WebGLPrograms.js 17 KB

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  1. import { BackSide, DoubleSide, CubeUVReflectionMapping, ObjectSpaceNormalMap, TangentSpaceNormalMap, NoToneMapping, LinearEncoding, sRGBEncoding, NormalBlending } from '../../constants.js';
  2. import { Layers } from '../../core/Layers.js';
  3. import { WebGLProgram } from './WebGLProgram.js';
  4. import { WebGLShaderCache } from './WebGLShaderCache.js';
  5. import { ShaderLib } from '../shaders/ShaderLib.js';
  6. import { UniformsUtils } from '../shaders/UniformsUtils.js';
  7. function WebGLPrograms( renderer, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping ) {
  8. const _programLayers = new Layers();
  9. const _customShaders = new WebGLShaderCache();
  10. const programs = [];
  11. const isWebGL2 = capabilities.isWebGL2;
  12. const logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;
  13. const vertexTextures = capabilities.vertexTextures;
  14. let precision = capabilities.precision;
  15. const shaderIDs = {
  16. MeshDepthMaterial: 'depth',
  17. MeshDistanceMaterial: 'distanceRGBA',
  18. MeshNormalMaterial: 'normal',
  19. MeshBasicMaterial: 'basic',
  20. MeshLambertMaterial: 'lambert',
  21. MeshPhongMaterial: 'phong',
  22. MeshToonMaterial: 'toon',
  23. MeshStandardMaterial: 'physical',
  24. MeshPhysicalMaterial: 'physical',
  25. MeshMatcapMaterial: 'matcap',
  26. LineBasicMaterial: 'basic',
  27. LineDashedMaterial: 'dashed',
  28. PointsMaterial: 'points',
  29. ShadowMaterial: 'shadow',
  30. SpriteMaterial: 'sprite'
  31. };
  32. function getParameters( material, lights, shadows, scene, object ) {
  33. const fog = scene.fog;
  34. const geometry = object.geometry;
  35. const environment = material.isMeshStandardMaterial ? scene.environment : null;
  36. const envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || environment );
  37. const envMapCubeUVHeight = ( !! envMap ) && ( envMap.mapping === CubeUVReflectionMapping ) ? envMap.image.height : null;
  38. const shaderID = shaderIDs[ material.type ];
  39. // heuristics to create shader parameters according to lights in the scene
  40. // (not to blow over maxLights budget)
  41. if ( material.precision !== null ) {
  42. precision = capabilities.getMaxPrecision( material.precision );
  43. if ( precision !== material.precision ) {
  44. console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
  45. }
  46. }
  47. //
  48. const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;
  49. const morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0;
  50. let morphTextureStride = 0;
  51. if ( geometry.morphAttributes.position !== undefined ) morphTextureStride = 1;
  52. if ( geometry.morphAttributes.normal !== undefined ) morphTextureStride = 2;
  53. if ( geometry.morphAttributes.color !== undefined ) morphTextureStride = 3;
  54. //
  55. let vertexShader, fragmentShader;
  56. let customVertexShaderID, customFragmentShaderID;
  57. if ( shaderID ) {
  58. const shader = ShaderLib[ shaderID ];
  59. vertexShader = shader.vertexShader;
  60. fragmentShader = shader.fragmentShader;
  61. } else {
  62. vertexShader = material.vertexShader;
  63. fragmentShader = material.fragmentShader;
  64. _customShaders.update( material );
  65. customVertexShaderID = _customShaders.getVertexShaderID( material );
  66. customFragmentShaderID = _customShaders.getFragmentShaderID( material );
  67. }
  68. const currentRenderTarget = renderer.getRenderTarget();
  69. const useAlphaTest = material.alphaTest > 0;
  70. const useClearcoat = material.clearcoat > 0;
  71. const useIridescence = material.iridescence > 0;
  72. const parameters = {
  73. isWebGL2: isWebGL2,
