WebGLRenderer.js 128 KB

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  1. /**
  2. * @author supereggbert / http://www.paulbrunt.co.uk/
  3. * @author mrdoob / http://mrdoob.com/
  4. * @author alteredq / http://alteredqualia.com/
  5. * @author szimek / https://github.com/szimek/
  6. */
  7. THREE.WebGLRenderer = function ( parameters ) {
  8. // 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 _gl,
  17. _canvas = document.createElement( 'canvas' ),
  18. _programs = [],
  19. _currentProgram = null,
  20. _currentFramebuffer = null,
  21. _currentDepthMask = true,
  22. _this = this,
  23. // gl state cache
  24. _oldDoubleSided = null,
  25. _oldFlipSided = null,
  26. _oldBlending = null,
  27. _oldDepth = null,
  28. _cullEnabled = true,
  29. _viewportX = 0,
  30. _viewportY = 0,
  31. _viewportWidth = 0,
  32. _viewportHeight = 0,
  33. // camera matrices caches
  34. _frustum = [
  35. new THREE.Vector4(),
  36. new THREE.Vector4(),
  37. new THREE.Vector4(),
  38. new THREE.Vector4(),
  39. new THREE.Vector4(),
  40. new THREE.Vector4()
  41. ],
  42. _projScreenMatrix = new THREE.Matrix4(),
  43. _projectionMatrixArray = new Float32Array( 16 ),
  44. _viewMatrixArray = new Float32Array( 16 ),
  45. _vector3 = new THREE.Vector4(),
  46. // light arrays cache
  47. _lights = {
  48. ambient: [ 0, 0, 0 ],
  49. directional: { length: 0, colors: new Array(), positions: new Array() },
  50. point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() }
  51. },
  52. // parameters defaults
  53. stencil = true,
  54. antialias = true,
  55. clearColor = new THREE.Color( 0x000000 ),
  56. clearAlpha = 0;
  57. if ( parameters ) {
  58. if ( parameters.stencil != undefined ) stencil = parameters.stencil;
  59. if ( parameters.antialias !== undefined ) antialias = parameters.antialias;
  60. if ( parameters.clearColor !== undefined ) clearColor.setHex( parameters.clearColor );
  61. if ( parameters.clearAlpha !== undefined ) clearAlpha = parameters.clearAlpha;
  62. }
  63. this.maxMorphTargets = 8;
  64. this.domElement = _canvas;
  65. this.autoClear = true;
  66. this.sortObjects = true;
  67. initGL( antialias, clearColor, clearAlpha, stencil );
  68. this.context = _gl;
  69. // prepare stencil shadow polygon
  70. if ( stencil ) {
  71. var _stencilShadow = {};
  72. _stencilShadow.vertices = new Float32Array( 12 );
  73. _stencilShadow.faces = new Uint16Array( 6 );
  74. _stencilShadow.darkness = 0.5;
  75. _stencilShadow.vertices[ 0 * 3 + 0 ] = -20; _stencilShadow.vertices[ 0 * 3 + 1 ] = -20; _stencilShadow.vertices[ 0 * 3 + 2 ] = -1;
  76. _stencilShadow.vertices[ 1 * 3 + 0 ] = 20; _stencilShadow.vertices[ 1 * 3 + 1 ] = -20; _stencilShadow.vertices[ 1 * 3 + 2 ] = -1;
  77. _stencilShadow.vertices[ 2 * 3 + 0 ] = 20; _stencilShadow.vertices[ 2 * 3 + 1 ] = 20; _stencilShadow.vertices[ 2 * 3 + 2 ] = -1;
  78. _stencilShadow.vertices[ 3 * 3 + 0 ] = -20; _stencilShadow.vertices[ 3 * 3 + 1 ] = 20; _stencilShadow.vertices[ 3 * 3 + 2 ] = -1;
  79. _stencilShadow.faces[ 0 ] = 0; _stencilShadow.faces[ 1 ] = 1; _stencilShadow.faces[ 2 ] = 2;
  80. _stencilShadow.faces[ 3 ] = 0; _stencilShadow.faces[ 4 ] = 2; _stencilShadow.faces[ 5 ] = 3;
  81. _stencilShadow.vertexBuffer = _gl.createBuffer();
  82. _stencilShadow.elementBuffer = _gl.createBuffer();
  83. _gl.bindBuffer( _gl.ARRAY_BUFFER, _stencilShadow.vertexBuffer );
  84. _gl.bufferData( _gl.ARRAY_BUFFER, _stencilShadow.vertices, _gl.STATIC_DRAW );
  85. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _stencilShadow.elementBuffer );
  86. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _stencilShadow.faces, _gl.STATIC_DRAW );
  87. _stencilShadow.program = _gl.createProgram();
  88. _gl.attachShader( _stencilShadow.program, getShader( "fragment", THREE.ShaderLib.shadowPost.fragmentShader ));
  89. _gl.attachShader( _stencilShadow.program, getShader( "vertex", THREE.ShaderLib.shadowPost.vertexShader ));
  90. _gl.linkProgram( _stencilShadow.program );
  91. _stencilShadow.vertexLocation = _gl.getAttribLocation ( _stencilShadow.program, "position" );
  92. _stencilShadow.projectionLocation = _gl.getUniformLocation( _stencilShadow.program, "projectionMatrix" );
  93. _stencilShadow.darknessLocation = _gl.getUniformLocation( _stencilShadow.program, "darkness" );
  94. }
  95. // prepare lens flare
  96. var _lensFlare = {};
  97. var i;
  98. _lensFlare.vertices = new Float32Array( 8 + 8 );
  99. _lensFlare.faces = new Uint16Array( 6 );
  100. i = 0;
  101. _lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = -1; // vertex
  102. _lensFlare.vertices[ i++ ] = 0; _lensFlare.vertices[ i++ ] = 0; // uv... etc.
  103. _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = -1;
  104. _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 0;
  105. _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 1;
  106. _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 1;
  107. _lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = 1;
  108. _lensFlare.vertices[ i++ ] = 0; _lensFlare.vertices[ i++ ] = 1;
  109. i = 0;
  110. _lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 1; _lensFlare.faces[ i++ ] = 2;
  111. _lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 2; _lensFlare.faces[ i++ ] = 3;
  112. _lensFlare.vertexBuffer = _gl.createBuffer();
  113. _lensFlare.elementBuffer = _gl.createBuffer();
  114. _lensFlare.tempTexture = _gl.createTexture();
  115. _lensFlare.occlusionTexture = _gl.createTexture();
  116. _gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
  117. _gl.bufferData( _gl.ARRAY_BUFFER, _lensFlare.vertices, _gl.STATIC_DRAW );
  118. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );
  119. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.faces, _gl.STATIC_DRAW );
  120. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
  121. _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, 16, 16, 0, _gl.RGB, _gl.UNSIGNED_BYTE, null );
  122. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  123. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  124. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
  125. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
  126. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
  127. _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, 16, 16, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, null );
  128. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  129. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  130. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
  131. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
  132. if( _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ) <= 0 ) {
  133. _lensFlare.hasVertexTexture = false;
  134. _lensFlare.program = _gl.createProgram();
  135. _gl.attachShader( _lensFlare.program, getShader( "fragment", THREE.ShaderLib.lensFlare.fragmentShader ));
  136. _gl.attachShader( _lensFlare.program, getShader( "vertex", THREE.ShaderLib.lensFlare.vertexShader ));
  137. _gl.linkProgram( _lensFlare.program );
  138. } else {
  139. _lensFlare.hasVertexTexture = true;
  140. _lensFlare.program = _gl.createProgram();
  141. _gl.attachShader( _lensFlare.program, getShader( "fragment", THREE.ShaderLib.lensFlareVertexTexture.fragmentShader ));
  142. _gl.attachShader( _lensFlare.program, getShader( "vertex", THREE.ShaderLib.lensFlareVertexTexture.vertexShader ));
  143. _gl.linkProgram( _lensFlare.program );
  144. }
  145. _lensFlare.attributes = {};
  146. _lensFlare.uniforms = {};
  147. _lensFlare.attributes.vertex = _gl.getAttribLocation ( _lensFlare.program, "position" );
  148. _lensFlare.attributes.uv = _gl.getAttribLocation ( _lensFlare.program, "UV" );
  149. _lensFlare.uniforms.renderType = _gl.getUniformLocation( _lensFlare.program, "renderType" );
  150. _lensFlare.uniforms.map = _gl.getUniformLocation( _lensFlare.program, "map" );
  151. _lensFlare.uniforms.occlusionMap = _gl.getUniformLocation( _lensFlare.program, "occlusionMap" );
  152. _lensFlare.uniforms.opacity = _gl.getUniformLocation( _lensFlare.program, "opacity" );
  153. _lensFlare.uniforms.scale = _gl.getUniformLocation( _lensFlare.program, "scale" );
  154. _lensFlare.uniforms.rotation = _gl.getUniformLocation( _lensFlare.program, "rotation" );
  155. _lensFlare.uniforms.screenPosition = _gl.getUniformLocation( _lensFlare.program, "screenPosition" );
  156. //_gl.enableVertexAttribArray( _lensFlare.attributes.vertex );
  157. //_gl.enableVertexAttribArray( _lensFlare.attributes.uv );
  158. var _lensFlareAttributesEnabled = false;
  159. // prepare sprites
  160. _sprite = {};
  161. _sprite.vertices = new Float32Array( 8 + 8 );
  162. _sprite.faces = new Uint16Array( 6 );
  163. i = 0;
  164. _sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = -1; // vertex
  165. _sprite.vertices[ i++ ] = 0; _sprite.vertices[ i++ ] = 0; // uv... etc.
  166. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = -1;
  167. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 0;
  168. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 1;
  169. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 1;
  170. _sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = 1;
  171. _sprite.vertices[ i++ ] = 0; _sprite.vertices[ i++ ] = 1;
  172. i = 0;
  173. _sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 1; _sprite.faces[ i++ ] = 2;
  174. _sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 2; _sprite.faces[ i++ ] = 3;
  175. _sprite.vertexBuffer = _gl.createBuffer();
  176. _sprite.elementBuffer = _gl.createBuffer();
  177. _gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
  178. _gl.bufferData( _gl.ARRAY_BUFFER, _sprite.vertices, _gl.STATIC_DRAW );
  179. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );
  180. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _sprite.faces, _gl.STATIC_DRAW );
  181. _sprite.program = _gl.createProgram();
  182. _gl.attachShader( _sprite.program, getShader( "fragment", THREE.ShaderLib.sprite.fragmentShader ));
  183. _gl.attachShader( _sprite.program, getShader( "vertex", THREE.ShaderLib.sprite.vertexShader ));
  184. _gl.linkProgram( _sprite.program );
  185. _sprite.attributes = {};
  186. _sprite.uniforms = {};
  187. _sprite.attributes.position = _gl.getAttribLocation ( _sprite.program, "position" );
  188. _sprite.attributes.uv = _gl.getAttribLocation ( _sprite.program, "uv" );
  189. _sprite.uniforms.uvOffset = _gl.getUniformLocation( _sprite.program, "uvOffset" );
  190. _sprite.uniforms.uvScale = _gl.getUniformLocation( _sprite.program, "uvScale" );
  191. _sprite.uniforms.rotation = _gl.getUniformLocation( _sprite.program, "rotation" );
  192. _sprite.uniforms.scale = _gl.getUniformLocation( _sprite.program, "scale" );
  193. _sprite.uniforms.alignment = _gl.getUniformLocation( _sprite.program, "alignment" );
  194. _sprite.uniforms.map = _gl.getUniformLocation( _sprite.program, "map" );
  195. _sprite.uniforms.opacity = _gl.getUniformLocation( _sprite.program, "opacity" );
  196. _sprite.uniforms.useScreenCoordinates = _gl.getUniformLocation( _sprite.program, "useScreenCoordinates" );
  197. _sprite.uniforms.affectedByDistance = _gl.getUniformLocation( _sprite.program, "affectedByDistance" );
  198. _sprite.uniforms.screenPosition = _gl.getUniformLocation( _sprite.program, "screenPosition" );
  199. _sprite.uniforms.modelViewMatrix = _gl.getUniformLocation( _sprite.program, "modelViewMatrix" );
  200. _sprite.uniforms.projectionMatrix = _gl.getUniformLocation( _sprite.program, "projectionMatrix" );
  201. //_gl.enableVertexAttribArray( _sprite.attributes.position );
  202. //_gl.enableVertexAttribArray( _sprite.attributes.uv );
  203. var _spriteAttributesEnabled = false;
  204. this.setSize = function ( width, height ) {
  205. _canvas.width = width;
  206. _canvas.height = height;
  207. this.setViewport( 0, 0, _canvas.width, _canvas.height );
  208. };
  209. this.setViewport = function ( x, y, width, height ) {
  210. _viewportX = x;
  211. _viewportY = y;
  212. _viewportWidth = width;
  213. _viewportHeight = height;
  214. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  215. };
  216. this.setScissor = function ( x, y, width, height ) {
  217. _gl.scissor( x, y, width, height );
  218. };
  219. this.enableScissorTest = function ( enable ) {
  220. if ( enable )
  221. _gl.enable( _gl.SCISSOR_TEST );
  222. else
  223. _gl.disable( _gl.SCISSOR_TEST );
  224. };
  225. this.enableDepthBufferWrite = function ( enable ) {
  226. _currentDepthMask = enable;
  227. _gl.depthMask( enable );
  228. };
  229. this.setClearColorHex = function ( hex, alpha ) {
  230. var color = new THREE.Color( hex );
  231. _gl.clearColor( color.r, color.g, color.b, alpha );
  232. };
  233. this.setClearColor = function ( color, alpha ) {
  234. _gl.clearColor( color.r, color.g, color.b, alpha );
  235. };
  236. this.clear = function () {
  237. _gl.clear( _gl.COLOR_BUFFER_BIT | _gl.DEPTH_BUFFER_BIT | _gl.STENCIL_BUFFER_BIT );
  238. };
  239. this.setStencilShadowDarkness = function( value ) {
  240. _stencilShadow.darkness = value;
  241. };
  242. function setupLights ( program, lights ) {
  243. var l, ll, light, r = 0, g = 0, b = 0,
  244. color, position, intensity, distance,
  245. zlights = _lights,
  246. dcolors = zlights.directional.colors,
  247. dpositions = zlights.directional.positions,
  248. pcolors = zlights.point.colors,
  249. ppositions = zlights.point.positions,
  250. pdistances = zlights.point.distances,
  251. dlength = 0,
  252. plength = 0,
  253. doffset = 0,
  254. poffset = 0;
  255. for ( l = 0, ll = lights.length; l < ll; l++ ) {
  256. light = lights[ l ];
  257. color = light.color;
  258. position = light.position;
  259. intensity = light.intensity;
  260. distance = light.distance;
  261. if ( light instanceof THREE.AmbientLight ) {
  262. r += color.r;
  263. g += color.g;
  264. b += color.b;
  265. } else if ( light instanceof THREE.DirectionalLight ) {
  266. doffset = dlength * 3;
  267. dcolors[ doffset ] = color.r * intensity;
  268. dcolors[ doffset + 1 ] = color.g * intensity;
  269. dcolors[ doffset + 2 ] = color.b * intensity;
  270. dpositions[ doffset ] = position.x;
  271. dpositions[ doffset + 1 ] = position.y;
  272. dpositions[ doffset + 2 ] = position.z;
  273. dlength += 1;
  274. } else if( light instanceof THREE.PointLight ) {
  275. poffset = plength * 3;
  276. pcolors[ poffset ] = color.r * intensity;
  277. pcolors[ poffset + 1 ] = color.g * intensity;
  278. pcolors[ poffset + 2 ] = color.b * intensity;
  279. ppositions[ poffset ] = position.x;
  280. ppositions[ poffset + 1 ] = position.y;
  281. ppositions[ poffset + 2 ] = position.z;
  282. pdistances[ plength ] = distance;
  283. plength += 1;
  284. }
  285. }
  286. // null eventual remains from removed lights
  287. // (this is to avoid if in shader)
  288. for( l = dlength * 3; l < dcolors.length; l++ ) dcolors[ l ] = 0.0;
  289. for( l = plength * 3; l < pcolors.length; l++ ) pcolors[ l ] = 0.0;
  290. zlights.point.length = plength;
  291. zlights.directional.length = dlength;
  292. zlights.ambient[ 0 ] = r;
  293. zlights.ambient[ 1 ] = g;
  294. zlights.ambient[ 2 ] = b;
  295. };
  296. function createParticleBuffers ( geometry ) {
  297. geometry.__webglVertexBuffer = _gl.createBuffer();
  298. geometry.__webglColorBuffer = _gl.createBuffer();
  299. };
  300. function createLineBuffers( geometry ) {
  301. geometry.__webglVertexBuffer = _gl.createBuffer();
  302. geometry.__webglColorBuffer = _gl.createBuffer();
  303. };
  304. function createRibbonBuffers( geometry ) {
  305. geometry.__webglVertexBuffer = _gl.createBuffer();
  306. geometry.__webglColorBuffer = _gl.createBuffer();
  307. };
  308. function createMeshBuffers( geometryGroup ) {
  309. geometryGroup.__webglVertexBuffer = _gl.createBuffer();
  310. geometryGroup.__webglNormalBuffer = _gl.createBuffer();
  311. geometryGroup.__webglTangentBuffer = _gl.createBuffer();
  312. geometryGroup.__webglColorBuffer = _gl.createBuffer();
  313. geometryGroup.__webglUVBuffer = _gl.createBuffer();
  314. geometryGroup.__webglUV2Buffer = _gl.createBuffer();
