WebGLRenderer.js 145 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052105310541055105610571058105910601061106210631064106510661067106810691070107110721073107410751076107710781079108010811082108310841085108610871088108910901091109210931094109510961097109810991100110111021103110411051106110711081109111011111112111311141115111611171118111911201121112211231124112511261127112811291130113111321133113411351136113711381139114011411142114311441145114611471148114911501151115211531154115511561157115811591160116111621163116411651166116711681169117011711172117311741175117611771178117911801181118211831184118511861187118811891190119111921193119411951196119711981199120012011202120312041205120612071208120912101211121212131214121512161217121812191220122112221223122412251226122712281229123012311232123312341235123612371238123912401241124212431244124512461247124812491250125112521253125412551256125712581259126012611262126312641265126612671268126912701271127212731274127512761277127812791280128112821283128412851286128712881289129012911292129312941295129612971298129913001301130213031304130513061307130813091310131113121313131413151316131713181319132013211322132313241325132613271328132913301331133213331334133513361337133813391340134113421343134413451346134713481349135013511352135313541355135613571358135913601361136213631364136513661367136813691370137113721373137413751376137713781379138013811382138313841385138613871388138913901391139213931394139513961397139813991400140114021403140414051406140714081409141014111412141314141415141614171418141914201421142214231424142514261427142814291430143114321433143414351436143714381439144014411442144314441445144614471448144914501451145214531454145514561457145814591460146114621463146414651466146714681469147014711472147314741475147614771478147914801481148214831484148514861487148814891490149114921493149414951496149714981499150015011502150315041505150615071508150915101511151215131514151515161517151815191520152115221523152415251526152715281529153015311532153315341535153615371538153915401541154215431544154515461547154815491550155115521553155415551556155715581559156015611562156315641565156615671568156915701571157215731574157515761577157815791580158115821583158415851586158715881589159015911592159315941595159615971598159916001601160216031604160516061607160816091610161116121613161416151616161716181619162016211622162316241625162616271628162916301631163216331634163516361637163816391640164116421643164416451646164716481649165016511652165316541655165616571658165916601661166216631664166516661667166816691670167116721673167416751676167716781679168016811682168316841685168616871688168916901691169216931694169516961697169816991700170117021703170417051706170717081709171017111712171317141715171617171718171917201721172217231724172517261727172817291730173117321733173417351736173717381739174017411742174317441745174617471748174917501751175217531754175517561757175817591760176117621763176417651766176717681769177017711772177317741775177617771778177917801781178217831784178517861787178817891790179117921793179417951796179717981799180018011802180318041805180618071808180918101811181218131814181518161817181818191820182118221823182418251826182718281829183018311832183318341835183618371838183918401841184218431844184518461847184818491850185118521853185418551856185718581859186018611862186318641865186618671868186918701871187218731874187518761877187818791880188118821883188418851886188718881889189018911892189318941895189618971898189919001901190219031904190519061907190819091910191119121913191419151916191719181919192019211922192319241925192619271928192919301931193219331934193519361937193819391940194119421943194419451946194719481949195019511952195319541955195619571958195919601961196219631964196519661967196819691970197119721973197419751976197719781979198019811982198319841985198619871988198919901991199219931994199519961997199819992000200120022003200420052006200720082009201020112012201320142015201620172018201920202021202220232024202520262027202820292030203120322033203420352036203720382039204020412042204320442045204620472048204920502051205220532054205520562057205820592060206120622063206420652066206720682069207020712072207320742075207620772078207920802081208220832084208520862087208820892090209120922093209420952096209720982099210021012102210321042105210621072108210921102111211221132114211521162117211821192120212121222123212421252126212721282129213021312132213321342135213621372138213921402141214221432144214521462147214821492150215121522153215421552156215721582159216021612162216321642165216621672168216921702171217221732174217521762177217821792180218121822183218421852186218721882189219021912192219321942195219621972198219922002201220222032204220522062207220822092210221122122213221422152216221722182219222022212222222322242225222622272228222922302231223222332234223522362237223822392240224122422243224422452246224722482249225022512252225322542255225622572258225922602261226222632264226522662267226822692270227122722273227422752276227722782279228022812282228322842285228622872288228922902291229222932294229522962297229822992300230123022303230423052306230723082309231023112312231323142315231623172318231923202321232223232324232523262327232823292330233123322333233423352336233723382339234023412342234323442345234623472348234923502351235223532354235523562357235823592360236123622363236423652366236723682369237023712372237323742375237623772378237923802381238223832384238523862387238823892390239123922393239423952396239723982399240024012402240324042405240624072408240924102411241224132414241524162417241824192420242124222423242424252426242724282429243024312432243324342435243624372438243924402441244224432444244524462447244824492450245124522453245424552456245724582459246024612462246324642465246624672468246924702471247224732474247524762477247824792480248124822483248424852486248724882489249024912492249324942495249624972498249925002501250225032504250525062507250825092510251125122513251425152516251725182519252025212522252325242525252625272528252925302531253225332534253525362537253825392540254125422543254425452546254725482549255025512552255325542555255625572558255925602561256225632564256525662567256825692570257125722573257425752576257725782579258025812582258325842585258625872588258925902591259225932594259525962597259825992600260126022603260426052606260726082609261026112612261326142615261626172618261926202621262226232624262526262627262826292630263126322633263426352636263726382639264026412642264326442645264626472648264926502651265226532654265526562657265826592660266126622663266426652666266726682669267026712672267326742675267626772678267926802681268226832684268526862687268826892690269126922693269426952696269726982699270027012702270327042705270627072708270927102711271227132714271527162717271827192720272127222723272427252726272727282729273027312732273327342735273627372738273927402741274227432744274527462747274827492750275127522753275427552756275727582759276027612762276327642765276627672768276927702771277227732774277527762777277827792780278127822783278427852786278727882789279027912792279327942795279627972798279928002801280228032804280528062807280828092810281128122813281428152816281728182819282028212822282328242825282628272828282928302831283228332834283528362837283828392840284128422843284428452846284728482849285028512852285328542855285628572858285928602861286228632864286528662867286828692870287128722873287428752876287728782879288028812882288328842885288628872888288928902891289228932894289528962897289828992900290129022903290429052906290729082909291029112912291329142915291629172918291929202921292229232924292529262927292829292930293129322933293429352936293729382939294029412942294329442945294629472948294929502951295229532954295529562957295829592960296129622963296429652966296729682969297029712972297329742975297629772978297929802981298229832984298529862987298829892990299129922993299429952996299729982999300030013002300330043005300630073008300930103011301230133014301530163017301830193020302130223023302430253026302730283029303030313032303330343035303630373038303930403041304230433044304530463047304830493050305130523053305430553056305730583059306030613062306330643065306630673068306930703071307230733074307530763077307830793080308130823083308430853086308730883089309030913092309330943095309630973098309931003101310231033104310531063107310831093110311131123113311431153116311731183119312031213122312331243125312631273128312931303131313231333134313531363137313831393140314131423143314431453146314731483149315031513152315331543155315631573158315931603161316231633164316531663167316831693170317131723173317431753176317731783179318031813182318331843185318631873188318931903191319231933194319531963197319831993200320132023203320432053206320732083209321032113212321332143215321632173218321932203221322232233224322532263227322832293230323132323233323432353236323732383239324032413242324332443245324632473248324932503251325232533254325532563257325832593260326132623263326432653266326732683269327032713272327332743275327632773278327932803281328232833284328532863287328832893290329132923293329432953296329732983299330033013302330333043305330633073308330933103311331233133314331533163317331833193320332133223323332433253326332733283329333033313332333333343335333633373338333933403341334233433344334533463347334833493350335133523353335433553356335733583359336033613362336333643365336633673368336933703371337233733374337533763377337833793380338133823383338433853386338733883389339033913392339333943395339633973398339934003401340234033404340534063407340834093410341134123413341434153416341734183419342034213422342334243425342634273428342934303431343234333434343534363437343834393440344134423443344434453446344734483449345034513452345334543455345634573458345934603461346234633464346534663467346834693470347134723473347434753476347734783479348034813482348334843485348634873488348934903491349234933494349534963497349834993500350135023503350435053506350735083509351035113512351335143515351635173518351935203521352235233524352535263527352835293530353135323533353435353536353735383539354035413542354335443545354635473548354935503551355235533554355535563557355835593560356135623563356435653566356735683569357035713572357335743575357635773578357935803581358235833584358535863587358835893590359135923593359435953596359735983599360036013602360336043605360636073608360936103611361236133614361536163617361836193620362136223623362436253626362736283629363036313632363336343635363636373638363936403641364236433644364536463647364836493650365136523653365436553656365736583659366036613662366336643665366636673668366936703671367236733674367536763677367836793680368136823683368436853686368736883689369036913692369336943695369636973698369937003701370237033704370537063707370837093710371137123713371437153716371737183719372037213722372337243725372637273728372937303731373237333734373537363737373837393740374137423743374437453746374737483749375037513752375337543755375637573758375937603761376237633764376537663767376837693770377137723773377437753776377737783779378037813782378337843785378637873788378937903791379237933794379537963797379837993800380138023803380438053806380738083809381038113812381338143815381638173818381938203821382238233824382538263827382838293830383138323833383438353836383738383839384038413842384338443845384638473848384938503851385238533854385538563857385838593860386138623863386438653866386738683869387038713872387338743875387638773878387938803881388238833884388538863887388838893890389138923893389438953896389738983899390039013902390339043905390639073908390939103911391239133914391539163917391839193920392139223923392439253926392739283929393039313932393339343935393639373938393939403941394239433944394539463947394839493950395139523953395439553956395739583959396039613962396339643965396639673968396939703971397239733974397539763977397839793980398139823983398439853986398739883989399039913992399339943995399639973998399940004001400240034004400540064007400840094010401140124013401440154016401740184019402040214022402340244025402640274028402940304031403240334034403540364037403840394040404140424043404440454046404740484049405040514052405340544055405640574058405940604061406240634064406540664067406840694070407140724073407440754076407740784079408040814082408340844085408640874088408940904091409240934094409540964097409840994100410141024103410441054106410741084109411041114112411341144115411641174118411941204121412241234124412541264127412841294130413141324133413441354136413741384139414041414142414341444145414641474148414941504151415241534154415541564157415841594160416141624163416441654166416741684169417041714172417341744175417641774178417941804181418241834184418541864187418841894190419141924193419441954196419741984199420042014202420342044205420642074208420942104211421242134214421542164217421842194220422142224223422442254226422742284229423042314232423342344235423642374238423942404241424242434244424542464247424842494250425142524253425442554256425742584259426042614262426342644265426642674268426942704271427242734274427542764277427842794280428142824283428442854286428742884289429042914292429342944295429642974298429943004301430243034304430543064307430843094310431143124313431443154316431743184319432043214322432343244325432643274328432943304331433243334334433543364337433843394340434143424343434443454346434743484349435043514352435343544355435643574358435943604361436243634364436543664367436843694370437143724373437443754376437743784379438043814382438343844385438643874388438943904391439243934394439543964397439843994400440144024403440444054406440744084409441044114412441344144415441644174418441944204421442244234424442544264427442844294430443144324433443444354436443744384439444044414442444344444445444644474448444944504451445244534454445544564457445844594460446144624463446444654466446744684469447044714472447344744475447644774478447944804481448244834484448544864487448844894490449144924493449444954496449744984499450045014502450345044505450645074508450945104511451245134514451545164517451845194520452145224523452445254526452745284529453045314532453345344535453645374538453945404541454245434544454545464547454845494550455145524553455445554556455745584559456045614562456345644565456645674568456945704571457245734574457545764577457845794580458145824583458445854586458745884589459045914592459345944595459645974598459946004601460246034604460546064607460846094610461146124613461446154616461746184619462046214622462346244625462646274628462946304631463246334634463546364637463846394640464146424643464446454646464746484649465046514652465346544655465646574658465946604661466246634664466546664667466846694670467146724673467446754676467746784679468046814682468346844685468646874688468946904691469246934694469546964697469846994700470147024703470447054706470747084709471047114712471347144715471647174718471947204721472247234724472547264727472847294730473147324733473447354736473747384739474047414742474347444745474647474748474947504751475247534754475547564757475847594760476147624763476447654766476747684769477047714772477347744775477647774778477947804781478247834784478547864787478847894790479147924793479447954796479747984799480048014802480348044805480648074808480948104811481248134814481548164817481848194820482148224823482448254826482748284829483048314832483348344835483648374838483948404841484248434844484548464847484848494850485148524853485448554856485748584859486048614862486348644865486648674868486948704871487248734874487548764877487848794880488148824883488448854886488748884889489048914892489348944895489648974898489949004901490249034904490549064907490849094910491149124913491449154916491749184919492049214922492349244925492649274928492949304931493249334934493549364937493849394940494149424943494449454946494749484949495049514952495349544955495649574958495949604961496249634964496549664967496849694970497149724973497449754976497749784979498049814982498349844985498649874988498949904991499249934994499549964997499849995000500150025003500450055006500750085009501050115012501350145015501650175018501950205021502250235024502550265027502850295030503150325033503450355036503750385039504050415042504350445045504650475048504950505051505250535054505550565057505850595060506150625063506450655066506750685069507050715072507350745075507650775078507950805081508250835084508550865087508850895090509150925093509450955096509750985099510051015102510351045105510651075108510951105111511251135114511551165117511851195120512151225123512451255126512751285129513051315132513351345135513651375138513951405141514251435144514551465147514851495150515151525153515451555156515751585159516051615162516351645165516651675168516951705171517251735174517551765177517851795180518151825183518451855186518751885189519051915192519351945195519651975198519952005201520252035204520552065207520852095210521152125213521452155216521752185219522052215222522352245225522652275228522952305231523252335234523552365237523852395240524152425243524452455246524752485249525052515252525352545255525652575258525952605261526252635264526552665267526852695270527152725273527452755276527752785279528052815282528352845285528652875288528952905291529252935294529552965297529852995300530153025303530453055306530753085309531053115312531353145315531653175318531953205321532253235324532553265327532853295330533153325333533453355336533753385339534053415342534353445345534653475348534953505351535253535354535553565357535853595360536153625363536453655366536753685369537053715372537353745375537653775378537953805381538253835384538553865387538853895390539153925393539453955396539753985399540054015402540354045405540654075408540954105411541254135414541554165417541854195420542154225423542454255426542754285429543054315432543354345435543654375438543954405441544254435444544554465447544854495450545154525453545454555456545754585459546054615462546354645465546654675468546954705471547254735474547554765477547854795480548154825483548454855486548754885489549054915492549354945495549654975498549955005501550255035504550555065507550855095510551155125513551455155516551755185519552055215522552355245525552655275528552955305531553255335534553555365537553855395540554155425543554455455546554755485549555055515552555355545555555655575558555955605561556255635564556555665567556855695570557155725573557455755576557755785579558055815582558355845585558655875588558955905591559255935594559555965597559855995600560156025603560456055606560756085609561056115612561356145615561656175618561956205621562256235624562556265627562856295630563156325633563456355636563756385639564056415642564356445645564656475648564956505651565256535654565556565657565856595660566156625663566456655666566756685669567056715672567356745675567656775678567956805681568256835684568556865687568856895690569156925693569456955696569756985699570057015702570357045705570657075708570957105711571257135714571557165717571857195720572157225723572457255726572757285729573057315732573357345735573657375738573957405741574257435744574557465747574857495750575157525753575457555756575757585759576057615762576357645765576657675768576957705771577257735774577557765777577857795780578157825783578457855786578757885789579057915792579357945795579657975798579958005801580258035804580558065807580858095810581158125813581458155816581758185819582058215822582358245825582658275828582958305831583258335834583558365837583858395840584158425843584458455846584758485849585058515852585358545855585658575858585958605861586258635864586558665867586858695870587158725873587458755876587758785879588058815882588358845885588658875888588958905891589258935894589558965897589858995900590159025903590459055906590759085909591059115912591359145915591659175918591959205921592259235924592559265927592859295930593159325933593459355936593759385939594059415942594359445945594659475948594959505951595259535954595559565957595859595960596159625963596459655966596759685969597059715972597359745975597659775978597959805981598259835984598559865987598859895990599159925993599459955996599759985999600060016002600360046005600660076008600960106011601260136014601560166017601860196020602160226023602460256026602760286029603060316032603360346035603660376038603960406041604260436044604560466047604860496050605160526053605460556056605760586059606060616062606360646065606660676068606960706071607260736074607560766077607860796080608160826083608460856086608760886089609060916092609360946095609660976098609961006101610261036104610561066107610861096110611161126113611461156116611761186119612061216122612361246125612661276128612961306131613261336134613561366137613861396140614161426143614461456146614761486149615061516152615361546155615661576158615961606161616261636164616561666167616861696170617161726173617461756176
  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. // constructor parameters
  9. parameters = parameters || {};
  10. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
  11. _precision = parameters.precision !== undefined ? parameters.precision : 'highp',
  12. _alpha = parameters.alpha !== undefined ? parameters.alpha : true,
  13. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  14. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  15. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  16. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  17. _clearColor = parameters.clearColor !== undefined ? new THREE.Color( parameters.clearColor ) : new THREE.Color( 0x000000 ),
  18. _clearAlpha = parameters.clearAlpha !== undefined ? parameters.clearAlpha : 0,
  19. _maxLights = parameters.maxLights !== undefined ? parameters.maxLights : 4;
  20. // public properties
  21. this.domElement = _canvas;
  22. this.context = null;
  23. // clearing
  24. this.autoClear = true;
  25. this.autoClearColor = true;
  26. this.autoClearDepth = true;
  27. this.autoClearStencil = true;
