WebGLRenderer.js 137 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. // By default you can use just up to 4 directional / point lights total.
  9. // ANGLE implementation (Chrome/Firefox on Windows) is bound to
  10. // 10 varying vectors due to DirectX9 limitation.
  11. var _this = this,
  12. _gl, _programs = [],
  13. _currentProgram = null,
  14. _currentFramebuffer = null,
  15. _currentMaterialId = -1,
  16. _currentGeometryGroupHash = null,
  17. _geometryGroupCounter = 0,
  18. // gl state cache
  19. _oldDoubleSided = null,
  20. _oldFlipSided = null,
  21. _oldBlending = null,
  22. _oldDepthTest = null,
  23. _oldDepthWrite = null,
  24. _oldPolygonOffset = null,
  25. _oldPolygonOffsetFactor = null,
  26. _oldPolygonOffsetUnits = null,
  27. _cullEnabled = true,
  28. _viewportX = 0,
  29. _viewportY = 0,
  30. _viewportWidth = 0,
  31. _viewportHeight = 0,
  32. // camera matrices caches
  33. _frustum = [
  34. new THREE.Vector4(),
  35. new THREE.Vector4(),
  36. new THREE.Vector4(),
  37. new THREE.Vector4(),
  38. new THREE.Vector4(),
  39. new THREE.Vector4()
  40. ],
  41. _projScreenMatrix = new THREE.Matrix4(),
  42. _projectionMatrixArray = new Float32Array( 16 ),
  43. _viewMatrixArray = new Float32Array( 16 ),
  44. _vector3 = new THREE.Vector4(),
  45. // light arrays cache
  46. _lights = {
  47. ambient: [ 0, 0, 0 ],
  48. directional: { length: 0, colors: new Array(), positions: new Array() },
  49. point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() }
  50. },
  51. // parameters
  52. parameters = parameters || {},
  53. _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
  54. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  55. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  56. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  57. _clearColor = parameters.clearColor !== undefined ? new THREE.Color( parameters.clearColor ) : new THREE.Color( 0x000000 ),
  58. _clearAlpha = parameters.clearAlpha !== undefined ? parameters.clearAlpha : 0,
  59. _maxLights = parameters.maxLights !== undefined ? parameters.maxLights : 4;
  60. this.info = {
  61. memory: {
  62. programs: 0,
  63. geometries: 0,
  64. textures: 0
  65. },
  66. render: {
  67. calls: 0,
  68. vertices: 0,
  69. faces: 0
  70. }
  71. };
  72. this.maxMorphTargets = 8;
  73. this.domElement = _canvas;
  74. this.autoClear = true;
  75. this.autoClearColor = true;
  76. this.autoClearDepth = true;
  77. this.autoClearStencil = true;
  78. this.sortObjects = true;
  79. // physically based shading
  80. this.gammaInput = false;
  81. this.gammaOutput = false;
  82. this.physicallyBasedShading = false;
  83. // shadow map
  84. this.shadowMapBias = 0.0039;
  85. this.shadowMapDarkness = 0.5;
  86. this.shadowMapWidth = 512;
  87. this.shadowMapHeight = 512;
  88. this.shadowCameraNear = 1;
  89. this.shadowCameraFar = 5000;
  90. this.shadowCameraFov = 50;
  91. this.shadowMap = [];
  92. this.shadowMapEnabled = false;
  93. this.shadowMapAutoUpdate = true;
  94. this.shadowMapSoft = true;
  95. var _cameraLight, _shadowMatrix = [];
  96. var depthShader = THREE.ShaderLib[ "depthRGBA" ];
  97. var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
  98. var _depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } );
  99. var _depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } );
  100. _depthMaterial._shadowPass = true;
  101. _depthMaterialMorph._shadowPass = true;
  102. // Init GL
  103. try {
  104. if ( ! ( _gl = _canvas.getContext( 'experimental-webgl', { antialias: _antialias, stencil: _stencil, preserveDrawingBuffer: _preserveDrawingBuffer } ) ) ) {
  105. throw 'Error creating WebGL context.';
  106. }
  107. console.log(
  108. navigator.userAgent + " | " +
  109. _gl.getParameter( _gl.VERSION ) + " | " +
  110. _gl.getParameter( _gl.VENDOR ) + " | " +
  111. _gl.getParameter( _gl.RENDERER ) + " | " +
  112. _gl.getParameter( _gl.SHADING_LANGUAGE_VERSION )
  113. );
  114. } catch ( error ) {
  115. console.error( error );
  116. }
  117. _gl.clearColor( 0, 0, 0, 1 );
  118. _gl.clearDepth( 1 );
  119. _gl.clearStencil( 0 );
  120. _gl.enable( _gl.DEPTH_TEST );
  121. _gl.depthFunc( _gl.LEQUAL );
  122. _gl.frontFace( _gl.CCW );
  123. _gl.cullFace( _gl.BACK );
  124. _gl.enable( _gl.CULL_FACE );
  125. _gl.enable( _gl.BLEND );
  126. _gl.blendEquation( _gl.FUNC_ADD );
  127. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
  128. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  129. _cullEnabled = true;
  130. //
  131. this.context = _gl;
  132. var _supportsVertexTextures = ( maxVertexTextures() > 0 );
  133. // prepare sprites
  134. var _sprite = {};
  135. _sprite.vertices = new Float32Array( 8 + 8 );
  136. _sprite.faces = new Uint16Array( 6 );
  137. var i = 0;
  138. _sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = -1; // vertex 0
  139. _sprite.vertices[ i++ ] = 0; _sprite.vertices[ i++ ] = 1; // uv 0
  140. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = -1; // vertex 1
  141. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 1; // uv 1
  142. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 1; // vertex 2
  143. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 0; // uv 2
  144. _sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = 1; // vertex 3
  145. _sprite.vertices[ i++ ] = 0; _sprite.vertices[ i++ ] = 0; // uv 3
  146. i = 0;
  147. _sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 1; _sprite.faces[ i++ ] = 2;
  148. _sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 2; _sprite.faces[ i++ ] = 3;
  149. _sprite.vertexBuffer = _gl.createBuffer();
  150. _sprite.elementBuffer = _gl.createBuffer();
  151. _gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
  152. _gl.bufferData( _gl.ARRAY_BUFFER, _sprite.vertices, _gl.STATIC_DRAW );
  153. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );
  154. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _sprite.faces, _gl.STATIC_DRAW );
  155. _sprite.program = _gl.createProgram();
  156. _gl.attachShader( _sprite.program, getShader( "fragment", THREE.ShaderLib.sprite.fragmentShader ) );
  157. _gl.attachShader( _sprite.program, getShader( "vertex", THREE.ShaderLib.sprite.vertexShader ) );
  158. _gl.linkProgram( _sprite.program );
  159. _sprite.attributes = {};
  160. _sprite.uniforms = {};
  161. _sprite.attributes.position = _gl.getAttribLocation ( _sprite.program, "position" );
  162. _sprite.attributes.uv = _gl.getAttribLocation ( _sprite.program, "uv" );
  163. _sprite.uniforms.uvOffset = _gl.getUniformLocation( _sprite.program, "uvOffset" );
  164. _sprite.uniforms.uvScale = _gl.getUniformLocation( _sprite.program, "uvScale" );
  165. _sprite.uniforms.rotation = _gl.getUniformLocation( _sprite.program, "rotation" );
  166. _sprite.uniforms.scale = _gl.getUniformLocation( _sprite.program, "scale" );
  167. _sprite.uniforms.alignment = _gl.getUniformLocation( _sprite.program, "alignment" );
  168. _sprite.uniforms.color = _gl.getUniformLocation( _sprite.program, "color" );
  169. _sprite.uniforms.map = _gl.getUniformLocation( _sprite.program, "map" );
  170. _sprite.uniforms.opacity = _gl.getUniformLocation( _sprite.program, "opacity" );
  171. _sprite.uniforms.useScreenCoordinates = _gl.getUniformLocation( _sprite.program, "useScreenCoordinates" );
  172. _sprite.uniforms.affectedByDistance = _gl.getUniformLocation( _sprite.program, "affectedByDistance" );
  173. _sprite.uniforms.screenPosition = _gl.getUniformLocation( _sprite.program, "screenPosition" );
  174. _sprite.uniforms.modelViewMatrix = _gl.getUniformLocation( _sprite.program, "modelViewMatrix" );
  175. _sprite.uniforms.projectionMatrix = _gl.getUniformLocation( _sprite.program, "projectionMatrix" );
  176. //_gl.enableVertexAttribArray( _sprite.attributes.position );
  177. //_gl.enableVertexAttribArray( _sprite.attributes.uv );
  178. var _spriteAttributesEnabled = false;
  179. this.setSize = function ( width, height ) {
  180. _canvas.width = width;
  181. _canvas.height = height;
  182. this.setViewport( 0, 0, _canvas.width, _canvas.height );
  183. };
  184. this.setViewport = function ( x, y, width, height ) {
  185. _viewportX = x;
  186. _viewportY = y;
  187. _viewportWidth = width;
  188. _viewportHeight = height;
  189. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  190. };
  191. this.setScissor = function ( x, y, width, height ) {
  192. _gl.scissor( x, y, width, height );
  193. };
  194. this.enableScissorTest = function ( enable ) {
  195. enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );
  196. };
  197. this.setClearColorHex = function ( hex, alpha ) {
  198. _clearColor.setHex( hex );
  199. _clearAlpha = alpha;
  200. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  201. };
  202. this.setClearColor = function ( color, alpha ) {
  203. _clearColor.copy( color );
  204. _clearAlpha = alpha;
  205. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  206. };
  207. this.getClearColor = function () {
  208. return _clearColor;
  209. };
  210. this.getClearAlpha = function () {
  211. return _clearAlpha;
  212. };
  213. this.clear = function ( color, depth, stencil ) {
  214. var bits = 0;
  215. if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  216. if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  217. if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  218. _gl.clear( bits );
  219. };
  220. this.getContext = function () {
  221. return _gl;
  222. };
  223. this.deallocateObject = function ( object ) {
  224. if ( ! object.__webglInit ) return;
  225. object.__webglInit = false;
  226. delete object._modelViewMatrix;
  227. delete object._normalMatrixArray;
  228. delete object._modelViewMatrixArray;
  229. delete object._objectMatrixArray;
  230. if ( object instanceof THREE.Mesh ) {
  231. for ( g in object.geometry.geometryGroups ) {
  232. deleteMeshBuffers( object.geometry.geometryGroups[ g ] );
  233. }
  234. } else if ( object instanceof THREE.Ribbon ) {
  235. deleteRibbonBuffers( object.geometry );
  236. } else if ( object instanceof THREE.Line ) {
  237. deleteLineBuffers( object.geometry );
  238. } else if ( object instanceof THREE.ParticleSystem ) {
  239. deleteParticleBuffers( object.geometry );
  240. }
  241. };
  242. this.deallocateTexture = function ( texture ) {
  243. if ( ! texture.__webglInit ) return;
  244. texture.__webglInit = false;
  245. _gl.deleteTexture( texture.__webglTexture );
  246. _this.info.memory.textures --;
  247. };
  248. //
  249. function setupLights( program, lights ) {
  250. var l, ll, light, n,
  251. r = 0, g = 0, b = 0,
  252. color, position, intensity, distance,
  253. zlights = _lights,
  254. dcolors = zlights.directional.colors,
  255. dpositions = zlights.directional.positions,
  256. pcolors = zlights.point.colors,
  257. ppositions = zlights.point.positions,
  258. pdistances = zlights.point.distances,
  259. dlength = 0,
  260. plength = 0,
  261. doffset = 0,
  262. poffset = 0;
  263. for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  264. light = lights[ l ];
  265. color = light.color;
  266. position = light.position;
  267. intensity = light.intensity;
  268. distance = light.distance;
  269. if ( light instanceof THREE.AmbientLight ) {
  270. if ( _this.gammaInput ) {
  271. r += color.r * color.r;
  272. g += color.g * color.g;
  273. b += color.b * color.b;
  274. } else {
  275. r += color.r;
  276. g += color.g;
  277. b += color.b;
  278. }
  279. } else if ( light instanceof THREE.DirectionalLight ) {
  280. doffset = dlength * 3;
  281. if ( _this.gammaInput ) {
  282. dcolors[ doffset ] = color.r * color.r * intensity * intensity;
  283. dcolors[ doffset + 1 ] = color.g * color.g * intensity * intensity;
  284. dcolors[ doffset + 2 ] = color.b * color.b * intensity * intensity;
  285. } else {
  286. dcolors[ doffset ] = color.r * intensity;
  287. dcolors[ doffset + 1 ] = color.g * intensity;
  288. dcolors[ doffset + 2 ] = color.b * intensity;
  289. }
  290. dpositions[ doffset ] = position.x;
  291. dpositions[ doffset + 1 ] = position.y;
  292. dpositions[ doffset + 2 ] = position.z;
  293. dlength += 1;
  294. } else if ( light instanceof THREE.SpotLight ) { // hack, not a proper spotlight
  295. doffset = dlength * 3;
  296. if ( _this.gammaInput ) {
  297. dcolors[ doffset ] = color.r * color.r * intensity * intensity;
  298. dcolors[ doffset + 1 ] = color.g * color.g * intensity * intensity;
  299. dcolors[ doffset + 2 ] = color.b * color.b * intensity * intensity;
  300. } else {
  301. dcolors[ doffset ] = color.r * intensity;
  302. dcolors[ doffset + 1 ] = color.g * intensity;
  303. dcolors[ doffset + 2 ] = color.b * intensity;
  304. }
  305. n = 1 / position.length();
  306. dpositions[ doffset ] = position.x * n;
  307. dpositions[ doffset + 1 ] = position.y * n;
  308. dpositions[ doffset + 2 ] = position.z * n;
  309. dlength += 1;
  310. } else if( light instanceof THREE.PointLight ) {
  311. poffset = plength * 3;
  312. if ( _this.gammaInput ) {
  313. pcolors[ poffset ] = color.r * color.r * intensity * intensity;
  314. pcolors[ poffset + 1 ] = color.g * color.g * intensity * intensity;
  315. pcolors[ poffset + 2 ] = color.b * color.b * intensity * intensity;
  316. } else {
  317. pcolors[ poffset ] = color.r * intensity;
  318. pcolors[ poffset + 1 ] = color.g * intensity;
  319. pcolors[ poffset + 2 ] = color.b * intensity;
  320. }
  321. ppositions[ poffset ] = position.x;
  322. ppositions[ poffset + 1 ] = position.y;
  323. ppositions[ poffset + 2 ] = position.z;
  324. pdistances[ plength ] = distance;
  325. plength += 1;
  326. }
  327. }
  328. // null eventual remains from removed lights
  329. // (this is to avoid if in shader)
  330. for ( l = dlength * 3, ll = dcolors.length; l < ll; l ++ ) dcolors[ l ] = 0.0;
  331. for ( l = plength * 3, ll = pcolors.length; l < ll; l ++ ) pcolors[ l ] = 0.0;
  332. zlights.point.length = plength;
  333. zlights.directional.length = dlength;
  334. zlights.ambient[ 0 ] = r;
  335. zlights.ambient[ 1 ] = g;
  336. zlights.ambient[ 2 ] = b;
  337. };
  338. // Buffer allocation
  339. function createParticleBuffers( geometry ) {
  340. geometry.__webglVertexBuffer = _gl.createBuffer();
  341. geometry.__webglColorBuffer = _gl.createBuffer();
  342. _this.info.geometries ++;
  343. };
  344. function createLineBuffers( geometry ) {
  345. geometry.__webglVertexBuffer = _gl.createBuffer();
  346. geometry.__webglColorBuffer = _gl.createBuffer();
  347. _this.info.memory.geometries ++;
  348. };
  349. function createRibbonBuffers( geometry ) {
  350. geometry.__webglVertexBuffer = _gl.createBuffer();
  351. geometry.__webglColorBuffer = _gl.createBuffer();
  352. _this.info.memory.geometries ++;
  353. };
  354. function createMeshBuffers( geometryGroup ) {
  355. geometryGroup.__webglVertexBuffer = _gl.createBuffer();
  356. geometryGroup.__webglNormalBuffer = _gl.createBuffer();
  357. geometryGroup.__webglTangentBuffer = _gl.createBuffer();
  358. geometryGroup.__webglColorBuffer = _gl.createBuffer();
  359. geometryGroup.__webglUVBuffer = _gl.createBuffer();
  360. geometryGroup.__webglUV2Buffer = _gl.createBuffer();
  361. geometryGroup.__webglSkinVertexABuffer = _gl.createBuffer();
  362. geometryGroup.__webglSkinVertexBBuffer = _gl.createBuffer();
  363. geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
  364. geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
  365. geometryGroup.__webglFaceBuffer = _gl.createBuffer();
  366. geometryGroup.__webglLineBuffer = _gl.createBuffer();
  367. if ( geometryGroup.numMorphTargets ) {
  368. var m, ml;
  369. geometryGroup.__webglMorphTargetsBuffers = [];
  370. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  371. geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
  372. }
  373. }
  374. _this.info.memory.geometries ++;
  375. };
  376. // Buffer deallocation
  377. function deleteParticleBuffers( geometry ) {
  378. _gl.deleteBuffer( geometry.__webglVertexBuffer );
  379. _gl.deleteBuffer( geometry.__webglColorBuffer );
  380. _this.info.memory.geometries --;
  381. };
  382. function deleteLineBuffers( geometry ) {
  383. _gl.deleteBuffer( geometry.__webglVertexBuffer );
  384. _gl.deleteBuffer( geometry.__webglColorBuffer );
  385. _this.info.memory.geometries --;
  386. };
  387. function deleteRibbonBuffers( geometry ) {
  388. _gl.deleteBuffer( geometry.__webglVertexBuffer );
  389. _gl.deleteBuffer( geometry.__webglColorBuffer );
  390. _this.info.memory.geometries --;
  391. };
  392. function deleteMeshBuffers( geometryGroup ) {
  393. _gl.deleteBuffer( geometryGroup.__webglVertexBuffer );
  394. _gl.deleteBuffer( geometryGroup.__webglNormalBuffer );
  395. _gl.deleteBuffer( geometryGroup.__webglTangentBuffer );
  396. _gl.deleteBuffer( geometryGroup.__webglColorBuffer );
  397. _gl.deleteBuffer( geometryGroup.__webglUVBuffer );
  398. _gl.deleteBuffer( geometryGroup.__webglUV2Buffer );
  399. _gl.deleteBuffer( geometryGroup.__webglSkinVertexABuffer );
  400. _gl.deleteBuffer( geometryGroup.__webglSkinVertexBBuffer );
  401. _gl.deleteBuffer( geometryGroup.__webglSkinIndicesBuffer );
  402. _gl.deleteBuffer( geometryGroup.__webglSkinWeightsBuffer );
  403. _gl.deleteBuffer( geometryGroup.__webglFaceBuffer );
  404. _gl.deleteBuffer( geometryGroup.__webglLineBuffer );
  405. if ( geometryGroup.numMorphTargets ) {
  406. for ( var m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  407. _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
  408. }
  409. }
  410. _this.info.memory.geometries --;
  411. };
  412. //
  413. function initLineBuffers ( geometry ) {
  414. var nvertices = geometry.vertices.length;
  415. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  416. geometry.__colorArray = new Float32Array( nvertices * 3 );
  417. geometry.__webglLineCount = nvertices;
  418. };
  419. function initRibbonBuffers ( geometry ) {
  420. var nvertices = geometry.vertices.length;
  421. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  422. geometry.__colorArray = new Float32Array( nvertices * 3 );