  315. geometryGroup.__webglSkinVertexABuffer = _gl.createBuffer();
  316. geometryGroup.__webglSkinVertexBBuffer = _gl.createBuffer();
  317. geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
  318. geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
  319. geometryGroup.__webglFaceBuffer = _gl.createBuffer();
  320. geometryGroup.__webglLineBuffer = _gl.createBuffer();
  321. if ( geometryGroup.numMorphTargets ) {
  322. var m, ml;
  323. geometryGroup.__webglMorphTargetsBuffers = [];
  324. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m++ ) {
  325. geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
  326. }
  327. }
  328. };
  329. function initLineBuffers ( geometry ) {
  330. var nvertices = geometry.vertices.length;
  331. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  332. geometry.__colorArray = new Float32Array( nvertices * 3 );
  333. geometry.__webglLineCount = nvertices;
  334. };
  335. function initRibbonBuffers ( geometry ) {
  336. var nvertices = geometry.vertices.length;
  337. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  338. geometry.__colorArray = new Float32Array( nvertices * 3 );
  339. geometry.__webglVertexCount = nvertices;
  340. };
  341. function initParticleBuffers ( geometry ) {
  342. var nvertices = geometry.vertices.length;
  343. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  344. geometry.__colorArray = new Float32Array( nvertices * 3 );
  345. geometry.__sortArray = [];
  346. geometry.__webglParticleCount = nvertices;
  347. };
  348. function initMeshBuffers ( geometryGroup, object ) {
  349. var f, fl, fi, face,
  350. m, ml, size,
  351. nvertices = 0, ntris = 0, nlines = 0,
  352. uvType,
  353. vertexColorType,
  354. normalType,
  355. materials,
  356. attribute,
  357. geometry = object.geometry,
  358. obj_faces = geometry.faces,
  359. chunk_faces = geometryGroup.faces;
  360. for ( f = 0, fl = chunk_faces.length; f < fl; f++ ) {
  361. fi = chunk_faces[ f ];
  362. face = obj_faces[ fi ];
  363. if ( face instanceof THREE.Face3 ) {
  364. nvertices += 3;
  365. ntris += 1;
  366. nlines += 3;
  367. } else if ( face instanceof THREE.Face4 ) {
  368. nvertices += 4;
  369. ntris += 2;
  370. nlines += 4;
  371. }
  372. }
  373. materials = unrollGroupMaterials( geometryGroup, object );
  374. uvType = bufferGuessUVType( materials, geometryGroup, object );
  375. normalType = bufferGuessNormalType( materials, geometryGroup, object );
  376. vertexColorType = bufferGuessVertexColorType( materials, geometryGroup, object );
  377. //console.log("uvType",uvType, "normalType",normalType, "vertexColorType",vertexColorType, object, geometryGroup, materials );
  378. geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
  379. if ( normalType ) {
  380. geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
  381. }
  382. if ( geometry.hasTangents ) {
  383. geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
  384. }
  385. if ( vertexColorType ) {
  386. geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
  387. }
  388. if ( uvType ) {
  389. if ( geometry.faceUvs.length > 0 || geometry.faceVertexUvs.length > 0 ) {
  390. geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
  391. }
  392. if ( geometry.faceUvs.length > 1 || geometry.faceVertexUvs.length > 1 ) {
  393. geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
  394. }
  395. }
  396. if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
  397. geometryGroup.__skinVertexAArray = new Float32Array( nvertices * 4 );
  398. geometryGroup.__skinVertexBArray = new Float32Array( nvertices * 4 );
  399. geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
  400. geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
  401. }
  402. geometryGroup.__faceArray = new Uint16Array( ntris * 3 + ( object.geometry.edgeFaces ? object.geometry.edgeFaces.length * 2 * 3 : 0 ));
  403. geometryGroup.__lineArray = new Uint16Array( nlines * 2 );
  404. if ( geometryGroup.numMorphTargets ) {
  405. geometryGroup.__morphTargetsArrays = [];
  406. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m++ ) {
  407. geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
  408. }
  409. }
  410. geometryGroup.__needsSmoothNormals = ( normalType == THREE.SmoothShading );
  411. geometryGroup.__uvType = uvType;
  412. geometryGroup.__vertexColorType = vertexColorType;
  413. geometryGroup.__normalType = normalType;
  414. geometryGroup.__webglFaceCount = ntris * 3 + ( object.geometry.edgeFaces ? object.geometry.edgeFaces.length * 2 * 3 : 0 );
  415. geometryGroup.__webglLineCount = nlines * 2;
  416. // custom attributes
  417. for ( m = 0, ml = materials.length; m < ml; m ++ ) {
  418. if ( materials[ m ].attributes ) {
  419. geometryGroup.__webglCustomAttributes = {};
  420. for ( a in materials[ m ].attributes ) {
  421. attribute = materials[ m ].attributes[ a ];
  422. size = 1; // "f" and "i"
  423. if( attribute.type === "v2" ) size = 2;
  424. else if( attribute.type === "v3" ) size = 3;
  425. else if( attribute.type === "v4" ) size = 4;
  426. else if( attribute.type === "c" ) size = 3;
  427. attribute.size = size;
  428. attribute.needsUpdate = true;
  429. attribute.array = new Float32Array( nvertices * size );
  430. attribute.buffer = _gl.createBuffer();
  431. geometryGroup.__webglCustomAttributes[ a ] = attribute;
  432. }
  433. }
  434. }
  435. };
  436. function setMeshBuffers ( geometryGroup, object, hint ) {
  437. var f, fl, fi, face,
  438. vertexNormals, faceNormal, normal,
  439. vertexColors, faceColor,
  440. vertexTangents,
  441. uvType, vertexColorType, normalType,
  442. uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4,
  443. c1, c2, c3, c4,
  444. sw1, sw2, sw3, sw4,
  445. si1, si2, si3, si4,
  446. sa1, sa2, sa3, sa4,
  447. sb1, sb2, sb3, sb4,
  448. m, ml, i,
  449. vn, uvi, uv2i,
  450. vk, vkl, vka,
  451. a,
  452. vertexIndex = 0,
  453. offset = 0,
  454. offset_uv = 0,
  455. offset_uv2 = 0,
  456. offset_face = 0,
  457. offset_normal = 0,
  458. offset_tangent = 0,
  459. offset_line = 0,
  460. offset_color = 0,
  461. offset_skin = 0,
  462. offset_morphTarget = 0,
  463. offset_custom = 0,
  464. offset_customSrc = 0,
  465. vertexArray = geometryGroup.__vertexArray,
  466. uvArray = geometryGroup.__uvArray,
  467. uv2Array = geometryGroup.__uv2Array,
  468. normalArray = geometryGroup.__normalArray,
  469. tangentArray = geometryGroup.__tangentArray,
  470. colorArray = geometryGroup.__colorArray,
  471. skinVertexAArray = geometryGroup.__skinVertexAArray,
  472. skinVertexBArray = geometryGroup.__skinVertexBArray,
  473. skinIndexArray = geometryGroup.__skinIndexArray,
  474. skinWeightArray = geometryGroup.__skinWeightArray,
  475. morphTargetsArrays = geometryGroup.__morphTargetsArrays,
  476. customAttributes = geometryGroup.__webglCustomAttributes,
  477. customAttribute,
  478. faceArray = geometryGroup.__faceArray,
  479. lineArray = geometryGroup.__lineArray,
  480. needsSmoothNormals = geometryGroup.__needsSmoothNormals,
  481. vertexColorType = geometryGroup.__vertexColorType,
  482. uvType = geometryGroup.__uvType,
  483. normalType = geometryGroup.__normalType,
  484. geometry = object.geometry, // this is shared for all chunks
  485. dirtyVertices = geometry.__dirtyVertices,
  486. dirtyElements = geometry.__dirtyElements,
  487. dirtyUvs = geometry.__dirtyUvs,
  488. dirtyNormals = geometry.__dirtyNormals,
  489. dirtyTangents = geometry.__dirtyTangents,
  490. dirtyColors = geometry.__dirtyColors,
  491. dirtyMorphTargets = geometry.__dirtyMorphTargets,
  492. vertices = geometry.vertices,
  493. chunk_faces = geometryGroup.faces,
  494. obj_faces = geometry.faces,
  495. obj_uvs = geometry.faceVertexUvs[ 0 ],
  496. obj_uvs2 = geometry.faceVertexUvs[ 1 ],
  497. obj_colors = geometry.colors,
  498. obj_skinVerticesA = geometry.skinVerticesA,
  499. obj_skinVerticesB = geometry.skinVerticesB,
  500. obj_skinIndices = geometry.skinIndices,
  501. obj_skinWeights = geometry.skinWeights,
  502. obj_edgeFaces = geometry.edgeFaces,
  503. morphTargets = geometry.morphTargets;
  504. if ( customAttributes ) {
  505. for ( a in customAttributes ) {
  506. customAttributes[ a ].offset = 0;
  507. customAttributes[ a ].offsetSrc = 0;
  508. }
  509. }
  510. for ( f = 0, fl = chunk_faces.length; f < fl; f ++ ) {
  511. fi = chunk_faces[ f ];
  512. face = obj_faces[ fi ];
  513. if ( obj_uvs ) {
  514. uv = obj_uvs[ fi ];
  515. }
  516. if ( obj_uvs2 ) {
  517. uv2 = obj_uvs2[ fi ];
  518. }
  519. vertexNormals = face.vertexNormals;
  520. faceNormal = face.normal;
  521. vertexColors = face.vertexColors;
  522. faceColor = face.color;
  523. vertexTangents = face.vertexTangents;
  524. if ( face instanceof THREE.Face3 ) {
  525. if ( dirtyVertices ) {
  526. v1 = vertices[ face.a ].position;
  527. v2 = vertices[ face.b ].position;
  528. v3 = vertices[ face.c ].position;
  529. vertexArray[ offset ] = v1.x;
  530. vertexArray[ offset + 1 ] = v1.y;
  531. vertexArray[ offset + 2 ] = v1.z;
  532. vertexArray[ offset + 3 ] = v2.x;
  533. vertexArray[ offset + 4 ] = v2.y;
  534. vertexArray[ offset + 5 ] = v2.z;
  535. vertexArray[ offset + 6 ] = v3.x;
  536. vertexArray[ offset + 7 ] = v3.y;
  537. vertexArray[ offset + 8 ] = v3.z;
  538. offset += 9;
  539. }
  540. if ( customAttributes ) {
  541. for ( a in customAttributes ) {
  542. customAttribute = customAttributes[ a ];
  543. if ( customAttribute.needsUpdate ) {
  544. offset_custom = customAttribute.offset;
  545. offset_customSrc = customAttribute.offsetSrc;
  546. if( customAttribute.size === 1 ) {
  547. if( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  548. customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ face.a ];
  549. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  550. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  551. } else if( customAttribute.boundTo === "faces" ) {
  552. customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ offset_customSrc ];
  553. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ offset_customSrc ];
  554. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc ];
  555. customAttribute.offsetSrc++;
  556. } else if( customAttribute.boundTo === "faceVertices" ) {
  557. customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ offset_customSrc + 0 ];
  558. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ offset_customSrc + 1 ];
  559. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc + 2 ];
  560. customAttribute.offsetSrc += 3;
  561. }
  562. customAttribute.offset += 3;
  563. } else {
  564. if( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  565. v1 = customAttribute.value[ face.a ];
  566. v2 = customAttribute.value[ face.b ];
  567. v3 = customAttribute.value[ face.c ];
  568. } else if( customAttribute.boundTo === "faces" ) {
  569. v1 = customAttribute.value[ offset_customSrc ];
  570. v2 = customAttribute.value[ offset_customSrc ];
  571. v3 = customAttribute.value[ offset_customSrc ];
  572. customAttribute.offsetSrc++;
  573. } else if( customAttribute.boundTo === "faceVertices" ) {
  574. v1 = customAttribute.value[ offset_customSrc + 0 ];
  575. v2 = customAttribute.value[ offset_customSrc + 1 ];
  576. v3 = customAttribute.value[ offset_customSrc + 2 ];
  577. customAttribute.offsetSrc += 3;
  578. }
  579. if( customAttribute.size === 2 ) {
  580. customAttribute.array[ offset_custom + 0 ] = v1.x;
  581. customAttribute.array[ offset_custom + 1 ] = v1.y;
  582. customAttribute.array[ offset_custom + 2 ] = v2.x;
  583. customAttribute.array[ offset_custom + 3 ] = v2.y;
  584. customAttribute.array[ offset_custom + 4 ] = v3.x;
  585. customAttribute.array[ offset_custom + 5 ] = v3.y;
  586. customAttribute.offset += 6;
  587. } else if( customAttribute.size === 3 ) {
  588. if( customAttribute.type === "c" ) {
  589. customAttribute.array[ offset_custom + 0 ] = v1.r;
  590. customAttribute.array[ offset_custom + 1 ] = v1.g;
  591. customAttribute.array[ offset_custom + 2 ] = v1.b;
  592. customAttribute.array[ offset_custom + 3 ] = v2.r;
  593. customAttribute.array[ offset_custom + 4 ] = v2.g;
  594. customAttribute.array[ offset_custom + 5 ] = v2.b;
  595. customAttribute.array[ offset_custom + 6 ] = v3.r;
  596. customAttribute.array[ offset_custom + 7 ] = v3.g;
  597. customAttribute.array[ offset_custom + 8 ] = v3.b;
  598. } else {
  599. customAttribute.array[ offset_custom + 0 ] = v1.x;
  600. customAttribute.array[ offset_custom + 1 ] = v1.y;
  601. customAttribute.array[ offset_custom + 2 ] = v1.z;
  602. customAttribute.array[ offset_custom + 3 ] = v2.x;
  603. customAttribute.array[ offset_custom + 4 ] = v2.y;
  604. customAttribute.array[ offset_custom + 5 ] = v2.z;
  605. customAttribute.array[ offset_custom + 6 ] = v3.x;
  606. customAttribute.array[ offset_custom + 7 ] = v3.y;
  607. customAttribute.array[ offset_custom + 8 ] = v3.z;
  608. }
  609. customAttribute.offset += 9;
  610. } else {
  611. customAttribute.array[ offset_custom + 0 ] = v1.x;
  612. customAttribute.array[ offset_custom + 1 ] = v1.y;
  613. customAttribute.array[ offset_custom + 2 ] = v1.z;
  614. customAttribute.array[ offset_custom + 3 ] = v1.w;
  615. customAttribute.array[ offset_custom + 4 ] = v2.x;
  616. customAttribute.array[ offset_custom + 5 ] = v2.y;
  617. customAttribute.array[ offset_custom + 6 ] = v2.z;
  618. customAttribute.array[ offset_custom + 7 ] = v2.w;
  619. customAttribute.array[ offset_custom + 8 ] = v3.x;
  620. customAttribute.array[ offset_custom + 9 ] = v3.y;
  621. customAttribute.array[ offset_custom + 10 ] = v3.z;
  622. customAttribute.array[ offset_custom + 11 ] = v3.w;
  623. customAttribute.offset += 12;
  624. }
  625. }
  626. }
  627. }
  628. }
  629. if ( dirtyMorphTargets ) {
  630. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  631. v1 = morphTargets[ vk ].vertices[ face.a ].position;
  632. v2 = morphTargets[ vk ].vertices[ face.b ].position;
  633. v3 = morphTargets[ vk ].vertices[ face.c ].position;
  634. vka = morphTargetsArrays[ vk ];
  635. vka[ offset_morphTarget + 0 ] = v1.x;
  636. vka[ offset_morphTarget + 1 ] = v1.y;
  637. vka[ offset_morphTarget + 2 ] = v1.z;
  638. vka[ offset_morphTarget + 3 ] = v2.x;
  639. vka[ offset_morphTarget + 4 ] = v2.y;
  640. vka[ offset_morphTarget + 5 ] = v2.z;
  641. vka[ offset_morphTarget + 6 ] = v3.x;
  642. vka[ offset_morphTarget + 7 ] = v3.y;
  643. vka[ offset_morphTarget + 8 ] = v3.z;
  644. }
  645. offset_morphTarget += 9;
  646. }
  647. if ( obj_skinWeights.length ) {
  648. // weights
  649. sw1 = obj_skinWeights[ face.a ];
  650. sw2 = obj_skinWeights[ face.b ];
  651. sw3 = obj_skinWeights[ face.c ];
  652. skinWeightArray[ offset_skin ] = sw1.x;
  653. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  654. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  655. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  656. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  657. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  658. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  659. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  660. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  661. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  662. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  663. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  664. // indices
  665. si1 = obj_skinIndices[ face.a ];
  666. si2 = obj_skinIndices[ face.b ];
  667. si3 = obj_skinIndices[ face.c ];
  668. skinIndexArray[ offset_skin ] = si1.x;
  669. skinIndexArray[ offset_skin + 1 ] = si1.y;
  670. skinIndexArray[ offset_skin + 2 ] = si1.z;
  671. skinIndexArray[ offset_skin + 3 ] = si1.w;
  672. skinIndexArray[ offset_skin + 4 ] = si2.x;
  673. skinIndexArray[ offset_skin + 5 ] = si2.y;
  674. skinIndexArray[ offset_skin + 6 ] = si2.z;
  675. skinIndexArray[ offset_skin + 7 ] = si2.w;
  676. skinIndexArray[ offset_skin + 8 ] = si3.x;
  677. skinIndexArray[ offset_skin + 9 ] = si3.y;
  678. skinIndexArray[ offset_skin + 10 ] = si3.z;
  679. skinIndexArray[ offset_skin + 11 ] = si3.w;
  680. // vertices A
