WebGLRenderer.js 144 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186118711881189119011911192119311941195119611971198119912001201120212031204120512061207120812091210121112121213121412151216121712181219122012211222122312241225122612271228122912301231123212331234123512361237123812391240124112421243124412451246124712481249125012511252125312541255125612571258125912601261126212631264126512661267126812691270127112721273127412751276127712781279128012811282128312841285128612871288128912901291129212931294129512961297129812991300130113021303130413051306130713081309131013111312131313141315131613171318131913201321132213231324132513261327132813291330133113321333133413351336133713381339134013411342134313441345134613471348134913501351135213531354135513561357135813591360136113621363136413651366136713681369137013711372137313741375137613771378137913801381138213831384138513861387138813891390139113921393139413951396139713981399140014011402140314041405140614071408140914101411141214131414141514161417141814191420142114221423142414251426142714281429143014311432143314341435143614371438143914401441144214431444144514461447144814491450145114521453145414551456145714581459146014611462146314641465146614671468146914701471147214731474147514761477147814791480148114821483148414851486148714881489149014911492149314941495149614971498149915001501150215031504150515061507150815091510151115121513151415151516151715181519152015211522152315241525152615271528152915301531153215331534153515361537153815391540154115421543154415451546154715481549155015511552155315541555155615571558155915601561156215631564156515661567156815691570157115721573157415751576157715781579158015811582158315841585158615871588158915901591159215931594159515961597159815991600160116021603160416051606160716081609161016111612161316141615161616171618161916201621162216231624162516261627162816291630163116321633163416351636163716381639164016411642164316441645164616471648164916501651165216531654165516561657165816591660166116621663166416651666166716681669167016711672167316741675167616771678167916801681168216831684168516861687168816891690169116921693169416951696169716981699170017011702170317041705170617071708170917101711171217131714171517161717171817191720172117221723172417251726172717281729173017311732173317341735173617371738173917401741174217431744174517461747174817491750175117521753175417551756175717581759176017611762176317641765176617671768176917701771177217731774177517761777177817791780178117821783178417851786178717881789179017911792179317941795179617971798179918001801180218031804180518061807180818091810181118121813181418151816181718181819182018211822182318241825182618271828182918301831183218331834183518361837183818391840184118421843184418451846184718481849185018511852185318541855185618571858185918601861186218631864186518661867186818691870187118721873187418751876187718781879188018811882188318841885188618871888188918901891189218931894189518961897189818991900190119021903190419051906190719081909191019111912191319141915191619171918191919201921192219231924192519261927192819291930193119321933193419351936193719381939194019411942194319441945194619471948194919501951195219531954195519561957195819591960196119621963196419651966196719681969197019711972197319741975197619771978197919801981198219831984198519861987198819891990199119921993199419951996199719981999200020012002200320042005200620072008200920102011201220132014201520162017201820192020202120222023202420252026202720282029203020312032203320342035203620372038203920402041204220432044204520462047204820492050205120522053205420552056205720582059206020612062206320642065206620672068206920702071207220732074207520762077207820792080208120822083208420852086208720882089209020912092209320942095209620972098209921002101210221032104210521062107210821092110211121122113211421152116211721182119212021212122212321242125212621272128212921302131213221332134213521362137213821392140214121422143214421452146214721482149215021512152215321542155215621572158215921602161216221632164216521662167216821692170217121722173217421752176217721782179218021812182218321842185218621872188218921902191219221932194219521962197219821992200220122022203220422052206220722082209221022112212221322142215221622172218221922202221222222232224222522262227222822292230223122322233223422352236223722382239224022412242224322442245224622472248224922502251225222532254225522562257225822592260226122622263226422652266226722682269227022712272227322742275227622772278227922802281228222832284228522862287228822892290229122922293229422952296229722982299230023012302230323042305230623072308230923102311231223132314231523162317231823192320232123222323232423252326232723282329233023312332233323342335233623372338233923402341234223432344234523462347234823492350235123522353235423552356235723582359236023612362236323642365236623672368236923702371237223732374237523762377237823792380238123822383238423852386238723882389239023912392239323942395239623972398239924002401240224032404240524062407240824092410241124122413241424152416241724182419242024212422242324242425242624272428242924302431243224332434243524362437243824392440244124422443244424452446244724482449245024512452245324542455245624572458245924602461246224632464246524662467246824692470247124722473247424752476247724782479248024812482248324842485248624872488248924902491249224932494249524962497249824992500250125022503250425052506250725082509251025112512251325142515251625172518251925202521252225232524252525262527252825292530253125322533253425352536253725382539254025412542254325442545254625472548254925502551255225532554255525562557255825592560256125622563256425652566256725682569257025712572257325742575257625772578257925802581258225832584258525862587258825892590259125922593259425952596259725982599260026012602260326042605260626072608260926102611261226132614261526162617261826192620262126222623262426252626262726282629263026312632263326342635263626372638263926402641264226432644264526462647264826492650265126522653265426552656265726582659266026612662266326642665266626672668266926702671267226732674267526762677267826792680268126822683268426852686268726882689269026912692269326942695269626972698269927002701270227032704270527062707270827092710271127122713271427152716271727182719272027212722272327242725272627272728272927302731273227332734273527362737273827392740274127422743274427452746274727482749275027512752275327542755275627572758275927602761276227632764276527662767276827692770277127722773277427752776277727782779278027812782278327842785278627872788278927902791279227932794279527962797279827992800280128022803280428052806280728082809281028112812281328142815281628172818281928202821282228232824282528262827282828292830283128322833283428352836283728382839284028412842284328442845284628472848284928502851285228532854285528562857285828592860286128622863286428652866286728682869287028712872287328742875287628772878287928802881288228832884288528862887288828892890289128922893289428952896289728982899290029012902290329042905290629072908290929102911291229132914291529162917291829192920292129222923292429252926292729282929293029312932293329342935293629372938293929402941294229432944294529462947294829492950295129522953295429552956295729582959296029612962296329642965296629672968296929702971297229732974297529762977297829792980298129822983298429852986298729882989299029912992299329942995299629972998299930003001300230033004300530063007300830093010301130123013301430153016301730183019302030213022302330243025302630273028302930303031303230333034303530363037303830393040304130423043304430453046304730483049305030513052305330543055305630573058305930603061306230633064306530663067306830693070307130723073307430753076307730783079308030813082308330843085308630873088308930903091309230933094309530963097309830993100310131023103310431053106310731083109311031113112311331143115311631173118311931203121312231233124312531263127312831293130313131323133313431353136313731383139314031413142314331443145314631473148314931503151315231533154315531563157315831593160316131623163316431653166316731683169317031713172317331743175317631773178317931803181318231833184318531863187318831893190319131923193319431953196319731983199320032013202320332043205320632073208320932103211321232133214321532163217321832193220322132223223322432253226322732283229323032313232323332343235323632373238323932403241324232433244324532463247324832493250325132523253325432553256325732583259326032613262326332643265326632673268326932703271327232733274327532763277327832793280328132823283328432853286328732883289329032913292329332943295329632973298329933003301330233033304330533063307330833093310331133123313331433153316331733183319332033213322332333243325332633273328332933303331333233333334333533363337333833393340334133423343334433453346334733483349335033513352335333543355335633573358335933603361336233633364336533663367336833693370337133723373337433753376337733783379338033813382338333843385338633873388338933903391339233933394339533963397339833993400340134023403340434053406340734083409341034113412341334143415341634173418341934203421342234233424342534263427342834293430343134323433343434353436343734383439344034413442344334443445344634473448344934503451345234533454345534563457345834593460346134623463346434653466346734683469347034713472347334743475347634773478347934803481348234833484348534863487348834893490349134923493349434953496349734983499350035013502350335043505350635073508350935103511351235133514351535163517351835193520352135223523352435253526352735283529353035313532353335343535353635373538353935403541354235433544354535463547354835493550355135523553355435553556355735583559356035613562356335643565356635673568356935703571357235733574357535763577357835793580358135823583358435853586358735883589359035913592359335943595359635973598359936003601360236033604360536063607360836093610361136123613361436153616361736183619362036213622362336243625362636273628362936303631363236333634363536363637363836393640364136423643364436453646364736483649365036513652365336543655365636573658365936603661366236633664366536663667366836693670367136723673367436753676367736783679368036813682368336843685368636873688368936903691369236933694369536963697369836993700370137023703370437053706370737083709371037113712371337143715371637173718371937203721372237233724372537263727372837293730373137323733373437353736373737383739374037413742374337443745374637473748374937503751375237533754375537563757375837593760376137623763376437653766376737683769377037713772377337743775377637773778377937803781378237833784378537863787378837893790379137923793379437953796379737983799380038013802380338043805380638073808380938103811381238133814381538163817381838193820382138223823382438253826382738283829383038313832383338343835383638373838383938403841384238433844384538463847384838493850385138523853385438553856385738583859386038613862386338643865386638673868386938703871387238733874387538763877387838793880388138823883388438853886388738883889389038913892389338943895389638973898389939003901390239033904390539063907390839093910391139123913391439153916391739183919392039213922392339243925392639273928392939303931393239333934393539363937393839393940394139423943394439453946394739483949395039513952395339543955395639573958395939603961396239633964396539663967396839693970397139723973397439753976397739783979398039813982398339843985398639873988398939903991399239933994399539963997399839994000400140024003400440054006400740084009401040114012401340144015401640174018401940204021402240234024402540264027402840294030403140324033403440354036403740384039404040414042404340444045404640474048404940504051405240534054405540564057405840594060406140624063406440654066406740684069407040714072407340744075407640774078407940804081408240834084408540864087408840894090409140924093409440954096409740984099410041014102410341044105410641074108410941104111411241134114411541164117411841194120412141224123412441254126412741284129413041314132413341344135413641374138413941404141414241434144414541464147414841494150415141524153415441554156415741584159416041614162416341644165416641674168416941704171417241734174417541764177417841794180418141824183418441854186418741884189419041914192419341944195419641974198419942004201420242034204420542064207420842094210421142124213421442154216421742184219422042214222422342244225422642274228422942304231423242334234423542364237423842394240424142424243424442454246424742484249425042514252425342544255425642574258425942604261426242634264426542664267426842694270427142724273427442754276427742784279428042814282428342844285428642874288428942904291429242934294429542964297429842994300430143024303430443054306430743084309431043114312431343144315431643174318431943204321432243234324432543264327432843294330433143324333433443354336433743384339434043414342434343444345434643474348434943504351435243534354435543564357435843594360436143624363436443654366436743684369437043714372437343744375437643774378437943804381438243834384438543864387438843894390439143924393439443954396439743984399440044014402440344044405440644074408440944104411441244134414441544164417441844194420442144224423442444254426442744284429443044314432443344344435443644374438443944404441444244434444444544464447444844494450445144524453445444554456445744584459446044614462446344644465446644674468446944704471447244734474447544764477447844794480448144824483448444854486448744884489449044914492449344944495449644974498449945004501450245034504450545064507450845094510451145124513451445154516451745184519452045214522452345244525452645274528452945304531453245334534453545364537453845394540454145424543454445454546454745484549455045514552455345544555455645574558455945604561456245634564456545664567456845694570457145724573457445754576457745784579458045814582458345844585458645874588458945904591459245934594459545964597459845994600460146024603460446054606460746084609461046114612461346144615461646174618461946204621462246234624462546264627462846294630463146324633463446354636463746384639464046414642464346444645464646474648464946504651465246534654465546564657465846594660466146624663466446654666466746684669467046714672467346744675467646774678467946804681468246834684468546864687468846894690469146924693469446954696469746984699470047014702470347044705470647074708470947104711471247134714471547164717471847194720472147224723472447254726472747284729473047314732473347344735473647374738473947404741474247434744474547464747474847494750475147524753475447554756475747584759476047614762476347644765476647674768476947704771477247734774477547764777477847794780478147824783478447854786478747884789479047914792479347944795479647974798479948004801480248034804480548064807480848094810481148124813481448154816481748184819482048214822482348244825482648274828482948304831483248334834483548364837483848394840484148424843484448454846484748484849485048514852485348544855485648574858485948604861486248634864486548664867486848694870487148724873487448754876487748784879488048814882488348844885488648874888488948904891489248934894489548964897489848994900490149024903490449054906490749084909491049114912491349144915491649174918491949204921492249234924492549264927492849294930493149324933493449354936493749384939494049414942494349444945494649474948494949504951495249534954495549564957495849594960496149624963496449654966496749684969497049714972497349744975497649774978497949804981498249834984498549864987498849894990499149924993499449954996499749984999500050015002500350045005500650075008500950105011501250135014501550165017501850195020502150225023502450255026502750285029503050315032503350345035503650375038503950405041504250435044504550465047504850495050505150525053505450555056505750585059506050615062506350645065506650675068506950705071507250735074507550765077507850795080508150825083508450855086508750885089509050915092509350945095509650975098509951005101510251035104510551065107510851095110511151125113511451155116511751185119512051215122512351245125512651275128512951305131513251335134513551365137513851395140514151425143514451455146514751485149515051515152515351545155515651575158515951605161516251635164516551665167516851695170517151725173517451755176517751785179518051815182518351845185518651875188518951905191519251935194519551965197519851995200520152025203520452055206520752085209521052115212521352145215521652175218521952205221522252235224522552265227522852295230523152325233523452355236523752385239524052415242524352445245524652475248524952505251525252535254525552565257525852595260526152625263526452655266526752685269527052715272527352745275527652775278527952805281528252835284528552865287528852895290529152925293529452955296529752985299530053015302530353045305530653075308530953105311531253135314531553165317531853195320532153225323532453255326532753285329533053315332533353345335533653375338533953405341534253435344534553465347534853495350535153525353535453555356535753585359536053615362536353645365536653675368536953705371537253735374537553765377537853795380538153825383538453855386538753885389539053915392539353945395539653975398539954005401540254035404540554065407540854095410541154125413541454155416541754185419542054215422542354245425542654275428542954305431543254335434543554365437543854395440544154425443544454455446544754485449545054515452545354545455545654575458545954605461546254635464546554665467546854695470547154725473547454755476547754785479548054815482548354845485548654875488548954905491549254935494549554965497549854995500550155025503550455055506550755085509551055115512551355145515551655175518551955205521552255235524552555265527552855295530553155325533553455355536553755385539554055415542554355445545554655475548554955505551555255535554555555565557555855595560556155625563556455655566556755685569557055715572557355745575557655775578557955805581558255835584558555865587558855895590559155925593559455955596559755985599560056015602560356045605560656075608560956105611561256135614561556165617561856195620562156225623562456255626562756285629563056315632563356345635563656375638563956405641564256435644564556465647564856495650565156525653565456555656565756585659566056615662566356645665566656675668566956705671567256735674567556765677567856795680568156825683568456855686568756885689569056915692569356945695569656975698569957005701570257035704570557065707570857095710571157125713571457155716571757185719572057215722572357245725572657275728572957305731573257335734573557365737573857395740574157425743574457455746574757485749575057515752575357545755575657575758575957605761576257635764576557665767576857695770577157725773577457755776577757785779578057815782578357845785578657875788578957905791579257935794579557965797579857995800580158025803580458055806580758085809581058115812581358145815581658175818581958205821582258235824582558265827582858295830583158325833583458355836583758385839584058415842584358445845584658475848584958505851585258535854585558565857585858595860586158625863586458655866586758685869587058715872587358745875587658775878587958805881588258835884588558865887588858895890589158925893589458955896589758985899590059015902590359045905590659075908590959105911591259135914591559165917591859195920592159225923592459255926592759285929593059315932593359345935593659375938593959405941594259435944594559465947594859495950595159525953595459555956595759585959596059615962596359645965596659675968596959705971597259735974597559765977597859795980598159825983598459855986598759885989599059915992599359945995599659975998599960006001600260036004600560066007600860096010601160126013601460156016601760186019602060216022602360246025602660276028602960306031603260336034603560366037603860396040604160426043604460456046604760486049605060516052605360546055605660576058605960606061606260636064606560666067606860696070607160726073607460756076607760786079608060816082608360846085608660876088608960906091609260936094609560966097609860996100610161026103610461056106610761086109611061116112611361146115611661176118611961206121612261236124612561266127612861296130613161326133613461356136613761386139614061416142614361446145614661476148614961506151615261536154615561566157615861596160616161626163616461656166616761686169617061716172617361746175617661776178617961806181618261836184618561866187618861896190619161926193619461956196619761986199620062016202620362046205620662076208620962106211621262136214621562166217621862196220622162226223622462256226622762286229623062316232623362346235623662376238
  1. /**
  2. * @author supereggbert / http://www.paulbrunt.co.uk/
  3. * @author mrdoob / http://mrdoob.com/
  4. * @author alteredq / http://alteredqualia.com/
  5. * @author szimek / https://github.com/szimek/
  6. */
  7. THREE.WebGLRenderer = function ( parameters ) {
  8. console.log( 'THREE.WebGLRenderer', THREE.REVISION );
  9. parameters = parameters || {};
  10. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
  11. _context = parameters.context !== undefined ? parameters.context : null,
  12. pixelRatio = 1,
  13. _precision = parameters.precision !== undefined ? parameters.precision : 'highp',
