WebGLPrograms.js 17 KB

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  1. import { BackSide, DoubleSide, CubeUVRefractionMapping, CubeUVReflectionMapping, ObjectSpaceNormalMap, TangentSpaceNormalMap, NoToneMapping, 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 ) ? currentRenderTarget.texture.encoding : renderer.outputEncoding,
  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. alphaMap: !! material.alphaMap,
  126. alphaTest: useAlphaTest,
  127. gradientMap: !! material.gradientMap,
  128. sheen: material.sheen > 0,
  129. sheenColorMap: !! material.sheenColorMap,
  130. sheenRoughnessMap: !! material.sheenRoughnessMap,
  131. transmission: material.transmission > 0,
  132. transmissionMap: !! material.transmissionMap,
  133. thicknessMap: !! material.thicknessMap,
  134. combine: material.combine,
  135. vertexTangents: ( !! material.normalMap && !! object.geometry && !! object.geometry.attributes.tangent ),
  136. vertexColors: material.vertexColors,
  137. vertexAlphas: material.vertexColors === true && !! object.geometry && !! object.geometry.attributes.color && object.geometry.attributes.color.itemSize === 4,
  138. 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,
  139. 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,
  140. fog: !! fog,
  141. useFog: material.fog,
  142. fogExp2: ( fog && fog.isFogExp2 ),
  143. flatShading: !! material.flatShading,
  144. sizeAttenuation: material.sizeAttenuation,
  145. logarithmicDepthBuffer: logarithmicDepthBuffer,
  146. skinning: object.isSkinnedMesh === true && maxBones > 0,
  147. maxBones: maxBones,
  148. useVertexTexture: floatVertexTextures,
  149. morphTargets: !! object.geometry && !! object.geometry.morphAttributes.position,
  150. morphNormals: !! object.geometry && !! object.geometry.morphAttributes.normal,
  151. morphTargetsCount: ( !! object.geometry && !! object.geometry.morphAttributes.position ) ? object.geometry.morphAttributes.position.length : 0,
  152. numDirLights: lights.directional.length,
  153. numPointLights: lights.point.length,
  154. numSpotLights: lights.spot.length,
  155. numRectAreaLights: lights.rectArea.length,
  156. numHemiLights: lights.hemi.length,
  157. numDirLightShadows: lights.directionalShadowMap.length,
  158. numPointLightShadows: lights.pointShadowMap.length,
  159. numSpotLightShadows: lights.spotShadowMap.length,
  160. numClippingPlanes: clipping.numPlanes,
  161. numClipIntersection: clipping.numIntersection,
  162. format: material.format,
  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. array.push( parameters.format );
  229. }
  230. function getProgramCacheKeyBooleans( array, parameters ) {
  231. _programLayers.disableAll();
  232. if ( parameters.isWebGL2 )
  233. _programLayers.enable( 0 );
  234. if ( parameters.supportsVertexTextures )
  235. _programLayers.enable( 1 );
  236. if ( parameters.instancing )
  237. _programLayers.enable( 2 );
  238. if ( parameters.instancingColor )
  239. _programLayers.enable( 3 );
  240. if ( parameters.map )
  241. _programLayers.enable( 4 );
  242. if ( parameters.matcap )
  243. _programLayers.enable( 5 );
  244. if ( parameters.envMap )
  245. _programLayers.enable( 6 );
  246. if ( parameters.envMapCubeUV )
  247. _programLayers.enable( 7 );
  248. if ( parameters.lightMap )
  249. _programLayers.enable( 8 );
  250. if ( parameters.aoMap )
  251. _programLayers.enable( 9 );
  252. if ( parameters.emissiveMap )
  253. _programLayers.enable( 10 );
  254. if ( parameters.bumpMap )
  255. _programLayers.enable( 11 );
  256. if ( parameters.normalMap )
  257. _programLayers.enable( 12 );
  258. if ( parameters.objectSpaceNormalMap )
  259. _programLayers.enable( 13 );
  260. if ( parameters.tangentSpaceNormalMap )
  261. _programLayers.enable( 14 );
  262. if ( parameters.clearcoat )
  263. _programLayers.enable( 15 );
  264. if ( parameters.clearcoatMap )
  265. _programLayers.enable( 16 );
  266. if ( parameters.clearcoatRoughnessMap )
  267. _programLayers.enable( 17 );
  268. if ( parameters.clearcoatNormalMap )
  269. _programLayers.enable( 18 );
  270. if ( parameters.displacementMap )
  271. _programLayers.enable( 19 );
  272. if ( parameters.specularMap )
  273. _programLayers.enable( 20 );
  274. if ( parameters.roughnessMap )
  275. _programLayers.enable( 21 );
  276. if ( parameters.metalnessMap )
