WebGLRenderer.js 145 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074107510761077107810791080108110821083108410851086108710881089109010911092109310941095109610971098109911001101110211031104110511061107110811091110111111121113111411151116111711181119112011211122112311241125112611271128112911301131113211331134113511361137113811391140114111421143114411451146114711481149115011511152115311541155115611571158115911601161116211631164116511661167116811691170117111721173117411751176117711781179118011811182118311841185118611871188118911901191119211931194119511961197119811991200120112021203120412051206120712081209121012111212121312141215121612171218121912201221122212231224122512261227122812291230123112321233123412351236123712381239124012411242124312441245124612471248124912501251125212531254125512561257125812591260126112621263126412651266126712681269127012711272127312741275127612771278127912801281128212831284128512861287128812891290129112921293129412951296129712981299130013011302130313041305130613071308130913101311131213131314131513161317131813191320132113221323132413251326132713281329133013311332133313341335133613371338133913401341134213431344134513461347134813491350135113521353135413551356135713581359136013611362136313641365136613671368136913701371137213731374137513761377137813791380138113821383138413851386138713881389139013911392139313941395139613971398139914001401140214031404140514061407140814091410141114121413141414151416141714181419142014211422142314241425142614271428142914301431143214331434143514361437143814391440144114421443144414451446144714481449145014511452145314541455145614571458145914601461146214631464146514661467146814691470147114721473147414751476147714781479148014811482148314841485148614871488148914901491149214931494149514961497149814991500150115021503150415051506150715081509151015111512151315141515151615171518151915201521152215231524152515261527152815291530153115321533153415351536153715381539154015411542154315441545154615471548154915501551155215531554155515561557155815591560156115621563156415651566156715681569157015711572157315741575157615771578157915801581158215831584158515861587158815891590159115921593159415951596159715981599160016011602160316041605160616071608160916101611161216131614161516161617161816191620162116221623162416251626162716281629163016311632163316341635163616371638163916401641164216431644164516461647164816491650165116521653165416551656165716581659166016611662166316641665166616671668166916701671167216731674167516761677167816791680168116821683168416851686168716881689169016911692169316941695169616971698169917001701170217031704170517061707170817091710171117121713171417151716171717181719172017211722172317241725172617271728172917301731173217331734173517361737173817391740174117421743174417451746174717481749175017511752175317541755175617571758175917601761176217631764176517661767176817691770177117721773177417751776177717781779178017811782178317841785178617871788178917901791179217931794179517961797179817991800180118021803180418051806180718081809181018111812181318141815181618171818181918201821182218231824182518261827182818291830183118321833183418351836183718381839184018411842184318441845184618471848184918501851185218531854185518561857185818591860186118621863186418651866186718681869187018711872187318741875187618771878187918801881188218831884188518861887188818891890189118921893189418951896189718981899190019011902190319041905190619071908190919101911191219131914191519161917191819191920192119221923192419251926192719281929193019311932193319341935193619371938193919401941194219431944194519461947194819491950195119521953195419551956195719581959196019611962196319641965196619671968196919701971197219731974197519761977197819791980198119821983198419851986198719881989199019911992199319941995199619971998199920002001200220032004200520062007200820092010201120122013201420152016201720182019202020212022202320242025202620272028202920302031203220332034203520362037203820392040204120422043204420452046204720482049205020512052205320542055205620572058205920602061206220632064206520662067206820692070207120722073207420752076207720782079208020812082208320842085208620872088208920902091209220932094209520962097209820992100210121022103210421052106210721082109211021112112211321142115211621172118211921202121212221232124212521262127212821292130213121322133213421352136213721382139214021412142214321442145214621472148214921502151215221532154215521562157215821592160216121622163216421652166216721682169217021712172217321742175217621772178217921802181218221832184218521862187218821892190219121922193219421952196219721982199220022012202220322042205220622072208220922102211221222132214221522162217221822192220222122222223222422252226222722282229223022312232223322342235223622372238223922402241224222432244224522462247224822492250225122522253225422552256225722582259226022612262226322642265226622672268226922702271227222732274227522762277227822792280228122822283228422852286228722882289229022912292229322942295229622972298229923002301230223032304230523062307230823092310231123122313231423152316231723182319232023212322232323242325232623272328232923302331233223332334233523362337233823392340234123422343234423452346234723482349235023512352235323542355235623572358235923602361236223632364236523662367236823692370237123722373237423752376237723782379238023812382238323842385238623872388238923902391239223932394239523962397239823992400240124022403240424052406240724082409241024112412241324142415241624172418241924202421242224232424242524262427242824292430243124322433243424352436243724382439244024412442244324442445244624472448244924502451245224532454245524562457245824592460246124622463246424652466246724682469247024712472247324742475247624772478247924802481248224832484248524862487248824892490249124922493249424952496249724982499250025012502250325042505250625072508250925102511251225132514251525162517251825192520252125222523252425252526252725282529253025312532253325342535253625372538253925402541254225432544254525462547254825492550255125522553255425552556255725582559256025612562256325642565256625672568256925702571257225732574257525762577257825792580258125822583258425852586258725882589259025912592259325942595259625972598259926002601260226032604260526062607260826092610261126122613261426152616261726182619262026212622262326242625262626272628262926302631263226332634263526362637263826392640264126422643264426452646264726482649265026512652265326542655265626572658265926602661266226632664266526662667266826692670267126722673267426752676267726782679268026812682268326842685268626872688268926902691269226932694269526962697269826992700270127022703270427052706270727082709271027112712271327142715271627172718271927202721272227232724272527262727272827292730273127322733273427352736273727382739274027412742274327442745274627472748274927502751275227532754275527562757275827592760276127622763276427652766276727682769277027712772277327742775277627772778277927802781278227832784278527862787278827892790279127922793279427952796279727982799280028012802280328042805280628072808280928102811281228132814281528162817281828192820282128222823282428252826282728282829283028312832283328342835283628372838283928402841284228432844284528462847284828492850285128522853285428552856285728582859286028612862286328642865286628672868286928702871287228732874287528762877287828792880288128822883288428852886288728882889289028912892289328942895289628972898289929002901290229032904290529062907290829092910291129122913291429152916291729182919292029212922292329242925292629272928292929302931293229332934293529362937293829392940294129422943294429452946294729482949295029512952295329542955295629572958295929602961296229632964296529662967296829692970297129722973297429752976297729782979298029812982298329842985298629872988298929902991299229932994299529962997299829993000300130023003300430053006300730083009301030113012301330143015301630173018301930203021302230233024302530263027302830293030303130323033303430353036303730383039304030413042304330443045304630473048304930503051305230533054305530563057305830593060306130623063306430653066306730683069307030713072307330743075307630773078307930803081308230833084308530863087308830893090309130923093309430953096309730983099310031013102310331043105310631073108310931103111311231133114311531163117311831193120312131223123312431253126312731283129313031313132313331343135313631373138313931403141314231433144314531463147314831493150315131523153315431553156315731583159316031613162316331643165316631673168316931703171317231733174317531763177317831793180318131823183318431853186318731883189319031913192319331943195319631973198319932003201320232033204320532063207320832093210321132123213321432153216321732183219322032213222322332243225322632273228322932303231323232333234323532363237323832393240324132423243324432453246324732483249325032513252325332543255325632573258325932603261326232633264326532663267326832693270327132723273327432753276327732783279328032813282328332843285328632873288328932903291329232933294329532963297329832993300330133023303330433053306330733083309331033113312331333143315331633173318331933203321332233233324332533263327332833293330333133323333333433353336333733383339334033413342334333443345334633473348334933503351335233533354335533563357335833593360336133623363336433653366336733683369337033713372337333743375337633773378337933803381338233833384338533863387338833893390339133923393339433953396339733983399340034013402340334043405340634073408340934103411341234133414341534163417341834193420342134223423342434253426342734283429343034313432343334343435343634373438343934403441344234433444344534463447344834493450345134523453345434553456345734583459346034613462346334643465346634673468346934703471347234733474347534763477347834793480348134823483348434853486348734883489349034913492349334943495349634973498349935003501350235033504350535063507350835093510351135123513351435153516351735183519352035213522352335243525352635273528352935303531353235333534353535363537353835393540354135423543354435453546354735483549355035513552355335543555355635573558355935603561356235633564356535663567356835693570357135723573357435753576357735783579358035813582358335843585358635873588358935903591359235933594359535963597359835993600360136023603360436053606360736083609361036113612361336143615361636173618361936203621362236233624362536263627362836293630363136323633363436353636363736383639364036413642364336443645364636473648364936503651365236533654365536563657365836593660366136623663366436653666366736683669367036713672367336743675367636773678367936803681368236833684368536863687368836893690369136923693369436953696369736983699370037013702370337043705370637073708370937103711371237133714371537163717371837193720372137223723372437253726372737283729373037313732373337343735373637373738373937403741374237433744374537463747374837493750375137523753375437553756375737583759376037613762376337643765376637673768376937703771377237733774377537763777377837793780378137823783378437853786378737883789379037913792379337943795379637973798379938003801380238033804380538063807380838093810381138123813381438153816381738183819382038213822382338243825382638273828382938303831383238333834383538363837383838393840384138423843384438453846384738483849385038513852385338543855385638573858385938603861386238633864386538663867386838693870387138723873387438753876387738783879388038813882388338843885388638873888388938903891389238933894389538963897389838993900390139023903390439053906390739083909391039113912391339143915391639173918391939203921392239233924392539263927392839293930393139323933393439353936393739383939394039413942394339443945394639473948394939503951395239533954395539563957395839593960396139623963396439653966396739683969397039713972397339743975397639773978397939803981398239833984398539863987398839893990399139923993399439953996399739983999400040014002400340044005400640074008400940104011401240134014401540164017401840194020402140224023402440254026402740284029403040314032403340344035403640374038403940404041404240434044404540464047404840494050405140524053405440554056405740584059406040614062406340644065406640674068406940704071407240734074407540764077407840794080408140824083408440854086408740884089409040914092409340944095409640974098409941004101410241034104410541064107410841094110411141124113411441154116411741184119412041214122412341244125412641274128412941304131413241334134413541364137413841394140414141424143414441454146414741484149415041514152415341544155415641574158415941604161416241634164416541664167416841694170417141724173417441754176417741784179418041814182418341844185418641874188418941904191419241934194419541964197419841994200420142024203420442054206420742084209421042114212421342144215421642174218421942204221422242234224422542264227422842294230423142324233423442354236423742384239424042414242424342444245424642474248424942504251425242534254425542564257425842594260426142624263426442654266426742684269427042714272427342744275427642774278427942804281428242834284428542864287428842894290429142924293429442954296429742984299430043014302430343044305430643074308430943104311431243134314431543164317431843194320432143224323432443254326432743284329433043314332433343344335433643374338433943404341434243434344434543464347434843494350435143524353435443554356435743584359436043614362436343644365436643674368436943704371437243734374437543764377437843794380438143824383438443854386438743884389439043914392439343944395439643974398439944004401440244034404440544064407440844094410441144124413441444154416441744184419442044214422442344244425442644274428442944304431443244334434443544364437443844394440444144424443444444454446444744484449445044514452445344544455445644574458445944604461446244634464446544664467446844694470447144724473447444754476447744784479448044814482448344844485448644874488448944904491449244934494449544964497449844994500450145024503450445054506450745084509451045114512451345144515451645174518451945204521452245234524452545264527452845294530453145324533453445354536453745384539454045414542454345444545454645474548454945504551455245534554455545564557455845594560456145624563456445654566456745684569457045714572457345744575457645774578457945804581458245834584458545864587458845894590459145924593459445954596459745984599460046014602460346044605460646074608460946104611461246134614461546164617461846194620462146224623462446254626462746284629463046314632463346344635463646374638463946404641464246434644464546464647464846494650465146524653465446554656465746584659466046614662466346644665466646674668466946704671467246734674467546764677467846794680468146824683468446854686468746884689469046914692469346944695469646974698469947004701470247034704470547064707470847094710471147124713471447154716471747184719472047214722472347244725472647274728472947304731473247334734473547364737473847394740474147424743474447454746474747484749475047514752475347544755475647574758475947604761476247634764476547664767476847694770477147724773477447754776477747784779478047814782478347844785478647874788478947904791479247934794479547964797479847994800480148024803480448054806480748084809481048114812481348144815481648174818481948204821482248234824482548264827482848294830483148324833483448354836483748384839484048414842484348444845484648474848484948504851485248534854485548564857485848594860486148624863486448654866486748684869487048714872487348744875487648774878487948804881488248834884488548864887488848894890489148924893489448954896489748984899490049014902490349044905490649074908490949104911491249134914491549164917491849194920492149224923492449254926492749284929493049314932493349344935493649374938493949404941494249434944494549464947494849494950495149524953495449554956495749584959496049614962496349644965496649674968496949704971497249734974497549764977497849794980498149824983498449854986498749884989499049914992499349944995499649974998499950005001500250035004500550065007500850095010501150125013501450155016501750185019502050215022502350245025502650275028502950305031503250335034503550365037503850395040504150425043504450455046504750485049505050515052505350545055505650575058505950605061506250635064506550665067506850695070507150725073507450755076507750785079508050815082508350845085508650875088508950905091509250935094509550965097509850995100510151025103510451055106510751085109511051115112511351145115511651175118511951205121512251235124512551265127512851295130513151325133513451355136513751385139514051415142514351445145514651475148514951505151515251535154515551565157515851595160516151625163516451655166516751685169517051715172517351745175517651775178517951805181518251835184518551865187518851895190519151925193519451955196519751985199520052015202520352045205520652075208520952105211521252135214521552165217521852195220522152225223522452255226522752285229523052315232523352345235523652375238523952405241524252435244524552465247524852495250525152525253525452555256525752585259526052615262526352645265526652675268526952705271527252735274527552765277527852795280528152825283528452855286528752885289529052915292529352945295529652975298529953005301530253035304530553065307530853095310531153125313531453155316531753185319532053215322532353245325532653275328532953305331533253335334533553365337533853395340534153425343534453455346534753485349535053515352535353545355535653575358535953605361536253635364536553665367536853695370537153725373537453755376537753785379538053815382538353845385538653875388538953905391539253935394539553965397539853995400540154025403540454055406540754085409541054115412541354145415541654175418541954205421542254235424542554265427542854295430543154325433543454355436543754385439544054415442544354445445544654475448544954505451545254535454545554565457545854595460546154625463546454655466546754685469547054715472547354745475547654775478547954805481548254835484548554865487548854895490549154925493549454955496549754985499550055015502550355045505550655075508550955105511551255135514551555165517551855195520552155225523552455255526552755285529553055315532553355345535553655375538553955405541554255435544554555465547554855495550555155525553555455555556555755585559556055615562556355645565556655675568556955705571557255735574557555765577557855795580558155825583558455855586558755885589559055915592559355945595559655975598559956005601560256035604560556065607560856095610561156125613561456155616561756185619562056215622562356245625562656275628562956305631563256335634563556365637563856395640564156425643564456455646564756485649565056515652565356545655565656575658565956605661566256635664566556665667566856695670567156725673567456755676567756785679568056815682568356845685568656875688568956905691569256935694569556965697569856995700570157025703570457055706570757085709571057115712571357145715571657175718571957205721572257235724572557265727572857295730573157325733573457355736573757385739574057415742574357445745574657475748574957505751575257535754575557565757575857595760576157625763576457655766576757685769577057715772577357745775577657775778577957805781578257835784578557865787578857895790579157925793579457955796579757985799580058015802580358045805580658075808580958105811581258135814581558165817581858195820582158225823582458255826582758285829583058315832583358345835583658375838583958405841584258435844584558465847584858495850585158525853585458555856585758585859586058615862586358645865586658675868586958705871587258735874587558765877587858795880588158825883588458855886588758885889589058915892589358945895589658975898589959005901590259035904590559065907590859095910591159125913591459155916591759185919592059215922592359245925592659275928592959305931593259335934593559365937593859395940594159425943594459455946594759485949595059515952595359545955595659575958595959605961596259635964596559665967596859695970597159725973597459755976597759785979598059815982598359845985598659875988598959905991599259935994599559965997599859996000600160026003600460056006600760086009601060116012601360146015601660176018601960206021602260236024602560266027602860296030603160326033603460356036603760386039604060416042604360446045604660476048604960506051605260536054605560566057605860596060606160626063606460656066606760686069607060716072607360746075607660776078607960806081608260836084608560866087608860896090609160926093609460956096609760986099610061016102610361046105610661076108610961106111611261136114611561166117611861196120612161226123612461256126612761286129613061316132613361346135613661376138613961406141614261436144614561466147614861496150615161526153615461556156615761586159616061616162616361646165616661676168616961706171617261736174617561766177
  1. /**
  2. * @author supereggbert / http://www.paulbrunt.co.uk/
  3. * @author mrdoob / http://mrdoob.com/
  4. * @author alteredq / http://alteredqualia.com/
  5. * @author szimek / https://github.com/szimek/
  6. */
  7. THREE.WebGLRenderer = function ( parameters ) {
  8. // constructor parameters
  9. parameters = parameters || {};
  10. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
  11. _precision = parameters.precision !== undefined ? parameters.precision : 'highp',
  12. _alpha = parameters.alpha !== undefined ? parameters.alpha : true,
  13. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  14. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  15. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  16. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  17. _clearColor = parameters.clearColor !== undefined ? new THREE.Color( parameters.clearColor ) : new THREE.Color( 0x000000 ),
  18. _clearAlpha = parameters.clearAlpha !== undefined ? parameters.clearAlpha : 0,
  19. _maxLights = parameters.maxLights !== undefined ? parameters.maxLights : 4;
  20. // public properties
  21. this.domElement = _canvas;
  22. this.context = null;
  23. // clearing
  24. this.autoClear = true;
  25. this.autoClearColor = true;
  26. this.autoClearDepth = true;
  27. this.autoClearStencil = true;