  423. geometry.__webglVertexCount = nvertices;
  424. };
  425. function initParticleBuffers ( geometry, object ) {
  426. var nvertices = geometry.vertices.length;
  427. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  428. geometry.__colorArray = new Float32Array( nvertices * 3 );
  429. geometry.__sortArray = [];
  430. geometry.__webglParticleCount = nvertices;
  431. // custom attributes
  432. var material = object.material;
  433. if ( material.attributes ) {
  434. if ( geometry.__webglCustomAttributesList === undefined ) {
  435. geometry.__webglCustomAttributesList = [];
  436. }
  437. for ( var a in material.attributes ) {
  438. // Do a shallow copy of the attribute object so different geometryGroup chunks use different
  439. // attribute buffers which are correctly indexed in the setMeshBuffers function
  440. // Not sure how to best translate this into non-indexed arrays
  441. // used for particles, as there are no geometry chunks here
  442. // Probably could be simplified
  443. originalAttribute = material.attributes[ a ];
  444. attribute = {};
  445. for ( property in originalAttribute ) {
  446. attribute[ property ] = originalAttribute[ property ];
  447. }
  448. if( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  449. attribute.__webglInitialized = true;
  450. size = 1; // "f" and "i"
  451. if ( attribute.type === "v2" ) size = 2;
  452. else if ( attribute.type === "v3" ) size = 3;
  453. else if ( attribute.type === "v4" ) size = 4;
  454. else if ( attribute.type === "c" ) size = 3;
  455. attribute.size = size;
  456. attribute.array = new Float32Array( nvertices * size );
  457. attribute.buffer = _gl.createBuffer();
  458. attribute.buffer.belongsToAttribute = a;
  459. originalAttribute.needsUpdate = true;
  460. attribute.__original = originalAttribute;
  461. }
  462. geometry.__webglCustomAttributesList.push( attribute );
  463. }
  464. }
  465. };
  466. function getBufferMaterial( object, geometryGroup ) {
  467. if ( object.material && ! ( object.material instanceof THREE.MeshFaceMaterial ) ) {
  468. return object.material;
  469. } else if ( geometryGroup.materialIndex >= 0 ) {
  470. return object.geometry.materials[ geometryGroup.materialIndex ];
  471. }
  472. };
  473. function initMeshBuffers ( geometryGroup, object ) {
  474. var f, fl, fi, face,
  475. m, ml, size,
  476. nvertices = 0, ntris = 0, nlines = 0,
  477. uvType,
  478. vertexColorType,
  479. normalType,
  480. material,
  481. attribute, property, originalAttribute,
  482. geometry = object.geometry,
  483. obj_faces = geometry.faces,
  484. chunk_faces = geometryGroup.faces;
  485. for ( f = 0, fl = chunk_faces.length; f < fl; f ++ ) {
  486. fi = chunk_faces[ f ];
  487. face = obj_faces[ fi ];
  488. if ( face instanceof THREE.Face3 ) {
  489. nvertices += 3;
  490. ntris += 1;
  491. nlines += 3;
  492. } else if ( face instanceof THREE.Face4 ) {
  493. nvertices += 4;
  494. ntris += 2;
  495. nlines += 4;
  496. }
  497. }
  498. material = getBufferMaterial( object, geometryGroup );
  499. uvType = bufferGuessUVType( material );
  500. normalType = bufferGuessNormalType( material );
  501. vertexColorType = bufferGuessVertexColorType( material );
  502. //console.log( "uvType", uvType, "normalType", normalType, "vertexColorType", vertexColorType, object, geometryGroup, material );
  503. geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
  504. if ( normalType ) {
  505. geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
  506. }
  507. if ( geometry.hasTangents ) {
  508. geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
  509. }
  510. if ( vertexColorType ) {
  511. geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
  512. }
  513. if ( uvType ) {
  514. if ( geometry.faceUvs.length > 0 || geometry.faceVertexUvs.length > 0 ) {
  515. geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
  516. }
  517. if ( geometry.faceUvs.length > 1 || geometry.faceVertexUvs.length > 1 ) {
  518. geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
  519. }
  520. }
  521. if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
  522. geometryGroup.__skinVertexAArray = new Float32Array( nvertices * 4 );
  523. geometryGroup.__skinVertexBArray = new Float32Array( nvertices * 4 );
  524. geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
  525. geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
  526. }
  527. geometryGroup.__faceArray = new Uint16Array( ntris * 3 );
  528. geometryGroup.__lineArray = new Uint16Array( nlines * 2 );
  529. if ( geometryGroup.numMorphTargets ) {
  530. geometryGroup.__morphTargetsArrays = [];
  531. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  532. geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
  533. }
  534. }
  535. geometryGroup.__needsSmoothNormals = ( normalType === THREE.SmoothShading );
  536. geometryGroup.__uvType = uvType;
  537. geometryGroup.__vertexColorType = vertexColorType;
  538. geometryGroup.__normalType = normalType;
  539. geometryGroup.__webglFaceCount = ntris * 3;
  540. geometryGroup.__webglLineCount = nlines * 2;
  541. // custom attributes
  542. if ( material.attributes ) {
  543. if ( geometryGroup.__webglCustomAttributesList === undefined ) {
  544. geometryGroup.__webglCustomAttributesList = [];
  545. }
  546. for ( var a in material.attributes ) {
  547. // Do a shallow copy of the attribute object so different geometryGroup chunks use different
  548. // attribute buffers which are correctly indexed in the setMeshBuffers function
  549. originalAttribute = material.attributes[ a ];
  550. attribute = {};
  551. for ( property in originalAttribute ) {
  552. attribute[ property ] = originalAttribute[ property ];
  553. }
  554. if( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  555. attribute.__webglInitialized = true;
  556. size = 1; // "f" and "i"
  557. if( attribute.type === "v2" ) size = 2;
  558. else if( attribute.type === "v3" ) size = 3;
  559. else if( attribute.type === "v4" ) size = 4;
  560. else if( attribute.type === "c" ) size = 3;
  561. attribute.size = size;
  562. attribute.array = new Float32Array( nvertices * size );
  563. attribute.buffer = _gl.createBuffer();
  564. attribute.buffer.belongsToAttribute = a;
  565. originalAttribute.needsUpdate = true;
  566. attribute.__original = originalAttribute;
  567. }
  568. geometryGroup.__webglCustomAttributesList.push( attribute );
  569. }
  570. }
  571. geometryGroup.__inittedArrays = true;
  572. };
  573. function setMeshBuffers( geometryGroup, object, hint, dispose ) {
  574. if ( ! geometryGroup.__inittedArrays ) {
  575. // console.log( object );
  576. return;
  577. }
  578. var f, fl, fi, face,
  579. vertexNormals, faceNormal, normal,
  580. vertexColors, faceColor,
  581. vertexTangents,
  582. uvType, vertexColorType, normalType,
  583. uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4,
  584. c1, c2, c3, c4,
  585. sw1, sw2, sw3, sw4,
  586. si1, si2, si3, si4,
  587. sa1, sa2, sa3, sa4,
  588. sb1, sb2, sb3, sb4,
  589. m, ml, i, il,
  590. vn, uvi, uv2i,
  591. vk, vkl, vka,
  592. a,
  593. vertexIndex = 0,
  594. offset = 0,
  595. offset_uv = 0,
  596. offset_uv2 = 0,
  597. offset_face = 0,
  598. offset_normal = 0,
  599. offset_tangent = 0,
  600. offset_line = 0,
  601. offset_color = 0,
  602. offset_skin = 0,
  603. offset_morphTarget = 0,
  604. offset_custom = 0,
  605. offset_customSrc = 0,
  606. value,
  607. vertexArray = geometryGroup.__vertexArray,
  608. uvArray = geometryGroup.__uvArray,
  609. uv2Array = geometryGroup.__uv2Array,
  610. normalArray = geometryGroup.__normalArray,
  611. tangentArray = geometryGroup.__tangentArray,
  612. colorArray = geometryGroup.__colorArray,
  613. skinVertexAArray = geometryGroup.__skinVertexAArray,
  614. skinVertexBArray = geometryGroup.__skinVertexBArray,
  615. skinIndexArray = geometryGroup.__skinIndexArray,
  616. skinWeightArray = geometryGroup.__skinWeightArray,
  617. morphTargetsArrays = geometryGroup.__morphTargetsArrays,
  618. customAttributes = geometryGroup.__webglCustomAttributesList,
  619. customAttribute,
  620. faceArray = geometryGroup.__faceArray,
  621. lineArray = geometryGroup.__lineArray,
  622. needsSmoothNormals = geometryGroup.__needsSmoothNormals,
  623. vertexColorType = geometryGroup.__vertexColorType,
  624. uvType = geometryGroup.__uvType,
  625. normalType = geometryGroup.__normalType,
  626. geometry = object.geometry, // this is shared for all chunks
  627. dirtyVertices = geometry.__dirtyVertices,
  628. dirtyElements = geometry.__dirtyElements,
  629. dirtyUvs = geometry.__dirtyUvs,
  630. dirtyNormals = geometry.__dirtyNormals,
  631. dirtyTangents = geometry.__dirtyTangents,
  632. dirtyColors = geometry.__dirtyColors,
  633. dirtyMorphTargets = geometry.__dirtyMorphTargets,
  634. vertices = geometry.vertices,
  635. chunk_faces = geometryGroup.faces,
  636. obj_faces = geometry.faces,
  637. obj_uvs = geometry.faceVertexUvs[ 0 ],
  638. obj_uvs2 = geometry.faceVertexUvs[ 1 ],
  639. obj_colors = geometry.colors,
  640. obj_skinVerticesA = geometry.skinVerticesA,
  641. obj_skinVerticesB = geometry.skinVerticesB,
  642. obj_skinIndices = geometry.skinIndices,
  643. obj_skinWeights = geometry.skinWeights,
  644. morphTargets = geometry.morphTargets;
  645. if ( customAttributes ) {
  646. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  647. customAttributes[ i ].offset = 0;
  648. customAttributes[ i ].offsetSrc = 0;
  649. }
  650. }
  651. for ( f = 0, fl = chunk_faces.length; f < fl; f ++ ) {
  652. fi = chunk_faces[ f ];
  653. face = obj_faces[ fi ];
  654. if ( obj_uvs ) {
  655. uv = obj_uvs[ fi ];
  656. }
  657. if ( obj_uvs2 ) {
  658. uv2 = obj_uvs2[ fi ];
  659. }
  660. vertexNormals = face.vertexNormals;
  661. faceNormal = face.normal;
  662. vertexColors = face.vertexColors;
  663. faceColor = face.color;
  664. vertexTangents = face.vertexTangents;
  665. if ( face instanceof THREE.Face3 ) {
  666. if ( dirtyVertices ) {
  667. v1 = vertices[ face.a ].position;
  668. v2 = vertices[ face.b ].position;
  669. v3 = vertices[ face.c ].position;
  670. vertexArray[ offset ] = v1.x;
  671. vertexArray[ offset + 1 ] = v1.y;
  672. vertexArray[ offset + 2 ] = v1.z;
  673. vertexArray[ offset + 3 ] = v2.x;
  674. vertexArray[ offset + 4 ] = v2.y;
  675. vertexArray[ offset + 5 ] = v2.z;
  676. vertexArray[ offset + 6 ] = v3.x;
  677. vertexArray[ offset + 7 ] = v3.y;
  678. vertexArray[ offset + 8 ] = v3.z;
  679. offset += 9;
  680. }
  681. if ( customAttributes ) {
  682. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  683. customAttribute = customAttributes[ i ];
  684. if ( customAttribute.__original.needsUpdate ) {
  685. offset_custom = customAttribute.offset;
  686. offset_customSrc = customAttribute.offsetSrc;
  687. if ( customAttribute.size === 1 ) {
  688. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  689. customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
  690. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  691. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  692. } else if ( customAttribute.boundTo === "faces" ) {
  693. value = customAttribute.value[ offset_customSrc ];
  694. customAttribute.array[ offset_custom ] = value;
  695. customAttribute.array[ offset_custom + 1 ] = value;
  696. customAttribute.array[ offset_custom + 2 ] = value;
  697. customAttribute.offsetSrc ++;
  698. } else if ( customAttribute.boundTo === "faceVertices" ) {
  699. customAttribute.array[ offset_custom ] = customAttribute.value[ offset_customSrc ];
  700. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ offset_customSrc + 1 ];
  701. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc + 2 ];
  702. customAttribute.offsetSrc += 3;
  703. }
  704. customAttribute.offset += 3;
  705. } else {
  706. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  707. v1 = customAttribute.value[ face.a ];
  708. v2 = customAttribute.value[ face.b ];
  709. v3 = customAttribute.value[ face.c ];
  710. } else if ( customAttribute.boundTo === "faces" ) {
  711. value = customAttribute.value[ offset_customSrc ];
  712. v1 = value;
  713. v2 = value;
  714. v3 = value;
  715. customAttribute.offsetSrc ++;
  716. } else if ( customAttribute.boundTo === "faceVertices" ) {
  717. v1 = customAttribute.value[ offset_customSrc ];
  718. v2 = customAttribute.value[ offset_customSrc + 1 ];
  719. v3 = customAttribute.value[ offset_customSrc + 2 ];
  720. customAttribute.offsetSrc += 3;
  721. }
  722. if ( customAttribute.size === 2 ) {
  723. customAttribute.array[ offset_custom ] = v1.x;
  724. customAttribute.array[ offset_custom + 1 ] = v1.y;
  725. customAttribute.array[ offset_custom + 2 ] = v2.x;
  726. customAttribute.array[ offset_custom + 3 ] = v2.y;
  727. customAttribute.array[ offset_custom + 4 ] = v3.x;
  728. customAttribute.array[ offset_custom + 5 ] = v3.y;
  729. customAttribute.offset += 6;
  730. } else if ( customAttribute.size === 3 ) {
  731. if ( customAttribute.type === "c" ) {
  732. customAttribute.array[ offset_custom ] = v1.r;
  733. customAttribute.array[ offset_custom + 1 ] = v1.g;
  734. customAttribute.array[ offset_custom + 2 ] = v1.b;
  735. customAttribute.array[ offset_custom + 3 ] = v2.r;
  736. customAttribute.array[ offset_custom + 4 ] = v2.g;
  737. customAttribute.array[ offset_custom + 5 ] = v2.b;
  738. customAttribute.array[ offset_custom + 6 ] = v3.r;
  739. customAttribute.array[ offset_custom + 7 ] = v3.g;
  740. customAttribute.array[ offset_custom + 8 ] = v3.b;
  741. } else {
  742. customAttribute.array[ offset_custom ] = v1.x;
  743. customAttribute.array[ offset_custom + 1 ] = v1.y;
  744. customAttribute.array[ offset_custom + 2 ] = v1.z;
  745. customAttribute.array[ offset_custom + 3 ] = v2.x;
  746. customAttribute.array[ offset_custom + 4 ] = v2.y;
  747. customAttribute.array[ offset_custom + 5 ] = v2.z;
  748. customAttribute.array[ offset_custom + 6 ] = v3.x;
  749. customAttribute.array[ offset_custom + 7 ] = v3.y;
  750. customAttribute.array[ offset_custom + 8 ] = v3.z;
  751. }
  752. customAttribute.offset += 9;
  753. } else {
  754. customAttribute.array[ offset_custom ] = v1.x;
  755. customAttribute.array[ offset_custom + 1 ] = v1.y;
  756. customAttribute.array[ offset_custom + 2 ] = v1.z;
  757. customAttribute.array[ offset_custom + 3 ] = v1.w;
  758. customAttribute.array[ offset_custom + 4 ] = v2.x;
  759. customAttribute.array[ offset_custom + 5 ] = v2.y;
  760. customAttribute.array[ offset_custom + 6 ] = v2.z;
  761. customAttribute.array[ offset_custom + 7 ] = v2.w;
  762. customAttribute.array[ offset_custom + 8 ] = v3.x;
  763. customAttribute.array[ offset_custom + 9 ] = v3.y;
  764. customAttribute.array[ offset_custom + 10 ] = v3.z;
  765. customAttribute.array[ offset_custom + 11 ] = v3.w;
  766. customAttribute.offset += 12;
  767. }
  768. }
  769. }
  770. }
  771. }
  772. if ( dirtyMorphTargets ) {
  773. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  774. v1 = morphTargets[ vk ].vertices[ face.a ].position;
  775. v2 = morphTargets[ vk ].vertices[ face.b ].position;
  776. v3 = morphTargets[ vk ].vertices[ face.c ].position;
  777. vka = morphTargetsArrays[ vk ];
  778. vka[ offset_morphTarget ] = v1.x;
  779. vka[ offset_morphTarget + 1 ] = v1.y;
  780. vka[ offset_morphTarget + 2 ] = v1.z;
  781. vka[ offset_morphTarget + 3 ] = v2.x;
  782. vka[ offset_morphTarget + 4 ] = v2.y;
  783. vka[ offset_morphTarget + 5 ] = v2.z;
  784. vka[ offset_morphTarget + 6 ] = v3.x;
  785. vka[ offset_morphTarget + 7 ] = v3.y;
  786. vka[ offset_morphTarget + 8 ] = v3.z;
  787. }
  788. offset_morphTarget += 9;
  789. }
  790. if ( obj_skinWeights.length ) {
  791. // weights
  792. sw1 = obj_skinWeights[ face.a ];
  793. sw2 = obj_skinWeights[ face.b ];
  794. sw3 = obj_skinWeights[ face.c ];
  795. skinWeightArray[ offset_skin ] = sw1.x;
  796. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  797. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  798. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  799. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  800. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  801. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  802. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  803. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  804. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  805. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  806. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  807. // indices
  808. si1 = obj_skinIndices[ face.a ];
  809. si2 = obj_skinIndices[ face.b ];
  810. si3 = obj_skinIndices[ face.c ];
  811. skinIndexArray[ offset_skin ] = si1.x;
  812. skinIndexArray[ offset_skin + 1 ] = si1.y;
  813. skinIndexArray[ offset_skin + 2 ] = si1.z;
  814. skinIndexArray[ offset_skin + 3 ] = si1.w;
  815. skinIndexArray[ offset_skin + 4 ] = si2.x;
  816. skinIndexArray[ offset_skin + 5 ] = si2.y;
  817. skinIndexArray[ offset_skin + 6 ] = si2.z;
  818. skinIndexArray[ offset_skin + 7 ] = si2.w;
  819. skinIndexArray[ offset_skin + 8 ] = si3.x;
  820. skinIndexArray[ offset_skin + 9 ] = si3.y;
  821. skinIndexArray[ offset_skin + 10 ] = si3.z;
  822. skinIndexArray[ offset_skin + 11 ] = si3.w;
  823. // vertices A
  824. sa1 = obj_skinVerticesA[ face.a ];
  825. sa2 = obj_skinVerticesA[ face.b ];
  826. sa3 = obj_skinVerticesA[ face.c ];
  827. skinVertexAArray[ offset_skin ] = sa1.x;
  828. skinVertexAArray[ offset_skin + 1 ] = sa1.y;
  829. skinVertexAArray[ offset_skin + 2 ] = sa1.z;
  830. skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  831. skinVertexAArray[ offset_skin + 4 ] = sa2.x;
  832. skinVertexAArray[ offset_skin + 5 ] = sa2.y;
  833. skinVertexAArray[ offset_skin + 6 ] = sa2.z;
  834. skinVertexAArray[ offset_skin + 7 ] = 1;
  835. skinVertexAArray[ offset_skin + 8 ] = sa3.x;
  836. skinVertexAArray[ offset_skin + 9 ] = sa3.y;
  837. skinVertexAArray[ offset_skin + 10 ] = sa3.z;
  838. skinVertexAArray[ offset_skin + 11 ] = 1;
  839. // vertices B
