WebGLProgram.js 25 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 { NoToneMapping, AddOperation, MixOperation, MultiplyOperation, CubeRefractionMapping, CubeUVRefractionMapping, CubeUVReflectionMapping, CubeReflectionMapping, PCFSoftShadowMap, PCFShadowMap, VSMShadowMap, ACESFilmicToneMapping, CineonToneMapping, CustomToneMapping, ReinhardToneMapping, LinearToneMapping, sRGBEncoding, LinearEncoding, 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. default:
  20. console.warn( 'THREE.WebGLProgram: Unsupported encoding:', encoding );
  21. return [ 'Linear', '( value )' ];
  22. }
  23. }
  24. function getShaderErrors( gl, shader, type ) {
  25. const status = gl.getShaderParameter( shader, gl.COMPILE_STATUS );
  26. const errors = gl.getShaderInfoLog( shader ).trim();
  27. if ( status && errors === '' ) return '';
  28. // --enable-privileged-webgl-extension
  29. // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  30. return type.toUpperCase() + '\n\n' + errors + '\n\n' + addLineNumbers( gl.getShaderSource( shader ) );
  31. }
  32. function getTexelEncodingFunction( functionName, encoding ) {
  33. const components = getEncodingComponents( encoding );
  34. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
  35. }
  36. function getToneMappingFunction( functionName, toneMapping ) {
  37. let toneMappingName;
  38. switch ( toneMapping ) {
  39. case LinearToneMapping:
  40. toneMappingName = 'Linear';
  41. break;
  42. case ReinhardToneMapping:
  43. toneMappingName = 'Reinhard';
  44. break;
  45. case CineonToneMapping:
  46. toneMappingName = 'OptimizedCineon';
  47. break;
  48. case ACESFilmicToneMapping:
  49. toneMappingName = 'ACESFilmic';
  50. break;
  51. case CustomToneMapping:
  52. toneMappingName = 'Custom';
  53. break;
  54. default:
  55. console.warn( 'THREE.WebGLProgram: Unsupported toneMapping:', toneMapping );
  56. toneMappingName = 'Linear';
  57. }
  58. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  59. }
  60. function generateExtensions( parameters ) {
  61. const chunks = [
  62. ( parameters.extensionDerivatives || !! parameters.envMapCubeUVHeight || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  63. ( parameters.extensionFragDepth || parameters.logarithmicDepthBuffer ) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '',
  64. ( parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ) ? '#extension GL_EXT_draw_buffers : require' : '',
  65. ( parameters.extensionShaderTextureLOD || parameters.envMap || parameters.transmission ) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  66. ];
  67. return chunks.filter( filterEmptyLine ).join( '\n' );
  68. }
  69. function generateDefines( defines ) {
  70. const chunks = [];
  71. for ( const name in defines ) {
  72. const value = defines[ name ];
  73. if ( value === false ) continue;
  74. chunks.push( '#define ' + name + ' ' + value );
  75. }
  76. return chunks.join( '\n' );
  77. }
  78. function fetchAttributeLocations( gl, program ) {
  79. const attributes = {};
  80. const n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES );
  81. for ( let i = 0; i < n; i ++ ) {
  82. const info = gl.getActiveAttrib( program, i );
  83. const name = info.name;
  84. let locationSize = 1;
  85. if ( info.type === gl.FLOAT_MAT2 ) locationSize = 2;
  86. if ( info.type === gl.FLOAT_MAT3 ) locationSize = 3;
  87. if ( info.type === gl.FLOAT_MAT4 ) locationSize = 4;
  88. // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  89. attributes[ name ] = {
  90. type: info.type,
  91. location: gl.getAttribLocation( program, name ),
  92. locationSize: locationSize
  93. };
  94. }
  95. return attributes;
  96. }
  97. function filterEmptyLine( string ) {
  98. return string !== '';
  99. }
  100. function replaceLightNums( string, parameters ) {
  101. return string
  102. .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  103. .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  104. .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
  105. .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  106. .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )
  107. .replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )
  108. .replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )
  109. .replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );
  110. }
  111. function replaceClippingPlaneNums( string, parameters ) {
