WebGLRenderer.js 140 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. // By default you can use just up to 4 directional / point lights total.
  9. // ANGLE implementation (Chrome/Firefox on Windows) is bound to
  10. // 10 varying vectors due to DirectX9 limitation.
  11. var _this = this,
  12. _gl, _programs = [],
  13. _currentProgram = null,
  14. _currentFramebuffer = null,
  15. _currentMaterialId = -1,
  16. _currentGeometryGroupHash = null,
  17. _geometryGroupCounter = 0,
  18. // gl state cache
  19. _oldDoubleSided = null,
  20. _oldFlipSided = null,
  21. _oldBlending = null,
  22. _oldDepthTest = null,
  23. _oldDepthWrite = null,
  24. _oldPolygonOffset = null,
  25. _oldPolygonOffsetFactor = null,
  26. _oldPolygonOffsetUnits = null,
  27. _cullEnabled = true,
  28. _viewportX = 0,
  29. _viewportY = 0,
  30. _viewportWidth = 0,
  31. _viewportHeight = 0,
  32. // camera matrices caches
  33. _frustum = [
  34. new THREE.Vector4(),
  35. new THREE.Vector4(),
  36. new THREE.Vector4(),
  37. new THREE.Vector4(),
  38. new THREE.Vector4(),
  39. new THREE.Vector4()
  40. ],
  41. _projScreenMatrix = new THREE.Matrix4(),
  42. _projectionMatrixArray = new Float32Array( 16 ),
  43. _viewMatrixArray = new Float32Array( 16 ),
  44. _vector3 = new THREE.Vector4(),
  45. // light arrays cache
  46. _lights = {
  47. ambient: [ 0, 0, 0 ],
  48. directional: { length: 0, colors: new Array(), positions: new Array() },
  49. point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() }
  50. },
  51. // parameters
  52. parameters = parameters || {},
  53. _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
  54. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  55. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  56. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  57. _clearColor = parameters.clearColor !== undefined ? new THREE.Color( parameters.clearColor ) : new THREE.Color( 0x000000 ),
  58. _clearAlpha = parameters.clearAlpha !== undefined ? parameters.clearAlpha : 0,
  59. _maxLights = parameters.maxLights !== undefined ? parameters.maxLights : 4;
  60. this.info = {
  61. memory: {
  62. programs: 0,
  63. geometries: 0,
  64. textures: 0
  65. },
  66. render: {
  67. calls: 0,
  68. vertices: 0,
  69. faces: 0
  70. }
  71. };
  72. this.maxMorphTargets = 8;
  73. this.domElement = _canvas;
  74. this.autoClear = true;
  75. this.autoClearColor = true;
  76. this.autoClearDepth = true;
  77. this.autoClearStencil = true;
  78. this.sortObjects = true;
  79. // physically based shading
  80. this.gammaInput = false;
  81. this.gammaOutput = false;
  82. this.physicallyBasedShading = false;
  83. // shadow map
  84. this.shadowMapBias = 0.0039;
  85. this.shadowMapDarkness = 0.5;
  86. this.shadowMapWidth = 512;
  87. this.shadowMapHeight = 512;
  88. this.shadowCameraNear = 1;
  89. this.shadowCameraFar = 5000;
  90. this.shadowCameraFov = 50;
  91. this.shadowMap = [];
  92. this.shadowMapEnabled = false;
  93. this.shadowMapAutoUpdate = true;
  94. this.shadowMapSoft = true;
  95. var _cameraLight, _shadowMatrix = [];
  96. var depthShader = THREE.ShaderLib[ "depthRGBA" ];
  97. var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
  98. var _depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } );
  99. var _depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } );
  100. _depthMaterial._shadowPass = true;
  101. _depthMaterialMorph._shadowPass = true;
  102. // Init GL
  103. try {
  104. if ( ! ( _gl = _canvas.getContext( 'experimental-webgl', { antialias: _antialias, stencil: _stencil, preserveDrawingBuffer: _preserveDrawingBuffer } ) ) ) {
  105. throw 'Error creating WebGL context.';
  106. }
  107. console.log(
  108. navigator.userAgent + " | " +
  109. _gl.getParameter( _gl.VERSION ) + " | " +
  110. _gl.getParameter( _gl.VENDOR ) + " | " +
  111. _gl.getParameter( _gl.RENDERER ) + " | " +
  112. _gl.getParameter( _gl.SHADING_LANGUAGE_VERSION )
  113. );
  114. } catch ( error ) {
  115. console.error( error );
  116. }
  117. _gl.clearColor( 0, 0, 0, 1 );
  118. _gl.clearDepth( 1 );
  119. _gl.clearStencil( 0 );
  120. _gl.enable( _gl.DEPTH_TEST );
  121. _gl.depthFunc( _gl.LEQUAL );
  122. _gl.frontFace( _gl.CCW );
  123. _gl.cullFace( _gl.BACK );
  124. _gl.enable( _gl.CULL_FACE );
  125. _gl.enable( _gl.BLEND );
  126. _gl.blendEquation( _gl.FUNC_ADD );
  127. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
  128. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  129. _cullEnabled = true;
  130. //
  131. this.context = _gl;
  132. var _supportsVertexTextures = ( maxVertexTextures() > 0 );
  133. // prepare sprites
  134. var _sprite = {};
  135. _sprite.vertices = new Float32Array( 8 + 8 );
  136. _sprite.faces = new Uint16Array( 6 );
  137. var i = 0;
  138. _sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = -1; // vertex 0
  139. _sprite.vertices[ i++ ] = 0; _sprite.vertices[ i++ ] = 1; // uv 0
  140. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = -1; // vertex 1
  141. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 1; // uv 1
  142. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 1; // vertex 2
  143. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 0; // uv 2
  144. _sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = 1; // vertex 3
  145. _sprite.vertices[ i++ ] = 0; _sprite.vertices[ i++ ] = 0; // uv 3
  146. i = 0;
  147. _sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 1; _sprite.faces[ i++ ] = 2;
  148. _sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 2; _sprite.faces[ i++ ] = 3;
  149. _sprite.vertexBuffer = _gl.createBuffer();
  150. _sprite.elementBuffer = _gl.createBuffer();
  151. _gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
  152. _gl.bufferData( _gl.ARRAY_BUFFER, _sprite.vertices, _gl.STATIC_DRAW );
  153. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );
  154. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _sprite.faces, _gl.STATIC_DRAW );
  155. _sprite.program = _gl.createProgram();
  156. _gl.attachShader( _sprite.program, getShader( "fragment", THREE.ShaderLib.sprite.fragmentShader ) );
