WebGLProgram.js 23 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, VSMShadowMap, 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.tangentSpaceNormalMap || 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. } else if ( parameters.shadowMapType === VSMShadowMap ) {
  162. shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';
  163. }
  164. var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  165. var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  166. var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  167. if ( parameters.envMap ) {
  168. switch ( material.envMap.mapping ) {
  169. case CubeReflectionMapping:
  170. case CubeRefractionMapping:
  171. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  172. break;
  173. case CubeUVReflectionMapping:
  174. case CubeUVRefractionMapping:
  175. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  176. break;
  177. case EquirectangularReflectionMapping:
  178. case EquirectangularRefractionMapping:
  179. envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  180. break;
  181. case SphericalReflectionMapping:
  182. envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
  183. break;
  184. }
  185. switch ( material.envMap.mapping ) {
  186. case CubeRefractionMapping:
  187. case EquirectangularRefractionMapping:
  188. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  189. break;
  190. }
  191. switch ( material.combine ) {
  192. case MultiplyOperation:
  193. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  194. break;
  195. case MixOperation:
  196. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  197. break;
  198. case AddOperation:
  199. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  200. break;
  201. }
  202. }
  203. var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  204. // console.log( 'building new program ' );
  205. //
  206. var customExtensions = capabilities.isWebGL2 ? '' : generateExtensions( material.extensions, parameters, extensions );
  207. var customDefines = generateDefines( defines );
  208. //
  209. var program = gl.createProgram();
  210. var prefixVertex, prefixFragment;
  211. var renderTarget = renderer.getRenderTarget();
  212. var numMultiviewViews = renderTarget && renderTarget.isWebGLMultiviewRenderTarget ? renderTarget.numViews : 0;
  213. if ( material.isRawShaderMaterial ) {
  214. prefixVertex = [
  215. customDefines
  216. ].filter( filterEmptyLine ).join( '\n' );
  217. if ( prefixVertex.length > 0 ) {
  218. prefixVertex += '\n';
  219. }
  220. prefixFragment = [
  221. customExtensions,
  222. customDefines
  223. ].filter( filterEmptyLine ).join( '\n' );
  224. if ( prefixFragment.length > 0 ) {
  225. prefixFragment += '\n';
  226. }
  227. } else {
  228. prefixVertex = [
  229. 'precision ' + parameters.precision + ' float;',
  230. 'precision ' + parameters.precision + ' int;',
  231. ( parameters.precision === 'highp' ) ? '#define HIGH_PRECISION' : '',
  232. '#define SHADER_NAME ' + shader.name,
  233. customDefines,
  234. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  235. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  236. '#define MAX_BONES ' + parameters.maxBones,
  237. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  238. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  239. parameters.map ? '#define USE_MAP' : '',
  240. parameters.envMap ? '#define USE_ENVMAP' : '',
  241. parameters.envMap ? '#define ' + envMapModeDefine : '',
  242. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  243. parameters.aoMap ? '#define USE_AOMAP' : '',
  244. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  245. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  246. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  247. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  248. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  249. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  250. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  251. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  252. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  253. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  254. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  255. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  256. parameters.vertexColors ? '#define USE_COLOR' : '',
  257. parameters.vertexUvs ? '#define USE_UV' : '',
  258. parameters.flatShading ? '#define FLAT_SHADED' : '',
  259. parameters.skinning ? '#define USE_SKINNING' : '',
  260. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  261. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  262. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  263. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  264. parameters.flipSided ? '#define FLIP_SIDED' : '',
  265. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  266. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  267. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  268. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  269. parameters.logarithmicDepthBuffer && ( capabilities.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  270. 'uniform mat4 modelMatrix;',