  28. // scene graph
  29. this.sortObjects = true;
  30. this.autoUpdateObjects = true;
  31. this.autoUpdateScene = true;
  32. // physically based shading
  33. this.gammaInput = false;
  34. this.gammaOutput = false;
  35. this.physicallyBasedShading = false;
  36. // shadow map
  37. this.shadowMapEnabled = false;
  38. this.shadowMapAutoUpdate = true;
  39. this.shadowMapSoft = true;
  40. this.shadowMapCullFrontFaces = true;
  41. this.shadowMapDebug = false;
  42. this.shadowMapCascade = false;
  43. // morphs
  44. this.maxMorphTargets = 8;
  45. this.maxMorphNormals = 4;
  46. // flags
  47. this.autoScaleCubemaps = true;
  48. // custom render plugins
  49. this.renderPluginsPre = [];
  50. this.renderPluginsPost = [];
  51. // info
  52. this.info = {
  53. memory: {
  54. programs: 0,
  55. geometries: 0,
  56. textures: 0
  57. },
  58. render: {
  59. calls: 0,
  60. vertices: 0,
  61. faces: 0,
  62. points: 0
  63. }
  64. };
  65. // internal properties
  66. var _this = this,
  67. _gl,
  68. _programs = [],
  69. // internal state cache
  70. _currentProgram = null,
  71. _currentFramebuffer = null,
  72. _currentMaterialId = -1,
  73. _currentGeometryGroupHash = null,
  74. _currentCamera = null,
  75. _geometryGroupCounter = 0,
  76. // GL state cache
  77. _oldDoubleSided = null,
  78. _oldFlipSided = null,
  79. _oldBlending = null,
  80. _oldBlendEquation = null,
  81. _oldBlendSrc = null,
  82. _oldBlendDst = null,
  83. _oldDepthTest = null,
  84. _oldDepthWrite = null,
  85. _oldPolygonOffset = null,
  86. _oldPolygonOffsetFactor = null,
  87. _oldPolygonOffsetUnits = null,
  88. _oldLineWidth = null,
  89. _viewportX = 0,
  90. _viewportY = 0,
  91. _viewportWidth = 0,
  92. _viewportHeight = 0,
  93. _currentWidth = 0,
  94. _currentHeight = 0,
  95. // frustum
  96. _frustum = new THREE.Frustum(),
  97. // camera matrices cache
  98. _projScreenMatrix = new THREE.Matrix4(),
  99. _projScreenMatrixPS = new THREE.Matrix4(),
  100. _vector3 = new THREE.Vector4(),
  101. // light arrays cache
  102. _direction = new THREE.Vector3(),
  103. _lights = {
  104. ambient: [ 0, 0, 0 ],
  105. directional: { length: 0, colors: new Array(), positions: new Array() },
  106. point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() }
  107. };
  108. // initialize
  109. _gl = initGL();
  110. setDefaultGLState();
  111. this.context = _gl;
  112. // GPU capabilities
  113. var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ),
  114. _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE ),
  115. _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE );
  116. // API
  117. this.getContext = function () {
  118. return _gl;
  119. };
  120. this.supportsVertexTextures = function () {
  121. return _maxVertexTextures > 0;
  122. };
  123. this.setSize = function ( width, height ) {
  124. _canvas.width = width;
  125. _canvas.height = height;
  126. this.setViewport( 0, 0, _canvas.width, _canvas.height );
  127. };
  128. this.setViewport = function ( x, y, width, height ) {
  129. _viewportX = x;
  130. _viewportY = y;
  131. _viewportWidth = width;
  132. _viewportHeight = height;
  133. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  134. };
  135. this.setScissor = function ( x, y, width, height ) {
  136. _gl.scissor( x, y, width, height );
  137. };
  138. this.enableScissorTest = function ( enable ) {
  139. enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );
  140. };
  141. // Clearing
  142. this.setClearColorHex = function ( hex, alpha ) {
  143. _clearColor.setHex( hex );
  144. _clearAlpha = alpha;
  145. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  146. };
  147. this.setClearColor = function ( color, alpha ) {
  148. _clearColor.copy( color );
  149. _clearAlpha = alpha;
  150. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  151. };
  152. this.getClearColor = function () {
  153. return _clearColor;
  154. };
  155. this.getClearAlpha = function () {
  156. return _clearAlpha;
  157. };
  158. this.clear = function ( color, depth, stencil ) {
  159. var bits = 0;
  160. if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  161. if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  162. if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  163. _gl.clear( bits );
  164. };
  165. this.clearTarget = function ( renderTarget, color, depth, stencil ) {
  166. this.setRenderTarget( renderTarget );
  167. this.clear( color, depth, stencil );
  168. };
  169. // Plugins
  170. this.addPostPlugin = function ( plugin ) {
  171. plugin.init( this );
  172. this.renderPluginsPost.push( plugin );
  173. };
  174. this.addPrePlugin = function ( plugin ) {
  175. plugin.init( this );
  176. this.renderPluginsPre.push( plugin );
  177. };
  178. // Deallocation
  179. this.deallocateObject = function ( object ) {
  180. if ( ! object.__webglInit ) return;
  181. object.__webglInit = false;
  182. delete object._modelViewMatrix;
  183. delete object._normalMatrix;
  184. delete object._normalMatrixArray;
  185. delete object._modelViewMatrixArray;
  186. delete object._objectMatrixArray;
  187. if ( object instanceof THREE.Mesh ) {
  188. for ( var g in object.geometry.geometryGroups ) {
  189. deleteMeshBuffers( object.geometry.geometryGroups[ g ] );
  190. }
  191. } else if ( object instanceof THREE.Ribbon ) {
  192. deleteRibbonBuffers( object.geometry );
  193. } else if ( object instanceof THREE.Line ) {
  194. deleteLineBuffers( object.geometry );
  195. } else if ( object instanceof THREE.ParticleSystem ) {
  196. deleteParticleBuffers( object.geometry );
  197. }
  198. };
  199. this.deallocateTexture = function ( texture ) {
  200. if ( ! texture.__webglInit ) return;
  201. texture.__webglInit = false;
  202. _gl.deleteTexture( texture.__webglTexture );
  203. _this.info.memory.textures --;
  204. };
  205. this.deallocateRenderTarget = function ( renderTarget ) {
  206. if ( !renderTarget || ! renderTarget.__webglTexture ) return;
  207. _gl.deleteTexture( renderTarget.__webglTexture );
  208. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  209. for ( var i = 0; i < 6; i ++ ) {
  210. _gl.deleteFramebuffer( renderTarget.__webglFramebuffer[ i ] );
  211. _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer[ i ] );
  212. }
  213. } else {
  214. _gl.deleteFramebuffer( renderTarget.__webglFramebuffer );
  215. _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer );
  216. }
  217. };
  218. // Rendering
  219. this.updateShadowMap = function ( scene, camera ) {
  220. _currentProgram = null;
  221. _oldBlending = -1;
  222. _oldDepthTest = -1;
  223. _oldDepthWrite = -1;
  224. _currentGeometryGroupHash = -1;
  225. _currentMaterialId = -1;
  226. this.shadowMapPlugin.update( scene, camera );
  227. };
  228. // Internal functions
  229. // Buffer allocation
  230. function createParticleBuffers ( geometry ) {
  231. geometry.__webglVertexBuffer = _gl.createBuffer();
  232. geometry.__webglColorBuffer = _gl.createBuffer();
  233. _this.info.geometries ++;
  234. };
  235. function createLineBuffers ( geometry ) {
  236. geometry.__webglVertexBuffer = _gl.createBuffer();
  237. geometry.__webglColorBuffer = _gl.createBuffer();
  238. _this.info.memory.geometries ++;
  239. };
  240. function createRibbonBuffers ( geometry ) {
  241. geometry.__webglVertexBuffer = _gl.createBuffer();
  242. geometry.__webglColorBuffer = _gl.createBuffer();
  243. _this.info.memory.geometries ++;
  244. };
  245. function createMeshBuffers ( geometryGroup ) {
  246. geometryGroup.__webglVertexBuffer = _gl.createBuffer();
  247. geometryGroup.__webglNormalBuffer = _gl.createBuffer();
  248. geometryGroup.__webglTangentBuffer = _gl.createBuffer();
  249. geometryGroup.__webglColorBuffer = _gl.createBuffer();
  250. geometryGroup.__webglUVBuffer = _gl.createBuffer();
  251. geometryGroup.__webglUV2Buffer = _gl.createBuffer();
  252. geometryGroup.__webglSkinVertexABuffer = _gl.createBuffer();
  253. geometryGroup.__webglSkinVertexBBuffer = _gl.createBuffer();
  254. geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
  255. geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
  256. geometryGroup.__webglFaceBuffer = _gl.createBuffer();
  257. geometryGroup.__webglLineBuffer = _gl.createBuffer();
  258. var m, ml;
  259. if ( geometryGroup.numMorphTargets ) {
  260. geometryGroup.__webglMorphTargetsBuffers = [];
  261. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  262. geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
  263. }
  264. }
  265. if ( geometryGroup.numMorphNormals ) {
  266. geometryGroup.__webglMorphNormalsBuffers = [];
  267. for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  268. geometryGroup.__webglMorphNormalsBuffers.push( _gl.createBuffer() );
  269. }
  270. }
  271. _this.info.memory.geometries ++;
  272. };
  273. // Buffer deallocation
  274. function deleteParticleBuffers ( geometry ) {
  275. _gl.deleteBuffer( geometry.__webglVertexBuffer );
  276. _gl.deleteBuffer( geometry.__webglColorBuffer );
  277. _this.info.memory.geometries --;
  278. };
  279. function deleteLineBuffers ( geometry ) {
  280. _gl.deleteBuffer( geometry.__webglVertexBuffer );
  281. _gl.deleteBuffer( geometry.__webglColorBuffer );
  282. _this.info.memory.geometries --;
  283. };
  284. function deleteRibbonBuffers ( geometry ) {
  285. _gl.deleteBuffer( geometry.__webglVertexBuffer );
  286. _gl.deleteBuffer( geometry.__webglColorBuffer );
  287. _this.info.memory.geometries --;
  288. };
  289. function deleteMeshBuffers ( geometryGroup ) {
  290. _gl.deleteBuffer( geometryGroup.__webglVertexBuffer );
  291. _gl.deleteBuffer( geometryGroup.__webglNormalBuffer );
  292. _gl.deleteBuffer( geometryGroup.__webglTangentBuffer );
  293. _gl.deleteBuffer( geometryGroup.__webglColorBuffer );
  294. _gl.deleteBuffer( geometryGroup.__webglUVBuffer );
  295. _gl.deleteBuffer( geometryGroup.__webglUV2Buffer );
  296. _gl.deleteBuffer( geometryGroup.__webglSkinVertexABuffer );
  297. _gl.deleteBuffer( geometryGroup.__webglSkinVertexBBuffer );
  298. _gl.deleteBuffer( geometryGroup.__webglSkinIndicesBuffer );
  299. _gl.deleteBuffer( geometryGroup.__webglSkinWeightsBuffer );
  300. _gl.deleteBuffer( geometryGroup.__webglFaceBuffer );
  301. _gl.deleteBuffer( geometryGroup.__webglLineBuffer );
  302. var m, ml;
  303. if ( geometryGroup.numMorphTargets ) {
  304. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  305. _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
  306. }
  307. }
  308. if ( geometryGroup.numMorphNormals ) {
  309. for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  310. _gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] );
  311. }
  312. }
  313. if ( geometryGroup.__webglCustomAttributesList ) {
  314. for ( var id in geometryGroup.__webglCustomAttributesList ) {
  315. _gl.deleteBuffer( geometryGroup.__webglCustomAttributesList[ id ].buffer );
  316. }
  317. }
  318. _this.info.memory.geometries --;
  319. };
  320. // Buffer initialization
  321. function initCustomAttributes ( geometry, object ) {
  322. var nvertices = geometry.vertices.length;
  323. var material = object.material;
  324. if ( material.attributes ) {
  325. if ( geometry.__webglCustomAttributesList === undefined ) {
  326. geometry.__webglCustomAttributesList = [];
  327. }
  328. for ( var a in material.attributes ) {
  329. var attribute = material.attributes[ a ];
  330. if( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  331. attribute.__webglInitialized = true;
  332. var size = 1; // "f" and "i"
  333. if ( attribute.type === "v2" ) size = 2;
  334. else if ( attribute.type === "v3" ) size = 3;
  335. else if ( attribute.type === "v4" ) size = 4;
  336. else if ( attribute.type === "c" ) size = 3;
  337. attribute.size = size;
  338. attribute.array = new Float32Array( nvertices * size );
  339. attribute.buffer = _gl.createBuffer();
  340. attribute.buffer.belongsToAttribute = a;
  341. attribute.needsUpdate = true;
  342. }
  343. geometry.__webglCustomAttributesList.push( attribute );
  344. }
  345. }
  346. };
  347. function initParticleBuffers ( geometry, object ) {
  348. var nvertices = geometry.vertices.length;
  349. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  350. geometry.__colorArray = new Float32Array( nvertices * 3 );
  351. geometry.__sortArray = [];
  352. geometry.__webglParticleCount = nvertices;
  353. initCustomAttributes ( geometry, object );
  354. };
  355. function initLineBuffers ( geometry, object ) {
  356. var nvertices = geometry.vertices.length;
  357. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  358. geometry.__colorArray = new Float32Array( nvertices * 3 );
  359. geometry.__webglLineCount = nvertices;
  360. initCustomAttributes ( geometry, object );
  361. };
  362. function initRibbonBuffers ( geometry ) {
  363. var nvertices = geometry.vertices.length;
  364. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  365. geometry.__colorArray = new Float32Array( nvertices * 3 );
  366. geometry.__webglVertexCount = nvertices;
  367. };
  368. function initMeshBuffers ( geometryGroup, object ) {
  369. var geometry = object.geometry,
  370. faces3 = geometryGroup.faces3,
  371. faces4 = geometryGroup.faces4,
  372. nvertices = faces3.length * 3 + faces4.length * 4,
  373. ntris = faces3.length * 1 + faces4.length * 2,
  374. nlines = faces3.length * 3 + faces4.length * 4,
  375. material = getBufferMaterial( object, geometryGroup ),
  376. uvType = bufferGuessUVType( material ),
  377. normalType = bufferGuessNormalType( material ),
  378. vertexColorType = bufferGuessVertexColorType( material );
  379. //console.log( "uvType", uvType, "normalType", normalType, "vertexColorType", vertexColorType, object, geometryGroup, material );
  380. geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
  381. if ( normalType ) {
  382. geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
  383. }
  384. if ( geometry.hasTangents ) {
  385. geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
  386. }
  387. if ( vertexColorType ) {
  388. geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
  389. }
  390. if ( uvType ) {
  391. if ( geometry.faceUvs.length > 0 || geometry.faceVertexUvs.length > 0 ) {
  392. geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
  393. }
  394. if ( geometry.faceUvs.length > 1 || geometry.faceVertexUvs.length > 1 ) {
  395. geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
  396. }
  397. }
  398. if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
  399. geometryGroup.__skinVertexAArray = new Float32Array( nvertices * 4 );
  400. geometryGroup.__skinVertexBArray = new Float32Array( nvertices * 4 );
  401. geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
  402. geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
  403. }
  404. geometryGroup.__faceArray = new Uint16Array( ntris * 3 );
  405. geometryGroup.__lineArray = new Uint16Array( nlines * 2 );
  406. var m, ml;
  407. if ( geometryGroup.numMorphTargets ) {
  408. geometryGroup.__morphTargetsArrays = [];
  409. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  410. geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
  411. }
  412. }
  413. if ( geometryGroup.numMorphNormals ) {
  414. geometryGroup.__morphNormalsArrays = [];
  415. for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  416. geometryGroup.__morphNormalsArrays.push( new Float32Array( nvertices * 3 ) );
  417. }
  418. }
  419. geometryGroup.__webglFaceCount = ntris * 3;
  420. geometryGroup.__webglLineCount = nlines * 2;
  421. // custom attributes
  422. if ( material.attributes ) {
  423. if ( geometryGroup.__webglCustomAttributesList === undefined ) {
  424. geometryGroup.__webglCustomAttributesList = [];
  425. }
  426. for ( var a in material.attributes ) {
  427. // Do a shallow copy of the attribute object so different geometryGroup chunks use different
  428. // attribute buffers which are correctly indexed in the setMeshBuffers function
  429. var originalAttribute = material.attributes[ a ];
  430. var attribute = {};
  431. for ( var property in originalAttribute ) {
  432. attribute[ property ] = originalAttribute[ property ];
  433. }
  434. if( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  435. attribute.__webglInitialized = true;
  436. var size = 1; // "f" and "i"
  437. if( attribute.type === "v2" ) size = 2;
  438. else if( attribute.type === "v3" ) size = 3;
  439. else if( attribute.type === "v4" ) size = 4;
  440. else if( attribute.type === "c" ) size = 3;
  441. attribute.size = size;
  442. attribute.array = new Float32Array( nvertices * size );
  443. attribute.buffer = _gl.createBuffer();
  444. attribute.buffer.belongsToAttribute = a;
  445. originalAttribute.needsUpdate = true;
  446. attribute.__original = originalAttribute;
  447. }
  448. geometryGroup.__webglCustomAttributesList.push( attribute );
  449. }
  450. }
  451. geometryGroup.__inittedArrays = true;
  452. };
  453. function getBufferMaterial( object, geometryGroup ) {
  454. if ( object.material && ! ( object.material instanceof THREE.MeshFaceMaterial ) ) {
  455. return object.material;
  456. } else if ( geometryGroup.materialIndex >= 0 ) {
  457. return object.geometry.materials[ geometryGroup.materialIndex ];
  458. }
  459. };
  460. function materialNeedsSmoothNormals ( material ) {
  461. return material && material.shading !== undefined && material.shading === THREE.SmoothShading;
  462. };
  463. function bufferGuessNormalType ( material ) {
  464. // only MeshBasicMaterial and MeshDepthMaterial don't need normals
  465. if ( ( material instanceof THREE.MeshBasicMaterial && !material.envMap ) || material instanceof THREE.MeshDepthMaterial ) {
  466. return false;
  467. }
  468. if ( materialNeedsSmoothNormals( material ) ) {
  469. return THREE.SmoothShading;
  470. } else {
  471. return THREE.FlatShading;
  472. }
  473. };
  474. function bufferGuessVertexColorType ( material ) {
  475. if ( material.vertexColors ) {
  476. return material.vertexColors;
  477. }
  478. return false;
  479. };
  480. function bufferGuessUVType ( material ) {
  481. // material must use some texture to require uvs
  482. if ( material.map || material.lightMap || material instanceof THREE.ShaderMaterial ) {
  483. return true;
  484. }
  485. return false;
  486. };
  487. // Buffer setting
  488. function setParticleBuffers ( geometry, hint, object ) {
  489. var v, c, vertex, offset, index, color,
  490. vertices = geometry.vertices,
  491. vl = vertices.length,
  492. colors = geometry.colors,
  493. cl = colors.length,
  494. vertexArray = geometry.__vertexArray,
  495. colorArray = geometry.__colorArray,
  496. sortArray = geometry.__sortArray,
  497. dirtyVertices = geometry.__dirtyVertices,
  498. dirtyElements = geometry.__dirtyElements,
  499. dirtyColors = geometry.__dirtyColors,
  500. customAttributes = geometry.__webglCustomAttributesList,
  501. i, il,
  502. a, ca, cal, value,
  503. customAttribute;
  504. if ( object.sortParticles ) {
  505. _projScreenMatrixPS.copy( _projScreenMatrix );
  506. _projScreenMatrixPS.multiplySelf( object.matrixWorld );
  507. for ( v = 0; v < vl; v ++ ) {
  508. vertex = vertices[ v ].position;
  509. _vector3.copy( vertex );
  510. _projScreenMatrixPS.multiplyVector3( _vector3 );
  511. sortArray[ v ] = [ _vector3.z, v ];
  512. }
  513. sortArray.sort( function( a, b ) { return b[ 0 ] - a[ 0 ]; } );
  514. for ( v = 0; v < vl; v ++ ) {
  515. vertex = vertices[ sortArray[v][1] ].position;
  516. offset = v * 3;
  517. vertexArray[ offset ] = vertex.x;
  518. vertexArray[ offset + 1 ] = vertex.y;
  519. vertexArray[ offset + 2 ] = vertex.z;
  520. }
  521. for ( c = 0; c < cl; c ++ ) {
  522. offset = c * 3;
  523. color = colors[ sortArray[c][1] ];
  524. colorArray[ offset ] = color.r;
  525. colorArray[ offset + 1 ] = color.g;
  526. colorArray[ offset + 2 ] = color.b;
  527. }
  528. if ( customAttributes ) {
  529. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  530. customAttribute = customAttributes[ i ];
  531. if ( ! ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) ) continue;
  532. offset = 0;
  533. cal = customAttribute.value.length;
  534. if ( customAttribute.size === 1 ) {
  535. for ( ca = 0; ca < cal; ca ++ ) {
  536. index = sortArray[ ca ][ 1 ];
  537. customAttribute.array[ ca ] = customAttribute.value[ index ];
  538. }
  539. } else if ( customAttribute.size === 2 ) {
  540. for ( ca = 0; ca < cal; ca ++ ) {
  541. index = sortArray[ ca ][ 1 ];
  542. value = customAttribute.value[ index ];
  543. customAttribute.array[ offset ] = value.x;
  544. customAttribute.array[ offset + 1 ] = value.y;
  545. offset += 2;
  546. }
  547. } else if ( customAttribute.size === 3 ) {
  548. if ( customAttribute.type === "c" ) {
  549. for ( ca = 0; ca < cal; ca ++ ) {
  550. index = sortArray[ ca ][ 1 ];
  551. value = customAttribute.value[ index ];
  552. customAttribute.array[ offset ] = value.r;
  553. customAttribute.array[ offset + 1 ] = value.g;
  554. customAttribute.array[ offset + 2 ] = value.b;
  555. offset += 3;
  556. }
  557. } else {
  558. for ( ca = 0; ca < cal; ca ++ ) {
  559. index = sortArray[ ca ][ 1 ];
  560. value = customAttribute.value[ index ];
  561. customAttribute.array[ offset ] = value.x;
  562. customAttribute.array[ offset + 1 ] = value.y;
  563. customAttribute.array[ offset + 2 ] = value.z;
  564. offset += 3;
  565. }
  566. }
  567. } else if ( customAttribute.size === 4 ) {
  568. for ( ca = 0; ca < cal; ca ++ ) {
  569. index = sortArray[ ca ][ 1 ];
  570. value = customAttribute.value[ index ];