  157. _gl.attachShader( _sprite.program, getShader( "vertex", THREE.ShaderLib.sprite.vertexShader ) );
  158. _gl.linkProgram( _sprite.program );
  159. _sprite.attributes = {};
  160. _sprite.uniforms = {};
  161. _sprite.attributes.position = _gl.getAttribLocation ( _sprite.program, "position" );
  162. _sprite.attributes.uv = _gl.getAttribLocation ( _sprite.program, "uv" );
  163. _sprite.uniforms.uvOffset = _gl.getUniformLocation( _sprite.program, "uvOffset" );
  164. _sprite.uniforms.uvScale = _gl.getUniformLocation( _sprite.program, "uvScale" );
  165. _sprite.uniforms.rotation = _gl.getUniformLocation( _sprite.program, "rotation" );
  166. _sprite.uniforms.scale = _gl.getUniformLocation( _sprite.program, "scale" );
  167. _sprite.uniforms.alignment = _gl.getUniformLocation( _sprite.program, "alignment" );
  168. _sprite.uniforms.color = _gl.getUniformLocation( _sprite.program, "color" );
  169. _sprite.uniforms.map = _gl.getUniformLocation( _sprite.program, "map" );
  170. _sprite.uniforms.opacity = _gl.getUniformLocation( _sprite.program, "opacity" );
  171. _sprite.uniforms.useScreenCoordinates = _gl.getUniformLocation( _sprite.program, "useScreenCoordinates" );
  172. _sprite.uniforms.affectedByDistance = _gl.getUniformLocation( _sprite.program, "affectedByDistance" );
  173. _sprite.uniforms.screenPosition = _gl.getUniformLocation( _sprite.program, "screenPosition" );
  174. _sprite.uniforms.modelViewMatrix = _gl.getUniformLocation( _sprite.program, "modelViewMatrix" );
  175. _sprite.uniforms.projectionMatrix = _gl.getUniformLocation( _sprite.program, "projectionMatrix" );
  176. //_gl.enableVertexAttribArray( _sprite.attributes.position );
  177. //_gl.enableVertexAttribArray( _sprite.attributes.uv );
  178. var _spriteAttributesEnabled = false;
  179. this.setSize = function ( width, height ) {
  180. _canvas.width = width;
  181. _canvas.height = height;
  182. this.setViewport( 0, 0, _canvas.width, _canvas.height );
  183. };
  184. this.setViewport = function ( x, y, width, height ) {
  185. _viewportX = x;
  186. _viewportY = y;
  187. _viewportWidth = width;
  188. _viewportHeight = height;
  189. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  190. };
  191. this.setScissor = function ( x, y, width, height ) {
  192. _gl.scissor( x, y, width, height );
  193. };
  194. this.enableScissorTest = function ( enable ) {
  195. enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );
  196. };
  197. this.setClearColorHex = function ( hex, alpha ) {
  198. _clearColor.setHex( hex );
  199. _clearAlpha = alpha;
  200. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  201. };
  202. this.setClearColor = function ( color, alpha ) {
  203. _clearColor.copy( color );
  204. _clearAlpha = alpha;
  205. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  206. };
  207. this.getClearColor = function () {
  208. return _clearColor;
  209. };
  210. this.getClearAlpha = function () {
  211. return _clearAlpha;
  212. };
  213. this.clear = function ( color, depth, stencil ) {
  214. var bits = 0;
  215. if ( color == undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  216. if ( depth == undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  217. if ( stencil == undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  218. _gl.clear( bits );
  219. };
  220. this.getContext = function () {
  221. return _gl;
  222. };
  223. this.deallocateObject = function ( object ) {
  224. if ( ! object.__webglInit ) return;
  225. object.__webglInit = false;
  226. delete object._modelViewMatrix;
  227. delete object._normalMatrixArray;
  228. delete object._modelViewMatrixArray;
  229. delete object._objectMatrixArray;
  230. if ( object instanceof THREE.Mesh ) {
  231. for ( g in object.geometry.geometryGroups ) {
  232. deleteMeshBuffers( object.geometry.geometryGroups[ g ] );
  233. }
  234. } else if ( object instanceof THREE.Ribbon ) {
  235. deleteRibbonBuffers( object.geometry );
  236. } else if ( object instanceof THREE.Line ) {
  237. deleteLineBuffers( object.geometry );
  238. } else if ( object instanceof THREE.ParticleSystem ) {
  239. deleteParticleBuffers( object.geometry );
  240. }
  241. };
  242. this.deallocateTexture = function ( texture ) {
  243. if ( ! texture.__webglInit ) return;
  244. texture.__webglInit = false;
  245. _gl.deleteTexture( texture.__webglTexture );
  246. _this.info.memory.textures --;
  247. };
  248. //
  249. function setupLights( program, lights ) {
  250. var l, ll, light, n,
  251. r = 0, g = 0, b = 0,
  252. color, position, intensity, distance,
  253. zlights = _lights,
  254. dcolors = zlights.directional.colors,
  255. dpositions = zlights.directional.positions,
  256. pcolors = zlights.point.colors,
  257. ppositions = zlights.point.positions,
  258. pdistances = zlights.point.distances,
  259. dlength = 0,
  260. plength = 0,
  261. doffset = 0,
  262. poffset = 0;
  263. for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  264. light = lights[ l ];
  265. color = light.color;
  266. position = light.position;
  267. intensity = light.intensity;
  268. distance = light.distance;
  269. if ( light instanceof THREE.AmbientLight ) {
  270. if ( _this.gammaInput ) {
  271. r += color.r * color.r;
  272. g += color.g * color.g;
  273. b += color.b * color.b;
  274. } else {
  275. r += color.r;
  276. g += color.g;
  277. b += color.b;
  278. }
  279. } else if ( light instanceof THREE.DirectionalLight ) {
  280. doffset = dlength * 3;
  281. if ( _this.gammaInput ) {
  282. dcolors[ doffset ] = color.r * color.r * intensity * intensity;
  283. dcolors[ doffset + 1 ] = color.g * color.g * intensity * intensity;
  284. dcolors[ doffset + 2 ] = color.b * color.b * intensity * intensity;
  285. } else {
  286. dcolors[ doffset ] = color.r * intensity;
  287. dcolors[ doffset + 1 ] = color.g * intensity;
  288. dcolors[ doffset + 2 ] = color.b * intensity;
  289. }
  290. dpositions[ doffset ] = position.x;
  291. dpositions[ doffset + 1 ] = position.y;
  292. dpositions[ doffset + 2 ] = position.z;
  293. dlength += 1;
  294. } else if ( light instanceof THREE.SpotLight ) { // hack, not a proper spotlight
  295. doffset = dlength * 3;
