WebGLRenderer.js 147 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. console.log( 'THREE.WebGLRenderer', THREE.REVISION );
  9. parameters = parameters || {};
  10. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
  11. _context = parameters.context !== undefined ? parameters.context : null,
  12. _precision = parameters.precision !== undefined ? parameters.precision : 'highp',
  13. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  14. _depth = parameters.depth !== undefined ? parameters.depth : true,
  15. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  16. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  17. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  18. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  19. _logarithmicDepthBuffer = parameters.logarithmicDepthBuffer !== undefined ? parameters.logarithmicDepthBuffer : false,
  20. _clearColor = new THREE.Color( 0x000000 ),
  21. _clearAlpha = 0;
  22. var lights = [];
  23. var _webglObjects = {};
  24. var _webglObjectsImmediate = [];
  25. var opaqueObjects = [];
  26. var transparentObjects = [];
  27. // public properties
  28. this.domElement = _canvas;
  29. this.context = null;
  30. this.devicePixelRatio = parameters.devicePixelRatio !== undefined
  31. ? parameters.devicePixelRatio
  32. : self.devicePixelRatio !== undefined
  33. ? self.devicePixelRatio
  34. : 1;
  35. // clearing
  36. this.autoClear = true;
  37. this.autoClearColor = true;
  38. this.autoClearDepth = true;
  39. this.autoClearStencil = true;
  40. // scene graph
  41. this.sortObjects = true;
  42. // physically based shading
  43. this.gammaInput = false;
  44. this.gammaOutput = false;
  45. // shadow map
  46. this.shadowMapEnabled = false;
  47. this.shadowMapAutoUpdate = true;
  48. this.shadowMapType = THREE.PCFShadowMap;
  49. this.shadowMapCullFace = THREE.CullFaceFront;
  50. this.shadowMapDebug = false;
  51. this.shadowMapCascade = false;
  52. // morphs
  53. this.maxMorphTargets = 8;
  54. this.maxMorphNormals = 4;
  55. // flags
  56. this.autoScaleCubemaps = true;
  57. // custom render plugins
  58. this.renderPluginsPre = [];
  59. this.renderPluginsPost = [];
  60. // info
  61. this.info = {
  62. memory: {
  63. programs: 0,
  64. geometries: 0,
  65. textures: 0
  66. },
  67. render: {
  68. calls: 0,
  69. vertices: 0,
  70. faces: 0,
  71. points: 0
  72. }
  73. };
  74. // internal properties
  75. var _this = this,
  76. _programs = [],
  77. // internal state cache
  78. _currentProgram = null,
  79. _currentFramebuffer = null,
  80. _currentMaterialId = - 1,
  81. _currentGeometryGroupHash = - 1,
  82. _currentCamera = null,
  83. _usedTextureUnits = 0,
  84. // GL state cache
  85. _oldDoubleSided = - 1,
  86. _oldFlipSided = - 1,
  87. _oldBlending = - 1,
  88. _oldBlendEquation = - 1,
  89. _oldBlendSrc = - 1,
  90. _oldBlendDst = - 1,
  91. _oldDepthTest = - 1,
  92. _oldDepthWrite = - 1,
  93. _oldPolygonOffset = null,
  94. _oldPolygonOffsetFactor = null,
  95. _oldPolygonOffsetUnits = null,
  96. _oldLineWidth = null,
  97. _viewportX = 0,
  98. _viewportY = 0,
  99. _viewportWidth = _canvas.width,
  100. _viewportHeight = _canvas.height,
  101. _currentWidth = 0,
  102. _currentHeight = 0,
  103. _newAttributes = new Uint8Array( 16 ),
  104. _enabledAttributes = new Uint8Array( 16 ),
  105. // frustum
  106. _frustum = new THREE.Frustum(),
  107. // camera matrices cache
  108. _projScreenMatrix = new THREE.Matrix4(),
  109. _projScreenMatrixPS = new THREE.Matrix4(),
  110. _vector3 = new THREE.Vector3(),
  111. // light arrays cache
  112. _direction = new THREE.Vector3(),
  113. _lightsNeedUpdate = true,
  114. _lights = {
  115. ambient: [ 0, 0, 0 ],
  116. directional: { length: 0, colors:[], positions: [] },
  117. point: { length: 0, colors: [], positions: [], distances: [] },
  118. spot: { length: 0, colors: [], positions: [], distances: [], directions: [], anglesCos: [], exponents: [] },
  119. hemi: { length: 0, skyColors: [], groundColors: [], positions: [] }
  120. };
  121. // initialize
  122. var _gl;
  123. try {
  124. var attributes = {
  125. alpha: _alpha,
  126. depth: _depth,
  127. stencil: _stencil,
  128. antialias: _antialias,
  129. premultipliedAlpha: _premultipliedAlpha,
  130. preserveDrawingBuffer: _preserveDrawingBuffer
  131. };
  132. _gl = _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes );
  133. if ( _gl === null ) {
  134. throw 'Error creating WebGL context.';
  135. }
  136. } catch ( error ) {
  137. console.error( error );
  138. }
  139. if ( _gl.getShaderPrecisionFormat === undefined ) {
  140. _gl.getShaderPrecisionFormat = function () {
  141. return {
  142. 'rangeMin': 1,
  143. 'rangeMax': 1,
  144. 'precision': 1
  145. };
  146. }
  147. }
  148. var extensions = new THREE.WebGLExtensions( _gl );
  149. extensions.get( 'OES_texture_float' );
  150. extensions.get( 'OES_texture_float_linear' );
  151. extensions.get( 'OES_standard_derivatives' );
  152. if ( _logarithmicDepthBuffer ) {
  153. extensions.get( 'EXT_frag_depth' );
  154. }
  155. //
  156. function setDefaultGLState() {
  157. _gl.clearColor( 0, 0, 0, 1 );
  158. _gl.clearDepth( 1 );
  159. _gl.clearStencil( 0 );
  160. _gl.enable( _gl.DEPTH_TEST );
  161. _gl.depthFunc( _gl.LEQUAL );
  162. _gl.frontFace( _gl.CCW );
  163. _gl.cullFace( _gl.BACK );
  164. _gl.enable( _gl.CULL_FACE );
  165. _gl.enable( _gl.BLEND );
  166. _gl.blendEquation( _gl.FUNC_ADD );
  167. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
  168. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  169. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  170. }
  171. setDefaultGLState();
  172. this.context = _gl;
  173. // GPU capabilities
  174. var _maxTextures = _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS );
  175. var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
  176. var _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE );
  177. var _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE );
  178. var _supportsVertexTextures = _maxVertexTextures > 0;
  179. var _supportsBoneTextures = _supportsVertexTextures && extensions.get( 'OES_texture_float' );
  180. //
  181. var _vertexShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_FLOAT );
  182. var _vertexShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_FLOAT );
  183. var _vertexShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.LOW_FLOAT );
  184. var _fragmentShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_FLOAT );
  185. var _fragmentShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_FLOAT );
  186. var _fragmentShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.LOW_FLOAT );
  187. var getCompressedTextureFormats = ( function () {
  188. var array;
  189. return function () {
  190. if ( array !== undefined ) {
  191. return array;
  192. }
  193. array = [];
  194. if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) || extensions.get( 'WEBGL_compressed_texture_s3tc' ) ) {
  195. var formats = _gl.getParameter( _gl.COMPRESSED_TEXTURE_FORMATS );
  196. for ( var i = 0; i < formats.length; i ++ ){
  197. array.push( formats[ i ] );
  198. }
  199. }
  200. return array;
  201. };
  202. } )();
  203. // clamp precision to maximum available
  204. var highpAvailable = _vertexShaderPrecisionHighpFloat.precision > 0 && _fragmentShaderPrecisionHighpFloat.precision > 0;
  205. var mediumpAvailable = _vertexShaderPrecisionMediumpFloat.precision > 0 && _fragmentShaderPrecisionMediumpFloat.precision > 0;
  206. if ( _precision === 'highp' && ! highpAvailable ) {
  207. if ( mediumpAvailable ) {
  208. _precision = 'mediump';
  209. console.warn( 'THREE.WebGLRenderer: highp not supported, using mediump.' );
  210. } else {
  211. _precision = 'lowp';
  212. console.warn( 'THREE.WebGLRenderer: highp and mediump not supported, using lowp.' );
  213. }
  214. }
  215. if ( _precision === 'mediump' && ! mediumpAvailable ) {
  216. _precision = 'lowp';
  217. console.warn( 'THREE.WebGLRenderer: mediump not supported, using lowp.' );
  218. }
  219. // API
  220. this.getContext = function () {
  221. return _gl;
  222. };
  223. this.supportsVertexTextures = function () {
  224. return _supportsVertexTextures;
  225. };
  226. this.supportsFloatTextures = function () {
  227. return extensions.get( 'OES_texture_float' );
  228. };
  229. this.supportsStandardDerivatives = function () {
  230. return extensions.get( 'OES_standard_derivatives' );
  231. };
  232. this.supportsCompressedTextureS3TC = function () {
  233. return extensions.get( 'WEBGL_compressed_texture_s3tc' );
  234. };
  235. this.supportsCompressedTexturePVRTC = function () {
  236. return extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  237. };
  238. this.supportsBlendMinMax = function () {
  239. return extensions.get( 'EXT_blend_minmax' );
  240. };
  241. this.getMaxAnisotropy = ( function () {
  242. var value;
  243. return function () {
  244. if ( value !== undefined ) {
  245. return value;
  246. }
  247. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  248. value = extension !== null ? _gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT ) : 0;
  249. return value;
  250. }
  251. } )();
  252. this.getPrecision = function () {
  253. return _precision;
  254. };
  255. this.setSize = function ( width, height, updateStyle ) {
  256. _canvas.width = width * this.devicePixelRatio;
  257. _canvas.height = height * this.devicePixelRatio;
  258. if ( updateStyle !== false ) {
  259. _canvas.style.width = width + 'px';
  260. _canvas.style.height = height + 'px';
  261. }
  262. this.setViewport( 0, 0, width, height );
  263. };
  264. this.setViewport = function ( x, y, width, height ) {
  265. _viewportX = x * this.devicePixelRatio;
  266. _viewportY = y * this.devicePixelRatio;
  267. _viewportWidth = width * this.devicePixelRatio;
  268. _viewportHeight = height * this.devicePixelRatio;
  269. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  270. };
  271. this.setScissor = function ( x, y, width, height ) {
  272. _gl.scissor(
  273. x * this.devicePixelRatio,
  274. y * this.devicePixelRatio,
  275. width * this.devicePixelRatio,
  276. height * this.devicePixelRatio
  277. );
  278. };
  279. this.enableScissorTest = function ( enable ) {
  280. enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );
  281. };
  282. // Clearing
  283. this.setClearColor = function ( color, alpha ) {
  284. _clearColor.set( color );
  285. _clearAlpha = alpha !== undefined ? alpha : 1;
  286. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  287. };
  288. this.setClearColorHex = function ( hex, alpha ) {
  289. console.warn( 'THREE.WebGLRenderer: .setClearColorHex() is being removed. Use .setClearColor() instead.' );
  290. this.setClearColor( hex, alpha );
  291. };
  292. this.getClearColor = function () {
  293. return _clearColor;
  294. };
  295. this.getClearAlpha = function () {
  296. return _clearAlpha;
  297. };
  298. this.clear = function ( color, depth, stencil ) {
  299. var bits = 0;
  300. if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  301. if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  302. if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  303. _gl.clear( bits );
  304. };
  305. this.clearColor = function () {
  306. _gl.clear( _gl.COLOR_BUFFER_BIT );
  307. };
  308. this.clearDepth = function () {
  309. _gl.clear( _gl.DEPTH_BUFFER_BIT );
  310. };
  311. this.clearStencil = function () {
  312. _gl.clear( _gl.STENCIL_BUFFER_BIT );
  313. };
  314. this.clearTarget = function ( renderTarget, color, depth, stencil ) {
  315. this.setRenderTarget( renderTarget );
  316. this.clear( color, depth, stencil );
  317. };
  318. // Plugins
  319. this.addPostPlugin = function ( plugin ) {
  320. plugin.init( this, lights, _webglObjects, _webglObjectsImmediate );
  321. this.renderPluginsPost.push( plugin );
  322. };
  323. this.addPrePlugin = function ( plugin ) {
  324. plugin.init( this, lights, _webglObjects, _webglObjectsImmediate );
  325. this.renderPluginsPre.push( plugin );
  326. };
  327. // Reset
  328. this.resetGLState = function () {
  329. _currentProgram = null;
  330. _currentCamera = null;
  331. _oldBlending = - 1;
  332. _oldDepthTest = - 1;
  333. _oldDepthWrite = - 1;
  334. _oldDoubleSided = - 1;
  335. _oldFlipSided = - 1;
  336. _currentGeometryGroupHash = - 1;
  337. _currentMaterialId = - 1;
  338. _lightsNeedUpdate = true;
  339. };
  340. // Rendering
  341. this.updateShadowMap = function ( scene, camera ) {
  342. _currentProgram = null;
  343. _oldBlending = - 1;
  344. _oldDepthTest = - 1;
  345. _oldDepthWrite = - 1;
  346. _currentGeometryGroupHash = - 1;
  347. _currentMaterialId = - 1;
  348. _lightsNeedUpdate = true;
  349. _oldDoubleSided = - 1;
  350. _oldFlipSided = - 1;
  351. this.shadowMapPlugin.update( scene, camera );
  352. };
  353. // Internal functions
  354. // Buffer allocation
  355. function createParticleBuffers ( geometry ) {
  356. geometry.__webglVertexBuffer = _gl.createBuffer();
  357. geometry.__webglColorBuffer = _gl.createBuffer();
  358. _this.info.memory.geometries ++;
  359. };
  360. function createLineBuffers ( geometry ) {
  361. geometry.__webglVertexBuffer = _gl.createBuffer();
  362. geometry.__webglColorBuffer = _gl.createBuffer();
  363. geometry.__webglLineDistanceBuffer = _gl.createBuffer();
  364. _this.info.memory.geometries ++;
  365. };
  366. function createMeshBuffers ( geometryGroup ) {
  367. geometryGroup.__webglVertexBuffer = _gl.createBuffer();
  368. geometryGroup.__webglNormalBuffer = _gl.createBuffer();
  369. geometryGroup.__webglTangentBuffer = _gl.createBuffer();
  370. geometryGroup.__webglColorBuffer = _gl.createBuffer();
  371. geometryGroup.__webglUVBuffer = _gl.createBuffer();
  372. geometryGroup.__webglUV2Buffer = _gl.createBuffer();
  373. geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
  374. geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
  375. geometryGroup.__webglFaceBuffer = _gl.createBuffer();
  376. geometryGroup.__webglLineBuffer = _gl.createBuffer();
  377. var m, ml;
  378. if ( geometryGroup.numMorphTargets ) {
  379. geometryGroup.__webglMorphTargetsBuffers = [];
  380. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  381. geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
  382. }
  383. }
  384. if ( geometryGroup.numMorphNormals ) {
  385. geometryGroup.__webglMorphNormalsBuffers = [];
  386. for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  387. geometryGroup.__webglMorphNormalsBuffers.push( _gl.createBuffer() );
  388. }
  389. }
  390. _this.info.memory.geometries ++;
  391. };
  392. // Events
  393. var onObjectRemoved = function ( event ) {
  394. var object = event.target;
  395. object.traverse( function ( child ) {
  396. child.removeEventListener( 'remove', onObjectRemoved );
  397. removeObject( child );
  398. } );
  399. };
  400. var onGeometryDispose = function ( event ) {
  401. var geometry = event.target;
  402. geometry.removeEventListener( 'dispose', onGeometryDispose );
  403. deallocateGeometry( geometry );
  404. };
  405. var onTextureDispose = function ( event ) {
  406. var texture = event.target;
  407. texture.removeEventListener( 'dispose', onTextureDispose );
  408. deallocateTexture( texture );
  409. _this.info.memory.textures --;
  410. };
  411. var onRenderTargetDispose = function ( event ) {
  412. var renderTarget = event.target;
  413. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  414. deallocateRenderTarget( renderTarget );
  415. _this.info.memory.textures --;
  416. };
  417. var onMaterialDispose = function ( event ) {
  418. var material = event.target;
  419. material.removeEventListener( 'dispose', onMaterialDispose );
  420. deallocateMaterial( material );
  421. };
  422. // Buffer deallocation
  423. var deleteBuffers = function ( geometry ) {
  424. var buffers = [
  425. '__webglVertexBuffer',
  426. '__webglNormalBuffer',
  427. '__webglTangentBuffer',
  428. '__webglColorBuffer',
  429. '__webglUVBuffer',
  430. '__webglUV2Buffer',
  431. '__webglSkinIndicesBuffer',
  432. '__webglSkinWeightsBuffer',
  433. '__webglFaceBuffer',
  434. '__webglLineBuffer',
  435. '__webglLineDistanceBuffer'
  436. ];
  437. for ( var i = 0, l = buffers.length; i < l; i ++ ) {
  438. var name = buffers[ i ];
  439. if ( geometry[ name ] !== undefined ) {
  440. _gl.deleteBuffer( geometry[ name ] );
  441. delete geometry[ name ];
  442. }
  443. }
  444. // custom attributes
  445. if ( geometry.__webglCustomAttributesList !== undefined ) {
  446. for ( var name in geometry.__webglCustomAttributesList ) {
  447. _gl.deleteBuffer( geometry.__webglCustomAttributesList[ name ].buffer );
  448. }
  449. delete geometry.__webglCustomAttributesList;
  450. }
  451. _this.info.memory.geometries --;
  452. };
  453. var deallocateGeometry = function ( geometry ) {
  454. delete geometry.__webglInit;
  455. if ( geometry instanceof THREE.BufferGeometry ) {
  456. for ( var name in geometry.attributes ) {
  457. var attribute = geometry.attributes[ name ];
  458. if ( attribute.buffer !== undefined ) {
  459. _gl.deleteBuffer( attribute.buffer );
  460. delete attribute.buffer;
  461. }
  462. }
  463. _this.info.memory.geometries --;
  464. } else {
  465. var geometryGroupsList = geometryGroups[ geometry.id ];
  466. if ( geometryGroupsList !== undefined ) {
  467. for ( var i = 0,l = geometryGroupsList.length; i < l; i ++ ) {
  468. var geometryGroup = geometryGroupsList[ i ];
  469. if ( geometryGroup.numMorphTargets !== undefined ) {
  470. for ( var m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  471. _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
  472. }
  473. delete geometryGroup.__webglMorphTargetsBuffers;
  474. }
  475. if ( geometryGroup.numMorphNormals !== undefined ) {
  476. for ( var m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  477. _gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] );
  478. }
  479. delete geometryGroup.__webglMorphNormalsBuffers;
  480. }
  481. deleteBuffers( geometryGroup );
  482. }
  483. delete geometryGroups[ geometry.id ];
  484. } else {
  485. deleteBuffers( geometry );
  486. }
  487. }
  488. // TOFIX: Workaround for deleted geometry being currently bound
  489. _currentGeometryGroupHash = - 1;
  490. };
  491. var deallocateTexture = function ( texture ) {
  492. if ( texture.image && texture.image.__webglTextureCube ) {
  493. // cube texture
  494. _gl.deleteTexture( texture.image.__webglTextureCube );
  495. delete texture.image.__webglTextureCube;
  496. } else {
  497. // 2D texture
  498. if ( texture.__webglInit === undefined ) return;
  499. _gl.deleteTexture( texture.__webglTexture );
  500. delete texture.__webglTexture;
  501. delete texture.__webglInit;
  502. }
  503. };
  504. var deallocateRenderTarget = function ( renderTarget ) {
  505. if ( ! renderTarget || renderTarget.__webglTexture === undefined ) return;
  506. _gl.deleteTexture( renderTarget.__webglTexture );
  507. delete renderTarget.__webglTexture;
  508. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  509. for ( var i = 0; i < 6; i ++ ) {
  510. _gl.deleteFramebuffer( renderTarget.__webglFramebuffer[ i ] );
  511. _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer[ i ] );
  512. }
  513. } else {
  514. _gl.deleteFramebuffer( renderTarget.__webglFramebuffer );
  515. _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer );
  516. }
  517. delete renderTarget.__webglFramebuffer;
  518. delete renderTarget.__webglRenderbuffer;
  519. };
  520. var deallocateMaterial = function ( material ) {
