WebGLPrograms.js 7.1 KB

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  1. THREE.WebGLPrograms = function ( renderer, capabilities ) {
  2. var programs = [];
  3. var shaderIDs = {
  4. MeshDepthMaterial: 'depth',
  5. MeshNormalMaterial: 'normal',
  6. MeshBasicMaterial: 'basic',
  7. MeshLambertMaterial: 'lambert',
  8. MeshPhongMaterial: 'phong',
  9. MeshStandardMaterial: 'standard',
  10. LineBasicMaterial: 'basic',
  11. LineDashedMaterial: 'dashed',
  12. PointsMaterial: 'points'
  13. };
  14. var parameterNames = [
  15. "precision", "supportsVertexTextures", "map", "mapEncoding", "envMap", "envMapMode", "envMapEncoding",
  16. "lightMap", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "displacementMap", "specularMap",
  17. "roughnessMap", "metalnessMap",
  18. "alphaMap", "combine", "vertexColors", "fog", "useFog", "fogExp",
  19. "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
  20. "maxBones", "useVertexTexture", "morphTargets", "morphNormals",
  21. "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
  22. "numDirLights", "numPointLights", "numSpotLights", "numHemiLights",
  23. "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
  24. "alphaTest", "doubleSided", "flipSided"
  25. ];
  26. function allocateBones ( object ) {
  27. if ( capabilities.floatVertexTextures && object && object.skeleton && object.skeleton.useVertexTexture ) {
  28. return 1024;
  29. } else {
  30. // default for when object is not specified
  31. // ( for example when prebuilding shader to be used with multiple objects )
  32. //
  33. // - leave some extra space for other uniforms
  34. // - limit here is ANGLE's 254 max uniform vectors
  35. // (up to 54 should be safe)
  36. var nVertexUniforms = capabilities.maxVertexUniforms;
  37. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  38. var maxBones = nVertexMatrices;
  39. if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
  40. maxBones = Math.min( object.skeleton.bones.length, maxBones );
  41. if ( maxBones < object.skeleton.bones.length ) {
  42. console.warn( 'WebGLRenderer: too many bones - ' + object.skeleton.bones.length + ', this GPU supports just ' + maxBones + ' (try OpenGL instead of ANGLE)' );
  43. }
  44. }
  45. return maxBones;
  46. }
  47. }
  48. function getTextureEncodingFromMap( map, gammaOverrideLinear ) {
  49. var encoding;
  50. if ( ! map ) {
  51. encoding = THREE.LinearEncoding;
  52. } else if ( map instanceof THREE.Texture ) {
  53. encoding = map.encoding;
  54. } else if ( map instanceof THREE.WebGLRenderTarget ) {
  55. encoding = map.texture.encoding;
  56. }
  57. // add backwards compatibility for WebGLRenderer.gammaInput/gammaOutput parameter, should probably be removed at some point.
  58. if ( encoding === THREE.LinearEncoding && gammaOverrideLinear ) {
  59. encoding = THREE.GammaEncoding;
  60. }
  61. return encoding;
  62. }
  63. this.getParameters = function ( material, lights, fog, object ) {
  64. var shaderID = shaderIDs[ material.type ];
  65. // heuristics to create shader parameters according to lights in the scene
  66. // (not to blow over maxLights budget)
  67. var maxBones = allocateBones( object );
  68. var precision = renderer.getPrecision();
  69. if ( material.precision !== null ) {
  70. precision = capabilities.getMaxPrecision( material.precision );
  71. if ( precision !== material.precision ) {
  72. console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
  73. }
  74. }
  75. var parameters = {
  76. shaderID: shaderID,
  77. precision: precision,
  78. supportsVertexTextures: capabilities.vertexTextures,
  79. outputEncoding: getTextureEncodingFromMap( renderer.getCurrentRenderTarget(), renderer.gammaOutput ),
  80. map: !! material.map,
  81. mapEncoding: getTextureEncodingFromMap( material.map, renderer.gammaInput ),
  82. envMap: !! material.envMap,
