WebGLPrograms.js 8.4 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. MeshMatcapMaterial: 'matcap',
  19. LineBasicMaterial: 'basic',
  20. LineDashedMaterial: 'dashed',
  21. PointsMaterial: 'points',
  22. ShadowMaterial: 'shadow',
  23. SpriteMaterial: 'sprite'
  24. };
  25. var parameterNames = [
  26. "precision", "supportsVertexTextures", "map", "mapEncoding", "matcap", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding",
  27. "lightMap", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "displacementMap", "specularMap",
  28. "roughnessMap", "metalnessMap", "gradientMap",
  29. "alphaMap", "combine", "vertexColors", "vertexTangents", "fog", "useFog", "fogExp",
  30. "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
  31. "maxBones", "useVertexTexture", "morphTargets", "morphNormals",
  32. "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
  33. "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
  34. "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
  35. "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering"
  36. ];
  37. function allocateBones( object ) {
  38. var skeleton = object.skeleton;
  39. var bones = skeleton.bones;
  40. if ( capabilities.floatVertexTextures ) {
  41. return 1024;
  42. } else {
  43. // default for when object is not specified
  44. // ( for example when prebuilding shader to be used with multiple objects )
  45. //
  46. // - leave some extra space for other uniforms
  47. // - limit here is ANGLE's 254 max uniform vectors
  48. // (up to 54 should be safe)
  49. var nVertexUniforms = capabilities.maxVertexUniforms;
  50. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  51. var maxBones = Math.min( nVertexMatrices, bones.length );
  52. if ( maxBones < bones.length ) {
  53. console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
  54. return 0;
  55. }
  56. return maxBones;
  57. }
  58. }
  59. function getTextureEncodingFromMap( map, gammaOverrideLinear ) {
  60. var encoding;
  61. if ( ! map ) {
  62. encoding = LinearEncoding;
  63. } else if ( map.isTexture ) {
  64. encoding = map.encoding;
  65. } else if ( map.isWebGLRenderTarget ) {
  66. console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
  67. encoding = map.texture.encoding;
  68. }
  69. // add backwards compatibility for WebGLRenderer.gammaInput/gammaOutput parameter, should probably be removed at some point.
  70. if ( encoding === LinearEncoding && gammaOverrideLinear ) {
  71. encoding = GammaEncoding;
  72. }
  73. return encoding;
  74. }
  75. this.getParameters = function ( material, lights, shadows, fog, nClipPlanes, nClipIntersection, object ) {
  76. var shaderID = shaderIDs[ material.type ];
  77. // heuristics to create shader parameters according to lights in the scene
  78. // (not to blow over maxLights budget)
  79. var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0;
  80. var precision = capabilities.precision;
  81. if ( material.precision !== null ) {
  82. precision = capabilities.getMaxPrecision( material.precision );
  83. if ( precision !== material.precision ) {
  84. console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
  85. }
  86. }
  87. var currentRenderTarget = renderer.getRenderTarget();
  88. var parameters = {
  89. shaderID: shaderID,
  90. precision: precision,
  91. supportsVertexTextures: capabilities.vertexTextures,
  92. outputEncoding: getTextureEncodingFromMap( ( ! currentRenderTarget ) ? null : currentRenderTarget.texture, renderer.gammaOutput ),
  93. map: !! material.map,
  94. mapEncoding: getTextureEncodingFromMap( material.map, renderer.gammaInput ),
  95. matcap: !! material.matcap,
  96. matcapEncoding: getTextureEncodingFromMap( material.matcap, renderer.gammaInput ),
  97. envMap: !! material.envMap,
  98. envMapMode: material.envMap && material.envMap.mapping,
  99. envMapEncoding: getTextureEncodingFromMap( material.envMap, renderer.gammaInput ),
  100. envMapCubeUV: ( !! material.envMap ) && ( ( material.envMap.mapping === CubeUVReflectionMapping ) || ( material.envMap.mapping === CubeUVRefractionMapping ) ),