  521. var program = material.program.program;
  522. if ( program === undefined ) return;
  523. material.program = undefined;
  524. // only deallocate GL program if this was the last use of shared program
  525. // assumed there is only single copy of any program in the _programs list
  526. // (that's how it's constructed)
  527. var i, il, programInfo;
  528. var deleteProgram = false;
  529. for ( i = 0, il = _programs.length; i < il; i ++ ) {
  530. programInfo = _programs[ i ];
  531. if ( programInfo.program === program ) {
  532. programInfo.usedTimes --;
  533. if ( programInfo.usedTimes === 0 ) {
  534. deleteProgram = true;
  535. }
  536. break;
  537. }
  538. }
  539. if ( deleteProgram === true ) {
  540. // avoid using array.splice, this is costlier than creating new array from scratch
  541. var newPrograms = [];
  542. for ( i = 0, il = _programs.length; i < il; i ++ ) {
  543. programInfo = _programs[ i ];
  544. if ( programInfo.program !== program ) {
  545. newPrograms.push( programInfo );
  546. }
  547. }
  548. _programs = newPrograms;
  549. _gl.deleteProgram( program );
  550. _this.info.memory.programs --;
  551. }
  552. };
  553. // Buffer initialization
  554. function initCustomAttributes ( object ) {
  555. var geometry = object.geometry;
  556. var material = object.material;
  557. var nvertices = geometry.vertices.length;
  558. if ( material.attributes ) {
  559. if ( geometry.__webglCustomAttributesList === undefined ) {
  560. geometry.__webglCustomAttributesList = [];
  561. }
  562. for ( var name in material.attributes ) {
  563. var attribute = material.attributes[ name ];
  564. if ( ! attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  565. attribute.__webglInitialized = true;
  566. var size = 1; // "f" and "i"
  567. if ( attribute.type === 'v2' ) size = 2;
  568. else if ( attribute.type === 'v3' ) size = 3;
  569. else if ( attribute.type === 'v4' ) size = 4;
  570. else if ( attribute.type === 'c' ) size = 3;
  571. attribute.size = size;
  572. attribute.array = new Float32Array( nvertices * size );
  573. attribute.buffer = _gl.createBuffer();
  574. attribute.buffer.belongsToAttribute = name;
  575. attribute.needsUpdate = true;
  576. }
  577. geometry.__webglCustomAttributesList.push( attribute );
  578. }
  579. }
  580. };
  581. function initParticleBuffers ( geometry, object ) {
  582. var nvertices = geometry.vertices.length;
  583. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  584. geometry.__colorArray = new Float32Array( nvertices * 3 );
  585. geometry.__sortArray = [];
  586. geometry.__webglParticleCount = nvertices;
  587. initCustomAttributes( object );
  588. };
  589. function initLineBuffers ( geometry, object ) {
  590. var nvertices = geometry.vertices.length;
  591. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  592. geometry.__colorArray = new Float32Array( nvertices * 3 );
  593. geometry.__lineDistanceArray = new Float32Array( nvertices * 1 );
  594. geometry.__webglLineCount = nvertices;
  595. initCustomAttributes( object );
  596. };
  597. function initMeshBuffers ( geometryGroup, object ) {
  598. var geometry = object.geometry,
  599. faces3 = geometryGroup.faces3,
  600. nvertices = faces3.length * 3,
  601. ntris = faces3.length * 1,
  602. nlines = faces3.length * 3,
  603. material = getBufferMaterial( object, geometryGroup );
  604. geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
  605. geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
  606. geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
  607. geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
  608. if ( geometry.faceVertexUvs.length > 1 ) {
  609. geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
  610. }
  611. if ( geometry.hasTangents ) {
  612. geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
  613. }
  614. if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
  615. geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
  616. geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
  617. }
  618. var UintArray = extensions.get( 'OES_element_index_uint' ) !== null && ntris > 21845 ? Uint32Array : Uint16Array; // 65535 / 3
  619. geometryGroup.__typeArray = UintArray;
  620. geometryGroup.__faceArray = new UintArray( ntris * 3 );
  621. geometryGroup.__lineArray = new UintArray( nlines * 2 );
  622. var m, ml;
  623. if ( geometryGroup.numMorphTargets ) {
  624. geometryGroup.__morphTargetsArrays = [];
  625. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  626. geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
  627. }
  628. }
  629. if ( geometryGroup.numMorphNormals ) {
  630. geometryGroup.__morphNormalsArrays = [];
  631. for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  632. geometryGroup.__morphNormalsArrays.push( new Float32Array( nvertices * 3 ) );
  633. }
  634. }
  635. geometryGroup.__webglFaceCount = ntris * 3;
  636. geometryGroup.__webglLineCount = nlines * 2;
  637. // custom attributes
  638. if ( material.attributes ) {
  639. if ( geometryGroup.__webglCustomAttributesList === undefined ) {
  640. geometryGroup.__webglCustomAttributesList = [];
  641. }
  642. for ( var name in material.attributes ) {
  643. // Do a shallow copy of the attribute object so different geometryGroup chunks use different
  644. // attribute buffers which are correctly indexed in the setMeshBuffers function
  645. var originalAttribute = material.attributes[ name ];
  646. var attribute = {};
  647. for ( var property in originalAttribute ) {
  648. attribute[ property ] = originalAttribute[ property ];
  649. }
  650. if ( ! attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  651. attribute.__webglInitialized = true;
  652. var size = 1; // "f" and "i"
  653. if ( attribute.type === 'v2' ) size = 2;
  654. else if ( attribute.type === 'v3' ) size = 3;
  655. else if ( attribute.type === 'v4' ) size = 4;
  656. else if ( attribute.type === 'c' ) size = 3;
  657. attribute.size = size;
  658. attribute.array = new Float32Array( nvertices * size );
  659. attribute.buffer = _gl.createBuffer();
  660. attribute.buffer.belongsToAttribute = name;
  661. originalAttribute.needsUpdate = true;
  662. attribute.__original = originalAttribute;
  663. }
  664. geometryGroup.__webglCustomAttributesList.push( attribute );
  665. }
  666. }
  667. geometryGroup.__inittedArrays = true;
  668. };
  669. function getBufferMaterial( object, geometryGroup ) {
  670. return object.material instanceof THREE.MeshFaceMaterial
  671. ? object.material.materials[ geometryGroup.materialIndex ]
  672. : object.material;
  673. };
  674. function materialNeedsSmoothNormals ( material ) {
  675. return material && material.shading !== undefined && material.shading === THREE.SmoothShading;
  676. };
  677. // Buffer setting
  678. function setParticleBuffers ( geometry, hint, object ) {
  679. var v, c, vertex, offset, index, color,
  680. vertices = geometry.vertices,
  681. vl = vertices.length,
  682. colors = geometry.colors,
  683. cl = colors.length,
  684. vertexArray = geometry.__vertexArray,
  685. colorArray = geometry.__colorArray,
  686. sortArray = geometry.__sortArray,
  687. dirtyVertices = geometry.verticesNeedUpdate,
  688. dirtyElements = geometry.elementsNeedUpdate,
  689. dirtyColors = geometry.colorsNeedUpdate,
  690. customAttributes = geometry.__webglCustomAttributesList,
  691. i, il,
  692. a, ca, cal, value,
  693. customAttribute;
  694. if ( object.sortParticles ) {
  695. _projScreenMatrixPS.copy( _projScreenMatrix );
  696. _projScreenMatrixPS.multiply( object.matrixWorld );
  697. for ( v = 0; v < vl; v ++ ) {
  698. vertex = vertices[ v ];
  699. _vector3.copy( vertex );
  700. _vector3.applyProjection( _projScreenMatrixPS );
  701. sortArray[ v ] = [ _vector3.z, v ];
  702. }
  703. sortArray.sort( numericalSort );
  704. for ( v = 0; v < vl; v ++ ) {
  705. vertex = vertices[ sortArray[ v ][ 1 ] ];
  706. offset = v * 3;
  707. vertexArray[ offset ] = vertex.x;
  708. vertexArray[ offset + 1 ] = vertex.y;
  709. vertexArray[ offset + 2 ] = vertex.z;
  710. }
  711. for ( c = 0; c < cl; c ++ ) {
  712. offset = c * 3;
  713. color = colors[ sortArray[ c ][ 1 ] ];
  714. colorArray[ offset ] = color.r;
  715. colorArray[ offset + 1 ] = color.g;
  716. colorArray[ offset + 2 ] = color.b;
  717. }
  718. if ( customAttributes ) {
  719. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  720. customAttribute = customAttributes[ i ];
  721. if ( ! ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) ) continue;
  722. offset = 0;
  723. cal = customAttribute.value.length;
  724. if ( customAttribute.size === 1 ) {
  725. for ( ca = 0; ca < cal; ca ++ ) {
  726. index = sortArray[ ca ][ 1 ];
  727. customAttribute.array[ ca ] = customAttribute.value[ index ];
  728. }
  729. } else if ( customAttribute.size === 2 ) {
  730. for ( ca = 0; ca < cal; ca ++ ) {
  731. index = sortArray[ ca ][ 1 ];
  732. value = customAttribute.value[ index ];
  733. customAttribute.array[ offset ] = value.x;
  734. customAttribute.array[ offset + 1 ] = value.y;
  735. offset += 2;
  736. }
  737. } else if ( customAttribute.size === 3 ) {
  738. if ( customAttribute.type === 'c' ) {
  739. for ( ca = 0; ca < cal; ca ++ ) {
  740. index = sortArray[ ca ][ 1 ];
  741. value = customAttribute.value[ index ];
  742. customAttribute.array[ offset ] = value.r;
  743. customAttribute.array[ offset + 1 ] = value.g;
  744. customAttribute.array[ offset + 2 ] = value.b;
  745. offset += 3;
  746. }
  747. } else {
  748. for ( ca = 0; ca < cal; ca ++ ) {
  749. index = sortArray[ ca ][ 1 ];
  750. value = customAttribute.value[ index ];
  751. customAttribute.array[ offset ] = value.x;
  752. customAttribute.array[ offset + 1 ] = value.y;
  753. customAttribute.array[ offset + 2 ] = value.z;
  754. offset += 3;
  755. }
  756. }
  757. } else if ( customAttribute.size === 4 ) {
  758. for ( ca = 0; ca < cal; ca ++ ) {
  759. index = sortArray[ ca ][ 1 ];
  760. value = customAttribute.value[ index ];
  761. customAttribute.array[ offset ] = value.x;
  762. customAttribute.array[ offset + 1 ] = value.y;
  763. customAttribute.array[ offset + 2 ] = value.z;
  764. customAttribute.array[ offset + 3 ] = value.w;
  765. offset += 4;
  766. }
  767. }
  768. }
  769. }
  770. } else {
  771. if ( dirtyVertices ) {
  772. for ( v = 0; v < vl; v ++ ) {
  773. vertex = vertices[ v ];
  774. offset = v * 3;
  775. vertexArray[ offset ] = vertex.x;
  776. vertexArray[ offset + 1 ] = vertex.y;
  777. vertexArray[ offset + 2 ] = vertex.z;
  778. }
  779. }
  780. if ( dirtyColors ) {
  781. for ( c = 0; c < cl; c ++ ) {
  782. color = colors[ c ];
  783. offset = c * 3;
  784. colorArray[ offset ] = color.r;
  785. colorArray[ offset + 1 ] = color.g;
  786. colorArray[ offset + 2 ] = color.b;
  787. }
  788. }
  789. if ( customAttributes ) {
  790. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  791. customAttribute = customAttributes[ i ];
  792. if ( customAttribute.needsUpdate &&
  793. ( customAttribute.boundTo === undefined ||
  794. customAttribute.boundTo === 'vertices' ) ) {
  795. cal = customAttribute.value.length;
  796. offset = 0;
  797. if ( customAttribute.size === 1 ) {
  798. for ( ca = 0; ca < cal; ca ++ ) {
  799. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  800. }
  801. } else if ( customAttribute.size === 2 ) {
  802. for ( ca = 0; ca < cal; ca ++ ) {
  803. value = customAttribute.value[ ca ];
  804. customAttribute.array[ offset ] = value.x;
  805. customAttribute.array[ offset + 1 ] = value.y;
  806. offset += 2;
  807. }
  808. } else if ( customAttribute.size === 3 ) {
  809. if ( customAttribute.type === 'c' ) {
  810. for ( ca = 0; ca < cal; ca ++ ) {
  811. value = customAttribute.value[ ca ];
  812. customAttribute.array[ offset ] = value.r;
  813. customAttribute.array[ offset + 1 ] = value.g;
  814. customAttribute.array[ offset + 2 ] = value.b;
  815. offset += 3;
  816. }
  817. } else {
  818. for ( ca = 0; ca < cal; ca ++ ) {
  819. value = customAttribute.value[ ca ];
  820. customAttribute.array[ offset ] = value.x;
  821. customAttribute.array[ offset + 1 ] = value.y;
  822. customAttribute.array[ offset + 2 ] = value.z;
  823. offset += 3;
  824. }
  825. }
  826. } else if ( customAttribute.size === 4 ) {
  827. for ( ca = 0; ca < cal; ca ++ ) {
  828. value = customAttribute.value[ ca ];
  829. customAttribute.array[ offset ] = value.x;
  830. customAttribute.array[ offset + 1 ] = value.y;
  831. customAttribute.array[ offset + 2 ] = value.z;
  832. customAttribute.array[ offset + 3 ] = value.w;
  833. offset += 4;
  834. }
  835. }
  836. }
  837. }
  838. }
  839. }
  840. if ( dirtyVertices || object.sortParticles ) {
  841. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  842. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  843. }
  844. if ( dirtyColors || object.sortParticles ) {
  845. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  846. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  847. }
  848. if ( customAttributes ) {
  849. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  850. customAttribute = customAttributes[ i ];
  851. if ( customAttribute.needsUpdate || object.sortParticles ) {
  852. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  853. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  854. }
  855. }
  856. }
  857. }
  858. function setLineBuffers ( geometry, hint ) {
  859. var v, c, d, vertex, offset, color,
  860. vertices = geometry.vertices,
  861. colors = geometry.colors,
  862. lineDistances = geometry.lineDistances,
  863. vl = vertices.length,
  864. cl = colors.length,
  865. dl = lineDistances.length,
  866. vertexArray = geometry.__vertexArray,
  867. colorArray = geometry.__colorArray,
  868. lineDistanceArray = geometry.__lineDistanceArray,
  869. dirtyVertices = geometry.verticesNeedUpdate,
  870. dirtyColors = geometry.colorsNeedUpdate,
  871. dirtyLineDistances = geometry.lineDistancesNeedUpdate,
  872. customAttributes = geometry.__webglCustomAttributesList,
  873. i, il,
  874. a, ca, cal, value,
  875. customAttribute;
  876. if ( dirtyVertices ) {
  877. for ( v = 0; v < vl; v ++ ) {
  878. vertex = vertices[ v ];
  879. offset = v * 3;
  880. vertexArray[ offset ] = vertex.x;
  881. vertexArray[ offset + 1 ] = vertex.y;
  882. vertexArray[ offset + 2 ] = vertex.z;
  883. }
  884. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  885. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  886. }
  887. if ( dirtyColors ) {
  888. for ( c = 0; c < cl; c ++ ) {
  889. color = colors[ c ];
  890. offset = c * 3;
  891. colorArray[ offset ] = color.r;
  892. colorArray[ offset + 1 ] = color.g;
  893. colorArray[ offset + 2 ] = color.b;
  894. }
  895. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  896. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  897. }
  898. if ( dirtyLineDistances ) {
  899. for ( d = 0; d < dl; d ++ ) {
  900. lineDistanceArray[ d ] = lineDistances[ d ];
  901. }
  902. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglLineDistanceBuffer );
  903. _gl.bufferData( _gl.ARRAY_BUFFER, lineDistanceArray, hint );
  904. }
  905. if ( customAttributes ) {
  906. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  907. customAttribute = customAttributes[ i ];
  908. if ( customAttribute.needsUpdate &&
  909. ( customAttribute.boundTo === undefined ||
  910. customAttribute.boundTo === 'vertices' ) ) {
  911. offset = 0;
  912. cal = customAttribute.value.length;
  913. if ( customAttribute.size === 1 ) {
  914. for ( ca = 0; ca < cal; ca ++ ) {
  915. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  916. }
  917. } else if ( customAttribute.size === 2 ) {
  918. for ( ca = 0; ca < cal; ca ++ ) {
  919. value = customAttribute.value[ ca ];
  920. customAttribute.array[ offset ] = value.x;
  921. customAttribute.array[ offset + 1 ] = value.y;
  922. offset += 2;
  923. }
  924. } else if ( customAttribute.size === 3 ) {
  925. if ( customAttribute.type === 'c' ) {
  926. for ( ca = 0; ca < cal; ca ++ ) {
  927. value = customAttribute.value[ ca ];
  928. customAttribute.array[ offset ] = value.r;
  929. customAttribute.array[ offset + 1 ] = value.g;
  930. customAttribute.array[ offset + 2 ] = value.b;
  931. offset += 3;
  932. }
  933. } else {
  934. for ( ca = 0; ca < cal; ca ++ ) {
  935. value = customAttribute.value[ ca ];
  936. customAttribute.array[ offset ] = value.x;
  937. customAttribute.array[ offset + 1 ] = value.y;
  938. customAttribute.array[ offset + 2 ] = value.z;
  939. offset += 3;
  940. }
  941. }
  942. } else if ( customAttribute.size === 4 ) {
  943. for ( ca = 0; ca < cal; ca ++ ) {
  944. value = customAttribute.value[ ca ];
  945. customAttribute.array[ offset ] = value.x;
  946. customAttribute.array[ offset + 1 ] = value.y;
  947. customAttribute.array[ offset + 2 ] = value.z;
  948. customAttribute.array[ offset + 3 ] = value.w;
  949. offset += 4;
  950. }
  951. }
  952. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  953. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  954. }
  955. }
  956. }
  957. }
  958. function setMeshBuffers( geometryGroup, object, hint, dispose, material ) {
  959. if ( ! geometryGroup.__inittedArrays ) {
  960. return;
  961. }
  962. var needsSmoothNormals = materialNeedsSmoothNormals( material );
  963. var f, fl, fi, face,
  964. vertexNormals, faceNormal, normal,
  965. vertexColors, faceColor,
  966. vertexTangents,
  967. uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4, n1, n2, n3, n4,
  968. c1, c2, c3,
  969. sw1, sw2, sw3, sw4,
  970. si1, si2, si3, si4,
  971. sa1, sa2, sa3, sa4,
  972. sb1, sb2, sb3, sb4,
  973. m, ml, i, il,
  974. vn, uvi, uv2i,
  975. vk, vkl, vka,
  976. nka, chf, faceVertexNormals,
  977. a,
  978. vertexIndex = 0,
  979. offset = 0,
  980. offset_uv = 0,
  981. offset_uv2 = 0,
  982. offset_face = 0,
  983. offset_normal = 0,
  984. offset_tangent = 0,
  985. offset_line = 0,
  986. offset_color = 0,
  987. offset_skin = 0,
  988. offset_morphTarget = 0,
  989. offset_custom = 0,
  990. offset_customSrc = 0,
  991. value,
  992. vertexArray = geometryGroup.__vertexArray,
  993. uvArray = geometryGroup.__uvArray,
  994. uv2Array = geometryGroup.__uv2Array,
  995. normalArray = geometryGroup.__normalArray,
  996. tangentArray = geometryGroup.__tangentArray,
  997. colorArray = geometryGroup.__colorArray,
  998. skinIndexArray = geometryGroup.__skinIndexArray,
  999. skinWeightArray = geometryGroup.__skinWeightArray,
  1000. morphTargetsArrays = geometryGroup.__morphTargetsArrays,
  1001. morphNormalsArrays = geometryGroup.__morphNormalsArrays,
  1002. customAttributes = geometryGroup.__webglCustomAttributesList,
  1003. customAttribute,
  1004. faceArray = geometryGroup.__faceArray,
  1005. lineArray = geometryGroup.__lineArray,
  1006. geometry = object.geometry, // this is shared for all chunks
  1007. dirtyVertices = geometry.verticesNeedUpdate,
  1008. dirtyElements = geometry.elementsNeedUpdate,
  1009. dirtyUvs = geometry.uvsNeedUpdate,
  1010. dirtyNormals = geometry.normalsNeedUpdate,
  1011. dirtyTangents = geometry.tangentsNeedUpdate,
  1012. dirtyColors = geometry.colorsNeedUpdate,
  1013. dirtyMorphTargets = geometry.morphTargetsNeedUpdate,
  1014. vertices = geometry.vertices,
  1015. chunk_faces3 = geometryGroup.faces3,
  1016. obj_faces = geometry.faces,
  1017. obj_uvs = geometry.faceVertexUvs[ 0 ],
  1018. obj_uvs2 = geometry.faceVertexUvs[ 1 ],
  1019. obj_colors = geometry.colors,
  1020. obj_skinIndices = geometry.skinIndices,
  1021. obj_skinWeights = geometry.skinWeights,
