WebGLPrograms.js 19 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603
  1. import { BackSide, DoubleSide, CubeUVReflectionMapping, ObjectSpaceNormalMap, TangentSpaceNormalMap, NoToneMapping, NormalBlending, LinearSRGBColorSpace } 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 IS_WEBGL2 = capabilities.isWebGL2;
  12. const logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;
  13. const SUPPORTS_VERTEX_TEXTURES = capabilities.vertexTextures;
  14. let precision = capabilities.precision;
  15. const shaderIDs = {
  16. MeshDepthMaterial: 'depth',
  17. MeshDistanceMaterial: 'distanceRGBA',
  18. MeshNormalMaterial: 'normal',
  19. MeshBasicMaterial: 'basic',
  20. MeshLambertMaterial: 'lambert',
  21. MeshPhongMaterial: 'phong',
  22. MeshToonMaterial: 'toon',
  23. MeshStandardMaterial: 'physical',
  24. MeshPhysicalMaterial: 'physical',
  25. MeshMatcapMaterial: 'matcap',
  26. LineBasicMaterial: 'basic',
  27. LineDashedMaterial: 'dashed',
  28. PointsMaterial: 'points',
  29. ShadowMaterial: 'shadow',
  30. SpriteMaterial: 'sprite'
  31. };
  32. function getChannel( value ) {
  33. if ( value === 1 ) return 'uv2';
  34. return 'uv';
  35. }
  36. function getParameters( material, lights, shadows, scene, object ) {
  37. const fog = scene.fog;
  38. const geometry = object.geometry;
  39. const environment = material.isMeshStandardMaterial ? scene.environment : null;
  40. const envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || environment );
  41. const envMapCubeUVHeight = ( !! envMap ) && ( envMap.mapping === CubeUVReflectionMapping ) ? envMap.image.height : null;
  42. const shaderID = shaderIDs[ material.type ];
  43. // heuristics to create shader parameters according to lights in the scene
  44. // (not to blow over maxLights budget)
  45. if ( material.precision !== null ) {
  46. precision = capabilities.getMaxPrecision( material.precision );
  47. if ( precision !== material.precision ) {
  48. console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
  49. }
  50. }
  51. //
  52. const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;
  53. const morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0;
  54. let morphTextureStride = 0;
  55. if ( geometry.morphAttributes.position !== undefined ) morphTextureStride = 1;
  56. if ( geometry.morphAttributes.normal !== undefined ) morphTextureStride = 2;
  57. if ( geometry.morphAttributes.color !== undefined ) morphTextureStride = 3;
  58. //
  59. let vertexShader, fragmentShader;
  60. let customVertexShaderID, customFragmentShaderID;
  61. if ( shaderID ) {
  62. const shader = ShaderLib[ shaderID ];
  63. vertexShader = shader.vertexShader;
  64. fragmentShader = shader.fragmentShader;
  65. } else {
  66. vertexShader = material.vertexShader;
  67. fragmentShader = material.fragmentShader;
  68. _customShaders.update( material );
  69. customVertexShaderID = _customShaders.getVertexShaderID( material );
  70. customFragmentShaderID = _customShaders.getFragmentShaderID( material );
  71. }
  72. const currentRenderTarget = renderer.getRenderTarget();
  73. const IS_INSTANCEDMESH = object.isInstancedMesh === true;
  74. const HAS_MAP = !! material.map;
  75. const HAS_MATCAP = !! material.matcap;
  76. const HAS_ENVMAP = !! envMap;
  77. const HAS_AOMAP = !! material.aoMap;
  78. const HAS_LIGHTMAP = !! material.lightMap;
