313 lines
8.3 KiB
JavaScript
313 lines
8.3 KiB
JavaScript
/**
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* @author mrdoob / http://mrdoob.com/
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*/
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import { BackSide, DoubleSide, CubeUVRefractionMapping, CubeUVReflectionMapping, GammaEncoding, LinearEncoding, ObjectSpaceNormalMap } from '../../constants.js';
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import { WebGLProgram } from './WebGLProgram.js';
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function WebGLPrograms( renderer, extensions, capabilities ) {
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var programs = [];
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var shaderIDs = {
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MeshDepthMaterial: 'depth',
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MeshDistanceMaterial: 'distanceRGBA',
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MeshNormalMaterial: 'normal',
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MeshBasicMaterial: 'basic',
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MeshLambertMaterial: 'lambert',
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MeshPhongMaterial: 'phong',
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MeshToonMaterial: 'phong',
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MeshStandardMaterial: 'physical',
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MeshPhysicalMaterial: 'physical',
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MeshMatcapMaterial: 'matcap',
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LineBasicMaterial: 'basic',
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LineDashedMaterial: 'dashed',
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PointsMaterial: 'points',
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ShadowMaterial: 'shadow',
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SpriteMaterial: 'sprite'
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};
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var parameterNames = [
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"precision", "supportsVertexTextures", "map", "mapEncoding", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding",
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"lightMap", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "displacementMap", "specularMap",
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"roughnessMap", "metalnessMap", "gradientMap",
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"alphaMap", "combine", "vertexColors", "fog", "useFog", "fogExp",
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"flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
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"maxBones", "useVertexTexture", "morphTargets", "morphNormals",
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"maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
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"numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
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"shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
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"alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering"
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];
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function allocateBones( object ) {
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var skeleton = object.skeleton;
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var bones = skeleton.bones;
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if ( capabilities.floatVertexTextures ) {
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return 1024;
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} else {
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// default for when object is not specified
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// ( for example when prebuilding shader to be used with multiple objects )
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//
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// - leave some extra space for other uniforms
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// - limit here is ANGLE's 254 max uniform vectors
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// (up to 54 should be safe)
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var nVertexUniforms = capabilities.maxVertexUniforms;
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var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
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var maxBones = Math.min( nVertexMatrices, bones.length );
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if ( maxBones < bones.length ) {
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console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
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return 0;
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}
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return maxBones;
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}
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}
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function getTextureEncodingFromMap( map, gammaOverrideLinear ) {
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var encoding;
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if ( ! map ) {
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encoding = LinearEncoding;
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} else if ( map.isTexture ) {
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encoding = map.encoding;
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} else if ( map.isWebGLRenderTarget ) {
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console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
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encoding = map.texture.encoding;
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}
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// add backwards compatibility for WebGLRenderer.gammaInput/gammaOutput parameter, should probably be removed at some point.
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if ( encoding === LinearEncoding && gammaOverrideLinear ) {
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encoding = GammaEncoding;
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}
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return encoding;
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}
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this.getParameters = function ( material, lights, shadows, fog, nClipPlanes, nClipIntersection, object ) {
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var shaderID = shaderIDs[ material.type ];
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// heuristics to create shader parameters according to lights in the scene
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// (not to blow over maxLights budget)
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var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0;
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var precision = capabilities.precision;
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if ( material.precision !== null ) {
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precision = capabilities.getMaxPrecision( material.precision );
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if ( precision !== material.precision ) {
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console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
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}
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}
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var currentRenderTarget = renderer.getRenderTarget();
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var parameters = {
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shaderID: shaderID,
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precision: precision,
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supportsVertexTextures: capabilities.vertexTextures,
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outputEncoding: getTextureEncodingFromMap( ( ! currentRenderTarget ) ? null : currentRenderTarget.texture, renderer.gammaOutput ),
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map: !! material.map,
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mapEncoding: getTextureEncodingFromMap( material.map, renderer.gammaInput ),
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matcap: !! material.matcap,
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matcapEncoding: getTextureEncodingFromMap( material.matcap, renderer.gammaInput ),
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envMap: !! material.envMap,
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envMapMode: material.envMap && material.envMap.mapping,