  681. sa1 = obj_skinVerticesA[ face.a ];
  682. sa2 = obj_skinVerticesA[ face.b ];
  683. sa3 = obj_skinVerticesA[ face.c ];
  684. skinVertexAArray[ offset_skin ] = sa1.x;
  685. skinVertexAArray[ offset_skin + 1 ] = sa1.y;
  686. skinVertexAArray[ offset_skin + 2 ] = sa1.z;
  687. skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  688. skinVertexAArray[ offset_skin + 4 ] = sa2.x;
  689. skinVertexAArray[ offset_skin + 5 ] = sa2.y;
  690. skinVertexAArray[ offset_skin + 6 ] = sa2.z;
  691. skinVertexAArray[ offset_skin + 7 ] = 1;
  692. skinVertexAArray[ offset_skin + 8 ] = sa3.x;
  693. skinVertexAArray[ offset_skin + 9 ] = sa3.y;
  694. skinVertexAArray[ offset_skin + 10 ] = sa3.z;
  695. skinVertexAArray[ offset_skin + 11 ] = 1;
  696. // vertices B
  697. sb1 = obj_skinVerticesB[ face.a ];
  698. sb2 = obj_skinVerticesB[ face.b ];
  699. sb3 = obj_skinVerticesB[ face.c ];
  700. skinVertexBArray[ offset_skin ] = sb1.x;
  701. skinVertexBArray[ offset_skin + 1 ] = sb1.y;
  702. skinVertexBArray[ offset_skin + 2 ] = sb1.z;
  703. skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  704. skinVertexBArray[ offset_skin + 4 ] = sb2.x;
  705. skinVertexBArray[ offset_skin + 5 ] = sb2.y;
  706. skinVertexBArray[ offset_skin + 6 ] = sb2.z;
  707. skinVertexBArray[ offset_skin + 7 ] = 1;
  708. skinVertexBArray[ offset_skin + 8 ] = sb3.x;
  709. skinVertexBArray[ offset_skin + 9 ] = sb3.y;
  710. skinVertexBArray[ offset_skin + 10 ] = sb3.z;
  711. skinVertexBArray[ offset_skin + 11 ] = 1;
  712. offset_skin += 12;
  713. }
  714. if ( dirtyColors && vertexColorType ) {
  715. if ( vertexColors.length == 3 && vertexColorType == THREE.VertexColors ) {
  716. c1 = vertexColors[ 0 ];
  717. c2 = vertexColors[ 1 ];
  718. c3 = vertexColors[ 2 ];
  719. } else {
  720. c1 = faceColor;
  721. c2 = faceColor;
  722. c3 = faceColor;
  723. }
  724. colorArray[ offset_color ] = c1.r;
  725. colorArray[ offset_color + 1 ] = c1.g;
  726. colorArray[ offset_color + 2 ] = c1.b;
  727. colorArray[ offset_color + 3 ] = c2.r;
  728. colorArray[ offset_color + 4 ] = c2.g;
  729. colorArray[ offset_color + 5 ] = c2.b;
  730. colorArray[ offset_color + 6 ] = c3.r;
  731. colorArray[ offset_color + 7 ] = c3.g;
  732. colorArray[ offset_color + 8 ] = c3.b;
  733. offset_color += 9;
  734. }
  735. if ( dirtyTangents && geometry.hasTangents ) {
  736. t1 = vertexTangents[ 0 ];
  737. t2 = vertexTangents[ 1 ];
  738. t3 = vertexTangents[ 2 ];
  739. tangentArray[ offset_tangent ] = t1.x;
  740. tangentArray[ offset_tangent + 1 ] = t1.y;
  741. tangentArray[ offset_tangent + 2 ] = t1.z;
  742. tangentArray[ offset_tangent + 3 ] = t1.w;
  743. tangentArray[ offset_tangent + 4 ] = t2.x;
  744. tangentArray[ offset_tangent + 5 ] = t2.y;
  745. tangentArray[ offset_tangent + 6 ] = t2.z;
  746. tangentArray[ offset_tangent + 7 ] = t2.w;
  747. tangentArray[ offset_tangent + 8 ] = t3.x;
  748. tangentArray[ offset_tangent + 9 ] = t3.y;
  749. tangentArray[ offset_tangent + 10 ] = t3.z;
  750. tangentArray[ offset_tangent + 11 ] = t3.w;
  751. offset_tangent += 12;
  752. }
  753. if ( dirtyNormals && normalType ) {
  754. if ( vertexNormals.length == 3 && needsSmoothNormals ) {
  755. for ( i = 0; i < 3; i ++ ) {
  756. vn = vertexNormals[ i ];
  757. normalArray[ offset_normal ] = vn.x;
  758. normalArray[ offset_normal + 1 ] = vn.y;
  759. normalArray[ offset_normal + 2 ] = vn.z;
  760. offset_normal += 3;
  761. }
  762. } else {
  763. for ( i = 0; i < 3; i ++ ) {
  764. normalArray[ offset_normal ] = faceNormal.x;
  765. normalArray[ offset_normal + 1 ] = faceNormal.y;
  766. normalArray[ offset_normal + 2 ] = faceNormal.z;
  767. offset_normal += 3;
  768. }
  769. }
  770. }
  771. if ( dirtyUvs && uv !== undefined && uvType ) {
  772. for ( i = 0; i < 3; i ++ ) {
  773. uvi = uv[ i ];
  774. uvArray[ offset_uv ] = uvi.u;
  775. uvArray[ offset_uv + 1 ] = uvi.v;
  776. offset_uv += 2;
  777. }
  778. }
  779. if ( dirtyUvs && uv2 !== undefined && uvType ) {
  780. for ( i = 0; i < 3; i ++ ) {
  781. uv2i = uv2[ i ];
  782. uv2Array[ offset_uv2 ] = uv2i.u;
  783. uv2Array[ offset_uv2 + 1 ] = uv2i.v;
  784. offset_uv2 += 2;
  785. }
  786. }
  787. if ( dirtyElements ) {
  788. faceArray[ offset_face ] = vertexIndex;
  789. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  790. faceArray[ offset_face + 2 ] = vertexIndex + 2;
  791. offset_face += 3;
  792. lineArray[ offset_line ] = vertexIndex;
  793. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  794. lineArray[ offset_line + 2 ] = vertexIndex;
  795. lineArray[ offset_line + 3 ] = vertexIndex + 2;
  796. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  797. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  798. offset_line += 6;
  799. vertexIndex += 3;
  800. }
  801. } else if ( face instanceof THREE.Face4 ) {
  802. if ( dirtyVertices ) {
  803. v1 = vertices[ face.a ].position;
  804. v2 = vertices[ face.b ].position;
  805. v3 = vertices[ face.c ].position;
  806. v4 = vertices[ face.d ].position;
  807. vertexArray[ offset ] = v1.x;
  808. vertexArray[ offset + 1 ] = v1.y;
  809. vertexArray[ offset + 2 ] = v1.z;
  810. vertexArray[ offset + 3 ] = v2.x;
  811. vertexArray[ offset + 4 ] = v2.y;
  812. vertexArray[ offset + 5 ] = v2.z;
  813. vertexArray[ offset + 6 ] = v3.x;
  814. vertexArray[ offset + 7 ] = v3.y;
  815. vertexArray[ offset + 8 ] = v3.z;
  816. vertexArray[ offset + 9 ] = v4.x;
  817. vertexArray[ offset + 10 ] = v4.y;
  818. vertexArray[ offset + 11 ] = v4.z;
  819. offset += 12;
  820. }
  821. if ( customAttributes ) {
  822. for ( a in customAttributes ) {
  823. customAttribute = customAttributes[ a ];
  824. if ( customAttribute.needsUpdate ) {
  825. offset_custom = customAttribute.offset;
  826. offset_customSrc = customAttribute.offsetSrc;
  827. if( customAttribute.size === 1 ) {
  828. if( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  829. customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ face.a ];
  830. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  831. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  832. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.d ];
  833. } else if( customAttribute.boundTo === "faces" ) {
  834. customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ offset_customSrc ];
  835. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ offset_customSrc ];
  836. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc ];
  837. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc ];
  838. customAttribute.offsetSrc++;
  839. } else if( customAttribute.boundTo === "faceVertices" ) {
  840. customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ offset_customSrc + 0 ];
  841. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ offset_customSrc + 1 ];
  842. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc + 2 ];
  843. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc + 3 ];
  844. customAttribute.offsetSrc += 4;
  845. }
  846. customAttribute.offset += 4;
  847. } else {
  848. if( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  849. v1 = customAttribute.value[ face.a ];
  850. v2 = customAttribute.value[ face.b ];
  851. v3 = customAttribute.value[ face.c ];
  852. v4 = customAttribute.value[ face.d ];
  853. } else if( customAttribute.boundTo === "faces" ) {
  854. v1 = customAttribute.value[ offset_customSrc ];
  855. v2 = customAttribute.value[ offset_customSrc ];
  856. v3 = customAttribute.value[ offset_customSrc ];
  857. v4 = customAttribute.value[ offset_customSrc ];
  858. customAttribute.offsetSrc++;
  859. } else if( customAttribute.boundTo === "faceVertices" ) {
  860. v1 = customAttribute.value[ offset_customSrc + 0 ];
  861. v2 = customAttribute.value[ offset_customSrc + 1 ];
  862. v3 = customAttribute.value[ offset_customSrc + 2 ];
  863. v4 = customAttribute.value[ offset_customSrc + 3 ];
  864. customAttribute.offsetSrc += 4;
  865. }
  866. if( customAttribute.size === 2 ) {
  867. customAttribute.array[ offset_custom + 0 ] = v1.x;
  868. customAttribute.array[ offset_custom + 1 ] = v1.y;
  869. customAttribute.array[ offset_custom + 2 ] = v2.x;
  870. customAttribute.array[ offset_custom + 3 ] = v2.y;
  871. customAttribute.array[ offset_custom + 4 ] = v3.x;
  872. customAttribute.array[ offset_custom + 5 ] = v3.y;
  873. customAttribute.array[ offset_custom + 6 ] = v4.x;
  874. customAttribute.array[ offset_custom + 7 ] = v4.y;
  875. customAttribute.offset += 8;
  876. } else if( customAttribute.size === 3 ) {
  877. if( customAttribute.type === "c" ) {
  878. customAttribute.array[ offset_custom + 0 ] = v1.r;
  879. customAttribute.array[ offset_custom + 1 ] = v1.g;
  880. customAttribute.array[ offset_custom + 2 ] = v1.b;
  881. customAttribute.array[ offset_custom + 3 ] = v2.r;
  882. customAttribute.array[ offset_custom + 4 ] = v2.g;
  883. customAttribute.array[ offset_custom + 5 ] = v2.b;
  884. customAttribute.array[ offset_custom + 6 ] = v3.r;
  885. customAttribute.array[ offset_custom + 7 ] = v3.g;
  886. customAttribute.array[ offset_custom + 8 ] = v3.b;
  887. customAttribute.array[ offset_custom + 9 ] = v4.r;
  888. customAttribute.array[ offset_custom + 10 ] = v4.g;
  889. customAttribute.array[ offset_custom + 11 ] = v4.b;
  890. } else {
  891. customAttribute.array[ offset_custom + 0 ] = v1.x;
  892. customAttribute.array[ offset_custom + 1 ] = v1.y;
  893. customAttribute.array[ offset_custom + 2 ] = v1.z;
  894. customAttribute.array[ offset_custom + 3 ] = v2.x;
  895. customAttribute.array[ offset_custom + 4 ] = v2.y;
  896. customAttribute.array[ offset_custom + 5 ] = v2.z;
  897. customAttribute.array[ offset_custom + 6 ] = v3.x;
  898. customAttribute.array[ offset_custom + 7 ] = v3.y;
  899. customAttribute.array[ offset_custom + 8 ] = v3.z;
  900. customAttribute.array[ offset_custom + 9 ] = v4.x;
  901. customAttribute.array[ offset_custom + 10 ] = v4.y;
  902. customAttribute.array[ offset_custom + 11 ] = v4.z;
  903. }
  904. customAttribute.offset += 12;
  905. } else {
  906. customAttribute.array[ offset_custom + 0 ] = v1.x;
  907. customAttribute.array[ offset_custom + 1 ] = v1.y;
  908. customAttribute.array[ offset_custom + 2 ] = v1.z;
  909. customAttribute.array[ offset_custom + 3 ] = v1.w;
  910. customAttribute.array[ offset_custom + 4 ] = v2.x;
  911. customAttribute.array[ offset_custom + 5 ] = v2.y;
  912. customAttribute.array[ offset_custom + 6 ] = v2.z;
  913. customAttribute.array[ offset_custom + 7 ] = v2.w;
  914. customAttribute.array[ offset_custom + 8 ] = v3.x;
  915. customAttribute.array[ offset_custom + 9 ] = v3.y;
  916. customAttribute.array[ offset_custom + 10 ] = v3.z;
  917. customAttribute.array[ offset_custom + 11 ] = v3.w;
  918. customAttribute.array[ offset_custom + 12 ] = v4.x;
  919. customAttribute.array[ offset_custom + 13 ] = v4.y;
  920. customAttribute.array[ offset_custom + 14 ] = v4.z;
  921. customAttribute.array[ offset_custom + 15 ] = v4.w;
  922. customAttribute.offset += 16;
  923. }
  924. }
  925. }
  926. }
  927. }
  928. if ( dirtyMorphTargets ) {
  929. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk++ ) {
  930. v1 = morphTargets[ vk ].vertices[ face.a ].position;
  931. v2 = morphTargets[ vk ].vertices[ face.b ].position;
  932. v3 = morphTargets[ vk ].vertices[ face.c ].position;
  933. v4 = morphTargets[ vk ].vertices[ face.d ].position;
  934. vka = morphTargetsArrays[ vk ];
  935. vka[ offset_morphTarget + 0 ] = v1.x;
  936. vka[ offset_morphTarget + 1 ] = v1.y;
  937. vka[ offset_morphTarget + 2 ] = v1.z;
  938. vka[ offset_morphTarget + 3 ] = v2.x;
  939. vka[ offset_morphTarget + 4 ] = v2.y;
  940. vka[ offset_morphTarget + 5 ] = v2.z;
  941. vka[ offset_morphTarget + 6 ] = v3.x;
  942. vka[ offset_morphTarget + 7 ] = v3.y;
  943. vka[ offset_morphTarget + 8 ] = v3.z;
  944. vka[ offset_morphTarget + 9 ] = v4.x;
  945. vka[ offset_morphTarget + 10 ] = v4.y;
  946. vka[ offset_morphTarget + 11 ] = v4.z;
  947. }
  948. offset_morphTarget += 12;
  949. }
  950. if ( obj_skinWeights.length ) {
  951. // weights
  952. sw1 = obj_skinWeights[ face.a ];
  953. sw2 = obj_skinWeights[ face.b ];
  954. sw3 = obj_skinWeights[ face.c ];
  955. sw4 = obj_skinWeights[ face.d ];
  956. skinWeightArray[ offset_skin ] = sw1.x;
  957. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  958. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  959. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  960. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  961. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  962. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  963. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  964. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  965. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  966. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  967. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  968. skinWeightArray[ offset_skin + 12 ] = sw4.x;
  969. skinWeightArray[ offset_skin + 13 ] = sw4.y;
  970. skinWeightArray[ offset_skin + 14 ] = sw4.z;
  971. skinWeightArray[ offset_skin + 15 ] = sw4.w;
  972. // indices
  973. si1 = obj_skinIndices[ face.a ];
  974. si2 = obj_skinIndices[ face.b ];
  975. si3 = obj_skinIndices[ face.c ];
  976. si4 = obj_skinIndices[ face.d ];
  977. skinIndexArray[ offset_skin ] = si1.x;
  978. skinIndexArray[ offset_skin + 1 ] = si1.y;
  979. skinIndexArray[ offset_skin + 2 ] = si1.z;
  980. skinIndexArray[ offset_skin + 3 ] = si1.w;
  981. skinIndexArray[ offset_skin + 4 ] = si2.x;
  982. skinIndexArray[ offset_skin + 5 ] = si2.y;
  983. skinIndexArray[ offset_skin + 6 ] = si2.z;
  984. skinIndexArray[ offset_skin + 7 ] = si2.w;
  985. skinIndexArray[ offset_skin + 8 ] = si3.x;
  986. skinIndexArray[ offset_skin + 9 ] = si3.y;
  987. skinIndexArray[ offset_skin + 10 ] = si3.z;
  988. skinIndexArray[ offset_skin + 11 ] = si3.w;
  989. skinIndexArray[ offset_skin + 12 ] = si4.x;
  990. skinIndexArray[ offset_skin + 13 ] = si4.y;
  991. skinIndexArray[ offset_skin + 14 ] = si4.z;
  992. skinIndexArray[ offset_skin + 15 ] = si4.w;
  993. // vertices A
  994. sa1 = obj_skinVerticesA[ face.a ];
  995. sa2 = obj_skinVerticesA[ face.b ];
  996. sa3 = obj_skinVerticesA[ face.c ];
  997. sa4 = obj_skinVerticesA[ face.d ];
  998. skinVertexAArray[ offset_skin ] = sa1.x;
  999. skinVertexAArray[ offset_skin + 1 ] = sa1.y;
  1000. skinVertexAArray[ offset_skin + 2 ] = sa1.z;
  1001. skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  1002. skinVertexAArray[ offset_skin + 4 ] = sa2.x;
  1003. skinVertexAArray[ offset_skin + 5 ] = sa2.y;
  1004. skinVertexAArray[ offset_skin + 6 ] = sa2.z;
  1005. skinVertexAArray[ offset_skin + 7 ] = 1;
  1006. skinVertexAArray[ offset_skin + 8 ] = sa3.x;
  1007. skinVertexAArray[ offset_skin + 9 ] = sa3.y;
  1008. skinVertexAArray[ offset_skin + 10 ] = sa3.z;
  1009. skinVertexAArray[ offset_skin + 11 ] = 1;
  1010. skinVertexAArray[ offset_skin + 12 ] = sa4.x;
  1011. skinVertexAArray[ offset_skin + 13 ] = sa4.y;
  1012. skinVertexAArray[ offset_skin + 14 ] = sa4.z;
  1013. skinVertexAArray[ offset_skin + 15 ] = 1;
  1014. // vertices B
  1015. sb1 = obj_skinVerticesB[ face.a ];
  1016. sb2 = obj_skinVerticesB[ face.b ];
  1017. sb3 = obj_skinVerticesB[ face.c ];
  1018. sb4 = obj_skinVerticesB[ face.d ];
  1019. skinVertexBArray[ offset_skin ] = sb1.x;
  1020. skinVertexBArray[ offset_skin + 1 ] = sb1.y;
  1021. skinVertexBArray[ offset_skin + 2 ] = sb1.z;
  1022. skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  1023. skinVertexBArray[ offset_skin + 4 ] = sb2.x;
  1024. skinVertexBArray[ offset_skin + 5 ] = sb2.y;
  1025. skinVertexBArray[ offset_skin + 6 ] = sb2.z;
  1026. skinVertexBArray[ offset_skin + 7 ] = 1;
  1027. skinVertexBArray[ offset_skin + 8 ] = sb3.x;
  1028. skinVertexBArray[ offset_skin + 9 ] = sb3.y;
  1029. skinVertexBArray[ offset_skin + 10 ] = sb3.z;
  1030. skinVertexBArray[ offset_skin + 11 ] = 1;
  1031. skinVertexBArray[ offset_skin + 12 ] = sb4.x;
  1032. skinVertexBArray[ offset_skin + 13 ] = sb4.y;
  1033. skinVertexBArray[ offset_skin + 14 ] = sb4.z;