  74. shaderID: shaderID,
  75. shaderName: material.type,
  76. vertexShader: vertexShader,
  77. fragmentShader: fragmentShader,
  78. defines: material.defines,
  79. customVertexShaderID: customVertexShaderID,
  80. customFragmentShaderID: customFragmentShaderID,
  81. isRawShaderMaterial: material.isRawShaderMaterial === true,
  82. glslVersion: material.glslVersion,
  83. precision: precision,
  84. instancing: object.isInstancedMesh === true,
  85. instancingColor: object.isInstancedMesh === true && object.instanceColor !== null,
  86. supportsVertexTextures: vertexTextures,
  87. outputEncoding: ( currentRenderTarget === null ) ? renderer.outputEncoding : ( currentRenderTarget.isXRRenderTarget === true ? currentRenderTarget.texture.encoding : LinearEncoding ),
  88. map: !! material.map,
  89. matcap: !! material.matcap,
  90. envMap: !! envMap,
  91. envMapMode: envMap && envMap.mapping,
  92. envMapCubeUVHeight: envMapCubeUVHeight,
  93. lightMap: !! material.lightMap,
  94. aoMap: !! material.aoMap,
  95. emissiveMap: !! material.emissiveMap,
  96. bumpMap: !! material.bumpMap,
  97. normalMap: !! material.normalMap,
  98. objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
  99. tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,
  100. decodeVideoTexture: !! material.map && ( material.map.isVideoTexture === true ) && ( material.map.encoding === sRGBEncoding ),
  101. clearcoat: useClearcoat,
  102. clearcoatMap: useClearcoat && !! material.clearcoatMap,
  103. clearcoatRoughnessMap: useClearcoat && !! material.clearcoatRoughnessMap,
  104. clearcoatNormalMap: useClearcoat && !! material.clearcoatNormalMap,
  105. iridescence: useIridescence,
  106. iridescenceMap: useIridescence && !! material.iridescenceMap,
  107. iridescenceThicknessMap: useIridescence && !! material.iridescenceThicknessMap,
  108. displacementMap: !! material.displacementMap,
  109. roughnessMap: !! material.roughnessMap,
  110. metalnessMap: !! material.metalnessMap,
  111. specularMap: !! material.specularMap,
  112. specularIntensityMap: !! material.specularIntensityMap,
  113. specularColorMap: !! material.specularColorMap,
  114. opaque: material.transparent === false && material.blending === NormalBlending,
  115. alphaMap: !! material.alphaMap,
  116. alphaTest: useAlphaTest,
  117. gradientMap: !! material.gradientMap,
  118. sheen: material.sheen > 0,
  119. sheenColorMap: !! material.sheenColorMap,
  120. sheenRoughnessMap: !! material.sheenRoughnessMap,
  121. transmission: material.transmission > 0,
  122. transmissionMap: !! material.transmissionMap,
  123. thicknessMap: !! material.thicknessMap,
  124. combine: material.combine,
  125. vertexTangents: ( !! material.normalMap && !! geometry.attributes.tangent ),
  126. vertexColors: material.vertexColors,
  127. vertexAlphas: material.vertexColors === true && !! geometry.attributes.color && geometry.attributes.color.itemSize === 4,
  128. vertexUvs: !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatMap || !! material.clearcoatRoughnessMap || !! material.clearcoatNormalMap || !! material.iridescenceMap || !! material.iridescenceThicknessMap || !! material.displacementMap || !! material.transmissionMap || !! material.thicknessMap || !! material.specularIntensityMap || !! material.specularColorMap || !! material.sheenColorMap || !! material.sheenRoughnessMap,
  129. uvsVertexOnly: ! ( !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap || !! material.iridescenceMap || !! material.iridescenceThicknessMap || material.transmission > 0 || !! material.transmissionMap || !! material.thicknessMap || !! material.specularIntensityMap || !! material.specularColorMap || material.sheen > 0 || !! material.sheenColorMap || !! material.sheenRoughnessMap ) && !! material.displacementMap,
