WebGLRenderer.js 153 KB

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  1. /**
  2. * @author supereggbert / http://www.paulbrunt.co.uk/
  3. * @author mrdoob / http://mrdoob.com/
  4. * @author alteredq / http://alteredqualia.com/
  5. * @author szimek / https://github.com/szimek/
  6. */
  7. THREE.WebGLRenderer = function ( parameters ) {
  8. console.log( 'THREE.WebGLRenderer', THREE.REVISION );
  9. parameters = parameters || {};
  10. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
  11. _context = parameters.context !== undefined ? parameters.context : null,
  12. _precision = parameters.precision !== undefined ? parameters.precision : 'highp',
  13. _buffers = {},
  14. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  15. _depth = parameters.depth !== undefined ? parameters.depth : true,
  16. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  17. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  18. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  19. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  20. _clearColor = new THREE.Color( 0x000000 ),
  21. _clearAlpha = 0;
  22. // public properties
  23. this.domElement = _canvas;
  24. this.context = null;
  25. this.devicePixelRatio = parameters.devicePixelRatio !== undefined
  26. ? parameters.devicePixelRatio
  27. : self.devicePixelRatio !== undefined
  28. ? self.devicePixelRatio
  29. : 1;
  30. // clearing
  31. this.autoClear = true;
  32. this.autoClearColor = true;
  33. this.autoClearDepth = true;
  34. this.autoClearStencil = true;
  35. // scene graph
  36. this.sortObjects = true;
  37. this.autoUpdateObjects = true;
  38. // physically based shading
  39. this.gammaInput = false;
  40. this.gammaOutput = false;
  41. // shadow map
  42. this.shadowMapEnabled = false;
  43. this.shadowMapAutoUpdate = true;
  44. this.shadowMapType = THREE.PCFShadowMap;
  45. this.shadowMapCullFace = THREE.CullFaceFront;
  46. this.shadowMapDebug = false;
  47. this.shadowMapCascade = false;
  48. // morphs
  49. this.maxMorphTargets = 8;
  50. this.maxMorphNormals = 4;
  51. // flags
  52. this.autoScaleCubemaps = true;
  53. // custom render plugins
  54. this.renderPluginsPre = [];
  55. this.renderPluginsPost = [];
  56. // info
  57. this.info = {
  58. memory: {
  59. programs: 0,
  60. geometries: 0,
  61. textures: 0
  62. },
  63. render: {
  64. calls: 0,
  65. vertices: 0,
  66. faces: 0,
  67. points: 0
  68. }
  69. };
  70. // internal properties
  71. var _this = this,
  72. _programs = [],
  73. _programs_counter = 0,
  74. // internal state cache
  75. _currentProgram = null,
  76. _currentFramebuffer = null,
  77. _currentMaterialId = -1,
  78. _currentGeometryGroupHash = null,
  79. _currentCamera = null,
  80. _usedTextureUnits = 0,
  81. // GL state cache
  82. _oldDoubleSided = -1,
  83. _oldFlipSided = -1,
  84. _oldBlending = -1,
  85. _oldBlendEquation = -1,
  86. _oldBlendSrc = -1,
  87. _oldBlendDst = -1,
  88. _oldDepthTest = -1,
  89. _oldDepthWrite = -1,
  90. _oldPolygonOffset = null,
  91. _oldPolygonOffsetFactor = null,
  92. _oldPolygonOffsetUnits = null,
  93. _oldLineWidth = null,
  94. _viewportX = 0,
  95. _viewportY = 0,
  96. _viewportWidth = _canvas.width,
  97. _viewportHeight = _canvas.height,
  98. _currentWidth = 0,
  99. _currentHeight = 0,
  100. _newAttributes = new Uint8Array( 16 ),
  101. _enabledAttributes = new Uint8Array( 16 ),
  102. // frustum
  103. _frustum = new THREE.Frustum(),
  104. // camera matrices cache
  105. _projScreenMatrix = new THREE.Matrix4(),
  106. _projScreenMatrixPS = new THREE.Matrix4(),
  107. _vector3 = new THREE.Vector3(),
  108. // light arrays cache
  109. _direction = new THREE.Vector3(),
  110. _lightsNeedUpdate = true,
  111. _lights = {
  112. ambient: [ 0, 0, 0 ],
  113. directional: { length: 0, colors: new Array(), positions: new Array() },
  114. point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() },
  115. spot: { length: 0, colors: new Array(), positions: new Array(), distances: new Array(), directions: new Array(), anglesCos: new Array(), exponents: new Array() },
  116. hemi: { length: 0, skyColors: new Array(), groundColors: new Array(), positions: new Array() }
  117. };
  118. // initialize
  119. var _gl;
  120. var _glExtensionTextureFloat;
  121. var _glExtensionTextureFloatLinear;
  122. var _glExtensionStandardDerivatives;
  123. var _glExtensionTextureFilterAnisotropic;
  124. var _glExtensionCompressedTextureS3TC;
  125. var _glExtensionElementIndexUint;
  126. initGL();
  127. setDefaultGLState();
  128. this.context = _gl;
  129. // GPU capabilities
  130. var _maxTextures = _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS );
  131. var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
  132. var _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE );
  133. var _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE );
  134. var _maxAnisotropy = _glExtensionTextureFilterAnisotropic ? _gl.getParameter( _glExtensionTextureFilterAnisotropic.MAX_TEXTURE_MAX_ANISOTROPY_EXT ) : 0;
  135. var _supportsVertexTextures = ( _maxVertexTextures > 0 );
  136. var _supportsBoneTextures = _supportsVertexTextures && _glExtensionTextureFloat;
  137. var _compressedTextureFormats = _glExtensionCompressedTextureS3TC ? _gl.getParameter( _gl.COMPRESSED_TEXTURE_FORMATS ) : [];
  138. //
  139. var _vertexShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_FLOAT );
  140. var _vertexShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_FLOAT );
  141. var _vertexShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.LOW_FLOAT );
  142. var _fragmentShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_FLOAT );
  143. var _fragmentShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_FLOAT );
  144. var _fragmentShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.LOW_FLOAT );
  145. var _vertexShaderPrecisionHighpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_INT );
  146. var _vertexShaderPrecisionMediumpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_INT );
  147. var _vertexShaderPrecisionLowpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.LOW_INT );
  148. var _fragmentShaderPrecisionHighpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_INT );
  149. var _fragmentShaderPrecisionMediumpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_INT );
  150. var _fragmentShaderPrecisionLowpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.LOW_INT );
  151. // clamp precision to maximum available
  152. var highpAvailable = _vertexShaderPrecisionHighpFloat.precision > 0 && _fragmentShaderPrecisionHighpFloat.precision > 0;
  153. var mediumpAvailable = _vertexShaderPrecisionMediumpFloat.precision > 0 && _fragmentShaderPrecisionMediumpFloat.precision > 0;
  154. if ( _precision === "highp" && ! highpAvailable ) {
  155. if ( mediumpAvailable ) {
  156. _precision = "mediump";
  157. console.warn( "WebGLRenderer: highp not supported, using mediump" );
  158. } else {
  159. _precision = "lowp";
  160. console.warn( "WebGLRenderer: highp and mediump not supported, using lowp" );
  161. }
  162. }
  163. if ( _precision === "mediump" && ! mediumpAvailable ) {
  164. _precision = "lowp";
  165. console.warn( "WebGLRenderer: mediump not supported, using lowp" );
  166. }
  167. // API
  168. this.getContext = function () {
  169. return _gl;
  170. };
  171. this.supportsVertexTextures = function () {
  172. return _supportsVertexTextures;
  173. };
  174. this.supportsFloatTextures = function () {
  175. return _glExtensionTextureFloat;
  176. };
  177. this.supportsStandardDerivatives = function () {
  178. return _glExtensionStandardDerivatives;
  179. };
  180. this.supportsCompressedTextureS3TC = function () {
  181. return _glExtensionCompressedTextureS3TC;
  182. };
  183. this.getMaxAnisotropy = function () {
  184. return _maxAnisotropy;
  185. };
  186. this.getPrecision = function () {
  187. return _precision;
  188. };
  189. this.setSize = function ( width, height, updateStyle ) {
  190. _canvas.width = width * this.devicePixelRatio;
  191. _canvas.height = height * this.devicePixelRatio;
  192. if ( this.devicePixelRatio !== 1 && updateStyle !== false ) {
  193. _canvas.style.width = width + 'px';
  194. _canvas.style.height = height + 'px';
  195. }
  196. this.setViewport( 0, 0, width, height );
  197. };
  198. this.setViewport = function ( x, y, width, height ) {
  199. _viewportX = x * this.devicePixelRatio;
  200. _viewportY = y * this.devicePixelRatio;
  201. _viewportWidth = width * this.devicePixelRatio;
  202. _viewportHeight = height * this.devicePixelRatio;
  203. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  204. };
  205. this.setScissor = function ( x, y, width, height ) {
  206. _gl.scissor(
  207. x * this.devicePixelRatio,
  208. y * this.devicePixelRatio,
  209. width * this.devicePixelRatio,
  210. height * this.devicePixelRatio
  211. );
  212. };
  213. this.enableScissorTest = function ( enable ) {
  214. enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );
  215. };
  216. // Clearing
  217. this.setClearColor = function ( color, alpha ) {
  218. _clearColor.set( color );
  219. _clearAlpha = alpha !== undefined ? alpha : 1;
  220. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  221. };
  222. this.setClearColorHex = function ( hex, alpha ) {
  223. console.warn( 'DEPRECATED: .setClearColorHex() is being removed. Use .setClearColor() instead.' );
  224. this.setClearColor( hex, alpha );
  225. };
  226. this.getClearColor = function () {
  227. return _clearColor;
  228. };
  229. this.getClearAlpha = function () {
  230. return _clearAlpha;
  231. };
  232. this.clear = function ( color, depth, stencil ) {
  233. var bits = 0;
  234. if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  235. if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  236. if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  237. _gl.clear( bits );
  238. };
  239. this.clearColor = function () {
  240. _gl.clear( _gl.COLOR_BUFFER_BIT );
  241. };
  242. this.clearDepth = function () {
  243. _gl.clear( _gl.DEPTH_BUFFER_BIT );
  244. };
  245. this.clearStencil = function () {
  246. _gl.clear( _gl.STENCIL_BUFFER_BIT );
  247. };
  248. this.clearTarget = function ( renderTarget, color, depth, stencil ) {
  249. this.setRenderTarget( renderTarget );
  250. this.clear( color, depth, stencil );
  251. };
  252. // Plugins
  253. this.addPostPlugin = function ( plugin ) {
  254. plugin.init( this );
  255. this.renderPluginsPost.push( plugin );
  256. };
  257. this.addPrePlugin = function ( plugin ) {
  258. plugin.init( this );
  259. this.renderPluginsPre.push( plugin );
  260. };
  261. // Rendering
  262. this.updateShadowMap = function ( scene, camera ) {
  263. _currentProgram = null;
  264. _oldBlending = -1;
  265. _oldDepthTest = -1;
  266. _oldDepthWrite = -1;
  267. _currentGeometryGroupHash = -1;
  268. _currentMaterialId = -1;
  269. _lightsNeedUpdate = true;
  270. _oldDoubleSided = -1;
  271. _oldFlipSided = -1;
  272. this.shadowMapPlugin.update( scene, camera );
  273. };
  274. // Internal functions
  275. // Buffer allocation
  276. function createParticleBuffers ( geometry ) {
  277. geometry.__webglVertexBuffer = _gl.createBuffer();
  278. geometry.__webglColorBuffer = _gl.createBuffer();
  279. _this.info.memory.geometries ++;
  280. };
  281. function createLineBuffers ( geometry ) {
  282. geometry.__webglVertexBuffer = _gl.createBuffer();
  283. geometry.__webglColorBuffer = _gl.createBuffer();
  284. geometry.__webglLineDistanceBuffer = _gl.createBuffer();
  285. _this.info.memory.geometries ++;
  286. };
  287. function createMeshBuffers ( geometryGroup ) {
  288. geometryGroup.__webglVertexBuffer = _gl.createBuffer();
  289. geometryGroup.__webglNormalBuffer = _gl.createBuffer();
  290. geometryGroup.__webglTangentBuffer = _gl.createBuffer();
  291. geometryGroup.__webglColorBuffer = _gl.createBuffer();
  292. geometryGroup.__webglUVBuffer = _gl.createBuffer();
  293. geometryGroup.__webglUV2Buffer = _gl.createBuffer();
  294. geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
  295. geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
  296. geometryGroup.__webglFaceBuffer = _gl.createBuffer();
  297. geometryGroup.__webglLineBuffer = _gl.createBuffer();
  298. var m, ml;
  299. if ( geometryGroup.numMorphTargets ) {
  300. geometryGroup.__webglMorphTargetsBuffers = [];
  301. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  302. geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
  303. }
  304. }
  305. if ( geometryGroup.numMorphNormals ) {
  306. geometryGroup.__webglMorphNormalsBuffers = [];
  307. for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  308. geometryGroup.__webglMorphNormalsBuffers.push( _gl.createBuffer() );
  309. }
  310. }
  311. _this.info.memory.geometries ++;
  312. };
  313. // Events
  314. var onGeometryDispose = function ( event ) {
  315. var geometry = event.target;
  316. geometry.removeEventListener( 'dispose', onGeometryDispose );
  317. deallocateGeometry( geometry );
  318. };
  319. var onTextureDispose = function ( event ) {
  320. var texture = event.target;
  321. texture.removeEventListener( 'dispose', onTextureDispose );
  322. deallocateTexture( texture );
  323. _this.info.memory.textures --;
  324. };
  325. var onRenderTargetDispose = function ( event ) {
  326. var renderTarget = event.target;
  327. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  328. deallocateRenderTarget( renderTarget );
  329. _this.info.memory.textures --;
  330. };
  331. var onMaterialDispose = function ( event ) {
  332. var material = event.target;
  333. material.removeEventListener( 'dispose', onMaterialDispose );
  334. deallocateMaterial( material );
  335. };
  336. // Buffer deallocation
  337. var deleteBuffers = function ( geometry ) {
  338. if ( geometry.__webglVertexBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglVertexBuffer );
  339. if ( geometry.__webglNormalBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglNormalBuffer );
  340. if ( geometry.__webglTangentBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglTangentBuffer );
  341. if ( geometry.__webglColorBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglColorBuffer );
  342. if ( geometry.__webglUVBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglUVBuffer );
  343. if ( geometry.__webglUV2Buffer !== undefined ) _gl.deleteBuffer( geometry.__webglUV2Buffer );
  344. if ( geometry.__webglSkinIndicesBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglSkinIndicesBuffer );
  345. if ( geometry.__webglSkinWeightsBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglSkinWeightsBuffer );
  346. if ( geometry.__webglFaceBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglFaceBuffer );
  347. if ( geometry.__webglLineBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglLineBuffer );
  348. if ( geometry.__webglLineDistanceBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglLineDistanceBuffer );
  349. // custom attributes
  350. if ( geometry.__webglCustomAttributesList !== undefined ) {
  351. for ( var id in geometry.__webglCustomAttributesList ) {
  352. _gl.deleteBuffer( geometry.__webglCustomAttributesList[ id ].buffer );
  353. }
  354. }
  355. _this.info.memory.geometries --;
  356. };
  357. var deallocateGeometry = function ( geometry ) {
  358. geometry.__webglInit = undefined;
  359. if ( geometry instanceof THREE.BufferGeometry ) {
  360. var attributes = geometry.attributes;
  361. for ( var key in attributes ) {
  362. if ( attributes[ key ].buffer !== undefined ) {
  363. _gl.deleteBuffer( attributes[ key ].buffer );
  364. }
  365. }
  366. _this.info.memory.geometries --;
  367. } else {
  368. if ( geometry.geometryGroups !== undefined ) {
  369. for ( var g in geometry.geometryGroups ) {
  370. var geometryGroup = geometry.geometryGroups[ g ];
  371. if ( geometryGroup.numMorphTargets !== undefined ) {
  372. for ( var m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  373. _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
  374. }
  375. }
  376. if ( geometryGroup.numMorphNormals !== undefined ) {
  377. for ( var m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  378. _gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] );
  379. }
  380. }
  381. deleteBuffers( geometryGroup );
  382. }
  383. } else {
  384. deleteBuffers( geometry );
  385. }
  386. }
  387. };
  388. var deallocateTexture = function ( texture ) {
  389. if ( texture.image && texture.image.__webglTextureCube ) {
  390. // cube texture
  391. _gl.deleteTexture( texture.image.__webglTextureCube );
  392. } else {
  393. // 2D texture
  394. if ( ! texture.__webglInit ) return;
  395. texture.__webglInit = false;
  396. _gl.deleteTexture( texture.__webglTexture );
  397. }
  398. };
  399. var deallocateRenderTarget = function ( renderTarget ) {
  400. if ( !renderTarget || ! renderTarget.__webglTexture ) return;
  401. _gl.deleteTexture( renderTarget.__webglTexture );
  402. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  403. for ( var i = 0; i < 6; i ++ ) {
  404. _gl.deleteFramebuffer( renderTarget.__webglFramebuffer[ i ] );
  405. _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer[ i ] );
  406. }
  407. } else {
  408. _gl.deleteFramebuffer( renderTarget.__webglFramebuffer );
  409. _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer );
  410. }
  411. };
  412. var deallocateMaterial = function ( material ) {
  413. var program = material.program;
  414. if ( program === undefined ) return;
  415. material.program = undefined;
  416. // only deallocate GL program if this was the last use of shared program
  417. // assumed there is only single copy of any program in the _programs list
  418. // (that's how it's constructed)
  419. var i, il, programInfo;
  420. var deleteProgram = false;
  421. for ( i = 0, il = _programs.length; i < il; i ++ ) {
  422. programInfo = _programs[ i ];
  423. if ( programInfo.program === program ) {
  424. programInfo.usedTimes --;
  425. if ( programInfo.usedTimes === 0 ) {
  426. deleteProgram = true;
  427. }
  428. break;
  429. }
  430. }
  431. if ( deleteProgram === true ) {
  432. // avoid using array.splice, this is costlier than creating new array from scratch
  433. var newPrograms = [];
  434. for ( i = 0, il = _programs.length; i < il; i ++ ) {
  435. programInfo = _programs[ i ];
  436. if ( programInfo.program !== program ) {
  437. newPrograms.push( programInfo );
  438. }
  439. }
  440. _programs = newPrograms;
  441. _gl.deleteProgram( program );
  442. _this.info.memory.programs --;
  443. }
  444. };
  445. // Buffer initialization
  446. function initCustomAttributes ( geometry, object ) {
  447. var nvertices = geometry.vertices.length;
  448. var material = object.material;
  449. if ( material.attributes ) {
  450. if ( geometry.__webglCustomAttributesList === undefined ) {
  451. geometry.__webglCustomAttributesList = [];
  452. }
  453. for ( var a in material.attributes ) {
  454. var attribute = material.attributes[ a ];
  455. if ( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  456. attribute.__webglInitialized = true;
  457. var size = 1; // "f" and "i"
  458. if ( attribute.type === "v2" ) size = 2;
  459. else if ( attribute.type === "v3" ) size = 3;
  460. else if ( attribute.type === "v4" ) size = 4;
  461. else if ( attribute.type === "c" ) size = 3;
  462. attribute.size = size;
  463. attribute.array = new Float32Array( nvertices * size );