  14. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  15. _depth = parameters.depth !== undefined ? parameters.depth : true,
  16. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  17. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  18. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  19. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  20. _logarithmicDepthBuffer = parameters.logarithmicDepthBuffer !== undefined ? parameters.logarithmicDepthBuffer : false,
  21. _clearColor = new THREE.Color( 0x000000 ),
  22. _clearAlpha = 0;
  23. var lights = [];
  24. var _webglObjects = {};
  25. var _webglObjectsImmediate = [];
  26. var opaqueObjects = [];
  27. var transparentObjects = [];
  28. var sprites = [];
  29. var lensFlares = [];
  30. // public properties
  31. this.domElement = _canvas;
  32. this.context = null;
  33. // clearing
  34. this.autoClear = true;
  35. this.autoClearColor = true;
  36. this.autoClearDepth = true;
  37. this.autoClearStencil = true;
  38. // scene graph
  39. this.sortObjects = true;
  40. // physically based shading
  41. this.gammaFactor = 2.0; // for backwards compatibility
  42. this.gammaInput = false;
  43. this.gammaOutput = false;
  44. // shadow map
  45. this.shadowMapEnabled = false;
  46. this.shadowMapType = THREE.PCFShadowMap;
  47. this.shadowMapCullFace = THREE.CullFaceFront;
  48. this.shadowMapDebug = false;
  49. this.shadowMapCascade = false;
  50. // morphs
  51. this.maxMorphTargets = 8;
  52. this.maxMorphNormals = 4;
  53. // flags
  54. this.autoScaleCubemaps = true;
  55. // info
  56. this.info = {
  57. memory: {
  58. programs: 0,
  59. geometries: 0,
  60. textures: 0
  61. },
  62. render: {
  63. calls: 0,
  64. vertices: 0,
  65. faces: 0,
  66. points: 0
  67. }
  68. };
  69. // internal properties
  70. var _this = this,
  71. _programs = [],
  72. // internal state cache
  73. _currentProgram = null,
  74. _currentFramebuffer = null,
  75. _currentMaterialId = - 1,
  76. _currentGeometryProgram = '',
  77. _currentCamera = null,
  78. _usedTextureUnits = 0,
  79. _viewportX = 0,
  80. _viewportY = 0,
  81. _viewportWidth = _canvas.width,
  82. _viewportHeight = _canvas.height,
  83. _currentWidth = 0,
  84. _currentHeight = 0,
  85. // frustum
  86. _frustum = new THREE.Frustum(),
  87. // camera matrices cache
  88. _projScreenMatrix = new THREE.Matrix4(),
  89. _vector3 = new THREE.Vector3(),
  90. // light arrays cache
  91. _direction = new THREE.Vector3(),
  92. _lightsNeedUpdate = true,
  93. _lights = {
  94. ambient: [ 0, 0, 0 ],
  95. directional: { length: 0, colors:[], positions: [] },
  96. point: { length: 0, colors: [], positions: [], distances: [], decays: [] },
  97. spot: { length: 0, colors: [], positions: [], distances: [], directions: [], anglesCos: [], exponents: [], decays: [] },
  98. hemi: { length: 0, skyColors: [], groundColors: [], positions: [] }
  99. };
  100. // initialize
  101. var _gl;
  102. try {
  103. var attributes = {
  104. alpha: _alpha,
  105. depth: _depth,
  106. stencil: _stencil,
  107. antialias: _antialias,
  108. premultipliedAlpha: _premultipliedAlpha,
  109. preserveDrawingBuffer: _preserveDrawingBuffer
  110. };
  111. _gl = _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes );
  112. if ( _gl === null ) {
  113. if ( _canvas.getContext( 'webgl') !== null ) {
  114. throw 'Error creating WebGL context with your selected attributes.';
  115. } else {
  116. throw 'Error creating WebGL context.';
  117. }
  118. }
  119. _canvas.addEventListener( 'webglcontextlost', function ( event ) {
  120. event.preventDefault();
  121. resetGLState();
  122. setDefaultGLState();
  123. _webglObjects = {};
  124. }, false);
  125. } catch ( error ) {
  126. THREE.error( 'THREE.WebGLRenderer: ' + error );
  127. }
  128. var state = new THREE.WebGLState( _gl, paramThreeToGL );
  129. if ( _gl.getShaderPrecisionFormat === undefined ) {
  130. _gl.getShaderPrecisionFormat = function () {
  131. return {
  132. 'rangeMin': 1,
  133. 'rangeMax': 1,
  134. 'precision': 1
  135. };
  136. }
  137. }
  138. var extensions = new THREE.WebGLExtensions( _gl );
  139. extensions.get( 'OES_texture_float' );
  140. extensions.get( 'OES_texture_float_linear' );
  141. extensions.get( 'OES_texture_half_float' );
  142. extensions.get( 'OES_texture_half_float_linear' );
  143. extensions.get( 'OES_standard_derivatives' );
  144. if ( _logarithmicDepthBuffer ) {
  145. extensions.get( 'EXT_frag_depth' );
  146. }
  147. //
  148. var glClearColor = function ( r, g, b, a ) {
  149. if ( _premultipliedAlpha === true ) {
  150. r *= a; g *= a; b *= a;
  151. }
  152. _gl.clearColor( r, g, b, a );
  153. };
  154. var setDefaultGLState = function () {
  155. _gl.clearColor( 0, 0, 0, 1 );
  156. _gl.clearDepth( 1 );
  157. _gl.clearStencil( 0 );
  158. _gl.enable( _gl.DEPTH_TEST );
  159. _gl.depthFunc( _gl.LEQUAL );
  160. _gl.frontFace( _gl.CCW );
  161. _gl.cullFace( _gl.BACK );
  162. _gl.enable( _gl.CULL_FACE );
  163. _gl.enable( _gl.BLEND );
  164. _gl.blendEquation( _gl.FUNC_ADD );
  165. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
  166. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  167. glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  168. };
  169. var resetGLState = function () {
  170. _currentProgram = null;
  171. _currentCamera = null;
  172. _currentGeometryProgram = '';
  173. _currentMaterialId = - 1;
  174. _lightsNeedUpdate = true;
  175. state.reset();
  176. };
  177. setDefaultGLState();
  178. this.context = _gl;
  179. this.extensions = extensions;
  180. this.state = state;
  181. // GPU capabilities
  182. var _maxTextures = _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS );
  183. var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
  184. var _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE );
  185. var _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE );
  186. var _supportsVertexTextures = _maxVertexTextures > 0;
  187. var _supportsBoneTextures = _supportsVertexTextures && extensions.get( 'OES_texture_float' );
  188. //
  189. var _vertexShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_FLOAT );
  190. var _vertexShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_FLOAT );
  191. var _fragmentShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_FLOAT );
  192. var _fragmentShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_FLOAT );
  193. var getCompressedTextureFormats = ( function () {
  194. var array;
  195. return function () {
  196. if ( array !== undefined ) {
  197. return array;
  198. }
  199. array = [];
  200. if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) || extensions.get( 'WEBGL_compressed_texture_s3tc' ) ) {
  201. var formats = _gl.getParameter( _gl.COMPRESSED_TEXTURE_FORMATS );
  202. for ( var i = 0; i < formats.length; i ++ ) {
  203. array.push( formats[ i ] );
  204. }
  205. }
  206. return array;
  207. };
  208. } )();
  209. // clamp precision to maximum available
  210. var highpAvailable = _vertexShaderPrecisionHighpFloat.precision > 0 && _fragmentShaderPrecisionHighpFloat.precision > 0;
  211. var mediumpAvailable = _vertexShaderPrecisionMediumpFloat.precision > 0 && _fragmentShaderPrecisionMediumpFloat.precision > 0;
  212. if ( _precision === 'highp' && ! highpAvailable ) {
  213. if ( mediumpAvailable ) {
  214. _precision = 'mediump';
  215. THREE.warn( 'THREE.WebGLRenderer: highp not supported, using mediump.' );
  216. } else {
  217. _precision = 'lowp';
  218. THREE.warn( 'THREE.WebGLRenderer: highp and mediump not supported, using lowp.' );
  219. }
  220. }
  221. if ( _precision === 'mediump' && ! mediumpAvailable ) {
  222. _precision = 'lowp';
  223. THREE.warn( 'THREE.WebGLRenderer: mediump not supported, using lowp.' );
  224. }
  225. // Plugins
  226. var shadowMapPlugin = new THREE.ShadowMapPlugin( this, lights, _webglObjects, _webglObjectsImmediate );
  227. var spritePlugin = new THREE.SpritePlugin( this, sprites );
  228. var lensFlarePlugin = new THREE.LensFlarePlugin( this, lensFlares );
  229. // API
  230. this.getContext = function () {
  231. return _gl;
  232. };
  233. this.forceContextLoss = function () {
  234. extensions.get( 'WEBGL_lose_context' ).loseContext();
  235. };
  236. this.supportsVertexTextures = function () {
  237. return _supportsVertexTextures;
  238. };
  239. this.supportsFloatTextures = function () {
  240. return extensions.get( 'OES_texture_float' );
  241. };
  242. this.supportsHalfFloatTextures = function () {
  243. return extensions.get( 'OES_texture_half_float' );
  244. };
  245. this.supportsStandardDerivatives = function () {
  246. return extensions.get( 'OES_standard_derivatives' );
  247. };
  248. this.supportsCompressedTextureS3TC = function () {
  249. return extensions.get( 'WEBGL_compressed_texture_s3tc' );
  250. };
  251. this.supportsCompressedTexturePVRTC = function () {
  252. return extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  253. };
  254. this.supportsBlendMinMax = function () {
  255. return extensions.get( 'EXT_blend_minmax' );
  256. };
  257. this.getMaxAnisotropy = ( function () {
  258. var value;
  259. return function () {
  260. if ( value !== undefined ) {
  261. return value;
  262. }
  263. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  264. value = extension !== null ? _gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT ) : 0;
  265. return value;
  266. }
  267. } )();
  268. this.getPrecision = function () {
  269. return _precision;
  270. };
  271. this.getPixelRatio = function () {
  272. return pixelRatio;
  273. };
  274. this.setPixelRatio = function ( value ) {
  275. pixelRatio = value;
  276. };
  277. this.setSize = function ( width, height, updateStyle ) {
  278. _canvas.width = width * pixelRatio;
  279. _canvas.height = height * pixelRatio;
  280. if ( updateStyle !== false ) {
  281. _canvas.style.width = width + 'px';
  282. _canvas.style.height = height + 'px';
  283. }
  284. this.setViewport( 0, 0, width, height );
  285. };
  286. this.setViewport = function ( x, y, width, height ) {
  287. _viewportX = x * pixelRatio;
  288. _viewportY = y * pixelRatio;
  289. _viewportWidth = width * pixelRatio;
  290. _viewportHeight = height * pixelRatio;
  291. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  292. };
  293. this.setScissor = function ( x, y, width, height ) {
  294. _gl.scissor(
  295. x * pixelRatio,
  296. y * pixelRatio,
  297. width * pixelRatio,
  298. height * pixelRatio
  299. );
  300. };
  301. this.enableScissorTest = function ( enable ) {
  302. enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );
  303. };
  304. // Clearing
  305. this.getClearColor = function () {
  306. return _clearColor;
  307. };
  308. this.setClearColor = function ( color, alpha ) {
  309. _clearColor.set( color );
  310. _clearAlpha = alpha !== undefined ? alpha : 1;
  311. glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  312. };
  313. this.getClearAlpha = function () {
  314. return _clearAlpha;
  315. };
  316. this.setClearAlpha = function ( alpha ) {
  317. _clearAlpha = alpha;
  318. glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  319. };
  320. this.clear = function ( color, depth, stencil ) {
  321. var bits = 0;
  322. if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  323. if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  324. if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  325. _gl.clear( bits );
  326. };
  327. this.clearColor = function () {
  328. _gl.clear( _gl.COLOR_BUFFER_BIT );
  329. };
  330. this.clearDepth = function () {
  331. _gl.clear( _gl.DEPTH_BUFFER_BIT );
  332. };
  333. this.clearStencil = function () {
  334. _gl.clear( _gl.STENCIL_BUFFER_BIT );
  335. };
  336. this.clearTarget = function ( renderTarget, color, depth, stencil ) {
  337. this.setRenderTarget( renderTarget );
  338. this.clear( color, depth, stencil );
  339. };
  340. // Reset
  341. this.resetGLState = resetGLState;
  342. // Buffer allocation
  343. function createParticleBuffers ( geometry ) {
  344. geometry.__webglVertexBuffer = _gl.createBuffer();
  345. geometry.__webglColorBuffer = _gl.createBuffer();
  346. _this.info.memory.geometries ++;
  347. };
  348. function createLineBuffers ( geometry ) {
  349. geometry.__webglVertexBuffer = _gl.createBuffer();
  350. geometry.__webglColorBuffer = _gl.createBuffer();
  351. geometry.__webglLineDistanceBuffer = _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.__webglSkinIndicesBuffer = _gl.createBuffer();
  362. geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
  363. geometryGroup.__webglFaceBuffer = _gl.createBuffer();
  364. geometryGroup.__webglLineBuffer = _gl.createBuffer();
  365. var numMorphTargets = geometryGroup.numMorphTargets;
  366. if ( numMorphTargets ) {
  367. geometryGroup.__webglMorphTargetsBuffers = [];
  368. for ( var m = 0, ml = numMorphTargets; m < ml; m ++ ) {
  369. geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
  370. }
  371. }
  372. var numMorphNormals = geometryGroup.numMorphNormals;
  373. if ( numMorphNormals ) {
  374. geometryGroup.__webglMorphNormalsBuffers = [];
  375. for ( var m = 0, ml = numMorphNormals; m < ml; m ++ ) {
  376. geometryGroup.__webglMorphNormalsBuffers.push( _gl.createBuffer() );
  377. }
  378. }
  379. _this.info.memory.geometries ++;
  380. };
  381. // Events
  382. var onObjectRemoved = function ( event ) {
  383. var object = event.target;
  384. object.traverse( function ( child ) {
  385. child.removeEventListener( 'remove', onObjectRemoved );
  386. removeObject( child );
  387. } );
  388. };
  389. var onGeometryDispose = function ( event ) {
  390. var geometry = event.target;
  391. geometry.removeEventListener( 'dispose', onGeometryDispose );
  392. deallocateGeometry( geometry );
  393. };
  394. var onTextureDispose = function ( event ) {
  395. var texture = event.target;
  396. texture.removeEventListener( 'dispose', onTextureDispose );
  397. deallocateTexture( texture );
  398. _this.info.memory.textures --;
  399. };
  400. var onRenderTargetDispose = function ( event ) {
  401. var renderTarget = event.target;
  402. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  403. deallocateRenderTarget( renderTarget );
  404. _this.info.memory.textures --;
  405. };
  406. var onMaterialDispose = function ( event ) {
  407. var material = event.target;
  408. material.removeEventListener( 'dispose', onMaterialDispose );
  409. deallocateMaterial( material );
  410. };
  411. // Buffer deallocation
  412. var deleteBuffers = function ( geometry ) {
  413. var buffers = [
  414. '__webglVertexBuffer',
  415. '__webglNormalBuffer',
  416. '__webglTangentBuffer',
  417. '__webglColorBuffer',
  418. '__webglUVBuffer',
  419. '__webglUV2Buffer',
  420. '__webglSkinIndicesBuffer',
  421. '__webglSkinWeightsBuffer',
  422. '__webglFaceBuffer',
  423. '__webglLineBuffer',
  424. '__webglLineDistanceBuffer'
  425. ];
  426. for ( var i = 0, l = buffers.length; i < l; i ++ ) {
  427. var name = buffers[ i ];
  428. if ( geometry[ name ] !== undefined ) {
  429. _gl.deleteBuffer( geometry[ name ] );
  430. delete geometry[ name ];
  431. }
  432. }
  433. // custom attributes
  434. if ( geometry.__webglCustomAttributesList !== undefined ) {
  435. for ( var name in geometry.__webglCustomAttributesList ) {
  436. _gl.deleteBuffer( geometry.__webglCustomAttributesList[ name ].buffer );
  437. }
  438. delete geometry.__webglCustomAttributesList;
  439. }
  440. _this.info.memory.geometries --;
  441. };
  442. var deallocateGeometry = function ( geometry ) {
  443. delete geometry.__webglInit;
  444. if ( geometry instanceof THREE.BufferGeometry ) {
  445. for ( var name in geometry.attributes ) {
  446. var attribute = geometry.attributes[ name ];
  447. if ( attribute.buffer !== undefined ) {
  448. _gl.deleteBuffer( attribute.buffer );
  449. delete attribute.buffer;
  450. }
  451. }
  452. _this.info.memory.geometries --;
  453. } else {
  454. var geometryGroupsList = geometryGroups[ geometry.id ];
  455. if ( geometryGroupsList !== undefined ) {
  456. for ( var i = 0, l = geometryGroupsList.length; i < l; i ++ ) {
  457. var geometryGroup = geometryGroupsList[ i ];
  458. if ( geometryGroup.numMorphTargets !== undefined ) {
  459. for ( var m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  460. _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
  461. }
  462. delete geometryGroup.__webglMorphTargetsBuffers;
  463. }
  464. if ( geometryGroup.numMorphNormals !== undefined ) {
  465. for ( var m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  466. _gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] );
  467. }
  468. delete geometryGroup.__webglMorphNormalsBuffers;
  469. }
  470. deleteBuffers( geometryGroup );
  471. }
  472. delete geometryGroups[ geometry.id ];
  473. } else {
  474. deleteBuffers( geometry );
  475. }
  476. }
  477. // TOFIX: Workaround for deleted geometry being currently bound
  478. _currentGeometryProgram = '';
  479. };
  480. var deallocateTexture = function ( texture ) {
  481. if ( texture.image && texture.image.__webglTextureCube ) {
  482. // cube texture
  483. _gl.deleteTexture( texture.image.__webglTextureCube );
  484. delete texture.image.__webglTextureCube;
  485. } else {
  486. // 2D texture
  487. if ( texture.__webglInit === undefined ) return;
  488. _gl.deleteTexture( texture.__webglTexture );
  489. delete texture.__webglTexture;
  490. delete texture.__webglInit;
  491. }
  492. };
  493. var deallocateRenderTarget = function ( renderTarget ) {
  494. if ( ! renderTarget || renderTarget.__webglTexture === undefined ) return;
  495. _gl.deleteTexture( renderTarget.__webglTexture );
  496. delete renderTarget.__webglTexture;
  497. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  498. for ( var i = 0; i < 6; i ++ ) {
  499. _gl.deleteFramebuffer( renderTarget.__webglFramebuffer[ i ] );
  500. _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer[ i ] );
  501. }
  502. } else {
  503. _gl.deleteFramebuffer( renderTarget.__webglFramebuffer );
  504. _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer );
  505. }
  506. delete renderTarget.__webglFramebuffer;
  507. delete renderTarget.__webglRenderbuffer;
  508. };
  509. var deallocateMaterial = function ( material ) {
  510. var program = material.program.program;
  511. if ( program === undefined ) return;
  512. material.program = undefined;
  513. // only deallocate GL program if this was the last use of shared program
  514. // assumed there is only single copy of any program in the _programs list
  515. // (that's how it's constructed)
  516. var i, il, programInfo;
  517. var deleteProgram = false;
  518. for ( i = 0, il = _programs.length; i < il; i ++ ) {
  519. programInfo = _programs[ i ];
  520. if ( programInfo.program === program ) {
  521. programInfo.usedTimes --;
  522. if ( programInfo.usedTimes === 0 ) {
  523. deleteProgram = true;
  524. }
  525. break;
  526. }
  527. }
  528. if ( deleteProgram === true ) {
  529. // avoid using array.splice, this is costlier than creating new array from scratch
  530. var newPrograms = [];
  531. for ( i = 0, il = _programs.length; i < il; i ++ ) {
  532. programInfo = _programs[ i ];
  533. if ( programInfo.program !== program ) {
  534. newPrograms.push( programInfo );
  535. }
  536. }
  537. _programs = newPrograms;
  538. _gl.deleteProgram( program );
  539. _this.info.memory.programs --;
  540. }
  541. };
  542. // Buffer initialization
  543. function initCustomAttributes ( object ) {
  544. var geometry = object.geometry;
  545. var material = object.material;
  546. var nvertices = geometry.vertices.length;
  547. if ( material.attributes ) {
  548. if ( geometry.__webglCustomAttributesList === undefined ) {
  549. geometry.__webglCustomAttributesList = [];
  550. }
  551. for ( var name in material.attributes ) {
  552. var attribute = material.attributes[ name ];
  553. if ( ! attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  554. attribute.__webglInitialized = true;
  555. var size = 1; // "f" and "i"
  556. if ( attribute.type === 'v2' ) size = 2;
  557. else if ( attribute.type === 'v3' ) size = 3;
  558. else if ( attribute.type === 'v4' ) size = 4;
  559. else if ( attribute.type === 'c' ) size = 3;
  560. attribute.size = size;
  561. attribute.array = new Float32Array( nvertices * size );
  562. attribute.buffer = _gl.createBuffer();
  563. attribute.buffer.belongsToAttribute = name;
  564. attribute.needsUpdate = true;
  565. }
  566. geometry.__webglCustomAttributesList.push( attribute );
  567. }
  568. }
  569. };
  570. function initParticleBuffers ( geometry, object ) {
  571. var nvertices = geometry.vertices.length;