  1022. morphTargets = geometry.morphTargets,
  1023. morphNormals = geometry.morphNormals;
  1024. if ( dirtyVertices ) {
  1025. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1026. face = obj_faces[ chunk_faces3[ f ] ];
  1027. v1 = vertices[ face.a ];
  1028. v2 = vertices[ face.b ];
  1029. v3 = vertices[ face.c ];
  1030. vertexArray[ offset ] = v1.x;
  1031. vertexArray[ offset + 1 ] = v1.y;
  1032. vertexArray[ offset + 2 ] = v1.z;
  1033. vertexArray[ offset + 3 ] = v2.x;
  1034. vertexArray[ offset + 4 ] = v2.y;
  1035. vertexArray[ offset + 5 ] = v2.z;
  1036. vertexArray[ offset + 6 ] = v3.x;
  1037. vertexArray[ offset + 7 ] = v3.y;
  1038. vertexArray[ offset + 8 ] = v3.z;
  1039. offset += 9;
  1040. }
  1041. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1042. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  1043. }
  1044. if ( dirtyMorphTargets ) {
  1045. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  1046. offset_morphTarget = 0;
  1047. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1048. chf = chunk_faces3[ f ];
  1049. face = obj_faces[ chf ];
  1050. // morph positions
  1051. v1 = morphTargets[ vk ].vertices[ face.a ];
  1052. v2 = morphTargets[ vk ].vertices[ face.b ];
  1053. v3 = morphTargets[ vk ].vertices[ face.c ];
  1054. vka = morphTargetsArrays[ vk ];
  1055. vka[ offset_morphTarget ] = v1.x;
  1056. vka[ offset_morphTarget + 1 ] = v1.y;
  1057. vka[ offset_morphTarget + 2 ] = v1.z;
  1058. vka[ offset_morphTarget + 3 ] = v2.x;
  1059. vka[ offset_morphTarget + 4 ] = v2.y;
  1060. vka[ offset_morphTarget + 5 ] = v2.z;
  1061. vka[ offset_morphTarget + 6 ] = v3.x;
  1062. vka[ offset_morphTarget + 7 ] = v3.y;
  1063. vka[ offset_morphTarget + 8 ] = v3.z;
  1064. // morph normals
  1065. if ( material.morphNormals ) {
  1066. if ( needsSmoothNormals ) {
  1067. faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];
  1068. n1 = faceVertexNormals.a;
  1069. n2 = faceVertexNormals.b;
  1070. n3 = faceVertexNormals.c;
  1071. } else {
  1072. n1 = morphNormals[ vk ].faceNormals[ chf ];
  1073. n2 = n1;
  1074. n3 = n1;
  1075. }
  1076. nka = morphNormalsArrays[ vk ];
  1077. nka[ offset_morphTarget ] = n1.x;
  1078. nka[ offset_morphTarget + 1 ] = n1.y;
  1079. nka[ offset_morphTarget + 2 ] = n1.z;
  1080. nka[ offset_morphTarget + 3 ] = n2.x;
  1081. nka[ offset_morphTarget + 4 ] = n2.y;
  1082. nka[ offset_morphTarget + 5 ] = n2.z;
  1083. nka[ offset_morphTarget + 6 ] = n3.x;
  1084. nka[ offset_morphTarget + 7 ] = n3.y;
  1085. nka[ offset_morphTarget + 8 ] = n3.z;
  1086. }
  1087. //
  1088. offset_morphTarget += 9;
  1089. }
  1090. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
  1091. _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
  1092. if ( material.morphNormals ) {
  1093. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ vk ] );
  1094. _gl.bufferData( _gl.ARRAY_BUFFER, morphNormalsArrays[ vk ], hint );
  1095. }
  1096. }
  1097. }
  1098. if ( obj_skinWeights.length ) {
  1099. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1100. face = obj_faces[ chunk_faces3[ f ] ];
  1101. // weights
  1102. sw1 = obj_skinWeights[ face.a ];
  1103. sw2 = obj_skinWeights[ face.b ];
  1104. sw3 = obj_skinWeights[ face.c ];
  1105. skinWeightArray[ offset_skin ] = sw1.x;
  1106. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  1107. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  1108. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  1109. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  1110. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  1111. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  1112. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  1113. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  1114. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  1115. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  1116. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  1117. // indices
  1118. si1 = obj_skinIndices[ face.a ];
  1119. si2 = obj_skinIndices[ face.b ];
  1120. si3 = obj_skinIndices[ face.c ];
  1121. skinIndexArray[ offset_skin ] = si1.x;
  1122. skinIndexArray[ offset_skin + 1 ] = si1.y;
  1123. skinIndexArray[ offset_skin + 2 ] = si1.z;
  1124. skinIndexArray[ offset_skin + 3 ] = si1.w;
  1125. skinIndexArray[ offset_skin + 4 ] = si2.x;
  1126. skinIndexArray[ offset_skin + 5 ] = si2.y;
  1127. skinIndexArray[ offset_skin + 6 ] = si2.z;
  1128. skinIndexArray[ offset_skin + 7 ] = si2.w;
  1129. skinIndexArray[ offset_skin + 8 ] = si3.x;
  1130. skinIndexArray[ offset_skin + 9 ] = si3.y;
  1131. skinIndexArray[ offset_skin + 10 ] = si3.z;
  1132. skinIndexArray[ offset_skin + 11 ] = si3.w;
  1133. offset_skin += 12;
  1134. }
  1135. if ( offset_skin > 0 ) {
  1136. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1137. _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
  1138. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1139. _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
  1140. }
  1141. }
  1142. if ( dirtyColors ) {
  1143. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1144. face = obj_faces[ chunk_faces3[ f ] ];
  1145. vertexColors = face.vertexColors;
  1146. faceColor = face.color;
  1147. if ( vertexColors.length === 3 && material.vertexColors === THREE.VertexColors ) {
  1148. c1 = vertexColors[ 0 ];
  1149. c2 = vertexColors[ 1 ];
  1150. c3 = vertexColors[ 2 ];
  1151. } else {
  1152. c1 = faceColor;
  1153. c2 = faceColor;
  1154. c3 = faceColor;
  1155. }
  1156. colorArray[ offset_color ] = c1.r;
  1157. colorArray[ offset_color + 1 ] = c1.g;
  1158. colorArray[ offset_color + 2 ] = c1.b;
  1159. colorArray[ offset_color + 3 ] = c2.r;
  1160. colorArray[ offset_color + 4 ] = c2.g;
  1161. colorArray[ offset_color + 5 ] = c2.b;
  1162. colorArray[ offset_color + 6 ] = c3.r;
  1163. colorArray[ offset_color + 7 ] = c3.g;
  1164. colorArray[ offset_color + 8 ] = c3.b;
  1165. offset_color += 9;
  1166. }
  1167. if ( offset_color > 0 ) {
  1168. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1169. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1170. }
  1171. }
  1172. if ( dirtyTangents && geometry.hasTangents ) {
  1173. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1174. face = obj_faces[ chunk_faces3[ f ] ];
  1175. vertexTangents = face.vertexTangents;
  1176. t1 = vertexTangents[ 0 ];
  1177. t2 = vertexTangents[ 1 ];
  1178. t3 = vertexTangents[ 2 ];
  1179. tangentArray[ offset_tangent ] = t1.x;
  1180. tangentArray[ offset_tangent + 1 ] = t1.y;
  1181. tangentArray[ offset_tangent + 2 ] = t1.z;
  1182. tangentArray[ offset_tangent + 3 ] = t1.w;
  1183. tangentArray[ offset_tangent + 4 ] = t2.x;
  1184. tangentArray[ offset_tangent + 5 ] = t2.y;
  1185. tangentArray[ offset_tangent + 6 ] = t2.z;
  1186. tangentArray[ offset_tangent + 7 ] = t2.w;
  1187. tangentArray[ offset_tangent + 8 ] = t3.x;
  1188. tangentArray[ offset_tangent + 9 ] = t3.y;
  1189. tangentArray[ offset_tangent + 10 ] = t3.z;
  1190. tangentArray[ offset_tangent + 11 ] = t3.w;
  1191. offset_tangent += 12;
  1192. }
  1193. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1194. _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
  1195. }
  1196. if ( dirtyNormals ) {
  1197. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1198. face = obj_faces[ chunk_faces3[ f ] ];
  1199. vertexNormals = face.vertexNormals;
  1200. faceNormal = face.normal;
  1201. if ( vertexNormals.length === 3 && needsSmoothNormals ) {
  1202. for ( i = 0; i < 3; i ++ ) {
  1203. vn = vertexNormals[ i ];
  1204. normalArray[ offset_normal ] = vn.x;
  1205. normalArray[ offset_normal + 1 ] = vn.y;
  1206. normalArray[ offset_normal + 2 ] = vn.z;
  1207. offset_normal += 3;
  1208. }
  1209. } else {
  1210. for ( i = 0; i < 3; i ++ ) {
  1211. normalArray[ offset_normal ] = faceNormal.x;
  1212. normalArray[ offset_normal + 1 ] = faceNormal.y;
  1213. normalArray[ offset_normal + 2 ] = faceNormal.z;
  1214. offset_normal += 3;
  1215. }
  1216. }
  1217. }
  1218. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1219. _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
  1220. }
  1221. if ( dirtyUvs && obj_uvs ) {
  1222. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1223. fi = chunk_faces3[ f ];
  1224. uv = obj_uvs[ fi ];
  1225. if ( uv === undefined ) continue;
  1226. for ( i = 0; i < 3; i ++ ) {
  1227. uvi = uv[ i ];
  1228. uvArray[ offset_uv ] = uvi.x;
  1229. uvArray[ offset_uv + 1 ] = uvi.y;
  1230. offset_uv += 2;
  1231. }
  1232. }
  1233. if ( offset_uv > 0 ) {
  1234. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1235. _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
  1236. }
  1237. }
  1238. if ( dirtyUvs && obj_uvs2 ) {
  1239. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1240. fi = chunk_faces3[ f ];
  1241. uv2 = obj_uvs2[ fi ];
  1242. if ( uv2 === undefined ) continue;
  1243. for ( i = 0; i < 3; i ++ ) {
  1244. uv2i = uv2[ i ];
  1245. uv2Array[ offset_uv2 ] = uv2i.x;
  1246. uv2Array[ offset_uv2 + 1 ] = uv2i.y;
  1247. offset_uv2 += 2;
  1248. }
  1249. }
  1250. if ( offset_uv2 > 0 ) {
  1251. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1252. _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
  1253. }
  1254. }
  1255. if ( dirtyElements ) {
  1256. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1257. faceArray[ offset_face ] = vertexIndex;
  1258. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  1259. faceArray[ offset_face + 2 ] = vertexIndex + 2;
  1260. offset_face += 3;
  1261. lineArray[ offset_line ] = vertexIndex;
  1262. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  1263. lineArray[ offset_line + 2 ] = vertexIndex;
  1264. lineArray[ offset_line + 3 ] = vertexIndex + 2;
  1265. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  1266. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  1267. offset_line += 6;
  1268. vertexIndex += 3;
  1269. }
  1270. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1271. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
  1272. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1273. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
  1274. }
  1275. if ( customAttributes ) {
  1276. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  1277. customAttribute = customAttributes[ i ];
  1278. if ( ! customAttribute.__original.needsUpdate ) continue;
  1279. offset_custom = 0;
  1280. offset_customSrc = 0;
  1281. if ( customAttribute.size === 1 ) {
  1282. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
  1283. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1284. face = obj_faces[ chunk_faces3[ f ] ];
  1285. customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
  1286. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  1287. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  1288. offset_custom += 3;
  1289. }
  1290. } else if ( customAttribute.boundTo === 'faces' ) {
  1291. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1292. value = customAttribute.value[ chunk_faces3[ f ] ];
  1293. customAttribute.array[ offset_custom ] = value;
  1294. customAttribute.array[ offset_custom + 1 ] = value;
  1295. customAttribute.array[ offset_custom + 2 ] = value;
  1296. offset_custom += 3;
  1297. }
  1298. }
  1299. } else if ( customAttribute.size === 2 ) {
  1300. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
  1301. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1302. face = obj_faces[ chunk_faces3[ f ] ];
  1303. v1 = customAttribute.value[ face.a ];
  1304. v2 = customAttribute.value[ face.b ];
  1305. v3 = customAttribute.value[ face.c ];
  1306. customAttribute.array[ offset_custom ] = v1.x;
  1307. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1308. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1309. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1310. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1311. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1312. offset_custom += 6;
  1313. }
  1314. } else if ( customAttribute.boundTo === 'faces' ) {
  1315. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1316. value = customAttribute.value[ chunk_faces3[ f ] ];
  1317. v1 = value;
  1318. v2 = value;
  1319. v3 = value;
  1320. customAttribute.array[ offset_custom ] = v1.x;
  1321. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1322. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1323. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1324. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1325. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1326. offset_custom += 6;
  1327. }
  1328. }
  1329. } else if ( customAttribute.size === 3 ) {
  1330. var pp;
  1331. if ( customAttribute.type === 'c' ) {
  1332. pp = [ 'r', 'g', 'b' ];
  1333. } else {
  1334. pp = [ 'x', 'y', 'z' ];
  1335. }
  1336. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
  1337. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1338. face = obj_faces[ chunk_faces3[ f ] ];
  1339. v1 = customAttribute.value[ face.a ];
  1340. v2 = customAttribute.value[ face.b ];
  1341. v3 = customAttribute.value[ face.c ];
  1342. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1343. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1344. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1345. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1346. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1347. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1348. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1349. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1350. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1351. offset_custom += 9;
  1352. }
  1353. } else if ( customAttribute.boundTo === 'faces' ) {
  1354. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1355. value = customAttribute.value[ chunk_faces3[ f ] ];
  1356. v1 = value;
  1357. v2 = value;
  1358. v3 = value;
  1359. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1360. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1361. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1362. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1363. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1364. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1365. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1366. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1367. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1368. offset_custom += 9;
  1369. }
  1370. } else if ( customAttribute.boundTo === 'faceVertices' ) {
  1371. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1372. value = customAttribute.value[ chunk_faces3[ f ] ];
  1373. v1 = value[ 0 ];
  1374. v2 = value[ 1 ];
  1375. v3 = value[ 2 ];
  1376. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1377. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1378. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1379. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1380. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1381. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1382. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1383. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1384. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1385. offset_custom += 9;
  1386. }
  1387. }
  1388. } else if ( customAttribute.size === 4 ) {
  1389. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
  1390. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1391. face = obj_faces[ chunk_faces3[ f ] ];
  1392. v1 = customAttribute.value[ face.a ];
  1393. v2 = customAttribute.value[ face.b ];
  1394. v3 = customAttribute.value[ face.c ];
  1395. customAttribute.array[ offset_custom ] = v1.x;
  1396. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1397. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1398. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1399. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1400. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1401. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1402. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1403. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1404. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1405. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1406. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1407. offset_custom += 12;
  1408. }
  1409. } else if ( customAttribute.boundTo === 'faces' ) {
  1410. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1411. value = customAttribute.value[ chunk_faces3[ f ] ];
  1412. v1 = value;
  1413. v2 = value;
  1414. v3 = value;
  1415. customAttribute.array[ offset_custom ] = v1.x;
  1416. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1417. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1418. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1419. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1420. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1421. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1422. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1423. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1424. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1425. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1426. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1427. offset_custom += 12;
  1428. }
  1429. } else if ( customAttribute.boundTo === 'faceVertices' ) {
  1430. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1431. value = customAttribute.value[ chunk_faces3[ f ] ];
  1432. v1 = value[ 0 ];
  1433. v2 = value[ 1 ];
  1434. v3 = value[ 2 ];
  1435. customAttribute.array[ offset_custom ] = v1.x;
  1436. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1437. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1438. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1439. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1440. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1441. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1442. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1443. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1444. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1445. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1446. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1447. offset_custom += 12;
  1448. }
  1449. }
  1450. }
  1451. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  1452. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  1453. }
  1454. }
  1455. if ( dispose ) {
  1456. delete geometryGroup.__inittedArrays;
  1457. delete geometryGroup.__colorArray;
  1458. delete geometryGroup.__normalArray;
  1459. delete geometryGroup.__tangentArray;
  1460. delete geometryGroup.__uvArray;
  1461. delete geometryGroup.__uv2Array;
  1462. delete geometryGroup.__faceArray;
  1463. delete geometryGroup.__vertexArray;
  1464. delete geometryGroup.__lineArray;
  1465. delete geometryGroup.__skinIndexArray;
  1466. delete geometryGroup.__skinWeightArray;
  1467. }
  1468. };
  1469. function setDirectBuffers( geometry ) {
  1470. var attributes = geometry.attributes;
  1471. var attributesKeys = geometry.attributesKeys;
  1472. for ( var i = 0, l = attributesKeys.length; i < l; i ++ ) {
  1473. var key = attributesKeys[ i ];
  1474. var attribute = attributes[ key ];
  1475. if ( attribute.buffer === undefined ) {
  1476. attribute.buffer = _gl.createBuffer();
  1477. attribute.needsUpdate = true;
  1478. }
  1479. if ( attribute.needsUpdate === true ) {
  1480. var bufferType = ( key === 'index' ) ? _gl.ELEMENT_ARRAY_BUFFER : _gl.ARRAY_BUFFER;
  1481. _gl.bindBuffer( bufferType, attribute.buffer );