  464. attribute.buffer = _gl.createBuffer();
  465. attribute.buffer.belongsToAttribute = a;
  466. attribute.needsUpdate = true;
  467. }
  468. geometry.__webglCustomAttributesList.push( attribute );
  469. }
  470. }
  471. };
  472. function initParticleBuffers ( geometry, object ) {
  473. var nvertices = geometry.vertices.length;
  474. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  475. geometry.__colorArray = new Float32Array( nvertices * 3 );
  476. geometry.__sortArray = [];
  477. geometry.__webglParticleCount = nvertices;
  478. initCustomAttributes ( geometry, object );
  479. };
  480. function initLineBuffers ( geometry, object ) {
  481. var nvertices = geometry.vertices.length;
  482. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  483. geometry.__colorArray = new Float32Array( nvertices * 3 );
  484. geometry.__lineDistanceArray = new Float32Array( nvertices * 1 );
  485. geometry.__webglLineCount = nvertices;
  486. initCustomAttributes ( geometry, object );
  487. };
  488. function initMeshBuffers ( geometryGroup, object ) {
  489. var geometry = object.geometry,
  490. faces3 = geometryGroup.faces3,
  491. nvertices = faces3.length * 3,
  492. ntris = faces3.length * 1,
  493. nlines = faces3.length * 3,
  494. material = getBufferMaterial( object, geometryGroup ),
  495. uvType = bufferGuessUVType( material ),
  496. normalType = bufferGuessNormalType( material ),
  497. vertexColorType = bufferGuessVertexColorType( material );
  498. // console.log( "uvType", uvType, "normalType", normalType, "vertexColorType", vertexColorType, object, geometryGroup, material );
  499. geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
  500. if ( normalType ) {
  501. geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
  502. }
  503. if ( geometry.hasTangents ) {
  504. geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
  505. }
  506. if ( vertexColorType ) {
  507. geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
  508. }
  509. if ( uvType ) {
  510. if ( geometry.faceVertexUvs.length > 0 ) {
  511. geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
  512. }
  513. if ( geometry.faceVertexUvs.length > 1 ) {
  514. geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
  515. }
  516. }
  517. if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
  518. geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
  519. geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
  520. }
  521. var UintArray = _glExtensionElementIndexUint !== null && ntris > 21845 ? Uint32Array : Uint16Array; // 65535 / 3
  522. geometryGroup.__typeArray = UintArray;
  523. geometryGroup.__faceArray = new UintArray( ntris * 3 );
  524. geometryGroup.__lineArray = new UintArray( nlines * 2 );
  525. var m, ml;
  526. if ( geometryGroup.numMorphTargets ) {
  527. geometryGroup.__morphTargetsArrays = [];
  528. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  529. geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
  530. }
  531. }
  532. if ( geometryGroup.numMorphNormals ) {
  533. geometryGroup.__morphNormalsArrays = [];
  534. for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  535. geometryGroup.__morphNormalsArrays.push( new Float32Array( nvertices * 3 ) );
  536. }
  537. }
  538. geometryGroup.__webglFaceCount = ntris * 3;
  539. geometryGroup.__webglLineCount = nlines * 2;
  540. // custom attributes
  541. if ( material.attributes ) {
  542. if ( geometryGroup.__webglCustomAttributesList === undefined ) {
  543. geometryGroup.__webglCustomAttributesList = [];
  544. }
  545. for ( var a in material.attributes ) {
  546. // Do a shallow copy of the attribute object so different geometryGroup chunks use different
  547. // attribute buffers which are correctly indexed in the setMeshBuffers function
  548. var originalAttribute = material.attributes[ a ];
  549. var attribute = {};
  550. for ( var property in originalAttribute ) {
  551. attribute[ property ] = originalAttribute[ property ];
  552. }
  553. if ( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  554. attribute.__webglInitialized = true;
  555. var size = 1; // "f" and "i"
  556. if( attribute.type === "v2" ) size = 2;
  557. else if( attribute.type === "v3" ) size = 3;
  558. else if( attribute.type === "v4" ) size = 4;
  559. else if( attribute.type === "c" ) size = 3;
  560. attribute.size = size;
  561. attribute.array = new Float32Array( nvertices * size );
  562. attribute.buffer = _gl.createBuffer();
  563. attribute.buffer.belongsToAttribute = a;
  564. originalAttribute.needsUpdate = true;
  565. attribute.__original = originalAttribute;
  566. }
  567. geometryGroup.__webglCustomAttributesList.push( attribute );
  568. }
  569. }
  570. geometryGroup.__inittedArrays = true;
  571. };
  572. function getBufferMaterial( object, geometryGroup ) {
  573. return object.material instanceof THREE.MeshFaceMaterial
  574. ? object.material.materials[ geometryGroup.materialIndex ]
  575. : object.material;
  576. };
  577. function materialNeedsSmoothNormals ( material ) {
  578. return material && material.shading !== undefined && material.shading === THREE.SmoothShading;
  579. };
  580. function bufferGuessNormalType ( material ) {
  581. // only MeshBasicMaterial and MeshDepthMaterial don't need normals
  582. if ( ( material instanceof THREE.MeshBasicMaterial && !material.envMap ) || material instanceof THREE.MeshDepthMaterial ) {
  583. return false;
  584. }
  585. if ( materialNeedsSmoothNormals( material ) ) {
  586. return THREE.SmoothShading;
  587. } else {
  588. return THREE.FlatShading;
  589. }
  590. };
  591. function bufferGuessVertexColorType( material ) {
  592. if ( material.vertexColors ) {
  593. return material.vertexColors;
  594. }
  595. return false;
  596. };
  597. function bufferGuessUVType( material ) {
  598. // material must use some texture to require uvs
  599. if ( material.map ||
  600. material.lightMap ||
  601. material.bumpMap ||
  602. material.normalMap ||
  603. material.specularMap ||
  604. material instanceof THREE.ShaderMaterial ) {
  605. return true;
  606. }
  607. return false;
  608. };
  609. //
  610. function initDirectBuffers( geometry ) {
  611. for ( var name in geometry.attributes ) {
  612. var bufferType = ( name === "index" ) ? _gl.ELEMENT_ARRAY_BUFFER : _gl.ARRAY_BUFFER;
  613. var attribute = geometry.attributes[ name ];
  614. attribute.buffer = _gl.createBuffer();
  615. _gl.bindBuffer( bufferType, attribute.buffer );
  616. _gl.bufferData( bufferType, attribute.array, _gl.STATIC_DRAW );
  617. }
  618. }
  619. // Buffer setting
  620. function setParticleBuffers ( geometry, hint, object ) {
  621. var v, c, vertex, offset, index, color,
  622. vertices = geometry.vertices,
  623. vl = vertices.length,
  624. colors = geometry.colors,
  625. cl = colors.length,
  626. vertexArray = geometry.__vertexArray,
  627. colorArray = geometry.__colorArray,
  628. sortArray = geometry.__sortArray,
  629. dirtyVertices = geometry.verticesNeedUpdate,
  630. dirtyElements = geometry.elementsNeedUpdate,
  631. dirtyColors = geometry.colorsNeedUpdate,
  632. customAttributes = geometry.__webglCustomAttributesList,
  633. i, il,
  634. a, ca, cal, value,
  635. customAttribute;
  636. if ( object.sortParticles ) {
  637. _projScreenMatrixPS.copy( _projScreenMatrix );
  638. _projScreenMatrixPS.multiply( object.matrixWorld );
  639. for ( v = 0; v < vl; v ++ ) {
  640. vertex = vertices[ v ];
  641. _vector3.copy( vertex );
  642. _vector3.applyProjection( _projScreenMatrixPS );
  643. sortArray[ v ] = [ _vector3.z, v ];
  644. }
  645. sortArray.sort( numericalSort );
  646. for ( v = 0; v < vl; v ++ ) {
  647. vertex = vertices[ sortArray[v][1] ];
  648. offset = v * 3;
  649. vertexArray[ offset ] = vertex.x;
  650. vertexArray[ offset + 1 ] = vertex.y;
  651. vertexArray[ offset + 2 ] = vertex.z;
  652. }
  653. for ( c = 0; c < cl; c ++ ) {
  654. offset = c * 3;
  655. color = colors[ sortArray[c][1] ];
  656. colorArray[ offset ] = color.r;
  657. colorArray[ offset + 1 ] = color.g;
  658. colorArray[ offset + 2 ] = color.b;
  659. }
  660. if ( customAttributes ) {
  661. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  662. customAttribute = customAttributes[ i ];
  663. if ( ! ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) ) continue;
  664. offset = 0;
  665. cal = customAttribute.value.length;
  666. if ( customAttribute.size === 1 ) {
  667. for ( ca = 0; ca < cal; ca ++ ) {
  668. index = sortArray[ ca ][ 1 ];
  669. customAttribute.array[ ca ] = customAttribute.value[ index ];
  670. }
  671. } else if ( customAttribute.size === 2 ) {
  672. for ( ca = 0; ca < cal; ca ++ ) {
  673. index = sortArray[ ca ][ 1 ];
  674. value = customAttribute.value[ index ];
  675. customAttribute.array[ offset ] = value.x;
  676. customAttribute.array[ offset + 1 ] = value.y;
  677. offset += 2;
  678. }
  679. } else if ( customAttribute.size === 3 ) {
  680. if ( customAttribute.type === "c" ) {
  681. for ( ca = 0; ca < cal; ca ++ ) {
  682. index = sortArray[ ca ][ 1 ];
  683. value = customAttribute.value[ index ];
  684. customAttribute.array[ offset ] = value.r;
  685. customAttribute.array[ offset + 1 ] = value.g;
  686. customAttribute.array[ offset + 2 ] = value.b;
  687. offset += 3;
  688. }
  689. } else {
  690. for ( ca = 0; ca < cal; ca ++ ) {
  691. index = sortArray[ ca ][ 1 ];
  692. value = customAttribute.value[ index ];
  693. customAttribute.array[ offset ] = value.x;
  694. customAttribute.array[ offset + 1 ] = value.y;
  695. customAttribute.array[ offset + 2 ] = value.z;
  696. offset += 3;
  697. }
  698. }
  699. } else if ( customAttribute.size === 4 ) {
  700. for ( ca = 0; ca < cal; ca ++ ) {
  701. index = sortArray[ ca ][ 1 ];
  702. value = customAttribute.value[ index ];
  703. customAttribute.array[ offset ] = value.x;
  704. customAttribute.array[ offset + 1 ] = value.y;
  705. customAttribute.array[ offset + 2 ] = value.z;
  706. customAttribute.array[ offset + 3 ] = value.w;
  707. offset += 4;
  708. }
  709. }
  710. }
  711. }
  712. } else {
  713. if ( dirtyVertices ) {
  714. for ( v = 0; v < vl; v ++ ) {
  715. vertex = vertices[ v ];
  716. offset = v * 3;
  717. vertexArray[ offset ] = vertex.x;
  718. vertexArray[ offset + 1 ] = vertex.y;
  719. vertexArray[ offset + 2 ] = vertex.z;
  720. }
  721. }
  722. if ( dirtyColors ) {
  723. for ( c = 0; c < cl; c ++ ) {
  724. color = colors[ c ];
  725. offset = c * 3;
  726. colorArray[ offset ] = color.r;
  727. colorArray[ offset + 1 ] = color.g;
  728. colorArray[ offset + 2 ] = color.b;
  729. }
  730. }
  731. if ( customAttributes ) {
  732. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  733. customAttribute = customAttributes[ i ];
  734. if ( customAttribute.needsUpdate &&
  735. ( customAttribute.boundTo === undefined ||
  736. customAttribute.boundTo === "vertices") ) {
  737. cal = customAttribute.value.length;
  738. offset = 0;
  739. if ( customAttribute.size === 1 ) {
  740. for ( ca = 0; ca < cal; ca ++ ) {
  741. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  742. }
  743. } else if ( customAttribute.size === 2 ) {
  744. for ( ca = 0; ca < cal; ca ++ ) {
  745. value = customAttribute.value[ ca ];
  746. customAttribute.array[ offset ] = value.x;
  747. customAttribute.array[ offset + 1 ] = value.y;
  748. offset += 2;
  749. }
  750. } else if ( customAttribute.size === 3 ) {
  751. if ( customAttribute.type === "c" ) {
  752. for ( ca = 0; ca < cal; ca ++ ) {
  753. value = customAttribute.value[ ca ];
  754. customAttribute.array[ offset ] = value.r;
  755. customAttribute.array[ offset + 1 ] = value.g;
  756. customAttribute.array[ offset + 2 ] = value.b;
  757. offset += 3;
  758. }
  759. } else {
  760. for ( ca = 0; ca < cal; ca ++ ) {
  761. value = customAttribute.value[ ca ];
  762. customAttribute.array[ offset ] = value.x;
  763. customAttribute.array[ offset + 1 ] = value.y;
  764. customAttribute.array[ offset + 2 ] = value.z;
  765. offset += 3;
  766. }
  767. }
  768. } else if ( customAttribute.size === 4 ) {
  769. for ( ca = 0; ca < cal; ca ++ ) {
  770. value = customAttribute.value[ ca ];
  771. customAttribute.array[ offset ] = value.x;
  772. customAttribute.array[ offset + 1 ] = value.y;
  773. customAttribute.array[ offset + 2 ] = value.z;
  774. customAttribute.array[ offset + 3 ] = value.w;
  775. offset += 4;
  776. }
  777. }
  778. }
  779. }
  780. }
  781. }
  782. if ( dirtyVertices || object.sortParticles ) {
  783. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  784. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  785. }
  786. if ( dirtyColors || object.sortParticles ) {
  787. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  788. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  789. }
  790. if ( customAttributes ) {
  791. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  792. customAttribute = customAttributes[ i ];
  793. if ( customAttribute.needsUpdate || object.sortParticles ) {
  794. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  795. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  796. }
  797. }
  798. }
  799. }
  800. function setLineBuffers ( geometry, hint ) {
  801. var v, c, d, vertex, offset, color,
  802. vertices = geometry.vertices,
  803. colors = geometry.colors,
  804. lineDistances = geometry.lineDistances,
  805. vl = vertices.length,
  806. cl = colors.length,
  807. dl = lineDistances.length,
  808. vertexArray = geometry.__vertexArray,
  809. colorArray = geometry.__colorArray,
  810. lineDistanceArray = geometry.__lineDistanceArray,
  811. dirtyVertices = geometry.verticesNeedUpdate,
  812. dirtyColors = geometry.colorsNeedUpdate,
  813. dirtyLineDistances = geometry.lineDistancesNeedUpdate,
  814. customAttributes = geometry.__webglCustomAttributesList,
  815. i, il,
  816. a, ca, cal, value,
  817. customAttribute;
  818. if ( dirtyVertices ) {
  819. for ( v = 0; v < vl; v ++ ) {
  820. vertex = vertices[ v ];
  821. offset = v * 3;
  822. vertexArray[ offset ] = vertex.x;
  823. vertexArray[ offset + 1 ] = vertex.y;
  824. vertexArray[ offset + 2 ] = vertex.z;
  825. }
  826. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  827. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  828. }
  829. if ( dirtyColors ) {
  830. for ( c = 0; c < cl; c ++ ) {
  831. color = colors[ c ];
  832. offset = c * 3;
  833. colorArray[ offset ] = color.r;
  834. colorArray[ offset + 1 ] = color.g;
  835. colorArray[ offset + 2 ] = color.b;
  836. }
  837. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  838. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  839. }
  840. if ( dirtyLineDistances ) {
  841. for ( d = 0; d < dl; d ++ ) {
  842. lineDistanceArray[ d ] = lineDistances[ d ];
  843. }
  844. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglLineDistanceBuffer );
  845. _gl.bufferData( _gl.ARRAY_BUFFER, lineDistanceArray, hint );
  846. }
  847. if ( customAttributes ) {
  848. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  849. customAttribute = customAttributes[ i ];
  850. if ( customAttribute.needsUpdate &&
  851. ( customAttribute.boundTo === undefined ||
  852. customAttribute.boundTo === "vertices" ) ) {
  853. offset = 0;
  854. cal = customAttribute.value.length;
  855. if ( customAttribute.size === 1 ) {
  856. for ( ca = 0; ca < cal; ca ++ ) {
  857. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  858. }
  859. } else if ( customAttribute.size === 2 ) {
  860. for ( ca = 0; ca < cal; ca ++ ) {
  861. value = customAttribute.value[ ca ];
  862. customAttribute.array[ offset ] = value.x;
  863. customAttribute.array[ offset + 1 ] = value.y;
  864. offset += 2;
  865. }
  866. } else if ( customAttribute.size === 3 ) {
  867. if ( customAttribute.type === "c" ) {
  868. for ( ca = 0; ca < cal; ca ++ ) {
  869. value = customAttribute.value[ ca ];
  870. customAttribute.array[ offset ] = value.r;
  871. customAttribute.array[ offset + 1 ] = value.g;
  872. customAttribute.array[ offset + 2 ] = value.b;
  873. offset += 3;
  874. }
  875. } else {
  876. for ( ca = 0; ca < cal; ca ++ ) {
  877. value = customAttribute.value[ ca ];
  878. customAttribute.array[ offset ] = value.x;
  879. customAttribute.array[ offset + 1 ] = value.y;
  880. customAttribute.array[ offset + 2 ] = value.z;
  881. offset += 3;
  882. }
  883. }
  884. } else if ( customAttribute.size === 4 ) {
  885. for ( ca = 0; ca < cal; ca ++ ) {
  886. value = customAttribute.value[ ca ];
  887. customAttribute.array[ offset ] = value.x;
  888. customAttribute.array[ offset + 1 ] = value.y;
  889. customAttribute.array[ offset + 2 ] = value.z;
  890. customAttribute.array[ offset + 3 ] = value.w;
  891. offset += 4;
  892. }
  893. }
  894. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  895. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  896. }
  897. }
  898. }
  899. }
  900. function setMeshBuffers( geometryGroup, object, hint, dispose, material ) {
  901. if ( ! geometryGroup.__inittedArrays ) {
  902. return;
  903. }
  904. var normalType = bufferGuessNormalType( material ),
  905. vertexColorType = bufferGuessVertexColorType( material ),
  906. uvType = bufferGuessUVType( material ),
  907. needsSmoothNormals = ( normalType === THREE.SmoothShading );
  908. var f, fl, fi, face,
  909. vertexNormals, faceNormal, normal,
  910. vertexColors, faceColor,
  911. vertexTangents,
  912. uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4, n1, n2, n3, n4,
  913. c1, c2, c3, c4,
  914. sw1, sw2, sw3, sw4,
  915. si1, si2, si3, si4,
  916. sa1, sa2, sa3, sa4,
  917. sb1, sb2, sb3, sb4,
  918. m, ml, i, il,
  919. vn, uvi, uv2i,
  920. vk, vkl, vka,
  921. nka, chf, faceVertexNormals,
  922. a,
  923. vertexIndex = 0,
  924. offset = 0,
  925. offset_uv = 0,
  926. offset_uv2 = 0,
  927. offset_face = 0,
  928. offset_normal = 0,
  929. offset_tangent = 0,
  930. offset_line = 0,
  931. offset_color = 0,
  932. offset_skin = 0,
  933. offset_morphTarget = 0,
  934. offset_custom = 0,
  935. offset_customSrc = 0,
  936. value,
  937. vertexArray = geometryGroup.__vertexArray,
  938. uvArray = geometryGroup.__uvArray,
  939. uv2Array = geometryGroup.__uv2Array,
  940. normalArray = geometryGroup.__normalArray,
  941. tangentArray = geometryGroup.__tangentArray,
  942. colorArray = geometryGroup.__colorArray,
  943. skinIndexArray = geometryGroup.__skinIndexArray,
  944. skinWeightArray = geometryGroup.__skinWeightArray,
  945. morphTargetsArrays = geometryGroup.__morphTargetsArrays,
  946. morphNormalsArrays = geometryGroup.__morphNormalsArrays,
  947. customAttributes = geometryGroup.__webglCustomAttributesList,
  948. customAttribute,
  949. faceArray = geometryGroup.__faceArray,
  950. lineArray = geometryGroup.__lineArray,
  951. geometry = object.geometry, // this is shared for all chunks
  952. dirtyVertices = geometry.verticesNeedUpdate,
  953. dirtyElements = geometry.elementsNeedUpdate,
  954. dirtyUvs = geometry.uvsNeedUpdate,
  955. dirtyNormals = geometry.normalsNeedUpdate,
  956. dirtyTangents = geometry.tangentsNeedUpdate,
  957. dirtyColors = geometry.colorsNeedUpdate,
  958. dirtyMorphTargets = geometry.morphTargetsNeedUpdate,
  959. vertices = geometry.vertices,
  960. chunk_faces3 = geometryGroup.faces3,
  961. obj_faces = geometry.faces,
  962. obj_uvs = geometry.faceVertexUvs[ 0 ],
  963. obj_uvs2 = geometry.faceVertexUvs[ 1 ],
  964. obj_colors = geometry.colors,
  965. obj_skinIndices = geometry.skinIndices,
  966. obj_skinWeights = geometry.skinWeights,
