WebGLPrograms.js 12 KB

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  1. /**
  2. * @author mrdoob / http://mrdoob.com/
  3. */
  4. import { BackSide, DoubleSide, CubeUVRefractionMapping, CubeUVReflectionMapping, LinearEncoding, ObjectSpaceNormalMap, TangentSpaceNormalMap, NoToneMapping } from '../../constants.js';
  5. import { WebGLProgram } from './WebGLProgram.js';
  6. import { ShaderLib } from '../shaders/ShaderLib.js';
  7. import { UniformsUtils } from '../shaders/UniformsUtils.js';
  8. function WebGLPrograms( renderer, extensions, capabilities ) {
  9. var programs = [];
  10. var isWebGL2 = capabilities.isWebGL2;
  11. var logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;
  12. var floatVertexTextures = capabilities.floatVertexTextures;
  13. var precision = capabilities.precision;
  14. var maxVertexUniforms = capabilities.maxVertexUniforms;
  15. var vertexTextures = capabilities.vertexTextures;
  16. var shaderIDs = {
  17. MeshDepthMaterial: 'depth',
  18. MeshDistanceMaterial: 'distanceRGBA',
  19. MeshNormalMaterial: 'normal',
  20. MeshBasicMaterial: 'basic',
  21. MeshLambertMaterial: 'lambert',
  22. MeshPhongMaterial: 'phong',
  23. MeshToonMaterial: 'toon',
  24. MeshStandardMaterial: 'physical',
  25. MeshPhysicalMaterial: 'physical',
  26. MeshMatcapMaterial: 'matcap',
  27. LineBasicMaterial: 'basic',
  28. LineDashedMaterial: 'dashed',
  29. PointsMaterial: 'points',
  30. ShadowMaterial: 'shadow',
  31. SpriteMaterial: 'sprite'
  32. };
  33. var parameterNames = [
  34. "precision", "isWebGL2", "supportsVertexTextures", "outputEncoding", "instancing", "numMultiviewViews",
  35. "map", "mapEncoding", "matcap", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding", "envMapCubeUV",
  36. "lightMap", "lightMapEncoding", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "tangentSpaceNormalMap", "clearcoatNormalMap", "displacementMap", "specularMap",
  37. "roughnessMap", "metalnessMap", "gradientMap",
  38. "alphaMap", "combine", "vertexColors", "vertexTangents", "vertexUvs", "uvsVertexOnly", "fog", "useFog", "fogExp2",
  39. "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
  40. "maxBones", "useVertexTexture", "morphTargets", "morphNormals",
  41. "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
  42. "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
  43. "numDirLightShadows", "numPointLightShadows", "numSpotLightShadows",
  44. "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
  45. "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering",
  46. "sheen"
  47. ];
  48. function getShaderObject( material, shaderID ) {
  49. var shaderobject;
  50. if ( shaderID ) {
  51. var shader = ShaderLib[ shaderID ];
  52. shaderobject = {
  53. name: material.type,
  54. uniforms: UniformsUtils.clone( shader.uniforms ),
  55. vertexShader: shader.vertexShader,
  56. fragmentShader: shader.fragmentShader
  57. };
  58. } else {
  59. shaderobject = {
  60. name: material.type,
  61. uniforms: material.uniforms,
  62. vertexShader: material.vertexShader,
  63. fragmentShader: material.fragmentShader
  64. };
  65. }
  66. return shaderobject;
  67. }
  68. function allocateBones( object ) {
  69. var skeleton = object.skeleton;
  70. var bones = skeleton.bones;
  71. if ( floatVertexTextures ) {
  72. return 1024;
  73. } else {
  74. // default for when object is not specified
  75. // ( for example when prebuilding shader to be used with multiple objects )
  76. //
  77. // - leave some extra space for other uniforms
  78. // - limit here is ANGLE's 254 max uniform vectors
  79. // (up to 54 should be safe)
  80. var nVertexUniforms = maxVertexUniforms;
  81. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  82. var maxBones = Math.min( nVertexMatrices, bones.length );
  83. if ( maxBones < bones.length ) {
  84. console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
  85. return 0;
  86. }
  87. return maxBones;
  88. }
  89. }
  90. function getTextureEncodingFromMap( map ) {