  1482. _gl.bufferData( bufferType, attribute.array, _gl.STATIC_DRAW );
  1483. attribute.needsUpdate = false;
  1484. }
  1485. }
  1486. }
  1487. // Buffer rendering
  1488. this.renderBufferImmediate = function ( object, program, material ) {
  1489. initAttributes();
  1490. if ( object.hasPositions && ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
  1491. if ( object.hasNormals && ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
  1492. if ( object.hasUvs && ! object.__webglUvBuffer ) object.__webglUvBuffer = _gl.createBuffer();
  1493. if ( object.hasColors && ! object.__webglColorBuffer ) object.__webglColorBuffer = _gl.createBuffer();
  1494. if ( object.hasPositions ) {
  1495. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
  1496. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  1497. enableAttribute( program.attributes.position );
  1498. _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1499. }
  1500. if ( object.hasNormals ) {
  1501. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
  1502. if ( material.shading === THREE.FlatShading ) {
  1503. var nx, ny, nz,
  1504. nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
  1505. normalArray,
  1506. i, il = object.count * 3;
  1507. for ( i = 0; i < il; i += 9 ) {
  1508. normalArray = object.normalArray;
  1509. nax = normalArray[ i ];
  1510. nay = normalArray[ i + 1 ];
  1511. naz = normalArray[ i + 2 ];
  1512. nbx = normalArray[ i + 3 ];
  1513. nby = normalArray[ i + 4 ];
  1514. nbz = normalArray[ i + 5 ];
  1515. ncx = normalArray[ i + 6 ];
  1516. ncy = normalArray[ i + 7 ];
  1517. ncz = normalArray[ i + 8 ];
  1518. nx = ( nax + nbx + ncx ) / 3;
  1519. ny = ( nay + nby + ncy ) / 3;
  1520. nz = ( naz + nbz + ncz ) / 3;
  1521. normalArray[ i ] = nx;
  1522. normalArray[ i + 1 ] = ny;
  1523. normalArray[ i + 2 ] = nz;
  1524. normalArray[ i + 3 ] = nx;
  1525. normalArray[ i + 4 ] = ny;
  1526. normalArray[ i + 5 ] = nz;
  1527. normalArray[ i + 6 ] = nx;
  1528. normalArray[ i + 7 ] = ny;
  1529. normalArray[ i + 8 ] = nz;
  1530. }
  1531. }
  1532. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  1533. enableAttribute( program.attributes.normal );
  1534. _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1535. }
  1536. if ( object.hasUvs && material.map ) {
  1537. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglUvBuffer );
  1538. _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
  1539. enableAttribute( program.attributes.uv );
  1540. _gl.vertexAttribPointer( program.attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  1541. }
  1542. if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {
  1543. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglColorBuffer );
  1544. _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
  1545. enableAttribute( program.attributes.color );
  1546. _gl.vertexAttribPointer( program.attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  1547. }
  1548. disableUnusedAttributes();
  1549. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  1550. object.count = 0;
  1551. };
  1552. function setupVertexAttributes( material, program, geometry, startIndex ) {
  1553. var geometryAttributes = geometry.attributes;
  1554. var programAttributes = program.attributes;
  1555. var programAttributesKeys = program.attributesKeys;
  1556. for ( var i = 0, l = programAttributesKeys.length; i < l; i ++ ) {
  1557. var key = programAttributesKeys[ i ];
  1558. var programAttribute = programAttributes[ key ];
  1559. if ( programAttribute >= 0 ) {
  1560. var geometryAttribute = geometryAttributes[ key ];
  1561. if ( geometryAttribute !== undefined ) {
  1562. var size = geometryAttribute.itemSize;
  1563. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryAttribute.buffer );
  1564. enableAttribute( programAttribute );
  1565. _gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, 0, startIndex * size * 4 ); // 4 bytes per Float32
  1566. } else if ( material.defaultAttributeValues !== undefined ) {
  1567. if ( material.defaultAttributeValues[ key ].length === 2 ) {
  1568. _gl.vertexAttrib2fv( programAttribute, material.defaultAttributeValues[ key ] );
  1569. } else if ( material.defaultAttributeValues[ key ].length === 3 ) {
  1570. _gl.vertexAttrib3fv( programAttribute, material.defaultAttributeValues[ key ] );
  1571. }
  1572. }
  1573. }
  1574. }
  1575. disableUnusedAttributes();
  1576. }
  1577. this.renderBufferDirect = function ( camera, lights, fog, material, geometry, object ) {
  1578. if ( material.visible === false ) return;
  1579. var program = setProgram( camera, lights, fog, material, object );
  1580. var updateBuffers = false,
  1581. wireframeBit = material.wireframe ? 1 : 0,
  1582. geometryHash = ( geometry.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
  1583. if ( geometryHash !== _currentGeometryGroupHash ) {
  1584. _currentGeometryGroupHash = geometryHash;
  1585. updateBuffers = true;
  1586. }
  1587. if ( updateBuffers ) {
  1588. initAttributes();
  1589. }
  1590. // render mesh
  1591. if ( object instanceof THREE.Mesh ) {
  1592. var mode = material.wireframe === true ? _gl.LINES : _gl.TRIANGLES;
  1593. var index = geometry.attributes.index;
  1594. if ( index ) {
  1595. // indexed triangles
  1596. var type, size;
  1597. if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
  1598. type = _gl.UNSIGNED_INT;
  1599. size = 4;
  1600. } else {
  1601. type = _gl.UNSIGNED_SHORT;
  1602. size = 2;
  1603. }
  1604. var offsets = geometry.offsets;
  1605. if ( offsets.length === 0 ) {
  1606. if ( updateBuffers ) {
  1607. setupVertexAttributes( material, program, geometry, 0 );
  1608. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  1609. }
  1610. _gl.drawElements( mode, index.array.length, type, 0 );
  1611. _this.info.render.calls ++;
  1612. _this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
  1613. _this.info.render.faces += index.array.length / 3;
  1614. } else {
  1615. // if there is more than 1 chunk
  1616. // must set attribute pointers to use new offsets for each chunk
  1617. // even if geometry and materials didn't change
  1618. updateBuffers = true;
  1619. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  1620. var startIndex = offsets[ i ].index;
  1621. if ( updateBuffers ) {
  1622. setupVertexAttributes( material, program, geometry, startIndex );
  1623. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  1624. }
  1625. // render indexed triangles
  1626. _gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size );
  1627. _this.info.render.calls ++;
  1628. _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
  1629. _this.info.render.faces += offsets[ i ].count / 3;
  1630. }
  1631. }
  1632. } else {
  1633. // non-indexed triangles
  1634. if ( updateBuffers ) {
  1635. setupVertexAttributes( material, program, geometry, 0 );
  1636. }
  1637. var position = geometry.attributes[ 'position' ];
  1638. // render non-indexed triangles
  1639. _gl.drawArrays( mode, 0, position.array.length / 3 );
  1640. _this.info.render.calls ++;
  1641. _this.info.render.vertices += position.array.length / 3;
  1642. _this.info.render.faces += position.array.length / 9;
  1643. }
  1644. } else if ( object instanceof THREE.PointCloud ) {
  1645. // render particles
  1646. if ( updateBuffers ) {
  1647. setupVertexAttributes( material, program, geometry, 0 );
  1648. }
  1649. var position = geometry.attributes.position;
  1650. // render particles
  1651. _gl.drawArrays( _gl.POINTS, 0, position.array.length / 3 );
  1652. _this.info.render.calls ++;
  1653. _this.info.render.points += position.array.length / 3;
  1654. } else if ( object instanceof THREE.Line ) {
  1655. var mode = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  1656. setLineWidth( material.linewidth );
  1657. var index = geometry.attributes.index;
  1658. if ( index ) {
  1659. // indexed lines
  1660. var type, size;
  1661. if ( index.array instanceof Uint32Array ) {
  1662. type = _gl.UNSIGNED_INT;
  1663. size = 4;
  1664. } else {
  1665. type = _gl.UNSIGNED_SHORT;
  1666. size = 2;
  1667. }
  1668. var offsets = geometry.offsets;
  1669. if ( offsets.length === 0 ) {
  1670. if ( updateBuffers ) {
  1671. setupVertexAttributes( material, program, geometry, 0 );
  1672. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  1673. }
  1674. _gl.drawElements( mode, index.array.length, type, 0 ); // 2 bytes per Uint16Array
  1675. _this.info.render.calls ++;
  1676. _this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
  1677. } else {
  1678. // if there is more than 1 chunk
  1679. // must set attribute pointers to use new offsets for each chunk
  1680. // even if geometry and materials didn't change
  1681. if ( offsets.length > 1 ) updateBuffers = true;
  1682. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  1683. var startIndex = offsets[ i ].index;
  1684. if ( updateBuffers ) {
  1685. setupVertexAttributes( material, program, geometry, startIndex );
  1686. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  1687. }
  1688. // render indexed lines
  1689. _gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size ); // 2 bytes per Uint16Array
  1690. _this.info.render.calls ++;
  1691. _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
  1692. }
  1693. }
  1694. } else {
  1695. // non-indexed lines
  1696. if ( updateBuffers ) {
  1697. setupVertexAttributes( material, program, geometry, 0 );
  1698. }
  1699. var position = geometry.attributes.position;
  1700. _gl.drawArrays( mode, 0, position.array.length / 3 );
  1701. _this.info.render.calls ++;
  1702. _this.info.render.points += position.array.length / 3;
  1703. }
  1704. }
  1705. };
  1706. this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {
  1707. if ( material.visible === false ) return;
  1708. var program = setProgram( camera, lights, fog, material, object );
  1709. var attributes = program.attributes;
  1710. var updateBuffers = false,
  1711. wireframeBit = material.wireframe ? 1 : 0,
  1712. geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
  1713. if ( geometryGroupHash !== _currentGeometryGroupHash ) {
  1714. _currentGeometryGroupHash = geometryGroupHash;
  1715. updateBuffers = true;
  1716. }
  1717. if ( updateBuffers ) {
  1718. initAttributes();
  1719. }
  1720. // vertices
  1721. if ( ! material.morphTargets && attributes.position >= 0 ) {
  1722. if ( updateBuffers ) {
  1723. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1724. enableAttribute( attributes.position );
  1725. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1726. }
  1727. } else {
  1728. if ( object.morphTargetBase ) {
  1729. setupMorphTargets( material, geometryGroup, object );
  1730. }
  1731. }
  1732. if ( updateBuffers ) {
  1733. // custom attributes
  1734. // Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
  1735. if ( geometryGroup.__webglCustomAttributesList ) {
  1736. for ( var i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
  1737. var attribute = geometryGroup.__webglCustomAttributesList[ i ];
  1738. if ( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {
  1739. _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
  1740. enableAttribute( attributes[ attribute.buffer.belongsToAttribute ] );
  1741. _gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );
  1742. }
  1743. }
  1744. }
  1745. // colors
  1746. if ( attributes.color >= 0 ) {
  1747. if ( object.geometry.colors.length > 0 || object.geometry.faces.length > 0 ) {
  1748. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1749. enableAttribute( attributes.color );
  1750. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  1751. } else if ( material.defaultAttributeValues !== undefined ) {
  1752. _gl.vertexAttrib3fv( attributes.color, material.defaultAttributeValues.color );
  1753. }
  1754. }
  1755. // normals
  1756. if ( attributes.normal >= 0 ) {
  1757. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1758. enableAttribute( attributes.normal );
  1759. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1760. }
  1761. // tangents
  1762. if ( attributes.tangent >= 0 ) {
  1763. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1764. enableAttribute( attributes.tangent );
  1765. _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
  1766. }
  1767. // uvs
  1768. if ( attributes.uv >= 0 ) {
  1769. if ( object.geometry.faceVertexUvs[ 0 ] ) {
  1770. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1771. enableAttribute( attributes.uv );
  1772. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  1773. } else if ( material.defaultAttributeValues !== undefined ) {
  1774. _gl.vertexAttrib2fv( attributes.uv, material.defaultAttributeValues.uv );
  1775. }
  1776. }
  1777. if ( attributes.uv2 >= 0 ) {
  1778. if ( object.geometry.faceVertexUvs[ 1 ] ) {
  1779. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1780. enableAttribute( attributes.uv2 );
  1781. _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
  1782. } else if ( material.defaultAttributeValues !== undefined ) {
  1783. _gl.vertexAttrib2fv( attributes.uv2, material.defaultAttributeValues.uv2 );
  1784. }
  1785. }
  1786. if ( material.skinning &&
  1787. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  1788. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1789. enableAttribute( attributes.skinIndex );
  1790. _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
  1791. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1792. enableAttribute( attributes.skinWeight );
  1793. _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
  1794. }
  1795. // line distances
  1796. if ( attributes.lineDistance >= 0 ) {
  1797. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglLineDistanceBuffer );
  1798. enableAttribute( attributes.lineDistance );
  1799. _gl.vertexAttribPointer( attributes.lineDistance, 1, _gl.FLOAT, false, 0, 0 );
  1800. }
  1801. }
  1802. disableUnusedAttributes();
  1803. // render mesh
  1804. if ( object instanceof THREE.Mesh ) {
  1805. var type = geometryGroup.__typeArray === Uint32Array ? _gl.UNSIGNED_INT : _gl.UNSIGNED_SHORT;
  1806. // wireframe
  1807. if ( material.wireframe ) {
  1808. setLineWidth( material.wireframeLinewidth );
  1809. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1810. _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, type, 0 );
  1811. // triangles
  1812. } else {
  1813. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1814. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, type, 0 );
  1815. }
  1816. _this.info.render.calls ++;
  1817. _this.info.render.vertices += geometryGroup.__webglFaceCount;
  1818. _this.info.render.faces += geometryGroup.__webglFaceCount / 3;
  1819. // render lines
  1820. } else if ( object instanceof THREE.Line ) {
  1821. var mode = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  1822. setLineWidth( material.linewidth );
  1823. _gl.drawArrays( mode, 0, geometryGroup.__webglLineCount );
  1824. _this.info.render.calls ++;
  1825. // render particles
  1826. } else if ( object instanceof THREE.PointCloud ) {
  1827. _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
  1828. _this.info.render.calls ++;
  1829. _this.info.render.points += geometryGroup.__webglParticleCount;
  1830. }
  1831. };
  1832. function initAttributes() {
  1833. for ( var i = 0, l = _newAttributes.length; i < l; i ++ ) {
  1834. _newAttributes[ i ] = 0;
  1835. }
  1836. }
  1837. function enableAttribute( attribute ) {
  1838. _newAttributes[ attribute ] = 1;
  1839. if ( _enabledAttributes[ attribute ] === 0 ) {
  1840. _gl.enableVertexAttribArray( attribute );
  1841. _enabledAttributes[ attribute ] = 1;
  1842. }
  1843. }
  1844. function disableUnusedAttributes() {
  1845. for ( var i = 0, l = _enabledAttributes.length; i < l; i ++ ) {
  1846. if ( _enabledAttributes[ i ] !== _newAttributes[ i ] ) {
  1847. _gl.disableVertexAttribArray( i );
  1848. _enabledAttributes[ i ] = 0;
  1849. }
  1850. }
  1851. }
  1852. function setupMorphTargets ( material, geometryGroup, object ) {
  1853. // set base
  1854. var attributes = material.program.attributes;
  1855. if ( object.morphTargetBase !== - 1 && attributes.position >= 0 ) {
  1856. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
  1857. enableAttribute( attributes.position );
  1858. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1859. } else if ( attributes.position >= 0 ) {
  1860. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1861. enableAttribute( attributes.position );
  1862. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1863. }
  1864. if ( object.morphTargetForcedOrder.length ) {
  1865. // set forced order
  1866. var m = 0;
  1867. var order = object.morphTargetForcedOrder;
  1868. var influences = object.morphTargetInfluences;
  1869. while ( m < material.numSupportedMorphTargets && m < order.length ) {
  1870. if ( attributes[ 'morphTarget' + m ] >= 0 ) {
  1871. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
  1872. enableAttribute( attributes[ 'morphTarget' + m ] );
  1873. _gl.vertexAttribPointer( attributes[ 'morphTarget' + m ], 3, _gl.FLOAT, false, 0, 0 );
  1874. }
  1875. if ( attributes[ 'morphNormal' + m ] >= 0 && material.morphNormals ) {
  1876. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] );
  1877. enableAttribute( attributes[ 'morphNormal' + m ] );
  1878. _gl.vertexAttribPointer( attributes[ 'morphNormal' + m ], 3, _gl.FLOAT, false, 0, 0 );
  1879. }
  1880. object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];
  1881. m ++;
  1882. }
  1883. } else {
  1884. // find the most influencing
  1885. var influence, activeInfluenceIndices = [];
  1886. var influences = object.morphTargetInfluences;
  1887. var i, il = influences.length;
  1888. for ( i = 0; i < il; i ++ ) {
  1889. influence = influences[ i ];
  1890. if ( influence > 0 ) {
  1891. activeInfluenceIndices.push( [ influence, i ] );
  1892. }
  1893. }
  1894. if ( activeInfluenceIndices.length > material.numSupportedMorphTargets ) {
  1895. activeInfluenceIndices.sort( numericalSort );
  1896. activeInfluenceIndices.length = material.numSupportedMorphTargets;
  1897. } else if ( activeInfluenceIndices.length > material.numSupportedMorphNormals ) {
  1898. activeInfluenceIndices.sort( numericalSort );
  1899. } else if ( activeInfluenceIndices.length === 0 ) {
  1900. activeInfluenceIndices.push( [ 0, 0 ] );
  1901. };
  1902. var influenceIndex, m = 0;
  1903. while ( m < material.numSupportedMorphTargets ) {
  1904. if ( activeInfluenceIndices[ m ] ) {
  1905. influenceIndex = activeInfluenceIndices[ m ][ 1 ];
  1906. if ( attributes[ 'morphTarget' + m ] >= 0 ) {
  1907. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] );
  1908. enableAttribute( attributes[ 'morphTarget' + m ] );
  1909. _gl.vertexAttribPointer( attributes[ 'morphTarget' + m ], 3, _gl.FLOAT, false, 0, 0 );
  1910. }
  1911. if ( attributes[ 'morphNormal' + m ] >= 0 && material.morphNormals ) {
  1912. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ influenceIndex ] );
  1913. enableAttribute( attributes[ 'morphNormal' + m ] );
  1914. _gl.vertexAttribPointer( attributes[ 'morphNormal' + m ], 3, _gl.FLOAT, false, 0, 0 );
  1915. }
  1916. object.__webglMorphTargetInfluences[ m ] = influences[ influenceIndex ];
  1917. } else {
  1918. /*
  1919. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1920. if ( material.morphNormals ) {
  1921. _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1922. }
  1923. */
  1924. object.__webglMorphTargetInfluences[ m ] = 0;
  1925. }
  1926. m ++;
  1927. }
  1928. }