  967. morphTargets = geometry.morphTargets,
  968. morphNormals = geometry.morphNormals;
  969. if ( dirtyVertices ) {
  970. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  971. face = obj_faces[ chunk_faces3[ f ] ];
  972. v1 = vertices[ face.a ];
  973. v2 = vertices[ face.b ];
  974. v3 = vertices[ face.c ];
  975. vertexArray[ offset ] = v1.x;
  976. vertexArray[ offset + 1 ] = v1.y;
  977. vertexArray[ offset + 2 ] = v1.z;
  978. vertexArray[ offset + 3 ] = v2.x;
  979. vertexArray[ offset + 4 ] = v2.y;
  980. vertexArray[ offset + 5 ] = v2.z;
  981. vertexArray[ offset + 6 ] = v3.x;
  982. vertexArray[ offset + 7 ] = v3.y;
  983. vertexArray[ offset + 8 ] = v3.z;
  984. offset += 9;
  985. }
  986. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  987. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  988. }
  989. if ( dirtyMorphTargets ) {
  990. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  991. offset_morphTarget = 0;
  992. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  993. chf = chunk_faces3[ f ];
  994. face = obj_faces[ chf ];
  995. // morph positions
  996. v1 = morphTargets[ vk ].vertices[ face.a ];
  997. v2 = morphTargets[ vk ].vertices[ face.b ];
  998. v3 = morphTargets[ vk ].vertices[ face.c ];
  999. vka = morphTargetsArrays[ vk ];
  1000. vka[ offset_morphTarget ] = v1.x;
  1001. vka[ offset_morphTarget + 1 ] = v1.y;
  1002. vka[ offset_morphTarget + 2 ] = v1.z;
  1003. vka[ offset_morphTarget + 3 ] = v2.x;
  1004. vka[ offset_morphTarget + 4 ] = v2.y;
  1005. vka[ offset_morphTarget + 5 ] = v2.z;
  1006. vka[ offset_morphTarget + 6 ] = v3.x;
  1007. vka[ offset_morphTarget + 7 ] = v3.y;
  1008. vka[ offset_morphTarget + 8 ] = v3.z;
  1009. // morph normals
  1010. if ( material.morphNormals ) {
  1011. if ( needsSmoothNormals ) {
  1012. faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];
  1013. n1 = faceVertexNormals.a;
  1014. n2 = faceVertexNormals.b;
  1015. n3 = faceVertexNormals.c;
  1016. } else {
  1017. n1 = morphNormals[ vk ].faceNormals[ chf ];
  1018. n2 = n1;
  1019. n3 = n1;
  1020. }
  1021. nka = morphNormalsArrays[ vk ];
  1022. nka[ offset_morphTarget ] = n1.x;
  1023. nka[ offset_morphTarget + 1 ] = n1.y;
  1024. nka[ offset_morphTarget + 2 ] = n1.z;
  1025. nka[ offset_morphTarget + 3 ] = n2.x;
  1026. nka[ offset_morphTarget + 4 ] = n2.y;
  1027. nka[ offset_morphTarget + 5 ] = n2.z;
  1028. nka[ offset_morphTarget + 6 ] = n3.x;
  1029. nka[ offset_morphTarget + 7 ] = n3.y;
  1030. nka[ offset_morphTarget + 8 ] = n3.z;
  1031. }
  1032. //
  1033. offset_morphTarget += 9;
  1034. }
  1035. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
  1036. _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
  1037. if ( material.morphNormals ) {
  1038. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ vk ] );
  1039. _gl.bufferData( _gl.ARRAY_BUFFER, morphNormalsArrays[ vk ], hint );
  1040. }
  1041. }
  1042. }
  1043. if ( obj_skinWeights.length ) {
  1044. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1045. face = obj_faces[ chunk_faces3[ f ] ];
  1046. // weights
  1047. sw1 = obj_skinWeights[ face.a ];
  1048. sw2 = obj_skinWeights[ face.b ];
  1049. sw3 = obj_skinWeights[ face.c ];
  1050. skinWeightArray[ offset_skin ] = sw1.x;
  1051. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  1052. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  1053. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  1054. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  1055. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  1056. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  1057. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  1058. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  1059. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  1060. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  1061. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  1062. // indices
  1063. si1 = obj_skinIndices[ face.a ];
  1064. si2 = obj_skinIndices[ face.b ];
  1065. si3 = obj_skinIndices[ face.c ];
  1066. skinIndexArray[ offset_skin ] = si1.x;
  1067. skinIndexArray[ offset_skin + 1 ] = si1.y;
  1068. skinIndexArray[ offset_skin + 2 ] = si1.z;
  1069. skinIndexArray[ offset_skin + 3 ] = si1.w;
  1070. skinIndexArray[ offset_skin + 4 ] = si2.x;
  1071. skinIndexArray[ offset_skin + 5 ] = si2.y;
  1072. skinIndexArray[ offset_skin + 6 ] = si2.z;
  1073. skinIndexArray[ offset_skin + 7 ] = si2.w;
  1074. skinIndexArray[ offset_skin + 8 ] = si3.x;
  1075. skinIndexArray[ offset_skin + 9 ] = si3.y;
  1076. skinIndexArray[ offset_skin + 10 ] = si3.z;
  1077. skinIndexArray[ offset_skin + 11 ] = si3.w;
  1078. offset_skin += 12;
  1079. }
  1080. if ( offset_skin > 0 ) {
  1081. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1082. _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
  1083. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1084. _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
  1085. }
  1086. }
  1087. if ( dirtyColors && vertexColorType ) {
  1088. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1089. face = obj_faces[ chunk_faces3[ f ] ];
  1090. vertexColors = face.vertexColors;
  1091. faceColor = face.color;
  1092. if ( vertexColors.length === 3 && vertexColorType === THREE.VertexColors ) {
  1093. c1 = vertexColors[ 0 ];
  1094. c2 = vertexColors[ 1 ];
  1095. c3 = vertexColors[ 2 ];
  1096. } else {
  1097. c1 = faceColor;
  1098. c2 = faceColor;
  1099. c3 = faceColor;
  1100. }
  1101. colorArray[ offset_color ] = c1.r;
  1102. colorArray[ offset_color + 1 ] = c1.g;
  1103. colorArray[ offset_color + 2 ] = c1.b;
  1104. colorArray[ offset_color + 3 ] = c2.r;
  1105. colorArray[ offset_color + 4 ] = c2.g;
  1106. colorArray[ offset_color + 5 ] = c2.b;
  1107. colorArray[ offset_color + 6 ] = c3.r;
  1108. colorArray[ offset_color + 7 ] = c3.g;
  1109. colorArray[ offset_color + 8 ] = c3.b;
  1110. offset_color += 9;
  1111. }
  1112. if ( offset_color > 0 ) {
  1113. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1114. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1115. }
  1116. }
  1117. if ( dirtyTangents && geometry.hasTangents ) {
  1118. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1119. face = obj_faces[ chunk_faces3[ f ] ];
  1120. vertexTangents = face.vertexTangents;
  1121. t1 = vertexTangents[ 0 ];
  1122. t2 = vertexTangents[ 1 ];
  1123. t3 = vertexTangents[ 2 ];
  1124. tangentArray[ offset_tangent ] = t1.x;
  1125. tangentArray[ offset_tangent + 1 ] = t1.y;
  1126. tangentArray[ offset_tangent + 2 ] = t1.z;
  1127. tangentArray[ offset_tangent + 3 ] = t1.w;
  1128. tangentArray[ offset_tangent + 4 ] = t2.x;
  1129. tangentArray[ offset_tangent + 5 ] = t2.y;
  1130. tangentArray[ offset_tangent + 6 ] = t2.z;
  1131. tangentArray[ offset_tangent + 7 ] = t2.w;
  1132. tangentArray[ offset_tangent + 8 ] = t3.x;
  1133. tangentArray[ offset_tangent + 9 ] = t3.y;
  1134. tangentArray[ offset_tangent + 10 ] = t3.z;
  1135. tangentArray[ offset_tangent + 11 ] = t3.w;
  1136. offset_tangent += 12;
  1137. }
  1138. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1139. _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
  1140. }
  1141. if ( dirtyNormals && normalType ) {
  1142. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1143. face = obj_faces[ chunk_faces3[ f ] ];
  1144. vertexNormals = face.vertexNormals;
  1145. faceNormal = face.normal;
  1146. if ( vertexNormals.length === 3 && needsSmoothNormals ) {
  1147. for ( i = 0; i < 3; i ++ ) {
  1148. vn = vertexNormals[ i ];
  1149. normalArray[ offset_normal ] = vn.x;
  1150. normalArray[ offset_normal + 1 ] = vn.y;
  1151. normalArray[ offset_normal + 2 ] = vn.z;
  1152. offset_normal += 3;
  1153. }
  1154. } else {
  1155. for ( i = 0; i < 3; i ++ ) {
  1156. normalArray[ offset_normal ] = faceNormal.x;
  1157. normalArray[ offset_normal + 1 ] = faceNormal.y;
  1158. normalArray[ offset_normal + 2 ] = faceNormal.z;
  1159. offset_normal += 3;
  1160. }
  1161. }
  1162. }
  1163. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1164. _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
  1165. }
  1166. if ( dirtyUvs && obj_uvs && uvType ) {
  1167. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1168. fi = chunk_faces3[ f ];
  1169. uv = obj_uvs[ fi ];
  1170. if ( uv === undefined ) continue;
  1171. for ( i = 0; i < 3; i ++ ) {
  1172. uvi = uv[ i ];
  1173. uvArray[ offset_uv ] = uvi.x;
  1174. uvArray[ offset_uv + 1 ] = uvi.y;
  1175. offset_uv += 2;
  1176. }
  1177. }
  1178. if ( offset_uv > 0 ) {
  1179. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1180. _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
  1181. }
  1182. }
  1183. if ( dirtyUvs && obj_uvs2 && uvType ) {
  1184. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1185. fi = chunk_faces3[ f ];
  1186. uv2 = obj_uvs2[ fi ];
  1187. if ( uv2 === undefined ) continue;
  1188. for ( i = 0; i < 3; i ++ ) {
  1189. uv2i = uv2[ i ];
  1190. uv2Array[ offset_uv2 ] = uv2i.x;
  1191. uv2Array[ offset_uv2 + 1 ] = uv2i.y;
  1192. offset_uv2 += 2;
  1193. }
  1194. }
  1195. if ( offset_uv2 > 0 ) {
  1196. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1197. _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
  1198. }
  1199. }
  1200. if ( dirtyElements ) {
  1201. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1202. faceArray[ offset_face ] = vertexIndex;
  1203. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  1204. faceArray[ offset_face + 2 ] = vertexIndex + 2;
  1205. offset_face += 3;
  1206. lineArray[ offset_line ] = vertexIndex;
  1207. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  1208. lineArray[ offset_line + 2 ] = vertexIndex;
  1209. lineArray[ offset_line + 3 ] = vertexIndex + 2;
  1210. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  1211. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  1212. offset_line += 6;
  1213. vertexIndex += 3;
  1214. }
  1215. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1216. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
  1217. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1218. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
  1219. }
  1220. if ( customAttributes ) {
  1221. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  1222. customAttribute = customAttributes[ i ];
  1223. if ( ! customAttribute.__original.needsUpdate ) continue;
  1224. offset_custom = 0;
  1225. offset_customSrc = 0;
  1226. if ( customAttribute.size === 1 ) {
  1227. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1228. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1229. face = obj_faces[ chunk_faces3[ f ] ];
  1230. customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
  1231. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  1232. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  1233. offset_custom += 3;
  1234. }
  1235. } else if ( customAttribute.boundTo === "faces" ) {
  1236. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1237. value = customAttribute.value[ chunk_faces3[ f ] ];
  1238. customAttribute.array[ offset_custom ] = value;
  1239. customAttribute.array[ offset_custom + 1 ] = value;
  1240. customAttribute.array[ offset_custom + 2 ] = value;
  1241. offset_custom += 3;
  1242. }
  1243. }
  1244. } else if ( customAttribute.size === 2 ) {
  1245. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1246. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1247. face = obj_faces[ chunk_faces3[ f ] ];
  1248. v1 = customAttribute.value[ face.a ];
  1249. v2 = customAttribute.value[ face.b ];
  1250. v3 = customAttribute.value[ face.c ];
  1251. customAttribute.array[ offset_custom ] = v1.x;
  1252. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1253. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1254. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1255. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1256. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1257. offset_custom += 6;
  1258. }
  1259. } else if ( customAttribute.boundTo === "faces" ) {
  1260. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1261. value = customAttribute.value[ chunk_faces3[ f ] ];
  1262. v1 = value;
  1263. v2 = value;
  1264. v3 = value;
  1265. customAttribute.array[ offset_custom ] = v1.x;
  1266. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1267. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1268. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1269. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1270. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1271. offset_custom += 6;
  1272. }
  1273. }
  1274. } else if ( customAttribute.size === 3 ) {
  1275. var pp;
  1276. if ( customAttribute.type === "c" ) {
  1277. pp = [ "r", "g", "b" ];
  1278. } else {
  1279. pp = [ "x", "y", "z" ];
  1280. }
  1281. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1282. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1283. face = obj_faces[ chunk_faces3[ f ] ];
  1284. v1 = customAttribute.value[ face.a ];
  1285. v2 = customAttribute.value[ face.b ];
  1286. v3 = customAttribute.value[ face.c ];
  1287. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1288. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1289. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1290. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1291. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1292. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1293. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1294. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1295. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1296. offset_custom += 9;
  1297. }
  1298. } else if ( customAttribute.boundTo === "faces" ) {
  1299. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1300. value = customAttribute.value[ chunk_faces3[ f ] ];
  1301. v1 = value;
  1302. v2 = value;
  1303. v3 = value;
  1304. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1305. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1306. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1307. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1308. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1309. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1310. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1311. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1312. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1313. offset_custom += 9;
  1314. }
  1315. } else if ( customAttribute.boundTo === "faceVertices" ) {
  1316. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1317. value = customAttribute.value[ chunk_faces3[ f ] ];
  1318. v1 = value[ 0 ];
  1319. v2 = value[ 1 ];
  1320. v3 = value[ 2 ];
  1321. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1322. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1323. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1324. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1325. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1326. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1327. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1328. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1329. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1330. offset_custom += 9;
  1331. }
  1332. }
  1333. } else if ( customAttribute.size === 4 ) {
  1334. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1335. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1336. face = obj_faces[ chunk_faces3[ f ] ];
  1337. v1 = customAttribute.value[ face.a ];
  1338. v2 = customAttribute.value[ face.b ];
  1339. v3 = customAttribute.value[ face.c ];
  1340. customAttribute.array[ offset_custom ] = v1.x;
  1341. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1342. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1343. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1344. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1345. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1346. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1347. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1348. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1349. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1350. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1351. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1352. offset_custom += 12;
  1353. }
  1354. } else if ( customAttribute.boundTo === "faces" ) {
  1355. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1356. value = customAttribute.value[ chunk_faces3[ f ] ];
  1357. v1 = value;
  1358. v2 = value;
  1359. v3 = value;
  1360. customAttribute.array[ offset_custom ] = v1.x;
  1361. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1362. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1363. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1364. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1365. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1366. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1367. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1368. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1369. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1370. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1371. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1372. offset_custom += 12;
  1373. }
  1374. } else if ( customAttribute.boundTo === "faceVertices" ) {
  1375. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1376. value = customAttribute.value[ chunk_faces3[ f ] ];
  1377. v1 = value[ 0 ];
  1378. v2 = value[ 1 ];
  1379. v3 = value[ 2 ];
  1380. customAttribute.array[ offset_custom ] = v1.x;
  1381. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1382. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1383. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1384. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1385. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1386. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1387. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1388. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1389. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1390. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1391. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1392. offset_custom += 12;
  1393. }
  1394. }
  1395. }
  1396. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  1397. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  1398. }
  1399. }
  1400. if ( dispose ) {
  1401. delete geometryGroup.__inittedArrays;
  1402. delete geometryGroup.__colorArray;
  1403. delete geometryGroup.__normalArray;
  1404. delete geometryGroup.__tangentArray;
  1405. delete geometryGroup.__uvArray;
  1406. delete geometryGroup.__uv2Array;
  1407. delete geometryGroup.__faceArray;
  1408. delete geometryGroup.__vertexArray;
  1409. delete geometryGroup.__lineArray;
  1410. delete geometryGroup.__skinIndexArray;
  1411. delete geometryGroup.__skinWeightArray;
  1412. }
  1413. };
  1414. function setDirectBuffers( geometry, hint ) {
  1415. var attributes = geometry.attributes;
  1416. var attributeName, attributeItem;
  1417. for ( attributeName in attributes ) {
  1418. attributeItem = attributes[ attributeName ];
  1419. if ( attributeItem.needsUpdate ) {
  1420. if ( attributeName === 'index' ) {
  1421. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attributeItem.buffer );
  1422. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, attributeItem.array, hint );