  571. customAttribute.array[ offset ] = value.x;
  572. customAttribute.array[ offset + 1 ] = value.y;
  573. customAttribute.array[ offset + 2 ] = value.z;
  574. customAttribute.array[ offset + 3 ] = value.w;
  575. offset += 4;
  576. }
  577. }
  578. }
  579. }
  580. } else {
  581. if ( dirtyVertices ) {
  582. for ( v = 0; v < vl; v ++ ) {
  583. vertex = vertices[ v ].position;
  584. offset = v * 3;
  585. vertexArray[ offset ] = vertex.x;
  586. vertexArray[ offset + 1 ] = vertex.y;
  587. vertexArray[ offset + 2 ] = vertex.z;
  588. }
  589. }
  590. if ( dirtyColors ) {
  591. for ( c = 0; c < cl; c ++ ) {
  592. color = colors[ c ];
  593. offset = c * 3;
  594. colorArray[ offset ] = color.r;
  595. colorArray[ offset + 1 ] = color.g;
  596. colorArray[ offset + 2 ] = color.b;
  597. }
  598. }
  599. if ( customAttributes ) {
  600. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  601. customAttribute = customAttributes[ i ];
  602. if ( customAttribute.needsUpdate &&
  603. ( customAttribute.boundTo === undefined ||
  604. customAttribute.boundTo === "vertices") ) {
  605. cal = customAttribute.value.length;
  606. offset = 0;
  607. if ( customAttribute.size === 1 ) {
  608. for ( ca = 0; ca < cal; ca ++ ) {
  609. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  610. }
  611. } else if ( customAttribute.size === 2 ) {
  612. for ( ca = 0; ca < cal; ca ++ ) {
  613. value = customAttribute.value[ ca ];
  614. customAttribute.array[ offset ] = value.x;
  615. customAttribute.array[ offset + 1 ] = value.y;
  616. offset += 2;
  617. }
  618. } else if ( customAttribute.size === 3 ) {
  619. if ( customAttribute.type === "c" ) {
  620. for ( ca = 0; ca < cal; ca ++ ) {
  621. value = customAttribute.value[ ca ];
  622. customAttribute.array[ offset ] = value.r;
  623. customAttribute.array[ offset + 1 ] = value.g;
  624. customAttribute.array[ offset + 2 ] = value.b;
  625. offset += 3;
  626. }
  627. } else {
  628. for ( ca = 0; ca < cal; ca ++ ) {
  629. value = customAttribute.value[ ca ];
  630. customAttribute.array[ offset ] = value.x;
  631. customAttribute.array[ offset + 1 ] = value.y;
  632. customAttribute.array[ offset + 2 ] = value.z;
  633. offset += 3;
  634. }
  635. }
  636. } else if ( customAttribute.size === 4 ) {
  637. for ( ca = 0; ca < cal; ca ++ ) {
  638. value = customAttribute.value[ ca ];
  639. customAttribute.array[ offset ] = value.x;
  640. customAttribute.array[ offset + 1 ] = value.y;
  641. customAttribute.array[ offset + 2 ] = value.z;
  642. customAttribute.array[ offset + 3 ] = value.w;
  643. offset += 4;
  644. }
  645. }
  646. }
  647. }
  648. }
  649. }
  650. if ( dirtyVertices || object.sortParticles ) {
  651. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  652. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  653. }
  654. if ( dirtyColors || object.sortParticles ) {
  655. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  656. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  657. }
  658. if ( customAttributes ) {
  659. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  660. customAttribute = customAttributes[ i ];
  661. if ( customAttribute.needsUpdate || object.sortParticles ) {
  662. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  663. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  664. }
  665. }
  666. }
  667. };
  668. function setLineBuffers ( geometry, hint ) {
  669. var v, c, vertex, offset, color,
  670. vertices = geometry.vertices,
  671. colors = geometry.colors,
  672. vl = vertices.length,
  673. cl = colors.length,
  674. vertexArray = geometry.__vertexArray,
  675. colorArray = geometry.__colorArray,
  676. dirtyVertices = geometry.__dirtyVertices,
  677. dirtyColors = geometry.__dirtyColors,
  678. customAttributes = geometry.__webglCustomAttributesList,
  679. i, il,
  680. a, ca, cal, value,
  681. customAttribute;
  682. if ( dirtyVertices ) {
  683. for ( v = 0; v < vl; v ++ ) {
  684. vertex = vertices[ v ].position;
  685. offset = v * 3;
  686. vertexArray[ offset ] = vertex.x;
  687. vertexArray[ offset + 1 ] = vertex.y;
  688. vertexArray[ offset + 2 ] = vertex.z;
  689. }
  690. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  691. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  692. }
  693. if ( dirtyColors ) {
  694. for ( c = 0; c < cl; c ++ ) {
  695. color = colors[ c ];
  696. offset = c * 3;
  697. colorArray[ offset ] = color.r;
  698. colorArray[ offset + 1 ] = color.g;
  699. colorArray[ offset + 2 ] = color.b;
  700. }
  701. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  702. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  703. }
  704. if ( customAttributes ) {
  705. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  706. customAttribute = customAttributes[ i ];
  707. if ( customAttribute.needsUpdate &&
  708. ( customAttribute.boundTo === undefined ||
  709. customAttribute.boundTo === "vertices" ) ) {
  710. offset = 0;
  711. cal = customAttribute.value.length;
  712. if ( customAttribute.size === 1 ) {
  713. for ( ca = 0; ca < cal; ca ++ ) {
  714. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  715. }
  716. } else if ( customAttribute.size === 2 ) {
  717. for ( ca = 0; ca < cal; ca ++ ) {
  718. value = customAttribute.value[ ca ];
  719. customAttribute.array[ offset ] = value.x;
  720. customAttribute.array[ offset + 1 ] = value.y;
  721. offset += 2;
  722. }
  723. } else if ( customAttribute.size === 3 ) {
  724. if ( customAttribute.type === "c" ) {
  725. for ( ca = 0; ca < cal; ca ++ ) {
  726. value = customAttribute.value[ ca ];
  727. customAttribute.array[ offset ] = value.r;
  728. customAttribute.array[ offset + 1 ] = value.g;
  729. customAttribute.array[ offset + 2 ] = value.b;
  730. offset += 3;
  731. }
  732. } else {
  733. for ( ca = 0; ca < cal; ca ++ ) {
  734. value = customAttribute.value[ ca ];
  735. customAttribute.array[ offset ] = value.x;
  736. customAttribute.array[ offset + 1 ] = value.y;
  737. customAttribute.array[ offset + 2 ] = value.z;
  738. offset += 3;
  739. }
  740. }
  741. } else if ( customAttribute.size === 4 ) {
  742. for ( ca = 0; ca < cal; ca ++ ) {
  743. value = customAttribute.value[ ca ];
  744. customAttribute.array[ offset ] = value.x;
  745. customAttribute.array[ offset + 1 ] = value.y;
  746. customAttribute.array[ offset + 2 ] = value.z;
  747. customAttribute.array[ offset + 3 ] = value.w;
  748. offset += 4;
  749. }
  750. }
  751. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  752. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  753. }
  754. }
  755. }
  756. };
  757. function setRibbonBuffers ( geometry, hint ) {
  758. var v, c, vertex, offset, color,
  759. vertices = geometry.vertices,
  760. colors = geometry.colors,
  761. vl = vertices.length,
  762. cl = colors.length,
  763. vertexArray = geometry.__vertexArray,
  764. colorArray = geometry.__colorArray,
  765. dirtyVertices = geometry.__dirtyVertices,
  766. dirtyColors = geometry.__dirtyColors;
  767. if ( dirtyVertices ) {
  768. for ( v = 0; v < vl; v ++ ) {
  769. vertex = vertices[ v ].position;
  770. offset = v * 3;
  771. vertexArray[ offset ] = vertex.x;
  772. vertexArray[ offset + 1 ] = vertex.y;
  773. vertexArray[ offset + 2 ] = vertex.z;
  774. }
  775. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  776. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  777. }
  778. if ( dirtyColors ) {
  779. for ( c = 0; c < cl; c ++ ) {
  780. color = colors[ c ];
  781. offset = c * 3;
  782. colorArray[ offset ] = color.r;
  783. colorArray[ offset + 1 ] = color.g;
  784. colorArray[ offset + 2 ] = color.b;
  785. }
  786. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  787. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  788. }
  789. };
  790. function setMeshBuffers( geometryGroup, object, hint, dispose, material ) {
  791. if ( ! geometryGroup.__inittedArrays ) {
  792. // console.log( object );
  793. return;
  794. }
  795. var normalType = bufferGuessNormalType( material ),
  796. vertexColorType = bufferGuessVertexColorType( material ),
  797. uvType = bufferGuessUVType( material ),
  798. needsSmoothNormals = ( normalType === THREE.SmoothShading );
  799. var f, fl, fi, face,
  800. vertexNormals, faceNormal, normal,
  801. vertexColors, faceColor,
  802. vertexTangents,
  803. uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4, n1, n2, n3, n4,
  804. c1, c2, c3, c4,
  805. sw1, sw2, sw3, sw4,
  806. si1, si2, si3, si4,
  807. sa1, sa2, sa3, sa4,
  808. sb1, sb2, sb3, sb4,
  809. m, ml, i, il,
  810. vn, uvi, uv2i,
  811. vk, vkl, vka,
  812. nka, chf, faceVertexNormals,
  813. a,
  814. vertexIndex = 0,
  815. offset = 0,
  816. offset_uv = 0,
  817. offset_uv2 = 0,
  818. offset_face = 0,
  819. offset_normal = 0,
  820. offset_tangent = 0,
  821. offset_line = 0,
  822. offset_color = 0,
  823. offset_skin = 0,
  824. offset_morphTarget = 0,
  825. offset_custom = 0,
  826. offset_customSrc = 0,
  827. value,
  828. vertexArray = geometryGroup.__vertexArray,
  829. uvArray = geometryGroup.__uvArray,
  830. uv2Array = geometryGroup.__uv2Array,
  831. normalArray = geometryGroup.__normalArray,
  832. tangentArray = geometryGroup.__tangentArray,
  833. colorArray = geometryGroup.__colorArray,
  834. skinVertexAArray = geometryGroup.__skinVertexAArray,
  835. skinVertexBArray = geometryGroup.__skinVertexBArray,
  836. skinIndexArray = geometryGroup.__skinIndexArray,
  837. skinWeightArray = geometryGroup.__skinWeightArray,
  838. morphTargetsArrays = geometryGroup.__morphTargetsArrays,
  839. morphNormalsArrays = geometryGroup.__morphNormalsArrays,
  840. customAttributes = geometryGroup.__webglCustomAttributesList,
  841. customAttribute,
  842. faceArray = geometryGroup.__faceArray,
  843. lineArray = geometryGroup.__lineArray,
  844. geometry = object.geometry, // this is shared for all chunks
  845. dirtyVertices = geometry.__dirtyVertices,
  846. dirtyElements = geometry.__dirtyElements,
  847. dirtyUvs = geometry.__dirtyUvs,
  848. dirtyNormals = geometry.__dirtyNormals,
  849. dirtyTangents = geometry.__dirtyTangents,
  850. dirtyColors = geometry.__dirtyColors,
  851. dirtyMorphTargets = geometry.__dirtyMorphTargets,
  852. vertices = geometry.vertices,
  853. chunk_faces3 = geometryGroup.faces3,
  854. chunk_faces4 = geometryGroup.faces4,
  855. obj_faces = geometry.faces,
  856. obj_uvs = geometry.faceVertexUvs[ 0 ],
  857. obj_uvs2 = geometry.faceVertexUvs[ 1 ],
  858. obj_colors = geometry.colors,
  859. obj_skinVerticesA = geometry.skinVerticesA,
  860. obj_skinVerticesB = geometry.skinVerticesB,
  861. obj_skinIndices = geometry.skinIndices,
  862. obj_skinWeights = geometry.skinWeights,
  863. morphTargets = geometry.morphTargets,
  864. morphNormals = geometry.morphNormals;
  865. if ( dirtyVertices ) {
  866. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  867. face = obj_faces[ chunk_faces3[ f ] ];
  868. v1 = vertices[ face.a ].position;
  869. v2 = vertices[ face.b ].position;
  870. v3 = vertices[ face.c ].position;
  871. vertexArray[ offset ] = v1.x;
  872. vertexArray[ offset + 1 ] = v1.y;
  873. vertexArray[ offset + 2 ] = v1.z;
  874. vertexArray[ offset + 3 ] = v2.x;
  875. vertexArray[ offset + 4 ] = v2.y;
  876. vertexArray[ offset + 5 ] = v2.z;
  877. vertexArray[ offset + 6 ] = v3.x;
  878. vertexArray[ offset + 7 ] = v3.y;
  879. vertexArray[ offset + 8 ] = v3.z;
  880. offset += 9;
  881. }
  882. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  883. face = obj_faces[ chunk_faces4[ f ] ];
  884. v1 = vertices[ face.a ].position;
  885. v2 = vertices[ face.b ].position;
  886. v3 = vertices[ face.c ].position;
  887. v4 = vertices[ face.d ].position;
  888. vertexArray[ offset ] = v1.x;
  889. vertexArray[ offset + 1 ] = v1.y;
  890. vertexArray[ offset + 2 ] = v1.z;
  891. vertexArray[ offset + 3 ] = v2.x;
  892. vertexArray[ offset + 4 ] = v2.y;
  893. vertexArray[ offset + 5 ] = v2.z;
  894. vertexArray[ offset + 6 ] = v3.x;
  895. vertexArray[ offset + 7 ] = v3.y;
  896. vertexArray[ offset + 8 ] = v3.z;
  897. vertexArray[ offset + 9 ] = v4.x;
  898. vertexArray[ offset + 10 ] = v4.y;
  899. vertexArray[ offset + 11 ] = v4.z;
  900. offset += 12;
  901. }
  902. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  903. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  904. }
  905. if ( dirtyMorphTargets ) {
  906. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  907. offset_morphTarget = 0;
  908. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  909. chf = chunk_faces3[ f ];
  910. face = obj_faces[ chf ];
  911. // morph positions
  912. v1 = morphTargets[ vk ].vertices[ face.a ].position;
  913. v2 = morphTargets[ vk ].vertices[ face.b ].position;
  914. v3 = morphTargets[ vk ].vertices[ face.c ].position;
  915. vka = morphTargetsArrays[ vk ];
  916. vka[ offset_morphTarget ] = v1.x;
  917. vka[ offset_morphTarget + 1 ] = v1.y;
  918. vka[ offset_morphTarget + 2 ] = v1.z;
  919. vka[ offset_morphTarget + 3 ] = v2.x;
  920. vka[ offset_morphTarget + 4 ] = v2.y;
  921. vka[ offset_morphTarget + 5 ] = v2.z;
  922. vka[ offset_morphTarget + 6 ] = v3.x;
  923. vka[ offset_morphTarget + 7 ] = v3.y;
  924. vka[ offset_morphTarget + 8 ] = v3.z;
  925. // morph normals
  926. if ( material.morphNormals ) {
  927. if ( needsSmoothNormals ) {
  928. faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];
  929. n1 = faceVertexNormals.a;
  930. n2 = faceVertexNormals.b;
  931. n3 = faceVertexNormals.c;
  932. } else {
  933. n1 = morphNormals[ vk ].faceNormals[ chf ];
  934. n2 = n1;
  935. n3 = n1;
  936. }
  937. nka = morphNormalsArrays[ vk ];
  938. nka[ offset_morphTarget ] = n1.x;
  939. nka[ offset_morphTarget + 1 ] = n1.y;
  940. nka[ offset_morphTarget + 2 ] = n1.z;
  941. nka[ offset_morphTarget + 3 ] = n2.x;
  942. nka[ offset_morphTarget + 4 ] = n2.y;
  943. nka[ offset_morphTarget + 5 ] = n2.z;
  944. nka[ offset_morphTarget + 6 ] = n3.x;
  945. nka[ offset_morphTarget + 7 ] = n3.y;
  946. nka[ offset_morphTarget + 8 ] = n3.z;
  947. }
  948. //
  949. offset_morphTarget += 9;
  950. }
  951. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  952. chf = chunk_faces4[ f ];
  953. face = obj_faces[ chf ];
  954. // morph positions
  955. v1 = morphTargets[ vk ].vertices[ face.a ].position;
  956. v2 = morphTargets[ vk ].vertices[ face.b ].position;
  957. v3 = morphTargets[ vk ].vertices[ face.c ].position;
  958. v4 = morphTargets[ vk ].vertices[ face.d ].position;
  959. vka = morphTargetsArrays[ vk ];
  960. vka[ offset_morphTarget ] = v1.x;
  961. vka[ offset_morphTarget + 1 ] = v1.y;
  962. vka[ offset_morphTarget + 2 ] = v1.z;
  963. vka[ offset_morphTarget + 3 ] = v2.x;
  964. vka[ offset_morphTarget + 4 ] = v2.y;
  965. vka[ offset_morphTarget + 5 ] = v2.z;
  966. vka[ offset_morphTarget + 6 ] = v3.x;
  967. vka[ offset_morphTarget + 7 ] = v3.y;
  968. vka[ offset_morphTarget + 8 ] = v3.z;
  969. vka[ offset_morphTarget + 9 ] = v4.x;
  970. vka[ offset_morphTarget + 10 ] = v4.y;
  971. vka[ offset_morphTarget + 11 ] = v4.z;
  972. // morph normals
  973. if ( material.morphNormals ) {
  974. if ( needsSmoothNormals ) {
  975. faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];
  976. n1 = faceVertexNormals.a;
  977. n2 = faceVertexNormals.b;
  978. n3 = faceVertexNormals.c;
  979. n4 = faceVertexNormals.d;
  980. } else {
  981. n1 = morphNormals[ vk ].faceNormals[ chf ];
  982. n2 = n1;
  983. n3 = n1;
  984. n4 = n1;
  985. }
  986. nka = morphNormalsArrays[ vk ];
  987. nka[ offset_morphTarget ] = n1.x;
  988. nka[ offset_morphTarget + 1 ] = n1.y;
  989. nka[ offset_morphTarget + 2 ] = n1.z;
  990. nka[ offset_morphTarget + 3 ] = n2.x;
  991. nka[ offset_morphTarget + 4 ] = n2.y;
  992. nka[ offset_morphTarget + 5 ] = n2.z;
  993. nka[ offset_morphTarget + 6 ] = n3.x;
  994. nka[ offset_morphTarget + 7 ] = n3.y;
  995. nka[ offset_morphTarget + 8 ] = n3.z;
  996. nka[ offset_morphTarget + 9 ] = n4.x;
  997. nka[ offset_morphTarget + 10 ] = n4.y;
  998. nka[ offset_morphTarget + 11 ] = n4.z;
  999. }
  1000. //
  1001. offset_morphTarget += 12;
  1002. }
  1003. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
  1004. _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
  1005. if ( material.morphNormals ) {
  1006. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ vk ] );
  1007. _gl.bufferData( _gl.ARRAY_BUFFER, morphNormalsArrays[ vk ], hint );
  1008. }
  1009. }
  1010. }
  1011. if ( obj_skinWeights.length ) {
  1012. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1013. face = obj_faces[ chunk_faces3[ f ] ];
  1014. // weights
  1015. sw1 = obj_skinWeights[ face.a ];
  1016. sw2 = obj_skinWeights[ face.b ];
  1017. sw3 = obj_skinWeights[ face.c ];
  1018. skinWeightArray[ offset_skin ] = sw1.x;
  1019. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  1020. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  1021. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  1022. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  1023. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  1024. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  1025. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  1026. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  1027. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  1028. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  1029. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  1030. // indices
  1031. si1 = obj_skinIndices[ face.a ];
  1032. si2 = obj_skinIndices[ face.b ];
  1033. si3 = obj_skinIndices[ face.c ];
  1034. skinIndexArray[ offset_skin ] = si1.x;
  1035. skinIndexArray[ offset_skin + 1 ] = si1.y;
  1036. skinIndexArray[ offset_skin + 2 ] = si1.z;
  1037. skinIndexArray[ offset_skin + 3 ] = si1.w;
  1038. skinIndexArray[ offset_skin + 4 ] = si2.x;
  1039. skinIndexArray[ offset_skin + 5 ] = si2.y;
  1040. skinIndexArray[ offset_skin + 6 ] = si2.z;
  1041. skinIndexArray[ offset_skin + 7 ] = si2.w;
  1042. skinIndexArray[ offset_skin + 8 ] = si3.x;
  1043. skinIndexArray[ offset_skin + 9 ] = si3.y;
  1044. skinIndexArray[ offset_skin + 10 ] = si3.z;
  1045. skinIndexArray[ offset_skin + 11 ] = si3.w;
  1046. // vertices A
  1047. sa1 = obj_skinVerticesA[ face.a ];
  1048. sa2 = obj_skinVerticesA[ face.b ];
  1049. sa3 = obj_skinVerticesA[ face.c ];
  1050. skinVertexAArray[ offset_skin ] = sa1.x;
  1051. skinVertexAArray[ offset_skin + 1 ] = sa1.y;
  1052. skinVertexAArray[ offset_skin + 2 ] = sa1.z;
  1053. skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  1054. skinVertexAArray[ offset_skin + 4 ] = sa2.x;
  1055. skinVertexAArray[ offset_skin + 5 ] = sa2.y;
  1056. skinVertexAArray[ offset_skin + 6 ] = sa2.z;
  1057. skinVertexAArray[ offset_skin + 7 ] = 1;
  1058. skinVertexAArray[ offset_skin + 8 ] = sa3.x;
  1059. skinVertexAArray[ offset_skin + 9 ] = sa3.y;
  1060. skinVertexAArray[ offset_skin + 10 ] = sa3.z;
  1061. skinVertexAArray[ offset_skin + 11 ] = 1;
  1062. // vertices B
  1063. sb1 = obj_skinVerticesB[ face.a ];
  1064. sb2 = obj_skinVerticesB[ face.b ];
  1065. sb3 = obj_skinVerticesB[ face.c ];
  1066. skinVertexBArray[ offset_skin ] = sb1.x;
  1067. skinVertexBArray[ offset_skin + 1 ] = sb1.y;
  1068. skinVertexBArray[ offset_skin + 2 ] = sb1.z;
  1069. skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  1070. skinVertexBArray[ offset_skin + 4 ] = sb2.x;
  1071. skinVertexBArray[ offset_skin + 5 ] = sb2.y;
  1072. skinVertexBArray[ offset_skin + 6 ] = sb2.z;
  1073. skinVertexBArray[ offset_skin + 7 ] = 1;
  1074. skinVertexBArray[ offset_skin + 8 ] = sb3.x;
  1075. skinVertexBArray[ offset_skin + 9 ] = sb3.y;
  1076. skinVertexBArray[ offset_skin + 10 ] = sb3.z;
  1077. skinVertexBArray[ offset_skin + 11 ] = 1;
  1078. offset_skin += 12;
  1079. }
  1080. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1081. face = obj_faces[ chunk_faces4[ f ] ];
  1082. // weights
  1083. sw1 = obj_skinWeights[ face.a ];
  1084. sw2 = obj_skinWeights[ face.b ];
  1085. sw3 = obj_skinWeights[ face.c ];
  1086. sw4 = obj_skinWeights[ face.d ];
  1087. skinWeightArray[ offset_skin ] = sw1.x;
  1088. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  1089. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  1090. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  1091. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  1092. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  1093. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  1094. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  1095. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  1096. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  1097. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  1098. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  1099. skinWeightArray[ offset_skin + 12 ] = sw4.x;
  1100. skinWeightArray[ offset_skin + 13 ] = sw4.y;
  1101. skinWeightArray[ offset_skin + 14 ] = sw4.z;
  1102. skinWeightArray[ offset_skin + 15 ] = sw4.w;
  1103. // indices
  1104. si1 = obj_skinIndices[ face.a ];
  1105. si2 = obj_skinIndices[ face.b ];
  1106. si3 = obj_skinIndices[ face.c ];
  1107. si4 = obj_skinIndices[ face.d ];
  1108. skinIndexArray[ offset_skin ] = si1.x;
  1109. skinIndexArray[ offset_skin + 1 ] = si1.y;
  1110. skinIndexArray[ offset_skin + 2 ] = si1.z;
  1111. skinIndexArray[ offset_skin + 3 ] = si1.w;
  1112. skinIndexArray[ offset_skin + 4 ] = si2.x;
  1113. skinIndexArray[ offset_skin + 5 ] = si2.y;
  1114. skinIndexArray[ offset_skin + 6 ] = si2.z;
  1115. skinIndexArray[ offset_skin + 7 ] = si2.w;
  1116. skinIndexArray[ offset_skin + 8 ] = si3.x;
  1117. skinIndexArray[ offset_skin + 9 ] = si3.y;
