WebGLPrograms.js 7.3 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. MeshPhysicalMaterial: 'physical',
  11. LineBasicMaterial: 'basic',
  12. LineDashedMaterial: 'dashed',
  13. PointsMaterial: 'points'
  14. };
  15. var parameterNames = [
  16. "precision", "supportsVertexTextures", "map", "mapEncoding", "envMap", "envMapMode", "envMapEncoding",
  17. "lightMap", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "displacementMap", "specularMap",
  18. "roughnessMap", "metalnessMap",
  19. "alphaMap", "combine", "vertexColors", "fog", "useFog", "fogExp",
  20. "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
  21. "maxBones", "useVertexTexture", "morphTargets", "morphNormals",
  22. "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
  23. "numDirLights", "numPointLights", "numSpotLights", "numHemiLights",
  24. "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
  25. "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "depthPacking"
  26. ];
  27. function allocateBones ( object ) {
  28. if ( capabilities.floatVertexTextures && object && object.skeleton && object.skeleton.useVertexTexture ) {
  29. return 1024;
  30. } else {
  31. // default for when object is not specified
  32. // ( for example when prebuilding shader to be used with multiple objects )
  33. //
  34. // - leave some extra space for other uniforms
  35. // - limit here is ANGLE's 254 max uniform vectors
  36. // (up to 54 should be safe)
  37. var nVertexUniforms = capabilities.maxVertexUniforms;
  38. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  39. var maxBones = nVertexMatrices;
  40. if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
  41. maxBones = Math.min( object.skeleton.bones.length, maxBones );
  42. if ( maxBones < object.skeleton.bones.length ) {
  43. console.warn( 'WebGLRenderer: too many bones - ' + object.skeleton.bones.length + ', this GPU supports just ' + maxBones + ' (try OpenGL instead of ANGLE)' );
  44. }
  45. }
  46. return maxBones;
  47. }
  48. }
  49. function getTextureEncodingFromMap( map, gammaOverrideLinear ) {
  50. var encoding;
  51. if ( ! map ) {
  52. encoding = THREE.LinearEncoding;
  53. } else if ( map instanceof THREE.Texture ) {
  54. encoding = map.encoding;
  55. } else if ( map instanceof THREE.WebGLRenderTarget ) {
  56. encoding = map.texture.encoding;
  57. }
  58. // add backwards compatibility for WebGLRenderer.gammaInput/gammaOutput parameter, should probably be removed at some point.
  59. if ( encoding === THREE.LinearEncoding && gammaOverrideLinear ) {
  60. encoding = THREE.GammaEncoding;
  61. }
  62. return encoding;
  63. }
  64. this.getParameters = function ( material, lights, fog, nClipPlanes, object ) {
  65. var shaderID = shaderIDs[ material.type ];
  66. // heuristics to create shader parameters according to lights in the scene
  67. // (not to blow over maxLights budget)
  68. var maxBones = allocateBones( object );
  69. var precision = renderer.getPrecision();
  70. if ( material.precision !== null ) {
  71. precision = capabilities.getMaxPrecision( material.precision );
  72. if ( precision !== material.precision ) {
  73. console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
  74. }
  75. }
  76. var parameters = {
  77. shaderID: shaderID,
  78. precision: precision,
  79. supportsVertexTextures: capabilities.vertexTextures,
  80. outputEncoding: getTextureEncodingFromMap( renderer.getCurrentRenderTarget(), renderer.gammaOutput ),
  81. map: !! material.map,
  82. mapEncoding: getTextureEncodingFromMap( material.map, renderer.gammaInput ),
  83. envMap: !! material.envMap,
  84. envMapMode: material.envMap && material.envMap.mapping,
  85. envMapEncoding: getTextureEncodingFromMap( material.envMap, renderer.gammaInput ),