  101. lightMap: !! material.lightMap,
  102. aoMap: !! material.aoMap,
  103. emissiveMap: !! material.emissiveMap,
  104. emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap, renderer.gammaInput ),
  105. bumpMap: !! material.bumpMap,
  106. normalMap: !! material.normalMap,
  107. objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
  108. displacementMap: !! material.displacementMap,
  109. roughnessMap: !! material.roughnessMap,
  110. metalnessMap: !! material.metalnessMap,
  111. specularMap: !! material.specularMap,
  112. alphaMap: !! material.alphaMap,
  113. gradientMap: !! material.gradientMap,
  114. combine: material.combine,
  115. vertexTangents: ( material.normalMap && material.vertexTangents ),
  116. vertexColors: material.vertexColors,
  117. fog: !! fog,
  118. useFog: material.fog,
  119. fogExp: ( fog && fog.isFogExp2 ),
  120. flatShading: material.flatShading,
  121. sizeAttenuation: material.sizeAttenuation,
  122. logarithmicDepthBuffer: capabilities.logarithmicDepthBuffer,
  123. skinning: material.skinning && maxBones > 0,
  124. maxBones: maxBones,
  125. useVertexTexture: capabilities.floatVertexTextures,
  126. morphTargets: material.morphTargets,
  127. morphNormals: material.morphNormals,
  128. maxMorphTargets: renderer.maxMorphTargets,
  129. maxMorphNormals: renderer.maxMorphNormals,
  130. numDirLights: lights.directional.length,
  131. numPointLights: lights.point.length,
  132. numSpotLights: lights.spot.length,
  133. numRectAreaLights: lights.rectArea.length,
  134. numHemiLights: lights.hemi.length,
  135. numClippingPlanes: nClipPlanes,
  136. numClipIntersection: nClipIntersection,
  137. dithering: material.dithering,
  138. shadowMapEnabled: renderer.shadowMap.enabled && object.receiveShadow && shadows.length > 0,
  139. shadowMapType: renderer.shadowMap.type,
  140. toneMapping: renderer.toneMapping,
  141. physicallyCorrectLights: renderer.physicallyCorrectLights,
  142. premultipliedAlpha: material.premultipliedAlpha,
  143. alphaTest: material.alphaTest,
  144. doubleSided: material.side === DoubleSide,
  145. flipSided: material.side === BackSide,
  146. depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false
  147. };
  148. return parameters;
  149. };
  150. this.getProgramCode = function ( material, parameters ) {
  151. var array = [];
  152. if ( parameters.shaderID ) {
  153. array.push( parameters.shaderID );
  154. } else {
  155. array.push( material.fragmentShader );
  156. array.push( material.vertexShader );
  157. }
  158. if ( material.defines !== undefined ) {
  159. for ( var name in material.defines ) {
  160. array.push( name );
  161. array.push( material.defines[ name ] );
  162. }
  163. }
  164. for ( var i = 0; i < parameterNames.length; i ++ ) {
  165. array.push( parameters[ parameterNames[ i ] ] );
  166. }
  167. array.push( material.onBeforeCompile.toString() );
  168. array.push( renderer.gammaOutput );
  169. array.push( renderer.gammaFactor );
  170. return array.join();
  171. };
  172. this.acquireProgram = function ( material, shader, parameters, code ) {
  173. var program;
  174. // Check if code has been already compiled
  175. for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
  176. var programInfo = programs[ p ];
  177. if ( programInfo.code === code ) {
  178. program = programInfo;
  179. ++ program.usedTimes;
  180. break;
  181. }
  182. }
  183. if ( program === undefined ) {
  184. program = new WebGLProgram( renderer, extensions, code, material, shader, parameters, capabilities );
  185. programs.push( program );
  186. }
  187. return program;
  188. };
  189. this.releaseProgram = function ( program ) {
  190. if ( -- program.usedTimes === 0 ) {
  191. // Remove from unordered set
  192. var i = programs.indexOf( program );
  193. programs[ i ] = programs[ programs.length - 1 ];
  194. programs.pop();
  195. // Free WebGL resources
  196. program.destroy();
  197. }
  198. };
  199. // Exposed for resource monitoring & error feedback via renderer.info:
  200. this.programs = programs;
  201. }
  202. export { WebGLPrograms };