WebGLPrograms.js 17 KB

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  1. import { BackSide, DoubleSide, CubeUVReflectionMapping, ObjectSpaceNormalMap, TangentSpaceNormalMap, NoToneMapping, LinearEncoding, sRGBEncoding, NormalBlending } 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 geometry = object.geometry;
  59. const environment = material.isMeshStandardMaterial ? scene.environment : null;
  60. const envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || environment );
  61. const envMapCubeUVHeight = ( !! envMap ) && ( envMap.mapping === CubeUVReflectionMapping ) ? envMap.image.height : null;
  62. const shaderID = shaderIDs[ material.type ];
  63. // heuristics to create shader parameters according to lights in the scene
  64. // (not to blow over maxLights budget)
  65. const maxBones = object.isSkinnedMesh ? getMaxBones( object ) : 0;
  66. if ( material.precision !== null ) {
  67. precision = capabilities.getMaxPrecision( material.precision );
  68. if ( precision !== material.precision ) {
  69. console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
  70. }
  71. }
  72. //
  73. const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;
  74. const morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0;
  75. let morphTextureStride = 0;
  76. if ( geometry.morphAttributes.position !== undefined ) morphTextureStride = 1;
  77. if ( geometry.morphAttributes.normal !== undefined ) morphTextureStride = 2;
  78. if ( geometry.morphAttributes.color !== undefined ) morphTextureStride = 3;
  79. //
  80. let vertexShader, fragmentShader;
  81. let customVertexShaderID, customFragmentShaderID;
  82. if ( shaderID ) {
  83. const shader = ShaderLib[ shaderID ];
  84. vertexShader = shader.vertexShader;
  85. fragmentShader = shader.fragmentShader;
  86. } else {
  87. vertexShader = material.vertexShader;
  88. fragmentShader = material.fragmentShader;
  89. _customShaders.update( material );
  90. customVertexShaderID = _customShaders.getVertexShaderID( material );
  91. customFragmentShaderID = _customShaders.getFragmentShaderID( material );
  92. }
  93. const currentRenderTarget = renderer.getRenderTarget();
  94. const useAlphaTest = material.alphaTest > 0;
  95. const useClearcoat = material.clearcoat > 0;
  96. const parameters = {
  97. isWebGL2: isWebGL2,
  98. shaderID: shaderID,
  99. shaderName: material.type,
  100. vertexShader: vertexShader,
  101. fragmentShader: fragmentShader,
  102. defines: material.defines,
  103. customVertexShaderID: customVertexShaderID,
  104. customFragmentShaderID: customFragmentShaderID,
  105. isRawShaderMaterial: material.isRawShaderMaterial === true,
  106. glslVersion: material.glslVersion,
  107. precision: precision,
  108. instancing: object.isInstancedMesh === true,
  109. instancingColor: object.isInstancedMesh === true && object.instanceColor !== null,
  110. supportsVertexTextures: vertexTextures,
  111. outputEncoding: ( currentRenderTarget === null ) ? renderer.outputEncoding : ( currentRenderTarget.isXRRenderTarget === true ? currentRenderTarget.texture.encoding : LinearEncoding ),
  112. map: !! material.map,
  113. matcap: !! material.matcap,
  114. envMap: !! envMap,
  115. envMapMode: envMap && envMap.mapping,
  116. envMapCubeUVHeight: envMapCubeUVHeight,
  117. lightMap: !! material.lightMap,
  118. aoMap: !! material.aoMap,
  119. emissiveMap: !! material.emissiveMap,
  120. bumpMap: !! material.bumpMap,
  121. normalMap: !! material.normalMap,
  122. objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
  123. tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,
  124. decodeVideoTexture: !! material.map && ( material.map.isVideoTexture === true ) && ( material.map.encoding === sRGBEncoding ),
  125. clearcoat: useClearcoat,
  126. clearcoatMap: useClearcoat && !! material.clearcoatMap,
  127. clearcoatRoughnessMap: useClearcoat && !! material.clearcoatRoughnessMap,
