WebGLRenderer.js 129 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186118711881189119011911192119311941195119611971198119912001201120212031204120512061207120812091210121112121213121412151216121712181219122012211222122312241225122612271228122912301231123212331234123512361237123812391240124112421243124412451246124712481249125012511252125312541255125612571258125912601261126212631264126512661267126812691270127112721273127412751276127712781279128012811282128312841285128612871288128912901291129212931294129512961297129812991300130113021303130413051306130713081309131013111312131313141315131613171318131913201321132213231324132513261327132813291330133113321333133413351336133713381339134013411342134313441345134613471348134913501351135213531354135513561357135813591360136113621363136413651366136713681369137013711372137313741375137613771378137913801381138213831384138513861387138813891390139113921393139413951396139713981399140014011402140314041405140614071408140914101411141214131414141514161417141814191420142114221423142414251426142714281429143014311432143314341435143614371438143914401441144214431444144514461447144814491450145114521453145414551456145714581459146014611462146314641465146614671468146914701471147214731474147514761477147814791480148114821483148414851486148714881489149014911492149314941495149614971498149915001501150215031504150515061507150815091510151115121513151415151516151715181519152015211522152315241525152615271528152915301531153215331534153515361537153815391540154115421543154415451546154715481549155015511552155315541555155615571558155915601561156215631564156515661567156815691570157115721573157415751576157715781579158015811582158315841585158615871588158915901591159215931594159515961597159815991600160116021603160416051606160716081609161016111612161316141615161616171618161916201621162216231624162516261627162816291630163116321633163416351636163716381639164016411642164316441645164616471648164916501651165216531654165516561657165816591660166116621663166416651666166716681669167016711672167316741675167616771678167916801681168216831684168516861687168816891690169116921693169416951696169716981699170017011702170317041705170617071708170917101711171217131714171517161717171817191720172117221723172417251726172717281729173017311732173317341735173617371738173917401741174217431744174517461747174817491750175117521753175417551756175717581759176017611762176317641765176617671768176917701771177217731774177517761777177817791780178117821783178417851786178717881789179017911792179317941795179617971798179918001801180218031804180518061807180818091810181118121813181418151816181718181819182018211822182318241825182618271828182918301831183218331834183518361837183818391840184118421843184418451846184718481849185018511852185318541855185618571858185918601861186218631864186518661867186818691870187118721873187418751876187718781879188018811882188318841885188618871888188918901891189218931894189518961897189818991900190119021903190419051906190719081909191019111912191319141915191619171918191919201921192219231924192519261927192819291930193119321933193419351936193719381939194019411942194319441945194619471948194919501951195219531954195519561957195819591960196119621963196419651966196719681969197019711972197319741975197619771978197919801981198219831984198519861987198819891990199119921993199419951996199719981999200020012002200320042005200620072008200920102011201220132014201520162017201820192020202120222023202420252026202720282029203020312032203320342035203620372038203920402041204220432044204520462047204820492050205120522053205420552056205720582059206020612062206320642065206620672068206920702071207220732074207520762077207820792080208120822083208420852086208720882089209020912092209320942095209620972098209921002101210221032104210521062107210821092110211121122113211421152116211721182119212021212122212321242125212621272128212921302131213221332134213521362137213821392140214121422143214421452146214721482149215021512152215321542155215621572158215921602161216221632164216521662167216821692170217121722173217421752176217721782179218021812182218321842185218621872188218921902191219221932194219521962197219821992200220122022203220422052206220722082209221022112212221322142215221622172218221922202221222222232224222522262227222822292230223122322233223422352236223722382239224022412242224322442245224622472248224922502251225222532254225522562257225822592260226122622263226422652266226722682269227022712272227322742275227622772278227922802281228222832284228522862287228822892290229122922293229422952296229722982299230023012302230323042305230623072308230923102311231223132314231523162317231823192320232123222323232423252326232723282329233023312332233323342335233623372338233923402341234223432344234523462347234823492350235123522353235423552356235723582359236023612362236323642365236623672368236923702371237223732374237523762377237823792380238123822383238423852386238723882389239023912392239323942395239623972398239924002401240224032404240524062407240824092410241124122413241424152416241724182419242024212422242324242425242624272428242924302431243224332434243524362437243824392440244124422443244424452446244724482449245024512452245324542455245624572458245924602461246224632464246524662467246824692470247124722473247424752476247724782479248024812482248324842485248624872488248924902491249224932494249524962497249824992500250125022503250425052506250725082509251025112512251325142515251625172518251925202521252225232524252525262527252825292530253125322533253425352536253725382539254025412542254325442545254625472548254925502551255225532554255525562557255825592560256125622563256425652566256725682569257025712572257325742575257625772578257925802581258225832584258525862587258825892590259125922593259425952596259725982599260026012602260326042605260626072608260926102611261226132614261526162617261826192620262126222623262426252626262726282629263026312632263326342635263626372638263926402641264226432644264526462647264826492650265126522653265426552656265726582659266026612662266326642665266626672668266926702671267226732674267526762677267826792680268126822683268426852686268726882689269026912692269326942695269626972698269927002701270227032704270527062707270827092710271127122713271427152716271727182719272027212722272327242725272627272728272927302731273227332734273527362737273827392740274127422743274427452746274727482749275027512752275327542755275627572758275927602761276227632764276527662767276827692770277127722773277427752776277727782779278027812782278327842785278627872788278927902791279227932794279527962797279827992800280128022803280428052806280728082809281028112812281328142815281628172818281928202821282228232824282528262827282828292830283128322833283428352836283728382839284028412842284328442845284628472848284928502851285228532854285528562857285828592860286128622863286428652866286728682869287028712872287328742875287628772878287928802881288228832884288528862887288828892890289128922893289428952896289728982899290029012902290329042905290629072908290929102911291229132914291529162917291829192920292129222923292429252926292729282929293029312932293329342935293629372938293929402941294229432944294529462947294829492950295129522953295429552956295729582959296029612962296329642965296629672968296929702971297229732974297529762977297829792980298129822983298429852986298729882989299029912992299329942995299629972998299930003001300230033004300530063007300830093010301130123013301430153016301730183019302030213022302330243025302630273028302930303031303230333034303530363037303830393040304130423043304430453046304730483049305030513052305330543055305630573058305930603061306230633064306530663067306830693070307130723073307430753076307730783079308030813082308330843085308630873088308930903091309230933094309530963097309830993100310131023103310431053106310731083109311031113112311331143115311631173118311931203121312231233124312531263127312831293130313131323133313431353136313731383139314031413142314331443145314631473148314931503151315231533154315531563157315831593160316131623163316431653166316731683169317031713172317331743175317631773178317931803181318231833184318531863187318831893190319131923193319431953196319731983199320032013202320332043205320632073208320932103211321232133214321532163217321832193220322132223223322432253226322732283229323032313232323332343235323632373238323932403241324232433244324532463247324832493250325132523253325432553256325732583259326032613262326332643265326632673268326932703271327232733274327532763277327832793280328132823283328432853286328732883289329032913292329332943295329632973298329933003301330233033304330533063307330833093310331133123313331433153316331733183319332033213322332333243325332633273328332933303331333233333334333533363337333833393340334133423343334433453346334733483349335033513352335333543355335633573358335933603361336233633364336533663367336833693370337133723373337433753376337733783379338033813382338333843385338633873388338933903391339233933394339533963397339833993400340134023403340434053406340734083409341034113412341334143415341634173418341934203421342234233424342534263427342834293430343134323433343434353436343734383439344034413442344334443445344634473448344934503451345234533454345534563457345834593460346134623463346434653466346734683469347034713472347334743475347634773478347934803481348234833484348534863487348834893490349134923493349434953496349734983499350035013502350335043505350635073508350935103511351235133514351535163517351835193520352135223523352435253526352735283529353035313532353335343535353635373538353935403541354235433544354535463547354835493550355135523553355435553556355735583559356035613562356335643565356635673568356935703571357235733574357535763577357835793580358135823583358435853586358735883589359035913592359335943595359635973598359936003601360236033604360536063607360836093610361136123613361436153616361736183619362036213622362336243625362636273628362936303631363236333634363536363637363836393640364136423643364436453646364736483649365036513652365336543655365636573658365936603661366236633664366536663667366836693670367136723673367436753676367736783679368036813682368336843685368636873688368936903691369236933694369536963697369836993700370137023703370437053706370737083709371037113712371337143715371637173718371937203721372237233724372537263727372837293730373137323733373437353736373737383739374037413742374337443745374637473748374937503751375237533754375537563757375837593760376137623763376437653766376737683769377037713772377337743775377637773778377937803781378237833784378537863787378837893790379137923793379437953796379737983799380038013802380338043805380638073808380938103811381238133814381538163817381838193820382138223823382438253826382738283829383038313832383338343835383638373838383938403841384238433844384538463847384838493850385138523853385438553856385738583859386038613862386338643865386638673868386938703871387238733874387538763877387838793880388138823883388438853886388738883889389038913892389338943895389638973898389939003901390239033904390539063907390839093910391139123913391439153916391739183919392039213922392339243925392639273928392939303931393239333934393539363937393839393940394139423943394439453946394739483949395039513952395339543955395639573958395939603961396239633964396539663967396839693970397139723973397439753976397739783979398039813982398339843985398639873988398939903991399239933994399539963997399839994000400140024003400440054006400740084009401040114012401340144015401640174018401940204021402240234024402540264027402840294030403140324033403440354036403740384039404040414042404340444045404640474048404940504051405240534054405540564057405840594060406140624063406440654066406740684069407040714072407340744075407640774078407940804081408240834084408540864087408840894090409140924093409440954096409740984099410041014102410341044105410641074108410941104111411241134114411541164117411841194120412141224123412441254126412741284129413041314132413341344135413641374138413941404141414241434144414541464147414841494150415141524153415441554156415741584159416041614162416341644165416641674168416941704171417241734174417541764177417841794180418141824183418441854186418741884189419041914192419341944195419641974198419942004201420242034204420542064207420842094210421142124213421442154216421742184219422042214222422342244225422642274228422942304231423242334234423542364237423842394240424142424243424442454246424742484249425042514252425342544255425642574258425942604261426242634264426542664267426842694270427142724273427442754276427742784279428042814282428342844285428642874288428942904291429242934294429542964297429842994300430143024303430443054306430743084309431043114312431343144315431643174318431943204321432243234324432543264327432843294330433143324333433443354336433743384339434043414342434343444345434643474348434943504351435243534354435543564357435843594360436143624363436443654366436743684369437043714372437343744375437643774378437943804381438243834384438543864387438843894390439143924393439443954396439743984399440044014402440344044405440644074408440944104411441244134414441544164417441844194420442144224423442444254426442744284429443044314432443344344435443644374438443944404441444244434444444544464447444844494450445144524453445444554456445744584459446044614462446344644465446644674468446944704471447244734474447544764477447844794480448144824483448444854486448744884489449044914492449344944495449644974498449945004501450245034504450545064507450845094510451145124513451445154516451745184519452045214522452345244525452645274528452945304531453245334534453545364537453845394540454145424543454445454546454745484549455045514552455345544555455645574558455945604561456245634564456545664567456845694570457145724573457445754576457745784579458045814582458345844585458645874588458945904591459245934594459545964597459845994600460146024603460446054606460746084609461046114612461346144615461646174618461946204621462246234624462546264627462846294630463146324633463446354636463746384639464046414642464346444645464646474648464946504651465246534654465546564657465846594660466146624663466446654666466746684669467046714672467346744675467646774678467946804681468246834684468546864687468846894690469146924693469446954696469746984699470047014702470347044705470647074708470947104711471247134714471547164717471847194720472147224723472447254726472747284729473047314732473347344735473647374738473947404741474247434744474547464747474847494750475147524753475447554756475747584759476047614762476347644765476647674768476947704771477247734774477547764777477847794780478147824783478447854786478747884789479047914792479347944795479647974798479948004801480248034804480548064807480848094810481148124813481448154816481748184819482048214822482348244825482648274828482948304831483248334834483548364837483848394840484148424843484448454846484748484849485048514852485348544855485648574858485948604861486248634864486548664867486848694870487148724873487448754876487748784879488048814882488348844885488648874888488948904891489248934894489548964897489848994900490149024903490449054906490749084909491049114912491349144915491649174918491949204921492249234924492549264927492849294930493149324933493449354936493749384939494049414942494349444945494649474948494949504951495249534954495549564957495849594960496149624963496449654966496749684969497049714972497349744975497649774978497949804981498249834984498549864987498849894990499149924993499449954996499749984999500050015002500350045005500650075008500950105011501250135014501550165017501850195020502150225023502450255026502750285029503050315032503350345035503650375038503950405041504250435044504550465047504850495050505150525053505450555056505750585059506050615062506350645065506650675068506950705071507250735074507550765077507850795080508150825083508450855086508750885089509050915092509350945095509650975098509951005101510251035104510551065107510851095110511151125113511451155116511751185119
  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. // Currently you can use just up to 4 directional / point lights total.
  9. // Chrome barfs on shader linking when there are more than 4 lights :(
  10. // The problem comes from shader using too many varying vectors.
  11. // This is not GPU limitation as the same shader works ok in Firefox
  12. // and Chrome with "--use-gl=desktop" flag.
  13. // Difference comes from Chrome on Windows using by default ANGLE,
  14. // thus going DirectX9 route (while FF uses OpenGL).
  15. // See http://code.google.com/p/chromium/issues/detail?id=63491
  16. var _this = this,
  17. _gl, _canvas = document.createElement( 'canvas' ),
  18. _programs = [],
  19. _currentProgram = null,
  20. _currentFramebuffer = null,
  21. _currentDepthMask = true,
  22. // gl state cache
  23. _oldDoubleSided = null,
  24. _oldFlipSided = null,
  25. _oldBlending = null,
  26. _oldDepth = null,
  27. _cullEnabled = true,
  28. _viewportX = 0,
  29. _viewportY = 0,
  30. _viewportWidth = 0,
  31. _viewportHeight = 0,
  32. // camera matrices caches
  33. _frustum = [
  34. new THREE.Vector4(),
  35. new THREE.Vector4(),
  36. new THREE.Vector4(),
  37. new THREE.Vector4(),
  38. new THREE.Vector4(),
  39. new THREE.Vector4()
  40. ],
  41. _projScreenMatrix = new THREE.Matrix4(),
  42. _projectionMatrixArray = new Float32Array( 16 ),
  43. _viewMatrixArray = new Float32Array( 16 ),
  44. _vector3 = new THREE.Vector4(),
  45. // light arrays cache
  46. _lights = {
  47. ambient: [ 0, 0, 0 ],
  48. directional: { length: 0, colors: new Array(), positions: new Array() },
  49. point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() }
  50. },
  51. // parameters
  52. parameters = parameters || {};
  53. stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  54. antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  55. clearColor = parameters.clearColor !== undefined ? new THREE.Color( parameters.clearColor ) : new THREE.Color( 0x000000 ),
  56. clearAlpha = parameters.clearAlpha !== undefined ? parameters.clearAlpha : 0;
  57. this.data = {
  58. vertices: 0,
  59. faces: 0
  60. };
  61. this.maxMorphTargets = 8;
  62. this.domElement = _canvas;
  63. this.autoClear = true;
  64. this.sortObjects = true;
  65. initGL( antialias, clearColor, clearAlpha, stencil );
  66. this.context = _gl;
  67. // prepare stencil shadow polygon
  68. if ( stencil ) {
  69. var _stencilShadow = {};
  70. _stencilShadow.vertices = new Float32Array( 12 );
  71. _stencilShadow.faces = new Uint16Array( 6 );
  72. _stencilShadow.darkness = 0.5;
  73. _stencilShadow.vertices[ 0 * 3 + 0 ] = -20; _stencilShadow.vertices[ 0 * 3 + 1 ] = -20; _stencilShadow.vertices[ 0 * 3 + 2 ] = -1;
  74. _stencilShadow.vertices[ 1 * 3 + 0 ] = 20; _stencilShadow.vertices[ 1 * 3 + 1 ] = -20; _stencilShadow.vertices[ 1 * 3 + 2 ] = -1;
  75. _stencilShadow.vertices[ 2 * 3 + 0 ] = 20; _stencilShadow.vertices[ 2 * 3 + 1 ] = 20; _stencilShadow.vertices[ 2 * 3 + 2 ] = -1;
  76. _stencilShadow.vertices[ 3 * 3 + 0 ] = -20; _stencilShadow.vertices[ 3 * 3 + 1 ] = 20; _stencilShadow.vertices[ 3 * 3 + 2 ] = -1;
  77. _stencilShadow.faces[ 0 ] = 0; _stencilShadow.faces[ 1 ] = 1; _stencilShadow.faces[ 2 ] = 2;
  78. _stencilShadow.faces[ 3 ] = 0; _stencilShadow.faces[ 4 ] = 2; _stencilShadow.faces[ 5 ] = 3;
  79. _stencilShadow.vertexBuffer = _gl.createBuffer();
  80. _stencilShadow.elementBuffer = _gl.createBuffer();
  81. _gl.bindBuffer( _gl.ARRAY_BUFFER, _stencilShadow.vertexBuffer );
  82. _gl.bufferData( _gl.ARRAY_BUFFER, _stencilShadow.vertices, _gl.STATIC_DRAW );
  83. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _stencilShadow.elementBuffer );
  84. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _stencilShadow.faces, _gl.STATIC_DRAW );
  85. _stencilShadow.program = _gl.createProgram();
  86. _gl.attachShader( _stencilShadow.program, getShader( "fragment", THREE.ShaderLib.shadowPost.fragmentShader ));
  87. _gl.attachShader( _stencilShadow.program, getShader( "vertex", THREE.ShaderLib.shadowPost.vertexShader ));
  88. _gl.linkProgram( _stencilShadow.program );
  89. _stencilShadow.vertexLocation = _gl.getAttribLocation ( _stencilShadow.program, "position" );
  90. _stencilShadow.projectionLocation = _gl.getUniformLocation( _stencilShadow.program, "projectionMatrix" );
  91. _stencilShadow.darknessLocation = _gl.getUniformLocation( _stencilShadow.program, "darkness" );
  92. }
  93. // prepare lens flare
  94. var _lensFlare = {};
  95. var i;
  96. _lensFlare.vertices = new Float32Array( 8 + 8 );
  97. _lensFlare.faces = new Uint16Array( 6 );
  98. i = 0;
  99. _lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = -1; // vertex
  100. _lensFlare.vertices[ i++ ] = 0; _lensFlare.vertices[ i++ ] = 0; // uv... etc.
