WebGLPrograms.js 17 KB

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  1. import { BackSide, DoubleSide, CubeUVRefractionMapping, CubeUVReflectionMapping, ObjectSpaceNormalMap, TangentSpaceNormalMap, NoToneMapping, LinearEncoding, sRGBEncoding } 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 floatVertexTextures = capabilities.floatVertexTextures;
  14. const maxVertexUniforms = capabilities.maxVertexUniforms;
  15. const vertexTextures = capabilities.vertexTextures;
  16. let precision = capabilities.precision;
  17. const shaderIDs = {
  18. MeshDepthMaterial: 'depth',
  19. MeshDistanceMaterial: 'distanceRGBA',
  20. MeshNormalMaterial: 'normal',
  21. MeshBasicMaterial: 'basic',
  22. MeshLambertMaterial: 'lambert',
  23. MeshPhongMaterial: 'phong',
  24. MeshToonMaterial: 'toon',
  25. MeshStandardMaterial: 'physical',
  26. MeshPhysicalMaterial: 'physical',
  27. MeshMatcapMaterial: 'matcap',
  28. LineBasicMaterial: 'basic',
  29. LineDashedMaterial: 'dashed',
  30. PointsMaterial: 'points',
  31. ShadowMaterial: 'shadow',
  32. SpriteMaterial: 'sprite'
  33. };
  34. function getMaxBones( object ) {
  35. const skeleton = object.skeleton;
  36. const bones = skeleton.bones;
  37. if ( floatVertexTextures ) {
  38. return 1024;
  39. } else {
  40. // default for when object is not specified
  41. // ( for example when prebuilding shader to be used with multiple objects )
  42. //
  43. // - leave some extra space for other uniforms
  44. // - limit here is ANGLE's 254 max uniform vectors
  45. // (up to 54 should be safe)
  46. const nVertexUniforms = maxVertexUniforms;
  47. const nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  48. const maxBones = Math.min( nVertexMatrices, bones.length );
  49. if ( maxBones < bones.length ) {
  50. console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
  51. return 0;
  52. }
  53. return maxBones;
  54. }
  55. }
  56. function getParameters( material, lights, shadows, scene, object ) {
  57. const fog = scene.fog;
  58. const environment = material.isMeshStandardMaterial ? scene.environment : null;
  59. const envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || environment );
  60. const shaderID = shaderIDs[ material.type ];
  61. // heuristics to create shader parameters according to lights in the scene
  62. // (not to blow over maxLights budget)
  63. const maxBones = object.isSkinnedMesh ? getMaxBones( object ) : 0;
  64. if ( material.precision !== null ) {
  65. precision = capabilities.getMaxPrecision( material.precision );
  66. if ( precision !== material.precision ) {
  67. console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
  68. }
  69. }
  70. let vertexShader, fragmentShader;
  71. let customVertexShaderID, customFragmentShaderID;
  72. if ( shaderID ) {
  73. const shader = ShaderLib[ shaderID ];
  74. vertexShader = shader.vertexShader;
  75. fragmentShader = shader.fragmentShader;
  76. } else {
  77. vertexShader = material.vertexShader;
  78. fragmentShader = material.fragmentShader;
  79. _customShaders.update( material );
  80. customVertexShaderID = _customShaders.getVertexShaderID( material );
  81. customFragmentShaderID = _customShaders.getFragmentShaderID( material );
  82. }
  83. const currentRenderTarget = renderer.getRenderTarget();
  84. const useAlphaTest = material.alphaTest > 0;
  85. const useClearcoat = material.clearcoat > 0;
  86. const parameters = {
  87. isWebGL2: isWebGL2,
  88. shaderID: shaderID,
  89. shaderName: material.type,
  90. vertexShader: vertexShader,
  91. fragmentShader: fragmentShader,
  92. defines: material.defines,
  93. customVertexShaderID: customVertexShaderID,
  94. customFragmentShaderID: customFragmentShaderID,
  95. isRawShaderMaterial: material.isRawShaderMaterial === true,