  1423. } else {
  1424. _gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
  1425. _gl.bufferData( _gl.ARRAY_BUFFER, attributeItem.array, hint );
  1426. }
  1427. attributeItem.needsUpdate = false;
  1428. }
  1429. }
  1430. }
  1431. // Buffer rendering
  1432. this.renderBufferImmediate = function ( object, program, material ) {
  1433. initAttributes();
  1434. if ( object.hasPositions && ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
  1435. if ( object.hasNormals && ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
  1436. if ( object.hasUvs && ! object.__webglUvBuffer ) object.__webglUvBuffer = _gl.createBuffer();
  1437. if ( object.hasColors && ! object.__webglColorBuffer ) object.__webglColorBuffer = _gl.createBuffer();
  1438. if ( object.hasPositions ) {
  1439. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
  1440. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  1441. enableAttribute( program.attributes.position );
  1442. _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1443. }
  1444. if ( object.hasNormals ) {
  1445. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
  1446. if ( material.shading === THREE.FlatShading ) {
  1447. var nx, ny, nz,
  1448. nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
  1449. normalArray,
  1450. i, il = object.count * 3;
  1451. for( i = 0; i < il; i += 9 ) {
  1452. normalArray = object.normalArray;
  1453. nax = normalArray[ i ];
  1454. nay = normalArray[ i + 1 ];
  1455. naz = normalArray[ i + 2 ];
  1456. nbx = normalArray[ i + 3 ];
  1457. nby = normalArray[ i + 4 ];
  1458. nbz = normalArray[ i + 5 ];
  1459. ncx = normalArray[ i + 6 ];
  1460. ncy = normalArray[ i + 7 ];
  1461. ncz = normalArray[ i + 8 ];
  1462. nx = ( nax + nbx + ncx ) / 3;
  1463. ny = ( nay + nby + ncy ) / 3;
  1464. nz = ( naz + nbz + ncz ) / 3;
  1465. normalArray[ i ] = nx;
  1466. normalArray[ i + 1 ] = ny;
  1467. normalArray[ i + 2 ] = nz;
  1468. normalArray[ i + 3 ] = nx;
  1469. normalArray[ i + 4 ] = ny;
  1470. normalArray[ i + 5 ] = nz;
  1471. normalArray[ i + 6 ] = nx;
  1472. normalArray[ i + 7 ] = ny;
  1473. normalArray[ i + 8 ] = nz;
  1474. }
  1475. }
  1476. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  1477. enableAttribute( program.attributes.normal );
  1478. _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1479. }
  1480. if ( object.hasUvs && material.map ) {
  1481. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglUvBuffer );
  1482. _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
  1483. enableAttribute( program.attributes.uv );
  1484. _gl.vertexAttribPointer( program.attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  1485. }
  1486. if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {
  1487. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglColorBuffer );
  1488. _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
  1489. enableAttribute( program.attributes.color );
  1490. _gl.vertexAttribPointer( program.attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  1491. }
  1492. disableUnusedAttributes();
  1493. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  1494. object.count = 0;
  1495. };
  1496. function setupVertexAttributes( material, programAttributes, geometryAttributes, startIndex ) {
  1497. for ( var attributeName in programAttributes ) {
  1498. var attributePointer = programAttributes[ attributeName ];
  1499. var attributeItem = geometryAttributes[ attributeName ];
  1500. if ( attributePointer >= 0 ) {
  1501. if ( attributeItem ) {
  1502. var attributeSize = attributeItem.itemSize;
  1503. _gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
  1504. enableAttribute( attributePointer );
  1505. _gl.vertexAttribPointer( attributePointer, attributeSize, _gl.FLOAT, false, 0, startIndex * attributeSize * 4 ); // 4 bytes per Float32
  1506. } else if ( material.defaultAttributeValues ) {
  1507. if ( material.defaultAttributeValues[ attributeName ].length === 2 ) {
  1508. _gl.vertexAttrib2fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
  1509. } else if ( material.defaultAttributeValues[ attributeName ].length === 3 ) {
  1510. _gl.vertexAttrib3fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
  1511. }
  1512. }
  1513. }
  1514. }
  1515. disableUnusedAttributes();
  1516. }
  1517. this.renderBufferDirect = function ( camera, lights, fog, material, geometry, object ) {
  1518. if ( material.visible === false ) return;
  1519. var linewidth, a, attribute;
  1520. var attributeItem, attributeName, attributePointer, attributeSize;
  1521. var program = setProgram( camera, lights, fog, material, object );
  1522. var programAttributes = program.attributes;
  1523. var geometryAttributes = geometry.attributes;
  1524. var updateBuffers = false,
  1525. wireframeBit = material.wireframe ? 1 : 0,
  1526. geometryHash = ( geometry.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
  1527. if ( geometryHash !== _currentGeometryGroupHash ) {
  1528. _currentGeometryGroupHash = geometryHash;
  1529. updateBuffers = true;
  1530. }
  1531. if ( updateBuffers ) {
  1532. initAttributes();
  1533. }
  1534. // render mesh
  1535. if ( object instanceof THREE.Mesh ) {
  1536. var index = geometryAttributes[ "index" ];
  1537. if ( index ) {
  1538. // indexed triangles
  1539. var type, size;
  1540. if ( index.array instanceof Uint32Array ) {
  1541. type = _gl.UNSIGNED_INT;
  1542. size = 4;
  1543. } else {
  1544. type = _gl.UNSIGNED_SHORT;
  1545. size = 2;
  1546. }
  1547. var offsets = geometry.offsets;
  1548. if ( offsets.length === 0 ) {
  1549. if ( updateBuffers ) {
  1550. setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );
  1551. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  1552. }
  1553. _gl.drawElements( _gl.TRIANGLES, index.array.length, type, 0 );
  1554. _this.info.render.calls ++;
  1555. _this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
  1556. _this.info.render.faces += index.array.length / 3;
  1557. } else {
  1558. // if there is more than 1 chunk
  1559. // must set attribute pointers to use new offsets for each chunk
  1560. // even if geometry and materials didn't change
  1561. updateBuffers = true;
  1562. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  1563. var startIndex = offsets[ i ].index;
  1564. if ( updateBuffers ) {
  1565. setupVertexAttributes( material, programAttributes, geometryAttributes, startIndex );
  1566. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  1567. }
  1568. // render indexed triangles
  1569. _gl.drawElements( _gl.TRIANGLES, offsets[ i ].count, type, offsets[ i ].start * size );
  1570. _this.info.render.calls ++;
  1571. _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
  1572. _this.info.render.faces += offsets[ i ].count / 3;
  1573. }
  1574. }
  1575. } else {
  1576. // non-indexed triangles
  1577. if ( updateBuffers ) {
  1578. setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );
  1579. }
  1580. var position = geometry.attributes[ "position" ];
  1581. // render non-indexed triangles
  1582. _gl.drawArrays( _gl.TRIANGLES, 0, position.array.length / 3 );
  1583. _this.info.render.calls ++;
  1584. _this.info.render.vertices += position.array.length / 3;
  1585. _this.info.render.faces += position.array.length / 3 / 3;
  1586. }
  1587. } else if ( object instanceof THREE.ParticleSystem ) {
  1588. // render particles
  1589. if ( updateBuffers ) {
  1590. setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );
  1591. }
  1592. var position = geometryAttributes[ "position" ];
  1593. // render particles
  1594. _gl.drawArrays( _gl.POINTS, 0, position.array.length / 3 );
  1595. _this.info.render.calls ++;
  1596. _this.info.render.points += position.array.length / 3;
  1597. } else if ( object instanceof THREE.Line ) {
  1598. var primitives = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  1599. setLineWidth( material.linewidth );
  1600. var index = geometryAttributes[ "index" ];
  1601. if ( index ) {
  1602. // indexed lines
  1603. var type, size;
  1604. if ( index.array instanceof Uint32Array ){
  1605. type = _gl.UNSIGNED_INT;
  1606. size = 4;
  1607. } else {
  1608. type = _gl.UNSIGNED_SHORT;
  1609. size = 2;
  1610. }
  1611. var offsets = geometry.offsets;
  1612. if ( offsets.length === 0 ) {
  1613. if ( updateBuffers ) {
  1614. setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );
  1615. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  1616. }
  1617. _gl.drawElements( _gl.LINES, index.array.length, type, 0 ); // 2 bytes per Uint16Array
  1618. _this.info.render.calls ++;
  1619. _this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
  1620. } else {
  1621. // if there is more than 1 chunk
  1622. // must set attribute pointers to use new offsets for each chunk
  1623. // even if geometry and materials didn't change
  1624. if ( offsets.length > 1 ) updateBuffers = true;
  1625. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  1626. var startIndex = offsets[ i ].index;
  1627. if ( updateBuffers ) {
  1628. setupVertexAttributes( material, programAttributes, geometryAttributes, startIndex );
  1629. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  1630. }
  1631. // render indexed lines
  1632. _gl.drawElements( _gl.LINES, offsets[ i ].count, type, offsets[ i ].start * size ); // 2 bytes per Uint16Array
  1633. _this.info.render.calls ++;
  1634. _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
  1635. }
  1636. }
  1637. } else {
  1638. // non-indexed lines
  1639. if ( updateBuffers ) {
  1640. setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );
  1641. }
  1642. var position = geometryAttributes[ "position" ];
  1643. _gl.drawArrays( primitives, 0, position.array.length / 3 );
  1644. _this.info.render.calls ++;
  1645. _this.info.render.points += position.array.length;
  1646. }
  1647. }
  1648. };
  1649. this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {
  1650. if ( material.visible === false ) return;
  1651. var linewidth, a, attribute, i, il;
  1652. var program = setProgram( camera, lights, fog, material, object );
  1653. var attributes = program.attributes;
  1654. var updateBuffers = false,
  1655. wireframeBit = material.wireframe ? 1 : 0,
  1656. geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
  1657. if ( geometryGroupHash !== _currentGeometryGroupHash ) {
  1658. _currentGeometryGroupHash = geometryGroupHash;
  1659. updateBuffers = true;
  1660. }
  1661. if ( updateBuffers ) {
  1662. initAttributes();
  1663. }
  1664. // vertices
  1665. if ( !material.morphTargets && attributes.position >= 0 ) {
  1666. if ( updateBuffers ) {
  1667. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1668. enableAttribute( attributes.position );
  1669. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1670. }
  1671. } else {
  1672. if ( object.morphTargetBase ) {
  1673. setupMorphTargets( material, geometryGroup, object );
  1674. }
  1675. }
  1676. if ( updateBuffers ) {
  1677. // custom attributes
  1678. // Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
  1679. if ( geometryGroup.__webglCustomAttributesList ) {
  1680. for ( i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
  1681. attribute = geometryGroup.__webglCustomAttributesList[ i ];
  1682. if ( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {
  1683. _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
  1684. enableAttribute( attributes[ attribute.buffer.belongsToAttribute ] );
  1685. _gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );
  1686. }
  1687. }
  1688. }
  1689. // colors
  1690. if ( attributes.color >= 0 ) {
  1691. if ( object.geometry.colors.length > 0 || object.geometry.faces.length > 0 ) {
  1692. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1693. enableAttribute( attributes.color );
  1694. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  1695. } else if ( material.defaultAttributeValues ) {
  1696. _gl.vertexAttrib3fv( attributes.color, material.defaultAttributeValues.color );
  1697. }
  1698. }
  1699. // normals
  1700. if ( attributes.normal >= 0 ) {
  1701. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1702. enableAttribute( attributes.normal );
  1703. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1704. }
  1705. // tangents
  1706. if ( attributes.tangent >= 0 ) {
  1707. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1708. enableAttribute( attributes.tangent );
  1709. _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
  1710. }
  1711. // uvs
  1712. if ( attributes.uv >= 0 ) {
  1713. if ( object.geometry.faceVertexUvs[0] ) {
  1714. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1715. enableAttribute( attributes.uv );
  1716. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  1717. } else if ( material.defaultAttributeValues ) {
  1718. _gl.vertexAttrib2fv( attributes.uv, material.defaultAttributeValues.uv );
  1719. }
  1720. }
  1721. if ( attributes.uv2 >= 0 ) {
  1722. if ( object.geometry.faceVertexUvs[1] ) {
  1723. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1724. enableAttribute( attributes.uv2 );
  1725. _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
  1726. } else if ( material.defaultAttributeValues ) {
  1727. _gl.vertexAttrib2fv( attributes.uv2, material.defaultAttributeValues.uv2 );
  1728. }
  1729. }
  1730. if ( material.skinning &&
  1731. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  1732. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1733. enableAttribute( attributes.skinIndex );
  1734. _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
  1735. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1736. enableAttribute( attributes.skinWeight );
  1737. _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
  1738. }
  1739. // line distances
  1740. if ( attributes.lineDistance >= 0 ) {
  1741. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglLineDistanceBuffer );
  1742. enableAttribute( attributes.lineDistance );
  1743. _gl.vertexAttribPointer( attributes.lineDistance, 1, _gl.FLOAT, false, 0, 0 );
  1744. }
  1745. }
  1746. disableUnusedAttributes();
  1747. // render mesh
  1748. if ( object instanceof THREE.Mesh ) {
  1749. var type = geometryGroup.__typeArray === Uint32Array ? _gl.UNSIGNED_INT : _gl.UNSIGNED_SHORT;
  1750. // wireframe
  1751. if ( material.wireframe ) {
  1752. setLineWidth( material.wireframeLinewidth );
  1753. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1754. _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, type, 0 );
  1755. // triangles
  1756. } else {
  1757. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1758. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, type, 0 );
  1759. }
  1760. _this.info.render.calls ++;
  1761. _this.info.render.vertices += geometryGroup.__webglFaceCount;
  1762. _this.info.render.faces += geometryGroup.__webglFaceCount / 3;
  1763. // render lines
  1764. } else if ( object instanceof THREE.Line ) {
  1765. var primitives = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  1766. setLineWidth( material.linewidth );
  1767. _gl.drawArrays( primitives, 0, geometryGroup.__webglLineCount );
  1768. _this.info.render.calls ++;
  1769. // render particles
  1770. } else if ( object instanceof THREE.ParticleSystem ) {
  1771. _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
  1772. _this.info.render.calls ++;
  1773. _this.info.render.points += geometryGroup.__webglParticleCount;
  1774. }
  1775. };
  1776. function initAttributes() {
  1777. for ( var i = 0, l = _newAttributes.length; i < l; i ++ ) {
  1778. _newAttributes[ i ] = 0;
  1779. }
  1780. }
  1781. function enableAttribute( attribute ) {
  1782. _newAttributes[ attribute ] = 1;
  1783. if ( _enabledAttributes[ attribute ] === 0 ) {
  1784. _gl.enableVertexAttribArray( attribute );
  1785. _enabledAttributes[ attribute ] = 1;
  1786. }
  1787. }
  1788. function disableUnusedAttributes() {
  1789. for ( var i = 0, l = _enabledAttributes.length; i < l; i ++ ) {
  1790. if ( _enabledAttributes[ i ] !== _newAttributes[ i ] ) {
  1791. _gl.disableVertexAttribArray( i );
  1792. _enabledAttributes[ i ] = 0;
  1793. }
  1794. }
  1795. }
  1796. function setupMorphTargets ( material, geometryGroup, object ) {
  1797. // set base
  1798. var attributes = material.program.attributes;
  1799. if ( object.morphTargetBase !== -1 && attributes.position >= 0 ) {
  1800. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
  1801. enableAttribute( attributes.position );
  1802. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1803. } else if ( attributes.position >= 0 ) {
  1804. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1805. enableAttribute( attributes.position );
  1806. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1807. }
  1808. if ( object.morphTargetForcedOrder.length ) {
  1809. // set forced order
  1810. var m = 0;
  1811. var order = object.morphTargetForcedOrder;
  1812. var influences = object.morphTargetInfluences;
  1813. while ( m < material.numSupportedMorphTargets && m < order.length ) {
  1814. if ( attributes[ "morphTarget" + m ] >= 0 ) {
  1815. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
  1816. enableAttribute( attributes[ "morphTarget" + m ] );
  1817. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1818. }
  1819. if ( attributes[ "morphNormal" + m ] >= 0 && material.morphNormals ) {
  1820. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] );
  1821. enableAttribute( attributes[ "morphNormal" + m ] );
  1822. _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1823. }
  1824. object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];
  1825. m ++;
  1826. }
  1827. } else {
  1828. // find the most influencing
  1829. var influence, activeInfluenceIndices = [];
  1830. var influences = object.morphTargetInfluences;
  1831. var i, il = influences.length;
  1832. for ( i = 0; i < il; i ++ ) {
  1833. influence = influences[ i ];
  1834. if ( influence > 0 ) {
  1835. activeInfluenceIndices.push( [ influence, i ] );
  1836. }
  1837. }
  1838. if ( activeInfluenceIndices.length > material.numSupportedMorphTargets ) {
  1839. activeInfluenceIndices.sort( numericalSort );
  1840. activeInfluenceIndices.length = material.numSupportedMorphTargets;
  1841. } else if ( activeInfluenceIndices.length > material.numSupportedMorphNormals ) {
  1842. activeInfluenceIndices.sort( numericalSort );
  1843. } else if ( activeInfluenceIndices.length === 0 ) {
  1844. activeInfluenceIndices.push( [ 0, 0 ] );
  1845. };
  1846. var influenceIndex, m = 0;
  1847. while ( m < material.numSupportedMorphTargets ) {
  1848. if ( activeInfluenceIndices[ m ] ) {
  1849. influenceIndex = activeInfluenceIndices[ m ][ 1 ];
  1850. if ( attributes[ "morphTarget" + m ] >= 0 ) {
  1851. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] );
  1852. enableAttribute( attributes[ "morphTarget" + m ] );
  1853. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1854. }
  1855. if ( attributes[ "morphNormal" + m ] >= 0 && material.morphNormals ) {
  1856. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ influenceIndex ] );
  1857. enableAttribute( attributes[ "morphNormal" + m ] );
  1858. _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1859. }
  1860. object.__webglMorphTargetInfluences[ m ] = influences[ influenceIndex ];
  1861. } else {
  1862. /*
  1863. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1864. if ( material.morphNormals ) {
  1865. _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1866. }
