📄 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
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
acquireProgram(parameters: any, cacheKey: any): any
¶
Parameters:
parameters
any
cacheKey
any
Returns: any
Calls:
programs.push
Internal Comments:
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:
Code
releaseShaderCache(material: any): void
¶
Parameters:
material
any
Returns: void
Calls:
_customShaders.remove
dispose(): void
¶
Returns: void
Calls:
_customShaders.dispose