  28. // scene graph
  29. this.sortObjects = true;
  30. this.autoUpdateObjects = true;
  31. this.autoUpdateScene = true;
  32. // physically based shading
  33. this.gammaInput = false;
  34. this.gammaOutput = false;
  35. this.physicallyBasedShading = false;
  36. // shadow map
  37. this.shadowMapEnabled = false;
  38. this.shadowMapAutoUpdate = true;
  39. this.shadowMapSoft = true;
  40. this.shadowMapCullFrontFaces = true;
  41. this.shadowMapDebug = false;
  42. this.shadowMapCascade = false;
  43. // morphs
  44. this.maxMorphTargets = 8;
  45. this.maxMorphNormals = 4;
  46. // flags
  47. this.autoScaleCubemaps = true;
  48. // custom render plugins
  49. this.renderPluginsPre = [];
  50. this.renderPluginsPost = [];
  51. // info
  52. this.info = {
  53. memory: {
  54. programs: 0,
  55. geometries: 0,
  56. textures: 0
  57. },
  58. render: {
  59. calls: 0,
  60. vertices: 0,
  61. faces: 0,
  62. points: 0
  63. }
  64. };
  65. // internal properties
  66. var _this = this,
  67. _gl,
  68. _programs = [],
  69. // internal state cache
  70. _currentProgram = null,
  71. _currentFramebuffer = null,
  72. _currentMaterialId = -1,
  73. _currentGeometryGroupHash = null,
  74. _currentCamera = null,
  75. _geometryGroupCounter = 0,
  76. // GL state cache
  77. _oldDoubleSided = null,
  78. _oldFlipSided = null,
  79. _oldBlending = null,
  80. _oldBlendEquation = null,
  81. _oldBlendSrc = null,
  82. _oldBlendDst = null,
  83. _oldDepthTest = null,
  84. _oldDepthWrite = null,
  85. _oldPolygonOffset = null,
  86. _oldPolygonOffsetFactor = null,
  87. _oldPolygonOffsetUnits = null,
  88. _oldLineWidth = null,
  89. _viewportX = 0,
  90. _viewportY = 0,
  91. _viewportWidth = 0,
  92. _viewportHeight = 0,
  93. _currentWidth = 0,
  94. _currentHeight = 0,
  95. // frustum
  96. _frustum = new THREE.Frustum(),
  97. // camera matrices cache
  98. _projScreenMatrix = new THREE.Matrix4(),
  99. _projScreenMatrixPS = new THREE.Matrix4(),
  100. _vector3 = new THREE.Vector4(),
  101. // light arrays cache
  102. _direction = new THREE.Vector3(),
  103. _lights = {
  104. ambient: [ 0, 0, 0 ],
  105. directional: { length: 0, colors: new Array(), positions: new Array() },
  106. point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() }
  107. };
  108. // initialize
  109. _gl = initGL();
  110. setDefaultGLState();
  111. this.context = _gl;
  112. // GPU capabilities
  113. var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ),
  114. _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE ),
  115. _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE );
  116. // API
  117. this.getContext = function () {
  118. return _gl;
  119. };
  120. this.supportsVertexTextures = function () {
  121. return _maxVertexTextures > 0;
  122. };
  123. this.setSize = function ( width, height ) {
  124. _canvas.width = width;
  125. _canvas.height = height;
  126. this.setViewport( 0, 0, _canvas.width, _canvas.height );
  127. };
  128. this.setViewport = function ( x, y, width, height ) {
  129. _viewportX = x;
  130. _viewportY = y;
  131. _viewportWidth = width;
  132. _viewportHeight = height;
  133. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  134. };
  135. this.setScissor = function ( x, y, width, height ) {
  136. _gl.scissor( x, y, width, height );
  137. };
  138. this.enableScissorTest = function ( enable ) {
  139. enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );
  140. };
  141. // Clearing
  142. this.setClearColorHex = function ( hex, alpha ) {
  143. _clearColor.setHex( hex );
  144. _clearAlpha = alpha;
  145. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  146. };
  147. this.setClearColor = function ( color, alpha ) {
  148. _clearColor.copy( color );
  149. _clearAlpha = alpha;
  150. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  151. };
  152. this.getClearColor = function () {
  153. return _clearColor;
  154. };
  155. this.getClearAlpha = function () {
  156. return _clearAlpha;
  157. };
  158. this.clear = function ( color, depth, stencil ) {
  159. var bits = 0;
  160. if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  161. if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  162. if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  163. _gl.clear( bits );
  164. };
  165. this.clearTarget = function ( renderTarget, color, depth, stencil ) {
  166. this.setRenderTarget( renderTarget );
  167. this.clear( color, depth, stencil );
  168. };
  169. // Plugins
  170. this.addPostPlugin = function ( plugin ) {
  171. plugin.init( this );
  172. this.renderPluginsPost.push( plugin );
  173. };
  174. this.addPrePlugin = function ( plugin ) {
  175. plugin.init( this );
  176. this.renderPluginsPre.push( plugin );
  177. };
  178. // Deallocation
  179. this.deallocateObject = function ( object ) {
  180. if ( ! object.__webglInit ) return;
  181. object.__webglInit = false;
  182. delete object._modelViewMatrix;
  183. delete object._normalMatrixArray;
  184. delete object._modelViewMatrixArray;
  185. delete object._objectMatrixArray;
  186. if ( object instanceof THREE.Mesh ) {
  187. for ( var g in object.geometry.geometryGroups ) {
  188. deleteMeshBuffers( object.geometry.geometryGroups[ g ] );
  189. }
  190. } else if ( object instanceof THREE.Ribbon ) {
  191. deleteRibbonBuffers( object.geometry );
  192. } else if ( object instanceof THREE.Line ) {
  193. deleteLineBuffers( object.geometry );
  194. } else if ( object instanceof THREE.ParticleSystem ) {
  195. deleteParticleBuffers( object.geometry );
  196. }
  197. };
  198. this.deallocateTexture = function ( texture ) {
  199. if ( ! texture.__webglInit ) return;
  200. texture.__webglInit = false;
  201. _gl.deleteTexture( texture.__webglTexture );
  202. _this.info.memory.textures --;
  203. };
  204. this.deallocateRenderTarget = function ( renderTarget ) {
  205. if ( !renderTarget || ! renderTarget.__webglTexture ) return;
  206. _gl.deleteTexture( renderTarget.__webglTexture );
  207. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  208. for ( var i = 0; i < 6; i ++ ) {
  209. _gl.deleteFramebuffer( renderTarget.__webglFramebuffer[ i ] );
  210. _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer[ i ] );
  211. }
  212. } else {
  213. _gl.deleteFramebuffer( renderTarget.__webglFramebuffer );
  214. _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer );
  215. }
  216. };
  217. // Rendering
  218. this.updateShadowMap = function ( scene, camera ) {
  219. _currentProgram = null;
  220. _oldBlending = -1;
  221. _oldDepthTest = -1;
  222. _oldDepthWrite = -1;
  223. _currentGeometryGroupHash = -1;
  224. _currentMaterialId = -1;
  225. this.shadowMapPlugin.update( scene, camera );
  226. };
  227. // Internal functions
  228. // Buffer allocation
  229. function createParticleBuffers ( geometry ) {
  230. geometry.__webglVertexBuffer = _gl.createBuffer();
  231. geometry.__webglColorBuffer = _gl.createBuffer();
  232. _this.info.geometries ++;
  233. };
  234. function createLineBuffers ( geometry ) {
  235. geometry.__webglVertexBuffer = _gl.createBuffer();
  236. geometry.__webglColorBuffer = _gl.createBuffer();
  237. _this.info.memory.geometries ++;
  238. };
  239. function createRibbonBuffers ( geometry ) {
  240. geometry.__webglVertexBuffer = _gl.createBuffer();
  241. geometry.__webglColorBuffer = _gl.createBuffer();
  242. _this.info.memory.geometries ++;
  243. };
  244. function createMeshBuffers ( geometryGroup ) {
  245. geometryGroup.__webglVertexBuffer = _gl.createBuffer();
  246. geometryGroup.__webglNormalBuffer = _gl.createBuffer();
  247. geometryGroup.__webglTangentBuffer = _gl.createBuffer();
  248. geometryGroup.__webglColorBuffer = _gl.createBuffer();
  249. geometryGroup.__webglUVBuffer = _gl.createBuffer();
  250. geometryGroup.__webglUV2Buffer = _gl.createBuffer();
  251. geometryGroup.__webglSkinVertexABuffer = _gl.createBuffer();
  252. geometryGroup.__webglSkinVertexBBuffer = _gl.createBuffer();
  253. geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
  254. geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
  255. geometryGroup.__webglFaceBuffer = _gl.createBuffer();
  256. geometryGroup.__webglLineBuffer = _gl.createBuffer();
  257. var m, ml;
  258. if ( geometryGroup.numMorphTargets ) {
  259. geometryGroup.__webglMorphTargetsBuffers = [];
  260. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  261. geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
  262. }
  263. }
  264. if ( geometryGroup.numMorphNormals ) {
  265. geometryGroup.__webglMorphNormalsBuffers = [];
  266. for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  267. geometryGroup.__webglMorphNormalsBuffers.push( _gl.createBuffer() );
  268. }
  269. }
  270. _this.info.memory.geometries ++;
  271. };
  272. // Buffer deallocation
  273. function deleteParticleBuffers ( geometry ) {
  274. _gl.deleteBuffer( geometry.__webglVertexBuffer );
  275. _gl.deleteBuffer( geometry.__webglColorBuffer );
  276. _this.info.memory.geometries --;
  277. };
  278. function deleteLineBuffers ( geometry ) {
  279. _gl.deleteBuffer( geometry.__webglVertexBuffer );
  280. _gl.deleteBuffer( geometry.__webglColorBuffer );
  281. _this.info.memory.geometries --;
  282. };
  283. function deleteRibbonBuffers ( geometry ) {
  284. _gl.deleteBuffer( geometry.__webglVertexBuffer );
  285. _gl.deleteBuffer( geometry.__webglColorBuffer );
  286. _this.info.memory.geometries --;
  287. };
  288. function deleteMeshBuffers ( geometryGroup ) {
  289. _gl.deleteBuffer( geometryGroup.__webglVertexBuffer );
  290. _gl.deleteBuffer( geometryGroup.__webglNormalBuffer );
  291. _gl.deleteBuffer( geometryGroup.__webglTangentBuffer );
  292. _gl.deleteBuffer( geometryGroup.__webglColorBuffer );
  293. _gl.deleteBuffer( geometryGroup.__webglUVBuffer );
  294. _gl.deleteBuffer( geometryGroup.__webglUV2Buffer );
  295. _gl.deleteBuffer( geometryGroup.__webglSkinVertexABuffer );
  296. _gl.deleteBuffer( geometryGroup.__webglSkinVertexBBuffer );
  297. _gl.deleteBuffer( geometryGroup.__webglSkinIndicesBuffer );
  298. _gl.deleteBuffer( geometryGroup.__webglSkinWeightsBuffer );
  299. _gl.deleteBuffer( geometryGroup.__webglFaceBuffer );
  300. _gl.deleteBuffer( geometryGroup.__webglLineBuffer );
  301. var m, ml;
  302. if ( geometryGroup.numMorphTargets ) {
  303. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  304. _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
  305. }
  306. }
  307. if ( geometryGroup.numMorphNormals ) {
  308. for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  309. _gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] );
  310. }
  311. }
  312. if ( geometryGroup.__webglCustomAttributesList ) {
  313. for ( var id in geometryGroup.__webglCustomAttributesList ) {
  314. _gl.deleteBuffer( geometryGroup.__webglCustomAttributesList[ id ].buffer );
  315. }
  316. }
  317. _this.info.memory.geometries --;
  318. };
  319. // Buffer initialization
  320. function initCustomAttributes ( geometry, object ) {
  321. var nvertices = geometry.vertices.length;
  322. var material = object.material;
  323. if ( material.attributes ) {
  324. if ( geometry.__webglCustomAttributesList === undefined ) {
  325. geometry.__webglCustomAttributesList = [];
  326. }
  327. for ( var a in material.attributes ) {
  328. var attribute = material.attributes[ a ];
  329. if( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  330. attribute.__webglInitialized = true;
  331. var size = 1; // "f" and "i"
  332. if ( attribute.type === "v2" ) size = 2;
  333. else if ( attribute.type === "v3" ) size = 3;
  334. else if ( attribute.type === "v4" ) size = 4;
  335. else if ( attribute.type === "c" ) size = 3;
  336. attribute.size = size;
  337. attribute.array = new Float32Array( nvertices * size );
  338. attribute.buffer = _gl.createBuffer();
  339. attribute.buffer.belongsToAttribute = a;
  340. attribute.needsUpdate = true;
  341. }
  342. geometry.__webglCustomAttributesList.push( attribute );
  343. }
  344. }
  345. };
  346. function initParticleBuffers ( geometry, object ) {
  347. var nvertices = geometry.vertices.length;
  348. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  349. geometry.__colorArray = new Float32Array( nvertices * 3 );
  350. geometry.__sortArray = [];
  351. geometry.__webglParticleCount = nvertices;
  352. initCustomAttributes ( geometry, object );
  353. };
  354. function initLineBuffers ( geometry, object ) {
  355. var nvertices = geometry.vertices.length;
  356. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  357. geometry.__colorArray = new Float32Array( nvertices * 3 );
  358. geometry.__webglLineCount = nvertices;
  359. initCustomAttributes ( geometry, object );
  360. };
  361. function initRibbonBuffers ( geometry ) {
  362. var nvertices = geometry.vertices.length;
  363. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  364. geometry.__colorArray = new Float32Array( nvertices * 3 );
  365. geometry.__webglVertexCount = nvertices;
  366. };
  367. function initMeshBuffers ( geometryGroup, object ) {
  368. var geometry = object.geometry,
  369. faces3 = geometryGroup.faces3,
  370. faces4 = geometryGroup.faces4,
  371. nvertices = faces3.length * 3 + faces4.length * 4,
  372. ntris = faces3.length * 1 + faces4.length * 2,
  373. nlines = faces3.length * 3 + faces4.length * 4,
  374. material = getBufferMaterial( object, geometryGroup ),
  375. uvType = bufferGuessUVType( material ),
  376. normalType = bufferGuessNormalType( material ),
  377. vertexColorType = bufferGuessVertexColorType( material );
  378. //console.log( "uvType", uvType, "normalType", normalType, "vertexColorType", vertexColorType, object, geometryGroup, material );
  379. geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
  380. if ( normalType ) {
  381. geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
  382. }
  383. if ( geometry.hasTangents ) {
  384. geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
  385. }
  386. if ( vertexColorType ) {
  387. geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
  388. }
  389. if ( uvType ) {
  390. if ( geometry.faceUvs.length > 0 || geometry.faceVertexUvs.length > 0 ) {
  391. geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
  392. }
  393. if ( geometry.faceUvs.length > 1 || geometry.faceVertexUvs.length > 1 ) {
  394. geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
  395. }
  396. }
  397. if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
  398. geometryGroup.__skinVertexAArray = new Float32Array( nvertices * 4 );
  399. geometryGroup.__skinVertexBArray = new Float32Array( nvertices * 4 );
  400. geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
  401. geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
  402. }
  403. geometryGroup.__faceArray = new Uint16Array( ntris * 3 );
  404. geometryGroup.__lineArray = new Uint16Array( nlines * 2 );
  405. var m, ml;
  406. if ( geometryGroup.numMorphTargets ) {
  407. geometryGroup.__morphTargetsArrays = [];
  408. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  409. geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
  410. }
  411. }
  412. if ( geometryGroup.numMorphNormals ) {
  413. geometryGroup.__morphNormalsArrays = [];
  414. for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  415. geometryGroup.__morphNormalsArrays.push( new Float32Array( nvertices * 3 ) );
  416. }
  417. }
  418. geometryGroup.__webglFaceCount = ntris * 3;
  419. geometryGroup.__webglLineCount = nlines * 2;
  420. // custom attributes
  421. if ( material.attributes ) {
  422. if ( geometryGroup.__webglCustomAttributesList === undefined ) {
  423. geometryGroup.__webglCustomAttributesList = [];
  424. }
  425. for ( var a in material.attributes ) {
  426. // Do a shallow copy of the attribute object so different geometryGroup chunks use different
  427. // attribute buffers which are correctly indexed in the setMeshBuffers function
  428. var originalAttribute = material.attributes[ a ];
  429. var attribute = {};
  430. for ( var property in originalAttribute ) {
  431. attribute[ property ] = originalAttribute[ property ];
  432. }
  433. if( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  434. attribute.__webglInitialized = true;
  435. var size = 1; // "f" and "i"
  436. if( attribute.type === "v2" ) size = 2;
  437. else if( attribute.type === "v3" ) size = 3;
  438. else if( attribute.type === "v4" ) size = 4;
  439. else if( attribute.type === "c" ) size = 3;
  440. attribute.size = size;
  441. attribute.array = new Float32Array( nvertices * size );
  442. attribute.buffer = _gl.createBuffer();
  443. attribute.buffer.belongsToAttribute = a;
  444. originalAttribute.needsUpdate = true;
  445. attribute.__original = originalAttribute;
  446. }
  447. geometryGroup.__webglCustomAttributesList.push( attribute );
  448. }
  449. }
  450. geometryGroup.__inittedArrays = true;
  451. };
  452. function getBufferMaterial( object, geometryGroup ) {
  453. if ( object.material && ! ( object.material instanceof THREE.MeshFaceMaterial ) ) {
  454. return object.material;
  455. } else if ( geometryGroup.materialIndex >= 0 ) {
  456. return object.geometry.materials[ geometryGroup.materialIndex ];
  457. }
  458. };
  459. function materialNeedsSmoothNormals ( material ) {
  460. return material && material.shading !== undefined && material.shading === THREE.SmoothShading;
  461. };
  462. function bufferGuessNormalType ( material ) {
  463. // only MeshBasicMaterial and MeshDepthMaterial don't need normals
  464. if ( ( material instanceof THREE.MeshBasicMaterial && !material.envMap ) || material instanceof THREE.MeshDepthMaterial ) {
  465. return false;
  466. }
  467. if ( materialNeedsSmoothNormals( material ) ) {
  468. return THREE.SmoothShading;
  469. } else {
  470. return THREE.FlatShading;
  471. }
  472. };
  473. function bufferGuessVertexColorType ( material ) {
  474. if ( material.vertexColors ) {
  475. return material.vertexColors;
  476. }
  477. return false;
  478. };
  479. function bufferGuessUVType ( material ) {
  480. // material must use some texture to require uvs
  481. if ( material.map || material.lightMap || material instanceof THREE.ShaderMaterial ) {
  482. return true;
  483. }
  484. return false;
  485. };
  486. // Buffer setting
  487. function setParticleBuffers ( geometry, hint, object ) {
  488. var v, c, vertex, offset, index, color,
  489. vertices = geometry.vertices,
  490. vl = vertices.length,
  491. colors = geometry.colors,
  492. cl = colors.length,
  493. vertexArray = geometry.__vertexArray,
  494. colorArray = geometry.__colorArray,
  495. sortArray = geometry.__sortArray,
  496. dirtyVertices = geometry.__dirtyVertices,
  497. dirtyElements = geometry.__dirtyElements,
  498. dirtyColors = geometry.__dirtyColors,
  499. customAttributes = geometry.__webglCustomAttributesList,
  500. i, il,
  501. a, ca, cal, value,
  502. customAttribute;
  503. if ( object.sortParticles ) {
  504. _projScreenMatrixPS.copy( _projScreenMatrix );
  505. _projScreenMatrixPS.multiplySelf( object.matrixWorld );
  506. for ( v = 0; v < vl; v ++ ) {
  507. vertex = vertices[ v ].position;
  508. _vector3.copy( vertex );
  509. _projScreenMatrixPS.multiplyVector3( _vector3 );
  510. sortArray[ v ] = [ _vector3.z, v ];
  511. }
  512. sortArray.sort( function( a, b ) { return b[ 0 ] - a[ 0 ]; } );
  513. for ( v = 0; v < vl; v ++ ) {
  514. vertex = vertices[ sortArray[v][1] ].position;
  515. offset = v * 3;
  516. vertexArray[ offset ] = vertex.x;
  517. vertexArray[ offset + 1 ] = vertex.y;
  518. vertexArray[ offset + 2 ] = vertex.z;
  519. }
  520. for ( c = 0; c < cl; c ++ ) {
  521. offset = c * 3;
  522. color = colors[ sortArray[c][1] ];
  523. colorArray[ offset ] = color.r;
  524. colorArray[ offset + 1 ] = color.g;
  525. colorArray[ offset + 2 ] = color.b;
  526. }
  527. if ( customAttributes ) {
  528. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  529. customAttribute = customAttributes[ i ];
  530. if ( ! ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) ) continue;
  531. offset = 0;
  532. cal = customAttribute.value.length;
  533. if ( customAttribute.size === 1 ) {
  534. for ( ca = 0; ca < cal; ca ++ ) {
  535. index = sortArray[ ca ][ 1 ];
  536. customAttribute.array[ ca ] = customAttribute.value[ index ];
  537. }
  538. } else if ( customAttribute.size === 2 ) {
  539. for ( ca = 0; ca < cal; ca ++ ) {
  540. index = sortArray[ ca ][ 1 ];
  541. value = customAttribute.value[ index ];
  542. customAttribute.array[ offset ] = value.x;
  543. customAttribute.array[ offset + 1 ] = value.y;
  544. offset += 2;
  545. }
  546. } else if ( customAttribute.size === 3 ) {
  547. if ( customAttribute.type === "c" ) {
  548. for ( ca = 0; ca < cal; ca ++ ) {
  549. index = sortArray[ ca ][ 1 ];
  550. value = customAttribute.value[ index ];
  551. customAttribute.array[ offset ] = value.r;
  552. customAttribute.array[ offset + 1 ] = value.g;
  553. customAttribute.array[ offset + 2 ] = value.b;
  554. offset += 3;
  555. }
  556. } else {
  557. for ( ca = 0; ca < cal; ca ++ ) {
  558. index = sortArray[ ca ][ 1 ];
  559. value = customAttribute.value[ index ];
  560. customAttribute.array[ offset ] = value.x;
  561. customAttribute.array[ offset + 1 ] = value.y;
  562. customAttribute.array[ offset + 2 ] = value.z;
  563. offset += 3;
  564. }
  565. }
  566. } else if ( customAttribute.size === 4 ) {
  567. for ( ca = 0; ca < cal; ca ++ ) {
