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📄 WebGLPrograms.js

📊 Analysis Summary

Metric Count
🔧 Functions 11
📦 Imports 15
📊 Variables & Constants 66

📚 Table of Contents

🛠️ File Location:

📂 src/renderers/webgl/WebGLPrograms.js

📦 Imports

Name Source
BackSide ../../constants.js
DoubleSide ../../constants.js
CubeUVReflectionMapping ../../constants.js
ObjectSpaceNormalMap ../../constants.js
TangentSpaceNormalMap ../../constants.js
NoToneMapping ../../constants.js
NormalBlending ../../constants.js
LinearSRGBColorSpace ../../constants.js
SRGBTransfer ../../constants.js
Layers ../../core/Layers.js
WebGLProgram ./WebGLProgram.js
WebGLShaderCache ./WebGLShaderCache.js
ShaderLib ../shaders/ShaderLib.js
UniformsUtils ../shaders/UniformsUtils.js
ColorManagement ../../math/ColorManagement.js

Variables & Constants

Name Type Kind Value Exported
_programLayers Layers let/var new Layers()
_customShaders WebGLShaderCache let/var new WebGLShaderCache()
_activeChannels Set<any> let/var new Set()
programs any[] let/var []
logarithmicDepthBuffer any let/var capabilities.logarithmicDepthBuffer
SUPPORTS_VERTEX_TEXTURES any let/var capabilities.vertexTextures
precision any let/var capabilities.precision
shaderIDs { MeshDepthMaterial: string; MeshDist... let/var { MeshDepthMaterial: 'depth', MeshDistanceMaterial: 'distanceRGBA', MeshNorma...
fog any let/var scene.fog
geometry any let/var object.geometry
environment any let/var material.isMeshStandardMaterial ? scene.environment : null
envMapCubeUVHeight any let/var ( !! envMap ) && ( envMap.mapping === CubeUVReflectionMapping ) ? envMap.imag...
shaderID any let/var shaderIDs[ material.type ]
morphAttribute any let/var geometry.morphAttributes.position \|\| geometry.morphAttributes.normal \|\| g...
morphTargetsCount any let/var ( morphAttribute !== undefined ) ? morphAttribute.length : 0
morphTextureStride number let/var 0
vertexShader any let/var *not shown*
fragmentShader any let/var *not shown*
customVertexShaderID any let/var *not shown*
customFragmentShaderID any let/var *not shown*
shader any let/var ShaderLib[ shaderID ]
IS_INSTANCEDMESH boolean let/var object.isInstancedMesh === true
IS_BATCHEDMESH boolean let/var object.isBatchedMesh === true
HAS_MAP boolean let/var !! material.map
HAS_MATCAP boolean let/var !! material.matcap
HAS_ENVMAP boolean let/var !! envMap
HAS_AOMAP boolean let/var !! material.aoMap
HAS_LIGHTMAP boolean let/var !! material.lightMap
HAS_BUMPMAP boolean let/var !! material.bumpMap
HAS_NORMALMAP boolean let/var !! material.normalMap
HAS_DISPLACEMENTMAP boolean let/var !! material.displacementMap
HAS_EMISSIVEMAP boolean let/var !! material.emissiveMap
HAS_METALNESSMAP boolean let/var !! material.metalnessMap
HAS_ROUGHNESSMAP boolean let/var !! material.roughnessMap
HAS_ANISOTROPY boolean let/var material.anisotropy > 0
HAS_CLEARCOAT boolean let/var material.clearcoat > 0
HAS_DISPERSION boolean let/var material.dispersion > 0
HAS_IRIDESCENCE boolean let/var material.iridescence > 0
HAS_SHEEN boolean let/var material.sheen > 0
HAS_TRANSMISSION boolean let/var material.transmission > 0
HAS_ANISOTROPYMAP boolean let/var HAS_ANISOTROPY && !! material.anisotropyMap
HAS_CLEARCOATMAP boolean let/var HAS_CLEARCOAT && !! material.clearcoatMap
HAS_CLEARCOAT_NORMALMAP boolean let/var HAS_CLEARCOAT && !! material.clearcoatNormalMap
HAS_CLEARCOAT_ROUGHNESSMAP boolean let/var HAS_CLEARCOAT && !! material.clearcoatRoughnessMap
HAS_IRIDESCENCEMAP boolean let/var HAS_IRIDESCENCE && !! material.iridescenceMap
HAS_IRIDESCENCE_THICKNESSMAP boolean let/var HAS_IRIDESCENCE && !! material.iridescenceThicknessMap
HAS_SHEEN_COLORMAP boolean let/var HAS_SHEEN && !! material.sheenColorMap
HAS_SHEEN_ROUGHNESSMAP boolean let/var HAS_SHEEN && !! material.sheenRoughnessMap
HAS_SPECULARMAP boolean let/var !! material.specularMap
HAS_SPECULAR_COLORMAP boolean let/var !! material.specularColorMap
HAS_SPECULAR_INTENSITYMAP boolean let/var !! material.specularIntensityMap
HAS_TRANSMISSIONMAP boolean let/var HAS_TRANSMISSION && !! material.transmissionMap
HAS_THICKNESSMAP boolean let/var HAS_TRANSMISSION && !! material.thicknessMap
HAS_GRADIENTMAP boolean let/var !! material.gradientMap
HAS_ALPHAMAP boolean let/var !! material.alphaMap
HAS_ALPHATEST boolean let/var material.alphaTest > 0
HAS_ALPHAHASH boolean let/var !! material.alphaHash
HAS_EXTENSIONS boolean let/var !! material.extensions
toneMapping number let/var NoToneMapping
parameters { shaderID: any; shaderType: any; sha... let/var { shaderID: shaderID, shaderType: material.type, shaderName: material.name, v...
array any[] let/var []
shaderID any let/var shaderIDs[ material.type ]
uniforms any let/var *not shown*
shader any let/var ShaderLib[ shaderID ]
program any let/var *not shown*
preexistingProgram any let/var programs[ p ]

