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[READ-ONLY] Mirror of https://github.com/flo-bit/shapecraft. flo-bit.dev/shapecraft
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21 kB · 664 lines
JavaScript
at commit da69385e
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function WebGLPrograms( renderer, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping ) {
const _programLayers = new Layers(); const _customShaders = new WebGLShaderCache(); const _activeChannels = new Set(); const programs = [];
const logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer; const SUPPORTS_VERTEX_TEXTURES = capabilities.vertexTextures;
let precision = capabilities.precision;
const 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' };
function getChannel( value ) {
_activeChannels.add( value );
if ( value === 0 ) return 'uv';
return `uv${ value }`;
}
function getParameters( material, lights, shadows, scene, object ) {
const fog = scene.fog; const geometry = object.geometry; const environment = material.isMeshStandardMaterial ? scene.environment : null;
const envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || environment ); const envMapCubeUVHeight = ( !! envMap ) && ( envMap.mapping === CubeUVReflectionMapping ) ? envMap.image.height : null;
const shaderID = shaderIDs[ material.type ];
// heuristics to create shader parameters according to lights in the scene // (not to blow over maxLights budget)
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.' );
}
}
//
const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color; const morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0;
let morphTextureStride = 0;
if ( geometry.morphAttributes.position !== undefined ) morphTextureStride = 1; if ( geometry.morphAttributes.normal !== undefined ) morphTextureStride = 2; if ( geometry.morphAttributes.color !== undefined ) morphTextureStride = 3;
//
let vertexShader, fragmentShader; let customVertexShaderID, customFragmentShaderID;
if ( shaderID ) {
const shader = ShaderLib[ shaderID ];
vertexShader = shader.vertexShader; fragmentShader = shader.fragmentShader;
} else {
vertexShader = material.vertexShader; fragmentShader = material.fragmentShader;
_customShaders.update( material );
customVertexShaderID = _customShaders.getVertexShaderID( material ); customFragmentShaderID = _customShaders.getFragmentShaderID( material );
}
const currentRenderTarget = renderer.getRenderTarget(); const reverseDepthBuffer = renderer.state.buffers.depth.getReversed();
const IS_INSTANCEDMESH = object.isInstancedMesh === true; const IS_BATCHEDMESH = object.isBatchedMesh === true;
const HAS_MAP = !! material.map; const HAS_MATCAP = !! material.matcap; const HAS_ENVMAP = !! envMap; const HAS_AOMAP = !! material.aoMap; const HAS_LIGHTMAP = !! material.lightMap; const HAS_BUMPMAP = !! material.bumpMap; const HAS_NORMALMAP = !! material.normalMap; const HAS_DISPLACEMENTMAP = !! material.displacementMap; const HAS_EMISSIVEMAP = !! material.emissiveMap;
const HAS_METALNESSMAP = !! material.metalnessMap; const HAS_ROUGHNESSMAP = !! material.roughnessMap;
const HAS_ANISOTROPY = material.anisotropy > 0; const HAS_CLEARCOAT = material.clearcoat > 0; const HAS_DISPERSION = material.dispersion > 0; const HAS_IRIDESCENCE = material.iridescence > 0; const HAS_SHEEN = material.sheen > 0; const HAS_TRANSMISSION = material.transmission > 0;
const HAS_ANISOTROPYMAP = HAS_ANISOTROPY && !! material.anisotropyMap;
const HAS_CLEARCOATMAP = HAS_CLEARCOAT && !! material.clearcoatMap; const HAS_CLEARCOAT_NORMALMAP = HAS_CLEARCOAT && !! material.clearcoatNormalMap; const HAS_CLEARCOAT_ROUGHNESSMAP = HAS_CLEARCOAT && !! material.clearcoatRoughnessMap;
const HAS_IRIDESCENCEMAP = HAS_IRIDESCENCE && !! material.iridescenceMap; const HAS_IRIDESCENCE_THICKNESSMAP = HAS_IRIDESCENCE && !! material.iridescenceThicknessMap;