  79. const HAS_BUMPMAP = !! material.bumpMap;
  80. const HAS_NORMALMAP = !! material.normalMap;
  81. const HAS_DISPLACEMENTMAP = !! material.displacementMap;
  82. const HAS_EMISSIVEMAP = !! material.emissiveMap;
  83. const HAS_METALNESSMAP = !! material.metalnessMap;
  84. const HAS_ROUGHNESSMAP = !! material.roughnessMap;
  85. const HAS_CLEARCOAT = material.clearcoat > 0;
  86. const HAS_IRIDESCENCE = material.iridescence > 0;
  87. const HAS_SHEEN = material.sheen > 0;
  88. const HAS_TRANSMISSION = material.transmission > 0;
  89. const HAS_CLEARCOATMAP = HAS_CLEARCOAT && !! material.clearcoatMap;
  90. const HAS_CLEARCOAT_NORMALMAP = HAS_CLEARCOAT && !! material.clearcoatNormalMap;
  91. const HAS_CLEARCOAT_ROUGHNESSMAP = HAS_CLEARCOAT && !! material.clearcoatRoughnessMap;
  92. const HAS_IRIDESCENCEMAP = HAS_IRIDESCENCE && !! material.iridescenceMap;
  93. const HAS_IRIDESCENCE_THICKNESSMAP = HAS_IRIDESCENCE && !! material.iridescenceThicknessMap;
  94. const HAS_SHEEN_COLORMAP = HAS_SHEEN && !! material.sheenColorMap;
  95. const HAS_SHEEN_ROUGHNESSMAP = HAS_SHEEN && !! material.sheenRoughnessMap;
  96. const HAS_SPECULARMAP = !! material.specularMap;
  97. const HAS_SPECULAR_COLORMAP = !! material.specularColorMap;
  98. const HAS_SPECULAR_INTENSITYMAP = !! material.specularIntensityMap;
  99. const HAS_TRANSMISSIONMAP = HAS_TRANSMISSION && !! material.transmissionMap;
  100. const HAS_THICKNESSMAP = HAS_TRANSMISSION && !! material.thicknessMap;
  101. const HAS_GRADIENTMAP = !! material.gradientMap;
  102. const HAS_ALPHAMAP = !! material.alphaMap;
  103. const HAS_ALPHATEST = material.alphaTest > 0;
  104. const HAS_EXTENSIONS = !! material.extensions;
  105. const HAS_ATTRIBUTE_UV2 = !! geometry.attributes.uv2;
  106. const parameters = {
  107. isWebGL2: IS_WEBGL2,
  108. shaderID: shaderID,
  109. shaderName: material.type,
  110. vertexShader: vertexShader,
  111. fragmentShader: fragmentShader,
  112. defines: material.defines,
  113. customVertexShaderID: customVertexShaderID,
  114. customFragmentShaderID: customFragmentShaderID,
  115. isRawShaderMaterial: material.isRawShaderMaterial === true,
  116. glslVersion: material.glslVersion,
  117. precision: precision,
  118. instancing: IS_INSTANCEDMESH,
  119. instancingColor: IS_INSTANCEDMESH && object.instanceColor !== null,
  120. supportsVertexTextures: SUPPORTS_VERTEX_TEXTURES,
  121. outputColorSpace: ( currentRenderTarget === null ) ? renderer.outputColorSpace : ( currentRenderTarget.isXRRenderTarget === true ? currentRenderTarget.texture.colorSpace : LinearSRGBColorSpace ),
  122. map: HAS_MAP,
  123. matcap: HAS_MATCAP,
  124. envMap: HAS_ENVMAP,
  125. envMapMode: HAS_ENVMAP && envMap.mapping,
  126. envMapCubeUVHeight: envMapCubeUVHeight,
  127. aoMap: HAS_AOMAP,
  128. lightMap: HAS_LIGHTMAP,
  129. bumpMap: HAS_BUMPMAP,
  130. normalMap: HAS_NORMALMAP,
  131. displacementMap: SUPPORTS_VERTEX_TEXTURES && HAS_DISPLACEMENTMAP,
  132. emissiveMap: HAS_EMISSIVEMAP,
  133. normalMapObjectSpace: HAS_NORMALMAP && material.normalMapType === ObjectSpaceNormalMap,
  134. normalMapTangentSpace: HAS_NORMALMAP && material.normalMapType === TangentSpaceNormalMap,
  135. metalnessMap: HAS_METALNESSMAP,
  136. roughnessMap: HAS_ROUGHNESSMAP,
  137. clearcoat: HAS_CLEARCOAT,
  138. clearcoatMap: HAS_CLEARCOATMAP,