  1929. // load updated influences uniform
  1930. if ( material.program.uniforms.morphTargetInfluences !== null ) {
  1931. _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
  1932. }
  1933. }
  1934. // Sorting
  1935. function painterSortStable ( a, b ) {
  1936. if ( a.material.id !== b.material.id ) {
  1937. return b.material.id - a.material.id;
  1938. } else if ( a.z !== b.z ) {
  1939. return b.z - a.z;
  1940. } else {
  1941. return a.id - b.id;
  1942. }
  1943. }
  1944. function reversePainterSortStable ( a, b ) {
  1945. if ( a.z !== b.z ) {
  1946. return a.z - b.z;
  1947. } else {
  1948. return a.id - b.id;
  1949. }
  1950. }
  1951. function numericalSort ( a, b ) {
  1952. return b[ 0 ] - a[ 0 ];
  1953. }
  1954. // Rendering
  1955. this.render = function ( scene, camera, renderTarget, forceClear ) {
  1956. if ( camera instanceof THREE.Camera === false ) {
  1957. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  1958. return;
  1959. }
  1960. var fog = scene.fog;
  1961. // reset caching for this frame
  1962. _currentGeometryGroupHash = - 1;
  1963. _currentMaterialId = - 1;
  1964. _currentCamera = null;
  1965. _lightsNeedUpdate = true;
  1966. // update scene graph
  1967. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  1968. // update camera matrices and frustum
  1969. if ( camera.parent === undefined ) camera.updateMatrixWorld();
  1970. // update Skeleton objects
  1971. scene.traverse( function ( object ) {
  1972. if ( object instanceof THREE.SkinnedMesh ) {
  1973. object.skeleton.update();
  1974. }
  1975. } );
  1976. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  1977. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  1978. _frustum.setFromMatrix( _projScreenMatrix );
  1979. lights.length = 0;
  1980. opaqueObjects.length = 0;
  1981. transparentObjects.length = 0;
  1982. projectObject( scene, scene );
  1983. if ( _this.sortObjects === true ) {
  1984. opaqueObjects.sort( painterSortStable );
  1985. transparentObjects.sort( reversePainterSortStable );
  1986. }
  1987. // custom render plugins (pre pass)
  1988. renderPlugins( this.renderPluginsPre, scene, camera );
  1989. //
  1990. _this.info.render.calls = 0;
  1991. _this.info.render.vertices = 0;
  1992. _this.info.render.faces = 0;
  1993. _this.info.render.points = 0;
  1994. this.setRenderTarget( renderTarget );
  1995. if ( this.autoClear || forceClear ) {
  1996. this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
  1997. }
  1998. // set matrices for immediate objects
  1999. for ( var i = 0, il = _webglObjectsImmediate.length; i < il; i ++ ) {
  2000. var webglObject = _webglObjectsImmediate[ i ];
  2001. var object = webglObject.object;
  2002. if ( object.visible ) {
  2003. setupMatrices( object, camera );
  2004. unrollImmediateBufferMaterial( webglObject );
  2005. }
  2006. }
  2007. if ( scene.overrideMaterial ) {
  2008. var material = scene.overrideMaterial;
  2009. this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  2010. this.setDepthTest( material.depthTest );
  2011. this.setDepthWrite( material.depthWrite );
  2012. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2013. renderObjects( opaqueObjects, camera, lights, fog, true, material );
  2014. renderObjects( transparentObjects, camera, lights, fog, true, material );
  2015. renderObjectsImmediate( _webglObjectsImmediate, '', camera, lights, fog, false, material );
  2016. } else {
  2017. var material = null;
  2018. // opaque pass (front-to-back order)
  2019. this.setBlending( THREE.NoBlending );
  2020. renderObjects( opaqueObjects, camera, lights, fog, false, material );
  2021. renderObjectsImmediate( _webglObjectsImmediate, 'opaque', camera, lights, fog, false, material );
  2022. // transparent pass (back-to-front order)
  2023. renderObjects( transparentObjects, camera, lights, fog, true, material );
  2024. renderObjectsImmediate( _webglObjectsImmediate, 'transparent', camera, lights, fog, true, material );
  2025. }
  2026. // custom render plugins (post pass)
  2027. renderPlugins( this.renderPluginsPost, scene, camera );
  2028. // Generate mipmap if we're using any kind of mipmap filtering
  2029. if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
  2030. updateRenderTargetMipmap( renderTarget );
  2031. }
  2032. // Ensure depth buffer writing is enabled so it can be cleared on next render
  2033. this.setDepthTest( true );
  2034. this.setDepthWrite( true );
  2035. // _gl.finish();
  2036. };
  2037. function projectObject( scene, object ) {
  2038. if ( object.visible === false ) return;
  2039. if ( object instanceof THREE.Light ) {
  2040. lights.push( object );
  2041. }
  2042. if ( object instanceof THREE.Scene || object instanceof THREE.Group ) {
  2043. // skip
  2044. } else {
  2045. initObject( object, scene );
  2046. var webglObjects = _webglObjects[ object.id ];
  2047. if ( webglObjects && ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) {
  2048. updateObject( object, scene );
  2049. for ( var i = 0, l = webglObjects.length; i < l; i ++ ) {
  2050. var webglObject = webglObjects[i];
  2051. unrollBufferMaterial( webglObject );
  2052. webglObject.render = true;
  2053. if ( _this.sortObjects === true ) {
  2054. if ( object.renderDepth !== null ) {
  2055. webglObject.z = object.renderDepth;
  2056. } else {
  2057. _vector3.setFromMatrixPosition( object.matrixWorld );
  2058. _vector3.applyProjection( _projScreenMatrix );
  2059. webglObject.z = _vector3.z;
  2060. }
  2061. }
  2062. }
  2063. }
  2064. }
  2065. for ( var i = 0, l = object.children.length; i < l; i ++ ) {
  2066. projectObject( scene, object.children[ i ] );
  2067. }
  2068. }
  2069. function renderPlugins( plugins, scene, camera ) {
  2070. if ( plugins.length === 0 ) return;
  2071. for ( var i = 0, il = plugins.length; i < il; i ++ ) {
  2072. plugins[ i ].render( scene, camera, _currentWidth, _currentHeight );
  2073. }
  2074. }
  2075. function renderObjects( renderList, camera, lights, fog, useBlending, overrideMaterial ) {
  2076. var material;
  2077. for ( var i = renderList.length - 1; i !== - 1; i -- ) {
  2078. var webglObject = renderList[ i ];
  2079. var object = webglObject.object;
  2080. var buffer = webglObject.buffer;
  2081. setupMatrices( object, camera );
  2082. if ( overrideMaterial ) {
  2083. material = overrideMaterial;
  2084. } else {
  2085. material = webglObject.material;
  2086. if ( ! material ) continue;
  2087. if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  2088. _this.setDepthTest( material.depthTest );
  2089. _this.setDepthWrite( material.depthWrite );
  2090. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2091. }
  2092. _this.setMaterialFaces( material );
  2093. if ( buffer instanceof THREE.BufferGeometry ) {
  2094. _this.renderBufferDirect( camera, lights, fog, material, buffer, object );
  2095. } else {
  2096. _this.renderBuffer( camera, lights, fog, material, buffer, object );
  2097. }
  2098. }
  2099. }
  2100. function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
  2101. var material;
  2102. for ( var i = 0, il = renderList.length; i < il; i ++ ) {
  2103. var webglObject = renderList[ i ];
  2104. var object = webglObject.object;
  2105. if ( object.visible ) {
  2106. if ( overrideMaterial ) {
  2107. material = overrideMaterial;
  2108. } else {
  2109. material = webglObject[ materialType ];
  2110. if ( ! material ) continue;
  2111. if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  2112. _this.setDepthTest( material.depthTest );
  2113. _this.setDepthWrite( material.depthWrite );
  2114. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2115. }
  2116. _this.renderImmediateObject( camera, lights, fog, material, object );
  2117. }
  2118. }
  2119. }
  2120. this.renderImmediateObject = function ( camera, lights, fog, material, object ) {
  2121. var program = setProgram( camera, lights, fog, material, object );
  2122. _currentGeometryGroupHash = - 1;
  2123. _this.setMaterialFaces( material );
  2124. if ( object.immediateRenderCallback ) {
  2125. object.immediateRenderCallback( program, _gl, _frustum );
  2126. } else {
  2127. object.render( function ( object ) { _this.renderBufferImmediate( object, program, material ); } );
  2128. }
  2129. };
  2130. function unrollImmediateBufferMaterial ( globject ) {
  2131. var object = globject.object,
  2132. material = object.material;
  2133. if ( material.transparent ) {
  2134. globject.transparent = material;
  2135. globject.opaque = null;
  2136. } else {
  2137. globject.opaque = material;
  2138. globject.transparent = null;
  2139. }
  2140. }
  2141. function unrollBufferMaterial ( globject ) {
  2142. var object = globject.object;
  2143. var buffer = globject.buffer;
  2144. var geometry = object.geometry;
  2145. var material = object.material;
  2146. if ( material instanceof THREE.MeshFaceMaterial ) {
  2147. var materialIndex = geometry instanceof THREE.BufferGeometry ? 0 : buffer.materialIndex;
  2148. material = material.materials[ materialIndex ];
  2149. globject.material = material;
  2150. if ( material.transparent ) {
  2151. transparentObjects.push( globject );
  2152. } else {
  2153. opaqueObjects.push( globject );
  2154. }
  2155. } else if ( material ) {
  2156. globject.material = material;
  2157. if ( material.transparent ) {
  2158. transparentObjects.push( globject );
  2159. } else {
  2160. opaqueObjects.push( globject );
  2161. }
  2162. }
  2163. }
  2164. function initObject( object, scene ) {
  2165. if ( object.__webglInit === undefined ) {
  2166. object.__webglInit = true;
  2167. object._modelViewMatrix = new THREE.Matrix4();
  2168. object._normalMatrix = new THREE.Matrix3();
  2169. object.addEventListener( 'removed', onObjectRemoved );
  2170. }
  2171. var geometry = object.geometry;
  2172. if ( geometry === undefined ) {
  2173. // ImmediateRenderObject
  2174. } else if ( geometry.__webglInit === undefined ) {
  2175. geometry.__webglInit = true;
  2176. geometry.addEventListener( 'dispose', onGeometryDispose );
  2177. if ( geometry instanceof THREE.BufferGeometry ) {
  2178. //
  2179. } else if ( object instanceof THREE.Mesh ) {
  2180. initGeometryGroups( scene, object, geometry );
  2181. } else if ( object instanceof THREE.Line ) {
  2182. if ( geometry.__webglVertexBuffer === undefined ) {
  2183. createLineBuffers( geometry );
  2184. initLineBuffers( geometry, object );
  2185. geometry.verticesNeedUpdate = true;
  2186. geometry.colorsNeedUpdate = true;
  2187. geometry.lineDistancesNeedUpdate = true;
  2188. }
  2189. } else if ( object instanceof THREE.PointCloud ) {
  2190. if ( geometry.__webglVertexBuffer === undefined ) {
  2191. createParticleBuffers( geometry );
  2192. initParticleBuffers( geometry, object );
  2193. geometry.verticesNeedUpdate = true;
  2194. geometry.colorsNeedUpdate = true;
  2195. }
  2196. }
  2197. }
  2198. if ( object.__webglActive === undefined) {
  2199. object.__webglActive = true;
  2200. if ( object instanceof THREE.Mesh ) {
  2201. if ( geometry instanceof THREE.BufferGeometry ) {
  2202. addBuffer( _webglObjects, geometry, object );
  2203. } else if ( geometry instanceof THREE.Geometry ) {
  2204. var geometryGroupsList = geometryGroups[ geometry.id ];
  2205. for ( var i = 0,l = geometryGroupsList.length; i < l; i ++ ) {
  2206. addBuffer( _webglObjects, geometryGroupsList[ i ], object );
  2207. }
  2208. }
  2209. } else if ( object instanceof THREE.Line || object instanceof THREE.PointCloud ) {
  2210. addBuffer( _webglObjects, geometry, object );
  2211. } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
  2212. addBufferImmediate( _webglObjectsImmediate, object );
  2213. }
  2214. }
  2215. }
  2216. // Geometry splitting
  2217. var geometryGroups = {};
  2218. var geometryGroupCounter = 0;
  2219. function makeGroups( geometry, usesFaceMaterial ) {
  2220. var maxVerticesInGroup = extensions.get( 'OES_element_index_uint' ) ? 4294967296 : 65535;
  2221. var groupHash, hash_map = {};
  2222. var numMorphTargets = geometry.morphTargets.length;
  2223. var numMorphNormals = geometry.morphNormals.length;
  2224. var group;
  2225. var groups = {};
  2226. var groupsList = [];
  2227. for ( var f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
  2228. var face = geometry.faces[ f ];
  2229. var materialIndex = usesFaceMaterial ? face.materialIndex : 0;
  2230. if ( ! ( materialIndex in hash_map ) ) {
  2231. hash_map[ materialIndex ] = { hash: materialIndex, counter: 0 };
  2232. }
  2233. groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
  2234. if ( ! ( groupHash in groups ) ) {
  2235. group = {
  2236. id: geometryGroupCounter ++,
  2237. faces3: [],
  2238. materialIndex: materialIndex,
  2239. vertices: 0,
  2240. numMorphTargets: numMorphTargets,
  2241. numMorphNormals: numMorphNormals
  2242. };
  2243. groups[ groupHash ] = group;
  2244. groupsList.push( group );
  2245. }
  2246. if ( groups[ groupHash ].vertices + 3 > maxVerticesInGroup ) {
  2247. hash_map[ materialIndex ].counter += 1;
  2248. groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
  2249. if ( ! ( groupHash in groups ) ) {
  2250. group = {
  2251. id: geometryGroupCounter ++,
  2252. faces3: [],
  2253. materialIndex: materialIndex,
  2254. vertices: 0,
  2255. numMorphTargets: numMorphTargets,
  2256. numMorphNormals: numMorphNormals
  2257. };
  2258. groups[ groupHash ] = group;
  2259. groupsList.push( group );
  2260. }
  2261. }
  2262. groups[ groupHash ].faces3.push( f );
  2263. groups[ groupHash ].vertices += 3;
  2264. }
  2265. return groupsList;
  2266. }
  2267. function initGeometryGroups( scene, object, geometry ) {
  2268. var material = object.material, addBuffers = false;
  2269. if ( geometryGroups[ geometry.id ] === undefined || geometry.groupsNeedUpdate === true ) {
  2270. delete _webglObjects[ object.id ];
  2271. geometryGroups[ geometry.id ] = makeGroups( geometry, material instanceof THREE.MeshFaceMaterial );
  2272. geometry.groupsNeedUpdate = false;
  2273. }
  2274. var geometryGroupsList = geometryGroups[ geometry.id ];
  2275. // create separate VBOs per geometry chunk
  2276. for ( var i = 0, il = geometryGroupsList.length; i < il; i ++ ) {
  2277. var geometryGroup = geometryGroupsList[ i ];
  2278. // initialise VBO on the first access
  2279. if ( geometryGroup.__webglVertexBuffer === undefined ) {
  2280. createMeshBuffers( geometryGroup );
  2281. initMeshBuffers( geometryGroup, object );
  2282. geometry.verticesNeedUpdate = true;
  2283. geometry.morphTargetsNeedUpdate = true;
  2284. geometry.elementsNeedUpdate = true;
  2285. geometry.uvsNeedUpdate = true;
  2286. geometry.normalsNeedUpdate = true;
  2287. geometry.tangentsNeedUpdate = true;
  2288. geometry.colorsNeedUpdate = true;
  2289. addBuffers = true;
  2290. } else {
  2291. addBuffers = false;
  2292. }
  2293. if ( addBuffers || object.__webglActive === undefined ) {
  2294. addBuffer( _webglObjects, geometryGroup, object );
  2295. }
  2296. }
  2297. object.__webglActive = true;
  2298. }
  2299. function addBuffer( objlist, buffer, object ) {
  2300. var id = object.id;
  2301. objlist[id] = objlist[id] || [];
  2302. objlist[id].push(
  2303. {
  2304. id: id,
  2305. buffer: buffer,
  2306. object: object,
  2307. material: null,
  2308. z: 0
  2309. }
  2310. );
  2311. };
  2312. function addBufferImmediate( objlist, object ) {
  2313. objlist.push(
  2314. {
  2315. id: null,
  2316. object: object,
  2317. opaque: null,
  2318. transparent: null,
  2319. z: 0
  2320. }
  2321. );
  2322. };
  2323. // Objects updates
  2324. function updateObject( object, scene ) {
  2325. var geometry = object.geometry, customAttributesDirty, material;
  2326. if ( geometry instanceof THREE.BufferGeometry ) {
  2327. setDirectBuffers( geometry );
  2328. } else if ( object instanceof THREE.Mesh ) {
  2329. // check all geometry groups
  2330. if ( geometry.groupsNeedUpdate === true ) {
  2331. initGeometryGroups( scene, object, geometry );
  2332. }
  2333. var geometryGroupsList = geometryGroups[ geometry.id ];
  2334. for ( var i = 0, il = geometryGroupsList.length; i < il; i ++ ) {
  2335. var geometryGroup = geometryGroupsList[ i ];
  2336. material = getBufferMaterial( object, geometryGroup );
  2337. if ( geometry.groupsNeedUpdate === true ) {
  2338. initMeshBuffers( geometryGroup, object );
  2339. }
  2340. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2341. if ( geometry.verticesNeedUpdate || geometry.morphTargetsNeedUpdate || geometry.elementsNeedUpdate ||
  2342. geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
  2343. geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate || customAttributesDirty ) {
  2344. setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, ! geometry.dynamic, material );
  2345. }
  2346. }
  2347. geometry.verticesNeedUpdate = false;
  2348. geometry.morphTargetsNeedUpdate = false;
  2349. geometry.elementsNeedUpdate = false;
  2350. geometry.uvsNeedUpdate = false;
  2351. geometry.normalsNeedUpdate = false;
  2352. geometry.colorsNeedUpdate = false;
  2353. geometry.tangentsNeedUpdate = false;
  2354. material.attributes && clearCustomAttributes( material );
  2355. } else if ( object instanceof THREE.Line ) {
  2356. material = getBufferMaterial( object, geometry );
  2357. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2358. if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.lineDistancesNeedUpdate || customAttributesDirty ) {
  2359. setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
  2360. }
  2361. geometry.verticesNeedUpdate = false;
  2362. geometry.colorsNeedUpdate = false;
  2363. geometry.lineDistancesNeedUpdate = false;
  2364. material.attributes && clearCustomAttributes( material );
  2365. } else if ( object instanceof THREE.PointCloud ) {
  2366. material = getBufferMaterial( object, geometry );
  2367. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2368. if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || object.sortParticles || customAttributesDirty ) {
  2369. setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
  2370. }
  2371. geometry.verticesNeedUpdate = false;
  2372. geometry.colorsNeedUpdate = false;
  2373. material.attributes && clearCustomAttributes( material );
  2374. }
  2375. };
  2376. // Objects updates - custom attributes check
  2377. function areCustomAttributesDirty( material ) {
  2378. for ( var name in material.attributes ) {
  2379. if ( material.attributes[ name ].needsUpdate ) return true;
  2380. }
  2381. return false;
  2382. };
  2383. function clearCustomAttributes( material ) {
  2384. for ( var name in material.attributes ) {
  2385. material.attributes[ name ].needsUpdate = false;
  2386. }
  2387. };
  2388. // Objects removal
  2389. function removeObject( object ) {
  2390. if ( object instanceof THREE.Mesh ||
  2391. object instanceof THREE.PointCloud ||
  2392. object instanceof THREE.Line ) {
  2393. delete _webglObjects[ object.id ];
  2394. } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
  2395. removeInstances( _webglObjectsImmediate, object );
  2396. }
  2397. delete object.__webglInit;
  2398. delete object._modelViewMatrix;
  2399. delete object._normalMatrix;
  2400. delete object.__webglActive;
  2401. };
  2402. function removeInstances( objlist, object ) {
  2403. for ( var o = objlist.length - 1; o >= 0; o -- ) {
  2404. if ( objlist[ o ].object === object ) {
  2405. objlist.splice( o, 1 );
  2406. }
  2407. }
  2408. };
  2409. // Materials
  2410. this.initMaterial = function () {
  2411. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  2412. };