const HAS_SHEEN_COLORMAP = HAS_SHEEN && !! material.sheenColorMap; const HAS_SHEEN_ROUGHNESSMAP = HAS_SHEEN && !! material.sheenRoughnessMap;
const HAS_SPECULARMAP = !! material.specularMap; const HAS_SPECULAR_COLORMAP = !! material.specularColorMap; const HAS_SPECULAR_INTENSITYMAP = !! material.specularIntensityMap;
const HAS_TRANSMISSIONMAP = HAS_TRANSMISSION && !! material.transmissionMap; const HAS_THICKNESSMAP = HAS_TRANSMISSION && !! material.thicknessMap;
const HAS_GRADIENTMAP = !! material.gradientMap;
const HAS_ALPHAMAP = !! material.alphaMap;
const HAS_ALPHATEST = material.alphaTest > 0;
const HAS_ALPHAHASH = !! material.alphaHash;
const HAS_EXTENSIONS = !! material.extensions;
let toneMapping = NoToneMapping;
if ( material.toneMapped ) {
if ( currentRenderTarget === null || currentRenderTarget.isXRRenderTarget === true ) {
toneMapping = renderer.toneMapping;
}
}
const parameters = {
shaderID: shaderID, shaderType: material.type, shaderName: material.name,
vertexShader: vertexShader, fragmentShader: fragmentShader, defines: material.defines,
customVertexShaderID: customVertexShaderID, customFragmentShaderID: customFragmentShaderID,
isRawShaderMaterial: material.isRawShaderMaterial === true, glslVersion: material.glslVersion,
precision: precision,
batching: IS_BATCHEDMESH, batchingColor: IS_BATCHEDMESH && object._colorsTexture !== null, instancing: IS_INSTANCEDMESH, instancingColor: IS_INSTANCEDMESH && object.instanceColor !== null, instancingMorph: IS_INSTANCEDMESH && object.morphTexture !== null,
supportsVertexTextures: SUPPORTS_VERTEX_TEXTURES, outputColorSpace: ( currentRenderTarget === null ) ? renderer.outputColorSpace : ( currentRenderTarget.isXRRenderTarget === true ? currentRenderTarget.texture.colorSpace : LinearSRGBColorSpace ), alphaToCoverage: !! material.alphaToCoverage,
map: HAS_MAP, matcap: HAS_MATCAP, envMap: HAS_ENVMAP, envMapMode: HAS_ENVMAP && envMap.mapping, envMapCubeUVHeight: envMapCubeUVHeight, aoMap: HAS_AOMAP, lightMap: HAS_LIGHTMAP, bumpMap: HAS_BUMPMAP, normalMap: HAS_NORMALMAP, displacementMap: SUPPORTS_VERTEX_TEXTURES && HAS_DISPLACEMENTMAP, emissiveMap: HAS_EMISSIVEMAP,
normalMapObjectSpace: HAS_NORMALMAP && material.normalMapType === ObjectSpaceNormalMap, normalMapTangentSpace: HAS_NORMALMAP && material.normalMapType === TangentSpaceNormalMap,
metalnessMap: HAS_METALNESSMAP, roughnessMap: HAS_ROUGHNESSMAP,
anisotropy: HAS_ANISOTROPY, anisotropyMap: HAS_ANISOTROPYMAP,
clearcoat: HAS_CLEARCOAT, clearcoatMap: HAS_CLEARCOATMAP, clearcoatNormalMap: HAS_CLEARCOAT_NORMALMAP, clearcoatRoughnessMap: HAS_CLEARCOAT_ROUGHNESSMAP,
dispersion: HAS_DISPERSION,
iridescence: HAS_IRIDESCENCE, iridescenceMap: HAS_IRIDESCENCEMAP, iridescenceThicknessMap: HAS_IRIDESCENCE_THICKNESSMAP,
sheen: HAS_SHEEN, sheenColorMap: HAS_SHEEN_COLORMAP, sheenRoughnessMap: HAS_SHEEN_ROUGHNESSMAP,
specularMap: HAS_SPECULARMAP, specularColorMap: HAS_SPECULAR_COLORMAP, specularIntensityMap: HAS_SPECULAR_INTENSITYMAP,
transmission: HAS_TRANSMISSION, transmissionMap: HAS_TRANSMISSIONMAP, thicknessMap: HAS_THICKNESSMAP,
gradientMap: HAS_GRADIENTMAP,
opaque: material.transparent === false && material.blending === NormalBlending && material.alphaToCoverage === false,
alphaMap: HAS_ALPHAMAP, alphaTest: HAS_ALPHATEST, alphaHash: HAS_ALPHAHASH,
combine: material.combine,
//
mapUv: HAS_MAP && getChannel( material.map.channel ), aoMapUv: HAS_AOMAP && getChannel( material.aoMap.channel ), lightMapUv: HAS_LIGHTMAP && getChannel( material.lightMap.channel ), bumpMapUv: HAS_BUMPMAP && getChannel( material.bumpMap.channel ), normalMapUv: HAS_NORMALMAP && getChannel( material.normalMap.channel ), displacementMapUv: HAS_DISPLACEMENTMAP && getChannel( material.displacementMap.channel ), emissiveMapUv: HAS_EMISSIVEMAP && getChannel( material.emissiveMap.channel ),