  568. index = sortArray[ ca ][ 1 ];
  569. value = customAttribute.value[ index ];
  570. customAttribute.array[ offset ] = value.x;
  571. customAttribute.array[ offset + 1 ] = value.y;
  572. customAttribute.array[ offset + 2 ] = value.z;
  573. customAttribute.array[ offset + 3 ] = value.w;
  574. offset += 4;
  575. }
  576. }
  577. }
  578. }
  579. } else {
  580. if ( dirtyVertices ) {
  581. for ( v = 0; v < vl; v ++ ) {
  582. vertex = vertices[ v ].position;
  583. offset = v * 3;
  584. vertexArray[ offset ] = vertex.x;
  585. vertexArray[ offset + 1 ] = vertex.y;
  586. vertexArray[ offset + 2 ] = vertex.z;
  587. }
  588. }
  589. if ( dirtyColors ) {
  590. for ( c = 0; c < cl; c ++ ) {
  591. color = colors[ c ];
  592. offset = c * 3;
  593. colorArray[ offset ] = color.r;
  594. colorArray[ offset + 1 ] = color.g;
  595. colorArray[ offset + 2 ] = color.b;
  596. }
  597. }
  598. if ( customAttributes ) {
  599. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  600. customAttribute = customAttributes[ i ];
  601. if ( customAttribute.needsUpdate &&
  602. ( customAttribute.boundTo === undefined ||
  603. customAttribute.boundTo === "vertices") ) {
  604. cal = customAttribute.value.length;
  605. offset = 0;
  606. if ( customAttribute.size === 1 ) {
  607. for ( ca = 0; ca < cal; ca ++ ) {
  608. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  609. }
  610. } else if ( customAttribute.size === 2 ) {
  611. for ( ca = 0; ca < cal; ca ++ ) {
  612. value = customAttribute.value[ ca ];
  613. customAttribute.array[ offset ] = value.x;
  614. customAttribute.array[ offset + 1 ] = value.y;
  615. offset += 2;
  616. }
  617. } else if ( customAttribute.size === 3 ) {
  618. if ( customAttribute.type === "c" ) {
  619. for ( ca = 0; ca < cal; ca ++ ) {
  620. value = customAttribute.value[ ca ];
  621. customAttribute.array[ offset ] = value.r;
  622. customAttribute.array[ offset + 1 ] = value.g;
  623. customAttribute.array[ offset + 2 ] = value.b;
  624. offset += 3;
  625. }
  626. } else {
  627. for ( ca = 0; ca < cal; ca ++ ) {
  628. value = customAttribute.value[ ca ];
  629. customAttribute.array[ offset ] = value.x;
  630. customAttribute.array[ offset + 1 ] = value.y;
  631. customAttribute.array[ offset + 2 ] = value.z;
  632. offset += 3;
  633. }
  634. }
  635. } else if ( customAttribute.size === 4 ) {
  636. for ( ca = 0; ca < cal; ca ++ ) {
  637. value = customAttribute.value[ ca ];
  638. customAttribute.array[ offset ] = value.x;
  639. customAttribute.array[ offset + 1 ] = value.y;
  640. customAttribute.array[ offset + 2 ] = value.z;
  641. customAttribute.array[ offset + 3 ] = value.w;
  642. offset += 4;
  643. }
  644. }
  645. }
  646. }
  647. }
  648. }
  649. if ( dirtyVertices || object.sortParticles ) {
  650. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  651. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  652. }
  653. if ( dirtyColors || object.sortParticles ) {
  654. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  655. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  656. }
  657. if ( customAttributes ) {
  658. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  659. customAttribute = customAttributes[ i ];
  660. if ( customAttribute.needsUpdate || object.sortParticles ) {
  661. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  662. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  663. }
  664. }
  665. }
  666. };
  667. function setLineBuffers ( geometry, hint ) {
  668. var v, c, vertex, offset, color,
  669. vertices = geometry.vertices,
  670. colors = geometry.colors,
  671. vl = vertices.length,
  672. cl = colors.length,
  673. vertexArray = geometry.__vertexArray,
  674. colorArray = geometry.__colorArray,
  675. dirtyVertices = geometry.__dirtyVertices,
  676. dirtyColors = geometry.__dirtyColors,
  677. customAttributes = geometry.__webglCustomAttributesList,
  678. i, il,
  679. a, ca, cal, value,
  680. customAttribute;
  681. if ( dirtyVertices ) {
  682. for ( v = 0; v < vl; v ++ ) {
  683. vertex = vertices[ v ].position;
  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 &&
  707. ( customAttribute.boundTo === undefined ||
  708. customAttribute.boundTo === "vertices" ) ) {
  709. offset = 0;
  710. cal = customAttribute.value.length;
  711. if ( customAttribute.size === 1 ) {
  712. for ( ca = 0; ca < cal; ca ++ ) {
  713. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  714. }
  715. } else if ( customAttribute.size === 2 ) {
  716. for ( ca = 0; ca < cal; ca ++ ) {
  717. value = customAttribute.value[ ca ];
  718. customAttribute.array[ offset ] = value.x;
  719. customAttribute.array[ offset + 1 ] = value.y;
  720. offset += 2;
  721. }
  722. } else if ( customAttribute.size === 3 ) {
  723. if ( customAttribute.type === "c" ) {
  724. for ( ca = 0; ca < cal; ca ++ ) {
  725. value = customAttribute.value[ ca ];
  726. customAttribute.array[ offset ] = value.r;
  727. customAttribute.array[ offset + 1 ] = value.g;
  728. customAttribute.array[ offset + 2 ] = value.b;
  729. offset += 3;
  730. }
  731. } else {
  732. for ( ca = 0; ca < cal; ca ++ ) {
  733. value = customAttribute.value[ ca ];
  734. customAttribute.array[ offset ] = value.x;
  735. customAttribute.array[ offset + 1 ] = value.y;
  736. customAttribute.array[ offset + 2 ] = value.z;
  737. offset += 3;
  738. }
  739. }
  740. } else if ( customAttribute.size === 4 ) {
  741. for ( ca = 0; ca < cal; ca ++ ) {
  742. value = customAttribute.value[ ca ];
  743. customAttribute.array[ offset ] = value.x;
  744. customAttribute.array[ offset + 1 ] = value.y;
  745. customAttribute.array[ offset + 2 ] = value.z;
  746. customAttribute.array[ offset + 3 ] = value.w;
  747. offset += 4;
  748. }
  749. }
  750. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  751. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  752. }
  753. }
  754. }
  755. };
  756. function setRibbonBuffers ( geometry, hint ) {
  757. var v, c, vertex, offset, color,
  758. vertices = geometry.vertices,
  759. colors = geometry.colors,
  760. vl = vertices.length,
  761. cl = colors.length,
  762. vertexArray = geometry.__vertexArray,
  763. colorArray = geometry.__colorArray,
  764. dirtyVertices = geometry.__dirtyVertices,
  765. dirtyColors = geometry.__dirtyColors;
  766. if ( dirtyVertices ) {
  767. for ( v = 0; v < vl; v ++ ) {
  768. vertex = vertices[ v ].position;
  769. offset = v * 3;
  770. vertexArray[ offset ] = vertex.x;
  771. vertexArray[ offset + 1 ] = vertex.y;
  772. vertexArray[ offset + 2 ] = vertex.z;
  773. }
  774. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  775. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  776. }
  777. if ( dirtyColors ) {
  778. for ( c = 0; c < cl; c ++ ) {
  779. color = colors[ c ];
  780. offset = c * 3;
  781. colorArray[ offset ] = color.r;
  782. colorArray[ offset + 1 ] = color.g;
  783. colorArray[ offset + 2 ] = color.b;
  784. }
  785. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  786. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  787. }
  788. };
  789. function setMeshBuffers( geometryGroup, object, hint, dispose, material ) {
  790. if ( ! geometryGroup.__inittedArrays ) {
  791. // console.log( object );
  792. return;
  793. }
  794. var normalType = bufferGuessNormalType( material ),
  795. vertexColorType = bufferGuessVertexColorType( material ),
  796. uvType = bufferGuessUVType( material ),
  797. needsSmoothNormals = ( normalType === THREE.SmoothShading );
  798. var f, fl, fi, face,
  799. vertexNormals, faceNormal, normal,
  800. vertexColors, faceColor,
  801. vertexTangents,
  802. uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4, n1, n2, n3, n4,
  803. c1, c2, c3, c4,
  804. sw1, sw2, sw3, sw4,
  805. si1, si2, si3, si4,
  806. sa1, sa2, sa3, sa4,
  807. sb1, sb2, sb3, sb4,
  808. m, ml, i, il,
  809. vn, uvi, uv2i,
  810. vk, vkl, vka,
  811. nka, chf, faceVertexNormals,
  812. a,
  813. vertexIndex = 0,
  814. offset = 0,
  815. offset_uv = 0,
  816. offset_uv2 = 0,
  817. offset_face = 0,
  818. offset_normal = 0,
  819. offset_tangent = 0,
  820. offset_line = 0,
  821. offset_color = 0,
  822. offset_skin = 0,
  823. offset_morphTarget = 0,
  824. offset_custom = 0,
  825. offset_customSrc = 0,
  826. value,
  827. vertexArray = geometryGroup.__vertexArray,
  828. uvArray = geometryGroup.__uvArray,
  829. uv2Array = geometryGroup.__uv2Array,
  830. normalArray = geometryGroup.__normalArray,
  831. tangentArray = geometryGroup.__tangentArray,
  832. colorArray = geometryGroup.__colorArray,
  833. skinVertexAArray = geometryGroup.__skinVertexAArray,
  834. skinVertexBArray = geometryGroup.__skinVertexBArray,
  835. skinIndexArray = geometryGroup.__skinIndexArray,
  836. skinWeightArray = geometryGroup.__skinWeightArray,
  837. morphTargetsArrays = geometryGroup.__morphTargetsArrays,
  838. morphNormalsArrays = geometryGroup.__morphNormalsArrays,
  839. customAttributes = geometryGroup.__webglCustomAttributesList,
  840. customAttribute,
  841. faceArray = geometryGroup.__faceArray,
  842. lineArray = geometryGroup.__lineArray,
  843. geometry = object.geometry, // this is shared for all chunks
  844. dirtyVertices = geometry.__dirtyVertices,
  845. dirtyElements = geometry.__dirtyElements,
  846. dirtyUvs = geometry.__dirtyUvs,
  847. dirtyNormals = geometry.__dirtyNormals,
  848. dirtyTangents = geometry.__dirtyTangents,
  849. dirtyColors = geometry.__dirtyColors,
  850. dirtyMorphTargets = geometry.__dirtyMorphTargets,
  851. vertices = geometry.vertices,
  852. chunk_faces3 = geometryGroup.faces3,
  853. chunk_faces4 = geometryGroup.faces4,
  854. obj_faces = geometry.faces,
  855. obj_uvs = geometry.faceVertexUvs[ 0 ],
  856. obj_uvs2 = geometry.faceVertexUvs[ 1 ],
  857. obj_colors = geometry.colors,
  858. obj_skinVerticesA = geometry.skinVerticesA,
  859. obj_skinVerticesB = geometry.skinVerticesB,
  860. obj_skinIndices = geometry.skinIndices,
  861. obj_skinWeights = geometry.skinWeights,
  862. morphTargets = geometry.morphTargets,
  863. morphNormals = geometry.morphNormals;
  864. if ( dirtyVertices ) {
  865. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  866. face = obj_faces[ chunk_faces3[ f ] ];
  867. v1 = vertices[ face.a ].position;
  868. v2 = vertices[ face.b ].position;
  869. v3 = vertices[ face.c ].position;
  870. vertexArray[ offset ] = v1.x;
  871. vertexArray[ offset + 1 ] = v1.y;
  872. vertexArray[ offset + 2 ] = v1.z;
  873. vertexArray[ offset + 3 ] = v2.x;
  874. vertexArray[ offset + 4 ] = v2.y;
  875. vertexArray[ offset + 5 ] = v2.z;
  876. vertexArray[ offset + 6 ] = v3.x;
  877. vertexArray[ offset + 7 ] = v3.y;
  878. vertexArray[ offset + 8 ] = v3.z;
  879. offset += 9;
  880. }
  881. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  882. face = obj_faces[ chunk_faces4[ f ] ];
  883. v1 = vertices[ face.a ].position;
  884. v2 = vertices[ face.b ].position;
  885. v3 = vertices[ face.c ].position;
  886. v4 = vertices[ face.d ].position;
  887. vertexArray[ offset ] = v1.x;
  888. vertexArray[ offset + 1 ] = v1.y;
  889. vertexArray[ offset + 2 ] = v1.z;
  890. vertexArray[ offset + 3 ] = v2.x;
  891. vertexArray[ offset + 4 ] = v2.y;
  892. vertexArray[ offset + 5 ] = v2.z;
  893. vertexArray[ offset + 6 ] = v3.x;
  894. vertexArray[ offset + 7 ] = v3.y;
  895. vertexArray[ offset + 8 ] = v3.z;
  896. vertexArray[ offset + 9 ] = v4.x;
  897. vertexArray[ offset + 10 ] = v4.y;
  898. vertexArray[ offset + 11 ] = v4.z;
  899. offset += 12;
  900. }
  901. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  902. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  903. }
  904. if ( dirtyMorphTargets ) {
  905. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  906. offset_morphTarget = 0;
  907. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  908. chf = chunk_faces3[ f ];
  909. face = obj_faces[ chf ];
  910. // morph positions
  911. v1 = morphTargets[ vk ].vertices[ face.a ].position;
  912. v2 = morphTargets[ vk ].vertices[ face.b ].position;
  913. v3 = morphTargets[ vk ].vertices[ face.c ].position;
  914. vka = morphTargetsArrays[ vk ];
  915. vka[ offset_morphTarget ] = v1.x;
  916. vka[ offset_morphTarget + 1 ] = v1.y;
  917. vka[ offset_morphTarget + 2 ] = v1.z;
  918. vka[ offset_morphTarget + 3 ] = v2.x;
  919. vka[ offset_morphTarget + 4 ] = v2.y;
  920. vka[ offset_morphTarget + 5 ] = v2.z;
  921. vka[ offset_morphTarget + 6 ] = v3.x;
  922. vka[ offset_morphTarget + 7 ] = v3.y;
  923. vka[ offset_morphTarget + 8 ] = v3.z;
  924. // morph normals
  925. if ( material.morphNormals ) {
  926. if ( needsSmoothNormals ) {
  927. faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];
  928. n1 = faceVertexNormals.a;
  929. n2 = faceVertexNormals.b;
  930. n3 = faceVertexNormals.c;
  931. } else {
  932. n1 = morphNormals[ vk ].faceNormals[ chf ];
  933. n2 = n1;
  934. n3 = n1;
  935. }
  936. nka = morphNormalsArrays[ vk ];
  937. nka[ offset_morphTarget ] = n1.x;
  938. nka[ offset_morphTarget + 1 ] = n1.y;
  939. nka[ offset_morphTarget + 2 ] = n1.z;
  940. nka[ offset_morphTarget + 3 ] = n2.x;
  941. nka[ offset_morphTarget + 4 ] = n2.y;
  942. nka[ offset_morphTarget + 5 ] = n2.z;
  943. nka[ offset_morphTarget + 6 ] = n3.x;
  944. nka[ offset_morphTarget + 7 ] = n3.y;
  945. nka[ offset_morphTarget + 8 ] = n3.z;
  946. }
  947. //
  948. offset_morphTarget += 9;
  949. }
  950. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  951. chf = chunk_faces4[ f ];
  952. face = obj_faces[ chf ];
  953. // morph positions
  954. v1 = morphTargets[ vk ].vertices[ face.a ].position;
  955. v2 = morphTargets[ vk ].vertices[ face.b ].position;
  956. v3 = morphTargets[ vk ].vertices[ face.c ].position;
  957. v4 = morphTargets[ vk ].vertices[ face.d ].position;
  958. vka = morphTargetsArrays[ vk ];
  959. vka[ offset_morphTarget ] = v1.x;
  960. vka[ offset_morphTarget + 1 ] = v1.y;
  961. vka[ offset_morphTarget + 2 ] = v1.z;
  962. vka[ offset_morphTarget + 3 ] = v2.x;
  963. vka[ offset_morphTarget + 4 ] = v2.y;
  964. vka[ offset_morphTarget + 5 ] = v2.z;
  965. vka[ offset_morphTarget + 6 ] = v3.x;
  966. vka[ offset_morphTarget + 7 ] = v3.y;
  967. vka[ offset_morphTarget + 8 ] = v3.z;
  968. vka[ offset_morphTarget + 9 ] = v4.x;
  969. vka[ offset_morphTarget + 10 ] = v4.y;
  970. vka[ offset_morphTarget + 11 ] = v4.z;
  971. // morph normals
  972. if ( material.morphNormals ) {
  973. if ( needsSmoothNormals ) {
  974. faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];
  975. n1 = faceVertexNormals.a;
  976. n2 = faceVertexNormals.b;
  977. n3 = faceVertexNormals.c;
  978. n4 = faceVertexNormals.d;
  979. } else {
  980. n1 = morphNormals[ vk ].faceNormals[ chf ];
  981. n2 = n1;
  982. n3 = n1;
  983. n4 = n1;
  984. }
  985. nka = morphNormalsArrays[ vk ];
  986. nka[ offset_morphTarget ] = n1.x;
  987. nka[ offset_morphTarget + 1 ] = n1.y;
  988. nka[ offset_morphTarget + 2 ] = n1.z;
  989. nka[ offset_morphTarget + 3 ] = n2.x;
  990. nka[ offset_morphTarget + 4 ] = n2.y;
  991. nka[ offset_morphTarget + 5 ] = n2.z;
  992. nka[ offset_morphTarget + 6 ] = n3.x;
  993. nka[ offset_morphTarget + 7 ] = n3.y;
  994. nka[ offset_morphTarget + 8 ] = n3.z;
  995. nka[ offset_morphTarget + 9 ] = n4.x;
  996. nka[ offset_morphTarget + 10 ] = n4.y;
  997. nka[ offset_morphTarget + 11 ] = n4.z;
  998. }
  999. //
  1000. offset_morphTarget += 12;
  1001. }
  1002. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
  1003. _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
  1004. if ( material.morphNormals ) {
  1005. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ vk ] );
  1006. _gl.bufferData( _gl.ARRAY_BUFFER, morphNormalsArrays[ vk ], hint );
  1007. }
  1008. }
  1009. }
  1010. if ( obj_skinWeights.length ) {
  1011. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1012. face = obj_faces[ chunk_faces3[ f ] ];
  1013. // weights
  1014. sw1 = obj_skinWeights[ face.a ];
  1015. sw2 = obj_skinWeights[ face.b ];
  1016. sw3 = obj_skinWeights[ face.c ];
  1017. skinWeightArray[ offset_skin ] = sw1.x;
  1018. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  1019. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  1020. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  1021. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  1022. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  1023. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  1024. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  1025. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  1026. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  1027. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  1028. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  1029. // indices
  1030. si1 = obj_skinIndices[ face.a ];
  1031. si2 = obj_skinIndices[ face.b ];
  1032. si3 = obj_skinIndices[ face.c ];
  1033. skinIndexArray[ offset_skin ] = si1.x;
  1034. skinIndexArray[ offset_skin + 1 ] = si1.y;
  1035. skinIndexArray[ offset_skin + 2 ] = si1.z;
  1036. skinIndexArray[ offset_skin + 3 ] = si1.w;
  1037. skinIndexArray[ offset_skin + 4 ] = si2.x;
  1038. skinIndexArray[ offset_skin + 5 ] = si2.y;
  1039. skinIndexArray[ offset_skin + 6 ] = si2.z;
  1040. skinIndexArray[ offset_skin + 7 ] = si2.w;
  1041. skinIndexArray[ offset_skin + 8 ] = si3.x;
  1042. skinIndexArray[ offset_skin + 9 ] = si3.y;
  1043. skinIndexArray[ offset_skin + 10 ] = si3.z;
  1044. skinIndexArray[ offset_skin + 11 ] = si3.w;
  1045. // vertices A
  1046. sa1 = obj_skinVerticesA[ face.a ];
  1047. sa2 = obj_skinVerticesA[ face.b ];
  1048. sa3 = obj_skinVerticesA[ face.c ];
  1049. skinVertexAArray[ offset_skin ] = sa1.x;
  1050. skinVertexAArray[ offset_skin + 1 ] = sa1.y;
  1051. skinVertexAArray[ offset_skin + 2 ] = sa1.z;
  1052. skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  1053. skinVertexAArray[ offset_skin + 4 ] = sa2.x;
  1054. skinVertexAArray[ offset_skin + 5 ] = sa2.y;
  1055. skinVertexAArray[ offset_skin + 6 ] = sa2.z;
  1056. skinVertexAArray[ offset_skin + 7 ] = 1;
  1057. skinVertexAArray[ offset_skin + 8 ] = sa3.x;
  1058. skinVertexAArray[ offset_skin + 9 ] = sa3.y;
  1059. skinVertexAArray[ offset_skin + 10 ] = sa3.z;
  1060. skinVertexAArray[ offset_skin + 11 ] = 1;
  1061. // vertices B
  1062. sb1 = obj_skinVerticesB[ face.a ];
  1063. sb2 = obj_skinVerticesB[ face.b ];
  1064. sb3 = obj_skinVerticesB[ face.c ];
  1065. skinVertexBArray[ offset_skin ] = sb1.x;
  1066. skinVertexBArray[ offset_skin + 1 ] = sb1.y;
  1067. skinVertexBArray[ offset_skin + 2 ] = sb1.z;
  1068. skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  1069. skinVertexBArray[ offset_skin + 4 ] = sb2.x;
  1070. skinVertexBArray[ offset_skin + 5 ] = sb2.y;
  1071. skinVertexBArray[ offset_skin + 6 ] = sb2.z;
  1072. skinVertexBArray[ offset_skin + 7 ] = 1;
  1073. skinVertexBArray[ offset_skin + 8 ] = sb3.x;
  1074. skinVertexBArray[ offset_skin + 9 ] = sb3.y;
  1075. skinVertexBArray[ offset_skin + 10 ] = sb3.z;
  1076. skinVertexBArray[ offset_skin + 11 ] = 1;
  1077. offset_skin += 12;
  1078. }
  1079. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1080. face = obj_faces[ chunk_faces4[ f ] ];
  1081. // weights
  1082. sw1 = obj_skinWeights[ face.a ];
  1083. sw2 = obj_skinWeights[ face.b ];
  1084. sw3 = obj_skinWeights[ face.c ];
  1085. sw4 = obj_skinWeights[ face.d ];
  1086. skinWeightArray[ offset_skin ] = sw1.x;
  1087. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  1088. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  1089. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  1090. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  1091. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  1092. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  1093. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  1094. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  1095. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  1096. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  1097. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  1098. skinWeightArray[ offset_skin + 12 ] = sw4.x;
  1099. skinWeightArray[ offset_skin + 13 ] = sw4.y;
  1100. skinWeightArray[ offset_skin + 14 ] = sw4.z;
  1101. skinWeightArray[ offset_skin + 15 ] = sw4.w;
  1102. // indices
  1103. si1 = obj_skinIndices[ face.a ];
  1104. si2 = obj_skinIndices[ face.b ];
  1105. si3 = obj_skinIndices[ face.c ];
  1106. si4 = obj_skinIndices[ face.d ];
  1107. skinIndexArray[ offset_skin ] = si1.x;
  1108. skinIndexArray[ offset_skin + 1 ] = si1.y;
  1109. skinIndexArray[ offset_skin + 2 ] = si1.z;
  1110. skinIndexArray[ offset_skin + 3 ] = si1.w;
  1111. skinIndexArray[ offset_skin + 4 ] = si2.x;
  1112. skinIndexArray[ offset_skin + 5 ] = si2.y;
  1113. skinIndexArray[ offset_skin + 6 ] = si2.z;
  1114. skinIndexArray[ offset_skin + 7 ] = si2.w;
  1115. skinIndexArray[ offset_skin + 8 ] = si3.x;
  1116. skinIndexArray[ offset_skin + 9 ] = si3.y;
  1117. skinIndexArray[ offset_skin + 10 ] = si3.z;
  1118. skinIndexArray[ offset_skin + 11 ] = si3.w;
  1119. skinIndexArray[ offset_skin + 12 ] = si4.x;
  1120. skinIndexArray[ offset_skin + 13 ] = si4.y;
  1121. skinIndexArray[ offset_skin + 14 ] = si4.z;
  1122. skinIndexArray[ offset_skin + 15 ] = si4.w;
  1123. // vertices A
  1124. sa1 = obj_skinVerticesA[ face.a ];
  1125. sa2 = obj_skinVerticesA[ face.b ];
  1126. sa3 = obj_skinVerticesA[ face.c ];
  1127. sa4 = obj_skinVerticesA[ face.d ];
  1128. skinVertexAArray[ offset_skin ] = sa1.x;