  296. if ( _this.gammaInput ) {
  297. dcolors[ doffset ] = color.r * color.r * intensity * intensity;
  298. dcolors[ doffset + 1 ] = color.g * color.g * intensity * intensity;
  299. dcolors[ doffset + 2 ] = color.b * color.b * intensity * intensity;
  300. } else {
  301. dcolors[ doffset ] = color.r * intensity;
  302. dcolors[ doffset + 1 ] = color.g * intensity;
  303. dcolors[ doffset + 2 ] = color.b * intensity;
  304. }
  305. n = 1 / position.length();
  306. dpositions[ doffset ] = position.x * n;
  307. dpositions[ doffset + 1 ] = position.y * n;
  308. dpositions[ doffset + 2 ] = position.z * n;
  309. dlength += 1;
  310. } else if( light instanceof THREE.PointLight ) {
  311. poffset = plength * 3;
  312. if ( _this.gammaInput ) {
  313. pcolors[ poffset ] = color.r * color.r * intensity * intensity;
  314. pcolors[ poffset + 1 ] = color.g * color.g * intensity * intensity;
  315. pcolors[ poffset + 2 ] = color.b * color.b * intensity * intensity;
  316. } else {
  317. pcolors[ poffset ] = color.r * intensity;
  318. pcolors[ poffset + 1 ] = color.g * intensity;
  319. pcolors[ poffset + 2 ] = color.b * intensity;
  320. }
  321. ppositions[ poffset ] = position.x;
  322. ppositions[ poffset + 1 ] = position.y;
  323. ppositions[ poffset + 2 ] = position.z;
  324. pdistances[ plength ] = distance;
  325. plength += 1;
  326. }
  327. }
  328. // null eventual remains from removed lights
  329. // (this is to avoid if in shader)
  330. for ( l = dlength * 3, ll = dcolors.length; l < ll; l ++ ) dcolors[ l ] = 0.0;
  331. for ( l = plength * 3, ll = pcolors.length; l < ll; l ++ ) pcolors[ l ] = 0.0;
  332. zlights.point.length = plength;
  333. zlights.directional.length = dlength;
  334. zlights.ambient[ 0 ] = r;
  335. zlights.ambient[ 1 ] = g;
  336. zlights.ambient[ 2 ] = b;
  337. };
  338. // Buffer allocation
  339. function createParticleBuffers( geometry ) {
  340. geometry.__webglVertexBuffer = _gl.createBuffer();
  341. geometry.__webglColorBuffer = _gl.createBuffer();
  342. _this.info.geometries ++;
  343. };
  344. function createLineBuffers( geometry ) {
  345. geometry.__webglVertexBuffer = _gl.createBuffer();
  346. geometry.__webglColorBuffer = _gl.createBuffer();
  347. _this.info.memory.geometries ++;
  348. };
  349. function createRibbonBuffers( geometry ) {
  350. geometry.__webglVertexBuffer = _gl.createBuffer();
  351. geometry.__webglColorBuffer = _gl.createBuffer();
  352. _this.info.memory.geometries ++;
  353. };
  354. function createMeshBuffers( geometryGroup ) {
  355. geometryGroup.__webglVertexBuffer = _gl.createBuffer();
  356. geometryGroup.__webglNormalBuffer = _gl.createBuffer();
  357. geometryGroup.__webglTangentBuffer = _gl.createBuffer();
  358. geometryGroup.__webglColorBuffer = _gl.createBuffer();
  359. geometryGroup.__webglUVBuffer = _gl.createBuffer();
  360. geometryGroup.__webglUV2Buffer = _gl.createBuffer();
  361. geometryGroup.__webglSkinVertexABuffer = _gl.createBuffer();
  362. geometryGroup.__webglSkinVertexBBuffer = _gl.createBuffer();
  363. geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
  364. geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
  365. geometryGroup.__webglFaceBuffer = _gl.createBuffer();
  366. geometryGroup.__webglLineBuffer = _gl.createBuffer();
  367. if ( geometryGroup.numMorphTargets ) {
  368. var m, ml;
  369. geometryGroup.__webglMorphTargetsBuffers = [];
  370. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  371. geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
  372. }
  373. }
  374. _this.info.memory.geometries ++;
  375. };
  376. // Buffer deallocation
  377. function deleteParticleBuffers( geometry ) {
  378. _gl.deleteBuffer( geometry.__webglVertexBuffer );
  379. _gl.deleteBuffer( geometry.__webglColorBuffer );
  380. _this.info.memory.geometries --;
  381. };
  382. function deleteLineBuffers( geometry ) {
  383. _gl.deleteBuffer( geometry.__webglVertexBuffer );
  384. _gl.deleteBuffer( geometry.__webglColorBuffer );
  385. _this.info.memory.geometries --;
  386. };
  387. function deleteRibbonBuffers( geometry ) {
  388. _gl.deleteBuffer( geometry.__webglVertexBuffer );
  389. _gl.deleteBuffer( geometry.__webglColorBuffer );
  390. _this.info.memory.geometries --;
  391. };
  392. function deleteMeshBuffers( geometryGroup ) {
  393. _gl.deleteBuffer( geometryGroup.__webglVertexBuffer );
  394. _gl.deleteBuffer( geometryGroup.__webglNormalBuffer );
  395. _gl.deleteBuffer( geometryGroup.__webglTangentBuffer );
  396. _gl.deleteBuffer( geometryGroup.__webglColorBuffer );
  397. _gl.deleteBuffer( geometryGroup.__webglUVBuffer );
  398. _gl.deleteBuffer( geometryGroup.__webglUV2Buffer );
  399. _gl.deleteBuffer( geometryGroup.__webglSkinVertexABuffer );
  400. _gl.deleteBuffer( geometryGroup.__webglSkinVertexBBuffer );
  401. _gl.deleteBuffer( geometryGroup.__webglSkinIndicesBuffer );
  402. _gl.deleteBuffer( geometryGroup.__webglSkinWeightsBuffer );
  403. _gl.deleteBuffer( geometryGroup.__webglFaceBuffer );
  404. _gl.deleteBuffer( geometryGroup.__webglLineBuffer );
  405. if ( geometryGroup.numMorphTargets ) {
  406. for ( var m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  407. _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
  408. }
  409. }
  410. _this.info.memory.geometries --;
  411. };
  412. //
  413. function initLineBuffers ( geometry ) {
  414. var nvertices = geometry.vertices.length;
  415. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  416. geometry.__colorArray = new Float32Array( nvertices * 3 );
  417. geometry.__webglLineCount = nvertices;
  418. };
  419. function initRibbonBuffers ( geometry ) {
  420. var nvertices = geometry.vertices.length;
  421. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  422. geometry.__colorArray = new Float32Array( nvertices * 3 );
  423. geometry.__webglVertexCount = nvertices;
  424. };
  425. function initParticleBuffers ( geometry, object ) {
  426. var nvertices = geometry.vertices.length;
  427. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  428. geometry.__colorArray = new Float32Array( nvertices * 3 );
  429. geometry.__sortArray = [];
  430. geometry.__webglParticleCount = nvertices;