  128. clearcoatNormalMap: useClearcoat && !! material.clearcoatNormalMap,
  129. displacementMap: !! material.displacementMap,
  130. roughnessMap: !! material.roughnessMap,
  131. metalnessMap: !! material.metalnessMap,
  132. specularMap: !! material.specularMap,
  133. specularIntensityMap: !! material.specularIntensityMap,
  134. specularColorMap: !! material.specularColorMap,
  135. opaque: material.transparent === false && material.blending === NormalBlending,
  136. alphaMap: !! material.alphaMap,
  137. alphaTest: useAlphaTest,
  138. gradientMap: !! material.gradientMap,
  139. sheen: material.sheen > 0,
  140. sheenColorMap: !! material.sheenColorMap,
  141. sheenRoughnessMap: !! material.sheenRoughnessMap,
  142. transmission: material.transmission > 0,
  143. transmissionMap: !! material.transmissionMap,
  144. thicknessMap: !! material.thicknessMap,
  145. combine: material.combine,
  146. vertexTangents: ( !! material.normalMap && !! geometry.attributes.tangent ),
  147. vertexColors: material.vertexColors,
  148. vertexAlphas: material.vertexColors === true && !! geometry.attributes.color && geometry.attributes.color.itemSize === 4,
  149. 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,
  150. 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,
  151. fog: !! fog,
  152. useFog: material.fog,
  153. fogExp2: ( fog && fog.isFogExp2 ),
  154. flatShading: !! material.flatShading,
  155. sizeAttenuation: material.sizeAttenuation,
  156. logarithmicDepthBuffer: logarithmicDepthBuffer,
  157. skinning: object.isSkinnedMesh === true && maxBones > 0,
  158. maxBones: maxBones,
  159. useVertexTexture: floatVertexTextures,
  160. morphTargets: geometry.morphAttributes.position !== undefined,
  161. morphNormals: geometry.morphAttributes.normal !== undefined,
  162. morphColors: geometry.morphAttributes.color !== undefined,
  163. morphTargetsCount: morphTargetsCount,
  164. morphTextureStride: morphTextureStride,
  165. numDirLights: lights.directional.length,
  166. numPointLights: lights.point.length,
  167. numSpotLights: lights.spot.length,
  168. numRectAreaLights: lights.rectArea.length,
  169. numHemiLights: lights.hemi.length,
  170. numDirLightShadows: lights.directionalShadowMap.length,
  171. numPointLightShadows: lights.pointShadowMap.length,
  172. numSpotLightShadows: lights.spotShadowMap.length,
  173. numClippingPlanes: clipping.numPlanes,
  174. numClipIntersection: clipping.numIntersection,
  175. dithering: material.dithering,
  176. shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,
  177. shadowMapType: renderer.shadowMap.type,
  178. toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,
  179. physicallyCorrectLights: renderer.physicallyCorrectLights,
  180. premultipliedAlpha: material.premultipliedAlpha,
  181. doubleSided: material.side === DoubleSide,
  182. flipSided: material.side === BackSide,
  183. depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false,
  184. index0AttributeName: material.index0AttributeName,
  185. extensionDerivatives: material.extensions && material.extensions.derivatives,
  186. extensionFragDepth: material.extensions && material.extensions.fragDepth,
  187. extensionDrawBuffers: material.extensions && material.extensions.drawBuffers,
  188. extensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD,
  189. rendererExtensionFragDepth: isWebGL2 || extensions.has( 'EXT_frag_depth' ),
  190. rendererExtensionDrawBuffers: isWebGL2 || extensions.has( 'WEBGL_draw_buffers' ),
  191. rendererExtensionShaderTextureLod: isWebGL2 || extensions.has( 'EXT_shader_texture_lod' ),
  192. customProgramCacheKey: material.customProgramCacheKey()
  193. };
  194. return parameters;
  195. }
  196. function getProgramCacheKey( parameters ) {
  197. const array = [];
  198. if ( parameters.shaderID ) {
  199. array.push( parameters.shaderID );
  200. } else {
  201. array.push( parameters.customVertexShaderID );
  202. array.push( parameters.customFragmentShaderID );