  1118. skinIndexArray[ offset_skin + 10 ] = si3.z;
  1119. skinIndexArray[ offset_skin + 11 ] = si3.w;
  1120. skinIndexArray[ offset_skin + 12 ] = si4.x;
  1121. skinIndexArray[ offset_skin + 13 ] = si4.y;
  1122. skinIndexArray[ offset_skin + 14 ] = si4.z;
  1123. skinIndexArray[ offset_skin + 15 ] = si4.w;
  1124. // vertices A
  1125. sa1 = obj_skinVerticesA[ face.a ];
  1126. sa2 = obj_skinVerticesA[ face.b ];
  1127. sa3 = obj_skinVerticesA[ face.c ];
  1128. sa4 = obj_skinVerticesA[ face.d ];
  1129. skinVertexAArray[ offset_skin ] = sa1.x;
  1130. skinVertexAArray[ offset_skin + 1 ] = sa1.y;
  1131. skinVertexAArray[ offset_skin + 2 ] = sa1.z;
  1132. skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  1133. skinVertexAArray[ offset_skin + 4 ] = sa2.x;
  1134. skinVertexAArray[ offset_skin + 5 ] = sa2.y;
  1135. skinVertexAArray[ offset_skin + 6 ] = sa2.z;
  1136. skinVertexAArray[ offset_skin + 7 ] = 1;
  1137. skinVertexAArray[ offset_skin + 8 ] = sa3.x;
  1138. skinVertexAArray[ offset_skin + 9 ] = sa3.y;
  1139. skinVertexAArray[ offset_skin + 10 ] = sa3.z;
  1140. skinVertexAArray[ offset_skin + 11 ] = 1;
  1141. skinVertexAArray[ offset_skin + 12 ] = sa4.x;
  1142. skinVertexAArray[ offset_skin + 13 ] = sa4.y;
  1143. skinVertexAArray[ offset_skin + 14 ] = sa4.z;
  1144. skinVertexAArray[ offset_skin + 15 ] = 1;
  1145. // vertices B
  1146. sb1 = obj_skinVerticesB[ face.a ];
  1147. sb2 = obj_skinVerticesB[ face.b ];
  1148. sb3 = obj_skinVerticesB[ face.c ];
  1149. sb4 = obj_skinVerticesB[ face.d ];
  1150. skinVertexBArray[ offset_skin ] = sb1.x;
  1151. skinVertexBArray[ offset_skin + 1 ] = sb1.y;
  1152. skinVertexBArray[ offset_skin + 2 ] = sb1.z;
  1153. skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  1154. skinVertexBArray[ offset_skin + 4 ] = sb2.x;
  1155. skinVertexBArray[ offset_skin + 5 ] = sb2.y;
  1156. skinVertexBArray[ offset_skin + 6 ] = sb2.z;
  1157. skinVertexBArray[ offset_skin + 7 ] = 1;
  1158. skinVertexBArray[ offset_skin + 8 ] = sb3.x;
  1159. skinVertexBArray[ offset_skin + 9 ] = sb3.y;
  1160. skinVertexBArray[ offset_skin + 10 ] = sb3.z;
  1161. skinVertexBArray[ offset_skin + 11 ] = 1;
  1162. skinVertexBArray[ offset_skin + 12 ] = sb4.x;
  1163. skinVertexBArray[ offset_skin + 13 ] = sb4.y;
  1164. skinVertexBArray[ offset_skin + 14 ] = sb4.z;
  1165. skinVertexBArray[ offset_skin + 15 ] = 1;
  1166. offset_skin += 16;
  1167. }
  1168. if ( offset_skin > 0 ) {
  1169. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
  1170. _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexAArray, hint );
  1171. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
  1172. _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexBArray, hint );
  1173. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1174. _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
  1175. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1176. _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
  1177. }
  1178. }
  1179. if ( dirtyColors && vertexColorType ) {
  1180. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1181. face = obj_faces[ chunk_faces3[ f ] ];
  1182. vertexColors = face.vertexColors;
  1183. faceColor = face.color;
  1184. if ( vertexColors.length === 3 && vertexColorType === THREE.VertexColors ) {
  1185. c1 = vertexColors[ 0 ];
  1186. c2 = vertexColors[ 1 ];
  1187. c3 = vertexColors[ 2 ];
  1188. } else {
  1189. c1 = faceColor;
  1190. c2 = faceColor;
  1191. c3 = faceColor;
  1192. }
  1193. colorArray[ offset_color ] = c1.r;
  1194. colorArray[ offset_color + 1 ] = c1.g;
  1195. colorArray[ offset_color + 2 ] = c1.b;
  1196. colorArray[ offset_color + 3 ] = c2.r;
  1197. colorArray[ offset_color + 4 ] = c2.g;
  1198. colorArray[ offset_color + 5 ] = c2.b;
  1199. colorArray[ offset_color + 6 ] = c3.r;
  1200. colorArray[ offset_color + 7 ] = c3.g;
  1201. colorArray[ offset_color + 8 ] = c3.b;
  1202. offset_color += 9;
  1203. }
  1204. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1205. face = obj_faces[ chunk_faces4[ f ] ];
  1206. vertexColors = face.vertexColors;
  1207. faceColor = face.color;
  1208. if ( vertexColors.length === 4 && vertexColorType === THREE.VertexColors ) {
  1209. c1 = vertexColors[ 0 ];
  1210. c2 = vertexColors[ 1 ];
  1211. c3 = vertexColors[ 2 ];
  1212. c4 = vertexColors[ 3 ];
  1213. } else {
  1214. c1 = faceColor;
  1215. c2 = faceColor;
  1216. c3 = faceColor;
  1217. c4 = faceColor;
  1218. }
  1219. colorArray[ offset_color ] = c1.r;
  1220. colorArray[ offset_color + 1 ] = c1.g;
  1221. colorArray[ offset_color + 2 ] = c1.b;
  1222. colorArray[ offset_color + 3 ] = c2.r;
  1223. colorArray[ offset_color + 4 ] = c2.g;
  1224. colorArray[ offset_color + 5 ] = c2.b;
  1225. colorArray[ offset_color + 6 ] = c3.r;
  1226. colorArray[ offset_color + 7 ] = c3.g;
  1227. colorArray[ offset_color + 8 ] = c3.b;
  1228. colorArray[ offset_color + 9 ] = c4.r;
  1229. colorArray[ offset_color + 10 ] = c4.g;
  1230. colorArray[ offset_color + 11 ] = c4.b;
  1231. offset_color += 12;
  1232. }
  1233. if ( offset_color > 0 ) {
  1234. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1235. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1236. }
  1237. }
  1238. if ( dirtyTangents && geometry.hasTangents ) {
  1239. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1240. face = obj_faces[ chunk_faces3[ f ] ];
  1241. vertexTangents = face.vertexTangents;
  1242. t1 = vertexTangents[ 0 ];
  1243. t2 = vertexTangents[ 1 ];
  1244. t3 = vertexTangents[ 2 ];
  1245. tangentArray[ offset_tangent ] = t1.x;
  1246. tangentArray[ offset_tangent + 1 ] = t1.y;
  1247. tangentArray[ offset_tangent + 2 ] = t1.z;
  1248. tangentArray[ offset_tangent + 3 ] = t1.w;
  1249. tangentArray[ offset_tangent + 4 ] = t2.x;
  1250. tangentArray[ offset_tangent + 5 ] = t2.y;
  1251. tangentArray[ offset_tangent + 6 ] = t2.z;
  1252. tangentArray[ offset_tangent + 7 ] = t2.w;
  1253. tangentArray[ offset_tangent + 8 ] = t3.x;
  1254. tangentArray[ offset_tangent + 9 ] = t3.y;
  1255. tangentArray[ offset_tangent + 10 ] = t3.z;
  1256. tangentArray[ offset_tangent + 11 ] = t3.w;
  1257. offset_tangent += 12;
  1258. }
  1259. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1260. face = obj_faces[ chunk_faces4[ f ] ];
  1261. vertexTangents = face.vertexTangents;
  1262. t1 = vertexTangents[ 0 ];
  1263. t2 = vertexTangents[ 1 ];
  1264. t3 = vertexTangents[ 2 ];
  1265. t4 = vertexTangents[ 3 ];
  1266. tangentArray[ offset_tangent ] = t1.x;
  1267. tangentArray[ offset_tangent + 1 ] = t1.y;
  1268. tangentArray[ offset_tangent + 2 ] = t1.z;
  1269. tangentArray[ offset_tangent + 3 ] = t1.w;
  1270. tangentArray[ offset_tangent + 4 ] = t2.x;
  1271. tangentArray[ offset_tangent + 5 ] = t2.y;
  1272. tangentArray[ offset_tangent + 6 ] = t2.z;
  1273. tangentArray[ offset_tangent + 7 ] = t2.w;
  1274. tangentArray[ offset_tangent + 8 ] = t3.x;
  1275. tangentArray[ offset_tangent + 9 ] = t3.y;
  1276. tangentArray[ offset_tangent + 10 ] = t3.z;
  1277. tangentArray[ offset_tangent + 11 ] = t3.w;
  1278. tangentArray[ offset_tangent + 12 ] = t4.x;
  1279. tangentArray[ offset_tangent + 13 ] = t4.y;
  1280. tangentArray[ offset_tangent + 14 ] = t4.z;
  1281. tangentArray[ offset_tangent + 15 ] = t4.w;
  1282. offset_tangent += 16;
  1283. }
  1284. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1285. _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
  1286. }
  1287. if ( dirtyNormals && normalType ) {
  1288. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1289. face = obj_faces[ chunk_faces3[ f ] ];
  1290. vertexNormals = face.vertexNormals;
  1291. faceNormal = face.normal;
  1292. if ( vertexNormals.length === 3 && needsSmoothNormals ) {
  1293. for ( i = 0; i < 3; i ++ ) {
  1294. vn = vertexNormals[ i ];
  1295. normalArray[ offset_normal ] = vn.x;
  1296. normalArray[ offset_normal + 1 ] = vn.y;
  1297. normalArray[ offset_normal + 2 ] = vn.z;
  1298. offset_normal += 3;
  1299. }
  1300. } else {
  1301. for ( i = 0; i < 3; i ++ ) {
  1302. normalArray[ offset_normal ] = faceNormal.x;
  1303. normalArray[ offset_normal + 1 ] = faceNormal.y;
  1304. normalArray[ offset_normal + 2 ] = faceNormal.z;
  1305. offset_normal += 3;
  1306. }
  1307. }
  1308. }
  1309. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1310. face = obj_faces[ chunk_faces4[ f ] ];
  1311. vertexNormals = face.vertexNormals;
  1312. faceNormal = face.normal;
  1313. if ( vertexNormals.length === 4 && needsSmoothNormals ) {
  1314. for ( i = 0; i < 4; i ++ ) {
  1315. vn = vertexNormals[ i ];
  1316. normalArray[ offset_normal ] = vn.x;
  1317. normalArray[ offset_normal + 1 ] = vn.y;
  1318. normalArray[ offset_normal + 2 ] = vn.z;
  1319. offset_normal += 3;
  1320. }
  1321. } else {
  1322. for ( i = 0; i < 4; i ++ ) {
  1323. normalArray[ offset_normal ] = faceNormal.x;
  1324. normalArray[ offset_normal + 1 ] = faceNormal.y;
  1325. normalArray[ offset_normal + 2 ] = faceNormal.z;
  1326. offset_normal += 3;
  1327. }
  1328. }
  1329. }
  1330. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1331. _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
  1332. }
  1333. if ( dirtyUvs && obj_uvs && uvType ) {
  1334. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1335. fi = chunk_faces3[ f ];
  1336. face = obj_faces[ fi ];
  1337. uv = obj_uvs[ fi ];
  1338. if ( uv === undefined ) continue;
  1339. for ( i = 0; i < 3; i ++ ) {
  1340. uvi = uv[ i ];
  1341. uvArray[ offset_uv ] = uvi.u;
  1342. uvArray[ offset_uv + 1 ] = uvi.v;
  1343. offset_uv += 2;
  1344. }
  1345. }
  1346. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1347. fi = chunk_faces4[ f ];
  1348. face = obj_faces[ fi ];
  1349. uv = obj_uvs[ fi ];
  1350. if ( uv === undefined ) continue;
  1351. for ( i = 0; i < 4; i ++ ) {
  1352. uvi = uv[ i ];
  1353. uvArray[ offset_uv ] = uvi.u;
  1354. uvArray[ offset_uv + 1 ] = uvi.v;
  1355. offset_uv += 2;
  1356. }
  1357. }
  1358. if ( offset_uv > 0 ) {
  1359. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1360. _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
  1361. }
  1362. }
  1363. if ( dirtyUvs && obj_uvs2 && uvType ) {
  1364. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1365. fi = chunk_faces3[ f ];
  1366. face = obj_faces[ fi ];
  1367. uv2 = obj_uvs2[ fi ];
  1368. if ( uv2 === undefined ) continue;
  1369. for ( i = 0; i < 3; i ++ ) {
  1370. uv2i = uv2[ i ];
  1371. uv2Array[ offset_uv2 ] = uv2i.u;
  1372. uv2Array[ offset_uv2 + 1 ] = uv2i.v;
  1373. offset_uv2 += 2;
  1374. }
  1375. }
  1376. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1377. fi = chunk_faces4[ f ];
  1378. face = obj_faces[ fi ];
  1379. uv2 = obj_uvs2[ fi ];
  1380. if ( uv2 === undefined ) continue;
  1381. for ( i = 0; i < 4; i ++ ) {
  1382. uv2i = uv2[ i ];
  1383. uv2Array[ offset_uv2 ] = uv2i.u;
  1384. uv2Array[ offset_uv2 + 1 ] = uv2i.v;
  1385. offset_uv2 += 2;
  1386. }
  1387. }
  1388. if ( offset_uv2 > 0 ) {
  1389. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1390. _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
  1391. }
  1392. }
  1393. if ( dirtyElements ) {
  1394. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1395. face = obj_faces[ chunk_faces3[ f ] ];
  1396. faceArray[ offset_face ] = vertexIndex;
  1397. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  1398. faceArray[ offset_face + 2 ] = vertexIndex + 2;
  1399. offset_face += 3;
  1400. lineArray[ offset_line ] = vertexIndex;
  1401. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  1402. lineArray[ offset_line + 2 ] = vertexIndex;
  1403. lineArray[ offset_line + 3 ] = vertexIndex + 2;
  1404. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  1405. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  1406. offset_line += 6;
  1407. vertexIndex += 3;
  1408. }
  1409. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1410. face = obj_faces[ chunk_faces4[ f ] ];
  1411. faceArray[ offset_face ] = vertexIndex;
  1412. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  1413. faceArray[ offset_face + 2 ] = vertexIndex + 3;
  1414. faceArray[ offset_face + 3 ] = vertexIndex + 1;
  1415. faceArray[ offset_face + 4 ] = vertexIndex + 2;
  1416. faceArray[ offset_face + 5 ] = vertexIndex + 3;
  1417. offset_face += 6;
  1418. lineArray[ offset_line ] = vertexIndex;
  1419. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  1420. lineArray[ offset_line + 2 ] = vertexIndex;
  1421. lineArray[ offset_line + 3 ] = vertexIndex + 3;
  1422. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  1423. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  1424. lineArray[ offset_line + 6 ] = vertexIndex + 2;
  1425. lineArray[ offset_line + 7 ] = vertexIndex + 3;
  1426. offset_line += 8;
  1427. vertexIndex += 4;
  1428. }
  1429. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1430. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
  1431. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1432. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
  1433. }
  1434. if ( customAttributes ) {
  1435. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  1436. customAttribute = customAttributes[ i ];
  1437. if ( ! customAttribute.__original.needsUpdate ) continue;
  1438. offset_custom = 0;
  1439. offset_customSrc = 0;
  1440. if ( customAttribute.size === 1 ) {
  1441. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1442. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1443. face = obj_faces[ chunk_faces3[ f ] ];
  1444. customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
  1445. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  1446. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  1447. offset_custom += 3;
  1448. }
  1449. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1450. face = obj_faces[ chunk_faces4[ f ] ];
  1451. customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
  1452. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  1453. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  1454. customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ face.d ];
  1455. offset_custom += 4;
  1456. }
  1457. } else if ( customAttribute.boundTo === "faces" ) {
  1458. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1459. value = customAttribute.value[ chunk_faces3[ f ] ];
  1460. customAttribute.array[ offset_custom ] = value;
  1461. customAttribute.array[ offset_custom + 1 ] = value;
  1462. customAttribute.array[ offset_custom + 2 ] = value;
  1463. offset_custom += 3;
  1464. }
  1465. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1466. value = customAttribute.value[ chunk_faces4[ f ] ];
  1467. customAttribute.array[ offset_custom ] = value;
  1468. customAttribute.array[ offset_custom + 1 ] = value;
  1469. customAttribute.array[ offset_custom + 2 ] = value;
  1470. customAttribute.array[ offset_custom + 3 ] = value;
  1471. offset_custom += 4;
  1472. }
  1473. }
  1474. } else if ( customAttribute.size === 2 ) {
  1475. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1476. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1477. face = obj_faces[ chunk_faces3[ f ] ];
  1478. v1 = customAttribute.value[ face.a ];
  1479. v2 = customAttribute.value[ face.b ];
  1480. v3 = customAttribute.value[ face.c ];
  1481. customAttribute.array[ offset_custom ] = v1.x;
  1482. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1483. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1484. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1485. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1486. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1487. offset_custom += 6;
  1488. }
  1489. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1490. face = obj_faces[ chunk_faces4[ f ] ];
  1491. v1 = customAttribute.value[ face.a ];
  1492. v2 = customAttribute.value[ face.b ];
  1493. v3 = customAttribute.value[ face.c ];
  1494. v4 = customAttribute.value[ face.d ];
  1495. customAttribute.array[ offset_custom ] = v1.x;
  1496. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1497. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1498. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1499. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1500. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1501. customAttribute.array[ offset_custom + 6 ] = v4.x;
  1502. customAttribute.array[ offset_custom + 7 ] = v4.y;
  1503. offset_custom += 8;
  1504. }
  1505. } else if ( customAttribute.boundTo === "faces" ) {
  1506. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1507. value = customAttribute.value[ chunk_faces3[ f ] ];
  1508. v1 = value;
  1509. v2 = value;
  1510. v3 = value;
  1511. customAttribute.array[ offset_custom ] = v1.x;
  1512. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1513. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1514. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1515. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1516. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1517. offset_custom += 6;
  1518. }
  1519. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1520. value = customAttribute.value[ chunk_faces4[ f ] ];
  1521. v1 = value;
  1522. v2 = value;
  1523. v3 = value;
  1524. v4 = value;
  1525. customAttribute.array[ offset_custom ] = v1.x;
  1526. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1527. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1528. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1529. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1530. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1531. customAttribute.array[ offset_custom + 6 ] = v4.x;
  1532. customAttribute.array[ offset_custom + 7 ] = v4.y;
  1533. offset_custom += 8;
  1534. }
  1535. }
  1536. } else if ( customAttribute.size === 3 ) {
  1537. var pp;
  1538. if ( customAttribute.type === "c" ) {
  1539. pp = [ "r", "g", "b" ];
  1540. } else {
  1541. pp = [ "x", "y", "z" ];
  1542. }
  1543. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1544. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1545. face = obj_faces[ chunk_faces3[ f ] ];
  1546. v1 = customAttribute.value[ face.a ];
  1547. v2 = customAttribute.value[ face.b ];
  1548. v3 = customAttribute.value[ face.c ];
  1549. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1550. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1551. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1552. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1553. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1554. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1555. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1556. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1557. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1558. offset_custom += 9;
  1559. }
  1560. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1561. face = obj_faces[ chunk_faces4[ f ] ];
  1562. v1 = customAttribute.value[ face.a ];
  1563. v2 = customAttribute.value[ face.b ];
  1564. v3 = customAttribute.value[ face.c ];
  1565. v4 = customAttribute.value[ face.d ];
  1566. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1567. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1568. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1569. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1570. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1571. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1572. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1573. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1574. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1575. customAttribute.array[ offset_custom + 9 ] = v4[ pp[ 0 ] ];
  1576. customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
  1577. customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
  1578. offset_custom += 12;
  1579. }
  1580. } else if ( customAttribute.boundTo === "faces" ) {
  1581. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1582. value = customAttribute.value[ chunk_faces3[ f ] ];
  1583. v1 = value;
  1584. v2 = value;
  1585. v3 = value;
  1586. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1587. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1588. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1589. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1590. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1591. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1592. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1593. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1594. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1595. offset_custom += 9;
  1596. }
  1597. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1598. value = customAttribute.value[ chunk_faces4[ f ] ];
  1599. v1 = value;
  1600. v2 = value;
  1601. v3 = value;
  1602. v4 = value;
  1603. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1604. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1605. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1606. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1607. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1608. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1609. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1610. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1611. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1612. customAttribute.array[ offset_custom + 9 ] = v4[ pp[ 0 ] ];
  1613. customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
  1614. customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
  1615. offset_custom += 12;
  1616. }
  1617. }