  431. geometry.__materials = object.materials;
  432. // custom attributes
  433. var m, ml, material;
  434. for ( m = 0, ml = object.materials.length; m < ml; m ++ ) {
  435. material = object.materials[ m ];
  436. if ( material.attributes ) {
  437. if ( geometry.__webglCustomAttributesList === undefined ) {
  438. geometry.__webglCustomAttributesList = [];
  439. }
  440. for ( a in material.attributes ) {
  441. // Do a shallow copy of the attribute object so different geometryGroup chunks use different
  442. // attribute buffers which are correctly indexed in the setMeshBuffers function
  443. // Not sure how to best translate this into non-indexed arrays
  444. // used for particles, as there are no geometry chunks here
  445. // Probably could be simplified
  446. originalAttribute = material.attributes[ a ];
  447. attribute = {};
  448. for ( property in originalAttribute ) {
  449. attribute[ property ] = originalAttribute[ property ];
  450. }
  451. if( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  452. attribute.__webglInitialized = true;
  453. size = 1; // "f" and "i"
  454. if ( attribute.type === "v2" ) size = 2;
  455. else if ( attribute.type === "v3" ) size = 3;
  456. else if ( attribute.type === "v4" ) size = 4;
  457. else if ( attribute.type === "c" ) size = 3;
  458. attribute.size = size;
  459. attribute.array = new Float32Array( nvertices * size );
  460. attribute.buffer = _gl.createBuffer();
  461. attribute.buffer.belongsToAttribute = a;
  462. originalAttribute.needsUpdate = true;
  463. attribute.__original = originalAttribute;
  464. }
  465. geometry.__webglCustomAttributesList.push( attribute );
  466. }
  467. }
  468. }
  469. };
  470. function initMeshBuffers ( geometryGroup, object ) {
  471. var f, fl, fi, face,
  472. m, ml, size,
  473. nvertices = 0, ntris = 0, nlines = 0,
  474. uvType,
  475. vertexColorType,
  476. normalType,
  477. materials, material,
  478. attribute, property, originalAttribute,
  479. geometry = object.geometry,
  480. obj_faces = geometry.faces,
  481. chunk_faces = geometryGroup.faces;
  482. for ( f = 0, fl = chunk_faces.length; f < fl; f++ ) {
  483. fi = chunk_faces[ f ];
  484. face = obj_faces[ fi ];
  485. if ( face instanceof THREE.Face3 ) {
  486. nvertices += 3;
  487. ntris += 1;
  488. nlines += 3;
  489. } else if ( face instanceof THREE.Face4 ) {
  490. nvertices += 4;
  491. ntris += 2;
  492. nlines += 4;
  493. }
  494. }
  495. materials = unrollGroupMaterials( geometryGroup, object );
  496. // this will not work if materials would change in run-time
  497. // it should be refreshed every frame
  498. // but need to do unrollGroupMaterials
  499. // more properly without push to array
  500. // like unrollBufferMaterials
  501. geometryGroup.__materials = materials;
  502. uvType = bufferGuessUVType( materials, geometryGroup, object );
  503. normalType = bufferGuessNormalType( materials, geometryGroup, object );
  504. vertexColorType = bufferGuessVertexColorType( materials, geometryGroup, object );
  505. //console.log("uvType",uvType, "normalType",normalType, "vertexColorType",vertexColorType, object, geometryGroup, materials );
  506. geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
  507. if ( normalType ) {
  508. geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
  509. }
  510. if ( geometry.hasTangents ) {
  511. geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
  512. }
  513. if ( vertexColorType ) {
  514. geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
  515. }
  516. if ( uvType ) {
  517. if ( geometry.faceUvs.length > 0 || geometry.faceVertexUvs.length > 0 ) {
  518. geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
  519. }
  520. if ( geometry.faceUvs.length > 1 || geometry.faceVertexUvs.length > 1 ) {
  521. geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
  522. }
  523. }
  524. if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
  525. geometryGroup.__skinVertexAArray = new Float32Array( nvertices * 4 );
  526. geometryGroup.__skinVertexBArray = new Float32Array( nvertices * 4 );
  527. geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
  528. geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
  529. }
  530. geometryGroup.__faceArray = new Uint16Array( ntris * 3 + ( object.geometry.edgeFaces ? object.geometry.edgeFaces.length * 2 * 3 : 0 ));
  531. geometryGroup.__lineArray = new Uint16Array( nlines * 2 );
  532. if ( geometryGroup.numMorphTargets ) {
  533. geometryGroup.__morphTargetsArrays = [];
  534. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  535. geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
  536. }
  537. }
  538. geometryGroup.__needsSmoothNormals = ( normalType == THREE.SmoothShading );
  539. geometryGroup.__uvType = uvType;
  540. geometryGroup.__vertexColorType = vertexColorType;
  541. geometryGroup.__normalType = normalType;
  542. geometryGroup.__webglFaceCount = ntris * 3 + ( object.geometry.edgeFaces ? object.geometry.edgeFaces.length * 2 * 3 : 0 );
  543. geometryGroup.__webglLineCount = nlines * 2;
  544. // custom attributes
  545. for ( m = 0, ml = materials.length; m < ml; m ++ ) {
  546. material = materials[ m ];
  547. if ( material.attributes ) {
  548. if ( geometryGroup.__webglCustomAttributesList === undefined ) {
  549. geometryGroup.__webglCustomAttributesList = [];
  550. }
  551. for ( a in material.attributes ) {
  552. // Do a shallow copy of the attribute object so different geometryGroup chunks use different
  553. // attribute buffers which are correctly indexed in the setMeshBuffers function
  554. originalAttribute = material.attributes[ a ];
  555. attribute = {};
  556. for ( property in originalAttribute ) {
  557. attribute[ property ] = originalAttribute[ property ];
  558. }
  559. if( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  560. attribute.__webglInitialized = true;
  561. size = 1; // "f" and "i"
  562. if( attribute.type === "v2" ) size = 2;
  563. else if( attribute.type === "v3" ) size = 3;
  564. else if( attribute.type === "v4" ) size = 4;
  565. else if( attribute.type === "c" ) size = 3;