  91. var encoding;
  92. if ( ! map ) {
  93. encoding = LinearEncoding;
  94. } else if ( map.isTexture ) {
  95. encoding = map.encoding;
  96. } else if ( map.isWebGLRenderTarget ) {
  97. console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
  98. encoding = map.texture.encoding;
  99. }
  100. return encoding;
  101. }
  102. this.getParameters = function ( material, lights, shadows, scene, nClipPlanes, nClipIntersection, object ) {
  103. var fog = scene.fog;
  104. var environment = material.isMeshStandardMaterial ? scene.environment : null;
  105. var envMap = material.envMap || environment;
  106. var shaderID = shaderIDs[ material.type ];
  107. // heuristics to create shader parameters according to lights in the scene
  108. // (not to blow over maxLights budget)
  109. var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0;
  110. if ( material.precision !== null ) {
  111. precision = capabilities.getMaxPrecision( material.precision );
  112. if ( precision !== material.precision ) {
  113. console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
  114. }
  115. }
  116. var shaderobject = getShaderObject( material, shaderID );
  117. material.onBeforeCompile( shaderobject, renderer );
  118. var currentRenderTarget = renderer.getRenderTarget();
  119. var numMultiviewViews = currentRenderTarget && currentRenderTarget.isWebGLMultiviewRenderTarget ? currentRenderTarget.numViews : 0;
  120. var parameters = {
  121. isWebGL2: isWebGL2,
  122. shaderID: shaderID,
  123. shaderName: shaderobject.name,
  124. uniforms: shaderobject.uniforms,
  125. vertexShader: shaderobject.vertexShader,
  126. fragmentShader: shaderobject.fragmentShader,
  127. defines: material.defines,
  128. isRawShaderMaterial: material.isRawShaderMaterial,
  129. isShaderMaterial: material.isShaderMaterial,
  130. precision: precision,
  131. instancing: object.isInstancedMesh === true,
  132. supportsVertexTextures: vertexTextures,
  133. numMultiviewViews: numMultiviewViews,
  134. outputEncoding: ( currentRenderTarget !== null ) ? getTextureEncodingFromMap( currentRenderTarget.texture ) : renderer.outputEncoding,
  135. map: !! material.map,
  136. mapEncoding: getTextureEncodingFromMap( material.map ),
  137. matcap: !! material.matcap,
  138. matcapEncoding: getTextureEncodingFromMap( material.matcap ),
  139. envMap: !! envMap,
  140. envMapMode: envMap && envMap.mapping,
  141. envMapEncoding: getTextureEncodingFromMap( envMap ),
  142. envMapCubeUV: ( !! envMap ) && ( ( envMap.mapping === CubeUVReflectionMapping ) || ( envMap.mapping === CubeUVRefractionMapping ) ),
  143. lightMap: !! material.lightMap,
  144. lightMapEncoding: getTextureEncodingFromMap( material.lightMap ),
  145. aoMap: !! material.aoMap,
  146. emissiveMap: !! material.emissiveMap,
  147. emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap ),
  148. bumpMap: !! material.bumpMap,
  149. normalMap: !! material.normalMap,
  150. objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
  151. tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,
  152. clearcoatNormalMap: !! material.clearcoatNormalMap,
  153. displacementMap: !! material.displacementMap,
  154. roughnessMap: !! material.roughnessMap,
  155. metalnessMap: !! material.metalnessMap,
  156. specularMap: !! material.specularMap,
  157. alphaMap: !! material.alphaMap,
  158. gradientMap: !! material.gradientMap,
  159. sheen: !! material.sheen,
  160. combine: material.combine,
  161. vertexTangents: ( material.normalMap && material.vertexTangents ),
  162. vertexColors: material.vertexColors,
  163. vertexUvs: !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap || !! material.displacementMap,
  164. uvsVertexOnly: ! ( !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap ) && !! material.displacementMap,
  165. fog: !! fog,
  166. useFog: material.fog,
  167. fogExp2: ( fog && fog.isFogExp2 ),
  168. flatShading: material.flatShading,
  169. sizeAttenuation: material.sizeAttenuation,
  170. logarithmicDepthBuffer: logarithmicDepthBuffer,