  139. clearcoatNormalMap: HAS_CLEARCOAT_NORMALMAP,
  140. clearcoatRoughnessMap: HAS_CLEARCOAT_ROUGHNESSMAP,
  141. iridescence: HAS_IRIDESCENCE,
  142. iridescenceMap: HAS_IRIDESCENCEMAP,
  143. iridescenceThicknessMap: HAS_IRIDESCENCE_THICKNESSMAP,
  144. sheen: HAS_SHEEN,
  145. sheenColorMap: HAS_SHEEN_COLORMAP,
  146. sheenRoughnessMap: HAS_SHEEN_ROUGHNESSMAP,
  147. specularMap: HAS_SPECULARMAP,
  148. specularColorMap: HAS_SPECULAR_COLORMAP,
  149. specularIntensityMap: HAS_SPECULAR_INTENSITYMAP,
  150. transmission: HAS_TRANSMISSION,
  151. transmissionMap: HAS_TRANSMISSIONMAP,
  152. thicknessMap: HAS_THICKNESSMAP,
  153. gradientMap: HAS_GRADIENTMAP,
  154. opaque: material.transparent === false && material.blending === NormalBlending,
  155. alphaMap: HAS_ALPHAMAP,
  156. alphaTest: HAS_ALPHATEST,
  157. combine: material.combine,
  158. //
  159. mapUv: HAS_MAP && getChannel( material.map.channel ),
  160. aoMapUv: HAS_AOMAP && getChannel( material.aoMap.channel ),
  161. lightMapUv: HAS_LIGHTMAP && getChannel( material.lightMap.channel ),
  162. bumpMapUv: HAS_BUMPMAP && getChannel( material.bumpMap.channel ),
  163. normalMapUv: HAS_NORMALMAP && getChannel( material.normalMap.channel ),
  164. displacementMapUv: HAS_DISPLACEMENTMAP && getChannel( material.displacementMap.channel ),
  165. emissiveMapUv: HAS_EMISSIVEMAP && getChannel( material.emissiveMap.channel ),
  166. metalnessMapUv: HAS_METALNESSMAP && getChannel( material.metalnessMap.channel ),
  167. roughnessMapUv: HAS_ROUGHNESSMAP && getChannel( material.roughnessMap.channel ),
  168. clearcoatMapUv: HAS_CLEARCOATMAP && getChannel( material.clearcoatMap.channel ),
  169. clearcoatNormalMapUv: HAS_CLEARCOAT_NORMALMAP && getChannel( material.clearcoatNormalMap.channel ),
  170. clearcoatRoughnessMapUv: HAS_CLEARCOAT_ROUGHNESSMAP && getChannel( material.clearcoatRoughnessMap.channel ),
  171. iridescenceMapUv: HAS_IRIDESCENCEMAP && getChannel( material.iridescenceMap.channel ),
  172. iridescenceThicknessMapUv: HAS_IRIDESCENCE_THICKNESSMAP && getChannel( material.iridescenceThicknessMap.channel ),
  173. sheenColorMapUv: HAS_SHEEN_COLORMAP && getChannel( material.sheenColorMap.channel ),
  174. sheenRoughnessMapUv: HAS_SHEEN_ROUGHNESSMAP && getChannel( material.sheenRoughnessMap.channel ),
  175. specularMapUv: HAS_SPECULARMAP && getChannel( material.specularMap.channel ),
  176. specularColorMapUv: HAS_SPECULAR_COLORMAP && getChannel( material.specularColorMap.channel ),
  177. specularIntensityMapUv: HAS_SPECULAR_INTENSITYMAP && getChannel( material.specularIntensityMap.channel ),
  178. transmissionMapUv: HAS_TRANSMISSIONMAP && getChannel( material.transmissionMap.channel ),
  179. thicknessMapUv: HAS_THICKNESSMAP && getChannel( material.thicknessMap.channel ),
  180. alphaMapUv: HAS_ALPHAMAP && getChannel( material.alphaMap.channel ),
  181. //
  182. vertexTangents: HAS_NORMALMAP && !! geometry.attributes.tangent,
  183. vertexColors: material.vertexColors,
  184. vertexAlphas: material.vertexColors === true && !! geometry.attributes.color && geometry.attributes.color.itemSize === 4,
  185. vertexUvs2: HAS_ATTRIBUTE_UV2,
  186. pointsUvs: object.isPoints === true && !! geometry.attributes.uv && ( HAS_MAP || HAS_ALPHAMAP ),
  187. fog: !! fog,
  188. useFog: material.fog === true,
  189. fogExp2: ( fog && fog.isFogExp2 ),
  190. flatShading: material.flatShading === true,