Functions

WebGLPrograms(renderer: any, cubemaps: any, cubeuvmaps: any, extensions: any, capabilities: any, bindingStates: any, clipping: any): { getParameters: (material: any, lights: any, shadows: any, scene: any, object: any) => { shaderID: any; shaderType: any; shaderName: any; vertexShader: any; fragmentShader: any; defines: any; ... 121 more ...; customProgramCacheKey: any; }; ... 6 more ...; dispose: () => void; }

Parameters:

  • renderer any
  • cubemaps any
  • cubeuvmaps any
  • extensions any
  • capabilities any
  • bindingStates any
  • clipping any

Returns: { getParameters: (material: any, lights: any, shadows: any, scene: any, object: any) => { shaderID: any; shaderType: any; shaderName: any; vertexShader: any; fragmentShader: any; defines: any; ... 121 more ...; customProgramCacheKey: any; }; ... 6 more ...; dispose: () => void; }

Calls:

  • _activeChannels.add
  • ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get
  • capabilities.getMaxPrecision
  • console.warn
  • _customShaders.update
  • _customShaders.getVertexShaderID
  • _customShaders.getFragmentShaderID
  • renderer.getRenderTarget
  • renderer.state.buffers.depth.getReversed
  • getChannel
  • ColorManagement.getTransfer
  • extensions.has
  • material.customProgramCacheKey
  • _activeChannels.has
  • _activeChannels.clear
  • array.push
  • getProgramCacheKeyParameters
  • getProgramCacheKeyBooleans
  • array.join
  • _programLayers.disableAll
  • _programLayers.enable
  • UniformsUtils.clone
  • programs.push
  • programs.indexOf
  • programs.pop
  • program.destroy
  • _customShaders.remove
  • _customShaders.dispose

Internal Comments:

// heuristics to create shader parameters according to lights in the scene
// (not to blow over maxLights budget)
// (x8)
// the usage of getChannel() determines the active texture channels for this shader (x4)
// Check if code has been already compiled
// Remove from unordered set (x2)
// Free WebGL resources (x4)
// Exposed for resource monitoring & error feedback via renderer.info: (x2)