  130. fog: !! fog,
  131. useFog: material.fog === true,
  132. fogExp2: ( fog && fog.isFogExp2 ),
  133. flatShading: !! material.flatShading,
  134. sizeAttenuation: material.sizeAttenuation,
  135. logarithmicDepthBuffer: logarithmicDepthBuffer,
  136. skinning: object.isSkinnedMesh === true,
  137. morphTargets: geometry.morphAttributes.position !== undefined,
  138. morphNormals: geometry.morphAttributes.normal !== undefined,
  139. morphColors: geometry.morphAttributes.color !== undefined,
  140. morphTargetsCount: morphTargetsCount,
  141. morphTextureStride: morphTextureStride,
  142. numDirLights: lights.directional.length,
  143. numPointLights: lights.point.length,
  144. numSpotLights: lights.spot.length,
  145. numSpotLightMaps: lights.spotLightMap.length,
  146. numRectAreaLights: lights.rectArea.length,
  147. numHemiLights: lights.hemi.length,
  148. numDirLightShadows: lights.directionalShadowMap.length,
  149. numPointLightShadows: lights.pointShadowMap.length,
  150. numSpotLightShadows: lights.spotShadowMap.length,
  151. numSpotLightShadowsWithMaps: lights.numSpotLightShadowsWithMaps,
  152. numClippingPlanes: clipping.numPlanes,
  153. numClipIntersection: clipping.numIntersection,
  154. dithering: material.dithering,
  155. shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,
  156. shadowMapType: renderer.shadowMap.type,
  157. toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,
  158. physicallyCorrectLights: renderer.physicallyCorrectLights,
  159. premultipliedAlpha: material.premultipliedAlpha,
  160. doubleSided: material.side === DoubleSide,
  161. flipSided: material.side === BackSide,
  162. useDepthPacking: !! material.depthPacking,
  163. depthPacking: material.depthPacking || 0,
  164. index0AttributeName: material.index0AttributeName,
  165. extensionDerivatives: material.extensions && material.extensions.derivatives,
  166. extensionFragDepth: material.extensions && material.extensions.fragDepth,
  167. extensionDrawBuffers: material.extensions && material.extensions.drawBuffers,
  168. extensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD,
  169. rendererExtensionFragDepth: isWebGL2 || extensions.has( 'EXT_frag_depth' ),
  170. rendererExtensionDrawBuffers: isWebGL2 || extensions.has( 'WEBGL_draw_buffers' ),
  171. rendererExtensionShaderTextureLod: isWebGL2 || extensions.has( 'EXT_shader_texture_lod' ),
  172. customProgramCacheKey: material.customProgramCacheKey()
  173. };
  174. return parameters;
  175. }
  176. function getProgramCacheKey( parameters ) {
  177. const array = [];
  178. if ( parameters.shaderID ) {
  179. array.push( parameters.shaderID );
  180. } else {
  181. array.push( parameters.customVertexShaderID );
  182. array.push( parameters.customFragmentShaderID );
  183. }
  184. if ( parameters.defines !== undefined ) {
  185. for ( const name in parameters.defines ) {
  186. array.push( name );
  187. array.push( parameters.defines[ name ] );
  188. }
  189. }
  190. if ( parameters.isRawShaderMaterial === false ) {
  191. getProgramCacheKeyParameters( array, parameters );
  192. getProgramCacheKeyBooleans( array, parameters );
  193. array.push( renderer.outputEncoding );
  194. }
  195. array.push( parameters.customProgramCacheKey );
  196. return array.join();
  197. }
  198. function getProgramCacheKeyParameters( array, parameters ) {
  199. array.push( parameters.precision );
  200. array.push( parameters.outputEncoding );
  201. array.push( parameters.envMapMode );
  202. array.push( parameters.envMapCubeUVHeight );
  203. array.push( parameters.combine );
