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- THREE.WebGLProgramCache = function (renderer1,gl, extensions) {
-
- var programs = [];
- var supportsVertexTextures = gl.getParameter( gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ) > 0;
- var supportsBoneTextures = gl.getParameter( gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ) > 0 && extensions.get( 'OES_texture_float' );
-
- var shaderIDs = {
- MeshDepthMaterial: 'depth',
- MeshNormalMaterial: 'normal',
- MeshBasicMaterial: 'basic',
- MeshLambertMaterial: 'lambert',
- MeshPhongMaterial: 'phong',
- LineBasicMaterial: 'basic',
- LineDashedMaterial: 'dashed',
- PointCloudMaterial: 'particle_basic'
- };
-
- var parameterNames = [" precision","supportsVertexTextures","map","envMap","envMapMode","lightMap","aoMap","emissiveMap","bumpMap","normalMap","specularMap","alphaMap","combine",
- "vertexColors","fog","useFog","fogExp","flatShading","sizeAttenuation","logarithmicDepthBuffer","skinning","maxBones","useVertexTexture","morphTargets","morphNormals",
- "maxMorphTargets","maxMorphNormals","maxDirLights","maxPointLights","maxSpotLights","maxHemiLights","maxShadows","shadowMapEnabled","shadowMapType","shadowMapDebug",
- "alphaTest","metal","doubleSided","flipSided"];
-
-
- function allocateBones ( object ) {
- if ( supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture ) {
- return 1024;
- } else {
- // default for when object is not specified
- // ( for example when prebuilding shader to be used with multiple objects )
- //
- // - leave some extra space for other uniforms
- // - limit here is ANGLE's 254 max uniform vectors
- // (up to 54 should be safe)
- var nVertexUniforms = gl.getParameter( gl.MAX_VERTEX_UNIFORM_VECTORS );
- var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
- var maxBones = nVertexMatrices;
- if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
- maxBones = Math.min( object.skeleton.bones.length, maxBones );
- if ( maxBones < object.skeleton.bones.length ) {
- console.warn( 'WebGLRenderer: too many bones - ' + object.skeleton.bones.length + ', this GPU supports just ' + maxBones + ' (try OpenGL instead of ANGLE)' );
- }
- }
- return maxBones;
- }
- }
-
- function allocateLights( lights ) {
- var dirLights = 0;
- var pointLights = 0;
- var spotLights = 0;
- var hemiLights = 0;
- for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
- var light = lights[ l ];
- if ( light.onlyShadow || light.visible === false ) continue;
- if ( light instanceof THREE.DirectionalLight ) dirLights ++;
- if ( light instanceof THREE.PointLight ) pointLights ++;
- if ( light instanceof THREE.SpotLight ) spotLights ++;
- if ( light instanceof THREE.HemisphereLight ) hemiLights ++;
- }
- return { 'directional': dirLights, 'point': pointLights, 'spot': spotLights, 'hemi': hemiLights };
- }
-
- function allocateShadows( lights ) {
- var maxShadows = 0;
- for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
- var light = lights[ l ];
- if ( ! light.castShadow ) continue;
- if ( light instanceof THREE.SpotLight ) maxShadows ++;
- if ( light instanceof THREE.DirectionalLight ) maxShadows ++;
- }
- return maxShadows;
- };
-
- this.getParameters = function(material, lights, fog, object){
-
- var shaderID = shaderIDs[ material.type ];
- // heuristics to create shader parameters according to lights in the scene
- // (not to blow over maxLights budget)
- var maxLightCount = allocateLights( lights );
- var maxShadows = allocateShadows( lights );
- var maxBones = allocateBones( object );
- var precision = renderer1.getPrecision();
- if ( material.precision !== null ) {
- precision = renderer1.state.getMaxPrecision( material.precision );
- if ( precision !== material.precision ) {
- console.warn( 'THREE.WebGLRenderer.initMaterial:', material.precision, 'not supported, using', precision, 'instead.' );
- }
- }
- var parameters = {
-
- shaderID: shaderID,
- precision: precision,
- supportsVertexTextures: supportsVertexTextures,
- map: !! material.map,
- envMap: !! material.envMap,
- envMapMode: material.envMap && material.envMap.mapping,
- lightMap: !! material.lightMap,
- aoMap: !! material.aoMap,
- emissiveMap: !! material.emissiveMap,
- bumpMap: !! material.bumpMap,
- normalMap: !! material.normalMap,
- specularMap: !! material.specularMap,
- alphaMap: !! material.alphaMap,
- combine: material.combine,
- vertexColors: material.vertexColors,
- fog: fog,
- useFog: material.fog,
- fogExp: fog instanceof THREE.FogExp2,
- flatShading: material.shading === THREE.FlatShading,
- sizeAttenuation: material.sizeAttenuation,
- logarithmicDepthBuffer: renderer1.logarithmicDepthBuffer,
- skinning: material.skinning,
- maxBones: maxBones,
- useVertexTexture: supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture,
- morphTargets: material.morphTargets,
- morphNormals: material.morphNormals,
- maxMorphTargets: renderer1.maxMorphTargets,
- maxMorphNormals: renderer1.maxMorphNormals,
- maxDirLights: maxLightCount.directional,
- maxPointLights: maxLightCount.point,
- maxSpotLights: maxLightCount.spot,
- maxHemiLights: maxLightCount.hemi,
- maxShadows: maxShadows,
- shadowMapEnabled: renderer1.shadowMap.enabled && object.receiveShadow && maxShadows > 0,
- shadowMapType: renderer1.shadowMap.type,
- shadowMapDebug: renderer1.shadowMap.debug,
- alphaTest: material.alphaTest,
- metal: material.metal,
- doubleSided: material.side === THREE.DoubleSide,
- flipSided: material.side === THREE.BackSide
- };
-
- return parameters;
-
- };
-
- this.getProgramCode = function(material, parameters){
-
- var chunks = [];
- if ( parameters.shaderID ) {
- chunks.push( parameters.shaderID );
- } else {
- chunks.push( material.fragmentShader );
- chunks.push( material.vertexShader );
- }
- if ( material.defines !== undefined ) {
- for ( var name in material.defines ) {
- chunks.push( name );
- chunks.push( material.defines[ name ] );
- }
- }
- for ( var i = 0; i < parameterNames.length; i++ ) {
-
- var parameterName = parameterNames[i];
- chunks.push( parameterName );
- chunks.push( parameters[ parameterName ] );
- }
- return chunks.join();
-
- };
-
- this.getProgram = function(material,parameters,code){
-
- var program;
-
- // Check if code has been already compiled
- for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
- var programInfo = programs[ p ];
- if ( programInfo.code === code ) {
- program = programInfo;
- break;
- }
- }
- if ( program === undefined ) {
-
- program = new THREE.WebGLProgram( renderer1, code, material, parameters );
- programs.push( program );
-
- }
-
- return program ;
-
- }
-
- };
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