  203. }
  204. if ( parameters.defines !== undefined ) {
  205. for ( const name in parameters.defines ) {
  206. array.push( name );
  207. array.push( parameters.defines[ name ] );
  208. }
  209. }
  210. if ( parameters.isRawShaderMaterial === false ) {
  211. getProgramCacheKeyParameters( array, parameters );
  212. getProgramCacheKeyBooleans( array, parameters );
  213. array.push( renderer.outputEncoding );
  214. }
  215. array.push( parameters.customProgramCacheKey );
  216. return array.join();
  217. }
  218. function getProgramCacheKeyParameters( array, parameters ) {
  219. array.push( parameters.precision );
  220. array.push( parameters.outputEncoding );
  221. array.push( parameters.envMapMode );
  222. array.push( parameters.envMapCubeUVHeight );
  223. array.push( parameters.combine );
  224. array.push( parameters.vertexUvs );
  225. array.push( parameters.fogExp2 );
  226. array.push( parameters.sizeAttenuation );
  227. array.push( parameters.maxBones );
  228. array.push( parameters.morphTargetsCount );
  229. array.push( parameters.morphAttributeCount );
  230. array.push( parameters.numDirLights );
  231. array.push( parameters.numPointLights );
  232. array.push( parameters.numSpotLights );
  233. array.push( parameters.numHemiLights );
  234. array.push( parameters.numRectAreaLights );
  235. array.push( parameters.numDirLightShadows );
  236. array.push( parameters.numPointLightShadows );
  237. array.push( parameters.numSpotLightShadows );
  238. array.push( parameters.shadowMapType );
  239. array.push( parameters.toneMapping );
  240. array.push( parameters.numClippingPlanes );
  241. array.push( parameters.numClipIntersection );
  242. }
  243. function getProgramCacheKeyBooleans( array, parameters ) {
  244. _programLayers.disableAll();
  245. if ( parameters.isWebGL2 )
  246. _programLayers.enable( 0 );
  247. if ( parameters.supportsVertexTextures )
  248. _programLayers.enable( 1 );
  249. if ( parameters.instancing )
  250. _programLayers.enable( 2 );
  251. if ( parameters.instancingColor )
  252. _programLayers.enable( 3 );
  253. if ( parameters.map )
  254. _programLayers.enable( 4 );
  255. if ( parameters.matcap )
  256. _programLayers.enable( 5 );
  257. if ( parameters.envMap )
  258. _programLayers.enable( 6 );
  259. if ( parameters.lightMap )
  260. _programLayers.enable( 7 );
  261. if ( parameters.aoMap )
  262. _programLayers.enable( 8 );
  263. if ( parameters.emissiveMap )
  264. _programLayers.enable( 9 );
  265. if ( parameters.bumpMap )
  266. _programLayers.enable( 10 );
  267. if ( parameters.normalMap )
  268. _programLayers.enable( 11 );
  269. if ( parameters.objectSpaceNormalMap )
  270. _programLayers.enable( 12 );
  271. if ( parameters.tangentSpaceNormalMap )
  272. _programLayers.enable( 13 );
  273. if ( parameters.clearcoat )
  274. _programLayers.enable( 14 );
  275. if ( parameters.clearcoatMap )
  276. _programLayers.enable( 15 );
  277. if ( parameters.clearcoatRoughnessMap )
  278. _programLayers.enable( 16 );
  279. if ( parameters.clearcoatNormalMap )
  280. _programLayers.enable( 17 );
  281. if ( parameters.displacementMap )
  282. _programLayers.enable( 18 );
  283. if ( parameters.specularMap )
  284. _programLayers.enable( 19 );
  285. if ( parameters.roughnessMap )
  286. _programLayers.enable( 20 );
  287. if ( parameters.metalnessMap )
  288. _programLayers.enable( 21 );
  289. if ( parameters.gradientMap )
  290. _programLayers.enable( 22 );
  291. if ( parameters.alphaMap )
  292. _programLayers.enable( 23 );
  293. if ( parameters.alphaTest )
  294. _programLayers.enable( 24 );
  295. if ( parameters.vertexColors )
  296. _programLayers.enable( 25 );
  297. if ( parameters.vertexAlphas )
  298. _programLayers.enable( 26 );
  299. if ( parameters.vertexUvs )
  300. _programLayers.enable( 27 );
  301. if ( parameters.vertexTangents )
  302. _programLayers.enable( 28 );
  303. if ( parameters.uvsVertexOnly )