  572. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  573. geometry.__colorArray = new Float32Array( nvertices * 3 );
  574. geometry.__webglParticleCount = nvertices;
  575. initCustomAttributes( object );
  576. };
  577. function initLineBuffers ( geometry, object ) {
  578. var nvertices = geometry.vertices.length;
  579. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  580. geometry.__colorArray = new Float32Array( nvertices * 3 );
  581. geometry.__lineDistanceArray = new Float32Array( nvertices * 1 );
  582. geometry.__webglLineCount = nvertices;
  583. initCustomAttributes( object );
  584. };
  585. function initMeshBuffers ( geometryGroup, object ) {
  586. var geometry = object.geometry,
  587. faces3 = geometryGroup.faces3,
  588. nvertices = faces3.length * 3,
  589. ntris = faces3.length * 1,
  590. nlines = faces3.length * 3,
  591. material = getBufferMaterial( object, geometryGroup );
  592. geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
  593. geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
  594. geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
  595. geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
  596. if ( geometry.faceVertexUvs.length > 1 ) {
  597. geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
  598. }
  599. if ( geometry.hasTangents ) {
  600. geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
  601. }
  602. if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
  603. geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
  604. geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
  605. }
  606. var UintArray = extensions.get( 'OES_element_index_uint' ) !== null && ntris > 21845 ? Uint32Array : Uint16Array; // 65535 / 3
  607. geometryGroup.__typeArray = UintArray;
  608. geometryGroup.__faceArray = new UintArray( ntris * 3 );
  609. geometryGroup.__lineArray = new UintArray( nlines * 2 );
  610. var numMorphTargets = geometryGroup.numMorphTargets;
  611. if ( numMorphTargets ) {
  612. geometryGroup.__morphTargetsArrays = [];
  613. for ( var m = 0, ml = numMorphTargets; m < ml; m ++ ) {
  614. geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
  615. }
  616. }
  617. var numMorphNormals = geometryGroup.numMorphNormals;
  618. if ( numMorphNormals ) {
  619. geometryGroup.__morphNormalsArrays = [];
  620. for ( var m = 0, ml = numMorphNormals; m < ml; m ++ ) {
  621. geometryGroup.__morphNormalsArrays.push( new Float32Array( nvertices * 3 ) );
  622. }
  623. }
  624. geometryGroup.__webglFaceCount = ntris * 3;
  625. geometryGroup.__webglLineCount = nlines * 2;
  626. // custom attributes
  627. if ( material.attributes ) {
  628. if ( geometryGroup.__webglCustomAttributesList === undefined ) {
  629. geometryGroup.__webglCustomAttributesList = [];
  630. }
  631. for ( var name in material.attributes ) {
  632. // Do a shallow copy of the attribute object so different geometryGroup chunks use different
  633. // attribute buffers which are correctly indexed in the setMeshBuffers function
  634. var originalAttribute = material.attributes[ name ];
  635. var attribute = {};
  636. for ( var property in originalAttribute ) {
  637. attribute[ property ] = originalAttribute[ property ];
  638. }
  639. if ( ! attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  640. attribute.__webglInitialized = true;
  641. var size = 1; // "f" and "i"
  642. if ( attribute.type === 'v2' ) size = 2;
  643. else if ( attribute.type === 'v3' ) size = 3;
  644. else if ( attribute.type === 'v4' ) size = 4;
  645. else if ( attribute.type === 'c' ) size = 3;
  646. attribute.size = size;
  647. attribute.array = new Float32Array( nvertices * size );
  648. attribute.buffer = _gl.createBuffer();
  649. attribute.buffer.belongsToAttribute = name;
  650. originalAttribute.needsUpdate = true;
  651. attribute.__original = originalAttribute;
  652. }
  653. geometryGroup.__webglCustomAttributesList.push( attribute );
  654. }
  655. }
  656. geometryGroup.__inittedArrays = true;
  657. };
  658. function getBufferMaterial( object, geometryGroup ) {
  659. return object.material instanceof THREE.MeshFaceMaterial
  660. ? object.material.materials[ geometryGroup.materialIndex ]
  661. : object.material;
  662. }
  663. function materialNeedsFaceNormals ( material ) {
  664. return material instanceof THREE.MeshPhongMaterial === false && material.shading === THREE.FlatShading;
  665. }
  666. // Buffer setting
  667. function setParticleBuffers ( geometry, hint, object ) {
  668. var v, c, vertex, offset, color,
  669. vertices = geometry.vertices,
  670. vl = vertices.length,
  671. colors = geometry.colors,
  672. cl = colors.length,
  673. vertexArray = geometry.__vertexArray,
  674. colorArray = geometry.__colorArray,
  675. dirtyVertices = geometry.verticesNeedUpdate,
  676. dirtyColors = geometry.colorsNeedUpdate,
  677. customAttributes = geometry.__webglCustomAttributesList,
  678. i, il,
  679. ca, cal, value,
  680. customAttribute;
  681. if ( dirtyVertices ) {
  682. for ( v = 0; v < vl; v ++ ) {
  683. vertex = vertices[ v ];
  684. offset = v * 3;
  685. vertexArray[ offset ] = vertex.x;
  686. vertexArray[ offset + 1 ] = vertex.y;
  687. vertexArray[ offset + 2 ] = vertex.z;
  688. }
  689. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  690. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  691. }
  692. if ( dirtyColors ) {
  693. for ( c = 0; c < cl; c ++ ) {
  694. color = colors[ c ];
  695. offset = c * 3;
  696. colorArray[ offset ] = color.r;
  697. colorArray[ offset + 1 ] = color.g;
  698. colorArray[ offset + 2 ] = color.b;
  699. }
  700. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  701. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  702. }
  703. if ( customAttributes ) {
  704. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  705. customAttribute = customAttributes[ i ];
  706. if ( customAttribute.needsUpdate && ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) ) {
  707. cal = customAttribute.value.length;
  708. offset = 0;
  709. if ( customAttribute.size === 1 ) {
  710. for ( ca = 0; ca < cal; ca ++ ) {
  711. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  712. }
  713. } else if ( customAttribute.size === 2 ) {
  714. for ( ca = 0; ca < cal; ca ++ ) {
  715. value = customAttribute.value[ ca ];
  716. customAttribute.array[ offset ] = value.x;
  717. customAttribute.array[ offset + 1 ] = value.y;
  718. offset += 2;
  719. }
  720. } else if ( customAttribute.size === 3 ) {
  721. if ( customAttribute.type === 'c' ) {
  722. for ( ca = 0; ca < cal; ca ++ ) {
  723. value = customAttribute.value[ ca ];
  724. customAttribute.array[ offset ] = value.r;
  725. customAttribute.array[ offset + 1 ] = value.g;
  726. customAttribute.array[ offset + 2 ] = value.b;
  727. offset += 3;
  728. }
  729. } else {
  730. for ( ca = 0; ca < cal; ca ++ ) {
  731. value = customAttribute.value[ ca ];
  732. customAttribute.array[ offset ] = value.x;
  733. customAttribute.array[ offset + 1 ] = value.y;
  734. customAttribute.array[ offset + 2 ] = value.z;
  735. offset += 3;
  736. }
  737. }
  738. } else if ( customAttribute.size === 4 ) {
  739. for ( ca = 0; ca < cal; ca ++ ) {
  740. value = customAttribute.value[ ca ];
  741. customAttribute.array[ offset ] = value.x;
  742. customAttribute.array[ offset + 1 ] = value.y;
  743. customAttribute.array[ offset + 2 ] = value.z;
  744. customAttribute.array[ offset + 3 ] = value.w;
  745. offset += 4;
  746. }
  747. }
  748. }
  749. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  750. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  751. customAttribute.needsUpdate = false;
  752. }
  753. }
  754. }
  755. function setLineBuffers ( geometry, hint ) {
  756. var v, c, d, vertex, offset, color,
  757. vertices = geometry.vertices,
  758. colors = geometry.colors,
  759. lineDistances = geometry.lineDistances,
  760. vl = vertices.length,
  761. cl = colors.length,
  762. dl = lineDistances.length,
  763. vertexArray = geometry.__vertexArray,
  764. colorArray = geometry.__colorArray,
  765. lineDistanceArray = geometry.__lineDistanceArray,
  766. dirtyVertices = geometry.verticesNeedUpdate,
  767. dirtyColors = geometry.colorsNeedUpdate,
  768. dirtyLineDistances = geometry.lineDistancesNeedUpdate,
  769. customAttributes = geometry.__webglCustomAttributesList,
  770. i, il,
  771. ca, cal, value,
  772. customAttribute;
  773. if ( dirtyVertices ) {
  774. for ( v = 0; v < vl; v ++ ) {
  775. vertex = vertices[ v ];
  776. offset = v * 3;
  777. vertexArray[ offset ] = vertex.x;
  778. vertexArray[ offset + 1 ] = vertex.y;
  779. vertexArray[ offset + 2 ] = vertex.z;
  780. }
  781. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  782. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  783. }
  784. if ( dirtyColors ) {
  785. for ( c = 0; c < cl; c ++ ) {
  786. color = colors[ c ];
  787. offset = c * 3;
  788. colorArray[ offset ] = color.r;
  789. colorArray[ offset + 1 ] = color.g;
  790. colorArray[ offset + 2 ] = color.b;
  791. }
  792. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  793. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  794. }
  795. if ( dirtyLineDistances ) {
  796. for ( d = 0; d < dl; d ++ ) {
  797. lineDistanceArray[ d ] = lineDistances[ d ];
  798. }
  799. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglLineDistanceBuffer );
  800. _gl.bufferData( _gl.ARRAY_BUFFER, lineDistanceArray, hint );
  801. }
  802. if ( customAttributes ) {
  803. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  804. customAttribute = customAttributes[ i ];
  805. if ( customAttribute.needsUpdate && ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) ) {
  806. offset = 0;
  807. cal = customAttribute.value.length;
  808. if ( customAttribute.size === 1 ) {
  809. for ( ca = 0; ca < cal; ca ++ ) {
  810. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  811. }
  812. } else if ( customAttribute.size === 2 ) {
  813. for ( ca = 0; ca < cal; ca ++ ) {
  814. value = customAttribute.value[ ca ];
  815. customAttribute.array[ offset ] = value.x;
  816. customAttribute.array[ offset + 1 ] = value.y;
  817. offset += 2;
  818. }
  819. } else if ( customAttribute.size === 3 ) {
  820. if ( customAttribute.type === 'c' ) {
  821. for ( ca = 0; ca < cal; ca ++ ) {
  822. value = customAttribute.value[ ca ];
  823. customAttribute.array[ offset ] = value.r;
  824. customAttribute.array[ offset + 1 ] = value.g;
  825. customAttribute.array[ offset + 2 ] = value.b;
  826. offset += 3;
  827. }
  828. } else {
  829. for ( ca = 0; ca < cal; ca ++ ) {
  830. value = customAttribute.value[ ca ];
  831. customAttribute.array[ offset ] = value.x;
  832. customAttribute.array[ offset + 1 ] = value.y;
  833. customAttribute.array[ offset + 2 ] = value.z;
  834. offset += 3;
  835. }
  836. }
  837. } else if ( customAttribute.size === 4 ) {
  838. for ( ca = 0; ca < cal; ca ++ ) {
  839. value = customAttribute.value[ ca ];
  840. customAttribute.array[ offset ] = value.x;
  841. customAttribute.array[ offset + 1 ] = value.y;
  842. customAttribute.array[ offset + 2 ] = value.z;
  843. customAttribute.array[ offset + 3 ] = value.w;
  844. offset += 4;
  845. }
  846. }
  847. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  848. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  849. customAttribute.needsUpdate = false;
  850. }
  851. }
  852. }
  853. }
  854. function setMeshBuffers( geometryGroup, object, hint, dispose, material ) {
  855. if ( ! geometryGroup.__inittedArrays ) {
  856. return;
  857. }
  858. var needsFaceNormals = materialNeedsFaceNormals( material );
  859. var f, fl, fi, face,
  860. vertexNormals, faceNormal,
  861. vertexColors, faceColor,
  862. vertexTangents,
  863. uv, uv2, v1, v2, v3, t1, t2, t3, n1, n2, n3,
  864. c1, c2, c3,
  865. sw1, sw2, sw3,
  866. si1, si2, si3,
  867. i, il,
  868. vn, uvi, uv2i,
  869. vk, vkl, vka,
  870. nka, chf, faceVertexNormals,
  871. vertexIndex = 0,
  872. offset = 0,
  873. offset_uv = 0,
  874. offset_uv2 = 0,
  875. offset_face = 0,
  876. offset_normal = 0,
  877. offset_tangent = 0,
  878. offset_line = 0,
  879. offset_color = 0,
  880. offset_skin = 0,
  881. offset_morphTarget = 0,
  882. offset_custom = 0,
  883. value,
  884. vertexArray = geometryGroup.__vertexArray,
  885. uvArray = geometryGroup.__uvArray,
  886. uv2Array = geometryGroup.__uv2Array,
  887. normalArray = geometryGroup.__normalArray,
  888. tangentArray = geometryGroup.__tangentArray,
  889. colorArray = geometryGroup.__colorArray,
  890. skinIndexArray = geometryGroup.__skinIndexArray,
  891. skinWeightArray = geometryGroup.__skinWeightArray,
  892. morphTargetsArrays = geometryGroup.__morphTargetsArrays,
  893. morphNormalsArrays = geometryGroup.__morphNormalsArrays,
  894. customAttributes = geometryGroup.__webglCustomAttributesList,
  895. customAttribute,
  896. faceArray = geometryGroup.__faceArray,
  897. lineArray = geometryGroup.__lineArray,
  898. geometry = object.geometry, // this is shared for all chunks
  899. dirtyVertices = geometry.verticesNeedUpdate,
  900. dirtyElements = geometry.elementsNeedUpdate,
  901. dirtyUvs = geometry.uvsNeedUpdate,
  902. dirtyNormals = geometry.normalsNeedUpdate,
  903. dirtyTangents = geometry.tangentsNeedUpdate,
  904. dirtyColors = geometry.colorsNeedUpdate,
  905. dirtyMorphTargets = geometry.morphTargetsNeedUpdate,
  906. vertices = geometry.vertices,
  907. chunk_faces3 = geometryGroup.faces3,
  908. obj_faces = geometry.faces,
  909. obj_uvs = geometry.faceVertexUvs[ 0 ],
  910. obj_uvs2 = geometry.faceVertexUvs[ 1 ],
  911. obj_skinIndices = geometry.skinIndices,
  912. obj_skinWeights = geometry.skinWeights,
  913. morphTargets = geometry.morphTargets,
  914. morphNormals = geometry.morphNormals;
  915. if ( dirtyVertices ) {
  916. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  917. face = obj_faces[ chunk_faces3[ f ] ];
  918. v1 = vertices[ face.a ];
  919. v2 = vertices[ face.b ];
  920. v3 = vertices[ face.c ];
  921. vertexArray[ offset ] = v1.x;
  922. vertexArray[ offset + 1 ] = v1.y;
  923. vertexArray[ offset + 2 ] = v1.z;
  924. vertexArray[ offset + 3 ] = v2.x;
  925. vertexArray[ offset + 4 ] = v2.y;
  926. vertexArray[ offset + 5 ] = v2.z;
  927. vertexArray[ offset + 6 ] = v3.x;
  928. vertexArray[ offset + 7 ] = v3.y;
  929. vertexArray[ offset + 8 ] = v3.z;
  930. offset += 9;
  931. }
  932. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  933. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  934. }
  935. if ( dirtyMorphTargets ) {
  936. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  937. offset_morphTarget = 0;
  938. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  939. chf = chunk_faces3[ f ];
  940. face = obj_faces[ chf ];
  941. // morph positions
  942. v1 = morphTargets[ vk ].vertices[ face.a ];
  943. v2 = morphTargets[ vk ].vertices[ face.b ];
  944. v3 = morphTargets[ vk ].vertices[ face.c ];
  945. vka = morphTargetsArrays[ vk ];
  946. vka[ offset_morphTarget ] = v1.x;
  947. vka[ offset_morphTarget + 1 ] = v1.y;
  948. vka[ offset_morphTarget + 2 ] = v1.z;
  949. vka[ offset_morphTarget + 3 ] = v2.x;
  950. vka[ offset_morphTarget + 4 ] = v2.y;
  951. vka[ offset_morphTarget + 5 ] = v2.z;
  952. vka[ offset_morphTarget + 6 ] = v3.x;
  953. vka[ offset_morphTarget + 7 ] = v3.y;
  954. vka[ offset_morphTarget + 8 ] = v3.z;
  955. // morph normals
  956. if ( material.morphNormals ) {
  957. if ( needsFaceNormals ) {
  958. n1 = morphNormals[ vk ].faceNormals[ chf ];
  959. n2 = n1;
  960. n3 = n1;
  961. } else {
  962. faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];
  963. n1 = faceVertexNormals.a;
  964. n2 = faceVertexNormals.b;
  965. n3 = faceVertexNormals.c;
  966. }
  967. nka = morphNormalsArrays[ vk ];
  968. nka[ offset_morphTarget ] = n1.x;
  969. nka[ offset_morphTarget + 1 ] = n1.y;
  970. nka[ offset_morphTarget + 2 ] = n1.z;
  971. nka[ offset_morphTarget + 3 ] = n2.x;
  972. nka[ offset_morphTarget + 4 ] = n2.y;
  973. nka[ offset_morphTarget + 5 ] = n2.z;
  974. nka[ offset_morphTarget + 6 ] = n3.x;
  975. nka[ offset_morphTarget + 7 ] = n3.y;
  976. nka[ offset_morphTarget + 8 ] = n3.z;
  977. }
  978. //
  979. offset_morphTarget += 9;
  980. }
  981. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
  982. _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
  983. if ( material.morphNormals ) {
  984. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ vk ] );
  985. _gl.bufferData( _gl.ARRAY_BUFFER, morphNormalsArrays[ vk ], hint );
  986. }
  987. }
  988. }
  989. if ( obj_skinWeights.length ) {
  990. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  991. face = obj_faces[ chunk_faces3[ f ] ];
  992. // weights
  993. sw1 = obj_skinWeights[ face.a ];
  994. sw2 = obj_skinWeights[ face.b ];
  995. sw3 = obj_skinWeights[ face.c ];
  996. skinWeightArray[ offset_skin ] = sw1.x;
  997. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  998. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  999. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  1000. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  1001. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  1002. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  1003. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  1004. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  1005. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  1006. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  1007. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  1008. // indices
  1009. si1 = obj_skinIndices[ face.a ];
  1010. si2 = obj_skinIndices[ face.b ];
  1011. si3 = obj_skinIndices[ face.c ];
  1012. skinIndexArray[ offset_skin ] = si1.x;
  1013. skinIndexArray[ offset_skin + 1 ] = si1.y;
  1014. skinIndexArray[ offset_skin + 2 ] = si1.z;
  1015. skinIndexArray[ offset_skin + 3 ] = si1.w;
  1016. skinIndexArray[ offset_skin + 4 ] = si2.x;
  1017. skinIndexArray[ offset_skin + 5 ] = si2.y;
  1018. skinIndexArray[ offset_skin + 6 ] = si2.z;
  1019. skinIndexArray[ offset_skin + 7 ] = si2.w;
  1020. skinIndexArray[ offset_skin + 8 ] = si3.x;
  1021. skinIndexArray[ offset_skin + 9 ] = si3.y;
  1022. skinIndexArray[ offset_skin + 10 ] = si3.z;
  1023. skinIndexArray[ offset_skin + 11 ] = si3.w;
  1024. offset_skin += 12;
  1025. }
  1026. if ( offset_skin > 0 ) {
  1027. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1028. _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
  1029. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1030. _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
  1031. }
  1032. }
  1033. if ( dirtyColors ) {
  1034. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1035. face = obj_faces[ chunk_faces3[ f ] ];
  1036. vertexColors = face.vertexColors;
  1037. faceColor = face.color;
  1038. if ( vertexColors.length === 3 && material.vertexColors === THREE.VertexColors ) {
  1039. c1 = vertexColors[ 0 ];
  1040. c2 = vertexColors[ 1 ];
  1041. c3 = vertexColors[ 2 ];
  1042. } else {
  1043. c1 = faceColor;
  1044. c2 = faceColor;
  1045. c3 = faceColor;
  1046. }
  1047. colorArray[ offset_color ] = c1.r;
  1048. colorArray[ offset_color + 1 ] = c1.g;
  1049. colorArray[ offset_color + 2 ] = c1.b;
  1050. colorArray[ offset_color + 3 ] = c2.r;
  1051. colorArray[ offset_color + 4 ] = c2.g;
  1052. colorArray[ offset_color + 5 ] = c2.b;
  1053. colorArray[ offset_color + 6 ] = c3.r;
  1054. colorArray[ offset_color + 7 ] = c3.g;
  1055. colorArray[ offset_color + 8 ] = c3.b;
  1056. offset_color += 9;
  1057. }
  1058. if ( offset_color > 0 ) {
  1059. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1060. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1061. }
  1062. }
  1063. if ( dirtyTangents && geometry.hasTangents ) {
  1064. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1065. face = obj_faces[ chunk_faces3[ f ] ];
  1066. vertexTangents = face.vertexTangents;
  1067. t1 = vertexTangents[ 0 ];
  1068. t2 = vertexTangents[ 1 ];
  1069. t3 = vertexTangents[ 2 ];
  1070. tangentArray[ offset_tangent ] = t1.x;
  1071. tangentArray[ offset_tangent + 1 ] = t1.y;
  1072. tangentArray[ offset_tangent + 2 ] = t1.z;
  1073. tangentArray[ offset_tangent + 3 ] = t1.w;
  1074. tangentArray[ offset_tangent + 4 ] = t2.x;
  1075. tangentArray[ offset_tangent + 5 ] = t2.y;
  1076. tangentArray[ offset_tangent + 6 ] = t2.z;
  1077. tangentArray[ offset_tangent + 7 ] = t2.w;
  1078. tangentArray[ offset_tangent + 8 ] = t3.x;
  1079. tangentArray[ offset_tangent + 9 ] = t3.y;
  1080. tangentArray[ offset_tangent + 10 ] = t3.z;
  1081. tangentArray[ offset_tangent + 11 ] = t3.w;
  1082. offset_tangent += 12;
  1083. }
