未验证 提交 640f046f 编写于 作者: M Mr.doob 提交者: GitHub

Merge pull request #16069 from mrdoob/webgluniforms

WebGLUniforms: Remove WebGLRenderer dependency.
......@@ -145,10 +145,6 @@ function WebGLRenderer( parameters ) {
//
_usedTextureUnits = 0,
//
_width = _canvas.width,
_height = _canvas.height,
......@@ -1635,7 +1631,7 @@ function WebGLRenderer( parameters ) {
function setProgram( camera, fog, material, object ) {
_usedTextureUnits = 0;
textures.resetTextureUnits();
var materialProperties = properties.get( material );
var lights = currentRenderState.state.lights;
......@@ -1822,7 +1818,7 @@ function WebGLRenderer( parameters ) {
}
p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture );
p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
} else {
......@@ -1952,13 +1948,13 @@ function WebGLRenderer( parameters ) {
if ( m_uniforms.ltc_1 !== undefined ) m_uniforms.ltc_1.value = UniformsLib.LTC_1;
if ( m_uniforms.ltc_2 !== undefined ) m_uniforms.ltc_2.value = UniformsLib.LTC_2;
WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, _this, textures );
WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
}
if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, _this, textures );
WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
material.uniformsNeedUpdate = false;
}
......@@ -2421,114 +2417,6 @@ function WebGLRenderer( parameters ) {
}
// Textures
function allocTextureUnit() {
var textureUnit = _usedTextureUnits;
if ( textureUnit >= capabilities.maxTextures ) {
console.warn( 'THREE.WebGLRenderer: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
}
_usedTextureUnits += 1;
return textureUnit;
}
this.allocTextureUnit = allocTextureUnit;
// this.setTexture2D = setTexture2D;
this.setTexture2D = ( function () {
var warned = false;
// backwards compatibility: peel texture.texture
return function setTexture2D( texture, slot ) {
if ( texture && texture.isWebGLRenderTarget ) {
if ( ! warned ) {
console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
warned = true;
}
texture = texture.texture;
}
textures.setTexture2D( texture, slot );
};
}() );
this.setTexture = ( function () {
var warned = false;
return function setTexture( texture, slot ) {
if ( ! warned ) {
console.warn( "THREE.WebGLRenderer: .setTexture is deprecated, use setTexture2D instead." );
warned = true;
}
textures.setTexture2D( texture, slot );
};
}() );
this.setTextureCube = ( function () {
var warned = false;
return function setTextureCube( texture, slot ) {
// backwards compatibility: peel texture.texture
if ( texture && texture.isWebGLRenderTargetCube ) {
if ( ! warned ) {
console.warn( "THREE.WebGLRenderer.setTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
warned = true;
}
texture = texture.texture;
}
// currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture
// TODO: unify these code paths
if ( ( texture && texture.isCubeTexture ) ||
( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
// CompressedTexture can have Array in image :/
// this function alone should take care of cube textures
textures.setTextureCube( texture, slot );
} else {
// assumed: texture property of THREE.WebGLRenderTargetCube
textures.setTextureCubeDynamic( texture, slot );
}
};
}() );
//
this.setFramebuffer = function ( value ) {
......
......@@ -670,7 +670,7 @@ function WebGLProgram( renderer, extensions, code, material, shader, parameters,
if ( cachedUniforms === undefined ) {
cachedUniforms = new WebGLUniforms( gl, program, renderer, textures );
cachedUniforms = new WebGLUniforms( gl, program, textures );
}
......
