WebGLRenderer.js 131 KB

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  1. /**
  2. * @author supereggbert / http://www.paulbrunt.co.uk/
  3. * @author mrdoob / http://mrdoob.com/
  4. * @author alteredq / http://alteredqualia.com/
  5. * @author szimek / https://github.com/szimek/
  6. */
  7. THREE.WebGLRenderer = function ( parameters ) {
  8. // Currently you can use just up to 4 directional / point lights total.
  9. // Chrome barfs on shader linking when there are more than 4 lights :(
  10. // The problem comes from shader using too many varying vectors.
  11. // This is not GPU limitation as the same shader works ok in Firefox
  12. // and Chrome with "--use-gl=desktop" flag.
  13. // Difference comes from Chrome on Windows using by default ANGLE,
  14. // thus going DirectX9 route (while FF uses OpenGL).
  15. // See http://code.google.com/p/chromium/issues/detail?id=63491
  16. var _this = this,
  17. _gl, _programs = [],
  18. _currentProgram = null,
  19. _currentFramebuffer = null,
  20. _currentDepthMask = true,
  21. // gl state cache
  22. _oldDoubleSided = null,
  23. _oldFlipSided = null,
  24. _oldBlending = null,
  25. _oldDepth = null,
  26. _cullEnabled = true,
  27. _viewportX = 0,
  28. _viewportY = 0,
  29. _viewportWidth = 0,
  30. _viewportHeight = 0,
  31. // camera matrices caches
  32. _frustum = [
  33. new THREE.Vector4(),
  34. new THREE.Vector4(),
  35. new THREE.Vector4(),
  36. new THREE.Vector4(),
  37. new THREE.Vector4(),
  38. new THREE.Vector4()
  39. ],
  40. _projScreenMatrix = new THREE.Matrix4(),
  41. _projectionMatrixArray = new Float32Array( 16 ),
  42. _viewMatrixArray = new Float32Array( 16 ),
  43. _vector3 = new THREE.Vector4(),
  44. // light arrays cache
  45. _lights = {
  46. ambient: [ 0, 0, 0 ],
  47. directional: { length: 0, colors: new Array(), positions: new Array() },
  48. point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() }
  49. },
  50. // parameters
  51. parameters = parameters || {},
  52. _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
  53. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  54. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  55. _clearColor = parameters.clearColor !== undefined ? new THREE.Color( parameters.clearColor ) : new THREE.Color( 0x000000 ),
  56. _clearAlpha = parameters.clearAlpha !== undefined ? parameters.clearAlpha : 0;
  57. this.data = {
  58. vertices: 0,
  59. faces: 0,
  60. drawCalls: 0
  61. };
  62. this.maxMorphTargets = 8;
  63. this.domElement = _canvas;
  64. this.autoClear = true;
  65. this.sortObjects = true;
  66. // Init GL
  67. try {
  68. if ( ! ( _gl = _canvas.getContext( 'experimental-webgl', { antialias: _antialias, stencil: _stencil } ) ) ) {
  69. throw 'Error creating WebGL context.';
  70. }
  71. } catch ( error ) {
  72. console.error( error );
  73. }
  74. console.log(
  75. navigator.userAgent + " | " +
  76. _gl.getParameter( _gl.VERSION ) + " | " +
  77. _gl.getParameter( _gl.VENDOR ) + " | " +
  78. _gl.getParameter( _gl.RENDERER ) + " | " +
  79. _gl.getParameter( _gl.SHADING_LANGUAGE_VERSION )
  80. );
  81. _gl.clearColor( 0, 0, 0, 1 );
  82. _gl.clearDepth( 1 );
  83. _gl.enable( _gl.DEPTH_TEST );
  84. _gl.depthFunc( _gl.LEQUAL );
  85. _gl.frontFace( _gl.CCW );
  86. _gl.cullFace( _gl.BACK );
  87. _gl.enable( _gl.CULL_FACE );
  88. _gl.enable( _gl.BLEND );
  89. _gl.blendEquation( _gl.FUNC_ADD );
  90. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
  91. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  92. // _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, true );
  93. _cullEnabled = true;
  94. //
  95. this.context = _gl;
  96. var _supportsVertexTextures = ( maxVertexTextures() > 0 );
  97. // prepare stencil shadow polygon
  98. if ( _stencil ) {
  99. var _stencilShadow = {};
  100. _stencilShadow.vertices = new Float32Array( 12 );
  101. _stencilShadow.faces = new Uint16Array( 6 );
  102. _stencilShadow.darkness = 0.5;
  103. _stencilShadow.vertices[ 0 * 3 + 0 ] = -20; _stencilShadow.vertices[ 0 * 3 + 1 ] = -20; _stencilShadow.vertices[ 0 * 3 + 2 ] = -1;
  104. _stencilShadow.vertices[ 1 * 3 + 0 ] = 20; _stencilShadow.vertices[ 1 * 3 + 1 ] = -20; _stencilShadow.vertices[ 1 * 3 + 2 ] = -1;
  105. _stencilShadow.vertices[ 2 * 3 + 0 ] = 20; _stencilShadow.vertices[ 2 * 3 + 1 ] = 20; _stencilShadow.vertices[ 2 * 3 + 2 ] = -1;
  106. _stencilShadow.vertices[ 3 * 3 + 0 ] = -20; _stencilShadow.vertices[ 3 * 3 + 1 ] = 20; _stencilShadow.vertices[ 3 * 3 + 2 ] = -1;
  107. _stencilShadow.faces[ 0 ] = 0; _stencilShadow.faces[ 1 ] = 1; _stencilShadow.faces[ 2 ] = 2;
  108. _stencilShadow.faces[ 3 ] = 0; _stencilShadow.faces[ 4 ] = 2; _stencilShadow.faces[ 5 ] = 3;
  109. _stencilShadow.vertexBuffer = _gl.createBuffer();
  110. _stencilShadow.elementBuffer = _gl.createBuffer();
  111. _gl.bindBuffer( _gl.ARRAY_BUFFER, _stencilShadow.vertexBuffer );
  112. _gl.bufferData( _gl.ARRAY_BUFFER, _stencilShadow.vertices, _gl.STATIC_DRAW );
  113. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _stencilShadow.elementBuffer );
  114. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _stencilShadow.faces, _gl.STATIC_DRAW );
  115. _stencilShadow.program = _gl.createProgram();
  116. _gl.attachShader( _stencilShadow.program, getShader( "fragment", THREE.ShaderLib.shadowPost.fragmentShader ));
  117. _gl.attachShader( _stencilShadow.program, getShader( "vertex", THREE.ShaderLib.shadowPost.vertexShader ));
  118. _gl.linkProgram( _stencilShadow.program );
  119. _stencilShadow.vertexLocation = _gl.getAttribLocation ( _stencilShadow.program, "position" );
  120. _stencilShadow.projectionLocation = _gl.getUniformLocation( _stencilShadow.program, "projectionMatrix" );
  121. _stencilShadow.darknessLocation = _gl.getUniformLocation( _stencilShadow.program, "darkness" );
  122. }
  123. // prepare lens flare
  124. var _lensFlare = {};
  125. var i;
  126. _lensFlare.vertices = new Float32Array( 8 + 8 );
  127. _lensFlare.faces = new Uint16Array( 6 );
  128. i = 0;
  129. _lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = -1; // vertex
  130. _lensFlare.vertices[ i++ ] = 0; _lensFlare.vertices[ i++ ] = 0; // uv... etc.
  131. _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = -1;
  132. _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 0;
  133. _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 1;
  134. _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 1;
  135. _lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = 1;
  136. _lensFlare.vertices[ i++ ] = 0; _lensFlare.vertices[ i++ ] = 1;
  137. i = 0;
  138. _lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 1; _lensFlare.faces[ i++ ] = 2;
  139. _lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 2; _lensFlare.faces[ i++ ] = 3;
  140. _lensFlare.vertexBuffer = _gl.createBuffer();
  141. _lensFlare.elementBuffer = _gl.createBuffer();
  142. _lensFlare.tempTexture = _gl.createTexture();
  143. _lensFlare.occlusionTexture = _gl.createTexture();
  144. _gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
  145. _gl.bufferData( _gl.ARRAY_BUFFER, _lensFlare.vertices, _gl.STATIC_DRAW );
  146. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );
  147. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.faces, _gl.STATIC_DRAW );
  148. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
  149. _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, 16, 16, 0, _gl.RGB, _gl.UNSIGNED_BYTE, null );
  150. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  151. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  152. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
  153. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
  154. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
  155. _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, 16, 16, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, null );
  156. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  157. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  158. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
  159. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
  160. if( _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ) <= 0 ) {
  161. _lensFlare.hasVertexTexture = false;
  162. _lensFlare.program = _gl.createProgram();
  163. _gl.attachShader( _lensFlare.program, getShader( "fragment", THREE.ShaderLib.lensFlare.fragmentShader ));
  164. _gl.attachShader( _lensFlare.program, getShader( "vertex", THREE.ShaderLib.lensFlare.vertexShader ));
  165. _gl.linkProgram( _lensFlare.program );
  166. } else {
  167. _lensFlare.hasVertexTexture = true;
  168. _lensFlare.program = _gl.createProgram();
  169. _gl.attachShader( _lensFlare.program, getShader( "fragment", THREE.ShaderLib.lensFlareVertexTexture.fragmentShader ));
  170. _gl.attachShader( _lensFlare.program, getShader( "vertex", THREE.ShaderLib.lensFlareVertexTexture.vertexShader ));
  171. _gl.linkProgram( _lensFlare.program );
  172. }
  173. _lensFlare.attributes = {};
  174. _lensFlare.uniforms = {};
  175. _lensFlare.attributes.vertex = _gl.getAttribLocation ( _lensFlare.program, "position" );
  176. _lensFlare.attributes.uv = _gl.getAttribLocation ( _lensFlare.program, "UV" );
  177. _lensFlare.uniforms.renderType = _gl.getUniformLocation( _lensFlare.program, "renderType" );
  178. _lensFlare.uniforms.map = _gl.getUniformLocation( _lensFlare.program, "map" );
  179. _lensFlare.uniforms.occlusionMap = _gl.getUniformLocation( _lensFlare.program, "occlusionMap" );
  180. _lensFlare.uniforms.opacity = _gl.getUniformLocation( _lensFlare.program, "opacity" );
  181. _lensFlare.uniforms.scale = _gl.getUniformLocation( _lensFlare.program, "scale" );
  182. _lensFlare.uniforms.rotation = _gl.getUniformLocation( _lensFlare.program, "rotation" );
  183. _lensFlare.uniforms.screenPosition = _gl.getUniformLocation( _lensFlare.program, "screenPosition" );
  184. //_gl.enableVertexAttribArray( _lensFlare.attributes.vertex );
  185. //_gl.enableVertexAttribArray( _lensFlare.attributes.uv );
  186. var _lensFlareAttributesEnabled = false;
  187. // prepare sprites
  188. _sprite = {};
  189. _sprite.vertices = new Float32Array( 8 + 8 );
  190. _sprite.faces = new Uint16Array( 6 );
  191. i = 0;
  192. _sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = -1; // vertex
  193. _sprite.vertices[ i++ ] = 0; _sprite.vertices[ i++ ] = 0; // uv... etc.
  194. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = -1;
  195. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 0;
  196. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 1;
  197. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 1;
  198. _sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = 1;
  199. _sprite.vertices[ i++ ] = 0; _sprite.vertices[ i++ ] = 1;
  200. i = 0;
  201. _sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 1; _sprite.faces[ i++ ] = 2;
  202. _sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 2; _sprite.faces[ i++ ] = 3;
  203. _sprite.vertexBuffer = _gl.createBuffer();
  204. _sprite.elementBuffer = _gl.createBuffer();
  205. _gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
  206. _gl.bufferData( _gl.ARRAY_BUFFER, _sprite.vertices, _gl.STATIC_DRAW );
  207. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );
  208. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _sprite.faces, _gl.STATIC_DRAW );
  209. _sprite.program = _gl.createProgram();
  210. _gl.attachShader( _sprite.program, getShader( "fragment", THREE.ShaderLib.sprite.fragmentShader ));
  211. _gl.attachShader( _sprite.program, getShader( "vertex", THREE.ShaderLib.sprite.vertexShader ));
  212. _gl.linkProgram( _sprite.program );
  213. _sprite.attributes = {};
  214. _sprite.uniforms = {};
  215. _sprite.attributes.position = _gl.getAttribLocation ( _sprite.program, "position" );
  216. _sprite.attributes.uv = _gl.getAttribLocation ( _sprite.program, "uv" );
  217. _sprite.uniforms.uvOffset = _gl.getUniformLocation( _sprite.program, "uvOffset" );
  218. _sprite.uniforms.uvScale = _gl.getUniformLocation( _sprite.program, "uvScale" );
  219. _sprite.uniforms.rotation = _gl.getUniformLocation( _sprite.program, "rotation" );
  220. _sprite.uniforms.scale = _gl.getUniformLocation( _sprite.program, "scale" );
  221. _sprite.uniforms.alignment = _gl.getUniformLocation( _sprite.program, "alignment" );
  222. _sprite.uniforms.map = _gl.getUniformLocation( _sprite.program, "map" );
  223. _sprite.uniforms.opacity = _gl.getUniformLocation( _sprite.program, "opacity" );
  224. _sprite.uniforms.useScreenCoordinates = _gl.getUniformLocation( _sprite.program, "useScreenCoordinates" );
  225. _sprite.uniforms.affectedByDistance = _gl.getUniformLocation( _sprite.program, "affectedByDistance" );
  226. _sprite.uniforms.screenPosition = _gl.getUniformLocation( _sprite.program, "screenPosition" );
  227. _sprite.uniforms.modelViewMatrix = _gl.getUniformLocation( _sprite.program, "modelViewMatrix" );
  228. _sprite.uniforms.projectionMatrix = _gl.getUniformLocation( _sprite.program, "projectionMatrix" );
  229. //_gl.enableVertexAttribArray( _sprite.attributes.position );
  230. //_gl.enableVertexAttribArray( _sprite.attributes.uv );
  231. var _spriteAttributesEnabled = false;
  232. this.setSize = function ( width, height ) {
  233. _canvas.width = width;
  234. _canvas.height = height;
  235. this.setViewport( 0, 0, _canvas.width, _canvas.height );
  236. };
  237. this.setViewport = function ( x, y, width, height ) {
  238. _viewportX = x;
  239. _viewportY = y;
  240. _viewportWidth = width;
  241. _viewportHeight = height;
  242. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  243. };
  244. this.setScissor = function ( x, y, width, height ) {
  245. _gl.scissor( x, y, width, height );
  246. };
  247. this.enableScissorTest = function ( enable ) {
  248. if ( enable )
  249. _gl.enable( _gl.SCISSOR_TEST );
  250. else
  251. _gl.disable( _gl.SCISSOR_TEST );
  252. };
  253. this.enableDepthBufferWrite = function ( enable ) {
  254. _currentDepthMask = enable;
  255. _gl.depthMask( enable );
  256. };
  257. this.setClearColorHex = function ( hex, alpha ) {
  258. _clearColor.setHex( hex );
  259. _clearAlpha = alpha;
  260. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  261. };
  262. this.setClearColor = function ( color, alpha ) {
  263. _clearColor.copy( color );
  264. _clearAlpha = alpha;
  265. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  266. };
  267. this.clear = function () {
  268. _gl.clear( _gl.COLOR_BUFFER_BIT | _gl.DEPTH_BUFFER_BIT | _gl.STENCIL_BUFFER_BIT );
  269. };
  270. this.setStencilShadowDarkness = function( value ) {
  271. _stencilShadow.darkness = value;
  272. };
  273. this.getContext = function() {
  274. return _gl;
  275. }
  276. function setupLights ( program, lights ) {
  277. var l, ll, light, r = 0, g = 0, b = 0,
  278. color, position, intensity, distance,
  279. zlights = _lights,
  280. dcolors = zlights.directional.colors,
  281. dpositions = zlights.directional.positions,
  282. pcolors = zlights.point.colors,
  283. ppositions = zlights.point.positions,
  284. pdistances = zlights.point.distances,
  285. dlength = 0,
  286. plength = 0,
  287. doffset = 0,
  288. poffset = 0;
  289. for ( l = 0, ll = lights.length; l < ll; l++ ) {
  290. light = lights[ l ];
  291. color = light.color;
  292. position = light.position;
  293. intensity = light.intensity;
  294. distance = light.distance;
  295. if ( light instanceof THREE.AmbientLight ) {
  296. r += color.r;
  297. g += color.g;
  298. b += color.b;
  299. } else if ( light instanceof THREE.DirectionalLight ) {
  300. doffset = dlength * 3;
  301. dcolors[ doffset ] = color.r * intensity;
  302. dcolors[ doffset + 1 ] = color.g * intensity;
  303. dcolors[ doffset + 2 ] = color.b * intensity;
  304. dpositions[ doffset ] = position.x;
  305. dpositions[ doffset + 1 ] = position.y;
  306. dpositions[ doffset + 2 ] = position.z;
  307. dlength += 1;
  308. } else if( light instanceof THREE.PointLight ) {
  309. poffset = plength * 3;
  310. pcolors[ poffset ] = color.r * intensity;
  311. pcolors[ poffset + 1 ] = color.g * intensity;
  312. pcolors[ poffset + 2 ] = color.b * intensity;
  313. ppositions[ poffset ] = position.x;
  314. ppositions[ poffset + 1 ] = position.y;
  315. ppositions[ poffset + 2 ] = position.z;
  316. pdistances[ plength ] = distance;
  317. plength += 1;
  318. }
  319. }
  320. // null eventual remains from removed lights
  321. // (this is to avoid if in shader)
  322. for( l = dlength * 3; l < dcolors.length; l++ ) dcolors[ l ] = 0.0;
  323. for( l = plength * 3; l < pcolors.length; l++ ) pcolors[ l ] = 0.0;
  324. zlights.point.length = plength;
  325. zlights.directional.length = dlength;
  326. zlights.ambient[ 0 ] = r;
  327. zlights.ambient[ 1 ] = g;