  1129. skinVertexAArray[ offset_skin + 1 ] = sa1.y;
  1130. skinVertexAArray[ offset_skin + 2 ] = sa1.z;
  1131. skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  1132. skinVertexAArray[ offset_skin + 4 ] = sa2.x;
  1133. skinVertexAArray[ offset_skin + 5 ] = sa2.y;
  1134. skinVertexAArray[ offset_skin + 6 ] = sa2.z;
  1135. skinVertexAArray[ offset_skin + 7 ] = 1;
  1136. skinVertexAArray[ offset_skin + 8 ] = sa3.x;
  1137. skinVertexAArray[ offset_skin + 9 ] = sa3.y;
  1138. skinVertexAArray[ offset_skin + 10 ] = sa3.z;
  1139. skinVertexAArray[ offset_skin + 11 ] = 1;
  1140. skinVertexAArray[ offset_skin + 12 ] = sa4.x;
  1141. skinVertexAArray[ offset_skin + 13 ] = sa4.y;
  1142. skinVertexAArray[ offset_skin + 14 ] = sa4.z;
  1143. skinVertexAArray[ offset_skin + 15 ] = 1;
  1144. // vertices B
  1145. sb1 = obj_skinVerticesB[ face.a ];
  1146. sb2 = obj_skinVerticesB[ face.b ];
  1147. sb3 = obj_skinVerticesB[ face.c ];
  1148. sb4 = obj_skinVerticesB[ face.d ];
  1149. skinVertexBArray[ offset_skin ] = sb1.x;
  1150. skinVertexBArray[ offset_skin + 1 ] = sb1.y;
  1151. skinVertexBArray[ offset_skin + 2 ] = sb1.z;
  1152. skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  1153. skinVertexBArray[ offset_skin + 4 ] = sb2.x;
  1154. skinVertexBArray[ offset_skin + 5 ] = sb2.y;
  1155. skinVertexBArray[ offset_skin + 6 ] = sb2.z;
  1156. skinVertexBArray[ offset_skin + 7 ] = 1;
  1157. skinVertexBArray[ offset_skin + 8 ] = sb3.x;
  1158. skinVertexBArray[ offset_skin + 9 ] = sb3.y;
  1159. skinVertexBArray[ offset_skin + 10 ] = sb3.z;
  1160. skinVertexBArray[ offset_skin + 11 ] = 1;
  1161. skinVertexBArray[ offset_skin + 12 ] = sb4.x;
  1162. skinVertexBArray[ offset_skin + 13 ] = sb4.y;
  1163. skinVertexBArray[ offset_skin + 14 ] = sb4.z;
  1164. skinVertexBArray[ offset_skin + 15 ] = 1;
  1165. offset_skin += 16;
  1166. }
  1167. if ( offset_skin > 0 ) {
  1168. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
  1169. _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexAArray, hint );
  1170. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
  1171. _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexBArray, hint );
  1172. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1173. _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
  1174. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1175. _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
  1176. }
  1177. }
  1178. if ( dirtyColors && vertexColorType ) {
  1179. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1180. face = obj_faces[ chunk_faces3[ f ] ];
  1181. vertexColors = face.vertexColors;
  1182. faceColor = face.color;
  1183. if ( vertexColors.length === 3 && vertexColorType === THREE.VertexColors ) {
  1184. c1 = vertexColors[ 0 ];
  1185. c2 = vertexColors[ 1 ];
  1186. c3 = vertexColors[ 2 ];
  1187. } else {
  1188. c1 = faceColor;
  1189. c2 = faceColor;
  1190. c3 = faceColor;
  1191. }
  1192. colorArray[ offset_color ] = c1.r;
  1193. colorArray[ offset_color + 1 ] = c1.g;
  1194. colorArray[ offset_color + 2 ] = c1.b;
  1195. colorArray[ offset_color + 3 ] = c2.r;
  1196. colorArray[ offset_color + 4 ] = c2.g;
  1197. colorArray[ offset_color + 5 ] = c2.b;
  1198. colorArray[ offset_color + 6 ] = c3.r;
  1199. colorArray[ offset_color + 7 ] = c3.g;
  1200. colorArray[ offset_color + 8 ] = c3.b;
  1201. offset_color += 9;
  1202. }
  1203. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1204. face = obj_faces[ chunk_faces4[ f ] ];
  1205. vertexColors = face.vertexColors;
  1206. faceColor = face.color;
  1207. if ( vertexColors.length === 4 && vertexColorType === THREE.VertexColors ) {
  1208. c1 = vertexColors[ 0 ];
  1209. c2 = vertexColors[ 1 ];
  1210. c3 = vertexColors[ 2 ];
  1211. c4 = vertexColors[ 3 ];
  1212. } else {
  1213. c1 = faceColor;
  1214. c2 = faceColor;
  1215. c3 = faceColor;
  1216. c4 = faceColor;
  1217. }
  1218. colorArray[ offset_color ] = c1.r;
  1219. colorArray[ offset_color + 1 ] = c1.g;
  1220. colorArray[ offset_color + 2 ] = c1.b;
  1221. colorArray[ offset_color + 3 ] = c2.r;
  1222. colorArray[ offset_color + 4 ] = c2.g;
  1223. colorArray[ offset_color + 5 ] = c2.b;
  1224. colorArray[ offset_color + 6 ] = c3.r;
  1225. colorArray[ offset_color + 7 ] = c3.g;
  1226. colorArray[ offset_color + 8 ] = c3.b;
  1227. colorArray[ offset_color + 9 ] = c4.r;
  1228. colorArray[ offset_color + 10 ] = c4.g;
  1229. colorArray[ offset_color + 11 ] = c4.b;
  1230. offset_color += 12;
  1231. }
  1232. if ( offset_color > 0 ) {
  1233. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1234. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1235. }
  1236. }
  1237. if ( dirtyTangents && geometry.hasTangents ) {
  1238. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1239. face = obj_faces[ chunk_faces3[ f ] ];
  1240. vertexTangents = face.vertexTangents;
  1241. t1 = vertexTangents[ 0 ];
  1242. t2 = vertexTangents[ 1 ];
  1243. t3 = vertexTangents[ 2 ];
  1244. tangentArray[ offset_tangent ] = t1.x;
  1245. tangentArray[ offset_tangent + 1 ] = t1.y;
  1246. tangentArray[ offset_tangent + 2 ] = t1.z;
  1247. tangentArray[ offset_tangent + 3 ] = t1.w;
  1248. tangentArray[ offset_tangent + 4 ] = t2.x;
  1249. tangentArray[ offset_tangent + 5 ] = t2.y;
  1250. tangentArray[ offset_tangent + 6 ] = t2.z;
  1251. tangentArray[ offset_tangent + 7 ] = t2.w;
  1252. tangentArray[ offset_tangent + 8 ] = t3.x;
  1253. tangentArray[ offset_tangent + 9 ] = t3.y;
  1254. tangentArray[ offset_tangent + 10 ] = t3.z;
  1255. tangentArray[ offset_tangent + 11 ] = t3.w;
  1256. offset_tangent += 12;
  1257. }
  1258. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1259. face = obj_faces[ chunk_faces4[ f ] ];
  1260. vertexTangents = face.vertexTangents;
  1261. t1 = vertexTangents[ 0 ];
  1262. t2 = vertexTangents[ 1 ];
  1263. t3 = vertexTangents[ 2 ];
  1264. t4 = vertexTangents[ 3 ];
  1265. tangentArray[ offset_tangent ] = t1.x;
  1266. tangentArray[ offset_tangent + 1 ] = t1.y;
  1267. tangentArray[ offset_tangent + 2 ] = t1.z;
  1268. tangentArray[ offset_tangent + 3 ] = t1.w;
  1269. tangentArray[ offset_tangent + 4 ] = t2.x;
  1270. tangentArray[ offset_tangent + 5 ] = t2.y;
  1271. tangentArray[ offset_tangent + 6 ] = t2.z;
  1272. tangentArray[ offset_tangent + 7 ] = t2.w;
  1273. tangentArray[ offset_tangent + 8 ] = t3.x;
  1274. tangentArray[ offset_tangent + 9 ] = t3.y;
  1275. tangentArray[ offset_tangent + 10 ] = t3.z;
  1276. tangentArray[ offset_tangent + 11 ] = t3.w;
  1277. tangentArray[ offset_tangent + 12 ] = t4.x;
  1278. tangentArray[ offset_tangent + 13 ] = t4.y;
  1279. tangentArray[ offset_tangent + 14 ] = t4.z;
  1280. tangentArray[ offset_tangent + 15 ] = t4.w;
  1281. offset_tangent += 16;
  1282. }
  1283. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1284. _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
  1285. }
  1286. if ( dirtyNormals && normalType ) {
  1287. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1288. face = obj_faces[ chunk_faces3[ f ] ];
  1289. vertexNormals = face.vertexNormals;
  1290. faceNormal = face.normal;
  1291. if ( vertexNormals.length === 3 && needsSmoothNormals ) {
  1292. for ( i = 0; i < 3; i ++ ) {
  1293. vn = vertexNormals[ i ];
  1294. normalArray[ offset_normal ] = vn.x;
  1295. normalArray[ offset_normal + 1 ] = vn.y;
  1296. normalArray[ offset_normal + 2 ] = vn.z;
  1297. offset_normal += 3;
  1298. }
  1299. } else {
  1300. for ( i = 0; i < 3; i ++ ) {
  1301. normalArray[ offset_normal ] = faceNormal.x;
  1302. normalArray[ offset_normal + 1 ] = faceNormal.y;
  1303. normalArray[ offset_normal + 2 ] = faceNormal.z;
  1304. offset_normal += 3;
  1305. }
  1306. }
  1307. }
  1308. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1309. face = obj_faces[ chunk_faces4[ f ] ];
  1310. vertexNormals = face.vertexNormals;
  1311. faceNormal = face.normal;
  1312. if ( vertexNormals.length === 4 && needsSmoothNormals ) {
  1313. for ( i = 0; i < 4; i ++ ) {
  1314. vn = vertexNormals[ i ];
  1315. normalArray[ offset_normal ] = vn.x;
  1316. normalArray[ offset_normal + 1 ] = vn.y;
  1317. normalArray[ offset_normal + 2 ] = vn.z;
  1318. offset_normal += 3;
  1319. }
  1320. } else {
  1321. for ( i = 0; i < 4; i ++ ) {
  1322. normalArray[ offset_normal ] = faceNormal.x;
  1323. normalArray[ offset_normal + 1 ] = faceNormal.y;
  1324. normalArray[ offset_normal + 2 ] = faceNormal.z;
  1325. offset_normal += 3;
  1326. }
  1327. }
  1328. }
  1329. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1330. _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
  1331. }
  1332. if ( dirtyUvs && obj_uvs && uvType ) {
  1333. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1334. fi = chunk_faces3[ f ];
  1335. face = obj_faces[ fi ];
  1336. uv = obj_uvs[ fi ];
  1337. if ( uv === undefined ) continue;
  1338. for ( i = 0; i < 3; i ++ ) {
  1339. uvi = uv[ i ];
  1340. uvArray[ offset_uv ] = uvi.u;
  1341. uvArray[ offset_uv + 1 ] = uvi.v;
  1342. offset_uv += 2;
  1343. }
  1344. }
  1345. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1346. fi = chunk_faces4[ f ];
  1347. face = obj_faces[ fi ];
  1348. uv = obj_uvs[ fi ];
  1349. if ( uv === undefined ) continue;
  1350. for ( i = 0; i < 4; i ++ ) {
  1351. uvi = uv[ i ];
  1352. uvArray[ offset_uv ] = uvi.u;
  1353. uvArray[ offset_uv + 1 ] = uvi.v;
  1354. offset_uv += 2;
  1355. }
  1356. }
  1357. if ( offset_uv > 0 ) {
  1358. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1359. _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
  1360. }
  1361. }
  1362. if ( dirtyUvs && obj_uvs2 && uvType ) {
  1363. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1364. fi = chunk_faces3[ f ];
  1365. face = obj_faces[ fi ];
  1366. uv2 = obj_uvs2[ fi ];
  1367. if ( uv2 === undefined ) continue;
  1368. for ( i = 0; i < 3; i ++ ) {
  1369. uv2i = uv2[ i ];
  1370. uv2Array[ offset_uv2 ] = uv2i.u;
  1371. uv2Array[ offset_uv2 + 1 ] = uv2i.v;
  1372. offset_uv2 += 2;
  1373. }
  1374. }
  1375. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1376. fi = chunk_faces4[ f ];
  1377. face = obj_faces[ fi ];
  1378. uv2 = obj_uvs2[ fi ];
  1379. if ( uv2 === undefined ) continue;
  1380. for ( i = 0; i < 4; i ++ ) {
  1381. uv2i = uv2[ i ];
  1382. uv2Array[ offset_uv2 ] = uv2i.u;
  1383. uv2Array[ offset_uv2 + 1 ] = uv2i.v;
  1384. offset_uv2 += 2;
  1385. }
  1386. }
  1387. if ( offset_uv2 > 0 ) {
  1388. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1389. _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
  1390. }
  1391. }
  1392. if ( dirtyElements ) {
  1393. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1394. face = obj_faces[ chunk_faces3[ f ] ];
  1395. faceArray[ offset_face ] = vertexIndex;
  1396. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  1397. faceArray[ offset_face + 2 ] = vertexIndex + 2;
  1398. offset_face += 3;
  1399. lineArray[ offset_line ] = vertexIndex;
  1400. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  1401. lineArray[ offset_line + 2 ] = vertexIndex;
  1402. lineArray[ offset_line + 3 ] = vertexIndex + 2;
  1403. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  1404. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  1405. offset_line += 6;
  1406. vertexIndex += 3;
  1407. }
  1408. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1409. face = obj_faces[ chunk_faces4[ f ] ];
  1410. faceArray[ offset_face ] = vertexIndex;
  1411. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  1412. faceArray[ offset_face + 2 ] = vertexIndex + 3;
  1413. faceArray[ offset_face + 3 ] = vertexIndex + 1;
  1414. faceArray[ offset_face + 4 ] = vertexIndex + 2;
  1415. faceArray[ offset_face + 5 ] = vertexIndex + 3;
  1416. offset_face += 6;
  1417. lineArray[ offset_line ] = vertexIndex;
  1418. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  1419. lineArray[ offset_line + 2 ] = vertexIndex;
  1420. lineArray[ offset_line + 3 ] = vertexIndex + 3;
  1421. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  1422. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  1423. lineArray[ offset_line + 6 ] = vertexIndex + 2;
  1424. lineArray[ offset_line + 7 ] = vertexIndex + 3;
  1425. offset_line += 8;
  1426. vertexIndex += 4;
  1427. }
  1428. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1429. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
  1430. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1431. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
  1432. }
  1433. if ( customAttributes ) {
  1434. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  1435. customAttribute = customAttributes[ i ];
  1436. if ( ! customAttribute.__original.needsUpdate ) continue;
  1437. offset_custom = 0;
  1438. offset_customSrc = 0;
  1439. if ( customAttribute.size === 1 ) {
  1440. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1441. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1442. face = obj_faces[ chunk_faces3[ f ] ];
  1443. customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
  1444. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  1445. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  1446. offset_custom += 3;
  1447. }
  1448. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1449. face = obj_faces[ chunk_faces4[ f ] ];
  1450. customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
  1451. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  1452. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  1453. customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ face.d ];
  1454. offset_custom += 4;
  1455. }
  1456. } else if ( customAttribute.boundTo === "faces" ) {
  1457. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1458. value = customAttribute.value[ chunk_faces3[ f ] ];
  1459. customAttribute.array[ offset_custom ] = value;
  1460. customAttribute.array[ offset_custom + 1 ] = value;
  1461. customAttribute.array[ offset_custom + 2 ] = value;
  1462. offset_custom += 3;
  1463. }
  1464. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1465. value = customAttribute.value[ chunk_faces4[ f ] ];
  1466. customAttribute.array[ offset_custom ] = value;
  1467. customAttribute.array[ offset_custom + 1 ] = value;
  1468. customAttribute.array[ offset_custom + 2 ] = value;
  1469. customAttribute.array[ offset_custom + 3 ] = value;
  1470. offset_custom += 4;
  1471. }
  1472. }
  1473. } else if ( customAttribute.size === 2 ) {
  1474. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1475. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1476. face = obj_faces[ chunk_faces3[ f ] ];
  1477. v1 = customAttribute.value[ face.a ];
  1478. v2 = customAttribute.value[ face.b ];
  1479. v3 = customAttribute.value[ face.c ];
  1480. customAttribute.array[ offset_custom ] = v1.x;
  1481. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1482. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1483. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1484. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1485. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1486. offset_custom += 6;
  1487. }
  1488. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1489. face = obj_faces[ chunk_faces4[ f ] ];
  1490. v1 = customAttribute.value[ face.a ];
  1491. v2 = customAttribute.value[ face.b ];
  1492. v3 = customAttribute.value[ face.c ];
  1493. v4 = customAttribute.value[ face.d ];
  1494. customAttribute.array[ offset_custom ] = v1.x;
  1495. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1496. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1497. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1498. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1499. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1500. customAttribute.array[ offset_custom + 6 ] = v4.x;
  1501. customAttribute.array[ offset_custom + 7 ] = v4.y;
  1502. offset_custom += 8;
  1503. }
  1504. } else if ( customAttribute.boundTo === "faces" ) {
  1505. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1506. value = customAttribute.value[ chunk_faces3[ f ] ];
  1507. v1 = value;
  1508. v2 = value;
  1509. v3 = value;
  1510. customAttribute.array[ offset_custom ] = v1.x;
  1511. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1512. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1513. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1514. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1515. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1516. offset_custom += 6;
  1517. }
  1518. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1519. value = customAttribute.value[ chunk_faces4[ f ] ];
  1520. v1 = value;
  1521. v2 = value;
  1522. v3 = value;
  1523. v4 = value;
  1524. customAttribute.array[ offset_custom ] = v1.x;
  1525. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1526. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1527. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1528. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1529. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1530. customAttribute.array[ offset_custom + 6 ] = v4.x;
  1531. customAttribute.array[ offset_custom + 7 ] = v4.y;
  1532. offset_custom += 8;
  1533. }
  1534. }
  1535. } else if ( customAttribute.size === 3 ) {
  1536. var pp;
  1537. if ( customAttribute.type === "c" ) {
  1538. pp = [ "r", "g", "b" ];
  1539. } else {
  1540. pp = [ "x", "y", "z" ];
  1541. }
  1542. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1543. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1544. face = obj_faces[ chunk_faces3[ f ] ];
  1545. v1 = customAttribute.value[ face.a ];
  1546. v2 = customAttribute.value[ face.b ];
  1547. v3 = customAttribute.value[ face.c ];
  1548. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1549. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1550. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1551. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1552. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1553. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1554. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1555. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1556. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1557. offset_custom += 9;
  1558. }
  1559. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1560. face = obj_faces[ chunk_faces4[ f ] ];
  1561. v1 = customAttribute.value[ face.a ];
  1562. v2 = customAttribute.value[ face.b ];
  1563. v3 = customAttribute.value[ face.c ];
  1564. v4 = customAttribute.value[ face.d ];
  1565. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1566. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1567. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1568. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1569. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1570. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1571. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1572. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1573. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1574. customAttribute.array[ offset_custom + 9 ] = v4[ pp[ 0 ] ];
  1575. customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
  1576. customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
  1577. offset_custom += 12;
  1578. }
  1579. } else if ( customAttribute.boundTo === "faces" ) {
  1580. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1581. value = customAttribute.value[ chunk_faces3[ f ] ];
  1582. v1 = value;
  1583. v2 = value;
  1584. v3 = value;
  1585. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1586. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1587. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1588. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1589. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1590. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1591. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1592. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1593. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1594. offset_custom += 9;
  1595. }
  1596. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1597. value = customAttribute.value[ chunk_faces4[ f ] ];
  1598. v1 = value;
  1599. v2 = value;
  1600. v3 = value;
  1601. v4 = value;
  1602. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1603. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1604. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1605. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1606. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1607. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1608. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1609. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1610. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1611. customAttribute.array[ offset_custom + 9 ] = v4[ pp[ 0 ] ];
  1612. customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
  1613. customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
  1614. offset_custom += 12;
  1615. }
  1616. }
  1617. } else if ( customAttribute.size === 4 ) {
  1618. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1619. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1620. face = obj_faces[ chunk_faces3[ f ] ];
  1621. v1 = customAttribute.value[ face.a ];
  1622. v2 = customAttribute.value[ face.b ];
  1623. v3 = customAttribute.value[ face.c ];
  1624. customAttribute.array[ offset_custom ] = v1.x;