  204. array.push( parameters.vertexUvs );
  205. array.push( parameters.fogExp2 );
  206. array.push( parameters.sizeAttenuation );
  207. array.push( parameters.morphTargetsCount );
  208. array.push( parameters.morphAttributeCount );
  209. array.push( parameters.numDirLights );
  210. array.push( parameters.numPointLights );
  211. array.push( parameters.numSpotLights );
  212. array.push( parameters.numSpotLightMaps );
  213. array.push( parameters.numHemiLights );
  214. array.push( parameters.numRectAreaLights );
  215. array.push( parameters.numDirLightShadows );
  216. array.push( parameters.numPointLightShadows );
  217. array.push( parameters.numSpotLightShadows );
  218. array.push( parameters.numSpotLightShadowsWithMaps );
  219. array.push( parameters.shadowMapType );
  220. array.push( parameters.toneMapping );
  221. array.push( parameters.numClippingPlanes );
  222. array.push( parameters.numClipIntersection );
  223. array.push( parameters.depthPacking );
  224. }
  225. function getProgramCacheKeyBooleans( array, parameters ) {
  226. _programLayers.disableAll();
  227. if ( parameters.isWebGL2 )
  228. _programLayers.enable( 0 );
  229. if ( parameters.supportsVertexTextures )
  230. _programLayers.enable( 1 );
  231. if ( parameters.instancing )
  232. _programLayers.enable( 2 );
  233. if ( parameters.instancingColor )
  234. _programLayers.enable( 3 );
  235. if ( parameters.map )
  236. _programLayers.enable( 4 );
  237. if ( parameters.matcap )
  238. _programLayers.enable( 5 );
  239. if ( parameters.envMap )
  240. _programLayers.enable( 6 );
  241. if ( parameters.lightMap )
  242. _programLayers.enable( 7 );
  243. if ( parameters.aoMap )
  244. _programLayers.enable( 8 );
  245. if ( parameters.emissiveMap )
  246. _programLayers.enable( 9 );
  247. if ( parameters.bumpMap )
  248. _programLayers.enable( 10 );
  249. if ( parameters.normalMap )
  250. _programLayers.enable( 11 );
  251. if ( parameters.objectSpaceNormalMap )
  252. _programLayers.enable( 12 );
  253. if ( parameters.tangentSpaceNormalMap )
  254. _programLayers.enable( 13 );
  255. if ( parameters.clearcoat )
  256. _programLayers.enable( 14 );
  257. if ( parameters.clearcoatMap )
  258. _programLayers.enable( 15 );
  259. if ( parameters.clearcoatRoughnessMap )
  260. _programLayers.enable( 16 );
  261. if ( parameters.clearcoatNormalMap )
  262. _programLayers.enable( 17 );
  263. if ( parameters.iridescence )
  264. _programLayers.enable( 18 );
  265. if ( parameters.iridescenceMap )
  266. _programLayers.enable( 19 );
  267. if ( parameters.iridescenceThicknessMap )
  268. _programLayers.enable( 20 );
  269. if ( parameters.displacementMap )
  270. _programLayers.enable( 21 );
  271. if ( parameters.specularMap )
  272. _programLayers.enable( 22 );
  273. if ( parameters.roughnessMap )
  274. _programLayers.enable( 23 );
  275. if ( parameters.metalnessMap )
  276. _programLayers.enable( 24 );
  277. if ( parameters.gradientMap )
  278. _programLayers.enable( 25 );
  279. if ( parameters.alphaMap )
  280. _programLayers.enable( 26 );
  281. if ( parameters.alphaTest )
  282. _programLayers.enable( 27 );
  283. if ( parameters.vertexColors )
  284. _programLayers.enable( 28 );
  285. if ( parameters.vertexAlphas )
  286. _programLayers.enable( 29 );
  287. if ( parameters.vertexUvs )
  288. _programLayers.enable( 30 );
  289. if ( parameters.vertexTangents )
  290. _programLayers.enable( 31 );
  291. if ( parameters.uvsVertexOnly )
  292. _programLayers.enable( 32 );
  293. array.push( _programLayers.mask );
  294. _programLayers.disableAll();
  295. if ( parameters.fog )
  296. _programLayers.enable( 0 );
  297. if ( parameters.useFog )