  101. _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = -1;
  102. _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 0;
  103. _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 1;
  104. _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 1;
  105. _lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = 1;
  106. _lensFlare.vertices[ i++ ] = 0; _lensFlare.vertices[ i++ ] = 1;
  107. i = 0;
  108. _lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 1; _lensFlare.faces[ i++ ] = 2;
  109. _lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 2; _lensFlare.faces[ i++ ] = 3;
  110. _lensFlare.vertexBuffer = _gl.createBuffer();
  111. _lensFlare.elementBuffer = _gl.createBuffer();
  112. _lensFlare.tempTexture = _gl.createTexture();
  113. _lensFlare.occlusionTexture = _gl.createTexture();
  114. _gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
  115. _gl.bufferData( _gl.ARRAY_BUFFER, _lensFlare.vertices, _gl.STATIC_DRAW );
  116. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );
  117. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.faces, _gl.STATIC_DRAW );
  118. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
  119. _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, 16, 16, 0, _gl.RGB, _gl.UNSIGNED_BYTE, null );
  120. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  121. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  122. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
  123. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
  124. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
  125. _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, 16, 16, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, null );
  126. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  127. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  128. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
  129. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
  130. if( _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ) <= 0 ) {
  131. _lensFlare.hasVertexTexture = false;
  132. _lensFlare.program = _gl.createProgram();
  133. _gl.attachShader( _lensFlare.program, getShader( "fragment", THREE.ShaderLib.lensFlare.fragmentShader ));
  134. _gl.attachShader( _lensFlare.program, getShader( "vertex", THREE.ShaderLib.lensFlare.vertexShader ));
  135. _gl.linkProgram( _lensFlare.program );
  136. } else {
  137. _lensFlare.hasVertexTexture = true;
  138. _lensFlare.program = _gl.createProgram();
  139. _gl.attachShader( _lensFlare.program, getShader( "fragment", THREE.ShaderLib.lensFlareVertexTexture.fragmentShader ));
  140. _gl.attachShader( _lensFlare.program, getShader( "vertex", THREE.ShaderLib.lensFlareVertexTexture.vertexShader ));
  141. _gl.linkProgram( _lensFlare.program );
  142. }
  143. _lensFlare.attributes = {};
  144. _lensFlare.uniforms = {};
  145. _lensFlare.attributes.vertex = _gl.getAttribLocation ( _lensFlare.program, "position" );
  146. _lensFlare.attributes.uv = _gl.getAttribLocation ( _lensFlare.program, "UV" );
  147. _lensFlare.uniforms.renderType = _gl.getUniformLocation( _lensFlare.program, "renderType" );
  148. _lensFlare.uniforms.map = _gl.getUniformLocation( _lensFlare.program, "map" );
  149. _lensFlare.uniforms.occlusionMap = _gl.getUniformLocation( _lensFlare.program, "occlusionMap" );
  150. _lensFlare.uniforms.opacity = _gl.getUniformLocation( _lensFlare.program, "opacity" );
  151. _lensFlare.uniforms.scale = _gl.getUniformLocation( _lensFlare.program, "scale" );
  152. _lensFlare.uniforms.rotation = _gl.getUniformLocation( _lensFlare.program, "rotation" );
  153. _lensFlare.uniforms.screenPosition = _gl.getUniformLocation( _lensFlare.program, "screenPosition" );
  154. //_gl.enableVertexAttribArray( _lensFlare.attributes.vertex );
  155. //_gl.enableVertexAttribArray( _lensFlare.attributes.uv );
  156. var _lensFlareAttributesEnabled = false;
  157. // prepare sprites
  158. _sprite = {};
  159. _sprite.vertices = new Float32Array( 8 + 8 );
  160. _sprite.faces = new Uint16Array( 6 );
  161. i = 0;
  162. _sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = -1; // vertex
  163. _sprite.vertices[ i++ ] = 0; _sprite.vertices[ i++ ] = 0; // uv... etc.
  164. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = -1;
  165. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 0;
  166. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 1;
  167. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 1;
  168. _sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = 1;
  169. _sprite.vertices[ i++ ] = 0; _sprite.vertices[ i++ ] = 1;
  170. i = 0;
  171. _sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 1; _sprite.faces[ i++ ] = 2;
  172. _sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 2; _sprite.faces[ i++ ] = 3;
  173. _sprite.vertexBuffer = _gl.createBuffer();
  174. _sprite.elementBuffer = _gl.createBuffer();
  175. _gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
  176. _gl.bufferData( _gl.ARRAY_BUFFER, _sprite.vertices, _gl.STATIC_DRAW );
  177. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );
  178. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _sprite.faces, _gl.STATIC_DRAW );
  179. _sprite.program = _gl.createProgram();
  180. _gl.attachShader( _sprite.program, getShader( "fragment", THREE.ShaderLib.sprite.fragmentShader ));
  181. _gl.attachShader( _sprite.program, getShader( "vertex", THREE.ShaderLib.sprite.vertexShader ));
  182. _gl.linkProgram( _sprite.program );
  183. _sprite.attributes = {};
  184. _sprite.uniforms = {};
  185. _sprite.attributes.position = _gl.getAttribLocation ( _sprite.program, "position" );
  186. _sprite.attributes.uv = _gl.getAttribLocation ( _sprite.program, "uv" );
  187. _sprite.uniforms.uvOffset = _gl.getUniformLocation( _sprite.program, "uvOffset" );
  188. _sprite.uniforms.uvScale = _gl.getUniformLocation( _sprite.program, "uvScale" );
  189. _sprite.uniforms.rotation = _gl.getUniformLocation( _sprite.program, "rotation" );
  190. _sprite.uniforms.scale = _gl.getUniformLocation( _sprite.program, "scale" );
  191. _sprite.uniforms.alignment = _gl.getUniformLocation( _sprite.program, "alignment" );
  192. _sprite.uniforms.map = _gl.getUniformLocation( _sprite.program, "map" );
  193. _sprite.uniforms.opacity = _gl.getUniformLocation( _sprite.program, "opacity" );
  194. _sprite.uniforms.useScreenCoordinates = _gl.getUniformLocation( _sprite.program, "useScreenCoordinates" );
  195. _sprite.uniforms.affectedByDistance = _gl.getUniformLocation( _sprite.program, "affectedByDistance" );
  196. _sprite.uniforms.screenPosition = _gl.getUniformLocation( _sprite.program, "screenPosition" );
  197. _sprite.uniforms.modelViewMatrix = _gl.getUniformLocation( _sprite.program, "modelViewMatrix" );
  198. _sprite.uniforms.projectionMatrix = _gl.getUniformLocation( _sprite.program, "projectionMatrix" );
  199. //_gl.enableVertexAttribArray( _sprite.attributes.position );
  200. //_gl.enableVertexAttribArray( _sprite.attributes.uv );
  201. var _spriteAttributesEnabled = false;
  202. this.setSize = function ( width, height ) {
  203. _canvas.width = width;
  204. _canvas.height = height;
  205. this.setViewport( 0, 0, _canvas.width, _canvas.height );
  206. };
  207. this.setViewport = function ( x, y, width, height ) {
  208. _viewportX = x;
  209. _viewportY = y;
  210. _viewportWidth = width;
  211. _viewportHeight = height;
  212. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  213. };
  214. this.setScissor = function ( x, y, width, height ) {
  215. _gl.scissor( x, y, width, height );
  216. };
  217. this.enableScissorTest = function ( enable ) {
  218. if ( enable )
  219. _gl.enable( _gl.SCISSOR_TEST );
  220. else
  221. _gl.disable( _gl.SCISSOR_TEST );
  222. };
  223. this.enableDepthBufferWrite = function ( enable ) {
  224. _currentDepthMask = enable;
  225. _gl.depthMask( enable );
  226. };
  227. this.setClearColorHex = function ( hex, alpha ) {
  228. var color = new THREE.Color( hex );
  229. _gl.clearColor( color.r, color.g, color.b, alpha );
  230. };
  231. this.setClearColor = function ( color, alpha ) {
  232. _gl.clearColor( color.r, color.g, color.b, alpha );
  233. };
  234. this.clear = function () {
  235. _gl.clear( _gl.COLOR_BUFFER_BIT | _gl.DEPTH_BUFFER_BIT | _gl.STENCIL_BUFFER_BIT );
  236. };
  237. this.setStencilShadowDarkness = function( value ) {
  238. _stencilShadow.darkness = value;
  239. };
  240. this.getContext = function() {
  241. return _gl;
  242. }
  243. function setupLights ( program, lights ) {
  244. var l, ll, light, r = 0, g = 0, b = 0,
  245. color, position, intensity, distance,
  246. zlights = _lights,
  247. dcolors = zlights.directional.colors,
  248. dpositions = zlights.directional.positions,
  249. pcolors = zlights.point.colors,
  250. ppositions = zlights.point.positions,
  251. pdistances = zlights.point.distances,
  252. dlength = 0,
  253. plength = 0,
  254. doffset = 0,
  255. poffset = 0;
  256. for ( l = 0, ll = lights.length; l < ll; l++ ) {
  257. light = lights[ l ];
  258. color = light.color;
  259. position = light.position;
  260. intensity = light.intensity;
  261. distance = light.distance;
  262. if ( light instanceof THREE.AmbientLight ) {
  263. r += color.r;
  264. g += color.g;
  265. b += color.b;
  266. } else if ( light instanceof THREE.DirectionalLight ) {
  267. doffset = dlength * 3;
  268. dcolors[ doffset ] = color.r * intensity;
  269. dcolors[ doffset + 1 ] = color.g * intensity;
  270. dcolors[ doffset + 2 ] = color.b * intensity;
  271. dpositions[ doffset ] = position.x;
  272. dpositions[ doffset + 1 ] = position.y;
  273. dpositions[ doffset + 2 ] = position.z;
  274. dlength += 1;
  275. } else if( light instanceof THREE.PointLight ) {
  276. poffset = plength * 3;
  277. pcolors[ poffset ] = color.r * intensity;
  278. pcolors[ poffset + 1 ] = color.g * intensity;
  279. pcolors[ poffset + 2 ] = color.b * intensity;
  280. ppositions[ poffset ] = position.x;
  281. ppositions[ poffset + 1 ] = position.y;
  282. ppositions[ poffset + 2 ] = position.z;
  283. pdistances[ plength ] = distance;
  284. plength += 1;
  285. }
  286. }
  287. // null eventual remains from removed lights
  288. // (this is to avoid if in shader)
  289. for( l = dlength * 3; l < dcolors.length; l++ ) dcolors[ l ] = 0.0;
  290. for( l = plength * 3; l < pcolors.length; l++ ) pcolors[ l ] = 0.0;
  291. zlights.point.length = plength;
  292. zlights.directional.length = dlength;
  293. zlights.ambient[ 0 ] = r;
  294. zlights.ambient[ 1 ] = g;
  295. zlights.ambient[ 2 ] = b;
  296. };
  297. function createParticleBuffers ( geometry ) {
  298. geometry.__webglVertexBuffer = _gl.createBuffer();
  299. geometry.__webglColorBuffer = _gl.createBuffer();
  300. };
  301. function createLineBuffers( geometry ) {
  302. geometry.__webglVertexBuffer = _gl.createBuffer();
  303. geometry.__webglColorBuffer = _gl.createBuffer();
  304. };
  305. function createRibbonBuffers( geometry ) {
  306. geometry.__webglVertexBuffer = _gl.createBuffer();
  307. geometry.__webglColorBuffer = _gl.createBuffer();
  308. };
  309. function createMeshBuffers( geometryGroup ) {
  310. geometryGroup.__webglVertexBuffer = _gl.createBuffer();
  311. geometryGroup.__webglNormalBuffer = _gl.createBuffer();
  312. geometryGroup.__webglTangentBuffer = _gl.createBuffer();
  313. geometryGroup.__webglColorBuffer = _gl.createBuffer();
  314. geometryGroup.__webglUVBuffer = _gl.createBuffer();
  315. geometryGroup.__webglUV2Buffer = _gl.createBuffer();
  316. geometryGroup.__webglSkinVertexABuffer = _gl.createBuffer();
  317. geometryGroup.__webglSkinVertexBBuffer = _gl.createBuffer();
  318. geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
  319. geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
  320. geometryGroup.__webglFaceBuffer = _gl.createBuffer();
  321. geometryGroup.__webglLineBuffer = _gl.createBuffer();
  322. if ( geometryGroup.numMorphTargets ) {
  323. var m, ml;
  324. geometryGroup.__webglMorphTargetsBuffers = [];
  325. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m++ ) {
  326. geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
  327. }
  328. }
  329. };
  330. function initLineBuffers ( geometry ) {
  331. var nvertices = geometry.vertices.length;
  332. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  333. geometry.__colorArray = new Float32Array( nvertices * 3 );
  334. geometry.__webglLineCount = nvertices;
  335. };
  336. function initRibbonBuffers ( geometry ) {
  337. var nvertices = geometry.vertices.length;
  338. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  339. geometry.__colorArray = new Float32Array( nvertices * 3 );
  340. geometry.__webglVertexCount = nvertices;
  341. };
  342. function initParticleBuffers ( geometry ) {
  343. var nvertices = geometry.vertices.length;
  344. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  345. geometry.__colorArray = new Float32Array( nvertices * 3 );
  346. geometry.__sortArray = [];
  347. geometry.__webglParticleCount = nvertices;
  348. };
  349. function initMeshBuffers ( geometryGroup, object ) {
  350. var f, fl, fi, face,
  351. m, ml, size,
  352. nvertices = 0, ntris = 0, nlines = 0,
  353. uvType,
  354. vertexColorType,
  355. normalType,
  356. materials,
  357. attribute,
  358. geometry = object.geometry,
  359. obj_faces = geometry.faces,
  360. chunk_faces = geometryGroup.faces;
  361. for ( f = 0, fl = chunk_faces.length; f < fl; f++ ) {
  362. fi = chunk_faces[ f ];
  363. face = obj_faces[ fi ];
  364. if ( face instanceof THREE.Face3 ) {
  365. nvertices += 3;
  366. ntris += 1;
  367. nlines += 3;
  368. } else if ( face instanceof THREE.Face4 ) {
  369. nvertices += 4;
  370. ntris += 2;
  371. nlines += 4;
  372. }
  373. }
  374. materials = unrollGroupMaterials( geometryGroup, object );
  375. uvType = bufferGuessUVType( materials, geometryGroup, object );
  376. normalType = bufferGuessNormalType( materials, geometryGroup, object );
  377. vertexColorType = bufferGuessVertexColorType( materials, geometryGroup, object );
  378. //console.log("uvType",uvType, "normalType",normalType, "vertexColorType",vertexColorType, object, geometryGroup, materials );
  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 + ( object.geometry.edgeFaces ? object.geometry.edgeFaces.length * 2 * 3 : 0 ));
  404. geometryGroup.__lineArray = new Uint16Array( nlines * 2 );
  405. if ( geometryGroup.numMorphTargets ) {
  406. geometryGroup.__morphTargetsArrays = [];
  407. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m++ ) {
  408. geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
  409. }
  410. }
  411. geometryGroup.__needsSmoothNormals = ( normalType == THREE.SmoothShading );
  412. geometryGroup.__uvType = uvType;
  413. geometryGroup.__vertexColorType = vertexColorType;
  414. geometryGroup.__normalType = normalType;
  415. geometryGroup.__webglFaceCount = ntris * 3 + ( object.geometry.edgeFaces ? object.geometry.edgeFaces.length * 2 * 3 : 0 );
  416. geometryGroup.__webglLineCount = nlines * 2;
  417. // custom attributes
  418. for ( m = 0, ml = materials.length; m < ml; m ++ ) {
  419. if ( materials[ m ].attributes ) {
  420. geometryGroup.__webglCustomAttributes = {};
  421. for ( a in materials[ m ].attributes ) {
  422. attribute = materials[ m ].attributes[ a ];
  423. if( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  424. attribute.__webglInitialized = true;
  425. size = 1; // "f" and "i"
  426. if( attribute.type === "v2" ) size = 2;
  427. else if( attribute.type === "v3" ) size = 3;
  428. else if( attribute.type === "v4" ) size = 4;
  429. else if( attribute.type === "c" ) size = 3;
  430. attribute.size = size;
  431. attribute.needsUpdate = true;
  432. attribute.array = new Float32Array( nvertices * size );
  433. attribute.buffer = _gl.createBuffer();
  434. attribute.buffer.belongsToAttribute = a;
  435. }
  436. geometryGroup.__webglCustomAttributes[ a ] = attribute;
  437. }
  438. }
  439. }
  440. };
  441. function setMeshBuffers ( geometryGroup, object, hint ) {
  442. var f, fl, fi, face,
  443. vertexNormals, faceNormal, normal,
  444. vertexColors, faceColor,
  445. vertexTangents,
  446. uvType, vertexColorType, normalType,
  447. uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4,
  448. c1, c2, c3, c4,
  449. sw1, sw2, sw3, sw4,
  450. si1, si2, si3, si4,
  451. sa1, sa2, sa3, sa4,
  452. sb1, sb2, sb3, sb4,
  453. m, ml, i,
  454. vn, uvi, uv2i,
  455. vk, vkl, vka,
  456. a,
  457. vertexIndex = 0,
  458. offset = 0,
  459. offset_uv = 0,
  460. offset_uv2 = 0,
  461. offset_face = 0,
  462. offset_normal = 0,
  463. offset_tangent = 0,
  464. offset_line = 0,
  465. offset_color = 0,
  466. offset_skin = 0,
  467. offset_morphTarget = 0,
  468. offset_custom = 0,
  469. offset_customSrc = 0,
  470. vertexArray = geometryGroup.__vertexArray,
  471. uvArray = geometryGroup.__uvArray,
  472. uv2Array = geometryGroup.__uv2Array,
  473. normalArray = geometryGroup.__normalArray,
  474. tangentArray = geometryGroup.__tangentArray,
  475. colorArray = geometryGroup.__colorArray,
  476. skinVertexAArray = geometryGroup.__skinVertexAArray,
  477. skinVertexBArray = geometryGroup.__skinVertexBArray,
  478. skinIndexArray = geometryGroup.__skinIndexArray,
  479. skinWeightArray = geometryGroup.__skinWeightArray,
  480. morphTargetsArrays = geometryGroup.__morphTargetsArrays,
  481. customAttributes = geometryGroup.__webglCustomAttributes,
  482. customAttribute,
  483. faceArray = geometryGroup.__faceArray,
  484. lineArray = geometryGroup.__lineArray,
  485. needsSmoothNormals = geometryGroup.__needsSmoothNormals,
  486. vertexColorType = geometryGroup.__vertexColorType,
  487. uvType = geometryGroup.__uvType,
  488. normalType = geometryGroup.__normalType,
  489. geometry = object.geometry, // this is shared for all chunks
  490. dirtyVertices = geometry.__dirtyVertices,
  491. dirtyElements = geometry.__dirtyElements,
  492. dirtyUvs = geometry.__dirtyUvs,
  493. dirtyNormals = geometry.__dirtyNormals,
  494. dirtyTangents = geometry.__dirtyTangents,
  495. dirtyColors = geometry.__dirtyColors,
  496. dirtyMorphTargets = geometry.__dirtyMorphTargets,
  497. vertices = geometry.vertices,
  498. chunk_faces = geometryGroup.faces,
  499. obj_faces = geometry.faces,
  500. obj_uvs = geometry.faceVertexUvs[ 0 ],