  1625. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1626. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1627. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1628. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1629. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1630. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1631. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1632. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1633. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1634. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1635. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1636. offset_custom += 12;
  1637. }
  1638. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1639. face = obj_faces[ chunk_faces4[ f ] ];
  1640. v1 = customAttribute.value[ face.a ];
  1641. v2 = customAttribute.value[ face.b ];
  1642. v3 = customAttribute.value[ face.c ];
  1643. v4 = customAttribute.value[ face.d ];
  1644. customAttribute.array[ offset_custom ] = v1.x;
  1645. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1646. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1647. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1648. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1649. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1650. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1651. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1652. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1653. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1654. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1655. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1656. customAttribute.array[ offset_custom + 12 ] = v4.x;
  1657. customAttribute.array[ offset_custom + 13 ] = v4.y;
  1658. customAttribute.array[ offset_custom + 14 ] = v4.z;
  1659. customAttribute.array[ offset_custom + 15 ] = v4.w;
  1660. offset_custom += 16;
  1661. }
  1662. } else if ( customAttribute.boundTo === "faces" ) {
  1663. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1664. value = customAttribute.value[ chunk_faces3[ f ] ];
  1665. v1 = value;
  1666. v2 = value;
  1667. v3 = value;
  1668. customAttribute.array[ offset_custom ] = v1.x;
  1669. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1670. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1671. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1672. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1673. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1674. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1675. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1676. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1677. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1678. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1679. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1680. offset_custom += 12;
  1681. }
  1682. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1683. value = customAttribute.value[ chunk_faces4[ f ] ];
  1684. v1 = value;
  1685. v2 = value;
  1686. v3 = value;
  1687. v4 = value;
  1688. customAttribute.array[ offset_custom ] = v1.x;
  1689. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1690. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1691. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1692. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1693. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1694. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1695. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1696. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1697. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1698. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1699. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1700. customAttribute.array[ offset_custom + 12 ] = v4.x;
  1701. customAttribute.array[ offset_custom + 13 ] = v4.y;
  1702. customAttribute.array[ offset_custom + 14 ] = v4.z;
  1703. customAttribute.array[ offset_custom + 15 ] = v4.w;
  1704. offset_custom += 16;
  1705. }
  1706. }
  1707. }
  1708. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  1709. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  1710. }
  1711. }
  1712. if ( dispose ) {
  1713. delete geometryGroup.__inittedArrays;
  1714. delete geometryGroup.__colorArray;
  1715. delete geometryGroup.__normalArray;
  1716. delete geometryGroup.__tangentArray;
  1717. delete geometryGroup.__uvArray;
  1718. delete geometryGroup.__uv2Array;
  1719. delete geometryGroup.__faceArray;
  1720. delete geometryGroup.__vertexArray;
  1721. delete geometryGroup.__lineArray;
  1722. delete geometryGroup.__skinVertexAArray;
  1723. delete geometryGroup.__skinVertexBArray;
  1724. delete geometryGroup.__skinIndexArray;
  1725. delete geometryGroup.__skinWeightArray;
  1726. }
  1727. };
  1728. // Buffer rendering
  1729. this.renderBufferImmediate = function ( object, program, shading ) {
  1730. if ( ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
  1731. if ( ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
  1732. if ( object.hasPos ) {
  1733. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
  1734. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  1735. _gl.enableVertexAttribArray( program.attributes.position );
  1736. _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1737. }
  1738. if ( object.hasNormal ) {
  1739. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
  1740. if ( shading === THREE.FlatShading ) {
  1741. var nx, ny, nz,
  1742. nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
  1743. normalArray,
  1744. i, il = object.count * 3;
  1745. for( i = 0; i < il; i += 9 ) {
  1746. normalArray = object.normalArray;
  1747. nax = normalArray[ i ];
  1748. nay = normalArray[ i + 1 ];
  1749. naz = normalArray[ i + 2 ];
  1750. nbx = normalArray[ i + 3 ];
  1751. nby = normalArray[ i + 4 ];
  1752. nbz = normalArray[ i + 5 ];
  1753. ncx = normalArray[ i + 6 ];
  1754. ncy = normalArray[ i + 7 ];
  1755. ncz = normalArray[ i + 8 ];
  1756. nx = ( nax + nbx + ncx ) / 3;
  1757. ny = ( nay + nby + ncy ) / 3;
  1758. nz = ( naz + nbz + ncz ) / 3;
  1759. normalArray[ i ] = nx;
  1760. normalArray[ i + 1 ] = ny;
  1761. normalArray[ i + 2 ] = nz;
  1762. normalArray[ i + 3 ] = nx;
  1763. normalArray[ i + 4 ] = ny;
  1764. normalArray[ i + 5 ] = nz;
  1765. normalArray[ i + 6 ] = nx;
  1766. normalArray[ i + 7 ] = ny;
  1767. normalArray[ i + 8 ] = nz;
  1768. }
  1769. }
  1770. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  1771. _gl.enableVertexAttribArray( program.attributes.normal );
  1772. _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1773. }
  1774. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  1775. object.count = 0;
  1776. };
  1777. this.renderBufferDirect = function ( camera, lights, fog, material, geometryGroup, object ) {
  1778. if ( material.opacity === 0 ) return;
  1779. var program, attributes, linewidth, primitives, a, attribute;
  1780. program = setProgram( camera, lights, fog, material, object );
  1781. attributes = program.attributes;
  1782. var updateBuffers = false,
  1783. wireframeBit = material.wireframe ? 1 : 0,
  1784. geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
  1785. if ( geometryGroupHash !== _currentGeometryGroupHash ) {
  1786. _currentGeometryGroupHash = geometryGroupHash;
  1787. updateBuffers = true;
  1788. }
  1789. // render mesh
  1790. if ( object instanceof THREE.Mesh ) {
  1791. var offsets = geometryGroup.offsets;
  1792. for ( var i = 0, il = offsets.length; i < il; ++ i ) {
  1793. if ( updateBuffers ) {
  1794. // vertices
  1795. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.vertexPositionBuffer );
  1796. _gl.vertexAttribPointer( attributes.position, geometryGroup.vertexPositionBuffer.itemSize, _gl.FLOAT, false, 0, offsets[ i ].index * 4 * 3 );
  1797. // normals
  1798. if ( attributes.normal >= 0 && geometryGroup.vertexNormalBuffer ) {
  1799. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.vertexNormalBuffer );
  1800. _gl.vertexAttribPointer( attributes.normal, geometryGroup.vertexNormalBuffer.itemSize, _gl.FLOAT, false, 0, offsets[ i ].index * 4 * 3 );
  1801. }
  1802. // uvs
  1803. if ( attributes.uv >= 0 && geometryGroup.vertexUvBuffer ) {
  1804. if ( geometryGroup.vertexUvBuffer ) {
  1805. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.vertexUvBuffer );
  1806. _gl.vertexAttribPointer( attributes.uv, geometryGroup.vertexUvBuffer.itemSize, _gl.FLOAT, false, 0, offsets[ i ].index * 4 * 2 );
  1807. _gl.enableVertexAttribArray( attributes.uv );
  1808. } else {
  1809. _gl.disableVertexAttribArray( attributes.uv );
  1810. }
  1811. }
  1812. // colors
  1813. if ( attributes.color >= 0 && geometryGroup.vertexColorBuffer ) {
  1814. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.vertexColorBuffer );
  1815. _gl.vertexAttribPointer( attributes.color, geometryGroup.vertexColorBuffer.itemSize, _gl.FLOAT, false, 0, offsets[ i ].index * 4 * 4 );
  1816. }
  1817. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.vertexIndexBuffer );
  1818. }
  1819. // render indexed triangles
  1820. _gl.drawElements( _gl.TRIANGLES, offsets[ i ].count, _gl.UNSIGNED_SHORT, offsets[ i ].start * 2 ); // 2 = Uint16
  1821. _this.info.render.calls ++;
  1822. _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
  1823. _this.info.render.faces += offsets[ i ].count / 3;
  1824. }
  1825. }
  1826. };
  1827. this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {
  1828. if ( material.opacity === 0 ) return;
  1829. var program, attributes, linewidth, primitives, a, attribute, i, il;
  1830. program = setProgram( camera, lights, fog, material, object );
  1831. attributes = program.attributes;
  1832. var updateBuffers = false,
  1833. wireframeBit = material.wireframe ? 1 : 0,
  1834. geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
  1835. if ( geometryGroupHash !== _currentGeometryGroupHash ) {
  1836. _currentGeometryGroupHash = geometryGroupHash;
  1837. updateBuffers = true;
  1838. }
  1839. // vertices
  1840. if ( !material.morphTargets && attributes.position >= 0 ) {
  1841. if ( updateBuffers ) {
  1842. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1843. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1844. }
  1845. } else {
  1846. if ( object.morphTargetBase ) {
  1847. setupMorphTargets( material, geometryGroup, object );
  1848. }
  1849. }
  1850. if ( updateBuffers ) {
  1851. // custom attributes
  1852. // Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
  1853. if ( geometryGroup.__webglCustomAttributesList ) {
  1854. for ( i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
  1855. attribute = geometryGroup.__webglCustomAttributesList[ i ];
  1856. if( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {
  1857. _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
  1858. _gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );
  1859. }
  1860. }
  1861. }
  1862. // colors
  1863. if ( attributes.color >= 0 ) {
  1864. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1865. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  1866. }
  1867. // normals
  1868. if ( attributes.normal >= 0 ) {
  1869. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1870. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1871. }
  1872. // tangents
  1873. if ( attributes.tangent >= 0 ) {
  1874. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1875. _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
  1876. }
  1877. // uvs
  1878. if ( attributes.uv >= 0 ) {
  1879. if ( geometryGroup.__webglUVBuffer ) {
  1880. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1881. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  1882. _gl.enableVertexAttribArray( attributes.uv );
  1883. } else {
  1884. _gl.disableVertexAttribArray( attributes.uv );
  1885. }
  1886. }
  1887. if ( attributes.uv2 >= 0 ) {
  1888. if ( geometryGroup.__webglUV2Buffer ) {
  1889. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1890. _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
  1891. _gl.enableVertexAttribArray( attributes.uv2 );
  1892. } else {
  1893. _gl.disableVertexAttribArray( attributes.uv2 );
  1894. }
  1895. }
  1896. if ( material.skinning &&
  1897. attributes.skinVertexA >= 0 && attributes.skinVertexB >= 0 &&
  1898. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  1899. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
  1900. _gl.vertexAttribPointer( attributes.skinVertexA, 4, _gl.FLOAT, false, 0, 0 );
  1901. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
  1902. _gl.vertexAttribPointer( attributes.skinVertexB, 4, _gl.FLOAT, false, 0, 0 );
  1903. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1904. _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
  1905. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1906. _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
  1907. }
  1908. }
  1909. // render mesh
  1910. if ( object instanceof THREE.Mesh ) {
  1911. // wireframe
  1912. if ( material.wireframe ) {
  1913. setLineWidth( material.wireframeLinewidth );
  1914. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1915. _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, _gl.UNSIGNED_SHORT, 0 );
  1916. // triangles
  1917. } else {
  1918. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1919. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
  1920. }
  1921. _this.info.render.calls ++;
  1922. _this.info.render.vertices += geometryGroup.__webglFaceCount;
  1923. _this.info.render.faces += geometryGroup.__webglFaceCount / 3;
  1924. // render lines
  1925. } else if ( object instanceof THREE.Line ) {
  1926. primitives = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  1927. setLineWidth( material.linewidth );
  1928. _gl.drawArrays( primitives, 0, geometryGroup.__webglLineCount );
  1929. _this.info.render.calls ++;
  1930. // render particles
  1931. } else if ( object instanceof THREE.ParticleSystem ) {
  1932. _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
  1933. _this.info.render.calls ++;
  1934. _this.info.render.points += geometryGroup.__webglParticleCount;
  1935. // render ribbon
  1936. } else if ( object instanceof THREE.Ribbon ) {
  1937. _gl.drawArrays( _gl.TRIANGLE_STRIP, 0, geometryGroup.__webglVertexCount );
  1938. _this.info.render.calls ++;
  1939. }
  1940. };
  1941. function setupMorphTargets ( material, geometryGroup, object ) {
  1942. // set base
  1943. var attributes = material.program.attributes;
  1944. if ( object.morphTargetBase !== - 1 ) {
  1945. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
  1946. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1947. } else if ( attributes.position >= 0 ) {
  1948. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1949. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1950. }
  1951. if ( object.morphTargetForcedOrder.length ) {
  1952. // set forced order
  1953. var m = 0;
  1954. var order = object.morphTargetForcedOrder;
  1955. var influences = object.morphTargetInfluences;
  1956. while ( m < material.numSupportedMorphTargets && m < order.length ) {
  1957. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
  1958. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1959. if ( material.morphNormals ) {
  1960. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] );
  1961. _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1962. }
  1963. object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];
  1964. m ++;
  1965. }
  1966. } else {
  1967. // find most influencing
  1968. var used = [];
  1969. var candidateInfluence = - 1;
  1970. var candidate = 0;
  1971. var influences = object.morphTargetInfluences;
  1972. var i, il = influences.length;
  1973. var m = 0;
  1974. if ( object.morphTargetBase !== - 1 ) {
  1975. used[ object.morphTargetBase ] = true;
  1976. }
  1977. while ( m < material.numSupportedMorphTargets ) {
  1978. for ( i = 0; i < il; i ++ ) {
  1979. if ( !used[ i ] && influences[ i ] > candidateInfluence ) {
  1980. candidate = i;
  1981. candidateInfluence = influences[ candidate ];
  1982. }
  1983. }
  1984. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ candidate ] );
  1985. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1986. if ( material.morphNormals ) {
  1987. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ candidate ] );
  1988. _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1989. }
  1990. object.__webglMorphTargetInfluences[ m ] = candidateInfluence;
  1991. used[ candidate ] = 1;
  1992. candidateInfluence = -1;
  1993. m ++;
  1994. }
  1995. }
  1996. // load updated influences uniform
  1997. if( material.program.uniforms.morphTargetInfluences !== null ) {
  1998. _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
  1999. }
  2000. };
  2001. function painterSort ( a, b ) {
  2002. return b.z - a.z;
  2003. };
  2004. // Rendering
  2005. this.render = function ( scene, camera, renderTarget, forceClear ) {
  2006. var i, il,
  2007. webglObject, object,
  2008. renderList,
  2009. lights = scene.__lights,
  2010. fog = scene.fog;
  2011. _currentMaterialId = -1;
  2012. // update scene graph
  2013. if ( camera.parent === undefined ) {
  2014. console.warn( 'DEPRECATED: Camera hasn\'t been added to a Scene. Adding it...' );
  2015. scene.add( camera );
  2016. }
  2017. if ( this.autoUpdateScene ) scene.updateMatrixWorld();
  2018. // update camera matrices and frustum
  2019. if ( ! camera._viewMatrixArray ) camera._viewMatrixArray = new Float32Array( 16 );
  2020. if ( ! camera._projectionMatrixArray ) camera._projectionMatrixArray = new Float32Array( 16 );
  2021. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  2022. camera.matrixWorldInverse.flattenToArray( camera._viewMatrixArray );
  2023. camera.projectionMatrix.flattenToArray( camera._projectionMatrixArray );
  2024. _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
  2025. _frustum.setFromMatrix( _projScreenMatrix );
  2026. // update WebGL objects
  2027. if ( this.autoUpdateObjects ) this.initWebGLObjects( scene );
  2028. // custom render plugins (pre pass)
  2029. renderPlugins( this.renderPluginsPre, scene, camera );
  2030. //
  2031. _this.info.render.calls = 0;
  2032. _this.info.render.vertices = 0;
  2033. _this.info.render.faces = 0;
  2034. _this.info.render.points = 0;
  2035. this.setRenderTarget( renderTarget );
  2036. if ( this.autoClear || forceClear ) {
  2037. this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
  2038. }
  2039. // set matrices for regular objects (frustum culled)
  2040. renderList = scene.__webglObjects;
  2041. for ( i = 0, il = renderList.length; i < il; i ++ ) {
  2042. webglObject = renderList[ i ];
  2043. object = webglObject.object;
  2044. webglObject.render = false;
  2045. if ( object.visible ) {
  2046. if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.contains( object ) ) {
  2047. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2048. setupMatrices( object, camera );
  2049. unrollBufferMaterial( webglObject );
  2050. webglObject.render = true;
  2051. if ( this.sortObjects ) {
  2052. if ( object.renderDepth ) {
  2053. webglObject.z = object.renderDepth;
  2054. } else {
  2055. _vector3.copy( object.matrixWorld.getPosition() );
  2056. _projScreenMatrix.multiplyVector3( _vector3 );
  2057. webglObject.z = _vector3.z;
  2058. }
  2059. }
  2060. }
  2061. }
  2062. }
  2063. if ( this.sortObjects ) {
  2064. renderList.sort( painterSort );
  2065. }
  2066. // set matrices for immediate objects
  2067. renderList = scene.__webglObjectsImmediate;
  2068. for ( i = 0, il = renderList.length; i < il; i ++ ) {
  2069. webglObject = renderList[ i ];
  2070. object = webglObject.object;
  2071. if ( object.visible ) {
  2072. if( object.matrixAutoUpdate ) {
  2073. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2074. }
  2075. setupMatrices( object, camera );
  2076. unrollImmediateBufferMaterial( webglObject );
  2077. }
  2078. }
  2079. if ( scene.overrideMaterial ) {
  2080. var material = scene.overrideMaterial;
  2081. this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  2082. this.setDepthTest( material.depthTest );
  2083. this.setDepthWrite( material.depthWrite );
  2084. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2085. renderObjects( scene.__webglObjects, false, "", camera, lights, fog, true, material );
  2086. renderObjectsImmediate( scene.__webglObjectsImmediate, "", camera, lights, fog, false, material );
  2087. } else {
  2088. // opaque pass (front-to-back order)
  2089. this.setBlending( THREE.NormalBlending );
  2090. renderObjects( scene.__webglObjects, true, "opaque", camera, lights, fog, false );
  2091. renderObjectsImmediate( scene.__webglObjectsImmediate, "opaque", camera, lights, fog, false );
  2092. // transparent pass (back-to-front order)
  2093. renderObjects( scene.__webglObjects, false, "transparent", camera, lights, fog, true );
  2094. renderObjectsImmediate( scene.__webglObjectsImmediate, "transparent", camera, lights, fog, true );
  2095. }
  2096. // custom render plugins (post pass)
  2097. renderPlugins( this.renderPluginsPost, scene, camera );
  2098. // Generate mipmap if we're using any kind of mipmap filtering
  2099. if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
  2100. updateRenderTargetMipmap( renderTarget );
  2101. }
  2102. // Ensure depth buffer writing is enabled so it can be cleared on next render
  2103. this.setDepthTest( true );