  840. sb1 = obj_skinVerticesB[ face.a ];
  841. sb2 = obj_skinVerticesB[ face.b ];
  842. sb3 = obj_skinVerticesB[ face.c ];
  843. skinVertexBArray[ offset_skin ] = sb1.x;
  844. skinVertexBArray[ offset_skin + 1 ] = sb1.y;
  845. skinVertexBArray[ offset_skin + 2 ] = sb1.z;
  846. skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  847. skinVertexBArray[ offset_skin + 4 ] = sb2.x;
  848. skinVertexBArray[ offset_skin + 5 ] = sb2.y;
  849. skinVertexBArray[ offset_skin + 6 ] = sb2.z;
  850. skinVertexBArray[ offset_skin + 7 ] = 1;
  851. skinVertexBArray[ offset_skin + 8 ] = sb3.x;
  852. skinVertexBArray[ offset_skin + 9 ] = sb3.y;
  853. skinVertexBArray[ offset_skin + 10 ] = sb3.z;
  854. skinVertexBArray[ offset_skin + 11 ] = 1;
  855. offset_skin += 12;
  856. }
  857. if ( dirtyColors && vertexColorType ) {
  858. if ( vertexColors.length === 3 && vertexColorType === THREE.VertexColors ) {
  859. c1 = vertexColors[ 0 ];
  860. c2 = vertexColors[ 1 ];
  861. c3 = vertexColors[ 2 ];
  862. } else {
  863. c1 = faceColor;
  864. c2 = faceColor;
  865. c3 = faceColor;
  866. }
  867. colorArray[ offset_color ] = c1.r;
  868. colorArray[ offset_color + 1 ] = c1.g;
  869. colorArray[ offset_color + 2 ] = c1.b;
  870. colorArray[ offset_color + 3 ] = c2.r;
  871. colorArray[ offset_color + 4 ] = c2.g;
  872. colorArray[ offset_color + 5 ] = c2.b;
  873. colorArray[ offset_color + 6 ] = c3.r;
  874. colorArray[ offset_color + 7 ] = c3.g;
  875. colorArray[ offset_color + 8 ] = c3.b;
  876. offset_color += 9;
  877. }
  878. if ( dirtyTangents && geometry.hasTangents ) {
  879. t1 = vertexTangents[ 0 ];
  880. t2 = vertexTangents[ 1 ];
  881. t3 = vertexTangents[ 2 ];
  882. tangentArray[ offset_tangent ] = t1.x;
  883. tangentArray[ offset_tangent + 1 ] = t1.y;
  884. tangentArray[ offset_tangent + 2 ] = t1.z;
  885. tangentArray[ offset_tangent + 3 ] = t1.w;
  886. tangentArray[ offset_tangent + 4 ] = t2.x;
  887. tangentArray[ offset_tangent + 5 ] = t2.y;
  888. tangentArray[ offset_tangent + 6 ] = t2.z;
  889. tangentArray[ offset_tangent + 7 ] = t2.w;
  890. tangentArray[ offset_tangent + 8 ] = t3.x;
  891. tangentArray[ offset_tangent + 9 ] = t3.y;
  892. tangentArray[ offset_tangent + 10 ] = t3.z;
  893. tangentArray[ offset_tangent + 11 ] = t3.w;
  894. offset_tangent += 12;
  895. }
  896. if ( dirtyNormals && normalType ) {
  897. if ( vertexNormals.length === 3 && needsSmoothNormals ) {
  898. for ( i = 0; i < 3; i ++ ) {
  899. vn = vertexNormals[ i ];
  900. normalArray[ offset_normal ] = vn.x;
  901. normalArray[ offset_normal + 1 ] = vn.y;
  902. normalArray[ offset_normal + 2 ] = vn.z;
  903. offset_normal += 3;
  904. }
  905. } else {
  906. for ( i = 0; i < 3; i ++ ) {
  907. normalArray[ offset_normal ] = faceNormal.x;
  908. normalArray[ offset_normal + 1 ] = faceNormal.y;
  909. normalArray[ offset_normal + 2 ] = faceNormal.z;
  910. offset_normal += 3;
  911. }
  912. }
  913. }
  914. if ( dirtyUvs && uv !== undefined && uvType ) {
  915. for ( i = 0; i < 3; i ++ ) {
  916. uvi = uv[ i ];
  917. uvArray[ offset_uv ] = uvi.u;
  918. uvArray[ offset_uv + 1 ] = uvi.v;
  919. offset_uv += 2;
  920. }
  921. }
  922. if ( dirtyUvs && uv2 !== undefined && uvType ) {
  923. for ( i = 0; i < 3; i ++ ) {
  924. uv2i = uv2[ i ];
  925. uv2Array[ offset_uv2 ] = uv2i.u;
  926. uv2Array[ offset_uv2 + 1 ] = uv2i.v;
  927. offset_uv2 += 2;
  928. }
  929. }
  930. if ( dirtyElements ) {
  931. faceArray[ offset_face ] = vertexIndex;
  932. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  933. faceArray[ offset_face + 2 ] = vertexIndex + 2;
  934. offset_face += 3;
  935. lineArray[ offset_line ] = vertexIndex;
  936. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  937. lineArray[ offset_line + 2 ] = vertexIndex;
  938. lineArray[ offset_line + 3 ] = vertexIndex + 2;
  939. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  940. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  941. offset_line += 6;
  942. vertexIndex += 3;
  943. }
  944. } else if ( face instanceof THREE.Face4 ) {
  945. if ( dirtyVertices ) {
  946. v1 = vertices[ face.a ].position;
  947. v2 = vertices[ face.b ].position;
  948. v3 = vertices[ face.c ].position;
  949. v4 = vertices[ face.d ].position;
  950. vertexArray[ offset ] = v1.x;
  951. vertexArray[ offset + 1 ] = v1.y;
  952. vertexArray[ offset + 2 ] = v1.z;
  953. vertexArray[ offset + 3 ] = v2.x;
  954. vertexArray[ offset + 4 ] = v2.y;
  955. vertexArray[ offset + 5 ] = v2.z;
  956. vertexArray[ offset + 6 ] = v3.x;
  957. vertexArray[ offset + 7 ] = v3.y;
  958. vertexArray[ offset + 8 ] = v3.z;
  959. vertexArray[ offset + 9 ] = v4.x;
  960. vertexArray[ offset + 10 ] = v4.y;
  961. vertexArray[ offset + 11 ] = v4.z;
  962. offset += 12;
  963. }
  964. if ( customAttributes ) {
  965. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  966. customAttribute = customAttributes[ i ];
  967. if ( customAttribute.__original.needsUpdate ) {
  968. offset_custom = customAttribute.offset;
  969. offset_customSrc = customAttribute.offsetSrc;
  970. if ( customAttribute.size === 1 ) {
  971. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  972. customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
  973. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  974. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  975. customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ face.d ];
  976. } else if ( customAttribute.boundTo === "faces" ) {
  977. value = customAttribute.value[ offset_customSrc ];
  978. customAttribute.array[ offset_custom ] = value;
  979. customAttribute.array[ offset_custom + 1 ] = value;
  980. customAttribute.array[ offset_custom + 2 ] = value;
  981. customAttribute.array[ offset_custom + 3 ] = value;
  982. customAttribute.offsetSrc ++;
  983. } else if ( customAttribute.boundTo === "faceVertices" ) {
  984. customAttribute.array[ offset_custom ] = customAttribute.value[ offset_customSrc ];
  985. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ offset_customSrc + 1 ];
  986. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc + 2 ];
  987. customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ offset_customSrc + 3 ];
  988. customAttribute.offsetSrc += 4;
  989. }
  990. customAttribute.offset += 4;
  991. } else {
  992. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  993. v1 = customAttribute.value[ face.a ];
  994. v2 = customAttribute.value[ face.b ];
  995. v3 = customAttribute.value[ face.c ];
  996. v4 = customAttribute.value[ face.d ];
  997. } else if ( customAttribute.boundTo === "faces" ) {
  998. value = customAttribute.value[ offset_customSrc ];
  999. v1 = value;
  1000. v2 = value;
  1001. v3 = value;
  1002. v4 = value;
  1003. customAttribute.offsetSrc ++;
  1004. } else if ( customAttribute.boundTo === "faceVertices" ) {
  1005. v1 = customAttribute.value[ offset_customSrc ];
  1006. v2 = customAttribute.value[ offset_customSrc + 1 ];
  1007. v3 = customAttribute.value[ offset_customSrc + 2 ];
  1008. v4 = customAttribute.value[ offset_customSrc + 3 ];
  1009. customAttribute.offsetSrc += 4;
  1010. }
  1011. if ( customAttribute.size === 2 ) {
  1012. customAttribute.array[ offset_custom ] = v1.x;
  1013. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1014. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1015. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1016. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1017. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1018. customAttribute.array[ offset_custom + 6 ] = v4.x;
  1019. customAttribute.array[ offset_custom + 7 ] = v4.y;
  1020. customAttribute.offset += 8;
  1021. } else if ( customAttribute.size === 3 ) {
  1022. if ( customAttribute.type === "c" ) {
  1023. customAttribute.array[ offset_custom ] = v1.r;
  1024. customAttribute.array[ offset_custom + 1 ] = v1.g;
  1025. customAttribute.array[ offset_custom + 2 ] = v1.b;
  1026. customAttribute.array[ offset_custom + 3 ] = v2.r;
  1027. customAttribute.array[ offset_custom + 4 ] = v2.g;
  1028. customAttribute.array[ offset_custom + 5 ] = v2.b;
  1029. customAttribute.array[ offset_custom + 6 ] = v3.r;
  1030. customAttribute.array[ offset_custom + 7 ] = v3.g;
  1031. customAttribute.array[ offset_custom + 8 ] = v3.b;
  1032. customAttribute.array[ offset_custom + 9 ] = v4.r;
  1033. customAttribute.array[ offset_custom + 10 ] = v4.g;
  1034. customAttribute.array[ offset_custom + 11 ] = v4.b;
  1035. } else {
  1036. customAttribute.array[ offset_custom ] = v1.x;
  1037. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1038. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1039. customAttribute.array[ offset_custom + 3 ] = v2.x;
  1040. customAttribute.array[ offset_custom + 4 ] = v2.y;
  1041. customAttribute.array[ offset_custom + 5 ] = v2.z;
  1042. customAttribute.array[ offset_custom + 6 ] = v3.x;
  1043. customAttribute.array[ offset_custom + 7 ] = v3.y;
  1044. customAttribute.array[ offset_custom + 8 ] = v3.z;
  1045. customAttribute.array[ offset_custom + 9 ] = v4.x;
  1046. customAttribute.array[ offset_custom + 10 ] = v4.y;
  1047. customAttribute.array[ offset_custom + 11 ] = v4.z;
  1048. }
  1049. customAttribute.offset += 12;
  1050. } else {
  1051. customAttribute.array[ offset_custom ] = v1.x;
  1052. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1053. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1054. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1055. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1056. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1057. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1058. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1059. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1060. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1061. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1062. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1063. customAttribute.array[ offset_custom + 12 ] = v4.x;
  1064. customAttribute.array[ offset_custom + 13 ] = v4.y;
  1065. customAttribute.array[ offset_custom + 14 ] = v4.z;
  1066. customAttribute.array[ offset_custom + 15 ] = v4.w;
  1067. customAttribute.offset += 16;
  1068. }
  1069. }
  1070. }
  1071. }
  1072. }
  1073. if ( dirtyMorphTargets ) {
  1074. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  1075. v1 = morphTargets[ vk ].vertices[ face.a ].position;
  1076. v2 = morphTargets[ vk ].vertices[ face.b ].position;
  1077. v3 = morphTargets[ vk ].vertices[ face.c ].position;
  1078. v4 = morphTargets[ vk ].vertices[ face.d ].position;
  1079. vka = morphTargetsArrays[ vk ];
  1080. vka[ offset_morphTarget ] = v1.x;
  1081. vka[ offset_morphTarget + 1 ] = v1.y;
  1082. vka[ offset_morphTarget + 2 ] = v1.z;
  1083. vka[ offset_morphTarget + 3 ] = v2.x;
  1084. vka[ offset_morphTarget + 4 ] = v2.y;
  1085. vka[ offset_morphTarget + 5 ] = v2.z;
  1086. vka[ offset_morphTarget + 6 ] = v3.x;
  1087. vka[ offset_morphTarget + 7 ] = v3.y;
  1088. vka[ offset_morphTarget + 8 ] = v3.z;
  1089. vka[ offset_morphTarget + 9 ] = v4.x;
  1090. vka[ offset_morphTarget + 10 ] = v4.y;
  1091. vka[ offset_morphTarget + 11 ] = v4.z;
  1092. }
  1093. offset_morphTarget += 12;
  1094. }
  1095. if ( obj_skinWeights.length ) {
  1096. // weights
  1097. sw1 = obj_skinWeights[ face.a ];
  1098. sw2 = obj_skinWeights[ face.b ];
  1099. sw3 = obj_skinWeights[ face.c ];
  1100. sw4 = obj_skinWeights[ face.d ];
  1101. skinWeightArray[ offset_skin ] = sw1.x;
  1102. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  1103. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  1104. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  1105. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  1106. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  1107. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  1108. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  1109. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  1110. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  1111. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  1112. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  1113. skinWeightArray[ offset_skin + 12 ] = sw4.x;
  1114. skinWeightArray[ offset_skin + 13 ] = sw4.y;
  1115. skinWeightArray[ offset_skin + 14 ] = sw4.z;
  1116. skinWeightArray[ offset_skin + 15 ] = sw4.w;
  1117. // indices
  1118. si1 = obj_skinIndices[ face.a ];
  1119. si2 = obj_skinIndices[ face.b ];
  1120. si3 = obj_skinIndices[ face.c ];
  1121. si4 = obj_skinIndices[ face.d ];
  1122. skinIndexArray[ offset_skin ] = si1.x;
  1123. skinIndexArray[ offset_skin + 1 ] = si1.y;
  1124. skinIndexArray[ offset_skin + 2 ] = si1.z;
  1125. skinIndexArray[ offset_skin + 3 ] = si1.w;
  1126. skinIndexArray[ offset_skin + 4 ] = si2.x;
  1127. skinIndexArray[ offset_skin + 5 ] = si2.y;
  1128. skinIndexArray[ offset_skin + 6 ] = si2.z;
  1129. skinIndexArray[ offset_skin + 7 ] = si2.w;
  1130. skinIndexArray[ offset_skin + 8 ] = si3.x;
  1131. skinIndexArray[ offset_skin + 9 ] = si3.y;
  1132. skinIndexArray[ offset_skin + 10 ] = si3.z;
  1133. skinIndexArray[ offset_skin + 11 ] = si3.w;
  1134. skinIndexArray[ offset_skin + 12 ] = si4.x;
  1135. skinIndexArray[ offset_skin + 13 ] = si4.y;
  1136. skinIndexArray[ offset_skin + 14 ] = si4.z;
  1137. skinIndexArray[ offset_skin + 15 ] = si4.w;
  1138. // vertices A
  1139. sa1 = obj_skinVerticesA[ face.a ];
  1140. sa2 = obj_skinVerticesA[ face.b ];
  1141. sa3 = obj_skinVerticesA[ face.c ];
  1142. sa4 = obj_skinVerticesA[ face.d ];
  1143. skinVertexAArray[ offset_skin ] = sa1.x;
  1144. skinVertexAArray[ offset_skin + 1 ] = sa1.y;
  1145. skinVertexAArray[ offset_skin + 2 ] = sa1.z;
  1146. skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  1147. skinVertexAArray[ offset_skin + 4 ] = sa2.x;
  1148. skinVertexAArray[ offset_skin + 5 ] = sa2.y;
  1149. skinVertexAArray[ offset_skin + 6 ] = sa2.z;
  1150. skinVertexAArray[ offset_skin + 7 ] = 1;
  1151. skinVertexAArray[ offset_skin + 8 ] = sa3.x;
  1152. skinVertexAArray[ offset_skin + 9 ] = sa3.y;
  1153. skinVertexAArray[ offset_skin + 10 ] = sa3.z;
  1154. skinVertexAArray[ offset_skin + 11 ] = 1;
  1155. skinVertexAArray[ offset_skin + 12 ] = sa4.x;
  1156. skinVertexAArray[ offset_skin + 13 ] = sa4.y;
  1157. skinVertexAArray[ offset_skin + 14 ] = sa4.z;
  1158. skinVertexAArray[ offset_skin + 15 ] = 1;
  1159. // vertices B
  1160. sb1 = obj_skinVerticesB[ face.a ];
  1161. sb2 = obj_skinVerticesB[ face.b ];
  1162. sb3 = obj_skinVerticesB[ face.c ];
  1163. sb4 = obj_skinVerticesB[ face.d ];
  1164. skinVertexBArray[ offset_skin ] = sb1.x;
  1165. skinVertexBArray[ offset_skin + 1 ] = sb1.y;
  1166. skinVertexBArray[ offset_skin + 2 ] = sb1.z;
  1167. skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  1168. skinVertexBArray[ offset_skin + 4 ] = sb2.x;
  1169. skinVertexBArray[ offset_skin + 5 ] = sb2.y;
  1170. skinVertexBArray[ offset_skin + 6 ] = sb2.z;
  1171. skinVertexBArray[ offset_skin + 7 ] = 1;
  1172. skinVertexBArray[ offset_skin + 8 ] = sb3.x;
  1173. skinVertexBArray[ offset_skin + 9 ] = sb3.y;
  1174. skinVertexBArray[ offset_skin + 10 ] = sb3.z;
  1175. skinVertexBArray[ offset_skin + 11 ] = 1;
  1176. skinVertexBArray[ offset_skin + 12 ] = sb4.x;
  1177. skinVertexBArray[ offset_skin + 13 ] = sb4.y;
  1178. skinVertexBArray[ offset_skin + 14 ] = sb4.z;
  1179. skinVertexBArray[ offset_skin + 15 ] = 1;
  1180. offset_skin += 16;
  1181. }
  1182. if ( dirtyColors && vertexColorType ) {
  1183. if ( vertexColors.length === 4 && vertexColorType === THREE.VertexColors ) {
  1184. c1 = vertexColors[ 0 ];
  1185. c2 = vertexColors[ 1 ];
  1186. c3 = vertexColors[ 2 ];
  1187. c4 = vertexColors[ 3 ];
  1188. } else {
  1189. c1 = faceColor;
  1190. c2 = faceColor;
  1191. c3 = faceColor;
  1192. c4 = faceColor;
  1193. }
  1194. colorArray[ offset_color ] = c1.r;
  1195. colorArray[ offset_color + 1 ] = c1.g;
  1196. colorArray[ offset_color + 2 ] = c1.b;
  1197. colorArray[ offset_color + 3 ] = c2.r;
  1198. colorArray[ offset_color + 4 ] = c2.g;
  1199. colorArray[ offset_color + 5 ] = c2.b;
  1200. colorArray[ offset_color + 6 ] = c3.r;
  1201. colorArray[ offset_color + 7 ] = c3.g;
  1202. colorArray[ offset_color + 8 ] = c3.b;
  1203. colorArray[ offset_color + 9 ] = c4.r;
  1204. colorArray[ offset_color + 10 ] = c4.g;
  1205. colorArray[ offset_color + 11 ] = c4.b;
  1206. offset_color += 12;
  1207. }
  1208. if ( dirtyTangents && geometry.hasTangents ) {
  1209. t1 = vertexTangents[ 0 ];
  1210. t2 = vertexTangents[ 1 ];
  1211. t3 = vertexTangents[ 2 ];
  1212. t4 = vertexTangents[ 3 ];
  1213. tangentArray[ offset_tangent ] = t1.x;
  1214. tangentArray[ offset_tangent + 1 ] = t1.y;
  1215. tangentArray[ offset_tangent + 2 ] = t1.z;
  1216. tangentArray[ offset_tangent + 3 ] = t1.w;
  1217. tangentArray[ offset_tangent + 4 ] = t2.x;
  1218. tangentArray[ offset_tangent + 5 ] = t2.y;
  1219. tangentArray[ offset_tangent + 6 ] = t2.z;
  1220. tangentArray[ offset_tangent + 7 ] = t2.w;
  1221. tangentArray[ offset_tangent + 8 ] = t3.x;
  1222. tangentArray[ offset_tangent + 9 ] = t3.y;
  1223. tangentArray[ offset_tangent + 10 ] = t3.z;
  1224. tangentArray[ offset_tangent + 11 ] = t3.w;
  1225. tangentArray[ offset_tangent + 12 ] = t4.x;
  1226. tangentArray[ offset_tangent + 13 ] = t4.y;
  1227. tangentArray[ offset_tangent + 14 ] = t4.z;
  1228. tangentArray[ offset_tangent + 15 ] = t4.w;
  1229. offset_tangent += 16;
  1230. }
  1231. if ( dirtyNormals && normalType ) {
  1232. if ( vertexNormals.length === 4 && needsSmoothNormals ) {
  1233. for ( i = 0; i < 4; i ++ ) {
  1234. vn = vertexNormals[ i ];
  1235. normalArray[ offset_normal ] = vn.x;
  1236. normalArray[ offset_normal + 1 ] = vn.y;
  1237. normalArray[ offset_normal + 2 ] = vn.z;
  1238. offset_normal += 3;
  1239. }
  1240. } else {
  1241. for ( i = 0; i < 4; i ++ ) {
  1242. normalArray[ offset_normal ] = faceNormal.x;
  1243. normalArray[ offset_normal + 1 ] = faceNormal.y;
  1244. normalArray[ offset_normal + 2 ] = faceNormal.z;
  1245. offset_normal += 3;