  501. obj_uvs2 = geometry.faceVertexUvs[ 1 ],
  502. obj_colors = geometry.colors,
  503. obj_skinVerticesA = geometry.skinVerticesA,
  504. obj_skinVerticesB = geometry.skinVerticesB,
  505. obj_skinIndices = geometry.skinIndices,
  506. obj_skinWeights = geometry.skinWeights,
  507. obj_edgeFaces = object instanceof THREE.ShadowVolume ? geometry.edgeFaces : undefined;
  508. morphTargets = geometry.morphTargets;
  509. if ( customAttributes ) {
  510. for ( a in customAttributes ) {
  511. customAttributes[ a ].offset = 0;
  512. customAttributes[ a ].offsetSrc = 0;
  513. }
  514. }
  515. for ( f = 0, fl = chunk_faces.length; f < fl; f ++ ) {
  516. fi = chunk_faces[ f ];
  517. face = obj_faces[ fi ];
  518. if ( obj_uvs ) {
  519. uv = obj_uvs[ fi ];
  520. }
  521. if ( obj_uvs2 ) {
  522. uv2 = obj_uvs2[ fi ];
  523. }
  524. vertexNormals = face.vertexNormals;
  525. faceNormal = face.normal;
  526. vertexColors = face.vertexColors;
  527. faceColor = face.color;
  528. vertexTangents = face.vertexTangents;
  529. if ( face instanceof THREE.Face3 ) {
  530. if ( dirtyVertices ) {
  531. v1 = vertices[ face.a ].position;
  532. v2 = vertices[ face.b ].position;
  533. v3 = vertices[ face.c ].position;
  534. vertexArray[ offset ] = v1.x;
  535. vertexArray[ offset + 1 ] = v1.y;
  536. vertexArray[ offset + 2 ] = v1.z;
  537. vertexArray[ offset + 3 ] = v2.x;
  538. vertexArray[ offset + 4 ] = v2.y;
  539. vertexArray[ offset + 5 ] = v2.z;
  540. vertexArray[ offset + 6 ] = v3.x;
  541. vertexArray[ offset + 7 ] = v3.y;
  542. vertexArray[ offset + 8 ] = v3.z;
  543. offset += 9;
  544. }
  545. if ( customAttributes ) {
  546. for ( a in customAttributes ) {
  547. customAttribute = customAttributes[ a ];
  548. if ( customAttribute.needsUpdate ) {
  549. offset_custom = customAttribute.offset;
  550. offset_customSrc = customAttribute.offsetSrc;
  551. if( customAttribute.size === 1 ) {
  552. if( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  553. customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ face.a ];
  554. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  555. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  556. } else if( customAttribute.boundTo === "faces" ) {
  557. customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ offset_customSrc ];
  558. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ offset_customSrc ];
  559. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc ];
  560. customAttribute.offsetSrc++;
  561. } else if( customAttribute.boundTo === "faceVertices" ) {
  562. customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ offset_customSrc + 0 ];
  563. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ offset_customSrc + 1 ];
  564. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc + 2 ];
  565. customAttribute.offsetSrc += 3;
  566. }
  567. customAttribute.offset += 3;
  568. } else {
  569. if( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  570. v1 = customAttribute.value[ face.a ];
  571. v2 = customAttribute.value[ face.b ];
  572. v3 = customAttribute.value[ face.c ];
  573. } else if( customAttribute.boundTo === "faces" ) {
  574. v1 = customAttribute.value[ offset_customSrc ];
  575. v2 = customAttribute.value[ offset_customSrc ];
  576. v3 = customAttribute.value[ offset_customSrc ];
  577. customAttribute.offsetSrc++;
  578. } else if( customAttribute.boundTo === "faceVertices" ) {
  579. v1 = customAttribute.value[ offset_customSrc + 0 ];
  580. v2 = customAttribute.value[ offset_customSrc + 1 ];
  581. v3 = customAttribute.value[ offset_customSrc + 2 ];
  582. customAttribute.offsetSrc += 3;
  583. }
  584. if( customAttribute.size === 2 ) {
  585. customAttribute.array[ offset_custom + 0 ] = v1.x;
  586. customAttribute.array[ offset_custom + 1 ] = v1.y;
  587. customAttribute.array[ offset_custom + 2 ] = v2.x;
  588. customAttribute.array[ offset_custom + 3 ] = v2.y;
  589. customAttribute.array[ offset_custom + 4 ] = v3.x;
  590. customAttribute.array[ offset_custom + 5 ] = v3.y;
  591. customAttribute.offset += 6;
  592. } else if( customAttribute.size === 3 ) {
  593. if( customAttribute.type === "c" ) {
  594. customAttribute.array[ offset_custom + 0 ] = v1.r;
  595. customAttribute.array[ offset_custom + 1 ] = v1.g;
  596. customAttribute.array[ offset_custom + 2 ] = v1.b;
  597. customAttribute.array[ offset_custom + 3 ] = v2.r;
  598. customAttribute.array[ offset_custom + 4 ] = v2.g;
  599. customAttribute.array[ offset_custom + 5 ] = v2.b;
  600. customAttribute.array[ offset_custom + 6 ] = v3.r;
  601. customAttribute.array[ offset_custom + 7 ] = v3.g;
  602. customAttribute.array[ offset_custom + 8 ] = v3.b;
  603. } else {
  604. customAttribute.array[ offset_custom + 0 ] = v1.x;
  605. customAttribute.array[ offset_custom + 1 ] = v1.y;
  606. customAttribute.array[ offset_custom + 2 ] = v1.z;
  607. customAttribute.array[ offset_custom + 3 ] = v2.x;
  608. customAttribute.array[ offset_custom + 4 ] = v2.y;
  609. customAttribute.array[ offset_custom + 5 ] = v2.z;
  610. customAttribute.array[ offset_custom + 6 ] = v3.x;
  611. customAttribute.array[ offset_custom + 7 ] = v3.y;
  612. customAttribute.array[ offset_custom + 8 ] = v3.z;
  613. }
  614. customAttribute.offset += 9;
  615. } else {
  616. customAttribute.array[ offset_custom + 0 ] = v1.x;
  617. customAttribute.array[ offset_custom + 1 ] = v1.y;
  618. customAttribute.array[ offset_custom + 2 ] = v1.z;
  619. customAttribute.array[ offset_custom + 3 ] = v1.w;
  620. customAttribute.array[ offset_custom + 4 ] = v2.x;
  621. customAttribute.array[ offset_custom + 5 ] = v2.y;
  622. customAttribute.array[ offset_custom + 6 ] = v2.z;
  623. customAttribute.array[ offset_custom + 7 ] = v2.w;
  624. customAttribute.array[ offset_custom + 8 ] = v3.x;
  625. customAttribute.array[ offset_custom + 9 ] = v3.y;
  626. customAttribute.array[ offset_custom + 10 ] = v3.z;
  627. customAttribute.array[ offset_custom + 11 ] = v3.w;
  628. customAttribute.offset += 12;
  629. }
  630. }
  631. }
  632. }
  633. }
  634. if ( dirtyMorphTargets ) {
  635. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  636. v1 = morphTargets[ vk ].vertices[ face.a ].position;
  637. v2 = morphTargets[ vk ].vertices[ face.b ].position;
  638. v3 = morphTargets[ vk ].vertices[ face.c ].position;
  639. vka = morphTargetsArrays[ vk ];
  640. vka[ offset_morphTarget + 0 ] = v1.x;
  641. vka[ offset_morphTarget + 1 ] = v1.y;
  642. vka[ offset_morphTarget + 2 ] = v1.z;
  643. vka[ offset_morphTarget + 3 ] = v2.x;
  644. vka[ offset_morphTarget + 4 ] = v2.y;
  645. vka[ offset_morphTarget + 5 ] = v2.z;
  646. vka[ offset_morphTarget + 6 ] = v3.x;
  647. vka[ offset_morphTarget + 7 ] = v3.y;
  648. vka[ offset_morphTarget + 8 ] = v3.z;
  649. }
  650. offset_morphTarget += 9;
  651. }
  652. if ( obj_skinWeights.length ) {
  653. // weights
  654. sw1 = obj_skinWeights[ face.a ];
  655. sw2 = obj_skinWeights[ face.b ];
  656. sw3 = obj_skinWeights[ face.c ];
  657. skinWeightArray[ offset_skin ] = sw1.x;
  658. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  659. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  660. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  661. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  662. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  663. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  664. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  665. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  666. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  667. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  668. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  669. // indices
  670. si1 = obj_skinIndices[ face.a ];
  671. si2 = obj_skinIndices[ face.b ];
  672. si3 = obj_skinIndices[ face.c ];
  673. skinIndexArray[ offset_skin ] = si1.x;
  674. skinIndexArray[ offset_skin + 1 ] = si1.y;
  675. skinIndexArray[ offset_skin + 2 ] = si1.z;
  676. skinIndexArray[ offset_skin + 3 ] = si1.w;
  677. skinIndexArray[ offset_skin + 4 ] = si2.x;
  678. skinIndexArray[ offset_skin + 5 ] = si2.y;
  679. skinIndexArray[ offset_skin + 6 ] = si2.z;
  680. skinIndexArray[ offset_skin + 7 ] = si2.w;
  681. skinIndexArray[ offset_skin + 8 ] = si3.x;
  682. skinIndexArray[ offset_skin + 9 ] = si3.y;
  683. skinIndexArray[ offset_skin + 10 ] = si3.z;
  684. skinIndexArray[ offset_skin + 11 ] = si3.w;
  685. // vertices A
  686. sa1 = obj_skinVerticesA[ face.a ];
  687. sa2 = obj_skinVerticesA[ face.b ];
  688. sa3 = obj_skinVerticesA[ face.c ];
  689. skinVertexAArray[ offset_skin ] = sa1.x;
  690. skinVertexAArray[ offset_skin + 1 ] = sa1.y;
  691. skinVertexAArray[ offset_skin + 2 ] = sa1.z;
  692. skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  693. skinVertexAArray[ offset_skin + 4 ] = sa2.x;
  694. skinVertexAArray[ offset_skin + 5 ] = sa2.y;
  695. skinVertexAArray[ offset_skin + 6 ] = sa2.z;
  696. skinVertexAArray[ offset_skin + 7 ] = 1;
  697. skinVertexAArray[ offset_skin + 8 ] = sa3.x;
  698. skinVertexAArray[ offset_skin + 9 ] = sa3.y;
  699. skinVertexAArray[ offset_skin + 10 ] = sa3.z;
  700. skinVertexAArray[ offset_skin + 11 ] = 1;
  701. // vertices B
  702. sb1 = obj_skinVerticesB[ face.a ];
  703. sb2 = obj_skinVerticesB[ face.b ];
  704. sb3 = obj_skinVerticesB[ face.c ];
  705. skinVertexBArray[ offset_skin ] = sb1.x;
  706. skinVertexBArray[ offset_skin + 1 ] = sb1.y;
  707. skinVertexBArray[ offset_skin + 2 ] = sb1.z;
  708. skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  709. skinVertexBArray[ offset_skin + 4 ] = sb2.x;
  710. skinVertexBArray[ offset_skin + 5 ] = sb2.y;
  711. skinVertexBArray[ offset_skin + 6 ] = sb2.z;
  712. skinVertexBArray[ offset_skin + 7 ] = 1;
  713. skinVertexBArray[ offset_skin + 8 ] = sb3.x;
  714. skinVertexBArray[ offset_skin + 9 ] = sb3.y;
  715. skinVertexBArray[ offset_skin + 10 ] = sb3.z;
  716. skinVertexBArray[ offset_skin + 11 ] = 1;
  717. offset_skin += 12;
  718. }
  719. if ( dirtyColors && vertexColorType ) {
  720. if ( vertexColors.length == 3 && vertexColorType == THREE.VertexColors ) {
  721. c1 = vertexColors[ 0 ];
  722. c2 = vertexColors[ 1 ];
  723. c3 = vertexColors[ 2 ];
  724. } else {
  725. c1 = faceColor;
  726. c2 = faceColor;
  727. c3 = faceColor;
  728. }
  729. colorArray[ offset_color ] = c1.r;
  730. colorArray[ offset_color + 1 ] = c1.g;
  731. colorArray[ offset_color + 2 ] = c1.b;
  732. colorArray[ offset_color + 3 ] = c2.r;
  733. colorArray[ offset_color + 4 ] = c2.g;
  734. colorArray[ offset_color + 5 ] = c2.b;
  735. colorArray[ offset_color + 6 ] = c3.r;
  736. colorArray[ offset_color + 7 ] = c3.g;
  737. colorArray[ offset_color + 8 ] = c3.b;
  738. offset_color += 9;
  739. }
  740. if ( dirtyTangents && geometry.hasTangents ) {
  741. t1 = vertexTangents[ 0 ];
  742. t2 = vertexTangents[ 1 ];
  743. t3 = vertexTangents[ 2 ];
  744. tangentArray[ offset_tangent ] = t1.x;
  745. tangentArray[ offset_tangent + 1 ] = t1.y;
  746. tangentArray[ offset_tangent + 2 ] = t1.z;
  747. tangentArray[ offset_tangent + 3 ] = t1.w;
  748. tangentArray[ offset_tangent + 4 ] = t2.x;
  749. tangentArray[ offset_tangent + 5 ] = t2.y;
  750. tangentArray[ offset_tangent + 6 ] = t2.z;
  751. tangentArray[ offset_tangent + 7 ] = t2.w;
  752. tangentArray[ offset_tangent + 8 ] = t3.x;
  753. tangentArray[ offset_tangent + 9 ] = t3.y;
  754. tangentArray[ offset_tangent + 10 ] = t3.z;
  755. tangentArray[ offset_tangent + 11 ] = t3.w;
  756. offset_tangent += 12;
  757. }
  758. if ( dirtyNormals && normalType ) {
  759. if ( vertexNormals.length == 3 && needsSmoothNormals ) {
  760. for ( i = 0; i < 3; i ++ ) {
  761. vn = vertexNormals[ i ];
  762. normalArray[ offset_normal ] = vn.x;
  763. normalArray[ offset_normal + 1 ] = vn.y;
  764. normalArray[ offset_normal + 2 ] = vn.z;
  765. offset_normal += 3;
  766. }
  767. } else {
  768. for ( i = 0; i < 3; i ++ ) {
  769. normalArray[ offset_normal ] = faceNormal.x;
  770. normalArray[ offset_normal + 1 ] = faceNormal.y;
  771. normalArray[ offset_normal + 2 ] = faceNormal.z;
  772. offset_normal += 3;
  773. }
  774. }
  775. }
  776. if ( dirtyUvs && uv !== undefined && uvType ) {
  777. for ( i = 0; i < 3; i ++ ) {
  778. uvi = uv[ i ];
  779. uvArray[ offset_uv ] = uvi.u;
  780. uvArray[ offset_uv + 1 ] = uvi.v;
  781. offset_uv += 2;
  782. }
  783. }
  784. if ( dirtyUvs && uv2 !== undefined && uvType ) {
  785. for ( i = 0; i < 3; i ++ ) {
  786. uv2i = uv2[ i ];
  787. uv2Array[ offset_uv2 ] = uv2i.u;
  788. uv2Array[ offset_uv2 + 1 ] = uv2i.v;
  789. offset_uv2 += 2;
  790. }
  791. }
  792. if ( dirtyElements ) {
  793. faceArray[ offset_face ] = vertexIndex;
  794. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  795. faceArray[ offset_face + 2 ] = vertexIndex + 2;
  796. offset_face += 3;
  797. lineArray[ offset_line ] = vertexIndex;
  798. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  799. lineArray[ offset_line + 2 ] = vertexIndex;
  800. lineArray[ offset_line + 3 ] = vertexIndex + 2;
  801. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  802. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  803. offset_line += 6;
  804. vertexIndex += 3;
  805. }
  806. } else if ( face instanceof THREE.Face4 ) {
  807. if ( dirtyVertices ) {
  808. v1 = vertices[ face.a ].position;
  809. v2 = vertices[ face.b ].position;
  810. v3 = vertices[ face.c ].position;
  811. v4 = vertices[ face.d ].position;
  812. vertexArray[ offset ] = v1.x;
  813. vertexArray[ offset + 1 ] = v1.y;
  814. vertexArray[ offset + 2 ] = v1.z;
  815. vertexArray[ offset + 3 ] = v2.x;
  816. vertexArray[ offset + 4 ] = v2.y;
  817. vertexArray[ offset + 5 ] = v2.z;
  818. vertexArray[ offset + 6 ] = v3.x;
  819. vertexArray[ offset + 7 ] = v3.y;
  820. vertexArray[ offset + 8 ] = v3.z;
  821. vertexArray[ offset + 9 ] = v4.x;
  822. vertexArray[ offset + 10 ] = v4.y;
  823. vertexArray[ offset + 11 ] = v4.z;
  824. offset += 12;
  825. }
  826. if ( customAttributes ) {
  827. for ( a in customAttributes ) {
  828. customAttribute = customAttributes[ a ];
  829. if ( customAttribute.needsUpdate ) {
  830. offset_custom = customAttribute.offset;
  831. offset_customSrc = customAttribute.offsetSrc;
  832. if( customAttribute.size === 1 ) {
  833. if( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  834. customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ face.a ];
  835. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  836. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  837. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.d ];
  838. } else if( customAttribute.boundTo === "faces" ) {
  839. customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ offset_customSrc ];
  840. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ offset_customSrc ];
  841. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc ];
  842. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc ];
  843. customAttribute.offsetSrc++;
  844. } else if( customAttribute.boundTo === "faceVertices" ) {
  845. customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ offset_customSrc + 0 ];
  846. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ offset_customSrc + 1 ];
  847. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc + 2 ];
  848. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc + 3 ];
  849. customAttribute.offsetSrc += 4;
  850. }
  851. customAttribute.offset += 4;
  852. } else {
  853. if( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  854. v1 = customAttribute.value[ face.a ];
  855. v2 = customAttribute.value[ face.b ];
  856. v3 = customAttribute.value[ face.c ];
  857. v4 = customAttribute.value[ face.d ];
  858. } else if( customAttribute.boundTo === "faces" ) {
  859. v1 = customAttribute.value[ offset_customSrc ];
  860. v2 = customAttribute.value[ offset_customSrc ];
  861. v3 = customAttribute.value[ offset_customSrc ];
  862. v4 = customAttribute.value[ offset_customSrc ];
  863. customAttribute.offsetSrc++;
  864. } else if( customAttribute.boundTo === "faceVertices" ) {
  865. v1 = customAttribute.value[ offset_customSrc + 0 ];
  866. v2 = customAttribute.value[ offset_customSrc + 1 ];
  867. v3 = customAttribute.value[ offset_customSrc + 2 ];
  868. v4 = customAttribute.value[ offset_customSrc + 3 ];
  869. customAttribute.offsetSrc += 4;
  870. }
  871. if( customAttribute.size === 2 ) {
  872. customAttribute.array[ offset_custom + 0 ] = v1.x;
  873. customAttribute.array[ offset_custom + 1 ] = v1.y;
  874. customAttribute.array[ offset_custom + 2 ] = v2.x;
  875. customAttribute.array[ offset_custom + 3 ] = v2.y;
  876. customAttribute.array[ offset_custom + 4 ] = v3.x;
  877. customAttribute.array[ offset_custom + 5 ] = v3.y;
  878. customAttribute.array[ offset_custom + 6 ] = v4.x;
  879. customAttribute.array[ offset_custom + 7 ] = v4.y;
  880. customAttribute.offset += 8;
  881. } else if( customAttribute.size === 3 ) {
  882. if( customAttribute.type === "c" ) {
  883. customAttribute.array[ offset_custom + 0 ] = v1.r;
  884. customAttribute.array[ offset_custom + 1 ] = v1.g;
  885. customAttribute.array[ offset_custom + 2 ] = v1.b;
  886. customAttribute.array[ offset_custom + 3 ] = v2.r;
  887. customAttribute.array[ offset_custom + 4 ] = v2.g;
  888. customAttribute.array[ offset_custom + 5 ] = v2.b;
  889. customAttribute.array[ offset_custom + 6 ] = v3.r;
  890. customAttribute.array[ offset_custom + 7 ] = v3.g;
  891. customAttribute.array[ offset_custom + 8 ] = v3.b;
  892. customAttribute.array[ offset_custom + 9 ] = v4.r;
  893. customAttribute.array[ offset_custom + 10 ] = v4.g;
  894. customAttribute.array[ offset_custom + 11 ] = v4.b;
  895. } else {
  896. customAttribute.array[ offset_custom + 0 ] = v1.x;
  897. customAttribute.array[ offset_custom + 1 ] = v1.y;
  898. customAttribute.array[ offset_custom + 2 ] = v1.z;
  899. customAttribute.array[ offset_custom + 3 ] = v2.x;
  900. customAttribute.array[ offset_custom + 4 ] = v2.y;
  901. customAttribute.array[ offset_custom + 5 ] = v2.z;
  902. customAttribute.array[ offset_custom + 6 ] = v3.x;
  903. customAttribute.array[ offset_custom + 7 ] = v3.y;
  904. customAttribute.array[ offset_custom + 8 ] = v3.z;
  905. customAttribute.array[ offset_custom + 9 ] = v4.x;
  906. customAttribute.array[ offset_custom + 10 ] = v4.y;
