WebGLRenderer.js 142 KB

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  1. /**
  2. * @author supereggbert / http://www.paulbrunt.co.uk/
  3. * @author mrdoob / http://mrdoob.com/
  4. * @author alteredq / http://alteredqualia.com/
  5. * @author szimek / https://github.com/szimek/
  6. */
  7. THREE.WebGLRenderer = function ( parameters ) {
  8. // constructor parameters
  9. var parameters = parameters || {},
  10. _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
  11. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  12. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  13. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  14. _clearColor = parameters.clearColor !== undefined ? new THREE.Color( parameters.clearColor ) : new THREE.Color( 0x000000 ),
  15. _clearAlpha = parameters.clearAlpha !== undefined ? parameters.clearAlpha : 0,
  16. _maxLights = parameters.maxLights !== undefined ? parameters.maxLights : 4;
  17. // public properties
  18. this.domElement = _canvas;
  19. this.context = null;
  20. // clearing
  21. this.autoClear = true;
  22. this.autoClearColor = true;
  23. this.autoClearDepth = true;
  24. this.autoClearStencil = true;
  25. // scene graph
  26. this.sortObjects = true;
  27. this.autoUpdateObjects = true;
  28. this.autoUpdateScene = true;
  29. // physically based shading
  30. this.gammaInput = false;
  31. this.gammaOutput = false;
  32. this.physicallyBasedShading = false;
  33. // shadow map
  34. this.shadowMapBias = 0.0039;
  35. this.shadowMapDarkness = 0.5;
  36. this.shadowMapWidth = 512;
  37. this.shadowMapHeight = 512;
  38. this.shadowCameraNear = 1;
  39. this.shadowCameraFar = 5000;
  40. this.shadowCameraFov = 50;
  41. this.shadowMap = [];
  42. this.shadowMapEnabled = false;
  43. this.shadowMapAutoUpdate = true;
  44. this.shadowMapSoft = true;
  45. // morphs
  46. this.maxMorphTargets = 8;
  47. // info
  48. this.info = {
  49. memory: {
  50. programs: 0,
  51. geometries: 0,
  52. textures: 0
  53. },
  54. render: {
  55. calls: 0,
  56. vertices: 0,
  57. faces: 0
  58. }
  59. };
  60. // internal properties
  61. var _this = this,
  62. _gl,
  63. _programs = [],
  64. // internal state cache
  65. _currentProgram = null,
  66. _currentFramebuffer = null,
  67. _currentMaterialId = -1,
  68. _currentGeometryGroupHash = null,
  69. _geometryGroupCounter = 0,
  70. // GL state cache
  71. _oldDoubleSided = null,
  72. _oldFlipSided = null,
  73. _oldBlending = null,
  74. _oldDepthTest = null,
  75. _oldDepthWrite = null,
  76. _oldPolygonOffset = null,
  77. _oldPolygonOffsetFactor = null,
  78. _oldPolygonOffsetUnits = null,
  79. _oldLineWidth = null,
  80. _viewportX = 0,
  81. _viewportY = 0,
  82. _viewportWidth = 0,
  83. _viewportHeight = 0,
  84. // frustum cache
  85. _frustum = [
  86. new THREE.Vector4(),
  87. new THREE.Vector4(),
  88. new THREE.Vector4(),
  89. new THREE.Vector4(),
  90. new THREE.Vector4(),
  91. new THREE.Vector4()
  92. ],
  93. // camera matrices cache
  94. _projScreenMatrix = new THREE.Matrix4(),
  95. _projectionMatrixArray = new Float32Array( 16 ),
  96. _viewMatrixArray = new Float32Array( 16 ),
  97. _vector3 = new THREE.Vector4(),
  98. // light arrays cache
  99. _lights = {
  100. ambient: [ 0, 0, 0 ],
  101. directional: { length: 0, colors: new Array(), positions: new Array() },
  102. point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() }
  103. };
  104. // shadow maps
  105. var _cameraLight, _shadowMatrix = [];
  106. var _depthMaterial, _depthMaterialMorph;
  107. // sprites
  108. var _sprite = {};
  109. var _spriteAttributesEnabled = false;
  110. // initialize
  111. _gl = initGL();
  112. setDefaultGLState();
  113. initSprites();
  114. initShadowmaps();
  115. this.context = _gl;
  116. var _supportsVertexTextures = ( maxVertexTextures() > 0 );
  117. // API
  118. this.getContext = function () {
  119. return _gl;
  120. };
  121. this.supportsVertexTextures = function () {
  122. return _supportsVertexTextures;
  123. };
  124. this.setSize = function ( width, height ) {
  125. _canvas.width = width;
  126. _canvas.height = height;
  127. this.setViewport( 0, 0, _canvas.width, _canvas.height );
  128. };
  129. this.setViewport = function ( x, y, width, height ) {
  130. _viewportX = x;
  131. _viewportY = y;
  132. _viewportWidth = width;
  133. _viewportHeight = height;
  134. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  135. };
  136. this.setScissor = function ( x, y, width, height ) {
  137. _gl.scissor( x, y, width, height );
  138. };
  139. this.enableScissorTest = function ( enable ) {
  140. enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );
  141. };
  142. // Clearing
  143. this.setClearColorHex = function ( hex, alpha ) {
  144. _clearColor.setHex( hex );
  145. _clearAlpha = alpha;
  146. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  147. };
  148. this.setClearColor = function ( color, alpha ) {
  149. _clearColor.copy( color );
  150. _clearAlpha = alpha;
  151. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  152. };
  153. this.getClearColor = function () {
  154. return _clearColor;
  155. };
  156. this.getClearAlpha = function () {
  157. return _clearAlpha;
  158. };
  159. this.clear = function ( color, depth, stencil ) {
  160. var bits = 0;
  161. if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  162. if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  163. if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  164. _gl.clear( bits );
  165. };
  166. this.clearTarget = function ( renderTarget, color, depth, stencil ) {
  167. setRenderTarget( renderTarget );
  168. this.clear( color, depth, stencil );
  169. };
  170. // Deallocation
  171. this.deallocateObject = function ( object ) {
  172. if ( ! object.__webglInit ) return;
  173. object.__webglInit = false;
  174. delete object._modelViewMatrix;
  175. delete object._normalMatrixArray;
  176. delete object._modelViewMatrixArray;
  177. delete object._objectMatrixArray;
  178. if ( object instanceof THREE.Mesh ) {
  179. for ( var g in object.geometry.geometryGroups ) {
  180. deleteMeshBuffers( object.geometry.geometryGroups[ g ] );
  181. }
  182. } else if ( object instanceof THREE.Ribbon ) {
  183. deleteRibbonBuffers( object.geometry );
  184. } else if ( object instanceof THREE.Line ) {
  185. deleteLineBuffers( object.geometry );
  186. } else if ( object instanceof THREE.ParticleSystem ) {
  187. deleteParticleBuffers( object.geometry );
  188. }
  189. };
  190. this.deallocateTexture = function ( texture ) {
  191. if ( ! texture.__webglInit ) return;
  192. texture.__webglInit = false;
  193. _gl.deleteTexture( texture.__webglTexture );
  194. _this.info.memory.textures --;
  195. };
  196. // Rendering
  197. this.updateShadowMap = function ( scene, camera ) {
  198. renderShadowMap( scene, camera );
  199. };
  200. // Internal functions
  201. // Buffer allocation
  202. function createParticleBuffers ( geometry ) {
  203. geometry.__webglVertexBuffer = _gl.createBuffer();
  204. geometry.__webglColorBuffer = _gl.createBuffer();
  205. _this.info.geometries ++;
  206. };
  207. function createLineBuffers ( geometry ) {
  208. geometry.__webglVertexBuffer = _gl.createBuffer();
  209. geometry.__webglColorBuffer = _gl.createBuffer();
  210. _this.info.memory.geometries ++;
  211. };
  212. function createRibbonBuffers ( geometry ) {
  213. geometry.__webglVertexBuffer = _gl.createBuffer();
  214. geometry.__webglColorBuffer = _gl.createBuffer();
  215. _this.info.memory.geometries ++;
  216. };
  217. function createMeshBuffers ( geometryGroup ) {
  218. geometryGroup.__webglVertexBuffer = _gl.createBuffer();
  219. geometryGroup.__webglNormalBuffer = _gl.createBuffer();
  220. geometryGroup.__webglTangentBuffer = _gl.createBuffer();
  221. geometryGroup.__webglColorBuffer = _gl.createBuffer();
  222. geometryGroup.__webglUVBuffer = _gl.createBuffer();
  223. geometryGroup.__webglUV2Buffer = _gl.createBuffer();
  224. geometryGroup.__webglSkinVertexABuffer = _gl.createBuffer();
  225. geometryGroup.__webglSkinVertexBBuffer = _gl.createBuffer();
  226. geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
  227. geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
  228. geometryGroup.__webglFaceBuffer = _gl.createBuffer();
  229. geometryGroup.__webglLineBuffer = _gl.createBuffer();
  230. if ( geometryGroup.numMorphTargets ) {
  231. var m, ml;
  232. geometryGroup.__webglMorphTargetsBuffers = [];
  233. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  234. geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
  235. }
  236. }
  237. _this.info.memory.geometries ++;
  238. };
  239. // Buffer deallocation
  240. function deleteParticleBuffers ( geometry ) {
  241. _gl.deleteBuffer( geometry.__webglVertexBuffer );
  242. _gl.deleteBuffer( geometry.__webglColorBuffer );
  243. _this.info.memory.geometries --;
  244. };
  245. function deleteLineBuffers ( geometry ) {
  246. _gl.deleteBuffer( geometry.__webglVertexBuffer );
  247. _gl.deleteBuffer( geometry.__webglColorBuffer );
  248. _this.info.memory.geometries --;
  249. };
  250. function deleteRibbonBuffers ( geometry ) {
  251. _gl.deleteBuffer( geometry.__webglVertexBuffer );
  252. _gl.deleteBuffer( geometry.__webglColorBuffer );
  253. _this.info.memory.geometries --;
  254. };
  255. function deleteMeshBuffers ( geometryGroup ) {
  256. _gl.deleteBuffer( geometryGroup.__webglVertexBuffer );
  257. _gl.deleteBuffer( geometryGroup.__webglNormalBuffer );
  258. _gl.deleteBuffer( geometryGroup.__webglTangentBuffer );
  259. _gl.deleteBuffer( geometryGroup.__webglColorBuffer );
  260. _gl.deleteBuffer( geometryGroup.__webglUVBuffer );
  261. _gl.deleteBuffer( geometryGroup.__webglUV2Buffer );
  262. _gl.deleteBuffer( geometryGroup.__webglSkinVertexABuffer );
  263. _gl.deleteBuffer( geometryGroup.__webglSkinVertexBBuffer );
  264. _gl.deleteBuffer( geometryGroup.__webglSkinIndicesBuffer );
  265. _gl.deleteBuffer( geometryGroup.__webglSkinWeightsBuffer );
  266. _gl.deleteBuffer( geometryGroup.__webglFaceBuffer );
  267. _gl.deleteBuffer( geometryGroup.__webglLineBuffer );
  268. if ( geometryGroup.numMorphTargets ) {
  269. for ( var m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  270. _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
  271. }
  272. }
  273. _this.info.memory.geometries --;
  274. };
  275. // Buffer initialization
  276. function initCustomAttributes ( geometry, object ) {
  277. var nvertices = geometry.vertices.length;
  278. var material = object.material;
  279. if ( material.attributes ) {
  280. if ( geometry.__webglCustomAttributesList === undefined ) {
  281. geometry.__webglCustomAttributesList = [];
  282. }
  283. for ( var a in material.attributes ) {
  284. var attribute = material.attributes[ a ];
  285. if( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  286. attribute.__webglInitialized = true;
  287. var size = 1; // "f" and "i"
  288. if ( attribute.type === "v2" ) size = 2;
  289. else if ( attribute.type === "v3" ) size = 3;
  290. else if ( attribute.type === "v4" ) size = 4;
  291. else if ( attribute.type === "c" ) size = 3;
  292. attribute.size = size;
  293. attribute.array = new Float32Array( nvertices * size );
  294. attribute.buffer = _gl.createBuffer();
  295. attribute.buffer.belongsToAttribute = a;
  296. attribute.needsUpdate = true;
  297. }
  298. geometry.__webglCustomAttributesList.push( attribute );
  299. }
  300. }
  301. };
  302. function initParticleBuffers ( geometry, object ) {
  303. var nvertices = geometry.vertices.length;
  304. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  305. geometry.__colorArray = new Float32Array( nvertices * 3 );
  306. geometry.__sortArray = [];
  307. geometry.__webglParticleCount = nvertices;
  308. initCustomAttributes ( geometry, object );
  309. };
  310. function initLineBuffers ( geometry, object ) {
  311. var nvertices = geometry.vertices.length;
  312. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  313. geometry.__colorArray = new Float32Array( nvertices * 3 );
  314. geometry.__webglLineCount = nvertices;
  315. initCustomAttributes ( geometry, object );
  316. };
  317. function initRibbonBuffers ( geometry ) {
  318. var nvertices = geometry.vertices.length;
  319. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  320. geometry.__colorArray = new Float32Array( nvertices * 3 );
  321. geometry.__webglVertexCount = nvertices;
  322. };
  323. function initMeshBuffers ( geometryGroup, object ) {
  324. var geometry = object.geometry,
  325. faces3 = geometryGroup.faces3,
  326. faces4 = geometryGroup.faces4,
  327. nvertices = faces3.length * 3 + faces4.length * 4,
  328. ntris = faces3.length * 1 + faces4.length * 2,
  329. nlines = faces3.length * 3 + faces4.length * 4,
  330. material = getBufferMaterial( object, geometryGroup ),
  331. uvType = bufferGuessUVType( material ),
  332. normalType = bufferGuessNormalType( material ),
  333. vertexColorType = bufferGuessVertexColorType( material );
  334. //console.log( "uvType", uvType, "normalType", normalType, "vertexColorType", vertexColorType, object, geometryGroup, material );
  335. geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
  336. if ( normalType ) {
  337. geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
  338. }
  339. if ( geometry.hasTangents ) {
  340. geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
  341. }
  342. if ( vertexColorType ) {
  343. geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
  344. }
  345. if ( uvType ) {
  346. if ( geometry.faceUvs.length > 0 || geometry.faceVertexUvs.length > 0 ) {
  347. geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
  348. }
  349. if ( geometry.faceUvs.length > 1 || geometry.faceVertexUvs.length > 1 ) {
  350. geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
  351. }
  352. }
  353. if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
  354. geometryGroup.__skinVertexAArray = new Float32Array( nvertices * 4 );
  355. geometryGroup.__skinVertexBArray = new Float32Array( nvertices * 4 );
  356. geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
  357. geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
  358. }
  359. geometryGroup.__faceArray = new Uint16Array( ntris * 3 );
  360. geometryGroup.__lineArray = new Uint16Array( nlines * 2 );
  361. if ( geometryGroup.numMorphTargets ) {
  362. geometryGroup.__morphTargetsArrays = [];
  363. for ( var m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  364. geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
  365. }
  366. }
  367. geometryGroup.__needsSmoothNormals = ( normalType === THREE.SmoothShading );
  368. geometryGroup.__uvType = uvType;
  369. geometryGroup.__vertexColorType = vertexColorType;
  370. geometryGroup.__normalType = normalType;
  371. geometryGroup.__webglFaceCount = ntris * 3;
  372. geometryGroup.__webglLineCount = nlines * 2;
  373. // custom attributes
  374. if ( material.attributes ) {
  375. if ( geometryGroup.__webglCustomAttributesList === undefined ) {
  376. geometryGroup.__webglCustomAttributesList = [];
  377. }
  378. for ( var a in material.attributes ) {
  379. // Do a shallow copy of the attribute object so different geometryGroup chunks use different
  380. // attribute buffers which are correctly indexed in the setMeshBuffers function
  381. var originalAttribute = material.attributes[ a ];
  382. var attribute = {};
  383. for ( var property in originalAttribute ) {
  384. attribute[ property ] = originalAttribute[ property ];
  385. }
  386. if( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  387. attribute.__webglInitialized = true;
  388. var size = 1; // "f" and "i"
  389. if( attribute.type === "v2" ) size = 2;
  390. else if( attribute.type === "v3" ) size = 3;
  391. else if( attribute.type === "v4" ) size = 4;
  392. else if( attribute.type === "c" ) size = 3;
  393. attribute.size = size;
  394. attribute.array = new Float32Array( nvertices * size );
  395. attribute.buffer = _gl.createBuffer();
  396. attribute.buffer.belongsToAttribute = a;
  397. originalAttribute.needsUpdate = true;
  398. attribute.__original = originalAttribute;
  399. }
  400. geometryGroup.__webglCustomAttributesList.push( attribute );
  401. }
  402. }
  403. geometryGroup.__inittedArrays = true;
  404. };
  405. function getBufferMaterial( object, geometryGroup ) {
  406. if ( object.material && ! ( object.material instanceof THREE.MeshFaceMaterial ) ) {
  407. return object.material;
  408. } else if ( geometryGroup.materialIndex >= 0 ) {
  409. return object.geometry.materials[ geometryGroup.materialIndex ];
  410. }
  411. };
  412. function materialNeedsSmoothNormals ( material ) {
  413. return material && material.shading !== undefined && material.shading === THREE.SmoothShading;
  414. };
  415. function bufferGuessNormalType ( material ) {
  416. // only MeshBasicMaterial and MeshDepthMaterial don't need normals
  417. if ( ( material instanceof THREE.MeshBasicMaterial && !material.envMap ) || material instanceof THREE.MeshDepthMaterial ) {
  418. return false;
  419. }
  420. if ( materialNeedsSmoothNormals( material ) ) {
  421. return THREE.SmoothShading;
  422. } else {
  423. return THREE.FlatShading;
  424. }
  425. };
  426. function bufferGuessVertexColorType ( material ) {
  427. if ( material.vertexColors ) {
  428. return material.vertexColors;
  429. }
  430. return false;
  431. };
  432. function bufferGuessUVType ( material ) {
  433. // material must use some texture to require uvs
  434. if ( material.map || material.lightMap || material instanceof THREE.ShaderMaterial ) {
  435. return true;
  436. }
  437. return false;
  438. };
  439. // Buffer setting
  440. function setParticleBuffers ( geometry, hint, object ) {
  441. var v, c, vertex, offset, index, color,
  442. vertices = geometry.vertices,
  443. vl = vertices.length,
  444. colors = geometry.colors,
  445. cl = colors.length,
  446. vertexArray = geometry.__vertexArray,
  447. colorArray = geometry.__colorArray,
  448. sortArray = geometry.__sortArray,
  449. dirtyVertices = geometry.__dirtyVertices,
  450. dirtyElements = geometry.__dirtyElements,
  451. dirtyColors = geometry.__dirtyColors,
  452. customAttributes = geometry.__webglCustomAttributesList,
  453. i, il,
  454. a, ca, cal, value,
  455. customAttribute;
  456. if ( object.sortParticles ) {
  457. _projScreenMatrix.multiplySelf( object.matrixWorld );
  458. for ( v = 0; v < vl; v ++ ) {
  459. vertex = vertices[ v ].position;
  460. _vector3.copy( vertex );
  461. _projScreenMatrix.multiplyVector3( _vector3 );
  462. sortArray[ v ] = [ _vector3.z, v ];
  463. }
  464. sortArray.sort( function( a, b ) { return b[ 0 ] - a[ 0 ]; } );
  465. for ( v = 0; v < vl; v ++ ) {
  466. vertex = vertices[ sortArray[v][1] ].position;