  83. envMapMode: material.envMap && material.envMap.mapping,
  84. envMapEncoding: getTextureEncodingFromMap( material.envMap, renderer.gammaInput ),
  85. envMapCubeUV: ( !! material.envMap ) && ( ( material.envMap.mapping === THREE.CubeUVReflectionMapping ) || ( material.envMap.mapping === THREE.CubeUVRefractionMapping ) ),
  86. lightMap: !! material.lightMap,
  87. aoMap: !! material.aoMap,
  88. emissiveMap: !! material.emissiveMap,
  89. emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap, renderer.gammaInput ),
  90. bumpMap: !! material.bumpMap,
  91. normalMap: !! material.normalMap,
  92. displacementMap: !! material.displacementMap,
  93. roughnessMap: !! material.roughnessMap,
  94. metalnessMap: !! material.metalnessMap,
  95. specularMap: !! material.specularMap,
  96. alphaMap: !! material.alphaMap,
  97. combine: material.combine,
  98. vertexColors: material.vertexColors,
  99. fog: fog,
  100. useFog: material.fog,
  101. fogExp: fog instanceof THREE.FogExp2,
  102. flatShading: material.shading === THREE.FlatShading,
  103. sizeAttenuation: material.sizeAttenuation,
  104. logarithmicDepthBuffer: capabilities.logarithmicDepthBuffer,
  105. skinning: material.skinning,
  106. maxBones: maxBones,
  107. useVertexTexture: capabilities.floatVertexTextures && object && object.skeleton && object.skeleton.useVertexTexture,
  108. morphTargets: material.morphTargets,
  109. morphNormals: material.morphNormals,
  110. maxMorphTargets: renderer.maxMorphTargets,
  111. maxMorphNormals: renderer.maxMorphNormals,
  112. numDirLights: lights.directional.length,
  113. numPointLights: lights.point.length,
  114. numSpotLights: lights.spot.length,
  115. numHemiLights: lights.hemi.length,
  116. shadowMapEnabled: renderer.shadowMap.enabled && object.receiveShadow && lights.shadows.length > 0,
  117. shadowMapType: renderer.shadowMap.type,
  118. toneMapping: renderer.toneMapping,
  119. physicallyCorrectLights: renderer.physicallyCorrectLights,
  120. premultipliedAlpha: material.premultipliedAlpha,
  121. alphaTest: material.alphaTest,
  122. doubleSided: material.side === THREE.DoubleSide,
  123. flipSided: material.side === THREE.BackSide
  124. };
  125. return parameters;
  126. };
  127. this.getProgramCode = function ( material, parameters ) {
  128. var chunks = [];
  129. if ( parameters.shaderID ) {
  130. chunks.push( parameters.shaderID );
  131. } else {
  132. chunks.push( material.fragmentShader );
  133. chunks.push( material.vertexShader );
  134. }
  135. if ( material.defines !== undefined ) {
  136. for ( var name in material.defines ) {
  137. chunks.push( name );
  138. chunks.push( material.defines[ name ] );
  139. }
  140. }
  141. for ( var i = 0; i < parameterNames.length; i ++ ) {
  142. chunks.push( parameters[ parameterNames[ i ] ] );
  143. }
  144. return chunks.join();
  145. };
  146. this.acquireProgram = function ( material, parameters, code ) {
  147. var program;
  148. // Check if code has been already compiled
  149. for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
  150. var programInfo = programs[ p ];
  151. if ( programInfo.code === code ) {
  152. program = programInfo;
  153. ++ program.usedTimes;
  154. break;
  155. }
  156. }
  157. if ( program === undefined ) {
  158. program = new THREE.WebGLProgram( renderer, code, material, parameters );
  159. programs.push( program );
  160. }
  161. return program;
  162. };
  163. this.releaseProgram = function( program ) {
  164. if ( -- program.usedTimes === 0 ) {
  165. // Remove from unordered set
  166. var i = programs.indexOf( program );
  167. programs[ i ] = programs[ programs.length - 1 ];
  168. programs.pop();
  169. // Free WebGL resources
  170. program.destroy();
  171. }
  172. };
  173. // Exposed for resource monitoring & error feedback via renderer.info:
  174. this.programs = programs;
  175. };