  328. zlights.ambient[ 2 ] = b;
  329. };
  330. function createParticleBuffers ( geometry ) {
  331. geometry.__webglVertexBuffer = _gl.createBuffer();
  332. geometry.__webglColorBuffer = _gl.createBuffer();
  333. };
  334. function createLineBuffers( geometry ) {
  335. geometry.__webglVertexBuffer = _gl.createBuffer();
  336. geometry.__webglColorBuffer = _gl.createBuffer();
  337. };
  338. function createRibbonBuffers( geometry ) {
  339. geometry.__webglVertexBuffer = _gl.createBuffer();
  340. geometry.__webglColorBuffer = _gl.createBuffer();
  341. };
  342. function createMeshBuffers( geometryGroup ) {
  343. geometryGroup.__webglVertexBuffer = _gl.createBuffer();
  344. geometryGroup.__webglNormalBuffer = _gl.createBuffer();
  345. geometryGroup.__webglTangentBuffer = _gl.createBuffer();
  346. geometryGroup.__webglColorBuffer = _gl.createBuffer();
  347. geometryGroup.__webglUVBuffer = _gl.createBuffer();
  348. geometryGroup.__webglUV2Buffer = _gl.createBuffer();
  349. geometryGroup.__webglSkinVertexABuffer = _gl.createBuffer();
  350. geometryGroup.__webglSkinVertexBBuffer = _gl.createBuffer();
  351. geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
  352. geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
  353. geometryGroup.__webglFaceBuffer = _gl.createBuffer();
  354. geometryGroup.__webglLineBuffer = _gl.createBuffer();
  355. if ( geometryGroup.numMorphTargets ) {
  356. var m, ml;
  357. geometryGroup.__webglMorphTargetsBuffers = [];
  358. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m++ ) {
  359. geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
  360. }
  361. }
  362. };
  363. function initLineBuffers ( geometry ) {
  364. var nvertices = geometry.vertices.length;
  365. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  366. geometry.__colorArray = new Float32Array( nvertices * 3 );
  367. geometry.__webglLineCount = nvertices;
  368. };
  369. function initRibbonBuffers ( geometry ) {
  370. var nvertices = geometry.vertices.length;
  371. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  372. geometry.__colorArray = new Float32Array( nvertices * 3 );
  373. geometry.__webglVertexCount = nvertices;
  374. };
  375. function initParticleBuffers ( geometry ) {
  376. var nvertices = geometry.vertices.length;
  377. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  378. geometry.__colorArray = new Float32Array( nvertices * 3 );
  379. geometry.__sortArray = [];
  380. geometry.__webglParticleCount = nvertices;
  381. };
  382. function initMeshBuffers ( geometryGroup, object ) {
  383. var f, fl, fi, face,
  384. m, ml, size,
  385. nvertices = 0, ntris = 0, nlines = 0,
  386. uvType,
  387. vertexColorType,
  388. normalType,
  389. materials,
  390. attribute,
  391. geometry = object.geometry,
  392. obj_faces = geometry.faces,
  393. chunk_faces = geometryGroup.faces;
  394. for ( f = 0, fl = chunk_faces.length; f < fl; f++ ) {
  395. fi = chunk_faces[ f ];
  396. face = obj_faces[ fi ];
  397. if ( face instanceof THREE.Face3 ) {
  398. nvertices += 3;
  399. ntris += 1;
  400. nlines += 3;
  401. } else if ( face instanceof THREE.Face4 ) {
  402. nvertices += 4;
  403. ntris += 2;
  404. nlines += 4;
  405. }
  406. }
  407. materials = unrollGroupMaterials( geometryGroup, object );
  408. uvType = bufferGuessUVType( materials, geometryGroup, object );
  409. normalType = bufferGuessNormalType( materials, geometryGroup, object );
  410. vertexColorType = bufferGuessVertexColorType( materials, geometryGroup, object );
  411. //console.log("uvType",uvType, "normalType",normalType, "vertexColorType",vertexColorType, object, geometryGroup, materials );
  412. geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
  413. if ( normalType ) {
  414. geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
  415. }
  416. if ( geometry.hasTangents ) {
  417. geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
  418. }
  419. if ( vertexColorType ) {
  420. geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
  421. }
  422. if ( uvType ) {
  423. if ( geometry.faceUvs.length > 0 || geometry.faceVertexUvs.length > 0 ) {
  424. geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
  425. }
  426. if ( geometry.faceUvs.length > 1 || geometry.faceVertexUvs.length > 1 ) {
  427. geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
  428. }
  429. }
  430. if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
  431. geometryGroup.__skinVertexAArray = new Float32Array( nvertices * 4 );
  432. geometryGroup.__skinVertexBArray = new Float32Array( nvertices * 4 );
  433. geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
  434. geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
  435. }
  436. geometryGroup.__faceArray = new Uint16Array( ntris * 3 + ( object.geometry.edgeFaces ? object.geometry.edgeFaces.length * 2 * 3 : 0 ));
  437. geometryGroup.__lineArray = new Uint16Array( nlines * 2 );
  438. if ( geometryGroup.numMorphTargets ) {
  439. geometryGroup.__morphTargetsArrays = [];
  440. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m++ ) {
  441. geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
  442. }
  443. }
  444. geometryGroup.__needsSmoothNormals = ( normalType == THREE.SmoothShading );
  445. geometryGroup.__uvType = uvType;
  446. geometryGroup.__vertexColorType = vertexColorType;
  447. geometryGroup.__normalType = normalType;
  448. geometryGroup.__webglFaceCount = ntris * 3 + ( object.geometry.edgeFaces ? object.geometry.edgeFaces.length * 2 * 3 : 0 );
  449. geometryGroup.__webglLineCount = nlines * 2;
  450. // custom attributes
  451. for ( m = 0, ml = materials.length; m < ml; m ++ ) {
  452. if ( materials[ m ].attributes ) {
  453. geometryGroup.__webglCustomAttributes = {};
  454. for ( a in materials[ m ].attributes ) {
  455. // Do a shallow copy of the attribute object so different geometryGroup chunks use different
  456. // attribute buffers which are correctly indexed in the setMeshBuffers function
  457. attribute = {};
  458. for (prop in materials[ m ].attributes[ a ] ) {
  459. attribute [ prop ] = materials[ m ].attributes[ a ][ prop ];
  460. }
  461. if( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  462. attribute.__webglInitialized = true;
  463. size = 1; // "f" and "i"
  464. if( attribute.type === "v2" ) size = 2;
  465. else if( attribute.type === "v3" ) size = 3;
  466. else if( attribute.type === "v4" ) size = 4;
  467. else if( attribute.type === "c" ) size = 3;
  468. attribute.size = size;
  469. attribute.needsUpdate = true;
  470. attribute.array = new Float32Array( nvertices * size );
  471. attribute.buffer = _gl.createBuffer();
  472. attribute.buffer.belongsToAttribute = a;
  473. }
  474. geometryGroup.__webglCustomAttributes[ a ] = attribute;
  475. }
  476. }
  477. }
  478. geometryGroup.__inittedArrays = true;
  479. };
  480. function setMeshBuffers ( geometryGroup, object, hint ) {
  481. if ( ! geometryGroup.__inittedArrays ) {
  482. // console.log( object );
  483. return;
  484. }
  485. var f, fl, fi, face,
  486. vertexNormals, faceNormal, normal,
  487. vertexColors, faceColor,
  488. vertexTangents,
  489. uvType, vertexColorType, normalType,
  490. uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4,
  491. c1, c2, c3, c4,
  492. sw1, sw2, sw3, sw4,
  493. si1, si2, si3, si4,
  494. sa1, sa2, sa3, sa4,
  495. sb1, sb2, sb3, sb4,
  496. m, ml, i,
  497. vn, uvi, uv2i,
  498. vk, vkl, vka,
  499. a,
  500. vertexIndex = 0,
  501. offset = 0,
  502. offset_uv = 0,
  503. offset_uv2 = 0,
  504. offset_face = 0,
  505. offset_normal = 0,
  506. offset_tangent = 0,
  507. offset_line = 0,
  508. offset_color = 0,
  509. offset_skin = 0,
  510. offset_morphTarget = 0,
  511. offset_custom = 0,
  512. offset_customSrc = 0,
  513. vertexArray = geometryGroup.__vertexArray,
  514. uvArray = geometryGroup.__uvArray,
  515. uv2Array = geometryGroup.__uv2Array,
  516. normalArray = geometryGroup.__normalArray,
  517. tangentArray = geometryGroup.__tangentArray,
  518. colorArray = geometryGroup.__colorArray,
  519. skinVertexAArray = geometryGroup.__skinVertexAArray,
  520. skinVertexBArray = geometryGroup.__skinVertexBArray,
  521. skinIndexArray = geometryGroup.__skinIndexArray,
  522. skinWeightArray = geometryGroup.__skinWeightArray,
  523. morphTargetsArrays = geometryGroup.__morphTargetsArrays,
  524. customAttributes = geometryGroup.__webglCustomAttributes,
  525. customAttribute,
  526. faceArray = geometryGroup.__faceArray,
  527. lineArray = geometryGroup.__lineArray,
  528. needsSmoothNormals = geometryGroup.__needsSmoothNormals,
  529. vertexColorType = geometryGroup.__vertexColorType,
  530. uvType = geometryGroup.__uvType,
  531. normalType = geometryGroup.__normalType,
  532. geometry = object.geometry, // this is shared for all chunks
  533. dirtyVertices = geometry.__dirtyVertices,
  534. dirtyElements = geometry.__dirtyElements,
  535. dirtyUvs = geometry.__dirtyUvs,
  536. dirtyNormals = geometry.__dirtyNormals,
  537. dirtyTangents = geometry.__dirtyTangents,
  538. dirtyColors = geometry.__dirtyColors,
  539. dirtyMorphTargets = geometry.__dirtyMorphTargets,
  540. vertices = geometry.vertices,
  541. chunk_faces = geometryGroup.faces,
  542. obj_faces = geometry.faces,
  543. obj_uvs = geometry.faceVertexUvs[ 0 ],
  544. obj_uvs2 = geometry.faceVertexUvs[ 1 ],
  545. obj_colors = geometry.colors,
  546. obj_skinVerticesA = geometry.skinVerticesA,
  547. obj_skinVerticesB = geometry.skinVerticesB,
  548. obj_skinIndices = geometry.skinIndices,
  549. obj_skinWeights = geometry.skinWeights,
  550. obj_edgeFaces = object instanceof THREE.ShadowVolume ? geometry.edgeFaces : undefined;
  551. morphTargets = geometry.morphTargets;
  552. if ( customAttributes ) {
  553. for ( a in customAttributes ) {
  554. customAttributes[ a ].offset = 0;
  555. customAttributes[ a ].offsetSrc = 0;
  556. }
  557. }
  558. for ( f = 0, fl = chunk_faces.length; f < fl; f ++ ) {
  559. fi = chunk_faces[ f ];
  560. face = obj_faces[ fi ];
  561. if ( obj_uvs ) {
  562. uv = obj_uvs[ fi ];
  563. }
  564. if ( obj_uvs2 ) {
  565. uv2 = obj_uvs2[ fi ];
  566. }
  567. vertexNormals = face.vertexNormals;
  568. faceNormal = face.normal;
  569. vertexColors = face.vertexColors;
  570. faceColor = face.color;
  571. vertexTangents = face.vertexTangents;
  572. if ( face instanceof THREE.Face3 ) {
  573. if ( dirtyVertices ) {
  574. v1 = vertices[ face.a ].position;
  575. v2 = vertices[ face.b ].position;
  576. v3 = vertices[ face.c ].position;
  577. vertexArray[ offset ] = v1.x;
  578. vertexArray[ offset + 1 ] = v1.y;
  579. vertexArray[ offset + 2 ] = v1.z;
  580. vertexArray[ offset + 3 ] = v2.x;
  581. vertexArray[ offset + 4 ] = v2.y;
  582. vertexArray[ offset + 5 ] = v2.z;
  583. vertexArray[ offset + 6 ] = v3.x;
  584. vertexArray[ offset + 7 ] = v3.y;
  585. vertexArray[ offset + 8 ] = v3.z;
  586. offset += 9;
  587. }
  588. if ( customAttributes ) {
  589. for ( a in customAttributes ) {
  590. customAttribute = customAttributes[ a ];
  591. if ( customAttribute.needsUpdate ) {
  592. offset_custom = customAttribute.offset;
  593. offset_customSrc = customAttribute.offsetSrc;
  594. if ( customAttribute.size === 1 ) {
  595. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  596. customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ face.a ];
  597. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  598. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  599. } else if ( customAttribute.boundTo === "faces" ) {
  600. customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ offset_customSrc ];
  601. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ offset_customSrc ];
  602. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc ];
  603. customAttribute.offsetSrc ++;
  604. } else if ( customAttribute.boundTo === "faceVertices" ) {
  605. customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ offset_customSrc + 0 ];
  606. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ offset_customSrc + 1 ];
  607. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc + 2 ];
  608. customAttribute.offsetSrc += 3;
  609. }
  610. customAttribute.offset += 3;
  611. } else {
  612. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  613. v1 = customAttribute.value[ face.a ];
  614. v2 = customAttribute.value[ face.b ];
  615. v3 = customAttribute.value[ face.c ];
  616. } else if ( customAttribute.boundTo === "faces" ) {
  617. v1 = customAttribute.value[ offset_customSrc ];
  618. v2 = customAttribute.value[ offset_customSrc ];
  619. v3 = customAttribute.value[ offset_customSrc ];
  620. customAttribute.offsetSrc ++;
  621. } else if ( customAttribute.boundTo === "faceVertices" ) {
  622. v1 = customAttribute.value[ offset_customSrc + 0 ];
  623. v2 = customAttribute.value[ offset_customSrc + 1 ];
  624. v3 = customAttribute.value[ offset_customSrc + 2 ];
  625. customAttribute.offsetSrc += 3;
  626. }
  627. if ( customAttribute.size === 2 ) {
  628. customAttribute.array[ offset_custom + 0 ] = v1.x;
  629. customAttribute.array[ offset_custom + 1 ] = v1.y;
  630. customAttribute.array[ offset_custom + 2 ] = v2.x;
  631. customAttribute.array[ offset_custom + 3 ] = v2.y;
  632. customAttribute.array[ offset_custom + 4 ] = v3.x;
  633. customAttribute.array[ offset_custom + 5 ] = v3.y;
  634. customAttribute.offset += 6;
  635. } else if ( customAttribute.size === 3 ) {
  636. if ( customAttribute.type === "c" ) {
  637. customAttribute.array[ offset_custom + 0 ] = v1.r;
  638. customAttribute.array[ offset_custom + 1 ] = v1.g;
  639. customAttribute.array[ offset_custom + 2 ] = v1.b;
  640. customAttribute.array[ offset_custom + 3 ] = v2.r;
  641. customAttribute.array[ offset_custom + 4 ] = v2.g;
  642. customAttribute.array[ offset_custom + 5 ] = v2.b;
  643. customAttribute.array[ offset_custom + 6 ] = v3.r;
  644. customAttribute.array[ offset_custom + 7 ] = v3.g;
  645. customAttribute.array[ offset_custom + 8 ] = v3.b;
  646. } else {
  647. customAttribute.array[ offset_custom + 0 ] = v1.x;
  648. customAttribute.array[ offset_custom + 1 ] = v1.y;
  649. customAttribute.array[ offset_custom + 2 ] = v1.z;
  650. customAttribute.array[ offset_custom + 3 ] = v2.x;
  651. customAttribute.array[ offset_custom + 4 ] = v2.y;
  652. customAttribute.array[ offset_custom + 5 ] = v2.z;
  653. customAttribute.array[ offset_custom + 6 ] = v3.x;
  654. customAttribute.array[ offset_custom + 7 ] = v3.y;
  655. customAttribute.array[ offset_custom + 8 ] = v3.z;
  656. }
  657. customAttribute.offset += 9;
  658. } else {
  659. customAttribute.array[ offset_custom + 0 ] = v1.x;
  660. customAttribute.array[ offset_custom + 1 ] = v1.y;
  661. customAttribute.array[ offset_custom + 2 ] = v1.z;
  662. customAttribute.array[ offset_custom + 3 ] = v1.w;
  663. customAttribute.array[ offset_custom + 4 ] = v2.x;
  664. customAttribute.array[ offset_custom + 5 ] = v2.y;
  665. customAttribute.array[ offset_custom + 6 ] = v2.z;
  666. customAttribute.array[ offset_custom + 7 ] = v2.w;
  667. customAttribute.array[ offset_custom + 8 ] = v3.x;
  668. customAttribute.array[ offset_custom + 9 ] = v3.y;
  669. customAttribute.array[ offset_custom + 10 ] = v3.z;
  670. customAttribute.array[ offset_custom + 11 ] = v3.w;
  671. customAttribute.offset += 12;
  672. }
  673. }
  674. }
  675. }
  676. }
  677. if ( dirtyMorphTargets ) {
  678. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  679. v1 = morphTargets[ vk ].vertices[ face.a ].position;
  680. v2 = morphTargets[ vk ].vertices[ face.b ].position;
  681. v3 = morphTargets[ vk ].vertices[ face.c ].position;
  682. vka = morphTargetsArrays[ vk ];
  683. vka[ offset_morphTarget + 0 ] = v1.x;
  684. vka[ offset_morphTarget + 1 ] = v1.y;
  685. vka[ offset_morphTarget + 2 ] = v1.z;
  686. vka[ offset_morphTarget + 3 ] = v2.x;
  687. vka[ offset_morphTarget + 4 ] = v2.y;
  688. vka[ offset_morphTarget + 5 ] = v2.z;
  689. vka[ offset_morphTarget + 6 ] = v3.x;
  690. vka[ offset_morphTarget + 7 ] = v3.y;
  691. vka[ offset_morphTarget + 8 ] = v3.z;
  692. }
  693. offset_morphTarget += 9;
  694. }
  695. if ( obj_skinWeights.length ) {
  696. // weights
  697. sw1 = obj_skinWeights[ face.a ];
  698. sw2 = obj_skinWeights[ face.b ];
  699. sw3 = obj_skinWeights[ face.c ];
  700. skinWeightArray[ offset_skin ] = sw1.x;
  701. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  702. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  703. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  704. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  705. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  706. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  707. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  708. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  709. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  710. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  711. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  712. // indices
