WebGLPrograms.js 9.1 KB

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  1. /**
  2. * @author mrdoob / http://mrdoob.com/
  3. */
  4. import { BackSide, DoubleSide, CubeUVRefractionMapping, CubeUVReflectionMapping, GammaEncoding, LinearEncoding, ObjectSpaceNormalMap, TangentSpaceNormalMap, NoToneMapping } from '../../constants.js';
  5. import { WebGLProgram } from './WebGLProgram.js';
  6. function WebGLPrograms( renderer, extensions, capabilities ) {
  7. var programs = [];
  8. var shaderIDs = {
  9. MeshDepthMaterial: 'depth',
  10. MeshDistanceMaterial: 'distanceRGBA',
  11. MeshNormalMaterial: 'normal',
  12. MeshBasicMaterial: 'basic',
  13. MeshLambertMaterial: 'lambert',
  14. MeshPhongMaterial: 'phong',
  15. MeshToonMaterial: 'phong',
  16. MeshStandardMaterial: 'physical',
  17. MeshPhysicalMaterial: 'physical',
  18. MeshMatcapMaterial: 'matcap',
  19. LineBasicMaterial: 'basic',
  20. LineDashedMaterial: 'dashed',
  21. PointsMaterial: 'points',
  22. ShadowMaterial: 'shadow',
  23. SpriteMaterial: 'sprite'
  24. };
  25. var parameterNames = [
  26. "precision", "supportsVertexTextures", "map", "mapEncoding", "matcap", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding",
  27. "lightMap", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "tangentSpaceNormalMap", "clearcoatNormalMap", "displacementMap", "specularMap",
  28. "roughnessMap", "metalnessMap", "gradientMap",
  29. "alphaMap", "combine", "vertexColors", "vertexTangents", "fog", "useFog", "fogExp2",
  30. "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
  31. "maxBones", "useVertexTexture", "morphTargets", "morphNormals",
  32. "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
  33. "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
  34. "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
  35. "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering",
  36. "sheen"
  37. ];
  38. function allocateBones( object ) {
  39. var skeleton = object.skeleton;
  40. var bones = skeleton.bones;
  41. if ( capabilities.floatVertexTextures ) {
  42. return 1024;
  43. } else {
  44. // default for when object is not specified
  45. // ( for example when prebuilding shader to be used with multiple objects )
  46. //
  47. // - leave some extra space for other uniforms
  48. // - limit here is ANGLE's 254 max uniform vectors
  49. // (up to 54 should be safe)
  50. var nVertexUniforms = capabilities.maxVertexUniforms;
  51. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  52. var maxBones = Math.min( nVertexMatrices, bones.length );
  53. if ( maxBones < bones.length ) {
  54. console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
  55. return 0;
  56. }
  57. return maxBones;
  58. }
  59. }
  60. function getTextureEncodingFromMap( map, gammaOverrideLinear ) {
  61. var encoding;
  62. if ( ! map ) {
  63. encoding = LinearEncoding;
  64. } else if ( map.isTexture ) {
  65. encoding = map.encoding;
  66. } else if ( map.isWebGLRenderTarget ) {
  67. console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
  68. encoding = map.texture.encoding;
  69. }
  70. // add backwards compatibility for WebGLRenderer.gammaInput/gammaOutput parameter, should probably be removed at some point.
  71. if ( encoding === LinearEncoding && gammaOverrideLinear ) {
  72. encoding = GammaEncoding;
  73. }
  74. return encoding;
  75. }
  76. this.getParameters = function ( material, lights, shadows, fog, nClipPlanes, nClipIntersection, object ) {
  77. var shaderID = shaderIDs[ material.type ];
  78. // heuristics to create shader parameters according to lights in the scene
  79. // (not to blow over maxLights budget)
  80. var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0;
  81. var precision = capabilities.precision;
  82. if ( material.precision !== null ) {
  83. precision = capabilities.getMaxPrecision( material.precision );
  84. if ( precision !== material.precision ) {
  85. console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
  86. }
  87. }
  88. var currentRenderTarget = renderer.getRenderTarget();
  89. var parameters = {
  90. shaderID: shaderID,
  91. precision: precision,
  92. isWebGL2: capabilities.isWebGL2,
  93. supportsVertexTextures: capabilities.vertexTextures,
  94. outputEncoding: getTextureEncodingFromMap( ( ! currentRenderTarget ) ? null : currentRenderTarget.texture, renderer.gammaOutput ),
  95. map: !! material.map,
  96. mapEncoding: getTextureEncodingFromMap( material.map, renderer.gammaInput ),
  97. matcap: !! material.matcap,
  98. matcapEncoding: getTextureEncodingFromMap( material.matcap, renderer.gammaInput ),
  99. envMap: !! material.envMap,
  100. envMapMode: material.envMap && material.envMap.mapping,