metalnessMapUv: HAS_METALNESSMAP && getChannel( material.metalnessMap.channel ), roughnessMapUv: HAS_ROUGHNESSMAP && getChannel( material.roughnessMap.channel ),
anisotropyMapUv: HAS_ANISOTROPYMAP && getChannel( material.anisotropyMap.channel ),
clearcoatMapUv: HAS_CLEARCOATMAP && getChannel( material.clearcoatMap.channel ), clearcoatNormalMapUv: HAS_CLEARCOAT_NORMALMAP && getChannel( material.clearcoatNormalMap.channel ), clearcoatRoughnessMapUv: HAS_CLEARCOAT_ROUGHNESSMAP && getChannel( material.clearcoatRoughnessMap.channel ),
iridescenceMapUv: HAS_IRIDESCENCEMAP && getChannel( material.iridescenceMap.channel ), iridescenceThicknessMapUv: HAS_IRIDESCENCE_THICKNESSMAP && getChannel( material.iridescenceThicknessMap.channel ),
sheenColorMapUv: HAS_SHEEN_COLORMAP && getChannel( material.sheenColorMap.channel ), sheenRoughnessMapUv: HAS_SHEEN_ROUGHNESSMAP && getChannel( material.sheenRoughnessMap.channel ),
specularMapUv: HAS_SPECULARMAP && getChannel( material.specularMap.channel ), specularColorMapUv: HAS_SPECULAR_COLORMAP && getChannel( material.specularColorMap.channel ), specularIntensityMapUv: HAS_SPECULAR_INTENSITYMAP && getChannel( material.specularIntensityMap.channel ),
transmissionMapUv: HAS_TRANSMISSIONMAP && getChannel( material.transmissionMap.channel ), thicknessMapUv: HAS_THICKNESSMAP && getChannel( material.thicknessMap.channel ),
alphaMapUv: HAS_ALPHAMAP && getChannel( material.alphaMap.channel ),
//
vertexTangents: !! geometry.attributes.tangent && ( HAS_NORMALMAP || HAS_ANISOTROPY ), vertexColors: material.vertexColors, vertexAlphas: material.vertexColors === true && !! geometry.attributes.color && geometry.attributes.color.itemSize === 4,
pointsUvs: object.isPoints === true && !! geometry.attributes.uv && ( HAS_MAP || HAS_ALPHAMAP ),
fog: !! fog, useFog: material.fog === true, fogExp2: ( !! fog && fog.isFogExp2 ),
flatShading: material.flatShading === true,
sizeAttenuation: material.sizeAttenuation === true, logarithmicDepthBuffer: logarithmicDepthBuffer, reverseDepthBuffer: reverseDepthBuffer,
skinning: object.isSkinnedMesh === true,
morphTargets: geometry.morphAttributes.position !== undefined, morphNormals: geometry.morphAttributes.normal !== undefined, morphColors: geometry.morphAttributes.color !== undefined, morphTargetsCount: morphTargetsCount, morphTextureStride: morphTextureStride,
numDirLights: lights.directional.length, numPointLights: lights.point.length, numSpotLights: lights.spot.length, numSpotLightMaps: lights.spotLightMap.length, numRectAreaLights: lights.rectArea.length, numHemiLights: lights.hemi.length,
numDirLightShadows: lights.directionalShadowMap.length, numPointLightShadows: lights.pointShadowMap.length, numSpotLightShadows: lights.spotShadowMap.length, numSpotLightShadowsWithMaps: lights.numSpotLightShadowsWithMaps,
numLightProbes: lights.numLightProbes,
numClippingPlanes: clipping.numPlanes, numClipIntersection: clipping.numIntersection,
dithering: material.dithering,
shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0, shadowMapType: renderer.shadowMap.type,
toneMapping: toneMapping,
decodeVideoTexture: HAS_MAP && ( material.map.isVideoTexture === true ) && ( ColorManagement.getTransfer( material.map.colorSpace ) === SRGBTransfer ), decodeVideoTextureEmissive: HAS_EMISSIVEMAP && ( material.emissiveMap.isVideoTexture === true ) && ( ColorManagement.getTransfer( material.emissiveMap.colorSpace ) === SRGBTransfer ),
premultipliedAlpha: material.premultipliedAlpha,
doubleSided: material.side === DoubleSide, flipSided: material.side === BackSide,
useDepthPacking: material.depthPacking >= 0, depthPacking: material.depthPacking || 0,
index0AttributeName: material.index0AttributeName,
