WebGLPrograms.js 6.0 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", "envMap", "envMapMode",
  16. "lightMap", "aoMap", "emissiveMap", "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",
  22. "numDirLights", "numPointLights", "numSpotLights", "numHemiLights",
  23. "numShadows", "shadowMapEnabled", "pointLightShadows",
  24. "shadowMapType", "shadowMapDebug",
  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. this.getParameters = function ( material, lights, fog, object ) {
  50. var shaderID = shaderIDs[ material.type ];
  51. // heuristics to create shader parameters according to lights in the scene
  52. // (not to blow over maxLights budget)
  53. var maxBones = allocateBones( object );
  54. var precision = renderer.getPrecision();
  55. if ( material.precision !== null ) {
  56. precision = capabilities.getMaxPrecision( material.precision );
  57. if ( precision !== material.precision ) {
  58. console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
  59. }
  60. }
  61. var parameters = {
  62. shaderID: shaderID,
  63. precision: precision,
  64. supportsVertexTextures: capabilities.vertexTextures,
  65. map: !! material.map,
  66. envMap: !! material.envMap,
  67. envMapMode: material.envMap && material.envMap.mapping,
  68. lightMap: !! material.lightMap,
  69. aoMap: !! material.aoMap,
  70. emissiveMap: !! material.emissiveMap,
  71. bumpMap: !! material.bumpMap,
  72. normalMap: !! material.normalMap,
  73. displacementMap: !! material.displacementMap,
  74. roughnessMap: !! material.roughnessMap,
  75. metalnessMap: !! material.metalnessMap,
  76. specularMap: !! material.specularMap,
  77. alphaMap: !! material.alphaMap,
  78. combine: material.combine,
  79. vertexColors: material.vertexColors,
  80. fog: fog,
  81. useFog: material.fog,
  82. fogExp: fog instanceof THREE.FogExp2,
  83. flatShading: material.shading === THREE.FlatShading,
  84. sizeAttenuation: material.sizeAttenuation,
  85. logarithmicDepthBuffer: capabilities.logarithmicDepthBuffer,
  86. skinning: material.skinning,
  87. maxBones: maxBones,
  88. useVertexTexture: capabilities.floatVertexTextures && object && object.skeleton && object.skeleton.useVertexTexture,
  89. morphTargets: material.morphTargets,
  90. morphNormals: material.morphNormals,
  91. maxMorphTargets: renderer.maxMorphTargets,
  92. maxMorphNormals: renderer.maxMorphNormals,
  93. numDirLights: lights.directional.length,
  94. numPointLights: lights.point.length,
  95. numSpotLights: lights.spot.length,
  96. numHemiLights: lights.hemi.length,
  97. numShadows: lights.shadows.length,
  98. pointLightShadows: lights.shadowsPointLight,
  99. shadowMapEnabled: renderer.shadowMap.enabled && object.receiveShadow && lights.shadows.length > 0,
  100. shadowMapType: renderer.shadowMap.type,
  101. shadowMapDebug: renderer.shadowMap.debug,
  102. alphaTest: material.alphaTest,
  103. doubleSided: material.side === THREE.DoubleSide,
  104. flipSided: material.side === THREE.BackSide
  105. };
  106. return parameters;
  107. };
  108. this.getProgramCode = function ( material, parameters ) {
  109. var chunks = [];
  110. if ( parameters.shaderID ) {
  111. chunks.push( parameters.shaderID );
  112. } else {
  113. chunks.push( material.fragmentShader );
  114. chunks.push( material.vertexShader );
  115. }
  116. if ( material.defines !== undefined ) {
  117. for ( var name in material.defines ) {
  118. chunks.push( name );
  119. chunks.push( material.defines[ name ] );
  120. }
  121. }
  122. for ( var i = 0; i < parameterNames.length; i ++ ) {
  123. var parameterName = parameterNames[ i ];
  124. chunks.push( parameterName );
  125. chunks.push( parameters[ parameterName ] );
  126. }
  127. return chunks.join();
  128. };
  129. this.acquireProgram = function ( material, parameters, code ) {
  130. var program;
  131. // Check if code has been already compiled
  132. for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
  133. var programInfo = programs[ p ];
  134. if ( programInfo.code === code ) {
  135. program = programInfo;
  136. ++ program.usedTimes;
  137. break;
  138. }
  139. }
  140. if ( program === undefined ) {
  141. program = new THREE.WebGLProgram( renderer, code, material, parameters );
  142. programs.push( program );
  143. }
  144. return program;
  145. };
  146. this.releaseProgram = function( program ) {
  147. if ( -- program.usedTimes === 0 ) {
  148. // Remove from unordered set
  149. var i = programs.indexOf( program );
  150. programs[ i ] = programs[ programs.length - 1 ];
  151. programs.pop();
  152. // Free WebGL resources
  153. program.destroy();
  154. }
  155. };
  156. // Exposed for resource monitoring & error feedback via renderer.info:
  157. this.programs = programs;
  158. };