WebGLPrograms.js 14 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432
  1. import { BackSide, DoubleSide, CubeUVRefractionMapping, CubeUVReflectionMapping, LinearEncoding, sRGBEncoding, ObjectSpaceNormalMap, TangentSpaceNormalMap, NoToneMapping, RGBAFormat, UnsignedByteType } from '../../constants.js';
  2. import { WebGLProgram } from './WebGLProgram.js';
  3. import { ShaderLib } from '../shaders/ShaderLib.js';
  4. import { UniformsUtils } from '../shaders/UniformsUtils.js';
  5. import { hashString } from '../../utils.js';
  6. function WebGLPrograms( renderer, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping ) {
  7. const programs = [];
  8. const isWebGL2 = capabilities.isWebGL2;
  9. const logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;
  10. const floatVertexTextures = capabilities.floatVertexTextures;
  11. const maxVertexUniforms = capabilities.maxVertexUniforms;
  12. const vertexTextures = capabilities.vertexTextures;
  13. let precision = capabilities.precision;
  14. const shaderIDs = {
  15. MeshDepthMaterial: 'depth',
  16. MeshDistanceMaterial: 'distanceRGBA',
  17. MeshNormalMaterial: 'normal',
  18. MeshBasicMaterial: 'basic',
  19. MeshLambertMaterial: 'lambert',
  20. MeshPhongMaterial: 'phong',
  21. MeshToonMaterial: 'toon',
  22. MeshStandardMaterial: 'physical',
  23. MeshPhysicalMaterial: 'physical',
  24. MeshMatcapMaterial: 'matcap',
  25. LineBasicMaterial: 'basic',
  26. LineDashedMaterial: 'dashed',
  27. PointsMaterial: 'points',
  28. ShadowMaterial: 'shadow',
  29. SpriteMaterial: 'sprite'
  30. };
  31. const parameterNames = [
  32. 'precision', 'isWebGL2', 'supportsVertexTextures', 'outputEncoding', 'instancing', 'instancingColor',
  33. 'map', 'mapEncoding', 'matcap', 'matcapEncoding', 'envMap', 'envMapMode', 'envMapEncoding', 'envMapCubeUV',
  34. 'lightMap', 'lightMapEncoding', 'aoMap', 'emissiveMap', 'emissiveMapEncoding', 'bumpMap', 'normalMap',
  35. 'objectSpaceNormalMap', 'tangentSpaceNormalMap',
  36. 'clearcoat', 'clearcoatMap', 'clearcoatRoughnessMap', 'clearcoatNormalMap',
  37. 'displacementMap', 'specularMap', , 'roughnessMap', 'metalnessMap', 'gradientMap',
  38. 'alphaMap', 'alphaTest', 'combine', 'vertexColors', 'vertexAlphas', 'vertexTangents', 'vertexUvs', 'uvsVertexOnly', 'fog', 'useFog', 'fogExp2',
  39. 'flatShading', 'sizeAttenuation', 'logarithmicDepthBuffer', 'skinning',
  40. 'maxBones', 'useVertexTexture', 'morphTargets', 'morphNormals', 'morphTargetsCount', 'premultipliedAlpha',
  41. 'numDirLights', 'numPointLights', 'numSpotLights', 'numHemiLights', 'numRectAreaLights',
  42. 'numDirLightShadows', 'numPointLightShadows', 'numSpotLightShadows',
  43. 'shadowMapEnabled', 'shadowMapType', 'toneMapping', 'physicallyCorrectLights',
  44. 'doubleSided', 'flipSided', 'numClippingPlanes', 'numClipIntersection', 'depthPacking', 'dithering', 'format',
  45. 'specularIntensityMap', 'specularColorMap', 'specularColorMapEncoding',
  46. 'transmission', 'transmissionMap', 'thicknessMap',
  47. 'sheen', 'sheenColorMap', 'sheenColorMapEncoding', 'sheenRoughnessMap'
  48. ];
  49. function getMaxBones( object ) {
  50. const skeleton = object.skeleton;
  51. const bones = skeleton.bones;
  52. if ( floatVertexTextures ) {
  53. return 1024;
  54. } else {
  55. // default for when object is not specified
  56. // ( for example when prebuilding shader to be used with multiple objects )
  57. //
  58. // - leave some extra space for other uniforms
  59. // - limit here is ANGLE's 254 max uniform vectors
  60. // (up to 54 should be safe)
  61. const nVertexUniforms = maxVertexUniforms;