  304. _programLayers.enable( 29 );
  305. if ( parameters.fog )
  306. _programLayers.enable( 30 );
  307. array.push( _programLayers.mask );
  308. _programLayers.disableAll();
  309. if ( parameters.useFog )
  310. _programLayers.enable( 0 );
  311. if ( parameters.flatShading )
  312. _programLayers.enable( 1 );
  313. if ( parameters.logarithmicDepthBuffer )
  314. _programLayers.enable( 2 );
  315. if ( parameters.skinning )
  316. _programLayers.enable( 3 );
  317. if ( parameters.useVertexTexture )
  318. _programLayers.enable( 4 );
  319. if ( parameters.morphTargets )
  320. _programLayers.enable( 5 );
  321. if ( parameters.morphNormals )
  322. _programLayers.enable( 6 );
  323. if ( parameters.morphColors )
  324. _programLayers.enable( 7 );
  325. if ( parameters.premultipliedAlpha )
  326. _programLayers.enable( 8 );
  327. if ( parameters.shadowMapEnabled )
  328. _programLayers.enable( 9 );
  329. if ( parameters.physicallyCorrectLights )
  330. _programLayers.enable( 10 );
  331. if ( parameters.doubleSided )
  332. _programLayers.enable( 11 );
  333. if ( parameters.flipSided )
  334. _programLayers.enable( 12 );
  335. if ( parameters.depthPacking )
  336. _programLayers.enable( 13 );
  337. if ( parameters.dithering )
  338. _programLayers.enable( 14 );
  339. if ( parameters.specularIntensityMap )
  340. _programLayers.enable( 15 );
  341. if ( parameters.specularColorMap )
  342. _programLayers.enable( 16 );
  343. if ( parameters.transmission )
  344. _programLayers.enable( 17 );
  345. if ( parameters.transmissionMap )
  346. _programLayers.enable( 18 );
  347. if ( parameters.thicknessMap )
  348. _programLayers.enable( 19 );
  349. if ( parameters.sheen )
  350. _programLayers.enable( 20 );
  351. if ( parameters.sheenColorMap )
  352. _programLayers.enable( 21 );
  353. if ( parameters.sheenRoughnessMap )
  354. _programLayers.enable( 22 );
  355. if ( parameters.decodeVideoTexture )
  356. _programLayers.enable( 23 );
  357. if ( parameters.opaque )
  358. _programLayers.enable( 24 );
  359. array.push( _programLayers.mask );
  360. }
  361. function getUniforms( material ) {
  362. const shaderID = shaderIDs[ material.type ];
  363. let uniforms;
  364. if ( shaderID ) {
  365. const shader = ShaderLib[ shaderID ];
  366. uniforms = UniformsUtils.clone( shader.uniforms );
  367. } else {
  368. uniforms = material.uniforms;
  369. }
  370. return uniforms;
  371. }
  372. function acquireProgram( parameters, cacheKey ) {
  373. let program;
  374. // Check if code has been already compiled
  375. for ( let p = 0, pl = programs.length; p < pl; p ++ ) {
  376. const preexistingProgram = programs[ p ];
  377. if ( preexistingProgram.cacheKey === cacheKey ) {
  378. program = preexistingProgram;
  379. ++ program.usedTimes;
  380. break;
  381. }
  382. }
  383. if ( program === undefined ) {
  384. program = new WebGLProgram( renderer, cacheKey, parameters, bindingStates );
  385. programs.push( program );
  386. }
  387. return program;
  388. }
  389. function releaseProgram( program ) {
  390. if ( -- program.usedTimes === 0 ) {
  391. // Remove from unordered set
  392. const i = programs.indexOf( program );
  393. programs[ i ] = programs[ programs.length - 1 ];
  394. programs.pop();
  395. // Free WebGL resources
  396. program.destroy();
  397. }
  398. }
  399. function releaseShaderCache( material ) {
  400. _customShaders.remove( material );
  401. }
  402. function dispose() {
  403. _customShaders.dispose();
  404. }
  405. return {
  406. getParameters: getParameters,
  407. getProgramCacheKey: getProgramCacheKey,
  408. getUniforms: getUniforms,
  409. acquireProgram: acquireProgram,
  410. releaseProgram: releaseProgram,
  411. releaseShaderCache: releaseShaderCache,
  412. // Exposed for resource monitoring & error feedback via renderer.info:
  413. programs: programs,
  414. dispose: dispose
  415. };
  416. }
  417. export { WebGLPrograms };