  713. si1 = obj_skinIndices[ face.a ];
  714. si2 = obj_skinIndices[ face.b ];
  715. si3 = obj_skinIndices[ face.c ];
  716. skinIndexArray[ offset_skin ] = si1.x;
  717. skinIndexArray[ offset_skin + 1 ] = si1.y;
  718. skinIndexArray[ offset_skin + 2 ] = si1.z;
  719. skinIndexArray[ offset_skin + 3 ] = si1.w;
  720. skinIndexArray[ offset_skin + 4 ] = si2.x;
  721. skinIndexArray[ offset_skin + 5 ] = si2.y;
  722. skinIndexArray[ offset_skin + 6 ] = si2.z;
  723. skinIndexArray[ offset_skin + 7 ] = si2.w;
  724. skinIndexArray[ offset_skin + 8 ] = si3.x;
  725. skinIndexArray[ offset_skin + 9 ] = si3.y;
  726. skinIndexArray[ offset_skin + 10 ] = si3.z;
  727. skinIndexArray[ offset_skin + 11 ] = si3.w;
  728. // vertices A
  729. sa1 = obj_skinVerticesA[ face.a ];
  730. sa2 = obj_skinVerticesA[ face.b ];
  731. sa3 = obj_skinVerticesA[ face.c ];
  732. skinVertexAArray[ offset_skin ] = sa1.x;
  733. skinVertexAArray[ offset_skin + 1 ] = sa1.y;
  734. skinVertexAArray[ offset_skin + 2 ] = sa1.z;
  735. skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  736. skinVertexAArray[ offset_skin + 4 ] = sa2.x;
  737. skinVertexAArray[ offset_skin + 5 ] = sa2.y;
  738. skinVertexAArray[ offset_skin + 6 ] = sa2.z;
  739. skinVertexAArray[ offset_skin + 7 ] = 1;
  740. skinVertexAArray[ offset_skin + 8 ] = sa3.x;
  741. skinVertexAArray[ offset_skin + 9 ] = sa3.y;
  742. skinVertexAArray[ offset_skin + 10 ] = sa3.z;
  743. skinVertexAArray[ offset_skin + 11 ] = 1;
  744. // vertices B
  745. sb1 = obj_skinVerticesB[ face.a ];
  746. sb2 = obj_skinVerticesB[ face.b ];
  747. sb3 = obj_skinVerticesB[ face.c ];
  748. skinVertexBArray[ offset_skin ] = sb1.x;
  749. skinVertexBArray[ offset_skin + 1 ] = sb1.y;
  750. skinVertexBArray[ offset_skin + 2 ] = sb1.z;
  751. skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  752. skinVertexBArray[ offset_skin + 4 ] = sb2.x;
  753. skinVertexBArray[ offset_skin + 5 ] = sb2.y;
  754. skinVertexBArray[ offset_skin + 6 ] = sb2.z;
  755. skinVertexBArray[ offset_skin + 7 ] = 1;
  756. skinVertexBArray[ offset_skin + 8 ] = sb3.x;
  757. skinVertexBArray[ offset_skin + 9 ] = sb3.y;
  758. skinVertexBArray[ offset_skin + 10 ] = sb3.z;
  759. skinVertexBArray[ offset_skin + 11 ] = 1;
  760. offset_skin += 12;
  761. }
  762. if ( dirtyColors && vertexColorType ) {
  763. if ( vertexColors.length == 3 && vertexColorType == THREE.VertexColors ) {
  764. c1 = vertexColors[ 0 ];
  765. c2 = vertexColors[ 1 ];
  766. c3 = vertexColors[ 2 ];
  767. } else {
  768. c1 = faceColor;
  769. c2 = faceColor;
  770. c3 = faceColor;
  771. }
  772. colorArray[ offset_color ] = c1.r;
  773. colorArray[ offset_color + 1 ] = c1.g;
  774. colorArray[ offset_color + 2 ] = c1.b;
  775. colorArray[ offset_color + 3 ] = c2.r;
  776. colorArray[ offset_color + 4 ] = c2.g;
  777. colorArray[ offset_color + 5 ] = c2.b;
  778. colorArray[ offset_color + 6 ] = c3.r;
  779. colorArray[ offset_color + 7 ] = c3.g;
  780. colorArray[ offset_color + 8 ] = c3.b;
  781. offset_color += 9;
  782. }
  783. if ( dirtyTangents && geometry.hasTangents ) {
  784. t1 = vertexTangents[ 0 ];
  785. t2 = vertexTangents[ 1 ];
  786. t3 = vertexTangents[ 2 ];
  787. tangentArray[ offset_tangent ] = t1.x;
  788. tangentArray[ offset_tangent + 1 ] = t1.y;
  789. tangentArray[ offset_tangent + 2 ] = t1.z;
  790. tangentArray[ offset_tangent + 3 ] = t1.w;
  791. tangentArray[ offset_tangent + 4 ] = t2.x;
  792. tangentArray[ offset_tangent + 5 ] = t2.y;
  793. tangentArray[ offset_tangent + 6 ] = t2.z;
  794. tangentArray[ offset_tangent + 7 ] = t2.w;
  795. tangentArray[ offset_tangent + 8 ] = t3.x;
  796. tangentArray[ offset_tangent + 9 ] = t3.y;
  797. tangentArray[ offset_tangent + 10 ] = t3.z;
  798. tangentArray[ offset_tangent + 11 ] = t3.w;
  799. offset_tangent += 12;
  800. }
  801. if ( dirtyNormals && normalType ) {
  802. if ( vertexNormals.length == 3 && needsSmoothNormals ) {
  803. for ( i = 0; i < 3; i ++ ) {
  804. vn = vertexNormals[ i ];
  805. normalArray[ offset_normal ] = vn.x;
  806. normalArray[ offset_normal + 1 ] = vn.y;
  807. normalArray[ offset_normal + 2 ] = vn.z;
  808. offset_normal += 3;
  809. }
  810. } else {
  811. for ( i = 0; i < 3; i ++ ) {
  812. normalArray[ offset_normal ] = faceNormal.x;
  813. normalArray[ offset_normal + 1 ] = faceNormal.y;
  814. normalArray[ offset_normal + 2 ] = faceNormal.z;
  815. offset_normal += 3;
  816. }
  817. }
  818. }
  819. if ( dirtyUvs && uv !== undefined && uvType ) {
  820. for ( i = 0; i < 3; i ++ ) {
  821. uvi = uv[ i ];
  822. uvArray[ offset_uv ] = uvi.u;
  823. uvArray[ offset_uv + 1 ] = uvi.v;
  824. offset_uv += 2;
  825. }
  826. }
  827. if ( dirtyUvs && uv2 !== undefined && uvType ) {
  828. for ( i = 0; i < 3; i ++ ) {
  829. uv2i = uv2[ i ];
  830. uv2Array[ offset_uv2 ] = uv2i.u;
  831. uv2Array[ offset_uv2 + 1 ] = uv2i.v;
  832. offset_uv2 += 2;
  833. }
  834. }
  835. if ( dirtyElements ) {
  836. faceArray[ offset_face ] = vertexIndex;
  837. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  838. faceArray[ offset_face + 2 ] = vertexIndex + 2;
  839. offset_face += 3;
  840. lineArray[ offset_line ] = vertexIndex;
  841. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  842. lineArray[ offset_line + 2 ] = vertexIndex;
  843. lineArray[ offset_line + 3 ] = vertexIndex + 2;
  844. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  845. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  846. offset_line += 6;
  847. vertexIndex += 3;
  848. }
  849. } else if ( face instanceof THREE.Face4 ) {
  850. if ( dirtyVertices ) {
  851. v1 = vertices[ face.a ].position;
  852. v2 = vertices[ face.b ].position;
  853. v3 = vertices[ face.c ].position;
  854. v4 = vertices[ face.d ].position;
  855. vertexArray[ offset ] = v1.x;
  856. vertexArray[ offset + 1 ] = v1.y;
  857. vertexArray[ offset + 2 ] = v1.z;
  858. vertexArray[ offset + 3 ] = v2.x;
  859. vertexArray[ offset + 4 ] = v2.y;
  860. vertexArray[ offset + 5 ] = v2.z;
  861. vertexArray[ offset + 6 ] = v3.x;
  862. vertexArray[ offset + 7 ] = v3.y;
  863. vertexArray[ offset + 8 ] = v3.z;
  864. vertexArray[ offset + 9 ] = v4.x;
  865. vertexArray[ offset + 10 ] = v4.y;
  866. vertexArray[ offset + 11 ] = v4.z;
  867. offset += 12;
  868. }
  869. if ( customAttributes ) {
  870. for ( a in customAttributes ) {
  871. customAttribute = customAttributes[ a ];
  872. if ( customAttribute.needsUpdate ) {
  873. offset_custom = customAttribute.offset;
  874. offset_customSrc = customAttribute.offsetSrc;
  875. if ( customAttribute.size === 1 ) {
  876. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  877. customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ face.a ];
  878. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  879. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  880. customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ face.d ];
  881. } else if ( customAttribute.boundTo === "faces" ) {
  882. customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ offset_customSrc ];
  883. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ offset_customSrc ];
  884. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc ];
  885. customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ offset_customSrc ];
  886. customAttribute.offsetSrc++;
  887. } else if ( customAttribute.boundTo === "faceVertices" ) {
  888. customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ offset_customSrc + 0 ];
  889. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ offset_customSrc + 1 ];
  890. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc + 2 ];
  891. customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ offset_customSrc + 3 ];
  892. customAttribute.offsetSrc += 4;
  893. }
  894. customAttribute.offset += 4;
  895. } else {
  896. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  897. v1 = customAttribute.value[ face.a ];
  898. v2 = customAttribute.value[ face.b ];
  899. v3 = customAttribute.value[ face.c ];
  900. v4 = customAttribute.value[ face.d ];
  901. } else if ( customAttribute.boundTo === "faces" ) {
  902. v1 = customAttribute.value[ offset_customSrc ];
  903. v2 = customAttribute.value[ offset_customSrc ];
  904. v3 = customAttribute.value[ offset_customSrc ];
  905. v4 = customAttribute.value[ offset_customSrc ];
  906. customAttribute.offsetSrc++;
  907. } else if ( customAttribute.boundTo === "faceVertices" ) {
  908. v1 = customAttribute.value[ offset_customSrc + 0 ];
  909. v2 = customAttribute.value[ offset_customSrc + 1 ];
  910. v3 = customAttribute.value[ offset_customSrc + 2 ];
  911. v4 = customAttribute.value[ offset_customSrc + 3 ];
  912. customAttribute.offsetSrc += 4;
  913. }
  914. if ( customAttribute.size === 2 ) {
  915. customAttribute.array[ offset_custom + 0 ] = v1.x;
  916. customAttribute.array[ offset_custom + 1 ] = v1.y;
  917. customAttribute.array[ offset_custom + 2 ] = v2.x;
  918. customAttribute.array[ offset_custom + 3 ] = v2.y;
  919. customAttribute.array[ offset_custom + 4 ] = v3.x;
  920. customAttribute.array[ offset_custom + 5 ] = v3.y;
  921. customAttribute.array[ offset_custom + 6 ] = v4.x;
  922. customAttribute.array[ offset_custom + 7 ] = v4.y;
  923. customAttribute.offset += 8;
  924. } else if ( customAttribute.size === 3 ) {
  925. if ( customAttribute.type === "c" ) {
  926. customAttribute.array[ offset_custom + 0 ] = v1.r;
  927. customAttribute.array[ offset_custom + 1 ] = v1.g;
  928. customAttribute.array[ offset_custom + 2 ] = v1.b;
  929. customAttribute.array[ offset_custom + 3 ] = v2.r;
  930. customAttribute.array[ offset_custom + 4 ] = v2.g;
  931. customAttribute.array[ offset_custom + 5 ] = v2.b;
  932. customAttribute.array[ offset_custom + 6 ] = v3.r;
  933. customAttribute.array[ offset_custom + 7 ] = v3.g;
  934. customAttribute.array[ offset_custom + 8 ] = v3.b;
  935. customAttribute.array[ offset_custom + 9 ] = v4.r;
  936. customAttribute.array[ offset_custom + 10 ] = v4.g;
  937. customAttribute.array[ offset_custom + 11 ] = v4.b;
  938. } else {
  939. customAttribute.array[ offset_custom + 0 ] = v1.x;
  940. customAttribute.array[ offset_custom + 1 ] = v1.y;
  941. customAttribute.array[ offset_custom + 2 ] = v1.z;
  942. customAttribute.array[ offset_custom + 3 ] = v2.x;
  943. customAttribute.array[ offset_custom + 4 ] = v2.y;
  944. customAttribute.array[ offset_custom + 5 ] = v2.z;
  945. customAttribute.array[ offset_custom + 6 ] = v3.x;
  946. customAttribute.array[ offset_custom + 7 ] = v3.y;
  947. customAttribute.array[ offset_custom + 8 ] = v3.z;
  948. customAttribute.array[ offset_custom + 9 ] = v4.x;
  949. customAttribute.array[ offset_custom + 10 ] = v4.y;
  950. customAttribute.array[ offset_custom + 11 ] = v4.z;
  951. }
  952. customAttribute.offset += 12;
  953. } else {
  954. customAttribute.array[ offset_custom + 0 ] = v1.x;
  955. customAttribute.array[ offset_custom + 1 ] = v1.y;
  956. customAttribute.array[ offset_custom + 2 ] = v1.z;
  957. customAttribute.array[ offset_custom + 3 ] = v1.w;
  958. customAttribute.array[ offset_custom + 4 ] = v2.x;
  959. customAttribute.array[ offset_custom + 5 ] = v2.y;
  960. customAttribute.array[ offset_custom + 6 ] = v2.z;
  961. customAttribute.array[ offset_custom + 7 ] = v2.w;
  962. customAttribute.array[ offset_custom + 8 ] = v3.x;
  963. customAttribute.array[ offset_custom + 9 ] = v3.y;
  964. customAttribute.array[ offset_custom + 10 ] = v3.z;
  965. customAttribute.array[ offset_custom + 11 ] = v3.w;
  966. customAttribute.array[ offset_custom + 12 ] = v4.x;
  967. customAttribute.array[ offset_custom + 13 ] = v4.y;
  968. customAttribute.array[ offset_custom + 14 ] = v4.z;
  969. customAttribute.array[ offset_custom + 15 ] = v4.w;
  970. customAttribute.offset += 16;
  971. }
  972. }
  973. }
  974. }
  975. }
  976. if ( dirtyMorphTargets ) {
  977. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk++ ) {
  978. v1 = morphTargets[ vk ].vertices[ face.a ].position;
  979. v2 = morphTargets[ vk ].vertices[ face.b ].position;
  980. v3 = morphTargets[ vk ].vertices[ face.c ].position;
  981. v4 = morphTargets[ vk ].vertices[ face.d ].position;
  982. vka = morphTargetsArrays[ vk ];
  983. vka[ offset_morphTarget + 0 ] = v1.x;
  984. vka[ offset_morphTarget + 1 ] = v1.y;
  985. vka[ offset_morphTarget + 2 ] = v1.z;
  986. vka[ offset_morphTarget + 3 ] = v2.x;
  987. vka[ offset_morphTarget + 4 ] = v2.y;
  988. vka[ offset_morphTarget + 5 ] = v2.z;
  989. vka[ offset_morphTarget + 6 ] = v3.x;
  990. vka[ offset_morphTarget + 7 ] = v3.y;
  991. vka[ offset_morphTarget + 8 ] = v3.z;
  992. vka[ offset_morphTarget + 9 ] = v4.x;
  993. vka[ offset_morphTarget + 10 ] = v4.y;
  994. vka[ offset_morphTarget + 11 ] = v4.z;
  995. }
  996. offset_morphTarget += 12;
  997. }
  998. if ( obj_skinWeights.length ) {
  999. // weights
  1000. sw1 = obj_skinWeights[ face.a ];
  1001. sw2 = obj_skinWeights[ face.b ];
  1002. sw3 = obj_skinWeights[ face.c ];
  1003. sw4 = obj_skinWeights[ face.d ];
  1004. skinWeightArray[ offset_skin ] = sw1.x;
  1005. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  1006. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  1007. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  1008. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  1009. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  1010. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  1011. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  1012. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  1013. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  1014. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  1015. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  1016. skinWeightArray[ offset_skin + 12 ] = sw4.x;
  1017. skinWeightArray[ offset_skin + 13 ] = sw4.y;
  1018. skinWeightArray[ offset_skin + 14 ] = sw4.z;
  1019. skinWeightArray[ offset_skin + 15 ] = sw4.w;
  1020. // indices
  1021. si1 = obj_skinIndices[ face.a ];
  1022. si2 = obj_skinIndices[ face.b ];
  1023. si3 = obj_skinIndices[ face.c ];
  1024. si4 = obj_skinIndices[ face.d ];
  1025. skinIndexArray[ offset_skin ] = si1.x;
  1026. skinIndexArray[ offset_skin + 1 ] = si1.y;
  1027. skinIndexArray[ offset_skin + 2 ] = si1.z;
  1028. skinIndexArray[ offset_skin + 3 ] = si1.w;
  1029. skinIndexArray[ offset_skin + 4 ] = si2.x;
  1030. skinIndexArray[ offset_skin + 5 ] = si2.y;
  1031. skinIndexArray[ offset_skin + 6 ] = si2.z;
  1032. skinIndexArray[ offset_skin + 7 ] = si2.w;
  1033. skinIndexArray[ offset_skin + 8 ] = si3.x;
  1034. skinIndexArray[ offset_skin + 9 ] = si3.y;
  1035. skinIndexArray[ offset_skin + 10 ] = si3.z;
  1036. skinIndexArray[ offset_skin + 11 ] = si3.w;
  1037. skinIndexArray[ offset_skin + 12 ] = si4.x;
  1038. skinIndexArray[ offset_skin + 13 ] = si4.y;
  1039. skinIndexArray[ offset_skin + 14 ] = si4.z;
  1040. skinIndexArray[ offset_skin + 15 ] = si4.w;
  1041. // vertices A
  1042. sa1 = obj_skinVerticesA[ face.a ];
  1043. sa2 = obj_skinVerticesA[ face.b ];
  1044. sa3 = obj_skinVerticesA[ face.c ];
  1045. sa4 = obj_skinVerticesA[ face.d ];
  1046. skinVertexAArray[ offset_skin ] = sa1.x;
  1047. skinVertexAArray[ offset_skin + 1 ] = sa1.y;
  1048. skinVertexAArray[ offset_skin + 2 ] = sa1.z;
  1049. skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  1050. skinVertexAArray[ offset_skin + 4 ] = sa2.x;
  1051. skinVertexAArray[ offset_skin + 5 ] = sa2.y;
  1052. skinVertexAArray[ offset_skin + 6 ] = sa2.z;
  1053. skinVertexAArray[ offset_skin + 7 ] = 1;
  1054. skinVertexAArray[ offset_skin + 8 ] = sa3.x;
  1055. skinVertexAArray[ offset_skin + 9 ] = sa3.y;
  1056. skinVertexAArray[ offset_skin + 10 ] = sa3.z;
  1057. skinVertexAArray[ offset_skin + 11 ] = 1;
  1058. skinVertexAArray[ offset_skin + 12 ] = sa4.x;
  1059. skinVertexAArray[ offset_skin + 13 ] = sa4.y;
  1060. skinVertexAArray[ offset_skin + 14 ] = sa4.z;
  1061. skinVertexAArray[ offset_skin + 15 ] = 1;
  1062. // vertices B
  1063. sb1 = obj_skinVerticesB[ face.a ];
  1064. sb2 = obj_skinVerticesB[ face.b ];
  1065. sb3 = obj_skinVerticesB[ face.c ];
  1066. sb4 = obj_skinVerticesB[ face.d ];
  1067. skinVertexBArray[ offset_skin ] = sb1.x;
  1068. skinVertexBArray[ offset_skin + 1 ] = sb1.y;
  1069. skinVertexBArray[ offset_skin + 2 ] = sb1.z;
  1070. skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  1071. skinVertexBArray[ offset_skin + 4 ] = sb2.x;
  1072. skinVertexBArray[ offset_skin + 5 ] = sb2.y;
  1073. skinVertexBArray[ offset_skin + 6 ] = sb2.z;
  1074. skinVertexBArray[ offset_skin + 7 ] = 1;
  1075. skinVertexBArray[ offset_skin + 8 ] = sb3.x;