  2413. function initMaterial( material, lights, fog, object ) {
  2414. material.addEventListener( 'dispose', onMaterialDispose );
  2415. var shaderID;
  2416. if ( material instanceof THREE.MeshDepthMaterial ) {
  2417. shaderID = 'depth';
  2418. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  2419. shaderID = 'normal';
  2420. } else if ( material instanceof THREE.MeshBasicMaterial ) {
  2421. shaderID = 'basic';
  2422. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  2423. shaderID = 'lambert';
  2424. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  2425. shaderID = 'phong';
  2426. } else if ( material instanceof THREE.LineBasicMaterial ) {
  2427. shaderID = 'basic';
  2428. } else if ( material instanceof THREE.LineDashedMaterial ) {
  2429. shaderID = 'dashed';
  2430. } else if ( material instanceof THREE.PointCloudMaterial ) {
  2431. shaderID = 'particle_basic';
  2432. }
  2433. if ( shaderID ) {
  2434. var shader = THREE.ShaderLib[ shaderID ];
  2435. material.__webglShader = {
  2436. uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
  2437. vertexShader: shader.vertexShader,
  2438. fragmentShader: shader.fragmentShader
  2439. }
  2440. } else {
  2441. material.__webglShader = {
  2442. uniforms: material.uniforms,
  2443. vertexShader: material.vertexShader,
  2444. fragmentShader: material.fragmentShader
  2445. }
  2446. }
  2447. // heuristics to create shader parameters according to lights in the scene
  2448. // (not to blow over maxLights budget)
  2449. var maxLightCount = allocateLights( lights );
  2450. var maxShadows = allocateShadows( lights );
  2451. var maxBones = allocateBones( object );
  2452. var parameters = {
  2453. precision: _precision,
  2454. supportsVertexTextures: _supportsVertexTextures,
  2455. map: !! material.map,
  2456. envMap: !! material.envMap,
  2457. lightMap: !! material.lightMap,
  2458. bumpMap: !! material.bumpMap,
  2459. normalMap: !! material.normalMap,
  2460. specularMap: !! material.specularMap,
  2461. alphaMap: !! material.alphaMap,
  2462. vertexColors: material.vertexColors,
  2463. fog: fog,
  2464. useFog: material.fog,
  2465. fogExp: fog instanceof THREE.FogExp2,
  2466. sizeAttenuation: material.sizeAttenuation,
  2467. logarithmicDepthBuffer: _logarithmicDepthBuffer,
  2468. skinning: material.skinning,
  2469. maxBones: maxBones,
  2470. useVertexTexture: _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture,
  2471. morphTargets: material.morphTargets,
  2472. morphNormals: material.morphNormals,
  2473. maxMorphTargets: _this.maxMorphTargets,
  2474. maxMorphNormals: _this.maxMorphNormals,
  2475. maxDirLights: maxLightCount.directional,
  2476. maxPointLights: maxLightCount.point,
  2477. maxSpotLights: maxLightCount.spot,
  2478. maxHemiLights: maxLightCount.hemi,
  2479. maxShadows: maxShadows,
  2480. shadowMapEnabled: _this.shadowMapEnabled && object.receiveShadow && maxShadows > 0,
  2481. shadowMapType: _this.shadowMapType,
  2482. shadowMapDebug: _this.shadowMapDebug,
  2483. shadowMapCascade: _this.shadowMapCascade,
  2484. alphaTest: material.alphaTest,
  2485. metal: material.metal,
  2486. wrapAround: material.wrapAround,
  2487. doubleSided: material.side === THREE.DoubleSide,
  2488. flipSided: material.side === THREE.BackSide
  2489. };
  2490. // Generate code
  2491. var chunks = [];
  2492. if ( shaderID ) {
  2493. chunks.push( shaderID );
  2494. } else {
  2495. chunks.push( material.fragmentShader );
  2496. chunks.push( material.vertexShader );
  2497. }
  2498. if ( material.defines !== undefined ) {
  2499. for ( var name in material.defines ) {
  2500. chunks.push( name );
  2501. chunks.push( material.defines[ name ] );
  2502. }
  2503. }
  2504. for ( var name in parameters ) {
  2505. chunks.push( name );
  2506. chunks.push( parameters[ name ] );
  2507. }
  2508. var code = chunks.join();
  2509. var program;
  2510. // Check if code has been already compiled
  2511. for ( var p = 0, pl = _programs.length; p < pl; p ++ ) {
  2512. var programInfo = _programs[ p ];
  2513. if ( programInfo.code === code ) {
  2514. program = programInfo;
  2515. program.usedTimes ++;
  2516. break;
  2517. }
  2518. }
  2519. if ( program === undefined ) {
  2520. program = new THREE.WebGLProgram( _this, code, material, parameters );
  2521. _programs.push( program );
  2522. _this.info.memory.programs = _programs.length;
  2523. }
  2524. material.program = program;
  2525. var attributes = program.attributes;
  2526. if ( material.morphTargets ) {
  2527. material.numSupportedMorphTargets = 0;
  2528. var id, base = 'morphTarget';
  2529. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  2530. id = base + i;
  2531. if ( attributes[ id ] >= 0 ) {
  2532. material.numSupportedMorphTargets ++;
  2533. }
  2534. }
  2535. }
  2536. if ( material.morphNormals ) {
  2537. material.numSupportedMorphNormals = 0;
  2538. var id, base = 'morphNormal';
  2539. for ( i = 0; i < _this.maxMorphNormals; i ++ ) {
  2540. id = base + i;
  2541. if ( attributes[ id ] >= 0 ) {
  2542. material.numSupportedMorphNormals ++;
  2543. }
  2544. }
  2545. }
  2546. material.uniformsList = [];
  2547. for ( var u in material.__webglShader.uniforms ) {
  2548. var location = material.program.uniforms[ u ];
  2549. if ( location ) {
  2550. material.uniformsList.push( [ material.__webglShader.uniforms[ u ], location ] );
  2551. }
  2552. }
  2553. };
  2554. function setProgram( camera, lights, fog, material, object ) {
  2555. _usedTextureUnits = 0;
  2556. if ( material.needsUpdate ) {
  2557. if ( material.program ) deallocateMaterial( material );
  2558. initMaterial( material, lights, fog, object );
  2559. material.needsUpdate = false;
  2560. }
  2561. if ( material.morphTargets ) {
  2562. if ( ! object.__webglMorphTargetInfluences ) {
  2563. object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
  2564. }
  2565. }
  2566. var refreshProgram = false;
  2567. var refreshMaterial = false;
  2568. var refreshLights = false;
  2569. var program = material.program,
  2570. p_uniforms = program.uniforms,
  2571. m_uniforms = material.__webglShader.uniforms;
  2572. if ( program.id !== _currentProgram ) {
  2573. _gl.useProgram( program.program );
  2574. _currentProgram = program.id;
  2575. refreshProgram = true;
  2576. refreshMaterial = true;
  2577. refreshLights = true;
  2578. }
  2579. if ( material.id !== _currentMaterialId ) {
  2580. if ( _currentMaterialId === -1 ) refreshLights = true;
  2581. _currentMaterialId = material.id;
  2582. refreshMaterial = true;
  2583. }
  2584. if ( refreshProgram || camera !== _currentCamera ) {
  2585. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
  2586. if ( _logarithmicDepthBuffer ) {
  2587. _gl.uniform1f( p_uniforms.logDepthBufFC, 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  2588. }
  2589. if ( camera !== _currentCamera ) _currentCamera = camera;
  2590. // load material specific uniforms
  2591. // (shader material also gets them for the sake of genericity)
  2592. if ( material instanceof THREE.ShaderMaterial ||
  2593. material instanceof THREE.MeshPhongMaterial ||
  2594. material.envMap ) {
  2595. if ( p_uniforms.cameraPosition !== null ) {
  2596. _vector3.setFromMatrixPosition( camera.matrixWorld );
  2597. _gl.uniform3f( p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.z );
  2598. }
  2599. }
  2600. if ( material instanceof THREE.MeshPhongMaterial ||
  2601. material instanceof THREE.MeshLambertMaterial ||
  2602. material instanceof THREE.ShaderMaterial ||
  2603. material.skinning ) {
  2604. if ( p_uniforms.viewMatrix !== null ) {
  2605. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements );
  2606. }
  2607. }
  2608. }
  2609. // skinning uniforms must be set even if material didn't change
  2610. // auto-setting of texture unit for bone texture must go before other textures
  2611. // not sure why, but otherwise weird things happen
  2612. if ( material.skinning ) {
  2613. if ( object.bindMatrix && p_uniforms.bindMatrix !== null ) {
  2614. _gl.uniformMatrix4fv( p_uniforms.bindMatrix, false, object.bindMatrix.elements );
  2615. }
  2616. if ( object.bindMatrixInverse && p_uniforms.bindMatrixInverse !== null ) {
  2617. _gl.uniformMatrix4fv( p_uniforms.bindMatrixInverse, false, object.bindMatrixInverse.elements );
  2618. }
  2619. if ( _supportsBoneTextures && object.skeleton && object.skeleton.useVertexTexture ) {
  2620. if ( p_uniforms.boneTexture !== null ) {
  2621. var textureUnit = getTextureUnit();
  2622. _gl.uniform1i( p_uniforms.boneTexture, textureUnit );
  2623. _this.setTexture( object.skeleton.boneTexture, textureUnit );
  2624. }
  2625. if ( p_uniforms.boneTextureWidth !== null ) {
  2626. _gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth );
  2627. }
  2628. if ( p_uniforms.boneTextureHeight !== null ) {
  2629. _gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight );
  2630. }
  2631. } else if ( object.skeleton && object.skeleton.boneMatrices ) {
  2632. if ( p_uniforms.boneGlobalMatrices !== null ) {
  2633. _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.skeleton.boneMatrices );
  2634. }
  2635. }
  2636. }
  2637. if ( refreshMaterial ) {
  2638. // refresh uniforms common to several materials
  2639. if ( fog && material.fog ) {
  2640. refreshUniformsFog( m_uniforms, fog );
  2641. }
  2642. if ( material instanceof THREE.MeshPhongMaterial ||
  2643. material instanceof THREE.MeshLambertMaterial ||
  2644. material.lights ) {
  2645. if ( _lightsNeedUpdate ) {
  2646. refreshLights = true;
  2647. setupLights( lights );
  2648. _lightsNeedUpdate = false;
  2649. }
  2650. if ( refreshLights ) {
  2651. refreshUniformsLights( m_uniforms, _lights );
  2652. markUniformsLightsNeedsUpdate( m_uniforms, true );
  2653. } else {
  2654. markUniformsLightsNeedsUpdate( m_uniforms, false );
  2655. }
  2656. }
  2657. if ( material instanceof THREE.MeshBasicMaterial ||
  2658. material instanceof THREE.MeshLambertMaterial ||
  2659. material instanceof THREE.MeshPhongMaterial ) {
  2660. refreshUniformsCommon( m_uniforms, material );
  2661. }
  2662. // refresh single material specific uniforms
  2663. if ( material instanceof THREE.LineBasicMaterial ) {
  2664. refreshUniformsLine( m_uniforms, material );
  2665. } else if ( material instanceof THREE.LineDashedMaterial ) {
  2666. refreshUniformsLine( m_uniforms, material );
  2667. refreshUniformsDash( m_uniforms, material );
  2668. } else if ( material instanceof THREE.PointCloudMaterial ) {
  2669. refreshUniformsParticle( m_uniforms, material );
  2670. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  2671. refreshUniformsPhong( m_uniforms, material );
  2672. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  2673. refreshUniformsLambert( m_uniforms, material );
  2674. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  2675. m_uniforms.mNear.value = camera.near;
  2676. m_uniforms.mFar.value = camera.far;
  2677. m_uniforms.opacity.value = material.opacity;
  2678. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  2679. m_uniforms.opacity.value = material.opacity;
  2680. }
  2681. if ( object.receiveShadow && ! material._shadowPass ) {
  2682. refreshUniformsShadow( m_uniforms, lights );
  2683. }
  2684. // load common uniforms
  2685. loadUniformsGeneric( material.uniformsList );
  2686. }
  2687. loadUniformsMatrices( p_uniforms, object );
  2688. if ( p_uniforms.modelMatrix !== null ) {
  2689. _gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );
  2690. }
  2691. return program;
  2692. };
  2693. // Uniforms (refresh uniforms objects)
  2694. function refreshUniformsCommon ( uniforms, material ) {
  2695. uniforms.opacity.value = material.opacity;
  2696. if ( _this.gammaInput ) {
  2697. uniforms.diffuse.value.copyGammaToLinear( material.color );
  2698. } else {
  2699. uniforms.diffuse.value = material.color;
  2700. }
  2701. uniforms.map.value = material.map;
  2702. uniforms.lightMap.value = material.lightMap;
  2703. uniforms.specularMap.value = material.specularMap;
  2704. uniforms.alphaMap.value = material.alphaMap;
  2705. if ( material.bumpMap ) {
  2706. uniforms.bumpMap.value = material.bumpMap;
  2707. uniforms.bumpScale.value = material.bumpScale;
  2708. }
  2709. if ( material.normalMap ) {
  2710. uniforms.normalMap.value = material.normalMap;
  2711. uniforms.normalScale.value.copy( material.normalScale );
  2712. }
  2713. // uv repeat and offset setting priorities
  2714. // 1. color map
  2715. // 2. specular map
  2716. // 3. normal map
  2717. // 4. bump map
  2718. // 5. alpha map
  2719. var uvScaleMap;
  2720. if ( material.map ) {
  2721. uvScaleMap = material.map;
  2722. } else if ( material.specularMap ) {
  2723. uvScaleMap = material.specularMap;
  2724. } else if ( material.normalMap ) {
  2725. uvScaleMap = material.normalMap;
  2726. } else if ( material.bumpMap ) {
  2727. uvScaleMap = material.bumpMap;
  2728. } else if ( material.alphaMap ) {
  2729. uvScaleMap = material.alphaMap;
  2730. }
  2731. if ( uvScaleMap !== undefined ) {
  2732. var offset = uvScaleMap.offset;
  2733. var repeat = uvScaleMap.repeat;
  2734. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  2735. }
  2736. uniforms.envMap.value = material.envMap;
  2737. uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : - 1;
  2738. if ( _this.gammaInput ) {
  2739. //uniforms.reflectivity.value = material.reflectivity * material.reflectivity;
  2740. uniforms.reflectivity.value = material.reflectivity;
  2741. } else {
  2742. uniforms.reflectivity.value = material.reflectivity;
  2743. }
  2744. uniforms.refractionRatio.value = material.refractionRatio;
  2745. uniforms.combine.value = material.combine;
  2746. uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
  2747. };
  2748. function refreshUniformsLine ( uniforms, material ) {
  2749. uniforms.diffuse.value = material.color;
  2750. uniforms.opacity.value = material.opacity;
  2751. };
  2752. function refreshUniformsDash ( uniforms, material ) {
  2753. uniforms.dashSize.value = material.dashSize;
  2754. uniforms.totalSize.value = material.dashSize + material.gapSize;
  2755. uniforms.scale.value = material.scale;
  2756. };
  2757. function refreshUniformsParticle ( uniforms, material ) {
  2758. uniforms.psColor.value = material.color;
  2759. uniforms.opacity.value = material.opacity;
  2760. uniforms.size.value = material.size;
  2761. uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
  2762. uniforms.map.value = material.map;
  2763. };
  2764. function refreshUniformsFog ( uniforms, fog ) {
  2765. uniforms.fogColor.value = fog.color;
  2766. if ( fog instanceof THREE.Fog ) {
  2767. uniforms.fogNear.value = fog.near;
  2768. uniforms.fogFar.value = fog.far;
  2769. } else if ( fog instanceof THREE.FogExp2 ) {
  2770. uniforms.fogDensity.value = fog.density;
  2771. }
  2772. };
  2773. function refreshUniformsPhong ( uniforms, material ) {
  2774. uniforms.shininess.value = material.shininess;
  2775. if ( _this.gammaInput ) {
  2776. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  2777. uniforms.emissive.value.copyGammaToLinear( material.emissive );
  2778. uniforms.specular.value.copyGammaToLinear( material.specular );
  2779. } else {
  2780. uniforms.ambient.value = material.ambient;
  2781. uniforms.emissive.value = material.emissive;
  2782. uniforms.specular.value = material.specular;
  2783. }
  2784. if ( material.wrapAround ) {
  2785. uniforms.wrapRGB.value.copy( material.wrapRGB );
  2786. }
  2787. };
  2788. function refreshUniformsLambert ( uniforms, material ) {
  2789. if ( _this.gammaInput ) {
  2790. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  2791. uniforms.emissive.value.copyGammaToLinear( material.emissive );
  2792. } else {
  2793. uniforms.ambient.value = material.ambient;
  2794. uniforms.emissive.value = material.emissive;
  2795. }
  2796. if ( material.wrapAround ) {
  2797. uniforms.wrapRGB.value.copy( material.wrapRGB );
  2798. }
  2799. };
  2800. function refreshUniformsLights ( uniforms, lights ) {
  2801. uniforms.ambientLightColor.value = lights.ambient;
  2802. uniforms.directionalLightColor.value = lights.directional.colors;
  2803. uniforms.directionalLightDirection.value = lights.directional.positions;
  2804. uniforms.pointLightColor.value = lights.point.colors;
  2805. uniforms.pointLightPosition.value = lights.point.positions;
  2806. uniforms.pointLightDistance.value = lights.point.distances;
  2807. uniforms.spotLightColor.value = lights.spot.colors;
  2808. uniforms.spotLightPosition.value = lights.spot.positions;
  2809. uniforms.spotLightDistance.value = lights.spot.distances;
  2810. uniforms.spotLightDirection.value = lights.spot.directions;
  2811. uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
  2812. uniforms.spotLightExponent.value = lights.spot.exponents;
  2813. uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
  2814. uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
  2815. uniforms.hemisphereLightDirection.value = lights.hemi.positions;
  2816. };
  2817. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  2818. function markUniformsLightsNeedsUpdate ( uniforms, boolean ) {
  2819. uniforms.ambientLightColor.needsUpdate = boolean;
  2820. uniforms.directionalLightColor.needsUpdate = boolean;
  2821. uniforms.directionalLightDirection.needsUpdate = boolean;
  2822. uniforms.pointLightColor.needsUpdate = boolean;
  2823. uniforms.pointLightPosition.needsUpdate = boolean;
  2824. uniforms.pointLightDistance.needsUpdate = boolean;
  2825. uniforms.spotLightColor.needsUpdate = boolean;
  2826. uniforms.spotLightPosition.needsUpdate = boolean;
  2827. uniforms.spotLightDistance.needsUpdate = boolean;
  2828. uniforms.spotLightDirection.needsUpdate = boolean;
  2829. uniforms.spotLightAngleCos.needsUpdate = boolean;
  2830. uniforms.spotLightExponent.needsUpdate = boolean;
  2831. uniforms.hemisphereLightSkyColor.needsUpdate = boolean;
  2832. uniforms.hemisphereLightGroundColor.needsUpdate = boolean;
  2833. uniforms.hemisphereLightDirection.needsUpdate = boolean;
  2834. };
  2835. function refreshUniformsShadow ( uniforms, lights ) {
  2836. if ( uniforms.shadowMatrix ) {
  2837. var j = 0;
  2838. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  2839. var light = lights[ i ];
  2840. if ( ! light.castShadow ) continue;
  2841. if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) {
  2842. uniforms.shadowMap.value[ j ] = light.shadowMap;
  2843. uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
  2844. uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;
  2845. uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
  2846. uniforms.shadowBias.value[ j ] = light.shadowBias;
  2847. j ++;
  2848. }
  2849. }
  2850. }
  2851. };
  2852. // Uniforms (load to GPU)
  2853. function loadUniformsMatrices ( uniforms, object ) {
  2854. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrix.elements );
  2855. if ( uniforms.normalMatrix ) {
  2856. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrix.elements );
  2857. }
  2858. };
  2859. function getTextureUnit() {
  2860. var textureUnit = _usedTextureUnits;
  2861. if ( textureUnit >= _maxTextures ) {
  2862. console.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + _maxTextures );
  2863. }
  2864. _usedTextureUnits += 1;
  2865. return textureUnit;
  2866. };
  2867. function loadUniformsGeneric ( uniforms ) {
  2868. var texture, textureUnit, offset;
  2869. for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) {
  2870. var uniform = uniforms[ j ][ 0 ];
  2871. // needsUpdate property is not added to all uniforms.