  1084. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1085. _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
  1086. }
  1087. if ( dirtyNormals ) {
  1088. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1089. face = obj_faces[ chunk_faces3[ f ] ];
  1090. vertexNormals = face.vertexNormals;
  1091. faceNormal = face.normal;
  1092. if ( vertexNormals.length === 3 && needsFaceNormals === false ) {
  1093. for ( i = 0; i < 3; i ++ ) {
  1094. vn = vertexNormals[ i ];
  1095. normalArray[ offset_normal ] = vn.x;
  1096. normalArray[ offset_normal + 1 ] = vn.y;
  1097. normalArray[ offset_normal + 2 ] = vn.z;
  1098. offset_normal += 3;
  1099. }
  1100. } else {
  1101. for ( i = 0; i < 3; i ++ ) {
  1102. normalArray[ offset_normal ] = faceNormal.x;
  1103. normalArray[ offset_normal + 1 ] = faceNormal.y;
  1104. normalArray[ offset_normal + 2 ] = faceNormal.z;
  1105. offset_normal += 3;
  1106. }
  1107. }
  1108. }
  1109. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1110. _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
  1111. }
  1112. if ( dirtyUvs && obj_uvs ) {
  1113. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1114. fi = chunk_faces3[ f ];
  1115. uv = obj_uvs[ fi ];
  1116. if ( uv === undefined ) continue;
  1117. for ( i = 0; i < 3; i ++ ) {
  1118. uvi = uv[ i ];
  1119. uvArray[ offset_uv ] = uvi.x;
  1120. uvArray[ offset_uv + 1 ] = uvi.y;
  1121. offset_uv += 2;
  1122. }
  1123. }
  1124. if ( offset_uv > 0 ) {
  1125. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1126. _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
  1127. }
  1128. }
  1129. if ( dirtyUvs && obj_uvs2 ) {
  1130. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1131. fi = chunk_faces3[ f ];
  1132. uv2 = obj_uvs2[ fi ];
  1133. if ( uv2 === undefined ) continue;
  1134. for ( i = 0; i < 3; i ++ ) {
  1135. uv2i = uv2[ i ];
  1136. uv2Array[ offset_uv2 ] = uv2i.x;
  1137. uv2Array[ offset_uv2 + 1 ] = uv2i.y;
  1138. offset_uv2 += 2;
  1139. }
  1140. }
  1141. if ( offset_uv2 > 0 ) {
  1142. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1143. _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
  1144. }
  1145. }
  1146. if ( dirtyElements ) {
  1147. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1148. faceArray[ offset_face ] = vertexIndex;
  1149. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  1150. faceArray[ offset_face + 2 ] = vertexIndex + 2;
  1151. offset_face += 3;
  1152. lineArray[ offset_line ] = vertexIndex;
  1153. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  1154. lineArray[ offset_line + 2 ] = vertexIndex;
  1155. lineArray[ offset_line + 3 ] = vertexIndex + 2;
  1156. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  1157. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  1158. offset_line += 6;
  1159. vertexIndex += 3;
  1160. }
  1161. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1162. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
  1163. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1164. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
  1165. }
  1166. if ( customAttributes ) {
  1167. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  1168. customAttribute = customAttributes[ i ];
  1169. if ( ! customAttribute.__original.needsUpdate ) continue;
  1170. offset_custom = 0;
  1171. if ( customAttribute.size === 1 ) {
  1172. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
  1173. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1174. face = obj_faces[ chunk_faces3[ f ] ];
  1175. customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
  1176. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  1177. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  1178. offset_custom += 3;
  1179. }
  1180. } else if ( customAttribute.boundTo === 'faces' ) {
  1181. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1182. value = customAttribute.value[ chunk_faces3[ f ] ];
  1183. customAttribute.array[ offset_custom ] = value;
  1184. customAttribute.array[ offset_custom + 1 ] = value;
  1185. customAttribute.array[ offset_custom + 2 ] = value;
  1186. offset_custom += 3;
  1187. }
  1188. }
  1189. } else if ( customAttribute.size === 2 ) {
  1190. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
  1191. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1192. face = obj_faces[ chunk_faces3[ f ] ];
  1193. v1 = customAttribute.value[ face.a ];
  1194. v2 = customAttribute.value[ face.b ];
  1195. v3 = customAttribute.value[ face.c ];
  1196. customAttribute.array[ offset_custom ] = v1.x;
  1197. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1198. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1199. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1200. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1201. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1202. offset_custom += 6;
  1203. }
  1204. } else if ( customAttribute.boundTo === 'faces' ) {
  1205. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1206. value = customAttribute.value[ chunk_faces3[ f ] ];
  1207. v1 = value;
  1208. v2 = value;
  1209. v3 = value;
  1210. customAttribute.array[ offset_custom ] = v1.x;
  1211. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1212. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1213. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1214. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1215. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1216. offset_custom += 6;
  1217. }
  1218. }
  1219. } else if ( customAttribute.size === 3 ) {
  1220. var pp;
  1221. if ( customAttribute.type === 'c' ) {
  1222. pp = [ 'r', 'g', 'b' ];
  1223. } else {
  1224. pp = [ 'x', 'y', 'z' ];
  1225. }
  1226. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
  1227. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1228. face = obj_faces[ chunk_faces3[ f ] ];
  1229. v1 = customAttribute.value[ face.a ];
  1230. v2 = customAttribute.value[ face.b ];
  1231. v3 = customAttribute.value[ face.c ];
  1232. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1233. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1234. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1235. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1236. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1237. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1238. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1239. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1240. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1241. offset_custom += 9;
  1242. }
  1243. } else if ( customAttribute.boundTo === 'faces' ) {
  1244. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1245. value = customAttribute.value[ chunk_faces3[ f ] ];
  1246. v1 = value;
  1247. v2 = value;
  1248. v3 = value;
  1249. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1250. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1251. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1252. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1253. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1254. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1255. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1256. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1257. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1258. offset_custom += 9;
  1259. }
  1260. } else if ( customAttribute.boundTo === 'faceVertices' ) {
  1261. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1262. value = customAttribute.value[ chunk_faces3[ f ] ];
  1263. v1 = value[ 0 ];
  1264. v2 = value[ 1 ];
  1265. v3 = value[ 2 ];
  1266. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1267. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1268. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1269. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1270. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1271. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1272. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1273. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1274. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1275. offset_custom += 9;
  1276. }
  1277. }
  1278. } else if ( customAttribute.size === 4 ) {
  1279. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
  1280. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1281. face = obj_faces[ chunk_faces3[ f ] ];
  1282. v1 = customAttribute.value[ face.a ];
  1283. v2 = customAttribute.value[ face.b ];
  1284. v3 = customAttribute.value[ face.c ];
  1285. customAttribute.array[ offset_custom ] = v1.x;
  1286. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1287. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1288. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1289. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1290. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1291. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1292. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1293. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1294. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1295. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1296. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1297. offset_custom += 12;
  1298. }
  1299. } else if ( customAttribute.boundTo === 'faces' ) {
  1300. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1301. value = customAttribute.value[ chunk_faces3[ f ] ];
  1302. v1 = value;
  1303. v2 = value;
  1304. v3 = value;
  1305. customAttribute.array[ offset_custom ] = v1.x;
  1306. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1307. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1308. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1309. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1310. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1311. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1312. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1313. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1314. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1315. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1316. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1317. offset_custom += 12;
  1318. }
  1319. } else if ( customAttribute.boundTo === 'faceVertices' ) {
  1320. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1321. value = customAttribute.value[ chunk_faces3[ f ] ];
  1322. v1 = value[ 0 ];
  1323. v2 = value[ 1 ];
  1324. v3 = value[ 2 ];
  1325. customAttribute.array[ offset_custom ] = v1.x;
  1326. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1327. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1328. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1329. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1330. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1331. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1332. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1333. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1334. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1335. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1336. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1337. offset_custom += 12;
  1338. }
  1339. }
  1340. }
  1341. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  1342. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  1343. }
  1344. }
  1345. if ( dispose ) {
  1346. delete geometryGroup.__inittedArrays;
  1347. delete geometryGroup.__colorArray;
  1348. delete geometryGroup.__normalArray;
  1349. delete geometryGroup.__tangentArray;
  1350. delete geometryGroup.__uvArray;
  1351. delete geometryGroup.__uv2Array;
  1352. delete geometryGroup.__faceArray;
  1353. delete geometryGroup.__vertexArray;
  1354. delete geometryGroup.__lineArray;
  1355. delete geometryGroup.__skinIndexArray;
  1356. delete geometryGroup.__skinWeightArray;
  1357. }
  1358. };
  1359. // Buffer rendering
  1360. this.renderBufferImmediate = function ( object, program, material ) {
  1361. state.initAttributes();
  1362. if ( object.hasPositions && ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
  1363. if ( object.hasNormals && ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
  1364. if ( object.hasUvs && ! object.__webglUvBuffer ) object.__webglUvBuffer = _gl.createBuffer();
  1365. if ( object.hasColors && ! object.__webglColorBuffer ) object.__webglColorBuffer = _gl.createBuffer();
  1366. if ( object.hasPositions ) {
  1367. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
  1368. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  1369. state.enableAttribute( program.attributes.position );
  1370. _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1371. }
  1372. if ( object.hasNormals ) {
  1373. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
  1374. if ( material instanceof THREE.MeshPhongMaterial === false &&
  1375. material.shading === THREE.FlatShading ) {
  1376. var nx, ny, nz,
  1377. nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
  1378. normalArray,
  1379. i, il = object.count * 3;
  1380. for ( i = 0; i < il; i += 9 ) {
  1381. normalArray = object.normalArray;
  1382. nax = normalArray[ i ];
  1383. nay = normalArray[ i + 1 ];
  1384. naz = normalArray[ i + 2 ];
  1385. nbx = normalArray[ i + 3 ];
  1386. nby = normalArray[ i + 4 ];
  1387. nbz = normalArray[ i + 5 ];
  1388. ncx = normalArray[ i + 6 ];
  1389. ncy = normalArray[ i + 7 ];
  1390. ncz = normalArray[ i + 8 ];
  1391. nx = ( nax + nbx + ncx ) / 3;
  1392. ny = ( nay + nby + ncy ) / 3;
  1393. nz = ( naz + nbz + ncz ) / 3;
  1394. normalArray[ i ] = nx;
  1395. normalArray[ i + 1 ] = ny;
  1396. normalArray[ i + 2 ] = nz;
  1397. normalArray[ i + 3 ] = nx;
  1398. normalArray[ i + 4 ] = ny;
  1399. normalArray[ i + 5 ] = nz;
  1400. normalArray[ i + 6 ] = nx;
  1401. normalArray[ i + 7 ] = ny;
  1402. normalArray[ i + 8 ] = nz;
  1403. }
  1404. }
  1405. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  1406. state.enableAttribute( program.attributes.normal );
  1407. _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1408. }
  1409. if ( object.hasUvs && material.map ) {
  1410. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglUvBuffer );
  1411. _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
  1412. state.enableAttribute( program.attributes.uv );
  1413. _gl.vertexAttribPointer( program.attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  1414. }
  1415. if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {
  1416. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglColorBuffer );
  1417. _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
  1418. state.enableAttribute( program.attributes.color );
  1419. _gl.vertexAttribPointer( program.attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  1420. }
  1421. state.disableUnusedAttributes();
  1422. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  1423. object.count = 0;
  1424. };
  1425. function setupVertexAttributes( material, program, geometry, startIndex ) {
  1426. var geometryAttributes = geometry.attributes;
  1427. var programAttributes = program.attributes;
  1428. var programAttributesKeys = program.attributesKeys;
  1429. for ( var i = 0, l = programAttributesKeys.length; i < l; i ++ ) {
  1430. var key = programAttributesKeys[ i ];
  1431. var programAttribute = programAttributes[ key ];
  1432. if ( programAttribute >= 0 ) {
  1433. var geometryAttribute = geometryAttributes[ key ];
  1434. if ( geometryAttribute !== undefined ) {
  1435. var size = geometryAttribute.itemSize;
  1436. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryAttribute.buffer );
  1437. state.enableAttribute( programAttribute );
  1438. _gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, 0, startIndex * size * 4 ); // 4 bytes per Float32
  1439. } else if ( material.defaultAttributeValues !== undefined ) {
  1440. if ( material.defaultAttributeValues[ key ].length === 2 ) {
  1441. _gl.vertexAttrib2fv( programAttribute, material.defaultAttributeValues[ key ] );
  1442. } else if ( material.defaultAttributeValues[ key ].length === 3 ) {
  1443. _gl.vertexAttrib3fv( programAttribute, material.defaultAttributeValues[ key ] );
  1444. }
  1445. }
  1446. }
  1447. }
  1448. state.disableUnusedAttributes();
  1449. }
  1450. this.renderBufferDirect = function ( camera, lights, fog, material, geometry, object ) {
  1451. if ( material.visible === false ) return;
  1452. updateObject( object );
  1453. var program = setProgram( camera, lights, fog, material, object );
  1454. var updateBuffers = false,
  1455. wireframeBit = material.wireframe ? 1 : 0,
  1456. geometryProgram = 'direct_' + geometry.id + '_' + program.id + '_' + wireframeBit;
  1457. if ( geometryProgram !== _currentGeometryProgram ) {
  1458. _currentGeometryProgram = geometryProgram;
  1459. updateBuffers = true;
  1460. }
  1461. if ( updateBuffers ) {
  1462. state.initAttributes();
  1463. }
  1464. // render mesh
  1465. if ( object instanceof THREE.Mesh ) {
  1466. var mode = material.wireframe === true ? _gl.LINES : _gl.TRIANGLES;
  1467. var index = geometry.attributes.index;
  1468. if ( index ) {
  1469. // indexed triangles
  1470. var type, size;
  1471. if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
  1472. type = _gl.UNSIGNED_INT;
  1473. size = 4;
  1474. } else {
  1475. type = _gl.UNSIGNED_SHORT;
  1476. size = 2;
  1477. }
  1478. var offsets = geometry.offsets;
  1479. if ( offsets.length === 0 ) {
  1480. if ( updateBuffers ) {
  1481. setupVertexAttributes( material, program, geometry, 0 );
  1482. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  1483. }
  1484. _gl.drawElements( mode, index.array.length, type, 0 );
  1485. _this.info.render.calls ++;
  1486. _this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
  1487. _this.info.render.faces += index.array.length / 3;
  1488. } else {
  1489. // if there is more than 1 chunk
  1490. // must set attribute pointers to use new offsets for each chunk
  1491. // even if geometry and materials didn't change
  1492. updateBuffers = true;
  1493. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  1494. var startIndex = offsets[ i ].index;
  1495. if ( updateBuffers ) {
  1496. setupVertexAttributes( material, program, geometry, startIndex );
  1497. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  1498. }
  1499. // render indexed triangles
  1500. _gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size );
  1501. _this.info.render.calls ++;
  1502. _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
  1503. _this.info.render.faces += offsets[ i ].count / 3;
  1504. }
  1505. }
  1506. } else {
  1507. // non-indexed triangles
  1508. if ( updateBuffers ) {
  1509. setupVertexAttributes( material, program, geometry, 0 );
  1510. }
  1511. var position = geometry.attributes[ 'position' ];
  1512. // render non-indexed triangles
  1513. _gl.drawArrays( mode, 0, position.array.length / position.itemSize );
  1514. _this.info.render.calls ++;
  1515. _this.info.render.vertices += position.array.length / position.itemSize;
  1516. _this.info.render.faces += position.array.length / ( 3 * position.itemSize );
  1517. }
  1518. } else if ( object instanceof THREE.PointCloud ) {
  1519. // render particles
  1520. var mode = _gl.POINTS;
  1521. var index = geometry.attributes.index;
  1522. if ( index ) {
  1523. // indexed points
  1524. var type, size;
  1525. if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
  1526. type = _gl.UNSIGNED_INT;
  1527. size = 4;
  1528. } else {
  1529. type = _gl.UNSIGNED_SHORT;
  1530. size = 2;
  1531. }
  1532. var offsets = geometry.offsets;
  1533. if ( offsets.length === 0 ) {
  1534. if ( updateBuffers ) {
  1535. setupVertexAttributes( material, program, geometry, 0 );
  1536. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  1537. }
  1538. _gl.drawElements( mode, index.array.length, type, 0);
  1539. _this.info.render.calls ++;
  1540. _this.info.render.points += index.array.length;
  1541. } else {
  1542. // if there is more than 1 chunk
  1543. // must set attribute pointers to use new offsets for each chunk
  1544. // even if geometry and materials didn't change
  1545. if ( offsets.length > 1 ) updateBuffers = true;
  1546. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  1547. var startIndex = offsets[ i ].index;
  1548. if ( updateBuffers ) {
  1549. setupVertexAttributes( material, program, geometry, startIndex );
  1550. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  1551. }
  1552. // render indexed points
  1553. _gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size );
  1554. _this.info.render.calls ++;
  1555. _this.info.render.points += offsets[ i ].count;
  1556. }
  1557. }
  1558. } else {
  1559. // non-indexed points
