WebGLPrograms.js 7.2 KB

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  1. THREE.WebGLPrograms = function ( renderer, capabilities ) {
  2. var programs = [];
  3. var shaderIDs = {
  4. MeshDepthMaterial: 'depth',
  5. MeshNormalMaterial: 'normal',
  6. MeshBasicMaterial: 'basic',
  7. MeshLambertMaterial: 'lambert',
  8. MeshPhongMaterial: 'phong',
  9. MeshStandardMaterial: 'standard',
  10. LineBasicMaterial: 'basic',
  11. LineDashedMaterial: 'dashed',
  12. PointsMaterial: 'points'
  13. };
  14. var parameterNames = [
  15. "precision", "supportsVertexTextures", "map", "mapEncoding", "envMap", "envMapMode", "envMapEncoding",
  16. "lightMap", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "displacementMap", "specularMap",
  17. "roughnessMap", "metalnessMap",
  18. "alphaMap", "combine", "vertexColors", "fog", "useFog", "fogExp",
  19. "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
  20. "maxBones", "useVertexTexture", "morphTargets", "morphNormals",
  21. "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
  22. "numDirLights", "numPointLights", "numSpotLights", "numHemiLights",
  23. "shadowMapEnabled", "pointLightShadows", "toneMapping", 'physicallyCorrectLights',
  24. "shadowMapType",
  25. "alphaTest", "doubleSided", "flipSided"
  26. ];
  27. function allocateBones ( object ) {
  28. if ( capabilities.floatVertexTextures && object && object.skeleton && object.skeleton.useVertexTexture ) {
  29. return 1024;
  30. } else {
  31. // default for when object is not specified
  32. // ( for example when prebuilding shader to be used with multiple objects )
  33. //
  34. // - leave some extra space for other uniforms
  35. // - limit here is ANGLE's 254 max uniform vectors
  36. // (up to 54 should be safe)
  37. var nVertexUniforms = capabilities.maxVertexUniforms;
  38. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  39. var maxBones = nVertexMatrices;
  40. if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
  41. maxBones = Math.min( object.skeleton.bones.length, maxBones );
  42. if ( maxBones < object.skeleton.bones.length ) {
  43. console.warn( 'WebGLRenderer: too many bones - ' + object.skeleton.bones.length + ', this GPU supports just ' + maxBones + ' (try OpenGL instead of ANGLE)' );
  44. }
  45. }
  46. return maxBones;
  47. }
  48. }
  49. function getTextureEncodingFromMap( map, gammaOverrideLinear ) {
  50. var encoding;
  51. if ( ! map ) {
  52. encoding = THREE.LinearEncoding;
  53. } else if ( map instanceof THREE.Texture ) {
  54. encoding = map.encoding;
  55. } else if ( map instanceof THREE.WebGLRenderTarget ) {
  56. encoding = map.texture.encoding;
  57. }
  58. // add backwards compatibility for WebGLRenderer.gammaInput/gammaOutput parameter, should probably be removed at some point.