  1034. skinVertexBArray[ offset_skin + 15 ] = 1;
  1035. offset_skin += 16;
  1036. }
  1037. if ( dirtyColors && vertexColorType ) {
  1038. if ( vertexColors.length == 4 && vertexColorType == THREE.VertexColors ) {
  1039. c1 = vertexColors[ 0 ];
  1040. c2 = vertexColors[ 1 ];
  1041. c3 = vertexColors[ 2 ];
  1042. c4 = vertexColors[ 3 ];
  1043. } else {
  1044. c1 = faceColor;
  1045. c2 = faceColor;
  1046. c3 = faceColor;
  1047. c4 = faceColor;
  1048. }
  1049. colorArray[ offset_color ] = c1.r;
  1050. colorArray[ offset_color + 1 ] = c1.g;
  1051. colorArray[ offset_color + 2 ] = c1.b;
  1052. colorArray[ offset_color + 3 ] = c2.r;
  1053. colorArray[ offset_color + 4 ] = c2.g;
  1054. colorArray[ offset_color + 5 ] = c2.b;
  1055. colorArray[ offset_color + 6 ] = c3.r;
  1056. colorArray[ offset_color + 7 ] = c3.g;
  1057. colorArray[ offset_color + 8 ] = c3.b;
  1058. colorArray[ offset_color + 9 ] = c4.r;
  1059. colorArray[ offset_color + 10 ] = c4.g;
  1060. colorArray[ offset_color + 11 ] = c4.b;
  1061. offset_color += 12;
  1062. }
  1063. if ( dirtyTangents && geometry.hasTangents ) {
  1064. t1 = vertexTangents[ 0 ];
  1065. t2 = vertexTangents[ 1 ];
  1066. t3 = vertexTangents[ 2 ];
  1067. t4 = vertexTangents[ 3 ];
  1068. tangentArray[ offset_tangent ] = t1.x;
  1069. tangentArray[ offset_tangent + 1 ] = t1.y;
  1070. tangentArray[ offset_tangent + 2 ] = t1.z;
  1071. tangentArray[ offset_tangent + 3 ] = t1.w;
  1072. tangentArray[ offset_tangent + 4 ] = t2.x;
  1073. tangentArray[ offset_tangent + 5 ] = t2.y;
  1074. tangentArray[ offset_tangent + 6 ] = t2.z;
  1075. tangentArray[ offset_tangent + 7 ] = t2.w;
  1076. tangentArray[ offset_tangent + 8 ] = t3.x;
  1077. tangentArray[ offset_tangent + 9 ] = t3.y;
  1078. tangentArray[ offset_tangent + 10 ] = t3.z;
  1079. tangentArray[ offset_tangent + 11 ] = t3.w;
  1080. tangentArray[ offset_tangent + 12 ] = t4.x;
  1081. tangentArray[ offset_tangent + 13 ] = t4.y;
  1082. tangentArray[ offset_tangent + 14 ] = t4.z;
  1083. tangentArray[ offset_tangent + 15 ] = t4.w;
  1084. offset_tangent += 16;
  1085. }
  1086. if ( dirtyNormals && normalType ) {
  1087. if ( vertexNormals.length == 4 && needsSmoothNormals ) {
  1088. for ( i = 0; i < 4; i ++ ) {
  1089. vn = vertexNormals[ i ];
  1090. normalArray[ offset_normal ] = vn.x;
  1091. normalArray[ offset_normal + 1 ] = vn.y;
  1092. normalArray[ offset_normal + 2 ] = vn.z;
  1093. offset_normal += 3;
  1094. }
  1095. } else {
  1096. for ( i = 0; i < 4; i ++ ) {
  1097. normalArray[ offset_normal ] = faceNormal.x;
  1098. normalArray[ offset_normal + 1 ] = faceNormal.y;
  1099. normalArray[ offset_normal + 2 ] = faceNormal.z;
  1100. offset_normal += 3;
  1101. }
  1102. }
  1103. }
  1104. if ( dirtyUvs && uv !== undefined && uvType ) {
  1105. for ( i = 0; i < 4; i ++ ) {
  1106. uvi = uv[ i ];
  1107. uvArray[ offset_uv ] = uvi.u;
  1108. uvArray[ offset_uv + 1 ] = uvi.v;
  1109. offset_uv += 2;
  1110. }
  1111. }
  1112. if ( dirtyUvs && uv2 !== undefined && uvType ) {
  1113. for ( i = 0; i < 4; i ++ ) {
  1114. uv2i = uv2[ i ];
  1115. uv2Array[ offset_uv2 ] = uv2i.u;
  1116. uv2Array[ offset_uv2 + 1 ] = uv2i.v;
  1117. offset_uv2 += 2;
  1118. }
  1119. }
  1120. if ( dirtyElements ) {
  1121. faceArray[ offset_face ] = vertexIndex;
  1122. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  1123. faceArray[ offset_face + 2 ] = vertexIndex + 3;
  1124. faceArray[ offset_face + 3 ] = vertexIndex + 1;
  1125. faceArray[ offset_face + 4 ] = vertexIndex + 2;
  1126. faceArray[ offset_face + 5 ] = vertexIndex + 3;
  1127. offset_face += 6;
  1128. lineArray[ offset_line ] = vertexIndex;
  1129. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  1130. lineArray[ offset_line + 2 ] = vertexIndex;
  1131. lineArray[ offset_line + 3 ] = vertexIndex + 3;
  1132. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  1133. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  1134. lineArray[ offset_line + 6 ] = vertexIndex + 2;
  1135. lineArray[ offset_line + 7 ] = vertexIndex + 3;
  1136. offset_line += 8;
  1137. vertexIndex += 4;
  1138. }
  1139. }
  1140. }
  1141. if ( obj_edgeFaces ) {
  1142. for ( f = 0, fl = obj_edgeFaces.length; f < fl; f ++ ) {
  1143. faceArray[ offset_face ] = obj_edgeFaces[ f ].a;
  1144. faceArray[ offset_face + 1 ] = obj_edgeFaces[ f ].b;
  1145. faceArray[ offset_face + 2 ] = obj_edgeFaces[ f ].c;
  1146. faceArray[ offset_face + 3 ] = obj_edgeFaces[ f ].a;
  1147. faceArray[ offset_face + 4 ] = obj_edgeFaces[ f ].c;
  1148. faceArray[ offset_face + 5 ] = obj_edgeFaces[ f ].d;
  1149. offset_face += 6;
  1150. }
  1151. }
  1152. if ( dirtyVertices ) {
  1153. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1154. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  1155. }
  1156. if ( customAttributes ) {
  1157. for ( a in customAttributes ) {
  1158. customAttribute = customAttributes[ a ];
  1159. if ( customAttribute.needsUpdate ) {
  1160. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  1161. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  1162. customAttribute.needsUpdate = false;
  1163. }
  1164. }
  1165. }
  1166. if ( dirtyMorphTargets ) {
  1167. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  1168. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
  1169. _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
  1170. }
  1171. }
  1172. if ( dirtyColors && offset_color > 0 ) {
  1173. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1174. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1175. }
  1176. if ( dirtyNormals ) {
  1177. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1178. _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
  1179. }
  1180. if ( dirtyTangents && geometry.hasTangents ) {
  1181. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1182. _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
  1183. }
  1184. if ( dirtyUvs && offset_uv > 0 ) {
  1185. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1186. _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
  1187. }
  1188. if ( dirtyUvs && offset_uv2 > 0 ) {
  1189. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1190. _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
  1191. }
  1192. if ( dirtyElements ) {
  1193. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1194. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
  1195. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1196. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
  1197. }
  1198. if ( offset_skin > 0 ) {
  1199. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
  1200. _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexAArray, hint );
  1201. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
  1202. _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexBArray, hint );
  1203. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1204. _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
  1205. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1206. _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
  1207. }
  1208. };
  1209. function setLineBuffers ( geometry, hint ) {
  1210. var v, c, vertex, offset,
  1211. vertices = geometry.vertices,
  1212. colors = geometry.colors,
  1213. vl = vertices.length,
  1214. cl = colors.length,
  1215. vertexArray = geometry.__vertexArray,
  1216. colorArray = geometry.__colorArray,
  1217. dirtyVertices = geometry.__dirtyVertices,
  1218. dirtyColors = geometry.__dirtyColors;
  1219. if ( dirtyVertices ) {
  1220. for ( v = 0; v < vl; v++ ) {
  1221. vertex = vertices[ v ].position;
  1222. offset = v * 3;
  1223. vertexArray[ offset ] = vertex.x;
  1224. vertexArray[ offset + 1 ] = vertex.y;
  1225. vertexArray[ offset + 2 ] = vertex.z;
  1226. }
  1227. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  1228. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  1229. }
  1230. if ( dirtyColors ) {
  1231. for ( c = 0; c < cl; c++ ) {
  1232. color = colors[ c ];
  1233. offset = c * 3;
  1234. colorArray[ offset ] = color.r;
  1235. colorArray[ offset + 1 ] = color.g;
  1236. colorArray[ offset + 2 ] = color.b;
  1237. }
  1238. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  1239. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1240. }
  1241. };
  1242. function setRibbonBuffers ( geometry, hint ) {
  1243. var v, c, vertex, offset,
  1244. vertices = geometry.vertices,
  1245. colors = geometry.colors,
  1246. vl = vertices.length,
  1247. cl = colors.length,
  1248. vertexArray = geometry.__vertexArray,
  1249. colorArray = geometry.__colorArray,
  1250. dirtyVertices = geometry.__dirtyVertices,
  1251. dirtyColors = geometry.__dirtyColors;
  1252. if ( dirtyVertices ) {
  1253. for ( v = 0; v < vl; v++ ) {
  1254. vertex = vertices[ v ].position;
  1255. offset = v * 3;
  1256. vertexArray[ offset ] = vertex.x;
  1257. vertexArray[ offset + 1 ] = vertex.y;
  1258. vertexArray[ offset + 2 ] = vertex.z;
  1259. }
  1260. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  1261. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  1262. }
  1263. if ( dirtyColors ) {
  1264. for ( c = 0; c < cl; c++ ) {
  1265. color = colors[ c ];
  1266. offset = c * 3;
  1267. colorArray[ offset ] = color.r;
  1268. colorArray[ offset + 1 ] = color.g;
  1269. colorArray[ offset + 2 ] = color.b;
  1270. }
  1271. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  1272. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1273. }
  1274. };
  1275. function setParticleBuffers ( geometry, hint, object ) {
  1276. var v, c, vertex, offset,
  1277. vertices = geometry.vertices,
  1278. vl = vertices.length,
  1279. colors = geometry.colors,
  1280. cl = colors.length,
  1281. vertexArray = geometry.__vertexArray,
  1282. colorArray = geometry.__colorArray,
  1283. sortArray = geometry.__sortArray,
  1284. dirtyVertices = geometry.__dirtyVertices,
  1285. dirtyElements = geometry.__dirtyElements,
  1286. dirtyColors = geometry.__dirtyColors;
  1287. if ( object.sortParticles ) {
  1288. _projScreenMatrix.multiplySelf( object.matrixWorld );
  1289. for ( v = 0; v < vl; v++ ) {
  1290. vertex = vertices[ v ].position;
  1291. _vector3.copy( vertex );
  1292. _projScreenMatrix.multiplyVector3( _vector3 );
  1293. sortArray[ v ] = [ _vector3.z, v ];
  1294. }
  1295. sortArray.sort( function(a,b) { return b[0] - a[0]; } );
  1296. for ( v = 0; v < vl; v++ ) {
  1297. vertex = vertices[ sortArray[v][1] ].position;
  1298. offset = v * 3;
  1299. vertexArray[ offset ] = vertex.x;
  1300. vertexArray[ offset + 1 ] = vertex.y;
  1301. vertexArray[ offset + 2 ] = vertex.z;
  1302. }
  1303. for ( c = 0; c < cl; c++ ) {
  1304. offset = c * 3;
  1305. color = colors[ sortArray[c][1] ];
  1306. colorArray[ offset ] = color.r;
  1307. colorArray[ offset + 1 ] = color.g;
  1308. colorArray[ offset + 2 ] = color.b;
  1309. }
  1310. } else {
  1311. if ( dirtyVertices ) {
  1312. for ( v = 0; v < vl; v++ ) {
  1313. vertex = vertices[ v ].position;
  1314. offset = v * 3;
  1315. vertexArray[ offset ] = vertex.x;
  1316. vertexArray[ offset + 1 ] = vertex.y;
  1317. vertexArray[ offset + 2 ] = vertex.z;
  1318. }
  1319. }
  1320. if ( dirtyColors ) {
  1321. for ( c = 0; c < cl; c++ ) {
  1322. color = colors[ c ];
  1323. offset = c * 3;
  1324. colorArray[ offset ] = color.r;
  1325. colorArray[ offset + 1 ] = color.g;
  1326. colorArray[ offset + 2 ] = color.b;
  1327. }
  1328. }
  1329. }
  1330. if ( dirtyVertices || object.sortParticles ) {
  1331. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  1332. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  1333. }
  1334. if ( dirtyColors || object.sortParticles ) {
  1335. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  1336. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1337. }
  1338. };
  1339. function setMaterialShaders( material, shaders ) {
  1340. material.uniforms = Uniforms.clone( shaders.uniforms );
  1341. material.vertexShader = shaders.vertexShader;
  1342. material.fragmentShader = shaders.fragmentShader;
  1343. };
  1344. function refreshUniformsCommon( uniforms, material ) {
  1345. uniforms.diffuse.value.setRGB( material.color.r, material.color.g, material.color.b );
  1346. uniforms.opacity.value = material.opacity;
  1347. uniforms.map.texture = material.map;
  1348. uniforms.lightMap.texture = material.lightMap;
  1349. uniforms.envMap.texture = material.envMap;
  1350. uniforms.reflectivity.value = material.reflectivity;
  1351. uniforms.refractionRatio.value = material.refractionRatio;
  1352. uniforms.combine.value = material.combine;
  1353. uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
  1354. };
  1355. function refreshUniformsLine( uniforms, material ) {
  1356. uniforms.diffuse.value.setRGB( material.color.r, material.color.g, material.color.b );
  1357. uniforms.opacity.value = material.opacity;
  1358. };
  1359. function refreshUniformsParticle( uniforms, material ) {
  1360. uniforms.psColor.value.setRGB( material.color.r, material.color.g, material.color.b );
  1361. uniforms.opacity.value = material.opacity;
  1362. uniforms.size.value = material.size;
  1363. uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
  1364. uniforms.map.texture = material.map;
  1365. };
  1366. function refreshUniformsFog( uniforms, fog ) {
  1367. uniforms.fogColor.value.setHex( fog.color.hex );
  1368. if ( fog instanceof THREE.Fog ) {
  1369. uniforms.fogNear.value = fog.near;
  1370. uniforms.fogFar.value = fog.far;
  1371. } else if ( fog instanceof THREE.FogExp2 ) {
  1372. uniforms.fogDensity.value = fog.density;
  1373. }
  1374. };
  1375. function refreshUniformsPhong( uniforms, material ) {
  1376. //uniforms.ambient.value.setHex( material.ambient.hex );
  1377. //uniforms.specular.value.setHex( material.specular.hex );
  1378. uniforms.ambient.value.setRGB( material.ambient.r, material.ambient.g, material.ambient.b );
  1379. uniforms.specular.value.setRGB( material.specular.r, material.specular.g, material.specular.b );
  1380. uniforms.shininess.value = material.shininess;
  1381. };
  1382. function refreshUniformsLights( uniforms, lights ) {
  1383. uniforms.enableLighting.value = lights.directional.length + lights.point.length;
  1384. uniforms.ambientLightColor.value = lights.ambient;
  1385. uniforms.directionalLightColor.value = lights.directional.colors;
  1386. uniforms.directionalLightDirection.value = lights.directional.positions;
  1387. uniforms.pointLightColor.value = lights.point.colors;
  1388. uniforms.pointLightPosition.value = lights.point.positions;
  1389. uniforms.pointLightDistance.value = lights.point.distances;
  1390. };
  1391. this.initMaterial = function ( material, lights, fog, object ) {
  1392. var u, a, identifiers, i, parameters, maxLightCount, maxBones, shaderID;
  1393. if ( material instanceof THREE.MeshDepthMaterial ) {
  1394. shaderID = 'depth';
  1395. } else if ( material instanceof THREE.ShadowVolumeDynamicMaterial ) {
  1396. shaderID = 'shadowVolumeDynamic';
  1397. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  1398. shaderID = 'normal';
  1399. } else if ( material instanceof THREE.MeshBasicMaterial ) {
  1400. shaderID = 'basic';
  1401. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  1402. shaderID = 'lambert';
  1403. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  1404. shaderID = 'phong';
  1405. } else if ( material instanceof THREE.LineBasicMaterial ) {
  1406. shaderID = 'basic';
  1407. } else if ( material instanceof THREE.ParticleBasicMaterial ) {
  1408. shaderID = 'particle_basic';
  1409. }
  1410. if ( shaderID ) {
  1411. setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );
  1412. }
  1413. // heuristics to create shader parameters according to lights in the scene
  1414. // (not to blow over maxLights budget)
  1415. maxLightCount = allocateLights( lights, 4 );
  1416. maxBones = allocateBones( object );
  1417. parameters = {
  1418. map: !!material.map, envMap: !!material.envMap, lightMap: !!material.lightMap,
