WebGLPrograms.js 8.1 KB

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  1. /**
  2. * @author mrdoob / http://mrdoob.com/
  3. */
  4. import { BackSide, DoubleSide, CubeUVRefractionMapping, CubeUVReflectionMapping, GammaEncoding, LinearEncoding, ObjectSpaceNormalMap } from '../../constants.js';
  5. import { WebGLProgram } from './WebGLProgram.js';
  6. function WebGLPrograms( renderer, extensions, capabilities ) {
  7. var programs = [];
  8. var shaderIDs = {
  9. MeshDepthMaterial: 'depth',
  10. MeshDistanceMaterial: 'distanceRGBA',
  11. MeshNormalMaterial: 'normal',
  12. MeshBasicMaterial: 'basic',
  13. MeshLambertMaterial: 'lambert',
  14. MeshPhongMaterial: 'phong',
  15. MeshToonMaterial: 'phong',
  16. MeshStandardMaterial: 'physical',
  17. MeshPhysicalMaterial: 'physical',
  18. LineBasicMaterial: 'basic',
  19. LineDashedMaterial: 'dashed',
  20. PointsMaterial: 'points',
  21. ShadowMaterial: 'shadow',
  22. SpriteMaterial: 'sprite'
  23. };
  24. var parameterNames = [
  25. "precision", "supportsVertexTextures", "map", "mapEncoding", "envMap", "envMapMode", "envMapEncoding",
  26. "lightMap", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "displacementMap", "specularMap",
  27. "roughnessMap", "metalnessMap", "gradientMap",
  28. "alphaMap", "combine", "vertexColors", "fog", "useFog", "fogExp",
  29. "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
  30. "maxBones", "useVertexTexture", "morphTargets", "morphNormals",
  31. "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
  32. "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
  33. "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
  34. "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering"
  35. ];
  36. function allocateBones( object ) {
  37. var skeleton = object.skeleton;
  38. var bones = skeleton.bones;
  39. if ( capabilities.floatVertexTextures ) {
  40. return 1024;
  41. } else {
  42. // default for when object is not specified
  43. // ( for example when prebuilding shader to be used with multiple objects )
  44. //
  45. // - leave some extra space for other uniforms
  46. // - limit here is ANGLE's 254 max uniform vectors
  47. // (up to 54 should be safe)
  48. var nVertexUniforms = capabilities.maxVertexUniforms;
  49. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  50. var maxBones = Math.min( nVertexMatrices, bones.length );
  51. if ( maxBones < bones.length ) {
  52. console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
  53. return 0;
  54. }
  55. return maxBones;
  56. }
  57. }
  58. function getTextureEncodingFromMap( map, gammaOverrideLinear ) {
  59. var encoding;
  60. if ( ! map ) {
  61. encoding = LinearEncoding;
  62. } else if ( map.isTexture ) {
  63. encoding = map.encoding;
  64. } else if ( map.isWebGLRenderTarget ) {
  65. console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
  66. encoding = map.texture.encoding;
  67. }
  68. // add backwards compatibility for WebGLRenderer.gammaInput/gammaOutput parameter, should probably be removed at some point.