  59. if ( encoding === THREE.LinearEncoding && gammaOverrideLinear ) {
  60. encoding = THREE.GammaEncoding;
  61. }
  62. return encoding;
  63. }
  64. this.getParameters = function ( material, lights, fog, object ) {
  65. var shaderID = shaderIDs[ material.type ];
  66. // heuristics to create shader parameters according to lights in the scene
  67. // (not to blow over maxLights budget)
  68. var maxBones = allocateBones( object );
  69. var precision = renderer.getPrecision();
  70. if ( material.precision !== null ) {
  71. precision = capabilities.getMaxPrecision( material.precision );
  72. if ( precision !== material.precision ) {
  73. console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
  74. }
  75. }
  76. var parameters = {
  77. shaderID: shaderID,
  78. precision: precision,
  79. supportsVertexTextures: capabilities.vertexTextures,
  80. outputEncoding: getTextureEncodingFromMap( renderer.getCurrentRenderTarget(), renderer.gammaOutput ),
  81. map: !! material.map,
  82. mapEncoding: getTextureEncodingFromMap( material.map, renderer.gammaInput ),
  83. envMap: !! material.envMap,
  84. envMapMode: material.envMap && material.envMap.mapping,
  85. envMapEncoding: getTextureEncodingFromMap( material.envMap, renderer.gammaInput ),
  86. envMapCubeUV: ( !! material.envMap ) && ( ( material.envMap.mapping === THREE.CubeUVReflectionMapping ) || ( material.envMap.mapping === THREE.CubeUVRefractionMapping ) ),
  87. lightMap: !! material.lightMap,
  88. aoMap: !! material.aoMap,
  89. emissiveMap: !! material.emissiveMap,
  90. emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap, renderer.gammaInput ),
  91. bumpMap: !! material.bumpMap,
  92. normalMap: !! material.normalMap,
  93. displacementMap: !! material.displacementMap,
  94. roughnessMap: !! material.roughnessMap,
  95. metalnessMap: !! material.metalnessMap,
  96. specularMap: !! material.specularMap,
  97. alphaMap: !! material.alphaMap,
  98. combine: material.combine,
  99. vertexColors: material.vertexColors,
  100. fog: fog,
  101. useFog: material.fog,
  102. fogExp: fog instanceof THREE.FogExp2,
  103. flatShading: material.shading === THREE.FlatShading,
  104. sizeAttenuation: material.sizeAttenuation,
  105. logarithmicDepthBuffer: capabilities.logarithmicDepthBuffer,
  106. skinning: material.skinning,
  107. maxBones: maxBones,
  108. useVertexTexture: capabilities.floatVertexTextures && object && object.skeleton && object.skeleton.useVertexTexture,
  109. morphTargets: material.morphTargets,
  110. morphNormals: material.morphNormals,
  111. maxMorphTargets: renderer.maxMorphTargets,
  112. maxMorphNormals: renderer.maxMorphNormals,
  113. numDirLights: lights.directional.length,
  114. numPointLights: lights.point.length,
  115. numSpotLights: lights.spot.length,
  116. numHemiLights: lights.hemi.length,
  117. pointLightShadows: lights.shadowsPointLight,
  118. shadowMapEnabled: renderer.shadowMap.enabled && object.receiveShadow && lights.shadows.length > 0,
  119. shadowMapType: renderer.shadowMap.type,
  120. toneMapping: renderer.toneMapping,
  121. physicallyCorrectLights: renderer.physicallyCorrectLights,
  122. premultipliedAlpha: material.premultipliedAlpha,
  123. alphaTest: material.alphaTest,
  124. doubleSided: material.side === THREE.DoubleSide,
  125. flipSided: material.side === THREE.BackSide
  126. };
  127. return parameters;
  128. };
  129. this.getProgramCode = function ( material, parameters ) {
  130. var chunks = [];
  131. if ( parameters.shaderID ) {
  132. chunks.push( parameters.shaderID );
  133. } else {
  134. chunks.push( material.fragmentShader );
  135. chunks.push( material.vertexShader );
  136. }
  137. if ( material.defines !== undefined ) {
  138. for ( var name in material.defines ) {
  139. chunks.push( name );
  140. chunks.push( material.defines[ name ] );
  141. }
  142. }
  143. for ( var i = 0; i < parameterNames.length; i ++ ) {
  144. var parameterName = parameterNames[ i ];
  145. chunks.push( parameterName );
  146. chunks.push( parameters[ parameterName ] );
  147. }
  148. return chunks.join();
  149. };
  150. this.acquireProgram = function ( material, parameters, code ) {
  151. var program;
  152. // Check if code has been already compiled
  153. for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
  154. var programInfo = programs[ p ];
  155. if ( programInfo.code === code ) {
  156. program = programInfo;
  157. ++ program.usedTimes;
  158. break;
  159. }
  160. }
  161. if ( program === undefined ) {
  162. program = new THREE.WebGLProgram( renderer, code, material, parameters );
  163. programs.push( program );
  164. }
  165. return program;
  166. };
  167. this.releaseProgram = function( program ) {
  168. if ( -- program.usedTimes === 0 ) {
  169. // Remove from unordered set
  170. var i = programs.indexOf( program );
  171. programs[ i ] = programs[ programs.length - 1 ];
  172. programs.pop();
  173. // Free WebGL resources
  174. program.destroy();
  175. }
  176. };
  177. // Exposed for resource monitoring & error feedback via renderer.info:
  178. this.programs = programs;
  179. };