  112. return string
  113. .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
  114. .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
  115. }
  116. // Resolve Includes
  117. const includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  118. function resolveIncludes( string ) {
  119. return string.replace( includePattern, includeReplacer );
  120. }
  121. function includeReplacer( match, include ) {
  122. const string = ShaderChunk[ include ];
  123. if ( string === undefined ) {
  124. throw new Error( 'Can not resolve #include <' + include + '>' );
  125. }
  126. return resolveIncludes( string );
  127. }
  128. // Unroll Loops
  129. const deprecatedUnrollLoopPattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  130. 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;
  131. function unrollLoops( string ) {
  132. return string
  133. .replace( unrollLoopPattern, loopReplacer )
  134. .replace( deprecatedUnrollLoopPattern, deprecatedLoopReplacer );
  135. }
  136. function deprecatedLoopReplacer( match, start, end, snippet ) {
  137. console.warn( 'WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.' );
  138. return loopReplacer( match, start, end, snippet );
  139. }
  140. function loopReplacer( match, start, end, snippet ) {
  141. let string = '';
  142. for ( let i = parseInt( start ); i < parseInt( end ); i ++ ) {
  143. string += snippet
  144. .replace( /\[\s*i\s*\]/g, '[ ' + i + ' ]' )
  145. .replace( /UNROLLED_LOOP_INDEX/g, i );
  146. }
  147. return string;
  148. }
  149. //
  150. function generatePrecision( parameters ) {
  151. let precisionstring = 'precision ' + parameters.precision + ' float;\nprecision ' + parameters.precision + ' int;';
  152. if ( parameters.precision === 'highp' ) {
  153. precisionstring += '\n#define HIGH_PRECISION';
  154. } else if ( parameters.precision === 'mediump' ) {
  155. precisionstring += '\n#define MEDIUM_PRECISION';
  156. } else if ( parameters.precision === 'lowp' ) {
  157. precisionstring += '\n#define LOW_PRECISION';
  158. }
  159. return precisionstring;
  160. }
  161. function generateShadowMapTypeDefine( parameters ) {
  162. let shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  163. if ( parameters.shadowMapType === PCFShadowMap ) {
  164. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  165. } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
  166. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  167. } else if ( parameters.shadowMapType === VSMShadowMap ) {
  168. shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';
  169. }
  170. return shadowMapTypeDefine;
  171. }
  172. function generateEnvMapTypeDefine( parameters ) {
  173. let envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  174. if ( parameters.envMap ) {
  175. switch ( parameters.envMapMode ) {
  176. case CubeReflectionMapping:
  177. case CubeRefractionMapping:
  178. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  179. break;
  180. case CubeUVReflectionMapping:
  181. case CubeUVRefractionMapping:
  182. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  183. break;
  184. }
  185. }
  186. return envMapTypeDefine;
  187. }
  188. function generateEnvMapModeDefine( parameters ) {
  189. let envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  190. if ( parameters.envMap ) {
  191. switch ( parameters.envMapMode ) {
  192. case CubeRefractionMapping:
  193. case CubeUVRefractionMapping:
  194. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  195. break;
  196. }
  197. }
  198. return envMapModeDefine;
  199. }
  200. function generateEnvMapBlendingDefine( parameters ) {
  201. let envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';
  202. if ( parameters.envMap ) {
  203. switch ( parameters.combine ) {
  204. case MultiplyOperation:
  205. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  206. break;
  207. case MixOperation:
  208. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  209. break;
  210. case AddOperation:
  211. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  212. break;
  213. }
  214. }
  215. return envMapBlendingDefine;
  216. }
  217. function generateCubeUVSize( parameters ) {
  218. const imageHeight = parameters.envMapCubeUVHeight;
  219. if ( imageHeight === null ) return null;
  220. const maxMip = Math.log2( imageHeight / 32 + 1 ) + 3;
  221. const texelHeight = 1.0 / imageHeight;