  191. sizeAttenuation: material.sizeAttenuation === true,
  192. logarithmicDepthBuffer: logarithmicDepthBuffer,
  193. skinning: object.isSkinnedMesh === true,
  194. morphTargets: geometry.morphAttributes.position !== undefined,
  195. morphNormals: geometry.morphAttributes.normal !== undefined,
  196. morphColors: geometry.morphAttributes.color !== undefined,
  197. morphTargetsCount: morphTargetsCount,
  198. morphTextureStride: morphTextureStride,
  199. numDirLights: lights.directional.length,
  200. numPointLights: lights.point.length,
  201. numSpotLights: lights.spot.length,
  202. numSpotLightMaps: lights.spotLightMap.length,
  203. numRectAreaLights: lights.rectArea.length,
  204. numHemiLights: lights.hemi.length,
  205. numDirLightShadows: lights.directionalShadowMap.length,
  206. numPointLightShadows: lights.pointShadowMap.length,
  207. numSpotLightShadows: lights.spotShadowMap.length,
  208. numSpotLightShadowsWithMaps: lights.numSpotLightShadowsWithMaps,
  209. numClippingPlanes: clipping.numPlanes,
  210. numClipIntersection: clipping.numIntersection,
  211. dithering: material.dithering,
  212. shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,
  213. shadowMapType: renderer.shadowMap.type,
  214. toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,
  215. useLegacyLights: renderer.useLegacyLights,
  216. premultipliedAlpha: material.premultipliedAlpha,
  217. doubleSided: material.side === DoubleSide,
  218. flipSided: material.side === BackSide,
  219. useDepthPacking: material.depthPacking >= 0,
  220. depthPacking: material.depthPacking || 0,
  221. index0AttributeName: material.index0AttributeName,
  222. extensionDerivatives: HAS_EXTENSIONS && material.extensions.derivatives === true,
  223. extensionFragDepth: HAS_EXTENSIONS && material.extensions.fragDepth === true,
  224. extensionDrawBuffers: HAS_EXTENSIONS && material.extensions.drawBuffers === true,
  225. extensionShaderTextureLOD: HAS_EXTENSIONS && material.extensions.shaderTextureLOD === true,
  226. rendererExtensionFragDepth: IS_WEBGL2 || extensions.has( 'EXT_frag_depth' ),
  227. rendererExtensionDrawBuffers: IS_WEBGL2 || extensions.has( 'WEBGL_draw_buffers' ),
  228. rendererExtensionShaderTextureLod: IS_WEBGL2 || extensions.has( 'EXT_shader_texture_lod' ),
  229. customProgramCacheKey: material.customProgramCacheKey()
  230. };
  231. return parameters;
  232. }
  233. function getProgramCacheKey( parameters ) {
  234. const array = [];
  235. if ( parameters.shaderID ) {
  236. array.push( parameters.shaderID );
  237. } else {
  238. array.push( parameters.customVertexShaderID );
  239. array.push( parameters.customFragmentShaderID );
  240. }
  241. if ( parameters.defines !== undefined ) {
  242. for ( const name in parameters.defines ) {
  243. array.push( name );
  244. array.push( parameters.defines[ name ] );
  245. }
  246. }
  247. if ( parameters.isRawShaderMaterial === false ) {
  248. getProgramCacheKeyParameters( array, parameters );
  249. getProgramCacheKeyBooleans( array, parameters );
  250. array.push( renderer.outputColorSpace );
  251. }
  252. array.push( parameters.customProgramCacheKey );
  253. return array.join();
  254. }
  255. function getProgramCacheKeyParameters( array, parameters ) {
  256. array.push( parameters.precision );
  257. array.push( parameters.outputColorSpace );
