( fragmentShader, parameters );
  442. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  443. vertexShader = unrollLoops( vertexShader );
  444. fragmentShader = unrollLoops( fragmentShader );
  445. if ( parameters.isWebGL2 && parameters.isRawShaderMaterial !== true ) {
  446. // GLSL 3.0 conversion for built-in materials and ShaderMaterial
  447. versionString = '#version 300 es\n';
  448. prefixVertex = [
  449. 'precision mediump sampler2DArray;',
  450. '#define attribute in',
  451. '#define varying out',
  452. '#define texture2D texture'
  453. ].join( '\n' ) + '\n' + prefixVertex;
  454. prefixFragment = [
  455. '#define varying in',
  456. ( parameters.glslVersion === GLSL3 ) ? '' : 'layout(location = 0) out highp vec4 pc_fragColor;',
  457. ( parameters.glslVersion === GLSL3 ) ? '' : '#define gl_FragColor pc_fragColor',
  458. '#define gl_FragDepthEXT gl_FragDepth',
  459. '#define texture2D texture',
  460. '#define textureCube texture',
  461. '#define texture2DProj textureProj',
  462. '#define texture2DLodEXT textureLod',
  463. '#define texture2DProjLodEXT textureProjLod',
  464. '#define textureCubeLodEXT textureLod',
  465. '#define texture2DGradEXT textureGrad',
  466. '#define texture2DProjGradEXT textureProjGrad',
  467. '#define textureCubeGradEXT textureGrad'
  468. ].join( '\n' ) + '\n' + prefixFragment;
  469. }
  470. const vertexGlsl = versionString + prefixVertex + vertexShader;
  471. const fragmentGlsl = versionString + prefixFragment + fragmentShader;
  472. // console.log( '*VERTEX*', vertexGlsl );
  473. // console.log( '*FRAGMENT*', fragmentGlsl );
  474. const glVertexShader = WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl );
  475. const glFragmentShader = WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl );
  476. gl.attachShader( program, glVertexShader );
  477. gl.attachShader( program, glFragmentShader );
  478. // Force a particular attribute to index 0.
  479. if ( parameters.index0AttributeName !== undefined ) {
  480. gl.bindAttribLocation( program, 0, parameters.index0AttributeName );
  481. } else if ( parameters.morphTargets === true ) {
  482. // programs with morphTargets displace position out of attribute 0
  483. gl.bindAttribLocation( program, 0, 'position' );
  484. }
  485. gl.linkProgram( program );
  486. // check for link errors
  487. if ( renderer.debug.checkShaderErrors ) {
  488. const programLog = gl.getProgramInfoLog( program ).trim();
  489. const vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  490. const fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  491. let runnable = true;
  492. let haveDiagnostics = true;
  493. if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) {
  494. runnable = false;
  495. const vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
  496. const fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );
  497. console.error(
  498. 'THREE.WebGLProgram: Shader Error ' + gl.getError() + ' - ' +
  499. 'VALIDATE_STATUS ' + gl.getProgramParameter( program, gl.VALIDATE_STATUS ) + '\n\n' +
  500. 'Program Info Log: ' + programLog + '\n' +
  501. vertexErrors + '\n' +
  502. fragmentErrors
  503. );
  504. } else if ( programLog !== '' ) {
  505. console.warn( 'THREE.WebGLProgram: Program Info Log:', programLog );
  506. } else if ( vertexLog === '' || fragmentLog === '' ) {
  507. haveDiagnostics = false;
  508. }
  509. if ( haveDiagnostics ) {
  510. this.diagnostics = {
  511. runnable: runnable,
  512. programLog: programLog,
  513. vertexShader: {
  514. log: vertexLog,
  515. prefix: prefixVertex
  516. },
  517. fragmentShader: {
  518. log: fragmentLog,
  519. prefix: prefixFragment
  520. }
  521. };
  522. }
  523. }
  524. // Clean up
  525. // Crashes in iOS9 and iOS10. #18402
  526. // gl.detachShader( program, glVertexShader );
  527. // gl.detachShader( program, glFragmentShader );
  528. gl.deleteShader( glVertexShader );
  529. gl.deleteShader( glFragmentShader );
  530. // set up caching for uniform locations
  531. let cachedUniforms;
  532. this.getUniforms = function () {
  533. if ( cachedUniforms === undefined ) {
  534. cachedUniforms = new WebGLUniforms( gl, program );
  535. }
  536. return cachedUniforms;
  537. };
  538. // set up caching for attribute locations
  539. let cachedAttributes;
  540. this.getAttributes = function () {
  541. if ( cachedAttributes === undefined ) {
  542. cachedAttributes = fetchAttributeLocations( gl, program );
  543. }
  544. return cachedAttributes;
  545. };
  546. // free resource
  547. this.destroy = function () {
  548. bindingStates.releaseStatesOfProgram( this );
  549. gl.deleteProgram( program );
  550. this.program = undefined;
  551. };
  552. //
  553. this.name = parameters.shaderName;
  554. this.id = programIdCount ++;
  555. this.cacheKey = cacheKey;
  556. this.usedTimes = 1;
  557. this.program = program;
  558. this.vertexShader = glVertexShader;
  559. this.fragmentShader = glFragmentShader;
  560. return this;
  561. }
  562. export { WebGLProgram };
粤ICP备19079148号