  62. const nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  63. const maxBones = Math.min( nVertexMatrices, bones.length );
  64. if ( maxBones < bones.length ) {
  65. console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
  66. return 0;
  67. }
  68. return maxBones;
  69. }
  70. }
  71. function getTextureEncodingFromMap( map ) {
  72. let encoding;
  73. if ( map && map.isTexture ) {
  74. encoding = map.encoding;
  75. } else if ( map && map.isWebGLRenderTarget ) {
  76. console.warn( 'THREE.WebGLPrograms.getTextureEncodingFromMap: don\'t use render targets as textures. Use their .texture property instead.' );
  77. encoding = map.texture.encoding;
  78. } else {
  79. encoding = LinearEncoding;
  80. }
  81. if ( isWebGL2 && map && map.isTexture && map.format === RGBAFormat && map.type === UnsignedByteType && map.encoding === sRGBEncoding ) {
  82. encoding = LinearEncoding; // disable inline decode for sRGB textures in WebGL 2
  83. }
  84. return encoding;
  85. }
  86. function getParameters( material, lights, shadows, scene, object ) {
  87. const fog = scene.fog;
  88. const environment = material.isMeshStandardMaterial ? scene.environment : null;
  89. const envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || environment );
  90. const shaderID = shaderIDs[ material.type ];
  91. // heuristics to create shader parameters according to lights in the scene
  92. // (not to blow over maxLights budget)
  93. const maxBones = object.isSkinnedMesh ? getMaxBones( object ) : 0;
  94. if ( material.precision !== null ) {
  95. precision = capabilities.getMaxPrecision( material.precision );
  96. if ( precision !== material.precision ) {
  97. console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
  98. }
  99. }
  100. let vertexShader, fragmentShader;
  101. if ( shaderID ) {
  102. const shader = ShaderLib[ shaderID ];
  103. vertexShader = shader.vertexShader;
  104. fragmentShader = shader.fragmentShader;
  105. } else {
  106. vertexShader = material.vertexShader;
  107. fragmentShader = material.fragmentShader;
  108. }
  109. const currentRenderTarget = renderer.getRenderTarget();
  110. const useAlphaTest = material.alphaTest > 0;
  111. const useClearcoat = material.clearcoat > 0;
  112. const parameters = {
  113. isWebGL2: isWebGL2,
  114. shaderID: shaderID,
  115. shaderName: material.type,
  116. vertexShader: vertexShader,
  117. fragmentShader: fragmentShader,
  118. defines: material.defines,
  119. isRawShaderMaterial: material.isRawShaderMaterial === true,
  120. glslVersion: material.glslVersion,
  121. precision: precision,
  122. instancing: object.isInstancedMesh === true,
  123. instancingColor: object.isInstancedMesh === true && object.instanceColor !== null,
  124. supportsVertexTextures: vertexTextures,
  125. outputEncoding: ( currentRenderTarget !== null ) ? getTextureEncodingFromMap( currentRenderTarget.texture ) : renderer.outputEncoding,
  126. map: !! material.map,
  127. mapEncoding: getTextureEncodingFromMap( material.map ),
  128. matcap: !! material.matcap,
  129. matcapEncoding: getTextureEncodingFromMap( material.matcap ),
  130. envMap: !! envMap,
  131. envMapMode: envMap && envMap.mapping,
  132. envMapEncoding: getTextureEncodingFromMap( envMap ),
  133. envMapCubeUV: ( !! envMap ) && ( ( envMap.mapping === CubeUVReflectionMapping ) || ( envMap.mapping === CubeUVRefractionMapping ) ),
  134. lightMap: !! material.lightMap,
  135. lightMapEncoding: getTextureEncodingFromMap( material.lightMap ),
  136. aoMap: !! material.aoMap,
  137. emissiveMap: !! material.emissiveMap,
  138. emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap ),
  139. bumpMap: !! material.bumpMap,