  1618. } else if ( customAttribute.size === 4 ) {
  1619. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1620. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1621. face = obj_faces[ chunk_faces3[ f ] ];
  1622. v1 = customAttribute.value[ face.a ];
  1623. v2 = customAttribute.value[ face.b ];
  1624. v3 = customAttribute.value[ face.c ];
  1625. customAttribute.array[ offset_custom ] = v1.x;
  1626. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1627. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1628. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1629. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1630. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1631. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1632. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1633. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1634. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1635. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1636. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1637. offset_custom += 12;
  1638. }
  1639. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1640. face = obj_faces[ chunk_faces4[ f ] ];
  1641. v1 = customAttribute.value[ face.a ];
  1642. v2 = customAttribute.value[ face.b ];
  1643. v3 = customAttribute.value[ face.c ];
  1644. v4 = customAttribute.value[ face.d ];
  1645. customAttribute.array[ offset_custom ] = v1.x;
  1646. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1647. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1648. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1649. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1650. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1651. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1652. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1653. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1654. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1655. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1656. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1657. customAttribute.array[ offset_custom + 12 ] = v4.x;
  1658. customAttribute.array[ offset_custom + 13 ] = v4.y;
  1659. customAttribute.array[ offset_custom + 14 ] = v4.z;
  1660. customAttribute.array[ offset_custom + 15 ] = v4.w;
  1661. offset_custom += 16;
  1662. }
  1663. } else if ( customAttribute.boundTo === "faces" ) {
  1664. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1665. value = customAttribute.value[ chunk_faces3[ f ] ];
  1666. v1 = value;
  1667. v2 = value;
  1668. v3 = value;
  1669. customAttribute.array[ offset_custom ] = v1.x;
  1670. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1671. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1672. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1673. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1674. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1675. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1676. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1677. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1678. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1679. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1680. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1681. offset_custom += 12;
  1682. }
  1683. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1684. value = customAttribute.value[ chunk_faces4[ f ] ];
  1685. v1 = value;
  1686. v2 = value;
  1687. v3 = value;
  1688. v4 = value;
  1689. customAttribute.array[ offset_custom ] = v1.x;
  1690. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1691. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1692. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1693. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1694. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1695. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1696. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1697. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1698. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1699. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1700. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1701. customAttribute.array[ offset_custom + 12 ] = v4.x;
  1702. customAttribute.array[ offset_custom + 13 ] = v4.y;
  1703. customAttribute.array[ offset_custom + 14 ] = v4.z;
  1704. customAttribute.array[ offset_custom + 15 ] = v4.w;
  1705. offset_custom += 16;
  1706. }
  1707. }
  1708. }
  1709. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  1710. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  1711. }
  1712. }
  1713. if ( dispose ) {
  1714. delete geometryGroup.__inittedArrays;
  1715. delete geometryGroup.__colorArray;
  1716. delete geometryGroup.__normalArray;
  1717. delete geometryGroup.__tangentArray;
  1718. delete geometryGroup.__uvArray;
  1719. delete geometryGroup.__uv2Array;
  1720. delete geometryGroup.__faceArray;
  1721. delete geometryGroup.__vertexArray;
  1722. delete geometryGroup.__lineArray;
  1723. delete geometryGroup.__skinVertexAArray;
  1724. delete geometryGroup.__skinVertexBArray;
  1725. delete geometryGroup.__skinIndexArray;
  1726. delete geometryGroup.__skinWeightArray;
  1727. }
  1728. };
  1729. // Buffer rendering
  1730. this.renderBufferImmediate = function ( object, program, shading ) {
  1731. if ( ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
  1732. if ( ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
  1733. if ( object.hasPos ) {
  1734. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
  1735. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  1736. _gl.enableVertexAttribArray( program.attributes.position );
  1737. _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1738. }
  1739. if ( object.hasNormal ) {
  1740. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
  1741. if ( shading === THREE.FlatShading ) {
  1742. var nx, ny, nz,
  1743. nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
  1744. normalArray,
  1745. i, il = object.count * 3;
  1746. for( i = 0; i < il; i += 9 ) {
  1747. normalArray = object.normalArray;
  1748. nax = normalArray[ i ];
  1749. nay = normalArray[ i + 1 ];
  1750. naz = normalArray[ i + 2 ];
  1751. nbx = normalArray[ i + 3 ];
  1752. nby = normalArray[ i + 4 ];
  1753. nbz = normalArray[ i + 5 ];
  1754. ncx = normalArray[ i + 6 ];
  1755. ncy = normalArray[ i + 7 ];
  1756. ncz = normalArray[ i + 8 ];
  1757. nx = ( nax + nbx + ncx ) / 3;
  1758. ny = ( nay + nby + ncy ) / 3;
  1759. nz = ( naz + nbz + ncz ) / 3;
  1760. normalArray[ i ] = nx;
  1761. normalArray[ i + 1 ] = ny;
  1762. normalArray[ i + 2 ] = nz;
  1763. normalArray[ i + 3 ] = nx;
  1764. normalArray[ i + 4 ] = ny;
  1765. normalArray[ i + 5 ] = nz;
  1766. normalArray[ i + 6 ] = nx;
  1767. normalArray[ i + 7 ] = ny;
  1768. normalArray[ i + 8 ] = nz;
  1769. }
  1770. }
  1771. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  1772. _gl.enableVertexAttribArray( program.attributes.normal );
  1773. _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1774. }
  1775. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  1776. object.count = 0;
  1777. };
  1778. this.renderBufferDirect = function ( camera, lights, fog, material, geometryGroup, object ) {
  1779. if ( material.opacity === 0 ) return;
  1780. var program, attributes, linewidth, primitives, a, attribute;
  1781. program = setProgram( camera, lights, fog, material, object );
  1782. attributes = program.attributes;
  1783. var updateBuffers = false,
  1784. wireframeBit = material.wireframe ? 1 : 0,
  1785. geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
  1786. if ( geometryGroupHash !== _currentGeometryGroupHash ) {
  1787. _currentGeometryGroupHash = geometryGroupHash;
  1788. updateBuffers = true;
  1789. }
  1790. // render mesh
  1791. if ( object instanceof THREE.Mesh ) {
  1792. var offsets = geometryGroup.offsets;
  1793. for ( var i = 0, il = offsets.length; i < il; ++ i ) {
  1794. if ( updateBuffers ) {
  1795. // vertices
  1796. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.vertexPositionBuffer );
  1797. _gl.vertexAttribPointer( attributes.position, geometryGroup.vertexPositionBuffer.itemSize, _gl.FLOAT, false, 0, offsets[ i ].index * 4 * 3 );
  1798. // normals
  1799. if ( attributes.normal >= 0 && geometryGroup.vertexNormalBuffer ) {
  1800. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.vertexNormalBuffer );
  1801. _gl.vertexAttribPointer( attributes.normal, geometryGroup.vertexNormalBuffer.itemSize, _gl.FLOAT, false, 0, offsets[ i ].index * 4 * 3 );
  1802. }
  1803. // uvs
  1804. if ( attributes.uv >= 0 && geometryGroup.vertexUvBuffer ) {
  1805. if ( geometryGroup.vertexUvBuffer ) {
  1806. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.vertexUvBuffer );
  1807. _gl.vertexAttribPointer( attributes.uv, geometryGroup.vertexUvBuffer.itemSize, _gl.FLOAT, false, 0, offsets[ i ].index * 4 * 2 );
  1808. _gl.enableVertexAttribArray( attributes.uv );
  1809. } else {
  1810. _gl.disableVertexAttribArray( attributes.uv );
  1811. }
  1812. }
  1813. // colors
  1814. if ( attributes.color >= 0 && geometryGroup.vertexColorBuffer ) {
  1815. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.vertexColorBuffer );
  1816. _gl.vertexAttribPointer( attributes.color, geometryGroup.vertexColorBuffer.itemSize, _gl.FLOAT, false, 0, offsets[ i ].index * 4 * 4 );
  1817. }
  1818. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.vertexIndexBuffer );
  1819. }
  1820. // render indexed triangles
  1821. _gl.drawElements( _gl.TRIANGLES, offsets[ i ].count, _gl.UNSIGNED_SHORT, offsets[ i ].start * 2 ); // 2 = Uint16
  1822. _this.info.render.calls ++;
  1823. _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
  1824. _this.info.render.faces += offsets[ i ].count / 3;
  1825. }
  1826. }
  1827. };
  1828. this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {
  1829. if ( material.opacity === 0 ) return;
  1830. var program, attributes, linewidth, primitives, a, attribute, i, il;
  1831. program = setProgram( camera, lights, fog, material, object );
  1832. attributes = program.attributes;
  1833. var updateBuffers = false,
  1834. wireframeBit = material.wireframe ? 1 : 0,
  1835. geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
  1836. if ( geometryGroupHash !== _currentGeometryGroupHash ) {
  1837. _currentGeometryGroupHash = geometryGroupHash;
  1838. updateBuffers = true;
  1839. }
  1840. // vertices
  1841. if ( !material.morphTargets && attributes.position >= 0 ) {
  1842. if ( updateBuffers ) {
  1843. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1844. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1845. }
  1846. } else {
  1847. if ( object.morphTargetBase ) {
  1848. setupMorphTargets( material, geometryGroup, object );
  1849. }
  1850. }
  1851. if ( updateBuffers ) {
  1852. // custom attributes
  1853. // Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
  1854. if ( geometryGroup.__webglCustomAttributesList ) {
  1855. for ( i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
  1856. attribute = geometryGroup.__webglCustomAttributesList[ i ];
  1857. if( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {
  1858. _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
  1859. _gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );
  1860. }
  1861. }
  1862. }
  1863. // colors
  1864. if ( attributes.color >= 0 ) {
  1865. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1866. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  1867. }
  1868. // normals
  1869. if ( attributes.normal >= 0 ) {
  1870. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1871. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1872. }
  1873. // tangents
  1874. if ( attributes.tangent >= 0 ) {
  1875. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1876. _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
  1877. }
  1878. // uvs
  1879. if ( attributes.uv >= 0 ) {
  1880. if ( geometryGroup.__webglUVBuffer ) {
  1881. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1882. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  1883. _gl.enableVertexAttribArray( attributes.uv );
  1884. } else {
  1885. _gl.disableVertexAttribArray( attributes.uv );
  1886. }
  1887. }
  1888. if ( attributes.uv2 >= 0 ) {
  1889. if ( geometryGroup.__webglUV2Buffer ) {
  1890. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1891. _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
  1892. _gl.enableVertexAttribArray( attributes.uv2 );
  1893. } else {
  1894. _gl.disableVertexAttribArray( attributes.uv2 );
  1895. }
  1896. }
  1897. if ( material.skinning &&
  1898. attributes.skinVertexA >= 0 && attributes.skinVertexB >= 0 &&
  1899. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  1900. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
  1901. _gl.vertexAttribPointer( attributes.skinVertexA, 4, _gl.FLOAT, false, 0, 0 );
  1902. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
  1903. _gl.vertexAttribPointer( attributes.skinVertexB, 4, _gl.FLOAT, false, 0, 0 );
  1904. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1905. _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
  1906. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1907. _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
  1908. }
  1909. }
  1910. // render mesh
  1911. if ( object instanceof THREE.Mesh ) {
  1912. // wireframe
  1913. if ( material.wireframe ) {
  1914. setLineWidth( material.wireframeLinewidth );
  1915. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1916. _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, _gl.UNSIGNED_SHORT, 0 );
  1917. // triangles
  1918. } else {
  1919. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1920. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
  1921. }
  1922. _this.info.render.calls ++;
  1923. _this.info.render.vertices += geometryGroup.__webglFaceCount;
  1924. _this.info.render.faces += geometryGroup.__webglFaceCount / 3;
  1925. // render lines
  1926. } else if ( object instanceof THREE.Line ) {
  1927. primitives = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  1928. setLineWidth( material.linewidth );
  1929. _gl.drawArrays( primitives, 0, geometryGroup.__webglLineCount );
  1930. _this.info.render.calls ++;
  1931. // render particles
  1932. } else if ( object instanceof THREE.ParticleSystem ) {
  1933. _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
  1934. _this.info.render.calls ++;
  1935. _this.info.render.points += geometryGroup.__webglParticleCount;
  1936. // render ribbon
  1937. } else if ( object instanceof THREE.Ribbon ) {
  1938. _gl.drawArrays( _gl.TRIANGLE_STRIP, 0, geometryGroup.__webglVertexCount );
  1939. _this.info.render.calls ++;
  1940. }
  1941. };
  1942. function setupMorphTargets ( material, geometryGroup, object ) {
  1943. // set base
  1944. var attributes = material.program.attributes;
  1945. if ( object.morphTargetBase !== - 1 ) {
  1946. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
  1947. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1948. } else if ( attributes.position >= 0 ) {
  1949. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1950. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1951. }
  1952. if ( object.morphTargetForcedOrder.length ) {
  1953. // set forced order
  1954. var m = 0;
  1955. var order = object.morphTargetForcedOrder;
  1956. var influences = object.morphTargetInfluences;
  1957. while ( m < material.numSupportedMorphTargets && m < order.length ) {
  1958. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
  1959. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1960. if ( material.morphNormals ) {
  1961. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] );
  1962. _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1963. }
  1964. object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];
  1965. m ++;
  1966. }
  1967. } else {
  1968. // find most influencing
  1969. var used = [];
  1970. var candidateInfluence = - 1;
  1971. var candidate = 0;
  1972. var influences = object.morphTargetInfluences;
  1973. var i, il = influences.length;
  1974. var m = 0;
  1975. if ( object.morphTargetBase !== - 1 ) {
  1976. used[ object.morphTargetBase ] = true;
  1977. }
  1978. while ( m < material.numSupportedMorphTargets ) {
  1979. for ( i = 0; i < il; i ++ ) {
  1980. if ( !used[ i ] && influences[ i ] > candidateInfluence ) {
  1981. candidate = i;
  1982. candidateInfluence = influences[ candidate ];
  1983. }
  1984. }
  1985. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ candidate ] );
  1986. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1987. if ( material.morphNormals ) {
  1988. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ candidate ] );
  1989. _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1990. }
  1991. object.__webglMorphTargetInfluences[ m ] = candidateInfluence;
  1992. used[ candidate ] = 1;
  1993. candidateInfluence = -1;
  1994. m ++;
  1995. }
  1996. }
  1997. // load updated influences uniform
  1998. if( material.program.uniforms.morphTargetInfluences !== null ) {
  1999. _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
  2000. }
  2001. };
  2002. function painterSort ( a, b ) {
  2003. return b.z - a.z;
  2004. };
  2005. // Rendering
  2006. this.render = function ( scene, camera, renderTarget, forceClear ) {
  2007. var i, il,
  2008. webglObject, object,
  2009. renderList,
  2010. lights = scene.__lights,
  2011. fog = scene.fog;
  2012. _currentMaterialId = -1;
  2013. // update scene graph
  2014. if ( camera.parent === undefined ) {
  2015. console.warn( 'DEPRECATED: Camera hasn\'t been added to a Scene. Adding it...' );
  2016. scene.add( camera );
  2017. }
  2018. if ( this.autoUpdateScene ) scene.updateMatrixWorld();
  2019. // update camera matrices and frustum
  2020. if ( ! camera._viewMatrixArray ) camera._viewMatrixArray = new Float32Array( 16 );
  2021. if ( ! camera._projectionMatrixArray ) camera._projectionMatrixArray = new Float32Array( 16 );
  2022. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  2023. camera.matrixWorldInverse.flattenToArray( camera._viewMatrixArray );
  2024. camera.projectionMatrix.flattenToArray( camera._projectionMatrixArray );
  2025. _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
  2026. _frustum.setFromMatrix( _projScreenMatrix );
  2027. // update WebGL objects
  2028. if ( this.autoUpdateObjects ) this.initWebGLObjects( scene );
  2029. // custom render plugins (pre pass)
  2030. renderPlugins( this.renderPluginsPre, scene, camera );
  2031. //
  2032. _this.info.render.calls = 0;
  2033. _this.info.render.vertices = 0;
  2034. _this.info.render.faces = 0;
  2035. _this.info.render.points = 0;
  2036. this.setRenderTarget( renderTarget );
  2037. if ( this.autoClear || forceClear ) {
  2038. this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
  2039. }
  2040. // set matrices for regular objects (frustum culled)
  2041. renderList = scene.__webglObjects;
  2042. for ( i = 0, il = renderList.length; i < il; i ++ ) {
  2043. webglObject = renderList[ i ];
  2044. object = webglObject.object;
  2045. webglObject.render = false;
  2046. if ( object.visible ) {
  2047. if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.contains( object ) ) {
  2048. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2049. setupMatrices( object, camera );
  2050. unrollBufferMaterial( webglObject );
  2051. webglObject.render = true;
  2052. if ( this.sortObjects ) {
  2053. if ( object.renderDepth ) {
  2054. webglObject.z = object.renderDepth;
  2055. } else {
  2056. _vector3.copy( object.matrixWorld.getPosition() );
  2057. _projScreenMatrix.multiplyVector3( _vector3 );
  2058. webglObject.z = _vector3.z;
  2059. }
  2060. }
  2061. }
  2062. }
  2063. }
  2064. if ( this.sortObjects ) {
  2065. renderList.sort( painterSort );
  2066. }
  2067. // set matrices for immediate objects
  2068. renderList = scene.__webglObjectsImmediate;
  2069. for ( i = 0, il = renderList.length; i < il; i ++ ) {
  2070. webglObject = renderList[ i ];
  2071. object = webglObject.object;
  2072. if ( object.visible ) {
  2073. if( object.matrixAutoUpdate ) {
  2074. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2075. }
  2076. setupMatrices( object, camera );
  2077. unrollImmediateBufferMaterial( webglObject );
  2078. }
  2079. }
  2080. if ( scene.overrideMaterial ) {
  2081. var material = scene.overrideMaterial;
  2082. this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  2083. this.setDepthTest( material.depthTest );
  2084. this.setDepthWrite( material.depthWrite );
  2085. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2086. renderObjects( scene.__webglObjects, false, "", camera, lights, fog, true, material );
  2087. renderObjectsImmediate( scene.__webglObjectsImmediate, "", camera, lights, fog, false, material );
  2088. } else {
  2089. // opaque pass (front-to-back order)
  2090. this.setBlending( THREE.NormalBlending );
  2091. renderObjects( scene.__webglObjects, true, "opaque", camera, lights, fog, false );
  2092. renderObjectsImmediate( scene.__webglObjectsImmediate, "opaque", camera, lights, fog, false );
  2093. // transparent pass (back-to-front order)
  2094. renderObjects( scene.__webglObjects, false, "transparent", camera, lights, fog, true );
  2095. renderObjectsImmediate( scene.__webglObjectsImmediate, "transparent", camera, lights, fog, true );
  2096. }
  2097. // custom render plugins (post pass)
  2098. renderPlugins( this.renderPluginsPost, scene, camera );
  2099. // Generate mipmap if we're using any kind of mipmap filtering