  101. envMapEncoding: getTextureEncodingFromMap( material.envMap, renderer.gammaInput ),
  102. envMapCubeUV: ( !! material.envMap ) && ( ( material.envMap.mapping === CubeUVReflectionMapping ) || ( material.envMap.mapping === CubeUVRefractionMapping ) ),
  103. lightMap: !! material.lightMap,
  104. aoMap: !! material.aoMap,
  105. emissiveMap: !! material.emissiveMap,
  106. emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap, renderer.gammaInput ),
  107. bumpMap: !! material.bumpMap,
  108. normalMap: !! material.normalMap,
  109. objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
  110. tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,
  111. clearcoatNormalMap: !! material.clearcoatNormalMap,
  112. displacementMap: !! material.displacementMap,
  113. roughnessMap: !! material.roughnessMap,
  114. metalnessMap: !! material.metalnessMap,
  115. specularMap: !! material.specularMap,
  116. alphaMap: !! material.alphaMap,
  117. gradientMap: !! material.gradientMap,
  118. sheen: !! material.sheen,
  119. combine: material.combine,
  120. vertexTangents: ( material.normalMap && material.vertexTangents ),
  121. vertexColors: material.vertexColors,
  122. vertexUvs: !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap,
  123. fog: !! fog,
  124. useFog: material.fog,
  125. fogExp2: ( fog && fog.isFogExp2 ),
  126. flatShading: material.flatShading,
  127. sizeAttenuation: material.sizeAttenuation,
  128. logarithmicDepthBuffer: capabilities.logarithmicDepthBuffer,
  129. skinning: material.skinning && maxBones > 0,
  130. maxBones: maxBones,
  131. useVertexTexture: capabilities.floatVertexTextures,
  132. morphTargets: material.morphTargets,
  133. morphNormals: material.morphNormals,
  134. maxMorphTargets: renderer.maxMorphTargets,
  135. maxMorphNormals: renderer.maxMorphNormals,
  136. numDirLights: lights.directional.length,
  137. numPointLights: lights.point.length,
  138. numSpotLights: lights.spot.length,
  139. numRectAreaLights: lights.rectArea.length,
  140. numHemiLights: lights.hemi.length,
  141. numDirLightShadows: lights.directionalShadowMap.length,
  142. numPointLightShadows: lights.pointShadowMap.length,
  143. numSpotLightShadows: lights.spotShadowMap.length,
  144. numClippingPlanes: nClipPlanes,
  145. numClipIntersection: nClipIntersection,
  146. dithering: material.dithering,
  147. shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,
  148. shadowMapType: renderer.shadowMap.type,
  149. toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,
  150. physicallyCorrectLights: renderer.physicallyCorrectLights,
  151. premultipliedAlpha: material.premultipliedAlpha,
  152. alphaTest: material.alphaTest,
  153. doubleSided: material.side === DoubleSide,
  154. flipSided: material.side === BackSide,
  155. depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false
  156. };
  157. return parameters;
  158. };
  159. this.getProgramCode = function ( material, parameters ) {
  160. var array = [];
  161. if ( parameters.shaderID ) {
  162. array.push( parameters.shaderID );
  163. } else {
  164. array.push( material.fragmentShader );
  165. array.push( material.vertexShader );
  166. }
  167. if ( material.defines !== undefined ) {
  168. for ( var name in material.defines ) {
  169. array.push( name );
  170. array.push( material.defines[ name ] );
  171. }
  172. }
  173. for ( var i = 0; i < parameterNames.length; i ++ ) {
  174. array.push( parameters[ parameterNames[ i ] ] );
  175. }
  176. array.push( material.onBeforeCompile.toString() );
  177. array.push( renderer.gammaOutput );
  178. array.push( renderer.gammaFactor );
  179. return array.join();
  180. };
  181. this.acquireProgram = function ( material, shader, parameters, code ) {
  182. var program;
  183. // Check if code has been already compiled
  184. for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
  185. var programInfo = programs[ p ];
  186. if ( programInfo.code === code ) {
  187. program = programInfo;
  188. ++ program.usedTimes;
  189. break;
  190. }
  191. }
  192. if ( program === undefined ) {
  193. program = new WebGLProgram( renderer, extensions, code, material, shader, parameters );
  194. programs.push( program );
  195. }
  196. return program;
  197. };
  198. this.releaseProgram = function ( program ) {
  199. if ( -- program.usedTimes === 0 ) {
  200. // Remove from unordered set
  201. var i = programs.indexOf( program );
  202. programs[ i ] = programs[ programs.length - 1 ];
  203. programs.pop();
  204. // Free WebGL resources
  205. program.destroy();
  206. }
  207. };
  208. // Exposed for resource monitoring & error feedback via renderer.info:
  209. this.programs = programs;
  210. }
  211. export { WebGLPrograms };
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