  1076. skinVertexBArray[ offset_skin + 9 ] = sb3.y;
  1077. skinVertexBArray[ offset_skin + 10 ] = sb3.z;
  1078. skinVertexBArray[ offset_skin + 11 ] = 1;
  1079. skinVertexBArray[ offset_skin + 12 ] = sb4.x;
  1080. skinVertexBArray[ offset_skin + 13 ] = sb4.y;
  1081. skinVertexBArray[ offset_skin + 14 ] = sb4.z;
  1082. skinVertexBArray[ offset_skin + 15 ] = 1;
  1083. offset_skin += 16;
  1084. }
  1085. if ( dirtyColors && vertexColorType ) {
  1086. if ( vertexColors.length == 4 && vertexColorType == THREE.VertexColors ) {
  1087. c1 = vertexColors[ 0 ];
  1088. c2 = vertexColors[ 1 ];
  1089. c3 = vertexColors[ 2 ];
  1090. c4 = vertexColors[ 3 ];
  1091. } else {
  1092. c1 = faceColor;
  1093. c2 = faceColor;
  1094. c3 = faceColor;
  1095. c4 = faceColor;
  1096. }
  1097. colorArray[ offset_color ] = c1.r;
  1098. colorArray[ offset_color + 1 ] = c1.g;
  1099. colorArray[ offset_color + 2 ] = c1.b;
  1100. colorArray[ offset_color + 3 ] = c2.r;
  1101. colorArray[ offset_color + 4 ] = c2.g;
  1102. colorArray[ offset_color + 5 ] = c2.b;
  1103. colorArray[ offset_color + 6 ] = c3.r;
  1104. colorArray[ offset_color + 7 ] = c3.g;
  1105. colorArray[ offset_color + 8 ] = c3.b;
  1106. colorArray[ offset_color + 9 ] = c4.r;
  1107. colorArray[ offset_color + 10 ] = c4.g;
  1108. colorArray[ offset_color + 11 ] = c4.b;
  1109. offset_color += 12;
  1110. }
  1111. if ( dirtyTangents && geometry.hasTangents ) {
  1112. t1 = vertexTangents[ 0 ];
  1113. t2 = vertexTangents[ 1 ];
  1114. t3 = vertexTangents[ 2 ];
  1115. t4 = vertexTangents[ 3 ];
  1116. tangentArray[ offset_tangent ] = t1.x;
  1117. tangentArray[ offset_tangent + 1 ] = t1.y;
  1118. tangentArray[ offset_tangent + 2 ] = t1.z;
  1119. tangentArray[ offset_tangent + 3 ] = t1.w;
  1120. tangentArray[ offset_tangent + 4 ] = t2.x;
  1121. tangentArray[ offset_tangent + 5 ] = t2.y;
  1122. tangentArray[ offset_tangent + 6 ] = t2.z;
  1123. tangentArray[ offset_tangent + 7 ] = t2.w;
  1124. tangentArray[ offset_tangent + 8 ] = t3.x;
  1125. tangentArray[ offset_tangent + 9 ] = t3.y;
  1126. tangentArray[ offset_tangent + 10 ] = t3.z;
  1127. tangentArray[ offset_tangent + 11 ] = t3.w;
  1128. tangentArray[ offset_tangent + 12 ] = t4.x;
  1129. tangentArray[ offset_tangent + 13 ] = t4.y;
  1130. tangentArray[ offset_tangent + 14 ] = t4.z;
  1131. tangentArray[ offset_tangent + 15 ] = t4.w;
  1132. offset_tangent += 16;
  1133. }
  1134. if ( dirtyNormals && normalType ) {
  1135. if ( vertexNormals.length == 4 && needsSmoothNormals ) {
  1136. for ( i = 0; i < 4; i ++ ) {
  1137. vn = vertexNormals[ i ];
  1138. normalArray[ offset_normal ] = vn.x;
  1139. normalArray[ offset_normal + 1 ] = vn.y;
  1140. normalArray[ offset_normal + 2 ] = vn.z;
  1141. offset_normal += 3;
  1142. }
  1143. } else {
  1144. for ( i = 0; i < 4; i ++ ) {
  1145. normalArray[ offset_normal ] = faceNormal.x;
  1146. normalArray[ offset_normal + 1 ] = faceNormal.y;
  1147. normalArray[ offset_normal + 2 ] = faceNormal.z;
  1148. offset_normal += 3;
  1149. }
  1150. }
  1151. }
  1152. if ( dirtyUvs && uv !== undefined && uvType ) {
  1153. for ( i = 0; i < 4; i ++ ) {
  1154. uvi = uv[ i ];
  1155. uvArray[ offset_uv ] = uvi.u;
  1156. uvArray[ offset_uv + 1 ] = uvi.v;
  1157. offset_uv += 2;
  1158. }
  1159. }
  1160. if ( dirtyUvs && uv2 !== undefined && uvType ) {
  1161. for ( i = 0; i < 4; i ++ ) {
  1162. uv2i = uv2[ i ];
  1163. uv2Array[ offset_uv2 ] = uv2i.u;
  1164. uv2Array[ offset_uv2 + 1 ] = uv2i.v;
  1165. offset_uv2 += 2;
  1166. }
  1167. }
  1168. if ( dirtyElements ) {
  1169. faceArray[ offset_face ] = vertexIndex;
  1170. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  1171. faceArray[ offset_face + 2 ] = vertexIndex + 3;
  1172. faceArray[ offset_face + 3 ] = vertexIndex + 1;
  1173. faceArray[ offset_face + 4 ] = vertexIndex + 2;
  1174. faceArray[ offset_face + 5 ] = vertexIndex + 3;
  1175. offset_face += 6;
  1176. lineArray[ offset_line ] = vertexIndex;
  1177. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  1178. lineArray[ offset_line + 2 ] = vertexIndex;
  1179. lineArray[ offset_line + 3 ] = vertexIndex + 3;
  1180. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  1181. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  1182. lineArray[ offset_line + 6 ] = vertexIndex + 2;
  1183. lineArray[ offset_line + 7 ] = vertexIndex + 3;
  1184. offset_line += 8;
  1185. vertexIndex += 4;
  1186. }
  1187. }
  1188. }
  1189. if ( obj_edgeFaces ) {
  1190. for ( f = 0, fl = obj_edgeFaces.length; f < fl; f ++ ) {
  1191. faceArray[ offset_face ] = obj_edgeFaces[ f ].a;
  1192. faceArray[ offset_face + 1 ] = obj_edgeFaces[ f ].b;
  1193. faceArray[ offset_face + 2 ] = obj_edgeFaces[ f ].c;
  1194. faceArray[ offset_face + 3 ] = obj_edgeFaces[ f ].a;
  1195. faceArray[ offset_face + 4 ] = obj_edgeFaces[ f ].c;
  1196. faceArray[ offset_face + 5 ] = obj_edgeFaces[ f ].d;
  1197. offset_face += 6;
  1198. }
  1199. }
  1200. if ( dirtyVertices ) {
  1201. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1202. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  1203. }
  1204. if ( customAttributes ) {
  1205. for ( a in customAttributes ) {
  1206. customAttribute = customAttributes[ a ];
  1207. if ( customAttribute.needsUpdate ) {
  1208. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  1209. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  1210. customAttribute.needsUpdate = false;
  1211. }
  1212. }
  1213. }
  1214. if ( dirtyMorphTargets ) {
  1215. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  1216. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
  1217. _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
  1218. }
  1219. }
  1220. if ( dirtyColors && offset_color > 0 ) {
  1221. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1222. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1223. }
  1224. if ( dirtyNormals ) {
  1225. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1226. _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
  1227. }
  1228. if ( dirtyTangents && geometry.hasTangents ) {
  1229. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1230. _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
  1231. }
  1232. if ( dirtyUvs && offset_uv > 0 ) {
  1233. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1234. _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
  1235. }
  1236. if ( dirtyUvs && offset_uv2 > 0 ) {
  1237. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1238. _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
  1239. }
  1240. if ( dirtyElements ) {
  1241. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1242. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
  1243. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1244. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
  1245. }
  1246. if ( offset_skin > 0 ) {
  1247. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
  1248. _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexAArray, hint );
  1249. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
  1250. _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexBArray, hint );
  1251. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1252. _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
  1253. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1254. _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
  1255. }
  1256. if ( ! object.dynamic ) {
  1257. delete geometryGroup.__inittedArrays;
  1258. delete geometryGroup.__colorArray;
  1259. delete geometryGroup.__normalArray;
  1260. delete geometryGroup.__tangentArray;
  1261. delete geometryGroup.__uvArray;
  1262. delete geometryGroup.__uv2Array;
  1263. delete geometryGroup.__faceArray;
  1264. delete geometryGroup.__vertexArray;
  1265. delete geometryGroup.__lineArray;
  1266. delete geometryGroup.__skinVertexAArray;
  1267. delete geometryGroup.__skinVertexBArray;
  1268. delete geometryGroup.__skinIndexArray;
  1269. delete geometryGroup.__skinWeightArray;
  1270. }
  1271. };
  1272. function setLineBuffers ( geometry, hint ) {
  1273. var v, c, vertex, offset,
  1274. vertices = geometry.vertices,
  1275. colors = geometry.colors,
  1276. vl = vertices.length,
  1277. cl = colors.length,
  1278. vertexArray = geometry.__vertexArray,
  1279. colorArray = geometry.__colorArray,
  1280. dirtyVertices = geometry.__dirtyVertices,
  1281. dirtyColors = geometry.__dirtyColors;
  1282. if ( dirtyVertices ) {
  1283. for ( v = 0; v < vl; v++ ) {
  1284. vertex = vertices[ v ].position;
  1285. offset = v * 3;
  1286. vertexArray[ offset ] = vertex.x;
  1287. vertexArray[ offset + 1 ] = vertex.y;
  1288. vertexArray[ offset + 2 ] = vertex.z;
  1289. }
  1290. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  1291. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  1292. }
  1293. if ( dirtyColors ) {
  1294. for ( c = 0; c < cl; c++ ) {
  1295. color = colors[ c ];
  1296. offset = c * 3;
  1297. colorArray[ offset ] = color.r;
  1298. colorArray[ offset + 1 ] = color.g;
  1299. colorArray[ offset + 2 ] = color.b;
  1300. }
  1301. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  1302. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1303. }
  1304. };
  1305. function setRibbonBuffers ( geometry, hint ) {
  1306. var v, c, vertex, offset,
  1307. vertices = geometry.vertices,
  1308. colors = geometry.colors,
  1309. vl = vertices.length,
  1310. cl = colors.length,
  1311. vertexArray = geometry.__vertexArray,
  1312. colorArray = geometry.__colorArray,
  1313. dirtyVertices = geometry.__dirtyVertices,
  1314. dirtyColors = geometry.__dirtyColors;
  1315. if ( dirtyVertices ) {
  1316. for ( v = 0; v < vl; v++ ) {
  1317. vertex = vertices[ v ].position;
  1318. offset = v * 3;
  1319. vertexArray[ offset ] = vertex.x;
  1320. vertexArray[ offset + 1 ] = vertex.y;
  1321. vertexArray[ offset + 2 ] = vertex.z;
  1322. }
  1323. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  1324. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  1325. }
  1326. if ( dirtyColors ) {
  1327. for ( c = 0; c < cl; c++ ) {
  1328. color = colors[ c ];
  1329. offset = c * 3;
  1330. colorArray[ offset ] = color.r;
  1331. colorArray[ offset + 1 ] = color.g;
  1332. colorArray[ offset + 2 ] = color.b;
  1333. }
  1334. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  1335. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1336. }
  1337. };
  1338. function setParticleBuffers ( geometry, hint, object ) {
  1339. var v, c, vertex, offset,
  1340. vertices = geometry.vertices,
  1341. vl = vertices.length,
  1342. colors = geometry.colors,
  1343. cl = colors.length,
  1344. vertexArray = geometry.__vertexArray,
  1345. colorArray = geometry.__colorArray,
  1346. sortArray = geometry.__sortArray,
  1347. dirtyVertices = geometry.__dirtyVertices,
  1348. dirtyElements = geometry.__dirtyElements,
  1349. dirtyColors = geometry.__dirtyColors;
  1350. if ( object.sortParticles ) {
  1351. _projScreenMatrix.multiplySelf( object.matrixWorld );
  1352. for ( v = 0; v < vl; v++ ) {
  1353. vertex = vertices[ v ].position;
  1354. _vector3.copy( vertex );
  1355. _projScreenMatrix.multiplyVector3( _vector3 );
  1356. sortArray[ v ] = [ _vector3.z, v ];
  1357. }
  1358. sortArray.sort( function(a,b) { return b[0] - a[0]; } );
  1359. for ( v = 0; v < vl; v++ ) {
  1360. vertex = vertices[ sortArray[v][1] ].position;
  1361. offset = v * 3;
  1362. vertexArray[ offset ] = vertex.x;
  1363. vertexArray[ offset + 1 ] = vertex.y;
  1364. vertexArray[ offset + 2 ] = vertex.z;
  1365. }
  1366. for ( c = 0; c < cl; c++ ) {
  1367. offset = c * 3;
  1368. color = colors[ sortArray[c][1] ];
  1369. colorArray[ offset ] = color.r;
  1370. colorArray[ offset + 1 ] = color.g;
  1371. colorArray[ offset + 2 ] = color.b;
  1372. }
  1373. } else {
  1374. if ( dirtyVertices ) {
  1375. for ( v = 0; v < vl; v++ ) {
  1376. vertex = vertices[ v ].position;
  1377. offset = v * 3;
  1378. vertexArray[ offset ] = vertex.x;
  1379. vertexArray[ offset + 1 ] = vertex.y;
  1380. vertexArray[ offset + 2 ] = vertex.z;
  1381. }
  1382. }
  1383. if ( dirtyColors ) {
  1384. for ( c = 0; c < cl; c++ ) {
  1385. color = colors[ c ];
  1386. offset = c * 3;
  1387. colorArray[ offset ] = color.r;
  1388. colorArray[ offset + 1 ] = color.g;
  1389. colorArray[ offset + 2 ] = color.b;
  1390. }
  1391. }
  1392. }
  1393. if ( dirtyVertices || object.sortParticles ) {
  1394. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  1395. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  1396. }
  1397. if ( dirtyColors || object.sortParticles ) {
  1398. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  1399. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1400. }
  1401. };
  1402. function setMaterialShaders( material, shaders ) {
  1403. material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms );
  1404. material.vertexShader = shaders.vertexShader;
  1405. material.fragmentShader = shaders.fragmentShader;
  1406. };
  1407. function refreshUniformsCommon( uniforms, material ) {
  1408. uniforms.diffuse.value = material.color;
  1409. uniforms.opacity.value = material.opacity;
  1410. uniforms.map.texture = material.map;
  1411. if ( material.map ) {
  1412. uniforms.offsetRepeat.value.set( material.map.offset.x, material.map.offset.y, material.map.repeat.x, material.map.repeat.y );
  1413. }
  1414. uniforms.lightMap.texture = material.lightMap;
  1415. uniforms.envMap.texture = material.envMap;
  1416. uniforms.reflectivity.value = material.reflectivity;
  1417. uniforms.refractionRatio.value = material.refractionRatio;
  1418. uniforms.combine.value = material.combine;
  1419. uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
  1420. };
  1421. function refreshUniformsLine( uniforms, material ) {
  1422. uniforms.diffuse.value = material.color;
  1423. uniforms.opacity.value = material.opacity;
  1424. };
  1425. function refreshUniformsParticle( uniforms, material ) {
  1426. uniforms.psColor.value = material.color;
  1427. uniforms.opacity.value = material.opacity;
  1428. uniforms.size.value = material.size;
  1429. uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
  1430. uniforms.map.texture = material.map;
  1431. };
  1432. function refreshUniformsFog( uniforms, fog ) {
  1433. uniforms.fogColor.value = fog.color;
  1434. if ( fog instanceof THREE.Fog ) {
  1435. uniforms.fogNear.value = fog.near;
  1436. uniforms.fogFar.value = fog.far;
  1437. } else if ( fog instanceof THREE.FogExp2 ) {
  1438. uniforms.fogDensity.value = fog.density;
  1439. }
  1440. };
  1441. function refreshUniformsPhong( uniforms, material ) {
  1442. uniforms.ambient.value = material.ambient;
  1443. uniforms.specular.value = material.specular;
  1444. uniforms.shininess.value = material.shininess;
  1445. };
  1446. function refreshUniformsLights( uniforms, lights ) {
  1447. uniforms.enableLighting.value = lights.directional.length + lights.point.length;
  1448. uniforms.ambientLightColor.value = lights.ambient;
  1449. uniforms.directionalLightColor.value = lights.directional.colors;
  1450. uniforms.directionalLightDirection.value = lights.directional.positions;
  1451. uniforms.pointLightColor.value = lights.point.colors;
  1452. uniforms.pointLightPosition.value = lights.point.positions;
  1453. uniforms.pointLightDistance.value = lights.point.distances;
  1454. };
  1455. this.initMaterial = function ( material, lights, fog, object ) {
  1456. var u, a, identifiers, i, parameters, maxLightCount, maxBones, shaderID;
  1457. if ( material instanceof THREE.MeshDepthMaterial ) {
  1458. shaderID = 'depth';
  1459. } else if ( material instanceof THREE.ShadowVolumeDynamicMaterial ) {
  1460. shaderID = 'shadowVolumeDynamic';
  1461. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  1462. shaderID = 'normal';
  1463. } else if ( material instanceof THREE.MeshBasicMaterial ) {
  1464. shaderID = 'basic';
  1465. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  1466. shaderID = 'lambert';
  1467. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  1468. shaderID = 'phong';
  1469. } else if ( material instanceof THREE.LineBasicMaterial ) {
  1470. shaderID = 'basic';
  1471. } else if ( material instanceof THREE.ParticleBasicMaterial ) {
  1472. shaderID = 'particle_basic';
  1473. }
  1474. if ( shaderID ) {
  1475. setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );
  1476. }
  1477. // heuristics to create shader parameters according to lights in the scene
  1478. // (not to blow over maxLights budget)
  1479. maxLightCount = allocateLights( lights, 4 );
  1480. maxBones = allocateBones( object );
  1481. parameters = {
  1482. map: !!material.map, envMap: !!material.envMap, lightMap: !!material.lightMap,