  258. array.push( parameters.envMapMode );
  259. array.push( parameters.envMapCubeUVHeight );
  260. array.push( parameters.mapUv );
  261. array.push( parameters.alphaMapUv );
  262. array.push( parameters.lightMapUv );
  263. array.push( parameters.aoMapUv );
  264. array.push( parameters.bumpMapUv );
  265. array.push( parameters.normalMapUv );
  266. array.push( parameters.displacementMapUv );
  267. array.push( parameters.emissiveMapUv );
  268. array.push( parameters.metalnessMapUv );
  269. array.push( parameters.roughnessMapUv );
  270. array.push( parameters.clearcoatMapUv );
  271. array.push( parameters.clearcoatNormalMapUv );
  272. array.push( parameters.clearcoatRoughnessMapUv );
  273. array.push( parameters.iridescenceMapUv );
  274. array.push( parameters.iridescenceThicknessMapUv );
  275. array.push( parameters.sheenColorMapUv );
  276. array.push( parameters.sheenRoughnessMapUv );
  277. array.push( parameters.specularMapUv );
  278. array.push( parameters.specularColorMapUv );
  279. array.push( parameters.specularIntensityMapUv );
  280. array.push( parameters.transmissionMapUv );
  281. array.push( parameters.thicknessMapUv );
  282. array.push( parameters.combine );
  283. array.push( parameters.fogExp2 );
  284. array.push( parameters.sizeAttenuation );
  285. array.push( parameters.morphTargetsCount );
  286. array.push( parameters.morphAttributeCount );
  287. array.push( parameters.numDirLights );
  288. array.push( parameters.numPointLights );
  289. array.push( parameters.numSpotLights );
  290. array.push( parameters.numSpotLightMaps );
  291. array.push( parameters.numHemiLights );
  292. array.push( parameters.numRectAreaLights );
  293. array.push( parameters.numDirLightShadows );
  294. array.push( parameters.numPointLightShadows );
  295. array.push( parameters.numSpotLightShadows );
  296. array.push( parameters.numSpotLightShadowsWithMaps );
  297. array.push( parameters.shadowMapType );
  298. array.push( parameters.toneMapping );
  299. array.push( parameters.numClippingPlanes );
  300. array.push( parameters.numClipIntersection );
  301. array.push( parameters.depthPacking );
  302. }
  303. function getProgramCacheKeyBooleans( array, parameters ) {
  304. _programLayers.disableAll();
  305. if ( parameters.isWebGL2 )
  306. _programLayers.enable( 0 );
  307. if ( parameters.supportsVertexTextures )
  308. _programLayers.enable( 1 );
  309. if ( parameters.instancing )
  310. _programLayers.enable( 2 );
  311. if ( parameters.instancingColor )
  312. _programLayers.enable( 3 );
  313. if ( parameters.matcap )
  314. _programLayers.enable( 4 );
  315. if ( parameters.envMap )
  316. _programLayers.enable( 5 );
  317. if ( parameters.normalMapObjectSpace )
  318. _programLayers.enable( 6 );
  319. if ( parameters.normalMapTangentSpace )
  320. _programLayers.enable( 7 );
  321. if ( parameters.clearcoat )
  322. _programLayers.enable( 8 );
  323. if ( parameters.iridescence )
  324. _programLayers.enable( 9 );
  325. if ( parameters.alphaTest )
  326. _programLayers.enable( 10 );
  327. if ( parameters.vertexColors )
  328. _programLayers.enable( 11 );
  329. if ( parameters.vertexAlphas )
  330. _programLayers.enable( 12 );
  331. if ( parameters.vertexUvs2 )
  332. _programLayers.enable( 13 );
  333. if ( parameters.vertexTangents )
  334. _programLayers.enable( 14 );