  277. _programLayers.enable( 22 );
  278. if ( parameters.gradientMap )
  279. _programLayers.enable( 23 );
  280. if ( parameters.alphaMap )
  281. _programLayers.enable( 24 );
  282. if ( parameters.alphaTest )
  283. _programLayers.enable( 25 );
  284. if ( parameters.vertexColors )
  285. _programLayers.enable( 26 );
  286. if ( parameters.vertexAlphas )
  287. _programLayers.enable( 27 );
  288. if ( parameters.vertexUvs )
  289. _programLayers.enable( 28 );
  290. if ( parameters.vertexTangents )
  291. _programLayers.enable( 29 );
  292. if ( parameters.uvsVertexOnly )
  293. _programLayers.enable( 30 );
  294. if ( parameters.fog )
  295. _programLayers.enable( 31 );
  296. array.push( _programLayers.mask );
  297. _programLayers.disableAll();
  298. if ( parameters.useFog )
  299. _programLayers.enable( 0 );
  300. if ( parameters.flatShading )
  301. _programLayers.enable( 1 );
  302. if ( parameters.logarithmicDepthBuffer )
  303. _programLayers.enable( 2 );
  304. if ( parameters.skinning )
  305. _programLayers.enable( 3 );
  306. if ( parameters.useVertexTexture )
  307. _programLayers.enable( 4 );
  308. if ( parameters.morphTargets )
  309. _programLayers.enable( 5 );
  310. if ( parameters.morphNormals )
  311. _programLayers.enable( 6 );
  312. if ( parameters.premultipliedAlpha )
  313. _programLayers.enable( 7 );
  314. if ( parameters.shadowMapEnabled )
  315. _programLayers.enable( 8 );
  316. if ( parameters.physicallyCorrectLights )
  317. _programLayers.enable( 9 );
  318. if ( parameters.doubleSided )
  319. _programLayers.enable( 10 );
  320. if ( parameters.flipSided )
  321. _programLayers.enable( 11 );
  322. if ( parameters.depthPacking )
  323. _programLayers.enable( 12 );
  324. if ( parameters.dithering )
  325. _programLayers.enable( 13 );
  326. if ( parameters.specularIntensityMap )
  327. _programLayers.enable( 14 );
  328. if ( parameters.specularColorMap )
  329. _programLayers.enable( 15 );
  330. if ( parameters.transmission )
  331. _programLayers.enable( 16 );
  332. if ( parameters.transmissionMap )
  333. _programLayers.enable( 17 );
  334. if ( parameters.thicknessMap )
  335. _programLayers.enable( 18 );
  336. if ( parameters.sheen )
  337. _programLayers.enable( 19 );
  338. if ( parameters.sheenColorMap )
  339. _programLayers.enable( 20 );
  340. if ( parameters.sheenRoughnessMap )
  341. _programLayers.enable( 21 );
  342. if ( parameters.decodeVideoTexture )
  343. _programLayers.enable( 22 );
  344. array.push( _programLayers.mask );
  345. }
  346. function getUniforms( material ) {
  347. const shaderID = shaderIDs[ material.type ];
  348. let uniforms;
  349. if ( shaderID ) {
  350. const shader = ShaderLib[ shaderID ];
  351. uniforms = UniformsUtils.clone( shader.uniforms );
  352. } else {
  353. uniforms = material.uniforms;
  354. }
  355. return uniforms;
  356. }
  357. function acquireProgram( parameters, cacheKey ) {
  358. let program;
  359. // Check if code has been already compiled
  360. for ( let p = 0, pl = programs.length; p < pl; p ++ ) {
  361. const preexistingProgram = programs[ p ];
  362. if ( preexistingProgram.cacheKey === cacheKey ) {
  363. program = preexistingProgram;
  364. ++ program.usedTimes;
  365. break;
  366. }
  367. }
  368. if ( program === undefined ) {
  369. program = new WebGLProgram( renderer, cacheKey, parameters, bindingStates );
  370. programs.push( program );
  371. }
  372. return program;
  373. }
  374. function releaseProgram( program ) {
  375. if ( -- program.usedTimes === 0 ) {
  376. // Remove from unordered set
  377. const i = programs.indexOf( program );
  378. programs[ i ] = programs[ programs.length - 1 ];
  379. programs.pop();
  380. // Free WebGL resources
  381. program.destroy();
  382. }
  383. }
  384. function releaseShaderCache( material ) {
  385. _customShaders.remove( material );
  386. }
  387. function dispose() {
  388. _customShaders.dispose();
  389. }
  390. return {
  391. getParameters: getParameters,
  392. getProgramCacheKey: getProgramCacheKey,
  393. getUniforms: getUniforms,
  394. acquireProgram: acquireProgram,
  395. releaseProgram: releaseProgram,
  396. releaseShaderCache: releaseShaderCache,
  397. // Exposed for resource monitoring & error feedback via renderer.info:
  398. programs: programs,
  399. dispose: dispose
  400. };
  401. }
  402. export { WebGLPrograms };