  907. customAttribute.array[ offset_custom + 11 ] = v4.z;
  908. }
  909. customAttribute.offset += 12;
  910. } else {
  911. customAttribute.array[ offset_custom + 0 ] = v1.x;
  912. customAttribute.array[ offset_custom + 1 ] = v1.y;
  913. customAttribute.array[ offset_custom + 2 ] = v1.z;
  914. customAttribute.array[ offset_custom + 3 ] = v1.w;
  915. customAttribute.array[ offset_custom + 4 ] = v2.x;
  916. customAttribute.array[ offset_custom + 5 ] = v2.y;
  917. customAttribute.array[ offset_custom + 6 ] = v2.z;
  918. customAttribute.array[ offset_custom + 7 ] = v2.w;
  919. customAttribute.array[ offset_custom + 8 ] = v3.x;
  920. customAttribute.array[ offset_custom + 9 ] = v3.y;
  921. customAttribute.array[ offset_custom + 10 ] = v3.z;
  922. customAttribute.array[ offset_custom + 11 ] = v3.w;
  923. customAttribute.array[ offset_custom + 12 ] = v4.x;
  924. customAttribute.array[ offset_custom + 13 ] = v4.y;
  925. customAttribute.array[ offset_custom + 14 ] = v4.z;
  926. customAttribute.array[ offset_custom + 15 ] = v4.w;
  927. customAttribute.offset += 16;
  928. }
  929. }
  930. }
  931. }
  932. }
  933. if ( dirtyMorphTargets ) {
  934. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk++ ) {
  935. v1 = morphTargets[ vk ].vertices[ face.a ].position;
  936. v2 = morphTargets[ vk ].vertices[ face.b ].position;
  937. v3 = morphTargets[ vk ].vertices[ face.c ].position;
  938. v4 = morphTargets[ vk ].vertices[ face.d ].position;
  939. vka = morphTargetsArrays[ vk ];
  940. vka[ offset_morphTarget + 0 ] = v1.x;
  941. vka[ offset_morphTarget + 1 ] = v1.y;
  942. vka[ offset_morphTarget + 2 ] = v1.z;
  943. vka[ offset_morphTarget + 3 ] = v2.x;
  944. vka[ offset_morphTarget + 4 ] = v2.y;
  945. vka[ offset_morphTarget + 5 ] = v2.z;
  946. vka[ offset_morphTarget + 6 ] = v3.x;
  947. vka[ offset_morphTarget + 7 ] = v3.y;
  948. vka[ offset_morphTarget + 8 ] = v3.z;
  949. vka[ offset_morphTarget + 9 ] = v4.x;
  950. vka[ offset_morphTarget + 10 ] = v4.y;
  951. vka[ offset_morphTarget + 11 ] = v4.z;
  952. }
  953. offset_morphTarget += 12;
  954. }
  955. if ( obj_skinWeights.length ) {
  956. // weights
  957. sw1 = obj_skinWeights[ face.a ];
  958. sw2 = obj_skinWeights[ face.b ];
  959. sw3 = obj_skinWeights[ face.c ];
  960. sw4 = obj_skinWeights[ face.d ];
  961. skinWeightArray[ offset_skin ] = sw1.x;
  962. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  963. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  964. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  965. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  966. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  967. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  968. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  969. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  970. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  971. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  972. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  973. skinWeightArray[ offset_skin + 12 ] = sw4.x;
  974. skinWeightArray[ offset_skin + 13 ] = sw4.y;
  975. skinWeightArray[ offset_skin + 14 ] = sw4.z;
  976. skinWeightArray[ offset_skin + 15 ] = sw4.w;
  977. // indices
  978. si1 = obj_skinIndices[ face.a ];
  979. si2 = obj_skinIndices[ face.b ];
  980. si3 = obj_skinIndices[ face.c ];
  981. si4 = obj_skinIndices[ face.d ];
  982. skinIndexArray[ offset_skin ] = si1.x;
  983. skinIndexArray[ offset_skin + 1 ] = si1.y;
  984. skinIndexArray[ offset_skin + 2 ] = si1.z;
  985. skinIndexArray[ offset_skin + 3 ] = si1.w;
  986. skinIndexArray[ offset_skin + 4 ] = si2.x;
  987. skinIndexArray[ offset_skin + 5 ] = si2.y;
  988. skinIndexArray[ offset_skin + 6 ] = si2.z;
  989. skinIndexArray[ offset_skin + 7 ] = si2.w;
  990. skinIndexArray[ offset_skin + 8 ] = si3.x;
  991. skinIndexArray[ offset_skin + 9 ] = si3.y;
  992. skinIndexArray[ offset_skin + 10 ] = si3.z;
  993. skinIndexArray[ offset_skin + 11 ] = si3.w;
  994. skinIndexArray[ offset_skin + 12 ] = si4.x;
  995. skinIndexArray[ offset_skin + 13 ] = si4.y;
  996. skinIndexArray[ offset_skin + 14 ] = si4.z;
  997. skinIndexArray[ offset_skin + 15 ] = si4.w;
  998. // vertices A
  999. sa1 = obj_skinVerticesA[ face.a ];
  1000. sa2 = obj_skinVerticesA[ face.b ];
  1001. sa3 = obj_skinVerticesA[ face.c ];
  1002. sa4 = obj_skinVerticesA[ face.d ];
  1003. skinVertexAArray[ offset_skin ] = sa1.x;
  1004. skinVertexAArray[ offset_skin + 1 ] = sa1.y;
  1005. skinVertexAArray[ offset_skin + 2 ] = sa1.z;
  1006. skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  1007. skinVertexAArray[ offset_skin + 4 ] = sa2.x;
  1008. skinVertexAArray[ offset_skin + 5 ] = sa2.y;
  1009. skinVertexAArray[ offset_skin + 6 ] = sa2.z;
  1010. skinVertexAArray[ offset_skin + 7 ] = 1;
  1011. skinVertexAArray[ offset_skin + 8 ] = sa3.x;
  1012. skinVertexAArray[ offset_skin + 9 ] = sa3.y;
  1013. skinVertexAArray[ offset_skin + 10 ] = sa3.z;
  1014. skinVertexAArray[ offset_skin + 11 ] = 1;
  1015. skinVertexAArray[ offset_skin + 12 ] = sa4.x;
  1016. skinVertexAArray[ offset_skin + 13 ] = sa4.y;
  1017. skinVertexAArray[ offset_skin + 14 ] = sa4.z;
  1018. skinVertexAArray[ offset_skin + 15 ] = 1;
  1019. // vertices B
  1020. sb1 = obj_skinVerticesB[ face.a ];
  1021. sb2 = obj_skinVerticesB[ face.b ];
  1022. sb3 = obj_skinVerticesB[ face.c ];
  1023. sb4 = obj_skinVerticesB[ face.d ];
  1024. skinVertexBArray[ offset_skin ] = sb1.x;
  1025. skinVertexBArray[ offset_skin + 1 ] = sb1.y;
  1026. skinVertexBArray[ offset_skin + 2 ] = sb1.z;
  1027. skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  1028. skinVertexBArray[ offset_skin + 4 ] = sb2.x;
  1029. skinVertexBArray[ offset_skin + 5 ] = sb2.y;
  1030. skinVertexBArray[ offset_skin + 6 ] = sb2.z;
  1031. skinVertexBArray[ offset_skin + 7 ] = 1;
  1032. skinVertexBArray[ offset_skin + 8 ] = sb3.x;
  1033. skinVertexBArray[ offset_skin + 9 ] = sb3.y;
  1034. skinVertexBArray[ offset_skin + 10 ] = sb3.z;
  1035. skinVertexBArray[ offset_skin + 11 ] = 1;
  1036. skinVertexBArray[ offset_skin + 12 ] = sb4.x;
  1037. skinVertexBArray[ offset_skin + 13 ] = sb4.y;
  1038. skinVertexBArray[ offset_skin + 14 ] = sb4.z;
  1039. skinVertexBArray[ offset_skin + 15 ] = 1;
  1040. offset_skin += 16;
  1041. }
  1042. if ( dirtyColors && vertexColorType ) {
  1043. if ( vertexColors.length == 4 && vertexColorType == THREE.VertexColors ) {
  1044. c1 = vertexColors[ 0 ];
  1045. c2 = vertexColors[ 1 ];
  1046. c3 = vertexColors[ 2 ];
  1047. c4 = vertexColors[ 3 ];
  1048. } else {
  1049. c1 = faceColor;
  1050. c2 = faceColor;
  1051. c3 = faceColor;
  1052. c4 = faceColor;
  1053. }
  1054. colorArray[ offset_color ] = c1.r;
  1055. colorArray[ offset_color + 1 ] = c1.g;
  1056. colorArray[ offset_color + 2 ] = c1.b;
  1057. colorArray[ offset_color + 3 ] = c2.r;
  1058. colorArray[ offset_color + 4 ] = c2.g;
  1059. colorArray[ offset_color + 5 ] = c2.b;
  1060. colorArray[ offset_color + 6 ] = c3.r;
  1061. colorArray[ offset_color + 7 ] = c3.g;
  1062. colorArray[ offset_color + 8 ] = c3.b;
  1063. colorArray[ offset_color + 9 ] = c4.r;
  1064. colorArray[ offset_color + 10 ] = c4.g;
  1065. colorArray[ offset_color + 11 ] = c4.b;
  1066. offset_color += 12;
  1067. }
  1068. if ( dirtyTangents && geometry.hasTangents ) {
  1069. t1 = vertexTangents[ 0 ];
  1070. t2 = vertexTangents[ 1 ];
  1071. t3 = vertexTangents[ 2 ];
  1072. t4 = vertexTangents[ 3 ];
  1073. tangentArray[ offset_tangent ] = t1.x;
  1074. tangentArray[ offset_tangent + 1 ] = t1.y;
  1075. tangentArray[ offset_tangent + 2 ] = t1.z;
  1076. tangentArray[ offset_tangent + 3 ] = t1.w;
  1077. tangentArray[ offset_tangent + 4 ] = t2.x;
  1078. tangentArray[ offset_tangent + 5 ] = t2.y;
  1079. tangentArray[ offset_tangent + 6 ] = t2.z;
  1080. tangentArray[ offset_tangent + 7 ] = t2.w;
  1081. tangentArray[ offset_tangent + 8 ] = t3.x;
  1082. tangentArray[ offset_tangent + 9 ] = t3.y;
  1083. tangentArray[ offset_tangent + 10 ] = t3.z;
  1084. tangentArray[ offset_tangent + 11 ] = t3.w;
  1085. tangentArray[ offset_tangent + 12 ] = t4.x;
  1086. tangentArray[ offset_tangent + 13 ] = t4.y;
  1087. tangentArray[ offset_tangent + 14 ] = t4.z;
  1088. tangentArray[ offset_tangent + 15 ] = t4.w;
  1089. offset_tangent += 16;
  1090. }
  1091. if ( dirtyNormals && normalType ) {
  1092. if ( vertexNormals.length == 4 && needsSmoothNormals ) {
  1093. for ( i = 0; i < 4; i ++ ) {
  1094. vn = vertexNormals[ i ];
  1095. normalArray[ offset_normal ] = vn.x;
  1096. normalArray[ offset_normal + 1 ] = vn.y;
  1097. normalArray[ offset_normal + 2 ] = vn.z;
  1098. offset_normal += 3;
  1099. }
  1100. } else {
  1101. for ( i = 0; i < 4; i ++ ) {
  1102. normalArray[ offset_normal ] = faceNormal.x;
  1103. normalArray[ offset_normal + 1 ] = faceNormal.y;
  1104. normalArray[ offset_normal + 2 ] = faceNormal.z;
  1105. offset_normal += 3;
  1106. }
  1107. }
  1108. }
  1109. if ( dirtyUvs && uv !== undefined && uvType ) {
  1110. for ( i = 0; i < 4; i ++ ) {
  1111. uvi = uv[ i ];
  1112. uvArray[ offset_uv ] = uvi.u;
  1113. uvArray[ offset_uv + 1 ] = uvi.v;
  1114. offset_uv += 2;
  1115. }
  1116. }
  1117. if ( dirtyUvs && uv2 !== undefined && uvType ) {
  1118. for ( i = 0; i < 4; i ++ ) {
  1119. uv2i = uv2[ i ];
  1120. uv2Array[ offset_uv2 ] = uv2i.u;
  1121. uv2Array[ offset_uv2 + 1 ] = uv2i.v;
  1122. offset_uv2 += 2;
  1123. }
  1124. }
  1125. if ( dirtyElements ) {
  1126. faceArray[ offset_face ] = vertexIndex;
  1127. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  1128. faceArray[ offset_face + 2 ] = vertexIndex + 3;
  1129. faceArray[ offset_face + 3 ] = vertexIndex + 1;
  1130. faceArray[ offset_face + 4 ] = vertexIndex + 2;
  1131. faceArray[ offset_face + 5 ] = vertexIndex + 3;
  1132. offset_face += 6;
  1133. lineArray[ offset_line ] = vertexIndex;
  1134. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  1135. lineArray[ offset_line + 2 ] = vertexIndex;
  1136. lineArray[ offset_line + 3 ] = vertexIndex + 3;
  1137. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  1138. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  1139. lineArray[ offset_line + 6 ] = vertexIndex + 2;
  1140. lineArray[ offset_line + 7 ] = vertexIndex + 3;
  1141. offset_line += 8;
  1142. vertexIndex += 4;
  1143. }
  1144. }
  1145. }
  1146. if ( obj_edgeFaces ) {
  1147. for ( f = 0, fl = obj_edgeFaces.length; f < fl; f ++ ) {
  1148. faceArray[ offset_face ] = obj_edgeFaces[ f ].a;
  1149. faceArray[ offset_face + 1 ] = obj_edgeFaces[ f ].b;
  1150. faceArray[ offset_face + 2 ] = obj_edgeFaces[ f ].c;
  1151. faceArray[ offset_face + 3 ] = obj_edgeFaces[ f ].a;
  1152. faceArray[ offset_face + 4 ] = obj_edgeFaces[ f ].c;
  1153. faceArray[ offset_face + 5 ] = obj_edgeFaces[ f ].d;
  1154. offset_face += 6;
  1155. }
  1156. }
  1157. if ( dirtyVertices ) {
  1158. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1159. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  1160. }
  1161. if ( customAttributes ) {
  1162. for ( a in customAttributes ) {
  1163. customAttribute = customAttributes[ a ];
  1164. if ( customAttribute.needsUpdate ) {
  1165. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  1166. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  1167. customAttribute.needsUpdate = false;
  1168. }
  1169. }
  1170. }
  1171. if ( dirtyMorphTargets ) {
  1172. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  1173. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
  1174. _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
  1175. }
  1176. }
  1177. if ( dirtyColors && offset_color > 0 ) {
  1178. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1179. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1180. }
  1181. if ( dirtyNormals ) {
  1182. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1183. _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
  1184. }
  1185. if ( dirtyTangents && geometry.hasTangents ) {
  1186. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1187. _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
  1188. }
  1189. if ( dirtyUvs && offset_uv > 0 ) {
  1190. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1191. _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
  1192. }
  1193. if ( dirtyUvs && offset_uv2 > 0 ) {
  1194. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1195. _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
  1196. }
  1197. if ( dirtyElements ) {
  1198. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1199. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
  1200. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1201. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
  1202. }
  1203. if ( offset_skin > 0 ) {
  1204. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
  1205. _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexAArray, hint );
  1206. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
  1207. _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexBArray, hint );
  1208. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1209. _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
  1210. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1211. _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
  1212. }
  1213. };
  1214. function setLineBuffers ( geometry, hint ) {
  1215. var v, c, vertex, offset,
  1216. vertices = geometry.vertices,
  1217. colors = geometry.colors,
  1218. vl = vertices.length,
  1219. cl = colors.length,
  1220. vertexArray = geometry.__vertexArray,
  1221. colorArray = geometry.__colorArray,
  1222. dirtyVertices = geometry.__dirtyVertices,
  1223. dirtyColors = geometry.__dirtyColors;
  1224. if ( dirtyVertices ) {
  1225. for ( v = 0; v < vl; v++ ) {
  1226. vertex = vertices[ v ].position;
  1227. offset = v * 3;
  1228. vertexArray[ offset ] = vertex.x;
  1229. vertexArray[ offset + 1 ] = vertex.y;
  1230. vertexArray[ offset + 2 ] = vertex.z;
  1231. }
  1232. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  1233. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  1234. }
  1235. if ( dirtyColors ) {
  1236. for ( c = 0; c < cl; c++ ) {
  1237. color = colors[ c ];
  1238. offset = c * 3;
  1239. colorArray[ offset ] = color.r;
  1240. colorArray[ offset + 1 ] = color.g;
  1241. colorArray[ offset + 2 ] = color.b;
  1242. }
  1243. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  1244. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1245. }
  1246. };
  1247. function setRibbonBuffers ( geometry, hint ) {
  1248. var v, c, vertex, offset,
  1249. vertices = geometry.vertices,
  1250. colors = geometry.colors,
  1251. vl = vertices.length,
  1252. cl = colors.length,
  1253. vertexArray = geometry.__vertexArray,
  1254. colorArray = geometry.__colorArray,
  1255. dirtyVertices = geometry.__dirtyVertices,
  1256. dirtyColors = geometry.__dirtyColors;
  1257. if ( dirtyVertices ) {
  1258. for ( v = 0; v < vl; v++ ) {
  1259. vertex = vertices[ v ].position;
  1260. offset = v * 3;
  1261. vertexArray[ offset ] = vertex.x;
  1262. vertexArray[ offset + 1 ] = vertex.y;
  1263. vertexArray[ offset + 2 ] = vertex.z;
  1264. }
  1265. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  1266. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  1267. }
  1268. if ( dirtyColors ) {
  1269. for ( c = 0; c < cl; c++ ) {
  1270. color = colors[ c ];
  1271. offset = c * 3;
  1272. colorArray[ offset ] = color.r;
  1273. colorArray[ offset + 1 ] = color.g;
  1274. colorArray[ offset + 2 ] = color.b;
  1275. }
  1276. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  1277. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1278. }
  1279. };
  1280. function setParticleBuffers ( geometry, hint, object ) {
  1281. var v, c, vertex, offset,
  1282. vertices = geometry.vertices,
  1283. vl = vertices.length,
  1284. colors = geometry.colors,
  1285. cl = colors.length,
  1286. vertexArray = geometry.__vertexArray,
  1287. colorArray = geometry.__colorArray,
  1288. sortArray = geometry.__sortArray,
  1289. dirtyVertices = geometry.__dirtyVertices,
  1290. dirtyElements = geometry.__dirtyElements,
  1291. dirtyColors = geometry.__dirtyColors;
  1292. if ( object.sortParticles ) {
  1293. _projScreenMatrix.multiplySelf( object.matrixWorld );
  1294. for ( v = 0; v < vl; v++ ) {
  1295. vertex = vertices[ v ].position;
  1296. _vector3.copy( vertex );
  1297. _projScreenMatrix.multiplyVector3( _vector3 );
  1298. sortArray[ v ] = [ _vector3.z, v ];
  1299. }
  1300. sortArray.sort( function(a,b) { return b[0] - a[0]; } );
  1301. for ( v = 0; v < vl; v++ ) {
  1302. vertex = vertices[ sortArray[v][1] ].position;
  1303. offset = v * 3;
  1304. vertexArray[ offset ] = vertex.x;
  1305. vertexArray[ offset + 1 ] = vertex.y;
  1306. vertexArray[ offset + 2 ] = vertex.z;
  1307. }
  1308. for ( c = 0; c < cl; c++ ) {
  1309. offset = c * 3;
  1310. color = colors[ sortArray[c][1] ];
  1311. colorArray[ offset ] = color.r;
  1312. colorArray[ offset + 1 ] = color.g;
  1313. colorArray[ offset + 2 ] = color.b;
  1314. }
  1315. } else {
  1316. if ( dirtyVertices ) {
  1317. for ( v = 0; v < vl; v++ ) {
  1318. vertex = vertices[ v ].position;
  1319. offset = v * 3;
  1320. vertexArray[ offset ] = vertex.x;
  1321. vertexArray[ offset + 1 ] = vertex.y;
  1322. vertexArray[ offset + 2 ] = vertex.z;
  1323. }
  1324. }
  1325. if ( dirtyColors ) {
  1326. for ( c = 0; c < cl; c++ ) {
  1327. color = colors[ c ];
  1328. offset = c * 3;
  1329. colorArray[ offset ] = color.r;
  1330. colorArray[ offset + 1 ] = color.g;
  1331. colorArray[ offset + 2 ] = color.b;
  1332. }
  1333. }
  1334. }
  1335. if ( dirtyVertices || object.sortParticles ) {
  1336. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  1337. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  1338. }
  1339. if ( dirtyColors || object.sortParticles ) {
  1340. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  1341. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1342. }
  1343. };
  1344. function setMaterialShaders( material, shaders ) {
  1345. material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms );
  1346. material.vertexShader = shaders.vertexShader;
  1347. material.fragmentShader = shaders.fragmentShader;
  1348. };
  1349. function refreshUniformsCommon( uniforms, material ) {