  96. glslVersion: material.glslVersion,
  97. precision: precision,
  98. instancing: object.isInstancedMesh === true,
  99. instancingColor: object.isInstancedMesh === true && object.instanceColor !== null,
  100. supportsVertexTextures: vertexTextures,
  101. outputEncoding: ( currentRenderTarget === null ) ? renderer.outputEncoding : ( currentRenderTarget.isXRRenderTarget === true ? currentRenderTarget.texture.encoding : LinearEncoding ),
  102. map: !! material.map,
  103. matcap: !! material.matcap,
  104. envMap: !! envMap,
  105. envMapMode: envMap && envMap.mapping,
  106. envMapCubeUV: ( !! envMap ) && ( ( envMap.mapping === CubeUVReflectionMapping ) || ( envMap.mapping === CubeUVRefractionMapping ) ),
  107. lightMap: !! material.lightMap,
  108. aoMap: !! material.aoMap,
  109. emissiveMap: !! material.emissiveMap,
  110. bumpMap: !! material.bumpMap,
  111. normalMap: !! material.normalMap,
  112. objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
  113. tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,
  114. decodeVideoTexture: !! material.map && ( material.map.isVideoTexture === true ) && ( material.map.encoding === sRGBEncoding ),
  115. clearcoat: useClearcoat,
  116. clearcoatMap: useClearcoat && !! material.clearcoatMap,
  117. clearcoatRoughnessMap: useClearcoat && !! material.clearcoatRoughnessMap,
  118. clearcoatNormalMap: useClearcoat && !! material.clearcoatNormalMap,
  119. displacementMap: !! material.displacementMap,
  120. roughnessMap: !! material.roughnessMap,
  121. metalnessMap: !! material.metalnessMap,
  122. specularMap: !! material.specularMap,
  123. specularIntensityMap: !! material.specularIntensityMap,
  124. specularColorMap: !! material.specularColorMap,
  125. transparent: material.transparent,
  126. alphaMap: !! material.alphaMap,
  127. alphaTest: useAlphaTest,
  128. gradientMap: !! material.gradientMap,
  129. sheen: material.sheen > 0,
  130. sheenColorMap: !! material.sheenColorMap,
  131. sheenRoughnessMap: !! material.sheenRoughnessMap,
  132. transmission: material.transmission > 0,
  133. transmissionMap: !! material.transmissionMap,
  134. thicknessMap: !! material.thicknessMap,
  135. combine: material.combine,
  136. vertexTangents: ( !! material.normalMap && !! object.geometry && !! object.geometry.attributes.tangent ),
  137. vertexColors: material.vertexColors,
  138. vertexAlphas: material.vertexColors === true && !! object.geometry && !! object.geometry.attributes.color && object.geometry.attributes.color.itemSize === 4,
  139. 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,
  140. 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,
  141. fog: !! fog,
  142. useFog: material.fog,
  143. fogExp2: ( fog && fog.isFogExp2 ),
  144. flatShading: !! material.flatShading,
  145. sizeAttenuation: material.sizeAttenuation,
  146. logarithmicDepthBuffer: logarithmicDepthBuffer,
  147. skinning: object.isSkinnedMesh === true && maxBones > 0,
  148. maxBones: maxBones,
  149. useVertexTexture: floatVertexTextures,
  150. morphTargets: !! object.geometry && !! object.geometry.morphAttributes.position,
  151. morphNormals: !! object.geometry && !! object.geometry.morphAttributes.normal,
  152. morphTargetsCount: ( !! object.geometry && !! object.geometry.morphAttributes.position ) ? object.geometry.morphAttributes.position.length : 0,
  153. numDirLights: lights.directional.length,
  154. numPointLights: lights.point.length,
  155. numSpotLights: lights.spot.length,
  156. numRectAreaLights: lights.rectArea.length,
  157. numHemiLights: lights.hemi.length,
  158. numDirLightShadows: lights.directionalShadowMap.length,
  159. numPointLightShadows: lights.pointShadowMap.length,
  160. numSpotLightShadows: lights.spotShadowMap.length,
  161. numClippingPlanes: clipping.numPlanes,