  222. const texelWidth = 1.0 / ( 3 * Math.max( Math.pow( 2, maxMip ), 7 * 16 ) );
  223. return { texelWidth, texelHeight, maxMip };
  224. }
  225. function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
  226. // TODO Send this event to Three.js DevTools
  227. // console.log( 'WebGLProgram', cacheKey );
  228. const gl = renderer.getContext();
  229. const defines = parameters.defines;
  230. let vertexShader = parameters.vertexShader;
  231. let fragmentShader = parameters.fragmentShader;
  232. const shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );
  233. const envMapTypeDefine = generateEnvMapTypeDefine( parameters );
  234. const envMapModeDefine = generateEnvMapModeDefine( parameters );
  235. const envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );
  236. const envMapCubeUVSize = generateCubeUVSize( parameters );
  237. const customExtensions = parameters.isWebGL2 ? '' : generateExtensions( parameters );
  238. const customDefines = generateDefines( defines );
  239. const program = gl.createProgram();
  240. let prefixVertex, prefixFragment;
  241. let versionString = parameters.glslVersion ? '#version ' + parameters.glslVersion + '\n' : '';
  242. if ( parameters.isRawShaderMaterial ) {
  243. prefixVertex = [
  244. customDefines
  245. ].filter( filterEmptyLine ).join( '\n' );
  246. if ( prefixVertex.length > 0 ) {
  247. prefixVertex += '\n';
  248. }
  249. prefixFragment = [
  250. customExtensions,
  251. customDefines
  252. ].filter( filterEmptyLine ).join( '\n' );
  253. if ( prefixFragment.length > 0 ) {
  254. prefixFragment += '\n';
  255. }
  256. } else {
  257. prefixVertex = [
  258. generatePrecision( parameters ),
  259. '#define SHADER_NAME ' + parameters.shaderName,
  260. customDefines,
  261. parameters.instancing ? '#define USE_INSTANCING' : '',
  262. parameters.instancingColor ? '#define USE_INSTANCING_COLOR' : '',
  263. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  264. '#define MAX_BONES ' + parameters.maxBones,
  265. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  266. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  267. parameters.map ? '#define USE_MAP' : '',
  268. parameters.envMap ? '#define USE_ENVMAP' : '',
  269. parameters.envMap ? '#define ' + envMapModeDefine : '',
  270. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  271. parameters.aoMap ? '#define USE_AOMAP' : '',
  272. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  273. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  274. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  275. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  276. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  277. parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
  278. parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
  279. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  280. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  281. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  282. parameters.specularIntensityMap ? '#define USE_SPECULARINTENSITYMAP' : '',
  283. parameters.specularColorMap ? '#define USE_SPECULARCOLORMAP' : '',
  284. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  285. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  286. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  287. parameters.transmission ? '#define USE_TRANSMISSION' : '',
  288. parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',
  289. parameters.thicknessMap ? '#define USE_THICKNESSMAP' : '',
  290. parameters.sheenColorMap ? '#define USE_SHEENCOLORMAP' : '',
  291. parameters.sheenRoughnessMap ? '#define USE_SHEENROUGHNESSMAP' : '',
  292. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  293. parameters.vertexColors ? '#define USE_COLOR' : '',
  294. parameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '',
  295. parameters.vertexUvs ? '#define USE_UV' : '',
  296. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  297. parameters.flatShading ? '#define FLAT_SHADED' : '',
  298. parameters.skinning ? '#define USE_SKINNING' : '',
  299. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  300. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  301. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  302. ( parameters.morphColors && parameters.isWebGL2 ) ? '#define USE_MORPHCOLORS' : '',