  335. array.push( _programLayers.mask );
  336. _programLayers.disableAll();
  337. if ( parameters.fog )
  338. _programLayers.enable( 0 );
  339. if ( parameters.useFog )
  340. _programLayers.enable( 1 );
  341. if ( parameters.flatShading )
  342. _programLayers.enable( 2 );
  343. if ( parameters.logarithmicDepthBuffer )
  344. _programLayers.enable( 3 );
  345. if ( parameters.skinning )
  346. _programLayers.enable( 4 );
  347. if ( parameters.morphTargets )
  348. _programLayers.enable( 5 );
  349. if ( parameters.morphNormals )
  350. _programLayers.enable( 6 );
  351. if ( parameters.morphColors )
  352. _programLayers.enable( 7 );
  353. if ( parameters.premultipliedAlpha )
  354. _programLayers.enable( 8 );
  355. if ( parameters.shadowMapEnabled )
  356. _programLayers.enable( 9 );
  357. if ( parameters.useLegacyLights )
  358. _programLayers.enable( 10 );
  359. if ( parameters.doubleSided )
  360. _programLayers.enable( 11 );
  361. if ( parameters.flipSided )
  362. _programLayers.enable( 12 );
  363. if ( parameters.useDepthPacking )
  364. _programLayers.enable( 13 );
  365. if ( parameters.dithering )
  366. _programLayers.enable( 14 );
  367. if ( parameters.transmission )
  368. _programLayers.enable( 15 );
  369. if ( parameters.sheen )
  370. _programLayers.enable( 16 );
  371. if ( parameters.opaque )
  372. _programLayers.enable( 17 );
  373. if ( parameters.pointsUvs )
  374. _programLayers.enable( 18 );
  375. array.push( _programLayers.mask );
  376. }
  377. function getUniforms( material ) {
  378. const shaderID = shaderIDs[ material.type ];
  379. let uniforms;
  380. if ( shaderID ) {
  381. const shader = ShaderLib[ shaderID ];
  382. uniforms = UniformsUtils.clone( shader.uniforms );
  383. } else {
  384. uniforms = material.uniforms;
  385. }
  386. return uniforms;
  387. }
  388. function acquireProgram( parameters, cacheKey ) {
  389. let program;
  390. // Check if code has been already compiled
  391. for ( let p = 0, pl = programs.length; p < pl; p ++ ) {
  392. const preexistingProgram = programs[ p ];
  393. if ( preexistingProgram.cacheKey === cacheKey ) {
  394. program = preexistingProgram;
  395. ++ program.usedTimes;
  396. break;
  397. }
  398. }
  399. if ( program === undefined ) {
  400. program = new WebGLProgram( renderer, cacheKey, parameters, bindingStates );
  401. programs.push( program );
  402. }
  403. return program;
  404. }
  405. function releaseProgram( program ) {
  406. if ( -- program.usedTimes === 0 ) {
  407. // Remove from unordered set
  408. const i = programs.indexOf( program );
  409. programs[ i ] = programs[ programs.length - 1 ];
  410. programs.pop();
  411. // Free WebGL resources
  412. program.destroy();
  413. }
  414. }
  415. function releaseShaderCache( material ) {
  416. _customShaders.remove( material );
  417. }
  418. function dispose() {
  419. _customShaders.dispose();
  420. }
  421. return {
  422. getParameters: getParameters,
  423. getProgramCacheKey: getProgramCacheKey,
  424. getUniforms: getUniforms,
  425. acquireProgram: acquireProgram,
  426. releaseProgram: releaseProgram,
  427. releaseShaderCache: releaseShaderCache,
  428. // Exposed for resource monitoring & error feedback via renderer.info:
  429. programs: programs,
  430. dispose: dispose
  431. };
  432. }
  433. export { WebGLPrograms };