WebGLRenderer.js 146 KB

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