WebGLPrograms.js 12 KB

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