  1483. vertexColors: material.vertexColors,
  1484. fog: fog, sizeAttenuation: material.sizeAttenuation,
  1485. skinning: material.skinning,
  1486. morphTargets: material.morphTargets,
  1487. maxMorphTargets: this.maxMorphTargets,
  1488. maxDirLights: maxLightCount.directional, maxPointLights: maxLightCount.point,
  1489. maxBones: maxBones
  1490. };
  1491. material.program = buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, parameters );
  1492. var attributes = material.program.attributes;
  1493. if ( attributes.position >= 0 ) _gl.enableVertexAttribArray( attributes.position );
  1494. if ( attributes.color >= 0 ) _gl.enableVertexAttribArray( attributes.color );
  1495. if ( attributes.normal >= 0 ) _gl.enableVertexAttribArray( attributes.normal );
  1496. if ( attributes.tangent >= 0 ) _gl.enableVertexAttribArray( attributes.tangent );
  1497. if ( material.skinning &&
  1498. attributes.skinVertexA >=0 && attributes.skinVertexB >= 0 &&
  1499. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  1500. _gl.enableVertexAttribArray( attributes.skinVertexA );
  1501. _gl.enableVertexAttribArray( attributes.skinVertexB );
  1502. _gl.enableVertexAttribArray( attributes.skinIndex );
  1503. _gl.enableVertexAttribArray( attributes.skinWeight );
  1504. }
  1505. if ( material.attributes ) {
  1506. for ( a in material.attributes ) {
  1507. if( attributes[ a ] !== undefined && attributes[ a ] >= 0 ) _gl.enableVertexAttribArray( attributes[ a ] );
  1508. }
  1509. }
  1510. if ( material.morphTargets ) {
  1511. material.numSupportedMorphTargets = 0;
  1512. if ( attributes.morphTarget0 >= 0 ) {
  1513. _gl.enableVertexAttribArray( attributes.morphTarget0 );
  1514. material.numSupportedMorphTargets ++;
  1515. }
  1516. if ( attributes.morphTarget1 >= 0 ) {
  1517. _gl.enableVertexAttribArray( attributes.morphTarget1 );
  1518. material.numSupportedMorphTargets ++;
  1519. }
  1520. if ( attributes.morphTarget2 >= 0 ) {
  1521. _gl.enableVertexAttribArray( attributes.morphTarget2 );
  1522. material.numSupportedMorphTargets ++;
  1523. }
  1524. if ( attributes.morphTarget3 >= 0 ) {
  1525. _gl.enableVertexAttribArray( attributes.morphTarget3 );
  1526. material.numSupportedMorphTargets ++;
  1527. }
  1528. if ( attributes.morphTarget4 >= 0 ) {
  1529. _gl.enableVertexAttribArray( attributes.morphTarget4 );
  1530. material.numSupportedMorphTargets ++;
  1531. }
  1532. if ( attributes.morphTarget5 >= 0 ) {
  1533. _gl.enableVertexAttribArray( attributes.morphTarget5 );
  1534. material.numSupportedMorphTargets ++;
  1535. }
  1536. if ( attributes.morphTarget6 >= 0 ) {
  1537. _gl.enableVertexAttribArray( attributes.morphTarget6 );
  1538. material.numSupportedMorphTargets ++;
  1539. }
  1540. if ( attributes.morphTarget7 >= 0 ) {
  1541. _gl.enableVertexAttribArray( attributes.morphTarget7 );
  1542. material.numSupportedMorphTargets ++;
  1543. }
  1544. object.__webglMorphTargetInfluences = new Float32Array( this.maxMorphTargets );
  1545. for ( var i = 0, il = this.maxMorphTargets; i < il; i ++ ) {
  1546. object.__webglMorphTargetInfluences[ i ] = 0;
  1547. }
  1548. }
  1549. };
  1550. function setProgram( camera, lights, fog, material, object ) {
  1551. if ( ! material.program ) {
  1552. _this.initMaterial( material, lights, fog, object );
  1553. }
  1554. var program = material.program,
  1555. p_uniforms = program.uniforms,
  1556. m_uniforms = material.uniforms;
  1557. if ( program != _currentProgram ) {
  1558. _gl.useProgram( program );
  1559. _currentProgram = program;
  1560. }
  1561. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, _projectionMatrixArray );
  1562. // refresh uniforms common to several materials
  1563. if ( fog && (
  1564. material instanceof THREE.MeshBasicMaterial ||
  1565. material instanceof THREE.MeshLambertMaterial ||
  1566. material instanceof THREE.MeshPhongMaterial ||
  1567. material instanceof THREE.LineBasicMaterial ||
  1568. material instanceof THREE.ParticleBasicMaterial ||
  1569. material.fog )
  1570. ) {
  1571. refreshUniformsFog( m_uniforms, fog );
  1572. }
  1573. if ( material instanceof THREE.MeshPhongMaterial ||
  1574. material instanceof THREE.MeshLambertMaterial ||
  1575. material.lights ) {
  1576. setupLights( program, lights );
  1577. refreshUniformsLights( m_uniforms, _lights );
  1578. }
  1579. if ( material instanceof THREE.MeshBasicMaterial ||
  1580. material instanceof THREE.MeshLambertMaterial ||
  1581. material instanceof THREE.MeshPhongMaterial ) {
  1582. refreshUniformsCommon( m_uniforms, material );
  1583. }
  1584. // refresh single material specific uniforms
  1585. if ( material instanceof THREE.LineBasicMaterial ) {
  1586. refreshUniformsLine( m_uniforms, material );
  1587. } else if ( material instanceof THREE.ParticleBasicMaterial ) {
  1588. refreshUniformsParticle( m_uniforms, material );
  1589. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  1590. refreshUniformsPhong( m_uniforms, material );
  1591. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  1592. m_uniforms.mNear.value = camera.near;
  1593. m_uniforms.mFar.value = camera.far;
  1594. m_uniforms.opacity.value = material.opacity;
  1595. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  1596. m_uniforms.opacity.value = material.opacity;
  1597. }
  1598. // load common uniforms
  1599. loadUniformsGeneric( program, m_uniforms );
  1600. loadUniformsMatrices( p_uniforms, object );
  1601. // load material specific uniforms
  1602. // (shader material also gets them for the sake of genericity)
  1603. if ( material instanceof THREE.MeshShaderMaterial ||
  1604. material instanceof THREE.MeshPhongMaterial ||
  1605. material.envMap ) {
  1606. if( p_uniforms.cameraPosition !== null ) {
  1607. _gl.uniform3f( p_uniforms.cameraPosition, camera.position.x, camera.position.y, camera.position.z );
  1608. }
  1609. }
  1610. if ( material instanceof THREE.MeshShaderMaterial ||
  1611. material.envMap ||
  1612. material.skinning ) {
  1613. if ( p_uniforms.objectMatrix !== null ) {
  1614. _gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
  1615. }
  1616. }
  1617. if ( material instanceof THREE.MeshPhongMaterial ||
  1618. material instanceof THREE.MeshLambertMaterial ||
  1619. material instanceof THREE.MeshShaderMaterial ||
  1620. material.skinning ) {
  1621. if( p_uniforms.viewMatrix !== null ) {
  1622. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, _viewMatrixArray );
  1623. }
  1624. }
  1625. if ( material instanceof THREE.ShadowVolumeDynamicMaterial ) {
  1626. var dirLight = m_uniforms.directionalLightDirection.value;
  1627. dirLight[ 0 ] = -lights[ 1 ].position.x;
  1628. dirLight[ 1 ] = -lights[ 1 ].position.y;
  1629. dirLight[ 2 ] = -lights[ 1 ].position.z;
  1630. _gl.uniform3fv( p_uniforms.directionalLightDirection, dirLight );
  1631. _gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
  1632. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, _viewMatrixArray );
  1633. }
  1634. if ( material.skinning ) {
  1635. loadUniformsSkinning( p_uniforms, object );
  1636. }
  1637. return program;
  1638. };
  1639. function renderBuffer( camera, lights, fog, material, geometryGroup, object ) {
  1640. if ( material.opacity == 0 ) return;
  1641. var program, attributes, linewidth, primitives, a, attribute;
  1642. program = setProgram( camera, lights, fog, material, object );
  1643. attributes = program.attributes;
  1644. // vertices
  1645. if ( !material.morphTargets && attributes.position >= 0 ) {
  1646. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1647. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1648. } else {
  1649. setupMorphTargets( material, geometryGroup, object );
  1650. }
  1651. // custom attributes
  1652. // Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
  1653. if ( geometryGroup.__webglCustomAttributes ) {
  1654. for( a in geometryGroup.__webglCustomAttributes ) {
  1655. if( attributes[ a ] >= 0 ) {
  1656. attribute = geometryGroup.__webglCustomAttributes[ a ];
  1657. _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
  1658. _gl.vertexAttribPointer( attributes[ a ], attribute.size, _gl.FLOAT, false, 0, 0 );
  1659. }
  1660. }
  1661. }
  1662. /* if ( material.attributes ) {
  1663. for( a in material.attributes ) {
  1664. if( attributes[ a ] !== undefined && attributes[ a ] >= 0 ) {
  1665. attribute = material.attributes[ a ];
  1666. if( attribute.buffer ) {
  1667. _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
  1668. _gl.vertexAttribPointer( attributes[ a ], attribute.size, _gl.FLOAT, false, 0, 0 );
  1669. }
  1670. }
  1671. }
  1672. }*/
  1673. // colors
  1674. if ( attributes.color >= 0 ) {
  1675. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1676. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  1677. }
  1678. // normals
  1679. if ( attributes.normal >= 0 ) {
  1680. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1681. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1682. }
  1683. // tangents
  1684. if ( attributes.tangent >= 0 ) {
  1685. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1686. _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
  1687. }
  1688. // uvs
  1689. if ( attributes.uv >= 0 ) {
  1690. if ( geometryGroup.__webglUVBuffer ) {
  1691. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1692. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  1693. _gl.enableVertexAttribArray( attributes.uv );
  1694. } else {
  1695. _gl.disableVertexAttribArray( attributes.uv );
  1696. }
  1697. }
  1698. if ( attributes.uv2 >= 0 ) {
  1699. if ( geometryGroup.__webglUV2Buffer ) {
  1700. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1701. _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
  1702. _gl.enableVertexAttribArray( attributes.uv2 );
  1703. } else {
  1704. _gl.disableVertexAttribArray( attributes.uv2 );
  1705. }
  1706. }
  1707. if ( material.skinning &&
  1708. attributes.skinVertexA >= 0 && attributes.skinVertexB >= 0 &&
  1709. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  1710. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
  1711. _gl.vertexAttribPointer( attributes.skinVertexA, 4, _gl.FLOAT, false, 0, 0 );
  1712. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
  1713. _gl.vertexAttribPointer( attributes.skinVertexB, 4, _gl.FLOAT, false, 0, 0 );
  1714. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1715. _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
  1716. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1717. _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
  1718. }
  1719. // render mesh
  1720. if ( object instanceof THREE.Mesh ) {
  1721. // wireframe
  1722. if ( material.wireframe ) {
  1723. _gl.lineWidth( material.wireframeLinewidth );
  1724. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1725. _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, _gl.UNSIGNED_SHORT, 0 );
  1726. // triangles
  1727. } else {
  1728. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1729. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
  1730. }
  1731. _this.data.vertices += geometryGroup.__webglFaceCount;
  1732. _this.data.faces += geometryGroup.__webglFaceCount / 3;
  1733. _this.data.drawCalls ++;
  1734. // render lines
  1735. } else if ( object instanceof THREE.Line ) {
  1736. primitives = ( object.type == THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  1737. _gl.lineWidth( material.linewidth );
  1738. _gl.drawArrays( primitives, 0, geometryGroup.__webglLineCount );
  1739. _this.data.drawCalls ++;
  1740. // render particles
  1741. } else if ( object instanceof THREE.ParticleSystem ) {
  1742. _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
  1743. _this.data.drawCalls ++;
  1744. // render ribbon
  1745. } else if ( object instanceof THREE.Ribbon ) {
  1746. _gl.drawArrays( _gl.TRIANGLE_STRIP, 0, geometryGroup.__webglVertexCount );
  1747. _this.data.drawCalls ++;
  1748. }
  1749. };
  1750. function setupMorphTargets( material, geometryGroup, object ) {
  1751. // set base
  1752. var attributes = material.program.attributes;
  1753. if ( object.morphTargetBase !== - 1 ) {
  1754. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
  1755. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1756. } else if ( attributes.position >= 0 ) {
  1757. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1758. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1759. }
  1760. if ( object.morphTargetForcedOrder.length ) {
  1761. // set forced order
  1762. var m = 0;
  1763. var order = object.morphTargetForcedOrder;
  1764. var influences = object.morphTargetInfluences;
  1765. while ( m < material.numSupportedMorphTargets && m < order.length ) {
  1766. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
  1767. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1768. object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ]];
  1769. m ++;
  1770. }
  1771. } else {
  1772. // find most influencing
  1773. var used = [];
  1774. var candidateInfluence = - 1;
  1775. var candidate = 0;
  1776. var influences = object.morphTargetInfluences;
  1777. var i, il = influences.length;
  1778. var m = 0;
  1779. if ( object.morphTargetBase !== - 1 ) {
  1780. used[ object.morphTargetBase ] = true;
  1781. }
  1782. while ( m < material.numSupportedMorphTargets ) {
  1783. for ( i = 0; i < il; i ++ ) {
  1784. if ( !used[ i ] && influences[ i ] > candidateInfluence ) {
  1785. candidate = i;
  1786. candidateInfluence = influences[ candidate ];
  1787. }
  1788. }
  1789. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ candidate ] );
  1790. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1791. object.__webglMorphTargetInfluences[ m ] = candidateInfluence;
  1792. used[ candidate ] = 1;
  1793. candidateInfluence = -1;
  1794. m ++;
  1795. }
  1796. }
  1797. // load updated influences uniform
  1798. if( material.program.uniforms.morphTargetInfluences !== null ) {
  1799. _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
  1800. }
  1801. }
  1802. function renderBufferImmediate( object, program, shading ) {
  1803. if ( ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
  1804. if ( ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
  1805. if ( object.hasPos ) {
  1806. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
  1807. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  1808. _gl.enableVertexAttribArray( program.attributes.position );
  1809. _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1810. }
  1811. if ( object.hasNormal ) {
  1812. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
  1813. if ( shading == THREE.FlatShading ) {
  1814. var nx, ny, nz,
  1815. nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
  1816. normalArray,
  1817. i, il = object.count * 3;
  1818. for( i = 0; i < il; i += 9 ) {
  1819. normalArray = object.normalArray;
  1820. nax = normalArray[ i ];
  1821. nay = normalArray[ i + 1 ];
  1822. naz = normalArray[ i + 2 ];
  1823. nbx = normalArray[ i + 3 ];
  1824. nby = normalArray[ i + 4 ];
  1825. nbz = normalArray[ i + 5 ];
  1826. ncx = normalArray[ i + 6 ];
  1827. ncy = normalArray[ i + 7 ];
  1828. ncz = normalArray[ i + 8 ];
  1829. nx = ( nax + nbx + ncx ) / 3;
  1830. ny = ( nay + nby + ncy ) / 3;
  1831. nz = ( naz + nbz + ncz ) / 3;
  1832. normalArray[ i ] = nx;
  1833. normalArray[ i + 1 ] = ny;
  1834. normalArray[ i + 2 ] = nz;
  1835. normalArray[ i + 3 ] = nx;
  1836. normalArray[ i + 4 ] = ny;
  1837. normalArray[ i + 5 ] = nz;
  1838. normalArray[ i + 6 ] = nx;
  1839. normalArray[ i + 7 ] = ny;
  1840. normalArray[ i + 8 ] = nz;
  1841. }
  1842. }
  1843. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  1844. _gl.enableVertexAttribArray( program.attributes.normal );
  1845. _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1846. }
  1847. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  1848. object.count = 0;
  1849. };
  1850. function setObjectFaces( object ) {
  1851. if ( _oldDoubleSided != object.doubleSided ) {
  1852. if( object.doubleSided ) {
  1853. _gl.disable( _gl.CULL_FACE );
  1854. } else {
  1855. _gl.enable( _gl.CULL_FACE );
  1856. }
  1857. _oldDoubleSided = object.doubleSided;
  1858. }
  1859. if ( _oldFlipSided != object.flipSided ) {
  1860. if( object.flipSided ) {
  1861. _gl.frontFace( _gl.CW );
  1862. } else {
  1863. _gl.frontFace( _gl.CCW );
  1864. }
  1865. _oldFlipSided = object.flipSided;
  1866. }
  1867. };
  1868. function setDepthTest( test ) {
  1869. if ( _oldDepth != test ) {
  1870. if( test ) {
  1871. _gl.enable( _gl.DEPTH_TEST );
  1872. } else {
  1873. _gl.disable( _gl.DEPTH_TEST );
  1874. }
  1875. _oldDepth = test;
  1876. }
  1877. };