  271. 'uniform vec3 cameraPosition;',
  272. numMultiviewViews > 0 ? [
  273. 'uniform mat4 modelViewMatrices[' + numMultiviewViews + '];',
  274. 'uniform mat3 normalMatrices[' + numMultiviewViews + '];',
  275. 'uniform mat4 viewMatrices[' + numMultiviewViews + '];',
  276. 'uniform mat4 projectionMatrices[' + numMultiviewViews + '];',
  277. '#define modelViewMatrix modelViewMatrices[VIEW_ID]',
  278. '#define normalMatrix normalMatrices[VIEW_ID]',
  279. '#define viewMatrix viewMatrices[VIEW_ID]',
  280. '#define projectionMatrix projectionMatrices[VIEW_ID]'
  281. ].join( '\n' ) : [
  282. 'uniform mat4 modelViewMatrix;',
  283. 'uniform mat4 projectionMatrix;',
  284. 'uniform mat4 viewMatrix;',
  285. 'uniform mat3 normalMatrix;',
  286. ].join( '\n' ),
  287. 'attribute vec3 position;',
  288. 'attribute vec3 normal;',
  289. 'attribute vec2 uv;',
  290. '#ifdef USE_TANGENT',
  291. ' attribute vec4 tangent;',
  292. '#endif',
  293. '#ifdef USE_COLOR',
  294. ' attribute vec3 color;',
  295. '#endif',
  296. '#ifdef USE_MORPHTARGETS',
  297. ' attribute vec3 morphTarget0;',
  298. ' attribute vec3 morphTarget1;',
  299. ' attribute vec3 morphTarget2;',
  300. ' attribute vec3 morphTarget3;',
  301. ' #ifdef USE_MORPHNORMALS',
  302. ' attribute vec3 morphNormal0;',
  303. ' attribute vec3 morphNormal1;',
  304. ' attribute vec3 morphNormal2;',
  305. ' attribute vec3 morphNormal3;',
  306. ' #else',
  307. ' attribute vec3 morphTarget4;',
  308. ' attribute vec3 morphTarget5;',
  309. ' attribute vec3 morphTarget6;',
  310. ' attribute vec3 morphTarget7;',
  311. ' #endif',
  312. '#endif',
  313. '#ifdef USE_SKINNING',
  314. ' attribute vec4 skinIndex;',
  315. ' attribute vec4 skinWeight;',
  316. '#endif',
  317. '\n'
  318. ].filter( filterEmptyLine ).join( '\n' );
  319. prefixFragment = [
  320. customExtensions,
  321. 'precision ' + parameters.precision + ' float;',
  322. 'precision ' + parameters.precision + ' int;',
  323. ( parameters.precision === 'highp' ) ? '#define HIGH_PRECISION' : '',
  324. '#define SHADER_NAME ' + shader.name,
  325. customDefines,
  326. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
  327. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  328. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  329. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  330. parameters.map ? '#define USE_MAP' : '',
  331. parameters.matcap ? '#define USE_MATCAP' : '',
  332. parameters.envMap ? '#define USE_ENVMAP' : '',
  333. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  334. parameters.envMap ? '#define ' + envMapModeDefine : '',
  335. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  336. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  337. parameters.aoMap ? '#define USE_AOMAP' : '',
  338. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  339. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  340. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  341. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  342. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  343. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  344. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  345. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  346. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  347. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  348. parameters.sheen ? '#define USE_SHEEN' : '',
  349. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  350. parameters.vertexColors ? '#define USE_COLOR' : '',
  351. parameters.vertexUvs ? '#define USE_UV' : '',
  352. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  353. parameters.flatShading ? '#define FLAT_SHADED' : '',
  354. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  355. parameters.flipSided ? '#define FLIP_SIDED' : '',
  356. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  357. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  358. parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  359. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  360. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  361. parameters.logarithmicDepthBuffer && ( capabilities.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  362. ( ( material.extensions ? material.extensions.shaderTextureLOD : false ) || parameters.envMap ) && ( capabilities.isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) ) ? '#define TEXTURE_LOD_EXT' : '',
  363. 'uniform vec3 cameraPosition;',
  364. numMultiviewViews > 0 ? [
  365. 'uniform mat4 viewMatrices[' + numMultiviewViews + '];',
  366. '#define viewMatrix viewMatrices[VIEW_ID]'
  367. ].join( '\n' ) : 'uniform mat4 viewMatrix;',
  368. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  369. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  370. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  371. parameters.dithering ? '#define DITHERING' : '',
  372. ( parameters.outputEncoding || parameters.mapEncoding || parameters.matcapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding ) ?