  86. envMapCubeUV: ( !! material.envMap ) && ( ( material.envMap.mapping === THREE.CubeUVReflectionMapping ) || ( material.envMap.mapping === THREE.CubeUVRefractionMapping ) ),
  87. lightMap: !! material.lightMap,
  88. aoMap: !! material.aoMap,
  89. emissiveMap: !! material.emissiveMap,
  90. emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap, renderer.gammaInput ),
  91. bumpMap: !! material.bumpMap,
  92. normalMap: !! material.normalMap,
  93. displacementMap: !! material.displacementMap,
  94. roughnessMap: !! material.roughnessMap,
  95. metalnessMap: !! material.metalnessMap,
  96. specularMap: !! material.specularMap,
  97. alphaMap: !! material.alphaMap,
  98. combine: material.combine,
  99. vertexColors: material.vertexColors,
  100. fog: fog,
  101. useFog: material.fog,
  102. fogExp: fog instanceof THREE.FogExp2,
  103. flatShading: material.shading === THREE.FlatShading,
  104. sizeAttenuation: material.sizeAttenuation,
  105. logarithmicDepthBuffer: capabilities.logarithmicDepthBuffer,
  106. skinning: material.skinning,
  107. maxBones: maxBones,
  108. useVertexTexture: capabilities.floatVertexTextures && object && object.skeleton && object.skeleton.useVertexTexture,
  109. morphTargets: material.morphTargets,
  110. morphNormals: material.morphNormals,
  111. maxMorphTargets: renderer.maxMorphTargets,
  112. maxMorphNormals: renderer.maxMorphNormals,
  113. numDirLights: lights.directional.length,
  114. numPointLights: lights.point.length,
  115. numSpotLights: lights.spot.length,
  116. numHemiLights: lights.hemi.length,
  117. numClippingPlanes: nClipPlanes,
  118. shadowMapEnabled: renderer.shadowMap.enabled && object.receiveShadow && lights.shadows.length > 0,
  119. shadowMapType: renderer.shadowMap.type,
  120. toneMapping: renderer.toneMapping,
  121. physicallyCorrectLights: renderer.physicallyCorrectLights,
  122. premultipliedAlpha: material.premultipliedAlpha,
  123. alphaTest: material.alphaTest,
  124. doubleSided: material.side === THREE.DoubleSide,
  125. flipSided: material.side === THREE.BackSide,
  126. depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false
  127. };
  128. return parameters;
  129. };
  130. this.getProgramCode = function ( material, parameters ) {
  131. var array = [];
  132. if ( parameters.shaderID ) {
  133. array.push( parameters.shaderID );
  134. } else {
  135. array.push( material.fragmentShader );
  136. array.push( material.vertexShader );
  137. }
  138. if ( material.defines !== undefined ) {
  139. for ( var name in material.defines ) {
  140. array.push( name );
  141. array.push( material.defines[ name ] );
  142. }
  143. }
  144. for ( var i = 0; i < parameterNames.length; i ++ ) {
  145. array.push( parameters[ parameterNames[ i ] ] );
  146. }
  147. return array.join();
  148. };
  149. this.acquireProgram = function ( material, parameters, code ) {
  150. var program;
  151. // Check if code has been already compiled
  152. for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
  153. var programInfo = programs[ p ];
  154. if ( programInfo.code === code ) {
  155. program = programInfo;
  156. ++ program.usedTimes;
  157. break;
  158. }
  159. }
  160. if ( program === undefined ) {
  161. program = new THREE.WebGLProgram( renderer, code, material, parameters );
  162. programs.push( program );
  163. }
  164. return program;
  165. };
  166. this.releaseProgram = function( program ) {
  167. if ( -- program.usedTimes === 0 ) {
  168. // Remove from unordered set
  169. var i = programs.indexOf( program );
  170. programs[ i ] = programs[ programs.length - 1 ];
  171. programs.pop();
  172. // Free WebGL resources
  173. program.destroy();
  174. }
  175. };
  176. // Exposed for resource monitoring & error feedback via renderer.info:
  177. this.programs = programs;
  178. };