  2104. this.setDepthWrite( true );
  2105. // _gl.finish();
  2106. };
  2107. function renderPlugins( plugins, scene, camera ) {
  2108. if ( ! plugins.length ) return;
  2109. for ( var i = 0, il = plugins.length; i < il; i ++ ) {
  2110. _currentProgram = null;
  2111. _currentCamera = null;
  2112. _oldBlending = -1;
  2113. _oldDepthTest = -1;
  2114. _oldDepthWrite = -1;
  2115. _currentGeometryGroupHash = -1;
  2116. _currentMaterialId = -1;
  2117. plugins[ i ].render( scene, camera, _currentWidth, _currentHeight );
  2118. _currentProgram = null;
  2119. _currentCamera = null;
  2120. _oldBlending = -1;
  2121. _oldDepthTest = -1;
  2122. _oldDepthWrite = -1;
  2123. _currentGeometryGroupHash = -1;
  2124. _currentMaterialId = -1;
  2125. }
  2126. };
  2127. function renderObjects ( renderList, reverse, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
  2128. var webglObject, object, buffer, material, start, end, delta;
  2129. if ( reverse ) {
  2130. start = renderList.length - 1;
  2131. end = -1;
  2132. delta = -1;
  2133. } else {
  2134. start = 0;
  2135. end = renderList.length;
  2136. delta = 1;
  2137. }
  2138. for ( var i = start; i !== end; i += delta ) {
  2139. webglObject = renderList[ i ];
  2140. if ( webglObject.render ) {
  2141. object = webglObject.object;
  2142. buffer = webglObject.buffer;
  2143. if ( overrideMaterial ) {
  2144. material = overrideMaterial;
  2145. } else {
  2146. material = webglObject[ materialType ];
  2147. if ( ! material ) continue;
  2148. if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  2149. _this.setDepthTest( material.depthTest );
  2150. _this.setDepthWrite( material.depthWrite );
  2151. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2152. }
  2153. _this.setObjectFaces( object );
  2154. if ( buffer instanceof THREE.BufferGeometry ) {
  2155. _this.renderBufferDirect( camera, lights, fog, material, buffer, object );
  2156. } else {
  2157. _this.renderBuffer( camera, lights, fog, material, buffer, object );
  2158. }
  2159. }
  2160. }
  2161. };
  2162. function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
  2163. var webglObject, object, material, program;
  2164. for ( var i = 0, il = renderList.length; i < il; i ++ ) {
  2165. webglObject = renderList[ i ];
  2166. object = webglObject.object;
  2167. if ( object.visible ) {
  2168. if ( overrideMaterial ) {
  2169. material = overrideMaterial;
  2170. } else {
  2171. material = webglObject[ materialType ];
  2172. if ( ! material ) continue;
  2173. if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  2174. _this.setDepthTest( material.depthTest );
  2175. _this.setDepthWrite( material.depthWrite );
  2176. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2177. }
  2178. _this.renderImmediateObject( camera, lights, fog, material, object );
  2179. }
  2180. }
  2181. };
  2182. this.renderImmediateObject = function ( camera, lights, fog, material, object ) {
  2183. var program = setProgram( camera, lights, fog, material, object );
  2184. _currentGeometryGroupHash = -1;
  2185. _this.setObjectFaces( object );
  2186. if ( object.immediateRenderCallback ) {
  2187. object.immediateRenderCallback( program, _gl, _frustum );
  2188. } else {
  2189. object.render( function( object ) { _this.renderBufferImmediate( object, program, material.shading ); } );
  2190. }
  2191. };
  2192. function unrollImmediateBufferMaterial ( globject ) {
  2193. var object = globject.object,
  2194. material = object.material;
  2195. if ( material.transparent ) {
  2196. globject.transparent = material;
  2197. globject.opaque = null;
  2198. } else {
  2199. globject.opaque = material;
  2200. globject.transparent = null;
  2201. }
  2202. };
  2203. function unrollBufferMaterial ( globject ) {
  2204. var object = globject.object,
  2205. buffer = globject.buffer,
  2206. material, materialIndex, meshMaterial;
  2207. meshMaterial = object.material;
  2208. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  2209. materialIndex = buffer.materialIndex;
  2210. if ( materialIndex >= 0 ) {
  2211. material = object.geometry.materials[ materialIndex ];
  2212. if ( material.transparent ) {
  2213. globject.transparent = material;
  2214. globject.opaque = null;
  2215. } else {
  2216. globject.opaque = material;
  2217. globject.transparent = null;
  2218. }
  2219. }
  2220. } else {
  2221. material = meshMaterial;
  2222. if ( material ) {
  2223. if ( material.transparent ) {
  2224. globject.transparent = material;
  2225. globject.opaque = null;
  2226. } else {
  2227. globject.opaque = material;
  2228. globject.transparent = null;
  2229. }
  2230. }
  2231. }
  2232. };
  2233. // Geometry splitting
  2234. function sortFacesByMaterial ( geometry ) {
  2235. var f, fl, face, materialIndex, vertices,
  2236. materialHash, groupHash,
  2237. hash_map = {};
  2238. var numMorphTargets = geometry.morphTargets.length;
  2239. var numMorphNormals = geometry.morphNormals.length;
  2240. geometry.geometryGroups = {};
  2241. for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
  2242. face = geometry.faces[ f ];
  2243. materialIndex = face.materialIndex;
  2244. materialHash = ( materialIndex !== undefined ) ? materialIndex : -1;
  2245. if ( hash_map[ materialHash ] === undefined ) {
  2246. hash_map[ materialHash ] = { 'hash': materialHash, 'counter': 0 };
  2247. }
  2248. groupHash = hash_map[ materialHash ].hash + '_' + hash_map[ materialHash ].counter;
  2249. if ( geometry.geometryGroups[ groupHash ] === undefined ) {
  2250. geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
  2251. }
  2252. vertices = face instanceof THREE.Face3 ? 3 : 4;
  2253. if ( geometry.geometryGroups[ groupHash ].vertices + vertices > 65535 ) {
  2254. hash_map[ materialHash ].counter += 1;
  2255. groupHash = hash_map[ materialHash ].hash + '_' + hash_map[ materialHash ].counter;
  2256. if ( geometry.geometryGroups[ groupHash ] === undefined ) {
  2257. geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
  2258. }
  2259. }
  2260. if ( face instanceof THREE.Face3 ) {
  2261. geometry.geometryGroups[ groupHash ].faces3.push( f );
  2262. } else {
  2263. geometry.geometryGroups[ groupHash ].faces4.push( f );
  2264. }
  2265. geometry.geometryGroups[ groupHash ].vertices += vertices;
  2266. }
  2267. geometry.geometryGroupsList = [];
  2268. for ( var g in geometry.geometryGroups ) {
  2269. geometry.geometryGroups[ g ].id = _geometryGroupCounter ++;
  2270. geometry.geometryGroupsList.push( geometry.geometryGroups[ g ] );
  2271. }
  2272. };
  2273. // Objects refresh
  2274. this.initWebGLObjects = function ( scene ) {
  2275. if ( !scene.__webglObjects ) {
  2276. scene.__webglObjects = [];
  2277. scene.__webglObjectsImmediate = [];
  2278. scene.__webglSprites = [];
  2279. scene.__webglFlares = [];
  2280. }
  2281. while ( scene.__objectsAdded.length ) {
  2282. addObject( scene.__objectsAdded[ 0 ], scene );
  2283. scene.__objectsAdded.splice( 0, 1 );
  2284. }
  2285. while ( scene.__objectsRemoved.length ) {
  2286. removeObject( scene.__objectsRemoved[ 0 ], scene );
  2287. scene.__objectsRemoved.splice( 0, 1 );
  2288. }
  2289. // update must be called after objects adding / removal
  2290. for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {
  2291. updateObject( scene.__webglObjects[ o ].object );
  2292. }
  2293. };
  2294. // Objects adding
  2295. function addObject ( object, scene ) {
  2296. var g, geometry, geometryGroup;
  2297. if ( ! object.__webglInit ) {
  2298. object.__webglInit = true;
  2299. object._modelViewMatrix = new THREE.Matrix4();
  2300. object._normalMatrixArray = new Float32Array( 9 );
  2301. object._modelViewMatrixArray = new Float32Array( 16 );
  2302. object._objectMatrixArray = new Float32Array( 16 );
  2303. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2304. if ( object instanceof THREE.Mesh ) {
  2305. geometry = object.geometry;
  2306. if ( geometry instanceof THREE.Geometry ) {
  2307. if ( geometry.geometryGroups === undefined ) {
  2308. sortFacesByMaterial( geometry );
  2309. }
  2310. // create separate VBOs per geometry chunk
  2311. for ( g in geometry.geometryGroups ) {
  2312. geometryGroup = geometry.geometryGroups[ g ];
  2313. // initialise VBO on the first access
  2314. if ( ! geometryGroup.__webglVertexBuffer ) {
  2315. createMeshBuffers( geometryGroup );
  2316. initMeshBuffers( geometryGroup, object );
  2317. geometry.__dirtyVertices = true;
  2318. geometry.__dirtyMorphTargets = true;
  2319. geometry.__dirtyElements = true;
  2320. geometry.__dirtyUvs = true;
  2321. geometry.__dirtyNormals = true;
  2322. geometry.__dirtyTangents = true;
  2323. geometry.__dirtyColors = true;
  2324. }
  2325. }
  2326. }
  2327. } else if ( object instanceof THREE.Ribbon ) {
  2328. geometry = object.geometry;
  2329. if( ! geometry.__webglVertexBuffer ) {
  2330. createRibbonBuffers( geometry );
  2331. initRibbonBuffers( geometry );
  2332. geometry.__dirtyVertices = true;
  2333. geometry.__dirtyColors = true;
  2334. }
  2335. } else if ( object instanceof THREE.Line ) {
  2336. geometry = object.geometry;
  2337. if( ! geometry.__webglVertexBuffer ) {
  2338. createLineBuffers( geometry );
  2339. initLineBuffers( geometry, object );
  2340. geometry.__dirtyVertices = true;
  2341. geometry.__dirtyColors = true;
  2342. }
  2343. } else if ( object instanceof THREE.ParticleSystem ) {
  2344. geometry = object.geometry;
  2345. if ( ! geometry.__webglVertexBuffer ) {
  2346. createParticleBuffers( geometry );
  2347. initParticleBuffers( geometry, object );
  2348. geometry.__dirtyVertices = true;
  2349. geometry.__dirtyColors = true;
  2350. }
  2351. }
  2352. }
  2353. if ( ! object.__webglActive ) {
  2354. if ( object instanceof THREE.Mesh ) {
  2355. geometry = object.geometry;
  2356. if ( geometry instanceof THREE.BufferGeometry ) {
  2357. addBuffer( scene.__webglObjects, geometry, object );
  2358. } else {
  2359. for ( g in geometry.geometryGroups ) {
  2360. geometryGroup = geometry.geometryGroups[ g ];
  2361. addBuffer( scene.__webglObjects, geometryGroup, object );
  2362. }
  2363. }
  2364. } else if ( object instanceof THREE.Ribbon ||
  2365. object instanceof THREE.Line ||
  2366. object instanceof THREE.ParticleSystem ) {
  2367. geometry = object.geometry;
  2368. addBuffer( scene.__webglObjects, geometry, object );
  2369. } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
  2370. addBufferImmediate( scene.__webglObjectsImmediate, object );
  2371. } else if ( object instanceof THREE.Sprite ) {
  2372. scene.__webglSprites.push( object );
  2373. } else if ( object instanceof THREE.LensFlare ) {
  2374. scene.__webglFlares.push( object );
  2375. }
  2376. object.__webglActive = true;
  2377. }
  2378. };
  2379. function addBuffer ( objlist, buffer, object ) {
  2380. objlist.push(
  2381. {
  2382. buffer: buffer,
  2383. object: object,
  2384. opaque: null,
  2385. transparent: null
  2386. }
  2387. );
  2388. };
  2389. function addBufferImmediate ( objlist, object ) {
  2390. objlist.push(
  2391. {
  2392. object: object,
  2393. opaque: null,
  2394. transparent: null
  2395. }
  2396. );
  2397. };
  2398. // Objects updates
  2399. function updateObject ( object ) {
  2400. var geometry = object.geometry,
  2401. geometryGroup, customAttributesDirty, material;
  2402. if ( object instanceof THREE.Mesh ) {
  2403. if ( geometry instanceof THREE.BufferGeometry ) {
  2404. /*
  2405. if ( geometry.__dirtyVertices || geometry.__dirtyElements ||
  2406. geometry.__dirtyUvs || geometry.__dirtyNormals ||
  2407. geometry.__dirtyColors ) {
  2408. // TODO
  2409. // set buffers from typed arrays
  2410. }
  2411. */
  2412. geometry.__dirtyVertices = false;
  2413. geometry.__dirtyElements = false;
  2414. geometry.__dirtyUvs = false;
  2415. geometry.__dirtyNormals = false;
  2416. geometry.__dirtyColors = false;
  2417. } else {
  2418. // check all geometry groups
  2419. for( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {
  2420. geometryGroup = geometry.geometryGroupsList[ i ];
  2421. material = getBufferMaterial( object, geometryGroup );
  2422. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2423. if ( geometry.__dirtyVertices || geometry.__dirtyMorphTargets || geometry.__dirtyElements ||
  2424. geometry.__dirtyUvs || geometry.__dirtyNormals ||
  2425. geometry.__dirtyColors || geometry.__dirtyTangents || customAttributesDirty ) {
  2426. setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, !geometry.dynamic, material );
  2427. }
  2428. }
  2429. geometry.__dirtyVertices = false;
  2430. geometry.__dirtyMorphTargets = false;
  2431. geometry.__dirtyElements = false;
  2432. geometry.__dirtyUvs = false;
  2433. geometry.__dirtyNormals = false;
  2434. geometry.__dirtyColors = false;
  2435. geometry.__dirtyTangents = false;
  2436. material.attributes && clearCustomAttributes( material );
  2437. }
  2438. } else if ( object instanceof THREE.Ribbon ) {
  2439. if ( geometry.__dirtyVertices || geometry.__dirtyColors ) {
  2440. setRibbonBuffers( geometry, _gl.DYNAMIC_DRAW );
  2441. }
  2442. geometry.__dirtyVertices = false;
  2443. geometry.__dirtyColors = false;
  2444. } else if ( object instanceof THREE.Line ) {
  2445. material = getBufferMaterial( object, geometryGroup );
  2446. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2447. if ( geometry.__dirtyVertices || geometry.__dirtyColors || customAttributesDirty ) {
  2448. setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
  2449. }
  2450. geometry.__dirtyVertices = false;
  2451. geometry.__dirtyColors = false;
  2452. material.attributes && clearCustomAttributes( material );
  2453. } else if ( object instanceof THREE.ParticleSystem ) {
  2454. material = getBufferMaterial( object, geometryGroup );
  2455. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2456. if ( geometry.__dirtyVertices || geometry.__dirtyColors || object.sortParticles || customAttributesDirty ) {
  2457. setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
  2458. }
  2459. geometry.__dirtyVertices = false;
  2460. geometry.__dirtyColors = false;
  2461. material.attributes && clearCustomAttributes( material );
  2462. }
  2463. };
  2464. // Objects updates - custom attributes check
  2465. function areCustomAttributesDirty ( material ) {
  2466. for ( var a in material.attributes ) {
  2467. if ( material.attributes[ a ].needsUpdate ) return true;
  2468. }
  2469. return false;
  2470. };
  2471. function clearCustomAttributes ( material ) {
  2472. for ( var a in material.attributes ) {
  2473. material.attributes[ a ].needsUpdate = false;
  2474. }
  2475. };
  2476. // Objects removal
  2477. function removeObject ( object, scene ) {
  2478. if ( object instanceof THREE.Mesh ||
  2479. object instanceof THREE.ParticleSystem ||
  2480. object instanceof THREE.Ribbon ||
  2481. object instanceof THREE.Line ) {
  2482. removeInstances( scene.__webglObjects, object );
  2483. } else if ( object instanceof THREE.Sprite ) {
  2484. removeInstancesDirect( scene.__webglSprites, object );
  2485. } else if ( object instanceof THREE.LensFlare ) {
  2486. removeInstancesDirect( scene.__webglFlares, object );
  2487. } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
  2488. removeInstances( scene.__webglObjectsImmediate, object );
  2489. }
  2490. object.__webglActive = false;
  2491. };
  2492. function removeInstances ( objlist, object ) {
  2493. for ( var o = objlist.length - 1; o >= 0; o -- ) {
  2494. if ( objlist[ o ].object === object ) {
  2495. objlist.splice( o, 1 );
  2496. }
  2497. }
  2498. };
  2499. function removeInstancesDirect ( objlist, object ) {
  2500. for ( var o = objlist.length - 1; o >= 0; o -- ) {
  2501. if ( objlist[ o ] === object ) {
  2502. objlist.splice( o, 1 );
  2503. }
  2504. }
  2505. };
  2506. // Materials
  2507. this.initMaterial = function ( material, lights, fog, object ) {
  2508. var u, a, identifiers, i, parameters, maxLightCount, maxBones, maxShadows, shaderID;
  2509. if ( material instanceof THREE.MeshDepthMaterial ) {
  2510. shaderID = 'depth';
  2511. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  2512. shaderID = 'normal';
  2513. } else if ( material instanceof THREE.MeshBasicMaterial ) {
  2514. shaderID = 'basic';
  2515. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  2516. shaderID = 'lambert';
  2517. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  2518. shaderID = 'phong';
  2519. } else if ( material instanceof THREE.LineBasicMaterial ) {
  2520. shaderID = 'basic';
  2521. } else if ( material instanceof THREE.ParticleBasicMaterial ) {
  2522. shaderID = 'particle_basic';
  2523. }
  2524. if ( shaderID ) {
  2525. setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );
  2526. }
  2527. // heuristics to create shader parameters according to lights in the scene
  2528. // (not to blow over maxLights budget)
  2529. maxLightCount = allocateLights( lights );
  2530. maxShadows = allocateShadows( lights );
  2531. maxBones = allocateBones( object );
  2532. parameters = {
  2533. map: !!material.map, envMap: !!material.envMap, lightMap: !!material.lightMap,
  2534. vertexColors: material.vertexColors,
  2535. fog: fog, useFog: material.fog,
  2536. sizeAttenuation: material.sizeAttenuation,
  2537. skinning: material.skinning,
  2538. morphTargets: material.morphTargets,
  2539. morphNormals: material.morphNormals,
  2540. maxMorphTargets: this.maxMorphTargets,
  2541. maxMorphNormals: this.maxMorphNormals,
  2542. maxDirLights: maxLightCount.directional, maxPointLights: maxLightCount.point,
  2543. maxBones: maxBones,
  2544. shadowMapEnabled: this.shadowMapEnabled && object.receiveShadow,
  2545. shadowMapSoft: this.shadowMapSoft,
  2546. shadowMapDebug: this.shadowMapDebug,
  2547. shadowMapCascade: this.shadowMapCascade,
  2548. maxShadows: maxShadows,
  2549. alphaTest: material.alphaTest,
  2550. metal: material.metal,
  2551. perPixel: material.perPixel,
  2552. wrapAround: material.wrapAround,
  2553. doubleSided: object && object.doubleSided
  2554. };
  2555. material.program = buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, parameters );
  2556. var attributes = material.program.attributes;
  2557. if ( attributes.position >= 0 ) _gl.enableVertexAttribArray( attributes.position );
  2558. if ( attributes.color >= 0 ) _gl.enableVertexAttribArray( attributes.color );
  2559. if ( attributes.normal >= 0 ) _gl.enableVertexAttribArray( attributes.normal );
  2560. if ( attributes.tangent >= 0 ) _gl.enableVertexAttribArray( attributes.tangent );
  2561. if ( material.skinning &&
  2562. attributes.skinVertexA >=0 && attributes.skinVertexB >= 0 &&
  2563. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  2564. _gl.enableVertexAttribArray( attributes.skinVertexA );
  2565. _gl.enableVertexAttribArray( attributes.skinVertexB );
  2566. _gl.enableVertexAttribArray( attributes.skinIndex );
  2567. _gl.enableVertexAttribArray( attributes.skinWeight );
  2568. }
  2569. if ( material.attributes ) {
  2570. for ( a in material.attributes ) {
  2571. if( attributes[ a ] !== undefined && attributes[ a ] >= 0 ) _gl.enableVertexAttribArray( attributes[ a ] );
  2572. }
  2573. }
  2574. if ( material.morphTargets ) {
  2575. material.numSupportedMorphTargets = 0;
  2576. var id, base = "morphTarget";
  2577. for ( i = 0; i < this.maxMorphTargets; i ++ ) {
  2578. id = base + i;
  2579. if ( attributes[ id ] >= 0 ) {
  2580. _gl.enableVertexAttribArray( attributes[ id ] );
  2581. material.numSupportedMorphTargets ++;
  2582. }
  2583. }
  2584. }
  2585. if ( material.morphNormals ) {
  2586. material.numSupportedMorphNormals = 0;
  2587. var id, base = "morphNormal";
  2588. for ( i = 0; i < this.maxMorphNormals; i ++ ) {
  2589. id = base + i;
  2590. if ( attributes[ id ] >= 0 ) {
  2591. _gl.enableVertexAttribArray( attributes[ id ] );
  2592. material.numSupportedMorphNormals ++;
  2593. }
  2594. }
  2595. }
  2596. material.uniformsList = [];
  2597. for ( u in material.uniforms ) {
  2598. material.uniformsList.push( [ material.uniforms[ u ], u ] );
  2599. }
  2600. };
  2601. function setMaterialShaders( material, shaders ) {
  2602. material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms );
  2603. material.vertexShader = shaders.vertexShader;
  2604. material.fragmentShader = shaders.fragmentShader;
  2605. };
  2606. function setProgram( camera, lights, fog, material, object ) {
  2607. if ( ! material.program || material.needsUpdate ) {
  2608. _this.initMaterial( material, lights, fog, object );
  2609. material.needsUpdate = false;
  2610. }
  2611. if ( material.morphTargets ) {
  2612. if ( ! object.__webglMorphTargetInfluences ) {
  2613. object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
  2614. for ( var i = 0, il = _this.maxMorphTargets; i < il; i ++ ) {
  2615. object.__webglMorphTargetInfluences[ i ] = 0;
  2616. }
  2617. }
  2618. }
  2619. var refreshMaterial = false;
  2620. var program = material.program,
  2621. p_uniforms = program.uniforms,
  2622. m_uniforms = material.uniforms;
  2623. if ( program !== _currentProgram ) {
  2624. _gl.useProgram( program );
  2625. _currentProgram = program;
  2626. refreshMaterial = true;
  2627. }
  2628. if ( material.id !== _currentMaterialId ) {
  2629. _currentMaterialId = material.id;
  2630. refreshMaterial = true;
  2631. }
  2632. if ( refreshMaterial || camera !== _currentCamera ) {
  2633. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera._projectionMatrixArray );