  467. offset = v * 3;
  468. vertexArray[ offset ] = vertex.x;
  469. vertexArray[ offset + 1 ] = vertex.y;
  470. vertexArray[ offset + 2 ] = vertex.z;
  471. }
  472. for ( c = 0; c < cl; c ++ ) {
  473. offset = c * 3;
  474. color = colors[ sortArray[c][1] ];
  475. colorArray[ offset ] = color.r;
  476. colorArray[ offset + 1 ] = color.g;
  477. colorArray[ offset + 2 ] = color.b;
  478. }
  479. if ( customAttributes ) {
  480. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  481. customAttribute = customAttributes[ i ];
  482. if ( ! ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) ) continue;
  483. offset = 0;
  484. cal = customAttribute.value.length;
  485. if ( customAttribute.size === 1 ) {
  486. for ( ca = 0; ca < cal; ca ++ ) {
  487. index = sortArray[ ca ][ 1 ];
  488. customAttribute.array[ ca ] = customAttribute.value[ index ];
  489. }
  490. } else if ( customAttribute.size === 2 ) {
  491. for ( ca = 0; ca < cal; ca ++ ) {
  492. index = sortArray[ ca ][ 1 ];
  493. value = customAttribute.value[ index ];
  494. customAttribute.array[ offset ] = value.x;
  495. customAttribute.array[ offset + 1 ] = value.y;
  496. offset += 2;
  497. }
  498. } else if ( customAttribute.size === 3 ) {
  499. if ( customAttribute.type === "c" ) {
  500. for ( ca = 0; ca < cal; ca ++ ) {
  501. index = sortArray[ ca ][ 1 ];
  502. value = customAttribute.value[ index ];
  503. customAttribute.array[ offset ] = value.r;
  504. customAttribute.array[ offset + 1 ] = value.g;
  505. customAttribute.array[ offset + 2 ] = value.b;
  506. offset += 3;
  507. }
  508. } else {
  509. for ( ca = 0; ca < cal; ca ++ ) {
  510. index = sortArray[ ca ][ 1 ];
  511. value = customAttribute.value[ index ];
  512. customAttribute.array[ offset ] = value.x;
  513. customAttribute.array[ offset + 1 ] = value.y;
  514. customAttribute.array[ offset + 2 ] = value.z;
  515. offset += 3;
  516. }
  517. }
  518. } else if ( customAttribute.size === 4 ) {
  519. for ( ca = 0; ca < cal; ca ++ ) {
  520. index = sortArray[ ca ][ 1 ];
  521. value = customAttribute.value[ index ];
  522. customAttribute.array[ offset ] = value.x;
  523. customAttribute.array[ offset + 1 ] = value.y;
  524. customAttribute.array[ offset + 2 ] = value.z;
  525. customAttribute.array[ offset + 3 ] = value.w;
  526. offset += 4;
  527. }
  528. }
  529. }
  530. }
  531. } else {
  532. if ( dirtyVertices ) {
  533. for ( v = 0; v < vl; v ++ ) {
  534. vertex = vertices[ v ].position;
  535. offset = v * 3;
  536. vertexArray[ offset ] = vertex.x;
  537. vertexArray[ offset + 1 ] = vertex.y;
  538. vertexArray[ offset + 2 ] = vertex.z;
  539. }
  540. }
  541. if ( dirtyColors ) {
  542. for ( c = 0; c < cl; c ++ ) {
  543. color = colors[ c ];
  544. offset = c * 3;
  545. colorArray[ offset ] = color.r;
  546. colorArray[ offset + 1 ] = color.g;
  547. colorArray[ offset + 2 ] = color.b;
  548. }
  549. }
  550. if ( customAttributes ) {
  551. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  552. customAttribute = customAttributes[ i ];
  553. if ( customAttribute.needsUpdate &&
  554. ( customAttribute.boundTo === undefined ||
  555. customAttribute.boundTo === "vertices") ) {
  556. cal = customAttribute.value.length;
  557. offset = 0;
  558. if ( customAttribute.size === 1 ) {
  559. for ( ca = 0; ca < cal; ca ++ ) {
  560. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  561. }
  562. } else if ( customAttribute.size === 2 ) {
  563. for ( ca = 0; ca < cal; ca ++ ) {
  564. value = customAttribute.value[ ca ];
  565. customAttribute.array[ offset ] = value.x;
  566. customAttribute.array[ offset + 1 ] = value.y;
  567. offset += 2;
  568. }
  569. } else if ( customAttribute.size === 3 ) {
  570. if ( customAttribute.type === "c" ) {
  571. for ( ca = 0; ca < cal; ca ++ ) {
  572. value = customAttribute.value[ ca ];
  573. customAttribute.array[ offset ] = value.r;
  574. customAttribute.array[ offset + 1 ] = value.g;
  575. customAttribute.array[ offset + 2 ] = value.b;
  576. offset += 3;
  577. }
  578. } else {
  579. for ( ca = 0; ca < cal; ca ++ ) {
  580. value = customAttribute.value[ ca ];
  581. customAttribute.array[ offset ] = value.x;
  582. customAttribute.array[ offset + 1 ] = value.y;
  583. customAttribute.array[ offset + 2 ] = value.z;
  584. offset += 3;
  585. }
  586. }
  587. } else if ( customAttribute.size === 4 ) {
  588. for ( ca = 0; ca < cal; ca ++ ) {
  589. value = customAttribute.value[ ca ];
  590. customAttribute.array[ offset ] = value.x;
  591. customAttribute.array[ offset + 1 ] = value.y;
  592. customAttribute.array[ offset + 2 ] = value.z;
  593. customAttribute.array[ offset + 3 ] = value.w;
  594. offset += 4;
  595. }
  596. }
  597. }
  598. }
  599. }
  600. }
  601. if ( dirtyVertices || object.sortParticles ) {
  602. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  603. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  604. }
  605. if ( dirtyColors || object.sortParticles ) {
  606. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  607. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  608. }
  609. if ( customAttributes ) {
  610. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  611. customAttribute = customAttributes[ i ];
  612. if ( customAttribute.needsUpdate || object.sortParticles ) {
  613. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  614. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  615. }
  616. }
  617. }
  618. };
  619. function setLineBuffers ( geometry, hint ) {
  620. var v, c, vertex, offset, color,
  621. vertices = geometry.vertices,
  622. colors = geometry.colors,
  623. vl = vertices.length,
  624. cl = colors.length,
  625. vertexArray = geometry.__vertexArray,
  626. colorArray = geometry.__colorArray,
  627. dirtyVertices = geometry.__dirtyVertices,
  628. dirtyColors = geometry.__dirtyColors,
  629. customAttributes = geometry.__webglCustomAttributesList,
  630. i, il,
  631. a, ca, cal, value,
  632. customAttribute;
  633. if ( dirtyVertices ) {
  634. for ( v = 0; v < vl; v ++ ) {
  635. vertex = vertices[ v ].position;
  636. offset = v * 3;
  637. vertexArray[ offset ] = vertex.x;
  638. vertexArray[ offset + 1 ] = vertex.y;
  639. vertexArray[ offset + 2 ] = vertex.z;
  640. }
  641. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  642. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  643. }
  644. if ( dirtyColors ) {
  645. for ( c = 0; c < cl; c ++ ) {
  646. color = colors[ c ];
  647. offset = c * 3;
  648. colorArray[ offset ] = color.r;
  649. colorArray[ offset + 1 ] = color.g;
  650. colorArray[ offset + 2 ] = color.b;
  651. }
  652. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  653. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  654. }
  655. if ( customAttributes ) {
  656. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  657. customAttribute = customAttributes[ i ];
  658. if ( customAttribute.needsUpdate &&
  659. ( customAttribute.boundTo === undefined ||
  660. customAttribute.boundTo === "vertices" ) ) {
  661. offset = 0;
  662. cal = customAttribute.value.length;
  663. if ( customAttribute.size === 1 ) {
  664. for ( ca = 0; ca < cal; ca ++ ) {
  665. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  666. }
  667. } else if ( customAttribute.size === 2 ) {
  668. for ( ca = 0; ca < cal; ca ++ ) {
  669. value = customAttribute.value[ ca ];
  670. customAttribute.array[ offset ] = value.x;
  671. customAttribute.array[ offset + 1 ] = value.y;
  672. offset += 2;
  673. }
  674. } else if ( customAttribute.size === 3 ) {
  675. if ( customAttribute.type === "c" ) {
  676. for ( ca = 0; ca < cal; ca ++ ) {
  677. value = customAttribute.value[ ca ];
  678. customAttribute.array[ offset ] = value.r;
  679. customAttribute.array[ offset + 1 ] = value.g;
  680. customAttribute.array[ offset + 2 ] = value.b;
  681. offset += 3;
  682. }
  683. } else {
  684. for ( ca = 0; ca < cal; ca ++ ) {
  685. value = customAttribute.value[ ca ];
  686. customAttribute.array[ offset ] = value.x;
  687. customAttribute.array[ offset + 1 ] = value.y;
  688. customAttribute.array[ offset + 2 ] = value.z;
  689. offset += 3;
  690. }
  691. }
  692. } else if ( customAttribute.size === 4 ) {
  693. for ( ca = 0; ca < cal; ca ++ ) {
  694. value = customAttribute.value[ ca ];
  695. customAttribute.array[ offset ] = value.x;
  696. customAttribute.array[ offset + 1 ] = value.y;
  697. customAttribute.array[ offset + 2 ] = value.z;
  698. customAttribute.array[ offset + 3 ] = value.w;
  699. offset += 4;
  700. }
  701. }
  702. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  703. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  704. }
  705. }
  706. }
  707. };
  708. function setRibbonBuffers ( geometry, hint ) {
  709. var v, c, vertex, offset, color,
  710. vertices = geometry.vertices,
  711. colors = geometry.colors,
  712. vl = vertices.length,
  713. cl = colors.length,
  714. vertexArray = geometry.__vertexArray,
  715. colorArray = geometry.__colorArray,
  716. dirtyVertices = geometry.__dirtyVertices,
  717. dirtyColors = geometry.__dirtyColors;
  718. if ( dirtyVertices ) {
  719. for ( v = 0; v < vl; v ++ ) {
  720. vertex = vertices[ v ].position;
  721. offset = v * 3;
  722. vertexArray[ offset ] = vertex.x;
  723. vertexArray[ offset + 1 ] = vertex.y;
  724. vertexArray[ offset + 2 ] = vertex.z;
  725. }
  726. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  727. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  728. }
  729. if ( dirtyColors ) {
  730. for ( c = 0; c < cl; c ++ ) {
  731. color = colors[ c ];
  732. offset = c * 3;
  733. colorArray[ offset ] = color.r;
  734. colorArray[ offset + 1 ] = color.g;
  735. colorArray[ offset + 2 ] = color.b;
  736. }
  737. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  738. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  739. }
  740. };
  741. function setMeshBuffers( geometryGroup, object, hint, dispose ) {
  742. if ( ! geometryGroup.__inittedArrays ) {
  743. // console.log( object );
  744. return;
  745. }
  746. var f, fl, fi, face,
  747. vertexNormals, faceNormal, normal,
  748. vertexColors, faceColor,
  749. vertexTangents,
  750. uvType, vertexColorType, normalType,
  751. uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4,
  752. c1, c2, c3, c4,
  753. sw1, sw2, sw3, sw4,
  754. si1, si2, si3, si4,
  755. sa1, sa2, sa3, sa4,
  756. sb1, sb2, sb3, sb4,
  757. m, ml, i, il,
  758. vn, uvi, uv2i,
  759. vk, vkl, vka,
  760. a,
  761. vertexIndex = 0,
  762. offset = 0,
  763. offset_uv = 0,
  764. offset_uv2 = 0,
  765. offset_face = 0,
  766. offset_normal = 0,
  767. offset_tangent = 0,
  768. offset_line = 0,
  769. offset_color = 0,
  770. offset_skin = 0,
  771. offset_morphTarget = 0,
  772. offset_custom = 0,
  773. offset_customSrc = 0,
  774. value,
  775. vertexArray = geometryGroup.__vertexArray,
  776. uvArray = geometryGroup.__uvArray,
  777. uv2Array = geometryGroup.__uv2Array,
  778. normalArray = geometryGroup.__normalArray,
  779. tangentArray = geometryGroup.__tangentArray,
  780. colorArray = geometryGroup.__colorArray,
  781. skinVertexAArray = geometryGroup.__skinVertexAArray,
  782. skinVertexBArray = geometryGroup.__skinVertexBArray,
  783. skinIndexArray = geometryGroup.__skinIndexArray,
  784. skinWeightArray = geometryGroup.__skinWeightArray,
  785. morphTargetsArrays = geometryGroup.__morphTargetsArrays,
  786. customAttributes = geometryGroup.__webglCustomAttributesList,
  787. customAttribute,
  788. faceArray = geometryGroup.__faceArray,
  789. lineArray = geometryGroup.__lineArray,
  790. needsSmoothNormals = geometryGroup.__needsSmoothNormals,
  791. vertexColorType = geometryGroup.__vertexColorType,
  792. uvType = geometryGroup.__uvType,
  793. normalType = geometryGroup.__normalType,
  794. geometry = object.geometry, // this is shared for all chunks
  795. dirtyVertices = geometry.__dirtyVertices,
  796. dirtyElements = geometry.__dirtyElements,
  797. dirtyUvs = geometry.__dirtyUvs,
  798. dirtyNormals = geometry.__dirtyNormals,
  799. dirtyTangents = geometry.__dirtyTangents,
  800. dirtyColors = geometry.__dirtyColors,
  801. dirtyMorphTargets = geometry.__dirtyMorphTargets,
  802. vertices = geometry.vertices,
  803. chunk_faces3 = geometryGroup.faces3,
  804. chunk_faces4 = geometryGroup.faces4,
  805. obj_faces = geometry.faces,
  806. obj_uvs = geometry.faceVertexUvs[ 0 ],
  807. obj_uvs2 = geometry.faceVertexUvs[ 1 ],
  808. obj_colors = geometry.colors,
  809. obj_skinVerticesA = geometry.skinVerticesA,
  810. obj_skinVerticesB = geometry.skinVerticesB,
  811. obj_skinIndices = geometry.skinIndices,
  812. obj_skinWeights = geometry.skinWeights,
  813. morphTargets = geometry.morphTargets;
  814. if ( dirtyVertices ) {
  815. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  816. face = obj_faces[ chunk_faces3[ f ] ];
  817. v1 = vertices[ face.a ].position;
  818. v2 = vertices[ face.b ].position;
  819. v3 = vertices[ face.c ].position;
  820. vertexArray[ offset ] = v1.x;
  821. vertexArray[ offset + 1 ] = v1.y;
  822. vertexArray[ offset + 2 ] = v1.z;
  823. vertexArray[ offset + 3 ] = v2.x;
  824. vertexArray[ offset + 4 ] = v2.y;
  825. vertexArray[ offset + 5 ] = v2.z;
  826. vertexArray[ offset + 6 ] = v3.x;
  827. vertexArray[ offset + 7 ] = v3.y;
  828. vertexArray[ offset + 8 ] = v3.z;
  829. offset += 9;
  830. }
  831. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  832. face = obj_faces[ chunk_faces4[ f ] ];
  833. v1 = vertices[ face.a ].position;
  834. v2 = vertices[ face.b ].position;
  835. v3 = vertices[ face.c ].position;
  836. v4 = vertices[ face.d ].position;
  837. vertexArray[ offset ] = v1.x;
  838. vertexArray[ offset + 1 ] = v1.y;
  839. vertexArray[ offset + 2 ] = v1.z;
  840. vertexArray[ offset + 3 ] = v2.x;
  841. vertexArray[ offset + 4 ] = v2.y;
  842. vertexArray[ offset + 5 ] = v2.z;
  843. vertexArray[ offset + 6 ] = v3.x;
  844. vertexArray[ offset + 7 ] = v3.y;
  845. vertexArray[ offset + 8 ] = v3.z;
  846. vertexArray[ offset + 9 ] = v4.x;
  847. vertexArray[ offset + 10 ] = v4.y;
  848. vertexArray[ offset + 11 ] = v4.z;
  849. offset += 12;
  850. }
  851. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  852. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  853. }
  854. if ( dirtyMorphTargets ) {
  855. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  856. face = obj_faces[ chunk_faces3[ f ] ];
  857. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  858. v1 = morphTargets[ vk ].vertices[ face.a ].position;
  859. v2 = morphTargets[ vk ].vertices[ face.b ].position;
  860. v3 = morphTargets[ vk ].vertices[ face.c ].position;
  861. vka = morphTargetsArrays[ vk ];
  862. vka[ offset_morphTarget ] = v1.x;
  863. vka[ offset_morphTarget + 1 ] = v1.y;
  864. vka[ offset_morphTarget + 2 ] = v1.z;
  865. vka[ offset_morphTarget + 3 ] = v2.x;
  866. vka[ offset_morphTarget + 4 ] = v2.y;
  867. vka[ offset_morphTarget + 5 ] = v2.z;
  868. vka[ offset_morphTarget + 6 ] = v3.x;
  869. vka[ offset_morphTarget + 7 ] = v3.y;
  870. vka[ offset_morphTarget + 8 ] = v3.z;
  871. }
  872. offset_morphTarget += 9;
  873. }
  874. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  875. face = obj_faces[ chunk_faces4[ f ] ];
  876. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  877. v1 = morphTargets[ vk ].vertices[ face.a ].position;
  878. v2 = morphTargets[ vk ].vertices[ face.b ].position;
  879. v3 = morphTargets[ vk ].vertices[ face.c ].position;
  880. v4 = morphTargets[ vk ].vertices[ face.d ].position;
  881. vka = morphTargetsArrays[ vk ];
  882. vka[ offset_morphTarget ] = v1.x;
  883. vka[ offset_morphTarget + 1 ] = v1.y;
  884. vka[ offset_morphTarget + 2 ] = v1.z;
  885. vka[ offset_morphTarget + 3 ] = v2.x;
  886. vka[ offset_morphTarget + 4 ] = v2.y;
  887. vka[ offset_morphTarget + 5 ] = v2.z;
  888. vka[ offset_morphTarget + 6 ] = v3.x;
  889. vka[ offset_morphTarget + 7 ] = v3.y;
  890. vka[ offset_morphTarget + 8 ] = v3.z;
  891. vka[ offset_morphTarget + 9 ] = v4.x;
  892. vka[ offset_morphTarget + 10 ] = v4.y;
  893. vka[ offset_morphTarget + 11 ] = v4.z;
  894. }
  895. offset_morphTarget += 12;
  896. }
  897. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  898. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
  899. _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
  900. }
  901. }
  902. if ( obj_skinWeights.length ) {
  903. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  904. face = obj_faces[ chunk_faces3[ f ] ];
  905. // weights
  906. sw1 = obj_skinWeights[ face.a ];
  907. sw2 = obj_skinWeights[ face.b ];
  908. sw3 = obj_skinWeights[ face.c ];
  909. skinWeightArray[ offset_skin ] = sw1.x;
  910. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  911. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  912. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  913. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  914. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  915. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  916. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  917. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  918. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  919. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  920. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  921. // indices
  922. si1 = obj_skinIndices[ face.a ];
  923. si2 = obj_skinIndices[ face.b ];
  924. si3 = obj_skinIndices[ face.c ];
  925. skinIndexArray[ offset_skin ] = si1.x;
  926. skinIndexArray[ offset_skin + 1 ] = si1.y;
  927. skinIndexArray[ offset_skin + 2 ] = si1.z;
  928. skinIndexArray[ offset_skin + 3 ] = si1.w;
  929. skinIndexArray[ offset_skin + 4 ] = si2.x;
  930. skinIndexArray[ offset_skin + 5 ] = si2.y;
  931. skinIndexArray[ offset_skin + 6 ] = si2.z;
  932. skinIndexArray[ offset_skin + 7 ] = si2.w;
  933. skinIndexArray[ offset_skin + 8 ] = si3.x;
  934. skinIndexArray[ offset_skin + 9 ] = si3.y;
  935. skinIndexArray[ offset_skin + 10 ] = si3.z;
  936. skinIndexArray[ offset_skin + 11 ] = si3.w;
  937. // vertices A
  938. sa1 = obj_skinVerticesA[ face.a ];
  939. sa2 = obj_skinVerticesA[ face.b ];
  940. sa3 = obj_skinVerticesA[ face.c ];
  941. skinVertexAArray[ offset_skin ] = sa1.x;
  942. skinVertexAArray[ offset_skin + 1 ] = sa1.y;
  943. skinVertexAArray[ offset_skin + 2 ] = sa1.z;
  944. skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  945. skinVertexAArray[ offset_skin + 4 ] = sa2.x;
  946. skinVertexAArray[ offset_skin + 5 ] = sa2.y;
  947. skinVertexAArray[ offset_skin + 6 ] = sa2.z;
  948. skinVertexAArray[ offset_skin + 7 ] = 1;
  949. skinVertexAArray[ offset_skin + 8 ] = sa3.x;
  950. skinVertexAArray[ offset_skin + 9 ] = sa3.y;
  951. skinVertexAArray[ offset_skin + 10 ] = sa3.z;
  952. skinVertexAArray[ offset_skin + 11 ] = 1;