  1867. */
  1868. object.__webglMorphTargetInfluences[ m ] = 0;
  1869. }
  1870. m ++;
  1871. }
  1872. }
  1873. // load updated influences uniform
  1874. if ( material.program.uniforms.morphTargetInfluences !== null ) {
  1875. _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
  1876. }
  1877. };
  1878. // Sorting
  1879. function painterSortStable ( a, b ) {
  1880. if ( a.z !== b.z ) {
  1881. return b.z - a.z;
  1882. } else {
  1883. return a.id - b.id;
  1884. }
  1885. };
  1886. function numericalSort ( a, b ) {
  1887. return b[ 0 ] - a[ 0 ];
  1888. };
  1889. // Rendering
  1890. this.render = function ( scene, camera, renderTarget, forceClear ) {
  1891. if ( camera instanceof THREE.Camera === false ) {
  1892. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  1893. return;
  1894. }
  1895. var i, il,
  1896. webglObject, object,
  1897. renderList,
  1898. lights = scene.__lights,
  1899. fog = scene.fog;
  1900. // reset caching for this frame
  1901. _currentMaterialId = -1;
  1902. _lightsNeedUpdate = true;
  1903. // update scene graph
  1904. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  1905. // update camera matrices and frustum
  1906. if ( camera.parent === undefined ) camera.updateMatrixWorld();
  1907. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  1908. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  1909. _frustum.setFromMatrix( _projScreenMatrix );
  1910. // update WebGL objects
  1911. if ( this.autoUpdateObjects ) this.initWebGLObjects( scene );
  1912. // custom render plugins (pre pass)
  1913. renderPlugins( this.renderPluginsPre, scene, camera );
  1914. //
  1915. _this.info.render.calls = 0;
  1916. _this.info.render.vertices = 0;
  1917. _this.info.render.faces = 0;
  1918. _this.info.render.points = 0;
  1919. this.setRenderTarget( renderTarget );
  1920. if ( this.autoClear || forceClear ) {
  1921. this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
  1922. }
  1923. // set matrices for regular objects (frustum culled)
  1924. renderList = scene.__webglObjects;
  1925. for ( i = 0, il = renderList.length; i < il; i ++ ) {
  1926. webglObject = renderList[ i ];
  1927. object = webglObject.object;
  1928. webglObject.id = i;
  1929. webglObject.render = false;
  1930. if ( object.visible ) {
  1931. if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.intersectsObject( object ) ) {
  1932. setupMatrices( object, camera );
  1933. unrollBufferMaterial( webglObject );
  1934. webglObject.render = true;
  1935. if ( this.sortObjects === true ) {
  1936. if ( object.renderDepth !== null ) {
  1937. webglObject.z = object.renderDepth;
  1938. } else {
  1939. _vector3.setFromMatrixPosition( object.matrixWorld );
  1940. _vector3.applyProjection( _projScreenMatrix );
  1941. webglObject.z = _vector3.z;
  1942. }
  1943. }
  1944. }
  1945. }
  1946. }
  1947. if ( this.sortObjects ) {
  1948. renderList.sort( painterSortStable );
  1949. }
  1950. // set matrices for immediate objects
  1951. renderList = scene.__webglObjectsImmediate;
  1952. for ( i = 0, il = renderList.length; i < il; i ++ ) {
  1953. webglObject = renderList[ i ];
  1954. object = webglObject.object;
  1955. if ( object.visible ) {
  1956. setupMatrices( object, camera );
  1957. unrollImmediateBufferMaterial( webglObject );
  1958. }
  1959. }
  1960. if ( scene.overrideMaterial ) {
  1961. var material = scene.overrideMaterial;
  1962. this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  1963. this.setDepthTest( material.depthTest );
  1964. this.setDepthWrite( material.depthWrite );
  1965. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  1966. renderObjects( scene.__webglObjects, false, "", camera, lights, fog, true, material );
  1967. renderObjectsImmediate( scene.__webglObjectsImmediate, "", camera, lights, fog, false, material );
  1968. } else {
  1969. var material = null;
  1970. // opaque pass (front-to-back order)
  1971. this.setBlending( THREE.NoBlending );
  1972. renderObjects( scene.__webglObjects, true, "opaque", camera, lights, fog, false, material );
  1973. renderObjectsImmediate( scene.__webglObjectsImmediate, "opaque", camera, lights, fog, false, material );
  1974. // transparent pass (back-to-front order)
  1975. renderObjects( scene.__webglObjects, false, "transparent", camera, lights, fog, true, material );
  1976. renderObjectsImmediate( scene.__webglObjectsImmediate, "transparent", camera, lights, fog, true, material );
  1977. }
  1978. // custom render plugins (post pass)
  1979. renderPlugins( this.renderPluginsPost, scene, camera );
  1980. // Generate mipmap if we're using any kind of mipmap filtering
  1981. if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
  1982. updateRenderTargetMipmap( renderTarget );
  1983. }
  1984. // Ensure depth buffer writing is enabled so it can be cleared on next render
  1985. this.setDepthTest( true );
  1986. this.setDepthWrite( true );
  1987. // _gl.finish();
  1988. };
  1989. function renderPlugins( plugins, scene, camera ) {
  1990. if ( ! plugins.length ) return;
  1991. for ( var i = 0, il = plugins.length; i < il; i ++ ) {
  1992. // reset state for plugin (to start from clean slate)
  1993. _currentProgram = null;
  1994. _currentCamera = null;
  1995. _oldBlending = -1;
  1996. _oldDepthTest = -1;
  1997. _oldDepthWrite = -1;
  1998. _oldDoubleSided = -1;
  1999. _oldFlipSided = -1;
  2000. _currentGeometryGroupHash = -1;
  2001. _currentMaterialId = -1;
  2002. _lightsNeedUpdate = true;
  2003. plugins[ i ].render( scene, camera, _currentWidth, _currentHeight );
  2004. // reset state after plugin (anything could have changed)
  2005. _currentProgram = null;
  2006. _currentCamera = null;
  2007. _oldBlending = -1;
  2008. _oldDepthTest = -1;
  2009. _oldDepthWrite = -1;
  2010. _oldDoubleSided = -1;
  2011. _oldFlipSided = -1;
  2012. _currentGeometryGroupHash = -1;
  2013. _currentMaterialId = -1;
  2014. _lightsNeedUpdate = true;
  2015. }
  2016. };
  2017. function renderObjects( renderList, reverse, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
  2018. var webglObject, object, buffer, material, start, end, delta;
  2019. if ( reverse ) {
  2020. start = renderList.length - 1;
  2021. end = -1;
  2022. delta = -1;
  2023. } else {
  2024. start = 0;
  2025. end = renderList.length;
  2026. delta = 1;
  2027. }
  2028. for ( var i = start; i !== end; i += delta ) {
  2029. webglObject = renderList[ i ];
  2030. if ( webglObject.render ) {
  2031. object = webglObject.object;
  2032. buffer = webglObject.buffer;
  2033. if ( overrideMaterial ) {
  2034. material = overrideMaterial;
  2035. } else {
  2036. material = webglObject[ materialType ];
  2037. if ( ! material ) continue;
  2038. if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  2039. _this.setDepthTest( material.depthTest );
  2040. _this.setDepthWrite( material.depthWrite );
  2041. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2042. }
  2043. _this.setMaterialFaces( material );
  2044. if ( buffer instanceof THREE.BufferGeometry ) {
  2045. _this.renderBufferDirect( camera, lights, fog, material, buffer, object );
  2046. } else {
  2047. _this.renderBuffer( camera, lights, fog, material, buffer, object );
  2048. }
  2049. }
  2050. }
  2051. };
  2052. function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
  2053. var webglObject, object, material, program;
  2054. for ( var i = 0, il = renderList.length; i < il; i ++ ) {
  2055. webglObject = renderList[ i ];
  2056. object = webglObject.object;
  2057. if ( object.visible ) {
  2058. if ( overrideMaterial ) {
  2059. material = overrideMaterial;
  2060. } else {
  2061. material = webglObject[ materialType ];
  2062. if ( ! material ) continue;
  2063. if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  2064. _this.setDepthTest( material.depthTest );
  2065. _this.setDepthWrite( material.depthWrite );
  2066. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2067. }
  2068. _this.renderImmediateObject( camera, lights, fog, material, object );
  2069. }
  2070. }
  2071. };
  2072. this.renderImmediateObject = function ( camera, lights, fog, material, object ) {
  2073. var program = setProgram( camera, lights, fog, material, object );
  2074. _currentGeometryGroupHash = -1;
  2075. _this.setMaterialFaces( material );
  2076. if ( object.immediateRenderCallback ) {
  2077. object.immediateRenderCallback( program, _gl, _frustum );
  2078. } else {
  2079. object.render( function( object ) { _this.renderBufferImmediate( object, program, material ); } );
  2080. }
  2081. };
  2082. function unrollImmediateBufferMaterial ( globject ) {
  2083. var object = globject.object,
  2084. material = object.material;
  2085. if ( material.transparent ) {
  2086. globject.transparent = material;
  2087. globject.opaque = null;
  2088. } else {
  2089. globject.opaque = material;
  2090. globject.transparent = null;
  2091. }
  2092. };
  2093. function unrollBufferMaterial ( globject ) {
  2094. var object = globject.object;
  2095. var buffer = globject.buffer;
  2096. var geometry = object.geometry;
  2097. var material = object.material;
  2098. if ( material instanceof THREE.MeshFaceMaterial ) {
  2099. var materialIndex = geometry instanceof THREE.BufferGeometry ? 0 : buffer.materialIndex;
  2100. material = material.materials[ materialIndex ];
  2101. if ( material.transparent ) {
  2102. globject.transparent = material;
  2103. globject.opaque = null;
  2104. } else {
  2105. globject.opaque = material;
  2106. globject.transparent = null;
  2107. }
  2108. } else {
  2109. if ( material ) {
  2110. if ( material.transparent ) {
  2111. globject.transparent = material;
  2112. globject.opaque = null;
  2113. } else {
  2114. globject.opaque = material;
  2115. globject.transparent = null;
  2116. }
  2117. }
  2118. }
  2119. };
  2120. // Objects refresh
  2121. this.initWebGLObjects = function ( scene ) {
  2122. if ( !scene.__webglObjects ) {
  2123. scene.__webglObjects = [];
  2124. scene.__webglObjectsImmediate = [];
  2125. scene.__webglSprites = [];
  2126. scene.__webglFlares = [];
  2127. }
  2128. while ( scene.__objectsAdded.length ) {
  2129. addObject( scene.__objectsAdded[ 0 ], scene );
  2130. scene.__objectsAdded.splice( 0, 1 );
  2131. }
  2132. while ( scene.__objectsRemoved.length ) {
  2133. removeObject( scene.__objectsRemoved[ 0 ], scene );
  2134. scene.__objectsRemoved.splice( 0, 1 );
  2135. }
  2136. // update must be called after objects adding / removal
  2137. for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {
  2138. var object = scene.__webglObjects[ o ].object;
  2139. // TODO: Remove this hack (WebGLRenderer refactoring)
  2140. if ( object.__webglInit === undefined ) {
  2141. if ( object.__webglActive !== undefined ) {
  2142. removeObject( object, scene );
  2143. }
  2144. addObject( object, scene );
  2145. }
  2146. updateObject( object );
  2147. }
  2148. };
  2149. // Objects adding
  2150. function addObject( object, scene ) {
  2151. var g, geometry, material, geometryGroup;
  2152. if ( object.__webglInit === undefined ) {
  2153. object.__webglInit = true;
  2154. object._modelViewMatrix = new THREE.Matrix4();
  2155. object._normalMatrix = new THREE.Matrix3();
  2156. geometry = object.geometry;
  2157. if ( geometry === undefined ) {
  2158. // ImmediateRenderObject
  2159. } else if ( geometry.__webglInit === undefined ) {
  2160. geometry.__webglInit = true;
  2161. geometry.addEventListener( 'dispose', onGeometryDispose );
  2162. if ( geometry instanceof THREE.BufferGeometry ) {
  2163. initDirectBuffers( geometry );
  2164. } else if ( object instanceof THREE.Mesh ) {
  2165. material = object.material;
  2166. if ( geometry.geometryGroups === undefined ) {
  2167. geometry.makeGroups( material instanceof THREE.MeshFaceMaterial, _glExtensionElementIndexUint ? 4294967296 : 65535 );
  2168. }
  2169. // create separate VBOs per geometry chunk
  2170. for ( g in geometry.geometryGroups ) {
  2171. geometryGroup = geometry.geometryGroups[ g ];
  2172. // initialise VBO on the first access
  2173. if ( ! geometryGroup.__webglVertexBuffer ) {
  2174. createMeshBuffers( geometryGroup );
  2175. initMeshBuffers( geometryGroup, object );
  2176. geometry.verticesNeedUpdate = true;
  2177. geometry.morphTargetsNeedUpdate = true;
  2178. geometry.elementsNeedUpdate = true;
  2179. geometry.uvsNeedUpdate = true;
  2180. geometry.normalsNeedUpdate = true;
  2181. geometry.tangentsNeedUpdate = true;
  2182. geometry.colorsNeedUpdate = true;
  2183. }
  2184. }
  2185. } else if ( object instanceof THREE.Line ) {
  2186. if ( ! geometry.__webglVertexBuffer ) {
  2187. createLineBuffers( geometry );
  2188. initLineBuffers( geometry, object );
  2189. geometry.verticesNeedUpdate = true;
  2190. geometry.colorsNeedUpdate = true;
  2191. geometry.lineDistancesNeedUpdate = true;
  2192. }
  2193. } else if ( object instanceof THREE.ParticleSystem ) {
  2194. if ( ! geometry.__webglVertexBuffer ) {
  2195. createParticleBuffers( geometry );
  2196. initParticleBuffers( geometry, object );
  2197. geometry.verticesNeedUpdate = true;
  2198. geometry.colorsNeedUpdate = true;
  2199. }
  2200. }
  2201. }
  2202. }
  2203. if ( object.__webglActive === undefined ) {
  2204. if ( object instanceof THREE.Mesh ) {
  2205. geometry = object.geometry;
  2206. if ( geometry instanceof THREE.BufferGeometry ) {
  2207. addBuffer( scene.__webglObjects, geometry, object );
  2208. } else if ( geometry instanceof THREE.Geometry ) {
  2209. for ( g in geometry.geometryGroups ) {
  2210. geometryGroup = geometry.geometryGroups[ g ];
  2211. addBuffer( scene.__webglObjects, geometryGroup, object );
  2212. }
  2213. }
  2214. } else if ( object instanceof THREE.Line ||
  2215. object instanceof THREE.ParticleSystem ) {
  2216. geometry = object.geometry;
  2217. addBuffer( scene.__webglObjects, geometry, object );
  2218. } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
  2219. addBufferImmediate( scene.__webglObjectsImmediate, object );
  2220. } else if ( object instanceof THREE.Sprite ) {
  2221. scene.__webglSprites.push( object );
  2222. } else if ( object instanceof THREE.LensFlare ) {
  2223. scene.__webglFlares.push( object );
  2224. }
  2225. object.__webglActive = true;
  2226. }
  2227. };
  2228. function addBuffer( objlist, buffer, object ) {
  2229. objlist.push(
  2230. {
  2231. id: null,
  2232. buffer: buffer,
  2233. object: object,
  2234. opaque: null,
  2235. transparent: null,
  2236. z: 0
  2237. }
  2238. );
  2239. };
  2240. function addBufferImmediate( objlist, object ) {
  2241. objlist.push(
  2242. {
  2243. id: null,
  2244. object: object,
  2245. opaque: null,
  2246. transparent: null,
  2247. z: 0
  2248. }
  2249. );
  2250. };
  2251. // Objects updates
  2252. function updateObject( object ) {
  2253. var geometry = object.geometry,
  2254. geometryGroup, customAttributesDirty, material;
  2255. if ( geometry instanceof THREE.BufferGeometry ) {
  2256. setDirectBuffers( geometry, _gl.DYNAMIC_DRAW );
  2257. } else if ( object instanceof THREE.Mesh ) {
  2258. // check all geometry groups
  2259. for( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {
  2260. geometryGroup = geometry.geometryGroupsList[ i ];
  2261. material = getBufferMaterial( object, geometryGroup );
  2262. if ( geometry.buffersNeedUpdate ) {
  2263. initMeshBuffers( geometryGroup, object );
  2264. }
  2265. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2266. if ( geometry.verticesNeedUpdate || geometry.morphTargetsNeedUpdate || geometry.elementsNeedUpdate ||
  2267. geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
  2268. geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate || customAttributesDirty ) {
  2269. setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, !geometry.dynamic, material );
  2270. }
  2271. }
  2272. geometry.verticesNeedUpdate = false;
  2273. geometry.morphTargetsNeedUpdate = false;
  2274. geometry.elementsNeedUpdate = false;
  2275. geometry.uvsNeedUpdate = false;
  2276. geometry.normalsNeedUpdate = false;
  2277. geometry.colorsNeedUpdate = false;
  2278. geometry.tangentsNeedUpdate = false;
  2279. geometry.buffersNeedUpdate = false;
  2280. material.attributes && clearCustomAttributes( material );
  2281. } else if ( object instanceof THREE.Line ) {
  2282. material = getBufferMaterial( object, geometry );
  2283. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2284. if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.lineDistancesNeedUpdate || customAttributesDirty ) {
  2285. setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
  2286. }
  2287. geometry.verticesNeedUpdate = false;
  2288. geometry.colorsNeedUpdate = false;
  2289. geometry.lineDistancesNeedUpdate = false;
  2290. material.attributes && clearCustomAttributes( material );
  2291. } else if ( object instanceof THREE.ParticleSystem ) {
  2292. material = getBufferMaterial( object, geometry );
  2293. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2294. if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || object.sortParticles || customAttributesDirty ) {
  2295. setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
  2296. }
  2297. geometry.verticesNeedUpdate = false;
  2298. geometry.colorsNeedUpdate = false;
  2299. material.attributes && clearCustomAttributes( material );
  2300. }
  2301. };
  2302. // Objects updates - custom attributes check
  2303. function areCustomAttributesDirty( material ) {
  2304. for ( var a in material.attributes ) {
  2305. if ( material.attributes[ a ].needsUpdate ) return true;
  2306. }
  2307. return false;
  2308. };
  2309. function clearCustomAttributes( material ) {
  2310. for ( var a in material.attributes ) {
  2311. material.attributes[ a ].needsUpdate = false;
  2312. }
  2313. };
  2314. // Objects removal
  2315. function removeObject( object, scene ) {
  2316. if ( object instanceof THREE.Mesh ||
  2317. object instanceof THREE.ParticleSystem ||
  2318. object instanceof THREE.Line ) {
  2319. removeInstances( scene.__webglObjects, object );
  2320. } else if ( object instanceof THREE.Sprite ) {
  2321. removeInstancesDirect( scene.__webglSprites, object );
  2322. } else if ( object instanceof THREE.LensFlare ) {
  2323. removeInstancesDirect( scene.__webglFlares, object );
  2324. } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
  2325. removeInstances( scene.__webglObjectsImmediate, object );
  2326. }
  2327. delete object.__webglActive;
  2328. };
  2329. function removeInstances( objlist, object ) {
  2330. for ( var o = objlist.length - 1; o >= 0; o -- ) {
  2331. if ( objlist[ o ].object === object ) {
  2332. objlist.splice( o, 1 );
  2333. }
  2334. }
  2335. };
  2336. function removeInstancesDirect( objlist, object ) {
  2337. for ( var o = objlist.length - 1; o >= 0; o -- ) {
  2338. if ( objlist[ o ] === object ) {
  2339. objlist.splice( o, 1 );
  2340. }
  2341. }
  2342. };
  2343. // Materials
  2344. this.initMaterial = function ( material, lights, fog, object ) {
  2345. material.addEventListener( 'dispose', onMaterialDispose );
  2346. var u, a, identifiers, i, parameters, maxLightCount, maxBones, maxShadows, shaderID;
  2347. if ( material instanceof THREE.MeshDepthMaterial ) {
  2348. shaderID = 'depth';
  2349. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  2350. shaderID = 'normal';
  2351. } else if ( material instanceof THREE.MeshBasicMaterial ) {
  2352. shaderID = 'basic';