  1419. vertexColors: material.vertexColors,
  1420. fog: fog, sizeAttenuation: material.sizeAttenuation,
  1421. skinning: material.skinning,
  1422. morphTargets: material.morphTargets,
  1423. maxMorphTargets: this.maxMorphTargets,
  1424. maxDirLights: maxLightCount.directional, maxPointLights: maxLightCount.point,
  1425. maxBones: maxBones
  1426. };
  1427. material.program = buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, parameters );
  1428. var attributes = material.program.attributes;
  1429. _gl.enableVertexAttribArray( attributes.position );
  1430. if ( attributes.color >= 0 ) _gl.enableVertexAttribArray( attributes.color );
  1431. if ( attributes.normal >= 0 ) _gl.enableVertexAttribArray( attributes.normal );
  1432. if ( attributes.tangent >= 0 ) _gl.enableVertexAttribArray( attributes.tangent );
  1433. if ( material.skinning &&
  1434. attributes.skinVertexA >=0 && attributes.skinVertexB >= 0 &&
  1435. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  1436. _gl.enableVertexAttribArray( attributes.skinVertexA );
  1437. _gl.enableVertexAttribArray( attributes.skinVertexB );
  1438. _gl.enableVertexAttribArray( attributes.skinIndex );
  1439. _gl.enableVertexAttribArray( attributes.skinWeight );
  1440. }
  1441. for ( a in material.attributes ) {
  1442. if( attributes[ a ] >= 0 ) _gl.enableVertexAttribArray( attributes[ a ] );
  1443. }
  1444. if ( material.morphTargets ) {
  1445. material.numSupportedMorphTargets = 0;
  1446. if ( attributes.morphTarget0 >= 0 ) {
  1447. _gl.enableVertexAttribArray( attributes.morphTarget0 );
  1448. material.numSupportedMorphTargets ++;
  1449. }
  1450. if ( attributes.morphTarget1 >= 0 ) {
  1451. _gl.enableVertexAttribArray( attributes.morphTarget1 );
  1452. material.numSupportedMorphTargets ++;
  1453. }
  1454. if ( attributes.morphTarget2 >= 0 ) {
  1455. _gl.enableVertexAttribArray( attributes.morphTarget2 );
  1456. material.numSupportedMorphTargets ++;
  1457. }
  1458. if ( attributes.morphTarget3 >= 0 ) {
  1459. _gl.enableVertexAttribArray( attributes.morphTarget3 );
  1460. material.numSupportedMorphTargets ++;
  1461. }
  1462. if ( attributes.morphTarget4 >= 0 ) {
  1463. _gl.enableVertexAttribArray( attributes.morphTarget4 );
  1464. material.numSupportedMorphTargets ++;
  1465. }
  1466. if ( attributes.morphTarget5 >= 0 ) {
  1467. _gl.enableVertexAttribArray( attributes.morphTarget5 );
  1468. material.numSupportedMorphTargets ++;
  1469. }
  1470. if ( attributes.morphTarget6 >= 0 ) {
  1471. _gl.enableVertexAttribArray( attributes.morphTarget6 );
  1472. material.numSupportedMorphTargets ++;
  1473. }
  1474. if ( attributes.morphTarget7 >= 0 ) {
  1475. _gl.enableVertexAttribArray( attributes.morphTarget7 );
  1476. material.numSupportedMorphTargets ++;
  1477. }
  1478. object.__webglMorphTargetInfluences = new Float32Array( this.maxMorphTargets );
  1479. for ( var i = 0, il = this.maxMorphTargets; i < il; i ++ ) {
  1480. object.__webglMorphTargetInfluences[ i ] = 0;
  1481. }
  1482. }
  1483. };
  1484. function setProgram( camera, lights, fog, material, object ) {
  1485. if ( ! material.program ) {
  1486. _this.initMaterial( material, lights, fog, object );
  1487. }
  1488. var program = material.program,
  1489. p_uniforms = program.uniforms,
  1490. m_uniforms = material.uniforms;
  1491. if ( program != _currentProgram ) {
  1492. _gl.useProgram( program );
  1493. _currentProgram = program;
  1494. }
  1495. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, _projectionMatrixArray );
  1496. // refresh uniforms common to several materials
  1497. if ( fog && (
  1498. material instanceof THREE.MeshBasicMaterial ||
  1499. material instanceof THREE.MeshLambertMaterial ||
  1500. material instanceof THREE.MeshPhongMaterial ||
  1501. material instanceof THREE.LineBasicMaterial ||
  1502. material instanceof THREE.ParticleBasicMaterial ||
  1503. material.fog )
  1504. ) {
  1505. refreshUniformsFog( m_uniforms, fog );
  1506. }
  1507. if ( material instanceof THREE.MeshPhongMaterial ||
  1508. material instanceof THREE.MeshLambertMaterial ||
  1509. material.lights ) {
  1510. setupLights( program, lights );
  1511. refreshUniformsLights( m_uniforms, _lights );
  1512. }
  1513. if ( material instanceof THREE.MeshBasicMaterial ||
  1514. material instanceof THREE.MeshLambertMaterial ||
  1515. material instanceof THREE.MeshPhongMaterial ) {
  1516. refreshUniformsCommon( m_uniforms, material );
  1517. }
  1518. // refresh single material specific uniforms
  1519. if ( material instanceof THREE.LineBasicMaterial ) {
  1520. refreshUniformsLine( m_uniforms, material );
  1521. } else if ( material instanceof THREE.ParticleBasicMaterial ) {
  1522. refreshUniformsParticle( m_uniforms, material );
  1523. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  1524. refreshUniformsPhong( m_uniforms, material );
  1525. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  1526. m_uniforms.mNear.value = camera.near;
  1527. m_uniforms.mFar.value = camera.far;
  1528. m_uniforms.opacity.value = material.opacity;
  1529. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  1530. m_uniforms.opacity.value = material.opacity;
  1531. }
  1532. // load common uniforms
  1533. loadUniformsGeneric( program, m_uniforms );
  1534. loadUniformsMatrices( p_uniforms, object );
  1535. // load material specific uniforms
  1536. // (shader material also gets them for the sake of genericity)
  1537. if ( material instanceof THREE.MeshShaderMaterial ||
  1538. material instanceof THREE.MeshPhongMaterial ||
  1539. material.envMap ) {
  1540. _gl.uniform3f( p_uniforms.cameraPosition, camera.position.x, camera.position.y, camera.position.z );
  1541. }
  1542. if ( material instanceof THREE.MeshShaderMaterial ||
  1543. material.envMap ||
  1544. material.skinning ) {
  1545. _gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
  1546. }
  1547. if ( material instanceof THREE.MeshPhongMaterial ||
  1548. material instanceof THREE.MeshLambertMaterial ||
  1549. material instanceof THREE.MeshShaderMaterial ||
  1550. material.skinning ) {
  1551. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, _viewMatrixArray );
  1552. }
  1553. if ( material instanceof THREE.ShadowVolumeDynamicMaterial ) {
  1554. var dirLight = m_uniforms.directionalLightDirection.value;
  1555. dirLight[ 0 ] = -lights.position.x;
  1556. dirLight[ 1 ] = -lights.position.y;
  1557. dirLight[ 2 ] = -lights.position.z;
  1558. _gl.uniform3fv( p_uniforms.directionalLightDirection, dirLight );
  1559. _gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
  1560. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, _viewMatrixArray );
  1561. }
  1562. if ( material.skinning ) {
  1563. loadUniformsSkinning( p_uniforms, object );
  1564. }
  1565. return program;
  1566. };
  1567. function renderBuffer( camera, lights, fog, material, geometryGroup, object ) {
  1568. if ( material.opacity == 0 ) return;
  1569. var program, attributes, linewidth, primitives, a, attribute;
  1570. program = setProgram( camera, lights, fog, material, object );
  1571. attributes = program.attributes;
  1572. // vertices
  1573. if ( !material.morphTargets ) {
  1574. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1575. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1576. } else {
  1577. setupMorphTargets( material, geometryGroup, object );
  1578. }
  1579. // custom attributes
  1580. if ( geometryGroup.__webglCustomAttributes ) {
  1581. for( a in geometryGroup.__webglCustomAttributes ) {
  1582. if( attributes[ a ] >= 0 ) {
  1583. attribute = geometryGroup.__webglCustomAttributes[ a ];
  1584. _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
  1585. _gl.vertexAttribPointer( attributes[ a ], attribute.size, _gl.FLOAT, false, 0, 0 );
  1586. }
  1587. }
  1588. }
  1589. // colors
  1590. if ( attributes.color >= 0 ) {
  1591. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1592. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  1593. }
  1594. // normals
  1595. if ( attributes.normal >= 0 ) {
  1596. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1597. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1598. }
  1599. // tangents
  1600. if ( attributes.tangent >= 0 ) {
  1601. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1602. _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
  1603. }
  1604. // uvs
  1605. if ( attributes.uv >= 0 ) {
  1606. if ( geometryGroup.__webglUVBuffer ) {
  1607. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1608. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  1609. _gl.enableVertexAttribArray( attributes.uv );
  1610. } else {
  1611. _gl.disableVertexAttribArray( attributes.uv );
  1612. }
  1613. }
  1614. if ( attributes.uv2 >= 0 ) {
  1615. if ( geometryGroup.__webglUV2Buffer ) {
  1616. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1617. _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
  1618. _gl.enableVertexAttribArray( attributes.uv2 );
  1619. } else {
  1620. _gl.disableVertexAttribArray( attributes.uv2 );
  1621. }
  1622. }
  1623. if ( material.skinning &&
  1624. attributes.skinVertexA >= 0 && attributes.skinVertexB >= 0 &&
  1625. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  1626. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
  1627. _gl.vertexAttribPointer( attributes.skinVertexA, 4, _gl.FLOAT, false, 0, 0 );
  1628. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
  1629. _gl.vertexAttribPointer( attributes.skinVertexB, 4, _gl.FLOAT, false, 0, 0 );
  1630. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1631. _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
  1632. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1633. _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
  1634. }
  1635. // render mesh
  1636. if ( object instanceof THREE.Mesh ) {
  1637. // wireframe
  1638. if ( material.wireframe ) {
  1639. _gl.lineWidth( material.wireframeLinewidth );
  1640. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1641. _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, _gl.UNSIGNED_SHORT, 0 );
  1642. // triangles
  1643. } else {
  1644. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1645. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
  1646. }
  1647. // render lines
  1648. } else if ( object instanceof THREE.Line ) {
  1649. primitives = ( object.type == THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  1650. _gl.lineWidth( material.linewidth );
  1651. _gl.drawArrays( primitives, 0, geometryGroup.__webglLineCount );
  1652. // render particles
  1653. } else if ( object instanceof THREE.ParticleSystem ) {
  1654. _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
  1655. // render ribbon
  1656. } else if ( object instanceof THREE.Ribbon ) {
  1657. _gl.drawArrays( _gl.TRIANGLE_STRIP, 0, geometryGroup.__webglVertexCount );
  1658. }
  1659. };
  1660. function setupMorphTargets( material, geometryGroup, object ) {
  1661. // set base
  1662. var attributes = material.program.attributes;
  1663. if ( object.morphTargetBase !== - 1 ) {
  1664. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
  1665. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1666. } else {
  1667. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1668. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1669. }
  1670. if ( object.morphTargetForcedOrder.length ) {
  1671. // set forced order
  1672. var m = 0;
  1673. var order = object.morphTargetForcedOrder;
  1674. var influences = object.morphTargetInfluences;
  1675. while ( m < material.numSupportedMorphTargets && m < order.length ) {
  1676. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
  1677. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1678. object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ]];
  1679. m ++;
  1680. }
  1681. } else {
  1682. // find most influencing
  1683. var used = [];
  1684. var candidateInfluence = - 1;
  1685. var candidate = 0;
  1686. var influences = object.morphTargetInfluences;
  1687. var i, il = influences.length;
  1688. var m = 0;
  1689. if ( object.morphTargetBase !== - 1 ) {
  1690. used[ object.morphTargetBase ] = true;
  1691. }
  1692. while ( m < material.numSupportedMorphTargets ) {
  1693. for ( i = 0; i < il; i ++ ) {
  1694. if ( !used[ i ] && influences[ i ] > candidateInfluence ) {
  1695. candidate = i;
  1696. candidateInfluence = influences[ candidate ];
  1697. }
  1698. }
  1699. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ candidate ] );
  1700. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1701. object.__webglMorphTargetInfluences[ m ] = candidateInfluence;
  1702. used[ candidate ] = 1;
  1703. candidateInfluence = -1;
  1704. m ++;
  1705. }
  1706. }
  1707. // load updated influences uniform
  1708. _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
  1709. }
  1710. function renderBufferImmediate( object, program, shading ) {
  1711. if ( ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
  1712. if ( ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
  1713. if ( object.hasPos ) {
  1714. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
  1715. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  1716. _gl.enableVertexAttribArray( program.attributes.position );
  1717. _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1718. }
  1719. if ( object.hasNormal ) {
  1720. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
  1721. if ( shading == THREE.FlatShading ) {
  1722. var nx, ny, nz,
  1723. nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
  1724. normalArray,
  1725. i, il = object.count * 3;
  1726. for( i = 0; i < il; i += 9 ) {
  1727. normalArray = object.normalArray;
  1728. nax = normalArray[ i ];
  1729. nay = normalArray[ i + 1 ];
  1730. naz = normalArray[ i + 2 ];
  1731. nbx = normalArray[ i + 3 ];
  1732. nby = normalArray[ i + 4 ];
  1733. nbz = normalArray[ i + 5 ];
  1734. ncx = normalArray[ i + 6 ];
  1735. ncy = normalArray[ i + 7 ];
  1736. ncz = normalArray[ i + 8 ];
  1737. nx = ( nax + nbx + ncx ) / 3;
  1738. ny = ( nay + nby + ncy ) / 3;
  1739. nz = ( naz + nbz + ncz ) / 3;
  1740. normalArray[ i ] = nx;
  1741. normalArray[ i + 1 ] = ny;
  1742. normalArray[ i + 2 ] = nz;
  1743. normalArray[ i + 3 ] = nx;
  1744. normalArray[ i + 4 ] = ny;
  1745. normalArray[ i + 5 ] = nz;
  1746. normalArray[ i + 6 ] = nx;
  1747. normalArray[ i + 7 ] = ny;
  1748. normalArray[ i + 8 ] = nz;
  1749. }
  1750. }
  1751. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  1752. _gl.enableVertexAttribArray( program.attributes.normal );
  1753. _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1754. }
  1755. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  1756. object.count = 0;
  1757. };
  1758. function setObjectFaces( object ) {
  1759. if ( _oldDoubleSided != object.doubleSided ) {
  1760. if( object.doubleSided ) {
  1761. _gl.disable( _gl.CULL_FACE );
  1762. } else {
  1763. _gl.enable( _gl.CULL_FACE );
  1764. }
  1765. _oldDoubleSided = object.doubleSided;
  1766. }
  1767. if ( _oldFlipSided != object.flipSided ) {
  1768. if( object.flipSided ) {
  1769. _gl.frontFace( _gl.CW );
  1770. } else {
  1771. _gl.frontFace( _gl.CCW );
  1772. }
  1773. _oldFlipSided = object.flipSided;
  1774. }
  1775. };
  1776. function setDepthTest( test ) {
  1777. if ( _oldDepth != test ) {
  1778. if( test ) {
  1779. _gl.enable( _gl.DEPTH_TEST );
  1780. } else {
  1781. _gl.disable( _gl.DEPTH_TEST );
  1782. }
  1783. _oldDepth = test;
  1784. }
  1785. };
  1786. function computeFrustum( m ) {
  1787. _frustum[ 0 ].set( m.n41 - m.n11, m.n42 - m.n12, m.n43 - m.n13, m.n44 - m.n14 );
  1788. _frustum[ 1 ].set( m.n41 + m.n11, m.n42 + m.n12, m.n43 + m.n13, m.n44 + m.n14 );
  1789. _frustum[ 2 ].set( m.n41 + m.n21, m.n42 + m.n22, m.n43 + m.n23, m.n44 + m.n24 );
  1790. _frustum[ 3 ].set( m.n41 - m.n21, m.n42 - m.n22, m.n43 - m.n23, m.n44 - m.n24 );
  1791. _frustum[ 4 ].set( m.n41 - m.n31, m.n42 - m.n32, m.n43 - m.n33, m.n44 - m.n34 );
  1792. _frustum[ 5 ].set( m.n41 + m.n31, m.n42 + m.n32, m.n43 + m.n33, m.n44 + m.n34 );