  373. ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below
  374. parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  375. parameters.matcapEncoding ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
  376. parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  377. parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  378. parameters.outputEncoding ? getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ) : '',
  379. parameters.depthPacking ? '#define DEPTH_PACKING ' + material.depthPacking : '',
  380. '\n'
  381. ].filter( filterEmptyLine ).join( '\n' );
  382. }
  383. vertexShader = parseIncludes( vertexShader );
  384. vertexShader = replaceLightNums( vertexShader, parameters );
  385. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  386. fragmentShader = parseIncludes( fragmentShader );
  387. fragmentShader = replaceLightNums( fragmentShader, parameters );
  388. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  389. vertexShader = unrollLoops( vertexShader );
  390. fragmentShader = unrollLoops( fragmentShader );
  391. if ( capabilities.isWebGL2 && ! material.isRawShaderMaterial ) {
  392. var isGLSL3ShaderMaterial = false;
  393. var versionRegex = /^\s*#version\s+300\s+es\s*\n/;
  394. if ( material.isShaderMaterial &&
  395. vertexShader.match( versionRegex ) !== null &&
  396. fragmentShader.match( versionRegex ) !== null ) {
  397. isGLSL3ShaderMaterial = true;
  398. vertexShader = vertexShader.replace( versionRegex, '' );
  399. fragmentShader = fragmentShader.replace( versionRegex, '' );
  400. }
  401. // GLSL 3.0 conversion
  402. prefixVertex = [
  403. '#version 300 es\n',
  404. numMultiviewViews > 0 ? [
  405. '#extension GL_OVR_multiview2 : require',
  406. 'layout(num_views = ' + numMultiviewViews + ') in;',
  407. '#define VIEW_ID gl_ViewID_OVR'
  408. ].join( '\n' ) : '',
  409. '#define attribute in',
  410. '#define varying out',
  411. '#define texture2D texture'
  412. ].join( '\n' ) + '\n' + prefixVertex;
  413. prefixFragment = [
  414. '#version 300 es\n',
  415. numMultiviewViews > 0 ? [
  416. '#extension GL_OVR_multiview2 : require',
  417. '#define VIEW_ID gl_ViewID_OVR'
  418. ].join( '\n' ) : '',
  419. '#define varying in',
  420. isGLSL3ShaderMaterial ? '' : 'out highp vec4 pc_fragColor;',
  421. isGLSL3ShaderMaterial ? '' : '#define gl_FragColor pc_fragColor',
  422. '#define gl_FragDepthEXT gl_FragDepth',
  423. '#define texture2D texture',
  424. '#define textureCube texture',
  425. '#define texture2DProj textureProj',
  426. '#define texture2DLodEXT textureLod',
  427. '#define texture2DProjLodEXT textureProjLod',
  428. '#define textureCubeLodEXT textureLod',
  429. '#define texture2DGradEXT textureGrad',
  430. '#define texture2DProjGradEXT textureProjGrad',
  431. '#define textureCubeGradEXT textureGrad'
  432. ].join( '\n' ) + '\n' + prefixFragment;
  433. }
  434. var vertexGlsl = prefixVertex + vertexShader;
  435. var fragmentGlsl = prefixFragment + fragmentShader;
  436. // console.log( '*VERTEX*', vertexGlsl );
  437. // console.log( '*FRAGMENT*', fragmentGlsl );
  438. var glVertexShader = WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl );
  439. var glFragmentShader = WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl );
  440. gl.attachShader( program, glVertexShader );
  441. gl.attachShader( program, glFragmentShader );
  442. // Force a particular attribute to index 0.
  443. if ( material.index0AttributeName !== undefined ) {
  444. gl.bindAttribLocation( program, 0, material.index0AttributeName );
  445. } else if ( parameters.morphTargets === true ) {
  446. // programs with morphTargets displace position out of attribute 0
  447. gl.bindAttribLocation( program, 0, 'position' );
  448. }
  449. gl.linkProgram( program );
  450. // check for link errors
  451. if ( renderer.debug.checkShaderErrors ) {
  452. var programLog = gl.getProgramInfoLog( program ).trim();
  453. var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  454. var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  455. var runnable = true;
  456. var haveDiagnostics = true;
  457. if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) {
  458. runnable = false;
  459. var vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
  460. var fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );
  461. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), 'gl.VALIDATE_STATUS', gl.getProgramParameter( program, gl.VALIDATE_STATUS ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );
  462. } else if ( programLog !== '' ) {
  463. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  464. } else if ( vertexLog === '' || fragmentLog === '' ) {
  465. haveDiagnostics = false;
  466. }
  467. if ( haveDiagnostics ) {
  468. this.diagnostics = {
  469. runnable: runnable,
  470. material: material,
  471. programLog: programLog,
  472. vertexShader: {
  473. log: vertexLog,
  474. prefix: prefixVertex
  475. },
  476. fragmentShader: {
  477. log: fragmentLog,
  478. prefix: prefixFragment
  479. }
  480. };
  481. }
  482. }
  483. // clean up
  484. gl.deleteShader( glVertexShader );
  485. gl.deleteShader( glFragmentShader );
  486. // set up caching for uniform locations
  487. var cachedUniforms;
  488. this.getUniforms = function () {
  489. if ( cachedUniforms === undefined ) {
  490. cachedUniforms = new WebGLUniforms( gl, program );
  491. }
  492. return cachedUniforms;
  493. };
  494. // set up caching for attribute locations
  495. var cachedAttributes;
  496. this.getAttributes = function () {
  497. if ( cachedAttributes === undefined ) {
  498. cachedAttributes = fetchAttributeLocations( gl, program );
  499. }
  500. return cachedAttributes;
  501. };
  502. // free resource
  503. this.destroy = function () {
  504. gl.deleteProgram( program );
  505. this.program = undefined;
  506. };
  507. //
  508. this.name = shader.name;
  509. this.id = programIdCount ++;
  510. this.code = code;
  511. this.usedTimes = 1;
  512. this.program = program;
  513. this.vertexShader = glVertexShader;
  514. this.fragmentShader = glFragmentShader;
  515. this.numMultiviewViews = numMultiviewViews;
  516. return this;
  517. }
  518. export { WebGLProgram };
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