Code
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 reversedDepthBuffer = 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 && material.wireframe === false ),

            sizeAttenuation: material.sizeAttenuation === true,
            logarithmicDepthBuffer: logarithmicDepthBuffer,
            reversedDepthBuffer: reversedDepthBuffer,

            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 );
        if ( parameters.gradientMap )
            _programLayers.enable( 22 );

        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.reversedDepthBuffer )
            _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
    };

}

getChannel(value: any): string

Parameters:

  • value any

Returns: string

Calls:

  • _activeChannels.add
Code
function getChannel( value ) {

        _activeChannels.add( value );

        if ( value === 0 ) return 'uv';

        return `uv${ value }`;

    }

getParameters(material: any, lights: any, shadows: any, scene: any, object: any): { shaderID: any; shaderType: any; shaderName: any; vertexShader: any; fragmentShader: any; defines: any; customVertexShaderID: any; customFragmentShaderID: any; isRawShaderMaterial: boolean; ... 118 more ...; customProgramCacheKey: any; }

Parameters:

  • material any
  • lights any
  • shadows any
  • scene any
  • object any

Returns: { shaderID: any; shaderType: any; shaderName: any; vertexShader: any; fragmentShader: any; defines: any; customVertexShaderID: any; customFragmentShaderID: any; isRawShaderMaterial: boolean; ... 118 more ...; customProgramCacheKey: any; }

Calls:

  • ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get
  • capabilities.getMaxPrecision
  • console.warn
  • _customShaders.update
  • _customShaders.getVertexShaderID
  • _customShaders.getFragmentShaderID
  • renderer.getRenderTarget
  • renderer.state.buffers.depth.getReversed
  • getChannel
  • ColorManagement.getTransfer
  • extensions.has
  • material.customProgramCacheKey
  • _activeChannels.has
  • _activeChannels.clear

Internal Comments:

// heuristics to create shader parameters according to lights in the scene
// (not to blow over maxLights budget)
// (x8)
// the usage of getChannel() determines the active texture channels for this shader (x4)

Code
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 reversedDepthBuffer = 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 && material.wireframe === false ),

            sizeAttenuation: material.sizeAttenuation === true,
            logarithmicDepthBuffer: logarithmicDepthBuffer,
            reversedDepthBuffer: reversedDepthBuffer,

            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;

    }

getProgramCacheKey(parameters: any): string

Parameters:

  • parameters any

Returns: string

Calls:

  • array.push
  • getProgramCacheKeyParameters
  • getProgramCacheKeyBooleans
  • array.join
Code
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();

    }

getProgramCacheKeyParameters(array: any, parameters: any): void

Parameters:

  • array any
  • parameters any

Returns: void

Calls:

  • array.push
Code
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 );

    }

getProgramCacheKeyBooleans(array: any, parameters: any): void

Parameters:

  • array any
  • parameters any

Returns: void

Calls:

  • _programLayers.disableAll
  • _programLayers.enable
  • array.push
Code
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 );
        if ( parameters.gradientMap )
            _programLayers.enable( 22 );

        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.reversedDepthBuffer )
            _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 );

    }

getUniforms(material: any): any

Parameters:

  • material any

Returns: any

Calls:

  • UniformsUtils.clone
Code
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;

    }

acquireProgram(parameters: any, cacheKey: any): any

Parameters:

  • parameters any
  • cacheKey any

Returns: any

Calls:

  • programs.push

Internal Comments:

// Check if code has been already compiled

Code
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;

    }

releaseProgram(program: any): void

Parameters:

  • program any

Returns: void

Calls:

  • programs.indexOf
  • programs.pop
  • program.destroy

Internal Comments:

// Remove from unordered set (x2)
// Free WebGL resources (x4)

Code
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();

        }

    }

releaseShaderCache(material: any): void

Parameters:

  • material any

Returns: void

Calls:

  • _customShaders.remove
Code
function releaseShaderCache( material ) {

        _customShaders.remove( material );

    }

dispose(): void

Returns: void

Calls:

  • _customShaders.dispose
Code
function dispose() {

        _customShaders.dispose();

    }