  1560. if ( updateBuffers ) {
  1561. setupVertexAttributes( material, program, geometry, 0 );
  1562. }
  1563. var position = geometry.attributes.position;
  1564. var offsets = geometry.offsets;
  1565. if ( offsets.length === 0 ) {
  1566. _gl.drawArrays( mode, 0, position.array.length / 3 );
  1567. _this.info.render.calls ++;
  1568. _this.info.render.points += position.array.length / 3;
  1569. } else {
  1570. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  1571. _gl.drawArrays( mode, offsets[ i ].index, offsets[ i ].count );
  1572. _this.info.render.calls ++;
  1573. _this.info.render.points += offsets[ i ].count;
  1574. }
  1575. }
  1576. }
  1577. } else if ( object instanceof THREE.Line ) {
  1578. var mode = ( object.mode === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  1579. state.setLineWidth( material.linewidth * pixelRatio );
  1580. var index = geometry.attributes.index;
  1581. if ( index ) {
  1582. // indexed lines
  1583. var type, size;
  1584. if ( index.array instanceof Uint32Array ) {
  1585. type = _gl.UNSIGNED_INT;
  1586. size = 4;
  1587. } else {
  1588. type = _gl.UNSIGNED_SHORT;
  1589. size = 2;
  1590. }
  1591. var offsets = geometry.offsets;
  1592. if ( offsets.length === 0 ) {
  1593. if ( updateBuffers ) {
  1594. setupVertexAttributes( material, program, geometry, 0 );
  1595. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  1596. }
  1597. _gl.drawElements( mode, index.array.length, type, 0 ); // 2 bytes per Uint16Array
  1598. _this.info.render.calls ++;
  1599. _this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
  1600. } else {
  1601. // if there is more than 1 chunk
  1602. // must set attribute pointers to use new offsets for each chunk
  1603. // even if geometry and materials didn't change
  1604. if ( offsets.length > 1 ) updateBuffers = true;
  1605. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  1606. var startIndex = offsets[ i ].index;
  1607. if ( updateBuffers ) {
  1608. setupVertexAttributes( material, program, geometry, startIndex );
  1609. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  1610. }
  1611. // render indexed lines
  1612. _gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size ); // 2 bytes per Uint16Array
  1613. _this.info.render.calls ++;
  1614. _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
  1615. }
  1616. }
  1617. } else {
  1618. // non-indexed lines
  1619. if ( updateBuffers ) {
  1620. setupVertexAttributes( material, program, geometry, 0 );
  1621. }
  1622. var position = geometry.attributes.position;
  1623. var offsets = geometry.offsets;
  1624. if ( offsets.length === 0 ) {
  1625. _gl.drawArrays( mode, 0, position.array.length / 3 );
  1626. _this.info.render.calls ++;
  1627. _this.info.render.vertices += position.array.length / 3;
  1628. } else {
  1629. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  1630. _gl.drawArrays( mode, offsets[ i ].index, offsets[ i ].count );
  1631. _this.info.render.calls ++;
  1632. _this.info.render.vertices += offsets[ i ].count;
  1633. }
  1634. }
  1635. }
  1636. }
  1637. };
  1638. this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {
  1639. if ( material.visible === false ) return;
  1640. updateObject( object );
  1641. var program = setProgram( camera, lights, fog, material, object );
  1642. var attributes = program.attributes;
  1643. var updateBuffers = false,
  1644. wireframeBit = material.wireframe ? 1 : 0,
  1645. geometryProgram = geometryGroup.id + '_' + program.id + '_' + wireframeBit;
  1646. if ( geometryProgram !== _currentGeometryProgram ) {
  1647. _currentGeometryProgram = geometryProgram;
  1648. updateBuffers = true;
  1649. }
  1650. if ( updateBuffers ) {
  1651. state.initAttributes();
  1652. }
  1653. // vertices
  1654. if ( ! material.morphTargets && attributes.position >= 0 ) {
  1655. if ( updateBuffers ) {
  1656. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1657. state.enableAttribute( attributes.position );
  1658. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1659. }
  1660. } else {
  1661. if ( object.morphTargetBase ) {
  1662. setupMorphTargets( material, geometryGroup, object );
  1663. }
  1664. }
  1665. if ( updateBuffers ) {
  1666. // custom attributes
  1667. // Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
  1668. if ( geometryGroup.__webglCustomAttributesList ) {
  1669. for ( var i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
  1670. var attribute = geometryGroup.__webglCustomAttributesList[ i ];
  1671. if ( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {
  1672. _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
  1673. state.enableAttribute( attributes[ attribute.buffer.belongsToAttribute ] );
  1674. _gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );
  1675. }
  1676. }
  1677. }
  1678. // colors
  1679. if ( attributes.color >= 0 ) {
  1680. if ( object.geometry.colors.length > 0 || object.geometry.faces.length > 0 ) {
  1681. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1682. state.enableAttribute( attributes.color );
  1683. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  1684. } else if ( material.defaultAttributeValues !== undefined ) {
  1685. _gl.vertexAttrib3fv( attributes.color, material.defaultAttributeValues.color );
  1686. }
  1687. }
  1688. // normals
  1689. if ( attributes.normal >= 0 ) {
  1690. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1691. state.enableAttribute( attributes.normal );
  1692. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1693. }
  1694. // tangents
  1695. if ( attributes.tangent >= 0 ) {
  1696. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1697. state.enableAttribute( attributes.tangent );
  1698. _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
  1699. }
  1700. // uvs
  1701. if ( attributes.uv >= 0 ) {
  1702. if ( object.geometry.faceVertexUvs[ 0 ] ) {
  1703. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1704. state.enableAttribute( attributes.uv );
  1705. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  1706. } else if ( material.defaultAttributeValues !== undefined ) {
  1707. _gl.vertexAttrib2fv( attributes.uv, material.defaultAttributeValues.uv );
  1708. }
  1709. }
  1710. if ( attributes.uv2 >= 0 ) {
  1711. if ( object.geometry.faceVertexUvs[ 1 ] ) {
  1712. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1713. state.enableAttribute( attributes.uv2 );
  1714. _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
  1715. } else if ( material.defaultAttributeValues !== undefined ) {
  1716. _gl.vertexAttrib2fv( attributes.uv2, material.defaultAttributeValues.uv2 );
  1717. }
  1718. }
  1719. if ( material.skinning &&
  1720. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  1721. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1722. state.enableAttribute( attributes.skinIndex );
  1723. _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
  1724. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1725. state.enableAttribute( attributes.skinWeight );
  1726. _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
  1727. }
  1728. // line distances
  1729. if ( attributes.lineDistance >= 0 ) {
  1730. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglLineDistanceBuffer );
  1731. state.enableAttribute( attributes.lineDistance );
  1732. _gl.vertexAttribPointer( attributes.lineDistance, 1, _gl.FLOAT, false, 0, 0 );
  1733. }
  1734. }
  1735. state.disableUnusedAttributes();
  1736. // render mesh
  1737. if ( object instanceof THREE.Mesh ) {
  1738. var type = geometryGroup.__typeArray === Uint32Array ? _gl.UNSIGNED_INT : _gl.UNSIGNED_SHORT;
  1739. // wireframe
  1740. if ( material.wireframe ) {
  1741. state.setLineWidth( material.wireframeLinewidth * pixelRatio );
  1742. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1743. _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, type, 0 );
  1744. // triangles
  1745. } else {
  1746. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1747. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, type, 0 );
  1748. }
  1749. _this.info.render.calls ++;
  1750. _this.info.render.vertices += geometryGroup.__webglFaceCount;
  1751. _this.info.render.faces += geometryGroup.__webglFaceCount / 3;
  1752. // render lines
  1753. } else if ( object instanceof THREE.Line ) {
  1754. var mode = ( object.mode === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  1755. state.setLineWidth( material.linewidth * pixelRatio );
  1756. _gl.drawArrays( mode, 0, geometryGroup.__webglLineCount );
  1757. _this.info.render.calls ++;
  1758. // render particles
  1759. } else if ( object instanceof THREE.PointCloud ) {
  1760. _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
  1761. _this.info.render.calls ++;
  1762. _this.info.render.points += geometryGroup.__webglParticleCount;
  1763. }
  1764. };
  1765. function setupMorphTargets ( material, geometryGroup, object ) {
  1766. // set base
  1767. var attributes = material.program.attributes;
  1768. if ( object.morphTargetBase !== - 1 && attributes.position >= 0 ) {
  1769. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
  1770. state.enableAttribute( attributes.position );
  1771. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1772. } else if ( attributes.position >= 0 ) {
  1773. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1774. state.enableAttribute( attributes.position );
  1775. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1776. }
  1777. if ( object.morphTargetForcedOrder.length ) {
  1778. // set forced order
  1779. var m = 0;
  1780. var order = object.morphTargetForcedOrder;
  1781. var influences = object.morphTargetInfluences;
  1782. var attribute;
  1783. while ( m < material.numSupportedMorphTargets && m < order.length ) {
  1784. attribute = attributes[ 'morphTarget' + m ];
  1785. if ( attribute >= 0 ) {
  1786. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
  1787. state.enableAttribute( attribute );
  1788. _gl.vertexAttribPointer( attribute, 3, _gl.FLOAT, false, 0, 0 );
  1789. }
  1790. attribute = attributes[ 'morphNormal' + m ];
  1791. if ( attribute >= 0 && material.morphNormals ) {
  1792. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] );
  1793. state.enableAttribute( attribute );
  1794. _gl.vertexAttribPointer( attribute, 3, _gl.FLOAT, false, 0, 0 );
  1795. }
  1796. object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];
  1797. m ++;
  1798. }
  1799. } else {
  1800. // find the most influencing
  1801. var activeInfluenceIndices = [];
  1802. var influences = object.morphTargetInfluences;
  1803. var morphTargets = object.geometry.morphTargets;
  1804. if ( influences.length > morphTargets.length ) {
  1805. THREE.warn( 'THREE.WebGLRenderer: Influences array is bigger than morphTargets array.' );
  1806. influences.length = morphTargets.length;
  1807. }
  1808. for ( var i = 0, il = influences.length; i < il; i ++ ) {
  1809. var influence = influences[ i ];
  1810. activeInfluenceIndices.push( [ influence, i ] );
  1811. }
  1812. if ( activeInfluenceIndices.length > material.numSupportedMorphTargets ) {
  1813. activeInfluenceIndices.sort( numericalSort );
  1814. activeInfluenceIndices.length = material.numSupportedMorphTargets;
  1815. } else if ( activeInfluenceIndices.length > material.numSupportedMorphNormals ) {
  1816. activeInfluenceIndices.sort( numericalSort );
  1817. } else if ( activeInfluenceIndices.length === 0 ) {
  1818. activeInfluenceIndices.push( [ 0, 0 ] );
  1819. }
  1820. var attribute;
  1821. for ( var m = 0, ml = material.numSupportedMorphTargets; m < ml; m ++ ) {
  1822. if ( activeInfluenceIndices[ m ] ) {
  1823. var influenceIndex = activeInfluenceIndices[ m ][ 1 ];
  1824. attribute = attributes[ 'morphTarget' + m ];
  1825. if ( attribute >= 0 ) {
  1826. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] );
  1827. state.enableAttribute( attribute );
  1828. _gl.vertexAttribPointer( attribute, 3, _gl.FLOAT, false, 0, 0 );
  1829. }
  1830. attribute = attributes[ 'morphNormal' + m ];
  1831. if ( attribute >= 0 && material.morphNormals ) {
  1832. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ influenceIndex ] );
  1833. state.enableAttribute( attribute );
  1834. _gl.vertexAttribPointer( attribute, 3, _gl.FLOAT, false, 0, 0 );
  1835. }
  1836. object.__webglMorphTargetInfluences[ m ] = influences[ influenceIndex ];
  1837. } else {
  1838. /*
  1839. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1840. if ( material.morphNormals ) {
  1841. _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1842. }
  1843. */
  1844. object.__webglMorphTargetInfluences[ m ] = 0;
  1845. }
  1846. }
  1847. }
  1848. // load updated influences uniform
  1849. if ( material.program.uniforms.morphTargetInfluences !== null ) {
  1850. _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
  1851. }
  1852. }
  1853. // Sorting
  1854. function painterSortStable ( a, b ) {
  1855. if ( a.object.renderOrder !== b.object.renderOrder ) {
  1856. return a.object.renderOrder - b.object.renderOrder;
  1857. } else if ( a.material.id !== b.material.id ) {
  1858. return a.material.id - b.material.id;
  1859. } else if ( a.z !== b.z ) {
  1860. return a.z - b.z;
  1861. } else {
  1862. return a.id - b.id;
  1863. }
  1864. }
  1865. function reversePainterSortStable ( a, b ) {
  1866. if ( a.object.renderOrder !== b.object.renderOrder ) {
  1867. return a.object.renderOrder - b.object.renderOrder;
  1868. } if ( a.z !== b.z ) {
  1869. return b.z - a.z;
  1870. } else {
  1871. return a.id - b.id;
  1872. }
  1873. }
  1874. function numericalSort ( a, b ) {
  1875. return b[ 0 ] - a[ 0 ];
  1876. }
  1877. // Rendering
  1878. this.render = function ( scene, camera, renderTarget, forceClear ) {
  1879. if ( camera instanceof THREE.Camera === false ) {
  1880. THREE.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  1881. return;
  1882. }
  1883. var fog = scene.fog;
  1884. // reset caching for this frame
  1885. _currentGeometryProgram = '';
  1886. _currentMaterialId = - 1;
  1887. _currentCamera = null;
  1888. _lightsNeedUpdate = true;
  1889. // update scene graph
  1890. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  1891. // update camera matrices and frustum
  1892. if ( camera.parent === undefined ) camera.updateMatrixWorld();
  1893. // update Skeleton objects
  1894. scene.traverse( function ( object ) {
  1895. if ( object instanceof THREE.SkinnedMesh ) {
  1896. object.skeleton.update();
  1897. }
  1898. } );
  1899. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  1900. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  1901. _frustum.setFromMatrix( _projScreenMatrix );
  1902. lights.length = 0;
  1903. opaqueObjects.length = 0;
  1904. transparentObjects.length = 0;
  1905. sprites.length = 0;
  1906. lensFlares.length = 0;
  1907. projectObject( scene );
  1908. if ( _this.sortObjects === true ) {
  1909. opaqueObjects.sort( painterSortStable );
  1910. transparentObjects.sort( reversePainterSortStable );
  1911. }
  1912. // custom render plugins (pre pass)
  1913. shadowMapPlugin.render( scene, camera );
  1914. //
  1915. _this.info.render.calls = 0;
  1916. _this.info.render.vertices = 0;
  1917. _this.info.render.faces = 0;
  1918. _this.info.render.points = 0;
  1919. this.setRenderTarget( renderTarget );
  1920. if ( this.autoClear || forceClear ) {
  1921. this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
  1922. }
  1923. // set matrices for immediate objects
  1924. for ( var i = 0, il = _webglObjectsImmediate.length; i < il; i ++ ) {
  1925. var webglObject = _webglObjectsImmediate[ i ];
  1926. var object = webglObject.object;
  1927. if ( object.visible ) {
  1928. setupMatrices( object, camera );
  1929. unrollImmediateBufferMaterial( webglObject );
  1930. }
  1931. }
  1932. if ( scene.overrideMaterial ) {
  1933. var overrideMaterial = scene.overrideMaterial;
  1934. setMaterial( overrideMaterial );
  1935. renderObjects( opaqueObjects, camera, lights, fog, overrideMaterial );
  1936. renderObjects( transparentObjects, camera, lights, fog, overrideMaterial );
  1937. renderObjectsImmediate( _webglObjectsImmediate, '', camera, lights, fog, overrideMaterial );
  1938. } else {
  1939. // opaque pass (front-to-back order)
  1940. state.setBlending( THREE.NoBlending );
  1941. renderObjects( opaqueObjects, camera, lights, fog, null );
  1942. renderObjectsImmediate( _webglObjectsImmediate, 'opaque', camera, lights, fog, null );
  1943. // transparent pass (back-to-front order)
  1944. renderObjects( transparentObjects, camera, lights, fog, null );
  1945. renderObjectsImmediate( _webglObjectsImmediate, 'transparent', camera, lights, fog, null );
  1946. }
  1947. // custom render plugins (post pass)
  1948. spritePlugin.render( scene, camera );
  1949. lensFlarePlugin.render( scene, camera, _currentWidth, _currentHeight );
  1950. // Generate mipmap if we're using any kind of mipmap filtering
  1951. if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
  1952. updateRenderTargetMipmap( renderTarget );
  1953. }
  1954. // Ensure depth buffer writing is enabled so it can be cleared on next render
  1955. state.setDepthTest( true );
  1956. state.setDepthWrite( true );
  1957. state.setColorWrite( true );
  1958. // _gl.finish();
  1959. };
  1960. function projectObject( object ) {
  1961. if ( object.visible === false ) return;
  1962. if ( object instanceof THREE.Scene || object instanceof THREE.Group ) {
  1963. // skip
  1964. } else {
  1965. initObject( object );
  1966. if ( object instanceof THREE.Light ) {
  1967. lights.push( object );
  1968. } else if ( object instanceof THREE.Sprite ) {
  1969. sprites.push( object );
  1970. } else if ( object instanceof THREE.LensFlare ) {
  1971. lensFlares.push( object );
  1972. } else {
  1973. var webglObjects = _webglObjects[ object.id ];
  1974. if ( webglObjects && ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) {
  1975. for ( var i = 0, l = webglObjects.length; i < l; i ++ ) {
  1976. var webglObject = webglObjects[ i ];
  1977. unrollBufferMaterial( webglObject );
  1978. webglObject.render = true;
  1979. if ( _this.sortObjects === true ) {
  1980. _vector3.setFromMatrixPosition( object.matrixWorld );
  1981. _vector3.applyProjection( _projScreenMatrix );
  1982. webglObject.z = _vector3.z;
  1983. }
  1984. }
  1985. }
  1986. }
  1987. }
  1988. for ( var i = 0, l = object.children.length; i < l; i ++ ) {
  1989. projectObject( object.children[ i ] );
  1990. }
  1991. }
  1992. function renderObjects( renderList, camera, lights, fog, overrideMaterial ) {
  1993. var material;
  1994. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  1995. var webglObject = renderList[ i ];
  1996. var object = webglObject.object;
  1997. var buffer = webglObject.buffer;
  1998. setupMatrices( object, camera );
  1999. if ( overrideMaterial ) {
  2000. material = overrideMaterial;
  2001. } else {
  2002. material = webglObject.material;
  2003. if ( ! material ) continue;
  2004. setMaterial( material );
  2005. }
  2006. _this.setMaterialFaces( material );
  2007. if ( buffer instanceof THREE.BufferGeometry ) {
  2008. _this.renderBufferDirect( camera, lights, fog, material, buffer, object );
  2009. } else {
  2010. _this.renderBuffer( camera, lights, fog, material, buffer, object );
  2011. }
  2012. }
  2013. }
  2014. function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, overrideMaterial ) {
  2015. var material;
  2016. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  2017. var webglObject = renderList[ i ];
  2018. var object = webglObject.object;
  2019. if ( object.visible ) {
  2020. if ( overrideMaterial ) {
  2021. material = overrideMaterial;
  2022. } else {
  2023. material = webglObject[ materialType ];
  2024. if ( ! material ) continue;
  2025. setMaterial( material );
  2026. }
  2027. _this.renderImmediateObject( camera, lights, fog, material, object );
  2028. }
  2029. }
  2030. }
  2031. this.renderImmediateObject = function ( camera, lights, fog, material, object ) {
  2032. var program = setProgram( camera, lights, fog, material, object );
  2033. _currentGeometryProgram = '';
  2034. _this.setMaterialFaces( material );
  2035. if ( object.immediateRenderCallback ) {
  2036. object.immediateRenderCallback( program, _gl, _frustum );
  2037. } else {
  2038. object.render( function ( object ) { _this.renderBufferImmediate( object, program, material ); } );
  2039. }
  2040. };
  2041. function unrollImmediateBufferMaterial ( globject ) {
  2042. var object = globject.object,
  2043. material = object.material;
  2044. if ( material.transparent ) {
  2045. globject.transparent = material;
  2046. globject.opaque = null;