  566. attribute.size = size;
  567. attribute.array = new Float32Array( nvertices * size );
  568. attribute.buffer = _gl.createBuffer();
  569. attribute.buffer.belongsToAttribute = a;
  570. originalAttribute.needsUpdate = true;
  571. attribute.__original = originalAttribute;
  572. }
  573. geometryGroup.__webglCustomAttributesList.push( attribute );
  574. }
  575. }
  576. }
  577. geometryGroup.__inittedArrays = true;
  578. };
  579. function setMeshBuffers( geometryGroup, object, hint, dispose ) {
  580. if ( ! geometryGroup.__inittedArrays ) {
  581. // console.log( object );
  582. return;
  583. }
  584. var f, fl, fi, face,
  585. vertexNormals, faceNormal, normal,
  586. vertexColors, faceColor,
  587. vertexTangents,
  588. uvType, vertexColorType, normalType,
  589. uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4,
  590. c1, c2, c3, c4,
  591. sw1, sw2, sw3, sw4,
  592. si1, si2, si3, si4,
  593. sa1, sa2, sa3, sa4,
  594. sb1, sb2, sb3, sb4,
  595. m, ml, i, il,
  596. vn, uvi, uv2i,
  597. vk, vkl, vka,
  598. a,
  599. vertexIndex = 0,
  600. offset = 0,
  601. offset_uv = 0,
  602. offset_uv2 = 0,
  603. offset_face = 0,
  604. offset_normal = 0,
  605. offset_tangent = 0,
  606. offset_line = 0,
  607. offset_color = 0,
  608. offset_skin = 0,
  609. offset_morphTarget = 0,
  610. offset_custom = 0,
  611. offset_customSrc = 0,
  612. value,
  613. vertexArray = geometryGroup.__vertexArray,
  614. uvArray = geometryGroup.__uvArray,
  615. uv2Array = geometryGroup.__uv2Array,
  616. normalArray = geometryGroup.__normalArray,
  617. tangentArray = geometryGroup.__tangentArray,
  618. colorArray = geometryGroup.__colorArray,
  619. skinVertexAArray = geometryGroup.__skinVertexAArray,
  620. skinVertexBArray = geometryGroup.__skinVertexBArray,
  621. skinIndexArray = geometryGroup.__skinIndexArray,
  622. skinWeightArray = geometryGroup.__skinWeightArray,
  623. morphTargetsArrays = geometryGroup.__morphTargetsArrays,
  624. customAttributes = geometryGroup.__webglCustomAttributesList,
  625. customAttribute,
  626. faceArray = geometryGroup.__faceArray,
  627. lineArray = geometryGroup.__lineArray,
  628. needsSmoothNormals = geometryGroup.__needsSmoothNormals,
  629. vertexColorType = geometryGroup.__vertexColorType,
  630. uvType = geometryGroup.__uvType,
  631. normalType = geometryGroup.__normalType,
  632. geometry = object.geometry, // this is shared for all chunks
  633. dirtyVertices = geometry.__dirtyVertices,
  634. dirtyElements = geometry.__dirtyElements,
  635. dirtyUvs = geometry.__dirtyUvs,
  636. dirtyNormals = geometry.__dirtyNormals,
  637. dirtyTangents = geometry.__dirtyTangents,
  638. dirtyColors = geometry.__dirtyColors,
  639. dirtyMorphTargets = geometry.__dirtyMorphTargets,
  640. vertices = geometry.vertices,
  641. chunk_faces = geometryGroup.faces,
  642. obj_faces = geometry.faces,
  643. obj_uvs = geometry.faceVertexUvs[ 0 ],
  644. obj_uvs2 = geometry.faceVertexUvs[ 1 ],
  645. obj_colors = geometry.colors,
  646. obj_skinVerticesA = geometry.skinVerticesA,
  647. obj_skinVerticesB = geometry.skinVerticesB,
  648. obj_skinIndices = geometry.skinIndices,
  649. obj_skinWeights = geometry.skinWeights,
  650. morphTargets = geometry.morphTargets;
  651. if ( customAttributes ) {
  652. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  653. customAttributes[ i ].offset = 0;
  654. customAttributes[ i ].offsetSrc = 0;
  655. }
  656. }
  657. for ( f = 0, fl = chunk_faces.length; f < fl; f ++ ) {
  658. fi = chunk_faces[ f ];
  659. face = obj_faces[ fi ];
  660. if ( obj_uvs ) {
  661. uv = obj_uvs[ fi ];
  662. }
  663. if ( obj_uvs2 ) {
  664. uv2 = obj_uvs2[ fi ];
  665. }
  666. vertexNormals = face.vertexNormals;
  667. faceNormal = face.normal;
  668. vertexColors = face.vertexColors;
  669. faceColor = face.color;
  670. vertexTangents = face.vertexTangents;
  671. if ( face instanceof THREE.Face3 ) {
  672. if ( dirtyVertices ) {
  673. v1 = vertices[ face.a ].position;
  674. v2 = vertices[ face.b ].position;
  675. v3 = vertices[ face.c ].position;
  676. vertexArray[ offset ] = v1.x;
  677. vertexArray[ offset + 1 ] = v1.y;
  678. vertexArray[ offset + 2 ] = v1.z;
  679. vertexArray[ offset + 3 ] = v2.x;
  680. vertexArray[ offset + 4 ] = v2.y;
  681. vertexArray[ offset + 5 ] = v2.z;
  682. vertexArray[ offset + 6 ] = v3.x;
  683. vertexArray[ offset + 7 ] = v3.y;
  684. vertexArray[ offset + 8 ] = v3.z;
  685. offset += 9;
  686. }
  687. if ( customAttributes ) {
  688. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  689. customAttribute = customAttributes[ i ];
  690. if ( customAttribute.__original.needsUpdate ) {
  691. offset_custom = customAttribute.offset;
  692. offset_customSrc = customAttribute.offsetSrc;
  693. if ( customAttribute.size === 1 ) {
  694. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  695. customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
  696. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  697. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  698. } else if ( customAttribute.boundTo === "faces" ) {
  699. value = customAttribute.value[ offset_customSrc ];
  700. customAttribute.array[ offset_custom ] = value;
  701. customAttribute.array[ offset_custom + 1 ] = value;
  702. customAttribute.array[ offset_custom + 2 ] = value;
  703. customAttribute.offsetSrc ++;
  704. } else if ( customAttribute.boundTo === "faceVertices" ) {
  705. customAttribute.array[ offset_custom ] = customAttribute.value[ offset_customSrc ];
  706. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ offset_customSrc + 1 ];
  707. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc + 2 ];
  708. customAttribute.offsetSrc += 3;
  709. }
  710. customAttribute.offset += 3;
  711. } else {
  712. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  713. v1 = customAttribute.value[ face.a ];
  714. v2 = customAttribute.value[ face.b ];
  715. v3 = customAttribute.value[ face.c ];
  716. } else if ( customAttribute.boundTo === "faces" ) {
  717. value = customAttribute.value[ offset_customSrc ];
  718. v1 = value;
  719. v2 = value;
  720. v3 = value;
  721. customAttribute.offsetSrc ++;