extensionClipCullDistance: HAS_EXTENSIONS && material.extensions.clipCullDistance === true && extensions.has( 'WEBGL_clip_cull_distance' ), extensionMultiDraw: ( HAS_EXTENSIONS && material.extensions.multiDraw === true || IS_BATCHEDMESH ) && extensions.has( 'WEBGL_multi_draw' ),
rendererExtensionParallelShaderCompile: extensions.has( 'KHR_parallel_shader_compile' ),
customProgramCacheKey: material.customProgramCacheKey()
};
// the usage of getChannel() determines the active texture channels for this shader
parameters.vertexUv1s = _activeChannels.has( 1 ); parameters.vertexUv2s = _activeChannels.has( 2 ); parameters.vertexUv3s = _activeChannels.has( 3 );
_activeChannels.clear();
return parameters;
}
function getProgramCacheKey( parameters ) {
const array = [];
if ( parameters.shaderID ) {
array.push( parameters.shaderID );
} else {
array.push( parameters.customVertexShaderID ); array.push( parameters.customFragmentShaderID );
}
if ( parameters.defines !== undefined ) {
for ( const name in parameters.defines ) {
array.push( name ); array.push( parameters.defines[ name ] );
}
}
if ( parameters.isRawShaderMaterial === false ) {
getProgramCacheKeyParameters( array, parameters ); getProgramCacheKeyBooleans( array, parameters ); array.push( renderer.outputColorSpace );
}
array.push( parameters.customProgramCacheKey );
return array.join();
}
function getProgramCacheKeyParameters( array, parameters ) {
array.push( parameters.precision ); array.push( parameters.outputColorSpace ); array.push( parameters.envMapMode ); array.push( parameters.envMapCubeUVHeight ); array.push( parameters.mapUv ); array.push( parameters.alphaMapUv ); array.push( parameters.lightMapUv ); array.push( parameters.aoMapUv ); array.push( parameters.bumpMapUv ); array.push( parameters.normalMapUv ); array.push( parameters.displacementMapUv ); array.push( parameters.emissiveMapUv ); array.push( parameters.metalnessMapUv ); array.push( parameters.roughnessMapUv ); array.push( parameters.anisotropyMapUv ); array.push( parameters.clearcoatMapUv ); array.push( parameters.clearcoatNormalMapUv ); array.push( parameters.clearcoatRoughnessMapUv ); array.push( parameters.iridescenceMapUv ); array.push( parameters.iridescenceThicknessMapUv ); array.push( parameters.sheenColorMapUv ); array.push( parameters.sheenRoughnessMapUv ); array.push( parameters.specularMapUv ); array.push( parameters.specularColorMapUv ); array.push( parameters.specularIntensityMapUv ); array.push( parameters.transmissionMapUv ); array.push( parameters.thicknessMapUv ); array.push( parameters.combine ); array.push( parameters.fogExp2 ); array.push( parameters.sizeAttenuation ); array.push( parameters.morphTargetsCount ); array.push( parameters.morphAttributeCount ); array.push( parameters.numDirLights ); array.push( parameters.numPointLights ); array.push( parameters.numSpotLights ); array.push( parameters.numSpotLightMaps ); array.push( parameters.numHemiLights ); array.push( parameters.numRectAreaLights ); array.push( parameters.numDirLightShadows ); array.push( parameters.numPointLightShadows ); array.push( parameters.numSpotLightShadows ); array.push( parameters.numSpotLightShadowsWithMaps ); array.push( parameters.numLightProbes ); array.push( parameters.shadowMapType ); array.push( parameters.toneMapping ); array.push( parameters.numClippingPlanes ); array.push( parameters.numClipIntersection ); array.push( parameters.depthPacking );
}
function getProgramCacheKeyBooleans( array, parameters ) {
_programLayers.disableAll();