  1350. uniforms.diffuse.value = material.color;
  1351. uniforms.opacity.value = material.opacity;
  1352. uniforms.map.texture = material.map;
  1353. uniforms.lightMap.texture = material.lightMap;
  1354. uniforms.envMap.texture = material.envMap;
  1355. uniforms.reflectivity.value = material.reflectivity;
  1356. uniforms.refractionRatio.value = material.refractionRatio;
  1357. uniforms.combine.value = material.combine;
  1358. uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
  1359. };
  1360. function refreshUniformsLine( uniforms, material ) {
  1361. uniforms.diffuse.value = material.color;
  1362. uniforms.opacity.value = material.opacity;
  1363. };
  1364. function refreshUniformsParticle( uniforms, material ) {
  1365. uniforms.psColor.value = material.color;
  1366. uniforms.opacity.value = material.opacity;
  1367. uniforms.size.value = material.size;
  1368. uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
  1369. uniforms.map.texture = material.map;
  1370. };
  1371. function refreshUniformsFog( uniforms, fog ) {
  1372. uniforms.fogColor.value = fog.color;
  1373. if ( fog instanceof THREE.Fog ) {
  1374. uniforms.fogNear.value = fog.near;
  1375. uniforms.fogFar.value = fog.far;
  1376. } else if ( fog instanceof THREE.FogExp2 ) {
  1377. uniforms.fogDensity.value = fog.density;
  1378. }
  1379. };
  1380. function refreshUniformsPhong( uniforms, material ) {
  1381. uniforms.ambient.value = material.ambient;
  1382. uniforms.specular.value = material.specular;
  1383. uniforms.shininess.value = material.shininess;
  1384. };
  1385. function refreshUniformsLights( uniforms, lights ) {
  1386. uniforms.enableLighting.value = lights.directional.length + lights.point.length;
  1387. uniforms.ambientLightColor.value = lights.ambient;
  1388. uniforms.directionalLightColor.value = lights.directional.colors;
  1389. uniforms.directionalLightDirection.value = lights.directional.positions;
  1390. uniforms.pointLightColor.value = lights.point.colors;
  1391. uniforms.pointLightPosition.value = lights.point.positions;
  1392. uniforms.pointLightDistance.value = lights.point.distances;
  1393. };
  1394. this.initMaterial = function ( material, lights, fog, object ) {
  1395. var u, a, identifiers, i, parameters, maxLightCount, maxBones, shaderID;
  1396. if ( material instanceof THREE.MeshDepthMaterial ) {
  1397. shaderID = 'depth';
  1398. } else if ( material instanceof THREE.ShadowVolumeDynamicMaterial ) {
  1399. shaderID = 'shadowVolumeDynamic';
  1400. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  1401. shaderID = 'normal';
  1402. } else if ( material instanceof THREE.MeshBasicMaterial ) {
  1403. shaderID = 'basic';
  1404. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  1405. shaderID = 'lambert';
  1406. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  1407. shaderID = 'phong';
  1408. } else if ( material instanceof THREE.LineBasicMaterial ) {
  1409. shaderID = 'basic';
  1410. } else if ( material instanceof THREE.ParticleBasicMaterial ) {
  1411. shaderID = 'particle_basic';
  1412. }
  1413. if ( shaderID ) {
  1414. setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );
  1415. }
  1416. // heuristics to create shader parameters according to lights in the scene
  1417. // (not to blow over maxLights budget)
  1418. maxLightCount = allocateLights( lights, 4 );
  1419. maxBones = allocateBones( object );
  1420. parameters = {
  1421. map: !!material.map, envMap: !!material.envMap, lightMap: !!material.lightMap,
  1422. vertexColors: material.vertexColors,
  1423. fog: fog, sizeAttenuation: material.sizeAttenuation,
  1424. skinning: material.skinning,
  1425. morphTargets: material.morphTargets,
  1426. maxMorphTargets: this.maxMorphTargets,
  1427. maxDirLights: maxLightCount.directional, maxPointLights: maxLightCount.point,
  1428. maxBones: maxBones
  1429. };
  1430. material.program = buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, parameters );
  1431. var attributes = material.program.attributes;
  1432. _gl.enableVertexAttribArray( attributes.position );
  1433. if ( attributes.color >= 0 ) _gl.enableVertexAttribArray( attributes.color );
  1434. if ( attributes.normal >= 0 ) _gl.enableVertexAttribArray( attributes.normal );
  1435. if ( attributes.tangent >= 0 ) _gl.enableVertexAttribArray( attributes.tangent );
  1436. if ( material.skinning &&
  1437. attributes.skinVertexA >=0 && attributes.skinVertexB >= 0 &&
  1438. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  1439. _gl.enableVertexAttribArray( attributes.skinVertexA );
  1440. _gl.enableVertexAttribArray( attributes.skinVertexB );
  1441. _gl.enableVertexAttribArray( attributes.skinIndex );
  1442. _gl.enableVertexAttribArray( attributes.skinWeight );
  1443. }
  1444. for ( a in material.attributes ) {
  1445. if( attributes[ a ] >= 0 ) _gl.enableVertexAttribArray( attributes[ a ] );
  1446. }
  1447. if ( material.morphTargets ) {
  1448. material.numSupportedMorphTargets = 0;
  1449. if ( attributes.morphTarget0 >= 0 ) {
  1450. _gl.enableVertexAttribArray( attributes.morphTarget0 );
  1451. material.numSupportedMorphTargets ++;
  1452. }
  1453. if ( attributes.morphTarget1 >= 0 ) {
  1454. _gl.enableVertexAttribArray( attributes.morphTarget1 );
  1455. material.numSupportedMorphTargets ++;
  1456. }
  1457. if ( attributes.morphTarget2 >= 0 ) {
  1458. _gl.enableVertexAttribArray( attributes.morphTarget2 );
  1459. material.numSupportedMorphTargets ++;
  1460. }
  1461. if ( attributes.morphTarget3 >= 0 ) {
  1462. _gl.enableVertexAttribArray( attributes.morphTarget3 );
  1463. material.numSupportedMorphTargets ++;
  1464. }
  1465. if ( attributes.morphTarget4 >= 0 ) {
  1466. _gl.enableVertexAttribArray( attributes.morphTarget4 );
  1467. material.numSupportedMorphTargets ++;
  1468. }
  1469. if ( attributes.morphTarget5 >= 0 ) {
  1470. _gl.enableVertexAttribArray( attributes.morphTarget5 );
  1471. material.numSupportedMorphTargets ++;
  1472. }
  1473. if ( attributes.morphTarget6 >= 0 ) {
  1474. _gl.enableVertexAttribArray( attributes.morphTarget6 );
  1475. material.numSupportedMorphTargets ++;
  1476. }
  1477. if ( attributes.morphTarget7 >= 0 ) {
  1478. _gl.enableVertexAttribArray( attributes.morphTarget7 );
  1479. material.numSupportedMorphTargets ++;
  1480. }
  1481. object.__webglMorphTargetInfluences = new Float32Array( this.maxMorphTargets );
  1482. for ( var i = 0, il = this.maxMorphTargets; i < il; i ++ ) {
  1483. object.__webglMorphTargetInfluences[ i ] = 0;
  1484. }
  1485. }
  1486. };
  1487. function setProgram( camera, lights, fog, material, object ) {
  1488. if ( ! material.program ) {
  1489. _this.initMaterial( material, lights, fog, object );
  1490. }
  1491. var program = material.program,
  1492. p_uniforms = program.uniforms,
  1493. m_uniforms = material.uniforms;
  1494. if ( program != _currentProgram ) {
  1495. _gl.useProgram( program );
  1496. _currentProgram = program;
  1497. }
  1498. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, _projectionMatrixArray );
  1499. // refresh uniforms common to several materials
  1500. if ( fog && (
  1501. material instanceof THREE.MeshBasicMaterial ||
  1502. material instanceof THREE.MeshLambertMaterial ||
  1503. material instanceof THREE.MeshPhongMaterial ||
  1504. material instanceof THREE.LineBasicMaterial ||
  1505. material instanceof THREE.ParticleBasicMaterial ||
  1506. material.fog )
  1507. ) {
  1508. refreshUniformsFog( m_uniforms, fog );
  1509. }
  1510. if ( material instanceof THREE.MeshPhongMaterial ||
  1511. material instanceof THREE.MeshLambertMaterial ||
  1512. material.lights ) {
  1513. setupLights( program, lights );
  1514. refreshUniformsLights( m_uniforms, _lights );
  1515. }
  1516. if ( material instanceof THREE.MeshBasicMaterial ||
  1517. material instanceof THREE.MeshLambertMaterial ||
  1518. material instanceof THREE.MeshPhongMaterial ) {
  1519. refreshUniformsCommon( m_uniforms, material );
  1520. }
  1521. // refresh single material specific uniforms
  1522. if ( material instanceof THREE.LineBasicMaterial ) {
  1523. refreshUniformsLine( m_uniforms, material );
  1524. } else if ( material instanceof THREE.ParticleBasicMaterial ) {
  1525. refreshUniformsParticle( m_uniforms, material );
  1526. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  1527. refreshUniformsPhong( m_uniforms, material );
  1528. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  1529. m_uniforms.mNear.value = camera.near;
  1530. m_uniforms.mFar.value = camera.far;
  1531. m_uniforms.opacity.value = material.opacity;
  1532. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  1533. m_uniforms.opacity.value = material.opacity;
  1534. }
  1535. // load common uniforms
  1536. loadUniformsGeneric( program, m_uniforms );
  1537. loadUniformsMatrices( p_uniforms, object );
  1538. // load material specific uniforms
  1539. // (shader material also gets them for the sake of genericity)
  1540. if ( material instanceof THREE.MeshShaderMaterial ||
  1541. material instanceof THREE.MeshPhongMaterial ||
  1542. material.envMap ) {
  1543. if( p_uniforms.cameraPosition !== null ) {
  1544. _gl.uniform3f( p_uniforms.cameraPosition, camera.position.x, camera.position.y, camera.position.z );
  1545. }
  1546. }
  1547. if ( material instanceof THREE.MeshShaderMaterial ||
  1548. material.envMap ||
  1549. material.skinning ) {
  1550. if ( p_uniforms.objectMatrix !== null ) {
  1551. _gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
  1552. }
  1553. }
  1554. if ( material instanceof THREE.MeshPhongMaterial ||
  1555. material instanceof THREE.MeshLambertMaterial ||
  1556. material instanceof THREE.MeshShaderMaterial ||
  1557. material.skinning ) {
  1558. if( p_uniforms.viewMatrix !== null ) {
  1559. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, _viewMatrixArray );
  1560. }
  1561. }
  1562. if ( material instanceof THREE.ShadowVolumeDynamicMaterial ) {
  1563. var dirLight = m_uniforms.directionalLightDirection.value;
  1564. dirLight[ 0 ] = -lights[ 1 ].position.x;
  1565. dirLight[ 1 ] = -lights[ 1 ].position.y;
  1566. dirLight[ 2 ] = -lights[ 1 ].position.z;
  1567. _gl.uniform3fv( p_uniforms.directionalLightDirection, dirLight );
  1568. _gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
  1569. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, _viewMatrixArray );
  1570. }
  1571. if ( material.skinning ) {
  1572. loadUniformsSkinning( p_uniforms, object );
  1573. }
  1574. return program;
  1575. };
  1576. function renderBuffer( camera, lights, fog, material, geometryGroup, object ) {
  1577. if ( material.opacity == 0 ) return;
  1578. var program, attributes, linewidth, primitives, a, attribute;
  1579. program = setProgram( camera, lights, fog, material, object );
  1580. attributes = program.attributes;
  1581. // vertices
  1582. if ( !material.morphTargets && attributes.position >= 0 ) {
  1583. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1584. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1585. } else {
  1586. setupMorphTargets( material, geometryGroup, object );
  1587. }
  1588. // custom attributes
  1589. /* if ( geometryGroup.__webglCustomAttributes ) {
  1590. for( a in geometryGroup.__webglCustomAttributes ) {
  1591. if( attributes[ a ] >= 0 ) {
  1592. attribute = geometryGroup.__webglCustomAttributes[ a ];
  1593. _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
  1594. _gl.vertexAttribPointer( attributes[ a ], attribute.size, _gl.FLOAT, false, 0, 0 );
  1595. }
  1596. }
  1597. }*/
  1598. if ( material.attributes ) {
  1599. for( a in material.attributes ) {
  1600. if( attributes[ a ] >= 0 ) {
  1601. attribute = material.attributes[ a ];
  1602. _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
  1603. _gl.vertexAttribPointer( attributes[ a ], attribute.size, _gl.FLOAT, false, 0, 0 );
  1604. }
  1605. }
  1606. }
  1607. // colors
  1608. if ( attributes.color >= 0 ) {
  1609. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1610. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  1611. }
  1612. // normals
  1613. if ( attributes.normal >= 0 ) {
  1614. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1615. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1616. }
  1617. // tangents
  1618. if ( attributes.tangent >= 0 ) {
  1619. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1620. _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
  1621. }
  1622. // uvs
  1623. if ( attributes.uv >= 0 ) {
  1624. if ( geometryGroup.__webglUVBuffer ) {
  1625. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1626. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  1627. _gl.enableVertexAttribArray( attributes.uv );
  1628. } else {
  1629. _gl.disableVertexAttribArray( attributes.uv );
  1630. }
  1631. }
  1632. if ( attributes.uv2 >= 0 ) {
  1633. if ( geometryGroup.__webglUV2Buffer ) {
  1634. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1635. _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
  1636. _gl.enableVertexAttribArray( attributes.uv2 );
  1637. } else {
  1638. _gl.disableVertexAttribArray( attributes.uv2 );
  1639. }
  1640. }
  1641. if ( material.skinning &&
  1642. attributes.skinVertexA >= 0 && attributes.skinVertexB >= 0 &&
  1643. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  1644. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
  1645. _gl.vertexAttribPointer( attributes.skinVertexA, 4, _gl.FLOAT, false, 0, 0 );
  1646. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
  1647. _gl.vertexAttribPointer( attributes.skinVertexB, 4, _gl.FLOAT, false, 0, 0 );
  1648. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1649. _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
  1650. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1651. _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
  1652. }
  1653. // render mesh
  1654. if ( object instanceof THREE.Mesh ) {
  1655. // wireframe
  1656. if ( material.wireframe ) {
  1657. _gl.lineWidth( material.wireframeLinewidth );
  1658. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1659. _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, _gl.UNSIGNED_SHORT, 0 );
  1660. // triangles
  1661. } else {
  1662. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1663. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
  1664. }
  1665. _this.data.vertices += geometryGroup.__webglFaceCount;
  1666. _this.data.faces += geometryGroup.__webglFaceCount / 3;
  1667. // render lines
  1668. } else if ( object instanceof THREE.Line ) {
  1669. primitives = ( object.type == THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  1670. _gl.lineWidth( material.linewidth );
  1671. _gl.drawArrays( primitives, 0, geometryGroup.__webglLineCount );
  1672. // render particles
  1673. } else if ( object instanceof THREE.ParticleSystem ) {
  1674. _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
  1675. // render ribbon
  1676. } else if ( object instanceof THREE.Ribbon ) {
  1677. _gl.drawArrays( _gl.TRIANGLE_STRIP, 0, geometryGroup.__webglVertexCount );
  1678. }
  1679. };
  1680. function setupMorphTargets( material, geometryGroup, object ) {
  1681. // set base
  1682. var attributes = material.program.attributes;
  1683. if ( object.morphTargetBase !== - 1 ) {
  1684. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
  1685. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1686. } else if ( attributes.position >= 0 ) {
  1687. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1688. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1689. }
  1690. if ( object.morphTargetForcedOrder.length ) {
  1691. // set forced order
  1692. var m = 0;
  1693. var order = object.morphTargetForcedOrder;
  1694. var influences = object.morphTargetInfluences;
  1695. while ( m < material.numSupportedMorphTargets && m < order.length ) {
  1696. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
  1697. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1698. object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ]];
  1699. m ++;
  1700. }
  1701. } else {
  1702. // find most influencing
  1703. var used = [];
  1704. var candidateInfluence = - 1;
  1705. var candidate = 0;
  1706. var influences = object.morphTargetInfluences;
  1707. var i, il = influences.length;
  1708. var m = 0;
  1709. if ( object.morphTargetBase !== - 1 ) {
  1710. used[ object.morphTargetBase ] = true;
  1711. }
  1712. while ( m < material.numSupportedMorphTargets ) {
  1713. for ( i = 0; i < il; i ++ ) {
  1714. if ( !used[ i ] && influences[ i ] > candidateInfluence ) {
  1715. candidate = i;
  1716. candidateInfluence = influences[ candidate ];
  1717. }
  1718. }
  1719. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ candidate ] );
  1720. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1721. object.__webglMorphTargetInfluences[ m ] = candidateInfluence;
  1722. used[ candidate ] = 1;
  1723. candidateInfluence = -1;
  1724. m ++;
  1725. }
  1726. }
  1727. // load updated influences uniform
  1728. if( material.program.uniforms.morphTargetInfluences !== null ) {
  1729. _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
  1730. }
  1731. }
  1732. function renderBufferImmediate( object, program, shading ) {
  1733. if ( ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
  1734. if ( ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
  1735. if ( object.hasPos ) {
  1736. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
  1737. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  1738. _gl.enableVertexAttribArray( program.attributes.position );
  1739. _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1740. }
  1741. if ( object.hasNormal ) {
  1742. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
  1743. if ( shading == THREE.FlatShading ) {
  1744. var nx, ny, nz,
  1745. nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
  1746. normalArray,
  1747. i, il = object.count * 3;
  1748. for( i = 0; i < il; i += 9 ) {
  1749. normalArray = object.normalArray;
  1750. nax = normalArray[ i ];
  1751. nay = normalArray[ i + 1 ];
  1752. naz = normalArray[ i + 2 ];
  1753. nbx = normalArray[ i + 3 ];
  1754. nby = normalArray[ i + 4 ];
  1755. nbz = normalArray[ i + 5 ];
  1756. ncx = normalArray[ i + 6 ];