  2353. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  2354. shaderID = 'lambert';
  2355. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  2356. shaderID = 'phong';
  2357. } else if ( material instanceof THREE.LineBasicMaterial ) {
  2358. shaderID = 'basic';
  2359. } else if ( material instanceof THREE.LineDashedMaterial ) {
  2360. shaderID = 'dashed';
  2361. } else if ( material instanceof THREE.ParticleSystemMaterial ) {
  2362. shaderID = 'particle_basic';
  2363. }
  2364. if ( shaderID ) {
  2365. setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );
  2366. }
  2367. // heuristics to create shader parameters according to lights in the scene
  2368. // (not to blow over maxLights budget)
  2369. maxLightCount = allocateLights( lights );
  2370. maxShadows = allocateShadows( lights );
  2371. maxBones = allocateBones( object );
  2372. parameters = {
  2373. map: !!material.map,
  2374. envMap: !!material.envMap,
  2375. lightMap: !!material.lightMap,
  2376. bumpMap: !!material.bumpMap,
  2377. normalMap: !!material.normalMap,
  2378. specularMap: !!material.specularMap,
  2379. vertexColors: material.vertexColors,
  2380. fog: fog,
  2381. useFog: material.fog,
  2382. fogExp: fog instanceof THREE.FogExp2,
  2383. sizeAttenuation: material.sizeAttenuation,
  2384. skinning: material.skinning,
  2385. maxBones: maxBones,
  2386. useVertexTexture: _supportsBoneTextures && object && object.useVertexTexture,
  2387. morphTargets: material.morphTargets,
  2388. morphNormals: material.morphNormals,
  2389. maxMorphTargets: this.maxMorphTargets,
  2390. maxMorphNormals: this.maxMorphNormals,
  2391. maxDirLights: maxLightCount.directional,
  2392. maxPointLights: maxLightCount.point,
  2393. maxSpotLights: maxLightCount.spot,
  2394. maxHemiLights: maxLightCount.hemi,
  2395. maxShadows: maxShadows,
  2396. shadowMapEnabled: this.shadowMapEnabled && object.receiveShadow && maxShadows > 0,
  2397. shadowMapType: this.shadowMapType,
  2398. shadowMapDebug: this.shadowMapDebug,
  2399. shadowMapCascade: this.shadowMapCascade,
  2400. alphaTest: material.alphaTest,
  2401. metal: material.metal,
  2402. wrapAround: material.wrapAround,
  2403. doubleSided: material.side === THREE.DoubleSide,
  2404. flipSided: material.side === THREE.BackSide
  2405. };
  2406. material.program = buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, material.defines, parameters, material.index0AttributeName );
  2407. var attributes = material.program.attributes;
  2408. if ( material.morphTargets ) {
  2409. material.numSupportedMorphTargets = 0;
  2410. var id, base = "morphTarget";
  2411. for ( i = 0; i < this.maxMorphTargets; i ++ ) {
  2412. id = base + i;
  2413. if ( attributes[ id ] >= 0 ) {
  2414. material.numSupportedMorphTargets ++;
  2415. }
  2416. }
  2417. }
  2418. if ( material.morphNormals ) {
  2419. material.numSupportedMorphNormals = 0;
  2420. var id, base = "morphNormal";
  2421. for ( i = 0; i < this.maxMorphNormals; i ++ ) {
  2422. id = base + i;
  2423. if ( attributes[ id ] >= 0 ) {
  2424. material.numSupportedMorphNormals ++;
  2425. }
  2426. }
  2427. }
  2428. material.uniformsList = [];
  2429. for ( u in material.uniforms ) {
  2430. material.uniformsList.push( [ material.uniforms[ u ], u ] );
  2431. }
  2432. };
  2433. function setMaterialShaders( material, shaders ) {
  2434. material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms );
  2435. material.vertexShader = shaders.vertexShader;
  2436. material.fragmentShader = shaders.fragmentShader;
  2437. };
  2438. function setProgram( camera, lights, fog, material, object ) {
  2439. _usedTextureUnits = 0;
  2440. if ( material.needsUpdate ) {
  2441. if ( material.program ) deallocateMaterial( material );
  2442. _this.initMaterial( material, lights, fog, object );
  2443. material.needsUpdate = false;
  2444. }
  2445. if ( material.morphTargets ) {
  2446. if ( ! object.__webglMorphTargetInfluences ) {
  2447. object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
  2448. }
  2449. }
  2450. var refreshMaterial = false;
  2451. var program = material.program,
  2452. p_uniforms = program.uniforms,
  2453. m_uniforms = material.uniforms;
  2454. if ( program !== _currentProgram ) {
  2455. _gl.useProgram( program );
  2456. _currentProgram = program;
  2457. refreshMaterial = true;
  2458. }
  2459. if ( material.id !== _currentMaterialId ) {
  2460. _currentMaterialId = material.id;
  2461. refreshMaterial = true;
  2462. }
  2463. if ( refreshMaterial || camera !== _currentCamera ) {
  2464. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
  2465. if ( camera !== _currentCamera ) _currentCamera = camera;
  2466. }
  2467. // skinning uniforms must be set even if material didn't change
  2468. // auto-setting of texture unit for bone texture must go before other textures
  2469. // not sure why, but otherwise weird things happen
  2470. if ( material.skinning ) {
  2471. if ( _supportsBoneTextures && object.useVertexTexture ) {
  2472. if ( p_uniforms.boneTexture !== null ) {
  2473. var textureUnit = getTextureUnit();
  2474. _gl.uniform1i( p_uniforms.boneTexture, textureUnit );
  2475. _this.setTexture( object.boneTexture, textureUnit );
  2476. }
  2477. if ( p_uniforms.boneTextureWidth !== null ) {
  2478. _gl.uniform1i( p_uniforms.boneTextureWidth, object.boneTextureWidth );
  2479. }
  2480. if ( p_uniforms.boneTextureHeight !== null ) {
  2481. _gl.uniform1i( p_uniforms.boneTextureHeight, object.boneTextureHeight );
  2482. }
  2483. } else {
  2484. if ( p_uniforms.boneGlobalMatrices !== null ) {
  2485. _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.boneMatrices );
  2486. }
  2487. }
  2488. }
  2489. if ( refreshMaterial ) {
  2490. // refresh uniforms common to several materials
  2491. if ( fog && material.fog ) {
  2492. refreshUniformsFog( m_uniforms, fog );
  2493. }
  2494. if ( material instanceof THREE.MeshPhongMaterial ||
  2495. material instanceof THREE.MeshLambertMaterial ||
  2496. material.lights ) {
  2497. if ( _lightsNeedUpdate ) {
  2498. setupLights( program, lights );
  2499. _lightsNeedUpdate = false;
  2500. }
  2501. refreshUniformsLights( m_uniforms, _lights );
  2502. }
  2503. if ( material instanceof THREE.MeshBasicMaterial ||
  2504. material instanceof THREE.MeshLambertMaterial ||
  2505. material instanceof THREE.MeshPhongMaterial ) {
  2506. refreshUniformsCommon( m_uniforms, material );
  2507. }
  2508. // refresh single material specific uniforms
  2509. if ( material instanceof THREE.LineBasicMaterial ) {
  2510. refreshUniformsLine( m_uniforms, material );
  2511. } else if ( material instanceof THREE.LineDashedMaterial ) {
  2512. refreshUniformsLine( m_uniforms, material );
  2513. refreshUniformsDash( m_uniforms, material );
  2514. } else if ( material instanceof THREE.ParticleSystemMaterial ) {
  2515. refreshUniformsParticle( m_uniforms, material );
  2516. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  2517. refreshUniformsPhong( m_uniforms, material );
  2518. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  2519. refreshUniformsLambert( m_uniforms, material );
  2520. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  2521. m_uniforms.mNear.value = camera.near;
  2522. m_uniforms.mFar.value = camera.far;
  2523. m_uniforms.opacity.value = material.opacity;
  2524. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  2525. m_uniforms.opacity.value = material.opacity;
  2526. }
  2527. if ( object.receiveShadow && ! material._shadowPass ) {
  2528. refreshUniformsShadow( m_uniforms, lights );
  2529. }
  2530. // load common uniforms
  2531. loadUniformsGeneric( program, material.uniformsList );
  2532. // load material specific uniforms
  2533. // (shader material also gets them for the sake of genericity)
  2534. if ( material instanceof THREE.ShaderMaterial ||
  2535. material instanceof THREE.MeshPhongMaterial ||
  2536. material.envMap ) {
  2537. if ( p_uniforms.cameraPosition !== null ) {
  2538. _vector3.setFromMatrixPosition( camera.matrixWorld );
  2539. _gl.uniform3f( p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.z );
  2540. }
  2541. }
  2542. if ( material instanceof THREE.MeshPhongMaterial ||
  2543. material instanceof THREE.MeshLambertMaterial ||
  2544. material instanceof THREE.ShaderMaterial ||
  2545. material.skinning ) {
  2546. if ( p_uniforms.viewMatrix !== null ) {
  2547. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements );
  2548. }
  2549. }
  2550. }
  2551. loadUniformsMatrices( p_uniforms, object );
  2552. if ( p_uniforms.modelMatrix !== null ) {
  2553. _gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );
  2554. }
  2555. return program;
  2556. };
  2557. // Uniforms (refresh uniforms objects)
  2558. function refreshUniformsCommon ( uniforms, material ) {
  2559. uniforms.opacity.value = material.opacity;
  2560. if ( _this.gammaInput ) {
  2561. uniforms.diffuse.value.copyGammaToLinear( material.color );
  2562. } else {
  2563. uniforms.diffuse.value = material.color;
  2564. }
  2565. uniforms.map.value = material.map;
  2566. uniforms.lightMap.value = material.lightMap;
  2567. uniforms.specularMap.value = material.specularMap;
  2568. if ( material.bumpMap ) {
  2569. uniforms.bumpMap.value = material.bumpMap;
  2570. uniforms.bumpScale.value = material.bumpScale;
  2571. }
  2572. if ( material.normalMap ) {
  2573. uniforms.normalMap.value = material.normalMap;
  2574. uniforms.normalScale.value.copy( material.normalScale );
  2575. }
  2576. // uv repeat and offset setting priorities
  2577. // 1. color map
  2578. // 2. specular map
  2579. // 3. normal map
  2580. // 4. bump map
  2581. var uvScaleMap;
  2582. if ( material.map ) {
  2583. uvScaleMap = material.map;
  2584. } else if ( material.specularMap ) {
  2585. uvScaleMap = material.specularMap;
  2586. } else if ( material.normalMap ) {
  2587. uvScaleMap = material.normalMap;
  2588. } else if ( material.bumpMap ) {
  2589. uvScaleMap = material.bumpMap;
  2590. }
  2591. if ( uvScaleMap !== undefined ) {
  2592. var offset = uvScaleMap.offset;
  2593. var repeat = uvScaleMap.repeat;
  2594. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  2595. }
  2596. uniforms.envMap.value = material.envMap;
  2597. uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : -1;
  2598. if ( _this.gammaInput ) {
  2599. //uniforms.reflectivity.value = material.reflectivity * material.reflectivity;
  2600. uniforms.reflectivity.value = material.reflectivity;
  2601. } else {
  2602. uniforms.reflectivity.value = material.reflectivity;
  2603. }
  2604. uniforms.refractionRatio.value = material.refractionRatio;
  2605. uniforms.combine.value = material.combine;
  2606. uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
  2607. };
  2608. function refreshUniformsLine ( uniforms, material ) {
  2609. uniforms.diffuse.value = material.color;
  2610. uniforms.opacity.value = material.opacity;
  2611. };
  2612. function refreshUniformsDash ( uniforms, material ) {
  2613. uniforms.dashSize.value = material.dashSize;
  2614. uniforms.totalSize.value = material.dashSize + material.gapSize;
  2615. uniforms.scale.value = material.scale;
  2616. };
  2617. function refreshUniformsParticle ( uniforms, material ) {
  2618. uniforms.psColor.value = material.color;
  2619. uniforms.opacity.value = material.opacity;
  2620. uniforms.size.value = material.size;
  2621. uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
  2622. uniforms.map.value = material.map;
  2623. };
  2624. function refreshUniformsFog ( uniforms, fog ) {
  2625. uniforms.fogColor.value = fog.color;
  2626. if ( fog instanceof THREE.Fog ) {
  2627. uniforms.fogNear.value = fog.near;
  2628. uniforms.fogFar.value = fog.far;
  2629. } else if ( fog instanceof THREE.FogExp2 ) {
  2630. uniforms.fogDensity.value = fog.density;
  2631. }
  2632. };
  2633. function refreshUniformsPhong ( uniforms, material ) {
  2634. uniforms.shininess.value = material.shininess;
  2635. if ( _this.gammaInput ) {
  2636. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  2637. uniforms.emissive.value.copyGammaToLinear( material.emissive );
  2638. uniforms.specular.value.copyGammaToLinear( material.specular );
  2639. } else {
  2640. uniforms.ambient.value = material.ambient;
  2641. uniforms.emissive.value = material.emissive;
  2642. uniforms.specular.value = material.specular;
  2643. }
  2644. if ( material.wrapAround ) {
  2645. uniforms.wrapRGB.value.copy( material.wrapRGB );
  2646. }
  2647. };
  2648. function refreshUniformsLambert ( uniforms, material ) {
  2649. if ( _this.gammaInput ) {
  2650. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  2651. uniforms.emissive.value.copyGammaToLinear( material.emissive );
  2652. } else {
  2653. uniforms.ambient.value = material.ambient;
  2654. uniforms.emissive.value = material.emissive;
  2655. }
  2656. if ( material.wrapAround ) {
  2657. uniforms.wrapRGB.value.copy( material.wrapRGB );
  2658. }
  2659. };
  2660. function refreshUniformsLights ( uniforms, lights ) {
  2661. uniforms.ambientLightColor.value = lights.ambient;
  2662. uniforms.directionalLightColor.value = lights.directional.colors;
  2663. uniforms.directionalLightDirection.value = lights.directional.positions;
  2664. uniforms.pointLightColor.value = lights.point.colors;
  2665. uniforms.pointLightPosition.value = lights.point.positions;
  2666. uniforms.pointLightDistance.value = lights.point.distances;
  2667. uniforms.spotLightColor.value = lights.spot.colors;
  2668. uniforms.spotLightPosition.value = lights.spot.positions;
  2669. uniforms.spotLightDistance.value = lights.spot.distances;
  2670. uniforms.spotLightDirection.value = lights.spot.directions;
  2671. uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
  2672. uniforms.spotLightExponent.value = lights.spot.exponents;
  2673. uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
  2674. uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
  2675. uniforms.hemisphereLightDirection.value = lights.hemi.positions;
  2676. };
  2677. function refreshUniformsShadow ( uniforms, lights ) {
  2678. if ( uniforms.shadowMatrix ) {
  2679. var j = 0;
  2680. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  2681. var light = lights[ i ];
  2682. if ( ! light.castShadow ) continue;
  2683. if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) {
  2684. uniforms.shadowMap.value[ j ] = light.shadowMap;
  2685. uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
  2686. uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;
  2687. uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
  2688. uniforms.shadowBias.value[ j ] = light.shadowBias;
  2689. j ++;
  2690. }
  2691. }
  2692. }
  2693. };
  2694. // Uniforms (load to GPU)
  2695. function loadUniformsMatrices ( uniforms, object ) {
  2696. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrix.elements );
  2697. if ( uniforms.normalMatrix ) {
  2698. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrix.elements );
  2699. }
  2700. };
  2701. function getTextureUnit() {
  2702. var textureUnit = _usedTextureUnits;
  2703. if ( textureUnit >= _maxTextures ) {
  2704. console.warn( "WebGLRenderer: trying to use " + textureUnit + " texture units while this GPU supports only " + _maxTextures );
  2705. }
  2706. _usedTextureUnits += 1;
  2707. return textureUnit;
  2708. };
  2709. function loadUniformsGeneric ( program, uniforms ) {
  2710. var uniform, value, type, location, texture, textureUnit, i, il, j, jl, offset;
  2711. for ( j = 0, jl = uniforms.length; j < jl; j ++ ) {
  2712. location = program.uniforms[ uniforms[ j ][ 1 ] ];
  2713. if ( !location ) continue;
  2714. uniform = uniforms[ j ][ 0 ];
  2715. type = uniform.type;
  2716. value = uniform.value;
  2717. if ( type === "i" ) { // single integer
  2718. _gl.uniform1i( location, value );
  2719. } else if ( type === "f" ) { // single float
  2720. _gl.uniform1f( location, value );
  2721. } else if ( type === "v2" ) { // single THREE.Vector2
  2722. _gl.uniform2f( location, value.x, value.y );
  2723. } else if ( type === "v3" ) { // single THREE.Vector3
  2724. _gl.uniform3f( location, value.x, value.y, value.z );
  2725. } else if ( type === "v4" ) { // single THREE.Vector4
  2726. _gl.uniform4f( location, value.x, value.y, value.z, value.w );
  2727. } else if ( type === "c" ) { // single THREE.Color
  2728. _gl.uniform3f( location, value.r, value.g, value.b );
  2729. } else if ( type === "iv1" ) { // flat array of integers (JS or typed array)
  2730. _gl.uniform1iv( location, value );
  2731. } else if ( type === "iv" ) { // flat array of integers with 3 x N size (JS or typed array)
  2732. _gl.uniform3iv( location, value );
  2733. } else if ( type === "fv1" ) { // flat array of floats (JS or typed array)
  2734. _gl.uniform1fv( location, value );
  2735. } else if ( type === "fv" ) { // flat array of floats with 3 x N size (JS or typed array)
  2736. _gl.uniform3fv( location, value );
  2737. } else if ( type === "v2v" ) { // array of THREE.Vector2
  2738. if ( uniform._array === undefined ) {
  2739. uniform._array = new Float32Array( 2 * value.length );
  2740. }
  2741. for ( i = 0, il = value.length; i < il; i ++ ) {
  2742. offset = i * 2;
  2743. uniform._array[ offset ] = value[ i ].x;
  2744. uniform._array[ offset + 1 ] = value[ i ].y;
  2745. }
  2746. _gl.uniform2fv( location, uniform._array );
  2747. } else if ( type === "v3v" ) { // array of THREE.Vector3
  2748. if ( uniform._array === undefined ) {
  2749. uniform._array = new Float32Array( 3 * value.length );
  2750. }
  2751. for ( i = 0, il = value.length; i < il; i ++ ) {
  2752. offset = i * 3;
  2753. uniform._array[ offset ] = value[ i ].x;
  2754. uniform._array[ offset + 1 ] = value[ i ].y;
  2755. uniform._array[ offset + 2 ] = value[ i ].z;
  2756. }
  2757. _gl.uniform3fv( location, uniform._array );
  2758. } else if ( type === "v4v" ) { // array of THREE.Vector4
  2759. if ( uniform._array === undefined ) {
  2760. uniform._array = new Float32Array( 4 * value.length );
  2761. }
  2762. for ( i = 0, il = value.length; i < il; i ++ ) {
  2763. offset = i * 4;
  2764. uniform._array[ offset ] = value[ i ].x;
  2765. uniform._array[ offset + 1 ] = value[ i ].y;
  2766. uniform._array[ offset + 2 ] = value[ i ].z;
  2767. uniform._array[ offset + 3 ] = value[ i ].w;
  2768. }
  2769. _gl.uniform4fv( location, uniform._array );
  2770. } else if ( type === "m4") { // single THREE.Matrix4
  2771. if ( uniform._array === undefined ) {
  2772. uniform._array = new Float32Array( 16 );
  2773. }
  2774. value.flattenToArray( uniform._array );
  2775. _gl.uniformMatrix4fv( location, false, uniform._array );
  2776. } else if ( type === "m4v" ) { // array of THREE.Matrix4
  2777. if ( uniform._array === undefined ) {
  2778. uniform._array = new Float32Array( 16 * value.length );
  2779. }
  2780. for ( i = 0, il = value.length; i < il; i ++ ) {
  2781. value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
  2782. }
  2783. _gl.uniformMatrix4fv( location, false, uniform._array );
  2784. } else if ( type === "t" ) { // single THREE.Texture (2d or cube)
  2785. texture = value;
  2786. textureUnit = getTextureUnit();
  2787. _gl.uniform1i( location, textureUnit );
  2788. if ( !texture ) continue;
  2789. if ( texture.image instanceof Array && texture.image.length === 6 ) {
  2790. setCubeTexture( texture, textureUnit );
  2791. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  2792. setCubeTextureDynamic( texture, textureUnit );
  2793. } else {