  298. _programLayers.enable( 1 );
  299. if ( parameters.flatShading )
  300. _programLayers.enable( 2 );
  301. if ( parameters.logarithmicDepthBuffer )
  302. _programLayers.enable( 3 );
  303. if ( parameters.skinning )
  304. _programLayers.enable( 4 );
  305. if ( parameters.morphTargets )
  306. _programLayers.enable( 5 );
  307. if ( parameters.morphNormals )
  308. _programLayers.enable( 6 );
  309. if ( parameters.morphColors )
  310. _programLayers.enable( 7 );
  311. if ( parameters.premultipliedAlpha )
  312. _programLayers.enable( 8 );
  313. if ( parameters.shadowMapEnabled )
  314. _programLayers.enable( 9 );
  315. if ( parameters.physicallyCorrectLights )
  316. _programLayers.enable( 10 );
  317. if ( parameters.doubleSided )
  318. _programLayers.enable( 11 );
  319. if ( parameters.flipSided )
  320. _programLayers.enable( 12 );
  321. if ( parameters.useDepthPacking )
  322. _programLayers.enable( 13 );
  323. if ( parameters.dithering )
  324. _programLayers.enable( 14 );
  325. if ( parameters.specularIntensityMap )
  326. _programLayers.enable( 15 );
  327. if ( parameters.specularColorMap )
  328. _programLayers.enable( 16 );
  329. if ( parameters.transmission )
  330. _programLayers.enable( 17 );
  331. if ( parameters.transmissionMap )
  332. _programLayers.enable( 18 );
  333. if ( parameters.thicknessMap )
  334. _programLayers.enable( 19 );
  335. if ( parameters.sheen )
  336. _programLayers.enable( 20 );
  337. if ( parameters.sheenColorMap )
  338. _programLayers.enable( 21 );
  339. if ( parameters.sheenRoughnessMap )
  340. _programLayers.enable( 22 );
  341. if ( parameters.decodeVideoTexture )
  342. _programLayers.enable( 23 );
  343. if ( parameters.opaque )
  344. _programLayers.enable( 24 );
  345. array.push( _programLayers.mask );
  346. }
  347. function getUniforms( material ) {
  348. const shaderID = shaderIDs[ material.type ];
  349. let uniforms;
  350. if ( shaderID ) {
  351. const shader = ShaderLib[ shaderID ];
  352. uniforms = UniformsUtils.clone( shader.uniforms );
  353. } else {
  354. uniforms = material.uniforms;
  355. }
  356. return uniforms;
  357. }
  358. function acquireProgram( parameters, cacheKey ) {
  359. let program;
  360. // Check if code has been already compiled
  361. for ( let p = 0, pl = programs.length; p < pl; p ++ ) {
  362. const preexistingProgram = programs[ p ];
  363. if ( preexistingProgram.cacheKey === cacheKey ) {
  364. program = preexistingProgram;
  365. ++ program.usedTimes;
  366. break;
  367. }
  368. }
  369. if ( program === undefined ) {
  370. program = new WebGLProgram( renderer, cacheKey, parameters, bindingStates );
  371. programs.push( program );
  372. }
  373. return program;
  374. }
  375. function releaseProgram( program ) {
  376. if ( -- program.usedTimes === 0 ) {
  377. // Remove from unordered set
  378. const i = programs.indexOf( program );
  379. programs[ i ] = programs[ programs.length - 1 ];
  380. programs.pop();
  381. // Free WebGL resources
  382. program.destroy();
  383. }
  384. }
  385. function releaseShaderCache( material ) {
  386. _customShaders.remove( material );
  387. }
  388. function dispose() {
  389. _customShaders.dispose();
  390. }
  391. return {
  392. getParameters: getParameters,
  393. getProgramCacheKey: getProgramCacheKey,
  394. getUniforms: getUniforms,
  395. acquireProgram: acquireProgram,
  396. releaseProgram: releaseProgram,
  397. releaseShaderCache: releaseShaderCache,
  398. // Exposed for resource monitoring & error feedback via renderer.info:
  399. programs: programs,
  400. dispose: dispose
  401. };
  402. }
  403. export { WebGLPrograms };
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