  162. numClipIntersection: clipping.numIntersection,
  163. dithering: material.dithering,
  164. shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,
  165. shadowMapType: renderer.shadowMap.type,
  166. toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,
  167. physicallyCorrectLights: renderer.physicallyCorrectLights,
  168. premultipliedAlpha: material.premultipliedAlpha,
  169. doubleSided: material.side === DoubleSide,
  170. flipSided: material.side === BackSide,
  171. depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false,
  172. index0AttributeName: material.index0AttributeName,
  173. extensionDerivatives: material.extensions && material.extensions.derivatives,
  174. extensionFragDepth: material.extensions && material.extensions.fragDepth,
  175. extensionDrawBuffers: material.extensions && material.extensions.drawBuffers,
  176. extensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD,
  177. rendererExtensionFragDepth: isWebGL2 || extensions.has( 'EXT_frag_depth' ),
  178. rendererExtensionDrawBuffers: isWebGL2 || extensions.has( 'WEBGL_draw_buffers' ),
  179. rendererExtensionShaderTextureLod: isWebGL2 || extensions.has( 'EXT_shader_texture_lod' ),
  180. customProgramCacheKey: material.customProgramCacheKey()
  181. };
  182. return parameters;
  183. }
  184. function getProgramCacheKey( parameters ) {
  185. const array = [];
  186. if ( parameters.shaderID ) {
  187. array.push( parameters.shaderID );
  188. } else {
  189. array.push( parameters.customVertexShaderID );
  190. array.push( parameters.customFragmentShaderID );
  191. }
  192. if ( parameters.defines !== undefined ) {
  193. for ( const name in parameters.defines ) {
  194. array.push( name );
  195. array.push( parameters.defines[ name ] );
  196. }
  197. }
  198. if ( parameters.isRawShaderMaterial === false ) {
  199. getProgramCacheKeyParameters( array, parameters );
  200. getProgramCacheKeyBooleans( array, parameters );
  201. array.push( renderer.outputEncoding );
  202. }
  203. array.push( parameters.customProgramCacheKey );
  204. return array.join();
  205. }
  206. function getProgramCacheKeyParameters( array, parameters ) {
  207. array.push( parameters.precision );
  208. array.push( parameters.outputEncoding );
  209. array.push( parameters.envMapMode );
  210. array.push( parameters.combine );
  211. array.push( parameters.vertexUvs );
  212. array.push( parameters.fogExp2 );
  213. array.push( parameters.sizeAttenuation );
  214. array.push( parameters.maxBones );
  215. array.push( parameters.morphTargetsCount );
  216. array.push( parameters.numDirLights );
  217. array.push( parameters.numPointLights );
  218. array.push( parameters.numSpotLights );
  219. array.push( parameters.numHemiLights );
  220. array.push( parameters.numRectAreaLights );
  221. array.push( parameters.numDirLightShadows );
  222. array.push( parameters.numPointLightShadows );
  223. array.push( parameters.numSpotLightShadows );
  224. array.push( parameters.shadowMapType );
  225. array.push( parameters.toneMapping );
  226. array.push( parameters.numClippingPlanes );
  227. array.push( parameters.numClipIntersection );
  228. }
  229. function getProgramCacheKeyBooleans( array, parameters ) {
  230. _programLayers.disableAll();
  231. if ( parameters.isWebGL2 )
  232. _programLayers.enable( 0 );
  233. if ( parameters.supportsVertexTextures )
  234. _programLayers.enable( 1 );
  235. if ( parameters.instancing )
  236. _programLayers.enable( 2 );
  237. if ( parameters.instancingColor )
  238. _programLayers.enable( 3 );
  239. if ( parameters.map )
  240. _programLayers.enable( 4 );
  241. if ( parameters.matcap )
  242. _programLayers.enable( 5 );
  243. if ( parameters.envMap )
  244. _programLayers.enable( 6 );
  245. if ( parameters.envMapCubeUV )