  722. } else if ( customAttribute.boundTo === "faceVertices" ) {
  723. v1 = customAttribute.value[ offset_customSrc ];
  724. v2 = customAttribute.value[ offset_customSrc + 1 ];
  725. v3 = customAttribute.value[ offset_customSrc + 2 ];
  726. customAttribute.offsetSrc += 3;
  727. }
  728. if ( customAttribute.size === 2 ) {
  729. customAttribute.array[ offset_custom ] = v1.x;
  730. customAttribute.array[ offset_custom + 1 ] = v1.y;
  731. customAttribute.array[ offset_custom + 2 ] = v2.x;
  732. customAttribute.array[ offset_custom + 3 ] = v2.y;
  733. customAttribute.array[ offset_custom + 4 ] = v3.x;
  734. customAttribute.array[ offset_custom + 5 ] = v3.y;
  735. customAttribute.offset += 6;
  736. } else if ( customAttribute.size === 3 ) {
  737. if ( customAttribute.type === "c" ) {
  738. customAttribute.array[ offset_custom ] = v1.r;
  739. customAttribute.array[ offset_custom + 1 ] = v1.g;
  740. customAttribute.array[ offset_custom + 2 ] = v1.b;
  741. customAttribute.array[ offset_custom + 3 ] = v2.r;
  742. customAttribute.array[ offset_custom + 4 ] = v2.g;
  743. customAttribute.array[ offset_custom + 5 ] = v2.b;
  744. customAttribute.array[ offset_custom + 6 ] = v3.r;
  745. customAttribute.array[ offset_custom + 7 ] = v3.g;
  746. customAttribute.array[ offset_custom + 8 ] = v3.b;
  747. } else {
  748. customAttribute.array[ offset_custom ] = v1.x;
  749. customAttribute.array[ offset_custom + 1 ] = v1.y;
  750. customAttribute.array[ offset_custom + 2 ] = v1.z;
  751. customAttribute.array[ offset_custom + 3 ] = v2.x;
  752. customAttribute.array[ offset_custom + 4 ] = v2.y;
  753. customAttribute.array[ offset_custom + 5 ] = v2.z;
  754. customAttribute.array[ offset_custom + 6 ] = v3.x;
  755. customAttribute.array[ offset_custom + 7 ] = v3.y;
  756. customAttribute.array[ offset_custom + 8 ] = v3.z;
  757. }
  758. customAttribute.offset += 9;
  759. } else {
  760. customAttribute.array[ offset_custom ] = v1.x;
  761. customAttribute.array[ offset_custom + 1 ] = v1.y;
  762. customAttribute.array[ offset_custom + 2 ] = v1.z;
  763. customAttribute.array[ offset_custom + 3 ] = v1.w;
  764. customAttribute.array[ offset_custom + 4 ] = v2.x;
  765. customAttribute.array[ offset_custom + 5 ] = v2.y;
  766. customAttribute.array[ offset_custom + 6 ] = v2.z;
  767. customAttribute.array[ offset_custom + 7 ] = v2.w;
  768. customAttribute.array[ offset_custom + 8 ] = v3.x;
  769. customAttribute.array[ offset_custom + 9 ] = v3.y;
  770. customAttribute.array[ offset_custom + 10 ] = v3.z;
  771. customAttribute.array[ offset_custom + 11 ] = v3.w;
  772. customAttribute.offset += 12;
  773. }
  774. }
  775. }
  776. }
  777. }
  778. if ( dirtyMorphTargets ) {
  779. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  780. v1 = morphTargets[ vk ].vertices[ face.a ].position;
  781. v2 = morphTargets[ vk ].vertices[ face.b ].position;
  782. v3 = morphTargets[ vk ].vertices[ face.c ].position;
  783. vka = morphTargetsArrays[ vk ];
  784. vka[ offset_morphTarget ] = v1.x;
  785. vka[ offset_morphTarget + 1 ] = v1.y;
  786. vka[ offset_morphTarget + 2 ] = v1.z;
  787. vka[ offset_morphTarget + 3 ] = v2.x;
  788. vka[ offset_morphTarget + 4 ] = v2.y;
  789. vka[ offset_morphTarget + 5 ] = v2.z;
  790. vka[ offset_morphTarget + 6 ] = v3.x;
  791. vka[ offset_morphTarget + 7 ] = v3.y;
  792. vka[ offset_morphTarget + 8 ] = v3.z;
  793. }
  794. offset_morphTarget += 9;
  795. }
  796. if ( obj_skinWeights.length ) {
  797. // weights
  798. sw1 = obj_skinWeights[ face.a ];
  799. sw2 = obj_skinWeights[ face.b ];
  800. sw3 = obj_skinWeights[ face.c ];
  801. skinWeightArray[ offset_skin ] = sw1.x;
  802. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  803. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  804. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  805. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  806. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  807. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  808. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  809. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  810. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  811. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  812. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  813. // indices
  814. si1 = obj_skinIndices[ face.a ];
  815. si2 = obj_skinIndices[ face.b ];
  816. si3 = obj_skinIndices[ face.c ];
  817. skinIndexArray[ offset_skin ] = si1.x;
  818. skinIndexArray[ offset_skin + 1 ] = si1.y;
  819. skinIndexArray[ offset_skin + 2 ] = si1.z;
  820. skinIndexArray[ offset_skin + 3 ] = si1.w;
  821. skinIndexArray[ offset_skin + 4 ] = si2.x;
  822. skinIndexArray[ offset_skin + 5 ] = si2.y;
  823. skinIndexArray[ offset_skin + 6 ] = si2.z;
  824. skinIndexArray[ offset_skin + 7 ] = si2.w;
  825. skinIndexArray[ offset_skin + 8 ] = si3.x;
  826. skinIndexArray[ offset_skin + 9 ] = si3.y;
  827. skinIndexArray[ offset_skin + 10 ] = si3.z;
  828. skinIndexArray[ offset_skin + 11 ] = si3.w;
  829. // vertices A
  830. sa1 = obj_skinVerticesA[ face.a ];
  831. sa2 = obj_skinVerticesA[ face.b ];
  832. sa3 = obj_skinVerticesA[ face.c ];
  833. skinVertexAArray[ offset_skin ] = sa1.x;
  834. skinVertexAArray[ offset_skin + 1 ] = sa1.y;
  835. skinVertexAArray[ offset_skin + 2 ] = sa1.z;
  836. skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  837. skinVertexAArray[ offset_skin + 4 ] = sa2.x;
  838. skinVertexAArray[ offset_skin + 5 ] = sa2.y;
  839. skinVertexAArray[ offset_skin + 6 ] = sa2.z;
  840. skinVertexAArray[ offset_skin + 7 ] = 1;
  841. skinVertexAArray[ offset_skin + 8 ] = sa3.x;
  842. skinVertexAArray[ offset_skin + 9 ] = sa3.y;
  843. skinVertexAArray[ offset_skin + 10 ] = sa3.z;
  844. skinVertexAArray[ offset_skin + 11 ] = 1;
  845. // vertices B
  846. sb1 = obj_skinVerticesB[ face.a ];
  847. sb2 = obj_skinVerticesB[ face.b ];
  848. sb3 = obj_skinVerticesB[ face.c ];
  849. skinVertexBArray[ offset_skin ] = sb1.x;
  850. skinVertexBArray[ offset_skin + 1 ] = sb1.y;
  851. skinVertexBArray[ offset_skin + 2 ] = sb1.z;