  1793. var i, plane;
  1794. for ( i = 0; i < 6; i ++ ) {
  1795. plane = _frustum[ i ];
  1796. plane.divideScalar( Math.sqrt( plane.x * plane.x + plane.y * plane.y + plane.z * plane.z ) );
  1797. }
  1798. };
  1799. function isInFrustum( object ) {
  1800. var distance, matrix = object.matrixWorld,
  1801. radius = - object.geometry.boundingSphere.radius * Math.max( object.scale.x, Math.max( object.scale.y, object.scale.z ) );
  1802. for ( var i = 0; i < 6; i ++ ) {
  1803. distance = _frustum[ i ].x * matrix.n14 + _frustum[ i ].y * matrix.n24 + _frustum[ i ].z * matrix.n34 + _frustum[ i ].w;
  1804. if ( distance <= radius ) return false;
  1805. }
  1806. return true;
  1807. };
  1808. function addToFixedArray( where, what ) {
  1809. where.list[ where.count ] = what;
  1810. where.count += 1;
  1811. };
  1812. function unrollImmediateBufferMaterials( globject ) {
  1813. var i, l, m, ml, material,
  1814. object = globject.object,
  1815. opaque = globject.opaque,
  1816. transparent = globject.transparent;
  1817. transparent.count = 0;
  1818. opaque.count = 0;
  1819. for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
  1820. material = object.materials[ m ];
  1821. material.transparent ? addToFixedArray( transparent, material ) : addToFixedArray( opaque, material );
  1822. }
  1823. };
  1824. function unrollBufferMaterials( globject ) {
  1825. var i, l, m, ml, material, meshMaterial,
  1826. object = globject.object,
  1827. buffer = globject.buffer,
  1828. opaque = globject.opaque,
  1829. transparent = globject.transparent;
  1830. transparent.count = 0;
  1831. opaque.count = 0;
  1832. for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
  1833. meshMaterial = object.materials[ m ];
  1834. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  1835. for ( i = 0, l = buffer.materials.length; i < l; i++ ) {
  1836. material = buffer.materials[ i ];
  1837. if ( material ) material.transparent ? addToFixedArray( transparent, material ) : addToFixedArray( opaque, material );
  1838. }
  1839. } else {
  1840. material = meshMaterial;
  1841. if ( material ) material.transparent ? addToFixedArray( transparent, material ) : addToFixedArray( opaque, material );
  1842. }
  1843. }
  1844. };
  1845. function painterSort( a, b ) {
  1846. return b.z - a.z;
  1847. };
  1848. this.render = function( scene, camera, renderTarget, forceClear ) {
  1849. var i, program, opaque, transparent, material,
  1850. o, ol, oil, webglObject, object, buffer,
  1851. lights = scene.lights,
  1852. fog = scene.fog;
  1853. camera.matrixAutoUpdate && camera.updateMatrix();
  1854. scene.update( undefined, false, camera );
  1855. camera.matrixWorldInverse.flattenToArray( _viewMatrixArray );
  1856. camera.projectionMatrix.flattenToArray( _projectionMatrixArray );
  1857. _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
  1858. computeFrustum( _projScreenMatrix );
  1859. this.initWebGLObjects( scene );
  1860. setRenderTarget( renderTarget );
  1861. if ( this.autoClear || forceClear ) {
  1862. this.clear();
  1863. }
  1864. // set matrices
  1865. ol = scene.__webglObjects.length;
  1866. for ( o = 0; o < ol; o++ ) {
  1867. webglObject = scene.__webglObjects[ o ];
  1868. object = webglObject.object;
  1869. if ( object.visible ) {
  1870. if ( ! ( object instanceof THREE.Mesh ) || isInFrustum( object ) ) {
  1871. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  1872. setupMatrices( object, camera );
  1873. unrollBufferMaterials( webglObject );
  1874. webglObject.render = true;
  1875. if ( this.sortObjects ) {
  1876. _vector3.copy( object.position );
  1877. _projScreenMatrix.multiplyVector3( _vector3 );
  1878. webglObject.z = _vector3.z;
  1879. }
  1880. } else {
  1881. webglObject.render = false;
  1882. }
  1883. } else {
  1884. webglObject.render = false;
  1885. }
  1886. }
  1887. if ( this.sortObjects ) {
  1888. scene.__webglObjects.sort( painterSort );
  1889. }
  1890. oil = scene.__webglObjectsImmediate.length;
  1891. for ( o = 0; o < oil; o++ ) {
  1892. webglObject = scene.__webglObjectsImmediate[ o ];
  1893. object = webglObject.object;
  1894. if ( object.visible ) {
  1895. if( object.matrixAutoUpdate ) {
  1896. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  1897. }
  1898. setupMatrices( object, camera );
  1899. unrollImmediateBufferMaterials( webglObject );
  1900. }
  1901. }
  1902. // opaque pass
  1903. setBlending( THREE.NormalBlending );
  1904. for ( o = 0; o < ol; o ++ ) {
  1905. webglObject = scene.__webglObjects[ o ];
  1906. if ( webglObject.render ) {
  1907. object = webglObject.object;
  1908. buffer = webglObject.buffer;
  1909. opaque = webglObject.opaque;
  1910. setObjectFaces( object );
  1911. for ( i = 0; i < opaque.count; i ++ ) {
  1912. material = opaque.list[ i ];
  1913. setDepthTest( material.depthTest );
  1914. renderBuffer( camera, lights, fog, material, buffer, object );
  1915. }
  1916. }
  1917. }
  1918. // opaque pass (immediate simulator)
  1919. for ( o = 0; o < oil; o++ ) {
  1920. webglObject = scene.__webglObjectsImmediate[ o ];
  1921. object = webglObject.object;
  1922. if ( object.visible ) {
  1923. opaque = webglObject.opaque;
  1924. setObjectFaces( object );
  1925. for( i = 0; i < opaque.count; i++ ) {
  1926. material = opaque.list[ i ];
  1927. setDepthTest( material.depthTest );
  1928. program = setProgram( camera, lights, fog, material, object );
  1929. object.render( function( object ) { renderBufferImmediate( object, program, material.shading ); } );
  1930. }
  1931. }
  1932. }
  1933. // transparent pass
  1934. for ( o = 0; o < ol; o ++ ) {
  1935. webglObject = scene.__webglObjects[ o ];
  1936. if ( webglObject.render ) {
  1937. object = webglObject.object;
  1938. buffer = webglObject.buffer;
  1939. transparent = webglObject.transparent;
  1940. setObjectFaces( object );
  1941. for ( i = 0; i < transparent.count; i ++ ) {
  1942. material = transparent.list[ i ];
  1943. setBlending( material.blending );
  1944. setDepthTest( material.depthTest );
  1945. renderBuffer( camera, lights, fog, material, buffer, object );
  1946. }
  1947. }
  1948. }
  1949. // transparent pass (immediate simulator)
  1950. for ( o = 0; o < oil; o++ ) {
  1951. webglObject = scene.__webglObjectsImmediate[ o ];
  1952. object = webglObject.object;
  1953. if ( object.visible ) {
  1954. transparent = webglObject.transparent;
  1955. setObjectFaces( object );
  1956. for ( i = 0; i < transparent.count; i ++ ) {
  1957. material = transparent.list[ i ];
  1958. setBlending( material.blending );
  1959. setDepthTest( material.depthTest );
  1960. program = setProgram( camera, lights, fog, material, object );
  1961. object.render( function( object ) { renderBufferImmediate( object, program, material.shading ); } );
  1962. }
  1963. }
  1964. }
  1965. // render 2d
  1966. if ( scene.__webglSprites.length ) {
  1967. renderSprites( scene, camera );
  1968. }
  1969. // render stencil shadows
  1970. if ( stencil && scene.__webglShadowVolumes.length && scene.lights.length ) {
  1971. renderStencilShadows( scene );
  1972. }
  1973. // render lens flares
  1974. if ( scene.__webglLensFlares.length ) {
  1975. renderLensFlares( scene, camera );
  1976. }
  1977. // Generate mipmap if we're using any kind of mipmap filtering
  1978. if ( renderTarget && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
  1979. updateRenderTargetMipmap( renderTarget );
  1980. }
  1981. };
  1982. /*
  1983. * Stencil Shadows
  1984. * method: we're rendering the world in light, then the shadow
  1985. * volumes into the stencil and last a big darkening
  1986. * quad over the whole thing. This is not how "you're
  1987. * supposed to" do stencil shadows but is much faster
  1988. *
  1989. */
  1990. function renderStencilShadows( scene ) {
  1991. // setup stencil
  1992. _gl.enable( _gl.POLYGON_OFFSET_FILL );
  1993. _gl.polygonOffset( 0.1, 1.0 );
  1994. _gl.enable( _gl.STENCIL_TEST );
  1995. _gl.enable( _gl.DEPTH_TEST );
  1996. _gl.depthMask( false );
  1997. _gl.colorMask( false, false, false, false );
  1998. _gl.stencilFunc( _gl.ALWAYS, 1, 0xFF );
  1999. _gl.stencilOpSeparate( _gl.BACK, _gl.KEEP, _gl.INCR, _gl.KEEP );
  2000. _gl.stencilOpSeparate( _gl.FRONT, _gl.KEEP, _gl.DECR, _gl.KEEP );
  2001. // loop through all directional lights
  2002. var l, ll = scene.lights.length;
  2003. var p;
  2004. var light, lights = scene.lights;
  2005. var dirLight = [];
  2006. var object, geometryGroup, material;
  2007. var program;
  2008. var p_uniforms;
  2009. var m_uniforms;
  2010. var attributes;
  2011. var o, ol = scene.__webglShadowVolumes.length;
  2012. for ( l = 0; l < ll; l++ ) {
  2013. light = scene.lights[ l ];
  2014. if ( light instanceof THREE.DirectionalLight ) {
  2015. dirLight[ 0 ] = -light.position.x;
  2016. dirLight[ 1 ] = -light.position.y;
  2017. dirLight[ 2 ] = -light.position.z;
  2018. // render all volumes
  2019. for ( o = 0; o < ol; o++ ) {
  2020. object = scene.__webglShadowVolumes[ o ].object;
  2021. geometryGroup = scene.__webglShadowVolumes[ o ].buffer;
  2022. material = object.materials[ 0 ];
  2023. if ( !material.program ) _this.initMaterial( material, lights, undefined, object );
  2024. program = material.program,
  2025. p_uniforms = program.uniforms,
  2026. m_uniforms = material.uniforms,
  2027. attributes = program.attributes;
  2028. if ( _currentProgram !== program ) {
  2029. _gl.useProgram( program );
  2030. _currentProgram = program;
  2031. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, _projectionMatrixArray );
  2032. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, _viewMatrixArray );
  2033. _gl.uniform3fv( p_uniforms.directionalLightDirection, dirLight );
  2034. }
  2035. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2036. _gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
  2037. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  2038. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  2039. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  2040. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  2041. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  2042. _gl.cullFace( _gl.FRONT );
  2043. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
  2044. _gl.cullFace( _gl.BACK );
  2045. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
  2046. }
  2047. }
  2048. }
  2049. // setup color+stencil
  2050. _gl.disable( _gl.POLYGON_OFFSET_FILL );
  2051. _gl.colorMask( true, true, true, true );
  2052. _gl.stencilFunc( _gl.NOTEQUAL, 0, 0xFF );
  2053. _gl.stencilOp( _gl.KEEP, _gl.KEEP, _gl.KEEP );
  2054. _gl.disable( _gl.DEPTH_TEST );
  2055. // draw darkening polygon
  2056. _oldBlending = "";
  2057. _currentProgram = _stencilShadow.program;
  2058. _gl.useProgram( _stencilShadow.program );
  2059. _gl.uniformMatrix4fv( _stencilShadow.projectionLocation, false, _projectionMatrixArray );
  2060. _gl.uniform1f( _stencilShadow.darknessLocation, _stencilShadow.darkness );
  2061. _gl.bindBuffer( _gl.ARRAY_BUFFER, _stencilShadow.vertexBuffer );
  2062. _gl.vertexAttribPointer( _stencilShadow.vertexLocation, 3, _gl.FLOAT, false, 0, 0 );
  2063. _gl.enableVertexAttribArray( _stencilShadow.vertexLocation );
  2064. _gl.blendFunc( _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
  2065. _gl.blendEquation( _gl.FUNC_ADD );
  2066. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _stencilShadow.elementBuffer );
  2067. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  2068. // disable stencil
  2069. _gl.disable( _gl.STENCIL_TEST );
  2070. _gl.enable( _gl.DEPTH_TEST );
  2071. _gl.depthMask( _currentDepthMask );
  2072. }
  2073. /*
  2074. * Render sprites
  2075. *
  2076. */
  2077. function renderSprites( scene, camera ) {
  2078. var o, ol, object;
  2079. var attributes = _sprite.attributes;
  2080. var uniforms = _sprite.uniforms;
  2081. var anyCustom = false;
  2082. var invAspect = _viewportHeight / _viewportWidth;
  2083. var size, scale = [];
  2084. var screenPosition;
  2085. var halfViewportWidth = _viewportWidth * 0.5;
  2086. var halfViewportHeight = _viewportHeight * 0.5;
  2087. var mergeWith3D = true;
  2088. // setup gl
  2089. _gl.useProgram( _sprite.program );
  2090. _currentProgram = _sprite.program;
  2091. _oldBlending = "";
  2092. if ( !_spriteAttributesEnabled ) {
  2093. _gl.enableVertexAttribArray( _sprite.attributes.position );
  2094. _gl.enableVertexAttribArray( _sprite.attributes.uv );
  2095. _spriteAttributesEnabled = true;
  2096. }
  2097. _gl.disable( _gl.CULL_FACE );
  2098. _gl.enable( _gl.BLEND );
  2099. _gl.depthMask( true );
  2100. _gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
  2101. _gl.vertexAttribPointer( attributes.position, 2, _gl.FLOAT, false, 2 * 8, 0 );
  2102. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
  2103. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );
  2104. _gl.uniformMatrix4fv( uniforms.projectionMatrix, false, _projectionMatrixArray );
  2105. _gl.activeTexture( _gl.TEXTURE0 );
  2106. _gl.uniform1i( uniforms.map, 0 );
  2107. // update positions and sort
  2108. for( o = 0, ol = scene.__webglSprites.length; o < ol; o++ ) {
  2109. object = scene.__webglSprites[ o ];
  2110. if( !object.useScreenCoordinates ) {
  2111. object._modelViewMatrix.multiplyToArray( camera.matrixWorldInverse, object.matrixWorld, object._modelViewMatrixArray );
  2112. object.z = -object._modelViewMatrix.n34;
  2113. } else {
  2114. object.z = -object.position.z;
  2115. }
  2116. }
  2117. scene.__webglSprites.sort( painterSort );
  2118. // render all non-custom shader sprites
  2119. for( o = 0, ol = scene.__webglSprites.length; o < ol; o++ ) {
  2120. object = scene.__webglSprites[ o ];
  2121. if( object.material === undefined ) {
  2122. if( object.map && object.map.image && object.map.image.width ) {
  2123. if( object.useScreenCoordinates ) {
  2124. _gl.uniform1i( uniforms.useScreenCoordinates, 1 );
  2125. _gl.uniform3f( uniforms.screenPosition, ( object.position.x - halfViewportWidth ) / halfViewportWidth,
  2126. ( halfViewportHeight - object.position.y ) / halfViewportHeight,
  2127. Math.max( 0, Math.min( 1, object.position.z )));
  2128. } else {
  2129. _gl.uniform1i( uniforms.useScreenCoordinates, 0 );
  2130. _gl.uniform1i( uniforms.affectedByDistance, object.affectedByDistance ? 1 : 0 );
  2131. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrixArray );
  2132. }
  2133. size = object.map.image.width / ( object.affectedByDistance ? 1 : _viewportHeight );
  2134. scale[ 0 ] = size * invAspect * object.scale.x;
  2135. scale[ 1 ] = size * object.scale.y;
  2136. _gl.uniform2f( uniforms.uvScale, object.uvScale.x, object.uvScale.y );
  2137. _gl.uniform2f( uniforms.uvOffset, object.uvOffset.x, object.uvOffset.y );
  2138. _gl.uniform2f( uniforms.alignment, object.alignment.x, object.alignment.y );
  2139. _gl.uniform1f( uniforms.opacity, object.opacity );
  2140. _gl.uniform1f( uniforms.rotation, object.rotation );
  2141. _gl.uniform2fv( uniforms.scale, scale );
  2142. if( object.mergeWith3D && !mergeWith3D ) {
  2143. _gl.enable( _gl.DEPTH_TEST );
  2144. mergeWith3D = true;
  2145. } else if( !object.mergeWith3D && mergeWith3D ) {
  2146. _gl.disable( _gl.DEPTH_TEST );
  2147. mergeWith3D = false;
  2148. }
  2149. setBlending( object.blending );
  2150. setTexture( object.map, 0 );
  2151. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  2152. }
  2153. } else {
  2154. anyCustom = true;
  2155. }
  2156. }
  2157. // loop through all custom
  2158. /* if( anyCustom ) {
  2159. }
  2160. */
  2161. // restore gl
  2162. _gl.enable( _gl.CULL_FACE );
  2163. _gl.enable( _gl.DEPTH_TEST );
  2164. _gl.depthMask( _currentDepthMask );
  2165. }
  2166. /*
  2167. * Render lens flares
  2168. * Method: renders 16x16 0xff00ff-colored points scattered over the light source area,
  2169. * reads these back and calculates occlusion.
  2170. * Then LensFlare.updateLensFlares() is called to re-position and
  2171. * update transparency of flares. Then they are rendered.