  303. ( parameters.morphTargetsCount > 0 && parameters.isWebGL2 ) ? '#define MORPHTARGETS_TEXTURE' : '',
  304. ( parameters.morphTargetsCount > 0 && parameters.isWebGL2 ) ? '#define MORPHTARGETS_TEXTURE_STRIDE ' + parameters.morphTextureStride : '',
  305. ( parameters.morphTargetsCount > 0 && parameters.isWebGL2 ) ? '#define MORPHTARGETS_COUNT ' + parameters.morphTargetsCount : '',
  306. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  307. parameters.flipSided ? '#define FLIP_SIDED' : '',
  308. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  309. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  310. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  311. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  312. ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  313. 'uniform mat4 modelMatrix;',
  314. 'uniform mat4 modelViewMatrix;',
  315. 'uniform mat4 projectionMatrix;',
  316. 'uniform mat4 viewMatrix;',
  317. 'uniform mat3 normalMatrix;',
  318. 'uniform vec3 cameraPosition;',
  319. 'uniform bool isOrthographic;',
  320. '#ifdef USE_INSTANCING',
  321. ' attribute mat4 instanceMatrix;',
  322. '#endif',
  323. '#ifdef USE_INSTANCING_COLOR',
  324. ' attribute vec3 instanceColor;',
  325. '#endif',
  326. 'attribute vec3 position;',
  327. 'attribute vec3 normal;',
  328. 'attribute vec2 uv;',
  329. '#ifdef USE_TANGENT',
  330. ' attribute vec4 tangent;',
  331. '#endif',
  332. '#if defined( USE_COLOR_ALPHA )',
  333. ' attribute vec4 color;',
  334. '#elif defined( USE_COLOR )',
  335. ' attribute vec3 color;',
  336. '#endif',
  337. '#if ( defined( USE_MORPHTARGETS ) && ! defined( MORPHTARGETS_TEXTURE ) )',
  338. ' attribute vec3 morphTarget0;',
  339. ' attribute vec3 morphTarget1;',
  340. ' attribute vec3 morphTarget2;',
  341. ' attribute vec3 morphTarget3;',
  342. ' #ifdef USE_MORPHNORMALS',
  343. ' attribute vec3 morphNormal0;',
  344. ' attribute vec3 morphNormal1;',
  345. ' attribute vec3 morphNormal2;',
  346. ' attribute vec3 morphNormal3;',
  347. ' #else',
  348. ' attribute vec3 morphTarget4;',
  349. ' attribute vec3 morphTarget5;',
  350. ' attribute vec3 morphTarget6;',
  351. ' attribute vec3 morphTarget7;',
  352. ' #endif',
  353. '#endif',
  354. '#ifdef USE_SKINNING',
  355. ' attribute vec4 skinIndex;',
  356. ' attribute vec4 skinWeight;',
  357. '#endif',
  358. '\n'
  359. ].filter( filterEmptyLine ).join( '\n' );
  360. prefixFragment = [
  361. customExtensions,
  362. generatePrecision( parameters ),
  363. '#define SHADER_NAME ' + parameters.shaderName,
  364. customDefines,
  365. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  366. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  367. parameters.map ? '#define USE_MAP' : '',
  368. parameters.matcap ? '#define USE_MATCAP' : '',
  369. parameters.envMap ? '#define USE_ENVMAP' : '',
  370. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  371. parameters.envMap ? '#define ' + envMapModeDefine : '',
  372. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  373. envMapCubeUVSize ? '#define CUBEUV_TEXEL_WIDTH ' + envMapCubeUVSize.texelWidth : '',
  374. envMapCubeUVSize ? '#define CUBEUV_TEXEL_HEIGHT ' + envMapCubeUVSize.texelHeight : '',
  375. envMapCubeUVSize ? '#define CUBEUV_MAX_MIP ' + envMapCubeUVSize.maxMip + '.0' : '',
  376. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  377. parameters.aoMap ? '#define USE_AOMAP' : '',
  378. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  379. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  380. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  381. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  382. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  383. parameters.clearcoat ? '#define USE_CLEARCOAT' : '',
  384. parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
  385. parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
  386. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  387. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  388. parameters.specularIntensityMap ? '#define USE_SPECULARINTENSITYMAP' : '',
  389. parameters.specularColorMap ? '#define USE_SPECULARCOLORMAP' : '',
  390. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  391. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  392. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  393. parameters.alphaTest ? '#define USE_ALPHATEST' : '',
  394. parameters.sheen ? '#define USE_SHEEN' : '',