  2100. if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
  2101. updateRenderTargetMipmap( renderTarget );
  2102. }
  2103. // Ensure depth buffer writing is enabled so it can be cleared on next render
  2104. this.setDepthTest( true );
  2105. this.setDepthWrite( true );
  2106. // _gl.finish();
  2107. };
  2108. function renderPlugins( plugins, scene, camera ) {
  2109. if ( ! plugins.length ) return;
  2110. for ( var i = 0, il = plugins.length; i < il; i ++ ) {
  2111. _currentProgram = null;
  2112. _currentCamera = null;
  2113. _oldBlending = -1;
  2114. _oldDepthTest = -1;
  2115. _oldDepthWrite = -1;
  2116. _currentGeometryGroupHash = -1;
  2117. _currentMaterialId = -1;
  2118. plugins[ i ].render( scene, camera, _currentWidth, _currentHeight );
  2119. _currentProgram = null;
  2120. _currentCamera = null;
  2121. _oldBlending = -1;
  2122. _oldDepthTest = -1;
  2123. _oldDepthWrite = -1;
  2124. _currentGeometryGroupHash = -1;
  2125. _currentMaterialId = -1;
  2126. }
  2127. };
  2128. function renderObjects ( renderList, reverse, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
  2129. var webglObject, object, buffer, material, start, end, delta;
  2130. if ( reverse ) {
  2131. start = renderList.length - 1;
  2132. end = -1;
  2133. delta = -1;
  2134. } else {
  2135. start = 0;
  2136. end = renderList.length;
  2137. delta = 1;
  2138. }
  2139. for ( var i = start; i !== end; i += delta ) {
  2140. webglObject = renderList[ i ];
  2141. if ( webglObject.render ) {
  2142. object = webglObject.object;
  2143. buffer = webglObject.buffer;
  2144. if ( overrideMaterial ) {
  2145. material = overrideMaterial;
  2146. } else {
  2147. material = webglObject[ materialType ];
  2148. if ( ! material ) continue;
  2149. if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  2150. _this.setDepthTest( material.depthTest );
  2151. _this.setDepthWrite( material.depthWrite );
  2152. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2153. }
  2154. _this.setObjectFaces( object );
  2155. if ( buffer instanceof THREE.BufferGeometry ) {
  2156. _this.renderBufferDirect( camera, lights, fog, material, buffer, object );
  2157. } else {
  2158. _this.renderBuffer( camera, lights, fog, material, buffer, object );
  2159. }
  2160. }
  2161. }
  2162. };
  2163. function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
  2164. var webglObject, object, material, program;
  2165. for ( var i = 0, il = renderList.length; i < il; i ++ ) {
  2166. webglObject = renderList[ i ];
  2167. object = webglObject.object;
  2168. if ( object.visible ) {
  2169. if ( overrideMaterial ) {
  2170. material = overrideMaterial;
  2171. } else {
  2172. material = webglObject[ materialType ];
  2173. if ( ! material ) continue;
  2174. if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  2175. _this.setDepthTest( material.depthTest );
  2176. _this.setDepthWrite( material.depthWrite );
  2177. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2178. }
  2179. _this.renderImmediateObject( camera, lights, fog, material, object );
  2180. }
  2181. }
  2182. };
  2183. this.renderImmediateObject = function ( camera, lights, fog, material, object ) {
  2184. var program = setProgram( camera, lights, fog, material, object );
  2185. _currentGeometryGroupHash = -1;
  2186. _this.setObjectFaces( object );
  2187. if ( object.immediateRenderCallback ) {
  2188. object.immediateRenderCallback( program, _gl, _frustum );
  2189. } else {
  2190. object.render( function( object ) { _this.renderBufferImmediate( object, program, material.shading ); } );
  2191. }
  2192. };
  2193. function unrollImmediateBufferMaterial ( globject ) {
  2194. var object = globject.object,
  2195. material = object.material;
  2196. if ( material.transparent ) {
  2197. globject.transparent = material;
  2198. globject.opaque = null;
  2199. } else {
  2200. globject.opaque = material;
  2201. globject.transparent = null;
  2202. }
  2203. };
  2204. function unrollBufferMaterial ( globject ) {
  2205. var object = globject.object,
  2206. buffer = globject.buffer,
  2207. material, materialIndex, meshMaterial;
  2208. meshMaterial = object.material;
  2209. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  2210. materialIndex = buffer.materialIndex;
  2211. if ( materialIndex >= 0 ) {
  2212. material = object.geometry.materials[ materialIndex ];
  2213. if ( material.transparent ) {
  2214. globject.transparent = material;
  2215. globject.opaque = null;
  2216. } else {
  2217. globject.opaque = material;
  2218. globject.transparent = null;
  2219. }
  2220. }
  2221. } else {
  2222. material = meshMaterial;
  2223. if ( material ) {
  2224. if ( material.transparent ) {
  2225. globject.transparent = material;
  2226. globject.opaque = null;
  2227. } else {
  2228. globject.opaque = material;
  2229. globject.transparent = null;
  2230. }
  2231. }
  2232. }
  2233. };
  2234. // Geometry splitting
  2235. function sortFacesByMaterial ( geometry ) {
  2236. var f, fl, face, materialIndex, vertices,
  2237. materialHash, groupHash,
  2238. hash_map = {};
  2239. var numMorphTargets = geometry.morphTargets.length;
  2240. var numMorphNormals = geometry.morphNormals.length;
  2241. geometry.geometryGroups = {};
  2242. for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
  2243. face = geometry.faces[ f ];
  2244. materialIndex = face.materialIndex;
  2245. materialHash = ( materialIndex !== undefined ) ? materialIndex : -1;
  2246. if ( hash_map[ materialHash ] === undefined ) {
  2247. hash_map[ materialHash ] = { 'hash': materialHash, 'counter': 0 };
  2248. }
  2249. groupHash = hash_map[ materialHash ].hash + '_' + hash_map[ materialHash ].counter;
  2250. if ( geometry.geometryGroups[ groupHash ] === undefined ) {
  2251. geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
  2252. }
  2253. vertices = face instanceof THREE.Face3 ? 3 : 4;
  2254. if ( geometry.geometryGroups[ groupHash ].vertices + vertices > 65535 ) {
  2255. hash_map[ materialHash ].counter += 1;
  2256. groupHash = hash_map[ materialHash ].hash + '_' + hash_map[ materialHash ].counter;
  2257. if ( geometry.geometryGroups[ groupHash ] === undefined ) {
  2258. geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
  2259. }
  2260. }
  2261. if ( face instanceof THREE.Face3 ) {
  2262. geometry.geometryGroups[ groupHash ].faces3.push( f );
  2263. } else {
  2264. geometry.geometryGroups[ groupHash ].faces4.push( f );
  2265. }
  2266. geometry.geometryGroups[ groupHash ].vertices += vertices;
  2267. }
  2268. geometry.geometryGroupsList = [];
  2269. for ( var g in geometry.geometryGroups ) {
  2270. geometry.geometryGroups[ g ].id = _geometryGroupCounter ++;
  2271. geometry.geometryGroupsList.push( geometry.geometryGroups[ g ] );
  2272. }
  2273. };
  2274. // Objects refresh
  2275. this.initWebGLObjects = function ( scene ) {
  2276. if ( !scene.__webglObjects ) {
  2277. scene.__webglObjects = [];
  2278. scene.__webglObjectsImmediate = [];
  2279. scene.__webglSprites = [];
  2280. scene.__webglFlares = [];
  2281. }
  2282. while ( scene.__objectsAdded.length ) {
  2283. addObject( scene.__objectsAdded[ 0 ], scene );
  2284. scene.__objectsAdded.splice( 0, 1 );
  2285. }
  2286. while ( scene.__objectsRemoved.length ) {
  2287. removeObject( scene.__objectsRemoved[ 0 ], scene );
  2288. scene.__objectsRemoved.splice( 0, 1 );
  2289. }
  2290. // update must be called after objects adding / removal
  2291. for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {
  2292. updateObject( scene.__webglObjects[ o ].object );
  2293. }
  2294. };
  2295. // Objects adding
  2296. function addObject ( object, scene ) {
  2297. var g, geometry, geometryGroup;
  2298. if ( ! object.__webglInit ) {
  2299. object.__webglInit = true;
  2300. object._modelViewMatrix = new THREE.Matrix4();
  2301. object._normalMatrix = new THREE.Matrix3();
  2302. object._normalMatrixArray = new Float32Array( 9 );
  2303. object._modelViewMatrixArray = new Float32Array( 16 );
  2304. object._objectMatrixArray = new Float32Array( 16 );
  2305. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2306. if ( object instanceof THREE.Mesh ) {
  2307. geometry = object.geometry;
  2308. if ( geometry instanceof THREE.Geometry ) {
  2309. if ( geometry.geometryGroups === undefined ) {
  2310. sortFacesByMaterial( geometry );
  2311. }
  2312. // create separate VBOs per geometry chunk
  2313. for ( g in geometry.geometryGroups ) {
  2314. geometryGroup = geometry.geometryGroups[ g ];
  2315. // initialise VBO on the first access
  2316. if ( ! geometryGroup.__webglVertexBuffer ) {
  2317. createMeshBuffers( geometryGroup );
  2318. initMeshBuffers( geometryGroup, object );
  2319. geometry.__dirtyVertices = true;
  2320. geometry.__dirtyMorphTargets = true;
  2321. geometry.__dirtyElements = true;
  2322. geometry.__dirtyUvs = true;
  2323. geometry.__dirtyNormals = true;
  2324. geometry.__dirtyTangents = true;
  2325. geometry.__dirtyColors = true;
  2326. }
  2327. }
  2328. }
  2329. } else if ( object instanceof THREE.Ribbon ) {
  2330. geometry = object.geometry;
  2331. if( ! geometry.__webglVertexBuffer ) {
  2332. createRibbonBuffers( geometry );
  2333. initRibbonBuffers( geometry );
  2334. geometry.__dirtyVertices = true;
  2335. geometry.__dirtyColors = true;
  2336. }
  2337. } else if ( object instanceof THREE.Line ) {
  2338. geometry = object.geometry;
  2339. if( ! geometry.__webglVertexBuffer ) {
  2340. createLineBuffers( geometry );
  2341. initLineBuffers( geometry, object );
  2342. geometry.__dirtyVertices = true;
  2343. geometry.__dirtyColors = true;
  2344. }
  2345. } else if ( object instanceof THREE.ParticleSystem ) {
  2346. geometry = object.geometry;
  2347. if ( ! geometry.__webglVertexBuffer ) {
  2348. createParticleBuffers( geometry );
  2349. initParticleBuffers( geometry, object );
  2350. geometry.__dirtyVertices = true;
  2351. geometry.__dirtyColors = true;
  2352. }
  2353. }
  2354. }
  2355. if ( ! object.__webglActive ) {
  2356. if ( object instanceof THREE.Mesh ) {
  2357. geometry = object.geometry;
  2358. if ( geometry instanceof THREE.BufferGeometry ) {
  2359. addBuffer( scene.__webglObjects, geometry, object );
  2360. } else {
  2361. for ( g in geometry.geometryGroups ) {
  2362. geometryGroup = geometry.geometryGroups[ g ];
  2363. addBuffer( scene.__webglObjects, geometryGroup, object );
  2364. }
  2365. }
  2366. } else if ( object instanceof THREE.Ribbon ||
  2367. object instanceof THREE.Line ||
  2368. object instanceof THREE.ParticleSystem ) {
  2369. geometry = object.geometry;
  2370. addBuffer( scene.__webglObjects, geometry, object );
  2371. } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
  2372. addBufferImmediate( scene.__webglObjectsImmediate, object );
  2373. } else if ( object instanceof THREE.Sprite ) {
  2374. scene.__webglSprites.push( object );
  2375. } else if ( object instanceof THREE.LensFlare ) {
  2376. scene.__webglFlares.push( object );
  2377. }
  2378. object.__webglActive = true;
  2379. }
  2380. };
  2381. function addBuffer ( objlist, buffer, object ) {
  2382. objlist.push(
  2383. {
  2384. buffer: buffer,
  2385. object: object,
  2386. opaque: null,
  2387. transparent: null
  2388. }
  2389. );
  2390. };
  2391. function addBufferImmediate ( objlist, object ) {
  2392. objlist.push(
  2393. {
  2394. object: object,
  2395. opaque: null,
  2396. transparent: null
  2397. }
  2398. );
  2399. };
  2400. // Objects updates
  2401. function updateObject ( object ) {
  2402. var geometry = object.geometry,
  2403. geometryGroup, customAttributesDirty, material;
  2404. if ( object instanceof THREE.Mesh ) {
  2405. if ( geometry instanceof THREE.BufferGeometry ) {
  2406. /*
  2407. if ( geometry.__dirtyVertices || geometry.__dirtyElements ||
  2408. geometry.__dirtyUvs || geometry.__dirtyNormals ||
  2409. geometry.__dirtyColors ) {
  2410. // TODO
  2411. // set buffers from typed arrays
  2412. }
  2413. */
  2414. geometry.__dirtyVertices = false;
  2415. geometry.__dirtyElements = false;
  2416. geometry.__dirtyUvs = false;
  2417. geometry.__dirtyNormals = false;
  2418. geometry.__dirtyColors = false;
  2419. } else {
  2420. // check all geometry groups
  2421. for( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {
  2422. geometryGroup = geometry.geometryGroupsList[ i ];
  2423. material = getBufferMaterial( object, geometryGroup );
  2424. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2425. if ( geometry.__dirtyVertices || geometry.__dirtyMorphTargets || geometry.__dirtyElements ||
  2426. geometry.__dirtyUvs || geometry.__dirtyNormals ||
  2427. geometry.__dirtyColors || geometry.__dirtyTangents || customAttributesDirty ) {
  2428. setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, !geometry.dynamic, material );
  2429. }
  2430. }
  2431. geometry.__dirtyVertices = false;
  2432. geometry.__dirtyMorphTargets = false;
  2433. geometry.__dirtyElements = false;
  2434. geometry.__dirtyUvs = false;
  2435. geometry.__dirtyNormals = false;
  2436. geometry.__dirtyColors = false;
  2437. geometry.__dirtyTangents = false;
  2438. material.attributes && clearCustomAttributes( material );
  2439. }
  2440. } else if ( object instanceof THREE.Ribbon ) {
  2441. if ( geometry.__dirtyVertices || geometry.__dirtyColors ) {
  2442. setRibbonBuffers( geometry, _gl.DYNAMIC_DRAW );
  2443. }
  2444. geometry.__dirtyVertices = false;
  2445. geometry.__dirtyColors = false;
  2446. } else if ( object instanceof THREE.Line ) {
  2447. material = getBufferMaterial( object, geometryGroup );
  2448. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2449. if ( geometry.__dirtyVertices || geometry.__dirtyColors || customAttributesDirty ) {
  2450. setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
  2451. }
  2452. geometry.__dirtyVertices = false;
  2453. geometry.__dirtyColors = false;
  2454. material.attributes && clearCustomAttributes( material );
  2455. } else if ( object instanceof THREE.ParticleSystem ) {
  2456. material = getBufferMaterial( object, geometryGroup );
  2457. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2458. if ( geometry.__dirtyVertices || geometry.__dirtyColors || object.sortParticles || customAttributesDirty ) {
  2459. setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
  2460. }
  2461. geometry.__dirtyVertices = false;
  2462. geometry.__dirtyColors = false;
  2463. material.attributes && clearCustomAttributes( material );
  2464. }
  2465. };
  2466. // Objects updates - custom attributes check
  2467. function areCustomAttributesDirty ( material ) {
  2468. for ( var a in material.attributes ) {
  2469. if ( material.attributes[ a ].needsUpdate ) return true;
  2470. }
  2471. return false;
  2472. };
  2473. function clearCustomAttributes ( material ) {
  2474. for ( var a in material.attributes ) {
  2475. material.attributes[ a ].needsUpdate = false;
  2476. }
  2477. };
  2478. // Objects removal
  2479. function removeObject ( object, scene ) {
  2480. if ( object instanceof THREE.Mesh ||
  2481. object instanceof THREE.ParticleSystem ||
  2482. object instanceof THREE.Ribbon ||
  2483. object instanceof THREE.Line ) {
  2484. removeInstances( scene.__webglObjects, object );
  2485. } else if ( object instanceof THREE.Sprite ) {
  2486. removeInstancesDirect( scene.__webglSprites, object );
  2487. } else if ( object instanceof THREE.LensFlare ) {
  2488. removeInstancesDirect( scene.__webglFlares, object );
  2489. } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
  2490. removeInstances( scene.__webglObjectsImmediate, object );
  2491. }
  2492. object.__webglActive = false;
  2493. };
  2494. function removeInstances ( objlist, object ) {
  2495. for ( var o = objlist.length - 1; o >= 0; o -- ) {
  2496. if ( objlist[ o ].object === object ) {
  2497. objlist.splice( o, 1 );
  2498. }
  2499. }
  2500. };
  2501. function removeInstancesDirect ( objlist, object ) {
  2502. for ( var o = objlist.length - 1; o >= 0; o -- ) {
  2503. if ( objlist[ o ] === object ) {
  2504. objlist.splice( o, 1 );
  2505. }
  2506. }
  2507. };
  2508. // Materials
  2509. this.initMaterial = function ( material, lights, fog, object ) {
  2510. var u, a, identifiers, i, parameters, maxLightCount, maxBones, maxShadows, shaderID;
  2511. if ( material instanceof THREE.MeshDepthMaterial ) {
  2512. shaderID = 'depth';
  2513. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  2514. shaderID = 'normal';
  2515. } else if ( material instanceof THREE.MeshBasicMaterial ) {
  2516. shaderID = 'basic';
  2517. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  2518. shaderID = 'lambert';
  2519. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  2520. shaderID = 'phong';
  2521. } else if ( material instanceof THREE.LineBasicMaterial ) {
  2522. shaderID = 'basic';
  2523. } else if ( material instanceof THREE.ParticleBasicMaterial ) {
  2524. shaderID = 'particle_basic';
  2525. }
  2526. if ( shaderID ) {
  2527. setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );
  2528. }
  2529. // heuristics to create shader parameters according to lights in the scene
  2530. // (not to blow over maxLights budget)
  2531. maxLightCount = allocateLights( lights );
  2532. maxShadows = allocateShadows( lights );
  2533. maxBones = allocateBones( object );
  2534. parameters = {
  2535. map: !!material.map, envMap: !!material.envMap, lightMap: !!material.lightMap,
  2536. vertexColors: material.vertexColors,
  2537. fog: fog, useFog: material.fog,
  2538. sizeAttenuation: material.sizeAttenuation,
  2539. skinning: material.skinning,
  2540. morphTargets: material.morphTargets,
  2541. morphNormals: material.morphNormals,
  2542. maxMorphTargets: this.maxMorphTargets,
  2543. maxMorphNormals: this.maxMorphNormals,
  2544. maxDirLights: maxLightCount.directional, maxPointLights: maxLightCount.point,
  2545. maxBones: maxBones,
  2546. shadowMapEnabled: this.shadowMapEnabled && object.receiveShadow,
  2547. shadowMapSoft: this.shadowMapSoft,
  2548. shadowMapDebug: this.shadowMapDebug,
  2549. shadowMapCascade: this.shadowMapCascade,
  2550. maxShadows: maxShadows,
  2551. alphaTest: material.alphaTest,
  2552. metal: material.metal,
  2553. perPixel: material.perPixel,
  2554. wrapAround: material.wrapAround,
  2555. doubleSided: object && object.doubleSided
  2556. };
  2557. material.program = buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, parameters );
  2558. var attributes = material.program.attributes;
  2559. if ( attributes.position >= 0 ) _gl.enableVertexAttribArray( attributes.position );
  2560. if ( attributes.color >= 0 ) _gl.enableVertexAttribArray( attributes.color );
  2561. if ( attributes.normal >= 0 ) _gl.enableVertexAttribArray( attributes.normal );
  2562. if ( attributes.tangent >= 0 ) _gl.enableVertexAttribArray( attributes.tangent );
  2563. if ( material.skinning &&
  2564. attributes.skinVertexA >=0 && attributes.skinVertexB >= 0 &&
  2565. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  2566. _gl.enableVertexAttribArray( attributes.skinVertexA );
  2567. _gl.enableVertexAttribArray( attributes.skinVertexB );
  2568. _gl.enableVertexAttribArray( attributes.skinIndex );
  2569. _gl.enableVertexAttribArray( attributes.skinWeight );
  2570. }
  2571. if ( material.attributes ) {
  2572. for ( a in material.attributes ) {
  2573. if( attributes[ a ] !== undefined && attributes[ a ] >= 0 ) _gl.enableVertexAttribArray( attributes[ a ] );
  2574. }
  2575. }
  2576. if ( material.morphTargets ) {
  2577. material.numSupportedMorphTargets = 0;
  2578. var id, base = "morphTarget";
  2579. for ( i = 0; i < this.maxMorphTargets; i ++ ) {
  2580. id = base + i;
  2581. if ( attributes[ id ] >= 0 ) {
  2582. _gl.enableVertexAttribArray( attributes[ id ] );
  2583. material.numSupportedMorphTargets ++;
  2584. }
  2585. }
  2586. }
  2587. if ( material.morphNormals ) {
  2588. material.numSupportedMorphNormals = 0;
  2589. var id, base = "morphNormal";
  2590. for ( i = 0; i < this.maxMorphNormals; i ++ ) {
  2591. id = base + i;
  2592. if ( attributes[ id ] >= 0 ) {
  2593. _gl.enableVertexAttribArray( attributes[ id ] );
  2594. material.numSupportedMorphNormals ++;
  2595. }
  2596. }
  2597. }
  2598. material.uniformsList = [];
  2599. for ( u in material.uniforms ) {
  2600. material.uniformsList.push( [ material.uniforms[ u ], u ] );
  2601. }
  2602. };
  2603. function setMaterialShaders( material, shaders ) {
  2604. material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms );
  2605. material.vertexShader = shaders.vertexShader;
  2606. material.fragmentShader = shaders.fragmentShader;
  2607. };
  2608. function setProgram( camera, lights, fog, material, object ) {
  2609. if ( ! material.program || material.needsUpdate ) {
  2610. _this.initMaterial( material, lights, fog, object );
  2611. material.needsUpdate = false;
  2612. }
  2613. if ( material.morphTargets ) {
  2614. if ( ! object.__webglMorphTargetInfluences ) {
  2615. object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
  2616. for ( var i = 0, il = _this.maxMorphTargets; i < il; i ++ ) {
  2617. object.__webglMorphTargetInfluences[ i ] = 0;
  2618. }
  2619. }
  2620. }
  2621. var refreshMaterial = false;
  2622. var program = material.program,
  2623. p_uniforms = program.uniforms,
  2624. m_uniforms = material.uniforms;
  2625. if ( program !== _currentProgram ) {
  2626. _gl.useProgram( program );
  2627. _currentProgram = program;
  2628. refreshMaterial = true;
  2629. }
  2630. if ( material.id !== _currentMaterialId ) {
  2631. _currentMaterialId = material.id;