  1246. }
  1247. }
  1248. }
  1249. if ( dirtyUvs && uv !== undefined && uvType ) {
  1250. for ( i = 0; i < 4; i ++ ) {
  1251. uvi = uv[ i ];
  1252. uvArray[ offset_uv ] = uvi.u;
  1253. uvArray[ offset_uv + 1 ] = uvi.v;
  1254. offset_uv += 2;
  1255. }
  1256. }
  1257. if ( dirtyUvs && uv2 !== undefined && uvType ) {
  1258. for ( i = 0; i < 4; i ++ ) {
  1259. uv2i = uv2[ i ];
  1260. uv2Array[ offset_uv2 ] = uv2i.u;
  1261. uv2Array[ offset_uv2 + 1 ] = uv2i.v;
  1262. offset_uv2 += 2;
  1263. }
  1264. }
  1265. if ( dirtyElements ) {
  1266. faceArray[ offset_face ] = vertexIndex;
  1267. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  1268. faceArray[ offset_face + 2 ] = vertexIndex + 3;
  1269. faceArray[ offset_face + 3 ] = vertexIndex + 1;
  1270. faceArray[ offset_face + 4 ] = vertexIndex + 2;
  1271. faceArray[ offset_face + 5 ] = vertexIndex + 3;
  1272. offset_face += 6;
  1273. lineArray[ offset_line ] = vertexIndex;
  1274. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  1275. lineArray[ offset_line + 2 ] = vertexIndex;
  1276. lineArray[ offset_line + 3 ] = vertexIndex + 3;
  1277. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  1278. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  1279. lineArray[ offset_line + 6 ] = vertexIndex + 2;
  1280. lineArray[ offset_line + 7 ] = vertexIndex + 3;
  1281. offset_line += 8;
  1282. vertexIndex += 4;
  1283. }
  1284. }
  1285. }
  1286. if ( dirtyVertices ) {
  1287. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1288. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  1289. }
  1290. if ( customAttributes ) {
  1291. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  1292. customAttribute = customAttributes[ i ];
  1293. if ( customAttribute.__original.needsUpdate ) {
  1294. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  1295. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  1296. }
  1297. }
  1298. }
  1299. if ( dirtyMorphTargets ) {
  1300. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  1301. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
  1302. _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
  1303. }
  1304. }
  1305. if ( dirtyColors && offset_color > 0 ) {
  1306. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1307. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1308. }
  1309. if ( dirtyNormals ) {
  1310. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1311. _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
  1312. }
  1313. if ( dirtyTangents && geometry.hasTangents ) {
  1314. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1315. _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
  1316. }
  1317. if ( dirtyUvs && offset_uv > 0 ) {
  1318. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1319. _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
  1320. }
  1321. if ( dirtyUvs && offset_uv2 > 0 ) {
  1322. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1323. _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
  1324. }
  1325. if ( dirtyElements ) {
  1326. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1327. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
  1328. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1329. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
  1330. }
  1331. if ( offset_skin > 0 ) {
  1332. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
  1333. _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexAArray, hint );
  1334. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
  1335. _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexBArray, hint );
  1336. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1337. _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
  1338. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1339. _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
  1340. }
  1341. if ( dispose ) {
  1342. delete geometryGroup.__inittedArrays;
  1343. delete geometryGroup.__colorArray;
  1344. delete geometryGroup.__normalArray;
  1345. delete geometryGroup.__tangentArray;
  1346. delete geometryGroup.__uvArray;
  1347. delete geometryGroup.__uv2Array;
  1348. delete geometryGroup.__faceArray;
  1349. delete geometryGroup.__vertexArray;
  1350. delete geometryGroup.__lineArray;
  1351. delete geometryGroup.__skinVertexAArray;
  1352. delete geometryGroup.__skinVertexBArray;
  1353. delete geometryGroup.__skinIndexArray;
  1354. delete geometryGroup.__skinWeightArray;
  1355. }
  1356. };
  1357. function setLineBuffers ( geometry, hint ) {
  1358. var v, c, vertex, offset,
  1359. vertices = geometry.vertices,
  1360. colors = geometry.colors,
  1361. vl = vertices.length,
  1362. cl = colors.length,
  1363. vertexArray = geometry.__vertexArray,
  1364. colorArray = geometry.__colorArray,
  1365. dirtyVertices = geometry.__dirtyVertices,
  1366. dirtyColors = geometry.__dirtyColors;
  1367. if ( dirtyVertices ) {
  1368. for ( v = 0; v < vl; v ++ ) {
  1369. vertex = vertices[ v ].position;
  1370. offset = v * 3;
  1371. vertexArray[ offset ] = vertex.x;
  1372. vertexArray[ offset + 1 ] = vertex.y;
  1373. vertexArray[ offset + 2 ] = vertex.z;
  1374. }
  1375. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  1376. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  1377. }
  1378. if ( dirtyColors ) {
  1379. for ( c = 0; c < cl; c ++ ) {
  1380. color = colors[ c ];
  1381. offset = c * 3;
  1382. colorArray[ offset ] = color.r;
  1383. colorArray[ offset + 1 ] = color.g;
  1384. colorArray[ offset + 2 ] = color.b;
  1385. }
  1386. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  1387. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1388. }
  1389. };
  1390. function setRibbonBuffers ( geometry, hint ) {
  1391. var v, c, vertex, offset,
  1392. vertices = geometry.vertices,
  1393. colors = geometry.colors,
  1394. vl = vertices.length,
  1395. cl = colors.length,
  1396. vertexArray = geometry.__vertexArray,
  1397. colorArray = geometry.__colorArray,
  1398. dirtyVertices = geometry.__dirtyVertices,
  1399. dirtyColors = geometry.__dirtyColors;
  1400. if ( dirtyVertices ) {
  1401. for ( v = 0; v < vl; v ++ ) {
  1402. vertex = vertices[ v ].position;
  1403. offset = v * 3;
  1404. vertexArray[ offset ] = vertex.x;
  1405. vertexArray[ offset + 1 ] = vertex.y;
  1406. vertexArray[ offset + 2 ] = vertex.z;
  1407. }
  1408. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  1409. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  1410. }
  1411. if ( dirtyColors ) {
  1412. for ( c = 0; c < cl; c ++ ) {
  1413. color = colors[ c ];
  1414. offset = c * 3;
  1415. colorArray[ offset ] = color.r;
  1416. colorArray[ offset + 1 ] = color.g;
  1417. colorArray[ offset + 2 ] = color.b;
  1418. }
  1419. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  1420. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1421. }
  1422. };
  1423. function setParticleBuffers ( geometry, hint, object ) {
  1424. var v, c, vertex, offset,
  1425. vertices = geometry.vertices,
  1426. vl = vertices.length,
  1427. colors = geometry.colors,
  1428. cl = colors.length,
  1429. vertexArray = geometry.__vertexArray,
  1430. colorArray = geometry.__colorArray,
  1431. sortArray = geometry.__sortArray,
  1432. dirtyVertices = geometry.__dirtyVertices,
  1433. dirtyElements = geometry.__dirtyElements,
  1434. dirtyColors = geometry.__dirtyColors,
  1435. customAttributes = geometry.__webglCustomAttributesList,
  1436. i, il,
  1437. a, ca, cal, v1,
  1438. offset_custom,
  1439. customAttribute;
  1440. if ( customAttributes ) {
  1441. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  1442. customAttributes[ i ].offset = 0;
  1443. }
  1444. }
  1445. if ( object.sortParticles ) {
  1446. _projScreenMatrix.multiplySelf( object.matrixWorld );
  1447. for ( v = 0; v < vl; v++ ) {
  1448. vertex = vertices[ v ].position;
  1449. _vector3.copy( vertex );
  1450. _projScreenMatrix.multiplyVector3( _vector3 );
  1451. sortArray[ v ] = [ _vector3.z, v ];
  1452. }
  1453. sortArray.sort( function( a, b ) { return b[ 0 ] - a[ 0 ]; } );
  1454. for ( v = 0; v < vl; v++ ) {
  1455. vertex = vertices[ sortArray[v][1] ].position;
  1456. offset = v * 3;
  1457. vertexArray[ offset ] = vertex.x;
  1458. vertexArray[ offset + 1 ] = vertex.y;
  1459. vertexArray[ offset + 2 ] = vertex.z;
  1460. }
  1461. for ( c = 0; c < cl; c ++ ) {
  1462. offset = c * 3;
  1463. color = colors[ sortArray[c][1] ];
  1464. colorArray[ offset ] = color.r;
  1465. colorArray[ offset + 1 ] = color.g;
  1466. colorArray[ offset + 2 ] = color.b;
  1467. }
  1468. if ( customAttributes ) {
  1469. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  1470. customAttribute = customAttributes[ i ];
  1471. cal = customAttribute.value.length;
  1472. for ( ca = 0; ca < cal; ca ++ ) {
  1473. index = sortArray[ca][1];
  1474. offset_custom = customAttribute.offset;
  1475. if ( customAttribute.size === 1 ) {
  1476. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1477. customAttribute.array[ offset_custom ] = customAttribute.value[ index ];
  1478. }
  1479. } else {
  1480. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1481. v1 = customAttribute.value[ index ];
  1482. }
  1483. if ( customAttribute.size === 2 ) {
  1484. customAttribute.array[ offset_custom ] = v1.x;
  1485. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1486. } else if ( customAttribute.size === 3 ) {
  1487. if ( customAttribute.type === "c" ) {
  1488. customAttribute.array[ offset_custom ] = v1.r;
  1489. customAttribute.array[ offset_custom + 1 ] = v1.g;
  1490. customAttribute.array[ offset_custom + 2 ] = v1.b;
  1491. } else {
  1492. customAttribute.array[ offset_custom ] = v1.x;
  1493. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1494. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1495. }
  1496. } else {
  1497. customAttribute.array[ offset_custom ] = v1.x;
  1498. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1499. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1500. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1501. }
  1502. }
  1503. customAttribute.offset += customAttribute.size;
  1504. }
  1505. }
  1506. }
  1507. } else {
  1508. if ( dirtyVertices ) {
  1509. for ( v = 0; v < vl; v ++ ) {
  1510. vertex = vertices[ v ].position;
  1511. offset = v * 3;
  1512. vertexArray[ offset ] = vertex.x;
  1513. vertexArray[ offset + 1 ] = vertex.y;
  1514. vertexArray[ offset + 2 ] = vertex.z;
  1515. }
  1516. }
  1517. if ( dirtyColors ) {
  1518. for ( c = 0; c < cl; c ++ ) {
  1519. color = colors[ c ];
  1520. offset = c * 3;
  1521. colorArray[ offset ] = color.r;
  1522. colorArray[ offset + 1 ] = color.g;
  1523. colorArray[ offset + 2 ] = color.b;
  1524. }
  1525. }
  1526. if ( customAttributes ) {
  1527. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  1528. customAttribute = customAttributes[ i ];
  1529. if ( customAttribute.__original.needsUpdate ) {
  1530. cal = customAttribute.value.length;
  1531. for ( ca = 0; ca < cal; ca ++ ) {
  1532. offset_custom = customAttribute.offset;
  1533. if ( customAttribute.size === 1 ) {
  1534. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1535. customAttribute.array[ offset_custom ] = customAttribute.value[ ca ];
  1536. }
  1537. } else {
  1538. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1539. v1 = customAttribute.value[ ca ];
  1540. }
  1541. if ( customAttribute.size === 2 ) {
  1542. customAttribute.array[ offset_custom ] = v1.x;
  1543. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1544. } else if ( customAttribute.size === 3 ) {
  1545. if ( customAttribute.type === "c" ) {
  1546. customAttribute.array[ offset_custom ] = v1.r;
  1547. customAttribute.array[ offset_custom + 1 ] = v1.g;
  1548. customAttribute.array[ offset_custom + 2 ] = v1.b;
  1549. } else {
  1550. customAttribute.array[ offset_custom ] = v1.x;
  1551. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1552. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1553. }
  1554. } else {
  1555. customAttribute.array[ offset_custom ] = v1.x;
  1556. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1557. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1558. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1559. }
  1560. }
  1561. customAttribute.offset += customAttribute.size;
  1562. }
  1563. }
  1564. }
  1565. }
  1566. }
  1567. if ( dirtyVertices || object.sortParticles ) {
  1568. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  1569. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  1570. }
  1571. if ( dirtyColors || object.sortParticles ) {
  1572. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  1573. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1574. }
  1575. if ( customAttributes ) {
  1576. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  1577. customAttribute = customAttributes[ i ];
  1578. if ( customAttribute.__original.needsUpdate || object.sortParticles ) {
  1579. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  1580. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  1581. }
  1582. }
  1583. }
  1584. };
  1585. function setMaterialShaders( material, shaders ) {
  1586. material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms );
  1587. material.vertexShader = shaders.vertexShader;
  1588. material.fragmentShader = shaders.fragmentShader;
  1589. };
  1590. function refreshUniformsCommon( uniforms, material ) {
  1591. uniforms.opacity.value = material.opacity;
  1592. if ( _this.gammaInput ) {
  1593. uniforms.diffuse.value.copyGammaToLinear( material.color );
  1594. } else {
  1595. uniforms.diffuse.value = material.color;
  1596. }
  1597. uniforms.map.texture = material.map;
  1598. if ( material.map ) {
  1599. uniforms.offsetRepeat.value.set( material.map.offset.x, material.map.offset.y, material.map.repeat.x, material.map.repeat.y );
  1600. }
  1601. uniforms.lightMap.texture = material.lightMap;
  1602. uniforms.envMap.texture = material.envMap;
  1603. uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : -1;
  1604. if ( _this.gammaInput ) {
  1605. //uniforms.reflectivity.value = material.reflectivity * material.reflectivity;
  1606. uniforms.reflectivity.value = material.reflectivity;
  1607. } else {
  1608. uniforms.reflectivity.value = material.reflectivity;
  1609. }
  1610. uniforms.refractionRatio.value = material.refractionRatio;
  1611. uniforms.combine.value = material.combine;
  1612. uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
  1613. };
  1614. function refreshUniformsLine( uniforms, material ) {
  1615. uniforms.diffuse.value = material.color;
  1616. uniforms.opacity.value = material.opacity;
  1617. };
  1618. function refreshUniformsParticle( uniforms, material ) {
  1619. uniforms.psColor.value = material.color;
  1620. uniforms.opacity.value = material.opacity;
  1621. uniforms.size.value = material.size;
  1622. uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
  1623. uniforms.map.texture = material.map;
  1624. };
  1625. function refreshUniformsFog( uniforms, fog ) {
  1626. uniforms.fogColor.value = fog.color;
  1627. if ( fog instanceof THREE.Fog ) {
  1628. uniforms.fogNear.value = fog.near;
  1629. uniforms.fogFar.value = fog.far;
  1630. } else if ( fog instanceof THREE.FogExp2 ) {
  1631. uniforms.fogDensity.value = fog.density;
  1632. }
  1633. };
  1634. function refreshUniformsPhong( uniforms, material ) {
  1635. uniforms.shininess.value = material.shininess;
  1636. if ( _this.gammaInput ) {
  1637. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  1638. uniforms.specular.value.copyGammaToLinear( material.specular );
  1639. } else {
  1640. uniforms.ambient.value = material.ambient;
  1641. uniforms.specular.value = material.specular;
  1642. }
  1643. };
  1644. function refreshUniformsLambert( uniforms, material ) {
  1645. if ( _this.gammaInput ) {
  1646. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  1647. } else {
  1648. uniforms.ambient.value = material.ambient;
  1649. }
  1650. };
  1651. function refreshUniformsLights( uniforms, lights ) {
  1652. uniforms.enableLighting.value = lights.directional.length + lights.point.length;
  1653. uniforms.ambientLightColor.value = lights.ambient;
  1654. uniforms.directionalLightColor.value = lights.directional.colors;
  1655. uniforms.directionalLightDirection.value = lights.directional.positions;
  1656. uniforms.pointLightColor.value = lights.point.colors;
  1657. uniforms.pointLightPosition.value = lights.point.positions;
  1658. uniforms.pointLightDistance.value = lights.point.distances;
  1659. };
  1660. function refreshUniformsShadow( uniforms, material ) {
  1661. if ( uniforms.shadowMatrix ) {
  1662. for ( var i = 0; i < _shadowMatrix.length; i ++ ) {
  1663. uniforms.shadowMatrix.value[ i ] = _shadowMatrix[ i ];
  1664. uniforms.shadowMap.texture[ i ] = _this.shadowMap[ i ];
  1665. }
  1666. uniforms.shadowDarkness.value = _this.shadowMapDarkness;
  1667. uniforms.shadowBias.value = _this.shadowMapBias;
  1668. }
  1669. };
  1670. this.initMaterial = function ( material, lights, fog, object ) {
  1671. var u, a, identifiers, i, parameters, maxLightCount, maxBones, maxShadows, shaderID;
  1672. if ( material instanceof THREE.MeshDepthMaterial ) {
  1673. shaderID = 'depth';
  1674. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  1675. shaderID = 'normal';
  1676. } else if ( material instanceof THREE.MeshBasicMaterial ) {
  1677. shaderID = 'basic';
  1678. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  1679. shaderID = 'lambert';
  1680. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  1681. shaderID = 'phong';
  1682. } else if ( material instanceof THREE.LineBasicMaterial ) {
  1683. shaderID = 'basic';
  1684. } else if ( material instanceof THREE.ParticleBasicMaterial ) {
  1685. shaderID = 'particle_basic';
  1686. }
  1687. if ( shaderID ) {
  1688. setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );
  1689. }
  1690. // heuristics to create shader parameters according to lights in the scene