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envMapEncoding: getTextureEncodingFromMap( material.envMap, renderer.gammaInput ),
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envMapCubeUV: ( !! material.envMap ) && ( ( material.envMap.mapping === CubeUVReflectionMapping ) || ( material.envMap.mapping === CubeUVRefractionMapping ) ),
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lightMap: !! material.lightMap,
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aoMap: !! material.aoMap,
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emissiveMap: !! material.emissiveMap,
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emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap, renderer.gammaInput ),
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bumpMap: !! material.bumpMap,
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normalMap: !! material.normalMap,
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objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
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displacementMap: !! material.displacementMap,
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roughnessMap: !! material.roughnessMap,
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metalnessMap: !! material.metalnessMap,
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specularMap: !! material.specularMap,
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alphaMap: !! material.alphaMap,
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gradientMap: !! material.gradientMap,
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combine: material.combine,
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vertexColors: material.vertexColors,
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fog: !! fog,
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useFog: material.fog,
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fogExp: ( fog && fog.isFogExp2 ),
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flatShading: material.flatShading,
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sizeAttenuation: material.sizeAttenuation,
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logarithmicDepthBuffer: capabilities.logarithmicDepthBuffer,
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skinning: material.skinning && maxBones > 0,
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maxBones: maxBones,
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useVertexTexture: capabilities.floatVertexTextures,
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morphTargets: material.morphTargets,
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morphNormals: material.morphNormals,
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maxMorphTargets: renderer.maxMorphTargets,
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maxMorphNormals: renderer.maxMorphNormals,
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numDirLights: lights.directional.length,
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numPointLights: lights.point.length,
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numSpotLights: lights.spot.length,
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numRectAreaLights: lights.rectArea.length,
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numHemiLights: lights.hemi.length,
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numClippingPlanes: nClipPlanes,
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numClipIntersection: nClipIntersection,
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dithering: material.dithering,
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shadowMapEnabled: renderer.shadowMap.enabled && object.receiveShadow && shadows.length > 0,
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shadowMapType: renderer.shadowMap.type,
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toneMapping: renderer.toneMapping,
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physicallyCorrectLights: renderer.physicallyCorrectLights,
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premultipliedAlpha: material.premultipliedAlpha,
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alphaTest: material.alphaTest,
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doubleSided: material.side === DoubleSide,
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flipSided: material.side === BackSide,
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depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false
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};
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return parameters;
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};
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this.getProgramCode = function ( material, parameters ) {
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var array = [];
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if ( parameters.shaderID ) {
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array.push( parameters.shaderID );
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} else {
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array.push( material.fragmentShader );
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array.push( material.vertexShader );
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}
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if ( material.defines !== undefined ) {
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for ( var name in material.defines ) {
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array.push( name );
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array.push( material.defines[ name ] );
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}
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}
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for ( var i = 0; i < parameterNames.length; i ++ ) {
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array.push( parameters[ parameterNames[ i ] ] );
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}
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array.push( material.onBeforeCompile.toString() );
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array.push( renderer.gammaOutput );
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array.push( renderer.gammaFactor );
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return array.join();
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};
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this.acquireProgram = function ( material, shader, parameters, code ) {
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var program;
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// Check if code has been already compiled
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for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
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var programInfo = programs[ p ];
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if ( programInfo.code === code ) {
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program = programInfo;
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++ program.usedTimes;
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break;
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}
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}
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if ( program === undefined ) {
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program = new WebGLProgram( renderer, extensions, code, material, shader, parameters, capabilities );
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programs.push( program );
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}
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return program;
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};
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this.releaseProgram = function ( program ) {
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if ( -- program.usedTimes === 0 ) {
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// Remove from unordered set
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var i = programs.indexOf( program );
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programs[ i ] = programs[ programs.length - 1 ];
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programs.pop();
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// Free WebGL resources
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program.destroy();
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}
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};
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// Exposed for resource monitoring & error feedback via renderer.info:
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this.programs = programs;
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}
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export { WebGLPrograms };
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