WebGLProgram.js 13 KB

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  1. THREE.WebGLProgram = ( function () {
  2. var programIdCount = 0;
  3. function generateDefines( defines ) {
  4. var chunks = [];
  5. for ( var name in defines ) {
  6. var value = defines[ name ];
  7. if ( value === false ) continue;
  8. chunks.push( '#define ' + name + ' ' + value );
  9. }
  10. return chunks.join( '\n' );
  11. }
  12. function fetchUniformLocations( gl, program, identifiers ) {
  13. var uniforms = {};
  14. var n = gl.getProgramParameter( program, gl.ACTIVE_UNIFORMS );
  15. for ( var i = 0; i < n; i ++ ) {
  16. var info = gl.getActiveUniform( program, i );
  17. var name = info.name;
  18. var location = gl.getUniformLocation( program, name );
  19. // console.log("THREE.WebGLProgram: ACTIVE UNIFORM:", name);
  20. var suffixPos = name.lastIndexOf( '[0]' );
  21. if ( suffixPos !== - 1 && suffixPos === name.length - 3 ) {
  22. uniforms[ name.substr( 0, suffixPos ) ] = location;
  23. }
  24. uniforms[ name ] = location;
  25. }
  26. return uniforms;
  27. }
  28. function fetchAttributeLocations( gl, program, identifiers ) {
  29. var attributes = {};
  30. var n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES );
  31. for ( var i = 0; i < n; i ++ ) {
  32. var info = gl.getActiveAttrib( program, i );
  33. var name = info.name;
  34. // console.log("THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:", name, i );
  35. attributes[ name ] = gl.getAttribLocation( program, name );
  36. }
  37. return attributes;
  38. }
  39. function filterEmptyLine( string ) {
  40. return string !== '';
  41. }
  42. return function WebGLProgram( renderer, code, material, parameters ) {
  43. var gl = renderer.context;
  44. var defines = material.defines;
  45. var vertexShader = material.__webglShader.vertexShader;
  46. var fragmentShader = material.__webglShader.fragmentShader;
  47. var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  48. if ( parameters.shadowMapType === THREE.PCFShadowMap ) {
  49. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  50. } else if ( parameters.shadowMapType === THREE.PCFSoftShadowMap ) {
  51. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  52. }
  53. var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  54. var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  55. var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  56. if ( parameters.envMap ) {
  57. switch ( material.envMap.mapping ) {
  58. case THREE.CubeReflectionMapping:
  59. case THREE.CubeRefractionMapping:
  60. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  61. break;
  62. case THREE.EquirectangularReflectionMapping:
  63. case THREE.EquirectangularRefractionMapping:
  64. envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  65. break;
  66. case THREE.SphericalReflectionMapping:
  67. envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
  68. break;
  69. }
  70. switch ( material.envMap.mapping ) {
  71. case THREE.CubeRefractionMapping:
  72. case THREE.EquirectangularRefractionMapping:
  73. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  74. break;
  75. }
  76. switch ( material.combine ) {
  77. case THREE.MultiplyOperation:
  78. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  79. break;
  80. case THREE.MixOperation:
  81. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  82. break;
  83. case THREE.AddOperation:
  84. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  85. break;
  86. }
  87. }
  88. var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  89. // console.log( 'building new program ' );
  90. //
  91. var customDefines = generateDefines( defines );
  92. //
  93. var program = gl.createProgram();
  94. var prefixVertex, prefixFragment;
  95. if ( material instanceof THREE.RawShaderMaterial ) {
  96. prefixVertex = '';
  97. prefixFragment = '';
  98. } else {
  99. prefixVertex = [
  100. 'precision ' + parameters.precision + ' float;',
  101. 'precision ' + parameters.precision + ' int;',
  102. '#define SHADER_NAME ' + material.__webglShader.name,
  103. customDefines,
  104. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  105. renderer.gammaInput ? '#define GAMMA_INPUT' : '',
  106. renderer.gammaOutput ? '#define GAMMA_OUTPUT' : '',
  107. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  108. '#define MAX_DIR_LIGHTS ' + parameters.maxDirLights,
  109. '#define MAX_POINT_LIGHTS ' + parameters.maxPointLights,
  110. '#define MAX_SPOT_LIGHTS ' + parameters.maxSpotLights,
  111. '#define MAX_HEMI_LIGHTS ' + parameters.maxHemiLights,
  112. '#define MAX_SHADOWS ' + parameters.maxShadows,
  113. '#define MAX_BONES ' + parameters.maxBones,
  114. parameters.map ? '#define USE_MAP' : '',