  1757. ncy = normalArray[ i + 7 ];
  1758. ncz = normalArray[ i + 8 ];
  1759. nx = ( nax + nbx + ncx ) / 3;
  1760. ny = ( nay + nby + ncy ) / 3;
  1761. nz = ( naz + nbz + ncz ) / 3;
  1762. normalArray[ i ] = nx;
  1763. normalArray[ i + 1 ] = ny;
  1764. normalArray[ i + 2 ] = nz;
  1765. normalArray[ i + 3 ] = nx;
  1766. normalArray[ i + 4 ] = ny;
  1767. normalArray[ i + 5 ] = nz;
  1768. normalArray[ i + 6 ] = nx;
  1769. normalArray[ i + 7 ] = ny;
  1770. normalArray[ i + 8 ] = nz;
  1771. }
  1772. }
  1773. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  1774. _gl.enableVertexAttribArray( program.attributes.normal );
  1775. _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1776. }
  1777. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  1778. object.count = 0;
  1779. };
  1780. function setObjectFaces( object ) {
  1781. if ( _oldDoubleSided != object.doubleSided ) {
  1782. if( object.doubleSided ) {
  1783. _gl.disable( _gl.CULL_FACE );
  1784. } else {
  1785. _gl.enable( _gl.CULL_FACE );
  1786. }
  1787. _oldDoubleSided = object.doubleSided;
  1788. }
  1789. if ( _oldFlipSided != object.flipSided ) {
  1790. if( object.flipSided ) {
  1791. _gl.frontFace( _gl.CW );
  1792. } else {
  1793. _gl.frontFace( _gl.CCW );
  1794. }
  1795. _oldFlipSided = object.flipSided;
  1796. }
  1797. };
  1798. function setDepthTest( test ) {
  1799. if ( _oldDepth != test ) {
  1800. if( test ) {
  1801. _gl.enable( _gl.DEPTH_TEST );
  1802. } else {
  1803. _gl.disable( _gl.DEPTH_TEST );
  1804. }
  1805. _oldDepth = test;
  1806. }
  1807. };
  1808. function computeFrustum( m ) {
  1809. _frustum[ 0 ].set( m.n41 - m.n11, m.n42 - m.n12, m.n43 - m.n13, m.n44 - m.n14 );
  1810. _frustum[ 1 ].set( m.n41 + m.n11, m.n42 + m.n12, m.n43 + m.n13, m.n44 + m.n14 );
  1811. _frustum[ 2 ].set( m.n41 + m.n21, m.n42 + m.n22, m.n43 + m.n23, m.n44 + m.n24 );
  1812. _frustum[ 3 ].set( m.n41 - m.n21, m.n42 - m.n22, m.n43 - m.n23, m.n44 - m.n24 );
  1813. _frustum[ 4 ].set( m.n41 - m.n31, m.n42 - m.n32, m.n43 - m.n33, m.n44 - m.n34 );
  1814. _frustum[ 5 ].set( m.n41 + m.n31, m.n42 + m.n32, m.n43 + m.n33, m.n44 + m.n34 );
  1815. var i, plane;
  1816. for ( i = 0; i < 6; i ++ ) {
  1817. plane = _frustum[ i ];
  1818. plane.divideScalar( Math.sqrt( plane.x * plane.x + plane.y * plane.y + plane.z * plane.z ) );
  1819. }
  1820. };
  1821. function isInFrustum( object ) {
  1822. var distance, matrix = object.matrixWorld,
  1823. radius = - object.geometry.boundingSphere.radius * Math.max( object.scale.x, Math.max( object.scale.y, object.scale.z ) );
  1824. for ( var i = 0; i < 6; i ++ ) {
  1825. distance = _frustum[ i ].x * matrix.n14 + _frustum[ i ].y * matrix.n24 + _frustum[ i ].z * matrix.n34 + _frustum[ i ].w;
  1826. if ( distance <= radius ) return false;
  1827. }
  1828. return true;
  1829. };
  1830. function addToFixedArray( where, what ) {
  1831. where.list[ where.count ] = what;
  1832. where.count += 1;
  1833. };
  1834. function unrollImmediateBufferMaterials( globject ) {
  1835. var i, l, m, ml, material,
  1836. object = globject.object,
  1837. opaque = globject.opaque,
  1838. transparent = globject.transparent;
  1839. transparent.count = 0;
  1840. opaque.count = 0;
  1841. for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
  1842. material = object.materials[ m ];
  1843. material.transparent ? addToFixedArray( transparent, material ) : addToFixedArray( opaque, material );
  1844. }
  1845. };
  1846. function unrollBufferMaterials( globject ) {
  1847. var i, l, m, ml, material, meshMaterial,
  1848. object = globject.object,
  1849. buffer = globject.buffer,
  1850. opaque = globject.opaque,
  1851. transparent = globject.transparent;
  1852. transparent.count = 0;
  1853. opaque.count = 0;
  1854. for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
  1855. meshMaterial = object.materials[ m ];
  1856. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  1857. for ( i = 0, l = buffer.materials.length; i < l; i++ ) {
  1858. material = buffer.materials[ i ];
  1859. if ( material ) material.transparent ? addToFixedArray( transparent, material ) : addToFixedArray( opaque, material );
  1860. }
  1861. } else {
  1862. material = meshMaterial;
  1863. if ( material ) material.transparent ? addToFixedArray( transparent, material ) : addToFixedArray( opaque, material );
  1864. }
  1865. }
  1866. };
  1867. function painterSort( a, b ) {
  1868. return b.z - a.z;
  1869. };
  1870. this.render = function( scene, camera, renderTarget, forceClear ) {
  1871. var i, program, opaque, transparent, material,
  1872. o, ol, oil, webglObject, object, buffer,
  1873. lights = scene.lights,
  1874. fog = scene.fog;
  1875. _this.data.vertices = 0;
  1876. _this.data.faces = 0;
  1877. camera.matrixAutoUpdate && camera.update( undefined, true );
  1878. scene.update( undefined, false, camera );
  1879. camera.matrixWorldInverse.flattenToArray( _viewMatrixArray );
  1880. camera.projectionMatrix.flattenToArray( _projectionMatrixArray );
  1881. _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
  1882. computeFrustum( _projScreenMatrix );
  1883. this.initWebGLObjects( scene );
  1884. setRenderTarget( renderTarget );
  1885. if ( this.autoClear || forceClear ) {
  1886. this.clear();
  1887. }
  1888. // set matrices
  1889. ol = scene.__webglObjects.length;
  1890. for ( o = 0; o < ol; o++ ) {
  1891. webglObject = scene.__webglObjects[ o ];
  1892. object = webglObject.object;
  1893. if ( object.visible ) {
  1894. if ( ! ( object instanceof THREE.Mesh ) || isInFrustum( object ) ) {
  1895. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  1896. setupMatrices( object, camera );
  1897. unrollBufferMaterials( webglObject );
  1898. webglObject.render = true;
  1899. if ( this.sortObjects ) {
  1900. _vector3.copy( object.position );
  1901. _projScreenMatrix.multiplyVector3( _vector3 );
  1902. webglObject.z = _vector3.z;
  1903. }
  1904. } else {
  1905. webglObject.render = false;
  1906. }
  1907. } else {
  1908. webglObject.render = false;
  1909. }
  1910. }
  1911. if ( this.sortObjects ) {
  1912. scene.__webglObjects.sort( painterSort );
  1913. }
  1914. oil = scene.__webglObjectsImmediate.length;
  1915. for ( o = 0; o < oil; o++ ) {
  1916. webglObject = scene.__webglObjectsImmediate[ o ];
  1917. object = webglObject.object;
  1918. if ( object.visible ) {
  1919. if( object.matrixAutoUpdate ) {
  1920. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  1921. }
  1922. setupMatrices( object, camera );
  1923. unrollImmediateBufferMaterials( webglObject );
  1924. }
  1925. }
  1926. // opaque pass
  1927. setBlending( THREE.NormalBlending );
  1928. for ( o = 0; o < ol; o ++ ) {
  1929. webglObject = scene.__webglObjects[ o ];
  1930. if ( webglObject.render ) {
  1931. object = webglObject.object;
  1932. buffer = webglObject.buffer;
  1933. opaque = webglObject.opaque;
  1934. setObjectFaces( object );
  1935. for ( i = 0; i < opaque.count; i ++ ) {
  1936. material = opaque.list[ i ];
  1937. setDepthTest( material.depthTest );
  1938. renderBuffer( camera, lights, fog, material, buffer, object );
  1939. }
  1940. }
  1941. }
  1942. // opaque pass (immediate simulator)
  1943. for ( o = 0; o < oil; o++ ) {
  1944. webglObject = scene.__webglObjectsImmediate[ o ];
  1945. object = webglObject.object;
  1946. if ( object.visible ) {
  1947. opaque = webglObject.opaque;
  1948. setObjectFaces( object );
  1949. for( i = 0; i < opaque.count; i++ ) {
  1950. material = opaque.list[ i ];
  1951. setDepthTest( material.depthTest );
  1952. program = setProgram( camera, lights, fog, material, object );
  1953. object.render( function( object ) { renderBufferImmediate( object, program, material.shading ); } );
  1954. }
  1955. }
  1956. }
  1957. // transparent pass
  1958. for ( o = 0; o < ol; o ++ ) {
  1959. webglObject = scene.__webglObjects[ o ];
  1960. if ( webglObject.render ) {
  1961. object = webglObject.object;
  1962. buffer = webglObject.buffer;
  1963. transparent = webglObject.transparent;
  1964. setObjectFaces( object );
  1965. for ( i = 0; i < transparent.count; i ++ ) {
  1966. material = transparent.list[ i ];
  1967. setBlending( material.blending );
  1968. setDepthTest( material.depthTest );
  1969. renderBuffer( camera, lights, fog, material, buffer, object );
  1970. }
  1971. }
  1972. }
  1973. // transparent pass (immediate simulator)
  1974. for ( o = 0; o < oil; o++ ) {
  1975. webglObject = scene.__webglObjectsImmediate[ o ];
  1976. object = webglObject.object;
  1977. if ( object.visible ) {
  1978. transparent = webglObject.transparent;
  1979. setObjectFaces( object );
  1980. for ( i = 0; i < transparent.count; i ++ ) {
  1981. material = transparent.list[ i ];
  1982. setBlending( material.blending );
  1983. setDepthTest( material.depthTest );
  1984. program = setProgram( camera, lights, fog, material, object );
  1985. object.render( function( object ) { renderBufferImmediate( object, program, material.shading ); } );
  1986. }
  1987. }
  1988. }
  1989. // render 2d
  1990. if ( scene.__webglSprites.length ) {
  1991. renderSprites( scene, camera );
  1992. }
  1993. // render stencil shadows
  1994. if ( stencil && scene.__webglShadowVolumes.length && scene.lights.length ) {
  1995. renderStencilShadows( scene );
  1996. }
  1997. // render lens flares
  1998. if ( scene.__webglLensFlares.length ) {
  1999. renderLensFlares( scene, camera );
  2000. }
  2001. // Generate mipmap if we're using any kind of mipmap filtering
  2002. if ( renderTarget && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
  2003. updateRenderTargetMipmap( renderTarget );
  2004. }
  2005. };
  2006. /*
  2007. * Stencil Shadows
  2008. * method: we're rendering the world in light, then the shadow
  2009. * volumes into the stencil and last a big darkening
  2010. * quad over the whole thing. This is not how "you're
  2011. * supposed to" do stencil shadows but is much faster
  2012. *
  2013. */
  2014. function renderStencilShadows( scene ) {
  2015. // setup stencil
  2016. _gl.enable( _gl.POLYGON_OFFSET_FILL );
  2017. _gl.polygonOffset( 0.1, 1.0 );
  2018. _gl.enable( _gl.STENCIL_TEST );
  2019. _gl.enable( _gl.DEPTH_TEST );
  2020. _gl.depthMask( false );
  2021. _gl.colorMask( false, false, false, false );
  2022. _gl.stencilFunc( _gl.ALWAYS, 1, 0xFF );
  2023. _gl.stencilOpSeparate( _gl.BACK, _gl.KEEP, _gl.INCR, _gl.KEEP );
  2024. _gl.stencilOpSeparate( _gl.FRONT, _gl.KEEP, _gl.DECR, _gl.KEEP );
  2025. // loop through all directional lights
  2026. var l, ll = scene.lights.length;
  2027. var p;
  2028. var light, lights = scene.lights;
  2029. var dirLight = [];
  2030. var object, geometryGroup, material;
  2031. var program;
  2032. var p_uniforms;
  2033. var m_uniforms;
  2034. var attributes;
  2035. var o, ol = scene.__webglShadowVolumes.length;
  2036. for ( l = 0; l < ll; l++ ) {
  2037. light = scene.lights[ l ];
  2038. if ( light instanceof THREE.DirectionalLight && light.castShadow ) {
  2039. dirLight[ 0 ] = -light.position.x;
  2040. dirLight[ 1 ] = -light.position.y;
  2041. dirLight[ 2 ] = -light.position.z;
  2042. // render all volumes
  2043. for ( o = 0; o < ol; o++ ) {
  2044. object = scene.__webglShadowVolumes[ o ].object;
  2045. geometryGroup = scene.__webglShadowVolumes[ o ].buffer;
  2046. material = object.materials[ 0 ];
  2047. if ( !material.program ) _this.initMaterial( material, lights, undefined, object );
  2048. program = material.program,
  2049. p_uniforms = program.uniforms,
  2050. m_uniforms = material.uniforms,
  2051. attributes = program.attributes;
  2052. if ( _currentProgram !== program ) {
  2053. _gl.useProgram( program );
  2054. _currentProgram = program;
  2055. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, _projectionMatrixArray );
  2056. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, _viewMatrixArray );
  2057. _gl.uniform3fv( p_uniforms.directionalLightDirection, dirLight );
  2058. }
  2059. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2060. _gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
  2061. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  2062. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  2063. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  2064. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  2065. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  2066. _gl.cullFace( _gl.FRONT );
  2067. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
  2068. _gl.cullFace( _gl.BACK );
  2069. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
  2070. }
  2071. }
  2072. }
  2073. // setup color+stencil
  2074. _gl.disable( _gl.POLYGON_OFFSET_FILL );
  2075. _gl.colorMask( true, true, true, true );
  2076. _gl.stencilFunc( _gl.NOTEQUAL, 0, 0xFF );
  2077. _gl.stencilOp( _gl.KEEP, _gl.KEEP, _gl.KEEP );
  2078. _gl.disable( _gl.DEPTH_TEST );
  2079. // draw darkening polygon
  2080. _oldBlending = "";
  2081. _currentProgram = _stencilShadow.program;
  2082. _gl.useProgram( _stencilShadow.program );
  2083. _gl.uniformMatrix4fv( _stencilShadow.projectionLocation, false, _projectionMatrixArray );
  2084. _gl.uniform1f( _stencilShadow.darknessLocation, _stencilShadow.darkness );
  2085. _gl.bindBuffer( _gl.ARRAY_BUFFER, _stencilShadow.vertexBuffer );
  2086. _gl.vertexAttribPointer( _stencilShadow.vertexLocation, 3, _gl.FLOAT, false, 0, 0 );
  2087. _gl.enableVertexAttribArray( _stencilShadow.vertexLocation );
  2088. _gl.blendFunc( _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
  2089. _gl.blendEquation( _gl.FUNC_ADD );
  2090. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _stencilShadow.elementBuffer );
  2091. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  2092. // disable stencil
  2093. _gl.disable( _gl.STENCIL_TEST );
  2094. _gl.enable( _gl.DEPTH_TEST );
  2095. _gl.depthMask( _currentDepthMask );
  2096. }
  2097. /*
  2098. * Render sprites
  2099. *
  2100. */
  2101. function renderSprites( scene, camera ) {
  2102. var o, ol, object;
  2103. var attributes = _sprite.attributes;
  2104. var uniforms = _sprite.uniforms;
  2105. var anyCustom = false;
  2106. var invAspect = _viewportHeight / _viewportWidth;
  2107. var size, scale = [];
  2108. var screenPosition;
  2109. var halfViewportWidth = _viewportWidth * 0.5;
  2110. var halfViewportHeight = _viewportHeight * 0.5;
  2111. var mergeWith3D = true;
  2112. // setup gl
  2113. _gl.useProgram( _sprite.program );
  2114. _currentProgram = _sprite.program;
  2115. _oldBlending = "";
  2116. if ( !_spriteAttributesEnabled ) {
  2117. _gl.enableVertexAttribArray( _sprite.attributes.position );
  2118. _gl.enableVertexAttribArray( _sprite.attributes.uv );
  2119. _spriteAttributesEnabled = true;
  2120. }
  2121. _gl.disable( _gl.CULL_FACE );
  2122. _gl.enable( _gl.BLEND );
  2123. _gl.depthMask( true );
  2124. _gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
  2125. _gl.vertexAttribPointer( attributes.position, 2, _gl.FLOAT, false, 2 * 8, 0 );
  2126. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
  2127. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );
  2128. _gl.uniformMatrix4fv( uniforms.projectionMatrix, false, _projectionMatrixArray );
  2129. _gl.activeTexture( _gl.TEXTURE0 );
  2130. _gl.uniform1i( uniforms.map, 0 );
  2131. // update positions and sort
  2132. for( o = 0, ol = scene.__webglSprites.length; o < ol; o++ ) {
  2133. object = scene.__webglSprites[ o ];
  2134. if( !object.useScreenCoordinates ) {
  2135. object._modelViewMatrix.multiplyToArray( camera.matrixWorldInverse, object.matrixWorld, object._modelViewMatrixArray );
  2136. object.z = -object._modelViewMatrix.n34;
  2137. } else {
  2138. object.z = -object.position.z;
  2139. }
  2140. }
  2141. scene.__webglSprites.sort( painterSort );
  2142. // render all non-custom shader sprites
  2143. for ( o = 0, ol = scene.__webglSprites.length; o < ol; o++ ) {
  2144. object = scene.__webglSprites[ o ];
  2145. if ( object.material === undefined ) {
  2146. if ( object.map && object.map.image && object.map.image.width ) {
  2147. if ( object.useScreenCoordinates ) {
  2148. _gl.uniform1i( uniforms.useScreenCoordinates, 1 );
  2149. _gl.uniform3f( uniforms.screenPosition, ( object.position.x - halfViewportWidth ) / halfViewportWidth,
  2150. ( halfViewportHeight - object.position.y ) / halfViewportHeight,
  2151. Math.max( 0, Math.min( 1, object.position.z )));
  2152. } else {
  2153. _gl.uniform1i( uniforms.useScreenCoordinates, 0 );
  2154. _gl.uniform1i( uniforms.affectedByDistance, object.affectedByDistance ? 1 : 0 );
  2155. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrixArray );
  2156. }
  2157. size = object.map.image.width / ( object.affectedByDistance ? 1 : _viewportHeight );
  2158. scale[ 0 ] = size * invAspect * object.scale.x;
  2159. scale[ 1 ] = size * object.scale.y;
  2160. _gl.uniform2f( uniforms.uvScale, object.uvScale.x, object.uvScale.y );
  2161. _gl.uniform2f( uniforms.uvOffset, object.uvOffset.x, object.uvOffset.y );
  2162. _gl.uniform2f( uniforms.alignment, object.alignment.x, object.alignment.y );
  2163. _gl.uniform1f( uniforms.opacity, object.opacity );
  2164. _gl.uniform1f( uniforms.rotation, object.rotation );
  2165. _gl.uniform2fv( uniforms.scale, scale );
  2166. if ( object.mergeWith3D && !mergeWith3D ) {
  2167. _gl.enable( _gl.DEPTH_TEST );
  2168. mergeWith3D = true;
  2169. } else if ( !object.mergeWith3D && mergeWith3D ) {
  2170. _gl.disable( _gl.DEPTH_TEST );
  2171. mergeWith3D = false;
  2172. }
  2173. setBlending( object.blending );
  2174. setTexture( object.map, 0 );
  2175. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  2176. }
  2177. } else {
  2178. anyCustom = true;
  2179. }
  2180. }
  2181. // loop through all custom
  2182. /*
  2183. if( anyCustom ) {
  2184. }
  2185. */
  2186. // restore gl
  2187. _gl.enable( _gl.CULL_FACE );
  2188. _gl.enable( _gl.DEPTH_TEST );
  2189. _gl.depthMask( _currentDepthMask );
  2190. }
  2191. /*
  2192. * Render lens flares
  2193. * Method: renders 16x16 0xff00ff-colored points scattered over the light source area,
  2194. * reads these back and calculates occlusion.
  2195. * Then LensFlare.updateLensFlares() is called to re-position and
  2196. * update transparency of flares. Then they are rendered.