  2872. if ( uniform.needsUpdate === false ) continue;
  2873. var type = uniform.type;
  2874. var value = uniform.value;
  2875. var location = uniforms[ j ][ 1 ];
  2876. switch ( type ) {
  2877. case '1i':
  2878. _gl.uniform1i( location, value );
  2879. break;
  2880. case '1f':
  2881. _gl.uniform1f( location, value );
  2882. break;
  2883. case '2f':
  2884. _gl.uniform2f( location, value[ 0 ], value[ 1 ] );
  2885. break;
  2886. case '3f':
  2887. _gl.uniform3f( location, value[ 0 ], value[ 1 ], value[ 2 ] );
  2888. break;
  2889. case '4f':
  2890. _gl.uniform4f( location, value[ 0 ], value[ 1 ], value[ 2 ], value[ 3 ] );
  2891. break;
  2892. case '1iv':
  2893. _gl.uniform1iv( location, value );
  2894. break;
  2895. case '3iv':
  2896. _gl.uniform3iv( location, value );
  2897. break;
  2898. case '1fv':
  2899. _gl.uniform1fv( location, value );
  2900. break;
  2901. case '2fv':
  2902. _gl.uniform2fv( location, value );
  2903. break;
  2904. case '3fv':
  2905. _gl.uniform3fv( location, value );
  2906. break;
  2907. case '4fv':
  2908. _gl.uniform4fv( location, value );
  2909. break;
  2910. case 'Matrix3fv':
  2911. _gl.uniformMatrix3fv( location, false, value );
  2912. break;
  2913. case 'Matrix4fv':
  2914. _gl.uniformMatrix4fv( location, false, value );
  2915. break;
  2916. //
  2917. case 'i':
  2918. // single integer
  2919. _gl.uniform1i( location, value );
  2920. break;
  2921. case 'f':
  2922. // single float
  2923. _gl.uniform1f( location, value );
  2924. break;
  2925. case 'v2':
  2926. // single THREE.Vector2
  2927. _gl.uniform2f( location, value.x, value.y );
  2928. break;
  2929. case 'v3':
  2930. // single THREE.Vector3
  2931. _gl.uniform3f( location, value.x, value.y, value.z );
  2932. break;
  2933. case 'v4':
  2934. // single THREE.Vector4
  2935. _gl.uniform4f( location, value.x, value.y, value.z, value.w );
  2936. break;
  2937. case 'c':
  2938. // single THREE.Color
  2939. _gl.uniform3f( location, value.r, value.g, value.b );
  2940. break;
  2941. case 'iv1':
  2942. // flat array of integers (JS or typed array)
  2943. _gl.uniform1iv( location, value );
  2944. break;
  2945. case 'iv':
  2946. // flat array of integers with 3 x N size (JS or typed array)
  2947. _gl.uniform3iv( location, value );
  2948. break;
  2949. case 'fv1':
  2950. // flat array of floats (JS or typed array)
  2951. _gl.uniform1fv( location, value );
  2952. break;
  2953. case 'fv':
  2954. // flat array of floats with 3 x N size (JS or typed array)
  2955. _gl.uniform3fv( location, value );
  2956. break;
  2957. case 'v2v':
  2958. // array of THREE.Vector2
  2959. if ( uniform._array === undefined ) {
  2960. uniform._array = new Float32Array( 2 * value.length );
  2961. }
  2962. for ( var i = 0, il = value.length; i < il; i ++ ) {
  2963. offset = i * 2;
  2964. uniform._array[ offset ] = value[ i ].x;
  2965. uniform._array[ offset + 1 ] = value[ i ].y;
  2966. }
  2967. _gl.uniform2fv( location, uniform._array );
  2968. break;
  2969. case 'v3v':
  2970. // array of THREE.Vector3
  2971. if ( uniform._array === undefined ) {
  2972. uniform._array = new Float32Array( 3 * value.length );
  2973. }
  2974. for ( var i = 0, il = value.length; i < il; i ++ ) {
  2975. offset = i * 3;
  2976. uniform._array[ offset ] = value[ i ].x;
  2977. uniform._array[ offset + 1 ] = value[ i ].y;
  2978. uniform._array[ offset + 2 ] = value[ i ].z;
  2979. }
  2980. _gl.uniform3fv( location, uniform._array );
  2981. break;
  2982. case 'v4v':
  2983. // array of THREE.Vector4
  2984. if ( uniform._array === undefined ) {
  2985. uniform._array = new Float32Array( 4 * value.length );
  2986. }
  2987. for ( var i = 0, il = value.length; i < il; i ++ ) {
  2988. offset = i * 4;
  2989. uniform._array[ offset ] = value[ i ].x;
  2990. uniform._array[ offset + 1 ] = value[ i ].y;
  2991. uniform._array[ offset + 2 ] = value[ i ].z;
  2992. uniform._array[ offset + 3 ] = value[ i ].w;
  2993. }
  2994. _gl.uniform4fv( location, uniform._array );
  2995. break;
  2996. case 'm3':
  2997. // single THREE.Matrix3
  2998. _gl.uniformMatrix3fv( location, false, value.elements );
  2999. break;
  3000. case 'm3v':
  3001. // array of THREE.Matrix3
  3002. if ( uniform._array === undefined ) {
  3003. uniform._array = new Float32Array( 9 * value.length );
  3004. }
  3005. for ( var i = 0, il = value.length; i < il; i ++ ) {
  3006. value[ i ].flattenToArrayOffset( uniform._array, i * 9 );
  3007. }
  3008. _gl.uniformMatrix3fv( location, false, uniform._array );
  3009. break;
  3010. case 'm4':
  3011. // single THREE.Matrix4
  3012. _gl.uniformMatrix4fv( location, false, value.elements );
  3013. break;
  3014. case 'm4v':
  3015. // array of THREE.Matrix4
  3016. if ( uniform._array === undefined ) {
  3017. uniform._array = new Float32Array( 16 * value.length );
  3018. }
  3019. for ( var i = 0, il = value.length; i < il; i ++ ) {
  3020. value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
  3021. }
  3022. _gl.uniformMatrix4fv( location, false, uniform._array );
  3023. break;
  3024. case 't':
  3025. // single THREE.Texture (2d or cube)
  3026. texture = value;
  3027. textureUnit = getTextureUnit();
  3028. _gl.uniform1i( location, textureUnit );
  3029. if ( ! texture ) continue;
  3030. if ( texture instanceof THREE.CubeTexture ||
  3031. ( texture.image instanceof Array && texture.image.length === 6 ) ) { // CompressedTexture can have Array in image :/
  3032. setCubeTexture( texture, textureUnit );
  3033. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  3034. setCubeTextureDynamic( texture, textureUnit );
  3035. } else {
  3036. _this.setTexture( texture, textureUnit );
  3037. }
  3038. break;
  3039. case 'tv':
  3040. // array of THREE.Texture (2d)
  3041. if ( uniform._array === undefined ) {
  3042. uniform._array = [];
  3043. }
  3044. for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
  3045. uniform._array[ i ] = getTextureUnit();
  3046. }
  3047. _gl.uniform1iv( location, uniform._array );
  3048. for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
  3049. texture = uniform.value[ i ];
  3050. textureUnit = uniform._array[ i ];
  3051. if ( ! texture ) continue;
  3052. _this.setTexture( texture, textureUnit );
  3053. }
  3054. break;
  3055. default:
  3056. console.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type );
  3057. }
  3058. }
  3059. };
  3060. function setupMatrices ( object, camera ) {
  3061. object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  3062. object._normalMatrix.getNormalMatrix( object._modelViewMatrix );
  3063. };
  3064. //
  3065. function setColorGamma( array, offset, color, intensitySq ) {
  3066. array[ offset ] = color.r * color.r * intensitySq;
  3067. array[ offset + 1 ] = color.g * color.g * intensitySq;
  3068. array[ offset + 2 ] = color.b * color.b * intensitySq;
  3069. };
  3070. function setColorLinear( array, offset, color, intensity ) {
  3071. array[ offset ] = color.r * intensity;
  3072. array[ offset + 1 ] = color.g * intensity;
  3073. array[ offset + 2 ] = color.b * intensity;
  3074. };
  3075. function setupLights ( lights ) {
  3076. var l, ll, light, n,
  3077. r = 0, g = 0, b = 0,
  3078. color, skyColor, groundColor,
  3079. intensity, intensitySq,
  3080. position,
  3081. distance,
  3082. zlights = _lights,
  3083. dirColors = zlights.directional.colors,
  3084. dirPositions = zlights.directional.positions,
  3085. pointColors = zlights.point.colors,
  3086. pointPositions = zlights.point.positions,
  3087. pointDistances = zlights.point.distances,
  3088. spotColors = zlights.spot.colors,
  3089. spotPositions = zlights.spot.positions,
  3090. spotDistances = zlights.spot.distances,
  3091. spotDirections = zlights.spot.directions,
  3092. spotAnglesCos = zlights.spot.anglesCos,
  3093. spotExponents = zlights.spot.exponents,
  3094. hemiSkyColors = zlights.hemi.skyColors,
  3095. hemiGroundColors = zlights.hemi.groundColors,
  3096. hemiPositions = zlights.hemi.positions,
  3097. dirLength = 0,
  3098. pointLength = 0,
  3099. spotLength = 0,
  3100. hemiLength = 0,
  3101. dirCount = 0,
  3102. pointCount = 0,
  3103. spotCount = 0,
  3104. hemiCount = 0,
  3105. dirOffset = 0,
  3106. pointOffset = 0,
  3107. spotOffset = 0,
  3108. hemiOffset = 0;
  3109. for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  3110. light = lights[ l ];
  3111. if ( light.onlyShadow ) continue;
  3112. color = light.color;
  3113. intensity = light.intensity;
  3114. distance = light.distance;
  3115. if ( light instanceof THREE.AmbientLight ) {
  3116. if ( ! light.visible ) continue;
  3117. if ( _this.gammaInput ) {
  3118. r += color.r * color.r;
  3119. g += color.g * color.g;
  3120. b += color.b * color.b;
  3121. } else {
  3122. r += color.r;
  3123. g += color.g;
  3124. b += color.b;
  3125. }
  3126. } else if ( light instanceof THREE.DirectionalLight ) {
  3127. dirCount += 1;
  3128. if ( ! light.visible ) continue;
  3129. _direction.setFromMatrixPosition( light.matrixWorld );
  3130. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  3131. _direction.sub( _vector3 );
  3132. _direction.normalize();
  3133. dirOffset = dirLength * 3;
  3134. dirPositions[ dirOffset ] = _direction.x;
  3135. dirPositions[ dirOffset + 1 ] = _direction.y;
  3136. dirPositions[ dirOffset + 2 ] = _direction.z;
  3137. if ( _this.gammaInput ) {
  3138. setColorGamma( dirColors, dirOffset, color, intensity * intensity );
  3139. } else {
  3140. setColorLinear( dirColors, dirOffset, color, intensity );
  3141. }
  3142. dirLength += 1;
  3143. } else if ( light instanceof THREE.PointLight ) {
  3144. pointCount += 1;
  3145. if ( ! light.visible ) continue;
  3146. pointOffset = pointLength * 3;
  3147. if ( _this.gammaInput ) {
  3148. setColorGamma( pointColors, pointOffset, color, intensity * intensity );
  3149. } else {
  3150. setColorLinear( pointColors, pointOffset, color, intensity );
  3151. }
  3152. _vector3.setFromMatrixPosition( light.matrixWorld );
  3153. pointPositions[ pointOffset ] = _vector3.x;
  3154. pointPositions[ pointOffset + 1 ] = _vector3.y;
  3155. pointPositions[ pointOffset + 2 ] = _vector3.z;
  3156. pointDistances[ pointLength ] = distance;
  3157. pointLength += 1;
  3158. } else if ( light instanceof THREE.SpotLight ) {
  3159. spotCount += 1;
  3160. if ( ! light.visible ) continue;
  3161. spotOffset = spotLength * 3;
  3162. if ( _this.gammaInput ) {
  3163. setColorGamma( spotColors, spotOffset, color, intensity * intensity );
  3164. } else {
  3165. setColorLinear( spotColors, spotOffset, color, intensity );
  3166. }
  3167. _direction.setFromMatrixPosition( light.matrixWorld );
  3168. spotPositions[ spotOffset ] = _direction.x;
  3169. spotPositions[ spotOffset + 1 ] = _direction.y;
  3170. spotPositions[ spotOffset + 2 ] = _direction.z;
  3171. spotDistances[ spotLength ] = distance;
  3172. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  3173. _direction.sub( _vector3 );
  3174. _direction.normalize();
  3175. spotDirections[ spotOffset ] = _direction.x;
  3176. spotDirections[ spotOffset + 1 ] = _direction.y;
  3177. spotDirections[ spotOffset + 2 ] = _direction.z;
  3178. spotAnglesCos[ spotLength ] = Math.cos( light.angle );
  3179. spotExponents[ spotLength ] = light.exponent;
  3180. spotLength += 1;
  3181. } else if ( light instanceof THREE.HemisphereLight ) {
  3182. hemiCount += 1;
  3183. if ( ! light.visible ) continue;
  3184. _direction.setFromMatrixPosition( light.matrixWorld );
  3185. _direction.normalize();
  3186. hemiOffset = hemiLength * 3;
  3187. hemiPositions[ hemiOffset ] = _direction.x;
  3188. hemiPositions[ hemiOffset + 1 ] = _direction.y;
  3189. hemiPositions[ hemiOffset + 2 ] = _direction.z;
  3190. skyColor = light.color;
  3191. groundColor = light.groundColor;
  3192. if ( _this.gammaInput ) {
  3193. intensitySq = intensity * intensity;
  3194. setColorGamma( hemiSkyColors, hemiOffset, skyColor, intensitySq );
  3195. setColorGamma( hemiGroundColors, hemiOffset, groundColor, intensitySq );
  3196. } else {
  3197. setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
  3198. setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );
  3199. }
  3200. hemiLength += 1;
  3201. }
  3202. }
  3203. // null eventual remains from removed lights
  3204. // (this is to avoid if in shader)
  3205. for ( l = dirLength * 3, ll = Math.max( dirColors.length, dirCount * 3 ); l < ll; l ++ ) dirColors[ l ] = 0.0;
  3206. for ( l = pointLength * 3, ll = Math.max( pointColors.length, pointCount * 3 ); l < ll; l ++ ) pointColors[ l ] = 0.0;
  3207. for ( l = spotLength * 3, ll = Math.max( spotColors.length, spotCount * 3 ); l < ll; l ++ ) spotColors[ l ] = 0.0;
  3208. for ( l = hemiLength * 3, ll = Math.max( hemiSkyColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiSkyColors[ l ] = 0.0;
  3209. for ( l = hemiLength * 3, ll = Math.max( hemiGroundColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiGroundColors[ l ] = 0.0;
  3210. zlights.directional.length = dirLength;
  3211. zlights.point.length = pointLength;
  3212. zlights.spot.length = spotLength;
  3213. zlights.hemi.length = hemiLength;
  3214. zlights.ambient[ 0 ] = r;
  3215. zlights.ambient[ 1 ] = g;
  3216. zlights.ambient[ 2 ] = b;
  3217. };
  3218. // GL state setting
  3219. this.setFaceCulling = function ( cullFace, frontFaceDirection ) {
  3220. if ( cullFace === THREE.CullFaceNone ) {
  3221. _gl.disable( _gl.CULL_FACE );
  3222. } else {
  3223. if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {
  3224. _gl.frontFace( _gl.CW );
  3225. } else {
  3226. _gl.frontFace( _gl.CCW );
  3227. }
  3228. if ( cullFace === THREE.CullFaceBack ) {
  3229. _gl.cullFace( _gl.BACK );
  3230. } else if ( cullFace === THREE.CullFaceFront ) {
  3231. _gl.cullFace( _gl.FRONT );
  3232. } else {
  3233. _gl.cullFace( _gl.FRONT_AND_BACK );
  3234. }
  3235. _gl.enable( _gl.CULL_FACE );
  3236. }
  3237. };
  3238. this.setMaterialFaces = function ( material ) {
  3239. var doubleSided = material.side === THREE.DoubleSide;
  3240. var flipSided = material.side === THREE.BackSide;
  3241. if ( _oldDoubleSided !== doubleSided ) {
  3242. if ( doubleSided ) {
  3243. _gl.disable( _gl.CULL_FACE );
  3244. } else {
  3245. _gl.enable( _gl.CULL_FACE );
  3246. }
  3247. _oldDoubleSided = doubleSided;
  3248. }
  3249. if ( _oldFlipSided !== flipSided ) {
  3250. if ( flipSided ) {
  3251. _gl.frontFace( _gl.CW );
  3252. } else {
  3253. _gl.frontFace( _gl.CCW );
  3254. }
  3255. _oldFlipSided = flipSided;
  3256. }
  3257. };
  3258. this.setDepthTest = function ( depthTest ) {
  3259. if ( _oldDepthTest !== depthTest ) {
  3260. if ( depthTest ) {
  3261. _gl.enable( _gl.DEPTH_TEST );
  3262. } else {
  3263. _gl.disable( _gl.DEPTH_TEST );
  3264. }
  3265. _oldDepthTest = depthTest;
  3266. }
  3267. };
  3268. this.setDepthWrite = function ( depthWrite ) {
  3269. if ( _oldDepthWrite !== depthWrite ) {
  3270. _gl.depthMask( depthWrite );
  3271. _oldDepthWrite = depthWrite;
  3272. }
  3273. };
  3274. function setLineWidth ( width ) {
  3275. if ( width !== _oldLineWidth ) {
  3276. _gl.lineWidth( width );
  3277. _oldLineWidth = width;
  3278. }
  3279. };
  3280. function setPolygonOffset ( polygonoffset, factor, units ) {
  3281. if ( _oldPolygonOffset !== polygonoffset ) {
  3282. if ( polygonoffset ) {
  3283. _gl.enable( _gl.POLYGON_OFFSET_FILL );
  3284. } else {
  3285. _gl.disable( _gl.POLYGON_OFFSET_FILL );
  3286. }
  3287. _oldPolygonOffset = polygonoffset;
  3288. }
  3289. if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) {
  3290. _gl.polygonOffset( factor, units );
  3291. _oldPolygonOffsetFactor = factor;
  3292. _oldPolygonOffsetUnits = units;
  3293. }
  3294. };
  3295. this.setBlending = function ( blending, blendEquation, blendSrc, blendDst ) {
  3296. if ( blending !== _oldBlending ) {
  3297. if ( blending === THREE.NoBlending ) {
  3298. _gl.disable( _gl.BLEND );
  3299. } else if ( blending === THREE.AdditiveBlending ) {
  3300. _gl.enable( _gl.BLEND );
  3301. _gl.blendEquation( _gl.FUNC_ADD );
  3302. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
  3303. } else if ( blending === THREE.SubtractiveBlending ) {
  3304. // TODO: Find blendFuncSeparate() combination
  3305. _gl.enable( _gl.BLEND );
  3306. _gl.blendEquation( _gl.FUNC_ADD );
  3307. _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
  3308. } else if ( blending === THREE.MultiplyBlending ) {
  3309. // TODO: Find blendFuncSeparate() combination
  3310. _gl.enable( _gl.BLEND );
  3311. _gl.blendEquation( _gl.FUNC_ADD );
  3312. _gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
  3313. } else if ( blending === THREE.CustomBlending ) {
  3314. _gl.enable( _gl.BLEND );
  3315. } else {
  3316. _gl.enable( _gl.BLEND );
  3317. _gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
  3318. _gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
  3319. }
  3320. _oldBlending = blending;
  3321. }
  3322. if ( blending === THREE.CustomBlending ) {
  3323. if ( blendEquation !== _oldBlendEquation ) {
  3324. _gl.blendEquation( paramThreeToGL( blendEquation ) );
  3325. _oldBlendEquation = blendEquation;
  3326. }
  3327. if ( blendSrc !== _oldBlendSrc || blendDst !== _oldBlendDst ) {
  3328. _gl.blendFunc( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ) );
  3329. _oldBlendSrc = blendSrc;
  3330. _oldBlendDst = blendDst;
  3331. }
  3332. } else {
  3333. _oldBlendEquation = null;
  3334. _oldBlendSrc = null;
  3335. _oldBlendDst = null;
  3336. }
  3337. };
  3338. // Textures
  3339. function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
  3340. var extension;
  3341. if ( isImagePowerOfTwo ) {
  3342. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  3343. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  3344. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  3345. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  3346. } else {
  3347. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  3348. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  3349. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  3350. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  3351. }
  3352. extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  3353. if ( extension && texture.type !== THREE.FloatType ) {