  2632. refreshMaterial = true;
  2633. }
  2634. if ( refreshMaterial || camera !== _currentCamera ) {
  2635. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera._projectionMatrixArray );
  2636. if ( camera !== _currentCamera ) _currentCamera = camera;
  2637. }
  2638. if ( refreshMaterial ) {
  2639. // refresh uniforms common to several materials
  2640. if ( fog && material.fog ) {
  2641. refreshUniformsFog( m_uniforms, fog );
  2642. }
  2643. if ( material instanceof THREE.MeshPhongMaterial ||
  2644. material instanceof THREE.MeshLambertMaterial ||
  2645. material.lights ) {
  2646. setupLights( program, lights );
  2647. refreshUniformsLights( m_uniforms, _lights );
  2648. }
  2649. if ( material instanceof THREE.MeshBasicMaterial ||
  2650. material instanceof THREE.MeshLambertMaterial ||
  2651. material instanceof THREE.MeshPhongMaterial ) {
  2652. refreshUniformsCommon( m_uniforms, material );
  2653. }
  2654. // refresh single material specific uniforms
  2655. if ( material instanceof THREE.LineBasicMaterial ) {
  2656. refreshUniformsLine( m_uniforms, material );
  2657. } else if ( material instanceof THREE.ParticleBasicMaterial ) {
  2658. refreshUniformsParticle( m_uniforms, material );
  2659. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  2660. refreshUniformsPhong( m_uniforms, material );
  2661. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  2662. refreshUniformsLambert( m_uniforms, material );
  2663. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  2664. m_uniforms.mNear.value = camera.near;
  2665. m_uniforms.mFar.value = camera.far;
  2666. m_uniforms.opacity.value = material.opacity;
  2667. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  2668. m_uniforms.opacity.value = material.opacity;
  2669. }
  2670. if ( object.receiveShadow && ! material._shadowPass ) {
  2671. refreshUniformsShadow( m_uniforms, lights );
  2672. }
  2673. // load common uniforms
  2674. loadUniformsGeneric( program, material.uniformsList );
  2675. // load material specific uniforms
  2676. // (shader material also gets them for the sake of genericity)
  2677. if ( material instanceof THREE.ShaderMaterial ||
  2678. material instanceof THREE.MeshPhongMaterial ||
  2679. material.envMap ) {
  2680. if ( p_uniforms.cameraPosition !== null ) {
  2681. var position = camera.matrixWorld.getPosition();
  2682. _gl.uniform3f( p_uniforms.cameraPosition, position.x, position.y, position.z );
  2683. }
  2684. }
  2685. if ( material instanceof THREE.MeshPhongMaterial ||
  2686. material instanceof THREE.MeshLambertMaterial ||
  2687. material instanceof THREE.ShaderMaterial ||
  2688. material.skinning ) {
  2689. if ( p_uniforms.viewMatrix !== null ) {
  2690. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera._viewMatrixArray );
  2691. }
  2692. }
  2693. if ( material.skinning ) {
  2694. _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.boneMatrices );
  2695. }
  2696. }
  2697. loadUniformsMatrices( p_uniforms, object );
  2698. if ( material instanceof THREE.ShaderMaterial ||
  2699. material.envMap ||
  2700. material.skinning ||
  2701. object.receiveShadow ) {
  2702. if ( p_uniforms.objectMatrix !== null ) {
  2703. _gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
  2704. }
  2705. }
  2706. return program;
  2707. };
  2708. // Uniforms (refresh uniforms objects)
  2709. function refreshUniformsCommon ( uniforms, material ) {
  2710. uniforms.opacity.value = material.opacity;
  2711. if ( _this.gammaInput ) {
  2712. uniforms.diffuse.value.copyGammaToLinear( material.color );
  2713. } else {
  2714. uniforms.diffuse.value = material.color;
  2715. }
  2716. uniforms.map.texture = material.map;
  2717. if ( material.map ) {
  2718. uniforms.offsetRepeat.value.set( material.map.offset.x, material.map.offset.y, material.map.repeat.x, material.map.repeat.y );
  2719. }
  2720. uniforms.lightMap.texture = material.lightMap;
  2721. uniforms.envMap.texture = material.envMap;
  2722. uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : -1;
  2723. if ( _this.gammaInput ) {
  2724. //uniforms.reflectivity.value = material.reflectivity * material.reflectivity;
  2725. uniforms.reflectivity.value = material.reflectivity;
  2726. } else {
  2727. uniforms.reflectivity.value = material.reflectivity;
  2728. }
  2729. uniforms.refractionRatio.value = material.refractionRatio;
  2730. uniforms.combine.value = material.combine;
  2731. uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
  2732. };
  2733. function refreshUniformsLine ( uniforms, material ) {
  2734. uniforms.diffuse.value = material.color;
  2735. uniforms.opacity.value = material.opacity;
  2736. };
  2737. function refreshUniformsParticle ( uniforms, material ) {
  2738. uniforms.psColor.value = material.color;
  2739. uniforms.opacity.value = material.opacity;
  2740. uniforms.size.value = material.size;
  2741. uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
  2742. uniforms.map.texture = material.map;
  2743. };
  2744. function refreshUniformsFog ( uniforms, fog ) {
  2745. uniforms.fogColor.value = fog.color;
  2746. if ( fog instanceof THREE.Fog ) {
  2747. uniforms.fogNear.value = fog.near;
  2748. uniforms.fogFar.value = fog.far;
  2749. } else if ( fog instanceof THREE.FogExp2 ) {
  2750. uniforms.fogDensity.value = fog.density;
  2751. }
  2752. };
  2753. function refreshUniformsPhong ( uniforms, material ) {
  2754. uniforms.shininess.value = material.shininess;
  2755. if ( _this.gammaInput ) {
  2756. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  2757. uniforms.emissive.value.copyGammaToLinear( material.emissive );
  2758. uniforms.specular.value.copyGammaToLinear( material.specular );
  2759. } else {
  2760. uniforms.ambient.value = material.ambient;
  2761. uniforms.emissive.value = material.emissive;
  2762. uniforms.specular.value = material.specular;
  2763. }
  2764. if ( material.wrapAround ) {
  2765. uniforms.wrapRGB.value.copy( material.wrapRGB );
  2766. }
  2767. };
  2768. function refreshUniformsLambert ( uniforms, material ) {
  2769. if ( _this.gammaInput ) {
  2770. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  2771. uniforms.emissive.value.copyGammaToLinear( material.emissive );
  2772. } else {
  2773. uniforms.ambient.value = material.ambient;
  2774. uniforms.emissive.value = material.emissive;
  2775. }
  2776. if ( material.wrapAround ) {
  2777. uniforms.wrapRGB.value.copy( material.wrapRGB );
  2778. }
  2779. };
  2780. function refreshUniformsLights ( uniforms, lights ) {
  2781. uniforms.ambientLightColor.value = lights.ambient;
  2782. uniforms.directionalLightColor.value = lights.directional.colors;
  2783. uniforms.directionalLightDirection.value = lights.directional.positions;
  2784. uniforms.pointLightColor.value = lights.point.colors;
  2785. uniforms.pointLightPosition.value = lights.point.positions;
  2786. uniforms.pointLightDistance.value = lights.point.distances;
  2787. };
  2788. function refreshUniformsShadow ( uniforms, lights ) {
  2789. if ( uniforms.shadowMatrix ) {
  2790. var j = 0;
  2791. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  2792. var light = lights[ i ];
  2793. if ( ! light.castShadow ) continue;
  2794. if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) {
  2795. uniforms.shadowMap.texture[ j ] = light.shadowMap;
  2796. uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
  2797. uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;
  2798. uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
  2799. uniforms.shadowBias.value[ j ] = light.shadowBias;
  2800. j ++;
  2801. }
  2802. }
  2803. }
  2804. };
  2805. // Uniforms (load to GPU)
  2806. function loadUniformsMatrices ( uniforms, object ) {
  2807. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrixArray );
  2808. if ( uniforms.normalMatrix ) {
  2809. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrixArray );
  2810. }
  2811. };
  2812. function loadUniformsGeneric ( program, uniforms ) {
  2813. var uniform, value, type, location, texture, i, il, j, jl, offset;
  2814. for( j = 0, jl = uniforms.length; j < jl; j ++ ) {
  2815. location = program.uniforms[ uniforms[ j ][ 1 ] ];
  2816. if ( !location ) continue;
  2817. uniform = uniforms[ j ][ 0 ];
  2818. type = uniform.type;
  2819. value = uniform.value;
  2820. // single integer
  2821. if( type === "i" ) {
  2822. _gl.uniform1i( location, value );
  2823. // single float
  2824. } else if( type === "f" ) {
  2825. _gl.uniform1f( location, value );
  2826. // single THREE.Vector2
  2827. } else if( type === "v2" ) {
  2828. _gl.uniform2f( location, value.x, value.y );
  2829. // single THREE.Vector3
  2830. } else if( type === "v3" ) {
  2831. _gl.uniform3f( location, value.x, value.y, value.z );
  2832. // single THREE.Vector4
  2833. } else if( type === "v4" ) {
  2834. _gl.uniform4f( location, value.x, value.y, value.z, value.w );
  2835. // single THREE.Color
  2836. } else if( type === "c" ) {
  2837. _gl.uniform3f( location, value.r, value.g, value.b );
  2838. // flat array of floats (JS or typed array)
  2839. } else if( type === "fv1" ) {
  2840. _gl.uniform1fv( location, value );
  2841. // flat array of floats with 3 x N size (JS or typed array)
  2842. } else if( type === "fv" ) {
  2843. _gl.uniform3fv( location, value );
  2844. // array of THREE.Vector2
  2845. } else if( type === "v2v" ) {
  2846. if ( ! uniform._array ) {
  2847. uniform._array = new Float32Array( 2 * value.length );
  2848. }
  2849. for ( i = 0, il = value.length; i < il; i ++ ) {
  2850. offset = i * 2;
  2851. uniform._array[ offset ] = value[ i ].x;
  2852. uniform._array[ offset + 1 ] = value[ i ].y;
  2853. }
  2854. _gl.uniform2fv( location, uniform._array );
  2855. // array of THREE.Vector3
  2856. } else if( type === "v3v" ) {
  2857. if ( ! uniform._array ) {
  2858. uniform._array = new Float32Array( 3 * value.length );
  2859. }
  2860. for ( i = 0, il = value.length; i < il; i ++ ) {
  2861. offset = i * 3;
  2862. uniform._array[ offset ] = value[ i ].x;
  2863. uniform._array[ offset + 1 ] = value[ i ].y;
  2864. uniform._array[ offset + 2 ] = value[ i ].z;
  2865. }
  2866. _gl.uniform3fv( location, uniform._array );
  2867. // array of THREE.Vector4
  2868. } else if( type == "v4v" ) {
  2869. if ( ! uniform._array ) {
  2870. uniform._array = new Float32Array( 4 * value.length );
  2871. }
  2872. for ( i = 0, il = value.length; i < il; i ++ ) {
  2873. offset = i * 4;
  2874. uniform._array[ offset ] = value[ i ].x;
  2875. uniform._array[ offset + 1 ] = value[ i ].y;
  2876. uniform._array[ offset + 2 ] = value[ i ].z;
  2877. uniform._array[ offset + 3 ] = value[ i ].w;
  2878. }
  2879. _gl.uniform4fv( location, uniform._array );
  2880. // single THREE.Matrix4
  2881. } else if( type === "m4" ) {
  2882. if ( ! uniform._array ) {
  2883. uniform._array = new Float32Array( 16 );
  2884. }
  2885. value.flattenToArray( uniform._array );
  2886. _gl.uniformMatrix4fv( location, false, uniform._array );
  2887. // array of THREE.Matrix4
  2888. } else if( type === "m4v" ) {
  2889. if ( ! uniform._array ) {
  2890. uniform._array = new Float32Array( 16 * value.length );
  2891. }
  2892. for ( i = 0, il = value.length; i < il; i ++ ) {
  2893. value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
  2894. }
  2895. _gl.uniformMatrix4fv( location, false, uniform._array );
  2896. // single THREE.Texture (2d or cube)
  2897. } else if( type === "t" ) {
  2898. _gl.uniform1i( location, value );
  2899. texture = uniform.texture;
  2900. if ( !texture ) continue;
  2901. if ( texture.image instanceof Array && texture.image.length === 6 ) {
  2902. setCubeTexture( texture, value );
  2903. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  2904. setCubeTextureDynamic( texture, value );
  2905. } else {
  2906. _this.setTexture( texture, value );
  2907. }
  2908. // array of THREE.Texture (2d)
  2909. } else if( type === "tv" ) {
  2910. if ( ! uniform._array ) {
  2911. uniform._array = [];
  2912. for( i = 0, il = uniform.texture.length; i < il; i ++ ) {
  2913. uniform._array[ i ] = value + i;
  2914. }
  2915. }
  2916. _gl.uniform1iv( location, uniform._array );
  2917. for( i = 0, il = uniform.texture.length; i < il; i ++ ) {
  2918. texture = uniform.texture[ i ];
  2919. if ( !texture ) continue;
  2920. _this.setTexture( texture, uniform._array[ i ] );
  2921. }
  2922. }
  2923. }
  2924. };
  2925. function setupMatrices ( object, camera ) {
  2926. object._modelViewMatrix.multiplyToArray( camera.matrixWorldInverse, object.matrixWorld, object._modelViewMatrixArray );
  2927. object._normalMatrix.getInverse( object._modelViewMatrix );
  2928. object._normalMatrix.transposeIntoArray( object._normalMatrixArray );
  2929. };
  2930. function setupLights ( program, lights ) {
  2931. var l, ll, light, n,
  2932. r = 0, g = 0, b = 0,
  2933. color, position, intensity, distance,
  2934. zlights = _lights,
  2935. dcolors = zlights.directional.colors,
  2936. dpositions = zlights.directional.positions,
  2937. pcolors = zlights.point.colors,
  2938. ppositions = zlights.point.positions,
  2939. pdistances = zlights.point.distances,
  2940. dlength = 0,
  2941. plength = 0,
  2942. doffset = 0,
  2943. poffset = 0;
  2944. for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  2945. light = lights[ l ];
  2946. if ( light.onlyShadow ) continue;
  2947. color = light.color;
  2948. intensity = light.intensity;
  2949. distance = light.distance;
  2950. if ( light instanceof THREE.AmbientLight ) {
  2951. if ( _this.gammaInput ) {
  2952. r += color.r * color.r;
  2953. g += color.g * color.g;
  2954. b += color.b * color.b;
  2955. } else {
  2956. r += color.r;
  2957. g += color.g;
  2958. b += color.b;
  2959. }
  2960. } else if ( light instanceof THREE.DirectionalLight ) {
  2961. doffset = dlength * 3;
  2962. if ( _this.gammaInput ) {
  2963. dcolors[ doffset ] = color.r * color.r * intensity * intensity;
  2964. dcolors[ doffset + 1 ] = color.g * color.g * intensity * intensity;
  2965. dcolors[ doffset + 2 ] = color.b * color.b * intensity * intensity;
  2966. } else {
  2967. dcolors[ doffset ] = color.r * intensity;
  2968. dcolors[ doffset + 1 ] = color.g * intensity;
  2969. dcolors[ doffset + 2 ] = color.b * intensity;
  2970. }
  2971. _direction.copy( light.matrixWorld.getPosition() );
  2972. _direction.subSelf( light.target.matrixWorld.getPosition() );
  2973. _direction.normalize();
  2974. dpositions[ doffset ] = _direction.x;
  2975. dpositions[ doffset + 1 ] = _direction.y;
  2976. dpositions[ doffset + 2 ] = _direction.z;
  2977. dlength += 1;
  2978. } else if( light instanceof THREE.PointLight || light instanceof THREE.SpotLight ) {
  2979. poffset = plength * 3;
  2980. if ( _this.gammaInput ) {
  2981. pcolors[ poffset ] = color.r * color.r * intensity * intensity;
  2982. pcolors[ poffset + 1 ] = color.g * color.g * intensity * intensity;
  2983. pcolors[ poffset + 2 ] = color.b * color.b * intensity * intensity;
  2984. } else {
  2985. pcolors[ poffset ] = color.r * intensity;
  2986. pcolors[ poffset + 1 ] = color.g * intensity;
  2987. pcolors[ poffset + 2 ] = color.b * intensity;
  2988. }
  2989. position = light.matrixWorld.getPosition();
  2990. ppositions[ poffset ] = position.x;
  2991. ppositions[ poffset + 1 ] = position.y;
  2992. ppositions[ poffset + 2 ] = position.z;
  2993. pdistances[ plength ] = distance;
  2994. plength += 1;
  2995. }
  2996. }
  2997. // null eventual remains from removed lights
  2998. // (this is to avoid if in shader)
  2999. for ( l = dlength * 3, ll = dcolors.length; l < ll; l ++ ) dcolors[ l ] = 0.0;
  3000. for ( l = plength * 3, ll = pcolors.length; l < ll; l ++ ) pcolors[ l ] = 0.0;
  3001. zlights.point.length = plength;
  3002. zlights.directional.length = dlength;
  3003. zlights.ambient[ 0 ] = r;
  3004. zlights.ambient[ 1 ] = g;
  3005. zlights.ambient[ 2 ] = b;
  3006. };
  3007. // GL state setting
  3008. this.setFaceCulling = function ( cullFace, frontFace ) {
  3009. if ( cullFace ) {
  3010. if ( !frontFace || frontFace === "ccw" ) {
  3011. _gl.frontFace( _gl.CCW );
  3012. } else {
  3013. _gl.frontFace( _gl.CW );
  3014. }
  3015. if( cullFace === "back" ) {
  3016. _gl.cullFace( _gl.BACK );
  3017. } else if( cullFace === "front" ) {
  3018. _gl.cullFace( _gl.FRONT );
  3019. } else {
  3020. _gl.cullFace( _gl.FRONT_AND_BACK );
  3021. }
  3022. _gl.enable( _gl.CULL_FACE );
  3023. } else {
  3024. _gl.disable( _gl.CULL_FACE );
  3025. }
  3026. };
  3027. this.setObjectFaces = function ( object ) {
  3028. if ( _oldDoubleSided !== object.doubleSided ) {
  3029. if( object.doubleSided ) {
  3030. _gl.disable( _gl.CULL_FACE );
  3031. } else {
  3032. _gl.enable( _gl.CULL_FACE );
  3033. }
  3034. _oldDoubleSided = object.doubleSided;
  3035. }
  3036. if ( _oldFlipSided !== object.flipSided ) {
  3037. if( object.flipSided ) {
  3038. _gl.frontFace( _gl.CW );
  3039. } else {
  3040. _gl.frontFace( _gl.CCW );
  3041. }
  3042. _oldFlipSided = object.flipSided;
  3043. }
  3044. };
  3045. this.setDepthTest = function ( depthTest ) {
  3046. if ( _oldDepthTest !== depthTest ) {
  3047. if ( depthTest ) {
  3048. _gl.enable( _gl.DEPTH_TEST );
  3049. } else {
  3050. _gl.disable( _gl.DEPTH_TEST );
  3051. }
  3052. _oldDepthTest = depthTest;
  3053. }
  3054. };
  3055. this.setDepthWrite = function ( depthWrite ) {
  3056. if ( _oldDepthWrite !== depthWrite ) {
  3057. _gl.depthMask( depthWrite );
  3058. _oldDepthWrite = depthWrite;
  3059. }
  3060. };
  3061. function setLineWidth ( width ) {
  3062. if ( width !== _oldLineWidth ) {
  3063. _gl.lineWidth( width );
  3064. _oldLineWidth = width;
  3065. }
  3066. };
  3067. function setPolygonOffset ( polygonoffset, factor, units ) {
  3068. if ( _oldPolygonOffset !== polygonoffset ) {
  3069. if ( polygonoffset ) {
  3070. _gl.enable( _gl.POLYGON_OFFSET_FILL );
  3071. } else {
  3072. _gl.disable( _gl.POLYGON_OFFSET_FILL );
  3073. }
  3074. _oldPolygonOffset = polygonoffset;
  3075. }
  3076. if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) {
  3077. _gl.polygonOffset( factor, units );
  3078. _oldPolygonOffsetFactor = factor;
  3079. _oldPolygonOffsetUnits = units;
  3080. }
  3081. };
  3082. this.setBlending = function ( blending, blendEquation, blendSrc, blendDst ) {
  3083. if ( blending !== _oldBlending ) {
  3084. switch ( blending ) {
  3085. case THREE.NoBlending:
  3086. _gl.disable( _gl.BLEND );
  3087. break;
  3088. case THREE.AdditiveBlending:
  3089. _gl.enable( _gl.BLEND );
  3090. _gl.blendEquation( _gl.FUNC_ADD );
  3091. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
  3092. break;
  3093. case THREE.SubtractiveBlending:
  3094. // TODO: Find blendFuncSeparate() combination
  3095. _gl.enable( _gl.BLEND );
  3096. _gl.blendEquation( _gl.FUNC_ADD );
  3097. _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
  3098. break;
  3099. case THREE.MultiplyBlending:
  3100. // TODO: Find blendFuncSeparate() combination
  3101. _gl.enable( _gl.BLEND );
  3102. _gl.blendEquation( _gl.FUNC_ADD );
  3103. _gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
  3104. break;
  3105. case THREE.CustomBlending:
  3106. _gl.enable( _gl.BLEND );
  3107. break;
  3108. default:
  3109. _gl.enable( _gl.BLEND );
  3110. _gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
  3111. _gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
  3112. break;
  3113. }
  3114. _oldBlending = blending;
  3115. }
  3116. if ( blending === THREE.CustomBlending ) {
  3117. if ( blendEquation !== _oldBlendEquation ) {
  3118. _gl.blendEquation( paramThreeToGL( blendEquation ) );
  3119. _oldBlendEquation = blendEquation;
  3120. }
  3121. if ( blendSrc !== _oldBlendSrc || blendDst !== _oldBlendDst ) {
  3122. _gl.blendFunc( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ) );
  3123. _oldBlendSrc = blendSrc;
  3124. _oldBlendDst = blendDst;
  3125. }
  3126. } else {
  3127. _oldBlendEquation = null;
  3128. _oldBlendSrc = null;
  3129. _oldBlendDst = null;
  3130. }
  3131. };
  3132. // Shaders
  3133. function buildProgram ( shaderID, fragmentShader, vertexShader, uniforms, attributes, parameters ) {
  3134. var p, pl, program, code;
  3135. var chunks = [];
  3136. // Generate code
  3137. if ( shaderID ) {
  3138. chunks.push( shaderID );
  3139. } else {
  3140. chunks.push( fragmentShader );
  3141. chunks.push( vertexShader );
  3142. }
  3143. for ( p in parameters ) {
  3144. chunks.push( p );
  3145. chunks.push( parameters[ p ] );
  3146. }
  3147. code = chunks.join();
  3148. // Check if code has been already compiled
  3149. for ( p = 0, pl = _programs.length; p < pl; p ++ ) {
  3150. if ( _programs[ p ].code === code ) {
  3151. // console.log( "Code already compiled." /*: \n\n" + code*/ );
  3152. return _programs[ p ].program;
  3153. }
  3154. }
  3155. //console.log( "building new program " );
  3156. //
  3157. program = _gl.createProgram();
  3158. var prefix_vertex = [
  3159. "precision " + _precision + " float;",
  3160. ( _maxVertexTextures > 0 ) ? "#define VERTEX_TEXTURES" : "",
  3161. _this.gammaInput ? "#define GAMMA_INPUT" : "",
  3162. _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
  3163. _this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",
  3164. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  3165. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  3166. "#define MAX_SHADOWS " + parameters.maxShadows,
  3167. "#define MAX_BONES " + parameters.maxBones,
  3168. parameters.map ? "#define USE_MAP" : "",
  3169. parameters.envMap ? "#define USE_ENVMAP" : "",