  2197. *
  2198. */
  2199. function renderLensFlares( scene, camera ) {
  2200. var object, objectZ, geometryGroup, material;
  2201. var o, ol = scene.__webglLensFlares.length;
  2202. var f, fl, flare;
  2203. var tempPosition = new THREE.Vector3();
  2204. var invAspect = _viewportHeight / _viewportWidth;
  2205. var halfViewportWidth = _viewportWidth * 0.5;
  2206. var halfViewportHeight = _viewportHeight * 0.5;
  2207. var size = 16 / _viewportHeight;
  2208. var scale = [ size * invAspect, size ];
  2209. var screenPosition = [ 1, 1, 0 ];
  2210. var screenPositionPixels = [ 1, 1 ];
  2211. var sampleX, sampleY, readBackPixels = _lensFlare.readBackPixels;
  2212. var sampleMidX = 7 * 4;
  2213. var sampleMidY = 7 * 16 * 4;
  2214. var sampleIndex, visibility;
  2215. var uniforms = _lensFlare.uniforms;
  2216. var attributes = _lensFlare.attributes;
  2217. // set lensflare program and reset blending
  2218. _gl.useProgram( _lensFlare.program );
  2219. _currentProgram = _lensFlare.program;
  2220. _oldBlending = "";
  2221. if ( ! _lensFlareAttributesEnabled ) {
  2222. _gl.enableVertexAttribArray( _lensFlare.attributes.vertex );
  2223. _gl.enableVertexAttribArray( _lensFlare.attributes.uv );
  2224. _lensFlareAttributesEnabled = true;
  2225. }
  2226. // loop through all lens flares to update their occlusion and positions
  2227. // setup gl and common used attribs/unforms
  2228. _gl.uniform1i( uniforms.occlusionMap, 0 );
  2229. _gl.uniform1i( uniforms.map, 1 );
  2230. _gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
  2231. _gl.vertexAttribPointer( attributes.vertex, 2, _gl.FLOAT, false, 2 * 8, 0 );
  2232. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
  2233. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );
  2234. _gl.disable( _gl.CULL_FACE );
  2235. _gl.depthMask( false );
  2236. _gl.activeTexture( _gl.TEXTURE0 );
  2237. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
  2238. _gl.activeTexture( _gl.TEXTURE1 );
  2239. for ( o = 0; o < ol; o ++ ) {
  2240. // calc object screen position
  2241. object = scene.__webglLensFlares[ o ].object;
  2242. tempPosition.set( object.matrixWorld.n14, object.matrixWorld.n24, object.matrixWorld.n34 );
  2243. camera.matrixWorldInverse.multiplyVector3( tempPosition );
  2244. objectZ = tempPosition.z;
  2245. camera.projectionMatrix.multiplyVector3( tempPosition );
  2246. // setup arrays for gl programs
  2247. screenPosition[ 0 ] = tempPosition.x;
  2248. screenPosition[ 1 ] = tempPosition.y;
  2249. screenPosition[ 2 ] = tempPosition.z;
  2250. screenPositionPixels[ 0 ] = screenPosition[ 0 ] * halfViewportWidth + halfViewportWidth;
  2251. screenPositionPixels[ 1 ] = screenPosition[ 1 ] * halfViewportHeight + halfViewportHeight;
  2252. // screen cull
  2253. if ( _lensFlare.hasVertexTexture || ( screenPositionPixels[ 0 ] > 0 &&
  2254. screenPositionPixels[ 0 ] < _viewportWidth &&
  2255. screenPositionPixels[ 1 ] > 0 &&
  2256. screenPositionPixels[ 1 ] < _viewportHeight )) {
  2257. // save current RGB to temp texture
  2258. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
  2259. _gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, screenPositionPixels[ 0 ] - 8, screenPositionPixels[ 1 ] - 8, 16, 16, 0 );
  2260. // render pink quad
  2261. _gl.uniform1i( uniforms.renderType, 0 );
  2262. _gl.uniform2fv( uniforms.scale, scale );
  2263. _gl.uniform3fv( uniforms.screenPosition, screenPosition );
  2264. _gl.disable( _gl.BLEND );
  2265. _gl.enable( _gl.DEPTH_TEST );
  2266. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  2267. // copy result to occlusionMap
  2268. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
  2269. _gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, screenPositionPixels[ 0 ] - 8, screenPositionPixels[ 1 ] - 8, 16, 16, 0 );
  2270. // restore graphics
  2271. _gl.uniform1i( uniforms.renderType, 1 );
  2272. _gl.disable( _gl.DEPTH_TEST );
  2273. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
  2274. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  2275. // update object positions
  2276. object.positionScreen.x = screenPosition[ 0 ];
  2277. object.positionScreen.y = screenPosition[ 1 ];
  2278. object.positionScreen.z = screenPosition[ 2 ];
  2279. if ( object.customUpdateCallback ) {
  2280. object.customUpdateCallback( object );
  2281. } else {
  2282. object.updateLensFlares();
  2283. }
  2284. // render flares
  2285. _gl.uniform1i( uniforms.renderType, 2 );
  2286. _gl.enable( _gl.BLEND );
  2287. for ( f = 0, fl = object.lensFlares.length; f < fl; f ++ ) {
  2288. flare = object.lensFlares[ f ];
  2289. if ( flare.opacity > 0.001 && flare.scale > 0.001 ) {
  2290. screenPosition[ 0 ] = flare.x;
  2291. screenPosition[ 1 ] = flare.y;
  2292. screenPosition[ 2 ] = flare.z;
  2293. size = flare.size * flare.scale / _viewportHeight;
  2294. scale[ 0 ] = size * invAspect;
  2295. scale[ 1 ] = size;
  2296. _gl.uniform3fv( uniforms.screenPosition, screenPosition );
  2297. _gl.uniform2fv( uniforms.scale, scale );
  2298. _gl.uniform1f( uniforms.rotation, flare.rotation );
  2299. _gl.uniform1f( uniforms.opacity, flare.opacity );
  2300. setBlending( flare.blending );
  2301. setTexture( flare.texture, 1 );
  2302. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  2303. }
  2304. }
  2305. }
  2306. }
  2307. // restore gl
  2308. _gl.enable( _gl.CULL_FACE );
  2309. _gl.enable( _gl.DEPTH_TEST );
  2310. _gl.depthMask( _currentDepthMask );
  2311. };
  2312. function setupMatrices( object, camera ) {
  2313. object._modelViewMatrix.multiplyToArray( camera.matrixWorldInverse, object.matrixWorld, object._modelViewMatrixArray );
  2314. THREE.Matrix4.makeInvert3x3( object._modelViewMatrix ).transposeIntoArray( object._normalMatrixArray );
  2315. };
  2316. this.initWebGLObjects = function ( scene ) {
  2317. if ( !scene.__webglObjects ) {
  2318. scene.__webglObjects = [];
  2319. scene.__webglObjectsImmediate = [];
  2320. scene.__webglShadowVolumes = [];
  2321. scene.__webglLensFlares = [];
  2322. scene.__webglSprites = [];
  2323. }
  2324. while ( scene.__objectsAdded.length ) {
  2325. addObject( scene.__objectsAdded[ 0 ], scene );
  2326. scene.__objectsAdded.splice( 0, 1 );
  2327. }
  2328. while ( scene.__objectsRemoved.length ) {
  2329. removeObject( scene.__objectsRemoved[ 0 ], scene );
  2330. scene.__objectsRemoved.splice( 0, 1 );
  2331. }
  2332. // update must be called after objects adding / removal
  2333. for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {
  2334. updateObject( scene.__webglObjects[ o ].object, scene );
  2335. }
  2336. for ( var o = 0, ol = scene.__webglShadowVolumes.length; o < ol; o ++ ) {
  2337. updateObject( scene.__webglShadowVolumes[ o ].object, scene );
  2338. }
  2339. for ( var o = 0, ol = scene.__webglLensFlares.length; o < ol; o ++ ) {
  2340. updateObject( scene.__webglLensFlares[ o ].object, scene );
  2341. }
  2342. /*
  2343. for ( var o = 0, ol = scene.__webglSprites.length; o < ol; o ++ ) {
  2344. updateObject( scene.__webglSprites[ o ].object, scene );
  2345. }
  2346. */
  2347. };
  2348. function addObject( object, scene ) {
  2349. var g, geometry, geometryGroup;
  2350. if ( object._modelViewMatrix == undefined ) {
  2351. object._modelViewMatrix = new THREE.Matrix4();
  2352. object._normalMatrixArray = new Float32Array( 9 );
  2353. object._modelViewMatrixArray = new Float32Array( 16 );
  2354. object._objectMatrixArray = new Float32Array( 16 );
  2355. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2356. }
  2357. if ( object instanceof THREE.Mesh ) {
  2358. geometry = object.geometry;
  2359. if ( geometry.geometryGroups == undefined ) {
  2360. sortFacesByMaterial( geometry );
  2361. }
  2362. // create separate VBOs per geometry chunk
  2363. for ( g in geometry.geometryGroups ) {
  2364. geometryGroup = geometry.geometryGroups[ g ];
  2365. // initialise VBO on the first access
  2366. if ( ! geometryGroup.__webglVertexBuffer ) {
  2367. createMeshBuffers( geometryGroup );
  2368. initMeshBuffers( geometryGroup, object );
  2369. geometry.__dirtyVertices = true;
  2370. geometry.__dirtyMorphTargets = true;
  2371. geometry.__dirtyElements = true;
  2372. geometry.__dirtyUvs = true;
  2373. geometry.__dirtyNormals = true;
  2374. geometry.__dirtyTangents = true;
  2375. geometry.__dirtyColors = true;
  2376. }
  2377. // create separate wrapper per each use of VBO
  2378. if ( object instanceof THREE.ShadowVolume ) {
  2379. addBuffer( scene.__webglShadowVolumes, geometryGroup, object );
  2380. } else {
  2381. addBuffer( scene.__webglObjects, geometryGroup, object );
  2382. }
  2383. }
  2384. } else if ( object instanceof THREE.LensFlare ) {
  2385. addBuffer( scene.__webglLensFlares, undefined, object );
  2386. } else if ( object instanceof THREE.Ribbon ) {
  2387. geometry = object.geometry;
  2388. if( ! geometry.__webglVertexBuffer ) {
  2389. createRibbonBuffers( geometry );
  2390. initRibbonBuffers( geometry );
  2391. geometry.__dirtyVertices = true;
  2392. geometry.__dirtyColors = true;
  2393. }
  2394. addBuffer( scene.__webglObjects, geometry, object );
  2395. } else if ( object instanceof THREE.Line ) {
  2396. geometry = object.geometry;
  2397. if( ! geometry.__webglVertexBuffer ) {
  2398. createLineBuffers( geometry );
  2399. initLineBuffers( geometry );
  2400. geometry.__dirtyVertices = true;
  2401. geometry.__dirtyColors = true;
  2402. }
  2403. addBuffer( scene.__webglObjects, geometry, object );
  2404. } else if ( object instanceof THREE.ParticleSystem ) {
  2405. geometry = object.geometry;
  2406. if ( ! geometry.__webglVertexBuffer ) {
  2407. createParticleBuffers( geometry );
  2408. initParticleBuffers( geometry );
  2409. geometry.__dirtyVertices = true;
  2410. geometry.__dirtyColors = true;
  2411. }
  2412. addBuffer( scene.__webglObjects, geometry, object );
  2413. } else if ( THREE.MarchingCubes !== undefined && object instanceof THREE.MarchingCubes ) {
  2414. addBufferImmediate( scene.__webglObjectsImmediate, object );
  2415. } else if ( object instanceof THREE.Sprite ) {
  2416. scene.__webglSprites.push( object );
  2417. }
  2418. /*else if ( object instanceof THREE.Particle ) {
  2419. }*/
  2420. };
  2421. function updateObject( object, scene ) {
  2422. var g, geometry, geometryGroup, a, customAttributeDirty;
  2423. if ( object instanceof THREE.Mesh ) {
  2424. geometry = object.geometry;
  2425. // check all geometry groups
  2426. for ( g in geometry.geometryGroups ) {
  2427. geometryGroup = geometry.geometryGroups[ g ];
  2428. customAttributeDirty = false;
  2429. for ( a in geometryGroup.__webglCustomAttributes ) {
  2430. if( geometryGroup.__webglCustomAttributes[ a ].needsUpdate ) {
  2431. customAttributeDirty = true;
  2432. break;
  2433. }
  2434. }
  2435. if ( geometry.__dirtyVertices || geometry.__dirtyMorphTargets || geometry.__dirtyElements ||
  2436. geometry.__dirtyUvs || geometry.__dirtyNormals ||
  2437. geometry.__dirtyColors || geometry.__dirtyTangents || customAttributeDirty ) {
  2438. setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW );
  2439. }
  2440. }
  2441. geometry.__dirtyVertices = false;
  2442. geometry.__dirtyMorphTargets = false;
  2443. geometry.__dirtyElements = false;
  2444. geometry.__dirtyUvs = false;
  2445. geometry.__dirtyNormals = false;
  2446. geometry.__dirtyTangents = false;
  2447. geometry.__dirtyColors = false;
  2448. } else if ( object instanceof THREE.Ribbon ) {
  2449. geometry = object.geometry;
  2450. if( geometry.__dirtyVertices || geometry.__dirtyColors ) {
  2451. setRibbonBuffers( geometry, _gl.DYNAMIC_DRAW );
  2452. }
  2453. geometry.__dirtyVertices = false;
  2454. geometry.__dirtyColors = false;
  2455. } else if ( object instanceof THREE.Line ) {
  2456. geometry = object.geometry;
  2457. if( geometry.__dirtyVertices || geometry.__dirtyColors ) {
  2458. setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
  2459. }
  2460. geometry.__dirtyVertices = false;
  2461. geometry.__dirtyColors = false;
  2462. } else if ( object instanceof THREE.ParticleSystem ) {
  2463. geometry = object.geometry;
  2464. if ( geometry.__dirtyVertices || geometry.__dirtyColors || object.sortParticles ) {
  2465. setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
  2466. }
  2467. geometry.__dirtyVertices = false;
  2468. geometry.__dirtyColors = false;
  2469. }/* else if ( THREE.MarchingCubes !== undefined && object instanceof THREE.MarchingCubes ) {
  2470. // it updates itself in render callback
  2471. } else if ( object instanceof THREE.Particle ) {
  2472. }*/
  2473. };
  2474. function removeObject( object, scene ) {
  2475. var o, ol, zobject;
  2476. if ( object instanceof THREE.Mesh ) {
  2477. for ( o = scene.__webglObjects.length - 1; o >= 0; o -- ) {
  2478. zobject = scene.__webglObjects[ o ].object;
  2479. if ( object == zobject ) {
  2480. scene.__webglObjects.splice( o, 1 );
  2481. return;
  2482. }
  2483. }
  2484. } else if ( object instanceof THREE.Sprite ) {
  2485. for ( o = scene.__webglSprites.length - 1; o >= 0; o -- ) {
  2486. zobject = scene.__webglSprites[ o ];
  2487. if ( object == zobject ) {
  2488. scene.__webglSprites.splice( o, 1 );
  2489. return;
  2490. }
  2491. }
  2492. }
  2493. // add shadows, etc
  2494. };
  2495. function sortFacesByMaterial( geometry ) {
  2496. // TODO
  2497. // Should optimize by grouping faces with ColorFill / ColorStroke materials
  2498. // which could then use vertex color attributes instead of each being
  2499. // in its separate VBO
  2500. var i, l, f, fl, face, material, materials, vertices, mhash, ghash, hash_map = {};
  2501. var numMorphTargets = geometry.morphTargets !== undefined ? geometry.morphTargets.length : 0;
  2502. geometry.geometryGroups = {};
  2503. function materialHash( material ) {
  2504. var hash_array = [];
  2505. for ( i = 0, l = material.length; i < l; i++ ) {
  2506. if ( material[ i ] == undefined ) {
  2507. hash_array.push( "undefined" );
  2508. } else {
  2509. hash_array.push( material[ i ].id );
  2510. }
  2511. }
  2512. return hash_array.join( '_' );
  2513. }
  2514. for ( f = 0, fl = geometry.faces.length; f < fl; f++ ) {
  2515. face = geometry.faces[ f ];
  2516. materials = face.materials;
  2517. mhash = materialHash( materials );
  2518. if ( hash_map[ mhash ] == undefined ) {
  2519. hash_map[ mhash ] = { 'hash': mhash, 'counter': 0 };
  2520. }
  2521. ghash = hash_map[ mhash ].hash + '_' + hash_map[ mhash ].counter;
  2522. if ( geometry.geometryGroups[ ghash ] == undefined ) {
  2523. geometry.geometryGroups[ ghash ] = { 'faces': [], 'materials': materials, 'vertices': 0, 'numMorphTargets': numMorphTargets };
  2524. }
  2525. vertices = face instanceof THREE.Face3 ? 3 : 4;
  2526. if ( geometry.geometryGroups[ ghash ].vertices + vertices > 65535 ) {
  2527. hash_map[ mhash ].counter += 1;
  2528. ghash = hash_map[ mhash ].hash + '_' + hash_map[ mhash ].counter;
  2529. if ( geometry.geometryGroups[ ghash ] == undefined ) {
  2530. geometry.geometryGroups[ ghash ] = { 'faces': [], 'materials': materials, 'vertices': 0, 'numMorphTargets': numMorphTargets };
  2531. }
  2532. }
  2533. geometry.geometryGroups[ ghash ].faces.push( f );
  2534. geometry.geometryGroups[ ghash ].vertices += vertices;
  2535. }
  2536. };
  2537. function addBuffer( objlist, buffer, object ) {
  2538. objlist.push( {
  2539. buffer: buffer, object: object,
  2540. opaque: { list: [], count: 0 },
  2541. transparent: { list: [], count: 0 }
  2542. } );
  2543. };
  2544. function addBufferImmediate( objlist, object ) {
  2545. objlist.push( {
  2546. object: object,
  2547. opaque: { list: [], count: 0 },
  2548. transparent: { list: [], count: 0 }
  2549. } );
  2550. };
  2551. this.setFaceCulling = function ( cullFace, frontFace ) {
  2552. if ( cullFace ) {
  2553. if ( !frontFace || frontFace == "ccw" ) {
  2554. _gl.frontFace( _gl.CCW );
  2555. } else {
  2556. _gl.frontFace( _gl.CW );
  2557. }
  2558. if( cullFace == "back" ) {
  2559. _gl.cullFace( _gl.BACK );
  2560. } else if( cullFace == "front" ) {
  2561. _gl.cullFace( _gl.FRONT );
  2562. } else {
  2563. _gl.cullFace( _gl.FRONT_AND_BACK );
  2564. }
  2565. _gl.enable( _gl.CULL_FACE );
  2566. } else {
  2567. _gl.disable( _gl.CULL_FACE );
  2568. }
  2569. };
  2570. this.supportsVertexTextures = function () {
  2571. return maxVertexTextures() > 0;
  2572. };
  2573. function maxVertexTextures() {
  2574. return _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
  2575. };
  2576. function initGL( antialias, clearColor, clearAlpha, stencil ) {
  2577. try {
  2578. if ( ! ( _gl = _canvas.getContext( 'experimental-webgl', { antialias: antialias, stencil: stencil } ) ) ) {
  2579. throw 'Error creating WebGL context.';
  2580. }
  2581. } catch ( e ) {
  2582. console.error( e );
  2583. }
  2584. console.log(
  2585. navigator.userAgent + " | " +
  2586. _gl.getParameter( _gl.VERSION ) + " | " +
  2587. _gl.getParameter( _gl.VENDOR ) + " | " +
  2588. _gl.getParameter( _gl.RENDERER ) + " | " +
  2589. _gl.getParameter( _gl.SHADING_LANGUAGE_VERSION )
  2590. );
  2591. _gl.clearColor( 0, 0, 0, 1 );
  2592. _gl.clearDepth( 1 );
  2593. _gl.enable( _gl.DEPTH_TEST );
  2594. _gl.depthFunc( _gl.LEQUAL );
  2595. _gl.frontFace( _gl.CCW );
  2596. _gl.cullFace( _gl.BACK );
  2597. _gl.enable( _gl.CULL_FACE );
  2598. _gl.enable( _gl.BLEND );
  2599. _gl.blendEquation( _gl.FUNC_ADD );
  2600. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
  2601. _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
  2602. // _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, true );
  2603. _cullEnabled = true;
  2604. };
  2605. function buildProgram( shaderID, fragmentShader, vertexShader, uniforms, attributes, parameters ) {
  2606. var p, pl, program, code;
  2607. var chunks = [];
  2608. // Generate code
  2609. if ( shaderID ) {
  2610. chunks.push( shaderID );
  2611. } else {
  2612. chunks.push( fragmentShader );
  2613. chunks.push( vertexShader );
  2614. }
  2615. for ( p in parameters ) {
  2616. chunks.push( p );
  2617. chunks.push( parameters[ p ] );
  2618. }
  2619. code = chunks.join();
  2620. // Check if code has been already compiled
  2621. for ( p = 0, pl = _programs.length; p < pl; p ++ ) {
  2622. if ( _programs[ p ].code == code ) {
  2623. // console.log( "Code already compiled." /*: \n\n" + code*/ );
  2624. return _programs[ p ].program;
  2625. }
  2626. }
  2627. //console.log( "building new program " );
  2628. //
  2629. program = _gl.createProgram(),
  2630. prefix_fragment = [
  2631. "#ifdef GL_ES",
  2632. "precision highp float;",
  2633. "#endif",
  2634. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  2635. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  2636. parameters.fog ? "#define USE_FOG" : "",
  2637. parameters.fog instanceof THREE.FogExp2 ? "#define FOG_EXP2" : "",
  2638. parameters.map ? "#define USE_MAP" : "",
  2639. parameters.envMap ? "#define USE_ENVMAP" : "",
  2640. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  2641. parameters.vertexColors ? "#define USE_COLOR" : "",
  2642. "uniform mat4 viewMatrix;",
  2643. "uniform vec3 cameraPosition;",
  2644. ""
  2645. ].join("\n"),
  2646. prefix_vertex = [
  2647. maxVertexTextures() > 0 ? "#define VERTEX_TEXTURES" : "",
  2648. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  2649. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  2650. "#define MAX_BONES " + parameters.maxBones,
  2651. parameters.map ? "#define USE_MAP" : "",
  2652. parameters.envMap ? "#define USE_ENVMAP" : "",
  2653. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  2654. parameters.vertexColors ? "#define USE_COLOR" : "",
  2655. parameters.skinning ? "#define USE_SKINNING" : "",
  2656. parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
  2657. parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",
  2658. "uniform mat4 objectMatrix;",