  852. skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  853. skinVertexBArray[ offset_skin + 4 ] = sb2.x;
  854. skinVertexBArray[ offset_skin + 5 ] = sb2.y;
  855. skinVertexBArray[ offset_skin + 6 ] = sb2.z;
  856. skinVertexBArray[ offset_skin + 7 ] = 1;
  857. skinVertexBArray[ offset_skin + 8 ] = sb3.x;
  858. skinVertexBArray[ offset_skin + 9 ] = sb3.y;
  859. skinVertexBArray[ offset_skin + 10 ] = sb3.z;
  860. skinVertexBArray[ offset_skin + 11 ] = 1;
  861. offset_skin += 12;
  862. }
  863. if ( dirtyColors && vertexColorType ) {
  864. if ( vertexColors.length == 3 && vertexColorType == THREE.VertexColors ) {
  865. c1 = vertexColors[ 0 ];
  866. c2 = vertexColors[ 1 ];
  867. c3 = vertexColors[ 2 ];
  868. } else {
  869. c1 = faceColor;
  870. c2 = faceColor;
  871. c3 = faceColor;
  872. }
  873. colorArray[ offset_color ] = c1.r;
  874. colorArray[ offset_color + 1 ] = c1.g;
  875. colorArray[ offset_color + 2 ] = c1.b;
  876. colorArray[ offset_color + 3 ] = c2.r;
  877. colorArray[ offset_color + 4 ] = c2.g;
  878. colorArray[ offset_color + 5 ] = c2.b;
  879. colorArray[ offset_color + 6 ] = c3.r;
  880. colorArray[ offset_color + 7 ] = c3.g;
  881. colorArray[ offset_color + 8 ] = c3.b;
  882. offset_color += 9;
  883. }
  884. if ( dirtyTangents && geometry.hasTangents ) {
  885. t1 = vertexTangents[ 0 ];
  886. t2 = vertexTangents[ 1 ];
  887. t3 = vertexTangents[ 2 ];
  888. tangentArray[ offset_tangent ] = t1.x;
  889. tangentArray[ offset_tangent + 1 ] = t1.y;
  890. tangentArray[ offset_tangent + 2 ] = t1.z;
  891. tangentArray[ offset_tangent + 3 ] = t1.w;
  892. tangentArray[ offset_tangent + 4 ] = t2.x;
  893. tangentArray[ offset_tangent + 5 ] = t2.y;
  894. tangentArray[ offset_tangent + 6 ] = t2.z;
  895. tangentArray[ offset_tangent + 7 ] = t2.w;
  896. tangentArray[ offset_tangent + 8 ] = t3.x;
  897. tangentArray[ offset_tangent + 9 ] = t3.y;
  898. tangentArray[ offset_tangent + 10 ] = t3.z;
  899. tangentArray[ offset_tangent + 11 ] = t3.w;
  900. offset_tangent += 12;
  901. }
  902. if ( dirtyNormals && normalType ) {
  903. if ( vertexNormals.length == 3 && needsSmoothNormals ) {
  904. for ( i = 0; i < 3; i ++ ) {
  905. vn = vertexNormals[ i ];
  906. normalArray[ offset_normal ] = vn.x;
  907. normalArray[ offset_normal + 1 ] = vn.y;
  908. normalArray[ offset_normal + 2 ] = vn.z;
  909. offset_normal += 3;
  910. }
  911. } else {
  912. for ( i = 0; i < 3; i ++ ) {
  913. normalArray[ offset_normal ] = faceNormal.x;
  914. normalArray[ offset_normal + 1 ] = faceNormal.y;
  915. normalArray[ offset_normal + 2 ] = faceNormal.z;
  916. offset_normal += 3;
  917. }
  918. }
  919. }
  920. if ( dirtyUvs && uv !== undefined && uvType ) {
  921. for ( i = 0; i < 3; i ++ ) {
  922. uvi = uv[ i ];
  923. uvArray[ offset_uv ] = uvi.u;
  924. uvArray[ offset_uv + 1 ] = uvi.v;
  925. offset_uv += 2;
  926. }
  927. }
  928. if ( dirtyUvs && uv2 !== undefined && uvType ) {
  929. for ( i = 0; i < 3; i ++ ) {
  930. uv2i = uv2[ i ];
  931. uv2Array[ offset_uv2 ] = uv2i.u;
  932. uv2Array[ offset_uv2 + 1 ] = uv2i.v;
  933. offset_uv2 += 2;
  934. }
  935. }
  936. if ( dirtyElements ) {
  937. faceArray[ offset_face ] = vertexIndex;
  938. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  939. faceArray[ offset_face + 2 ] = vertexIndex + 2;
  940. offset_face += 3;
  941. lineArray[ offset_line ] = vertexIndex;
  942. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  943. lineArray[ offset_line + 2 ] = vertexIndex;
  944. lineArray[ offset_line + 3 ] = vertexIndex + 2;
  945. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  946. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  947. offset_line += 6;
  948. vertexIndex += 3;
  949. }
  950. } else if ( face instanceof THREE.Face4 ) {
  951. if ( dirtyVertices ) {
  952. v1 = vertices[ face.a ].position;
  953. v2 = vertices[ face.b ].position;
  954. v3 = vertices[ face.c ].position;
  955. v4 = vertices[ face.d ].position;
  956. vertexArray[ offset ] = v1.x;
  957. vertexArray[ offset + 1 ] = v1.y;
  958. vertexArray[ offset + 2 ] = v1.z;
  959. vertexArray[ offset + 3 ] = v2.x;
  960. vertexArray[ offset + 4 ] = v2.y;
  961. vertexArray[ offset + 5 ] = v2.z;
  962. vertexArray[ offset + 6 ] = v3.x;
  963. vertexArray[ offset + 7 ] = v3.y;
  964. vertexArray[ offset + 8 ] = v3.z;
  965. vertexArray[ offset + 9 ] = v4.x;
  966. vertexArray[ offset + 10 ] = v4.y;
  967. vertexArray[ offset + 11 ] = v4.z;
  968. offset += 12;
  969. }
  970. if ( customAttributes ) {
  971. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  972. customAttribute = customAttributes[ i ];
  973. if ( customAttribute.__original.needsUpdate ) {
  974. offset_custom = customAttribute.offset;
  975. offset_customSrc = customAttribute.offsetSrc;
  976. if ( customAttribute.size === 1 ) {
  977. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  978. customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
  979. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  980. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  981. customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ face.d ];
  982. } else if ( customAttribute.boundTo === "faces" ) {
  983. value = customAttribute.value[ offset_customSrc ];
  984. customAttribute.array[ offset_custom ] = value;
  985. customAttribute.array[ offset_custom + 1 ] = value;
  986. customAttribute.array[ offset_custom + 2 ] = value;
  987. customAttribute.array[ offset_custom + 3 ] = value;
  988. customAttribute.offsetSrc ++;
  989. } else if ( customAttribute.boundTo === "faceVertices" ) {
  990. customAttribute.array[ offset_custom ] = customAttribute.value[ offset_customSrc ];
  991. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ offset_customSrc + 1 ];
  992. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc + 2 ];
  993. customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ offset_customSrc + 3 ];
  994. customAttribute.offsetSrc += 4;
  995. }
  996. customAttribute.offset += 4;
  997. } else {
  998. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  999. v1 = customAttribute.value[ face.a ];
  1000. v2 = customAttribute.value[ face.b ];
  1001. v3 = customAttribute.value[ face.c ];
