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