  69. if ( encoding === LinearEncoding && gammaOverrideLinear ) {
  70. encoding = GammaEncoding;
  71. }
  72. return encoding;
  73. }
  74. this.getParameters = function ( material, lights, shadows, fog, nClipPlanes, nClipIntersection, object ) {
  75. var shaderID = shaderIDs[ material.type ];
  76. // heuristics to create shader parameters according to lights in the scene
  77. // (not to blow over maxLights budget)
  78. var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0;
  79. var precision = capabilities.precision;
  80. if ( material.precision !== null ) {
  81. precision = capabilities.getMaxPrecision( material.precision );
  82. if ( precision !== material.precision ) {
  83. console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
  84. }
  85. }
  86. var currentRenderTarget = renderer.getRenderTarget();
  87. var parameters = {
  88. shaderID: shaderID,
  89. precision: precision,
  90. supportsVertexTextures: capabilities.vertexTextures,
  91. outputEncoding: getTextureEncodingFromMap( ( ! currentRenderTarget ) ? null : currentRenderTarget.texture, renderer.gammaOutput ),
  92. map: !! material.map,
  93. mapEncoding: getTextureEncodingFromMap( material.map, renderer.gammaInput ),
  94. envMap: !! material.envMap,
  95. envMapMode: material.envMap && material.envMap.mapping,
  96. envMapEncoding: getTextureEncodingFromMap( material.envMap, renderer.gammaInput ),
  97. envMapCubeUV: ( !! material.envMap ) && ( ( material.envMap.mapping === CubeUVReflectionMapping ) || ( material.envMap.mapping === CubeUVRefractionMapping ) ),
  98. lightMap: !! material.lightMap,
  99. aoMap: !! material.aoMap,
  100. emissiveMap: !! material.emissiveMap,
  101. emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap, renderer.gammaInput ),
  102. bumpMap: !! material.bumpMap,
  103. normalMap: !! material.normalMap,
  104. objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
  105. displacementMap: !! material.displacementMap,
  106. roughnessMap: !! material.roughnessMap,
  107. metalnessMap: !! material.metalnessMap,
  108. specularMap: !! material.specularMap,
  109. alphaMap: !! material.alphaMap,
  110. gradientMap: !! material.gradientMap,
  111. combine: material.combine,
  112. vertexColors: material.vertexColors,
  113. fog: !! fog,
  114. useFog: material.fog,
  115. fogExp: ( fog && fog.isFogExp2 ),
  116. flatShading: material.flatShading,
  117. sizeAttenuation: material.sizeAttenuation,
  118. logarithmicDepthBuffer: capabilities.logarithmicDepthBuffer,
  119. skinning: material.skinning && maxBones > 0,
  120. maxBones: maxBones,
  121. useVertexTexture: capabilities.floatVertexTextures,
  122. morphTargets: material.morphTargets,
  123. morphNormals: material.morphNormals,
  124. maxMorphTargets: renderer.maxMorphTargets,
  125. maxMorphNormals: renderer.maxMorphNormals,
  126. numDirLights: lights.directional.length,
  127. numPointLights: lights.point.length,
  128. numSpotLights: lights.spot.length,
  129. numRectAreaLights: lights.rectArea.length,
  130. numHemiLights: lights.hemi.length,
  131. numClippingPlanes: nClipPlanes,
  132. numClipIntersection: nClipIntersection,
  133. dithering: material.dithering,
  134. shadowMapEnabled: renderer.shadowMap.enabled && object.receiveShadow && shadows.length > 0,
  135. shadowMapType: renderer.shadowMap.type,
  136. toneMapping: renderer.toneMapping,
  137. physicallyCorrectLights: renderer.physicallyCorrectLights,
  138. premultipliedAlpha: material.premultipliedAlpha,
  139. alphaTest: material.alphaTest,
  140. doubleSided: material.side === DoubleSide,
  141. flipSided: material.side === BackSide,
  142. depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false
  143. };
  144. return parameters;
  145. };
  146. this.getProgramCode = function ( material, parameters ) {
  147. var array = [];
  148. if ( parameters.shaderID ) {
  149. array.push( parameters.shaderID );
  150. } else {
  151. array.push( material.fragmentShader );
  152. array.push( material.vertexShader );
  153. }
  154. if ( material.defines !== undefined ) {
  155. for ( var name in material.defines ) {
  156. array.push( name );
  157. array.push( material.defines[ name ] );
  158. }
  159. }
  160. for ( var i = 0; i < parameterNames.length; i ++ ) {
  161. array.push( parameters[ parameterNames[ i ] ] );
  162. }
  163. array.push( material.onBeforeCompile.toString() );
  164. array.push( renderer.gammaOutput );
  165. return array.join();
  166. };
  167. this.acquireProgram = function ( material, shader, parameters, code ) {
  168. var program;
  169. // Check if code has been already compiled
  170. for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
  171. var programInfo = programs[ p ];
  172. if ( programInfo.code === code ) {
  173. program = programInfo;
  174. ++ program.usedTimes;
  175. break;
  176. }
  177. }
  178. if ( program === undefined ) {
  179. program = new WebGLProgram( renderer, extensions, code, material, shader, parameters, capabilities );
  180. programs.push( program );
  181. }
  182. return program;
  183. };
  184. this.releaseProgram = function ( program ) {
  185. if ( -- program.usedTimes === 0 ) {
  186. // Remove from unordered set
  187. var i = programs.indexOf( program );
  188. programs[ i ] = programs[ programs.length - 1 ];
  189. programs.pop();
  190. // Free WebGL resources
  191. program.destroy();
  192. }
  193. };
  194. // Exposed for resource monitoring & error feedback via renderer.info:
  195. this.programs = programs;
  196. }
  197. export { WebGLPrograms };