  953. // vertices B
  954. sb1 = obj_skinVerticesB[ face.a ];
  955. sb2 = obj_skinVerticesB[ face.b ];
  956. sb3 = obj_skinVerticesB[ face.c ];
  957. skinVertexBArray[ offset_skin ] = sb1.x;
  958. skinVertexBArray[ offset_skin + 1 ] = sb1.y;
  959. skinVertexBArray[ offset_skin + 2 ] = sb1.z;
  960. skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  961. skinVertexBArray[ offset_skin + 4 ] = sb2.x;
  962. skinVertexBArray[ offset_skin + 5 ] = sb2.y;
  963. skinVertexBArray[ offset_skin + 6 ] = sb2.z;
  964. skinVertexBArray[ offset_skin + 7 ] = 1;
  965. skinVertexBArray[ offset_skin + 8 ] = sb3.x;
  966. skinVertexBArray[ offset_skin + 9 ] = sb3.y;
  967. skinVertexBArray[ offset_skin + 10 ] = sb3.z;
  968. skinVertexBArray[ offset_skin + 11 ] = 1;
  969. offset_skin += 12;
  970. }
  971. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  972. face = obj_faces[ chunk_faces4[ f ] ];
  973. // weights
  974. sw1 = obj_skinWeights[ face.a ];
  975. sw2 = obj_skinWeights[ face.b ];
  976. sw3 = obj_skinWeights[ face.c ];
  977. sw4 = obj_skinWeights[ face.d ];
  978. skinWeightArray[ offset_skin ] = sw1.x;
  979. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  980. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  981. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  982. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  983. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  984. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  985. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  986. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  987. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  988. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  989. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  990. skinWeightArray[ offset_skin + 12 ] = sw4.x;
  991. skinWeightArray[ offset_skin + 13 ] = sw4.y;
  992. skinWeightArray[ offset_skin + 14 ] = sw4.z;
  993. skinWeightArray[ offset_skin + 15 ] = sw4.w;
  994. // indices
  995. si1 = obj_skinIndices[ face.a ];
  996. si2 = obj_skinIndices[ face.b ];
  997. si3 = obj_skinIndices[ face.c ];
  998. si4 = obj_skinIndices[ face.d ];
  999. skinIndexArray[ offset_skin ] = si1.x;
  1000. skinIndexArray[ offset_skin + 1 ] = si1.y;
  1001. skinIndexArray[ offset_skin + 2 ] = si1.z;
  1002. skinIndexArray[ offset_skin + 3 ] = si1.w;
  1003. skinIndexArray[ offset_skin + 4 ] = si2.x;
  1004. skinIndexArray[ offset_skin + 5 ] = si2.y;
  1005. skinIndexArray[ offset_skin + 6 ] = si2.z;
  1006. skinIndexArray[ offset_skin + 7 ] = si2.w;
  1007. skinIndexArray[ offset_skin + 8 ] = si3.x;
  1008. skinIndexArray[ offset_skin + 9 ] = si3.y;
  1009. skinIndexArray[ offset_skin + 10 ] = si3.z;
  1010. skinIndexArray[ offset_skin + 11 ] = si3.w;
  1011. skinIndexArray[ offset_skin + 12 ] = si4.x;
  1012. skinIndexArray[ offset_skin + 13 ] = si4.y;
  1013. skinIndexArray[ offset_skin + 14 ] = si4.z;
  1014. skinIndexArray[ offset_skin + 15 ] = si4.w;
  1015. // vertices A
  1016. sa1 = obj_skinVerticesA[ face.a ];
  1017. sa2 = obj_skinVerticesA[ face.b ];
  1018. sa3 = obj_skinVerticesA[ face.c ];
  1019. sa4 = obj_skinVerticesA[ face.d ];
  1020. skinVertexAArray[ offset_skin ] = sa1.x;
  1021. skinVertexAArray[ offset_skin + 1 ] = sa1.y;
  1022. skinVertexAArray[ offset_skin + 2 ] = sa1.z;
  1023. skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  1024. skinVertexAArray[ offset_skin + 4 ] = sa2.x;
  1025. skinVertexAArray[ offset_skin + 5 ] = sa2.y;
  1026. skinVertexAArray[ offset_skin + 6 ] = sa2.z;
  1027. skinVertexAArray[ offset_skin + 7 ] = 1;
  1028. skinVertexAArray[ offset_skin + 8 ] = sa3.x;
  1029. skinVertexAArray[ offset_skin + 9 ] = sa3.y;
  1030. skinVertexAArray[ offset_skin + 10 ] = sa3.z;
  1031. skinVertexAArray[ offset_skin + 11 ] = 1;
  1032. skinVertexAArray[ offset_skin + 12 ] = sa4.x;
  1033. skinVertexAArray[ offset_skin + 13 ] = sa4.y;
  1034. skinVertexAArray[ offset_skin + 14 ] = sa4.z;
  1035. skinVertexAArray[ offset_skin + 15 ] = 1;
  1036. // vertices B
  1037. sb1 = obj_skinVerticesB[ face.a ];
  1038. sb2 = obj_skinVerticesB[ face.b ];
  1039. sb3 = obj_skinVerticesB[ face.c ];
  1040. sb4 = obj_skinVerticesB[ face.d ];
  1041. skinVertexBArray[ offset_skin ] = sb1.x;
  1042. skinVertexBArray[ offset_skin + 1 ] = sb1.y;
  1043. skinVertexBArray[ offset_skin + 2 ] = sb1.z;
  1044. skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  1045. skinVertexBArray[ offset_skin + 4 ] = sb2.x;
  1046. skinVertexBArray[ offset_skin + 5 ] = sb2.y;
  1047. skinVertexBArray[ offset_skin + 6 ] = sb2.z;
  1048. skinVertexBArray[ offset_skin + 7 ] = 1;
  1049. skinVertexBArray[ offset_skin + 8 ] = sb3.x;
  1050. skinVertexBArray[ offset_skin + 9 ] = sb3.y;
  1051. skinVertexBArray[ offset_skin + 10 ] = sb3.z;
  1052. skinVertexBArray[ offset_skin + 11 ] = 1;
  1053. skinVertexBArray[ offset_skin + 12 ] = sb4.x;
  1054. skinVertexBArray[ offset_skin + 13 ] = sb4.y;
  1055. skinVertexBArray[ offset_skin + 14 ] = sb4.z;
  1056. skinVertexBArray[ offset_skin + 15 ] = 1;
  1057. offset_skin += 16;
  1058. }
  1059. if ( offset_skin > 0 ) {
  1060. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
  1061. _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexAArray, hint );
  1062. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
  1063. _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexBArray, hint );
  1064. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1065. _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
  1066. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1067. _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
  1068. }
  1069. }
  1070. if ( dirtyColors && vertexColorType ) {
  1071. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1072. face = obj_faces[ chunk_faces3[ f ] ];
  1073. vertexColors = face.vertexColors;
  1074. faceColor = face.color;
  1075. if ( vertexColors.length === 3 && vertexColorType === THREE.VertexColors ) {
  1076. c1 = vertexColors[ 0 ];
  1077. c2 = vertexColors[ 1 ];
  1078. c3 = vertexColors[ 2 ];
  1079. } else {
  1080. c1 = faceColor;
  1081. c2 = faceColor;
  1082. c3 = faceColor;
  1083. }
  1084. colorArray[ offset_color ] = c1.r;
  1085. colorArray[ offset_color + 1 ] = c1.g;
  1086. colorArray[ offset_color + 2 ] = c1.b;
  1087. colorArray[ offset_color + 3 ] = c2.r;
  1088. colorArray[ offset_color + 4 ] = c2.g;
  1089. colorArray[ offset_color + 5 ] = c2.b;
  1090. colorArray[ offset_color + 6 ] = c3.r;
  1091. colorArray[ offset_color + 7 ] = c3.g;
  1092. colorArray[ offset_color + 8 ] = c3.b;
  1093. offset_color += 9;
  1094. }
  1095. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1096. face = obj_faces[ chunk_faces4[ f ] ];
  1097. vertexColors = face.vertexColors;
  1098. faceColor = face.color;
  1099. if ( vertexColors.length === 4 && vertexColorType === THREE.VertexColors ) {
  1100. c1 = vertexColors[ 0 ];
  1101. c2 = vertexColors[ 1 ];
  1102. c3 = vertexColors[ 2 ];
  1103. c4 = vertexColors[ 3 ];
  1104. } else {
  1105. c1 = faceColor;
  1106. c2 = faceColor;
  1107. c3 = faceColor;
  1108. c4 = faceColor;
  1109. }
  1110. colorArray[ offset_color ] = c1.r;
  1111. colorArray[ offset_color + 1 ] = c1.g;
  1112. colorArray[ offset_color + 2 ] = c1.b;
  1113. colorArray[ offset_color + 3 ] = c2.r;
  1114. colorArray[ offset_color + 4 ] = c2.g;
  1115. colorArray[ offset_color + 5 ] = c2.b;
  1116. colorArray[ offset_color + 6 ] = c3.r;
  1117. colorArray[ offset_color + 7 ] = c3.g;
  1118. colorArray[ offset_color + 8 ] = c3.b;
  1119. colorArray[ offset_color + 9 ] = c4.r;
  1120. colorArray[ offset_color + 10 ] = c4.g;
  1121. colorArray[ offset_color + 11 ] = c4.b;
  1122. offset_color += 12;
  1123. }
  1124. if ( offset_color > 0 ) {
  1125. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1126. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1127. }
  1128. }
  1129. if ( dirtyTangents && geometry.hasTangents ) {
  1130. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1131. face = obj_faces[ chunk_faces3[ f ] ];
  1132. vertexTangents = face.vertexTangents;
  1133. t1 = vertexTangents[ 0 ];
  1134. t2 = vertexTangents[ 1 ];
  1135. t3 = vertexTangents[ 2 ];
  1136. tangentArray[ offset_tangent ] = t1.x;
  1137. tangentArray[ offset_tangent + 1 ] = t1.y;
  1138. tangentArray[ offset_tangent + 2 ] = t1.z;
  1139. tangentArray[ offset_tangent + 3 ] = t1.w;
  1140. tangentArray[ offset_tangent + 4 ] = t2.x;
  1141. tangentArray[ offset_tangent + 5 ] = t2.y;
  1142. tangentArray[ offset_tangent + 6 ] = t2.z;
  1143. tangentArray[ offset_tangent + 7 ] = t2.w;
  1144. tangentArray[ offset_tangent + 8 ] = t3.x;
  1145. tangentArray[ offset_tangent + 9 ] = t3.y;
  1146. tangentArray[ offset_tangent + 10 ] = t3.z;
  1147. tangentArray[ offset_tangent + 11 ] = t3.w;
  1148. offset_tangent += 12;
  1149. }
  1150. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1151. face = obj_faces[ chunk_faces4[ f ] ];
  1152. vertexTangents = face.vertexTangents;
  1153. t1 = vertexTangents[ 0 ];
  1154. t2 = vertexTangents[ 1 ];
  1155. t3 = vertexTangents[ 2 ];
  1156. t4 = vertexTangents[ 3 ];
  1157. tangentArray[ offset_tangent ] = t1.x;
  1158. tangentArray[ offset_tangent + 1 ] = t1.y;
  1159. tangentArray[ offset_tangent + 2 ] = t1.z;
  1160. tangentArray[ offset_tangent + 3 ] = t1.w;
  1161. tangentArray[ offset_tangent + 4 ] = t2.x;
  1162. tangentArray[ offset_tangent + 5 ] = t2.y;
  1163. tangentArray[ offset_tangent + 6 ] = t2.z;
  1164. tangentArray[ offset_tangent + 7 ] = t2.w;
  1165. tangentArray[ offset_tangent + 8 ] = t3.x;
  1166. tangentArray[ offset_tangent + 9 ] = t3.y;
  1167. tangentArray[ offset_tangent + 10 ] = t3.z;
  1168. tangentArray[ offset_tangent + 11 ] = t3.w;
  1169. tangentArray[ offset_tangent + 12 ] = t4.x;
  1170. tangentArray[ offset_tangent + 13 ] = t4.y;
  1171. tangentArray[ offset_tangent + 14 ] = t4.z;
  1172. tangentArray[ offset_tangent + 15 ] = t4.w;
  1173. offset_tangent += 16;
  1174. }
  1175. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1176. _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
  1177. }
  1178. if ( dirtyNormals && normalType ) {
  1179. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1180. face = obj_faces[ chunk_faces3[ f ] ];
  1181. vertexNormals = face.vertexNormals;
  1182. faceNormal = face.normal;
  1183. if ( vertexNormals.length === 3 && needsSmoothNormals ) {
  1184. for ( i = 0; i < 3; i ++ ) {
  1185. vn = vertexNormals[ i ];
  1186. normalArray[ offset_normal ] = vn.x;
  1187. normalArray[ offset_normal + 1 ] = vn.y;
  1188. normalArray[ offset_normal + 2 ] = vn.z;
  1189. offset_normal += 3;
  1190. }
  1191. } else {
  1192. for ( i = 0; i < 3; i ++ ) {
  1193. normalArray[ offset_normal ] = faceNormal.x;
  1194. normalArray[ offset_normal + 1 ] = faceNormal.y;
  1195. normalArray[ offset_normal + 2 ] = faceNormal.z;
  1196. offset_normal += 3;
  1197. }
  1198. }
  1199. }
  1200. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1201. face = obj_faces[ chunk_faces4[ f ] ];
  1202. vertexNormals = face.vertexNormals;
  1203. faceNormal = face.normal;
  1204. if ( vertexNormals.length === 4 && needsSmoothNormals ) {
  1205. for ( i = 0; i < 4; i ++ ) {
  1206. vn = vertexNormals[ i ];
  1207. normalArray[ offset_normal ] = vn.x;
  1208. normalArray[ offset_normal + 1 ] = vn.y;
  1209. normalArray[ offset_normal + 2 ] = vn.z;
  1210. offset_normal += 3;
  1211. }
  1212. } else {
  1213. for ( i = 0; i < 4; i ++ ) {
  1214. normalArray[ offset_normal ] = faceNormal.x;
  1215. normalArray[ offset_normal + 1 ] = faceNormal.y;
  1216. normalArray[ offset_normal + 2 ] = faceNormal.z;
  1217. offset_normal += 3;
  1218. }
  1219. }
  1220. }
  1221. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1222. _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
  1223. }
  1224. if ( dirtyUvs && obj_uvs && uvType ) {
  1225. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1226. fi = chunk_faces3[ f ];
  1227. face = obj_faces[ fi ];
  1228. uv = obj_uvs[ fi ];
  1229. if ( uv === undefined ) continue;
  1230. for ( i = 0; i < 3; i ++ ) {
  1231. uvi = uv[ i ];
  1232. uvArray[ offset_uv ] = uvi.u;
  1233. uvArray[ offset_uv + 1 ] = uvi.v;
  1234. offset_uv += 2;
  1235. }
  1236. }
  1237. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1238. fi = chunk_faces4[ f ];
  1239. face = obj_faces[ fi ];
  1240. uv = obj_uvs[ fi ];
  1241. if ( uv === undefined ) continue;
  1242. for ( i = 0; i < 4; i ++ ) {
  1243. uvi = uv[ i ];
  1244. uvArray[ offset_uv ] = uvi.u;
  1245. uvArray[ offset_uv + 1 ] = uvi.v;
  1246. offset_uv += 2;
  1247. }
  1248. }
  1249. if ( offset_uv > 0 ) {
  1250. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1251. _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
  1252. }
  1253. }
  1254. if ( dirtyUvs && obj_uvs2 && uvType ) {
  1255. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1256. fi = chunk_faces3[ f ];
  1257. face = obj_faces[ fi ];
  1258. uv2 = obj_uvs2[ fi ];
  1259. if ( uv2 === undefined ) continue;
  1260. for ( i = 0; i < 3; i ++ ) {
  1261. uv2i = uv2[ i ];
  1262. uv2Array[ offset_uv2 ] = uv2i.u;
  1263. uv2Array[ offset_uv2 + 1 ] = uv2i.v;
  1264. offset_uv2 += 2;
  1265. }
  1266. }
  1267. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1268. fi = chunk_faces4[ f ];
  1269. face = obj_faces[ fi ];
  1270. uv2 = obj_uvs2[ fi ];
  1271. if ( uv2 === undefined ) continue;
  1272. for ( i = 0; i < 4; i ++ ) {
  1273. uv2i = uv2[ i ];
  1274. uv2Array[ offset_uv2 ] = uv2i.u;
  1275. uv2Array[ offset_uv2 + 1 ] = uv2i.v;
  1276. offset_uv2 += 2;
  1277. }
  1278. }
  1279. if ( offset_uv2 > 0 ) {
  1280. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1281. _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
  1282. }
  1283. }
  1284. if ( dirtyElements ) {
  1285. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1286. face = obj_faces[ chunk_faces3[ f ] ];
  1287. faceArray[ offset_face ] = vertexIndex;
  1288. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  1289. faceArray[ offset_face + 2 ] = vertexIndex + 2;
  1290. offset_face += 3;
  1291. lineArray[ offset_line ] = vertexIndex;
  1292. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  1293. lineArray[ offset_line + 2 ] = vertexIndex;
  1294. lineArray[ offset_line + 3 ] = vertexIndex + 2;
  1295. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  1296. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  1297. offset_line += 6;
  1298. vertexIndex += 3;
  1299. }
  1300. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1301. face = obj_faces[ chunk_faces4[ f ] ];
  1302. faceArray[ offset_face ] = vertexIndex;
  1303. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  1304. faceArray[ offset_face + 2 ] = vertexIndex + 3;
  1305. faceArray[ offset_face + 3 ] = vertexIndex + 1;
  1306. faceArray[ offset_face + 4 ] = vertexIndex + 2;
  1307. faceArray[ offset_face + 5 ] = vertexIndex + 3;
  1308. offset_face += 6;
  1309. lineArray[ offset_line ] = vertexIndex;
  1310. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  1311. lineArray[ offset_line + 2 ] = vertexIndex;
  1312. lineArray[ offset_line + 3 ] = vertexIndex + 3;
  1313. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  1314. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  1315. lineArray[ offset_line + 6 ] = vertexIndex + 2;
  1316. lineArray[ offset_line + 7 ] = vertexIndex + 3;
  1317. offset_line += 8;
  1318. vertexIndex += 4;
  1319. }
  1320. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1321. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
  1322. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1323. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
  1324. }
  1325. if ( customAttributes ) {
  1326. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  1327. customAttribute = customAttributes[ i ];
  1328. if ( ! customAttribute.__original.needsUpdate ) continue;
  1329. offset_custom = 0;
  1330. offset_customSrc = 0;
  1331. if ( customAttribute.size === 1 ) {
  1332. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1333. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1334. face = obj_faces[ chunk_faces3[ f ] ];
  1335. customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
  1336. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  1337. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  1338. offset_custom += 3;
  1339. }
  1340. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1341. face = obj_faces[ chunk_faces4[ f ] ];
  1342. customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
  1343. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  1344. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  1345. customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ face.d ];
  1346. offset_custom += 4;
  1347. }
  1348. } else if ( customAttribute.boundTo === "faces" ) {
  1349. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1350. value = customAttribute.value[ chunk_faces3[ f ] ];
  1351. customAttribute.array[ offset_custom ] = value;
  1352. customAttribute.array[ offset_custom + 1 ] = value;
  1353. customAttribute.array[ offset_custom + 2 ] = value;
  1354. offset_custom += 3;
  1355. }
  1356. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1357. value = customAttribute.value[ chunk_faces4[ f ] ];
  1358. customAttribute.array[ offset_custom ] = value;
  1359. customAttribute.array[ offset_custom + 1 ] = value;
  1360. customAttribute.array[ offset_custom + 2 ] = value;
  1361. customAttribute.array[ offset_custom + 3 ] = value;
  1362. offset_custom += 4;
  1363. }
  1364. }
  1365. } else if ( customAttribute.size === 2 ) {
  1366. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1367. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1368. face = obj_faces[ chunk_faces3[ f ] ];
  1369. v1 = customAttribute.value[ face.a ];
  1370. v2 = customAttribute.value[ face.b ];
  1371. v3 = customAttribute.value[ face.c ];
  1372. customAttribute.array[ offset_custom ] = v1.x;
  1373. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1374. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1375. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1376. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1377. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1378. offset_custom += 6;
  1379. }
  1380. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1381. face = obj_faces[ chunk_faces4[ f ] ];
  1382. v1 = customAttribute.value[ face.a ];
  1383. v2 = customAttribute.value[ face.b ];
  1384. v3 = customAttribute.value[ face.c ];
  1385. v4 = customAttribute.value[ face.d ];
  1386. customAttribute.array[ offset_custom ] = v1.x;