......@@ -265,7 +265,31 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
//
var textureUnits = 0;
function resetTextureUnits() {
textureUnits = 0;
}
function allocateTextureUnit() {
var textureUnit = textureUnits;
if ( textureUnit >= capabilities.maxTextures ) {
console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
}
textureUnits += 1;
return textureUnit;
}
//
function setTexture2D( texture, slot ) {
......@@ -1077,6 +1101,69 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
}
// backwards compatibility
var warnedTexture2D = false;
var warnedTextureCube = false;
function safeSetTexture2D( texture, slot ) {
if ( texture && texture.isWebGLRenderTarget ) {
if ( warnedTexture2D === false ) {
console.warn( "THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead." );
warnedTexture2D = true;
}
texture = texture.texture;
}
setTexture2D( texture, slot );
}
function safeSetTextureCube( texture, slot ) {
if ( texture && texture.isWebGLRenderTargetCube ) {
if ( warnedTextureCube === false ) {
console.warn( "THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
warnedTextureCube = true;
}
texture = texture.texture;
}
// currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture
// TODO: unify these code paths
if ( ( texture && texture.isCubeTexture ) ||
( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
// CompressedTexture can have Array in image :/
// this function alone should take care of cube textures
setTextureCube( texture, slot );
} else {
// assumed: texture property of THREE.WebGLRenderTargetCube
setTextureCubeDynamic( texture, slot );
}
}
//
this.allocateTextureUnit = allocateTextureUnit;
this.resetTextureUnits = resetTextureUnits;
this.setTexture2D = setTexture2D;
this.setTexture2DArray = setTexture2DArray;
this.setTexture3D = setTexture3D;
......@@ -1086,7 +1173,9 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
this.updateRenderTargetMipmap = updateRenderTargetMipmap;
this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
}
this.safeSetTexture2D = safeSetTexture2D;
this.safeSetTextureCube = safeSetTextureCube;
}
export { WebGLTextures };
import { WebGLProgram } from './WebGLProgram';
import { WebGLRenderer } from './../WebGLRenderer';
import { WebGLTextures } from './WebGLTextures';
export class WebGLUniforms {
constructor(gl: any, program: WebGLProgram, renderer: WebGLRenderer, textures: WebGLTextures);
constructor(gl: any, program: WebGLProgram);
renderer: WebGLRenderer;
setValue(gl: any, name: string, value: any): void;
set(gl: any, object: any, name: string): void;
setValue(gl: any, name: string, value: any, textures: WebGLTextures): void;
setOptional(gl: any, object: any, name: string): void;
static upload(gl: any, seq: any, values: any[], renderer: WebGLRenderer, textures: WebGLTextures): void;
static upload(gl: any, seq: any, values: any[], textures: WebGLTextures): void;
static seqWithValue(seq: any, values: any[]): any[];
static splitDynamic(seq: any, values: any[]): any[];
static evalDynamic(seq: any, values: any[], object: any, camera: any): any[];
......
......@@ -5,7 +5,7 @@
*
* Uniforms of a program.
* Those form a tree structure with a special top-level container for the root,
* which you get by calling 'new WebGLUniforms( gl, program, renderer )'.
* which you get by calling 'new WebGLUniforms( gl, program )'.
*
*
* Properties of inner nodes including the top-level container:
......@@ -16,15 +16,15 @@
*
* Methods of all nodes except the top-level container:
*
* .setValue( gl, value, [renderer] )
* .setValue( gl, value, [textures] )
*
* uploads a uniform value(s)
* the 'renderer' parameter is needed for sampler uniforms
* the 'textures' parameter is needed for sampler uniforms
*
*
* Static methods of the top-level container (renderer factorizations):
* Static methods of the top-level container (textures factorizations):
*
* .upload( gl, seq, values, renderer )
* .upload( gl, seq, values, textures )
*
* sets uniforms in 'seq' to 'values[id].value'
*
......@@ -33,16 +33,12 @@
* filters 'seq' entries with corresponding entry in values
*
*
* Methods of the top-level container (renderer factorizations):
* Methods of the top-level container (textures factorizations):
*
* .setValue( gl, name, value )
* .setValue( gl, name, value, textures )
*
* sets uniform with name 'name' to 'value'
*
* .set( gl, obj, prop )
*
* sets uniform from object and property with same name than uniform
*
* .setOptional( gl, obj, prop )
*
* like .set for an optional property of the object
......@@ -59,15 +55,6 @@ var emptyTexture2dArray = new DataTexture2DArray();
var emptyTexture3d = new DataTexture3D();
var emptyCubeTexture = new CubeTexture();
// --- Base for inner nodes (including the root) ---
function UniformContainer() {
this.seq = [];
this.map = {};
}
// --- Utilities ---
// Array Caches (provide typed arrays for temporary by size)