  2634. if ( camera !== _currentCamera ) _currentCamera = camera;
  2635. }
  2636. if ( refreshMaterial ) {
  2637. // refresh uniforms common to several materials
  2638. if ( fog && material.fog ) {
  2639. refreshUniformsFog( m_uniforms, fog );
  2640. }
  2641. if ( material instanceof THREE.MeshPhongMaterial ||
  2642. material instanceof THREE.MeshLambertMaterial ||
  2643. material.lights ) {
  2644. setupLights( program, lights );
  2645. refreshUniformsLights( m_uniforms, _lights );
  2646. }
  2647. if ( material instanceof THREE.MeshBasicMaterial ||
  2648. material instanceof THREE.MeshLambertMaterial ||
  2649. material instanceof THREE.MeshPhongMaterial ) {
  2650. refreshUniformsCommon( m_uniforms, material );
  2651. }
  2652. // refresh single material specific uniforms
  2653. if ( material instanceof THREE.LineBasicMaterial ) {
  2654. refreshUniformsLine( m_uniforms, material );
  2655. } else if ( material instanceof THREE.ParticleBasicMaterial ) {
  2656. refreshUniformsParticle( m_uniforms, material );
  2657. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  2658. refreshUniformsPhong( m_uniforms, material );
  2659. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  2660. refreshUniformsLambert( m_uniforms, material );
  2661. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  2662. m_uniforms.mNear.value = camera.near;
  2663. m_uniforms.mFar.value = camera.far;
  2664. m_uniforms.opacity.value = material.opacity;
  2665. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  2666. m_uniforms.opacity.value = material.opacity;
  2667. }
  2668. if ( object.receiveShadow && ! material._shadowPass ) {
  2669. refreshUniformsShadow( m_uniforms, lights );
  2670. }
  2671. // load common uniforms
  2672. loadUniformsGeneric( program, material.uniformsList );
  2673. // load material specific uniforms
  2674. // (shader material also gets them for the sake of genericity)
  2675. if ( material instanceof THREE.ShaderMaterial ||
  2676. material instanceof THREE.MeshPhongMaterial ||
  2677. material.envMap ) {
  2678. if ( p_uniforms.cameraPosition !== null ) {
  2679. var position = camera.matrixWorld.getPosition();
  2680. _gl.uniform3f( p_uniforms.cameraPosition, position.x, position.y, position.z );
  2681. }
  2682. }
  2683. if ( material instanceof THREE.MeshPhongMaterial ||
  2684. material instanceof THREE.MeshLambertMaterial ||
  2685. material instanceof THREE.ShaderMaterial ||
  2686. material.skinning ) {
  2687. if ( p_uniforms.viewMatrix !== null ) {
  2688. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera._viewMatrixArray );
  2689. }
  2690. }
  2691. if ( material.skinning ) {
  2692. _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.boneMatrices );
  2693. }
  2694. }
  2695. loadUniformsMatrices( p_uniforms, object );
  2696. if ( material instanceof THREE.ShaderMaterial ||
  2697. material.envMap ||
  2698. material.skinning ||
  2699. object.receiveShadow ) {
  2700. if ( p_uniforms.objectMatrix !== null ) {
  2701. _gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
  2702. }
  2703. }
  2704. return program;
  2705. };
  2706. // Uniforms (refresh uniforms objects)
  2707. function refreshUniformsCommon ( uniforms, material ) {
  2708. uniforms.opacity.value = material.opacity;
  2709. if ( _this.gammaInput ) {
  2710. uniforms.diffuse.value.copyGammaToLinear( material.color );
  2711. } else {
  2712. uniforms.diffuse.value = material.color;
  2713. }
  2714. uniforms.map.texture = material.map;
  2715. if ( material.map ) {
  2716. uniforms.offsetRepeat.value.set( material.map.offset.x, material.map.offset.y, material.map.repeat.x, material.map.repeat.y );
  2717. }
  2718. uniforms.lightMap.texture = material.lightMap;
  2719. uniforms.envMap.texture = material.envMap;
  2720. uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : -1;
  2721. if ( _this.gammaInput ) {
  2722. //uniforms.reflectivity.value = material.reflectivity * material.reflectivity;
  2723. uniforms.reflectivity.value = material.reflectivity;
  2724. } else {
  2725. uniforms.reflectivity.value = material.reflectivity;
  2726. }
  2727. uniforms.refractionRatio.value = material.refractionRatio;
  2728. uniforms.combine.value = material.combine;
  2729. uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
  2730. };
  2731. function refreshUniformsLine ( uniforms, material ) {
  2732. uniforms.diffuse.value = material.color;
  2733. uniforms.opacity.value = material.opacity;
  2734. };
  2735. function refreshUniformsParticle ( uniforms, material ) {
  2736. uniforms.psColor.value = material.color;
  2737. uniforms.opacity.value = material.opacity;
  2738. uniforms.size.value = material.size;
  2739. uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
  2740. uniforms.map.texture = material.map;
  2741. };
  2742. function refreshUniformsFog ( uniforms, fog ) {
  2743. uniforms.fogColor.value = fog.color;
  2744. if ( fog instanceof THREE.Fog ) {
  2745. uniforms.fogNear.value = fog.near;
  2746. uniforms.fogFar.value = fog.far;
  2747. } else if ( fog instanceof THREE.FogExp2 ) {
  2748. uniforms.fogDensity.value = fog.density;
  2749. }
  2750. };
  2751. function refreshUniformsPhong ( uniforms, material ) {
  2752. uniforms.shininess.value = material.shininess;
  2753. if ( _this.gammaInput ) {
  2754. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  2755. uniforms.emissive.value.copyGammaToLinear( material.emissive );
  2756. uniforms.specular.value.copyGammaToLinear( material.specular );
  2757. } else {
  2758. uniforms.ambient.value = material.ambient;
  2759. uniforms.emissive.value = material.emissive;
  2760. uniforms.specular.value = material.specular;
  2761. }
  2762. if ( material.wrapAround ) {
  2763. uniforms.wrapRGB.value.copy( material.wrapRGB );
  2764. }
  2765. };
  2766. function refreshUniformsLambert ( uniforms, material ) {
  2767. if ( _this.gammaInput ) {
  2768. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  2769. uniforms.emissive.value.copyGammaToLinear( material.emissive );
  2770. } else {
  2771. uniforms.ambient.value = material.ambient;
  2772. uniforms.emissive.value = material.emissive;
  2773. }
  2774. if ( material.wrapAround ) {
  2775. uniforms.wrapRGB.value.copy( material.wrapRGB );
  2776. }
  2777. };
  2778. function refreshUniformsLights ( uniforms, lights ) {
  2779. uniforms.ambientLightColor.value = lights.ambient;
  2780. uniforms.directionalLightColor.value = lights.directional.colors;
  2781. uniforms.directionalLightDirection.value = lights.directional.positions;
  2782. uniforms.pointLightColor.value = lights.point.colors;
  2783. uniforms.pointLightPosition.value = lights.point.positions;
  2784. uniforms.pointLightDistance.value = lights.point.distances;
  2785. };
  2786. function refreshUniformsShadow ( uniforms, lights ) {
  2787. if ( uniforms.shadowMatrix ) {
  2788. var j = 0;
  2789. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  2790. var light = lights[ i ];
  2791. if ( ! light.castShadow ) continue;
  2792. if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) {
  2793. uniforms.shadowMap.texture[ j ] = light.shadowMap;
  2794. uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
  2795. uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;
  2796. uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
  2797. uniforms.shadowBias.value[ j ] = light.shadowBias;
  2798. j ++;
  2799. }
  2800. }
  2801. }
  2802. };
  2803. // Uniforms (load to GPU)
  2804. function loadUniformsMatrices ( uniforms, object ) {
  2805. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrixArray );
  2806. if ( uniforms.normalMatrix ) {
  2807. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrixArray );
  2808. }
  2809. };
  2810. function loadUniformsGeneric ( program, uniforms ) {
  2811. var uniform, value, type, location, texture, i, il, j, jl, offset;
  2812. for( j = 0, jl = uniforms.length; j < jl; j ++ ) {
  2813. location = program.uniforms[ uniforms[ j ][ 1 ] ];
  2814. if ( !location ) continue;
  2815. uniform = uniforms[ j ][ 0 ];
  2816. type = uniform.type;
  2817. value = uniform.value;
  2818. // single integer
  2819. if( type === "i" ) {
  2820. _gl.uniform1i( location, value );
  2821. // single float
  2822. } else if( type === "f" ) {
  2823. _gl.uniform1f( location, value );
  2824. // single THREE.Vector2
  2825. } else if( type === "v2" ) {
  2826. _gl.uniform2f( location, value.x, value.y );
  2827. // single THREE.Vector3
  2828. } else if( type === "v3" ) {
  2829. _gl.uniform3f( location, value.x, value.y, value.z );
  2830. // single THREE.Vector4
  2831. } else if( type === "v4" ) {
  2832. _gl.uniform4f( location, value.x, value.y, value.z, value.w );
  2833. // single THREE.Color
  2834. } else if( type === "c" ) {
  2835. _gl.uniform3f( location, value.r, value.g, value.b );
  2836. // flat array of floats (JS or typed array)
  2837. } else if( type === "fv1" ) {
  2838. _gl.uniform1fv( location, value );
  2839. // flat array of floats with 3 x N size (JS or typed array)
  2840. } else if( type === "fv" ) {
  2841. _gl.uniform3fv( location, value );
  2842. // array of THREE.Vector2
  2843. } else if( type === "v2v" ) {
  2844. if ( ! uniform._array ) {
  2845. uniform._array = new Float32Array( 2 * value.length );
  2846. }
  2847. for ( i = 0, il = value.length; i < il; i ++ ) {
  2848. offset = i * 2;
  2849. uniform._array[ offset ] = value[ i ].x;
  2850. uniform._array[ offset + 1 ] = value[ i ].y;
  2851. }
  2852. _gl.uniform2fv( location, uniform._array );
  2853. // array of THREE.Vector3
  2854. } else if( type === "v3v" ) {
  2855. if ( ! uniform._array ) {
  2856. uniform._array = new Float32Array( 3 * value.length );
  2857. }
  2858. for ( i = 0, il = value.length; i < il; i ++ ) {
  2859. offset = i * 3;
  2860. uniform._array[ offset ] = value[ i ].x;
  2861. uniform._array[ offset + 1 ] = value[ i ].y;
  2862. uniform._array[ offset + 2 ] = value[ i ].z;
  2863. }
  2864. _gl.uniform3fv( location, uniform._array );
  2865. // array of THREE.Vector4
  2866. } else if( type == "v4v" ) {
  2867. if ( ! uniform._array ) {
  2868. uniform._array = new Float32Array( 4 * value.length );
  2869. }
  2870. for ( i = 0, il = value.length; i < il; i ++ ) {
  2871. offset = i * 4;
  2872. uniform._array[ offset ] = value[ i ].x;
  2873. uniform._array[ offset + 1 ] = value[ i ].y;
  2874. uniform._array[ offset + 2 ] = value[ i ].z;
  2875. uniform._array[ offset + 3 ] = value[ i ].w;
  2876. }
  2877. _gl.uniform4fv( location, uniform._array );
  2878. // single THREE.Matrix4
  2879. } else if( type === "m4" ) {
  2880. if ( ! uniform._array ) {
  2881. uniform._array = new Float32Array( 16 );
  2882. }
  2883. value.flattenToArray( uniform._array );
  2884. _gl.uniformMatrix4fv( location, false, uniform._array );
  2885. // array of THREE.Matrix4
  2886. } else if( type === "m4v" ) {
  2887. if ( ! uniform._array ) {
  2888. uniform._array = new Float32Array( 16 * value.length );
  2889. }
  2890. for ( i = 0, il = value.length; i < il; i ++ ) {
  2891. value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
  2892. }
  2893. _gl.uniformMatrix4fv( location, false, uniform._array );
  2894. // single THREE.Texture (2d or cube)
  2895. } else if( type === "t" ) {
  2896. _gl.uniform1i( location, value );
  2897. texture = uniform.texture;
  2898. if ( !texture ) continue;
  2899. if ( texture.image instanceof Array && texture.image.length === 6 ) {
  2900. setCubeTexture( texture, value );
  2901. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  2902. setCubeTextureDynamic( texture, value );
  2903. } else {
  2904. _this.setTexture( texture, value );
  2905. }
  2906. // array of THREE.Texture (2d)
  2907. } else if( type === "tv" ) {
  2908. if ( ! uniform._array ) {
  2909. uniform._array = [];
  2910. for( i = 0, il = uniform.texture.length; i < il; i ++ ) {
  2911. uniform._array[ i ] = value + i;
  2912. }
  2913. }
  2914. _gl.uniform1iv( location, uniform._array );
  2915. for( i = 0, il = uniform.texture.length; i < il; i ++ ) {
  2916. texture = uniform.texture[ i ];
  2917. if ( !texture ) continue;
  2918. _this.setTexture( texture, uniform._array[ i ] );
  2919. }
  2920. }
  2921. }
  2922. };
  2923. function setupMatrices ( object, camera ) {
  2924. object._modelViewMatrix.multiplyToArray( camera.matrixWorldInverse, object.matrixWorld, object._modelViewMatrixArray );
  2925. var inverseMatrix = THREE.Matrix4.makeInvert3x3( object._modelViewMatrix );
  2926. if ( inverseMatrix ) {
  2927. inverseMatrix.transposeIntoArray( object._normalMatrixArray );
  2928. }
  2929. };
  2930. function setupLights ( program, lights ) {
  2931. var l, ll, light, n,
  2932. r = 0, g = 0, b = 0,
  2933. color, position, intensity, distance,
  2934. zlights = _lights,
  2935. dcolors = zlights.directional.colors,
  2936. dpositions = zlights.directional.positions,
  2937. pcolors = zlights.point.colors,
  2938. ppositions = zlights.point.positions,
  2939. pdistances = zlights.point.distances,
  2940. dlength = 0,
  2941. plength = 0,
  2942. doffset = 0,
  2943. poffset = 0;
  2944. for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  2945. light = lights[ l ];
  2946. if ( light.onlyShadow ) continue;
  2947. color = light.color;
  2948. intensity = light.intensity;
  2949. distance = light.distance;
  2950. if ( light instanceof THREE.AmbientLight ) {
  2951. if ( _this.gammaInput ) {
  2952. r += color.r * color.r;
  2953. g += color.g * color.g;
  2954. b += color.b * color.b;
  2955. } else {
  2956. r += color.r;
  2957. g += color.g;
  2958. b += color.b;
  2959. }
  2960. } else if ( light instanceof THREE.DirectionalLight ) {
  2961. doffset = dlength * 3;
  2962. if ( _this.gammaInput ) {
  2963. dcolors[ doffset ] = color.r * color.r * intensity * intensity;
  2964. dcolors[ doffset + 1 ] = color.g * color.g * intensity * intensity;
  2965. dcolors[ doffset + 2 ] = color.b * color.b * intensity * intensity;
  2966. } else {
  2967. dcolors[ doffset ] = color.r * intensity;
  2968. dcolors[ doffset + 1 ] = color.g * intensity;
  2969. dcolors[ doffset + 2 ] = color.b * intensity;
  2970. }
  2971. _direction.copy( light.matrixWorld.getPosition() );
  2972. _direction.subSelf( light.target.matrixWorld.getPosition() );
  2973. _direction.normalize();
  2974. dpositions[ doffset ] = _direction.x;
  2975. dpositions[ doffset + 1 ] = _direction.y;
  2976. dpositions[ doffset + 2 ] = _direction.z;
  2977. dlength += 1;
  2978. } else if( light instanceof THREE.PointLight || light instanceof THREE.SpotLight ) {
  2979. poffset = plength * 3;
  2980. if ( _this.gammaInput ) {
  2981. pcolors[ poffset ] = color.r * color.r * intensity * intensity;
  2982. pcolors[ poffset + 1 ] = color.g * color.g * intensity * intensity;
  2983. pcolors[ poffset + 2 ] = color.b * color.b * intensity * intensity;
  2984. } else {
  2985. pcolors[ poffset ] = color.r * intensity;
  2986. pcolors[ poffset + 1 ] = color.g * intensity;
  2987. pcolors[ poffset + 2 ] = color.b * intensity;
  2988. }
  2989. position = light.matrixWorld.getPosition();
  2990. ppositions[ poffset ] = position.x;
  2991. ppositions[ poffset + 1 ] = position.y;
  2992. ppositions[ poffset + 2 ] = position.z;
  2993. pdistances[ plength ] = distance;
  2994. plength += 1;
  2995. }
  2996. }
  2997. // null eventual remains from removed lights
  2998. // (this is to avoid if in shader)
  2999. for ( l = dlength * 3, ll = dcolors.length; l < ll; l ++ ) dcolors[ l ] = 0.0;
  3000. for ( l = plength * 3, ll = pcolors.length; l < ll; l ++ ) pcolors[ l ] = 0.0;
  3001. zlights.point.length = plength;
  3002. zlights.directional.length = dlength;
  3003. zlights.ambient[ 0 ] = r;
  3004. zlights.ambient[ 1 ] = g;
  3005. zlights.ambient[ 2 ] = b;
  3006. };
  3007. // GL state setting
  3008. this.setFaceCulling = function ( cullFace, frontFace ) {
  3009. if ( cullFace ) {
  3010. if ( !frontFace || frontFace === "ccw" ) {
  3011. _gl.frontFace( _gl.CCW );
  3012. } else {
  3013. _gl.frontFace( _gl.CW );
  3014. }
  3015. if( cullFace === "back" ) {
  3016. _gl.cullFace( _gl.BACK );
  3017. } else if( cullFace === "front" ) {
  3018. _gl.cullFace( _gl.FRONT );
  3019. } else {
  3020. _gl.cullFace( _gl.FRONT_AND_BACK );
  3021. }
  3022. _gl.enable( _gl.CULL_FACE );
  3023. } else {
  3024. _gl.disable( _gl.CULL_FACE );
  3025. }
  3026. };
  3027. this.setObjectFaces = function ( object ) {
  3028. if ( _oldDoubleSided !== object.doubleSided ) {
  3029. if( object.doubleSided ) {
  3030. _gl.disable( _gl.CULL_FACE );
  3031. } else {
  3032. _gl.enable( _gl.CULL_FACE );
  3033. }
  3034. _oldDoubleSided = object.doubleSided;
  3035. }
  3036. if ( _oldFlipSided !== object.flipSided ) {
  3037. if( object.flipSided ) {
  3038. _gl.frontFace( _gl.CW );
  3039. } else {
  3040. _gl.frontFace( _gl.CCW );
  3041. }
  3042. _oldFlipSided = object.flipSided;
  3043. }
  3044. };
  3045. this.setDepthTest = function ( depthTest ) {
  3046. if ( _oldDepthTest !== depthTest ) {
  3047. if ( depthTest ) {
  3048. _gl.enable( _gl.DEPTH_TEST );
  3049. } else {
  3050. _gl.disable( _gl.DEPTH_TEST );
  3051. }
  3052. _oldDepthTest = depthTest;
  3053. }
  3054. };
  3055. this.setDepthWrite = function ( depthWrite ) {
  3056. if ( _oldDepthWrite !== depthWrite ) {
  3057. _gl.depthMask( depthWrite );
  3058. _oldDepthWrite = depthWrite;
  3059. }
  3060. };
  3061. function setLineWidth ( width ) {
  3062. if ( width !== _oldLineWidth ) {
  3063. _gl.lineWidth( width );
  3064. _oldLineWidth = width;
  3065. }
  3066. };
  3067. function setPolygonOffset ( polygonoffset, factor, units ) {
  3068. if ( _oldPolygonOffset !== polygonoffset ) {
  3069. if ( polygonoffset ) {
  3070. _gl.enable( _gl.POLYGON_OFFSET_FILL );
  3071. } else {
  3072. _gl.disable( _gl.POLYGON_OFFSET_FILL );
  3073. }
  3074. _oldPolygonOffset = polygonoffset;
  3075. }
  3076. if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) {
  3077. _gl.polygonOffset( factor, units );
  3078. _oldPolygonOffsetFactor = factor;
  3079. _oldPolygonOffsetUnits = units;
  3080. }
  3081. };
  3082. this.setBlending = function ( blending, blendEquation, blendSrc, blendDst ) {
  3083. if ( blending !== _oldBlending ) {
  3084. switch ( blending ) {
  3085. case THREE.NoBlending:
  3086. _gl.disable( _gl.BLEND );
  3087. break;
  3088. case THREE.AdditiveBlending:
  3089. _gl.enable( _gl.BLEND );
  3090. _gl.blendEquation( _gl.FUNC_ADD );
  3091. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
  3092. break;
  3093. case THREE.SubtractiveBlending:
  3094. // TODO: Find blendFuncSeparate() combination
  3095. _gl.enable( _gl.BLEND );
  3096. _gl.blendEquation( _gl.FUNC_ADD );
  3097. _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
  3098. break;
  3099. case THREE.MultiplyBlending:
  3100. // TODO: Find blendFuncSeparate() combination
  3101. _gl.enable( _gl.BLEND );
  3102. _gl.blendEquation( _gl.FUNC_ADD );
  3103. _gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
  3104. break;
  3105. case THREE.CustomBlending:
  3106. _gl.enable( _gl.BLEND );
  3107. break;
  3108. default:
  3109. _gl.enable( _gl.BLEND );
  3110. _gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
  3111. _gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
  3112. break;
  3113. }
  3114. _oldBlending = blending;
  3115. }
  3116. if ( blending === THREE.CustomBlending ) {
  3117. if ( blendEquation !== _oldBlendEquation ) {
  3118. _gl.blendEquation( paramThreeToGL( blendEquation ) );
  3119. _oldBlendEquation = blendEquation;
  3120. }
  3121. if ( blendSrc !== _oldBlendSrc || blendDst !== _oldBlendDst ) {
  3122. _gl.blendFunc( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ) );
  3123. _oldBlendSrc = blendSrc;
  3124. _oldBlendDst = blendDst;
  3125. }
  3126. } else {
  3127. _oldBlendEquation = null;
  3128. _oldBlendSrc = null;
  3129. _oldBlendDst = null;
  3130. }
  3131. };
  3132. // Shaders
  3133. function buildProgram ( shaderID, fragmentShader, vertexShader, uniforms, attributes, parameters ) {
  3134. var p, pl, program, code;
  3135. var chunks = [];
  3136. // Generate code
  3137. if ( shaderID ) {
  3138. chunks.push( shaderID );
  3139. } else {
  3140. chunks.push( fragmentShader );
  3141. chunks.push( vertexShader );
  3142. }
  3143. for ( p in parameters ) {
  3144. chunks.push( p );
  3145. chunks.push( parameters[ p ] );
  3146. }
  3147. code = chunks.join();
  3148. // Check if code has been already compiled
  3149. for ( p = 0, pl = _programs.length; p < pl; p ++ ) {
  3150. if ( _programs[ p ].code === code ) {
  3151. // console.log( "Code already compiled." /*: \n\n" + code*/ );
  3152. return _programs[ p ].program;
  3153. }
  3154. }
  3155. //console.log( "building new program " );
  3156. //
  3157. program = _gl.createProgram();
  3158. var prefix_vertex = [
  3159. "precision " + _precision + " float;",
  3160. ( _maxVertexTextures > 0 ) ? "#define VERTEX_TEXTURES" : "",
  3161. _this.gammaInput ? "#define GAMMA_INPUT" : "",
  3162. _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
  3163. _this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",
  3164. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  3165. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  3166. "#define MAX_SHADOWS " + parameters.maxShadows,
  3167. "#define MAX_BONES " + parameters.maxBones,
  3168. parameters.map ? "#define USE_MAP" : "",
  3169. parameters.envMap ? "#define USE_ENVMAP" : "",