  115. parameters.envMap ? '#define USE_ENVMAP' : '',
  116. parameters.envMap ? '#define ' + envMapModeDefine : '',
  117. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  118. parameters.aoMap ? '#define USE_AOMAP' : '',
  119. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  120. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  121. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  122. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  123. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  124. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  125. parameters.reflectivityMap ? '#define USE_REFLECTIVITYMAP' : '',
  126. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  127. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  128. parameters.vertexColors ? '#define USE_COLOR' : '',
  129. parameters.flatShading ? '#define FLAT_SHADED' : '',
  130. parameters.skinning ? '#define USE_SKINNING' : '',
  131. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  132. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  133. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  134. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  135. parameters.flipSided ? '#define FLIP_SIDED' : '',
  136. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  137. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  138. parameters.shadowMapDebug ? '#define SHADOWMAP_DEBUG' : '',
  139. parameters.pointLightShadows > 0 ? '#define POINT_LIGHT_SHADOWS' : '',
  140. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  141. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  142. parameters.logarithmicDepthBuffer && renderer.extensions.get( 'EXT_frag_depth' ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  143. 'uniform mat4 modelMatrix;',
  144. 'uniform mat4 modelViewMatrix;',
  145. 'uniform mat4 projectionMatrix;',
  146. 'uniform mat4 viewMatrix;',
  147. 'uniform mat3 normalMatrix;',
  148. 'uniform vec3 cameraPosition;',
  149. 'attribute vec3 position;',
  150. 'attribute vec3 normal;',
  151. 'attribute vec2 uv;',
  152. '#ifdef USE_COLOR',
  153. ' attribute vec3 color;',
  154. '#endif',
  155. '#ifdef USE_MORPHTARGETS',
  156. ' attribute vec3 morphTarget0;',
  157. ' attribute vec3 morphTarget1;',
  158. ' attribute vec3 morphTarget2;',
  159. ' attribute vec3 morphTarget3;',
  160. ' #ifdef USE_MORPHNORMALS',
  161. ' attribute vec3 morphNormal0;',
  162. ' attribute vec3 morphNormal1;',
  163. ' attribute vec3 morphNormal2;',
  164. ' attribute vec3 morphNormal3;',
  165. ' #else',
  166. ' attribute vec3 morphTarget4;',
  167. ' attribute vec3 morphTarget5;',
  168. ' attribute vec3 morphTarget6;',
  169. ' attribute vec3 morphTarget7;',
  170. ' #endif',
  171. '#endif',
  172. '#ifdef USE_SKINNING',
  173. ' attribute vec4 skinIndex;',
  174. ' attribute vec4 skinWeight;',
  175. '#endif',
  176. '\n'
  177. ].filter( filterEmptyLine ).join( '\n' );
  178. prefixFragment = [
  179. parameters.bumpMap || parameters.normalMap || parameters.flatShading || material.derivatives ? '#extension GL_OES_standard_derivatives : enable' : '',
  180. parameters.logarithmicDepthBuffer && renderer.extensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '',
  181. parameters.envMap && renderer.extensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : '',
  182. 'precision ' + parameters.precision + ' float;',
  183. 'precision ' + parameters.precision + ' int;',
  184. '#define SHADER_NAME ' + material.__webglShader.name,
  185. customDefines,
  186. '#define MAX_DIR_LIGHTS ' + parameters.maxDirLights,
  187. '#define MAX_POINT_LIGHTS ' + parameters.maxPointLights,
  188. '#define MAX_SPOT_LIGHTS ' + parameters.maxSpotLights,
  189. '#define MAX_HEMI_LIGHTS ' + parameters.maxHemiLights,
  190. '#define MAX_SHADOWS ' + parameters.maxShadows,
  191. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest : '',
  192. renderer.gammaInput ? '#define GAMMA_INPUT' : '',
  193. renderer.gammaOutput ? '#define GAMMA_OUTPUT' : '',
  194. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  195. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  196. ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '',
  197. parameters.map ? '#define USE_MAP' : '',
  198. parameters.envMap ? '#define USE_ENVMAP' : '',
  199. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  200. parameters.envMap ? '#define ' + envMapModeDefine : '',
  201. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  202. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  203. parameters.aoMap ? '#define USE_AOMAP' : '',