......@@ -144,7 +131,7 @@ function copyArray( a, b ) {
// Texture unit allocation
function allocTexUnits( renderer, n ) {
function allocTexUnits( textures, n ) {
var r = arrayCacheI32[ n ];
......@@ -156,7 +143,7 @@ function allocTexUnits( renderer, n ) {
}
for ( var i = 0; i !== n; ++ i )
r[ i ] = renderer.allocTextureUnit();
r[ i ] = textures.allocateTextureUnit();
return r;
......@@ -376,10 +363,10 @@ function setValue4fm( gl, v ) {
// Single texture (2D / Cube)
function setValueT1( gl, v, renderer ) {
function setValueT1( gl, v, textures ) {
var cache = this.cache;
var unit = renderer.allocTextureUnit();
var unit = textures.allocateTextureUnit();
if ( cache[ 0 ] !== unit ) {
......@@ -388,14 +375,14 @@ function setValueT1( gl, v, renderer ) {
}
renderer.setTexture2D( v || emptyTexture, unit );
textures.safeSetTexture2D( v || emptyTexture, unit );
}
function setValueT2DArray1( gl, v, renderer, textures ) {
function setValueT2DArray1( gl, v, textures ) {
var cache = this.cache;
var unit = renderer.allocTextureUnit();
var unit = textures.allocateTextureUnit();
if ( cache[ 0 ] !== unit ) {
......@@ -408,10 +395,10 @@ function setValueT2DArray1( gl, v, renderer, textures ) {
}
function setValueT3D1( gl, v, renderer, textures ) {
function setValueT3D1( gl, v, textures ) {
var cache = this.cache;
var unit = renderer.allocTextureUnit();
var unit = textures.allocateTextureUnit();
if ( cache[ 0 ] !== unit ) {
......@@ -424,10 +411,10 @@ function setValueT3D1( gl, v, renderer, textures ) {
}
function setValueT6( gl, v, renderer ) {
function setValueT6( gl, v, textures ) {
var cache = this.cache;
var unit = renderer.allocTextureUnit();
var unit = textures.allocateTextureUnit();
if ( cache[ 0 ] !== unit ) {
......@@ -436,7 +423,7 @@ function setValueT6( gl, v, renderer ) {
}
renderer.setTextureCube( v || emptyCubeTexture, unit );
textures.safeSetTextureCube( v || emptyCubeTexture, unit );
}
......@@ -616,12 +603,12 @@ function setValueM4a( gl, v ) {
// Array of textures (2D / Cube)
function setValueT1a( gl, v, renderer ) {
function setValueT1a( gl, v, textures ) {
var cache = this.cache;
var n = v.length;
var units = allocTexUnits( renderer, n );
var units = allocTexUnits( textures, n );
if ( arraysEqual( cache, units ) === false ) {
......@@ -632,18 +619,18 @@ function setValueT1a( gl, v, renderer ) {
for ( var i = 0; i !== n; ++ i ) {
renderer.setTexture2D( v[ i ] || emptyTexture, units[ i ] );
textures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] );
}
}
function setValueT6a( gl, v, renderer ) {
function setValueT6a( gl, v, textures ) {
var cache = this.cache;
var n = v.length;
var units = allocTexUnits( renderer, n );
var units = allocTexUnits( textures, n );
if ( arraysEqual( cache, units ) === false ) {
......@@ -654,7 +641,7 @@ function setValueT6a( gl, v, renderer ) {
for ( var i = 0; i !== n; ++ i ) {
renderer.setTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );
textures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );
}
......@@ -730,18 +717,19 @@ function StructuredUniform( id ) {
this.id = id;
UniformContainer.call( this ); // mix-in
this.seq = [];
this.map = {};
}
StructuredUniform.prototype.setValue = function ( gl, value, renderer ) {
StructuredUniform.prototype.setValue = function ( gl, value, textures ) {
var seq = this.seq;
for ( var i = 0, n = seq.length; i !== n; ++ i ) {
var u = seq[ i ];
u.setValue( gl, value[ u.id ], renderer );
u.setValue( gl, value[ u.id ], textures );
}
......@@ -821,12 +809,10 @@ function parseUniform( activeInfo, addr, container ) {
// Root Container
function WebGLUniforms( gl, program, renderer, textures ) {
function WebGLUniforms( gl, program ) {
UniformContainer.call( this );
this.renderer = renderer;
this.textures = textures;
this.seq = [];
this.map = {};
var n = gl.getProgramParameter( program, gl.ACTIVE_UNIFORMS );
......@@ -841,11 +827,11 @@ function WebGLUniforms( gl, program, renderer, textures ) {
}
WebGLUniforms.prototype.setValue = function ( gl, name, value ) {
WebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) {
var u = this.map[ name ];
if ( u !== undefined ) u.setValue( gl, value, this.renderer, this.textures );
if ( u !== undefined ) u.setValue( gl, value, textures );
};
......@@ -860,7 +846,7 @@ WebGLUniforms.prototype.setOptional = function ( gl, object, name ) {
// Static interface
WebGLUniforms.upload = function ( gl, seq, values, renderer, textures ) {
WebGLUniforms.upload = function ( gl, seq, values, textures ) {
for ( var i = 0, n = seq.length; i !== n; ++ i ) {
......@@ -870,7 +856,7 @@ WebGLUniforms.upload = function ( gl, seq, values, renderer, textures ) {
if ( v.needsUpdate !== false ) {
// note: always updating when .needsUpdate is undefined
u.setValue( gl, v.value, renderer, textures );
u.setValue( gl, v.value, textures );
}
......
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