  171. skinning: material.skinning && maxBones > 0,
  172. maxBones: maxBones,
  173. useVertexTexture: floatVertexTextures,
  174. morphTargets: material.morphTargets,
  175. morphNormals: material.morphNormals,
  176. maxMorphTargets: renderer.maxMorphTargets,
  177. maxMorphNormals: renderer.maxMorphNormals,
  178. numDirLights: lights.directional.length,
  179. numPointLights: lights.point.length,
  180. numSpotLights: lights.spot.length,
  181. numRectAreaLights: lights.rectArea.length,
  182. numHemiLights: lights.hemi.length,
  183. numDirLightShadows: lights.directionalShadowMap.length,
  184. numPointLightShadows: lights.pointShadowMap.length,
  185. numSpotLightShadows: lights.spotShadowMap.length,
  186. numClippingPlanes: nClipPlanes,
  187. numClipIntersection: nClipIntersection,
  188. dithering: material.dithering,
  189. shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,
  190. shadowMapType: renderer.shadowMap.type,
  191. toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,
  192. physicallyCorrectLights: renderer.physicallyCorrectLights,
  193. premultipliedAlpha: material.premultipliedAlpha,
  194. alphaTest: material.alphaTest,
  195. doubleSided: material.side === DoubleSide,
  196. flipSided: material.side === BackSide,
  197. depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false,
  198. index0AttributeName: material.index0AttributeName,
  199. extensionDerivatives: material.extensions && material.extensions.derivatives,
  200. extensionFragDepth: material.extensions && material.extensions.frawbuffers,
  201. extensionDrawbuffers: material.extensions && material.extensions.drawbuffers,
  202. extensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD,
  203. renderExtensionFragDepth: extensions.get( 'EXT_frag_depth' ) !== undefined,
  204. renderExtensionDrawBuffers: extensions.get( 'WEBGL_draw_buffers' ) !== undefined,
  205. renderExtensionShaderTextureLod: extensions.get( 'EXT_shader_texture_lod' ) !== undefined,
  206. onBeforeCompile: material.onBeforeCompile
  207. };
  208. return parameters;
  209. };
  210. this.getProgramCacheKey = function ( parameters ) {
  211. var array = [];
  212. if ( parameters.shaderID ) {
  213. array.push( parameters.shaderID );
  214. } else {
  215. array.push( parameters.fragmentShader );
  216. array.push( parameters.vertexShader );
  217. }
  218. if ( parameters.defines !== undefined ) {
  219. for ( var name in parameters.defines ) {
  220. array.push( name );
  221. array.push( parameters.defines[ name ] );
  222. }
  223. }
  224. if ( parameters.isRawShaderMaterial === undefined ) {
  225. for ( var i = 0; i < parameterNames.length; i ++ ) {
  226. array.push( parameters[ parameterNames[ i ] ] );
  227. }
  228. array.push( renderer.outputEncoding );
  229. array.push( renderer.gammaFactor );
  230. }
  231. array.push( parameters.onBeforeCompile.toString() );
  232. return array.join();
  233. };
  234. this.acquireProgram = function ( parameters, cacheKey ) {
  235. var program;
  236. // Check if code has been already compiled
  237. for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
  238. var preexistingProgram = programs[ p ];
  239. if ( preexistingProgram.cacheKey === cacheKey ) {
  240. program = preexistingProgram;
  241. ++ program.usedTimes;
  242. break;
  243. }
  244. }
  245. if ( program === undefined ) {
  246. program = new WebGLProgram( renderer, cacheKey, parameters );
  247. programs.push( program );
  248. }
  249. return program;
  250. };
  251. this.releaseProgram = function ( program ) {
  252. if ( -- program.usedTimes === 0 ) {
  253. // Remove from unordered set
  254. var i = programs.indexOf( program );
  255. programs[ i ] = programs[ programs.length - 1 ];
  256. programs.pop();
  257. // Free WebGL resources
  258. program.destroy();
  259. }
  260. };
  261. // Exposed for resource monitoring & error feedback via renderer.info:
  262. this.programs = programs;
  263. }
  264. export { WebGLPrograms };