  140. normalMap: !! material.normalMap,
  141. objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
  142. tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,
  143. clearcoat: useClearcoat,
  144. clearcoatMap: useClearcoat && !! material.clearcoatMap,
  145. clearcoatRoughnessMap: useClearcoat && !! material.clearcoatRoughnessMap,
  146. clearcoatNormalMap: useClearcoat && !! material.clearcoatNormalMap,
  147. displacementMap: !! material.displacementMap,
  148. roughnessMap: !! material.roughnessMap,
  149. metalnessMap: !! material.metalnessMap,
  150. specularMap: !! material.specularMap,
  151. specularIntensityMap: !! material.specularIntensityMap,
  152. specularColorMap: !! material.specularColorMap,
  153. specularColorMapEncoding: getTextureEncodingFromMap( material.specularColorMap ),
  154. alphaMap: !! material.alphaMap,
  155. alphaTest: useAlphaTest,
  156. gradientMap: !! material.gradientMap,
  157. sheen: material.sheen > 0,
  158. sheenColorMap: !! material.sheenColorMap,
  159. sheenColorMapEncoding: getTextureEncodingFromMap( material.sheenColorMap ),
  160. sheenRoughnessMap: !! material.sheenRoughnessMap,
  161. transmission: material.transmission > 0,
  162. transmissionMap: !! material.transmissionMap,
  163. thicknessMap: !! material.thicknessMap,
  164. combine: material.combine,
  165. vertexTangents: ( !! material.normalMap && !! object.geometry && !! object.geometry.attributes.tangent ),
  166. vertexColors: material.vertexColors,
  167. vertexAlphas: material.vertexColors === true && !! object.geometry && !! object.geometry.attributes.color && object.geometry.attributes.color.itemSize === 4,
  168. vertexUvs: !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatMap || !! material.clearcoatRoughnessMap || !! material.clearcoatNormalMap || !! material.displacementMap || !! material.transmissionMap || !! material.thicknessMap || !! material.specularIntensityMap || !! material.specularColorMap || !! material.sheenColorMap || material.sheenRoughnessMap,
  169. uvsVertexOnly: ! ( !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap || material.transmission > 0 || !! material.transmissionMap || !! material.thicknessMap || !! material.specularIntensityMap || !! material.specularColorMap || material.sheen > 0 || !! material.sheenColorMap || !! material.sheenRoughnessMap ) && !! material.displacementMap,
  170. fog: !! fog,
  171. useFog: material.fog,
  172. fogExp2: ( fog && fog.isFogExp2 ),
  173. flatShading: !! material.flatShading,
  174. sizeAttenuation: material.sizeAttenuation,
  175. logarithmicDepthBuffer: logarithmicDepthBuffer,
  176. skinning: object.isSkinnedMesh === true && maxBones > 0,
  177. maxBones: maxBones,
  178. useVertexTexture: floatVertexTextures,
  179. morphTargets: !! object.geometry && !! object.geometry.morphAttributes.position,
  180. morphNormals: !! object.geometry && !! object.geometry.morphAttributes.normal,
  181. morphTargetsCount: ( !! object.geometry && !! object.geometry.morphAttributes.position ) ? object.geometry.morphAttributes.position.length : 0,
  182. numDirLights: lights.directional.length,
  183. numPointLights: lights.point.length,
  184. numSpotLights: lights.spot.length,
  185. numRectAreaLights: lights.rectArea.length,
  186. numHemiLights: lights.hemi.length,
  187. numDirLightShadows: lights.directionalShadowMap.length,
  188. numPointLightShadows: lights.pointShadowMap.length,
  189. numSpotLightShadows: lights.spotShadowMap.length,
  190. numClippingPlanes: clipping.numPlanes,
  191. numClipIntersection: clipping.numIntersection,
  192. format: material.format,
  193. dithering: material.dithering,
  194. shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,