  395. parameters.sheenColorMap ? '#define USE_SHEENCOLORMAP' : '',
  396. parameters.sheenRoughnessMap ? '#define USE_SHEENROUGHNESSMAP' : '',
  397. parameters.transmission ? '#define USE_TRANSMISSION' : '',
  398. parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',
  399. parameters.thicknessMap ? '#define USE_THICKNESSMAP' : '',
  400. parameters.decodeVideoTexture ? '#define DECODE_VIDEO_TEXTURE' : '',
  401. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  402. parameters.vertexColors || parameters.instancingColor ? '#define USE_COLOR' : '',
  403. parameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '',
  404. parameters.vertexUvs ? '#define USE_UV' : '',
  405. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  406. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  407. parameters.flatShading ? '#define FLAT_SHADED' : '',
  408. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  409. parameters.flipSided ? '#define FLIP_SIDED' : '',
  410. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  411. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  412. parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  413. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  414. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  415. ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  416. ( ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ) ? '#define TEXTURE_LOD_EXT' : '',
  417. 'uniform mat4 viewMatrix;',
  418. 'uniform vec3 cameraPosition;',
  419. 'uniform bool isOrthographic;',
  420. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  421. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  422. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  423. parameters.dithering ? '#define DITHERING' : '',
  424. parameters.opaque ? '#define OPAQUE' : '',
  425. ShaderChunk[ 'encodings_pars_fragment' ], // this code is required here because it is used by the various encoding/decoding function defined below
  426. getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ),
  427. parameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '',
  428. '\n'
  429. ].filter( filterEmptyLine ).join( '\n' );
  430. }
  431. vertexShader = resolveIncludes( vertexShader );
  432. vertexShader = replaceLightNums( vertexShader, parameters );
  433. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  434. fragmentShader = resolveIncludes( fragmentShader );
  435. fragmentShader = replaceLightNums( fragmentShader, parameters );
  436. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  437. vertexShader = unrollLoops( vertexShader );
  438. fragmentShader = unrollLoops( fragmentShader );
  439. if ( parameters.isWebGL2 && parameters.isRawShaderMaterial !== true ) {
  440. // GLSL 3.0 conversion for built-in materials and ShaderMaterial
  441. versionString = '#version 300 es\n';
  442. prefixVertex = [
  443. 'precision mediump sampler2DArray;',
  444. '#define attribute in',
  445. '#define varying out',
  446. '#define texture2D texture'
  447. ].join( '\n' ) + '\n' + prefixVertex;
  448. prefixFragment = [
  449. '#define varying in',
  450. ( parameters.glslVersion === GLSL3 ) ? '' : 'layout(location = 0) out highp vec4 pc_fragColor;',
  451. ( parameters.glslVersion === GLSL3 ) ? '' : '#define gl_FragColor pc_fragColor',
  452. '#define gl_FragDepthEXT gl_FragDepth',
  453. '#define texture2D texture',
  454. '#define textureCube texture',
  455. '#define texture2DProj textureProj',
  456. '#define texture2DLodEXT textureLod',
  457. '#define texture2DProjLodEXT textureProjLod',
  458. '#define textureCubeLodEXT textureLod',
  459. '#define texture2DGradEXT textureGrad',
  460. '#define texture2DProjGradEXT textureProjGrad',
  461. '#define textureCubeGradEXT textureGrad'
  462. ].join( '\n' ) + '\n' + prefixFragment;
  463. }
  464. const vertexGlsl = versionString + prefixVertex + vertexShader;
  465. const fragmentGlsl = versionString + prefixFragment + fragmentShader;
  466. // console.log( '*VERTEX*', vertexGlsl );
  467. // console.log( '*FRAGMENT*', fragmentGlsl );
  468. const glVertexShader = WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl );
  469. const glFragmentShader = WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl );
  470. gl.attachShader( program, glVertexShader );
  471. gl.attachShader( program, glFragmentShader );
  472. // Force a particular attribute to index 0.