  1878. function computeFrustum( m ) {
  1879. _frustum[ 0 ].set( m.n41 - m.n11, m.n42 - m.n12, m.n43 - m.n13, m.n44 - m.n14 );
  1880. _frustum[ 1 ].set( m.n41 + m.n11, m.n42 + m.n12, m.n43 + m.n13, m.n44 + m.n14 );
  1881. _frustum[ 2 ].set( m.n41 + m.n21, m.n42 + m.n22, m.n43 + m.n23, m.n44 + m.n24 );
  1882. _frustum[ 3 ].set( m.n41 - m.n21, m.n42 - m.n22, m.n43 - m.n23, m.n44 - m.n24 );
  1883. _frustum[ 4 ].set( m.n41 - m.n31, m.n42 - m.n32, m.n43 - m.n33, m.n44 - m.n34 );
  1884. _frustum[ 5 ].set( m.n41 + m.n31, m.n42 + m.n32, m.n43 + m.n33, m.n44 + m.n34 );
  1885. var i, plane;
  1886. for ( i = 0; i < 6; i ++ ) {
  1887. plane = _frustum[ i ];
  1888. plane.divideScalar( Math.sqrt( plane.x * plane.x + plane.y * plane.y + plane.z * plane.z ) );
  1889. }
  1890. };
  1891. function isInFrustum( object ) {
  1892. var distance, matrix = object.matrixWorld,
  1893. radius = - object.geometry.boundingSphere.radius * Math.max( object.scale.x, Math.max( object.scale.y, object.scale.z ) );
  1894. for ( var i = 0; i < 6; i ++ ) {
  1895. distance = _frustum[ i ].x * matrix.n14 + _frustum[ i ].y * matrix.n24 + _frustum[ i ].z * matrix.n34 + _frustum[ i ].w;
  1896. if ( distance <= radius ) return false;
  1897. }
  1898. return true;
  1899. };
  1900. function addToFixedArray( where, what ) {
  1901. where.list[ where.count ] = what;
  1902. where.count += 1;
  1903. };
  1904. function unrollImmediateBufferMaterials( globject ) {
  1905. var i, l, m, ml, material,
  1906. object = globject.object,
  1907. opaque = globject.opaque,
  1908. transparent = globject.transparent;
  1909. transparent.count = 0;
  1910. opaque.count = 0;
  1911. for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
  1912. material = object.materials[ m ];
  1913. material.transparent ? addToFixedArray( transparent, material ) : addToFixedArray( opaque, material );
  1914. }
  1915. };
  1916. function unrollBufferMaterials( globject ) {
  1917. var i, l, m, ml, material, meshMaterial,
  1918. object = globject.object,
  1919. buffer = globject.buffer,
  1920. opaque = globject.opaque,
  1921. transparent = globject.transparent;
  1922. transparent.count = 0;
  1923. opaque.count = 0;
  1924. for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
  1925. meshMaterial = object.materials[ m ];
  1926. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  1927. for ( i = 0, l = buffer.materials.length; i < l; i++ ) {
  1928. material = buffer.materials[ i ];
  1929. if ( material ) material.transparent ? addToFixedArray( transparent, material ) : addToFixedArray( opaque, material );
  1930. }
  1931. } else {
  1932. material = meshMaterial;
  1933. if ( material ) material.transparent ? addToFixedArray( transparent, material ) : addToFixedArray( opaque, material );
  1934. }
  1935. }
  1936. };
  1937. function painterSort( a, b ) {
  1938. return b.z - a.z;
  1939. };
  1940. this.render = function( scene, camera, renderTarget, forceClear ) {
  1941. var i, program, opaque, transparent, material,
  1942. o, ol, oil, webglObject, object, buffer,
  1943. lights = scene.lights,
  1944. fog = scene.fog;
  1945. _this.data.vertices = 0;
  1946. _this.data.faces = 0;
  1947. _this.data.drawCalls = 0;
  1948. camera.matrixAutoUpdate && camera.update( undefined, true );
  1949. scene.update( undefined, false, camera );
  1950. camera.matrixWorldInverse.flattenToArray( _viewMatrixArray );
  1951. camera.projectionMatrix.flattenToArray( _projectionMatrixArray );
  1952. _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
  1953. computeFrustum( _projScreenMatrix );
  1954. this.initWebGLObjects( scene );
  1955. setRenderTarget( renderTarget );
  1956. if ( this.autoClear || forceClear ) {
  1957. this.clear();
  1958. }
  1959. // set matrices
  1960. ol = scene.__webglObjects.length;
  1961. for ( o = 0; o < ol; o++ ) {
  1962. webglObject = scene.__webglObjects[ o ];
  1963. object = webglObject.object;
  1964. if ( object.visible ) {
  1965. if ( ! ( object instanceof THREE.Mesh ) || isInFrustum( object ) ) {
  1966. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  1967. setupMatrices( object, camera );
  1968. unrollBufferMaterials( webglObject );
  1969. webglObject.render = true;
  1970. if ( this.sortObjects ) {
  1971. _vector3.copy( object.position );
  1972. _projScreenMatrix.multiplyVector3( _vector3 );
  1973. webglObject.z = _vector3.z;
  1974. }
  1975. } else {
  1976. webglObject.render = false;
  1977. }
  1978. } else {
  1979. webglObject.render = false;
  1980. }
  1981. }
  1982. if ( this.sortObjects ) {
  1983. scene.__webglObjects.sort( painterSort );
  1984. }
  1985. oil = scene.__webglObjectsImmediate.length;
  1986. for ( o = 0; o < oil; o++ ) {
  1987. webglObject = scene.__webglObjectsImmediate[ o ];
  1988. object = webglObject.object;
  1989. if ( object.visible ) {
  1990. if( object.matrixAutoUpdate ) {
  1991. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  1992. }
  1993. setupMatrices( object, camera );
  1994. unrollImmediateBufferMaterials( webglObject );
  1995. }
  1996. }
  1997. // opaque pass
  1998. setBlending( THREE.NormalBlending );
  1999. for ( o = 0; o < ol; o ++ ) {
  2000. webglObject = scene.__webglObjects[ o ];
  2001. if ( webglObject.render ) {
  2002. object = webglObject.object;
  2003. buffer = webglObject.buffer;
  2004. opaque = webglObject.opaque;
  2005. setObjectFaces( object );
  2006. for ( i = 0; i < opaque.count; i ++ ) {
  2007. material = opaque.list[ i ];
  2008. setDepthTest( material.depthTest );
  2009. renderBuffer( camera, lights, fog, material, buffer, object );
  2010. }
  2011. }
  2012. }
  2013. // opaque pass (immediate simulator)
  2014. for ( o = 0; o < oil; o++ ) {
  2015. webglObject = scene.__webglObjectsImmediate[ o ];
  2016. object = webglObject.object;
  2017. if ( object.visible ) {
  2018. opaque = webglObject.opaque;
  2019. setObjectFaces( object );
  2020. for( i = 0; i < opaque.count; i++ ) {
  2021. material = opaque.list[ i ];
  2022. setDepthTest( material.depthTest );
  2023. program = setProgram( camera, lights, fog, material, object );
  2024. object.render( function( object ) { renderBufferImmediate( object, program, material.shading ); } );
  2025. }
  2026. }
  2027. }
  2028. // transparent pass
  2029. for ( o = 0; o < ol; o ++ ) {
  2030. webglObject = scene.__webglObjects[ o ];
  2031. if ( webglObject.render ) {
  2032. object = webglObject.object;
  2033. buffer = webglObject.buffer;
  2034. transparent = webglObject.transparent;
  2035. setObjectFaces( object );
  2036. for ( i = 0; i < transparent.count; i ++ ) {
  2037. material = transparent.list[ i ];
  2038. setBlending( material.blending );
  2039. setDepthTest( material.depthTest );
  2040. renderBuffer( camera, lights, fog, material, buffer, object );
  2041. }
  2042. }
  2043. }
  2044. // transparent pass (immediate simulator)
  2045. for ( o = 0; o < oil; o++ ) {
  2046. webglObject = scene.__webglObjectsImmediate[ o ];
  2047. object = webglObject.object;
  2048. if ( object.visible ) {
  2049. transparent = webglObject.transparent;
  2050. setObjectFaces( object );
  2051. for ( i = 0; i < transparent.count; i ++ ) {
  2052. material = transparent.list[ i ];
  2053. setBlending( material.blending );
  2054. setDepthTest( material.depthTest );
  2055. program = setProgram( camera, lights, fog, material, object );
  2056. object.render( function( object ) { renderBufferImmediate( object, program, material.shading ); } );
  2057. }
  2058. }
  2059. }
  2060. // render 2d
  2061. if ( scene.__webglSprites.length ) {
  2062. renderSprites( scene, camera );
  2063. }
  2064. // render stencil shadows
  2065. if ( _stencil && scene.__webglShadowVolumes.length && scene.lights.length ) {
  2066. renderStencilShadows( scene );
  2067. }
  2068. // render lens flares
  2069. if ( scene.__webglLensFlares.length ) {
  2070. renderLensFlares( scene, camera );
  2071. }
  2072. // Generate mipmap if we're using any kind of mipmap filtering
  2073. if ( renderTarget && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
  2074. updateRenderTargetMipmap( renderTarget );
  2075. }
  2076. //_gl.finish();
  2077. };
  2078. /*
  2079. * Stencil Shadows
  2080. * method: we're rendering the world in light, then the shadow
  2081. * volumes into the stencil and last a big darkening
  2082. * quad over the whole thing. This is not how "you're
  2083. * supposed to" do stencil shadows but is much faster
  2084. *
  2085. */
  2086. function renderStencilShadows( scene ) {
  2087. // setup stencil
  2088. _gl.enable( _gl.POLYGON_OFFSET_FILL );
  2089. _gl.polygonOffset( 0.1, 1.0 );
  2090. _gl.enable( _gl.STENCIL_TEST );
  2091. _gl.enable( _gl.DEPTH_TEST );
  2092. _gl.depthMask( false );
  2093. _gl.colorMask( false, false, false, false );
  2094. _gl.stencilFunc( _gl.ALWAYS, 1, 0xFF );
  2095. _gl.stencilOpSeparate( _gl.BACK, _gl.KEEP, _gl.INCR, _gl.KEEP );
  2096. _gl.stencilOpSeparate( _gl.FRONT, _gl.KEEP, _gl.DECR, _gl.KEEP );
  2097. // loop through all directional lights
  2098. var l, ll = scene.lights.length;
  2099. var p;
  2100. var light, lights = scene.lights;
  2101. var dirLight = [];
  2102. var object, geometryGroup, material;
  2103. var program;
  2104. var p_uniforms;
  2105. var m_uniforms;
  2106. var attributes;
  2107. var o, ol = scene.__webglShadowVolumes.length;
  2108. for ( l = 0; l < ll; l++ ) {
  2109. light = scene.lights[ l ];
  2110. if ( light instanceof THREE.DirectionalLight && light.castShadow ) {
  2111. dirLight[ 0 ] = -light.position.x;
  2112. dirLight[ 1 ] = -light.position.y;
  2113. dirLight[ 2 ] = -light.position.z;
  2114. // render all volumes
  2115. for ( o = 0; o < ol; o++ ) {
  2116. object = scene.__webglShadowVolumes[ o ].object;
  2117. geometryGroup = scene.__webglShadowVolumes[ o ].buffer;
  2118. material = object.materials[ 0 ];
  2119. if ( !material.program ) _this.initMaterial( material, lights, undefined, object );
  2120. program = material.program,
  2121. p_uniforms = program.uniforms,
  2122. m_uniforms = material.uniforms,
  2123. attributes = program.attributes;
  2124. if ( _currentProgram !== program ) {
  2125. _gl.useProgram( program );
  2126. _currentProgram = program;
  2127. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, _projectionMatrixArray );
  2128. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, _viewMatrixArray );
  2129. _gl.uniform3fv( p_uniforms.directionalLightDirection, dirLight );
  2130. }
  2131. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2132. _gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
  2133. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  2134. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  2135. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  2136. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  2137. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  2138. _gl.cullFace( _gl.FRONT );
  2139. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
  2140. _gl.cullFace( _gl.BACK );
  2141. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
  2142. }
  2143. }
  2144. }
  2145. // setup color+stencil
  2146. _gl.disable( _gl.POLYGON_OFFSET_FILL );
  2147. _gl.colorMask( true, true, true, true );
  2148. _gl.stencilFunc( _gl.NOTEQUAL, 0, 0xFF );
  2149. _gl.stencilOp( _gl.KEEP, _gl.KEEP, _gl.KEEP );
  2150. _gl.disable( _gl.DEPTH_TEST );
  2151. // draw darkening polygon
  2152. _oldBlending = -1;
  2153. _currentProgram = _stencilShadow.program;
  2154. _gl.useProgram( _stencilShadow.program );
  2155. _gl.uniformMatrix4fv( _stencilShadow.projectionLocation, false, _projectionMatrixArray );
  2156. _gl.uniform1f( _stencilShadow.darknessLocation, _stencilShadow.darkness );
  2157. _gl.bindBuffer( _gl.ARRAY_BUFFER, _stencilShadow.vertexBuffer );
  2158. _gl.vertexAttribPointer( _stencilShadow.vertexLocation, 3, _gl.FLOAT, false, 0, 0 );
  2159. _gl.enableVertexAttribArray( _stencilShadow.vertexLocation );
  2160. _gl.blendFunc( _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
  2161. _gl.blendEquation( _gl.FUNC_ADD );
  2162. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _stencilShadow.elementBuffer );
  2163. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  2164. // disable stencil
  2165. _gl.disable( _gl.STENCIL_TEST );
  2166. _gl.enable( _gl.DEPTH_TEST );
  2167. _gl.depthMask( _currentDepthMask );
  2168. }
  2169. /*
  2170. * Render sprites
  2171. *
  2172. */
  2173. function renderSprites( scene, camera ) {
  2174. var o, ol, object;
  2175. var attributes = _sprite.attributes;
  2176. var uniforms = _sprite.uniforms;
  2177. var anyCustom = false;
  2178. var invAspect = _viewportHeight / _viewportWidth;
  2179. var size, scale = [];
  2180. var screenPosition;
  2181. var halfViewportWidth = _viewportWidth * 0.5;
  2182. var halfViewportHeight = _viewportHeight * 0.5;
  2183. var mergeWith3D = true;
  2184. // setup gl
  2185. _gl.useProgram( _sprite.program );
  2186. _currentProgram = _sprite.program;
  2187. _oldBlending = -1;
  2188. if ( !_spriteAttributesEnabled ) {
  2189. _gl.enableVertexAttribArray( _sprite.attributes.position );
  2190. _gl.enableVertexAttribArray( _sprite.attributes.uv );
  2191. _spriteAttributesEnabled = true;
  2192. }
  2193. _gl.disable( _gl.CULL_FACE );
  2194. _gl.enable( _gl.BLEND );
  2195. _gl.depthMask( true );
  2196. _gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
  2197. _gl.vertexAttribPointer( attributes.position, 2, _gl.FLOAT, false, 2 * 8, 0 );
  2198. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
  2199. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );
  2200. _gl.uniformMatrix4fv( uniforms.projectionMatrix, false, _projectionMatrixArray );
  2201. _gl.activeTexture( _gl.TEXTURE0 );
  2202. _gl.uniform1i( uniforms.map, 0 );
  2203. // update positions and sort
  2204. for( o = 0, ol = scene.__webglSprites.length; o < ol; o++ ) {
  2205. object = scene.__webglSprites[ o ];
  2206. if( !object.useScreenCoordinates ) {
  2207. object._modelViewMatrix.multiplyToArray( camera.matrixWorldInverse, object.matrixWorld, object._modelViewMatrixArray );
  2208. object.z = -object._modelViewMatrix.n34;
  2209. } else {
  2210. object.z = -object.position.z;
  2211. }
  2212. }
  2213. scene.__webglSprites.sort( painterSort );
  2214. // render all non-custom shader sprites
  2215. for ( o = 0, ol = scene.__webglSprites.length; o < ol; o++ ) {
  2216. object = scene.__webglSprites[ o ];
  2217. if ( object.material === undefined ) {
  2218. if ( object.map && object.map.image && object.map.image.width ) {
  2219. if ( object.useScreenCoordinates ) {
  2220. _gl.uniform1i( uniforms.useScreenCoordinates, 1 );
  2221. _gl.uniform3f( uniforms.screenPosition, ( object.position.x - halfViewportWidth ) / halfViewportWidth,
  2222. ( halfViewportHeight - object.position.y ) / halfViewportHeight,
  2223. Math.max( 0, Math.min( 1, object.position.z )));
  2224. } else {
  2225. _gl.uniform1i( uniforms.useScreenCoordinates, 0 );
  2226. _gl.uniform1i( uniforms.affectedByDistance, object.affectedByDistance ? 1 : 0 );
  2227. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrixArray );
  2228. }
  2229. size = object.map.image.width / ( object.affectedByDistance ? 1 : _viewportHeight );
  2230. scale[ 0 ] = size * invAspect * object.scale.x;
  2231. scale[ 1 ] = size * object.scale.y;
  2232. _gl.uniform2f( uniforms.uvScale, object.uvScale.x, object.uvScale.y );
  2233. _gl.uniform2f( uniforms.uvOffset, object.uvOffset.x, object.uvOffset.y );
  2234. _gl.uniform2f( uniforms.alignment, object.alignment.x, object.alignment.y );
  2235. _gl.uniform1f( uniforms.opacity, object.opacity );
  2236. _gl.uniform1f( uniforms.rotation, object.rotation );
  2237. _gl.uniform2fv( uniforms.scale, scale );
  2238. if ( object.mergeWith3D && !mergeWith3D ) {
  2239. _gl.enable( _gl.DEPTH_TEST );
  2240. mergeWith3D = true;
  2241. } else if ( !object.mergeWith3D && mergeWith3D ) {
  2242. _gl.disable( _gl.DEPTH_TEST );
  2243. mergeWith3D = false;
  2244. }
  2245. setBlending( object.blending );
  2246. setTexture( object.map, 0 );
  2247. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  2248. }
  2249. } else {
  2250. anyCustom = true;
  2251. }
  2252. }
  2253. // loop through all custom
  2254. /*
  2255. if( anyCustom ) {
  2256. }
  2257. */
  2258. // restore gl
  2259. _gl.enable( _gl.CULL_FACE );
  2260. _gl.enable( _gl.DEPTH_TEST );
  2261. _gl.depthMask( _currentDepthMask );
  2262. }
  2263. /*
  2264. * Render lens flares
  2265. * Method: renders 16x16 0xff00ff-colored points scattered over the light source area,
  2266. * reads these back and calculates occlusion.
  2267. * Then LensFlare.updateLensFlares() is called to re-position and
  2268. * update transparency of flares. Then they are rendered.
