three
Version:
JavaScript 3D library
398 lines (264 loc) • 12 kB
JavaScript
/**
* @author mrdoob / http://mrdoob.com/
*/
import { BackSide, DoubleSide, CubeUVRefractionMapping, CubeUVReflectionMapping, LinearEncoding, ObjectSpaceNormalMap, TangentSpaceNormalMap, NoToneMapping } from '../../constants.js';
import { WebGLProgram } from './WebGLProgram.js';
import { ShaderLib } from '../shaders/ShaderLib.js';
import { UniformsUtils } from '../shaders/UniformsUtils.js';
function WebGLPrograms( renderer, extensions, capabilities ) {
var programs = [];
var isWebGL2 = capabilities.isWebGL2;
var logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;
var floatVertexTextures = capabilities.floatVertexTextures;
var precision = capabilities.precision;
var maxVertexUniforms = capabilities.maxVertexUniforms;
var vertexTextures = capabilities.vertexTextures;
var shaderIDs = {
MeshDepthMaterial: 'depth',
MeshDistanceMaterial: 'distanceRGBA',
MeshNormalMaterial: 'normal',
MeshBasicMaterial: 'basic',
MeshLambertMaterial: 'lambert',
MeshPhongMaterial: 'phong',
MeshToonMaterial: 'toon',
MeshStandardMaterial: 'physical',
MeshPhysicalMaterial: 'physical',
MeshMatcapMaterial: 'matcap',
LineBasicMaterial: 'basic',
LineDashedMaterial: 'dashed',
PointsMaterial: 'points',
ShadowMaterial: 'shadow',
SpriteMaterial: 'sprite'
};
var parameterNames = [
"precision", "isWebGL2", "supportsVertexTextures", "outputEncoding", "instancing",
"map", "mapEncoding", "matcap", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding", "envMapCubeUV",
"lightMap", "lightMapEncoding", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "tangentSpaceNormalMap", "clearcoatMap", "clearcoatRoughnessMap", "clearcoatNormalMap", "displacementMap", "specularMap",
"roughnessMap", "metalnessMap", "gradientMap",
"alphaMap", "combine", "vertexColors", "vertexTangents", "vertexUvs", "uvsVertexOnly", "fog", "useFog", "fogExp2",
"flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
"maxBones", "useVertexTexture", "morphTargets", "morphNormals",
"maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
"numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
"numDirLightShadows", "numPointLightShadows", "numSpotLightShadows",
"shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
"alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering",
"sheen"
];
function getShaderObject( material, shaderID ) {
var shaderobject;
if ( shaderID ) {
var shader = ShaderLib[ shaderID ];
shaderobject = {
name: material.type,
uniforms: UniformsUtils.clone( shader.uniforms ),
vertexShader: shader.vertexShader,
fragmentShader: shader.fragmentShader
};
} else {
shaderobject = {
name: material.type,
uniforms: material.uniforms,
vertexShader: material.vertexShader,
fragmentShader: material.fragmentShader
};
}
return shaderobject;
}
function allocateBones( object ) {
var skeleton = object.skeleton;
var bones = skeleton.bones;
if ( floatVertexTextures ) {
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 = maxVertexUniforms;
var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
var maxBones = Math.min( nVertexMatrices, bones.length );
if ( maxBones < bones.length ) {
console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
return 0;
}
return maxBones;
}
}
function getTextureEncodingFromMap( map ) {
var encoding;
if ( ! map ) {
encoding = LinearEncoding;
} else if ( map.isTexture ) {
encoding = map.encoding;
} else if ( map.isWebGLRenderTarget ) {
console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
encoding = map.texture.encoding;
}
return encoding;
}
this.getParameters = function ( material, lights, shadows, scene, nClipPlanes, nClipIntersection, object ) {
var fog = scene.fog;
var environment = material.isMeshStandardMaterial ? scene.environment : null;
var envMap = material.envMap || environment;
var shaderID = shaderIDs[ material.type ];
// heuristics to create shader parameters according to lights in the scene
// (not to blow over maxLights budget)
var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0;
if ( material.precision !== null ) {
precision = capabilities.getMaxPrecision( material.precision );
if ( precision !== material.precision ) {
console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
}
}
var shaderobject = getShaderObject( material, shaderID );
material.onBeforeCompile( shaderobject, renderer );
var currentRenderTarget = renderer.getRenderTarget();
var parameters = {
isWebGL2: isWebGL2,
shaderID: shaderID,
shaderName: shaderobject.name,
uniforms: shaderobject.uniforms,
vertexShader: shaderobject.vertexShader,
fragmentShader: shaderobject.fragmentShader,
defines: material.defines,
isRawShaderMaterial: material.isRawShaderMaterial,
isShaderMaterial: material.isShaderMaterial,
precision: precision,
instancing: object.isInstancedMesh === true,
supportsVertexTextures: vertexTextures,
outputEncoding: ( currentRenderTarget !== null ) ? getTextureEncodingFromMap( currentRenderTarget.texture ) : renderer.outputEncoding,
map: !! material.map,