  204. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  205. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  206. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  207. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  208. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  209. parameters.reflectivityMap ? '#define USE_REFLECTIVITYMAP' : '',
  210. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  211. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  212. parameters.vertexColors ? '#define USE_COLOR' : '',
  213. parameters.flatShading ? '#define FLAT_SHADED' : '',
  214. parameters.metal ? '#define METAL' : '',
  215. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  216. parameters.flipSided ? '#define FLIP_SIDED' : '',
  217. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  218. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  219. parameters.shadowMapDebug ? '#define SHADOWMAP_DEBUG' : '',
  220. parameters.pointLightShadows > 0 ? '#define POINT_LIGHT_SHADOWS' : '',
  221. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  222. parameters.logarithmicDepthBuffer && renderer.extensions.get( 'EXT_frag_depth' ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  223. parameters.envMap && renderer.extensions.get( 'EXT_shader_texture_lod' ) ? '#define TEXTURE_CUBE_LOD_EXT' : '',
  224. 'uniform mat4 viewMatrix;',
  225. 'uniform vec3 cameraPosition;',
  226. '\n'
  227. ].filter( filterEmptyLine ).join( '\n' );
  228. }
  229. var vertexGlsl = prefixVertex + vertexShader;
  230. var fragmentGlsl = prefixFragment + fragmentShader;
  231. var glVertexShader = THREE.WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl );
  232. var glFragmentShader = THREE.WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl );
  233. gl.attachShader( program, glVertexShader );
  234. gl.attachShader( program, glFragmentShader );
  235. // Force a particular attribute to index 0.
  236. if ( material.index0AttributeName !== undefined ) {
  237. gl.bindAttribLocation( program, 0, material.index0AttributeName );
  238. } else if ( parameters.morphTargets === true ) {
  239. // programs with morphTargets displace position out of attribute 0
  240. gl.bindAttribLocation( program, 0, 'position' );
  241. }
  242. gl.linkProgram( program );
  243. var programLog = gl.getProgramInfoLog( program );
  244. var vertexLog = gl.getShaderInfoLog( glVertexShader );
  245. var fragmentLog = gl.getShaderInfoLog( glFragmentShader );
  246. var runnable = true;
  247. var haveDiagnostics = true;
  248. if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) {
  249. runnable = false;
  250. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), 'gl.VALIDATE_STATUS', gl.getProgramParameter( program, gl.VALIDATE_STATUS ), 'gl.getProgramInfoLog', programLog, vertexLog, fragmentLog );
  251. } else if ( programLog !== '' ) {
  252. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  253. } else if ( vertexLog === '' || fragmentLog === '' ) {
  254. haveDiagnostics = false;
  255. }
  256. if ( haveDiagnostics ) {
  257. this.diagnostics = {
  258. runnable: runnable,
  259. material: material,
  260. programLog: programLog,
  261. vertexShader: {
  262. log: vertexLog,
  263. prefix: prefixVertex
  264. },
  265. fragmentShader: {
  266. log: fragmentLog,
  267. prefix: prefixFragment
  268. }
  269. };
  270. }
  271. // clean up
  272. gl.deleteShader( glVertexShader );
  273. gl.deleteShader( glFragmentShader );
  274. // set up caching for uniform locations
  275. var cachedUniforms;
  276. this.getUniforms = function() {
  277. if ( cachedUniforms === undefined ) {
  278. cachedUniforms = fetchUniformLocations( gl, program );
  279. }
  280. return cachedUniforms;
  281. };
  282. // set up caching for attribute locations
  283. var cachedAttributes;
  284. this.getAttributes = function() {
  285. if ( cachedAttributes === undefined ) {
  286. cachedAttributes = fetchAttributeLocations( gl, program );
  287. }
  288. return cachedAttributes;
  289. };
  290. // free resource
  291. this.destroy = function() {
  292. gl.deleteProgram( program );
  293. this.program = undefined;
  294. };
  295. // DEPRECATED
  296. Object.defineProperties( this, {
  297. uniforms: {
  298. get: function() {
  299. console.warn( 'THREE.WebGLProgram: .uniforms is now .getUniforms().' );
  300. return this.getUniforms();
  301. }
  302. },
  303. attributes: {
  304. get: function() {
  305. console.warn( 'THREE.WebGLProgram: .attributes is now .getAttributes().' );
  306. return this.getAttributes();
  307. }
  308. }
  309. } );
  310. //
  311. this.id = programIdCount ++;
  312. this.code = code;
  313. this.usedTimes = 1;
  314. this.program = program;
  315. this.vertexShader = glVertexShader;
  316. this.fragmentShader = glFragmentShader;
  317. return this;
  318. };
  319. } )();
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