  1387. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1388. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1389. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1390. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1391. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1392. customAttribute.array[ offset_custom + 6 ] = v4.x;
  1393. customAttribute.array[ offset_custom + 7 ] = v4.y;
  1394. offset_custom += 8;
  1395. }
  1396. } else if ( customAttribute.boundTo === "faces" ) {
  1397. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1398. value = customAttribute.value[ chunk_faces3[ f ] ];
  1399. v1 = value;
  1400. v2 = value;
  1401. v3 = value;
  1402. customAttribute.array[ offset_custom ] = v1.x;
  1403. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1404. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1405. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1406. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1407. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1408. offset_custom += 6;
  1409. }
  1410. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1411. value = customAttribute.value[ chunk_faces4[ f ] ];
  1412. v1 = value;
  1413. v2 = value;
  1414. v3 = value;
  1415. v4 = value;
  1416. customAttribute.array[ offset_custom ] = v1.x;
  1417. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1418. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1419. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1420. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1421. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1422. customAttribute.array[ offset_custom + 6 ] = v4.x;
  1423. customAttribute.array[ offset_custom + 7 ] = v4.y;
  1424. offset_custom += 8;
  1425. }
  1426. }
  1427. } else if ( customAttribute.size === 3 ) {
  1428. var pp;
  1429. if ( customAttribute.type === "c" ) {
  1430. pp = [ "r", "g", "b" ];
  1431. } else {
  1432. pp = [ "x", "y", "z" ];
  1433. }
  1434. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1435. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1436. face = obj_faces[ chunk_faces3[ f ] ];
  1437. v1 = customAttribute.value[ face.a ];
  1438. v2 = customAttribute.value[ face.b ];
  1439. v3 = customAttribute.value[ face.c ];
  1440. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1441. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1442. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1443. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1444. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1445. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1446. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1447. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1448. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1449. offset_custom += 9;
  1450. }
  1451. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1452. face = obj_faces[ chunk_faces4[ f ] ];
  1453. v1 = customAttribute.value[ face.a ];
  1454. v2 = customAttribute.value[ face.b ];
  1455. v3 = customAttribute.value[ face.c ];
  1456. v4 = customAttribute.value[ face.d ];
  1457. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1458. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1459. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1460. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1461. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1462. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1463. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1464. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1465. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1466. customAttribute.array[ offset_custom + 9 ] = v4[ pp[ 0 ] ];
  1467. customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
  1468. customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
  1469. offset_custom += 12;
  1470. }
  1471. } else if ( customAttribute.boundTo === "faces" ) {
  1472. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1473. value = customAttribute.value[ chunk_faces3[ f ] ];
  1474. v1 = value;
  1475. v2 = value;
  1476. v3 = value;
  1477. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1478. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1479. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1480. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1481. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1482. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1483. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1484. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1485. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1486. offset_custom += 9;
  1487. }
  1488. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1489. value = customAttribute.value[ chunk_faces4[ f ] ];
  1490. v1 = value;
  1491. v2 = value;
  1492. v3 = value;
  1493. v4 = value;
  1494. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1495. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1496. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1497. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1498. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1499. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1500. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1501. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1502. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1503. customAttribute.array[ offset_custom + 9 ] = v4[ pp[ 0 ] ];
  1504. customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
  1505. customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
  1506. offset_custom += 12;
  1507. }
  1508. }
  1509. } else if ( customAttribute.size === 4 ) {
  1510. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1511. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1512. face = obj_faces[ chunk_faces3[ f ] ];
  1513. v1 = customAttribute.value[ face.a ];
  1514. v2 = customAttribute.value[ face.b ];
  1515. v3 = customAttribute.value[ face.c ];
  1516. customAttribute.array[ offset_custom ] = v1.x;
  1517. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1518. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1519. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1520. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1521. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1522. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1523. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1524. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1525. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1526. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1527. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1528. offset_custom += 12;
  1529. }
  1530. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1531. face = obj_faces[ chunk_faces4[ f ] ];
  1532. v1 = customAttribute.value[ face.a ];
  1533. v2 = customAttribute.value[ face.b ];
  1534. v3 = customAttribute.value[ face.c ];
  1535. v4 = customAttribute.value[ face.d ];
  1536. customAttribute.array[ offset_custom ] = v1.x;
  1537. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1538. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1539. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1540. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1541. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1542. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1543. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1544. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1545. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1546. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1547. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1548. customAttribute.array[ offset_custom + 12 ] = v4.x;
  1549. customAttribute.array[ offset_custom + 13 ] = v4.y;
  1550. customAttribute.array[ offset_custom + 14 ] = v4.z;
  1551. customAttribute.array[ offset_custom + 15 ] = v4.w;
  1552. offset_custom += 16;
  1553. }
  1554. } else if ( customAttribute.boundTo === "faces" ) {
  1555. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1556. value = customAttribute.value[ chunk_faces3[ f ] ];
  1557. v1 = value;
  1558. v2 = value;
  1559. v3 = value;
  1560. customAttribute.array[ offset_custom ] = v1.x;
  1561. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1562. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1563. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1564. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1565. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1566. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1567. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1568. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1569. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1570. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1571. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1572. offset_custom += 12;
  1573. }
  1574. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1575. value = customAttribute.value[ chunk_faces4[ f ] ];
  1576. v1 = value;
  1577. v2 = value;
  1578. v3 = value;
  1579. v4 = value;
  1580. customAttribute.array[ offset_custom ] = v1.x;
  1581. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1582. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1583. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1584. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1585. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1586. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1587. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1588. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1589. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1590. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1591. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1592. customAttribute.array[ offset_custom + 12 ] = v4.x;
  1593. customAttribute.array[ offset_custom + 13 ] = v4.y;
  1594. customAttribute.array[ offset_custom + 14 ] = v4.z;
  1595. customAttribute.array[ offset_custom + 15 ] = v4.w;
  1596. offset_custom += 16;
  1597. }
  1598. }
  1599. }
  1600. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  1601. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  1602. }
  1603. }
  1604. if ( dispose ) {
  1605. delete geometryGroup.__inittedArrays;
  1606. delete geometryGroup.__colorArray;
  1607. delete geometryGroup.__normalArray;
  1608. delete geometryGroup.__tangentArray;
  1609. delete geometryGroup.__uvArray;
  1610. delete geometryGroup.__uv2Array;
  1611. delete geometryGroup.__faceArray;
  1612. delete geometryGroup.__vertexArray;
  1613. delete geometryGroup.__lineArray;
  1614. delete geometryGroup.__skinVertexAArray;
  1615. delete geometryGroup.__skinVertexBArray;
  1616. delete geometryGroup.__skinIndexArray;
  1617. delete geometryGroup.__skinWeightArray;
  1618. }
  1619. };
  1620. // Buffer rendering
  1621. function renderBufferImmediate ( object, program, shading ) {
  1622. if ( ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
  1623. if ( ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
  1624. if ( object.hasPos ) {
  1625. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
  1626. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  1627. _gl.enableVertexAttribArray( program.attributes.position );
  1628. _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1629. }
  1630. if ( object.hasNormal ) {
  1631. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
  1632. if ( shading === THREE.FlatShading ) {
  1633. var nx, ny, nz,
  1634. nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
  1635. normalArray,
  1636. i, il = object.count * 3;
  1637. for( i = 0; i < il; i += 9 ) {
  1638. normalArray = object.normalArray;
  1639. nax = normalArray[ i ];
  1640. nay = normalArray[ i + 1 ];
  1641. naz = normalArray[ i + 2 ];
  1642. nbx = normalArray[ i + 3 ];
  1643. nby = normalArray[ i + 4 ];
  1644. nbz = normalArray[ i + 5 ];
  1645. ncx = normalArray[ i + 6 ];
  1646. ncy = normalArray[ i + 7 ];
  1647. ncz = normalArray[ i + 8 ];
  1648. nx = ( nax + nbx + ncx ) / 3;
  1649. ny = ( nay + nby + ncy ) / 3;
  1650. nz = ( naz + nbz + ncz ) / 3;
  1651. normalArray[ i ] = nx;
  1652. normalArray[ i + 1 ] = ny;
  1653. normalArray[ i + 2 ] = nz;
  1654. normalArray[ i + 3 ] = nx;
  1655. normalArray[ i + 4 ] = ny;
  1656. normalArray[ i + 5 ] = nz;
  1657. normalArray[ i + 6 ] = nx;
  1658. normalArray[ i + 7 ] = ny;
  1659. normalArray[ i + 8 ] = nz;
  1660. }
  1661. }
  1662. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  1663. _gl.enableVertexAttribArray( program.attributes.normal );
  1664. _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1665. }
  1666. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  1667. object.count = 0;
  1668. };
  1669. function renderBuffer ( camera, lights, fog, material, geometryGroup, object ) {
  1670. if ( material.opacity === 0 ) return;
  1671. var program, attributes, linewidth, primitives, a, attribute, i, il;
  1672. program = setProgram( camera, lights, fog, material, object );
  1673. attributes = program.attributes;
  1674. var updateBuffers = false,
  1675. wireframeBit = material.wireframe ? 1 : 0,
  1676. geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
  1677. if ( geometryGroupHash !== _currentGeometryGroupHash ) {
  1678. _currentGeometryGroupHash = geometryGroupHash;
  1679. updateBuffers = true;
  1680. }
  1681. // vertices
  1682. if ( !material.morphTargets && attributes.position >= 0 ) {
  1683. if ( updateBuffers ) {
  1684. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1685. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1686. }
  1687. } else {
  1688. if ( object.morphTargetBase ) {
  1689. setupMorphTargets( material, geometryGroup, object );
  1690. }
  1691. }
  1692. if ( updateBuffers ) {
  1693. // custom attributes
  1694. // Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
  1695. if ( geometryGroup.__webglCustomAttributesList ) {
  1696. for ( i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
  1697. attribute = geometryGroup.__webglCustomAttributesList[ i ];
  1698. if( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {
  1699. _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
  1700. _gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );
  1701. }
  1702. }
  1703. }
  1704. // colors
  1705. if ( attributes.color >= 0 ) {
  1706. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1707. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  1708. }
  1709. // normals
  1710. if ( attributes.normal >= 0 ) {
  1711. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1712. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1713. }
  1714. // tangents
  1715. if ( attributes.tangent >= 0 ) {
  1716. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1717. _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
  1718. }
  1719. // uvs
  1720. if ( attributes.uv >= 0 ) {
  1721. if ( geometryGroup.__webglUVBuffer ) {
  1722. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1723. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  1724. _gl.enableVertexAttribArray( attributes.uv );
  1725. } else {
  1726. _gl.disableVertexAttribArray( attributes.uv );
  1727. }
  1728. }
  1729. if ( attributes.uv2 >= 0 ) {
  1730. if ( geometryGroup.__webglUV2Buffer ) {
  1731. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1732. _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
  1733. _gl.enableVertexAttribArray( attributes.uv2 );
  1734. } else {
  1735. _gl.disableVertexAttribArray( attributes.uv2 );
  1736. }
  1737. }
  1738. if ( material.skinning &&
  1739. attributes.skinVertexA >= 0 && attributes.skinVertexB >= 0 &&
  1740. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  1741. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
  1742. _gl.vertexAttribPointer( attributes.skinVertexA, 4, _gl.FLOAT, false, 0, 0 );
  1743. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
  1744. _gl.vertexAttribPointer( attributes.skinVertexB, 4, _gl.FLOAT, false, 0, 0 );
  1745. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1746. _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
  1747. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1748. _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
  1749. }
  1750. }
  1751. // render mesh
  1752. if ( object instanceof THREE.Mesh ) {
  1753. // wireframe
  1754. if ( material.wireframe ) {
  1755. setLineWidth( material.wireframeLinewidth );
  1756. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1757. _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, _gl.UNSIGNED_SHORT, 0 );
  1758. // triangles
  1759. } else {
  1760. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1761. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
  1762. }
  1763. _this.info.render.calls ++;
  1764. _this.info.render.vertices += geometryGroup.__webglFaceCount;
  1765. _this.info.render.faces += geometryGroup.__webglFaceCount / 3;
  1766. // render lines
  1767. } else if ( object instanceof THREE.Line ) {
  1768. primitives = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  1769. setLineWidth( material.linewidth );
  1770. _gl.drawArrays( primitives, 0, geometryGroup.__webglLineCount );
  1771. _this.info.render.calls ++;
  1772. // render particles
  1773. } else if ( object instanceof THREE.ParticleSystem ) {
  1774. _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
  1775. _this.info.render.calls ++;
  1776. // render ribbon
  1777. } else if ( object instanceof THREE.Ribbon ) {
  1778. _gl.drawArrays( _gl.TRIANGLE_STRIP, 0, geometryGroup.__webglVertexCount );
  1779. _this.info.render.calls ++;
  1780. }
  1781. };
  1782. function setupMorphTargets ( material, geometryGroup, object ) {
  1783. // set base
  1784. var attributes = material.program.attributes;
  1785. if ( object.morphTargetBase !== - 1 ) {
  1786. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
  1787. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1788. } else if ( attributes.position >= 0 ) {
  1789. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1790. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1791. }
  1792. if ( object.morphTargetForcedOrder.length ) {
  1793. // set forced order
  1794. var m = 0;
  1795. var order = object.morphTargetForcedOrder;
  1796. var influences = object.morphTargetInfluences;
  1797. while ( m < material.numSupportedMorphTargets && m < order.length ) {
  1798. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
  1799. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1800. object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];
  1801. m ++;
  1802. }
  1803. } else {
  1804. // find most influencing
  1805. var used = [];
  1806. var candidateInfluence = - 1;
  1807. var candidate = 0;
  1808. var influences = object.morphTargetInfluences;
  1809. var i, il = influences.length;
  1810. var m = 0;
  1811. if ( object.morphTargetBase !== - 1 ) {
