WebGLProgram.js 21 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, 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.normalMap && ! parameters.objectSpaceNormalMap ) || 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. function parseIncludes( string ) {
  128. var pattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  129. function replace( match, include ) {
  130. var replace = ShaderChunk[ include ];
  131. if ( replace === undefined ) {
  132. throw new Error( 'Can not resolve #include <' + include + '>' );
  133. }
  134. return parseIncludes( replace );
  135. }
  136. return string.replace( pattern, replace );
  137. }
  138. function unrollLoops( string ) {
  139. var pattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  140. function replace( match, start, end, snippet ) {
  141. var unroll = '';
  142. for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
  143. unroll += snippet
  144. .replace( /\[ i \]/g, '[ ' + i + ' ]' )
  145. .replace( /UNROLLED_LOOP_INDEX/g, i );
  146. }
  147. return unroll;
  148. }
  149. return string.replace( pattern, replace );
  150. }
  151. function WebGLProgram( renderer, extensions, code, material, shader, parameters, capabilities ) {
  152. var gl = renderer.getContext();
  153. var defines = material.defines;
  154. var vertexShader = shader.vertexShader;
  155. var fragmentShader = shader.fragmentShader;
  156. var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  157. if ( parameters.shadowMapType === PCFShadowMap ) {
  158. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  159. } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
  160. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  161. }
  162. var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  163. var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  164. var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  165. if ( parameters.envMap ) {
  166. switch ( material.envMap.mapping ) {
  167. case CubeReflectionMapping:
  168. case CubeRefractionMapping:
  169. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  170. break;
  171. case CubeUVReflectionMapping:
  172. case CubeUVRefractionMapping:
  173. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  174. break;
  175. case EquirectangularReflectionMapping:
  176. case EquirectangularRefractionMapping:
  177. envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  178. break;
  179. case SphericalReflectionMapping:
  180. envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
  181. break;
  182. }
  183. switch ( material.envMap.mapping ) {
  184. case CubeRefractionMapping:
  185. case EquirectangularRefractionMapping:
  186. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  187. break;
  188. }
  189. switch ( material.combine ) {
  190. case MultiplyOperation:
  191. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  192. break;
  193. case MixOperation:
  194. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  195. break;
  196. case AddOperation:
  197. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  198. break;
  199. }
  200. }
  201. var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  202. // console.log( 'building new program ' );
  203. //
  204. var customExtensions = capabilities.isWebGL2 ? '' : generateExtensions( material.extensions, parameters, extensions );
  205. var customDefines = generateDefines( defines );
  206. //
  207. var program = gl.createProgram();
  208. var prefixVertex, prefixFragment;
  209. if ( material.isRawShaderMaterial ) {
  210. prefixVertex = [
  211. customDefines
  212. ].filter( filterEmptyLine ).join( '\n' );
  213. if ( prefixVertex.length > 0 ) {
  214. prefixVertex += '\n';
  215. }
  216. prefixFragment = [
  217. customExtensions,
  218. customDefines
  219. ].filter( filterEmptyLine ).join( '\n' );
  220. if ( prefixFragment.length > 0 ) {
  221. prefixFragment += '\n';
  222. }
  223. } else {
  224. prefixVertex = [
  225. 'precision ' + parameters.precision + ' float;',
  226. 'precision ' + parameters.precision + ' int;',
  227. '#define SHADER_NAME ' + shader.name,
  228. customDefines,
  229. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  230. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  231. '#define MAX_BONES ' + parameters.maxBones,
  232. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  233. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  234. parameters.map ? '#define USE_MAP' : '',
  235. parameters.envMap ? '#define USE_ENVMAP' : '',
  236. parameters.envMap ? '#define ' + envMapModeDefine : '',
  237. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  238. parameters.aoMap ? '#define USE_AOMAP' : '',
  239. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  240. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  241. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  242. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  243. parameters.clearCoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  244. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  245. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  246. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  247. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  248. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  249. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  250. parameters.vertexColors ? '#define USE_COLOR' : '',