  2047. } else {
  2048. globject.opaque = material;
  2049. globject.transparent = null;
  2050. }
  2051. }
  2052. function unrollBufferMaterial ( globject ) {
  2053. var object = globject.object;
  2054. var buffer = globject.buffer;
  2055. var geometry = object.geometry;
  2056. var material = object.material;
  2057. if ( material instanceof THREE.MeshFaceMaterial ) {
  2058. var materialIndex = geometry instanceof THREE.BufferGeometry ? 0 : buffer.materialIndex;
  2059. material = material.materials[ materialIndex ];
  2060. globject.material = material;
  2061. if ( material.transparent ) {
  2062. transparentObjects.push( globject );
  2063. } else {
  2064. opaqueObjects.push( globject );
  2065. }
  2066. } else if ( material ) {
  2067. globject.material = material;
  2068. if ( material.transparent ) {
  2069. transparentObjects.push( globject );
  2070. } else {
  2071. opaqueObjects.push( globject );
  2072. }
  2073. }
  2074. }
  2075. function initObject( object ) {
  2076. if ( object.__webglInit === undefined ) {
  2077. object.__webglInit = true;
  2078. object._modelViewMatrix = new THREE.Matrix4();
  2079. object._normalMatrix = new THREE.Matrix3();
  2080. object.addEventListener( 'removed', onObjectRemoved );
  2081. }
  2082. var geometry = object.geometry;
  2083. if ( geometry === undefined ) {
  2084. // ImmediateRenderObject
  2085. } else if ( geometry.__webglInit === undefined ) {
  2086. geometry.__webglInit = true;
  2087. geometry.addEventListener( 'dispose', onGeometryDispose );
  2088. if ( geometry instanceof THREE.BufferGeometry ) {
  2089. _this.info.memory.geometries ++;
  2090. } else if ( object instanceof THREE.Mesh ) {
  2091. initGeometryGroups( object, geometry );
  2092. } else if ( object instanceof THREE.Line ) {
  2093. if ( geometry.__webglVertexBuffer === undefined ) {
  2094. createLineBuffers( geometry );
  2095. initLineBuffers( geometry, object );
  2096. geometry.verticesNeedUpdate = true;
  2097. geometry.colorsNeedUpdate = true;
  2098. geometry.lineDistancesNeedUpdate = true;
  2099. }
  2100. } else if ( object instanceof THREE.PointCloud ) {
  2101. if ( geometry.__webglVertexBuffer === undefined ) {
  2102. createParticleBuffers( geometry );
  2103. initParticleBuffers( geometry, object );
  2104. geometry.verticesNeedUpdate = true;
  2105. geometry.colorsNeedUpdate = true;
  2106. }
  2107. }
  2108. }
  2109. if ( object.__webglActive === undefined) {
  2110. object.__webglActive = true;
  2111. if ( object instanceof THREE.Mesh ) {
  2112. if ( geometry instanceof THREE.BufferGeometry ) {
  2113. addBuffer( _webglObjects, geometry, object );
  2114. } else if ( geometry instanceof THREE.Geometry ) {
  2115. var geometryGroupsList = geometryGroups[ geometry.id ];
  2116. for ( var i = 0,l = geometryGroupsList.length; i < l; i ++ ) {
  2117. addBuffer( _webglObjects, geometryGroupsList[ i ], object );
  2118. }
  2119. }
  2120. } else if ( object instanceof THREE.Line || object instanceof THREE.PointCloud ) {
  2121. addBuffer( _webglObjects, geometry, object );
  2122. } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
  2123. addBufferImmediate( _webglObjectsImmediate, object );
  2124. }
  2125. }
  2126. }
  2127. // Geometry splitting
  2128. var geometryGroups = {};
  2129. var geometryGroupCounter = 0;
  2130. function makeGroups( geometry, usesFaceMaterial ) {
  2131. var maxVerticesInGroup = extensions.get( 'OES_element_index_uint' ) ? 4294967296 : 65535;
  2132. var groupHash, hash_map = {};
  2133. var numMorphTargets = geometry.morphTargets.length;
  2134. var numMorphNormals = geometry.morphNormals.length;
  2135. var group;
  2136. var groups = {};
  2137. var groupsList = [];
  2138. for ( var f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
  2139. var face = geometry.faces[ f ];
  2140. var materialIndex = usesFaceMaterial ? face.materialIndex : 0;
  2141. if ( ! ( materialIndex in hash_map ) ) {
  2142. hash_map[ materialIndex ] = { hash: materialIndex, counter: 0 };
  2143. }
  2144. groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
  2145. if ( ! ( groupHash in groups ) ) {
  2146. group = {
  2147. id: geometryGroupCounter ++,
  2148. faces3: [],
  2149. materialIndex: materialIndex,
  2150. vertices: 0,
  2151. numMorphTargets: numMorphTargets,
  2152. numMorphNormals: numMorphNormals
  2153. };
  2154. groups[ groupHash ] = group;
  2155. groupsList.push( group );
  2156. }
  2157. if ( groups[ groupHash ].vertices + 3 > maxVerticesInGroup ) {
  2158. hash_map[ materialIndex ].counter += 1;
  2159. groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
  2160. if ( ! ( groupHash in groups ) ) {
  2161. group = {
  2162. id: geometryGroupCounter ++,
  2163. faces3: [],
  2164. materialIndex: materialIndex,
  2165. vertices: 0,
  2166. numMorphTargets: numMorphTargets,
  2167. numMorphNormals: numMorphNormals
  2168. };
  2169. groups[ groupHash ] = group;
  2170. groupsList.push( group );
  2171. }
  2172. }
  2173. groups[ groupHash ].faces3.push( f );
  2174. groups[ groupHash ].vertices += 3;
  2175. }
  2176. return groupsList;
  2177. }
  2178. function initGeometryGroups( object, geometry ) {
  2179. var material = object.material, addBuffers = false;
  2180. if ( geometryGroups[ geometry.id ] === undefined || geometry.groupsNeedUpdate === true ) {
  2181. delete _webglObjects[ object.id ];
  2182. geometryGroups[ geometry.id ] = makeGroups( geometry, material instanceof THREE.MeshFaceMaterial );
  2183. geometry.groupsNeedUpdate = false;
  2184. }
  2185. var geometryGroupsList = geometryGroups[ geometry.id ];
  2186. // create separate VBOs per geometry chunk
  2187. for ( var i = 0, il = geometryGroupsList.length; i < il; i ++ ) {
  2188. var geometryGroup = geometryGroupsList[ i ];
  2189. // initialise VBO on the first access
  2190. if ( geometryGroup.__webglVertexBuffer === undefined ) {
  2191. createMeshBuffers( geometryGroup );
  2192. initMeshBuffers( geometryGroup, object );
  2193. geometry.verticesNeedUpdate = true;
  2194. geometry.morphTargetsNeedUpdate = true;
  2195. geometry.elementsNeedUpdate = true;
  2196. geometry.uvsNeedUpdate = true;
  2197. geometry.normalsNeedUpdate = true;
  2198. geometry.tangentsNeedUpdate = true;
  2199. geometry.colorsNeedUpdate = true;
  2200. addBuffers = true;
  2201. } else {
  2202. addBuffers = false;
  2203. }
  2204. if ( addBuffers || object.__webglActive === undefined ) {
  2205. addBuffer( _webglObjects, geometryGroup, object );
  2206. }
  2207. }
  2208. object.__webglActive = true;
  2209. }
  2210. function addBuffer( objlist, buffer, object ) {
  2211. var id = object.id;
  2212. objlist[id] = objlist[id] || [];
  2213. objlist[id].push(
  2214. {
  2215. id: id,
  2216. buffer: buffer,
  2217. object: object,
  2218. material: null,
  2219. z: 0
  2220. }
  2221. );
  2222. };
  2223. function addBufferImmediate( objlist, object ) {
  2224. objlist.push(
  2225. {
  2226. id: null,
  2227. object: object,
  2228. opaque: null,
  2229. transparent: null,
  2230. z: 0
  2231. }
  2232. );
  2233. };
  2234. // Objects updates
  2235. function updateObject( object ) {
  2236. var geometry = object.geometry;
  2237. if ( geometry instanceof THREE.BufferGeometry ) {
  2238. var attributes = geometry.attributes;
  2239. var attributesKeys = geometry.attributesKeys;
  2240. for ( var i = 0, l = attributesKeys.length; i < l; i ++ ) {
  2241. var key = attributesKeys[ i ];
  2242. var attribute = attributes[ key ];
  2243. var bufferType = ( key === 'index' ) ? _gl.ELEMENT_ARRAY_BUFFER : _gl.ARRAY_BUFFER;
  2244. if ( attribute.buffer === undefined ) {
  2245. attribute.buffer = _gl.createBuffer();
  2246. _gl.bindBuffer( bufferType, attribute.buffer );
  2247. _gl.bufferData( bufferType, attribute.array, ( attribute instanceof THREE.DynamicBufferAttribute ) ? _gl.DYNAMIC_DRAW : _gl.STATIC_DRAW );
  2248. attribute.needsUpdate = false;
  2249. } else if ( attribute.needsUpdate === true ) {
  2250. _gl.bindBuffer( bufferType, attribute.buffer );
  2251. if ( attribute.updateRange === undefined || attribute.updateRange.count === -1 ) { // Not using update ranges
  2252. _gl.bufferSubData( bufferType, 0, attribute.array );
  2253. } else if ( attribute.updateRange.count === 0 ) {
  2254. THREE.error( 'THREE.WebGLRenderer.updateObject: using updateRange for THREE.DynamicBufferAttribute and marked as needsUpdate but count is 0, ensure you are using set methods or updating manually.' );
  2255. } else {
  2256. _gl.bufferSubData( bufferType, attribute.updateRange.offset * attribute.array.BYTES_PER_ELEMENT,
  2257. attribute.array.subarray( attribute.updateRange.offset, attribute.updateRange.offset + attribute.updateRange.count ) );
  2258. attribute.updateRange.count = 0; // reset range
  2259. }
  2260. attribute.needsUpdate = false;
  2261. }
  2262. }
  2263. } else if ( object instanceof THREE.Mesh ) {
  2264. // check all geometry groups
  2265. if ( geometry.groupsNeedUpdate === true ) {
  2266. initGeometryGroups( object, geometry );
  2267. }
  2268. var geometryGroupsList = geometryGroups[ geometry.id ];
  2269. for ( var i = 0, il = geometryGroupsList.length; i < il; i ++ ) {
  2270. var geometryGroup = geometryGroupsList[ i ];
  2271. var material = getBufferMaterial( object, geometryGroup );
  2272. var customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2273. if ( geometry.verticesNeedUpdate || geometry.morphTargetsNeedUpdate || geometry.elementsNeedUpdate ||
  2274. geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
  2275. geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate || customAttributesDirty ) {
  2276. setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, ! geometry.dynamic, material );
  2277. }
  2278. }
  2279. geometry.verticesNeedUpdate = false;
  2280. geometry.morphTargetsNeedUpdate = false;
  2281. geometry.elementsNeedUpdate = false;
  2282. geometry.uvsNeedUpdate = false;
  2283. geometry.normalsNeedUpdate = false;
  2284. geometry.colorsNeedUpdate = false;
  2285. geometry.tangentsNeedUpdate = false;
  2286. material.attributes && clearCustomAttributes( material );
  2287. } else if ( object instanceof THREE.Line ) {
  2288. var material = getBufferMaterial( object, geometry );
  2289. var customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2290. if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.lineDistancesNeedUpdate || customAttributesDirty ) {
  2291. setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
  2292. }
  2293. geometry.verticesNeedUpdate = false;
  2294. geometry.colorsNeedUpdate = false;
  2295. geometry.lineDistancesNeedUpdate = false;
  2296. material.attributes && clearCustomAttributes( material );
  2297. } else if ( object instanceof THREE.PointCloud ) {
  2298. var material = getBufferMaterial( object, geometry );
  2299. var customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2300. if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || customAttributesDirty ) {
  2301. setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
  2302. }
  2303. geometry.verticesNeedUpdate = false;
  2304. geometry.colorsNeedUpdate = false;
  2305. material.attributes && clearCustomAttributes( material );
  2306. }
  2307. }
  2308. // Objects updates - custom attributes check
  2309. function areCustomAttributesDirty( material ) {
  2310. for ( var name in material.attributes ) {
  2311. if ( material.attributes[ name ].needsUpdate ) return true;
  2312. }
  2313. return false;
  2314. }
  2315. function clearCustomAttributes( material ) {
  2316. for ( var name in material.attributes ) {
  2317. material.attributes[ name ].needsUpdate = false;
  2318. }
  2319. }
  2320. // Objects removal
  2321. function removeObject( object ) {
  2322. if ( object instanceof THREE.Mesh ||
  2323. object instanceof THREE.PointCloud ||
  2324. object instanceof THREE.Line ) {
  2325. delete _webglObjects[ object.id ];
  2326. } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
  2327. removeInstances( _webglObjectsImmediate, object );
  2328. }
  2329. delete object.__webglInit;
  2330. delete object._modelViewMatrix;
  2331. delete object._normalMatrix;
  2332. delete object.__webglActive;
  2333. }
  2334. function removeInstances( objlist, object ) {
  2335. for ( var o = objlist.length - 1; o >= 0; o -- ) {
  2336. if ( objlist[ o ].object === object ) {
  2337. objlist.splice( o, 1 );
  2338. }
  2339. }
  2340. }
  2341. // Materials
  2342. var shaderIDs = {
  2343. MeshDepthMaterial: 'depth',
  2344. MeshNormalMaterial: 'normal',
  2345. MeshBasicMaterial: 'basic',
  2346. MeshLambertMaterial: 'lambert',
  2347. MeshPhongMaterial: 'phong',
  2348. LineBasicMaterial: 'basic',
  2349. LineDashedMaterial: 'dashed',
  2350. PointCloudMaterial: 'particle_basic'
  2351. };
  2352. function initMaterial( material, lights, fog, object ) {
  2353. material.addEventListener( 'dispose', onMaterialDispose );
  2354. var shaderID = shaderIDs[ material.type ];
  2355. if ( shaderID ) {
  2356. var shader = THREE.ShaderLib[ shaderID ];
  2357. material.__webglShader = {
  2358. uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
  2359. vertexShader: shader.vertexShader,
  2360. fragmentShader: shader.fragmentShader
  2361. }
  2362. } else {
  2363. material.__webglShader = {
  2364. uniforms: material.uniforms,
  2365. vertexShader: material.vertexShader,
  2366. fragmentShader: material.fragmentShader
  2367. }
  2368. }
  2369. // heuristics to create shader parameters according to lights in the scene
  2370. // (not to blow over maxLights budget)
  2371. var maxLightCount = allocateLights( lights );
  2372. var maxShadows = allocateShadows( lights );
  2373. var maxBones = allocateBones( object );
  2374. var parameters = {
  2375. precision: _precision,
  2376. supportsVertexTextures: _supportsVertexTextures,
  2377. map: !! material.map,
  2378. envMap: !! material.envMap,
  2379. envMapMode: material.envMap && material.envMap.mapping,
  2380. lightMap: !! material.lightMap,
  2381. aoMap: !! material.aoMap,
  2382. bumpMap: !! material.bumpMap,
  2383. normalMap: !! material.normalMap,
  2384. specularMap: !! material.specularMap,
  2385. alphaMap: !! material.alphaMap,
  2386. combine: material.combine,
  2387. vertexColors: material.vertexColors,
  2388. fog: fog,
  2389. useFog: material.fog,
  2390. fogExp: fog instanceof THREE.FogExp2,
  2391. flatShading: material.shading === THREE.FlatShading,
  2392. sizeAttenuation: material.sizeAttenuation,
  2393. logarithmicDepthBuffer: _logarithmicDepthBuffer,
  2394. skinning: material.skinning,
  2395. maxBones: maxBones,
  2396. useVertexTexture: _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture,
  2397. morphTargets: material.morphTargets,
  2398. morphNormals: material.morphNormals,
  2399. maxMorphTargets: _this.maxMorphTargets,
  2400. maxMorphNormals: _this.maxMorphNormals,
  2401. maxDirLights: maxLightCount.directional,
  2402. maxPointLights: maxLightCount.point,
  2403. maxSpotLights: maxLightCount.spot,
  2404. maxHemiLights: maxLightCount.hemi,
  2405. maxShadows: maxShadows,
  2406. shadowMapEnabled: _this.shadowMapEnabled && object.receiveShadow && maxShadows > 0,
  2407. shadowMapType: _this.shadowMapType,
  2408. shadowMapDebug: _this.shadowMapDebug,
  2409. shadowMapCascade: _this.shadowMapCascade,
  2410. alphaTest: material.alphaTest,
  2411. metal: material.metal,
  2412. wrapAround: material.wrapAround,
  2413. doubleSided: material.side === THREE.DoubleSide,
  2414. flipSided: material.side === THREE.BackSide
  2415. };
  2416. // Generate code
  2417. var chunks = [];
  2418. if ( shaderID ) {
  2419. chunks.push( shaderID );
  2420. } else {
  2421. chunks.push( material.fragmentShader );
  2422. chunks.push( material.vertexShader );
  2423. }
  2424. if ( material.defines !== undefined ) {
  2425. for ( var name in material.defines ) {
  2426. chunks.push( name );
  2427. chunks.push( material.defines[ name ] );
  2428. }
  2429. }
  2430. for ( var name in parameters ) {
  2431. chunks.push( name );
  2432. chunks.push( parameters[ name ] );
  2433. }
  2434. var code = chunks.join();
  2435. var program;
  2436. // Check if code has been already compiled
  2437. for ( var p = 0, pl = _programs.length; p < pl; p ++ ) {
  2438. var programInfo = _programs[ p ];
  2439. if ( programInfo.code === code ) {
  2440. program = programInfo;
  2441. program.usedTimes ++;
  2442. break;
  2443. }
  2444. }
  2445. if ( program === undefined ) {
  2446. program = new THREE.WebGLProgram( _this, code, material, parameters );
  2447. _programs.push( program );
  2448. _this.info.memory.programs = _programs.length;
  2449. }
  2450. material.program = program;
  2451. var attributes = program.attributes;
  2452. if ( material.morphTargets ) {
  2453. material.numSupportedMorphTargets = 0;
  2454. var id, base = 'morphTarget';
  2455. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  2456. id = base + i;
  2457. if ( attributes[ id ] >= 0 ) {
  2458. material.numSupportedMorphTargets ++;
  2459. }
  2460. }
  2461. }
  2462. if ( material.morphNormals ) {
  2463. material.numSupportedMorphNormals = 0;
  2464. var id, base = 'morphNormal';
  2465. for ( i = 0; i < _this.maxMorphNormals; i ++ ) {
  2466. id = base + i;
  2467. if ( attributes[ id ] >= 0 ) {
  2468. material.numSupportedMorphNormals ++;
  2469. }
  2470. }
  2471. }
  2472. material.uniformsList = [];
  2473. for ( var u in material.__webglShader.uniforms ) {
  2474. var location = material.program.uniforms[ u ];
  2475. if ( location ) {
  2476. material.uniformsList.push( [ material.__webglShader.uniforms[ u ], location ] );
  2477. }
  2478. }
  2479. }
  2480. function setMaterial( material ) {
  2481. if ( material.transparent === true ) {
  2482. state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha );
  2483. } else {
  2484. state.setBlending( THREE.NoBlending );
  2485. }
  2486. state.setDepthTest( material.depthTest );
  2487. state.setDepthWrite( material.depthWrite );
  2488. state.setColorWrite( material.colorWrite );
  2489. state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2490. }
  2491. function setProgram( camera, lights, fog, material, object ) {
  2492. _usedTextureUnits = 0;
  2493. if ( material.needsUpdate ) {
  2494. if ( material.program ) deallocateMaterial( material );
  2495. initMaterial( material, lights, fog, object );
  2496. material.needsUpdate = false;
  2497. }
  2498. if ( material.morphTargets ) {
  2499. if ( ! object.__webglMorphTargetInfluences ) {
  2500. object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
  2501. }
  2502. }
  2503. var refreshProgram = false;
  2504. var refreshMaterial = false;
  2505. var refreshLights = false;
  2506. var program = material.program,
  2507. p_uniforms = program.uniforms,
  2508. m_uniforms = material.__webglShader.uniforms;
  2509. if ( program.id !== _currentProgram ) {
  2510. _gl.useProgram( program.program );
  2511. _currentProgram = program.id;
  2512. refreshProgram = true;
  2513. refreshMaterial = true;
  2514. refreshLights = true;
  2515. }
  2516. if ( material.id !== _currentMaterialId ) {
  2517. if ( _currentMaterialId === -1 ) refreshLights = true;
  2518. _currentMaterialId = material.id;
  2519. refreshMaterial = true;
  2520. }
  2521. if ( refreshProgram || camera !== _currentCamera ) {
  2522. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
  2523. if ( _logarithmicDepthBuffer ) {
  2524. _gl.uniform1f( p_uniforms.logDepthBufFC, 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  2525. }
  2526. if ( camera !== _currentCamera ) _currentCamera = camera;
  2527. // load material specific uniforms
  2528. // (shader material also gets them for the sake of genericity)
  2529. if ( material instanceof THREE.ShaderMaterial ||
  2530. material instanceof THREE.MeshPhongMaterial ||
  2531. material.envMap ) {
  2532. if ( p_uniforms.cameraPosition !== null ) {
  2533. _vector3.setFromMatrixPosition( camera.matrixWorld );
  2534. _gl.uniform3f( p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.z );
  2535. }
  2536. }
  2537. if ( material instanceof THREE.MeshPhongMaterial ||
  2538. material instanceof THREE.MeshLambertMaterial ||
  2539. material instanceof THREE.MeshBasicMaterial ||
  2540. material instanceof THREE.ShaderMaterial ||
  2541. material.skinning ) {
  2542. if ( p_uniforms.viewMatrix !== null ) {
  2543. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements );
  2544. }
  2545. }
  2546. }
  2547. // skinning uniforms must be set even if material didn't change
  2548. // auto-setting of texture unit for bone texture must go before other textures
  2549. // not sure why, but otherwise weird things happen
  2550. if ( material.skinning ) {
  2551. if ( object.bindMatrix && p_uniforms.bindMatrix !== null ) {