  2172. *
  2173. */
  2174. function renderLensFlares( scene, camera ) {
  2175. var object, objectZ, geometryGroup, material;
  2176. var o, ol = scene.__webglLensFlares.length;
  2177. var f, fl, flare;
  2178. var tempPosition = new THREE.Vector3();
  2179. var invAspect = _viewportHeight / _viewportWidth;
  2180. var halfViewportWidth = _viewportWidth * 0.5;
  2181. var halfViewportHeight = _viewportHeight * 0.5;
  2182. var size = 16 / _viewportHeight;
  2183. var scale = [ size * invAspect, size ];
  2184. var screenPosition = [ 1, 1, 0 ];
  2185. var screenPositionPixels = [ 1, 1 ];
  2186. var sampleX, sampleY, readBackPixels = _lensFlare.readBackPixels;
  2187. var sampleMidX = 7 * 4;
  2188. var sampleMidY = 7 * 16 * 4;
  2189. var sampleIndex, visibility;
  2190. var uniforms = _lensFlare.uniforms;
  2191. var attributes = _lensFlare.attributes;
  2192. // set lensflare program and reset blending
  2193. _gl.useProgram( _lensFlare.program );
  2194. _currentProgram = _lensFlare.program;
  2195. _oldBlending = "";
  2196. if ( ! _lensFlareAttributesEnabled ) {
  2197. _gl.enableVertexAttribArray( _lensFlare.attributes.vertex );
  2198. _gl.enableVertexAttribArray( _lensFlare.attributes.uv );
  2199. _lensFlareAttributesEnabled = true;
  2200. }
  2201. // loop through all lens flares to update their occlusion and positions
  2202. // setup gl and common used attribs/unforms
  2203. _gl.uniform1i( uniforms.occlusionMap, 0 );
  2204. _gl.uniform1i( uniforms.map, 1 );
  2205. _gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
  2206. _gl.vertexAttribPointer( attributes.vertex, 2, _gl.FLOAT, false, 2 * 8, 0 );
  2207. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
  2208. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );
  2209. _gl.disable( _gl.CULL_FACE );
  2210. _gl.depthMask( false );
  2211. _gl.activeTexture( _gl.TEXTURE0 );
  2212. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
  2213. _gl.activeTexture( _gl.TEXTURE1 );
  2214. for ( o = 0; o < ol; o ++ ) {
  2215. // calc object screen position
  2216. object = scene.__webglLensFlares[ o ].object;
  2217. tempPosition.set( object.matrixWorld.n14, object.matrixWorld.n24, object.matrixWorld.n34 );
  2218. camera.matrixWorldInverse.multiplyVector3( tempPosition );
  2219. objectZ = tempPosition.z;
  2220. camera.projectionMatrix.multiplyVector3( tempPosition );
  2221. // setup arrays for gl programs
  2222. screenPosition[ 0 ] = tempPosition.x;
  2223. screenPosition[ 1 ] = tempPosition.y;
  2224. screenPosition[ 2 ] = tempPosition.z;
  2225. screenPositionPixels[ 0 ] = screenPosition[ 0 ] * halfViewportWidth + halfViewportWidth;
  2226. screenPositionPixels[ 1 ] = screenPosition[ 1 ] * halfViewportHeight + halfViewportHeight;
  2227. // screen cull
  2228. if( _lensFlare.hasVertexTexture ||
  2229. ( screenPositionPixels[ 0 ] > 0 &&
  2230. screenPositionPixels[ 0 ] < _viewportWidth &&
  2231. screenPositionPixels[ 1 ] > 0 &&
  2232. screenPositionPixels[ 1 ] < _viewportHeight )) {
  2233. // save current RGB to temp texture
  2234. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
  2235. _gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, screenPositionPixels[ 0 ] - 8, screenPositionPixels[ 1 ] - 8, 16, 16, 0 );
  2236. // render pink quad
  2237. _gl.uniform1i( uniforms.renderType, 0 );
  2238. _gl.uniform2fv( uniforms.scale, scale );
  2239. _gl.uniform3fv( uniforms.screenPosition, screenPosition );
  2240. _gl.disable( _gl.BLEND );
  2241. _gl.enable( _gl.DEPTH_TEST );
  2242. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  2243. // copy result to occlusionMap
  2244. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
  2245. _gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, screenPositionPixels[ 0 ] - 8, screenPositionPixels[ 1 ] - 8, 16, 16, 0 );
  2246. // restore graphics
  2247. _gl.uniform1i( uniforms.renderType, 1 );
  2248. _gl.disable( _gl.DEPTH_TEST );
  2249. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
  2250. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  2251. // update object positions
  2252. object.positionScreen.x = screenPosition[ 0 ];
  2253. object.positionScreen.y = screenPosition[ 1 ];
  2254. object.positionScreen.z = screenPosition[ 2 ];
  2255. if ( object.customUpdateCallback ) {
  2256. object.customUpdateCallback( object );
  2257. } else {
  2258. object.updateLensFlares();
  2259. }
  2260. // render flares
  2261. _gl.uniform1i( uniforms.renderType, 2 );
  2262. _gl.enable( _gl.BLEND );
  2263. for ( f = 0, fl = object.lensFlares.length; f < fl; f ++ ) {
  2264. flare = object.lensFlares[ f ];
  2265. if ( flare.opacity > 0.001 && flare.scale > 0.001 ) {
  2266. screenPosition[ 0 ] = flare.x;
  2267. screenPosition[ 1 ] = flare.y;
  2268. screenPosition[ 2 ] = flare.z;
  2269. size = flare.size * flare.scale / _viewportHeight;
  2270. scale[ 0 ] = size * invAspect;
  2271. scale[ 1 ] = size;
  2272. _gl.uniform3fv( uniforms.screenPosition, screenPosition );
  2273. _gl.uniform2fv( uniforms.scale, scale );
  2274. _gl.uniform1f( uniforms.rotation, flare.rotation );
  2275. _gl.uniform1f( uniforms.opacity, flare.opacity );
  2276. setBlending( flare.blending );
  2277. setTexture( flare.texture, 1 );
  2278. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  2279. }
  2280. }
  2281. }
  2282. }
  2283. // restore gl
  2284. _gl.enable( _gl.CULL_FACE );
  2285. _gl.enable( _gl.DEPTH_TEST );
  2286. _gl.depthMask( _currentDepthMask );
  2287. }
  2288. function setupMatrices( object, camera ) {
  2289. object._modelViewMatrix.multiplyToArray( camera.matrixWorldInverse, object.matrixWorld, object._modelViewMatrixArray );
  2290. THREE.Matrix4.makeInvert3x3( object._modelViewMatrix ).transposeIntoArray( object._normalMatrixArray );
  2291. }
  2292. this.initWebGLObjects = function ( scene ) {
  2293. if ( !scene.__webglObjects ) {
  2294. scene.__webglObjects = [];
  2295. scene.__webglObjectsImmediate = [];
  2296. scene.__webglShadowVolumes = [];
  2297. scene.__webglLensFlares = [];
  2298. scene.__webglSprites = [];
  2299. }
  2300. while ( scene.__objectsAdded.length ) {
  2301. addObject( scene.__objectsAdded[ 0 ], scene );
  2302. scene.__objectsAdded.splice( 0, 1 );
  2303. }
  2304. while ( scene.__objectsRemoved.length ) {
  2305. removeObject( scene.__objectsRemoved[ 0 ], scene );
  2306. scene.__objectsRemoved.splice( 0, 1 );
  2307. }
  2308. // update must be called after objects adding / removal
  2309. for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {
  2310. updateObject( scene.__webglObjects[ o ].object, scene );
  2311. }
  2312. for ( var o = 0, ol = scene.__webglShadowVolumes.length; o < ol; o ++ ) {
  2313. updateObject( scene.__webglShadowVolumes[ o ].object, scene );
  2314. }
  2315. for ( var o = 0, ol = scene.__webglLensFlares.length; o < ol; o ++ ) {
  2316. updateObject( scene.__webglLensFlares[ o ].object, scene );
  2317. }
  2318. /* for ( var o = 0, ol = scene.__webglSprites.length; o < ol; o ++ ) {
  2319. updateObject( scene.__webglSprites[ o ].object, scene );
  2320. }*/
  2321. };
  2322. function addObject( object, scene ) {
  2323. var g, geometry, geometryGroup;
  2324. if ( object._modelViewMatrix == undefined ) {
  2325. object._modelViewMatrix = new THREE.Matrix4();
  2326. object._normalMatrixArray = new Float32Array( 9 );
  2327. object._modelViewMatrixArray = new Float32Array( 16 );
  2328. object._objectMatrixArray = new Float32Array( 16 );
  2329. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2330. }
  2331. if ( object instanceof THREE.Mesh ) {
  2332. geometry = object.geometry;
  2333. if ( geometry.geometryGroups == undefined ) {
  2334. sortFacesByMaterial( geometry );
  2335. }
  2336. // create separate VBOs per geometry chunk
  2337. for ( g in geometry.geometryGroups ) {
  2338. geometryGroup = geometry.geometryGroups[ g ];
  2339. // initialise VBO on the first access
  2340. if ( ! geometryGroup.__webglVertexBuffer ) {
  2341. createMeshBuffers( geometryGroup );
  2342. initMeshBuffers( geometryGroup, object );
  2343. geometry.__dirtyVertices = true;
  2344. geometry.__dirtyMorphTargets = true;
  2345. geometry.__dirtyElements = true;
  2346. geometry.__dirtyUvs = true;
  2347. geometry.__dirtyNormals = true;
  2348. geometry.__dirtyTangents = true;
  2349. geometry.__dirtyColors = true;
  2350. }
  2351. // create separate wrapper per each use of VBO
  2352. if ( object instanceof THREE.ShadowVolume ) {
  2353. addBuffer( scene.__webglShadowVolumes, geometryGroup, object );
  2354. } else {
  2355. addBuffer( scene.__webglObjects, geometryGroup, object );
  2356. }
  2357. }
  2358. } else if ( object instanceof THREE.LensFlare ) {
  2359. addBuffer( scene.__webglLensFlares, undefined, object );
  2360. } else if ( object instanceof THREE.Ribbon ) {
  2361. geometry = object.geometry;
  2362. if( ! geometry.__webglVertexBuffer ) {
  2363. createRibbonBuffers( geometry );
  2364. initRibbonBuffers( geometry );
  2365. geometry.__dirtyVertices = true;
  2366. geometry.__dirtyColors = true;
  2367. }
  2368. addBuffer( scene.__webglObjects, geometry, object );
  2369. } else if ( object instanceof THREE.Line ) {
  2370. geometry = object.geometry;
  2371. if( ! geometry.__webglVertexBuffer ) {
  2372. createLineBuffers( geometry );
  2373. initLineBuffers( geometry );
  2374. geometry.__dirtyVertices = true;
  2375. geometry.__dirtyColors = true;
  2376. }
  2377. addBuffer( scene.__webglObjects, geometry, object );
  2378. } else if ( object instanceof THREE.ParticleSystem ) {
  2379. geometry = object.geometry;
  2380. if ( ! geometry.__webglVertexBuffer ) {
  2381. createParticleBuffers( geometry );
  2382. initParticleBuffers( geometry );
  2383. geometry.__dirtyVertices = true;
  2384. geometry.__dirtyColors = true;
  2385. }
  2386. addBuffer( scene.__webglObjects, geometry, object );
  2387. } else if ( THREE.MarchingCubes !== undefined && object instanceof THREE.MarchingCubes ) {
  2388. addBufferImmediate( scene.__webglObjectsImmediate, object );
  2389. } else if ( object instanceof THREE.Sprite ) {
  2390. scene.__webglSprites.push( object );
  2391. }
  2392. /*else if ( object instanceof THREE.Particle ) {
  2393. }*/
  2394. };
  2395. function updateObject( object, scene ) {
  2396. var g, geometry, geometryGroup, a, customAttributeDirty;
  2397. if ( object instanceof THREE.Mesh ) {
  2398. geometry = object.geometry;
  2399. // check all geometry groups
  2400. for ( g in geometry.geometryGroups ) {
  2401. geometryGroup = geometry.geometryGroups[ g ];
  2402. customAttributeDirty = false;
  2403. for ( a in geometryGroup.__webglCustomAttributes ) {
  2404. if( geometryGroup.__webglCustomAttributes[ a ].needsUpdate ) {
  2405. customAttributeDirty = true;
  2406. break;
  2407. }
  2408. }
  2409. if ( geometry.__dirtyVertices || geometry.__dirtyMorphTargets || geometry.__dirtyElements ||
  2410. geometry.__dirtyUvs || geometry.__dirtyNormals ||
  2411. geometry.__dirtyColors || geometry.__dirtyTangents || customAttributeDirty ) {
  2412. setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW );
  2413. }
  2414. }
  2415. geometry.__dirtyVertices = false;
  2416. geometry.__dirtyMorphTargets = false;
  2417. geometry.__dirtyElements = false;
  2418. geometry.__dirtyUvs = false;
  2419. geometry.__dirtyNormals = false;
  2420. geometry.__dirtyTangents = false;
  2421. geometry.__dirtyColors = false;
  2422. } else if ( object instanceof THREE.Ribbon ) {
  2423. geometry = object.geometry;
  2424. if( geometry.__dirtyVertices || geometry.__dirtyColors ) {
  2425. setRibbonBuffers( geometry, _gl.DYNAMIC_DRAW );
  2426. }
  2427. geometry.__dirtyVertices = false;
  2428. geometry.__dirtyColors = false;
  2429. } else if ( object instanceof THREE.Line ) {
  2430. geometry = object.geometry;
  2431. if( geometry.__dirtyVertices || geometry.__dirtyColors ) {
  2432. setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
  2433. }
  2434. geometry.__dirtyVertices = false;
  2435. geometry.__dirtyColors = false;
  2436. } else if ( object instanceof THREE.ParticleSystem ) {
  2437. geometry = object.geometry;
  2438. if ( geometry.__dirtyVertices || geometry.__dirtyColors || object.sortParticles ) {
  2439. setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
  2440. }
  2441. geometry.__dirtyVertices = false;
  2442. geometry.__dirtyColors = false;
  2443. }/* else if ( THREE.MarchingCubes !== undefined && object instanceof THREE.MarchingCubes ) {
  2444. // it updates itself in render callback
  2445. } else if ( object instanceof THREE.Particle ) {
  2446. }*/
  2447. };
  2448. function removeObject( object, scene ) {
  2449. var o, ol, zobject;
  2450. for ( o = scene.__webglObjects.length - 1; o >= 0; o-- ) {
  2451. zobject = scene.__webglObjects[ o ].object;
  2452. if ( object == zobject ) {
  2453. scene.__webglObjects.splice( o, 1 );
  2454. return;
  2455. }
  2456. }
  2457. // add shadwos/sprites etc.
  2458. };
  2459. function sortFacesByMaterial( geometry ) {
  2460. // TODO
  2461. // Should optimize by grouping faces with ColorFill / ColorStroke materials
  2462. // which could then use vertex color attributes instead of each being
  2463. // in its separate VBO
  2464. var i, l, f, fl, face, material, materials, vertices, mhash, ghash, hash_map = {};
  2465. var numMorphTargets = geometry.morphTargets !== undefined ? geometry.morphTargets.length : 0;
  2466. geometry.geometryGroups = {};
  2467. function materialHash( material ) {
  2468. var hash_array = [];
  2469. for ( i = 0, l = material.length; i < l; i++ ) {
  2470. if ( material[ i ] == undefined ) {
  2471. hash_array.push( "undefined" );
  2472. } else {
  2473. hash_array.push( material[ i ].id );
  2474. }
  2475. }
  2476. return hash_array.join( '_' );
  2477. }
  2478. for ( f = 0, fl = geometry.faces.length; f < fl; f++ ) {
  2479. face = geometry.faces[ f ];
  2480. materials = face.materials;
  2481. mhash = materialHash( materials );
  2482. if ( hash_map[ mhash ] == undefined ) {
  2483. hash_map[ mhash ] = { 'hash': mhash, 'counter': 0 };
  2484. }
  2485. ghash = hash_map[ mhash ].hash + '_' + hash_map[ mhash ].counter;
  2486. if ( geometry.geometryGroups[ ghash ] == undefined ) {
  2487. geometry.geometryGroups[ ghash ] = { 'faces': [], 'materials': materials, 'vertices': 0, 'numMorphTargets': numMorphTargets };
  2488. }
  2489. vertices = face instanceof THREE.Face3 ? 3 : 4;
  2490. if ( geometry.geometryGroups[ ghash ].vertices + vertices > 65535 ) {
  2491. hash_map[ mhash ].counter += 1;
  2492. ghash = hash_map[ mhash ].hash + '_' + hash_map[ mhash ].counter;
  2493. if ( geometry.geometryGroups[ ghash ] == undefined ) {
  2494. geometry.geometryGroups[ ghash ] = { 'faces': [], 'materials': materials, 'vertices': 0, 'numMorphTargets': numMorphTargets };
  2495. }
  2496. }
  2497. geometry.geometryGroups[ ghash ].faces.push( f );
  2498. geometry.geometryGroups[ ghash ].vertices += vertices;
  2499. }
  2500. };
  2501. function addBuffer( objlist, buffer, object ) {
  2502. objlist.push( {
  2503. buffer: buffer, object: object,
  2504. opaque: { list: [], count: 0 },
  2505. transparent: { list: [], count: 0 }
  2506. } );
  2507. };
  2508. function addBufferImmediate( objlist, object ) {
  2509. objlist.push( {
  2510. object: object,
  2511. opaque: { list: [], count: 0 },
  2512. transparent: { list: [], count: 0 }
  2513. } );
  2514. };
  2515. this.setFaceCulling = function ( cullFace, frontFace ) {
  2516. if ( cullFace ) {
  2517. if ( !frontFace || frontFace == "ccw" ) {
  2518. _gl.frontFace( _gl.CCW );
  2519. } else {
  2520. _gl.frontFace( _gl.CW );
  2521. }
  2522. if( cullFace == "back" ) {
  2523. _gl.cullFace( _gl.BACK );
  2524. } else if( cullFace == "front" ) {
  2525. _gl.cullFace( _gl.FRONT );
  2526. } else {
  2527. _gl.cullFace( _gl.FRONT_AND_BACK );
  2528. }
  2529. _gl.enable( _gl.CULL_FACE );
  2530. } else {
  2531. _gl.disable( _gl.CULL_FACE );
  2532. }
  2533. };
  2534. this.supportsVertexTextures = function () {
  2535. return maxVertexTextures() > 0;
  2536. };
  2537. function maxVertexTextures() {
  2538. return _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
  2539. };
  2540. function initGL( antialias, clearColor, clearAlpha, stencil ) {
  2541. try {
  2542. if ( ! ( _gl = _canvas.getContext( 'experimental-webgl', { antialias: antialias, stencil: stencil } ) ) ) {
  2543. throw 'Error creating WebGL context.';
  2544. }
  2545. } catch ( e ) {
  2546. console.error( e );
  2547. }
  2548. console.log(
  2549. navigator.userAgent + " | " +
  2550. _gl.getParameter( _gl.VERSION ) + " | " +
  2551. _gl.getParameter( _gl.VENDOR ) + " | " +
  2552. _gl.getParameter( _gl.RENDERER ) + " | " +
  2553. _gl.getParameter( _gl.SHADING_LANGUAGE_VERSION )
  2554. );
  2555. _gl.clearColor( 0, 0, 0, 1 );
  2556. _gl.clearDepth( 1 );
  2557. _gl.enable( _gl.DEPTH_TEST );
  2558. _gl.depthFunc( _gl.LEQUAL );
  2559. _gl.frontFace( _gl.CCW );
  2560. _gl.cullFace( _gl.BACK );
  2561. _gl.enable( _gl.CULL_FACE );
  2562. _gl.enable( _gl.BLEND );
  2563. _gl.blendEquation( _gl.FUNC_ADD );
  2564. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
  2565. _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
  2566. // _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, true );
  2567. _cullEnabled = true;
  2568. };
  2569. function buildProgram( shaderID, fragmentShader, vertexShader, uniforms, attributes, parameters ) {
  2570. var p, pl, program, code;
  2571. var chunks = [];
  2572. // Generate code
  2573. if ( shaderID ) {
  2574. chunks.push( shaderID );
  2575. } else {
  2576. chunks.push( fragmentShader );
  2577. chunks.push( vertexShader );
  2578. }
  2579. for ( p in parameters ) {
  2580. chunks.push( p );
  2581. chunks.push( parameters[ p ] );
  2582. }
  2583. code = chunks.join();
  2584. // Check if code has been already compiled
  2585. for ( p = 0, pl = _programs.length; p < pl; p ++ ) {
  2586. if ( _programs[ p ].code == code ) {
  2587. // console.log( "Code already compiled." /*: \n\n" + code*/ );
  2588. return _programs[ p ].program;
  2589. }
  2590. }
  2591. //console.log( "building new program " );
  2592. //
  2593. program = _gl.createProgram(),
  2594. prefix_fragment = [
  2595. "#ifdef GL_ES",
  2596. "precision highp float;",
  2597. "#endif",
  2598. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  2599. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  2600. parameters.fog ? "#define USE_FOG" : "",
  2601. parameters.fog instanceof THREE.FogExp2 ? "#define FOG_EXP2" : "",
  2602. parameters.map ? "#define USE_MAP" : "",
  2603. parameters.envMap ? "#define USE_ENVMAP" : "",
  2604. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  2605. parameters.vertexColors ? "#define USE_COLOR" : "",
  2606. "uniform mat4 viewMatrix;",
  2607. "uniform vec3 cameraPosition;",
  2608. ""
  2609. ].join("\n"),
  2610. prefix_vertex = [
  2611. maxVertexTextures() > 0 ? "#define VERTEX_TEXTURES" : "",
  2612. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  2613. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  2614. "#define MAX_BONES " + parameters.maxBones,
  2615. parameters.map ? "#define USE_MAP" : "",
  2616. parameters.envMap ? "#define USE_ENVMAP" : "",
  2617. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  2618. parameters.vertexColors ? "#define USE_COLOR" : "",
  2619. parameters.skinning ? "#define USE_SKINNING" : "",
  2620. parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
  2621. parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",
  2622. "uniform mat4 objectMatrix;",
  2623. "uniform mat4 modelViewMatrix;",
  2624. "uniform mat4 projectionMatrix;",
  2625. "uniform mat4 viewMatrix;",