  246. _programLayers.enable( 7 );
  247. if ( parameters.lightMap )
  248. _programLayers.enable( 8 );
  249. if ( parameters.aoMap )
  250. _programLayers.enable( 9 );
  251. if ( parameters.emissiveMap )
  252. _programLayers.enable( 10 );
  253. if ( parameters.bumpMap )
  254. _programLayers.enable( 11 );
  255. if ( parameters.normalMap )
  256. _programLayers.enable( 12 );
  257. if ( parameters.objectSpaceNormalMap )
  258. _programLayers.enable( 13 );
  259. if ( parameters.tangentSpaceNormalMap )
  260. _programLayers.enable( 14 );
  261. if ( parameters.clearcoat )
  262. _programLayers.enable( 15 );
  263. if ( parameters.clearcoatMap )
  264. _programLayers.enable( 16 );
  265. if ( parameters.clearcoatRoughnessMap )
  266. _programLayers.enable( 17 );
  267. if ( parameters.clearcoatNormalMap )
  268. _programLayers.enable( 18 );
  269. if ( parameters.displacementMap )
  270. _programLayers.enable( 19 );
  271. if ( parameters.specularMap )
  272. _programLayers.enable( 20 );
  273. if ( parameters.roughnessMap )
  274. _programLayers.enable( 21 );
  275. if ( parameters.metalnessMap )
  276. _programLayers.enable( 22 );
  277. if ( parameters.gradientMap )
  278. _programLayers.enable( 23 );
  279. if ( parameters.alphaMap )
  280. _programLayers.enable( 24 );
  281. if ( parameters.alphaTest )
  282. _programLayers.enable( 25 );
  283. if ( parameters.vertexColors )
  284. _programLayers.enable( 26 );
  285. if ( parameters.vertexAlphas )
  286. _programLayers.enable( 27 );
  287. if ( parameters.vertexUvs )
  288. _programLayers.enable( 28 );
  289. if ( parameters.vertexTangents )
  290. _programLayers.enable( 29 );
  291. if ( parameters.uvsVertexOnly )
  292. _programLayers.enable( 30 );
  293. if ( parameters.fog )
  294. _programLayers.enable( 31 );
  295. array.push( _programLayers.mask );
  296. _programLayers.disableAll();
  297. if ( parameters.useFog )
  298. _programLayers.enable( 0 );
  299. if ( parameters.flatShading )
  300. _programLayers.enable( 1 );
  301. if ( parameters.logarithmicDepthBuffer )
  302. _programLayers.enable( 2 );
  303. if ( parameters.skinning )
  304. _programLayers.enable( 3 );
  305. if ( parameters.useVertexTexture )
  306. _programLayers.enable( 4 );
  307. if ( parameters.morphTargets )
  308. _programLayers.enable( 5 );
  309. if ( parameters.morphNormals )
  310. _programLayers.enable( 6 );
  311. if ( parameters.premultipliedAlpha )
  312. _programLayers.enable( 7 );
  313. if ( parameters.shadowMapEnabled )
  314. _programLayers.enable( 8 );
  315. if ( parameters.physicallyCorrectLights )
  316. _programLayers.enable( 9 );
  317. if ( parameters.doubleSided )
  318. _programLayers.enable( 10 );
  319. if ( parameters.flipSided )
  320. _programLayers.enable( 11 );
  321. if ( parameters.depthPacking )
  322. _programLayers.enable( 12 );
  323. if ( parameters.dithering )
  324. _programLayers.enable( 13 );
  325. if ( parameters.specularIntensityMap )
  326. _programLayers.enable( 14 );
  327. if ( parameters.specularColorMap )
  328. _programLayers.enable( 15 );
  329. if ( parameters.transmission )
  330. _programLayers.enable( 16 );
  331. if ( parameters.transmissionMap )
  332. _programLayers.enable( 17 );
  333. if ( parameters.thicknessMap )
  334. _programLayers.enable( 18 );
  335. if ( parameters.sheen )
  336. _programLayers.enable( 19 );
  337. if ( parameters.sheenColorMap )
  338. _programLayers.enable( 20 );
  339. if ( parameters.sheenRoughnessMap )
  340. _programLayers.enable( 21 );
  341. if ( parameters.decodeVideoTexture )
  342. _programLayers.enable( 22 );
  343. if ( parameters.transparent )
  344. _programLayers.enable( 23 );
  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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