  2794. _this.setTexture( texture, textureUnit );
  2795. }
  2796. } else if ( type === "tv" ) { // array of THREE.Texture (2d)
  2797. if ( uniform._array === undefined ) {
  2798. uniform._array = [];
  2799. }
  2800. for( i = 0, il = uniform.value.length; i < il; i ++ ) {
  2801. uniform._array[ i ] = getTextureUnit();
  2802. }
  2803. _gl.uniform1iv( location, uniform._array );
  2804. for( i = 0, il = uniform.value.length; i < il; i ++ ) {
  2805. texture = uniform.value[ i ];
  2806. textureUnit = uniform._array[ i ];
  2807. if ( !texture ) continue;
  2808. _this.setTexture( texture, textureUnit );
  2809. }
  2810. } else {
  2811. console.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type );
  2812. }
  2813. }
  2814. };
  2815. function setupMatrices ( object, camera ) {
  2816. object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  2817. object._normalMatrix.getNormalMatrix( object._modelViewMatrix );
  2818. };
  2819. //
  2820. function setColorGamma( array, offset, color, intensitySq ) {
  2821. array[ offset ] = color.r * color.r * intensitySq;
  2822. array[ offset + 1 ] = color.g * color.g * intensitySq;
  2823. array[ offset + 2 ] = color.b * color.b * intensitySq;
  2824. };
  2825. function setColorLinear( array, offset, color, intensity ) {
  2826. array[ offset ] = color.r * intensity;
  2827. array[ offset + 1 ] = color.g * intensity;
  2828. array[ offset + 2 ] = color.b * intensity;
  2829. };
  2830. function setupLights ( program, lights ) {
  2831. var l, ll, light, n,
  2832. r = 0, g = 0, b = 0,
  2833. color, skyColor, groundColor,
  2834. intensity, intensitySq,
  2835. position,
  2836. distance,
  2837. zlights = _lights,
  2838. dirColors = zlights.directional.colors,
  2839. dirPositions = zlights.directional.positions,
  2840. pointColors = zlights.point.colors,
  2841. pointPositions = zlights.point.positions,
  2842. pointDistances = zlights.point.distances,
  2843. spotColors = zlights.spot.colors,
  2844. spotPositions = zlights.spot.positions,
  2845. spotDistances = zlights.spot.distances,
  2846. spotDirections = zlights.spot.directions,
  2847. spotAnglesCos = zlights.spot.anglesCos,
  2848. spotExponents = zlights.spot.exponents,
  2849. hemiSkyColors = zlights.hemi.skyColors,
  2850. hemiGroundColors = zlights.hemi.groundColors,
  2851. hemiPositions = zlights.hemi.positions,
  2852. dirLength = 0,
  2853. pointLength = 0,
  2854. spotLength = 0,
  2855. hemiLength = 0,
  2856. dirCount = 0,
  2857. pointCount = 0,
  2858. spotCount = 0,
  2859. hemiCount = 0,
  2860. dirOffset = 0,
  2861. pointOffset = 0,
  2862. spotOffset = 0,
  2863. hemiOffset = 0;
  2864. for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  2865. light = lights[ l ];
  2866. if ( light.onlyShadow ) continue;
  2867. color = light.color;
  2868. intensity = light.intensity;
  2869. distance = light.distance;
  2870. if ( light instanceof THREE.AmbientLight ) {
  2871. if ( ! light.visible ) continue;
  2872. if ( _this.gammaInput ) {
  2873. r += color.r * color.r;
  2874. g += color.g * color.g;
  2875. b += color.b * color.b;
  2876. } else {
  2877. r += color.r;
  2878. g += color.g;
  2879. b += color.b;
  2880. }
  2881. } else if ( light instanceof THREE.DirectionalLight ) {
  2882. dirCount += 1;
  2883. if ( ! light.visible ) continue;
  2884. _direction.setFromMatrixPosition( light.matrixWorld );
  2885. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  2886. _direction.sub( _vector3 );
  2887. _direction.normalize();
  2888. // skip lights with undefined direction
  2889. // these create troubles in OpenGL (making pixel black)
  2890. if ( _direction.x === 0 && _direction.y === 0 && _direction.z === 0 ) continue;
  2891. dirOffset = dirLength * 3;
  2892. dirPositions[ dirOffset ] = _direction.x;
  2893. dirPositions[ dirOffset + 1 ] = _direction.y;
  2894. dirPositions[ dirOffset + 2 ] = _direction.z;
  2895. if ( _this.gammaInput ) {
  2896. setColorGamma( dirColors, dirOffset, color, intensity * intensity );
  2897. } else {
  2898. setColorLinear( dirColors, dirOffset, color, intensity );
  2899. }
  2900. dirLength += 1;
  2901. } else if ( light instanceof THREE.PointLight ) {
  2902. pointCount += 1;
  2903. if ( ! light.visible ) continue;
  2904. pointOffset = pointLength * 3;
  2905. if ( _this.gammaInput ) {
  2906. setColorGamma( pointColors, pointOffset, color, intensity * intensity );
  2907. } else {
  2908. setColorLinear( pointColors, pointOffset, color, intensity );
  2909. }
  2910. _vector3.setFromMatrixPosition( light.matrixWorld );
  2911. pointPositions[ pointOffset ] = _vector3.x;
  2912. pointPositions[ pointOffset + 1 ] = _vector3.y;
  2913. pointPositions[ pointOffset + 2 ] = _vector3.z;
  2914. pointDistances[ pointLength ] = distance;
  2915. pointLength += 1;
  2916. } else if ( light instanceof THREE.SpotLight ) {
  2917. spotCount += 1;
  2918. if ( ! light.visible ) continue;
  2919. spotOffset = spotLength * 3;
  2920. if ( _this.gammaInput ) {
  2921. setColorGamma( spotColors, spotOffset, color, intensity * intensity );
  2922. } else {
  2923. setColorLinear( spotColors, spotOffset, color, intensity );
  2924. }
  2925. _vector3.setFromMatrixPosition( light.matrixWorld );
  2926. spotPositions[ spotOffset ] = _vector3.x;
  2927. spotPositions[ spotOffset + 1 ] = _vector3.y;
  2928. spotPositions[ spotOffset + 2 ] = _vector3.z;
  2929. spotDistances[ spotLength ] = distance;
  2930. _direction.copy( _vector3 );
  2931. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  2932. _direction.sub( _vector3 );
  2933. _direction.normalize();
  2934. spotDirections[ spotOffset ] = _direction.x;
  2935. spotDirections[ spotOffset + 1 ] = _direction.y;
  2936. spotDirections[ spotOffset + 2 ] = _direction.z;
  2937. spotAnglesCos[ spotLength ] = Math.cos( light.angle );
  2938. spotExponents[ spotLength ] = light.exponent;
  2939. spotLength += 1;
  2940. } else if ( light instanceof THREE.HemisphereLight ) {
  2941. hemiCount += 1;
  2942. if ( ! light.visible ) continue;
  2943. _direction.setFromMatrixPosition( light.matrixWorld );
  2944. _direction.normalize();
  2945. // skip lights with undefined direction
  2946. // these create troubles in OpenGL (making pixel black)
  2947. if ( _direction.x === 0 && _direction.y === 0 && _direction.z === 0 ) continue;
  2948. hemiOffset = hemiLength * 3;
  2949. hemiPositions[ hemiOffset ] = _direction.x;
  2950. hemiPositions[ hemiOffset + 1 ] = _direction.y;
  2951. hemiPositions[ hemiOffset + 2 ] = _direction.z;
  2952. skyColor = light.color;
  2953. groundColor = light.groundColor;
  2954. if ( _this.gammaInput ) {
  2955. intensitySq = intensity * intensity;
  2956. setColorGamma( hemiSkyColors, hemiOffset, skyColor, intensitySq );
  2957. setColorGamma( hemiGroundColors, hemiOffset, groundColor, intensitySq );
  2958. } else {
  2959. setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
  2960. setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );
  2961. }
  2962. hemiLength += 1;
  2963. }
  2964. }
  2965. // null eventual remains from removed lights
  2966. // (this is to avoid if in shader)
  2967. for ( l = dirLength * 3, ll = Math.max( dirColors.length, dirCount * 3 ); l < ll; l ++ ) dirColors[ l ] = 0.0;
  2968. for ( l = pointLength * 3, ll = Math.max( pointColors.length, pointCount * 3 ); l < ll; l ++ ) pointColors[ l ] = 0.0;
  2969. for ( l = spotLength * 3, ll = Math.max( spotColors.length, spotCount * 3 ); l < ll; l ++ ) spotColors[ l ] = 0.0;
  2970. for ( l = hemiLength * 3, ll = Math.max( hemiSkyColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiSkyColors[ l ] = 0.0;
  2971. for ( l = hemiLength * 3, ll = Math.max( hemiGroundColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiGroundColors[ l ] = 0.0;
  2972. zlights.directional.length = dirLength;
  2973. zlights.point.length = pointLength;
  2974. zlights.spot.length = spotLength;
  2975. zlights.hemi.length = hemiLength;
  2976. zlights.ambient[ 0 ] = r;
  2977. zlights.ambient[ 1 ] = g;
  2978. zlights.ambient[ 2 ] = b;
  2979. };
  2980. // GL state setting
  2981. this.setFaceCulling = function ( cullFace, frontFaceDirection ) {
  2982. if ( cullFace === THREE.CullFaceNone ) {
  2983. _gl.disable( _gl.CULL_FACE );
  2984. } else {
  2985. if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {
  2986. _gl.frontFace( _gl.CW );
  2987. } else {
  2988. _gl.frontFace( _gl.CCW );
  2989. }
  2990. if ( cullFace === THREE.CullFaceBack ) {
  2991. _gl.cullFace( _gl.BACK );
  2992. } else if ( cullFace === THREE.CullFaceFront ) {
  2993. _gl.cullFace( _gl.FRONT );
  2994. } else {
  2995. _gl.cullFace( _gl.FRONT_AND_BACK );
  2996. }
  2997. _gl.enable( _gl.CULL_FACE );
  2998. }
  2999. };
  3000. this.setMaterialFaces = function ( material ) {
  3001. var doubleSided = material.side === THREE.DoubleSide;
  3002. var flipSided = material.side === THREE.BackSide;
  3003. if ( _oldDoubleSided !== doubleSided ) {
  3004. if ( doubleSided ) {
  3005. _gl.disable( _gl.CULL_FACE );
  3006. } else {
  3007. _gl.enable( _gl.CULL_FACE );
  3008. }
  3009. _oldDoubleSided = doubleSided;
  3010. }
  3011. if ( _oldFlipSided !== flipSided ) {
  3012. if ( flipSided ) {
  3013. _gl.frontFace( _gl.CW );
  3014. } else {
  3015. _gl.frontFace( _gl.CCW );
  3016. }
  3017. _oldFlipSided = flipSided;
  3018. }
  3019. };
  3020. this.setDepthTest = function ( depthTest ) {
  3021. if ( _oldDepthTest !== depthTest ) {
  3022. if ( depthTest ) {
  3023. _gl.enable( _gl.DEPTH_TEST );
  3024. } else {
  3025. _gl.disable( _gl.DEPTH_TEST );
  3026. }
  3027. _oldDepthTest = depthTest;
  3028. }
  3029. };
  3030. this.setDepthWrite = function ( depthWrite ) {
  3031. if ( _oldDepthWrite !== depthWrite ) {
  3032. _gl.depthMask( depthWrite );
  3033. _oldDepthWrite = depthWrite;
  3034. }
  3035. };
  3036. function setLineWidth ( width ) {
  3037. if ( width !== _oldLineWidth ) {
  3038. _gl.lineWidth( width );
  3039. _oldLineWidth = width;
  3040. }
  3041. };
  3042. function setPolygonOffset ( polygonoffset, factor, units ) {
  3043. if ( _oldPolygonOffset !== polygonoffset ) {
  3044. if ( polygonoffset ) {
  3045. _gl.enable( _gl.POLYGON_OFFSET_FILL );
  3046. } else {
  3047. _gl.disable( _gl.POLYGON_OFFSET_FILL );
  3048. }
  3049. _oldPolygonOffset = polygonoffset;
  3050. }
  3051. if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) {
  3052. _gl.polygonOffset( factor, units );
  3053. _oldPolygonOffsetFactor = factor;
  3054. _oldPolygonOffsetUnits = units;
  3055. }
  3056. };
  3057. this.setBlending = function ( blending, blendEquation, blendSrc, blendDst ) {
  3058. if ( blending !== _oldBlending ) {
  3059. if ( blending === THREE.NoBlending ) {
  3060. _gl.disable( _gl.BLEND );
  3061. } else if ( blending === THREE.AdditiveBlending ) {
  3062. _gl.enable( _gl.BLEND );
  3063. _gl.blendEquation( _gl.FUNC_ADD );
  3064. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
  3065. } else if ( blending === THREE.SubtractiveBlending ) {
  3066. // TODO: Find blendFuncSeparate() combination
  3067. _gl.enable( _gl.BLEND );
  3068. _gl.blendEquation( _gl.FUNC_ADD );
  3069. _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
  3070. } else if ( blending === THREE.MultiplyBlending ) {
  3071. // TODO: Find blendFuncSeparate() combination
  3072. _gl.enable( _gl.BLEND );
  3073. _gl.blendEquation( _gl.FUNC_ADD );
  3074. _gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
  3075. } else if ( blending === THREE.CustomBlending ) {
  3076. _gl.enable( _gl.BLEND );
  3077. } else {
  3078. _gl.enable( _gl.BLEND );
  3079. _gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
  3080. _gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
  3081. }
  3082. _oldBlending = blending;
  3083. }
  3084. if ( blending === THREE.CustomBlending ) {
  3085. if ( blendEquation !== _oldBlendEquation ) {
  3086. _gl.blendEquation( paramThreeToGL( blendEquation ) );
  3087. _oldBlendEquation = blendEquation;
  3088. }
  3089. if ( blendSrc !== _oldBlendSrc || blendDst !== _oldBlendDst ) {
  3090. _gl.blendFunc( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ) );
  3091. _oldBlendSrc = blendSrc;
  3092. _oldBlendDst = blendDst;
  3093. }
  3094. } else {
  3095. _oldBlendEquation = null;
  3096. _oldBlendSrc = null;
  3097. _oldBlendDst = null;
  3098. }
  3099. };
  3100. // Defines
  3101. function generateDefines ( defines ) {
  3102. var value, chunk, chunks = [];
  3103. for ( var d in defines ) {
  3104. value = defines[ d ];
  3105. if ( value === false ) continue;
  3106. chunk = "#define " + d + " " + value;
  3107. chunks.push( chunk );
  3108. }
  3109. return chunks.join( "\n" );
  3110. };
  3111. // Shaders
  3112. function buildProgram( shaderID, fragmentShader, vertexShader, uniforms, attributes, defines, parameters, index0AttributeName ) {
  3113. var p, pl, d, program, code;
  3114. var chunks = [];
  3115. // Generate code
  3116. if ( shaderID ) {
  3117. chunks.push( shaderID );
  3118. } else {
  3119. chunks.push( fragmentShader );
  3120. chunks.push( vertexShader );
  3121. }
  3122. for ( d in defines ) {
  3123. chunks.push( d );
  3124. chunks.push( defines[ d ] );
  3125. }
  3126. for ( p in parameters ) {
  3127. chunks.push( p );
  3128. chunks.push( parameters[ p ] );
  3129. }
  3130. code = chunks.join();
  3131. // Check if code has been already compiled
  3132. for ( p = 0, pl = _programs.length; p < pl; p ++ ) {
  3133. var programInfo = _programs[ p ];
  3134. if ( programInfo.code === code ) {
  3135. // console.log( "Code already compiled." /*: \n\n" + code*/ );
  3136. programInfo.usedTimes ++;
  3137. return programInfo.program;
  3138. }
  3139. }
  3140. var shadowMapTypeDefine = "SHADOWMAP_TYPE_BASIC";
  3141. if ( parameters.shadowMapType === THREE.PCFShadowMap ) {
  3142. shadowMapTypeDefine = "SHADOWMAP_TYPE_PCF";
  3143. } else if ( parameters.shadowMapType === THREE.PCFSoftShadowMap ) {
  3144. shadowMapTypeDefine = "SHADOWMAP_TYPE_PCF_SOFT";
  3145. }
  3146. // console.log( "building new program " );
  3147. //
  3148. var customDefines = generateDefines( defines );
  3149. //
  3150. program = _gl.createProgram();
  3151. var prefix_vertex = [
  3152. "precision " + _precision + " float;",
  3153. "precision " + _precision + " int;",
  3154. customDefines,
  3155. _supportsVertexTextures ? "#define VERTEX_TEXTURES" : "",
  3156. _this.gammaInput ? "#define GAMMA_INPUT" : "",
  3157. _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
  3158. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  3159. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  3160. "#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
  3161. "#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
  3162. "#define MAX_SHADOWS " + parameters.maxShadows,
  3163. "#define MAX_BONES " + parameters.maxBones,
  3164. parameters.map ? "#define USE_MAP" : "",
  3165. parameters.envMap ? "#define USE_ENVMAP" : "",
  3166. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  3167. parameters.bumpMap ? "#define USE_BUMPMAP" : "",
  3168. parameters.normalMap ? "#define USE_NORMALMAP" : "",
  3169. parameters.specularMap ? "#define USE_SPECULARMAP" : "",
  3170. parameters.vertexColors ? "#define USE_COLOR" : "",
  3171. parameters.skinning ? "#define USE_SKINNING" : "",
  3172. parameters.useVertexTexture ? "#define BONE_TEXTURE" : "",
  3173. parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
  3174. parameters.morphNormals ? "#define USE_MORPHNORMALS" : "",
  3175. parameters.wrapAround ? "#define WRAP_AROUND" : "",
  3176. parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
  3177. parameters.flipSided ? "#define FLIP_SIDED" : "",
  3178. parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
  3179. parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
  3180. parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
  3181. parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
  3182. parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",
  3183. "uniform mat4 modelMatrix;",
  3184. "uniform mat4 modelViewMatrix;",
  3185. "uniform mat4 projectionMatrix;",
  3186. "uniform mat4 viewMatrix;",
  3187. "uniform mat3 normalMatrix;",
  3188. "uniform vec3 cameraPosition;",
  3189. "attribute vec3 position;",
  3190. "attribute vec3 normal;",
  3191. "attribute vec2 uv;",
  3192. "attribute vec2 uv2;",
  3193. "#ifdef USE_COLOR",
  3194. " attribute vec3 color;",
  3195. "#endif",
  3196. "#ifdef USE_MORPHTARGETS",
  3197. " attribute vec3 morphTarget0;",
  3198. " attribute vec3 morphTarget1;",
  3199. " attribute vec3 morphTarget2;",
  3200. " attribute vec3 morphTarget3;",
  3201. " #ifdef USE_MORPHNORMALS",
  3202. " attribute vec3 morphNormal0;",
  3203. " attribute vec3 morphNormal1;",
  3204. " attribute vec3 morphNormal2;",
  3205. " attribute vec3 morphNormal3;",
  3206. " #else",
  3207. " attribute vec3 morphTarget4;",
  3208. " attribute vec3 morphTarget5;",
  3209. " attribute vec3 morphTarget6;",
  3210. " attribute vec3 morphTarget7;",
  3211. " #endif",
  3212. "#endif",
  3213. "#ifdef USE_SKINNING",
  3214. " attribute vec4 skinIndex;",
  3215. " attribute vec4 skinWeight;",
  3216. "#endif",
  3217. ""
  3218. ].join("\n");
  3219. var prefix_fragment = [
  3220. "precision " + _precision + " float;",
  3221. "precision " + _precision + " int;",
  3222. ( parameters.bumpMap || parameters.normalMap ) ? "#extension GL_OES_standard_derivatives : enable" : "",
  3223. customDefines,
  3224. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  3225. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  3226. "#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
  3227. "#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
  3228. "#define MAX_SHADOWS " + parameters.maxShadows,
  3229. parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "",
  3230. _this.gammaInput ? "#define GAMMA_INPUT" : "",
  3231. _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
  3232. ( parameters.useFog && parameters.fog ) ? "#define USE_FOG" : "",
  3233. ( parameters.useFog && parameters.fogExp ) ? "#define FOG_EXP2" : "",
  3234. parameters.map ? "#define USE_MAP" : "",
  3235. parameters.envMap ? "#define USE_ENVMAP" : "",
  3236. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  3237. parameters.bumpMap ? "#define USE_BUMPMAP" : "",
  3238. parameters.normalMap ? "#define USE_NORMALMAP" : "",
  3239. parameters.specularMap ? "#define USE_SPECULARMAP" : "",
  3240. parameters.vertexColors ? "#define USE_COLOR" : "",
  3241. parameters.metal ? "#define METAL" : "",
  3242. parameters.wrapAround ? "#define WRAP_AROUND" : "",
  3243. parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
  3244. parameters.flipSided ? "#define FLIP_SIDED" : "",
  3245. parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
  3246. parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
  3247. parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
  3248. parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
  3249. "uniform mat4 viewMatrix;",
  3250. "uniform vec3 cameraPosition;",
  3251. ""
  3252. ].join("\n");
  3253. var glVertexShader = getShader( "vertex", prefix_vertex + vertexShader );
  3254. var glFragmentShader = getShader( "fragment", prefix_fragment + fragmentShader );
  3255. _gl.attachShader( program, glVertexShader );
  3256. _gl.attachShader( program, glFragmentShader );
  3257. // Force a particular attribute to index 0.
  3258. // because potentially expensive emulation is done by browser if attribute 0 is disabled.