  251. parameters.vertexUvs ? '#define USE_UV' : '',
  252. parameters.flatShading ? '#define FLAT_SHADED' : '',
  253. parameters.skinning ? '#define USE_SKINNING' : '',
  254. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  255. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  256. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  257. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  258. parameters.flipSided ? '#define FLIP_SIDED' : '',
  259. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  260. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  261. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  262. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  263. parameters.logarithmicDepthBuffer && ( capabilities.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  264. 'uniform mat4 modelMatrix;',
  265. 'uniform mat4 modelViewMatrix;',
  266. 'uniform mat4 projectionMatrix;',
  267. 'uniform mat4 viewMatrix;',
  268. 'uniform mat3 normalMatrix;',
  269. 'uniform vec3 cameraPosition;',
  270. 'attribute vec3 position;',
  271. 'attribute vec3 normal;',
  272. 'attribute vec2 uv;',
  273. '#ifdef USE_TANGENT',
  274. ' attribute vec4 tangent;',
  275. '#endif',
  276. '#ifdef USE_COLOR',
  277. ' attribute vec3 color;',
  278. '#endif',
  279. '#ifdef USE_MORPHTARGETS',
  280. ' attribute vec3 morphTarget0;',
  281. ' attribute vec3 morphTarget1;',
  282. ' attribute vec3 morphTarget2;',
  283. ' attribute vec3 morphTarget3;',
  284. ' #ifdef USE_MORPHNORMALS',
  285. ' attribute vec3 morphNormal0;',
  286. ' attribute vec3 morphNormal1;',
  287. ' attribute vec3 morphNormal2;',
  288. ' attribute vec3 morphNormal3;',
  289. ' #else',
  290. ' attribute vec3 morphTarget4;',
  291. ' attribute vec3 morphTarget5;',
  292. ' attribute vec3 morphTarget6;',
  293. ' attribute vec3 morphTarget7;',
  294. ' #endif',
  295. '#endif',
  296. '#ifdef USE_SKINNING',
  297. ' attribute vec4 skinIndex;',
  298. ' attribute vec4 skinWeight;',
  299. '#endif',
  300. '\n'
  301. ].filter( filterEmptyLine ).join( '\n' );
  302. prefixFragment = [
  303. customExtensions,
  304. 'precision ' + parameters.precision + ' float;',
  305. 'precision ' + parameters.precision + ' int;',
  306. '#define SHADER_NAME ' + shader.name,
  307. customDefines,
  308. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
  309. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  310. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  311. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  312. parameters.map ? '#define USE_MAP' : '',
  313. parameters.matcap ? '#define USE_MATCAP' : '',
  314. parameters.envMap ? '#define USE_ENVMAP' : '',
  315. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  316. parameters.envMap ? '#define ' + envMapModeDefine : '',
  317. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  318. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  319. parameters.aoMap ? '#define USE_AOMAP' : '',
  320. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  321. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  322. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  323. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  324. parameters.clearCoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  325. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  326. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  327. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  328. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  329. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  330. parameters.vertexColors ? '#define USE_COLOR' : '',
  331. parameters.vertexUvs ? '#define USE_UV' : '',
  332. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  333. parameters.flatShading ? '#define FLAT_SHADED' : '',
  334. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  335. parameters.flipSided ? '#define FLIP_SIDED' : '',
  336. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  337. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  338. parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  339. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  340. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  341. parameters.logarithmicDepthBuffer && ( capabilities.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  342. ( ( material.extensions ? material.extensions.shaderTextureLOD : false ) || parameters.envMap ) && ( capabilities.isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) ) ? '#define TEXTURE_LOD_EXT' : '',
  343. 'uniform mat4 viewMatrix;',
  344. 'uniform vec3 cameraPosition;',
  345. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  346. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  347. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  348. parameters.dithering ? '#define DITHERING' : '',
  349. ( parameters.outputEncoding || parameters.mapEncoding || parameters.matcapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding ) ?