  195. shadowMapType: renderer.shadowMap.type,
  196. toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,
  197. physicallyCorrectLights: renderer.physicallyCorrectLights,
  198. premultipliedAlpha: material.premultipliedAlpha,
  199. doubleSided: material.side === DoubleSide,
  200. flipSided: material.side === BackSide,
  201. depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false,
  202. index0AttributeName: material.index0AttributeName,
  203. extensionDerivatives: material.extensions && material.extensions.derivatives,
  204. extensionFragDepth: material.extensions && material.extensions.fragDepth,
  205. extensionDrawBuffers: material.extensions && material.extensions.drawBuffers,
  206. extensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD,
  207. rendererExtensionFragDepth: isWebGL2 || extensions.has( 'EXT_frag_depth' ),
  208. rendererExtensionDrawBuffers: isWebGL2 || extensions.has( 'WEBGL_draw_buffers' ),
  209. rendererExtensionShaderTextureLod: isWebGL2 || extensions.has( 'EXT_shader_texture_lod' ),
  210. customProgramCacheKey: material.customProgramCacheKey()
  211. };
  212. return parameters;
  213. }
  214. function getProgramCacheKey( parameters ) {
  215. const array = [];
  216. if ( parameters.shaderID ) {
  217. array.push( parameters.shaderID );
  218. } else {
  219. array.push( hashString( parameters.fragmentShader ) );
  220. array.push( hashString( parameters.vertexShader ) );
  221. }
  222. if ( parameters.defines !== undefined ) {
  223. for ( const name in parameters.defines ) {
  224. array.push( name );
  225. array.push( parameters.defines[ name ] );
  226. }
  227. }
  228. if ( parameters.isRawShaderMaterial === false ) {
  229. for ( let i = 0; i < parameterNames.length; i ++ ) {
  230. array.push( parameters[ parameterNames[ i ] ] );
  231. }
  232. array.push( renderer.outputEncoding );
  233. array.push( renderer.gammaFactor );
  234. }
  235. array.push( parameters.customProgramCacheKey );
  236. return array.join();
  237. }
  238. function getUniforms( material ) {
  239. const shaderID = shaderIDs[ material.type ];
  240. let uniforms;
  241. if ( shaderID ) {
  242. const shader = ShaderLib[ shaderID ];
  243. uniforms = UniformsUtils.clone( shader.uniforms );
  244. } else {
  245. uniforms = material.uniforms;
  246. }
  247. return uniforms;
  248. }
  249. function acquireProgram( parameters, cacheKey ) {
  250. let program;
  251. // Check if code has been already compiled
  252. for ( let p = 0, pl = programs.length; p < pl; p ++ ) {
  253. const preexistingProgram = programs[ p ];
  254. if ( preexistingProgram.cacheKey === cacheKey ) {
  255. program = preexistingProgram;
  256. ++ program.usedTimes;
  257. break;
  258. }
  259. }
  260. if ( program === undefined ) {
  261. program = new WebGLProgram( renderer, cacheKey, parameters, bindingStates );
  262. programs.push( program );
  263. }
  264. return program;
  265. }
  266. function releaseProgram( program ) {
  267. if ( -- program.usedTimes === 0 ) {
  268. // Remove from unordered set
  269. const i = programs.indexOf( program );
  270. programs[ i ] = programs[ programs.length - 1 ];
  271. programs.pop();
  272. // Free WebGL resources
  273. program.destroy();
  274. }
  275. }
  276. return {
  277. getParameters: getParameters,
  278. getProgramCacheKey: getProgramCacheKey,
  279. getUniforms: getUniforms,
  280. acquireProgram: acquireProgram,
  281. releaseProgram: releaseProgram,
  282. // Exposed for resource monitoring & error feedback via renderer.info:
  283. programs: programs
  284. };
  285. }
  286. export { WebGLPrograms };
粤ICP备19079148号