  2659. "uniform mat4 modelViewMatrix;",
  2660. "uniform mat4 projectionMatrix;",
  2661. "uniform mat4 viewMatrix;",
  2662. "uniform mat3 normalMatrix;",
  2663. "uniform vec3 cameraPosition;",
  2664. "uniform mat4 cameraInverseMatrix;",
  2665. "attribute vec3 position;",
  2666. "attribute vec3 normal;",
  2667. "attribute vec2 uv;",
  2668. "attribute vec2 uv2;",
  2669. "#ifdef USE_COLOR",
  2670. "attribute vec3 color;",
  2671. "#endif",
  2672. "#ifdef USE_MORPHTARGETS",
  2673. "attribute vec3 morphTarget0;",
  2674. "attribute vec3 morphTarget1;",
  2675. "attribute vec3 morphTarget2;",
  2676. "attribute vec3 morphTarget3;",
  2677. "attribute vec3 morphTarget4;",
  2678. "attribute vec3 morphTarget5;",
  2679. "attribute vec3 morphTarget6;",
  2680. "attribute vec3 morphTarget7;",
  2681. "#endif",
  2682. "#ifdef USE_SKINNING",
  2683. "attribute vec4 skinVertexA;",
  2684. "attribute vec4 skinVertexB;",
  2685. "attribute vec4 skinIndex;",
  2686. "attribute vec4 skinWeight;",
  2687. "#endif",
  2688. ""
  2689. ].join("\n");
  2690. _gl.attachShader( program, getShader( "fragment", prefix_fragment + fragmentShader ) );
  2691. _gl.attachShader( program, getShader( "vertex", prefix_vertex + vertexShader ) );
  2692. _gl.linkProgram( program );
  2693. if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
  2694. console.error( "Could not initialise shader\n" + "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );
  2695. }
  2696. //console.log( prefix_fragment + fragmentShader );
  2697. //console.log( prefix_vertex + vertexShader );
  2698. program.uniforms = {};
  2699. program.attributes = {};
  2700. var identifiers, u, a, i;
  2701. // cache uniform locations
  2702. identifiers = [
  2703. 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'objectMatrix', 'cameraPosition',
  2704. 'cameraInverseMatrix', 'boneGlobalMatrices', 'morphTargetInfluences'
  2705. ];
  2706. for ( u in uniforms ) {
  2707. identifiers.push( u );
  2708. }
  2709. cacheUniformLocations( program, identifiers );
  2710. // cache attributes locations
  2711. identifiers = [
  2712. "position", "normal", "uv", "uv2", "tangent", "color",
  2713. "skinVertexA", "skinVertexB", "skinIndex", "skinWeight"
  2714. ];
  2715. for ( i = 0; i < parameters.maxMorphTargets; i++ ) {
  2716. identifiers.push( "morphTarget" + i );
  2717. }
  2718. for ( a in attributes ) {
  2719. identifiers.push( a );
  2720. }
  2721. cacheAttributeLocations( program, identifiers );
  2722. _programs.push( { program: program, code: code } );
  2723. return program;
  2724. };
  2725. function loadUniformsSkinning( uniforms, object ) {
  2726. _gl.uniformMatrix4fv( uniforms.cameraInverseMatrix, false, _viewMatrixArray );
  2727. _gl.uniformMatrix4fv( uniforms.boneGlobalMatrices, false, object.boneMatrices );
  2728. };
  2729. function loadUniformsMatrices( uniforms, object ) {
  2730. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrixArray );
  2731. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrixArray );
  2732. };
  2733. function loadUniformsGeneric( program, uniforms ) {
  2734. var u, uniform, value, type, location, texture;
  2735. for( u in uniforms ) {
  2736. location = program.uniforms[u];
  2737. if ( !location ) continue;
  2738. uniform = uniforms[u];
  2739. type = uniform.type;
  2740. value = uniform.value;
  2741. if( type == "i" ) {
  2742. _gl.uniform1i( location, value );
  2743. } else if( type == "f" ) {
  2744. _gl.uniform1f( location, value );
  2745. } else if( type == "fv1" ) {
  2746. _gl.uniform1fv( location, value );
  2747. } else if( type == "fv" ) {
  2748. _gl.uniform3fv( location, value );
  2749. } else if( type == "v2" ) {
  2750. _gl.uniform2f( location, value.x, value.y );
  2751. } else if( type == "v3" ) {
  2752. _gl.uniform3f( location, value.x, value.y, value.z );
  2753. } else if( type == "v4" ) {
  2754. _gl.uniform4f( location, value.x, value.y, value.z, value.w );
  2755. } else if( type == "c" ) {
  2756. _gl.uniform3f( location, value.r, value.g, value.b );
  2757. } else if( type == "t" ) {
  2758. _gl.uniform1i( location, value );
  2759. texture = uniform.texture;
  2760. if ( !texture ) continue;
  2761. if ( texture.image instanceof Array && texture.image.length == 6 ) {
  2762. setCubeTexture( texture, value );
  2763. } else {
  2764. setTexture( texture, value );
  2765. }
  2766. }
  2767. }
  2768. };
  2769. function setBlending( blending ) {
  2770. if ( blending != _oldBlending ) {
  2771. switch ( blending ) {
  2772. case THREE.AdditiveBlending:
  2773. _gl.blendEquation( _gl.FUNC_ADD );
  2774. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
  2775. break;
  2776. case THREE.SubtractiveBlending:
  2777. // TODO: Find blendFuncSeparate() combination
  2778. _gl.blendEquation( _gl.FUNC_ADD );
  2779. _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
  2780. break;
  2781. case THREE.MultiplyBlending:
  2782. // TODO: Find blendFuncSeparate() combination
  2783. _gl.blendEquation( _gl.FUNC_ADD );
  2784. _gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
  2785. break;
  2786. default:
  2787. _gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
  2788. _gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
  2789. break;
  2790. }
  2791. _oldBlending = blending;
  2792. }
  2793. };
  2794. function setTextureParameters( textureType, texture, image ) {
  2795. if ( isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ) ) {
  2796. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  2797. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  2798. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  2799. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  2800. _gl.generateMipmap( textureType );
  2801. } else {
  2802. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  2803. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  2804. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  2805. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  2806. }
  2807. };
  2808. function setTexture( texture, slot ) {
  2809. if ( texture.needsUpdate ) {
  2810. if ( !texture.__webglInit ) {
  2811. texture.__webglTexture = _gl.createTexture();
  2812. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  2813. _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image );
  2814. texture.__webglInit = true;
  2815. } else {
  2816. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  2817. // _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image );
  2818. _gl.texSubImage2D( _gl.TEXTURE_2D, 0, 0, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image );
  2819. }
  2820. setTextureParameters( _gl.TEXTURE_2D, texture, texture.image );
  2821. _gl.bindTexture( _gl.TEXTURE_2D, null );
  2822. texture.needsUpdate = false;
  2823. }
  2824. _gl.activeTexture( _gl.TEXTURE0 + slot );
  2825. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  2826. };
  2827. function setCubeTexture( texture, slot ) {
  2828. if ( texture.image.length == 6 ) {
  2829. if ( texture.needsUpdate ) {
  2830. if ( !texture.__webglInit ) {
  2831. texture.image.__webglTextureCube = _gl.createTexture();
  2832. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  2833. for ( var i = 0; i < 6; ++i ) {
  2834. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image[ i ] );
  2835. }
  2836. texture.__webglInit = true;
  2837. } else {
  2838. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  2839. for ( var i = 0; i < 6; ++i ) {
  2840. // _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image[ i ] );
  2841. _gl.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image[ i ] );
  2842. }
  2843. }
  2844. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, texture.image[0] );
  2845. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  2846. texture.needsUpdate = false;
  2847. }
  2848. _gl.activeTexture( _gl.TEXTURE0 + slot );
  2849. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  2850. }
  2851. };
  2852. function setRenderTarget( renderTexture ) {
  2853. if ( renderTexture && !renderTexture.__webglFramebuffer ) {
  2854. if( renderTexture.depthBuffer === undefined ) renderTexture.depthBuffer = true;
  2855. if( renderTexture.stencilBuffer === undefined ) renderTexture.stencilBuffer = true;
  2856. renderTexture.__webglFramebuffer = _gl.createFramebuffer();
  2857. renderTexture.__webglRenderbuffer = _gl.createRenderbuffer();
  2858. renderTexture.__webglTexture = _gl.createTexture();
  2859. // Setup texture
  2860. _gl.bindTexture( _gl.TEXTURE_2D, renderTexture.__webglTexture );
  2861. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, paramThreeToGL( renderTexture.wrapS ) );
  2862. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, paramThreeToGL( renderTexture.wrapT ) );
  2863. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( renderTexture.magFilter ) );
  2864. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( renderTexture.minFilter ) );
  2865. _gl.texImage2D( _gl.TEXTURE_2D, 0, paramThreeToGL( renderTexture.format ), renderTexture.width, renderTexture.height, 0, paramThreeToGL( renderTexture.format ), paramThreeToGL( renderTexture.type ), null );
  2866. // Setup render and frame buffer
  2867. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderTexture.__webglRenderbuffer );
  2868. _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTexture.__webglFramebuffer );
  2869. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, renderTexture.__webglTexture, 0 );
  2870. if ( renderTexture.depthBuffer && !renderTexture.stencilBuffer ) {
  2871. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTexture.width, renderTexture.height );
  2872. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTexture.__webglRenderbuffer );
  2873. /* For some reason this is not working. Defaulting to RGBA4.
  2874. } else if( !renderTexture.depthBuffer && renderTexture.stencilBuffer ) {
  2875. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTexture.width, renderTexture.height );
  2876. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTexture.__webglRenderbuffer );
  2877. */
  2878. } else if( renderTexture.depthBuffer && renderTexture.stencilBuffer ) {
  2879. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTexture.width, renderTexture.height );
  2880. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTexture.__webglRenderbuffer );
  2881. } else {
  2882. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTexture.width, renderTexture.height );
  2883. }
  2884. // Release everything
  2885. _gl.bindTexture( _gl.TEXTURE_2D, null );
  2886. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  2887. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null);
  2888. }
  2889. var framebuffer, width, height;
  2890. if ( renderTexture ) {
  2891. framebuffer = renderTexture.__webglFramebuffer;
  2892. width = renderTexture.width;
  2893. height = renderTexture.height;
  2894. } else {
  2895. framebuffer = null;
  2896. width = _viewportWidth;
  2897. height = _viewportHeight;
  2898. }
  2899. if ( framebuffer != _currentFramebuffer ) {
  2900. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  2901. _gl.viewport( _viewportX, _viewportY, width, height );
  2902. _currentFramebuffer = framebuffer;
  2903. }
  2904. };
  2905. function updateRenderTargetMipmap( renderTarget ) {
  2906. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  2907. _gl.generateMipmap( _gl.TEXTURE_2D );
  2908. _gl.bindTexture( _gl.TEXTURE_2D, null );
  2909. };
  2910. function cacheUniformLocations( program, identifiers ) {
  2911. var i, l, id;
  2912. for( i = 0, l = identifiers.length; i < l; i++ ) {
  2913. id = identifiers[ i ];
  2914. program.uniforms[ id ] = _gl.getUniformLocation( program, id );
  2915. }
  2916. };
  2917. function cacheAttributeLocations( program, identifiers ) {
  2918. var i, l, id;
  2919. for( i = 0, l = identifiers.length; i < l; i++ ) {
  2920. id = identifiers[ i ];
  2921. program.attributes[ id ] = _gl.getAttribLocation( program, id );
  2922. }
  2923. };
  2924. function getShader( type, string ) {
  2925. var shader;
  2926. if ( type == "fragment" ) {
  2927. shader = _gl.createShader( _gl.FRAGMENT_SHADER );
  2928. } else if ( type == "vertex" ) {
  2929. shader = _gl.createShader( _gl.VERTEX_SHADER );
  2930. }
  2931. _gl.shaderSource( shader, string );
  2932. _gl.compileShader( shader );
  2933. if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {
  2934. console.error( _gl.getShaderInfoLog( shader ) );
  2935. console.error( string );
  2936. return null;
  2937. }
  2938. return shader;
  2939. };
  2940. // fallback filters for non-power-of-2 textures
  2941. function filterFallback( f ) {
  2942. switch ( f ) {
  2943. case THREE.NearestFilter:
  2944. case THREE.NearestMipMapNearestFilter:
  2945. case THREE.NearestMipMapLinearFilter: return _gl.NEAREST; break;
  2946. case THREE.LinearFilter:
  2947. case THREE.LinearMipMapNearestFilter:
  2948. case THREE.LinearMipMapLinearFilter:
  2949. default:
  2950. return _gl.LINEAR; break;
  2951. }
  2952. };
  2953. function paramThreeToGL( p ) {
  2954. switch ( p ) {
  2955. case THREE.RepeatWrapping: return _gl.REPEAT; break;
  2956. case THREE.ClampToEdgeWrapping: return _gl.CLAMP_TO_EDGE; break;
  2957. case THREE.MirroredRepeatWrapping: return _gl.MIRRORED_REPEAT; break;
  2958. case THREE.NearestFilter: return _gl.NEAREST; break;
  2959. case THREE.NearestMipMapNearestFilter: return _gl.NEAREST_MIPMAP_NEAREST; break;
  2960. case THREE.NearestMipMapLinearFilter: return _gl.NEAREST_MIPMAP_LINEAR; break;
  2961. case THREE.LinearFilter: return _gl.LINEAR; break;
  2962. case THREE.LinearMipMapNearestFilter: return _gl.LINEAR_MIPMAP_NEAREST; break;
  2963. case THREE.LinearMipMapLinearFilter: return _gl.LINEAR_MIPMAP_LINEAR; break;
  2964. case THREE.ByteType: return _gl.BYTE; break;
  2965. case THREE.UnsignedByteType: return _gl.UNSIGNED_BYTE; break;
  2966. case THREE.ShortType: return _gl.SHORT; break;
  2967. case THREE.UnsignedShortType: return _gl.UNSIGNED_SHORT; break;
  2968. case THREE.IntType: return _gl.INT; break;
  2969. case THREE.UnsignedShortType: return _gl.UNSIGNED_INT; break;
  2970. case THREE.FloatType: return _gl.FLOAT; break;
  2971. case THREE.AlphaFormat: return _gl.ALPHA; break;
  2972. case THREE.RGBFormat: return _gl.RGB; break;
  2973. case THREE.RGBAFormat: return _gl.RGBA; break;
  2974. case THREE.LuminanceFormat: return _gl.LUMINANCE; break;
  2975. case THREE.LuminanceAlphaFormat: return _gl.LUMINANCE_ALPHA; break;
  2976. }
  2977. return 0;
  2978. };
  2979. function isPowerOfTwo( value ) {
  2980. return ( value & ( value - 1 ) ) == 0;
  2981. };
  2982. function materialNeedsSmoothNormals( material ) {
  2983. return material && material.shading != undefined && material.shading == THREE.SmoothShading;
  2984. };
  2985. function bufferNeedsSmoothNormals( geometryGroup, object ) {
  2986. var m, ml, i, l, meshMaterial, needsSmoothNormals = false;
  2987. for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
  2988. meshMaterial = object.materials[ m ];
  2989. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  2990. for ( i = 0, l = geometryGroup.materials.length; i < l; i++ ) {
  2991. if ( materialNeedsSmoothNormals( geometryGroup.materials[ i ] ) ) {
  2992. needsSmoothNormals = true;
  2993. break;
  2994. }
  2995. }
  2996. } else {
  2997. if ( materialNeedsSmoothNormals( meshMaterial ) ) {
  2998. needsSmoothNormals = true;
  2999. break;
  3000. }
  3001. }
  3002. if ( needsSmoothNormals ) break;
  3003. }
  3004. return needsSmoothNormals;
  3005. };
  3006. function unrollGroupMaterials( geometryGroup, object ) {
  3007. var m, ml, i, il,
  3008. material, meshMaterial,
  3009. materials = [];
  3010. for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
  3011. meshMaterial = object.materials[ m ];
  3012. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  3013. for ( i = 0, l = geometryGroup.materials.length; i < l; i++ ) {
  3014. material = geometryGroup.materials[ i ];
  3015. if ( material ) {
  3016. materials.push( material );
  3017. }
  3018. }
  3019. } else {
  3020. material = meshMaterial;
  3021. if ( material ) {
  3022. materials.push( material );
  3023. }
  3024. }
  3025. }
  3026. return materials;
  3027. };
  3028. function bufferGuessVertexColorType( materials, geometryGroup, object ) {
  3029. var i, m, ml = materials.length;
  3030. // use vertexColor type from the first material in unrolled materials
  3031. for ( i = 0; i < ml; i++ ) {
  3032. m = materials[ i ];
  3033. if ( m.vertexColors ) {
  3034. return m.vertexColors;
  3035. }
  3036. }
  3037. return false;
  3038. };
  3039. function bufferGuessNormalType( materials, geometryGroup, object ) {
  3040. var i, m, ml = materials.length;
  3041. // only MeshBasicMaterial and MeshDepthMaterial don't need normals
  3042. for ( i = 0; i < ml; i++ ) {
  3043. m = materials[ i ];
  3044. if ( ( m instanceof THREE.MeshBasicMaterial && !m.envMap ) || m instanceof THREE.MeshDepthMaterial ) continue;
  3045. if ( materialNeedsSmoothNormals( m ) ) {
  3046. return THREE.SmoothShading;
  3047. } else {
  3048. return THREE.FlatShading;
  3049. }
  3050. }
  3051. return false;
  3052. };
  3053. function bufferGuessUVType( materials, geometryGroup, object ) {
  3054. var i, m, ml = materials.length;
  3055. // material must use some texture to require uvs
  3056. for ( i = 0; i < ml; i++ ) {
  3057. m = materials[ i ];
  3058. if ( m.map || m.lightMap || m instanceof THREE.MeshShaderMaterial ) {
  3059. return true;
  3060. }
  3061. }
  3062. return false;
  3063. };
  3064. function allocateBones( object ) {
  3065. // default for when object is not specified
  3066. // ( for example when prebuilding shader
  3067. // to be used with multiple objects )
  3068. //
  3069. // - leave some extra space for other uniforms
  3070. // - limit here is ANGLE's 254 max uniform vectors
  3071. // (up to 54 should be safe)
  3072. var maxBones = 50;
  3073. if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
  3074. maxBones = object.bones.length;
  3075. }
  3076. return maxBones;
  3077. };
  3078. function allocateLights( lights, maxLights ) {
  3079. var l, ll, light, dirLights, pointLights, maxDirLights, maxPointLights;
  3080. dirLights = pointLights = maxDirLights = maxPointLights = 0;
  3081. for ( l = 0, ll = lights.length; l < ll; l++ ) {
  3082. light = lights[ l ];
  3083. if ( light instanceof THREE.DirectionalLight ) dirLights++;
  3084. if ( light instanceof THREE.PointLight ) pointLights++;
  3085. }
  3086. if ( ( pointLights + dirLights ) <= maxLights ) {
  3087. maxDirLights = dirLights;
  3088. maxPointLights = pointLights;
  3089. } else {
  3090. maxDirLights = Math.ceil( maxLights * dirLights / ( pointLights + dirLights ) );
  3091. maxPointLights = maxLights - maxDirLights;
  3092. }
  3093. return { 'directional' : maxDirLights, 'point' : maxPointLights };
  3094. };
  3095. /* DEBUG
  3096. function getGLParams() {
  3097. var params = {
  3098. 'MAX_VARYING_VECTORS': _gl.getParameter( _gl.MAX_VARYING_VECTORS ),
  3099. 'MAX_VERTEX_ATTRIBS': _gl.getParameter( _gl.MAX_VERTEX_ATTRIBS ),
  3100. 'MAX_TEXTURE_IMAGE_UNITS': _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS ),
  3101. 'MAX_VERTEX_TEXTURE_IMAGE_UNITS': _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ),
  3102. 'MAX_COMBINED_TEXTURE_IMAGE_UNITS' : _gl.getParameter( _gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS ),
  3103. 'MAX_VERTEX_UNIFORM_VECTORS': _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS ),
  3104. 'MAX_FRAGMENT_UNIFORM_VECTORS': _gl.getParameter( _gl.MAX_FRAGMENT_UNIFORM_VECTORS )
  3105. }
  3106. return params;
  3107. };
  3108. function dumpObject( obj ) {
  3109. var p, str = "";
  3110. for ( p in obj ) {
  3111. str += p + ": " + obj[p] + "\n";
  3112. }
  3113. return str;
  3114. }
  3115. */
  3116. };
粤ICP备19079148号