  1812. used[ object.morphTargetBase ] = true;
  1813. }
  1814. while ( m < material.numSupportedMorphTargets ) {
  1815. for ( i = 0; i < il; i ++ ) {
  1816. if ( !used[ i ] && influences[ i ] > candidateInfluence ) {
  1817. candidate = i;
  1818. candidateInfluence = influences[ candidate ];
  1819. }
  1820. }
  1821. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ candidate ] );
  1822. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1823. object.__webglMorphTargetInfluences[ m ] = candidateInfluence;
  1824. used[ candidate ] = 1;
  1825. candidateInfluence = -1;
  1826. m ++;
  1827. }
  1828. }
  1829. // load updated influences uniform
  1830. if( material.program.uniforms.morphTargetInfluences !== null ) {
  1831. _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
  1832. }
  1833. }
  1834. // Frustum
  1835. function computeFrustum ( m ) {
  1836. _frustum[ 0 ].set( m.n41 - m.n11, m.n42 - m.n12, m.n43 - m.n13, m.n44 - m.n14 );
  1837. _frustum[ 1 ].set( m.n41 + m.n11, m.n42 + m.n12, m.n43 + m.n13, m.n44 + m.n14 );
  1838. _frustum[ 2 ].set( m.n41 + m.n21, m.n42 + m.n22, m.n43 + m.n23, m.n44 + m.n24 );
  1839. _frustum[ 3 ].set( m.n41 - m.n21, m.n42 - m.n22, m.n43 - m.n23, m.n44 - m.n24 );
  1840. _frustum[ 4 ].set( m.n41 - m.n31, m.n42 - m.n32, m.n43 - m.n33, m.n44 - m.n34 );
  1841. _frustum[ 5 ].set( m.n41 + m.n31, m.n42 + m.n32, m.n43 + m.n33, m.n44 + m.n34 );
  1842. var i, plane;
  1843. for ( i = 0; i < 6; i ++ ) {
  1844. plane = _frustum[ i ];
  1845. plane.divideScalar( Math.sqrt( plane.x * plane.x + plane.y * plane.y + plane.z * plane.z ) );
  1846. }
  1847. };
  1848. function isInFrustum ( object ) {
  1849. var distance, matrix = object.matrixWorld,
  1850. radius = - object.geometry.boundingSphere.radius * Math.max( object.scale.x, Math.max( object.scale.y, object.scale.z ) );
  1851. for ( var i = 0; i < 6; i ++ ) {
  1852. distance = _frustum[ i ].x * matrix.n14 + _frustum[ i ].y * matrix.n24 + _frustum[ i ].z * matrix.n34 + _frustum[ i ].w;
  1853. if ( distance <= radius ) return false;
  1854. }
  1855. return true;
  1856. };
  1857. function painterSort ( a, b ) {
  1858. return b.z - a.z;
  1859. };
  1860. // Rendering
  1861. this.render = function ( scene, camera, renderTarget, forceClear ) {
  1862. var i, il,
  1863. program, material,
  1864. webglObject, object,
  1865. renderList,
  1866. lights = scene.lights,
  1867. fog = scene.fog;
  1868. _currentMaterialId = -1;
  1869. if ( this.autoUpdateObjects ) this.initWebGLObjects( scene );
  1870. if ( this.shadowMapEnabled && this.shadowMapAutoUpdate ) renderShadowMap( scene, camera );
  1871. _this.info.render.calls = 0;
  1872. _this.info.render.vertices = 0;
  1873. _this.info.render.faces = 0;
  1874. if ( camera.parent === undefined ) {
  1875. console.warn( 'DEPRECATED: Camera hasn\'t been added to a Scene. Adding it...' );
  1876. scene.add( camera );
  1877. }
  1878. if ( this.autoUpdateScene ) scene.updateMatrixWorld();
  1879. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  1880. camera.matrixWorldInverse.flattenToArray( _viewMatrixArray );
  1881. camera.projectionMatrix.flattenToArray( _projectionMatrixArray );
  1882. _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
  1883. computeFrustum( _projScreenMatrix );
  1884. setRenderTarget( renderTarget );
  1885. if ( this.autoClear || forceClear ) {
  1886. this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
  1887. }
  1888. // set matrices for regular objects (frustum culled)
  1889. renderList = scene.__webglObjects;
  1890. for ( i = 0, il = renderList.length; i < il; i ++ ) {
  1891. webglObject = renderList[ i ];
  1892. object = webglObject.object;
  1893. webglObject.render = false;
  1894. if ( object.visible ) {
  1895. if ( ! ( object instanceof THREE.Mesh ) || ! ( object.frustumCulled ) || isInFrustum( object ) ) {
  1896. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  1897. setupMatrices( object, camera, true );
  1898. unrollBufferMaterial( webglObject );
  1899. webglObject.render = true;
  1900. if ( this.sortObjects ) {
  1901. if ( object.renderDepth ) {
  1902. webglObject.z = object.renderDepth;
  1903. } else {
  1904. _vector3.copy( object.position );
  1905. _projScreenMatrix.multiplyVector3( _vector3 );
  1906. webglObject.z = _vector3.z;
  1907. }
  1908. }
  1909. }
  1910. }
  1911. }
  1912. if ( this.sortObjects ) {
  1913. renderList.sort( painterSort );
  1914. }
  1915. // set matrices for immediate objects
  1916. renderList = scene.__webglObjectsImmediate;
  1917. for ( i = 0, il = renderList.length; i < il; i ++ ) {
  1918. webglObject = renderList[ i ];
  1919. object = webglObject.object;
  1920. if ( object.visible ) {
  1921. if( object.matrixAutoUpdate ) {
  1922. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  1923. }
  1924. setupMatrices( object, camera, true );
  1925. unrollImmediateBufferMaterial( webglObject );
  1926. }
  1927. }
  1928. if ( scene.overrideMaterial ) {
  1929. setBlending( scene.overrideMaterial.blending );
  1930. setDepthTest( scene.overrideMaterial.depthTest );
  1931. setDepthWrite( scene.overrideMaterial.depthWrite );
  1932. setPolygonOffset( scene.overrideMaterial.polygonOffset, scene.overrideMaterial.polygonOffsetFactor, scene.overrideMaterial.polygonOffsetUnits );
  1933. renderObjects( scene.__webglObjects, false, "", camera, lights, fog, true, scene.overrideMaterial );
  1934. renderObjectsImmediate( scene.__webglObjectsImmediate, "", camera, lights, fog, false, scene.overrideMaterial );
  1935. } else {
  1936. // opaque pass (front-to-back order)
  1937. setBlending( THREE.NormalBlending );
  1938. renderObjects( scene.__webglObjects, true, "opaque", camera, lights, fog, false );
  1939. renderObjectsImmediate( scene.__webglObjectsImmediate, "opaque", camera, lights, fog, false );
  1940. // transparent pass (back-to-front order)
  1941. renderObjects( scene.__webglObjects, false, "transparent", camera, lights, fog, true );
  1942. renderObjectsImmediate( scene.__webglObjectsImmediate, "transparent", camera, lights, fog, true );
  1943. }
  1944. // render 2d
  1945. if ( scene.__webglSprites.length ) {
  1946. renderSprites( scene, camera );
  1947. }
  1948. // Generate mipmap if we're using any kind of mipmap filtering
  1949. if ( renderTarget && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
  1950. updateRenderTargetMipmap( renderTarget );
  1951. }
  1952. //_gl.finish();
  1953. };
  1954. function renderShadowMap ( scene, camera ) {
  1955. var i, il, j, jl,
  1956. shadowMap, shadowMatrix,
  1957. program, buffer, material,
  1958. webglObject, object, light,
  1959. shadowIndex = 0,
  1960. lights = scene.lights,
  1961. fog = null;
  1962. if ( ! _cameraLight ) {
  1963. _cameraLight = new THREE.PerspectiveCamera( _this.shadowCameraFov, _this.shadowMapWidth / _this.shadowMapHeight, _this.shadowCameraNear, _this.shadowCameraFar );
  1964. }
  1965. for ( i = 0, il = lights.length; i < il; i ++ ) {
  1966. light = lights[ i ];
  1967. if ( light.castShadow && light instanceof THREE.SpotLight ) {
  1968. _currentMaterialId = -1;
  1969. if ( ! _this.shadowMap[ shadowIndex ] ) {
  1970. var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat };
  1971. _this.shadowMap[ shadowIndex ] = new THREE.WebGLRenderTarget( _this.shadowMapWidth, _this.shadowMapHeight, pars );
  1972. _shadowMatrix[ shadowIndex ] = new THREE.Matrix4();
  1973. }
  1974. shadowMap = _this.shadowMap[ shadowIndex ];
  1975. shadowMatrix = _shadowMatrix[ shadowIndex ];
  1976. _cameraLight.position.copy( light.position );
  1977. _cameraLight.lookAt( light.target.position );
  1978. if ( _cameraLight.parent == null ) {
  1979. console.warn( "Camera is not on the Scene. Adding it..." );
  1980. scene.add( _cameraLight );
  1981. }
  1982. if ( this.autoUpdateScene ) scene.updateMatrixWorld();
  1983. _cameraLight.matrixWorldInverse.getInverse( _cameraLight.matrixWorld );
  1984. // compute shadow matrix
  1985. shadowMatrix.set( 0.5, 0.0, 0.0, 0.5,
  1986. 0.0, 0.5, 0.0, 0.5,
  1987. 0.0, 0.0, 0.5, 0.5,
  1988. 0.0, 0.0, 0.0, 1.0 );
  1989. shadowMatrix.multiplySelf( _cameraLight.projectionMatrix );
  1990. shadowMatrix.multiplySelf( _cameraLight.matrixWorldInverse );
  1991. // render shadow map
  1992. _cameraLight.matrixWorldInverse.flattenToArray( _viewMatrixArray );
  1993. _cameraLight.projectionMatrix.flattenToArray( _projectionMatrixArray );
  1994. _projScreenMatrix.multiply( _cameraLight.projectionMatrix, _cameraLight.matrixWorldInverse );
  1995. computeFrustum( _projScreenMatrix );
  1996. setRenderTarget( shadowMap );
  1997. // using arbitrary clear color in depth pass
  1998. // creates variance in shadows
  1999. _gl.clearColor( 1, 1, 1, 1 );
  2000. //_gl.clearColor( 0, 0, 0, 1 );
  2001. _this.clear();
  2002. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  2003. // set matrices & frustum culling
  2004. jl = scene.__webglObjects.length;
  2005. for ( j = 0; j < jl; j ++ ) {
  2006. webglObject = scene.__webglObjects[ j ];
  2007. object = webglObject.object;
  2008. webglObject.render = false;
  2009. if ( object.visible && object.castShadow ) {
  2010. if ( ! ( object instanceof THREE.Mesh ) || ! ( object.frustumCulled ) || isInFrustum( object ) ) {
  2011. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2012. setupMatrices( object, _cameraLight, false );
  2013. webglObject.render = true;
  2014. }
  2015. }
  2016. }
  2017. // render regular objects
  2018. setDepthTest( true );
  2019. setBlending( THREE.NormalBlending ); // maybe blending should be just disabled?
  2020. //_gl.cullFace( _gl.FRONT );
  2021. for ( j = 0; j < jl; j ++ ) {
  2022. webglObject = scene.__webglObjects[ j ];
  2023. if ( webglObject.render ) {
  2024. object = webglObject.object;
  2025. buffer = webglObject.buffer;
  2026. setObjectFaces( object );
  2027. if ( object.customDepthMaterial ) {
  2028. material = object.customDepthMaterial;
  2029. } else if ( object.geometry.morphTargets.length ) {
  2030. material = _depthMaterialMorph;
  2031. } else {
  2032. material = _depthMaterial;
  2033. }
  2034. renderBuffer( _cameraLight, lights, fog, material, buffer, object );
  2035. }
  2036. }
  2037. // set matrices and render immediate objects
  2038. jl = scene.__webglObjectsImmediate.length;
  2039. for ( j = 0; j < jl; j ++ ) {
  2040. webglObject = scene.__webglObjectsImmediate[ j ];
  2041. object = webglObject.object;
  2042. if ( object.visible && object.castShadow ) {
  2043. if( object.matrixAutoUpdate ) {
  2044. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2045. }
  2046. _currentGeometryGroupHash = -1;
  2047. setupMatrices( object, _cameraLight, false );
  2048. setObjectFaces( object );
  2049. program = setProgram( _cameraLight, lights, fog, _depthMaterial, object );
  2050. if ( object.immediateRenderCallback ) {
  2051. object.immediateRenderCallback( program, _gl, _frustum );
  2052. } else {
  2053. object.render( function( object ) { renderBufferImmediate( object, program, _depthMaterial.shading ); } );
  2054. }
  2055. }
  2056. }
  2057. //_gl.cullFace( _gl.BACK );
  2058. shadowIndex ++;
  2059. }
  2060. }
  2061. };
  2062. function renderObjects ( renderList, reverse, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
  2063. var webglObject, object, buffer, material, start, end, delta;
  2064. if ( reverse ) {
  2065. start = renderList.length - 1;
  2066. end = -1;
  2067. delta = -1;
  2068. } else {
  2069. start = 0;
  2070. end = renderList.length;
  2071. delta = 1;
  2072. }
  2073. for ( var i = start; i !== end; i += delta ) {
  2074. webglObject = renderList[ i ];
  2075. if ( webglObject.render ) {
  2076. object = webglObject.object;
  2077. buffer = webglObject.buffer;
  2078. if ( overrideMaterial ) {
  2079. material = overrideMaterial;
  2080. } else {
  2081. material = webglObject[ materialType ];
  2082. if ( ! material ) continue;
  2083. if ( useBlending ) setBlending( material.blending );
  2084. setDepthTest( material.depthTest );
  2085. setDepthWrite( material.depthWrite );
  2086. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2087. }
  2088. setObjectFaces( object );
  2089. renderBuffer( camera, lights, fog, material, buffer, object );
  2090. }
  2091. }
  2092. };
  2093. function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
  2094. var webglObject, object, material, program;
  2095. for ( var i = 0, il = renderList.length; i < il; i ++ ) {
  2096. webglObject = renderList[ i ];
  2097. object = webglObject.object;
  2098. if ( object.visible ) {
  2099. _currentGeometryGroupHash = -1;
  2100. if ( overrideMaterial ) {
  2101. material = overrideMaterial;
  2102. } else {
  2103. material = webglObject[ materialType ];
  2104. if ( ! material ) continue;
  2105. if ( useBlending ) setBlending( material.blending );
  2106. setDepthTest( material.depthTest );
  2107. setDepthWrite( material.depthWrite );
  2108. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2109. }
  2110. setObjectFaces( object );
  2111. program = setProgram( camera, lights, fog, material, object );
  2112. if ( object.immediateRenderCallback ) {
  2113. object.immediateRenderCallback( program, _gl, _frustum );
  2114. } else {
  2115. object.render( function( object ) { renderBufferImmediate( object, program, material.shading ); } );
  2116. }
  2117. }
  2118. }
  2119. };
  2120. function unrollImmediateBufferMaterial ( globject ) {
  2121. var object = globject.object,
  2122. material = object.material;
  2123. if ( material.transparent ) {
  2124. globject.transparent = material;
  2125. globject.opaque = null;
  2126. } else {
  2127. globject.opaque = material;
  2128. globject.transparent = null;
  2129. }
  2130. };
  2131. function unrollBufferMaterial ( globject ) {
  2132. var object = globject.object,
  2133. buffer = globject.buffer,
  2134. material, materialIndex, meshMaterial;
  2135. meshMaterial = object.material;
  2136. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  2137. materialIndex = buffer.materialIndex;
  2138. if ( materialIndex >= 0 ) {
  2139. material = object.geometry.materials[ materialIndex ];
  2140. if ( material.transparent ) {
  2141. globject.transparent = material;
  2142. globject.opaque = null;
  2143. } else {
  2144. globject.opaque = material;
  2145. globject.transparent = null;
  2146. }
  2147. }
  2148. } else {
  2149. material = meshMaterial;
  2150. if ( material ) {
  2151. if ( material.transparent ) {
  2152. globject.transparent = material;
  2153. globject.opaque = null;
  2154. } else {
  2155. globject.opaque = material;
  2156. globject.transparent = null;
  2157. }
  2158. }
  2159. }
  2160. };
  2161. function renderSprites ( scene, camera ) {
  2162. var o, ol, object;
  2163. var attributes = _sprite.attributes;
  2164. var uniforms = _sprite.uniforms;
  2165. var invAspect = _viewportHeight / _viewportWidth;
  2166. var size, scale = [];
  2167. var screenPosition;
  2168. var halfViewportWidth = _viewportWidth * 0.5;
  2169. var halfViewportHeight = _viewportHeight * 0.5;
  2170. var mergeWith3D = true;
  2171. // setup gl
  2172. _gl.useProgram( _sprite.program );
  2173. _currentProgram = _sprite.program;
  2174. _oldBlending = -1;
  2175. _oldDepthTest = -1;
  2176. _currentGeometryGroupHash = -1;
  2177. if ( !_spriteAttributesEnabled ) {
  2178. _gl.enableVertexAttribArray( _sprite.attributes.position );
  2179. _gl.enableVertexAttribArray( _sprite.attributes.uv );
  2180. _spriteAttributesEnabled = true;
  2181. }
  2182. _gl.disable( _gl.CULL_FACE );
  2183. _gl.enable( _gl.BLEND );
  2184. _gl.depthMask( true );
  2185. _gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
  2186. _gl.vertexAttribPointer( attributes.position, 2, _gl.FLOAT, false, 2 * 8, 0 );
  2187. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
  2188. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );
  2189. _gl.uniformMatrix4fv( uniforms.projectionMatrix, false, _projectionMatrixArray );
  2190. _gl.activeTexture( _gl.TEXTURE0 );
  2191. _gl.uniform1i( uniforms.map, 0 );
  2192. // update positions and sort
  2193. for( o = 0, ol = scene.__webglSprites.length; o < ol; o ++ ) {
  2194. object = scene.__webglSprites[ o ];
  2195. if ( !object.visible || object.opacity === 0 ) continue;
  2196. if( !object.useScreenCoordinates ) {
  2197. object._modelViewMatrix.multiplyToArray( camera.matrixWorldInverse, object.matrixWorld, object._modelViewMatrixArray );
  2198. object.z = -object._modelViewMatrix.n34;
  2199. } else {
  2200. object.z = -object.position.z;
  2201. }
  2202. }
  2203. scene.__webglSprites.sort( painterSort );
  2204. // render all sprites
  2205. for ( o = 0, ol = scene.__webglSprites.length; o < ol; o ++ ) {
  2206. object = scene.__webglSprites[ o ];
  2207. if ( !object.visible || object.opacity === 0 ) continue;
  2208. if ( object.map && object.map.image && object.map.image.width ) {
  2209. if ( object.useScreenCoordinates ) {
  2210. _gl.uniform1i( uniforms.useScreenCoordinates, 1 );
  2211. _gl.uniform3f( uniforms.screenPosition, ( object.position.x - halfViewportWidth ) / halfViewportWidth,
  2212. ( halfViewportHeight - object.position.y ) / halfViewportHeight,
  2213. Math.max( 0, Math.min( 1, object.position.z )));
  2214. } else {
  2215. _gl.uniform1i( uniforms.useScreenCoordinates, 0 );
  2216. _gl.uniform1i( uniforms.affectedByDistance, object.affectedByDistance ? 1 : 0 );
  2217. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrixArray );
  2218. }
  2219. size = object.map.image.width / ( object.scaleByViewport ? _viewportHeight : 1 );
  2220. scale[ 0 ] = size * invAspect * object.scale.x;
  2221. scale[ 1 ] = size * object.scale.y;
  2222. _gl.uniform2f( uniforms.uvScale, object.uvScale.x, object.uvScale.y );
  2223. _gl.uniform2f( uniforms.uvOffset, object.uvOffset.x, object.uvOffset.y );
  2224. _gl.uniform2f( uniforms.alignment, object.alignment.x, object.alignment.y );
  2225. _gl.uniform1f( uniforms.opacity, object.opacity );
  2226. _gl.uniform3f( uniforms.color, object.color.r, object.color.g, object.color.b );
  2227. _gl.uniform1f( uniforms.rotation, object.rotation );
  2228. _gl.uniform2fv( uniforms.scale, scale );
  2229. if ( object.mergeWith3D && !mergeWith3D ) {
  2230. _gl.enable( _gl.DEPTH_TEST );
  2231. mergeWith3D = true;
  2232. } else if ( !object.mergeWith3D && mergeWith3D ) {
  2233. _gl.disable( _gl.DEPTH_TEST );
  2234. mergeWith3D = false;
  2235. }
  2236. setBlending( object.blending );
  2237. setTexture( object.map, 0 );
  2238. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  2239. }
  2240. }
  2241. // restore gl
  2242. _gl.enable( _gl.CULL_FACE );
  2243. _gl.enable( _gl.DEPTH_TEST );
  2244. _gl.depthMask( _oldDepthWrite );
  2245. }
  2246. // Geometry splitting
  2247. function sortFacesByMaterial ( geometry ) {
  2248. var f, fl, face, materialIndex, vertices,