mapEncoding: getTextureEncodingFromMap( material.map ),
matcap: !! material.matcap,
matcapEncoding: getTextureEncodingFromMap( material.matcap ),
envMap: !! envMap,
envMapMode: envMap && envMap.mapping,
envMapEncoding: getTextureEncodingFromMap( envMap ),
envMapCubeUV: ( !! envMap ) && ( ( envMap.mapping === CubeUVReflectionMapping ) || ( envMap.mapping === CubeUVRefractionMapping ) ),
lightMap: !! material.lightMap,
lightMapEncoding: getTextureEncodingFromMap( material.lightMap ),
aoMap: !! material.aoMap,
emissiveMap: !! material.emissiveMap,
emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap ),
bumpMap: !! material.bumpMap,
normalMap: !! material.normalMap,
objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,
clearcoatMap: !! material.clearcoatMap,
clearcoatRoughnessMap: !! material.clearcoatRoughnessMap,
clearcoatNormalMap: !! material.clearcoatNormalMap,
displacementMap: !! material.displacementMap,
roughnessMap: !! material.roughnessMap,
metalnessMap: !! material.metalnessMap,
specularMap: !! material.specularMap,
alphaMap: !! material.alphaMap,
gradientMap: !! material.gradientMap,
sheen: !! material.sheen,
combine: material.combine,
vertexTangents: ( material.normalMap && material.vertexTangents ),
vertexColors: material.vertexColors,
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,
uvsVertexOnly: ! ( !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap ) && !! material.displacementMap,
fog: !! fog,
useFog: material.fog,
fogExp2: ( fog && fog.isFogExp2 ),
flatShading: material.flatShading,
sizeAttenuation: material.sizeAttenuation,
logarithmicDepthBuffer: logarithmicDepthBuffer,
skinning: material.skinning && maxBones > 0,
maxBones: maxBones,
useVertexTexture: floatVertexTextures,
morphTargets: material.morphTargets,
morphNormals: material.morphNormals,
maxMorphTargets: renderer.maxMorphTargets,
maxMorphNormals: renderer.maxMorphNormals,
numDirLights: lights.directional.length,
numPointLights: lights.point.length,
numSpotLights: lights.spot.length,
numRectAreaLights: lights.rectArea.length,
numHemiLights: lights.hemi.length,
numDirLightShadows: lights.directionalShadowMap.length,
numPointLightShadows: lights.pointShadowMap.length,
numSpotLightShadows: lights.spotShadowMap.length,
numClippingPlanes: nClipPlanes,
numClipIntersection: nClipIntersection,
dithering: material.dithering,
shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,
shadowMapType: renderer.shadowMap.type,
toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,
physicallyCorrectLights: renderer.physicallyCorrectLights,
premultipliedAlpha: material.premultipliedAlpha,
alphaTest: material.alphaTest,
doubleSided: material.side === DoubleSide,
flipSided: material.side === BackSide,
depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false,
index0AttributeName: material.index0AttributeName,
extensionDerivatives: material.extensions && material.extensions.derivatives,
extensionFragDepth: material.extensions && material.extensions.fragDepth,
extensionDrawBuffers: material.extensions && material.extensions.drawBuffers,
extensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD,
rendererExtensionFragDepth: isWebGL2 || extensions.get( 'EXT_frag_depth' ) !== null,
rendererExtensionDrawBuffers: isWebGL2 || extensions.get( 'WEBGL_draw_buffers' ) !== null,
rendererExtensionShaderTextureLod: isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) !== null,
onBeforeCompile: material.onBeforeCompile
};
return parameters;
};
this.getProgramCacheKey = function ( parameters ) {
var array = [];
if ( parameters.shaderID ) {
array.push( parameters.shaderID );
} else {
array.push( parameters.fragmentShader );
array.push( parameters.vertexShader );
}
if ( parameters.defines !== undefined ) {
for ( var name in parameters.defines ) {
array.push( name );
array.push( parameters.defines[ name ] );
}
}
if ( parameters.isRawShaderMaterial === undefined ) {
for ( var i = 0; i < parameterNames.length; i ++ ) {
array.push( parameters[ parameterNames[ i ] ] );
}
array.push( renderer.outputEncoding );
array.push( renderer.gammaFactor );
}
array.push( parameters.onBeforeCompile.toString() );
return array.join();
};
this.acquireProgram = function ( parameters, cacheKey ) {
var program;
// Check if code has been already compiled
for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
var preexistingProgram = programs[ p ];
if ( preexistingProgram.cacheKey === cacheKey ) {
program = preexistingProgram;
++ program.usedTimes;
break;
}
}
if ( program === undefined ) {
program = new WebGLProgram( renderer, cacheKey, parameters );
programs.push( program );
}
return program;
};
this.releaseProgram = function ( program ) {
if ( -- program.usedTimes === 0 ) {
// Remove from unordered set
var i = programs.indexOf( program );
programs[ i ] = programs[ programs.length - 1 ];
programs.pop();
// Free WebGL resources
program.destroy();
}
};
// Exposed for resource monitoring & error feedback via renderer.info:
this.programs = programs;
}
export { WebGLPrograms };