  3354. if ( texture.anisotropy > 1 || texture.__oldAnisotropy ) {
  3355. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _this.getMaxAnisotropy() ) );
  3356. texture.__oldAnisotropy = texture.anisotropy;
  3357. }
  3358. }
  3359. };
  3360. this.uploadTexture = function ( texture ) {
  3361. if ( texture.__webglInit === undefined ) {
  3362. texture.__webglInit = true;
  3363. texture.addEventListener( 'dispose', onTextureDispose );
  3364. texture.__webglTexture = _gl.createTexture();
  3365. _this.info.memory.textures ++;
  3366. }
  3367. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  3368. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  3369. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  3370. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
  3371. texture.image = clampToMaxSize( texture.image, _maxTextureSize );
  3372. var image = texture.image,
  3373. isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
  3374. glFormat = paramThreeToGL( texture.format ),
  3375. glType = paramThreeToGL( texture.type );
  3376. setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
  3377. var mipmap, mipmaps = texture.mipmaps;
  3378. if ( texture instanceof THREE.DataTexture ) {
  3379. // use manually created mipmaps if available
  3380. // if there are no manual mipmaps
  3381. // set 0 level mipmap and then use GL to generate other mipmap levels
  3382. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  3383. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  3384. mipmap = mipmaps[ i ];
  3385. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  3386. }
  3387. texture.generateMipmaps = false;
  3388. } else {
  3389. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
  3390. }
  3391. } else if ( texture instanceof THREE.CompressedTexture ) {
  3392. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  3393. mipmap = mipmaps[ i ];
  3394. if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
  3395. if ( getCompressedTextureFormats().indexOf( glFormat ) > -1 ) {
  3396. _gl.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  3397. } else {
  3398. console.warn( "Attempt to load unsupported compressed texture format" );
  3399. }
  3400. } else {
  3401. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  3402. }
  3403. }
  3404. } else { // regular Texture (image, video, canvas)
  3405. // use manually created mipmaps if available
  3406. // if there are no manual mipmaps
  3407. // set 0 level mipmap and then use GL to generate other mipmap levels
  3408. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  3409. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  3410. mipmap = mipmaps[ i ];
  3411. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
  3412. }
  3413. texture.generateMipmaps = false;
  3414. } else {
  3415. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
  3416. }
  3417. }
  3418. if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  3419. texture.needsUpdate = false;
  3420. if ( texture.onUpdate ) texture.onUpdate();
  3421. };
  3422. this.setTexture = function ( texture, slot ) {
  3423. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3424. if ( texture.needsUpdate ) {
  3425. _this.uploadTexture( texture );
  3426. } else {
  3427. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  3428. }
  3429. };
  3430. function clampToMaxSize ( image, maxSize ) {
  3431. if ( image.width > maxSize || image.height > maxSize ) {
  3432. // Warning: Scaling through the canvas will only work with images that use
  3433. // premultiplied alpha.
  3434. var scale = maxSize / Math.max( image.width, image.height );
  3435. var canvas = document.createElement( 'canvas' );
  3436. canvas.width = Math.floor( image.width * scale );
  3437. canvas.height = Math.floor( image.height * scale );
  3438. var context = canvas.getContext( '2d' );
  3439. context.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height );
  3440. console.log( 'THREE.WebGLRenderer:', image, 'is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height + '.' );
  3441. return canvas;
  3442. }
  3443. return image;
  3444. }
  3445. function setCubeTexture ( texture, slot ) {
  3446. if ( texture.image.length === 6 ) {
  3447. if ( texture.needsUpdate ) {
  3448. if ( ! texture.image.__webglTextureCube ) {
  3449. texture.addEventListener( 'dispose', onTextureDispose );
  3450. texture.image.__webglTextureCube = _gl.createTexture();
  3451. _this.info.memory.textures ++;
  3452. }
  3453. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3454. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  3455. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  3456. var isCompressed = texture instanceof THREE.CompressedTexture;
  3457. var isDataTexture = texture.image[ 0 ] instanceof THREE.DataTexture;
  3458. var cubeImage = [];
  3459. for ( var i = 0; i < 6; i ++ ) {
  3460. if ( _this.autoScaleCubemaps && ! isCompressed && ! isDataTexture ) {
  3461. cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize );
  3462. } else {
  3463. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  3464. }
  3465. }
  3466. var image = cubeImage[ 0 ],
  3467. isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
  3468. glFormat = paramThreeToGL( texture.format ),
  3469. glType = paramThreeToGL( texture.type );
  3470. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
  3471. for ( var i = 0; i < 6; i ++ ) {
  3472. if ( ! isCompressed ) {
  3473. if ( isDataTexture ) {
  3474. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  3475. } else {
  3476. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
  3477. }
  3478. } else {
  3479. var mipmap, mipmaps = cubeImage[ i ].mipmaps;
  3480. for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
  3481. mipmap = mipmaps[ j ];
  3482. if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
  3483. if ( getCompressedTextureFormats().indexOf( glFormat ) > -1 ) {
  3484. _gl.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  3485. } else {
  3486. console.warn( "Attempt to load unsupported compressed texture format" );
  3487. }
  3488. } else {
  3489. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  3490. }
  3491. }
  3492. }
  3493. }
  3494. if ( texture.generateMipmaps && isImagePowerOfTwo ) {
  3495. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3496. }
  3497. texture.needsUpdate = false;
  3498. if ( texture.onUpdate ) texture.onUpdate();
  3499. } else {
  3500. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3501. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  3502. }
  3503. }
  3504. }
  3505. function setCubeTextureDynamic ( texture, slot ) {
  3506. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3507. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
  3508. }
  3509. // Render targets
  3510. function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
  3511. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  3512. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );
  3513. }
  3514. function setupRenderBuffer ( renderbuffer, renderTarget ) {
  3515. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  3516. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  3517. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  3518. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3519. /* For some reason this is not working. Defaulting to RGBA4.
  3520. } else if ( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3521. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
  3522. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3523. */
  3524. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3525. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
  3526. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3527. } else {
  3528. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
  3529. }
  3530. }
  3531. this.setRenderTarget = function ( renderTarget ) {
  3532. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  3533. if ( renderTarget && renderTarget.__webglFramebuffer === undefined ) {
  3534. if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
  3535. if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
  3536. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  3537. renderTarget.__webglTexture = _gl.createTexture();
  3538. _this.info.memory.textures ++;
  3539. // Setup texture, create render and frame buffers
  3540. var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.isPowerOfTwo( renderTarget.height ),
  3541. glFormat = paramThreeToGL( renderTarget.format ),
  3542. glType = paramThreeToGL( renderTarget.type );
  3543. if ( isCube ) {
  3544. renderTarget.__webglFramebuffer = [];
  3545. renderTarget.__webglRenderbuffer = [];
  3546. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  3547. setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
  3548. for ( var i = 0; i < 6; i ++ ) {
  3549. renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  3550. renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
  3551. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  3552. setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
  3553. setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );
  3554. }
  3555. if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3556. } else {
  3557. renderTarget.__webglFramebuffer = _gl.createFramebuffer();
  3558. if ( renderTarget.shareDepthFrom ) {
  3559. renderTarget.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;
  3560. } else {
  3561. renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();
  3562. }
  3563. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  3564. setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );
  3565. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  3566. setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
  3567. if ( renderTarget.shareDepthFrom ) {
  3568. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  3569. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
  3570. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3571. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
  3572. }
  3573. } else {
  3574. setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );
  3575. }
  3576. if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  3577. }
  3578. // Release everything
  3579. if ( isCube ) {
  3580. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  3581. } else {
  3582. _gl.bindTexture( _gl.TEXTURE_2D, null );
  3583. }
  3584. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  3585. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  3586. }
  3587. var framebuffer, width, height, vx, vy;
  3588. if ( renderTarget ) {
  3589. if ( isCube ) {
  3590. framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];
  3591. } else {
  3592. framebuffer = renderTarget.__webglFramebuffer;
  3593. }
  3594. width = renderTarget.width;
  3595. height = renderTarget.height;
  3596. vx = 0;
  3597. vy = 0;
  3598. } else {
  3599. framebuffer = null;
  3600. width = _viewportWidth;
  3601. height = _viewportHeight;
  3602. vx = _viewportX;
  3603. vy = _viewportY;
  3604. }
  3605. if ( framebuffer !== _currentFramebuffer ) {
  3606. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  3607. _gl.viewport( vx, vy, width, height );
  3608. _currentFramebuffer = framebuffer;
  3609. }
  3610. _currentWidth = width;
  3611. _currentHeight = height;
  3612. };
  3613. function updateRenderTargetMipmap ( renderTarget ) {
  3614. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  3615. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  3616. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3617. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  3618. } else {
  3619. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  3620. _gl.generateMipmap( _gl.TEXTURE_2D );
  3621. _gl.bindTexture( _gl.TEXTURE_2D, null );
  3622. }
  3623. }
  3624. // Fallback filters for non-power-of-2 textures
  3625. function filterFallback ( f ) {
  3626. if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {
  3627. return _gl.NEAREST;
  3628. }
  3629. return _gl.LINEAR;
  3630. }
  3631. // Map three.js constants to WebGL constants
  3632. function paramThreeToGL ( p ) {
  3633. var extension;
  3634. if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
  3635. if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
  3636. if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
  3637. if ( p === THREE.NearestFilter ) return _gl.NEAREST;
  3638. if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
  3639. if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
  3640. if ( p === THREE.LinearFilter ) return _gl.LINEAR;
  3641. if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
  3642. if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
  3643. if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
  3644. if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
  3645. if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
  3646. if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
  3647. if ( p === THREE.ByteType ) return _gl.BYTE;
  3648. if ( p === THREE.ShortType ) return _gl.SHORT;
  3649. if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
  3650. if ( p === THREE.IntType ) return _gl.INT;
  3651. if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
  3652. if ( p === THREE.FloatType ) return _gl.FLOAT;
  3653. if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
  3654. if ( p === THREE.RGBFormat ) return _gl.RGB;
  3655. if ( p === THREE.RGBAFormat ) return _gl.RGBA;
  3656. if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
  3657. if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
  3658. if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
  3659. if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
  3660. if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
  3661. if ( p === THREE.ZeroFactor ) return _gl.ZERO;
  3662. if ( p === THREE.OneFactor ) return _gl.ONE;
  3663. if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
  3664. if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
  3665. if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
  3666. if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
  3667. if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
  3668. if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
  3669. if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
  3670. if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
  3671. if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
  3672. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  3673. if ( extension !== null ) {
  3674. if ( p === THREE.RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
  3675. if ( p === THREE.RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  3676. if ( p === THREE.RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  3677. if ( p === THREE.RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  3678. }
  3679. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  3680. if ( extension !== null ) {
  3681. if ( p === THREE.RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  3682. if ( p === THREE.RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  3683. if ( p === THREE.RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  3684. if ( p === THREE.RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  3685. }
  3686. extension = extensions.get( 'EXT_blend_minmax' );
  3687. if ( extension !== null ) {
  3688. if ( p === THREE.MinEquation ) return extension.MIN_EXT;
  3689. if ( p === THREE.MaxEquation ) return extension.MAX_EXT;
  3690. }
  3691. return 0;
  3692. }
  3693. // Allocations
  3694. function allocateBones ( object ) {
  3695. if ( _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture ) {
  3696. return 1024;
  3697. } else {
  3698. // default for when object is not specified
  3699. // ( for example when prebuilding shader
  3700. // to be used with multiple objects )
  3701. //
  3702. // - leave some extra space for other uniforms
  3703. // - limit here is ANGLE's 254 max uniform vectors
  3704. // (up to 54 should be safe)
  3705. var nVertexUniforms = _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS );
  3706. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  3707. var maxBones = nVertexMatrices;
  3708. if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
  3709. maxBones = Math.min( object.skeleton.bones.length, maxBones );
  3710. if ( maxBones < object.skeleton.bones.length ) {
  3711. console.warn( 'WebGLRenderer: too many bones - ' + object.skeleton.bones.length + ', this GPU supports just ' + maxBones + ' (try OpenGL instead of ANGLE)' );
  3712. }
  3713. }
  3714. return maxBones;
  3715. }
  3716. }
  3717. function allocateLights( lights ) {
  3718. var dirLights = 0;
  3719. var pointLights = 0;
  3720. var spotLights = 0;
  3721. var hemiLights = 0;
  3722. for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
  3723. var light = lights[ l ];
  3724. if ( light.onlyShadow || light.visible === false ) continue;
  3725. if ( light instanceof THREE.DirectionalLight ) dirLights ++;
  3726. if ( light instanceof THREE.PointLight ) pointLights ++;
  3727. if ( light instanceof THREE.SpotLight ) spotLights ++;
  3728. if ( light instanceof THREE.HemisphereLight ) hemiLights ++;
  3729. }
  3730. return { 'directional': dirLights, 'point': pointLights, 'spot': spotLights, 'hemi': hemiLights };
  3731. }
  3732. function allocateShadows( lights ) {
  3733. var maxShadows = 0;
  3734. for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
  3735. var light = lights[ l ];
  3736. if ( ! light.castShadow ) continue;
  3737. if ( light instanceof THREE.SpotLight ) maxShadows ++;
  3738. if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;
  3739. }
  3740. return maxShadows;
  3741. }
  3742. // default plugins (order is important)
  3743. this.shadowMapPlugin = new THREE.ShadowMapPlugin();
  3744. this.addPrePlugin( this.shadowMapPlugin );
  3745. this.addPostPlugin( new THREE.SpritePlugin() );
  3746. this.addPostPlugin( new THREE.LensFlarePlugin() );
  3747. };
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