  2249. materialHash, groupHash,
  2250. hash_map = {};
  2251. var numMorphTargets = geometry.morphTargets.length;
  2252. geometry.geometryGroups = {};
  2253. for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
  2254. face = geometry.faces[ f ];
  2255. materialIndex = face.materialIndex;
  2256. materialHash = ( materialIndex !== undefined ) ? materialIndex : -1;
  2257. if ( hash_map[ materialHash ] === undefined ) {
  2258. hash_map[ materialHash ] = { 'hash': materialHash, 'counter': 0 };
  2259. }
  2260. groupHash = hash_map[ materialHash ].hash + '_' + hash_map[ materialHash ].counter;
  2261. if ( geometry.geometryGroups[ groupHash ] === undefined ) {
  2262. geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets };
  2263. }
  2264. vertices = face instanceof THREE.Face3 ? 3 : 4;
  2265. if ( geometry.geometryGroups[ groupHash ].vertices + vertices > 65535 ) {
  2266. hash_map[ materialHash ].counter += 1;
  2267. groupHash = hash_map[ materialHash ].hash + '_' + hash_map[ materialHash ].counter;
  2268. if ( geometry.geometryGroups[ groupHash ] === undefined ) {
  2269. geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets };
  2270. }
  2271. }
  2272. if ( face instanceof THREE.Face3 ) {
  2273. geometry.geometryGroups[ groupHash ].faces3.push( f );
  2274. } else {
  2275. geometry.geometryGroups[ groupHash ].faces4.push( f );
  2276. }
  2277. geometry.geometryGroups[ groupHash ].vertices += vertices;
  2278. }
  2279. geometry.geometryGroupsList = [];
  2280. for ( var g in geometry.geometryGroups ) {
  2281. geometry.geometryGroups[ g ].id = _geometryGroupCounter ++;
  2282. geometry.geometryGroupsList.push( geometry.geometryGroups[ g ] );
  2283. }
  2284. };
  2285. // Objects refresh
  2286. this.initWebGLObjects = function ( scene ) {
  2287. if ( !scene.__webglObjects ) {
  2288. scene.__webglObjects = [];
  2289. scene.__webglObjectsImmediate = [];
  2290. scene.__webglSprites = [];
  2291. }
  2292. while ( scene.__objectsAdded.length ) {
  2293. addObject( scene.__objectsAdded[ 0 ], scene );
  2294. scene.__objectsAdded.splice( 0, 1 );
  2295. }
  2296. while ( scene.__objectsRemoved.length ) {
  2297. removeObject( scene.__objectsRemoved[ 0 ], scene );
  2298. scene.__objectsRemoved.splice( 0, 1 );
  2299. }
  2300. // update must be called after objects adding / removal
  2301. for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {
  2302. updateObject( scene.__webglObjects[ o ].object );
  2303. }
  2304. };
  2305. // Objects adding
  2306. function addObject ( object, scene ) {
  2307. var g, geometry, geometryGroup;
  2308. if ( ! object.__webglInit ) {
  2309. object.__webglInit = true;
  2310. object._modelViewMatrix = new THREE.Matrix4();
  2311. object._normalMatrixArray = new Float32Array( 9 );
  2312. object._modelViewMatrixArray = new Float32Array( 16 );
  2313. object._objectMatrixArray = new Float32Array( 16 );
  2314. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2315. if ( object instanceof THREE.Mesh ) {
  2316. geometry = object.geometry;
  2317. if ( geometry.geometryGroups === undefined ) {
  2318. sortFacesByMaterial( geometry );
  2319. }
  2320. // create separate VBOs per geometry chunk
  2321. for ( g in geometry.geometryGroups ) {
  2322. geometryGroup = geometry.geometryGroups[ g ];
  2323. // initialise VBO on the first access
  2324. if ( ! geometryGroup.__webglVertexBuffer ) {
  2325. createMeshBuffers( geometryGroup );
  2326. initMeshBuffers( geometryGroup, object );
  2327. geometry.__dirtyVertices = true;
  2328. geometry.__dirtyMorphTargets = true;
  2329. geometry.__dirtyElements = true;
  2330. geometry.__dirtyUvs = true;
  2331. geometry.__dirtyNormals = true;
  2332. geometry.__dirtyTangents = true;
  2333. geometry.__dirtyColors = true;
  2334. }
  2335. }
  2336. } else if ( object instanceof THREE.Ribbon ) {
  2337. geometry = object.geometry;
  2338. if( ! geometry.__webglVertexBuffer ) {
  2339. createRibbonBuffers( geometry );
  2340. initRibbonBuffers( geometry );
  2341. geometry.__dirtyVertices = true;
  2342. geometry.__dirtyColors = true;
  2343. }
  2344. } else if ( object instanceof THREE.Line ) {
  2345. geometry = object.geometry;
  2346. if( ! geometry.__webglVertexBuffer ) {
  2347. createLineBuffers( geometry );
  2348. initLineBuffers( geometry, object );
  2349. geometry.__dirtyVertices = true;
  2350. geometry.__dirtyColors = true;
  2351. }
  2352. } else if ( object instanceof THREE.ParticleSystem ) {
  2353. geometry = object.geometry;
  2354. if ( ! geometry.__webglVertexBuffer ) {
  2355. createParticleBuffers( geometry );
  2356. initParticleBuffers( geometry, object );
  2357. geometry.__dirtyVertices = true;
  2358. geometry.__dirtyColors = true;
  2359. }
  2360. }
  2361. }
  2362. if ( ! object.__webglActive ) {
  2363. if ( object instanceof THREE.Mesh ) {
  2364. geometry = object.geometry;
  2365. for ( g in geometry.geometryGroups ) {
  2366. geometryGroup = geometry.geometryGroups[ g ];
  2367. addBuffer( scene.__webglObjects, geometryGroup, object );
  2368. }
  2369. } else if ( object instanceof THREE.Ribbon ||
  2370. object instanceof THREE.Line ||
  2371. object instanceof THREE.ParticleSystem ) {
  2372. geometry = object.geometry;
  2373. addBuffer( scene.__webglObjects, geometry, object );
  2374. } else if ( THREE.MarchingCubes !== undefined && object instanceof THREE.MarchingCubes || object.immediateRenderCallback ) {
  2375. addBufferImmediate( scene.__webglObjectsImmediate, object );
  2376. } else if ( object instanceof THREE.Sprite ) {
  2377. scene.__webglSprites.push( object );
  2378. }
  2379. object.__webglActive = true;
  2380. }
  2381. };
  2382. function addBuffer ( objlist, buffer, object ) {
  2383. objlist.push(
  2384. {
  2385. buffer: buffer,
  2386. object: object,
  2387. opaque: null,
  2388. transparent: null
  2389. }
  2390. );
  2391. };
  2392. function addBufferImmediate ( objlist, object ) {
  2393. objlist.push(
  2394. {
  2395. object: object,
  2396. opaque: null,
  2397. transparent: null
  2398. }
  2399. );
  2400. };
  2401. // Objects updates
  2402. function updateObject ( object ) {
  2403. var geometry = object.geometry,
  2404. geometryGroup, customAttributesDirty, material;
  2405. if ( object instanceof THREE.Mesh ) {
  2406. // check all geometry groups
  2407. for( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {
  2408. geometryGroup = geometry.geometryGroupsList[ i ];
  2409. material = getBufferMaterial( object, geometryGroup );
  2410. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2411. if ( geometry.__dirtyVertices || geometry.__dirtyMorphTargets || geometry.__dirtyElements ||
  2412. geometry.__dirtyUvs || geometry.__dirtyNormals ||
  2413. geometry.__dirtyColors || geometry.__dirtyTangents || customAttributesDirty ) {
  2414. setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, !geometry.dynamic );
  2415. }
  2416. }
  2417. geometry.__dirtyVertices = false;
  2418. geometry.__dirtyMorphTargets = false;
  2419. geometry.__dirtyElements = false;
  2420. geometry.__dirtyUvs = false;
  2421. geometry.__dirtyNormals = false;
  2422. geometry.__dirtyColors = false;
  2423. geometry.__dirtyTangents = false;
  2424. material.attributes && clearCustomAttributes( material );
  2425. } else if ( object instanceof THREE.Ribbon ) {
  2426. if ( geometry.__dirtyVertices || geometry.__dirtyColors ) {
  2427. setRibbonBuffers( geometry, _gl.DYNAMIC_DRAW );
  2428. }
  2429. geometry.__dirtyVertices = false;
  2430. geometry.__dirtyColors = false;
  2431. } else if ( object instanceof THREE.Line ) {
  2432. material = getBufferMaterial( object, geometryGroup );
  2433. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2434. if ( geometry.__dirtyVertices || geometry.__dirtyColors || customAttributesDirty ) {
  2435. setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
  2436. }
  2437. geometry.__dirtyVertices = false;
  2438. geometry.__dirtyColors = false;
  2439. material.attributes && clearCustomAttributes( material );
  2440. } else if ( object instanceof THREE.ParticleSystem ) {
  2441. material = getBufferMaterial( object, geometryGroup );
  2442. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2443. if ( geometry.__dirtyVertices || geometry.__dirtyColors || object.sortParticles || customAttributesDirty ) {
  2444. setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
  2445. }
  2446. geometry.__dirtyVertices = false;
  2447. geometry.__dirtyColors = false;
  2448. material.attributes && clearCustomAttributes( material );
  2449. }
  2450. };
  2451. // Objects updates - custom attributes check
  2452. function areCustomAttributesDirty ( material ) {
  2453. for ( var a in material.attributes ) {
  2454. if ( material.attributes[ a ].needsUpdate ) return true;
  2455. }
  2456. return false;
  2457. };
  2458. function clearCustomAttributes ( material ) {
  2459. for ( var a in material.attributes ) {
  2460. material.attributes[ a ].needsUpdate = false;
  2461. }
  2462. };
  2463. // Objects removal
  2464. function removeObject ( object, scene ) {
  2465. if ( object instanceof THREE.Mesh ||
  2466. object instanceof THREE.ParticleSystem ||
  2467. object instanceof THREE.Ribbon ||
  2468. object instanceof THREE.Line ) {
  2469. removeInstances( scene.__webglObjects, object );
  2470. } else if ( object instanceof THREE.Sprite ) {
  2471. removeInstancesDirect( scene.__webglSprites, object );
  2472. } else if ( object instanceof THREE.MarchingCubes || object.immediateRenderCallback ) {
  2473. removeInstances( scene.__webglObjectsImmediate, object );
  2474. }
  2475. object.__webglActive = false;
  2476. };
  2477. function removeInstances ( objlist, object ) {
  2478. for ( var o = objlist.length - 1; o >= 0; o -- ) {
  2479. if ( objlist[ o ].object === object ) {
  2480. objlist.splice( o, 1 );
  2481. }
  2482. }
  2483. };
  2484. function removeInstancesDirect ( objlist, object ) {
  2485. for ( var o = objlist.length - 1; o >= 0; o -- ) {
  2486. if ( objlist[ o ] === object ) {
  2487. objlist.splice( o, 1 );
  2488. }
  2489. }
  2490. };
  2491. // Materials
  2492. this.initMaterial = function ( material, lights, fog, object ) {
  2493. var u, a, identifiers, i, parameters, maxLightCount, maxBones, maxShadows, shaderID;
  2494. if ( material instanceof THREE.MeshDepthMaterial ) {
  2495. shaderID = 'depth';
  2496. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  2497. shaderID = 'normal';
  2498. } else if ( material instanceof THREE.MeshBasicMaterial ) {
  2499. shaderID = 'basic';
  2500. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  2501. shaderID = 'lambert';
  2502. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  2503. shaderID = 'phong';
  2504. } else if ( material instanceof THREE.LineBasicMaterial ) {
  2505. shaderID = 'basic';
  2506. } else if ( material instanceof THREE.ParticleBasicMaterial ) {
  2507. shaderID = 'particle_basic';
  2508. }
  2509. if ( shaderID ) {
  2510. setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );
  2511. }
  2512. // heuristics to create shader parameters according to lights in the scene
  2513. // (not to blow over maxLights budget)
  2514. maxLightCount = allocateLights( lights );
  2515. maxShadows = allocateShadows( lights );
  2516. maxBones = allocateBones( object );
  2517. parameters = {
  2518. map: !!material.map, envMap: !!material.envMap, lightMap: !!material.lightMap,
  2519. vertexColors: material.vertexColors,
  2520. fog: fog, useFog: material.fog,
  2521. sizeAttenuation: material.sizeAttenuation,
  2522. skinning: material.skinning,
  2523. morphTargets: material.morphTargets,
  2524. maxMorphTargets: this.maxMorphTargets,
  2525. maxDirLights: maxLightCount.directional, maxPointLights: maxLightCount.point,
  2526. maxBones: maxBones,
  2527. shadowMapEnabled: this.shadowMapEnabled && object.receiveShadow,
  2528. shadowMapSoft: this.shadowMapSoft,
  2529. shadowMapWidth: this.shadowMapWidth,
  2530. shadowMapHeight: this.shadowMapHeight,
  2531. maxShadows: maxShadows,
  2532. alphaTest: material.alphaTest,
  2533. metal: material.metal,
  2534. perPixel: material.perPixel
  2535. };
  2536. material.program = buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, parameters );
  2537. var attributes = material.program.attributes;
  2538. if ( attributes.position >= 0 ) _gl.enableVertexAttribArray( attributes.position );
  2539. if ( attributes.color >= 0 ) _gl.enableVertexAttribArray( attributes.color );
  2540. if ( attributes.normal >= 0 ) _gl.enableVertexAttribArray( attributes.normal );
  2541. if ( attributes.tangent >= 0 ) _gl.enableVertexAttribArray( attributes.tangent );
  2542. if ( material.skinning &&
  2543. attributes.skinVertexA >=0 && attributes.skinVertexB >= 0 &&
  2544. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  2545. _gl.enableVertexAttribArray( attributes.skinVertexA );
  2546. _gl.enableVertexAttribArray( attributes.skinVertexB );
  2547. _gl.enableVertexAttribArray( attributes.skinIndex );
  2548. _gl.enableVertexAttribArray( attributes.skinWeight );
  2549. }
  2550. if ( material.attributes ) {
  2551. for ( a in material.attributes ) {
  2552. if( attributes[ a ] !== undefined && attributes[ a ] >= 0 ) _gl.enableVertexAttribArray( attributes[ a ] );
  2553. }
  2554. }
  2555. if ( material.morphTargets ) {
  2556. material.numSupportedMorphTargets = 0;
  2557. var id, base = "morphTarget";
  2558. for ( i = 0; i < this.maxMorphTargets; i ++ ) {
  2559. id = base + i;
  2560. if ( attributes[ id ] >= 0 ) {
  2561. _gl.enableVertexAttribArray( attributes[ id ] );
  2562. material.numSupportedMorphTargets ++;
  2563. }
  2564. }
  2565. }
  2566. material.uniformsList = [];
  2567. for ( u in material.uniforms ) {
  2568. material.uniformsList.push( [ material.uniforms[ u ], u ] );
  2569. }
  2570. };
  2571. function setMaterialShaders ( material, shaders ) {
  2572. material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms );
  2573. material.vertexShader = shaders.vertexShader;
  2574. material.fragmentShader = shaders.fragmentShader;
  2575. };
  2576. function setProgram ( camera, lights, fog, material, object ) {
  2577. if ( ! material.program ) {
  2578. _this.initMaterial( material, lights, fog, object );
  2579. }
  2580. if ( material.morphTargets ) {
  2581. if ( ! object.__webglMorphTargetInfluences ) {
  2582. object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
  2583. for ( var i = 0, il = _this.maxMorphTargets; i < il; i ++ ) {
  2584. object.__webglMorphTargetInfluences[ i ] = 0;
  2585. }
  2586. }
  2587. }
  2588. var refreshMaterial = false;
  2589. var program = material.program,
  2590. p_uniforms = program.uniforms,
  2591. m_uniforms = material.uniforms;
  2592. if ( program !== _currentProgram ) {
  2593. _gl.useProgram( program );
  2594. _currentProgram = program;
  2595. refreshMaterial = true;
  2596. }
  2597. if ( material.id !== _currentMaterialId ) {
  2598. _currentMaterialId = material.id;
  2599. refreshMaterial = true;
  2600. }
  2601. if ( refreshMaterial ) {
  2602. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, _projectionMatrixArray );
  2603. // refresh uniforms common to several materials
  2604. if ( fog && material.fog ) {
  2605. refreshUniformsFog( m_uniforms, fog );
  2606. }
  2607. if ( material instanceof THREE.MeshPhongMaterial ||
  2608. material instanceof THREE.MeshLambertMaterial ||
  2609. material.lights ) {
  2610. setupLights( program, lights );
  2611. refreshUniformsLights( m_uniforms, _lights );
  2612. }
  2613. if ( material instanceof THREE.MeshBasicMaterial ||
  2614. material instanceof THREE.MeshLambertMaterial ||
  2615. material instanceof THREE.MeshPhongMaterial ) {
  2616. refreshUniformsCommon( m_uniforms, material );
  2617. }
  2618. // refresh single material specific uniforms
  2619. if ( material instanceof THREE.LineBasicMaterial ) {
  2620. refreshUniformsLine( m_uniforms, material );
  2621. } else if ( material instanceof THREE.ParticleBasicMaterial ) {
  2622. refreshUniformsParticle( m_uniforms, material );
  2623. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  2624. refreshUniformsPhong( m_uniforms, material );
  2625. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  2626. refreshUniformsLambert( m_uniforms, material );
  2627. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  2628. m_uniforms.mNear.value = camera.near;
  2629. m_uniforms.mFar.value = camera.far;
  2630. m_uniforms.opacity.value = material.opacity;
  2631. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  2632. m_uniforms.opacity.value = material.opacity;
  2633. }
  2634. if ( object.receiveShadow && ! material._shadowPass ) {
  2635. refreshUniformsShadow( m_uniforms, material );
  2636. }
  2637. // load common uniforms
  2638. loadUniformsGeneric( program, material.uniformsList );
  2639. // load material specific uniforms
  2640. // (shader material also gets them for the sake of genericity)
  2641. if ( material instanceof THREE.ShaderMaterial ||
  2642. material instanceof THREE.MeshPhongMaterial ||
  2643. material.envMap ) {
  2644. if( p_uniforms.cameraPosition !== null ) {
  2645. _gl.uniform3f( p_uniforms.cameraPosition, camera.position.x, camera.position.y, camera.position.z );
  2646. }
  2647. }
  2648. if ( material instanceof THREE.MeshPhongMaterial ||
  2649. material instanceof THREE.MeshLambertMaterial ||
  2650. material instanceof THREE.ShaderMaterial ||
  2651. material.skinning ) {
  2652. if( p_uniforms.viewMatrix !== null ) {
  2653. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, _viewMatrixArray );
  2654. }
  2655. }
  2656. if ( material.skinning ) {
  2657. loadUniformsSkinning( p_uniforms, object );
  2658. }
  2659. }
  2660. loadUniformsMatrices( p_uniforms, object );
  2661. if ( material instanceof THREE.ShaderMaterial ||
  2662. material.envMap ||
  2663. material.skinning ||
  2664. object.receiveShadow ) {
  2665. if ( p_uniforms.objectMatrix !== null ) {
  2666. _gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
  2667. }
  2668. }
  2669. return program;
  2670. };
  2671. // Uniforms (refresh uniforms objects)
  2672. function refreshUniformsCommon ( uniforms, material ) {
  2673. uniforms.opacity.value = material.opacity;
  2674. if ( _this.gammaInput ) {
  2675. uniforms.diffuse.value.copyGammaToLinear( material.color );
  2676. } else {
  2677. uniforms.diffuse.value = material.color;
  2678. }
  2679. uniforms.map.texture = material.map;
  2680. if ( material.map ) {
  2681. uniforms.offsetRepeat.value.set( material.map.offset.x, material.map.offset.y, material.map.repeat.x, material.map.repeat.y );
  2682. }
  2683. uniforms.lightMap.texture = material.lightMap;
  2684. uniforms.envMap.texture = material.envMap;
  2685. uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : -1;
  2686. if ( _this.gammaInput ) {