  473. if ( parameters.index0AttributeName !== undefined ) {
  474. gl.bindAttribLocation( program, 0, parameters.index0AttributeName );
  475. } else if ( parameters.morphTargets === true ) {
  476. // programs with morphTargets displace position out of attribute 0
  477. gl.bindAttribLocation( program, 0, 'position' );
  478. }
  479. gl.linkProgram( program );
  480. // check for link errors
  481. if ( renderer.debug.checkShaderErrors ) {
  482. const programLog = gl.getProgramInfoLog( program ).trim();
  483. const vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  484. const fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  485. let runnable = true;
  486. let haveDiagnostics = true;
  487. if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) {
  488. runnable = false;
  489. const vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
  490. const fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );
  491. console.error(
  492. 'THREE.WebGLProgram: Shader Error ' + gl.getError() + ' - ' +
  493. 'VALIDATE_STATUS ' + gl.getProgramParameter( program, gl.VALIDATE_STATUS ) + '\n\n' +
  494. 'Program Info Log: ' + programLog + '\n' +
  495. vertexErrors + '\n' +
  496. fragmentErrors
  497. );
  498. } else if ( programLog !== '' ) {
  499. console.warn( 'THREE.WebGLProgram: Program Info Log:', programLog );
  500. } else if ( vertexLog === '' || fragmentLog === '' ) {
  501. haveDiagnostics = false;
  502. }
  503. if ( haveDiagnostics ) {
  504. this.diagnostics = {
  505. runnable: runnable,
  506. programLog: programLog,
  507. vertexShader: {
  508. log: vertexLog,
  509. prefix: prefixVertex
  510. },
  511. fragmentShader: {
  512. log: fragmentLog,
  513. prefix: prefixFragment
  514. }
  515. };
  516. }
  517. }
  518. // Clean up
  519. // Crashes in iOS9 and iOS10. #18402
  520. // gl.detachShader( program, glVertexShader );
  521. // gl.detachShader( program, glFragmentShader );
  522. gl.deleteShader( glVertexShader );
  523. gl.deleteShader( glFragmentShader );
  524. // set up caching for uniform locations
  525. let cachedUniforms;
  526. this.getUniforms = function () {
  527. if ( cachedUniforms === undefined ) {
  528. cachedUniforms = new WebGLUniforms( gl, program );
  529. }
  530. return cachedUniforms;
  531. };
  532. // set up caching for attribute locations
  533. let cachedAttributes;
  534. this.getAttributes = function () {
  535. if ( cachedAttributes === undefined ) {
  536. cachedAttributes = fetchAttributeLocations( gl, program );
  537. }
  538. return cachedAttributes;
  539. };
  540. // free resource
  541. this.destroy = function () {
  542. bindingStates.releaseStatesOfProgram( this );
  543. gl.deleteProgram( program );
  544. this.program = undefined;
  545. };
  546. //
  547. this.name = parameters.shaderName;
  548. this.id = programIdCount ++;
  549. this.cacheKey = cacheKey;
  550. this.usedTimes = 1;
  551. this.program = program;
  552. this.vertexShader = glVertexShader;
  553. this.fragmentShader = glFragmentShader;
  554. return this;
  555. }
  556. export { WebGLProgram };
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