  1691. // (not to blow over maxLights budget)
  1692. maxLightCount = allocateLights( lights );
  1693. maxShadows = allocateShadows( lights );
  1694. maxBones = allocateBones( object );
  1695. parameters = {
  1696. map: !!material.map, envMap: !!material.envMap, lightMap: !!material.lightMap,
  1697. vertexColors: material.vertexColors,
  1698. fog: fog, useFog: material.fog,
  1699. sizeAttenuation: material.sizeAttenuation,
  1700. skinning: material.skinning,
  1701. morphTargets: material.morphTargets,
  1702. maxMorphTargets: this.maxMorphTargets,
  1703. maxDirLights: maxLightCount.directional, maxPointLights: maxLightCount.point,
  1704. maxBones: maxBones,
  1705. shadowMapEnabled: this.shadowMapEnabled && object.receiveShadow,
  1706. shadowMapSoft: this.shadowMapSoft,
  1707. shadowMapWidth: this.shadowMapWidth,
  1708. shadowMapHeight: this.shadowMapHeight,
  1709. maxShadows: maxShadows,
  1710. alphaTest: material.alphaTest,
  1711. metal: material.metal,
  1712. perPixel: material.perPixel
  1713. };
  1714. material.program = buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, parameters );
  1715. var attributes = material.program.attributes;
  1716. if ( attributes.position >= 0 ) _gl.enableVertexAttribArray( attributes.position );
  1717. if ( attributes.color >= 0 ) _gl.enableVertexAttribArray( attributes.color );
  1718. if ( attributes.normal >= 0 ) _gl.enableVertexAttribArray( attributes.normal );
  1719. if ( attributes.tangent >= 0 ) _gl.enableVertexAttribArray( attributes.tangent );
  1720. if ( material.skinning &&
  1721. attributes.skinVertexA >=0 && attributes.skinVertexB >= 0 &&
  1722. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  1723. _gl.enableVertexAttribArray( attributes.skinVertexA );
  1724. _gl.enableVertexAttribArray( attributes.skinVertexB );
  1725. _gl.enableVertexAttribArray( attributes.skinIndex );
  1726. _gl.enableVertexAttribArray( attributes.skinWeight );
  1727. }
  1728. if ( material.attributes ) {
  1729. for ( a in material.attributes ) {
  1730. if( attributes[ a ] !== undefined && attributes[ a ] >= 0 ) _gl.enableVertexAttribArray( attributes[ a ] );
  1731. }
  1732. }
  1733. if ( material.morphTargets ) {
  1734. material.numSupportedMorphTargets = 0;
  1735. var id, base = "morphTarget";
  1736. for ( i = 0; i < this.maxMorphTargets; i ++ ) {
  1737. id = base + i;
  1738. if ( attributes[ id ] >= 0 ) {
  1739. _gl.enableVertexAttribArray( attributes[ id ] );
  1740. material.numSupportedMorphTargets ++;
  1741. }
  1742. }
  1743. }
  1744. material.uniformsList = [];
  1745. for ( u in material.uniforms ) {
  1746. material.uniformsList.push( [ material.uniforms[ u ], u ] );
  1747. }
  1748. };
  1749. function setProgram( camera, lights, fog, material, object ) {
  1750. if ( ! material.program ) {
  1751. _this.initMaterial( material, lights, fog, object );
  1752. }
  1753. if ( material.morphTargets ) {
  1754. if ( ! object.__webglMorphTargetInfluences ) {
  1755. object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
  1756. for ( var i = 0, il = _this.maxMorphTargets; i < il; i ++ ) {
  1757. object.__webglMorphTargetInfluences[ i ] = 0;
  1758. }
  1759. }
  1760. }
  1761. var refreshMaterial = false;
  1762. var program = material.program,
  1763. p_uniforms = program.uniforms,
  1764. m_uniforms = material.uniforms;
  1765. if ( program !== _currentProgram ) {
  1766. _gl.useProgram( program );
  1767. _currentProgram = program;
  1768. refreshMaterial = true;
  1769. }
  1770. if ( material.id !== _currentMaterialId ) {
  1771. _currentMaterialId = material.id;
  1772. refreshMaterial = true;
  1773. }
  1774. if ( refreshMaterial ) {
  1775. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, _projectionMatrixArray );
  1776. // refresh uniforms common to several materials
  1777. if ( fog && material.fog ) {
  1778. refreshUniformsFog( m_uniforms, fog );
  1779. }
  1780. if ( material instanceof THREE.MeshPhongMaterial ||
  1781. material instanceof THREE.MeshLambertMaterial ||
  1782. material.lights ) {
  1783. setupLights( program, lights );
  1784. refreshUniformsLights( m_uniforms, _lights );
  1785. }
  1786. if ( material instanceof THREE.MeshBasicMaterial ||
  1787. material instanceof THREE.MeshLambertMaterial ||
  1788. material instanceof THREE.MeshPhongMaterial ) {
  1789. refreshUniformsCommon( m_uniforms, material );
  1790. }
  1791. // refresh single material specific uniforms
  1792. if ( material instanceof THREE.LineBasicMaterial ) {
  1793. refreshUniformsLine( m_uniforms, material );
  1794. } else if ( material instanceof THREE.ParticleBasicMaterial ) {
  1795. refreshUniformsParticle( m_uniforms, material );
  1796. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  1797. refreshUniformsPhong( m_uniforms, material );
  1798. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  1799. refreshUniformsLambert( m_uniforms, material );
  1800. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  1801. m_uniforms.mNear.value = camera.near;
  1802. m_uniforms.mFar.value = camera.far;
  1803. m_uniforms.opacity.value = material.opacity;
  1804. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  1805. m_uniforms.opacity.value = material.opacity;
  1806. }
  1807. if ( object.receiveShadow && ! material._shadowPass ) {
  1808. refreshUniformsShadow( m_uniforms, material );
  1809. }
  1810. // load common uniforms
  1811. loadUniformsGeneric( program, material.uniformsList );
  1812. // load material specific uniforms
  1813. // (shader material also gets them for the sake of genericity)
  1814. if ( material instanceof THREE.ShaderMaterial ||
  1815. material instanceof THREE.MeshPhongMaterial ||
  1816. material.envMap ) {
  1817. if( p_uniforms.cameraPosition !== null ) {
  1818. _gl.uniform3f( p_uniforms.cameraPosition, camera.position.x, camera.position.y, camera.position.z );
  1819. }
  1820. }
  1821. if ( material instanceof THREE.MeshPhongMaterial ||
  1822. material instanceof THREE.MeshLambertMaterial ||
  1823. material instanceof THREE.ShaderMaterial ||
  1824. material.skinning ) {
  1825. if( p_uniforms.viewMatrix !== null ) {
  1826. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, _viewMatrixArray );
  1827. }
  1828. }
  1829. if ( material.skinning ) {
  1830. loadUniformsSkinning( p_uniforms, object );
  1831. }
  1832. }
  1833. loadUniformsMatrices( p_uniforms, object );
  1834. if ( material instanceof THREE.ShaderMaterial ||
  1835. material.envMap ||
  1836. material.skinning ||
  1837. object.receiveShadow ) {
  1838. if ( p_uniforms.objectMatrix !== null ) {
  1839. _gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
  1840. }
  1841. }
  1842. return program;
  1843. };
  1844. function renderBuffer( camera, lights, fog, material, geometryGroup, object ) {
  1845. if ( material.opacity === 0 ) return;
  1846. var program, attributes, linewidth, primitives, a, attribute, i, il;
  1847. program = setProgram( camera, lights, fog, material, object );
  1848. attributes = program.attributes;
  1849. var updateBuffers = false,
  1850. wireframeBit = material.wireframe ? 1 : 0,
  1851. geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
  1852. if ( geometryGroupHash !== _currentGeometryGroupHash ) {
  1853. _currentGeometryGroupHash = geometryGroupHash;
  1854. updateBuffers = true;
  1855. }
  1856. // vertices
  1857. if ( !material.morphTargets && attributes.position >= 0 ) {
  1858. if ( updateBuffers ) {
  1859. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1860. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1861. }
  1862. } else {
  1863. if ( object.morphTargetBase ) {
  1864. setupMorphTargets( material, geometryGroup, object );
  1865. }
  1866. }
  1867. if ( updateBuffers ) {
  1868. // custom attributes
  1869. // Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
  1870. if ( geometryGroup.__webglCustomAttributesList ) {
  1871. for ( i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
  1872. attribute = geometryGroup.__webglCustomAttributesList[ i ];
  1873. if( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {
  1874. _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
  1875. _gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );
  1876. }
  1877. }
  1878. }
  1879. // colors
  1880. if ( attributes.color >= 0 ) {
  1881. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1882. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  1883. }
  1884. // normals
  1885. if ( attributes.normal >= 0 ) {
  1886. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1887. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1888. }
  1889. // tangents
  1890. if ( attributes.tangent >= 0 ) {
  1891. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1892. _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
  1893. }
  1894. // uvs
  1895. if ( attributes.uv >= 0 ) {
  1896. if ( geometryGroup.__webglUVBuffer ) {
  1897. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1898. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  1899. _gl.enableVertexAttribArray( attributes.uv );
  1900. } else {
  1901. _gl.disableVertexAttribArray( attributes.uv );
  1902. }
  1903. }
  1904. if ( attributes.uv2 >= 0 ) {
  1905. if ( geometryGroup.__webglUV2Buffer ) {
  1906. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1907. _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
  1908. _gl.enableVertexAttribArray( attributes.uv2 );
  1909. } else {
  1910. _gl.disableVertexAttribArray( attributes.uv2 );
  1911. }
  1912. }
  1913. if ( material.skinning &&
  1914. attributes.skinVertexA >= 0 && attributes.skinVertexB >= 0 &&
  1915. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  1916. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
  1917. _gl.vertexAttribPointer( attributes.skinVertexA, 4, _gl.FLOAT, false, 0, 0 );
  1918. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
  1919. _gl.vertexAttribPointer( attributes.skinVertexB, 4, _gl.FLOAT, false, 0, 0 );
  1920. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1921. _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
  1922. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1923. _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
  1924. }
  1925. }
  1926. // render mesh
  1927. if ( object instanceof THREE.Mesh ) {
  1928. // wireframe
  1929. if ( material.wireframe ) {
  1930. _gl.lineWidth( material.wireframeLinewidth );
  1931. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1932. _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, _gl.UNSIGNED_SHORT, 0 );
  1933. // triangles
  1934. } else {
  1935. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1936. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
  1937. }
  1938. _this.info.render.calls ++;
  1939. _this.info.render.vertices += geometryGroup.__webglFaceCount;
  1940. _this.info.render.faces += geometryGroup.__webglFaceCount / 3;
  1941. // render lines
  1942. } else if ( object instanceof THREE.Line ) {
  1943. primitives = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  1944. _gl.lineWidth( material.linewidth );
  1945. _gl.drawArrays( primitives, 0, geometryGroup.__webglLineCount );
  1946. _this.info.render.calls ++;
  1947. // render particles
  1948. } else if ( object instanceof THREE.ParticleSystem ) {
  1949. _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
  1950. _this.info.render.calls ++;
  1951. // render ribbon
  1952. } else if ( object instanceof THREE.Ribbon ) {
  1953. _gl.drawArrays( _gl.TRIANGLE_STRIP, 0, geometryGroup.__webglVertexCount );
  1954. _this.info.render.calls ++;
  1955. }
  1956. };
  1957. function setupMorphTargets( material, geometryGroup, object ) {
  1958. // set base
  1959. var attributes = material.program.attributes;
  1960. if ( object.morphTargetBase !== - 1 ) {
  1961. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
  1962. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1963. } else if ( attributes.position >= 0 ) {
  1964. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1965. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1966. }
  1967. if ( object.morphTargetForcedOrder.length ) {
  1968. // set forced order
  1969. var m = 0;
  1970. var order = object.morphTargetForcedOrder;
  1971. var influences = object.morphTargetInfluences;
  1972. while ( m < material.numSupportedMorphTargets && m < order.length ) {
  1973. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
  1974. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1975. object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];
  1976. m ++;
  1977. }
  1978. } else {
  1979. // find most influencing
  1980. var used = [];
  1981. var candidateInfluence = - 1;
  1982. var candidate = 0;
  1983. var influences = object.morphTargetInfluences;
  1984. var i, il = influences.length;
  1985. var m = 0;
  1986. if ( object.morphTargetBase !== - 1 ) {
  1987. used[ object.morphTargetBase ] = true;
  1988. }
  1989. while ( m < material.numSupportedMorphTargets ) {
  1990. for ( i = 0; i < il; i ++ ) {
  1991. if ( !used[ i ] && influences[ i ] > candidateInfluence ) {
  1992. candidate = i;
  1993. candidateInfluence = influences[ candidate ];
  1994. }
  1995. }
  1996. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ candidate ] );
  1997. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1998. object.__webglMorphTargetInfluences[ m ] = candidateInfluence;
  1999. used[ candidate ] = 1;
  2000. candidateInfluence = -1;
  2001. m ++;
  2002. }
  2003. }
  2004. // load updated influences uniform
  2005. if( material.program.uniforms.morphTargetInfluences !== null ) {
  2006. _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
  2007. }
  2008. }
  2009. function renderBufferImmediate( object, program, shading ) {
  2010. if ( ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
  2011. if ( ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
  2012. if ( object.hasPos ) {
  2013. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
  2014. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  2015. _gl.enableVertexAttribArray( program.attributes.position );
  2016. _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  2017. }
  2018. if ( object.hasNormal ) {
  2019. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
  2020. if ( shading === THREE.FlatShading ) {
  2021. var nx, ny, nz,
  2022. nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
  2023. normalArray,
  2024. i, il = object.count * 3;
  2025. for( i = 0; i < il; i += 9 ) {
  2026. normalArray = object.normalArray;
  2027. nax = normalArray[ i ];
  2028. nay = normalArray[ i + 1 ];
  2029. naz = normalArray[ i + 2 ];
  2030. nbx = normalArray[ i + 3 ];
  2031. nby = normalArray[ i + 4 ];
  2032. nbz = normalArray[ i + 5 ];
  2033. ncx = normalArray[ i + 6 ];
  2034. ncy = normalArray[ i + 7 ];
  2035. ncz = normalArray[ i + 8 ];
  2036. nx = ( nax + nbx + ncx ) / 3;
  2037. ny = ( nay + nby + ncy ) / 3;
  2038. nz = ( naz + nbz + ncz ) / 3;
  2039. normalArray[ i ] = nx;
  2040. normalArray[ i + 1 ] = ny;
  2041. normalArray[ i + 2 ] = nz;
  2042. normalArray[ i + 3 ] = nx;
  2043. normalArray[ i + 4 ] = ny;
  2044. normalArray[ i + 5 ] = nz;
  2045. normalArray[ i + 6 ] = nx;
  2046. normalArray[ i + 7 ] = ny;
  2047. normalArray[ i + 8 ] = nz;
  2048. }
  2049. }
  2050. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  2051. _gl.enableVertexAttribArray( program.attributes.normal );
  2052. _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  2053. }
  2054. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  2055. object.count = 0;
  2056. };
  2057. function setObjectFaces( object ) {
  2058. if ( _oldDoubleSided !== object.doubleSided ) {
  2059. if( object.doubleSided ) {
  2060. _gl.disable( _gl.CULL_FACE );
  2061. } else {
  2062. _gl.enable( _gl.CULL_FACE );
  2063. }
  2064. _oldDoubleSided = object.doubleSided;
  2065. }
  2066. if ( _oldFlipSided !== object.flipSided ) {
  2067. if( object.flipSided ) {
  2068. _gl.frontFace( _gl.CW );
  2069. } else {
  2070. _gl.frontFace( _gl.CCW );
  2071. }
  2072. _oldFlipSided = object.flipSided;
  2073. }
  2074. };
  2075. function setDepthTest( depthTest ) {
  2076. if ( _oldDepthTest !== depthTest ) {
  2077. if( depthTest ) {
  2078. _gl.enable( _gl.DEPTH_TEST );
  2079. } else {
  2080. _gl.disable( _gl.DEPTH_TEST );
  2081. }
  2082. _oldDepthTest = depthTest;
  2083. }
  2084. };
  2085. function setDepthWrite( depthWrite ) {
  2086. if ( _oldDepthWrite !== depthWrite ) {
  2087. _gl.depthMask( depthWrite );
  2088. _oldDepthWrite = depthWrite;
  2089. }
  2090. };
  2091. function setPolygonOffset ( polygonoffset, factor, units ) {
  2092. if ( _oldPolygonOffset !== polygonoffset ) {
  2093. if ( polygonoffset ) {
  2094. _gl.enable( _gl.POLYGON_OFFSET_FILL );
  2095. } else {
  2096. _gl.disable( _gl.POLYGON_OFFSET_FILL );
  2097. }
  2098. _oldPolygonOffset = polygonoffset;
  2099. }
  2100. if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) {
  2101. _gl.polygonOffset( factor, units );
  2102. _oldPolygonOffsetFactor = factor;
  2103. _oldPolygonOffsetUnits = units;
  2104. }
  2105. };
  2106. function computeFrustum( m ) {
  2107. _frustum[ 0 ].set( m.n41 - m.n11, m.n42 - m.n12, m.n43 - m.n13, m.n44 - m.n14 );
  2108. _frustum[ 1 ].set( m.n41 + m.n11, m.n42 + m.n12, m.n43 + m.n13, m.n44 + m.n14 );
  2109. _frustum[ 2 ].set( m.n41 + m.n21, m.n42 + m.n22, m.n43 + m.n23, m.n44 + m.n24 );
  2110. _frustum[ 3 ].set( m.n41 - m.n21, m.n42 - m.n22, m.n43 - m.n23, m.n44 - m.n24 );
  2111. _frustum[ 4 ].set( m.n41 - m.n31, m.n42 - m.n32, m.n43 - m.n33, m.n44 - m.n34 );
  2112. _frustum[ 5 ].set( m.n41 + m.n31, m.n42 + m.n32, m.n43 + m.n33, m.n44 + m.n34 );
  2113. var i, plane;
  2114. for ( i = 0; i < 6; i ++ ) {
  2115. plane = _frustum[ i ];
  2116. plane.divideScalar( Math.sqrt( plane.x * plane.x + plane.y * plane.y + plane.z * plane.z ) );
  2117. }
  2118. };
  2119. function isInFrustum( object ) {
  2120. var distance, matrix = object.matrixWorld,
