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| import GLProgram from './GLProgram';
var loopRegex = /for\s*?\(int\s*?_idx_\s*\=\s*([\w-]+)\;\s*_idx_\s*<\s*([\w-]+);\s*_idx_\s*\+\+\s*\)\s*\{\{([\s\S]+?)(?=\}\})\}\}/g;
function unrollLoop(shaderStr, defines, lightsNumbers) {
// Loop unroll from three.js, https://github.com/mrdoob/three.js/blob/master/src/renderers/webgl/WebGLProgram.js#L175
// In some case like shadowMap in loop use 'i' to index value much slower.
// Loop use _idx_ and increased with _idx_++ will be unrolled
// Use {{ }} to match the pair so the if statement will not be affected
// Write like following
// for (int _idx_ = 0; _idx_ < 4; _idx_++) {{
// vec3 color = texture2D(textures[_idx_], uv).rgb;
// }}
function replace(match, start, end, snippet) {
var unroll = '';
// Try to treat as define
if (isNaN(start)) {
if (start in defines) {
start = defines[start];
}
else {
start = lightNumberDefines[start];
}
}
Eif (isNaN(end)) {
if (end in defines) {
end = defines[end];
}
else {
end = lightNumberDefines[end];
}
}
// TODO Error checking
for (var idx = parseInt(start); idx < parseInt(end); idx++) {
// PENDING Add scope?
unroll += '{'
+ snippet
.replace(/float\s*\(\s*_idx_\s*\)/g, idx.toFixed(1))
.replace(/_idx_/g, idx)
+ '}';
}
return unroll;
}
var lightNumberDefines = {};
for (var lightType in lightsNumbers) {
lightNumberDefines[lightType + '_COUNT'] = lightsNumbers[lightType];
}
return shaderStr.replace(loopRegex, replace);
}
function getDefineCode(defines, lightsNumbers, enabledTextures) {
var defineStr = [];
if (lightsNumbers) {
for (var lightType in lightsNumbers) {
var count = lightsNumbers[lightType];
Eif (count > 0) {
defineStr.push('#define ' + lightType.toUpperCase() + '_COUNT ' + count);
}
}
}
Eif (enabledTextures) {
for (var i = 0; i < enabledTextures.length; i++) {
var symbol = enabledTextures[i];
defineStr.push('#define ' + symbol.toUpperCase() + '_ENABLED');
}
}
// Custom Defines
for (var symbol in defines) {
var value = defines[symbol];
if (value === null) {
defineStr.push('#define ' + symbol);
}
else{
defineStr.push('#define ' + symbol + ' ' + value.toString());
}
}
return defineStr.join('\n');
}
function getExtensionCode(exts) {
// Extension declaration must before all non-preprocessor codes
// TODO vertex ? extension enum ?
var extensionStr = [];
for (var i = 0; i < exts.length; i++) {
extensionStr.push('#extension GL_' + exts[i] + ' : enable');
}
return extensionStr.join('\n');
}
function getPrecisionCode(precision) {
return ['precision', precision, 'float'].join(' ') + ';\n'
+ ['precision', precision, 'int'].join(' ') + ';\n'
// depth texture may have precision problem on iOS device.
+ ['precision', precision, 'sampler2D'].join(' ') + ';\n';
}
function ProgramManager(renderer) {
this._renderer = renderer;
this._cache = {};
}
ProgramManager.prototype.getProgram = function (renderable, material, scene) {
var cache = this._cache;
var key = 's' + material.shader.shaderID + 'm' + material.getProgramKey();
if (scene) {
key += 'se' + scene.getProgramKey(renderable.lightGroup);
}
Iif (renderable.isSkinnedMesh()) {
key += ',' + renderable.joints.length;
}
var program = cache[key];
if (program) {
return program;
}
var lightsNumbers = scene ? scene.getLightsNumbers(renderable.lightGroup) : {};
var renderer = this._renderer;
var _gl = renderer.gl;
var enabledTextures = material.getEnabledTextures();
var skinDefineCode = '';
Iif (renderable.isSkinnedMesh()) {
// TODO Add skinning code?
skinDefineCode = '\n' + getDefineCode({
SKINNING: null,
JOINT_COUNT: renderable.joints.length
}) + '\n';
}
// TODO Optimize key generation
// VERTEX
var vertexDefineStr = skinDefineCode + getDefineCode(material.vertexDefines, lightsNumbers, enabledTextures);
// FRAGMENT
var fragmentDefineStr = skinDefineCode + getDefineCode(material.fragmentDefines, lightsNumbers, enabledTextures);
var vertexCode = vertexDefineStr + '\n' + material.shader.vertex;
var fragmentCode = getExtensionCode([
// TODO Not hard coded
'OES_standard_derivatives',
'EXT_shader_texture_lod'
]) + '\n'
+ getPrecisionCode(material.precision) + '\n'
+ fragmentDefineStr + '\n' + material.shader.fragment;
var finalVertexCode = unrollLoop(vertexCode, material.vertexDefines, lightsNumbers);
var finalFragmentCode = unrollLoop(fragmentCode, material.fragmentDefines, lightsNumbers);
var program = new GLProgram();
program.uniformSemantics = material.shader.uniformSemantics;
program.attributes = material.shader.attributes;
var errorMsg = program.buildProgram(_gl, material.shader, finalVertexCode, finalFragmentCode);
program.__error = errorMsg;
cache[key] = program;
return program;
};
export default ProgramManager; |