  2552. _gl.uniformMatrix4fv( p_uniforms.bindMatrix, false, object.bindMatrix.elements );
  2553. }
  2554. if ( object.bindMatrixInverse && p_uniforms.bindMatrixInverse !== null ) {
  2555. _gl.uniformMatrix4fv( p_uniforms.bindMatrixInverse, false, object.bindMatrixInverse.elements );
  2556. }
  2557. if ( _supportsBoneTextures && object.skeleton && object.skeleton.useVertexTexture ) {
  2558. if ( p_uniforms.boneTexture !== null ) {
  2559. var textureUnit = getTextureUnit();
  2560. _gl.uniform1i( p_uniforms.boneTexture, textureUnit );
  2561. _this.setTexture( object.skeleton.boneTexture, textureUnit );
  2562. }
  2563. if ( p_uniforms.boneTextureWidth !== null ) {
  2564. _gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth );
  2565. }
  2566. if ( p_uniforms.boneTextureHeight !== null ) {
  2567. _gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight );
  2568. }
  2569. } else if ( object.skeleton && object.skeleton.boneMatrices ) {
  2570. if ( p_uniforms.boneGlobalMatrices !== null ) {
  2571. _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.skeleton.boneMatrices );
  2572. }
  2573. }
  2574. }
  2575. if ( refreshMaterial ) {
  2576. // refresh uniforms common to several materials
  2577. if ( fog && material.fog ) {
  2578. refreshUniformsFog( m_uniforms, fog );
  2579. }
  2580. if ( material instanceof THREE.MeshPhongMaterial ||
  2581. material instanceof THREE.MeshLambertMaterial ||
  2582. material.lights ) {
  2583. if ( _lightsNeedUpdate ) {
  2584. refreshLights = true;
  2585. setupLights( lights );
  2586. _lightsNeedUpdate = false;
  2587. }
  2588. if ( refreshLights ) {
  2589. refreshUniformsLights( m_uniforms, _lights );
  2590. markUniformsLightsNeedsUpdate( m_uniforms, true );
  2591. } else {
  2592. markUniformsLightsNeedsUpdate( m_uniforms, false );
  2593. }
  2594. }
  2595. if ( material instanceof THREE.MeshBasicMaterial ||
  2596. material instanceof THREE.MeshLambertMaterial ||
  2597. material instanceof THREE.MeshPhongMaterial ) {
  2598. refreshUniformsCommon( m_uniforms, material );
  2599. }
  2600. // refresh single material specific uniforms
  2601. if ( material instanceof THREE.LineBasicMaterial ) {
  2602. refreshUniformsLine( m_uniforms, material );
  2603. } else if ( material instanceof THREE.LineDashedMaterial ) {
  2604. refreshUniformsLine( m_uniforms, material );
  2605. refreshUniformsDash( m_uniforms, material );
  2606. } else if ( material instanceof THREE.PointCloudMaterial ) {
  2607. refreshUniformsParticle( m_uniforms, material );
  2608. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  2609. refreshUniformsPhong( m_uniforms, material );
  2610. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  2611. refreshUniformsLambert( m_uniforms, material );
  2612. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  2613. m_uniforms.mNear.value = camera.near;
  2614. m_uniforms.mFar.value = camera.far;
  2615. m_uniforms.opacity.value = material.opacity;
  2616. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  2617. m_uniforms.opacity.value = material.opacity;
  2618. }
  2619. if ( object.receiveShadow && ! material._shadowPass ) {
  2620. refreshUniformsShadow( m_uniforms, lights );
  2621. }
  2622. // load common uniforms
  2623. loadUniformsGeneric( material.uniformsList );
  2624. }
  2625. loadUniformsMatrices( p_uniforms, object );
  2626. if ( p_uniforms.modelMatrix !== null ) {
  2627. _gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );
  2628. }
  2629. return program;
  2630. }
  2631. // Uniforms (refresh uniforms objects)
  2632. function refreshUniformsCommon ( uniforms, material ) {
  2633. uniforms.opacity.value = material.opacity;
  2634. uniforms.diffuse.value = material.color;
  2635. uniforms.map.value = material.map;
  2636. uniforms.lightMap.value = material.lightMap;
  2637. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  2638. uniforms.aoMap.value = material.aoMap;
  2639. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  2640. uniforms.specularMap.value = material.specularMap;
  2641. uniforms.alphaMap.value = material.alphaMap;
  2642. if ( material.bumpMap ) {
  2643. uniforms.bumpMap.value = material.bumpMap;
  2644. uniforms.bumpScale.value = material.bumpScale;
  2645. }
  2646. if ( material.normalMap ) {
  2647. uniforms.normalMap.value = material.normalMap;
  2648. uniforms.normalScale.value.copy( material.normalScale );
  2649. }
  2650. // uv repeat and offset setting priorities
  2651. // 1. color map
  2652. // 2. specular map
  2653. // 3. normal map
  2654. // 4. bump map
  2655. // 5. alpha map
  2656. var uvScaleMap;
  2657. if ( material.map ) {
  2658. uvScaleMap = material.map;
  2659. } else if ( material.specularMap ) {
  2660. uvScaleMap = material.specularMap;
  2661. } else if ( material.normalMap ) {
  2662. uvScaleMap = material.normalMap;
  2663. } else if ( material.bumpMap ) {
  2664. uvScaleMap = material.bumpMap;
  2665. } else if ( material.alphaMap ) {
  2666. uvScaleMap = material.alphaMap;
  2667. }
  2668. if ( uvScaleMap !== undefined ) {
  2669. var offset = uvScaleMap.offset;
  2670. var repeat = uvScaleMap.repeat;
  2671. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  2672. }
  2673. uniforms.envMap.value = material.envMap;
  2674. uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : - 1;
  2675. uniforms.reflectivity.value = material.reflectivity;
  2676. uniforms.refractionRatio.value = material.refractionRatio;
  2677. }
  2678. function refreshUniformsLine ( uniforms, material ) {
  2679. uniforms.diffuse.value = material.color;
  2680. uniforms.opacity.value = material.opacity;
  2681. }
  2682. function refreshUniformsDash ( uniforms, material ) {
  2683. uniforms.dashSize.value = material.dashSize;
  2684. uniforms.totalSize.value = material.dashSize + material.gapSize;
  2685. uniforms.scale.value = material.scale;
  2686. }
  2687. function refreshUniformsParticle ( uniforms, material ) {
  2688. uniforms.psColor.value = material.color;
  2689. uniforms.opacity.value = material.opacity;
  2690. uniforms.size.value = material.size;
  2691. uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
  2692. uniforms.map.value = material.map;
  2693. if ( material.map !== null ) {
  2694. var offset = material.map.offset;
  2695. var repeat = material.map.repeat;
  2696. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  2697. }
  2698. }
  2699. function refreshUniformsFog ( uniforms, fog ) {
  2700. uniforms.fogColor.value = fog.color;
  2701. if ( fog instanceof THREE.Fog ) {
  2702. uniforms.fogNear.value = fog.near;
  2703. uniforms.fogFar.value = fog.far;
  2704. } else if ( fog instanceof THREE.FogExp2 ) {
  2705. uniforms.fogDensity.value = fog.density;
  2706. }
  2707. }
  2708. function refreshUniformsPhong ( uniforms, material ) {
  2709. uniforms.shininess.value = material.shininess;
  2710. uniforms.emissive.value = material.emissive;
  2711. uniforms.specular.value = material.specular;
  2712. if ( material.wrapAround ) {
  2713. uniforms.wrapRGB.value.copy( material.wrapRGB );
  2714. }
  2715. }
  2716. function refreshUniformsLambert ( uniforms, material ) {
  2717. uniforms.emissive.value = material.emissive;
  2718. if ( material.wrapAround ) {
  2719. uniforms.wrapRGB.value.copy( material.wrapRGB );
  2720. }
  2721. }
  2722. function refreshUniformsLights ( uniforms, lights ) {
  2723. uniforms.ambientLightColor.value = lights.ambient;
  2724. uniforms.directionalLightColor.value = lights.directional.colors;
  2725. uniforms.directionalLightDirection.value = lights.directional.positions;
  2726. uniforms.pointLightColor.value = lights.point.colors;
  2727. uniforms.pointLightPosition.value = lights.point.positions;
  2728. uniforms.pointLightDistance.value = lights.point.distances;
  2729. uniforms.pointLightDecay.value = lights.point.decays;
  2730. uniforms.spotLightColor.value = lights.spot.colors;
  2731. uniforms.spotLightPosition.value = lights.spot.positions;
  2732. uniforms.spotLightDistance.value = lights.spot.distances;
  2733. uniforms.spotLightDirection.value = lights.spot.directions;
  2734. uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
  2735. uniforms.spotLightExponent.value = lights.spot.exponents;
  2736. uniforms.spotLightDecay.value = lights.spot.decays;
  2737. uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
  2738. uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
  2739. uniforms.hemisphereLightDirection.value = lights.hemi.positions;
  2740. }
  2741. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  2742. function markUniformsLightsNeedsUpdate ( uniforms, value ) {
  2743. uniforms.ambientLightColor.needsUpdate = value;
  2744. uniforms.directionalLightColor.needsUpdate = value;
  2745. uniforms.directionalLightDirection.needsUpdate = value;
  2746. uniforms.pointLightColor.needsUpdate = value;
  2747. uniforms.pointLightPosition.needsUpdate = value;
  2748. uniforms.pointLightDistance.needsUpdate = value;
  2749. uniforms.pointLightDecay.needsUpdate = value;
  2750. uniforms.spotLightColor.needsUpdate = value;
  2751. uniforms.spotLightPosition.needsUpdate = value;
  2752. uniforms.spotLightDistance.needsUpdate = value;
  2753. uniforms.spotLightDirection.needsUpdate = value;
  2754. uniforms.spotLightAngleCos.needsUpdate = value;
  2755. uniforms.spotLightExponent.needsUpdate = value;
  2756. uniforms.spotLightDecay.needsUpdate = value;
  2757. uniforms.hemisphereLightSkyColor.needsUpdate = value;
  2758. uniforms.hemisphereLightGroundColor.needsUpdate = value;
  2759. uniforms.hemisphereLightDirection.needsUpdate = value;
  2760. }
  2761. function refreshUniformsShadow ( uniforms, lights ) {
  2762. if ( uniforms.shadowMatrix ) {
  2763. var j = 0;
  2764. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  2765. var light = lights[ i ];
  2766. if ( ! light.castShadow ) continue;
  2767. if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) {
  2768. uniforms.shadowMap.value[ j ] = light.shadowMap;
  2769. uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
  2770. uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;
  2771. uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
  2772. uniforms.shadowBias.value[ j ] = light.shadowBias;
  2773. j ++;
  2774. }
  2775. }
  2776. }
  2777. }
  2778. // Uniforms (load to GPU)
  2779. function loadUniformsMatrices ( uniforms, object ) {
  2780. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrix.elements );
  2781. if ( uniforms.normalMatrix ) {
  2782. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrix.elements );
  2783. }
  2784. }
  2785. function getTextureUnit() {
  2786. var textureUnit = _usedTextureUnits;
  2787. if ( textureUnit >= _maxTextures ) {
  2788. THREE.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + _maxTextures );
  2789. }
  2790. _usedTextureUnits += 1;
  2791. return textureUnit;
  2792. }
  2793. function loadUniformsGeneric ( uniforms ) {
  2794. var texture, textureUnit, offset;
  2795. for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) {
  2796. var uniform = uniforms[ j ][ 0 ];
  2797. // needsUpdate property is not added to all uniforms.
  2798. if ( uniform.needsUpdate === false ) continue;
  2799. var type = uniform.type;
  2800. var value = uniform.value;
  2801. var location = uniforms[ j ][ 1 ];
  2802. switch ( type ) {
  2803. case '1i':
  2804. _gl.uniform1i( location, value );
  2805. break;
  2806. case '1f':
  2807. _gl.uniform1f( location, value );
  2808. break;
  2809. case '2f':
  2810. _gl.uniform2f( location, value[ 0 ], value[ 1 ] );
  2811. break;
  2812. case '3f':
  2813. _gl.uniform3f( location, value[ 0 ], value[ 1 ], value[ 2 ] );
  2814. break;
  2815. case '4f':
  2816. _gl.uniform4f( location, value[ 0 ], value[ 1 ], value[ 2 ], value[ 3 ] );
  2817. break;
  2818. case '1iv':
  2819. _gl.uniform1iv( location, value );
  2820. break;
  2821. case '3iv':
  2822. _gl.uniform3iv( location, value );
  2823. break;
  2824. case '1fv':
  2825. _gl.uniform1fv( location, value );
  2826. break;
  2827. case '2fv':
  2828. _gl.uniform2fv( location, value );
  2829. break;
  2830. case '3fv':
  2831. _gl.uniform3fv( location, value );
  2832. break;
  2833. case '4fv':
  2834. _gl.uniform4fv( location, value );
  2835. break;
  2836. case 'Matrix3fv':
  2837. _gl.uniformMatrix3fv( location, false, value );
  2838. break;
  2839. case 'Matrix4fv':
  2840. _gl.uniformMatrix4fv( location, false, value );
  2841. break;
  2842. //
  2843. case 'i':
  2844. // single integer
  2845. _gl.uniform1i( location, value );
  2846. break;
  2847. case 'f':
  2848. // single float
  2849. _gl.uniform1f( location, value );
  2850. break;
  2851. case 'v2':
  2852. // single THREE.Vector2
  2853. _gl.uniform2f( location, value.x, value.y );
  2854. break;
  2855. case 'v3':
  2856. // single THREE.Vector3
  2857. _gl.uniform3f( location, value.x, value.y, value.z );
  2858. break;
  2859. case 'v4':
  2860. // single THREE.Vector4
  2861. _gl.uniform4f( location, value.x, value.y, value.z, value.w );
  2862. break;
  2863. case 'c':
  2864. // single THREE.Color
  2865. _gl.uniform3f( location, value.r, value.g, value.b );
  2866. break;
  2867. case 'iv1':
  2868. // flat array of integers (JS or typed array)
  2869. _gl.uniform1iv( location, value );
  2870. break;
  2871. case 'iv':
  2872. // flat array of integers with 3 x N size (JS or typed array)
  2873. _gl.uniform3iv( location, value );
  2874. break;
  2875. case 'fv1':
  2876. // flat array of floats (JS or typed array)
  2877. _gl.uniform1fv( location, value );
  2878. break;
  2879. case 'fv':
  2880. // flat array of floats with 3 x N size (JS or typed array)
  2881. _gl.uniform3fv( location, value );
  2882. break;
  2883. case 'v2v':
  2884. // array of THREE.Vector2
  2885. if ( uniform._array === undefined ) {
  2886. uniform._array = new Float32Array( 2 * value.length );
  2887. }
  2888. for ( var i = 0, il = value.length; i < il; i ++ ) {
  2889. offset = i * 2;
  2890. uniform._array[ offset ] = value[ i ].x;
  2891. uniform._array[ offset + 1 ] = value[ i ].y;
  2892. }
  2893. _gl.uniform2fv( location, uniform._array );
  2894. break;
  2895. case 'v3v':
  2896. // array of THREE.Vector3
  2897. if ( uniform._array === undefined ) {
  2898. uniform._array = new Float32Array( 3 * value.length );
  2899. }
  2900. for ( var i = 0, il = value.length; i < il; i ++ ) {
  2901. offset = i * 3;
  2902. uniform._array[ offset ] = value[ i ].x;
  2903. uniform._array[ offset + 1 ] = value[ i ].y;
  2904. uniform._array[ offset + 2 ] = value[ i ].z;
  2905. }
  2906. _gl.uniform3fv( location, uniform._array );
  2907. break;
  2908. case 'v4v':
  2909. // array of THREE.Vector4
  2910. if ( uniform._array === undefined ) {
  2911. uniform._array = new Float32Array( 4 * value.length );
  2912. }
  2913. for ( var i = 0, il = value.length; i < il; i ++ ) {
  2914. offset = i * 4;
  2915. uniform._array[ offset ] = value[ i ].x;
  2916. uniform._array[ offset + 1 ] = value[ i ].y;
  2917. uniform._array[ offset + 2 ] = value[ i ].z;
  2918. uniform._array[ offset + 3 ] = value[ i ].w;
  2919. }
  2920. _gl.uniform4fv( location, uniform._array );
  2921. break;
  2922. case 'm3':
  2923. // single THREE.Matrix3
  2924. _gl.uniformMatrix3fv( location, false, value.elements );
  2925. break;
  2926. case 'm3v':
  2927. // array of THREE.Matrix3
  2928. if ( uniform._array === undefined ) {
  2929. uniform._array = new Float32Array( 9 * value.length );
  2930. }
  2931. for ( var i = 0, il = value.length; i < il; i ++ ) {
  2932. value[ i ].flattenToArrayOffset( uniform._array, i * 9 );
  2933. }
  2934. _gl.uniformMatrix3fv( location, false, uniform._array );
  2935. break;
  2936. case 'm4':
  2937. // single THREE.Matrix4
  2938. _gl.uniformMatrix4fv( location, false, value.elements );
  2939. break;
  2940. case 'm4v':
  2941. // array of THREE.Matrix4
  2942. if ( uniform._array === undefined ) {
  2943. uniform._array = new Float32Array( 16 * value.length );
  2944. }
  2945. for ( var i = 0, il = value.length; i < il; i ++ ) {
  2946. value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
  2947. }
  2948. _gl.uniformMatrix4fv( location, false, uniform._array );
  2949. break;
  2950. case 't':
  2951. // single THREE.Texture (2d or cube)
  2952. texture = value;
  2953. textureUnit = getTextureUnit();
  2954. _gl.uniform1i( location, textureUnit );
  2955. if ( ! texture ) continue;
  2956. if ( texture instanceof THREE.CubeTexture ||
  2957. ( texture.image instanceof Array && texture.image.length === 6 ) ) { // CompressedTexture can have Array in image :/
  2958. setCubeTexture( texture, textureUnit );
  2959. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  2960. setCubeTextureDynamic( texture, textureUnit );
  2961. } else {
  2962. _this.setTexture( texture, textureUnit );
  2963. }
  2964. break;
  2965. case 'tv':
  2966. // array of THREE.Texture (2d)
  2967. if ( uniform._array === undefined ) {
  2968. uniform._array = [];
  2969. }
  2970. for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
  2971. uniform._array[ i ] = getTextureUnit();
  2972. }
  2973. _gl.uniform1iv( location, uniform._array );
  2974. for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
  2975. texture = uniform.value[ i ];
  2976. textureUnit = uniform._array[ i ];
  2977. if ( ! texture ) continue;
  2978. _this.setTexture( texture, textureUnit );
  2979. }
  2980. break;
  2981. default:
  2982. THREE.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type );
  2983. }
  2984. }
  2985. }
  2986. function setupMatrices ( object, camera ) {
  2987. object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  2988. object._normalMatrix.getNormalMatrix( object._modelViewMatrix );
  2989. }
  2990. function setColorLinear( array, offset, color, intensity ) {
  2991. array[ offset ] = color.r * intensity;
  2992. array[ offset + 1 ] = color.g * intensity;
  2993. array[ offset + 2 ] = color.b * intensity;
  2994. }
  2995. function setupLights ( lights ) {
  2996. var l, ll, light,
  2997. r = 0, g = 0, b = 0,
  2998. color, skyColor, groundColor,
  2999. intensity,
  3000. distance,
  3001. zlights = _lights,
  3002. dirColors = zlights.directional.colors,
  3003. dirPositions = zlights.directional.positions,
  3004. pointColors = zlights.point.colors,
  3005. pointPositions = zlights.point.positions,
  3006. pointDistances = zlights.point.distances,
  3007. pointDecays = zlights.point.decays,
  3008. spotColors = zlights.spot.colors,
  3009. spotPositions = zlights.spot.positions,
  3010. spotDistances = zlights.spot.distances,
  3011. spotDirections = zlights.spot.directions,
  3012. spotAnglesCos = zlights.spot.anglesCos,
  3013. spotExponents = zlights.spot.exponents,
  3014. spotDecays = zlights.spot.decays,
  3015. hemiSkyColors = zlights.hemi.skyColors,
  3016. hemiGroundColors = zlights.hemi.groundColors,
  3017. hemiPositions = zlights.hemi.positions,
  3018. dirLength = 0,
  3019. pointLength = 0,
  3020. spotLength = 0,
  3021. hemiLength = 0,
  3022. dirCount = 0,
  3023. pointCount = 0,
  3024. spotCount = 0,
  3025. hemiCount = 0,
  3026. dirOffset = 0,
  3027. pointOffset = 0,
  3028. spotOffset = 0,
  3029. hemiOffset = 0;
  3030. for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  3031. light = lights[ l ];
  3032. if ( light.onlyShadow ) continue;
  3033. color = light.color;
  3034. intensity = light.intensity;
  3035. distance = light.distance;
  3036. if ( light instanceof THREE.AmbientLight ) {
  3037. if ( ! light.visible ) continue;
  3038. r += color.r;
  3039. g += color.g;
  3040. b += color.b;
  3041. } else if ( light instanceof THREE.DirectionalLight ) {
  3042. dirCount += 1;
  3043. if ( ! light.visible ) continue;
  3044. _direction.setFromMatrixPosition( light.matrixWorld );
  3045. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  3046. _direction.sub( _vector3 );
  3047. _direction.normalize();
  3048. dirOffset = dirLength * 3;
  3049. dirPositions[ dirOffset ] = _direction.x;
  3050. dirPositions[ dirOffset + 1 ] = _direction.y;
  3051. dirPositions[ dirOffset + 2 ] = _direction.z;
  3052. setColorLinear( dirColors, dirOffset, color, intensity );
  3053. dirLength += 1;
  3054. } else if ( light instanceof THREE.PointLight ) {
  3055. pointCount += 1;
  3056. if ( ! light.visible ) continue;
  3057. pointOffset = pointLength * 3;
  3058. setColorLinear( pointColors, pointOffset, color, intensity );
  3059. _vector3.setFromMatrixPosition( light.matrixWorld );
  3060. pointPositions[ pointOffset ] = _vector3.x;
  3061. pointPositions[ pointOffset + 1 ] = _vector3.y;
  3062. pointPositions[ pointOffset + 2 ] = _vector3.z;
  3063. // distance is 0 if decay is 0, because there is no attenuation at all.