  2121. radius = - object.geometry.boundingSphere.radius * Math.max( object.scale.x, Math.max( object.scale.y, object.scale.z ) );
  2122. for ( var i = 0; i < 6; i ++ ) {
  2123. distance = _frustum[ i ].x * matrix.n14 + _frustum[ i ].y * matrix.n24 + _frustum[ i ].z * matrix.n34 + _frustum[ i ].w;
  2124. if ( distance <= radius ) return false;
  2125. }
  2126. return true;
  2127. };
  2128. function addToFixedArray( where, what ) {
  2129. where.list[ where.count ] = what;
  2130. where.count += 1;
  2131. };
  2132. function unrollImmediateBufferMaterial( globject ) {
  2133. var object = globject.object,
  2134. material = object.material;
  2135. if ( material.transparent ) {
  2136. globject.transparent = material;
  2137. globject.opaque = null;
  2138. } else {
  2139. globject.opaque = material;
  2140. globject.transparent = null;
  2141. }
  2142. };
  2143. function unrollBufferMaterial( globject ) {
  2144. var object = globject.object,
  2145. buffer = globject.buffer,
  2146. material, materialIndex, meshMaterial;
  2147. meshMaterial = object.material;
  2148. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  2149. materialIndex = buffer.materialIndex;
  2150. if ( materialIndex >= 0 ) {
  2151. material = object.geometry.materials[ materialIndex ];
  2152. if ( material.transparent ) {
  2153. globject.transparent = material;
  2154. globject.opaque = null;
  2155. } else {
  2156. globject.opaque = material;
  2157. globject.transparent = null;
  2158. }
  2159. }
  2160. } else {
  2161. material = meshMaterial;
  2162. if ( material ) {
  2163. if ( material.transparent ) {
  2164. globject.transparent = material;
  2165. globject.opaque = null;
  2166. } else {
  2167. globject.opaque = material;
  2168. globject.transparent = null;
  2169. }
  2170. }
  2171. }
  2172. };
  2173. function painterSort( a, b ) {
  2174. return b.z - a.z;
  2175. };
  2176. function renderShadowMap( scene, camera ) {
  2177. var i, il, light,
  2178. j = 0,
  2179. shadowMap, shadowMatrix,
  2180. oil,
  2181. material,
  2182. o, ol, webglObject, object,
  2183. lights = scene.lights,
  2184. fog = null;
  2185. if ( ! _cameraLight ) {
  2186. _cameraLight = new THREE.PerspectiveCamera( _this.shadowCameraFov, _this.shadowMapWidth / _this.shadowMapHeight, _this.shadowCameraNear, _this.shadowCameraFar );
  2187. }
  2188. for ( i = 0, il = lights.length; i < il; i ++ ) {
  2189. light = lights[ i ];
  2190. if ( light instanceof THREE.SpotLight && light.castShadow ) {
  2191. _currentMaterialId = -1;
  2192. if ( ! _this.shadowMap[ j ] ) {
  2193. var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat };
  2194. _this.shadowMap[ j ] = new THREE.WebGLRenderTarget( _this.shadowMapWidth, _this.shadowMapHeight, pars );
  2195. }
  2196. if ( ! _shadowMatrix[ j ] ) {
  2197. _shadowMatrix[ j ] = new THREE.Matrix4();
  2198. }
  2199. shadowMap = _this.shadowMap[ j ];
  2200. shadowMatrix = _shadowMatrix[ j ];
  2201. _cameraLight.position.copy( light.position );
  2202. _cameraLight.lookAt( light.target.position );
  2203. _cameraLight.update( undefined, true );
  2204. scene.update( undefined, false, _cameraLight );
  2205. // compute shadow matrix
  2206. shadowMatrix.set( 0.5, 0.0, 0.0, 0.5,
  2207. 0.0, 0.5, 0.0, 0.5,
  2208. 0.0, 0.0, 0.5, 0.5,
  2209. 0.0, 0.0, 0.0, 1.0 );
  2210. shadowMatrix.multiplySelf( _cameraLight.projectionMatrix );
  2211. shadowMatrix.multiplySelf( _cameraLight.matrixWorldInverse );
  2212. // render shadow map
  2213. _cameraLight.matrixWorldInverse.flattenToArray( _viewMatrixArray );
  2214. _cameraLight.projectionMatrix.flattenToArray( _projectionMatrixArray );
  2215. _projScreenMatrix.multiply( _cameraLight.projectionMatrix, _cameraLight.matrixWorldInverse );
  2216. computeFrustum( _projScreenMatrix );
  2217. _this.initWebGLObjects( scene );
  2218. setRenderTarget( shadowMap );
  2219. // using arbitrary clear color in depth pass
  2220. // creates variance in shadows
  2221. _gl.clearColor( 1, 1, 1, 1 );
  2222. //_gl.clearColor( 0, 0, 0, 1 );
  2223. _this.clear();
  2224. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  2225. // set matrices & frustum culling
  2226. ol = scene.__webglObjects.length;
  2227. oil = scene.__webglObjectsImmediate.length;
  2228. for ( o = 0; o < ol; o ++ ) {
  2229. webglObject = scene.__webglObjects[ o ];
  2230. object = webglObject.object;
  2231. if ( object.visible && object.castShadow ) {
  2232. if ( ! ( object instanceof THREE.Mesh ) || ! ( object.frustumCulled ) || isInFrustum( object ) ) {
  2233. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2234. setupMatrices( object, _cameraLight, false );
  2235. webglObject.render = true;
  2236. } else {
  2237. webglObject.render = false;
  2238. }
  2239. } else {
  2240. webglObject.render = false;
  2241. }
  2242. }
  2243. setDepthTest( true );
  2244. setBlending( THREE.NormalBlending ); // maybe blending should be just disabled?
  2245. //_gl.cullFace( _gl.FRONT );
  2246. for ( o = 0; o < ol; o ++ ) {
  2247. webglObject = scene.__webglObjects[ o ];
  2248. if ( webglObject.render ) {
  2249. object = webglObject.object;
  2250. buffer = webglObject.buffer;
  2251. setObjectFaces( object );
  2252. if ( object.customDepthMaterial ) {
  2253. material = object.customDepthMaterial;
  2254. } else if ( object.geometry.morphTargets.length ) {
  2255. material = _depthMaterialMorph;
  2256. } else {
  2257. material = _depthMaterial;
  2258. }
  2259. renderBuffer( _cameraLight, lights, fog, material, buffer, object );
  2260. }
  2261. }
  2262. for ( o = 0; o < oil; o ++ ) {
  2263. webglObject = scene.__webglObjectsImmediate[ o ];
  2264. object = webglObject.object;
  2265. if ( object.visible && object.castShadow ) {
  2266. if( object.matrixAutoUpdate ) {
  2267. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2268. }
  2269. _currentGeometryGroupHash = -1;
  2270. setupMatrices( object, _cameraLight, false );
  2271. setObjectFaces( object );
  2272. program = setProgram( _cameraLight, lights, fog, _depthMaterial, object );
  2273. if ( object.immediateRenderCallback ) {
  2274. object.immediateRenderCallback( program, _gl, _frustum );
  2275. } else {
  2276. object.render( function( object ) { renderBufferImmediate( object, program, _depthMaterial.shading ); } );
  2277. }
  2278. }
  2279. }
  2280. //_gl.cullFace( _gl.BACK );
  2281. j ++;
  2282. }
  2283. }
  2284. };
  2285. this.clearTarget = function ( renderTarget, color, depth, stencil ) {
  2286. setRenderTarget( renderTarget );
  2287. this.clear( color, depth, stencil );
  2288. };
  2289. this.updateShadowMap = function ( scene, camera ) {
  2290. renderShadowMap( scene, camera );
  2291. };
  2292. this.render = function( scene, camera, renderTarget, forceClear ) {
  2293. var i, program, material,
  2294. o, ol, oil, webglObject, object, buffer,
  2295. lights = scene.lights,
  2296. fog = scene.fog;
  2297. _currentMaterialId = -1;
  2298. if ( this.shadowMapEnabled && this.shadowMapAutoUpdate ) renderShadowMap( scene, camera );
  2299. _this.info.render.calls = 0;
  2300. _this.info.render.vertices = 0;
  2301. _this.info.render.faces = 0;
  2302. // hack: find parent of camera.
  2303. if ( camera.matrixAutoUpdate ) {
  2304. var parent = camera;
  2305. while ( parent.parent ) {
  2306. parent = parent.parent;
  2307. }
  2308. parent.update( undefined, true );
  2309. }
  2310. scene.update( undefined, false, camera );
  2311. camera.matrixWorldInverse.flattenToArray( _viewMatrixArray );
  2312. camera.projectionMatrix.flattenToArray( _projectionMatrixArray );
  2313. _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
  2314. computeFrustum( _projScreenMatrix );
  2315. this.initWebGLObjects( scene );
  2316. setRenderTarget( renderTarget );
  2317. if ( this.autoClear || forceClear ) {
  2318. this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
  2319. }
  2320. // set matrices
  2321. ol = scene.__webglObjects.length;
  2322. for ( o = 0; o < ol; o ++ ) {
  2323. webglObject = scene.__webglObjects[ o ];
  2324. object = webglObject.object;
  2325. if ( object.visible ) {
  2326. if ( ! ( object instanceof THREE.Mesh ) || ! ( object.frustumCulled ) || isInFrustum( object ) ) {
  2327. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2328. setupMatrices( object, camera, true );
  2329. unrollBufferMaterial( webglObject );
  2330. webglObject.render = true;
  2331. if ( this.sortObjects ) {
  2332. if ( webglObject.object.renderDepth ) {
  2333. webglObject.z = webglObject.object.renderDepth;
  2334. } else {
  2335. _vector3.copy( object.position );
  2336. _projScreenMatrix.multiplyVector3( _vector3 );
  2337. webglObject.z = _vector3.z;
  2338. }
  2339. }
  2340. } else {
  2341. webglObject.render = false;
  2342. }
  2343. } else {
  2344. webglObject.render = false;
  2345. }
  2346. }
  2347. if ( this.sortObjects ) {
  2348. scene.__webglObjects.sort( painterSort );
  2349. }
  2350. oil = scene.__webglObjectsImmediate.length;
  2351. for ( o = 0; o < oil; o ++ ) {
  2352. webglObject = scene.__webglObjectsImmediate[ o ];
  2353. object = webglObject.object;
  2354. if ( object.visible ) {
  2355. if( object.matrixAutoUpdate ) {
  2356. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2357. }
  2358. setupMatrices( object, camera, true );
  2359. unrollImmediateBufferMaterial( webglObject );
  2360. }
  2361. }
  2362. if ( scene.overrideMaterial ) {
  2363. setDepthTest( scene.overrideMaterial.depthTest );
  2364. setBlending( scene.overrideMaterial.blending );
  2365. for ( o = 0; o < ol; o ++ ) {
  2366. webglObject = scene.__webglObjects[ o ];
  2367. if ( webglObject.render ) {
  2368. object = webglObject.object;
  2369. buffer = webglObject.buffer;
  2370. setObjectFaces( object );
  2371. renderBuffer( camera, lights, fog, scene.overrideMaterial, buffer, object );
  2372. }
  2373. }
  2374. for ( o = 0; o < oil; o ++ ) {
  2375. webglObject = scene.__webglObjectsImmediate[ o ];
  2376. object = webglObject.object;
  2377. if ( object.visible ) {
  2378. _currentGeometryGroupHash = -1;
  2379. setObjectFaces( object );
  2380. program = setProgram( camera, lights, fog, scene.overrideMaterial, object );
  2381. if ( object.immediateRenderCallback ) {
  2382. object.immediateRenderCallback( program, _gl, _frustum );
  2383. } else {
  2384. object.render( function( object ) { renderBufferImmediate( object, program, scene.overrideMaterial.shading ); } );
  2385. }
  2386. }
  2387. }
  2388. } else {
  2389. // opaque pass
  2390. // (front-to-back order)
  2391. setBlending( THREE.NormalBlending );
  2392. for ( o = ol - 1; o >= 0; o -- ) {
  2393. webglObject = scene.__webglObjects[ o ];
  2394. if ( webglObject.render ) {
  2395. object = webglObject.object;
  2396. buffer = webglObject.buffer;
  2397. material = webglObject.opaque;
  2398. if ( ! material ) continue;
  2399. setObjectFaces( object );
  2400. setDepthTest( material.depthTest );
  2401. setDepthWrite( material.depthWrite );
  2402. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2403. renderBuffer( camera, lights, fog, material, buffer, object );
  2404. }
  2405. }
  2406. // opaque pass (immediate simulator)
  2407. for ( o = 0; o < oil; o ++ ) {
  2408. webglObject = scene.__webglObjectsImmediate[ o ];
  2409. object = webglObject.object;
  2410. if ( object.visible ) {
  2411. _currentGeometryGroupHash = -1;
  2412. material = webglObject.opaque;
  2413. if ( ! material ) continue;
  2414. setObjectFaces( object );
  2415. setDepthTest( material.depthTest );
  2416. setDepthWrite( material.depthWrite );
  2417. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2418. program = setProgram( camera, lights, fog, material, object );
  2419. if ( object.immediateRenderCallback ) {
  2420. object.immediateRenderCallback( program, _gl, _frustum );
  2421. } else {
  2422. object.render( function( object ) { renderBufferImmediate( object, program, material.shading ); } );
  2423. }
  2424. }
  2425. }
  2426. // transparent pass
  2427. // (back-to-front order)
  2428. for ( o = 0; o < ol; o ++ ) {
  2429. webglObject = scene.__webglObjects[ o ];
  2430. if ( webglObject.render ) {
  2431. object = webglObject.object;
  2432. buffer = webglObject.buffer;
  2433. material = webglObject.transparent;
  2434. if ( ! material ) continue;
  2435. setObjectFaces( object );
  2436. setBlending( material.blending );
  2437. setDepthTest( material.depthTest );
  2438. setDepthWrite( material.depthWrite );
  2439. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2440. renderBuffer( camera, lights, fog, material, buffer, object );
  2441. }
  2442. }
  2443. // transparent pass (immediate simulator)
  2444. for ( o = 0; o < oil; o ++ ) {
  2445. webglObject = scene.__webglObjectsImmediate[ o ];
  2446. object = webglObject.object;
  2447. if ( object.visible ) {
  2448. _currentGeometryGroupHash = -1;
  2449. material = webglObject.transparent;
  2450. if ( ! material ) continue;
  2451. setObjectFaces( object );
  2452. setBlending( material.blending );
  2453. setDepthTest( material.depthTest );
  2454. setDepthWrite( material.depthWrite );
  2455. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2456. program = setProgram( camera, lights, fog, material, object );
  2457. if ( object.immediateRenderCallback ) {
  2458. object.immediateRenderCallback( program, _gl, _frustum );
  2459. } else {
  2460. object.render( function( object ) { renderBufferImmediate( object, program, material.shading ); } );
  2461. }
  2462. }
  2463. }
  2464. }
  2465. // render 2d
  2466. if ( scene.__webglSprites.length ) {
  2467. renderSprites( scene, camera );
  2468. }
  2469. // Generate mipmap if we're using any kind of mipmap filtering
  2470. if ( renderTarget && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
  2471. updateRenderTargetMipmap( renderTarget );
  2472. }
  2473. //_gl.finish();
  2474. };
  2475. /*
  2476. * Render sprites
  2477. *
  2478. */
  2479. function renderSprites( scene, camera ) {
  2480. var o, ol, object;
  2481. var attributes = _sprite.attributes;
  2482. var uniforms = _sprite.uniforms;
  2483. var invAspect = _viewportHeight / _viewportWidth;
  2484. var size, scale = [];
  2485. var screenPosition;
  2486. var halfViewportWidth = _viewportWidth * 0.5;
  2487. var halfViewportHeight = _viewportHeight * 0.5;
  2488. var mergeWith3D = true;
  2489. // setup gl
  2490. _gl.useProgram( _sprite.program );
  2491. _currentProgram = _sprite.program;
  2492. _oldBlending = -1;
  2493. _oldDepthTest = -1;
  2494. _currentGeometryGroupHash = -1;
  2495. if ( !_spriteAttributesEnabled ) {
  2496. _gl.enableVertexAttribArray( _sprite.attributes.position );
  2497. _gl.enableVertexAttribArray( _sprite.attributes.uv );
  2498. _spriteAttributesEnabled = true;
  2499. }
  2500. _gl.disable( _gl.CULL_FACE );
  2501. _gl.enable( _gl.BLEND );
  2502. _gl.depthMask( true );
  2503. _gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
  2504. _gl.vertexAttribPointer( attributes.position, 2, _gl.FLOAT, false, 2 * 8, 0 );
  2505. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
  2506. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );
  2507. _gl.uniformMatrix4fv( uniforms.projectionMatrix, false, _projectionMatrixArray );
  2508. _gl.activeTexture( _gl.TEXTURE0 );
  2509. _gl.uniform1i( uniforms.map, 0 );
  2510. // update positions and sort
  2511. for( o = 0, ol = scene.__webglSprites.length; o < ol; o ++ ) {
  2512. object = scene.__webglSprites[ o ];
  2513. if ( !object.visible || object.opacity === 0 ) continue;
  2514. if( !object.useScreenCoordinates ) {
  2515. object._modelViewMatrix.multiplyToArray( camera.matrixWorldInverse, object.matrixWorld, object._modelViewMatrixArray );
  2516. object.z = -object._modelViewMatrix.n34;
  2517. } else {
  2518. object.z = -object.position.z;
  2519. }
  2520. }
  2521. scene.__webglSprites.sort( painterSort );
  2522. // render all sprites
  2523. for ( o = 0, ol = scene.__webglSprites.length; o < ol; o ++ ) {
  2524. object = scene.__webglSprites[ o ];
  2525. if ( !object.visible || object.opacity === 0 ) continue;
  2526. if ( object.map && object.map.image && object.map.image.width ) {
  2527. if ( object.useScreenCoordinates ) {
  2528. _gl.uniform1i( uniforms.useScreenCoordinates, 1 );
  2529. _gl.uniform3f( uniforms.screenPosition, ( object.position.x - halfViewportWidth ) / halfViewportWidth,
  2530. ( halfViewportHeight - object.position.y ) / halfViewportHeight,
  2531. Math.max( 0, Math.min( 1, object.position.z )));
  2532. } else {
  2533. _gl.uniform1i( uniforms.useScreenCoordinates, 0 );
  2534. _gl.uniform1i( uniforms.affectedByDistance, object.affectedByDistance ? 1 : 0 );
  2535. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrixArray );
  2536. }
  2537. size = object.map.image.width / ( object.scaleByViewport ? _viewportHeight : 1 );
  2538. scale[ 0 ] = size * invAspect * object.scale.x;
  2539. scale[ 1 ] = size * object.scale.y;
  2540. _gl.uniform2f( uniforms.uvScale, object.uvScale.x, object.uvScale.y );
  2541. _gl.uniform2f( uniforms.uvOffset, object.uvOffset.x, object.uvOffset.y );
  2542. _gl.uniform2f( uniforms.alignment, object.alignment.x, object.alignment.y );
  2543. _gl.uniform1f( uniforms.opacity, object.opacity );
  2544. _gl.uniform3f( uniforms.color, object.color.r, object.color.g, object.color.b );
  2545. _gl.uniform1f( uniforms.rotation, object.rotation );
  2546. _gl.uniform2fv( uniforms.scale, scale );
  2547. if ( object.mergeWith3D && !mergeWith3D ) {
  2548. _gl.enable( _gl.DEPTH_TEST );
  2549. mergeWith3D = true;
  2550. } else if ( !object.mergeWith3D && mergeWith3D ) {
  2551. _gl.disable( _gl.DEPTH_TEST );
  2552. mergeWith3D = false;
  2553. }
  2554. setBlending( object.blending );
  2555. setTexture( object.map, 0 );
  2556. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  2557. }
  2558. }
  2559. // restore gl
  2560. _gl.enable( _gl.CULL_FACE );
  2561. _gl.enable( _gl.DEPTH_TEST );
  2562. _gl.depthMask( _oldDepthWrite );
  2563. }
  2564. function setupMatrices( object, camera, computeNormalMatrix ) {