  3259. // And, color, for example is often automatically bound to index 0 so disabling it
  3260. if ( index0AttributeName !== undefined ) {
  3261. _gl.bindAttribLocation( program, 0, index0AttributeName );
  3262. }
  3263. _gl.linkProgram( program );
  3264. if ( _gl.getProgramParameter( program, _gl.LINK_STATUS ) === false ) {
  3265. console.error( 'Could not initialise shader' );
  3266. console.error( 'gl.VALIDATE_STATUS', _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) );
  3267. console.error( 'gl.getError()', _gl.getError() );
  3268. }
  3269. if ( _gl.getProgramInfoLog( program ) !== '' ) {
  3270. console.error( 'gl.getProgramInfoLog()', _gl.getProgramInfoLog( program ) );
  3271. }
  3272. program.vertexShader = _gl.getShaderSource( glVertexShader );
  3273. program.fragmentShader = _gl.getShaderSource( glFragmentShader );
  3274. // clean up
  3275. _gl.deleteShader( glVertexShader );
  3276. _gl.deleteShader( glFragmentShader );
  3277. // console.log( prefix_fragment + fragmentShader );
  3278. // console.log( prefix_vertex + vertexShader );
  3279. program.uniforms = {};
  3280. program.attributes = {};
  3281. var identifiers, u, a, i;
  3282. // cache uniform locations
  3283. identifiers = [
  3284. 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'modelMatrix', 'cameraPosition',
  3285. 'morphTargetInfluences'
  3286. ];
  3287. if ( parameters.useVertexTexture ) {
  3288. identifiers.push( 'boneTexture' );
  3289. identifiers.push( 'boneTextureWidth' );
  3290. identifiers.push( 'boneTextureHeight' );
  3291. } else {
  3292. identifiers.push( 'boneGlobalMatrices' );
  3293. }
  3294. for ( u in uniforms ) {
  3295. identifiers.push( u );
  3296. }
  3297. cacheUniformLocations( program, identifiers );
  3298. // cache attributes locations
  3299. identifiers = [
  3300. "position", "normal", "uv", "uv2", "tangent", "color",
  3301. "skinIndex", "skinWeight", "lineDistance"
  3302. ];
  3303. for ( i = 0; i < parameters.maxMorphTargets; i ++ ) {
  3304. identifiers.push( "morphTarget" + i );
  3305. }
  3306. for ( i = 0; i < parameters.maxMorphNormals; i ++ ) {
  3307. identifiers.push( "morphNormal" + i );
  3308. }
  3309. for ( a in attributes ) {
  3310. identifiers.push( a );
  3311. }
  3312. cacheAttributeLocations( program, identifiers );
  3313. program.id = _programs_counter ++;
  3314. _programs.push( { program: program, code: code, usedTimes: 1 } );
  3315. _this.info.memory.programs = _programs.length;
  3316. return program;
  3317. };
  3318. // Shader parameters cache
  3319. function cacheUniformLocations ( program, identifiers ) {
  3320. var i, l, id;
  3321. for( i = 0, l = identifiers.length; i < l; i ++ ) {
  3322. id = identifiers[ i ];
  3323. program.uniforms[ id ] = _gl.getUniformLocation( program, id );
  3324. }
  3325. };
  3326. function cacheAttributeLocations ( program, identifiers ) {
  3327. var i, l, id;
  3328. for( i = 0, l = identifiers.length; i < l; i ++ ) {
  3329. id = identifiers[ i ];
  3330. program.attributes[ id ] = _gl.getAttribLocation( program, id );
  3331. }
  3332. };
  3333. function addLineNumbers ( string ) {
  3334. var chunks = string.split( "\n" );
  3335. for ( var i = 0, il = chunks.length; i < il; i ++ ) {
  3336. // Chrome reports shader errors on lines
  3337. // starting counting from 1
  3338. chunks[ i ] = ( i + 1 ) + ": " + chunks[ i ];
  3339. }
  3340. return chunks.join( "\n" );
  3341. };
  3342. function getShader ( type, string ) {
  3343. var shader;
  3344. if ( type === "fragment" ) {
  3345. shader = _gl.createShader( _gl.FRAGMENT_SHADER );
  3346. } else if ( type === "vertex" ) {
  3347. shader = _gl.createShader( _gl.VERTEX_SHADER );
  3348. }
  3349. _gl.shaderSource( shader, string );
  3350. _gl.compileShader( shader );
  3351. if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {
  3352. console.error( _gl.getShaderInfoLog( shader ) );
  3353. console.error( addLineNumbers( string ) );
  3354. return null;
  3355. }
  3356. return shader;
  3357. };
  3358. // Textures
  3359. function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
  3360. if ( isImagePowerOfTwo ) {
  3361. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  3362. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  3363. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  3364. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  3365. } else {
  3366. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  3367. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  3368. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  3369. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  3370. }
  3371. if ( _glExtensionTextureFilterAnisotropic && texture.type !== THREE.FloatType ) {
  3372. if ( texture.anisotropy > 1 || texture.__oldAnisotropy ) {
  3373. _gl.texParameterf( textureType, _glExtensionTextureFilterAnisotropic.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _maxAnisotropy ) );
  3374. texture.__oldAnisotropy = texture.anisotropy;
  3375. }
  3376. }
  3377. };
  3378. this.setTexture = function ( texture, slot ) {
  3379. if ( texture.needsUpdate ) {
  3380. if ( ! texture.__webglInit ) {
  3381. texture.__webglInit = true;
  3382. texture.addEventListener( 'dispose', onTextureDispose );
  3383. texture.__webglTexture = _gl.createTexture();
  3384. _this.info.memory.textures ++;
  3385. }
  3386. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3387. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  3388. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  3389. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  3390. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
  3391. var image = texture.image,
  3392. isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
  3393. glFormat = paramThreeToGL( texture.format ),
  3394. glType = paramThreeToGL( texture.type );
  3395. setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
  3396. var mipmap, mipmaps = texture.mipmaps;
  3397. if ( texture instanceof THREE.DataTexture ) {
  3398. // use manually created mipmaps if available
  3399. // if there are no manual mipmaps
  3400. // set 0 level mipmap and then use GL to generate other mipmap levels
  3401. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  3402. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  3403. mipmap = mipmaps[ i ];
  3404. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  3405. }
  3406. texture.generateMipmaps = false;
  3407. } else {
  3408. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
  3409. }
  3410. } else if ( texture instanceof THREE.CompressedTexture ) {
  3411. for( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  3412. mipmap = mipmaps[ i ];
  3413. if ( texture.format!==THREE.RGBAFormat ) {
  3414. _gl.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  3415. } else {
  3416. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  3417. }
  3418. }
  3419. } else { // regular Texture (image, video, canvas)
  3420. // use manually created mipmaps if available
  3421. // if there are no manual mipmaps
  3422. // set 0 level mipmap and then use GL to generate other mipmap levels
  3423. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  3424. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  3425. mipmap = mipmaps[ i ];
  3426. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
  3427. }
  3428. texture.generateMipmaps = false;
  3429. } else {
  3430. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
  3431. }
  3432. }
  3433. if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  3434. texture.needsUpdate = false;
  3435. if ( texture.onUpdate ) texture.onUpdate();
  3436. } else {
  3437. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3438. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  3439. }
  3440. };
  3441. function clampToMaxSize ( image, maxSize ) {
  3442. if ( image.width <= maxSize && image.height <= maxSize ) {
  3443. return image;
  3444. }
  3445. // Warning: Scaling through the canvas will only work with images that use
  3446. // premultiplied alpha.
  3447. var maxDimension = Math.max( image.width, image.height );
  3448. var newWidth = Math.floor( image.width * maxSize / maxDimension );
  3449. var newHeight = Math.floor( image.height * maxSize / maxDimension );
  3450. var canvas = document.createElement( 'canvas' );
  3451. canvas.width = newWidth;
  3452. canvas.height = newHeight;
  3453. var ctx = canvas.getContext( "2d" );
  3454. ctx.drawImage( image, 0, 0, image.width, image.height, 0, 0, newWidth, newHeight );
  3455. return canvas;
  3456. }
  3457. function setCubeTexture ( texture, slot ) {
  3458. if ( texture.image.length === 6 ) {
  3459. if ( texture.needsUpdate ) {
  3460. if ( ! texture.image.__webglTextureCube ) {
  3461. texture.addEventListener( 'dispose', onTextureDispose );
  3462. texture.image.__webglTextureCube = _gl.createTexture();
  3463. _this.info.memory.textures ++;
  3464. }
  3465. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3466. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  3467. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  3468. var isCompressed = texture instanceof THREE.CompressedTexture;
  3469. var cubeImage = [];
  3470. for ( var i = 0; i < 6; i ++ ) {
  3471. if ( _this.autoScaleCubemaps && ! isCompressed ) {
  3472. cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize );
  3473. } else {
  3474. cubeImage[ i ] = texture.image[ i ];
  3475. }
  3476. }
  3477. var image = cubeImage[ 0 ],
  3478. isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
  3479. glFormat = paramThreeToGL( texture.format ),
  3480. glType = paramThreeToGL( texture.type );
  3481. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
  3482. for ( var i = 0; i < 6; i ++ ) {
  3483. if( !isCompressed ) {
  3484. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
  3485. } else {
  3486. var mipmap, mipmaps = cubeImage[ i ].mipmaps;
  3487. for( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
  3488. mipmap = mipmaps[ j ];
  3489. if ( texture.format!==THREE.RGBAFormat ) {
  3490. _gl.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  3491. } else {
  3492. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  3493. }
  3494. }
  3495. }
  3496. }
  3497. if ( texture.generateMipmaps && isImagePowerOfTwo ) {
  3498. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3499. }
  3500. texture.needsUpdate = false;
  3501. if ( texture.onUpdate ) texture.onUpdate();
  3502. } else {
  3503. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3504. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  3505. }
  3506. }
  3507. };
  3508. function setCubeTextureDynamic ( texture, slot ) {
  3509. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3510. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
  3511. };
  3512. // Render targets
  3513. function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
  3514. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  3515. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );
  3516. };
  3517. function setupRenderBuffer ( renderbuffer, renderTarget ) {
  3518. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  3519. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  3520. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  3521. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3522. /* For some reason this is not working. Defaulting to RGBA4.
  3523. } else if( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3524. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
  3525. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3526. */
  3527. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3528. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
  3529. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3530. } else {
  3531. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
  3532. }
  3533. };
  3534. this.setRenderTarget = function ( renderTarget ) {
  3535. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  3536. if ( renderTarget && ! renderTarget.__webglFramebuffer ) {
  3537. if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
  3538. if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
  3539. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  3540. renderTarget.__webglTexture = _gl.createTexture();
  3541. _this.info.memory.textures ++;
  3542. // Setup texture, create render and frame buffers
  3543. var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.isPowerOfTwo( renderTarget.height ),
  3544. glFormat = paramThreeToGL( renderTarget.format ),
  3545. glType = paramThreeToGL( renderTarget.type );
  3546. if ( isCube ) {
  3547. renderTarget.__webglFramebuffer = [];
  3548. renderTarget.__webglRenderbuffer = [];
  3549. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  3550. setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
  3551. for ( var i = 0; i < 6; i ++ ) {
  3552. renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  3553. renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
  3554. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  3555. setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
  3556. setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );
  3557. }
  3558. if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3559. } else {
  3560. renderTarget.__webglFramebuffer = _gl.createFramebuffer();
  3561. if ( renderTarget.shareDepthFrom ) {
  3562. renderTarget.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;
  3563. } else {
  3564. renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();
  3565. }
  3566. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  3567. setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );
  3568. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  3569. setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
  3570. if ( renderTarget.shareDepthFrom ) {
  3571. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  3572. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
  3573. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3574. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
  3575. }
  3576. } else {
  3577. setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );
  3578. }
  3579. if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  3580. }
  3581. // Release everything
  3582. if ( isCube ) {
  3583. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  3584. } else {
  3585. _gl.bindTexture( _gl.TEXTURE_2D, null );
  3586. }
  3587. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  3588. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  3589. }
  3590. var framebuffer, width, height, vx, vy;
  3591. if ( renderTarget ) {
  3592. if ( isCube ) {
  3593. framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];
  3594. } else {
  3595. framebuffer = renderTarget.__webglFramebuffer;
  3596. }
  3597. width = renderTarget.width;
  3598. height = renderTarget.height;
  3599. vx = 0;
  3600. vy = 0;
  3601. } else {
  3602. framebuffer = null;
  3603. width = _viewportWidth;
  3604. height = _viewportHeight;
  3605. vx = _viewportX;
  3606. vy = _viewportY;
  3607. }
  3608. if ( framebuffer !== _currentFramebuffer ) {
  3609. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  3610. _gl.viewport( vx, vy, width, height );
  3611. _currentFramebuffer = framebuffer;
  3612. }
  3613. _currentWidth = width;
  3614. _currentHeight = height;
  3615. };
  3616. function updateRenderTargetMipmap ( renderTarget ) {
  3617. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  3618. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  3619. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3620. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  3621. } else {
  3622. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  3623. _gl.generateMipmap( _gl.TEXTURE_2D );
  3624. _gl.bindTexture( _gl.TEXTURE_2D, null );
  3625. }
  3626. };
  3627. // Fallback filters for non-power-of-2 textures
  3628. function filterFallback ( f ) {
  3629. if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {
  3630. return _gl.NEAREST;
  3631. }
  3632. return _gl.LINEAR;
  3633. };
  3634. // Map three.js constants to WebGL constants
  3635. function paramThreeToGL ( p ) {
  3636. if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
  3637. if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
  3638. if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
  3639. if ( p === THREE.NearestFilter ) return _gl.NEAREST;
  3640. if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
  3641. if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
  3642. if ( p === THREE.LinearFilter ) return _gl.LINEAR;
  3643. if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
  3644. if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
  3645. if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
  3646. if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
  3647. if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
  3648. if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
  3649. if ( p === THREE.ByteType ) return _gl.BYTE;
  3650. if ( p === THREE.ShortType ) return _gl.SHORT;
  3651. if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
  3652. if ( p === THREE.IntType ) return _gl.INT;
  3653. if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
  3654. if ( p === THREE.FloatType ) return _gl.FLOAT;
  3655. if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
  3656. if ( p === THREE.RGBFormat ) return _gl.RGB;
  3657. if ( p === THREE.RGBAFormat ) return _gl.RGBA;
  3658. if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
  3659. if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
  3660. if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
  3661. if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
  3662. if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
  3663. if ( p === THREE.ZeroFactor ) return _gl.ZERO;
  3664. if ( p === THREE.OneFactor ) return _gl.ONE;
  3665. if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
  3666. if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
  3667. if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
  3668. if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
  3669. if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
  3670. if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
  3671. if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
  3672. if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
  3673. if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
  3674. if ( _glExtensionCompressedTextureS3TC !== undefined ) {
  3675. if ( p === THREE.RGB_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGB_S3TC_DXT1_EXT;
  3676. if ( p === THREE.RGBA_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  3677. if ( p === THREE.RGBA_S3TC_DXT3_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  3678. if ( p === THREE.RGBA_S3TC_DXT5_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  3679. }
  3680. return 0;
  3681. };
  3682. // Allocations
  3683. function allocateBones ( object ) {
  3684. if ( _supportsBoneTextures && object && object.useVertexTexture ) {
  3685. return 1024;
  3686. } else {
  3687. // default for when object is not specified
  3688. // ( for example when prebuilding shader
  3689. // to be used with multiple objects )
  3690. //
  3691. // - leave some extra space for other uniforms
  3692. // - limit here is ANGLE's 254 max uniform vectors
  3693. // (up to 54 should be safe)
  3694. var nVertexUniforms = _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS );
  3695. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  3696. var maxBones = nVertexMatrices;
  3697. if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
  3698. maxBones = Math.min( object.bones.length, maxBones );
  3699. if ( maxBones < object.bones.length ) {
  3700. console.warn( "WebGLRenderer: too many bones - " + object.bones.length + ", this GPU supports just " + maxBones + " (try OpenGL instead of ANGLE)" );
  3701. }
  3702. }
  3703. return maxBones;
  3704. }
  3705. };
  3706. function allocateLights( lights ) {
  3707. var dirLights = 0;
  3708. var pointLights = 0;
  3709. var spotLights = 0;
  3710. var hemiLights = 0;
  3711. for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
  3712. var light = lights[ l ];
  3713. if ( light.onlyShadow || light.visible === false ) continue;
  3714. if ( light instanceof THREE.DirectionalLight ) dirLights ++;
  3715. if ( light instanceof THREE.PointLight ) pointLights ++;
  3716. if ( light instanceof THREE.SpotLight ) spotLights ++;
  3717. if ( light instanceof THREE.HemisphereLight ) hemiLights ++;
  3718. }
  3719. return { 'directional' : dirLights, 'point' : pointLights, 'spot': spotLights, 'hemi': hemiLights };
  3720. };
  3721. function allocateShadows( lights ) {
  3722. var maxShadows = 0;
  3723. for ( var l = 0, ll = lights.length; l < ll; l++ ) {
  3724. var light = lights[ l ];
  3725. if ( ! light.castShadow ) continue;
  3726. if ( light instanceof THREE.SpotLight ) maxShadows ++;
  3727. if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;
  3728. }
  3729. return maxShadows;
  3730. };
  3731. // Initialization
  3732. function initGL() {
  3733. try {
  3734. var attributes = {
  3735. alpha: _alpha,
  3736. depth: _depth,
  3737. stencil: _stencil,
  3738. antialias: _antialias,
  3739. premultipliedAlpha: _premultipliedAlpha,
  3740. preserveDrawingBuffer: _preserveDrawingBuffer
  3741. };
  3742. _gl = _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes );
  3743. if ( _gl === null ) {
  3744. throw 'Error creating WebGL context.';
  3745. }
  3746. } catch ( error ) {
  3747. console.error( error );
  3748. }
  3749. _glExtensionTextureFloat = _gl.getExtension( 'OES_texture_float' );
  3750. _glExtensionTextureFloatLinear = _gl.getExtension( 'OES_texture_float_linear' );
  3751. _glExtensionStandardDerivatives = _gl.getExtension( 'OES_standard_derivatives' );
  3752. _glExtensionTextureFilterAnisotropic = _gl.getExtension( 'EXT_texture_filter_anisotropic' ) || _gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || _gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  3753. _glExtensionCompressedTextureS3TC = _gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || _gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || _gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  3754. _glExtensionElementIndexUint = _gl.getExtension( 'OES_element_index_uint' );
  3755. if ( _glExtensionTextureFloat === null ) {
  3756. console.log( 'THREE.WebGLRenderer: Float textures not supported.' );
  3757. }
  3758. if ( _glExtensionStandardDerivatives === null ) {
  3759. console.log( 'THREE.WebGLRenderer: Standard derivatives not supported.' );
  3760. }
  3761. if ( _glExtensionTextureFilterAnisotropic === null ) {
  3762. console.log( 'THREE.WebGLRenderer: Anisotropic texture filtering not supported.' );
  3763. }
  3764. if ( _glExtensionCompressedTextureS3TC === null ) {
  3765. console.log( 'THREE.WebGLRenderer: S3TC compressed textures not supported.' );
  3766. }
  3767. if ( _glExtensionElementIndexUint === null ) {
  3768. console.log( 'THREE.WebGLRenderer: elementindex as unsigned integer not supported.' );
  3769. }
  3770. if ( _gl.getShaderPrecisionFormat === undefined ) {
  3771. _gl.getShaderPrecisionFormat = function() {
  3772. return {
  3773. "rangeMin" : 1,
  3774. "rangeMax" : 1,
  3775. "precision" : 1
  3776. };
  3777. }
  3778. }
  3779. };
  3780. function setDefaultGLState () {
  3781. _gl.clearColor( 0, 0, 0, 1 );
  3782. _gl.clearDepth( 1 );
  3783. _gl.clearStencil( 0 );
  3784. _gl.enable( _gl.DEPTH_TEST );
  3785. _gl.depthFunc( _gl.LEQUAL );
  3786. _gl.frontFace( _gl.CCW );
  3787. _gl.cullFace( _gl.BACK );
  3788. _gl.enable( _gl.CULL_FACE );
  3789. _gl.enable( _gl.BLEND );
  3790. _gl.blendEquation( _gl.FUNC_ADD );
  3791. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
  3792. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  3793. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  3794. };
  3795. // default plugins (order is important)
  3796. this.shadowMapPlugin = new THREE.ShadowMapPlugin();
  3797. this.addPrePlugin( this.shadowMapPlugin );
  3798. this.addPostPlugin( new THREE.SpritePlugin() );
  3799. this.addPostPlugin( new THREE.LensFlarePlugin() );
  3800. };
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