if ( parameters.supportsVertexTextures ) _programLayers.enable( 0 ); if ( parameters.instancing ) _programLayers.enable( 1 ); if ( parameters.instancingColor ) _programLayers.enable( 2 ); if ( parameters.instancingMorph ) _programLayers.enable( 3 ); if ( parameters.matcap ) _programLayers.enable( 4 ); if ( parameters.envMap ) _programLayers.enable( 5 ); if ( parameters.normalMapObjectSpace ) _programLayers.enable( 6 ); if ( parameters.normalMapTangentSpace ) _programLayers.enable( 7 ); if ( parameters.clearcoat ) _programLayers.enable( 8 ); if ( parameters.iridescence ) _programLayers.enable( 9 ); if ( parameters.alphaTest ) _programLayers.enable( 10 ); if ( parameters.vertexColors ) _programLayers.enable( 11 ); if ( parameters.vertexAlphas ) _programLayers.enable( 12 ); if ( parameters.vertexUv1s ) _programLayers.enable( 13 ); if ( parameters.vertexUv2s ) _programLayers.enable( 14 ); if ( parameters.vertexUv3s ) _programLayers.enable( 15 ); if ( parameters.vertexTangents ) _programLayers.enable( 16 ); if ( parameters.anisotropy ) _programLayers.enable( 17 ); if ( parameters.alphaHash ) _programLayers.enable( 18 ); if ( parameters.batching ) _programLayers.enable( 19 ); if ( parameters.dispersion ) _programLayers.enable( 20 ); if ( parameters.batchingColor ) _programLayers.enable( 21 );
array.push( _programLayers.mask ); _programLayers.disableAll();
if ( parameters.fog ) _programLayers.enable( 0 ); if ( parameters.useFog ) _programLayers.enable( 1 ); if ( parameters.flatShading ) _programLayers.enable( 2 ); if ( parameters.logarithmicDepthBuffer ) _programLayers.enable( 3 ); if ( parameters.reverseDepthBuffer ) _programLayers.enable( 4 ); if ( parameters.skinning ) _programLayers.enable( 5 ); if ( parameters.morphTargets ) _programLayers.enable( 6 ); if ( parameters.morphNormals ) _programLayers.enable( 7 ); if ( parameters.morphColors ) _programLayers.enable( 8 ); if ( parameters.premultipliedAlpha ) _programLayers.enable( 9 ); if ( parameters.shadowMapEnabled ) _programLayers.enable( 10 ); if ( parameters.doubleSided ) _programLayers.enable( 11 ); if ( parameters.flipSided ) _programLayers.enable( 12 ); if ( parameters.useDepthPacking ) _programLayers.enable( 13 ); if ( parameters.dithering ) _programLayers.enable( 14 ); if ( parameters.transmission ) _programLayers.enable( 15 ); if ( parameters.sheen ) _programLayers.enable( 16 ); if ( parameters.opaque ) _programLayers.enable( 17 ); if ( parameters.pointsUvs ) _programLayers.enable( 18 ); if ( parameters.decodeVideoTexture ) _programLayers.enable( 19 ); if ( parameters.decodeVideoTextureEmissive ) _programLayers.enable( 20 ); if ( parameters.alphaToCoverage ) _programLayers.enable( 21 );
array.push( _programLayers.mask );
}
function getUniforms( material ) {
const shaderID = shaderIDs[ material.type ]; let uniforms;
if ( shaderID ) {
const shader = ShaderLib[ shaderID ]; uniforms = UniformsUtils.clone( shader.uniforms );
} else {
uniforms = material.uniforms;
}
return uniforms;
}
function acquireProgram( parameters, cacheKey ) {
let program;
// Check if code has been already compiled for ( let p = 0, pl = programs.length; p < pl; p ++ ) {
const preexistingProgram = programs[ p ];
if ( preexistingProgram.cacheKey === cacheKey ) {
program = preexistingProgram; ++ program.usedTimes;
break;
}
}
if ( program === undefined ) {
program = new WebGLProgram( renderer, cacheKey, parameters, bindingStates ); programs.push( program );
}
return program;
}
function releaseProgram( program ) {
if ( -- program.usedTimes === 0 ) {
// Remove from unordered set const i = programs.indexOf( program ); programs[ i ] = programs[ programs.length - 1 ]; programs.pop();
// Free WebGL resources program.destroy();
}
}
function releaseShaderCache( material ) {
_customShaders.remove( material );
}
function dispose() {
_customShaders.dispose();
}
return { getParameters: getParameters, getProgramCacheKey: getProgramCacheKey, getUniforms: getUniforms, acquireProgram: acquireProgram, releaseProgram: releaseProgram, releaseShaderCache: releaseShaderCache, // Exposed for resource monitoring & error feedback via renderer.info: programs: programs, dispose: dispose };
}
export { WebGLPrograms };