WebGLObjects.js 4.6 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231
  1. /**
  2. * @author mrdoob / http://mrdoob.com/
  3. */
  4. import { BufferAttribute } from '../../core/BufferAttribute';
  5. import { WebGLGeometries } from './WebGLGeometries';
  6. function WebGLObjects( gl, properties, info ) {
  7. var geometries = new WebGLGeometries( gl, properties, info );
  8. //
  9. function update( object ) {
  10. // TODO: Avoid updating twice (when using shadowMap). Maybe add frame counter.
  11. var geometry = geometries.get( object );
  12. if ( (object.geometry && object.geometry.isGeometry) ) {
  13. geometry.updateFromObject( object );
  14. }
  15. var index = geometry.index;
  16. var attributes = geometry.attributes;
  17. if ( index !== null ) {
  18. updateAttribute( index, gl.ELEMENT_ARRAY_BUFFER );
  19. }
  20. for ( var name in attributes ) {
  21. updateAttribute( attributes[ name ], gl.ARRAY_BUFFER );
  22. }
  23. // morph targets
  24. var morphAttributes = geometry.morphAttributes;
  25. for ( var name in morphAttributes ) {
  26. var array = morphAttributes[ name ];
  27. for ( var i = 0, l = array.length; i < l; i ++ ) {
  28. updateAttribute( array[ i ], gl.ARRAY_BUFFER );
  29. }
  30. }
  31. return geometry;
  32. }
  33. function updateAttribute( attribute, bufferType ) {
  34. var data = ( (attribute && attribute.isInterleavedBufferAttribute) ) ? attribute.data : attribute;
  35. var attributeProperties = properties.get( data );
  36. if ( attributeProperties.__webglBuffer === undefined ) {
  37. createBuffer( attributeProperties, data, bufferType );
  38. } else if ( attributeProperties.version !== data.version ) {
  39. updateBuffer( attributeProperties, data, bufferType );
  40. }
  41. }
  42. function createBuffer( attributeProperties, data, bufferType ) {
  43. attributeProperties.__webglBuffer = gl.createBuffer();
  44. gl.bindBuffer( bufferType, attributeProperties.__webglBuffer );
  45. var usage = data.dynamic ? gl.DYNAMIC_DRAW : gl.STATIC_DRAW;
  46. gl.bufferData( bufferType, data.array, usage );
  47. attributeProperties.version = data.version;
  48. }
  49. function updateBuffer( attributeProperties, data, bufferType ) {
  50. gl.bindBuffer( bufferType, attributeProperties.__webglBuffer );
  51. if ( data.dynamic === false || data.updateRange.count === - 1 ) {
  52. // Not using update ranges
  53. gl.bufferSubData( bufferType, 0, data.array );
  54. } else if ( data.updateRange.count === 0 ) {
  55. console.error( 'THREE.WebGLObjects.updateBuffer: dynamic THREE.BufferAttribute marked as needsUpdate but updateRange.count is 0, ensure you are using set methods or updating manually.' );
  56. } else {
  57. gl.bufferSubData( bufferType, data.updateRange.offset * data.array.BYTES_PER_ELEMENT,
  58. data.array.subarray( data.updateRange.offset, data.updateRange.offset + data.updateRange.count ) );
  59. data.updateRange.count = 0; // reset range
  60. }
  61. attributeProperties.version = data.version;
  62. }
  63. function getAttributeBuffer( attribute ) {
  64. if ( (attribute && attribute.isInterleavedBufferAttribute) ) {
  65. return properties.get( attribute.data ).__webglBuffer;
  66. }
  67. return properties.get( attribute ).__webglBuffer;
  68. }
  69. function getWireframeAttribute( geometry ) {
  70. var property = properties.get( geometry );
  71. if ( property.wireframe !== undefined ) {
  72. return property.wireframe;
  73. }
  74. var indices = [];
  75. var index = geometry.index;
  76. var attributes = geometry.attributes;
  77. var position = attributes.position;
  78. // console.time( 'wireframe' );
  79. if ( index !== null ) {
  80. var edges = {};
  81. var array = index.array;
  82. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  83. var a = array[ i + 0 ];
  84. var b = array[ i + 1 ];
  85. var c = array[ i + 2 ];
  86. if ( checkEdge( edges, a, b ) ) indices.push( a, b );
  87. if ( checkEdge( edges, b, c ) ) indices.push( b, c );
  88. if ( checkEdge( edges, c, a ) ) indices.push( c, a );
  89. }
  90. } else {
  91. var array = attributes.position.array;
  92. for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {
  93. var a = i + 0;
  94. var b = i + 1;
  95. var c = i + 2;
  96. indices.push( a, b, b, c, c, a );
  97. }
  98. }
  99. // console.timeEnd( 'wireframe' );
  100. var TypeArray = position.count > 65535 ? Uint32Array : Uint16Array;
  101. var attribute = new BufferAttribute( new TypeArray( indices ), 1 );
  102. updateAttribute( attribute, gl.ELEMENT_ARRAY_BUFFER );
  103. property.wireframe = attribute;
  104. return attribute;
  105. }
  106. function checkEdge( edges, a, b ) {
  107. if ( a > b ) {
  108. var tmp = a;
  109. a = b;
  110. b = tmp;
  111. }
  112. var list = edges[ a ];
  113. if ( list === undefined ) {
  114. edges[ a ] = [ b ];
  115. return true;
  116. } else if ( list.indexOf( b ) === -1 ) {
  117. list.push( b );
  118. return true;
  119. }
  120. return false;
  121. }
  122. this.getAttributeBuffer = getAttributeBuffer;
  123. this.getWireframeAttribute = getWireframeAttribute;
  124. this.update = update;
  125. }
  126. export { WebGLObjects };
粤ICP备19079148号