  2269. *
  2270. */
  2271. function renderLensFlares( scene, camera ) {
  2272. var object, objectZ, geometryGroup, material;
  2273. var o, ol = scene.__webglLensFlares.length;
  2274. var f, fl, flare;
  2275. var tempPosition = new THREE.Vector3();
  2276. var invAspect = _viewportHeight / _viewportWidth;
  2277. var halfViewportWidth = _viewportWidth * 0.5;
  2278. var halfViewportHeight = _viewportHeight * 0.5;
  2279. var size = 16 / _viewportHeight;
  2280. var scale = [ size * invAspect, size ];
  2281. var screenPosition = [ 1, 1, 0 ];
  2282. var screenPositionPixels = [ 1, 1 ];
  2283. var sampleX, sampleY, readBackPixels = _lensFlare.readBackPixels;
  2284. var sampleMidX = 7 * 4;
  2285. var sampleMidY = 7 * 16 * 4;
  2286. var sampleIndex, visibility;
  2287. var uniforms = _lensFlare.uniforms;
  2288. var attributes = _lensFlare.attributes;
  2289. // set lensflare program and reset blending
  2290. _gl.useProgram( _lensFlare.program );
  2291. _currentProgram = _lensFlare.program;
  2292. _oldBlending = -1;
  2293. if ( ! _lensFlareAttributesEnabled ) {
  2294. _gl.enableVertexAttribArray( _lensFlare.attributes.vertex );
  2295. _gl.enableVertexAttribArray( _lensFlare.attributes.uv );
  2296. _lensFlareAttributesEnabled = true;
  2297. }
  2298. // loop through all lens flares to update their occlusion and positions
  2299. // setup gl and common used attribs/unforms
  2300. _gl.uniform1i( uniforms.occlusionMap, 0 );
  2301. _gl.uniform1i( uniforms.map, 1 );
  2302. _gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
  2303. _gl.vertexAttribPointer( attributes.vertex, 2, _gl.FLOAT, false, 2 * 8, 0 );
  2304. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
  2305. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );
  2306. _gl.disable( _gl.CULL_FACE );
  2307. _gl.depthMask( false );
  2308. _gl.activeTexture( _gl.TEXTURE0 );
  2309. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
  2310. _gl.activeTexture( _gl.TEXTURE1 );
  2311. for ( o = 0; o < ol; o ++ ) {
  2312. // calc object screen position
  2313. object = scene.__webglLensFlares[ o ].object;
  2314. tempPosition.set( object.matrixWorld.n14, object.matrixWorld.n24, object.matrixWorld.n34 );
  2315. camera.matrixWorldInverse.multiplyVector3( tempPosition );
  2316. objectZ = tempPosition.z;
  2317. camera.projectionMatrix.multiplyVector3( tempPosition );
  2318. // setup arrays for gl programs
  2319. screenPosition[ 0 ] = tempPosition.x;
  2320. screenPosition[ 1 ] = tempPosition.y;
  2321. screenPosition[ 2 ] = tempPosition.z;
  2322. screenPositionPixels[ 0 ] = screenPosition[ 0 ] * halfViewportWidth + halfViewportWidth;
  2323. screenPositionPixels[ 1 ] = screenPosition[ 1 ] * halfViewportHeight + halfViewportHeight;
  2324. // screen cull
  2325. if ( _lensFlare.hasVertexTexture || ( screenPositionPixels[ 0 ] > 0 &&
  2326. screenPositionPixels[ 0 ] < _viewportWidth &&
  2327. screenPositionPixels[ 1 ] > 0 &&
  2328. screenPositionPixels[ 1 ] < _viewportHeight )) {
  2329. // save current RGB to temp texture
  2330. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
  2331. _gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, screenPositionPixels[ 0 ] - 8, screenPositionPixels[ 1 ] - 8, 16, 16, 0 );
  2332. // render pink quad
  2333. _gl.uniform1i( uniforms.renderType, 0 );
  2334. _gl.uniform2fv( uniforms.scale, scale );
  2335. _gl.uniform3fv( uniforms.screenPosition, screenPosition );
  2336. _gl.disable( _gl.BLEND );
  2337. _gl.enable( _gl.DEPTH_TEST );
  2338. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  2339. // copy result to occlusionMap
  2340. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
  2341. _gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, screenPositionPixels[ 0 ] - 8, screenPositionPixels[ 1 ] - 8, 16, 16, 0 );
  2342. // restore graphics
  2343. _gl.uniform1i( uniforms.renderType, 1 );
  2344. _gl.disable( _gl.DEPTH_TEST );
  2345. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
  2346. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  2347. // update object positions
  2348. object.positionScreen.x = screenPosition[ 0 ];
  2349. object.positionScreen.y = screenPosition[ 1 ];
  2350. object.positionScreen.z = screenPosition[ 2 ];
  2351. if ( object.customUpdateCallback ) {
  2352. object.customUpdateCallback( object );
  2353. } else {
  2354. object.updateLensFlares();
  2355. }
  2356. // render flares
  2357. _gl.uniform1i( uniforms.renderType, 2 );
  2358. _gl.enable( _gl.BLEND );
  2359. for ( f = 0, fl = object.lensFlares.length; f < fl; f ++ ) {
  2360. flare = object.lensFlares[ f ];
  2361. if ( flare.opacity > 0.001 && flare.scale > 0.001 ) {
  2362. screenPosition[ 0 ] = flare.x;
  2363. screenPosition[ 1 ] = flare.y;
  2364. screenPosition[ 2 ] = flare.z;
  2365. size = flare.size * flare.scale / _viewportHeight;
  2366. scale[ 0 ] = size * invAspect;
  2367. scale[ 1 ] = size;
  2368. _gl.uniform3fv( uniforms.screenPosition, screenPosition );
  2369. _gl.uniform2fv( uniforms.scale, scale );
  2370. _gl.uniform1f( uniforms.rotation, flare.rotation );
  2371. _gl.uniform1f( uniforms.opacity, flare.opacity );
  2372. setBlending( flare.blending );
  2373. setTexture( flare.texture, 1 );
  2374. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  2375. }
  2376. }
  2377. }
  2378. }
  2379. // restore gl
  2380. _gl.enable( _gl.CULL_FACE );
  2381. _gl.enable( _gl.DEPTH_TEST );
  2382. _gl.depthMask( _currentDepthMask );
  2383. };
  2384. function setupMatrices( object, camera ) {
  2385. object._modelViewMatrix.multiplyToArray( camera.matrixWorldInverse, object.matrixWorld, object._modelViewMatrixArray );
  2386. THREE.Matrix4.makeInvert3x3( object._modelViewMatrix ).transposeIntoArray( object._normalMatrixArray );
  2387. };
  2388. this.initWebGLObjects = function ( scene ) {
  2389. if ( !scene.__webglObjects ) {
  2390. scene.__webglObjects = [];
  2391. scene.__webglObjectsImmediate = [];
  2392. scene.__webglShadowVolumes = [];
  2393. scene.__webglLensFlares = [];
  2394. scene.__webglSprites = [];
  2395. }
  2396. while ( scene.__objectsAdded.length ) {
  2397. addObject( scene.__objectsAdded[ 0 ], scene );
  2398. scene.__objectsAdded.splice( 0, 1 );
  2399. }
  2400. while ( scene.__objectsRemoved.length ) {
  2401. removeObject( scene.__objectsRemoved[ 0 ], scene );
  2402. scene.__objectsRemoved.splice( 0, 1 );
  2403. }
  2404. // update must be called after objects adding / removal
  2405. for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {
  2406. updateObject( scene.__webglObjects[ o ].object, scene );
  2407. }
  2408. for ( var o = 0, ol = scene.__webglShadowVolumes.length; o < ol; o ++ ) {
  2409. updateObject( scene.__webglShadowVolumes[ o ].object, scene );
  2410. }
  2411. for ( var o = 0, ol = scene.__webglLensFlares.length; o < ol; o ++ ) {
  2412. updateObject( scene.__webglLensFlares[ o ].object, scene );
  2413. }
  2414. /*
  2415. for ( var o = 0, ol = scene.__webglSprites.length; o < ol; o ++ ) {
  2416. updateObject( scene.__webglSprites[ o ].object, scene );
  2417. }
  2418. */
  2419. };
  2420. function addObject( object, scene ) {
  2421. var g, geometry, geometryGroup;
  2422. if ( object._modelViewMatrix == undefined ) {
  2423. object._modelViewMatrix = new THREE.Matrix4();
  2424. object._normalMatrixArray = new Float32Array( 9 );
  2425. object._modelViewMatrixArray = new Float32Array( 16 );
  2426. object._objectMatrixArray = new Float32Array( 16 );
  2427. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2428. }
  2429. if ( object instanceof THREE.Mesh ) {
  2430. geometry = object.geometry;
  2431. if ( geometry.geometryGroups == undefined ) {
  2432. sortFacesByMaterial( geometry );
  2433. }
  2434. // create separate VBOs per geometry chunk
  2435. for ( g in geometry.geometryGroups ) {
  2436. geometryGroup = geometry.geometryGroups[ g ];
  2437. // initialise VBO on the first access
  2438. if ( ! geometryGroup.__webglVertexBuffer ) {
  2439. createMeshBuffers( geometryGroup );
  2440. initMeshBuffers( geometryGroup, object );
  2441. geometry.__dirtyVertices = true;
  2442. geometry.__dirtyMorphTargets = true;
  2443. geometry.__dirtyElements = true;
  2444. geometry.__dirtyUvs = true;
  2445. geometry.__dirtyNormals = true;
  2446. geometry.__dirtyTangents = true;
  2447. geometry.__dirtyColors = true;
  2448. }
  2449. // create separate wrapper per each use of VBO
  2450. if ( object instanceof THREE.ShadowVolume ) {
  2451. addBuffer( scene.__webglShadowVolumes, geometryGroup, object );
  2452. } else {
  2453. addBuffer( scene.__webglObjects, geometryGroup, object );
  2454. }
  2455. }
  2456. } else if ( object instanceof THREE.LensFlare ) {
  2457. addBuffer( scene.__webglLensFlares, undefined, object );
  2458. } else if ( object instanceof THREE.Ribbon ) {
  2459. geometry = object.geometry;
  2460. if( ! geometry.__webglVertexBuffer ) {
  2461. createRibbonBuffers( geometry );
  2462. initRibbonBuffers( geometry );
  2463. geometry.__dirtyVertices = true;
  2464. geometry.__dirtyColors = true;
  2465. }
  2466. addBuffer( scene.__webglObjects, geometry, object );
  2467. } else if ( object instanceof THREE.Line ) {
  2468. geometry = object.geometry;
  2469. if( ! geometry.__webglVertexBuffer ) {
  2470. createLineBuffers( geometry );
  2471. initLineBuffers( geometry );
  2472. geometry.__dirtyVertices = true;
  2473. geometry.__dirtyColors = true;
  2474. }
  2475. addBuffer( scene.__webglObjects, geometry, object );
  2476. } else if ( object instanceof THREE.ParticleSystem ) {
  2477. geometry = object.geometry;
  2478. if ( ! geometry.__webglVertexBuffer ) {
  2479. createParticleBuffers( geometry );
  2480. initParticleBuffers( geometry );
  2481. geometry.__dirtyVertices = true;
  2482. geometry.__dirtyColors = true;
  2483. }
  2484. addBuffer( scene.__webglObjects, geometry, object );
  2485. } else if ( THREE.MarchingCubes !== undefined && object instanceof THREE.MarchingCubes ) {
  2486. addBufferImmediate( scene.__webglObjectsImmediate, object );
  2487. } else if ( object instanceof THREE.Sprite ) {
  2488. scene.__webglSprites.push( object );
  2489. }
  2490. /*else if ( object instanceof THREE.Particle ) {
  2491. }*/
  2492. };
  2493. function updateObject( object, scene ) {
  2494. var g, geometry, geometryGroup, a, customAttributeDirty;
  2495. if ( object instanceof THREE.Mesh ) {
  2496. geometry = object.geometry;
  2497. // check all geometry groups
  2498. for ( g in geometry.geometryGroups ) {
  2499. geometryGroup = geometry.geometryGroups[ g ];
  2500. customAttributeDirty = false;
  2501. for ( a in geometryGroup.__webglCustomAttributes ) {
  2502. if( geometryGroup.__webglCustomAttributes[ a ].needsUpdate ) {
  2503. customAttributeDirty = true;
  2504. break;
  2505. }
  2506. }
  2507. if ( geometry.__dirtyVertices || geometry.__dirtyMorphTargets || geometry.__dirtyElements ||
  2508. geometry.__dirtyUvs || geometry.__dirtyNormals ||
  2509. geometry.__dirtyColors || geometry.__dirtyTangents || customAttributeDirty ) {
  2510. setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW );
  2511. }
  2512. }
  2513. geometry.__dirtyVertices = false;
  2514. geometry.__dirtyMorphTargets = false;
  2515. geometry.__dirtyElements = false;
  2516. geometry.__dirtyUvs = false;
  2517. geometry.__dirtyNormals = false;
  2518. geometry.__dirtyTangents = false;
  2519. geometry.__dirtyColors = false;
  2520. } else if ( object instanceof THREE.Ribbon ) {
  2521. geometry = object.geometry;
  2522. if( geometry.__dirtyVertices || geometry.__dirtyColors ) {
  2523. setRibbonBuffers( geometry, _gl.DYNAMIC_DRAW );
  2524. }
  2525. geometry.__dirtyVertices = false;
  2526. geometry.__dirtyColors = false;
  2527. } else if ( object instanceof THREE.Line ) {
  2528. geometry = object.geometry;
  2529. if( geometry.__dirtyVertices || geometry.__dirtyColors ) {
  2530. setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
  2531. }
  2532. geometry.__dirtyVertices = false;
  2533. geometry.__dirtyColors = false;
  2534. } else if ( object instanceof THREE.ParticleSystem ) {
  2535. geometry = object.geometry;
  2536. if ( geometry.__dirtyVertices || geometry.__dirtyColors || object.sortParticles ) {
  2537. setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
  2538. }
  2539. geometry.__dirtyVertices = false;
  2540. geometry.__dirtyColors = false;
  2541. }/* else if ( THREE.MarchingCubes !== undefined && object instanceof THREE.MarchingCubes ) {
  2542. // it updates itself in render callback
  2543. } else if ( object instanceof THREE.Particle ) {
  2544. }*/
  2545. /*
  2546. delete geometry.vertices;
  2547. delete geometry.faces;
  2548. delete geometryGroup.faces;
  2549. */
  2550. };
  2551. function removeObject( object, scene ) {
  2552. var o, ol, zobject;
  2553. if ( object instanceof THREE.Mesh ) {
  2554. for ( o = scene.__webglObjects.length - 1; o >= 0; o -- ) {
  2555. zobject = scene.__webglObjects[ o ].object;
  2556. if ( object == zobject ) {
  2557. scene.__webglObjects.splice( o, 1 );
  2558. return;
  2559. }
  2560. }
  2561. } else if ( object instanceof THREE.Sprite ) {
  2562. for ( o = scene.__webglSprites.length - 1; o >= 0; o -- ) {
  2563. zobject = scene.__webglSprites[ o ];
  2564. if ( object == zobject ) {
  2565. scene.__webglSprites.splice( o, 1 );
  2566. return;
  2567. }
  2568. }
  2569. }
  2570. // add shadows, etc
  2571. };
  2572. function sortFacesByMaterial( geometry ) {
  2573. // TODO
  2574. // Should optimize by grouping faces with ColorFill / ColorStroke materials
  2575. // which could then use vertex color attributes instead of each being
  2576. // in its separate VBO
  2577. var i, l, f, fl, face, material, materials, vertices, mhash, ghash, hash_map = {};
  2578. var numMorphTargets = geometry.morphTargets !== undefined ? geometry.morphTargets.length : 0;
  2579. geometry.geometryGroups = {};
  2580. function materialHash( material ) {
  2581. var hash_array = [];
  2582. for ( i = 0, l = material.length; i < l; i++ ) {
  2583. if ( material[ i ] == undefined ) {
  2584. hash_array.push( "undefined" );
  2585. } else {
  2586. hash_array.push( material[ i ].id );
  2587. }
  2588. }
  2589. return hash_array.join( '_' );
  2590. }
  2591. for ( f = 0, fl = geometry.faces.length; f < fl; f++ ) {
  2592. face = geometry.faces[ f ];
  2593. materials = face.materials;
  2594. mhash = materialHash( materials );
  2595. if ( hash_map[ mhash ] == undefined ) {
  2596. hash_map[ mhash ] = { 'hash': mhash, 'counter': 0 };
  2597. }
  2598. ghash = hash_map[ mhash ].hash + '_' + hash_map[ mhash ].counter;
  2599. if ( geometry.geometryGroups[ ghash ] == undefined ) {
  2600. geometry.geometryGroups[ ghash ] = { 'faces': [], 'materials': materials, 'vertices': 0, 'numMorphTargets': numMorphTargets };
  2601. }
  2602. vertices = face instanceof THREE.Face3 ? 3 : 4;
  2603. if ( geometry.geometryGroups[ ghash ].vertices + vertices > 65535 ) {
  2604. hash_map[ mhash ].counter += 1;
  2605. ghash = hash_map[ mhash ].hash + '_' + hash_map[ mhash ].counter;
  2606. if ( geometry.geometryGroups[ ghash ] == undefined ) {
  2607. geometry.geometryGroups[ ghash ] = { 'faces': [], 'materials': materials, 'vertices': 0, 'numMorphTargets': numMorphTargets };
  2608. }
  2609. }
  2610. geometry.geometryGroups[ ghash ].faces.push( f );
  2611. geometry.geometryGroups[ ghash ].vertices += vertices;
  2612. }
  2613. };
  2614. function addBuffer( objlist, buffer, object ) {
  2615. objlist.push( {
  2616. buffer: buffer, object: object,
  2617. opaque: { list: [], count: 0 },
  2618. transparent: { list: [], count: 0 }
  2619. } );
  2620. };
  2621. function addBufferImmediate( objlist, object ) {
  2622. objlist.push( {
  2623. object: object,
  2624. opaque: { list: [], count: 0 },
  2625. transparent: { list: [], count: 0 }
  2626. } );
  2627. };
  2628. this.setFaceCulling = function ( cullFace, frontFace ) {
  2629. if ( cullFace ) {
  2630. if ( !frontFace || frontFace == "ccw" ) {
  2631. _gl.frontFace( _gl.CCW );
  2632. } else {
  2633. _gl.frontFace( _gl.CW );
  2634. }
  2635. if( cullFace == "back" ) {
  2636. _gl.cullFace( _gl.BACK );
  2637. } else if( cullFace == "front" ) {
  2638. _gl.cullFace( _gl.FRONT );
  2639. } else {
  2640. _gl.cullFace( _gl.FRONT_AND_BACK );
  2641. }
  2642. _gl.enable( _gl.CULL_FACE );
  2643. } else {
  2644. _gl.disable( _gl.CULL_FACE );
  2645. }
  2646. };
  2647. this.supportsVertexTextures = function () {
  2648. return _supportsVertexTextures;
  2649. };
  2650. function maxVertexTextures() {
  2651. return _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
  2652. };
  2653. function buildProgram( shaderID, fragmentShader, vertexShader, uniforms, attributes, parameters ) {
  2654. var p, pl, program, code;
  2655. var chunks = [];
  2656. // Generate code
  2657. if ( shaderID ) {
  2658. chunks.push( shaderID );
  2659. } else {
  2660. chunks.push( fragmentShader );
  2661. chunks.push( vertexShader );
  2662. }
  2663. for ( p in parameters ) {
  2664. chunks.push( p );
  2665. chunks.push( parameters[ p ] );
  2666. }
  2667. code = chunks.join();
  2668. // Check if code has been already compiled
  2669. for ( p = 0, pl = _programs.length; p < pl; p ++ ) {
  2670. if ( _programs[ p ].code == code ) {
  2671. // console.log( "Code already compiled." /*: \n\n" + code*/ );
  2672. return _programs[ p ].program;
  2673. }
  2674. }
  2675. //console.log( "building new program " );
  2676. //
  2677. program = _gl.createProgram(),
  2678. prefix_fragment = [
  2679. "#ifdef GL_ES",
  2680. "precision highp float;",
  2681. "#endif",
  2682. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  2683. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  2684. parameters.fog ? "#define USE_FOG" : "",
  2685. parameters.fog instanceof THREE.FogExp2 ? "#define FOG_EXP2" : "",
  2686. parameters.map ? "#define USE_MAP" : "",
  2687. parameters.envMap ? "#define USE_ENVMAP" : "",
  2688. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  2689. parameters.vertexColors ? "#define USE_COLOR" : "",
  2690. "uniform mat4 viewMatrix;",
  2691. "uniform vec3 cameraPosition;",
  2692. ""
  2693. ].join("\n"),
  2694. prefix_vertex = [
  2695. _supportsVertexTextures ? "#define VERTEX_TEXTURES" : "",
  2696. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  2697. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  2698. "#define MAX_BONES " + parameters.maxBones,
  2699. parameters.map ? "#define USE_MAP" : "",
  2700. parameters.envMap ? "#define USE_ENVMAP" : "",
  2701. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  2702. parameters.vertexColors ? "#define USE_COLOR" : "",
  2703. parameters.skinning ? "#define USE_SKINNING" : "",
  2704. parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
  2705. parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",
  2706. "uniform mat4 objectMatrix;",
  2707. "uniform mat4 modelViewMatrix;",
  2708. "uniform mat4 projectionMatrix;",
  2709. "uniform mat4 viewMatrix;",
  2710. "uniform mat3 normalMatrix;",
  2711. "uniform vec3 cameraPosition;",
  2712. "uniform mat4 cameraInverseMatrix;",
  2713. "attribute vec3 position;",
  2714. "attribute vec3 normal;",
  2715. "attribute vec2 uv;",
  2716. "attribute vec2 uv2;",
  2717. "#ifdef USE_COLOR",
  2718. "attribute vec3 color;",
  2719. "#endif",
  2720. "#ifdef USE_MORPHTARGETS",
  2721. "attribute vec3 morphTarget0;",
  2722. "attribute vec3 morphTarget1;",
  2723. "attribute vec3 morphTarget2;",
  2724. "attribute vec3 morphTarget3;",
  2725. "attribute vec3 morphTarget4;",
  2726. "attribute vec3 morphTarget5;",
  2727. "attribute vec3 morphTarget6;",
  2728. "attribute vec3 morphTarget7;",
  2729. "#endif",
  2730. "#ifdef USE_SKINNING",