  3170. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  3171. parameters.vertexColors ? "#define USE_COLOR" : "",
  3172. parameters.skinning ? "#define USE_SKINNING" : "",
  3173. parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
  3174. parameters.morphNormals ? "#define USE_MORPHNORMALS" : "",
  3175. parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
  3176. parameters.wrapAround ? "#define WRAP_AROUND" : "",
  3177. parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
  3178. parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
  3179. parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "",
  3180. parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
  3181. parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
  3182. parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",
  3183. "uniform mat4 objectMatrix;",
  3184. "uniform mat4 modelViewMatrix;",
  3185. "uniform mat4 projectionMatrix;",
  3186. "uniform mat4 viewMatrix;",
  3187. "uniform mat3 normalMatrix;",
  3188. "uniform vec3 cameraPosition;",
  3189. "attribute vec3 position;",
  3190. "attribute vec3 normal;",
  3191. "attribute vec2 uv;",
  3192. "attribute vec2 uv2;",
  3193. "#ifdef USE_COLOR",
  3194. "attribute vec3 color;",
  3195. "#endif",
  3196. "#ifdef USE_MORPHTARGETS",
  3197. "attribute vec3 morphTarget0;",
  3198. "attribute vec3 morphTarget1;",
  3199. "attribute vec3 morphTarget2;",
  3200. "attribute vec3 morphTarget3;",
  3201. "#ifdef USE_MORPHNORMALS",
  3202. "attribute vec3 morphNormal0;",
  3203. "attribute vec3 morphNormal1;",
  3204. "attribute vec3 morphNormal2;",
  3205. "attribute vec3 morphNormal3;",
  3206. "#else",
  3207. "attribute vec3 morphTarget4;",
  3208. "attribute vec3 morphTarget5;",
  3209. "attribute vec3 morphTarget6;",
  3210. "attribute vec3 morphTarget7;",
  3211. "#endif",
  3212. "#endif",
  3213. "#ifdef USE_SKINNING",
  3214. "attribute vec4 skinVertexA;",
  3215. "attribute vec4 skinVertexB;",
  3216. "attribute vec4 skinIndex;",
  3217. "attribute vec4 skinWeight;",
  3218. "#endif",
  3219. ""
  3220. ].join("\n");
  3221. var prefix_fragment = [
  3222. "precision " + _precision + " float;",
  3223. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  3224. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  3225. "#define MAX_SHADOWS " + parameters.maxShadows,
  3226. parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "",
  3227. _this.gammaInput ? "#define GAMMA_INPUT" : "",
  3228. _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
  3229. _this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",
  3230. ( parameters.useFog && parameters.fog ) ? "#define USE_FOG" : "",
  3231. ( parameters.useFog && parameters.fog instanceof THREE.FogExp2 ) ? "#define FOG_EXP2" : "",
  3232. parameters.map ? "#define USE_MAP" : "",
  3233. parameters.envMap ? "#define USE_ENVMAP" : "",
  3234. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  3235. parameters.vertexColors ? "#define USE_COLOR" : "",
  3236. parameters.metal ? "#define METAL" : "",
  3237. parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
  3238. parameters.wrapAround ? "#define WRAP_AROUND" : "",
  3239. parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
  3240. parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
  3241. parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "",
  3242. parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
  3243. parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
  3244. "uniform mat4 viewMatrix;",
  3245. "uniform vec3 cameraPosition;",
  3246. ""
  3247. ].join("\n");
  3248. _gl.attachShader( program, getShader( "fragment", prefix_fragment + fragmentShader ) );
  3249. _gl.attachShader( program, getShader( "vertex", prefix_vertex + vertexShader ) );
  3250. _gl.linkProgram( program );
  3251. if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
  3252. console.error( "Could not initialise shader\n" + "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );
  3253. }
  3254. //console.log( prefix_fragment + fragmentShader );
  3255. //console.log( prefix_vertex + vertexShader );
  3256. program.uniforms = {};
  3257. program.attributes = {};
  3258. var identifiers, u, a, i;
  3259. // cache uniform locations
  3260. identifiers = [
  3261. 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'objectMatrix', 'cameraPosition',
  3262. 'boneGlobalMatrices', 'morphTargetInfluences'
  3263. ];
  3264. for ( u in uniforms ) {
  3265. identifiers.push( u );
  3266. }
  3267. cacheUniformLocations( program, identifiers );
  3268. // cache attributes locations
  3269. identifiers = [
  3270. "position", "normal", "uv", "uv2", "tangent", "color",
  3271. "skinVertexA", "skinVertexB", "skinIndex", "skinWeight"
  3272. ];
  3273. for ( i = 0; i < parameters.maxMorphTargets; i ++ ) {
  3274. identifiers.push( "morphTarget" + i );
  3275. }
  3276. for ( i = 0; i < parameters.maxMorphNormals; i ++ ) {
  3277. identifiers.push( "morphNormal" + i );
  3278. }
  3279. for ( a in attributes ) {
  3280. identifiers.push( a );
  3281. }
  3282. cacheAttributeLocations( program, identifiers );
  3283. program.id = _programs.length;
  3284. _programs.push( { program: program, code: code } );
  3285. _this.info.memory.programs = _programs.length;
  3286. return program;
  3287. };
  3288. // Shader parameters cache
  3289. function cacheUniformLocations ( program, identifiers ) {
  3290. var i, l, id;
  3291. for( i = 0, l = identifiers.length; i < l; i ++ ) {
  3292. id = identifiers[ i ];
  3293. program.uniforms[ id ] = _gl.getUniformLocation( program, id );
  3294. }
  3295. };
  3296. function cacheAttributeLocations ( program, identifiers ) {
  3297. var i, l, id;
  3298. for( i = 0, l = identifiers.length; i < l; i ++ ) {
  3299. id = identifiers[ i ];
  3300. program.attributes[ id ] = _gl.getAttribLocation( program, id );
  3301. }
  3302. };
  3303. function getShader ( type, string ) {
  3304. var shader;
  3305. if ( type === "fragment" ) {
  3306. shader = _gl.createShader( _gl.FRAGMENT_SHADER );
  3307. } else if ( type === "vertex" ) {
  3308. shader = _gl.createShader( _gl.VERTEX_SHADER );
  3309. }
  3310. _gl.shaderSource( shader, string );
  3311. _gl.compileShader( shader );
  3312. if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {
  3313. console.error( _gl.getShaderInfoLog( shader ) );
  3314. console.error( string );
  3315. return null;
  3316. }
  3317. return shader;
  3318. };
  3319. // Textures
  3320. function isPowerOfTwo ( value ) {
  3321. return ( value & ( value - 1 ) ) === 0;
  3322. };
  3323. function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
  3324. if ( isImagePowerOfTwo ) {
  3325. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  3326. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  3327. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  3328. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  3329. } else {
  3330. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  3331. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  3332. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  3333. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  3334. }
  3335. };
  3336. this.setTexture = function ( texture, slot ) {
  3337. if ( texture.needsUpdate ) {
  3338. if ( ! texture.__webglInit ) {
  3339. texture.__webglInit = true;
  3340. texture.__webglTexture = _gl.createTexture();
  3341. _this.info.memory.textures ++;
  3342. }
  3343. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3344. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  3345. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  3346. var image = texture.image,
  3347. isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
  3348. glFormat = paramThreeToGL( texture.format ),
  3349. glType = paramThreeToGL( texture.type );
  3350. setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
  3351. if ( texture instanceof THREE.DataTexture ) {
  3352. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
  3353. } else {
  3354. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
  3355. }
  3356. if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  3357. texture.needsUpdate = false;
  3358. if ( texture.onUpdate ) texture.onUpdate();
  3359. } else {
  3360. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3361. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  3362. }
  3363. };
  3364. function clampToMaxSize ( image, maxSize ) {
  3365. if ( image.width <= maxSize && image.height <= maxSize ) {
  3366. return image;
  3367. }
  3368. // Warning: Scaling through the canvas will only work with images that use
  3369. // premultiplied alpha.
  3370. var maxDimension = Math.max( image.width, image.height );
  3371. var newWidth = Math.floor( image.width * maxSize / maxDimension );
  3372. var newHeight = Math.floor( image.height * maxSize / maxDimension );
  3373. var canvas = document.createElement( 'canvas' );
  3374. canvas.width = newWidth;
  3375. canvas.height = newHeight;
  3376. var ctx = canvas.getContext( "2d" );
  3377. ctx.drawImage( image, 0, 0, image.width, image.height, 0, 0, newWidth, newHeight );
  3378. return canvas;
  3379. }
  3380. function setCubeTexture ( texture, slot ) {
  3381. if ( texture.image.length === 6 ) {
  3382. if ( texture.needsUpdate ) {
  3383. if ( ! texture.image.__webglTextureCube ) {
  3384. texture.image.__webglTextureCube = _gl.createTexture();
  3385. }
  3386. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3387. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  3388. var cubeImage = [];
  3389. for ( var i = 0; i < 6; i ++ ) {
  3390. if ( _this.autoScaleCubemaps ) {
  3391. cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize );
  3392. } else {
  3393. cubeImage[ i ] = texture.image[ i ];
  3394. }
  3395. }
  3396. var image = cubeImage[ 0 ],
  3397. isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
  3398. glFormat = paramThreeToGL( texture.format ),
  3399. glType = paramThreeToGL( texture.type );
  3400. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
  3401. for ( var i = 0; i < 6; i ++ ) {
  3402. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
  3403. }
  3404. if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3405. texture.needsUpdate = false;
  3406. if ( texture.onUpdate ) texture.onUpdate();
  3407. } else {
  3408. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3409. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  3410. }
  3411. }
  3412. };
  3413. function setCubeTextureDynamic ( texture, slot ) {
  3414. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3415. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
  3416. };
  3417. // Render targets
  3418. function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
  3419. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  3420. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );
  3421. };
  3422. function setupRenderBuffer ( renderbuffer, renderTarget ) {
  3423. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  3424. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  3425. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  3426. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3427. /* For some reason this is not working. Defaulting to RGBA4.
  3428. } else if( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3429. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
  3430. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3431. */
  3432. } else if( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3433. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
  3434. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3435. } else {
  3436. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
  3437. }
  3438. };
  3439. this.setRenderTarget = function ( renderTarget ) {
  3440. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  3441. if ( renderTarget && ! renderTarget.__webglFramebuffer ) {
  3442. if( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
  3443. if( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
  3444. renderTarget.__webglTexture = _gl.createTexture();
  3445. // Setup texture, create render and frame buffers
  3446. var isTargetPowerOfTwo = isPowerOfTwo( renderTarget.width ) && isPowerOfTwo( renderTarget.height ),
  3447. glFormat = paramThreeToGL( renderTarget.format ),
  3448. glType = paramThreeToGL( renderTarget.type );
  3449. if ( isCube ) {
  3450. renderTarget.__webglFramebuffer = [];
  3451. renderTarget.__webglRenderbuffer = [];
  3452. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  3453. setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
  3454. for ( var i = 0; i < 6; i ++ ) {
  3455. renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  3456. renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
  3457. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  3458. setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
  3459. setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );
  3460. }
  3461. if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3462. } else {
  3463. renderTarget.__webglFramebuffer = _gl.createFramebuffer();
  3464. renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();
  3465. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  3466. setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );
  3467. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  3468. setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
  3469. setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );
  3470. if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  3471. }
  3472. // Release everything
  3473. if ( isCube ) {
  3474. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  3475. } else {
  3476. _gl.bindTexture( _gl.TEXTURE_2D, null );
  3477. }
  3478. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  3479. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null);
  3480. }
  3481. var framebuffer, width, height, vx, vy;
  3482. if ( renderTarget ) {
  3483. if ( isCube ) {
  3484. framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];
  3485. } else {
  3486. framebuffer = renderTarget.__webglFramebuffer;
  3487. }
  3488. width = renderTarget.width;
  3489. height = renderTarget.height;
  3490. vx = 0;
  3491. vy = 0;
  3492. } else {
  3493. framebuffer = null;
  3494. width = _viewportWidth;
  3495. height = _viewportHeight;
  3496. vx = _viewportX;
  3497. vy = _viewportY;
  3498. }
  3499. if ( framebuffer !== _currentFramebuffer ) {
  3500. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  3501. _gl.viewport( vx, vy, width, height );
  3502. _currentFramebuffer = framebuffer;
  3503. }
  3504. _currentWidth = width;
  3505. _currentHeight = height;
  3506. };
  3507. function updateRenderTargetMipmap ( renderTarget ) {
  3508. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  3509. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  3510. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3511. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  3512. } else {
  3513. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  3514. _gl.generateMipmap( _gl.TEXTURE_2D );
  3515. _gl.bindTexture( _gl.TEXTURE_2D, null );
  3516. }
  3517. };
  3518. // Fallback filters for non-power-of-2 textures
  3519. function filterFallback ( f ) {
  3520. switch ( f ) {
  3521. case THREE.NearestFilter:
  3522. case THREE.NearestMipMapNearestFilter:
  3523. case THREE.NearestMipMapLinearFilter: return _gl.NEAREST; break;
  3524. case THREE.LinearFilter:
  3525. case THREE.LinearMipMapNearestFilter:
  3526. case THREE.LinearMipMapLinearFilter:
  3527. default:
  3528. return _gl.LINEAR; break;
  3529. }
  3530. };
  3531. // Map three.js constants to WebGL constants
  3532. function paramThreeToGL ( p ) {
  3533. switch ( p ) {
  3534. case THREE.RepeatWrapping: return _gl.REPEAT; break;
  3535. case THREE.ClampToEdgeWrapping: return _gl.CLAMP_TO_EDGE; break;
  3536. case THREE.MirroredRepeatWrapping: return _gl.MIRRORED_REPEAT; break;
  3537. case THREE.NearestFilter: return _gl.NEAREST; break;
  3538. case THREE.NearestMipMapNearestFilter: return _gl.NEAREST_MIPMAP_NEAREST; break;
  3539. case THREE.NearestMipMapLinearFilter: return _gl.NEAREST_MIPMAP_LINEAR; break;
  3540. case THREE.LinearFilter: return _gl.LINEAR; break;
  3541. case THREE.LinearMipMapNearestFilter: return _gl.LINEAR_MIPMAP_NEAREST; break;
  3542. case THREE.LinearMipMapLinearFilter: return _gl.LINEAR_MIPMAP_LINEAR; break;
  3543. case THREE.ByteType: return _gl.BYTE; break;
  3544. case THREE.UnsignedByteType: return _gl.UNSIGNED_BYTE; break;
  3545. case THREE.ShortType: return _gl.SHORT; break;
  3546. case THREE.UnsignedShortType: return _gl.UNSIGNED_SHORT; break;
  3547. case THREE.IntType: return _gl.INT; break;
  3548. case THREE.UnsignedIntType: return _gl.UNSIGNED_INT; break;
  3549. case THREE.FloatType: return _gl.FLOAT; break;
  3550. case THREE.AlphaFormat: return _gl.ALPHA; break;
  3551. case THREE.RGBFormat: return _gl.RGB; break;
  3552. case THREE.RGBAFormat: return _gl.RGBA; break;
  3553. case THREE.LuminanceFormat: return _gl.LUMINANCE; break;
  3554. case THREE.LuminanceAlphaFormat: return _gl.LUMINANCE_ALPHA; break;
  3555. case THREE.AddEquation: return _gl.FUNC_ADD; break;
  3556. case THREE.SubtractEquation: return _gl.FUNC_SUBTRACT; break;
  3557. case THREE.ReverseSubtractEquation: return _gl.FUNC_REVERSE_SUBTRACT; break;
  3558. case THREE.ZeroFactor: return _gl.ZERO; break;
  3559. case THREE.OneFactor: return _gl.ONE; break;
  3560. case THREE.SrcColorFactor: return _gl.SRC_COLOR; break;
  3561. case THREE.OneMinusSrcColorFactor: return _gl.ONE_MINUS_SRC_COLOR; break;
  3562. case THREE.SrcAlphaFactor: return _gl.SRC_ALPHA; break;
  3563. case THREE.OneMinusSrcAlphaFactor: return _gl.ONE_MINUS_SRC_ALPHA; break;
  3564. case THREE.DstAlphaFactor: return _gl.DST_ALPHA; break;
  3565. case THREE.OneMinusDstAlphaFactor: return _gl.ONE_MINUS_DST_ALPHA; break;
  3566. case THREE.DstColorFactor: return _gl.DST_COLOR; break;
  3567. case THREE.OneMinusDstColorFactor: return _gl.ONE_MINUS_DST_COLOR; break;
  3568. case THREE.SrcAlphaSaturateFactor: return _gl.SRC_ALPHA_SATURATE; break;
  3569. }
  3570. return 0;
  3571. };
  3572. // Allocations
  3573. function allocateBones ( object ) {
  3574. // default for when object is not specified
  3575. // ( for example when prebuilding shader
  3576. // to be used with multiple objects )
  3577. //
  3578. // - leave some extra space for other uniforms
  3579. // - limit here is ANGLE's 254 max uniform vectors
  3580. // (up to 54 should be safe)
  3581. var maxBones = 50;
  3582. if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
  3583. maxBones = object.bones.length;
  3584. }
  3585. return maxBones;
  3586. };
  3587. function allocateLights ( lights ) {
  3588. var l, ll, light, dirLights, pointLights, maxDirLights, maxPointLights;
  3589. dirLights = pointLights = maxDirLights = maxPointLights = 0;
  3590. for ( l = 0, ll = lights.length; l < ll; l++ ) {
  3591. light = lights[ l ];
  3592. if ( light.onlyShadow ) continue;
  3593. if ( light instanceof THREE.DirectionalLight ) dirLights ++;
  3594. if ( light instanceof THREE.PointLight ) pointLights ++;
  3595. if ( light instanceof THREE.SpotLight ) pointLights ++;
  3596. }
  3597. if ( ( pointLights + dirLights ) <= _maxLights ) {
  3598. maxDirLights = dirLights;
  3599. maxPointLights = pointLights;
  3600. } else {
  3601. maxDirLights = Math.ceil( _maxLights * dirLights / ( pointLights + dirLights ) );
  3602. maxPointLights = _maxLights - maxDirLights;
  3603. }
  3604. return { 'directional' : maxDirLights, 'point' : maxPointLights };
  3605. };
  3606. function allocateShadows ( lights ) {
  3607. var l, ll, light, maxShadows = 0;
  3608. for ( l = 0, ll = lights.length; l < ll; l++ ) {
  3609. light = lights[ l ];
  3610. if ( ! light.castShadow ) continue;
  3611. if ( light instanceof THREE.SpotLight ) maxShadows ++;
  3612. if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;
  3613. }
  3614. return maxShadows;
  3615. };
  3616. // Initialization
  3617. function initGL () {
  3618. var gl;
  3619. try {
  3620. if ( ! ( gl = _canvas.getContext( 'experimental-webgl', { alpha: _alpha, premultipliedAlpha: _premultipliedAlpha, antialias: _antialias, stencil: _stencil, preserveDrawingBuffer: _preserveDrawingBuffer } ) ) ) {
  3621. throw 'Error creating WebGL context.';
  3622. }
  3623. console.log(
  3624. navigator.userAgent + " | " +
  3625. gl.getParameter( gl.VERSION ) + " | " +
  3626. gl.getParameter( gl.VENDOR ) + " | " +
  3627. gl.getParameter( gl.RENDERER ) + " | " +
  3628. gl.getParameter( gl.SHADING_LANGUAGE_VERSION )
  3629. );
  3630. } catch ( error ) {
  3631. console.error( error );
  3632. }
  3633. return gl;
  3634. };
  3635. function setDefaultGLState () {
  3636. _gl.clearColor( 0, 0, 0, 1 );
  3637. _gl.clearDepth( 1 );
  3638. _gl.clearStencil( 0 );
  3639. _gl.enable( _gl.DEPTH_TEST );
  3640. _gl.depthFunc( _gl.LEQUAL );
  3641. _gl.frontFace( _gl.CCW );
  3642. _gl.cullFace( _gl.BACK );
  3643. _gl.enable( _gl.CULL_FACE );
  3644. _gl.enable( _gl.BLEND );
  3645. _gl.blendEquation( _gl.FUNC_ADD );
  3646. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
  3647. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  3648. };
  3649. // default plugins (order is important)
  3650. this.shadowMapPlugin = new THREE.ShadowMapPlugin();
  3651. this.addPrePlugin( this.shadowMapPlugin );
  3652. this.addPostPlugin( new THREE.SpritePlugin() );
  3653. this.addPostPlugin( new THREE.LensFlarePlugin() );
  3654. };
粤ICP备19079148号