  350. ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below
  351. parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  352. parameters.matcapEncoding ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
  353. parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  354. parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  355. parameters.outputEncoding ? getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ) : '',
  356. parameters.depthPacking ? '#define DEPTH_PACKING ' + material.depthPacking : '',
  357. '\n'
  358. ].filter( filterEmptyLine ).join( '\n' );
  359. }
  360. vertexShader = parseIncludes( vertexShader );
  361. vertexShader = replaceLightNums( vertexShader, parameters );
  362. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  363. fragmentShader = parseIncludes( fragmentShader );
  364. fragmentShader = replaceLightNums( fragmentShader, parameters );
  365. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  366. vertexShader = unrollLoops( vertexShader );
  367. fragmentShader = unrollLoops( fragmentShader );
  368. if ( capabilities.isWebGL2 && ! material.isRawShaderMaterial ) {
  369. var isGLSL3ShaderMaterial = false;
  370. var versionRegex = /^\s*#version\s+300\s+es\s*\n/;
  371. if ( material.isShaderMaterial &&
  372. vertexShader.match( versionRegex ) !== null &&
  373. fragmentShader.match( versionRegex ) !== null ) {
  374. isGLSL3ShaderMaterial = true;
  375. vertexShader = vertexShader.replace( versionRegex, '' );
  376. fragmentShader = fragmentShader.replace( versionRegex, '' );
  377. }
  378. // GLSL 3.0 conversion
  379. prefixVertex = [
  380. '#version 300 es\n',
  381. '#define attribute in',
  382. '#define varying out',
  383. '#define texture2D texture'
  384. ].join( '\n' ) + '\n' + prefixVertex;
  385. prefixFragment = [
  386. '#version 300 es\n',
  387. '#define varying in',
  388. isGLSL3ShaderMaterial ? '' : 'out highp vec4 pc_fragColor;',
  389. isGLSL3ShaderMaterial ? '' : '#define gl_FragColor pc_fragColor',
  390. '#define gl_FragDepthEXT gl_FragDepth',
  391. '#define texture2D texture',
  392. '#define textureCube texture',
  393. '#define texture2DProj textureProj',
  394. '#define texture2DLodEXT textureLod',
  395. '#define texture2DProjLodEXT textureProjLod',
  396. '#define textureCubeLodEXT textureLod',
  397. '#define texture2DGradEXT textureGrad',
  398. '#define texture2DProjGradEXT textureProjGrad',
  399. '#define textureCubeGradEXT textureGrad'
  400. ].join( '\n' ) + '\n' + prefixFragment;
  401. }
  402. var vertexGlsl = prefixVertex + vertexShader;
  403. var fragmentGlsl = prefixFragment + fragmentShader;
  404. // console.log( '*VERTEX*', vertexGlsl );
  405. // console.log( '*FRAGMENT*', fragmentGlsl );
  406. var glVertexShader = WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl );
  407. var glFragmentShader = WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl );
  408. gl.attachShader( program, glVertexShader );
  409. gl.attachShader( program, glFragmentShader );
  410. // Force a particular attribute to index 0.
  411. if ( material.index0AttributeName !== undefined ) {
  412. gl.bindAttribLocation( program, 0, material.index0AttributeName );
  413. } else if ( parameters.morphTargets === true ) {
  414. // programs with morphTargets displace position out of attribute 0
  415. gl.bindAttribLocation( program, 0, 'position' );
  416. }
  417. gl.linkProgram( program );
  418. // check for link errors
  419. if ( renderer.debug.checkShaderErrors ) {
  420. var programLog = gl.getProgramInfoLog( program ).trim();
  421. var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  422. var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  423. var runnable = true;
  424. var haveDiagnostics = true;
  425. if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) {
  426. runnable = false;
  427. var vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
  428. var fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );
  429. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), 'gl.VALIDATE_STATUS', gl.getProgramParameter( program, gl.VALIDATE_STATUS ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );
  430. } else if ( programLog !== '' ) {
  431. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  432. } else if ( vertexLog === '' || fragmentLog === '' ) {
  433. haveDiagnostics = false;
  434. }
  435. if ( haveDiagnostics ) {
  436. this.diagnostics = {
  437. runnable: runnable,
  438. material: material,
  439. programLog: programLog,
  440. vertexShader: {
  441. log: vertexLog,
  442. prefix: prefixVertex
  443. },
  444. fragmentShader: {
  445. log: fragmentLog,
  446. prefix: prefixFragment
  447. }
  448. };
  449. }
  450. }
  451. // clean up
  452. gl.deleteShader( glVertexShader );
  453. gl.deleteShader( glFragmentShader );
  454. // set up caching for uniform locations
  455. var cachedUniforms;
  456. this.getUniforms = function () {
  457. if ( cachedUniforms === undefined ) {
  458. cachedUniforms = new WebGLUniforms( gl, program );
  459. }
  460. return cachedUniforms;
  461. };
  462. // set up caching for attribute locations
  463. var cachedAttributes;
  464. this.getAttributes = function () {
  465. if ( cachedAttributes === undefined ) {
  466. cachedAttributes = fetchAttributeLocations( gl, program );
  467. }
  468. return cachedAttributes;
  469. };
  470. // free resource
  471. this.destroy = function () {
  472. gl.deleteProgram( program );
  473. this.program = undefined;
  474. };
  475. //
  476. this.name = shader.name;
  477. this.id = programIdCount ++;
  478. this.code = code;
  479. this.usedTimes = 1;
  480. this.program = program;
  481. this.vertexShader = glVertexShader;
  482. this.fragmentShader = glFragmentShader;
  483. return this;
  484. }
  485. export { WebGLProgram };
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