  3170. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  3171. parameters.vertexColors ? "#define USE_COLOR" : "",
  3172. parameters.skinning ? "#define USE_SKINNING" : "",
  3173. parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
  3174. parameters.morphNormals ? "#define USE_MORPHNORMALS" : "",
  3175. parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
  3176. parameters.wrapAround ? "#define WRAP_AROUND" : "",
  3177. parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
  3178. parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
  3179. parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "",
  3180. parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
  3181. parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
  3182. parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",
  3183. "uniform mat4 objectMatrix;",
  3184. "uniform mat4 modelViewMatrix;",
  3185. "uniform mat4 projectionMatrix;",
  3186. "uniform mat4 viewMatrix;",
  3187. "uniform mat3 normalMatrix;",
  3188. "uniform vec3 cameraPosition;",
  3189. "attribute vec3 position;",
  3190. "attribute vec3 normal;",
  3191. "attribute vec2 uv;",
  3192. "attribute vec2 uv2;",
  3193. "#ifdef USE_COLOR",
  3194. "attribute vec3 color;",
  3195. "#endif",
  3196. "#ifdef USE_MORPHTARGETS",
  3197. "attribute vec3 morphTarget0;",
  3198. "attribute vec3 morphTarget1;",
  3199. "attribute vec3 morphTarget2;",
  3200. "attribute vec3 morphTarget3;",
  3201. "#ifdef USE_MORPHNORMALS",
  3202. "attribute vec3 morphNormal0;",
  3203. "attribute vec3 morphNormal1;",
  3204. "attribute vec3 morphNormal2;",
  3205. "attribute vec3 morphNormal3;",
  3206. "#else",
  3207. "attribute vec3 morphTarget4;",
  3208. "attribute vec3 morphTarget5;",
  3209. "attribute vec3 morphTarget6;",
  3210. "attribute vec3 morphTarget7;",
  3211. "#endif",
  3212. "#endif",
  3213. "#ifdef USE_SKINNING",
  3214. "attribute vec4 skinVertexA;",
  3215. "attribute vec4 skinVertexB;",
  3216. "attribute vec4 skinIndex;",
  3217. "attribute vec4 skinWeight;",
  3218. "#endif",
  3219. ""
  3220. ].join("\n");
  3221. var prefix_fragment = [
  3222. "precision " + _precision + " float;",
  3223. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  3224. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  3225. "#define MAX_SHADOWS " + parameters.maxShadows,
  3226. parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "",
  3227. _this.gammaInput ? "#define GAMMA_INPUT" : "",
  3228. _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
  3229. _this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",
  3230. ( parameters.useFog && parameters.fog ) ? "#define USE_FOG" : "",
  3231. ( parameters.useFog && parameters.fog instanceof THREE.FogExp2 ) ? "#define FOG_EXP2" : "",
  3232. parameters.map ? "#define USE_MAP" : "",
  3233. parameters.envMap ? "#define USE_ENVMAP" : "",
  3234. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  3235. parameters.vertexColors ? "#define USE_COLOR" : "",
  3236. parameters.metal ? "#define METAL" : "",
  3237. parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
  3238. parameters.wrapAround ? "#define WRAP_AROUND" : "",
  3239. parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
  3240. parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
  3241. parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "",
  3242. parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
  3243. parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
  3244. "uniform mat4 viewMatrix;",
  3245. "uniform vec3 cameraPosition;",
  3246. ""
  3247. ].join("\n");
  3248. _gl.attachShader( program, getShader( "fragment", prefix_fragment + fragmentShader ) );
  3249. _gl.attachShader( program, getShader( "vertex", prefix_vertex + vertexShader ) );
  3250. _gl.linkProgram( program );
  3251. if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
  3252. console.error( "Could not initialise shader\n" + "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );
  3253. }
  3254. //console.log( prefix_fragment + fragmentShader );
  3255. //console.log( prefix_vertex + vertexShader );
  3256. program.uniforms = {};
  3257. program.attributes = {};
  3258. var identifiers, u, a, i;
  3259. // cache uniform locations
  3260. identifiers = [
  3261. 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'objectMatrix', 'cameraPosition',
  3262. 'boneGlobalMatrices', 'morphTargetInfluences'
  3263. ];
  3264. for ( u in uniforms ) {
  3265. identifiers.push( u );
  3266. }
  3267. cacheUniformLocations( program, identifiers );
  3268. // cache attributes locations
  3269. identifiers = [
  3270. "position", "normal", "uv", "uv2", "tangent", "color",
  3271. "skinVertexA", "skinVertexB", "skinIndex", "skinWeight"
  3272. ];
  3273. for ( i = 0; i < parameters.maxMorphTargets; i ++ ) {
  3274. identifiers.push( "morphTarget" + i );
  3275. }
  3276. for ( i = 0; i < parameters.maxMorphNormals; i ++ ) {
  3277. identifiers.push( "morphNormal" + i );
  3278. }
  3279. for ( a in attributes ) {
  3280. identifiers.push( a );
  3281. }
  3282. cacheAttributeLocations( program, identifiers );
  3283. program.id = _programs.length;
  3284. _programs.push( { program: program, code: code } );
  3285. _this.info.memory.programs = _programs.length;
  3286. return program;
  3287. };
  3288. // Shader parameters cache
  3289. function cacheUniformLocations ( program, identifiers ) {
  3290. var i, l, id;
  3291. for( i = 0, l = identifiers.length; i < l; i ++ ) {
  3292. id = identifiers[ i ];
  3293. program.uniforms[ id ] = _gl.getUniformLocation( program, id );
  3294. }
  3295. };
  3296. function cacheAttributeLocations ( program, identifiers ) {
  3297. var i, l, id;
  3298. for( i = 0, l = identifiers.length; i < l; i ++ ) {
  3299. id = identifiers[ i ];
  3300. program.attributes[ id ] = _gl.getAttribLocation( program, id );
  3301. }
  3302. };
  3303. function getShader ( type, string ) {
  3304. var shader;
  3305. if ( type === "fragment" ) {
  3306. shader = _gl.createShader( _gl.FRAGMENT_SHADER );
  3307. } else if ( type === "vertex" ) {
  3308. shader = _gl.createShader( _gl.VERTEX_SHADER );
  3309. }
  3310. _gl.shaderSource( shader, string );
  3311. _gl.compileShader( shader );
  3312. if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {
  3313. console.error( _gl.getShaderInfoLog( shader ) );
  3314. console.error( string );
  3315. return null;
  3316. }
  3317. return shader;
  3318. };
  3319. // Textures
  3320. function isPowerOfTwo ( value ) {
  3321. return ( value & ( value - 1 ) ) === 0;
  3322. };
  3323. function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
  3324. if ( isImagePowerOfTwo ) {
  3325. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  3326. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  3327. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  3328. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  3329. } else {
  3330. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  3331. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  3332. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  3333. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  3334. }
  3335. };
  3336. this.setTexture = function ( texture, slot ) {
  3337. if ( texture.needsUpdate ) {
  3338. if ( ! texture.__webglInit ) {
  3339. texture.__webglInit = true;
  3340. texture.__webglTexture = _gl.createTexture();
  3341. _this.info.memory.textures ++;
  3342. }
  3343. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3344. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  3345. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  3346. var image = texture.image,
  3347. isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
  3348. glFormat = paramThreeToGL( texture.format ),
  3349. glType = paramThreeToGL( texture.type );
  3350. setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
  3351. if ( texture instanceof THREE.DataTexture ) {
  3352. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
  3353. } else {
  3354. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
  3355. }
  3356. if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  3357. texture.needsUpdate = false;
  3358. if ( texture.onUpdate ) texture.onUpdate();
  3359. } else {
  3360. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3361. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  3362. }
  3363. };
  3364. function clampToMaxSize ( image, maxSize ) {
  3365. if ( image.width <= maxSize && image.height <= maxSize ) {
  3366. return image;
  3367. }
  3368. // Warning: Scaling through the canvas will only work with images that use
  3369. // premultiplied alpha.
  3370. var maxDimension = Math.max( image.width, image.height );
  3371. var newWidth = Math.floor( image.width * maxSize / maxDimension );
  3372. var newHeight = Math.floor( image.height * maxSize / maxDimension );
  3373. var canvas = document.createElement( 'canvas' );
  3374. canvas.width = newWidth;
  3375. canvas.height = newHeight;
  3376. var ctx = canvas.getContext( "2d" );
  3377. ctx.drawImage( image, 0, 0, image.width, image.height, 0, 0, newWidth, newHeight );
  3378. return canvas;
  3379. }
  3380. function setCubeTexture ( texture, slot ) {
  3381. if ( texture.image.length === 6 ) {
  3382. if ( texture.needsUpdate ) {
  3383. if ( ! texture.image.__webglTextureCube ) {
  3384. texture.image.__webglTextureCube = _gl.createTexture();
  3385. }
  3386. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3387. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  3388. var cubeImage = [];
  3389. for ( var i = 0; i < 6; i ++ ) {
  3390. if ( _this.autoScaleCubemaps ) {
  3391. cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize );
  3392. } else {
  3393. cubeImage[ i ] = texture.image[ i ];
  3394. }
  3395. }
  3396. var image = cubeImage[ 0 ],
  3397. isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
  3398. glFormat = paramThreeToGL( texture.format ),
  3399. glType = paramThreeToGL( texture.type );
  3400. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
  3401. for ( var i = 0; i < 6; i ++ ) {
  3402. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
  3403. }
  3404. if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3405. texture.needsUpdate = false;
  3406. if ( texture.onUpdate ) texture.onUpdate();
  3407. } else {
  3408. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3409. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  3410. }
  3411. }
  3412. };
  3413. function setCubeTextureDynamic ( texture, slot ) {
  3414. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3415. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
  3416. };
  3417. // Render targets
  3418. function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
  3419. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  3420. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );
  3421. };
  3422. function setupRenderBuffer ( renderbuffer, renderTarget ) {
  3423. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  3424. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  3425. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  3426. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3427. /* For some reason this is not working. Defaulting to RGBA4.
  3428. } else if( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3429. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
  3430. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3431. */
  3432. } else if( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3433. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
  3434. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3435. } else {
  3436. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
  3437. }
  3438. };
  3439. this.setRenderTarget = function ( renderTarget ) {
  3440. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  3441. if ( renderTarget && ! renderTarget.__webglFramebuffer ) {
  3442. if( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
  3443. if( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
  3444. renderTarget.__webglTexture = _gl.createTexture();
  3445. // Setup texture, create render and frame buffers
  3446. var isTargetPowerOfTwo = isPowerOfTwo( renderTarget.width ) && isPowerOfTwo( renderTarget.height ),
  3447. glFormat = paramThreeToGL( renderTarget.format ),
  3448. glType = paramThreeToGL( renderTarget.type );
  3449. if ( isCube ) {
  3450. renderTarget.__webglFramebuffer = [];
  3451. renderTarget.__webglRenderbuffer = [];
  3452. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  3453. setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
  3454. for ( var i = 0; i < 6; i ++ ) {
  3455. renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  3456. renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
  3457. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  3458. setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
  3459. setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );
  3460. }
  3461. } else {
  3462. renderTarget.__webglFramebuffer = _gl.createFramebuffer();
  3463. renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();
  3464. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  3465. setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );
  3466. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  3467. setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
  3468. setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );
  3469. }
  3470. // Release everything
  3471. if ( isCube ) {
  3472. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  3473. } else {
  3474. _gl.bindTexture( _gl.TEXTURE_2D, null );
  3475. }
  3476. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  3477. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null);
  3478. }
  3479. var framebuffer, width, height, vx, vy;
  3480. if ( renderTarget ) {
  3481. if ( isCube ) {
  3482. framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];
  3483. } else {
  3484. framebuffer = renderTarget.__webglFramebuffer;
  3485. }
  3486. width = renderTarget.width;
  3487. height = renderTarget.height;
  3488. vx = 0;
  3489. vy = 0;
  3490. } else {
  3491. framebuffer = null;
  3492. width = _viewportWidth;
  3493. height = _viewportHeight;
  3494. vx = _viewportX;
  3495. vy = _viewportY;
  3496. }
  3497. if ( framebuffer !== _currentFramebuffer ) {
  3498. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  3499. _gl.viewport( vx, vy, width, height );
  3500. _currentFramebuffer = framebuffer;
  3501. }
  3502. _currentWidth = width;
  3503. _currentHeight = height;
  3504. };
  3505. function updateRenderTargetMipmap ( renderTarget ) {
  3506. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  3507. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  3508. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3509. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  3510. } else {
  3511. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  3512. _gl.generateMipmap( _gl.TEXTURE_2D );
  3513. _gl.bindTexture( _gl.TEXTURE_2D, null );
  3514. }
  3515. };
  3516. // Fallback filters for non-power-of-2 textures
  3517. function filterFallback ( f ) {
  3518. switch ( f ) {
  3519. case THREE.NearestFilter:
  3520. case THREE.NearestMipMapNearestFilter:
  3521. case THREE.NearestMipMapLinearFilter: return _gl.NEAREST; break;
  3522. case THREE.LinearFilter:
  3523. case THREE.LinearMipMapNearestFilter:
  3524. case THREE.LinearMipMapLinearFilter:
  3525. default:
  3526. return _gl.LINEAR; break;
  3527. }
  3528. };
  3529. // Map three.js constants to WebGL constants
  3530. function paramThreeToGL ( p ) {
  3531. switch ( p ) {
  3532. case THREE.RepeatWrapping: return _gl.REPEAT; break;
  3533. case THREE.ClampToEdgeWrapping: return _gl.CLAMP_TO_EDGE; break;
  3534. case THREE.MirroredRepeatWrapping: return _gl.MIRRORED_REPEAT; break;
  3535. case THREE.NearestFilter: return _gl.NEAREST; break;
  3536. case THREE.NearestMipMapNearestFilter: return _gl.NEAREST_MIPMAP_NEAREST; break;
  3537. case THREE.NearestMipMapLinearFilter: return _gl.NEAREST_MIPMAP_LINEAR; break;
  3538. case THREE.LinearFilter: return _gl.LINEAR; break;
  3539. case THREE.LinearMipMapNearestFilter: return _gl.LINEAR_MIPMAP_NEAREST; break;
  3540. case THREE.LinearMipMapLinearFilter: return _gl.LINEAR_MIPMAP_LINEAR; break;
  3541. case THREE.ByteType: return _gl.BYTE; break;
  3542. case THREE.UnsignedByteType: return _gl.UNSIGNED_BYTE; break;
  3543. case THREE.ShortType: return _gl.SHORT; break;
  3544. case THREE.UnsignedShortType: return _gl.UNSIGNED_SHORT; break;
  3545. case THREE.IntType: return _gl.INT; break;
  3546. case THREE.UnsignedIntType: return _gl.UNSIGNED_INT; break;
  3547. case THREE.FloatType: return _gl.FLOAT; break;
  3548. case THREE.AlphaFormat: return _gl.ALPHA; break;
  3549. case THREE.RGBFormat: return _gl.RGB; break;
  3550. case THREE.RGBAFormat: return _gl.RGBA; break;
  3551. case THREE.LuminanceFormat: return _gl.LUMINANCE; break;
  3552. case THREE.LuminanceAlphaFormat: return _gl.LUMINANCE_ALPHA; break;
  3553. case THREE.AddEquation: return _gl.FUNC_ADD; break;
  3554. case THREE.SubtractEquation: return _gl.FUNC_SUBTRACT; break;
  3555. case THREE.ReverseSubtractEquation: return _gl.FUNC_REVERSE_SUBTRACT; break;
  3556. case THREE.ZeroFactor: return _gl.ZERO; break;
  3557. case THREE.OneFactor: return _gl.ONE; break;
  3558. case THREE.SrcColorFactor: return _gl.SRC_COLOR; break;
  3559. case THREE.OneMinusSrcColorFactor: return _gl.ONE_MINUS_SRC_COLOR; break;
  3560. case THREE.SrcAlphaFactor: return _gl.SRC_ALPHA; break;
  3561. case THREE.OneMinusSrcAlphaFactor: return _gl.ONE_MINUS_SRC_ALPHA; break;
  3562. case THREE.DstAlphaFactor: return _gl.DST_ALPHA; break;
  3563. case THREE.OneMinusDstAlphaFactor: return _gl.ONE_MINUS_DST_ALPHA; break;
  3564. case THREE.DstColorFactor: return _gl.DST_COLOR; break;
  3565. case THREE.OneMinusDstColorFactor: return _gl.ONE_MINUS_DST_COLOR; break;
  3566. case THREE.SrcAlphaSaturateFactor: return _gl.SRC_ALPHA_SATURATE; break;
  3567. }
  3568. return 0;
  3569. };
  3570. // Allocations
  3571. function allocateBones ( object ) {
  3572. // default for when object is not specified
  3573. // ( for example when prebuilding shader
  3574. // to be used with multiple objects )
  3575. //
  3576. // - leave some extra space for other uniforms
  3577. // - limit here is ANGLE's 254 max uniform vectors
  3578. // (up to 54 should be safe)
  3579. var maxBones = 50;
  3580. if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
  3581. maxBones = object.bones.length;
  3582. }
  3583. return maxBones;
  3584. };
  3585. function allocateLights ( lights ) {
  3586. var l, ll, light, dirLights, pointLights, maxDirLights, maxPointLights;
  3587. dirLights = pointLights = maxDirLights = maxPointLights = 0;
  3588. for ( l = 0, ll = lights.length; l < ll; l++ ) {
  3589. light = lights[ l ];
  3590. if ( light.onlyShadow ) continue;
  3591. if ( light instanceof THREE.DirectionalLight ) dirLights ++;
  3592. if ( light instanceof THREE.PointLight ) pointLights ++;
  3593. if ( light instanceof THREE.SpotLight ) pointLights ++;
  3594. }
  3595. if ( ( pointLights + dirLights ) <= _maxLights ) {
  3596. maxDirLights = dirLights;
  3597. maxPointLights = pointLights;
  3598. } else {
  3599. maxDirLights = Math.ceil( _maxLights * dirLights / ( pointLights + dirLights ) );
  3600. maxPointLights = _maxLights - maxDirLights;
  3601. }
  3602. return { 'directional' : maxDirLights, 'point' : maxPointLights };
  3603. };
  3604. function allocateShadows ( lights ) {
  3605. var l, ll, light, maxShadows = 0;
  3606. for ( l = 0, ll = lights.length; l < ll; l++ ) {
  3607. light = lights[ l ];
  3608. if ( ! light.castShadow ) continue;
  3609. if ( light instanceof THREE.SpotLight ) maxShadows ++;
  3610. if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;
  3611. }
  3612. return maxShadows;
  3613. };
  3614. // Initialization
  3615. function initGL () {
  3616. var gl;
  3617. try {
  3618. if ( ! ( gl = _canvas.getContext( 'experimental-webgl', { alpha: _alpha, premultipliedAlpha: _premultipliedAlpha, antialias: _antialias, stencil: _stencil, preserveDrawingBuffer: _preserveDrawingBuffer } ) ) ) {
  3619. throw 'Error creating WebGL context.';
  3620. }
  3621. console.log(
  3622. navigator.userAgent + " | " +
  3623. gl.getParameter( gl.VERSION ) + " | " +
  3624. gl.getParameter( gl.VENDOR ) + " | " +
  3625. gl.getParameter( gl.RENDERER ) + " | " +
  3626. gl.getParameter( gl.SHADING_LANGUAGE_VERSION )
  3627. );
  3628. } catch ( error ) {
  3629. console.error( error );
  3630. }
  3631. return gl;
  3632. };
  3633. function setDefaultGLState () {
  3634. _gl.clearColor( 0, 0, 0, 1 );
  3635. _gl.clearDepth( 1 );
  3636. _gl.clearStencil( 0 );
  3637. _gl.enable( _gl.DEPTH_TEST );
  3638. _gl.depthFunc( _gl.LEQUAL );
  3639. _gl.frontFace( _gl.CCW );
  3640. _gl.cullFace( _gl.BACK );
  3641. _gl.enable( _gl.CULL_FACE );
  3642. _gl.enable( _gl.BLEND );
  3643. _gl.blendEquation( _gl.FUNC_ADD );
  3644. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
  3645. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  3646. };
  3647. // default plugins (order is important)
  3648. this.shadowMapPlugin = new THREE.ShadowMapPlugin();
  3649. this.addPrePlugin( this.shadowMapPlugin );
  3650. this.addPostPlugin( new THREE.SpritePlugin() );
  3651. this.addPostPlugin( new THREE.LensFlarePlugin() );
  3652. };
粤ICP备19079148号