  2731. "attribute vec4 skinVertexA;",
  2732. "attribute vec4 skinVertexB;",
  2733. "attribute vec4 skinIndex;",
  2734. "attribute vec4 skinWeight;",
  2735. "#endif",
  2736. ""
  2737. ].join("\n");
  2738. _gl.attachShader( program, getShader( "fragment", prefix_fragment + fragmentShader ) );
  2739. _gl.attachShader( program, getShader( "vertex", prefix_vertex + vertexShader ) );
  2740. _gl.linkProgram( program );
  2741. if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
  2742. console.error( "Could not initialise shader\n" + "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );
  2743. }
  2744. //console.log( prefix_fragment + fragmentShader );
  2745. //console.log( prefix_vertex + vertexShader );
  2746. program.uniforms = {};
  2747. program.attributes = {};
  2748. var identifiers, u, a, i;
  2749. // cache uniform locations
  2750. identifiers = [
  2751. 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'objectMatrix', 'cameraPosition',
  2752. 'cameraInverseMatrix', 'boneGlobalMatrices', 'morphTargetInfluences'
  2753. ];
  2754. for ( u in uniforms ) {
  2755. identifiers.push( u );
  2756. }
  2757. cacheUniformLocations( program, identifiers );
  2758. // cache attributes locations
  2759. identifiers = [
  2760. "position", "normal", "uv", "uv2", "tangent", "color",
  2761. "skinVertexA", "skinVertexB", "skinIndex", "skinWeight"
  2762. ];
  2763. for ( i = 0; i < parameters.maxMorphTargets; i++ ) {
  2764. identifiers.push( "morphTarget" + i );
  2765. }
  2766. for ( a in attributes ) {
  2767. identifiers.push( a );
  2768. }
  2769. cacheAttributeLocations( program, identifiers );
  2770. _programs.push( { program: program, code: code } );
  2771. return program;
  2772. };
  2773. function loadUniformsSkinning( uniforms, object ) {
  2774. _gl.uniformMatrix4fv( uniforms.cameraInverseMatrix, false, _viewMatrixArray );
  2775. _gl.uniformMatrix4fv( uniforms.boneGlobalMatrices, false, object.boneMatrices );
  2776. };
  2777. function loadUniformsMatrices( uniforms, object ) {
  2778. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrixArray );
  2779. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrixArray );
  2780. };
  2781. function loadUniformsGeneric( program, uniforms ) {
  2782. var u, uniform, value, type, location, texture;
  2783. for( u in uniforms ) {
  2784. location = program.uniforms[u];
  2785. if ( !location ) continue;
  2786. uniform = uniforms[u];
  2787. type = uniform.type;
  2788. value = uniform.value;
  2789. if( type == "i" ) {
  2790. _gl.uniform1i( location, value );
  2791. } else if( type == "f" ) {
  2792. _gl.uniform1f( location, value );
  2793. } else if( type == "fv1" ) {
  2794. _gl.uniform1fv( location, value );
  2795. } else if( type == "fv" ) {
  2796. _gl.uniform3fv( location, value );
  2797. } else if( type == "v2" ) {
  2798. _gl.uniform2f( location, value.x, value.y );
  2799. } else if( type == "v3" ) {
  2800. _gl.uniform3f( location, value.x, value.y, value.z );
  2801. } else if( type == "v4" ) {
  2802. _gl.uniform4f( location, value.x, value.y, value.z, value.w );
  2803. } else if( type == "c" ) {
  2804. _gl.uniform3f( location, value.r, value.g, value.b );
  2805. } else if( type == "t" ) {
  2806. _gl.uniform1i( location, value );
  2807. texture = uniform.texture;
  2808. if ( !texture ) continue;
  2809. if ( texture.image instanceof Array && texture.image.length == 6 ) {
  2810. setCubeTexture( texture, value );
  2811. } else {
  2812. setTexture( texture, value );
  2813. }
  2814. }
  2815. }
  2816. };
  2817. function setBlending( blending ) {
  2818. if ( blending != _oldBlending ) {
  2819. switch ( blending ) {
  2820. case THREE.AdditiveBlending:
  2821. _gl.blendEquation( _gl.FUNC_ADD );
  2822. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
  2823. break;
  2824. case THREE.SubtractiveBlending:
  2825. // TODO: Find blendFuncSeparate() combination
  2826. _gl.blendEquation( _gl.FUNC_ADD );
  2827. _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
  2828. break;
  2829. case THREE.MultiplyBlending:
  2830. // TODO: Find blendFuncSeparate() combination
  2831. _gl.blendEquation( _gl.FUNC_ADD );
  2832. _gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
  2833. break;
  2834. default:
  2835. _gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
  2836. _gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
  2837. break;
  2838. }
  2839. _oldBlending = blending;
  2840. }
  2841. };
  2842. function setTextureParameters( textureType, texture, image ) {
  2843. if ( isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ) ) {
  2844. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  2845. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  2846. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  2847. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  2848. _gl.generateMipmap( textureType );
  2849. } else {
  2850. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  2851. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  2852. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  2853. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  2854. }
  2855. };
  2856. function setTexture( texture, slot ) {
  2857. /*
  2858. if ( texture.needsUpdate ) {
  2859. if ( !texture.__webglInit ) {
  2860. texture.__webglTexture = _gl.createTexture();
  2861. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  2862. _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image );
  2863. texture.__webglInit = true;
  2864. } else {
  2865. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  2866. // _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image );
  2867. _gl.texSubImage2D( _gl.TEXTURE_2D, 0, 0, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image );
  2868. }
  2869. setTextureParameters( _gl.TEXTURE_2D, texture, texture.image );
  2870. _gl.bindTexture( _gl.TEXTURE_2D, null );
  2871. texture.needsUpdate = false;
  2872. }
  2873. _gl.activeTexture( _gl.TEXTURE0 + slot );
  2874. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  2875. */
  2876. if ( texture.needsUpdate ) {
  2877. if ( texture.__webglTexture ) {
  2878. texture.__webglTexture = _gl.deleteTexture( texture.__webglTexture );
  2879. }
  2880. texture.__webglTexture = _gl.createTexture();
  2881. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  2882. _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image );
  2883. setTextureParameters( _gl.TEXTURE_2D, texture, texture.image );
  2884. _gl.bindTexture( _gl.TEXTURE_2D, null );
  2885. texture.needsUpdate = false;
  2886. }
  2887. _gl.activeTexture( _gl.TEXTURE0 + slot );
  2888. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  2889. };
  2890. function setCubeTexture( texture, slot ) {
  2891. if ( texture.image.length == 6 ) {
  2892. if ( texture.needsUpdate ) {
  2893. if ( !texture.__webglInit ) {
  2894. texture.image.__webglTextureCube = _gl.createTexture();
  2895. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  2896. for ( var i = 0; i < 6; ++i ) {
  2897. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image[ i ] );
  2898. }
  2899. texture.__webglInit = true;
  2900. } else {
  2901. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  2902. for ( var i = 0; i < 6; ++i ) {
  2903. // _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image[ i ] );
  2904. _gl.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image[ i ] );
  2905. }
  2906. }
  2907. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, texture.image[0] );
  2908. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  2909. texture.needsUpdate = false;
  2910. }
  2911. _gl.activeTexture( _gl.TEXTURE0 + slot );
  2912. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  2913. }
  2914. };
  2915. function setRenderTarget( renderTexture ) {
  2916. if ( renderTexture && !renderTexture.__webglFramebuffer ) {
  2917. if( renderTexture.depthBuffer === undefined ) renderTexture.depthBuffer = true;
  2918. if( renderTexture.stencilBuffer === undefined ) renderTexture.stencilBuffer = true;
  2919. renderTexture.__webglFramebuffer = _gl.createFramebuffer();
  2920. renderTexture.__webglRenderbuffer = _gl.createRenderbuffer();
  2921. renderTexture.__webglTexture = _gl.createTexture();
  2922. // Setup texture
  2923. _gl.bindTexture( _gl.TEXTURE_2D, renderTexture.__webglTexture );
  2924. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, paramThreeToGL( renderTexture.wrapS ) );
  2925. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, paramThreeToGL( renderTexture.wrapT ) );
  2926. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( renderTexture.magFilter ) );
  2927. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( renderTexture.minFilter ) );
  2928. _gl.texImage2D( _gl.TEXTURE_2D, 0, paramThreeToGL( renderTexture.format ), renderTexture.width, renderTexture.height, 0, paramThreeToGL( renderTexture.format ), paramThreeToGL( renderTexture.type ), null );
  2929. // Setup render and frame buffer
  2930. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderTexture.__webglRenderbuffer );
  2931. _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTexture.__webglFramebuffer );
  2932. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, renderTexture.__webglTexture, 0 );
  2933. if ( renderTexture.depthBuffer && !renderTexture.stencilBuffer ) {
  2934. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTexture.width, renderTexture.height );
  2935. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTexture.__webglRenderbuffer );
  2936. /* For some reason this is not working. Defaulting to RGBA4.
  2937. } else if( !renderTexture.depthBuffer && renderTexture.stencilBuffer ) {
  2938. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTexture.width, renderTexture.height );
  2939. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTexture.__webglRenderbuffer );
  2940. */
  2941. } else if( renderTexture.depthBuffer && renderTexture.stencilBuffer ) {
  2942. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTexture.width, renderTexture.height );
  2943. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTexture.__webglRenderbuffer );
  2944. } else {
  2945. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTexture.width, renderTexture.height );
  2946. }
  2947. // Release everything
  2948. _gl.bindTexture( _gl.TEXTURE_2D, null );
  2949. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  2950. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null);
  2951. }
  2952. var framebuffer, width, height;
  2953. if ( renderTexture ) {
  2954. framebuffer = renderTexture.__webglFramebuffer;
  2955. width = renderTexture.width;
  2956. height = renderTexture.height;
  2957. } else {
  2958. framebuffer = null;
  2959. width = _viewportWidth;
  2960. height = _viewportHeight;
  2961. }
  2962. if ( framebuffer != _currentFramebuffer ) {
  2963. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  2964. _gl.viewport( _viewportX, _viewportY, width, height );
  2965. _currentFramebuffer = framebuffer;
  2966. }
  2967. };
  2968. function updateRenderTargetMipmap( renderTarget ) {
  2969. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  2970. _gl.generateMipmap( _gl.TEXTURE_2D );
  2971. _gl.bindTexture( _gl.TEXTURE_2D, null );
  2972. };
  2973. function cacheUniformLocations( program, identifiers ) {
  2974. var i, l, id;
  2975. for( i = 0, l = identifiers.length; i < l; i++ ) {
  2976. id = identifiers[ i ];
  2977. program.uniforms[ id ] = _gl.getUniformLocation( program, id );
  2978. }
  2979. };
  2980. function cacheAttributeLocations( program, identifiers ) {
  2981. var i, l, id;
  2982. for( i = 0, l = identifiers.length; i < l; i++ ) {
  2983. id = identifiers[ i ];
  2984. program.attributes[ id ] = _gl.getAttribLocation( program, id );
  2985. }
  2986. };
  2987. function getShader( type, string ) {
  2988. var shader;
  2989. if ( type == "fragment" ) {
  2990. shader = _gl.createShader( _gl.FRAGMENT_SHADER );
  2991. } else if ( type == "vertex" ) {
  2992. shader = _gl.createShader( _gl.VERTEX_SHADER );
  2993. }
  2994. _gl.shaderSource( shader, string );
  2995. _gl.compileShader( shader );
  2996. if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {
  2997. console.error( _gl.getShaderInfoLog( shader ) );
  2998. console.error( string );
  2999. return null;
  3000. }
  3001. return shader;
  3002. };
  3003. // fallback filters for non-power-of-2 textures
  3004. function filterFallback( f ) {
  3005. switch ( f ) {
  3006. case THREE.NearestFilter:
  3007. case THREE.NearestMipMapNearestFilter:
  3008. case THREE.NearestMipMapLinearFilter: return _gl.NEAREST; break;
  3009. case THREE.LinearFilter:
  3010. case THREE.LinearMipMapNearestFilter:
  3011. case THREE.LinearMipMapLinearFilter:
  3012. default:
  3013. return _gl.LINEAR; break;
  3014. }
  3015. };
  3016. function paramThreeToGL( p ) {
  3017. switch ( p ) {
  3018. case THREE.RepeatWrapping: return _gl.REPEAT; break;
  3019. case THREE.ClampToEdgeWrapping: return _gl.CLAMP_TO_EDGE; break;
  3020. case THREE.MirroredRepeatWrapping: return _gl.MIRRORED_REPEAT; break;
  3021. case THREE.NearestFilter: return _gl.NEAREST; break;
  3022. case THREE.NearestMipMapNearestFilter: return _gl.NEAREST_MIPMAP_NEAREST; break;
  3023. case THREE.NearestMipMapLinearFilter: return _gl.NEAREST_MIPMAP_LINEAR; break;
  3024. case THREE.LinearFilter: return _gl.LINEAR; break;
  3025. case THREE.LinearMipMapNearestFilter: return _gl.LINEAR_MIPMAP_NEAREST; break;
  3026. case THREE.LinearMipMapLinearFilter: return _gl.LINEAR_MIPMAP_LINEAR; break;
  3027. case THREE.ByteType: return _gl.BYTE; break;
  3028. case THREE.UnsignedByteType: return _gl.UNSIGNED_BYTE; break;
  3029. case THREE.ShortType: return _gl.SHORT; break;
  3030. case THREE.UnsignedShortType: return _gl.UNSIGNED_SHORT; break;
  3031. case THREE.IntType: return _gl.INT; break;
  3032. case THREE.UnsignedShortType: return _gl.UNSIGNED_INT; break;
  3033. case THREE.FloatType: return _gl.FLOAT; break;
  3034. case THREE.AlphaFormat: return _gl.ALPHA; break;
  3035. case THREE.RGBFormat: return _gl.RGB; break;
  3036. case THREE.RGBAFormat: return _gl.RGBA; break;
  3037. case THREE.LuminanceFormat: return _gl.LUMINANCE; break;
  3038. case THREE.LuminanceAlphaFormat: return _gl.LUMINANCE_ALPHA; break;
  3039. }
  3040. return 0;
  3041. };
  3042. function isPowerOfTwo( value ) {
  3043. return ( value & ( value - 1 ) ) == 0;
  3044. };
  3045. function materialNeedsSmoothNormals( material ) {
  3046. return material && material.shading != undefined && material.shading == THREE.SmoothShading;
  3047. };
  3048. function bufferNeedsSmoothNormals( geometryGroup, object ) {
  3049. var m, ml, i, l, meshMaterial, needsSmoothNormals = false;
  3050. for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
  3051. meshMaterial = object.materials[ m ];
  3052. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  3053. for ( i = 0, l = geometryGroup.materials.length; i < l; i++ ) {
  3054. if ( materialNeedsSmoothNormals( geometryGroup.materials[ i ] ) ) {
  3055. needsSmoothNormals = true;
  3056. break;
  3057. }
  3058. }
  3059. } else {
  3060. if ( materialNeedsSmoothNormals( meshMaterial ) ) {
  3061. needsSmoothNormals = true;
  3062. break;
  3063. }
  3064. }
  3065. if ( needsSmoothNormals ) break;
  3066. }
  3067. return needsSmoothNormals;
  3068. };
  3069. function unrollGroupMaterials( geometryGroup, object ) {
  3070. var m, ml, i, il,
  3071. material, meshMaterial,
  3072. materials = [];
  3073. for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
  3074. meshMaterial = object.materials[ m ];
  3075. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  3076. for ( i = 0, l = geometryGroup.materials.length; i < l; i++ ) {
  3077. material = geometryGroup.materials[ i ];
  3078. if ( material ) {
  3079. materials.push( material );
  3080. }
  3081. }
  3082. } else {
  3083. material = meshMaterial;
  3084. if ( material ) {
  3085. materials.push( material );
  3086. }
  3087. }
  3088. }
  3089. return materials;
  3090. };
  3091. function bufferGuessVertexColorType( materials, geometryGroup, object ) {
  3092. var i, m, ml = materials.length;
  3093. // use vertexColor type from the first material in unrolled materials
  3094. for ( i = 0; i < ml; i++ ) {
  3095. m = materials[ i ];
  3096. if ( m.vertexColors ) {
  3097. return m.vertexColors;
  3098. }
  3099. }
  3100. return false;
  3101. };
  3102. function bufferGuessNormalType( materials, geometryGroup, object ) {
  3103. var i, m, ml = materials.length;
  3104. // only MeshBasicMaterial and MeshDepthMaterial don't need normals
  3105. for ( i = 0; i < ml; i++ ) {
  3106. m = materials[ i ];
  3107. if ( ( m instanceof THREE.MeshBasicMaterial && !m.envMap ) || m instanceof THREE.MeshDepthMaterial ) continue;
  3108. if ( materialNeedsSmoothNormals( m ) ) {
  3109. return THREE.SmoothShading;
  3110. } else {
  3111. return THREE.FlatShading;
  3112. }
  3113. }
  3114. return false;
  3115. };
  3116. function bufferGuessUVType( materials, geometryGroup, object ) {
  3117. var i, m, ml = materials.length;
  3118. // material must use some texture to require uvs
  3119. for ( i = 0; i < ml; i++ ) {
  3120. m = materials[ i ];
  3121. if ( m.map || m.lightMap || m instanceof THREE.MeshShaderMaterial ) {
  3122. return true;
  3123. }
  3124. }
  3125. return false;
  3126. };
  3127. function allocateBones( object ) {
  3128. // default for when object is not specified
  3129. // ( for example when prebuilding shader
  3130. // to be used with multiple objects )
  3131. //
  3132. // - leave some extra space for other uniforms
  3133. // - limit here is ANGLE's 254 max uniform vectors
  3134. // (up to 54 should be safe)
  3135. var maxBones = 50;
  3136. if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
  3137. maxBones = object.bones.length;
  3138. }
  3139. return maxBones;
  3140. };
  3141. function allocateLights( lights, maxLights ) {
  3142. var l, ll, light, dirLights, pointLights, maxDirLights, maxPointLights;
  3143. dirLights = pointLights = maxDirLights = maxPointLights = 0;
  3144. for ( l = 0, ll = lights.length; l < ll; l++ ) {
  3145. light = lights[ l ];
  3146. if ( light instanceof THREE.DirectionalLight ) dirLights++;
  3147. if ( light instanceof THREE.PointLight ) pointLights++;
  3148. }
  3149. if ( ( pointLights + dirLights ) <= maxLights ) {
  3150. maxDirLights = dirLights;
  3151. maxPointLights = pointLights;
  3152. } else {
  3153. maxDirLights = Math.ceil( maxLights * dirLights / ( pointLights + dirLights ) );
  3154. maxPointLights = maxLights - maxDirLights;
  3155. }
  3156. return { 'directional' : maxDirLights, 'point' : maxPointLights };
  3157. };
  3158. /* DEBUG
  3159. function getGLParams() {
  3160. var params = {
  3161. 'MAX_VARYING_VECTORS': _gl.getParameter( _gl.MAX_VARYING_VECTORS ),
  3162. 'MAX_VERTEX_ATTRIBS': _gl.getParameter( _gl.MAX_VERTEX_ATTRIBS ),
  3163. 'MAX_TEXTURE_IMAGE_UNITS': _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS ),
  3164. 'MAX_VERTEX_TEXTURE_IMAGE_UNITS': _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ),
  3165. 'MAX_COMBINED_TEXTURE_IMAGE_UNITS' : _gl.getParameter( _gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS ),
  3166. 'MAX_VERTEX_UNIFORM_VECTORS': _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS ),
  3167. 'MAX_FRAGMENT_UNIFORM_VECTORS': _gl.getParameter( _gl.MAX_FRAGMENT_UNIFORM_VECTORS )
  3168. }
  3169. return params;
  3170. };
  3171. function dumpObject( obj ) {
  3172. var p, str = "";
  3173. for ( p in obj ) {
  3174. str += p + ": " + obj[p] + "\n";
  3175. }
  3176. return str;
  3177. }
  3178. */
  3179. };
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