  2687. //uniforms.reflectivity.value = material.reflectivity * material.reflectivity;
  2688. uniforms.reflectivity.value = material.reflectivity;
  2689. } else {
  2690. uniforms.reflectivity.value = material.reflectivity;
  2691. }
  2692. uniforms.refractionRatio.value = material.refractionRatio;
  2693. uniforms.combine.value = material.combine;
  2694. uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
  2695. };
  2696. function refreshUniformsLine ( uniforms, material ) {
  2697. uniforms.diffuse.value = material.color;
  2698. uniforms.opacity.value = material.opacity;
  2699. };
  2700. function refreshUniformsParticle ( uniforms, material ) {
  2701. uniforms.psColor.value = material.color;
  2702. uniforms.opacity.value = material.opacity;
  2703. uniforms.size.value = material.size;
  2704. uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
  2705. uniforms.map.texture = material.map;
  2706. };
  2707. function refreshUniformsFog ( uniforms, fog ) {
  2708. uniforms.fogColor.value = fog.color;
  2709. if ( fog instanceof THREE.Fog ) {
  2710. uniforms.fogNear.value = fog.near;
  2711. uniforms.fogFar.value = fog.far;
  2712. } else if ( fog instanceof THREE.FogExp2 ) {
  2713. uniforms.fogDensity.value = fog.density;
  2714. }
  2715. };
  2716. function refreshUniformsPhong ( uniforms, material ) {
  2717. uniforms.shininess.value = material.shininess;
  2718. if ( _this.gammaInput ) {
  2719. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  2720. uniforms.specular.value.copyGammaToLinear( material.specular );
  2721. } else {
  2722. uniforms.ambient.value = material.ambient;
  2723. uniforms.specular.value = material.specular;
  2724. }
  2725. };
  2726. function refreshUniformsLambert ( uniforms, material ) {
  2727. if ( _this.gammaInput ) {
  2728. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  2729. } else {
  2730. uniforms.ambient.value = material.ambient;
  2731. }
  2732. };
  2733. function refreshUniformsLights ( uniforms, lights ) {
  2734. uniforms.ambientLightColor.value = lights.ambient;
  2735. uniforms.directionalLightColor.value = lights.directional.colors;
  2736. uniforms.directionalLightDirection.value = lights.directional.positions;
  2737. uniforms.pointLightColor.value = lights.point.colors;
  2738. uniforms.pointLightPosition.value = lights.point.positions;
  2739. uniforms.pointLightDistance.value = lights.point.distances;
  2740. };
  2741. function refreshUniformsShadow ( uniforms, material ) {
  2742. if ( uniforms.shadowMatrix ) {
  2743. for ( var i = 0; i < _shadowMatrix.length; i ++ ) {
  2744. uniforms.shadowMatrix.value[ i ] = _shadowMatrix[ i ];
  2745. uniforms.shadowMap.texture[ i ] = _this.shadowMap[ i ];
  2746. }
  2747. uniforms.shadowDarkness.value = _this.shadowMapDarkness;
  2748. uniforms.shadowBias.value = _this.shadowMapBias;
  2749. }
  2750. };
  2751. // Uniforms (load to GPU)
  2752. function loadUniformsSkinning ( uniforms, object ) {
  2753. _gl.uniformMatrix4fv( uniforms.cameraInverseMatrix, false, _viewMatrixArray );
  2754. _gl.uniformMatrix4fv( uniforms.boneGlobalMatrices, false, object.boneMatrices );
  2755. };
  2756. function loadUniformsMatrices ( uniforms, object ) {
  2757. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrixArray );
  2758. if ( uniforms.normalMatrix ) {
  2759. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrixArray );
  2760. }
  2761. };
  2762. function loadUniformsGeneric ( program, uniforms ) {
  2763. var uniform, value, type, location, texture, i, il, j, jl, offset;
  2764. for( j = 0, jl = uniforms.length; j < jl; j ++ ) {
  2765. location = program.uniforms[ uniforms[ j ][ 1 ] ];
  2766. if ( !location ) continue;
  2767. uniform = uniforms[ j ][ 0 ];
  2768. type = uniform.type;
  2769. value = uniform.value;
  2770. // single integer
  2771. if( type === "i" ) {
  2772. _gl.uniform1i( location, value );
  2773. // single float
  2774. } else if( type === "f" ) {
  2775. _gl.uniform1f( location, value );
  2776. // single THREE.Vector2
  2777. } else if( type === "v2" ) {
  2778. _gl.uniform2f( location, value.x, value.y );
  2779. // single THREE.Vector3
  2780. } else if( type === "v3" ) {
  2781. _gl.uniform3f( location, value.x, value.y, value.z );
  2782. // single THREE.Vector4
  2783. } else if( type === "v4" ) {
  2784. _gl.uniform4f( location, value.x, value.y, value.z, value.w );
  2785. // single THREE.Color
  2786. } else if( type === "c" ) {
  2787. _gl.uniform3f( location, value.r, value.g, value.b );
  2788. // flat array of floats (JS or typed array)
  2789. } else if( type === "fv1" ) {
  2790. _gl.uniform1fv( location, value );
  2791. // flat array of floats with 3 x N size (JS or typed array)
  2792. } else if( type === "fv" ) {
  2793. _gl.uniform3fv( location, value );
  2794. // array of THREE.Vector3
  2795. } else if( type === "v3v" ) {
  2796. if ( ! uniform._array ) {
  2797. uniform._array = new Float32Array( 3 * value.length );
  2798. }
  2799. for ( i = 0, il = value.length; i < il; i ++ ) {
  2800. offset = i * 3;
  2801. uniform._array[ offset ] = value[ i ].x;
  2802. uniform._array[ offset + 1 ] = value[ i ].y;
  2803. uniform._array[ offset + 2 ] = value[ i ].z;
  2804. }
  2805. _gl.uniform3fv( location, uniform._array );
  2806. // single THREE.Matrix4
  2807. } else if( type === "m4" ) {
  2808. if ( ! uniform._array ) {
  2809. uniform._array = new Float32Array( 16 );
  2810. }
  2811. value.flattenToArray( uniform._array );
  2812. _gl.uniformMatrix4fv( location, false, uniform._array );
  2813. // array of THREE.Matrix4
  2814. } else if( type === "m4v" ) {
  2815. if ( ! uniform._array ) {
  2816. uniform._array = new Float32Array( 16 * value.length );
  2817. }
  2818. for ( i = 0, il = value.length; i < il; i ++ ) {
  2819. value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
  2820. }
  2821. _gl.uniformMatrix4fv( location, false, uniform._array );
  2822. // single THREE.Texture (2d or cube)
  2823. } else if( type === "t" ) {
  2824. _gl.uniform1i( location, value );
  2825. texture = uniform.texture;
  2826. if ( !texture ) continue;
  2827. if ( texture.image instanceof Array && texture.image.length === 6 ) {
  2828. setCubeTexture( texture, value );
  2829. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  2830. setCubeTextureDynamic( texture, value );
  2831. } else {
  2832. setTexture( texture, value );
  2833. }
  2834. // array of THREE.Texture (2d)
  2835. } else if( type === "tv" ) {
  2836. if ( ! uniform._array ) {
  2837. uniform._array = [];
  2838. for( i = 0, il = uniform.texture.length; i < il; i ++ ) {
  2839. uniform._array[ i ] = value + i;
  2840. }
  2841. }
  2842. _gl.uniform1iv( location, uniform._array );
  2843. for( i = 0, il = uniform.texture.length; i < il; i ++ ) {
  2844. texture = uniform.texture[ i ];
  2845. if ( !texture ) continue;
  2846. setTexture( texture, uniform._array[ i ] );
  2847. }
  2848. }
  2849. }
  2850. };
  2851. function setupMatrices ( object, camera, computeNormalMatrix ) {
  2852. object._modelViewMatrix.multiplyToArray( camera.matrixWorldInverse, object.matrixWorld, object._modelViewMatrixArray );
  2853. if ( computeNormalMatrix ) {
  2854. THREE.Matrix4.makeInvert3x3( object._modelViewMatrix ).transposeIntoArray( object._normalMatrixArray );
  2855. }
  2856. };
  2857. function setupLights ( program, lights ) {
  2858. var l, ll, light, n,
  2859. r = 0, g = 0, b = 0,
  2860. color, position, intensity, distance,
  2861. zlights = _lights,
  2862. dcolors = zlights.directional.colors,
  2863. dpositions = zlights.directional.positions,
  2864. pcolors = zlights.point.colors,
  2865. ppositions = zlights.point.positions,
  2866. pdistances = zlights.point.distances,
  2867. dlength = 0,
  2868. plength = 0,
  2869. doffset = 0,
  2870. poffset = 0;
  2871. for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  2872. light = lights[ l ];
  2873. color = light.color;
  2874. position = light.position;
  2875. intensity = light.intensity;
  2876. distance = light.distance;
  2877. if ( light instanceof THREE.AmbientLight ) {
  2878. if ( _this.gammaInput ) {
  2879. r += color.r * color.r;
  2880. g += color.g * color.g;
  2881. b += color.b * color.b;
  2882. } else {
  2883. r += color.r;
  2884. g += color.g;
  2885. b += color.b;
  2886. }
  2887. } else if ( light instanceof THREE.DirectionalLight ) {
  2888. doffset = dlength * 3;
  2889. if ( _this.gammaInput ) {
  2890. dcolors[ doffset ] = color.r * color.r * intensity * intensity;
  2891. dcolors[ doffset + 1 ] = color.g * color.g * intensity * intensity;
  2892. dcolors[ doffset + 2 ] = color.b * color.b * intensity * intensity;
  2893. } else {
  2894. dcolors[ doffset ] = color.r * intensity;
  2895. dcolors[ doffset + 1 ] = color.g * intensity;
  2896. dcolors[ doffset + 2 ] = color.b * intensity;
  2897. }
  2898. dpositions[ doffset ] = position.x;
  2899. dpositions[ doffset + 1 ] = position.y;
  2900. dpositions[ doffset + 2 ] = position.z;
  2901. dlength += 1;
  2902. } else if ( light instanceof THREE.SpotLight ) { // hack, not a proper spotlight
  2903. doffset = dlength * 3;
  2904. if ( _this.gammaInput ) {
  2905. dcolors[ doffset ] = color.r * color.r * intensity * intensity;
  2906. dcolors[ doffset + 1 ] = color.g * color.g * intensity * intensity;
  2907. dcolors[ doffset + 2 ] = color.b * color.b * intensity * intensity;
  2908. } else {
  2909. dcolors[ doffset ] = color.r * intensity;
  2910. dcolors[ doffset + 1 ] = color.g * intensity;
  2911. dcolors[ doffset + 2 ] = color.b * intensity;
  2912. }
  2913. n = 1 / position.length();
  2914. dpositions[ doffset ] = position.x * n;
  2915. dpositions[ doffset + 1 ] = position.y * n;
  2916. dpositions[ doffset + 2 ] = position.z * n;
  2917. dlength += 1;
  2918. } else if( light instanceof THREE.PointLight ) {
  2919. poffset = plength * 3;
  2920. if ( _this.gammaInput ) {
  2921. pcolors[ poffset ] = color.r * color.r * intensity * intensity;
  2922. pcolors[ poffset + 1 ] = color.g * color.g * intensity * intensity;
  2923. pcolors[ poffset + 2 ] = color.b * color.b * intensity * intensity;
  2924. } else {
  2925. pcolors[ poffset ] = color.r * intensity;
  2926. pcolors[ poffset + 1 ] = color.g * intensity;
  2927. pcolors[ poffset + 2 ] = color.b * intensity;
  2928. }
  2929. ppositions[ poffset ] = position.x;
  2930. ppositions[ poffset + 1 ] = position.y;
  2931. ppositions[ poffset + 2 ] = position.z;
  2932. pdistances[ plength ] = distance;
  2933. plength += 1;
  2934. }
  2935. }
  2936. // null eventual remains from removed lights
  2937. // (this is to avoid if in shader)
  2938. for ( l = dlength * 3, ll = dcolors.length; l < ll; l ++ ) dcolors[ l ] = 0.0;
  2939. for ( l = plength * 3, ll = pcolors.length; l < ll; l ++ ) pcolors[ l ] = 0.0;
  2940. zlights.point.length = plength;
  2941. zlights.directional.length = dlength;
  2942. zlights.ambient[ 0 ] = r;
  2943. zlights.ambient[ 1 ] = g;
  2944. zlights.ambient[ 2 ] = b;
  2945. };
  2946. // GL state setting
  2947. this.setFaceCulling = function ( cullFace, frontFace ) {
  2948. if ( cullFace ) {
  2949. if ( !frontFace || frontFace === "ccw" ) {
  2950. _gl.frontFace( _gl.CCW );
  2951. } else {
  2952. _gl.frontFace( _gl.CW );
  2953. }
  2954. if( cullFace === "back" ) {
  2955. _gl.cullFace( _gl.BACK );
  2956. } else if( cullFace === "front" ) {
  2957. _gl.cullFace( _gl.FRONT );
  2958. } else {
  2959. _gl.cullFace( _gl.FRONT_AND_BACK );
  2960. }
  2961. _gl.enable( _gl.CULL_FACE );
  2962. } else {
  2963. _gl.disable( _gl.CULL_FACE );
  2964. }
  2965. };
  2966. function setLineWidth ( width ) {
  2967. if ( width !== _oldLineWidth ) {
  2968. _gl.lineWidth( width );
  2969. _oldLineWidth = width;
  2970. }
  2971. };
  2972. function setObjectFaces ( object ) {
  2973. if ( _oldDoubleSided !== object.doubleSided ) {
  2974. if( object.doubleSided ) {
  2975. _gl.disable( _gl.CULL_FACE );
  2976. } else {
  2977. _gl.enable( _gl.CULL_FACE );
  2978. }
  2979. _oldDoubleSided = object.doubleSided;
  2980. }
  2981. if ( _oldFlipSided !== object.flipSided ) {
  2982. if( object.flipSided ) {
  2983. _gl.frontFace( _gl.CW );
  2984. } else {
  2985. _gl.frontFace( _gl.CCW );
  2986. }
  2987. _oldFlipSided = object.flipSided;
  2988. }
  2989. };
  2990. function setDepthTest ( depthTest ) {
  2991. if ( _oldDepthTest !== depthTest ) {
  2992. if( depthTest ) {
  2993. _gl.enable( _gl.DEPTH_TEST );
  2994. } else {
  2995. _gl.disable( _gl.DEPTH_TEST );
  2996. }
  2997. _oldDepthTest = depthTest;
  2998. }
  2999. };
  3000. function setDepthWrite ( depthWrite ) {
  3001. if ( _oldDepthWrite !== depthWrite ) {
  3002. _gl.depthMask( depthWrite );
  3003. _oldDepthWrite = depthWrite;
  3004. }
  3005. };
  3006. function setPolygonOffset ( polygonoffset, factor, units ) {
  3007. if ( _oldPolygonOffset !== polygonoffset ) {
  3008. if ( polygonoffset ) {
  3009. _gl.enable( _gl.POLYGON_OFFSET_FILL );
  3010. } else {
  3011. _gl.disable( _gl.POLYGON_OFFSET_FILL );
  3012. }
  3013. _oldPolygonOffset = polygonoffset;
  3014. }
  3015. if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) {
  3016. _gl.polygonOffset( factor, units );
  3017. _oldPolygonOffsetFactor = factor;
  3018. _oldPolygonOffsetUnits = units;
  3019. }
  3020. };
  3021. function setBlending ( blending ) {
  3022. if ( blending !== _oldBlending ) {
  3023. switch ( blending ) {
  3024. case THREE.AdditiveBlending:
  3025. _gl.blendEquation( _gl.FUNC_ADD );
  3026. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
  3027. break;
  3028. case THREE.SubtractiveBlending:
  3029. // TODO: Find blendFuncSeparate() combination
  3030. _gl.blendEquation( _gl.FUNC_ADD );
  3031. _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
  3032. break;
  3033. case THREE.MultiplyBlending:
  3034. // TODO: Find blendFuncSeparate() combination
  3035. _gl.blendEquation( _gl.FUNC_ADD );
  3036. _gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
  3037. break;
  3038. default:
  3039. _gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
  3040. _gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
  3041. break;
  3042. }
  3043. _oldBlending = blending;
  3044. }
  3045. };
  3046. // Shaders
  3047. function buildProgram ( shaderID, fragmentShader, vertexShader, uniforms, attributes, parameters ) {
  3048. var p, pl, program, code;
  3049. var chunks = [];
  3050. // Generate code
  3051. if ( shaderID ) {
  3052. chunks.push( shaderID );
  3053. } else {
  3054. chunks.push( fragmentShader );
  3055. chunks.push( vertexShader );
  3056. }
  3057. for ( p in parameters ) {
  3058. chunks.push( p );
  3059. chunks.push( parameters[ p ] );
  3060. }
  3061. code = chunks.join();
  3062. // Check if code has been already compiled
  3063. for ( p = 0, pl = _programs.length; p < pl; p ++ ) {
  3064. if ( _programs[ p ].code === code ) {
  3065. // console.log( "Code already compiled." /*: \n\n" + code*/ );
  3066. return _programs[ p ].program;
  3067. }
  3068. }
  3069. //console.log( "building new program " );
  3070. //
  3071. program = _gl.createProgram();
  3072. var prefix_vertex = [
  3073. _supportsVertexTextures ? "#define VERTEX_TEXTURES" : "",
  3074. _this.gammaInput ? "#define GAMMA_INPUT" : "",
  3075. _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
  3076. _this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",
  3077. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  3078. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  3079. "#define MAX_SHADOWS " + parameters.maxShadows,
  3080. "#define MAX_BONES " + parameters.maxBones,
  3081. parameters.map ? "#define USE_MAP" : "",
  3082. parameters.envMap ? "#define USE_ENVMAP" : "",
  3083. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  3084. parameters.vertexColors ? "#define USE_COLOR" : "",
  3085. parameters.skinning ? "#define USE_SKINNING" : "",
  3086. parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
  3087. parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
  3088. parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
  3089. parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "",
  3090. parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",
  3091. "uniform mat4 objectMatrix;",
  3092. "uniform mat4 modelViewMatrix;",
  3093. "uniform mat4 projectionMatrix;",
  3094. "uniform mat4 viewMatrix;",
  3095. "uniform mat3 normalMatrix;",
  3096. "uniform vec3 cameraPosition;",
  3097. "uniform mat4 cameraInverseMatrix;",
  3098. "attribute vec3 position;",
  3099. "attribute vec3 normal;",
  3100. "attribute vec2 uv;",
  3101. "attribute vec2 uv2;",
  3102. "#ifdef USE_COLOR",
  3103. "attribute vec3 color;",
  3104. "#endif",
  3105. "#ifdef USE_MORPHTARGETS",
  3106. "attribute vec3 morphTarget0;",
  3107. "attribute vec3 morphTarget1;",
  3108. "attribute vec3 morphTarget2;",
  3109. "attribute vec3 morphTarget3;",
  3110. "attribute vec3 morphTarget4;",
  3111. "attribute vec3 morphTarget5;",
  3112. "attribute vec3 morphTarget6;",
  3113. "attribute vec3 morphTarget7;",
  3114. "#endif",
  3115. "#ifdef USE_SKINNING",
  3116. "attribute vec4 skinVertexA;",
  3117. "attribute vec4 skinVertexB;",
  3118. "attribute vec4 skinIndex;",
  3119. "attribute vec4 skinWeight;",
  3120. "#endif",
  3121. ""
  3122. ].join("\n");
  3123. var prefix_fragment = [
  3124. "#ifdef GL_ES",
  3125. "precision highp float;",
  3126. "#endif",
  3127. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  3128. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  3129. "#define MAX_SHADOWS " + parameters.maxShadows,
  3130. parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "",
  3131. _this.gammaInput ? "#define GAMMA_INPUT" : "",
  3132. _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
  3133. _this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",
  3134. ( parameters.useFog && parameters.fog ) ? "#define USE_FOG" : "",
  3135. ( parameters.useFog && parameters.fog instanceof THREE.FogExp2 ) ? "#define FOG_EXP2" : "",
  3136. parameters.map ? "#define USE_MAP" : "",
  3137. parameters.envMap ? "#define USE_ENVMAP" : "",
  3138. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  3139. parameters.vertexColors ? "#define USE_COLOR" : "",
  3140. parameters.metal ? "#define METAL" : "",
  3141. parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
  3142. parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
  3143. parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "",
  3144. parameters.shadowMapSoft ? "#define SHADOWMAP_WIDTH " + parameters.shadowMapWidth.toFixed( 1 ) : "",
  3145. parameters.shadowMapSoft ? "#define SHADOWMAP_HEIGHT " + parameters.shadowMapHeight.toFixed( 1 ) : "",
  3146. "uniform mat4 viewMatrix;",
  3147. "uniform vec3 cameraPosition;",
  3148. ""
  3149. ].join("\n");