  2626. "uniform mat3 normalMatrix;",
  2627. "uniform vec3 cameraPosition;",
  2628. "uniform mat4 cameraInverseMatrix;",
  2629. "attribute vec3 position;",
  2630. "attribute vec3 normal;",
  2631. "attribute vec2 uv;",
  2632. "attribute vec2 uv2;",
  2633. "#ifdef USE_COLOR",
  2634. "attribute vec3 color;",
  2635. "#endif",
  2636. "#ifdef USE_MORPHTARGETS",
  2637. "attribute vec3 morphTarget0;",
  2638. "attribute vec3 morphTarget1;",
  2639. "attribute vec3 morphTarget2;",
  2640. "attribute vec3 morphTarget3;",
  2641. "attribute vec3 morphTarget4;",
  2642. "attribute vec3 morphTarget5;",
  2643. "attribute vec3 morphTarget6;",
  2644. "attribute vec3 morphTarget7;",
  2645. "#endif",
  2646. "#ifdef USE_SKINNING",
  2647. "attribute vec4 skinVertexA;",
  2648. "attribute vec4 skinVertexB;",
  2649. "attribute vec4 skinIndex;",
  2650. "attribute vec4 skinWeight;",
  2651. "#endif",
  2652. ""
  2653. ].join("\n");
  2654. _gl.attachShader( program, getShader( "fragment", prefix_fragment + fragmentShader ) );
  2655. _gl.attachShader( program, getShader( "vertex", prefix_vertex + vertexShader ) );
  2656. _gl.linkProgram( program );
  2657. if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
  2658. console.error( "Could not initialise shader\n" + "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );
  2659. }
  2660. //console.log( prefix_fragment + fragmentShader );
  2661. //console.log( prefix_vertex + vertexShader );
  2662. program.uniforms = {};
  2663. program.attributes = {};
  2664. var identifiers, u, a, i;
  2665. // cache uniform locations
  2666. identifiers = [
  2667. 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'objectMatrix', 'cameraPosition',
  2668. 'cameraInverseMatrix', 'boneGlobalMatrices', 'morphTargetInfluences'
  2669. ];
  2670. for ( u in uniforms ) {
  2671. identifiers.push( u );
  2672. }
  2673. cacheUniformLocations( program, identifiers );
  2674. // cache attributes locations
  2675. identifiers = [
  2676. "position", "normal", "uv", "uv2", "tangent", "color",
  2677. "skinVertexA", "skinVertexB", "skinIndex", "skinWeight"
  2678. ];
  2679. for ( i = 0; i < parameters.maxMorphTargets; i++ ) {
  2680. identifiers.push( "morphTarget" + i );
  2681. }
  2682. for ( a in attributes ) {
  2683. identifiers.push( a );
  2684. }
  2685. cacheAttributeLocations( program, identifiers );
  2686. _programs.push( { program: program, code: code } );
  2687. return program;
  2688. };
  2689. function loadUniformsSkinning( uniforms, object ) {
  2690. _gl.uniformMatrix4fv( uniforms.cameraInverseMatrix, false, _viewMatrixArray );
  2691. _gl.uniformMatrix4fv( uniforms.boneGlobalMatrices, false, object.boneMatrices );
  2692. };
  2693. function loadUniformsMatrices( uniforms, object ) {
  2694. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrixArray );
  2695. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrixArray );
  2696. };
  2697. function loadUniformsGeneric( program, uniforms ) {
  2698. var u, uniform, value, type, location, texture;
  2699. for( u in uniforms ) {
  2700. location = program.uniforms[u];
  2701. if ( !location ) continue;
  2702. uniform = uniforms[u];
  2703. type = uniform.type;
  2704. value = uniform.value;
  2705. if( type == "i" ) {
  2706. _gl.uniform1i( location, value );
  2707. } else if( type == "f" ) {
  2708. _gl.uniform1f( location, value );
  2709. } else if( type == "fv1" ) {
  2710. _gl.uniform1fv( location, value );
  2711. } else if( type == "fv" ) {
  2712. _gl.uniform3fv( location, value );
  2713. } else if( type == "v2" ) {
  2714. _gl.uniform2f( location, value.x, value.y );
  2715. } else if( type == "v3" ) {
  2716. _gl.uniform3f( location, value.x, value.y, value.z );
  2717. } else if( type == "v4" ) {
  2718. _gl.uniform4f( location, value.x, value.y, value.z, value.w );
  2719. } else if( type == "c" ) {
  2720. _gl.uniform3f( location, value.r, value.g, value.b );
  2721. } else if( type == "t" ) {
  2722. _gl.uniform1i( location, value );
  2723. texture = uniform.texture;
  2724. if ( !texture ) continue;
  2725. if ( texture.image instanceof Array && texture.image.length == 6 ) {
  2726. setCubeTexture( texture, value );
  2727. } else {
  2728. setTexture( texture, value );
  2729. }
  2730. }
  2731. }
  2732. };
  2733. function setBlending( blending ) {
  2734. if ( blending != _oldBlending ) {
  2735. switch ( blending ) {
  2736. case THREE.AdditiveBlending:
  2737. _gl.blendEquation( _gl.FUNC_ADD );
  2738. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
  2739. break;
  2740. case THREE.SubtractiveBlending:
  2741. // TODO: Find blendFuncSeparate() combination
  2742. _gl.blendEquation( _gl.FUNC_ADD );
  2743. _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
  2744. break;
  2745. case THREE.MultiplyBlending:
  2746. // TODO: Find blendFuncSeparate() combination
  2747. _gl.blendEquation( _gl.FUNC_ADD );
  2748. _gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
  2749. break;
  2750. default:
  2751. _gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
  2752. _gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
  2753. break;
  2754. }
  2755. _oldBlending = blending;
  2756. }
  2757. };
  2758. function setTextureParameters( textureType, texture, image ) {
  2759. if ( isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ) ) {
  2760. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  2761. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  2762. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  2763. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  2764. _gl.generateMipmap( textureType );
  2765. } else {
  2766. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  2767. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  2768. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  2769. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  2770. }
  2771. };
  2772. function setTexture( texture, slot ) {
  2773. if ( texture.needsUpdate ) {
  2774. if ( !texture.__webglInit ) {
  2775. texture.__webglTexture = _gl.createTexture();
  2776. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  2777. _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image );
  2778. texture.__webglInit = true;
  2779. } else {
  2780. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  2781. _gl.texSubImage2D( _gl.TEXTURE_2D, 0, 0, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image );
  2782. }
  2783. setTextureParameters( _gl.TEXTURE_2D, texture, texture.image );
  2784. _gl.bindTexture( _gl.TEXTURE_2D, null );
  2785. texture.needsUpdate = false;
  2786. }
  2787. _gl.activeTexture( _gl.TEXTURE0 + slot );
  2788. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  2789. };
  2790. function setCubeTexture( texture, slot ) {
  2791. if ( texture.image.length == 6 ) {
  2792. if ( texture.needsUpdate ) {
  2793. if ( !texture.__webglInit ) {
  2794. texture.image.__webglTextureCube = _gl.createTexture();
  2795. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  2796. for ( var i = 0; i < 6; ++i ) {
  2797. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image[ i ] );
  2798. }
  2799. texture.__webglInit = true;
  2800. } else {
  2801. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  2802. for ( var i = 0; i < 6; ++i ) {
  2803. _gl.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image[ i ] );
  2804. }
  2805. }
  2806. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, texture.image[0] );
  2807. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  2808. texture.needsUpdate = false;
  2809. }
  2810. _gl.activeTexture( _gl.TEXTURE0 + slot );
  2811. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  2812. }
  2813. };
  2814. function setRenderTarget( renderTexture ) {
  2815. if ( renderTexture && !renderTexture.__webglFramebuffer ) {
  2816. if( renderTexture.depthBuffer === undefined ) renderTexture.depthBuffer = true;
  2817. if( renderTexture.stencilBuffer === undefined ) renderTexture.stencilBuffer = true;
  2818. renderTexture.__webglFramebuffer = _gl.createFramebuffer();
  2819. renderTexture.__webglRenderbuffer = _gl.createRenderbuffer();
  2820. renderTexture.__webglTexture = _gl.createTexture();
  2821. // Setup texture
  2822. _gl.bindTexture( _gl.TEXTURE_2D, renderTexture.__webglTexture );
  2823. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, paramThreeToGL( renderTexture.wrapS ) );
  2824. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, paramThreeToGL( renderTexture.wrapT ) );
  2825. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( renderTexture.magFilter ) );
  2826. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( renderTexture.minFilter ) );
  2827. _gl.texImage2D( _gl.TEXTURE_2D, 0, paramThreeToGL( renderTexture.format ), renderTexture.width, renderTexture.height, 0, paramThreeToGL( renderTexture.format ), paramThreeToGL( renderTexture.type ), null );
  2828. // Setup render and frame buffer
  2829. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderTexture.__webglRenderbuffer );
  2830. _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTexture.__webglFramebuffer );
  2831. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, renderTexture.__webglTexture, 0 );
  2832. if( renderTexture.depthBuffer && !renderTexture.stencilBuffer ) {
  2833. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTexture.width, renderTexture.height );
  2834. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTexture.__webglRenderbuffer );
  2835. /* For some reason this is not working. Defaulting to RGBA4.
  2836. } else if( !renderTexture.depthBuffer && renderTexture.stencilBuffer ) {
  2837. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTexture.width, renderTexture.height );
  2838. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTexture.__webglRenderbuffer );
  2839. */
  2840. } else if( renderTexture.depthBuffer && renderTexture.stencilBuffer ) {
  2841. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTexture.width, renderTexture.height );
  2842. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTexture.__webglRenderbuffer );
  2843. } else {
  2844. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTexture.width, renderTexture.height );
  2845. }
  2846. // Release everything
  2847. _gl.bindTexture( _gl.TEXTURE_2D, null );
  2848. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  2849. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null);
  2850. }
  2851. var framebuffer, width, height;
  2852. if ( renderTexture ) {
  2853. framebuffer = renderTexture.__webglFramebuffer;
  2854. width = renderTexture.width;
  2855. height = renderTexture.height;
  2856. } else {
  2857. framebuffer = null;
  2858. width = _viewportWidth;
  2859. height = _viewportHeight;
  2860. }
  2861. if ( framebuffer != _currentFramebuffer ) {
  2862. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  2863. _gl.viewport( _viewportX, _viewportY, width, height );
  2864. _currentFramebuffer = framebuffer;
  2865. }
  2866. };
  2867. function updateRenderTargetMipmap( renderTarget ) {
  2868. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  2869. _gl.generateMipmap( _gl.TEXTURE_2D );
  2870. _gl.bindTexture( _gl.TEXTURE_2D, null );
  2871. };
  2872. function cacheUniformLocations( program, identifiers ) {
  2873. var i, l, id;
  2874. for( i = 0, l = identifiers.length; i < l; i++ ) {
  2875. id = identifiers[ i ];
  2876. program.uniforms[ id ] = _gl.getUniformLocation( program, id );
  2877. }
  2878. };
  2879. function cacheAttributeLocations( program, identifiers ) {
  2880. var i, l, id;
  2881. for( i = 0, l = identifiers.length; i < l; i++ ) {
  2882. id = identifiers[ i ];
  2883. program.attributes[ id ] = _gl.getAttribLocation( program, id );
  2884. }
  2885. };
  2886. function getShader( type, string ) {
  2887. var shader;
  2888. if ( type == "fragment" ) {
  2889. shader = _gl.createShader( _gl.FRAGMENT_SHADER );
  2890. } else if ( type == "vertex" ) {
  2891. shader = _gl.createShader( _gl.VERTEX_SHADER );
  2892. }
  2893. _gl.shaderSource( shader, string );
  2894. _gl.compileShader( shader );
  2895. if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {
  2896. console.error( _gl.getShaderInfoLog( shader ) );
  2897. console.error( string );
  2898. return null;
  2899. }
  2900. return shader;
  2901. };
  2902. // fallback filters for non-power-of-2 textures
  2903. function filterFallback( f ) {
  2904. switch ( f ) {
  2905. case THREE.NearestFilter:
  2906. case THREE.NearestMipMapNearestFilter:
  2907. case THREE.NearestMipMapLinearFilter: return _gl.NEAREST; break;
  2908. case THREE.LinearFilter:
  2909. case THREE.LinearMipMapNearestFilter:
  2910. case THREE.LinearMipMapLinearFilter:
  2911. default:
  2912. return _gl.LINEAR; break;
  2913. }
  2914. };
  2915. function paramThreeToGL( p ) {
  2916. switch ( p ) {
  2917. case THREE.RepeatWrapping: return _gl.REPEAT; break;
  2918. case THREE.ClampToEdgeWrapping: return _gl.CLAMP_TO_EDGE; break;
  2919. case THREE.MirroredRepeatWrapping: return _gl.MIRRORED_REPEAT; break;
  2920. case THREE.NearestFilter: return _gl.NEAREST; break;
  2921. case THREE.NearestMipMapNearestFilter: return _gl.NEAREST_MIPMAP_NEAREST; break;
  2922. case THREE.NearestMipMapLinearFilter: return _gl.NEAREST_MIPMAP_LINEAR; break;
  2923. case THREE.LinearFilter: return _gl.LINEAR; break;
  2924. case THREE.LinearMipMapNearestFilter: return _gl.LINEAR_MIPMAP_NEAREST; break;
  2925. case THREE.LinearMipMapLinearFilter: return _gl.LINEAR_MIPMAP_LINEAR; break;
  2926. case THREE.ByteType: return _gl.BYTE; break;
  2927. case THREE.UnsignedByteType: return _gl.UNSIGNED_BYTE; break;
  2928. case THREE.ShortType: return _gl.SHORT; break;
  2929. case THREE.UnsignedShortType: return _gl.UNSIGNED_SHORT; break;
  2930. case THREE.IntType: return _gl.INT; break;
  2931. case THREE.UnsignedShortType: return _gl.UNSIGNED_INT; break;
  2932. case THREE.FloatType: return _gl.FLOAT; break;
  2933. case THREE.AlphaFormat: return _gl.ALPHA; break;
  2934. case THREE.RGBFormat: return _gl.RGB; break;
  2935. case THREE.RGBAFormat: return _gl.RGBA; break;
  2936. case THREE.LuminanceFormat: return _gl.LUMINANCE; break;
  2937. case THREE.LuminanceAlphaFormat: return _gl.LUMINANCE_ALPHA; break;
  2938. }
  2939. return 0;
  2940. };
  2941. function isPowerOfTwo( value ) {
  2942. return ( value & ( value - 1 ) ) == 0;
  2943. };
  2944. function materialNeedsSmoothNormals( material ) {
  2945. return material && material.shading != undefined && material.shading == THREE.SmoothShading;
  2946. };
  2947. function bufferNeedsSmoothNormals( geometryGroup, object ) {
  2948. var m, ml, i, l, meshMaterial, needsSmoothNormals = false;
  2949. for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
  2950. meshMaterial = object.materials[ m ];
  2951. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  2952. for ( i = 0, l = geometryGroup.materials.length; i < l; i++ ) {
  2953. if ( materialNeedsSmoothNormals( geometryGroup.materials[ i ] ) ) {
  2954. needsSmoothNormals = true;
  2955. break;
  2956. }
  2957. }
  2958. } else {
  2959. if ( materialNeedsSmoothNormals( meshMaterial ) ) {
  2960. needsSmoothNormals = true;
  2961. break;
  2962. }
  2963. }
  2964. if ( needsSmoothNormals ) break;
  2965. }
  2966. return needsSmoothNormals;
  2967. };
  2968. function unrollGroupMaterials( geometryGroup, object ) {
  2969. var m, ml, i, il,
  2970. material, meshMaterial,
  2971. materials = [];
  2972. for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
  2973. meshMaterial = object.materials[ m ];
  2974. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  2975. for ( i = 0, l = geometryGroup.materials.length; i < l; i++ ) {
  2976. material = geometryGroup.materials[ i ];
  2977. if ( material ) {
  2978. materials.push( material );
  2979. }
  2980. }
  2981. } else {
  2982. material = meshMaterial;
  2983. if ( material ) {
  2984. materials.push( material );
  2985. }
  2986. }
  2987. }
  2988. return materials;
  2989. };
  2990. function bufferGuessVertexColorType( materials, geometryGroup, object ) {
  2991. var i, m, ml = materials.length;
  2992. // use vertexColor type from the first material in unrolled materials
  2993. for ( i = 0; i < ml; i++ ) {
  2994. m = materials[ i ];
  2995. if ( m.vertexColors ) {
  2996. return m.vertexColors;
  2997. }
  2998. }
  2999. return false;
  3000. };
  3001. function bufferGuessNormalType( materials, geometryGroup, object ) {
  3002. var i, m, ml = materials.length;
  3003. // only MeshBasicMaterial and MeshDepthMaterial don't need normals
  3004. for ( i = 0; i < ml; i++ ) {
  3005. m = materials[ i ];
  3006. if ( ( m instanceof THREE.MeshBasicMaterial && !m.envMap ) || m instanceof THREE.MeshDepthMaterial ) continue;
  3007. if ( materialNeedsSmoothNormals( m ) ) {
  3008. return THREE.SmoothShading;
  3009. } else {
  3010. return THREE.FlatShading;
  3011. }
  3012. }
  3013. return false;
  3014. };
  3015. function bufferGuessUVType( materials, geometryGroup, object ) {
  3016. var i, m, ml = materials.length;
  3017. // material must use some texture to require uvs
  3018. for ( i = 0; i < ml; i++ ) {
  3019. m = materials[ i ];
  3020. if ( m.map || m.lightMap || m instanceof THREE.MeshShaderMaterial ) {
  3021. return true;
  3022. }
  3023. }
  3024. return false;
  3025. };
  3026. function allocateBones( object ) {
  3027. // default for when object is not specified
  3028. // ( for example when prebuilding shader
  3029. // to be used with multiple objects )
  3030. //
  3031. // - leave some extra space for other uniforms
  3032. // - limit here is ANGLE's 254 max uniform vectors
  3033. // (up to 54 should be safe)
  3034. var maxBones = 50;
  3035. if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
  3036. maxBones = object.bones.length;
  3037. }
  3038. return maxBones;
  3039. };
  3040. function allocateLights( lights, maxLights ) {
  3041. var l, ll, light, dirLights, pointLights, maxDirLights, maxPointLights;
  3042. dirLights = pointLights = maxDirLights = maxPointLights = 0;
  3043. for ( l = 0, ll = lights.length; l < ll; l++ ) {
  3044. light = lights[ l ];
  3045. if ( light instanceof THREE.DirectionalLight ) dirLights++;
  3046. if ( light instanceof THREE.PointLight ) pointLights++;
  3047. }
  3048. if ( ( pointLights + dirLights ) <= maxLights ) {
  3049. maxDirLights = dirLights;
  3050. maxPointLights = pointLights;
  3051. } else {
  3052. maxDirLights = Math.ceil( maxLights * dirLights / ( pointLights + dirLights ) );
  3053. maxPointLights = maxLights - maxDirLights;
  3054. }
  3055. return { 'directional' : maxDirLights, 'point' : maxPointLights };
  3056. };
  3057. /* DEBUG
  3058. function getGLParams() {
  3059. var params = {
  3060. 'MAX_VARYING_VECTORS': _gl.getParameter( _gl.MAX_VARYING_VECTORS ),
  3061. 'MAX_VERTEX_ATTRIBS': _gl.getParameter( _gl.MAX_VERTEX_ATTRIBS ),
  3062. 'MAX_TEXTURE_IMAGE_UNITS': _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS ),
  3063. 'MAX_VERTEX_TEXTURE_IMAGE_UNITS': _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ),
  3064. 'MAX_COMBINED_TEXTURE_IMAGE_UNITS' : _gl.getParameter( _gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS ),
  3065. 'MAX_VERTEX_UNIFORM_VECTORS': _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS ),
  3066. 'MAX_FRAGMENT_UNIFORM_VECTORS': _gl.getParameter( _gl.MAX_FRAGMENT_UNIFORM_VECTORS )
  3067. }
  3068. return params;
  3069. };
  3070. function dumpObject( obj ) {
  3071. var p, str = "";
  3072. for ( p in obj ) {
  3073. str += p + ": " + obj[p] + "\n";
  3074. }
  3075. return str;
  3076. }
  3077. */
  3078. };
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