  3064. pointDistances[ pointLength ] = distance;
  3065. pointDecays[ pointLength ] = ( light.distance === 0 ) ? 0.0 : light.decay;
  3066. pointLength += 1;
  3067. } else if ( light instanceof THREE.SpotLight ) {
  3068. spotCount += 1;
  3069. if ( ! light.visible ) continue;
  3070. spotOffset = spotLength * 3;
  3071. setColorLinear( spotColors, spotOffset, color, intensity );
  3072. _direction.setFromMatrixPosition( light.matrixWorld );
  3073. spotPositions[ spotOffset ] = _direction.x;
  3074. spotPositions[ spotOffset + 1 ] = _direction.y;
  3075. spotPositions[ spotOffset + 2 ] = _direction.z;
  3076. spotDistances[ spotLength ] = distance;
  3077. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  3078. _direction.sub( _vector3 );
  3079. _direction.normalize();
  3080. spotDirections[ spotOffset ] = _direction.x;
  3081. spotDirections[ spotOffset + 1 ] = _direction.y;
  3082. spotDirections[ spotOffset + 2 ] = _direction.z;
  3083. spotAnglesCos[ spotLength ] = Math.cos( light.angle );
  3084. spotExponents[ spotLength ] = light.exponent;
  3085. spotDecays[ spotLength ] = ( light.distance === 0 ) ? 0.0 : light.decay;
  3086. spotLength += 1;
  3087. } else if ( light instanceof THREE.HemisphereLight ) {
  3088. hemiCount += 1;
  3089. if ( ! light.visible ) continue;
  3090. _direction.setFromMatrixPosition( light.matrixWorld );
  3091. _direction.normalize();
  3092. hemiOffset = hemiLength * 3;
  3093. hemiPositions[ hemiOffset ] = _direction.x;
  3094. hemiPositions[ hemiOffset + 1 ] = _direction.y;
  3095. hemiPositions[ hemiOffset + 2 ] = _direction.z;
  3096. skyColor = light.color;
  3097. groundColor = light.groundColor;
  3098. setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
  3099. setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );
  3100. hemiLength += 1;
  3101. }
  3102. }
  3103. // null eventual remains from removed lights
  3104. // (this is to avoid if in shader)
  3105. for ( l = dirLength * 3, ll = Math.max( dirColors.length, dirCount * 3 ); l < ll; l ++ ) dirColors[ l ] = 0.0;
  3106. for ( l = pointLength * 3, ll = Math.max( pointColors.length, pointCount * 3 ); l < ll; l ++ ) pointColors[ l ] = 0.0;
  3107. for ( l = spotLength * 3, ll = Math.max( spotColors.length, spotCount * 3 ); l < ll; l ++ ) spotColors[ l ] = 0.0;
  3108. for ( l = hemiLength * 3, ll = Math.max( hemiSkyColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiSkyColors[ l ] = 0.0;
  3109. for ( l = hemiLength * 3, ll = Math.max( hemiGroundColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiGroundColors[ l ] = 0.0;
  3110. zlights.directional.length = dirLength;
  3111. zlights.point.length = pointLength;
  3112. zlights.spot.length = spotLength;
  3113. zlights.hemi.length = hemiLength;
  3114. zlights.ambient[ 0 ] = r;
  3115. zlights.ambient[ 1 ] = g;
  3116. zlights.ambient[ 2 ] = b;
  3117. }
  3118. // GL state setting
  3119. this.setFaceCulling = function ( cullFace, frontFaceDirection ) {
  3120. if ( cullFace === THREE.CullFaceNone ) {
  3121. _gl.disable( _gl.CULL_FACE );
  3122. } else {
  3123. if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {
  3124. _gl.frontFace( _gl.CW );
  3125. } else {
  3126. _gl.frontFace( _gl.CCW );
  3127. }
  3128. if ( cullFace === THREE.CullFaceBack ) {
  3129. _gl.cullFace( _gl.BACK );
  3130. } else if ( cullFace === THREE.CullFaceFront ) {
  3131. _gl.cullFace( _gl.FRONT );
  3132. } else {
  3133. _gl.cullFace( _gl.FRONT_AND_BACK );
  3134. }
  3135. _gl.enable( _gl.CULL_FACE );
  3136. }
  3137. };
  3138. this.setMaterialFaces = function ( material ) {
  3139. state.setDoubleSided( material.side === THREE.DoubleSide );
  3140. state.setFlipSided( material.side === THREE.BackSide );
  3141. };
  3142. // Textures
  3143. function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
  3144. var extension;
  3145. if ( isImagePowerOfTwo ) {
  3146. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  3147. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  3148. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  3149. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  3150. } else {
  3151. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  3152. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  3153. if ( texture.wrapS !== THREE.ClampToEdgeWrapping || texture.wrapT !== THREE.ClampToEdgeWrapping ) {
  3154. THREE.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping. ( ' + texture.sourceFile + ' )' );
  3155. }
  3156. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  3157. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  3158. if ( texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) {
  3159. THREE.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter. ( ' + texture.sourceFile + ' )' );
  3160. }
  3161. }
  3162. extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  3163. if ( extension && texture.type !== THREE.FloatType && texture.type !== THREE.HalfFloatType ) {
  3164. if ( texture.anisotropy > 1 || texture.__currentAnisotropy ) {
  3165. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _this.getMaxAnisotropy() ) );
  3166. texture.__currentAnisotropy = texture.anisotropy;
  3167. }
  3168. }
  3169. }
  3170. this.uploadTexture = function ( texture, slot ) {
  3171. if ( texture.__webglInit === undefined ) {
  3172. texture.__webglInit = true;
  3173. texture.addEventListener( 'dispose', onTextureDispose );
  3174. texture.__webglTexture = _gl.createTexture();
  3175. _this.info.memory.textures ++;
  3176. }
  3177. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3178. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  3179. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  3180. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  3181. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
  3182. texture.image = clampToMaxSize( texture.image, _maxTextureSize );
  3183. var image = texture.image,
  3184. isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
  3185. glFormat = paramThreeToGL( texture.format ),
  3186. glType = paramThreeToGL( texture.type );
  3187. setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
  3188. var mipmap, mipmaps = texture.mipmaps;
  3189. if ( texture instanceof THREE.DataTexture ) {
  3190. // use manually created mipmaps if available
  3191. // if there are no manual mipmaps
  3192. // set 0 level mipmap and then use GL to generate other mipmap levels
  3193. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  3194. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  3195. mipmap = mipmaps[ i ];
  3196. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  3197. }
  3198. texture.generateMipmaps = false;
  3199. } else {
  3200. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
  3201. }
  3202. } else if ( texture instanceof THREE.CompressedTexture ) {
  3203. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  3204. mipmap = mipmaps[ i ];
  3205. if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
  3206. if ( getCompressedTextureFormats().indexOf( glFormat ) > -1 ) {
  3207. _gl.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  3208. } else {
  3209. THREE.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()" );
  3210. }
  3211. } else {
  3212. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  3213. }
  3214. }
  3215. } else { // regular Texture (image, video, canvas)
  3216. // use manually created mipmaps if available
  3217. // if there are no manual mipmaps
  3218. // set 0 level mipmap and then use GL to generate other mipmap levels
  3219. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  3220. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  3221. mipmap = mipmaps[ i ];
  3222. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
  3223. }
  3224. texture.generateMipmaps = false;
  3225. } else {
  3226. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
  3227. }
  3228. }
  3229. if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  3230. texture.needsUpdate = false;
  3231. if ( texture.onUpdate ) texture.onUpdate();
  3232. };
  3233. this.setTexture = function ( texture, slot ) {
  3234. if ( texture.needsUpdate === true ) {
  3235. var image = texture.image;
  3236. if ( image.complete === false ) {
  3237. THREE.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete', texture );
  3238. return;
  3239. }
  3240. _this.uploadTexture( texture, slot );
  3241. return;
  3242. }
  3243. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3244. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  3245. };
  3246. function clampToMaxSize ( image, maxSize ) {
  3247. if ( image.width > maxSize || image.height > maxSize ) {
  3248. // Warning: Scaling through the canvas will only work with images that use
  3249. // premultiplied alpha.
  3250. var scale = maxSize / Math.max( image.width, image.height );
  3251. var canvas = document.createElement( 'canvas' );
  3252. canvas.width = Math.floor( image.width * scale );
  3253. canvas.height = Math.floor( image.height * scale );
  3254. var context = canvas.getContext( '2d' );
  3255. context.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height );
  3256. THREE.warn( 'THREE.WebGLRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );
  3257. return canvas;
  3258. }
  3259. return image;
  3260. }
  3261. function setCubeTexture ( texture, slot ) {
  3262. if ( texture.image.length === 6 ) {
  3263. if ( texture.needsUpdate ) {
  3264. if ( ! texture.image.__webglTextureCube ) {
  3265. texture.addEventListener( 'dispose', onTextureDispose );
  3266. texture.image.__webglTextureCube = _gl.createTexture();
  3267. _this.info.memory.textures ++;
  3268. }
  3269. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3270. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  3271. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  3272. var isCompressed = texture instanceof THREE.CompressedTexture;
  3273. var isDataTexture = texture.image[ 0 ] instanceof THREE.DataTexture;
  3274. var cubeImage = [];
  3275. for ( var i = 0; i < 6; i ++ ) {
  3276. if ( _this.autoScaleCubemaps && ! isCompressed && ! isDataTexture ) {
  3277. cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize );
  3278. } else {
  3279. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  3280. }
  3281. }
  3282. var image = cubeImage[ 0 ],
  3283. isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
  3284. glFormat = paramThreeToGL( texture.format ),
  3285. glType = paramThreeToGL( texture.type );
  3286. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
  3287. for ( var i = 0; i < 6; i ++ ) {
  3288. if ( ! isCompressed ) {
  3289. if ( isDataTexture ) {
  3290. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  3291. } else {
  3292. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
  3293. }
  3294. } else {
  3295. var mipmap, mipmaps = cubeImage[ i ].mipmaps;
  3296. for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
  3297. mipmap = mipmaps[ j ];
  3298. if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
  3299. if ( getCompressedTextureFormats().indexOf( glFormat ) > -1 ) {
  3300. _gl.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  3301. } else {
  3302. THREE.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setCubeTexture()" );
  3303. }
  3304. } else {
  3305. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  3306. }
  3307. }
  3308. }
  3309. }
  3310. if ( texture.generateMipmaps && isImagePowerOfTwo ) {
  3311. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3312. }
  3313. texture.needsUpdate = false;
  3314. if ( texture.onUpdate ) texture.onUpdate();
  3315. } else {
  3316. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3317. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  3318. }
  3319. }
  3320. }
  3321. function setCubeTextureDynamic ( texture, slot ) {
  3322. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3323. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
  3324. }
  3325. // Render targets
  3326. function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
  3327. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  3328. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );
  3329. }
  3330. function setupRenderBuffer ( renderbuffer, renderTarget ) {
  3331. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  3332. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  3333. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  3334. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3335. /* For some reason this is not working. Defaulting to RGBA4.
  3336. } else if ( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3337. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
  3338. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3339. */
  3340. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3341. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
  3342. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3343. } else {
  3344. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
  3345. }
  3346. }
  3347. this.setRenderTarget = function ( renderTarget ) {
  3348. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  3349. if ( renderTarget && renderTarget.__webglFramebuffer === undefined ) {
  3350. if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
  3351. if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
  3352. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  3353. renderTarget.__webglTexture = _gl.createTexture();
  3354. _this.info.memory.textures ++;
  3355. // Setup texture, create render and frame buffers
  3356. var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.isPowerOfTwo( renderTarget.height ),
  3357. glFormat = paramThreeToGL( renderTarget.format ),
  3358. glType = paramThreeToGL( renderTarget.type );
  3359. if ( isCube ) {
  3360. renderTarget.__webglFramebuffer = [];
  3361. renderTarget.__webglRenderbuffer = [];
  3362. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  3363. setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
  3364. for ( var i = 0; i < 6; i ++ ) {
  3365. renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  3366. renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
  3367. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  3368. setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
  3369. setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );
  3370. }
  3371. if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3372. } else {
  3373. renderTarget.__webglFramebuffer = _gl.createFramebuffer();
  3374. if ( renderTarget.shareDepthFrom ) {
  3375. renderTarget.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;
  3376. } else {
  3377. renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();
  3378. }
  3379. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  3380. setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );
  3381. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  3382. setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
  3383. if ( renderTarget.shareDepthFrom ) {
  3384. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  3385. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
  3386. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3387. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
  3388. }
  3389. } else {
  3390. setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );
  3391. }
  3392. if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  3393. }
  3394. // Release everything
  3395. if ( isCube ) {
  3396. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  3397. } else {
  3398. _gl.bindTexture( _gl.TEXTURE_2D, null );
  3399. }
  3400. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  3401. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  3402. }
  3403. var framebuffer, width, height, vx, vy;
  3404. if ( renderTarget ) {
  3405. if ( isCube ) {
  3406. framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];
  3407. } else {
  3408. framebuffer = renderTarget.__webglFramebuffer;
  3409. }
  3410. width = renderTarget.width;
  3411. height = renderTarget.height;
  3412. vx = 0;
  3413. vy = 0;
  3414. } else {
  3415. framebuffer = null;
  3416. width = _viewportWidth;
  3417. height = _viewportHeight;
  3418. vx = _viewportX;
  3419. vy = _viewportY;
  3420. }
  3421. if ( framebuffer !== _currentFramebuffer ) {
  3422. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  3423. _gl.viewport( vx, vy, width, height );
  3424. _currentFramebuffer = framebuffer;
  3425. }
  3426. _currentWidth = width;
  3427. _currentHeight = height;
  3428. };
  3429. this.readRenderTargetPixels = function( renderTarget, x, y, width, height, buffer ) {
  3430. if ( ! ( renderTarget instanceof THREE.WebGLRenderTarget ) ) {
  3431. THREE.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  3432. return;
  3433. }
  3434. if ( renderTarget.__webglFramebuffer ) {
  3435. if ( renderTarget.format !== THREE.RGBAFormat ) {
  3436. THREE.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA format. readPixels can read only RGBA format.' );
  3437. return;
  3438. }
  3439. var restore = false;
  3440. if ( renderTarget.__webglFramebuffer !== _currentFramebuffer ) {
  3441. _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTarget.__webglFramebuffer );
  3442. restore = true;
  3443. }
  3444. if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
  3445. _gl.readPixels( x, y, width, height, _gl.RGBA, _gl.UNSIGNED_BYTE, buffer );
  3446. } else {
  3447. THREE.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  3448. }
  3449. if ( restore ) {
  3450. _gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
  3451. }
  3452. }
  3453. };
  3454. function updateRenderTargetMipmap ( renderTarget ) {
  3455. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  3456. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  3457. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3458. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  3459. } else {
  3460. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  3461. _gl.generateMipmap( _gl.TEXTURE_2D );
  3462. _gl.bindTexture( _gl.TEXTURE_2D, null );
  3463. }
  3464. }
  3465. // Fallback filters for non-power-of-2 textures
  3466. function filterFallback ( f ) {
  3467. if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {
  3468. return _gl.NEAREST;
  3469. }
  3470. return _gl.LINEAR;
  3471. }
  3472. // Map three.js constants to WebGL constants
  3473. function paramThreeToGL ( p ) {
  3474. var extension;
  3475. if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
  3476. if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
  3477. if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
  3478. if ( p === THREE.NearestFilter ) return _gl.NEAREST;
  3479. if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
  3480. if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
  3481. if ( p === THREE.LinearFilter ) return _gl.LINEAR;
  3482. if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
  3483. if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
  3484. if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
  3485. if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
  3486. if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
  3487. if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
  3488. if ( p === THREE.ByteType ) return _gl.BYTE;
  3489. if ( p === THREE.ShortType ) return _gl.SHORT;
  3490. if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
  3491. if ( p === THREE.IntType ) return _gl.INT;
  3492. if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
  3493. if ( p === THREE.FloatType ) return _gl.FLOAT;
  3494. extension = extensions.get( 'OES_texture_half_float' );
  3495. if ( extension !== null ) {
  3496. if ( p === THREE.HalfFloatType ) return extension.HALF_FLOAT_OES;
  3497. }
  3498. if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
  3499. if ( p === THREE.RGBFormat ) return _gl.RGB;
  3500. if ( p === THREE.RGBAFormat ) return _gl.RGBA;
  3501. if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
  3502. if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
  3503. if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
  3504. if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
  3505. if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
  3506. if ( p === THREE.ZeroFactor ) return _gl.ZERO;
  3507. if ( p === THREE.OneFactor ) return _gl.ONE;
  3508. if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
  3509. if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
  3510. if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
  3511. if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
  3512. if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
  3513. if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
  3514. if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
  3515. if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
  3516. if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
  3517. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  3518. if ( extension !== null ) {
  3519. if ( p === THREE.RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
  3520. if ( p === THREE.RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  3521. if ( p === THREE.RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  3522. if ( p === THREE.RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  3523. }
  3524. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  3525. if ( extension !== null ) {
  3526. if ( p === THREE.RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  3527. if ( p === THREE.RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  3528. if ( p === THREE.RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  3529. if ( p === THREE.RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  3530. }
  3531. extension = extensions.get( 'EXT_blend_minmax' );
  3532. if ( extension !== null ) {
  3533. if ( p === THREE.MinEquation ) return extension.MIN_EXT;
  3534. if ( p === THREE.MaxEquation ) return extension.MAX_EXT;
  3535. }
  3536. return 0;
  3537. }
  3538. // Allocations
  3539. function allocateBones ( object ) {
  3540. if ( _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture ) {
  3541. return 1024;
  3542. } else {
  3543. // default for when object is not specified
  3544. // ( for example when prebuilding shader
  3545. // to be used with multiple objects )
  3546. //
  3547. // - leave some extra space for other uniforms
  3548. // - limit here is ANGLE's 254 max uniform vectors
  3549. // (up to 54 should be safe)
  3550. var nVertexUniforms = _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS );
  3551. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  3552. var maxBones = nVertexMatrices;
  3553. if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
  3554. maxBones = Math.min( object.skeleton.bones.length, maxBones );
  3555. if ( maxBones < object.skeleton.bones.length ) {
  3556. THREE.warn( 'WebGLRenderer: too many bones - ' + object.skeleton.bones.length + ', this GPU supports just ' + maxBones + ' (try OpenGL instead of ANGLE)' );
  3557. }
  3558. }
  3559. return maxBones;
  3560. }
  3561. }
  3562. function allocateLights( lights ) {
  3563. var dirLights = 0;
  3564. var pointLights = 0;
  3565. var spotLights = 0;
  3566. var hemiLights = 0;
  3567. for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
  3568. var light = lights[ l ];
  3569. if ( light.onlyShadow || light.visible === false ) continue;
  3570. if ( light instanceof THREE.DirectionalLight ) dirLights ++;
  3571. if ( light instanceof THREE.PointLight ) pointLights ++;
  3572. if ( light instanceof THREE.SpotLight ) spotLights ++;
  3573. if ( light instanceof THREE.HemisphereLight ) hemiLights ++;
  3574. }
  3575. return { 'directional': dirLights, 'point': pointLights, 'spot': spotLights, 'hemi': hemiLights };
  3576. }
  3577. function allocateShadows( lights ) {
  3578. var maxShadows = 0;
  3579. for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
  3580. var light = lights[ l ];
  3581. if ( ! light.castShadow ) continue;
  3582. if ( light instanceof THREE.SpotLight ) maxShadows ++;
  3583. if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;
  3584. }
  3585. return maxShadows;
  3586. }
  3587. // DEPRECATED
  3588. this.initMaterial = function () {
  3589. THREE.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  3590. };
  3591. this.addPrePlugin = function () {
  3592. THREE.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  3593. };
  3594. this.addPostPlugin = function () {
  3595. THREE.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  3596. };
  3597. this.updateShadowMap = function () {
  3598. THREE.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  3599. };
  3600. };
粤ICP备19079148号