  3150. _gl.attachShader( program, getShader( "fragment", prefix_fragment + fragmentShader ) );
  3151. _gl.attachShader( program, getShader( "vertex", prefix_vertex + vertexShader ) );
  3152. _gl.linkProgram( program );
  3153. if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
  3154. console.error( "Could not initialise shader\n" + "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );
  3155. }
  3156. //console.log( prefix_fragment + fragmentShader );
  3157. //console.log( prefix_vertex + vertexShader );
  3158. program.uniforms = {};
  3159. program.attributes = {};
  3160. var identifiers, u, a, i;
  3161. // cache uniform locations
  3162. identifiers = [
  3163. 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'objectMatrix', 'cameraPosition',
  3164. 'cameraInverseMatrix', 'boneGlobalMatrices', 'morphTargetInfluences'
  3165. ];
  3166. for ( u in uniforms ) {
  3167. identifiers.push( u );
  3168. }
  3169. cacheUniformLocations( program, identifiers );
  3170. // cache attributes locations
  3171. identifiers = [
  3172. "position", "normal", "uv", "uv2", "tangent", "color",
  3173. "skinVertexA", "skinVertexB", "skinIndex", "skinWeight"
  3174. ];
  3175. for ( i = 0; i < parameters.maxMorphTargets; i ++ ) {
  3176. identifiers.push( "morphTarget" + i );
  3177. }
  3178. for ( a in attributes ) {
  3179. identifiers.push( a );
  3180. }
  3181. cacheAttributeLocations( program, identifiers );
  3182. program.id = _programs.length;
  3183. _programs.push( { program: program, code: code } );
  3184. _this.info.memory.programs = _programs.length;
  3185. return program;
  3186. };
  3187. // Shader parameters cache
  3188. function cacheUniformLocations ( program, identifiers ) {
  3189. var i, l, id;
  3190. for( i = 0, l = identifiers.length; i < l; i++ ) {
  3191. id = identifiers[ i ];
  3192. program.uniforms[ id ] = _gl.getUniformLocation( program, id );
  3193. }
  3194. };
  3195. function cacheAttributeLocations ( program, identifiers ) {
  3196. var i, l, id;
  3197. for( i = 0, l = identifiers.length; i < l; i++ ) {
  3198. id = identifiers[ i ];
  3199. program.attributes[ id ] = _gl.getAttribLocation( program, id );
  3200. }
  3201. };
  3202. function getShader ( type, string ) {
  3203. var shader;
  3204. if ( type === "fragment" ) {
  3205. shader = _gl.createShader( _gl.FRAGMENT_SHADER );
  3206. } else if ( type === "vertex" ) {
  3207. shader = _gl.createShader( _gl.VERTEX_SHADER );
  3208. }
  3209. _gl.shaderSource( shader, string );
  3210. _gl.compileShader( shader );
  3211. if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {
  3212. console.error( _gl.getShaderInfoLog( shader ) );
  3213. console.error( string );
  3214. return null;
  3215. }
  3216. return shader;
  3217. };
  3218. // Textures
  3219. function setTextureParameters ( textureType, texture, image ) {
  3220. if ( isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ) ) {
  3221. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  3222. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  3223. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  3224. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  3225. _gl.generateMipmap( textureType );
  3226. } else {
  3227. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  3228. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  3229. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  3230. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  3231. }
  3232. };
  3233. function setTexture ( texture, slot ) {
  3234. if ( texture.needsUpdate ) {
  3235. if ( ! texture.__webglInit ) {
  3236. texture.__webglInit = true;
  3237. texture.__webglTexture = _gl.createTexture();
  3238. _this.info.memory.textures ++;
  3239. }
  3240. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3241. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  3242. if ( texture instanceof THREE.DataTexture ) {
  3243. _gl.texImage2D( _gl.TEXTURE_2D, 0, paramThreeToGL( texture.format ), texture.image.width, texture.image.height, 0, paramThreeToGL( texture.format ), _gl.UNSIGNED_BYTE, texture.image.data );
  3244. } else {
  3245. _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image );
  3246. }
  3247. setTextureParameters( _gl.TEXTURE_2D, texture, texture.image );
  3248. texture.needsUpdate = false;
  3249. } else {
  3250. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3251. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  3252. }
  3253. };
  3254. function setCubeTexture ( texture, slot ) {
  3255. if ( texture.image.length === 6 ) {
  3256. if ( texture.needsUpdate ) {
  3257. if ( ! texture.image.__webglTextureCube ) {
  3258. texture.image.__webglTextureCube = _gl.createTexture();
  3259. }
  3260. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3261. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  3262. for ( var i = 0; i < 6; i ++ ) {
  3263. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image[ i ] );
  3264. }
  3265. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, texture.image[ 0 ] );
  3266. texture.needsUpdate = false;
  3267. } else {
  3268. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3269. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  3270. }
  3271. }
  3272. };
  3273. function setCubeTextureDynamic ( texture, slot ) {
  3274. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3275. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
  3276. };
  3277. // Render targets
  3278. function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
  3279. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  3280. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );
  3281. };
  3282. function setupRenderBuffer ( renderbuffer, renderTarget ) {
  3283. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  3284. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  3285. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  3286. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3287. /* For some reason this is not working. Defaulting to RGBA4.
  3288. } else if( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3289. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
  3290. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3291. */
  3292. } else if( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3293. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
  3294. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3295. } else {
  3296. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
  3297. }
  3298. };
  3299. function setRenderTarget ( renderTarget ) {
  3300. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  3301. if ( renderTarget && ! renderTarget.__webglFramebuffer ) {
  3302. if( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
  3303. if( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
  3304. renderTarget.__webglTexture = _gl.createTexture();
  3305. // Setup texture, create render and frame buffers
  3306. if ( isCube ) {
  3307. renderTarget.__webglFramebuffer = [];
  3308. renderTarget.__webglRenderbuffer = [];
  3309. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  3310. setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, renderTarget );
  3311. for ( var i = 0; i < 6; i ++ ) {
  3312. renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  3313. renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
  3314. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, paramThreeToGL( renderTarget.format ), renderTarget.width, renderTarget.height, 0, paramThreeToGL( renderTarget.format ), paramThreeToGL( renderTarget.type ), null );
  3315. setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
  3316. setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );
  3317. }
  3318. } else {
  3319. renderTarget.__webglFramebuffer = _gl.createFramebuffer();
  3320. renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();
  3321. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  3322. setTextureParameters( _gl.TEXTURE_2D, renderTarget, renderTarget );
  3323. _gl.texImage2D( _gl.TEXTURE_2D, 0, paramThreeToGL( renderTarget.format ), renderTarget.width, renderTarget.height, 0, paramThreeToGL( renderTarget.format ), paramThreeToGL( renderTarget.type ), null );
  3324. setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
  3325. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
  3326. setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );
  3327. }
  3328. // Release everything
  3329. if ( isCube ) {
  3330. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  3331. } else {
  3332. _gl.bindTexture( _gl.TEXTURE_2D, null );
  3333. }
  3334. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  3335. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null);
  3336. }
  3337. var framebuffer, width, height, vx, vy;
  3338. if ( renderTarget ) {
  3339. if ( isCube ) {
  3340. framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];
  3341. } else {
  3342. framebuffer = renderTarget.__webglFramebuffer;
  3343. }
  3344. width = renderTarget.width;
  3345. height = renderTarget.height;
  3346. vx = 0;
  3347. vy = 0;
  3348. } else {
  3349. framebuffer = null;
  3350. width = _viewportWidth;
  3351. height = _viewportHeight;
  3352. vx = _viewportX;
  3353. vy = _viewportY;
  3354. }
  3355. if ( framebuffer !== _currentFramebuffer ) {
  3356. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  3357. _gl.viewport( vx, vy, width, height );
  3358. _currentFramebuffer = framebuffer;
  3359. }
  3360. };
  3361. function updateRenderTargetMipmap ( renderTarget ) {
  3362. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  3363. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  3364. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3365. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  3366. } else {
  3367. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  3368. _gl.generateMipmap( _gl.TEXTURE_2D );
  3369. _gl.bindTexture( _gl.TEXTURE_2D, null );
  3370. }
  3371. };
  3372. // fallback filters for non-power-of-2 textures
  3373. function filterFallback ( f ) {
  3374. switch ( f ) {
  3375. case THREE.NearestFilter:
  3376. case THREE.NearestMipMapNearestFilter:
  3377. case THREE.NearestMipMapLinearFilter: return _gl.NEAREST; break;
  3378. case THREE.LinearFilter:
  3379. case THREE.LinearMipMapNearestFilter:
  3380. case THREE.LinearMipMapLinearFilter:
  3381. default:
  3382. return _gl.LINEAR; break;
  3383. }
  3384. };
  3385. function paramThreeToGL ( p ) {
  3386. switch ( p ) {
  3387. case THREE.RepeatWrapping: return _gl.REPEAT; break;
  3388. case THREE.ClampToEdgeWrapping: return _gl.CLAMP_TO_EDGE; break;
  3389. case THREE.MirroredRepeatWrapping: return _gl.MIRRORED_REPEAT; break;
  3390. case THREE.NearestFilter: return _gl.NEAREST; break;
  3391. case THREE.NearestMipMapNearestFilter: return _gl.NEAREST_MIPMAP_NEAREST; break;
  3392. case THREE.NearestMipMapLinearFilter: return _gl.NEAREST_MIPMAP_LINEAR; break;
  3393. case THREE.LinearFilter: return _gl.LINEAR; break;
  3394. case THREE.LinearMipMapNearestFilter: return _gl.LINEAR_MIPMAP_NEAREST; break;
  3395. case THREE.LinearMipMapLinearFilter: return _gl.LINEAR_MIPMAP_LINEAR; break;
  3396. case THREE.ByteType: return _gl.BYTE; break;
  3397. case THREE.UnsignedByteType: return _gl.UNSIGNED_BYTE; break;
  3398. case THREE.ShortType: return _gl.SHORT; break;
  3399. case THREE.UnsignedShortType: return _gl.UNSIGNED_SHORT; break;
  3400. case THREE.IntType: return _gl.INT; break;
  3401. case THREE.UnsignedShortType: return _gl.UNSIGNED_INT; break;
  3402. case THREE.FloatType: return _gl.FLOAT; break;
  3403. case THREE.AlphaFormat: return _gl.ALPHA; break;
  3404. case THREE.RGBFormat: return _gl.RGB; break;
  3405. case THREE.RGBAFormat: return _gl.RGBA; break;
  3406. case THREE.LuminanceFormat: return _gl.LUMINANCE; break;
  3407. case THREE.LuminanceAlphaFormat: return _gl.LUMINANCE_ALPHA; break;
  3408. }
  3409. return 0;
  3410. };
  3411. function isPowerOfTwo ( value ) {
  3412. return ( value & ( value - 1 ) ) === 0;
  3413. };
  3414. // Allocations
  3415. function allocateBones ( object ) {
  3416. // default for when object is not specified
  3417. // ( for example when prebuilding shader
  3418. // to be used with multiple objects )
  3419. //
  3420. // - leave some extra space for other uniforms
  3421. // - limit here is ANGLE's 254 max uniform vectors
  3422. // (up to 54 should be safe)
  3423. var maxBones = 50;
  3424. if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
  3425. maxBones = object.bones.length;
  3426. }
  3427. return maxBones;
  3428. };
  3429. function allocateLights ( lights ) {
  3430. var l, ll, light, dirLights, pointLights, maxDirLights, maxPointLights;
  3431. dirLights = pointLights = maxDirLights = maxPointLights = 0;
  3432. for ( l = 0, ll = lights.length; l < ll; l++ ) {
  3433. light = lights[ l ];
  3434. if ( light instanceof THREE.SpotLight ) dirLights ++; // hack, not a proper spotlight
  3435. if ( light instanceof THREE.DirectionalLight ) dirLights ++;
  3436. if ( light instanceof THREE.PointLight ) pointLights ++;
  3437. }
  3438. if ( ( pointLights + dirLights ) <= _maxLights ) {
  3439. maxDirLights = dirLights;
  3440. maxPointLights = pointLights;
  3441. } else {
  3442. maxDirLights = Math.ceil( _maxLights * dirLights / ( pointLights + dirLights ) );
  3443. maxPointLights = _maxLights - maxDirLights;
  3444. }
  3445. return { 'directional' : maxDirLights, 'point' : maxPointLights };
  3446. };
  3447. function allocateShadows ( lights ) {
  3448. var l, ll, light, maxShadows = 0;
  3449. for ( l = 0, ll = lights.length; l < ll; l++ ) {
  3450. light = lights[ l ];
  3451. if ( light instanceof THREE.SpotLight && light.castShadow ) maxShadows ++;
  3452. }
  3453. return maxShadows;
  3454. };
  3455. function maxVertexTextures () {
  3456. return _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
  3457. };
  3458. // Initialization
  3459. function initSprites () {
  3460. _sprite.vertices = new Float32Array( 8 + 8 );
  3461. _sprite.faces = new Uint16Array( 6 );
  3462. var i = 0;
  3463. _sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = -1; // vertex 0
  3464. _sprite.vertices[ i++ ] = 0; _sprite.vertices[ i++ ] = 1; // uv 0
  3465. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = -1; // vertex 1
  3466. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 1; // uv 1
  3467. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 1; // vertex 2
  3468. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 0; // uv 2
  3469. _sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = 1; // vertex 3
  3470. _sprite.vertices[ i++ ] = 0; _sprite.vertices[ i++ ] = 0; // uv 3
  3471. i = 0;
  3472. _sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 1; _sprite.faces[ i++ ] = 2;
  3473. _sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 2; _sprite.faces[ i++ ] = 3;
  3474. _sprite.vertexBuffer = _gl.createBuffer();
  3475. _sprite.elementBuffer = _gl.createBuffer();
  3476. _gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
  3477. _gl.bufferData( _gl.ARRAY_BUFFER, _sprite.vertices, _gl.STATIC_DRAW );
  3478. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );
  3479. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _sprite.faces, _gl.STATIC_DRAW );
  3480. _sprite.program = _gl.createProgram();
  3481. _gl.attachShader( _sprite.program, getShader( "fragment", THREE.ShaderLib.sprite.fragmentShader ) );
  3482. _gl.attachShader( _sprite.program, getShader( "vertex", THREE.ShaderLib.sprite.vertexShader ) );
  3483. _gl.linkProgram( _sprite.program );
  3484. _sprite.attributes = {};
  3485. _sprite.uniforms = {};
  3486. _sprite.attributes.position = _gl.getAttribLocation ( _sprite.program, "position" );
  3487. _sprite.attributes.uv = _gl.getAttribLocation ( _sprite.program, "uv" );
  3488. _sprite.uniforms.uvOffset = _gl.getUniformLocation( _sprite.program, "uvOffset" );
  3489. _sprite.uniforms.uvScale = _gl.getUniformLocation( _sprite.program, "uvScale" );
  3490. _sprite.uniforms.rotation = _gl.getUniformLocation( _sprite.program, "rotation" );
  3491. _sprite.uniforms.scale = _gl.getUniformLocation( _sprite.program, "scale" );
  3492. _sprite.uniforms.alignment = _gl.getUniformLocation( _sprite.program, "alignment" );
  3493. _sprite.uniforms.color = _gl.getUniformLocation( _sprite.program, "color" );
  3494. _sprite.uniforms.map = _gl.getUniformLocation( _sprite.program, "map" );
  3495. _sprite.uniforms.opacity = _gl.getUniformLocation( _sprite.program, "opacity" );
  3496. _sprite.uniforms.useScreenCoordinates = _gl.getUniformLocation( _sprite.program, "useScreenCoordinates" );
  3497. _sprite.uniforms.affectedByDistance = _gl.getUniformLocation( _sprite.program, "affectedByDistance" );
  3498. _sprite.uniforms.screenPosition = _gl.getUniformLocation( _sprite.program, "screenPosition" );
  3499. _sprite.uniforms.modelViewMatrix = _gl.getUniformLocation( _sprite.program, "modelViewMatrix" );
  3500. _sprite.uniforms.projectionMatrix = _gl.getUniformLocation( _sprite.program, "projectionMatrix" );
  3501. //_gl.enableVertexAttribArray( _sprite.attributes.position );
  3502. //_gl.enableVertexAttribArray( _sprite.attributes.uv );
  3503. };
  3504. function initShadowmaps () {
  3505. var depthShader = THREE.ShaderLib[ "depthRGBA" ];
  3506. var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
  3507. _depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } );
  3508. _depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } );
  3509. _depthMaterial._shadowPass = true;
  3510. _depthMaterialMorph._shadowPass = true;
  3511. }
  3512. function initGL () {
  3513. var gl;
  3514. try {
  3515. if ( ! ( gl = _canvas.getContext( 'experimental-webgl', { antialias: _antialias, stencil: _stencil, preserveDrawingBuffer: _preserveDrawingBuffer } ) ) ) {
  3516. throw 'Error creating WebGL context.';
  3517. }
  3518. console.log(
  3519. navigator.userAgent + " | " +
  3520. gl.getParameter( gl.VERSION ) + " | " +
  3521. gl.getParameter( gl.VENDOR ) + " | " +
  3522. gl.getParameter( gl.RENDERER ) + " | " +
  3523. gl.getParameter( gl.SHADING_LANGUAGE_VERSION )
  3524. );
  3525. } catch ( error ) {
  3526. console.error( error );
  3527. }
  3528. return gl;
  3529. };
  3530. function setDefaultGLState () {
  3531. _gl.clearColor( 0, 0, 0, 1 );
  3532. _gl.clearDepth( 1 );
  3533. _gl.clearStencil( 0 );
  3534. _gl.enable( _gl.DEPTH_TEST );
  3535. _gl.depthFunc( _gl.LEQUAL );
  3536. _gl.frontFace( _gl.CCW );
  3537. _gl.cullFace( _gl.BACK );
  3538. _gl.enable( _gl.CULL_FACE );
  3539. _gl.enable( _gl.BLEND );
  3540. _gl.blendEquation( _gl.FUNC_ADD );
  3541. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
  3542. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  3543. };
  3544. };
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