  2565. object._modelViewMatrix.multiplyToArray( camera.matrixWorldInverse, object.matrixWorld, object._modelViewMatrixArray );
  2566. if ( computeNormalMatrix ) {
  2567. THREE.Matrix4.makeInvert3x3( object._modelViewMatrix ).transposeIntoArray( object._normalMatrixArray );
  2568. }
  2569. }
  2570. this.initWebGLObjects = function ( scene ) {
  2571. if ( !scene.__webglObjects ) {
  2572. scene.__webglObjects = [];
  2573. scene.__webglObjectsImmediate = [];
  2574. scene.__webglSprites = [];
  2575. }
  2576. while ( scene.__objectsAdded.length ) {
  2577. addObject( scene.__objectsAdded[ 0 ], scene );
  2578. scene.__objectsAdded.splice( 0, 1 );
  2579. }
  2580. while ( scene.__objectsRemoved.length ) {
  2581. removeObject( scene.__objectsRemoved[ 0 ], scene );
  2582. scene.__objectsRemoved.splice( 0, 1 );
  2583. }
  2584. // update must be called after objects adding / removal
  2585. for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {
  2586. updateObject( scene.__webglObjects[ o ].object );
  2587. }
  2588. };
  2589. function addObject( object, scene ) {
  2590. var g, geometry, geometryGroup;
  2591. if ( ! object.__webglInit ) {
  2592. object.__webglInit = true;
  2593. object._modelViewMatrix = new THREE.Matrix4();
  2594. object._normalMatrixArray = new Float32Array( 9 );
  2595. object._modelViewMatrixArray = new Float32Array( 16 );
  2596. object._objectMatrixArray = new Float32Array( 16 );
  2597. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2598. if ( object instanceof THREE.Mesh ) {
  2599. geometry = object.geometry;
  2600. if ( geometry.geometryGroups === undefined ) {
  2601. sortFacesByMaterial( geometry );
  2602. }
  2603. // create separate VBOs per geometry chunk
  2604. for ( g in geometry.geometryGroups ) {
  2605. geometryGroup = geometry.geometryGroups[ g ];
  2606. // initialise VBO on the first access
  2607. if ( ! geometryGroup.__webglVertexBuffer ) {
  2608. createMeshBuffers( geometryGroup );
  2609. initMeshBuffers( geometryGroup, object );
  2610. geometry.__dirtyVertices = true;
  2611. geometry.__dirtyMorphTargets = true;
  2612. geometry.__dirtyElements = true;
  2613. geometry.__dirtyUvs = true;
  2614. geometry.__dirtyNormals = true;
  2615. geometry.__dirtyTangents = true;
  2616. geometry.__dirtyColors = true;
  2617. }
  2618. }
  2619. } else if ( object instanceof THREE.Ribbon ) {
  2620. geometry = object.geometry;
  2621. if( ! geometry.__webglVertexBuffer ) {
  2622. createRibbonBuffers( geometry );
  2623. initRibbonBuffers( geometry );
  2624. geometry.__dirtyVertices = true;
  2625. geometry.__dirtyColors = true;
  2626. }
  2627. } else if ( object instanceof THREE.Line ) {
  2628. geometry = object.geometry;
  2629. if( ! geometry.__webglVertexBuffer ) {
  2630. createLineBuffers( geometry );
  2631. initLineBuffers( geometry );
  2632. geometry.__dirtyVertices = true;
  2633. geometry.__dirtyColors = true;
  2634. }
  2635. } else if ( object instanceof THREE.ParticleSystem ) {
  2636. geometry = object.geometry;
  2637. if ( ! geometry.__webglVertexBuffer ) {
  2638. createParticleBuffers( geometry );
  2639. initParticleBuffers( geometry, object );
  2640. geometry.__dirtyVertices = true;
  2641. geometry.__dirtyColors = true;
  2642. }
  2643. }
  2644. }
  2645. if ( ! object.__webglActive ) {
  2646. if ( object instanceof THREE.Mesh ) {
  2647. geometry = object.geometry;
  2648. for ( g in geometry.geometryGroups ) {
  2649. geometryGroup = geometry.geometryGroups[ g ];
  2650. addBuffer( scene.__webglObjects, geometryGroup, object );
  2651. }
  2652. } else if ( object instanceof THREE.Ribbon ||
  2653. object instanceof THREE.Line ||
  2654. object instanceof THREE.ParticleSystem ) {
  2655. geometry = object.geometry;
  2656. addBuffer( scene.__webglObjects, geometry, object );
  2657. } else if ( THREE.MarchingCubes !== undefined && object instanceof THREE.MarchingCubes || object.immediateRenderCallback ) {
  2658. addBufferImmediate( scene.__webglObjectsImmediate, object );
  2659. } else if ( object instanceof THREE.Sprite ) {
  2660. scene.__webglSprites.push( object );
  2661. }
  2662. object.__webglActive = true;
  2663. }
  2664. };
  2665. function areCustomAttributesDirty( material ) {
  2666. for ( var a in material.attributes ) {
  2667. if ( material.attributes[ a ].needsUpdate ) return true;
  2668. }
  2669. return false;
  2670. };
  2671. function clearCustomAttributes( material ) {
  2672. for ( var a in material.attributes ) {
  2673. material.attributes[ a ].needsUpdate = false;
  2674. }
  2675. };
  2676. function updateObject( object ) {
  2677. var geometry = object.geometry,
  2678. geometryGroup, customAttributesDirty, material;
  2679. if ( object instanceof THREE.Mesh ) {
  2680. // check all geometry groups
  2681. for( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {
  2682. geometryGroup = geometry.geometryGroupsList[ i ];
  2683. material = getBufferMaterial( object, geometryGroup );
  2684. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2685. if ( geometry.__dirtyVertices || geometry.__dirtyMorphTargets || geometry.__dirtyElements ||
  2686. geometry.__dirtyUvs || geometry.__dirtyNormals ||
  2687. geometry.__dirtyColors || geometry.__dirtyTangents || customAttributesDirty ) {
  2688. setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, !geometry.dynamic );
  2689. }
  2690. }
  2691. geometry.__dirtyVertices = false;
  2692. geometry.__dirtyMorphTargets = false;
  2693. geometry.__dirtyElements = false;
  2694. geometry.__dirtyUvs = false;
  2695. geometry.__dirtyNormals = false;
  2696. geometry.__dirtyColors = false;
  2697. geometry.__dirtyTangents = false;
  2698. material.attributes && clearCustomAttributes( material );
  2699. } else if ( object instanceof THREE.Ribbon ) {
  2700. if ( geometry.__dirtyVertices || geometry.__dirtyColors ) {
  2701. setRibbonBuffers( geometry, _gl.DYNAMIC_DRAW );
  2702. }
  2703. geometry.__dirtyVertices = false;
  2704. geometry.__dirtyColors = false;
  2705. } else if ( object instanceof THREE.Line ) {
  2706. if ( geometry.__dirtyVertices || geometry.__dirtyColors ) {
  2707. setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
  2708. }
  2709. geometry.__dirtyVertices = false;
  2710. geometry.__dirtyColors = false;
  2711. } else if ( object instanceof THREE.ParticleSystem ) {
  2712. material = getBufferMaterial( object, geometryGroup );
  2713. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2714. if ( geometry.__dirtyVertices || geometry.__dirtyColors || object.sortParticles || customAttributesDirty ) {
  2715. setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
  2716. }
  2717. geometry.__dirtyVertices = false;
  2718. geometry.__dirtyColors = false;
  2719. material.attributes && clearCustomAttributes( material );
  2720. }
  2721. };
  2722. function removeInstances( objlist, object ) {
  2723. for ( var o = objlist.length - 1; o >= 0; o -- ) {
  2724. if ( objlist[ o ].object === object ) {
  2725. objlist.splice( o, 1 );
  2726. }
  2727. }
  2728. };
  2729. function removeInstancesDirect( objlist, object ) {
  2730. for ( var o = objlist.length - 1; o >= 0; o -- ) {
  2731. if ( objlist[ o ] === object ) {
  2732. objlist.splice( o, 1 );
  2733. }
  2734. }
  2735. };
  2736. function removeObject( object, scene ) {
  2737. if ( object instanceof THREE.Mesh ||
  2738. object instanceof THREE.ParticleSystem ||
  2739. object instanceof THREE.Ribbon ||
  2740. object instanceof THREE.Line ) {
  2741. removeInstances( scene.__webglObjects, object );
  2742. } else if ( object instanceof THREE.Sprite ) {
  2743. removeInstancesDirect( scene.__webglSprites, object );
  2744. } else if ( object instanceof THREE.MarchingCubes || object.immediateRenderCallback ) {
  2745. removeInstances( scene.__webglObjectsImmediate, object );
  2746. }
  2747. object.__webglActive = false;
  2748. };
  2749. function sortFacesByMaterial( geometry ) {
  2750. var f, fl, face, materialIndex, vertices,
  2751. materialHash, groupHash,
  2752. hash_map = {};
  2753. var numMorphTargets = geometry.morphTargets.length;
  2754. geometry.geometryGroups = {};
  2755. for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
  2756. face = geometry.faces[ f ];
  2757. materialIndex = face.materialIndex;
  2758. materialHash = ( materialIndex !== undefined ) ? materialIndex : -1;
  2759. if ( hash_map[ materialHash ] === undefined ) {
  2760. hash_map[ materialHash ] = { 'hash': materialHash, 'counter': 0 };
  2761. }
  2762. groupHash = hash_map[ materialHash ].hash + '_' + hash_map[ materialHash ].counter;
  2763. if ( geometry.geometryGroups[ groupHash ] === undefined ) {
  2764. geometry.geometryGroups[ groupHash ] = { 'faces': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets };
  2765. }
  2766. vertices = face instanceof THREE.Face3 ? 3 : 4;
  2767. if ( geometry.geometryGroups[ groupHash ].vertices + vertices > 65535 ) {
  2768. hash_map[ materialHash ].counter += 1;
  2769. groupHash = hash_map[ materialHash ].hash + '_' + hash_map[ materialHash ].counter;
  2770. if ( geometry.geometryGroups[ groupHash ] === undefined ) {
  2771. geometry.geometryGroups[ groupHash ] = { 'faces': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets };
  2772. }
  2773. }
  2774. geometry.geometryGroups[ groupHash ].faces.push( f );
  2775. geometry.geometryGroups[ groupHash ].vertices += vertices;
  2776. }
  2777. geometry.geometryGroupsList = [];
  2778. for ( var g in geometry.geometryGroups ) {
  2779. geometry.geometryGroups[ g ].id = _geometryGroupCounter ++;
  2780. geometry.geometryGroupsList.push( geometry.geometryGroups[ g ] );
  2781. }
  2782. };
  2783. function addBuffer( objlist, buffer, object ) {
  2784. objlist.push(
  2785. {
  2786. buffer: buffer,
  2787. object: object,
  2788. opaque: null,
  2789. transparent: null
  2790. }
  2791. );
  2792. };
  2793. function addBufferImmediate( objlist, object ) {
  2794. objlist.push(
  2795. {
  2796. object: object,
  2797. opaque: null,
  2798. transparent: null
  2799. }
  2800. );
  2801. };
  2802. this.setFaceCulling = function ( cullFace, frontFace ) {
  2803. if ( cullFace ) {
  2804. if ( !frontFace || frontFace === "ccw" ) {
  2805. _gl.frontFace( _gl.CCW );
  2806. } else {
  2807. _gl.frontFace( _gl.CW );
  2808. }
  2809. if( cullFace === "back" ) {
  2810. _gl.cullFace( _gl.BACK );
  2811. } else if( cullFace === "front" ) {
  2812. _gl.cullFace( _gl.FRONT );
  2813. } else {
  2814. _gl.cullFace( _gl.FRONT_AND_BACK );
  2815. }
  2816. _gl.enable( _gl.CULL_FACE );
  2817. } else {
  2818. _gl.disable( _gl.CULL_FACE );
  2819. }
  2820. };
  2821. this.supportsVertexTextures = function () {
  2822. return _supportsVertexTextures;
  2823. };
  2824. function maxVertexTextures() {
  2825. return _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
  2826. };
  2827. function buildProgram( shaderID, fragmentShader, vertexShader, uniforms, attributes, parameters ) {
  2828. var p, pl, program, code;
  2829. var chunks = [];
  2830. // Generate code
  2831. if ( shaderID ) {
  2832. chunks.push( shaderID );
  2833. } else {
  2834. chunks.push( fragmentShader );
  2835. chunks.push( vertexShader );
  2836. }
  2837. for ( p in parameters ) {
  2838. chunks.push( p );
  2839. chunks.push( parameters[ p ] );
  2840. }
  2841. code = chunks.join();
  2842. // Check if code has been already compiled
  2843. for ( p = 0, pl = _programs.length; p < pl; p ++ ) {
  2844. if ( _programs[ p ].code === code ) {
  2845. // console.log( "Code already compiled." /*: \n\n" + code*/ );
  2846. return _programs[ p ].program;
  2847. }
  2848. }
  2849. //console.log( "building new program " );
  2850. //
  2851. program = _gl.createProgram();
  2852. var prefix_vertex = [
  2853. _supportsVertexTextures ? "#define VERTEX_TEXTURES" : "",
  2854. _this.gammaInput ? "#define GAMMA_INPUT" : "",
  2855. _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
  2856. _this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",
  2857. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  2858. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  2859. "#define MAX_SHADOWS " + parameters.maxShadows,
  2860. "#define MAX_BONES " + parameters.maxBones,
  2861. parameters.map ? "#define USE_MAP" : "",
  2862. parameters.envMap ? "#define USE_ENVMAP" : "",
  2863. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  2864. parameters.vertexColors ? "#define USE_COLOR" : "",
  2865. parameters.skinning ? "#define USE_SKINNING" : "",
  2866. parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
  2867. parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
  2868. parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "",
  2869. parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",
  2870. "uniform mat4 objectMatrix;",
  2871. "uniform mat4 modelViewMatrix;",
  2872. "uniform mat4 projectionMatrix;",
  2873. "uniform mat4 viewMatrix;",
  2874. "uniform mat3 normalMatrix;",
  2875. "uniform vec3 cameraPosition;",
  2876. "uniform mat4 cameraInverseMatrix;",
  2877. "attribute vec3 position;",
  2878. "attribute vec3 normal;",
  2879. "attribute vec2 uv;",
  2880. "attribute vec2 uv2;",
  2881. "#ifdef USE_COLOR",
  2882. "attribute vec3 color;",
  2883. "#endif",
  2884. "#ifdef USE_MORPHTARGETS",
  2885. "attribute vec3 morphTarget0;",
  2886. "attribute vec3 morphTarget1;",
  2887. "attribute vec3 morphTarget2;",
  2888. "attribute vec3 morphTarget3;",
  2889. "attribute vec3 morphTarget4;",
  2890. "attribute vec3 morphTarget5;",
  2891. "attribute vec3 morphTarget6;",
  2892. "attribute vec3 morphTarget7;",
  2893. "#endif",
  2894. "#ifdef USE_SKINNING",
  2895. "attribute vec4 skinVertexA;",
  2896. "attribute vec4 skinVertexB;",
  2897. "attribute vec4 skinIndex;",
  2898. "attribute vec4 skinWeight;",
  2899. "#endif",
  2900. ""
  2901. ].join("\n");
  2902. var prefix_fragment = [
  2903. "#ifdef GL_ES",
  2904. "precision highp float;",
  2905. "#endif",
  2906. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  2907. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  2908. "#define MAX_SHADOWS " + parameters.maxShadows,
  2909. parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "",
  2910. _this.gammaInput ? "#define GAMMA_INPUT" : "",
  2911. _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
  2912. _this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",
  2913. ( parameters.useFog && parameters.fog ) ? "#define USE_FOG" : "",
  2914. ( parameters.useFog && parameters.fog instanceof THREE.FogExp2 ) ? "#define FOG_EXP2" : "",
  2915. parameters.map ? "#define USE_MAP" : "",
  2916. parameters.envMap ? "#define USE_ENVMAP" : "",
  2917. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  2918. parameters.vertexColors ? "#define USE_COLOR" : "",
  2919. parameters.metal ? "#define METAL" : "",
  2920. parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
  2921. parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
  2922. parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "",
  2923. parameters.shadowMapSoft ? "#define SHADOWMAP_WIDTH " + parameters.shadowMapWidth.toFixed( 1 ) : "",
  2924. parameters.shadowMapSoft ? "#define SHADOWMAP_HEIGHT " + parameters.shadowMapHeight.toFixed( 1 ) : "",
  2925. "uniform mat4 viewMatrix;",
  2926. "uniform vec3 cameraPosition;",
  2927. ""
  2928. ].join("\n");
  2929. _gl.attachShader( program, getShader( "fragment", prefix_fragment + fragmentShader ) );
  2930. _gl.attachShader( program, getShader( "vertex", prefix_vertex + vertexShader ) );
  2931. _gl.linkProgram( program );
  2932. if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
  2933. console.error( "Could not initialise shader\n" + "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );
  2934. }
  2935. //console.log( prefix_fragment + fragmentShader );
  2936. //console.log( prefix_vertex + vertexShader );
  2937. program.uniforms = {};
  2938. program.attributes = {};
  2939. var identifiers, u, a, i;
  2940. // cache uniform locations
  2941. identifiers = [
  2942. 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'objectMatrix', 'cameraPosition',
  2943. 'cameraInverseMatrix', 'boneGlobalMatrices', 'morphTargetInfluences'
  2944. ];
  2945. for ( u in uniforms ) {
  2946. identifiers.push( u );
  2947. }
  2948. cacheUniformLocations( program, identifiers );
  2949. // cache attributes locations
  2950. identifiers = [
  2951. "position", "normal", "uv", "uv2", "tangent", "color",
  2952. "skinVertexA", "skinVertexB", "skinIndex", "skinWeight"
  2953. ];
  2954. for ( i = 0; i < parameters.maxMorphTargets; i ++ ) {
  2955. identifiers.push( "morphTarget" + i );
  2956. }
  2957. for ( a in attributes ) {
  2958. identifiers.push( a );
  2959. }
  2960. cacheAttributeLocations( program, identifiers );
  2961. program.id = _programs.length;
  2962. _programs.push( { program: program, code: code } );
  2963. _this.info.memory.programs = _programs.length;
  2964. return program;
  2965. };
  2966. function loadUniformsSkinning( uniforms, object ) {
  2967. _gl.uniformMatrix4fv( uniforms.cameraInverseMatrix, false, _viewMatrixArray );
  2968. _gl.uniformMatrix4fv( uniforms.boneGlobalMatrices, false, object.boneMatrices );
  2969. };
  2970. function loadUniformsMatrices( uniforms, object ) {
  2971. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrixArray );
  2972. if ( uniforms.normalMatrix ) {
  2973. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrixArray );
  2974. }
  2975. };
  2976. function loadUniformsGeneric( program, uniforms ) {
  2977. var uniform, value, type, location, texture, i, il, j, jl, offset;
  2978. for( j = 0, jl = uniforms.length; j < jl; j ++ ) {
  2979. location = program.uniforms[ uniforms[ j ][ 1 ] ];
  2980. if ( !location ) continue;
  2981. uniform = uniforms[ j ][ 0 ];
  2982. type = uniform.type;
  2983. value = uniform.value;
  2984. // single integer
  2985. if( type === "i" ) {
  2986. _gl.uniform1i( location, value );
  2987. // single float
  2988. } else if( type === "f" ) {
  2989. _gl.uniform1f( location, value );
  2990. // single THREE.Vector2
  2991. } else if( type === "v2" ) {
  2992. _gl.uniform2f( location, value.x, value.y );
  2993. // single THREE.Vector3
  2994. } else if( type === "v3" ) {
  2995. _gl.uniform3f( location, value.x, value.y, value.z );
  2996. // single THREE.Vector4
  2997. } else if( type === "v4" ) {
  2998. _gl.uniform4f( location, value.x, value.y, value.z, value.w );
  2999. // single THREE.Color
  3000. } else if( type === "c" ) {
  3001. _gl.uniform3f( location, value.r, value.g, value.b );
  3002. // flat array of floats (JS or typed array)
  3003. } else if( type === "fv1" ) {
  3004. _gl.uniform1fv( location, value );
  3005. // flat array of floats with 3 x N size (JS or typed array)
  3006. } else if( type === "fv" ) {
  3007. _gl.uniform3fv( location, value );
  3008. // array of THREE.Vector3
  3009. } else if( type === "v3v" ) {
  3010. if ( ! uniform._array ) {
  3011. uniform._array = new Float32Array( 3 * value.length );
  3012. }
  3013. for ( i = 0, il = value.length; i < il; i ++ ) {
  3014. offset = i * 3;
  3015. uniform._array[ offset ] = value[ i ].x;
  3016. uniform._array[ offset + 1 ] = value[ i ].y;
  3017. uniform._array[ offset + 2 ] = value[ i ].z;
  3018. }
  3019. _gl.uniform3fv( location, uniform._array );
  3020. // single THREE.Matrix4
  3021. } else if( type === "m4" ) {
  3022. if ( ! uniform._array ) {
  3023. uniform._array = new Float32Array( 16 );
  3024. }
  3025. value.flattenToArray( uniform._array );
  3026. _gl.uniformMatrix4fv( location, false, uniform._array );
  3027. // array of THREE.Matrix4
  3028. } else if( type === "m4v" ) {
  3029. if ( ! uniform._array ) {
  3030. uniform._array = new Float32Array( 16 * value.length );
  3031. }
  3032. for ( i = 0, il = value.length; i < il; i ++ ) {
  3033. value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
  3034. }
  3035. _gl.uniformMatrix4fv( location, false, uniform._array );
  3036. // single THREE.Texture (2d or cube)
  3037. } else if( type === "t" ) {
  3038. _gl.uniform1i( location, value );
  3039. texture = uniform.texture;
  3040. if ( !texture ) continue;
  3041. if ( texture.image instanceof Array && texture.image.length === 6 ) {
  3042. setCubeTexture( texture, value );
  3043. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  3044. setCubeTextureDynamic( texture, value );
  3045. } else {
  3046. setTexture( texture, value );
  3047. }
  3048. // array of THREE.Texture (2d)
  3049. } else if( type === "tv" ) {
  3050. if ( ! uniform._array ) {
  3051. uniform._array = [];
  3052. for( i = 0, il = uniform.texture.length; i < il; i ++ ) {
  3053. uniform._array[ i ] = value + i;
  3054. }
  3055. }
  3056. _gl.uniform1iv( location, uniform._array );
  3057. for( i = 0, il = uniform.texture.length; i < il; i ++ ) {
  3058. texture = uniform.texture[ i ];
  3059. if ( !texture ) continue;
  3060. setTexture( texture, uniform._array[ i ] );
  3061. }
  3062. }
  3063. }
  3064. };
  3065. function setBlending( blending ) {
  3066. if ( blending !== _oldBlending ) {
  3067. switch ( blending ) {
  3068. case THREE.AdditiveBlending:
  3069. _gl.blendEquation( _gl.FUNC_ADD );
  3070. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
  3071. break;
  3072. case THREE.SubtractiveBlending:
  3073. // TODO: Find blendFuncSeparate() combination
  3074. _gl.blendEquation( _gl.FUNC_ADD );
  3075. _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
  3076. break;
  3077. case THREE.MultiplyBlending:
  3078. // TODO: Find blendFuncSeparate() combination
  3079. _gl.blendEquation( _gl.FUNC_ADD );
  3080. _gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
  3081. break;
  3082. default:
  3083. _gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
  3084. _gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
  3085. break;
  3086. }
  3087. _oldBlending = blending;
  3088. }
  3089. };
  3090. function setTextureParameters( textureType, texture, image ) {
  3091. if ( isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ) ) {
  3092. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  3093. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  3094. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  3095. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  3096. _gl.generateMipmap( textureType );
  3097. } else {
  3098. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  3099. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  3100. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  3101. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  3102. }
  3103. };
  3104. function setTexture( texture, slot ) {
  3105. if ( texture.needsUpdate ) {
  3106. if ( ! texture.__webglInit ) {
  3107. texture.__webglInit = true;
  3108. texture.__webglTexture = _gl.createTexture();
  3109. _this.info.memory.textures ++;
  3110. }
  3111. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3112. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  3113. if ( texture instanceof THREE.DataTexture ) {
  3114. _gl.texImage2D( _gl.TEXTURE_2D, 0, paramThreeToGL( texture.format ), texture.image.width, texture.image.height, 0, paramThreeToGL( texture.format ), _gl.UNSIGNED_BYTE, texture.image.data );
  3115. } else {
  3116. _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image );
  3117. }
  3118. setTextureParameters( _gl.TEXTURE_2D, texture, texture.image );
  3119. texture.needsUpdate = false;
  3120. } else {
  3121. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3122. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  3123. }
  3124. };
  3125. function setCubeTexture( texture, slot ) {
  3126. if ( texture.image.length === 6 ) {
  3127. if ( texture.needsUpdate ) {
  3128. if ( ! texture.image.__webglTextureCube ) {
  3129. texture.image.__webglTextureCube = _gl.createTexture();
  3130. }
  3131. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3132. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  3133. for ( var i = 0; i < 6; i ++ ) {
  3134. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image[ i ] );
  3135. }
  3136. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, texture.image[ 0 ] );
  3137. texture.needsUpdate = false;
  3138. } else {
  3139. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3140. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  3141. }
  3142. }
  3143. };
  3144. function setCubeTextureDynamic( texture, slot ) {
  3145. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3146. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
  3147. };
  3148. function setupFrameBuffer( framebuffer, renderTarget, textureTarget ) {
  3149. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  3150. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );
  3151. };
  3152. function setupRenderBuffer( renderbuffer, renderTarget ) {
  3153. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  3154. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  3155. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  3156. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3157. /* For some reason this is not working. Defaulting to RGBA4.
  3158. } else if( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3159. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
  3160. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3161. */
  3162. } else if( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3163. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
  3164. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3165. } else {
  3166. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
  3167. }
  3168. };
  3169. function setRenderTarget( renderTarget ) {
  3170. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  3171. if ( renderTarget && ! renderTarget.__webglFramebuffer ) {
  3172. if( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
  3173. if( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
  3174. renderTarget.__webglTexture = _gl.createTexture();
  3175. // Setup texture, create render and frame buffers
  3176. if ( isCube ) {
  3177. renderTarget.__webglFramebuffer = [];
  3178. renderTarget.__webglRenderbuffer = [];
  3179. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  3180. setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, renderTarget );
  3181. for ( var i = 0; i < 6; i ++ ) {
  3182. renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  3183. renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
  3184. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, paramThreeToGL( renderTarget.format ), renderTarget.width, renderTarget.height, 0, paramThreeToGL( renderTarget.format ), paramThreeToGL( renderTarget.type ), null );
  3185. setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
  3186. setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );
  3187. }
  3188. } else {
  3189. renderTarget.__webglFramebuffer = _gl.createFramebuffer();
  3190. renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();
  3191. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  3192. setTextureParameters( _gl.TEXTURE_2D, renderTarget, renderTarget );
  3193. _gl.texImage2D( _gl.TEXTURE_2D, 0, paramThreeToGL( renderTarget.format ), renderTarget.width, renderTarget.height, 0, paramThreeToGL( renderTarget.format ), paramThreeToGL( renderTarget.type ), null );
  3194. setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
  3195. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
  3196. setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );
  3197. }
  3198. // Release everything
  3199. if ( isCube ) {
  3200. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  3201. } else {
  3202. _gl.bindTexture( _gl.TEXTURE_2D, null );
  3203. }
  3204. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  3205. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null);
  3206. }
  3207. var framebuffer, width, height, vx, vy;
  3208. if ( renderTarget ) {
  3209. if ( isCube ) {
  3210. framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];
  3211. } else {
  3212. framebuffer = renderTarget.__webglFramebuffer;
  3213. }
  3214. width = renderTarget.width;
  3215. height = renderTarget.height;
  3216. vx = 0;
  3217. vy = 0;
  3218. } else {
  3219. framebuffer = null;
  3220. width = _viewportWidth;
  3221. height = _viewportHeight;
  3222. vx = _viewportX;
  3223. vy = _viewportY;
  3224. }
  3225. if ( framebuffer !== _currentFramebuffer ) {
  3226. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  3227. _gl.viewport( vx, vy, width, height );
  3228. _currentFramebuffer = framebuffer;
  3229. }
  3230. };
  3231. function updateRenderTargetMipmap( renderTarget ) {
  3232. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  3233. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  3234. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3235. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  3236. } else {
  3237. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  3238. _gl.generateMipmap( _gl.TEXTURE_2D );
  3239. _gl.bindTexture( _gl.TEXTURE_2D, null );
  3240. }
  3241. };
  3242. function cacheUniformLocations( program, identifiers ) {
  3243. var i, l, id;
  3244. for( i = 0, l = identifiers.length; i < l; i++ ) {
  3245. id = identifiers[ i ];
  3246. program.uniforms[ id ] = _gl.getUniformLocation( program, id );
  3247. }
  3248. };
  3249. function cacheAttributeLocations( program, identifiers ) {
  3250. var i, l, id;
  3251. for( i = 0, l = identifiers.length; i < l; i++ ) {
  3252. id = identifiers[ i ];
  3253. program.attributes[ id ] = _gl.getAttribLocation( program, id );
  3254. }
  3255. };
  3256. function getShader( type, string ) {
  3257. var shader;
  3258. if ( type === "fragment" ) {
  3259. shader = _gl.createShader( _gl.FRAGMENT_SHADER );
  3260. } else if ( type === "vertex" ) {
  3261. shader = _gl.createShader( _gl.VERTEX_SHADER );
  3262. }
  3263. _gl.shaderSource( shader, string );
  3264. _gl.compileShader( shader );
  3265. if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {
  3266. console.error( _gl.getShaderInfoLog( shader ) );
  3267. console.error( string );
  3268. return null;
  3269. }
  3270. return shader;
  3271. };
  3272. // fallback filters for non-power-of-2 textures
  3273. function filterFallback( f ) {
  3274. switch ( f ) {
  3275. case THREE.NearestFilter:
  3276. case THREE.NearestMipMapNearestFilter:
  3277. case THREE.NearestMipMapLinearFilter: return _gl.NEAREST; break;
  3278. case THREE.LinearFilter:
  3279. case THREE.LinearMipMapNearestFilter:
  3280. case THREE.LinearMipMapLinearFilter:
  3281. default:
  3282. return _gl.LINEAR; break;
  3283. }
  3284. };
  3285. function paramThreeToGL( p ) {
  3286. switch ( p ) {
  3287. case THREE.RepeatWrapping: return _gl.REPEAT; break;
  3288. case THREE.ClampToEdgeWrapping: return _gl.CLAMP_TO_EDGE; break;
  3289. case THREE.MirroredRepeatWrapping: return _gl.MIRRORED_REPEAT; break;
  3290. case THREE.NearestFilter: return _gl.NEAREST; break;
  3291. case THREE.NearestMipMapNearestFilter: return _gl.NEAREST_MIPMAP_NEAREST; break;
  3292. case THREE.NearestMipMapLinearFilter: return _gl.NEAREST_MIPMAP_LINEAR; break;
  3293. case THREE.LinearFilter: return _gl.LINEAR; break;
  3294. case THREE.LinearMipMapNearestFilter: return _gl.LINEAR_MIPMAP_NEAREST; break;
  3295. case THREE.LinearMipMapLinearFilter: return _gl.LINEAR_MIPMAP_LINEAR; break;
  3296. case THREE.ByteType: return _gl.BYTE; break;
  3297. case THREE.UnsignedByteType: return _gl.UNSIGNED_BYTE; break;
  3298. case THREE.ShortType: return _gl.SHORT; break;
  3299. case THREE.UnsignedShortType: return _gl.UNSIGNED_SHORT; break;
  3300. case THREE.IntType: return _gl.INT; break;
  3301. case THREE.UnsignedShortType: return _gl.UNSIGNED_INT; break;
  3302. case THREE.FloatType: return _gl.FLOAT; break;
  3303. case THREE.AlphaFormat: return _gl.ALPHA; break;
  3304. case THREE.RGBFormat: return _gl.RGB; break;
  3305. case THREE.RGBAFormat: return _gl.RGBA; break;
  3306. case THREE.LuminanceFormat: return _gl.LUMINANCE; break;
  3307. case THREE.LuminanceAlphaFormat: return _gl.LUMINANCE_ALPHA; break;
  3308. }
  3309. return 0;
  3310. };
  3311. function isPowerOfTwo( value ) {
  3312. return ( value & ( value - 1 ) ) === 0;
  3313. };
  3314. function materialNeedsSmoothNormals( material ) {
  3315. return material && material.shading !== undefined && material.shading === THREE.SmoothShading;
  3316. };
  3317. function bufferGuessVertexColorType( material ) {
  3318. if ( material.vertexColors ) {
  3319. return material.vertexColors;
  3320. }
  3321. return false;
  3322. };
  3323. function bufferGuessNormalType( material ) {
  3324. // only MeshBasicMaterial and MeshDepthMaterial don't need normals
  3325. if ( ( material instanceof THREE.MeshBasicMaterial && !material.envMap ) || material instanceof THREE.MeshDepthMaterial ) {
  3326. return false;
  3327. }
  3328. if ( materialNeedsSmoothNormals( material ) ) {
  3329. return THREE.SmoothShading;
  3330. } else {
  3331. return THREE.FlatShading;
  3332. }
  3333. };
  3334. function bufferGuessUVType( material ) {
  3335. // material must use some texture to require uvs
  3336. if ( material.map || material.lightMap || material instanceof THREE.ShaderMaterial ) {
  3337. return true;
  3338. }
  3339. return false;
  3340. };
  3341. function allocateBones( object ) {
  3342. // default for when object is not specified
  3343. // ( for example when prebuilding shader
  3344. // to be used with multiple objects )
  3345. //
  3346. // - leave some extra space for other uniforms
  3347. // - limit here is ANGLE's 254 max uniform vectors
  3348. // (up to 54 should be safe)
  3349. var maxBones = 50;
  3350. if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
  3351. maxBones = object.bones.length;
  3352. }
  3353. return maxBones;
  3354. };
  3355. function allocateLights( lights ) {
  3356. var l, ll, light, dirLights, pointLights, maxDirLights, maxPointLights;
  3357. dirLights = pointLights = maxDirLights = maxPointLights = 0;
  3358. for ( l = 0, ll = lights.length; l < ll; l++ ) {
  3359. light = lights[ l ];
  3360. if ( light instanceof THREE.SpotLight ) dirLights ++; // hack, not a proper spotlight
  3361. if ( light instanceof THREE.DirectionalLight ) dirLights ++;
  3362. if ( light instanceof THREE.PointLight ) pointLights ++;
  3363. }
  3364. if ( ( pointLights + dirLights ) <= _maxLights ) {
  3365. maxDirLights = dirLights;
  3366. maxPointLights = pointLights;
  3367. } else {
  3368. maxDirLights = Math.ceil( _maxLights * dirLights / ( pointLights + dirLights ) );
  3369. maxPointLights = _maxLights - maxDirLights;
  3370. }
  3371. return { 'directional' : maxDirLights, 'point' : maxPointLights };
  3372. };
  3373. function allocateShadows( lights ) {
  3374. var l, ll, light, maxShadows = 0;
  3375. for ( l = 0, ll = lights.length; l < ll; l++ ) {
  3376. light = lights[ l ];
  3377. if ( light instanceof THREE.SpotLight && light.castShadow ) maxShadows ++;
  3378. }
  3379. return maxShadows;
  3380. };
  3381. /* DEBUG
  3382. function getGLParams() {
  3383. var params = {
  3384. 'MAX_VARYING_VECTORS': _gl.getParameter( _gl.MAX_VARYING_VECTORS ),
  3385. 'MAX_VERTEX_ATTRIBS': _gl.getParameter( _gl.MAX_VERTEX_ATTRIBS ),
  3386. 'MAX_TEXTURE_IMAGE_UNITS': _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS ),
  3387. 'MAX_VERTEX_TEXTURE_IMAGE_UNITS': _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ),
  3388. 'MAX_COMBINED_TEXTURE_IMAGE_UNITS' : _gl.getParameter( _gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS ),
  3389. 'MAX_VERTEX_UNIFORM_VECTORS': _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS ),
  3390. 'MAX_FRAGMENT_UNIFORM_VECTORS': _gl.getParameter( _gl.MAX_FRAGMENT_UNIFORM_VECTORS )
  3391. }
  3392. return params;
  3393. };
  3394. function dumpObject( obj ) {
  3395. var p, str = "";
  3396. for ( p in obj ) {
  3397. str += p + ": " + obj[p] + "\n";
  3398. }
  3399. return str;
  3400. }
  3401. */
  3402. };
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