  1002. v4 = customAttribute.value[ face.d ];
  1003. } else if ( customAttribute.boundTo === "faces" ) {
  1004. value = customAttribute.value[ offset_customSrc ];
  1005. v1 = value;
  1006. v2 = value;
  1007. v3 = value;
  1008. v4 = value;
  1009. customAttribute.offsetSrc ++;
  1010. } else if ( customAttribute.boundTo === "faceVertices" ) {
  1011. v1 = customAttribute.value[ offset_customSrc ];
  1012. v2 = customAttribute.value[ offset_customSrc + 1 ];
  1013. v3 = customAttribute.value[ offset_customSrc + 2 ];
  1014. v4 = customAttribute.value[ offset_customSrc + 3 ];
  1015. customAttribute.offsetSrc += 4;
  1016. }
  1017. if ( customAttribute.size === 2 ) {
  1018. customAttribute.array[ offset_custom ] = v1.x;
  1019. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1020. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1021. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1022. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1023. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1024. customAttribute.array[ offset_custom + 6 ] = v4.x;
  1025. customAttribute.array[ offset_custom + 7 ] = v4.y;
  1026. customAttribute.offset += 8;
  1027. } else if ( customAttribute.size === 3 ) {
  1028. if ( customAttribute.type === "c" ) {
  1029. customAttribute.array[ offset_custom ] = v1.r;
  1030. customAttribute.array[ offset_custom + 1 ] = v1.g;
  1031. customAttribute.array[ offset_custom + 2 ] = v1.b;
  1032. customAttribute.array[ offset_custom + 3 ] = v2.r;
  1033. customAttribute.array[ offset_custom + 4 ] = v2.g;
  1034. customAttribute.array[ offset_custom + 5 ] = v2.b;
  1035. customAttribute.array[ offset_custom + 6 ] = v3.r;
  1036. customAttribute.array[ offset_custom + 7 ] = v3.g;
  1037. customAttribute.array[ offset_custom + 8 ] = v3.b;
  1038. customAttribute.array[ offset_custom + 9 ] = v4.r;
  1039. customAttribute.array[ offset_custom + 10 ] = v4.g;
  1040. customAttribute.array[ offset_custom + 11 ] = v4.b;
  1041. } else {
  1042. customAttribute.array[ offset_custom ] = v1.x;
  1043. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1044. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1045. customAttribute.array[ offset_custom + 3 ] = v2.x;
  1046. customAttribute.array[ offset_custom + 4 ] = v2.y;
  1047. customAttribute.array[ offset_custom + 5 ] = v2.z;
  1048. customAttribute.array[ offset_custom + 6 ] = v3.x;
  1049. customAttribute.array[ offset_custom + 7 ] = v3.y;
  1050. customAttribute.array[ offset_custom + 8 ] = v3.z;
  1051. customAttribute.array[ offset_custom + 9 ] = v4.x;
  1052. customAttribute.array[ offset_custom + 10 ] = v4.y;
  1053. customAttribute.array[ offset_custom + 11 ] = v4.z;
  1054. }
  1055. customAttribute.offset += 12;
  1056. } else {
  1057. customAttribute.array[ offset_custom ] = v1.x;
  1058. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1059. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1060. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1061. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1062. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1063. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1064. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1065. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1066. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1067. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1068. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1069. customAttribute.array[ offset_custom + 12 ] = v4.x;
  1070. customAttribute.array[ offset_custom + 13 ] = v4.y;
  1071. customAttribute.array[ offset_custom + 14 ] = v4.z;
  1072. customAttribute.array[ offset_custom + 15 ] = v4.w;
  1073. customAttribute.offset += 16;
  1074. }
  1075. }
  1076. }
  1077. }
  1078. }
  1079. if ( dirtyMorphTargets ) {
  1080. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  1081. v1 = morphTargets[ vk ].vertices[ face.a ].position;
  1082. v2 = morphTargets[ vk ].vertices[ face.b ].position;
  1083. v3 = morphTargets[ vk ].vertices[ face.c ].position;
  1084. v4 = morphTargets[ vk ].vertices[ face.d ].position;
  1085. vka = morphTargetsArrays[ vk ];
  1086. vka[ offset_morphTarget ] = v1.x;
  1087. vka[ offset_morphTarget + 1 ] = v1.y;
  1088. vka[ offset_morphTarget + 2 ] = v1.z;
  1089. vka[ offset_morphTarget + 3 ] = v2.x;
  1090. vka[ offset_morphTarget + 4 ] = v2.y;
  1091. vka[ offset_morphTarget + 5 ] = v2.z;
  1092. vka[ offset_morphTarget + 6 ] = v3.x;
  1093. vka[ offset_morphTarget + 7 ] = v3.y;
  1094. vka[ offset_morphTarget + 8 ] = v3.z;
  1095. vka[ offset_morphTarget + 9 ] = v4.x;
  1096. vka[ offset_morphTarget + 10 ] = v4.y;
  1097. vka[ offset_morphTarget + 11 ] = v4.z;
  1098. }
  1099. offset_morphTarget += 12;
  1100. }
  1101. if ( obj_skinWeights.length ) {
  1102. // weights
  1103. sw1 = obj_skinWeights[ face.a ];
  1104. sw2 = obj_skinWeights[ face.b ];
  1105. sw3 = obj_skinWeights[ face.c ];
  1106. sw4 = obj_skinWeights[ face.d ];
  1107. skinWeightArray[ offset_skin ] = sw1.x;
  1108. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  1109. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  1110. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  1111. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  1112. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  1113. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  1114. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  1115. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  1116. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  1117. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  1118. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  1119. skinWeightArray[ offset_skin + 12 ] = sw4.x;
  1120. skinWeightArray[ offset_skin + 13 ] = sw4.y;
  1121. skinWeightArray[ offset_skin + 14 ] = sw4.z;
  1122. skinWeightArray[ offset_skin + 15 ] = sw4.w;
  1123. // indices
  1124. si1 = obj_skinIndices[ face.a ];
  1125. si2 = obj_skinIndices[ face.b ];
  1126. si3 = obj_skinIndices[ face.c ];
  1127. si4 = obj_skinIndices[ face.d ];
  1128. skinIndexArray[ offset_skin ] = si1.x;
  1129. skinIndexArray[ offset_skin + 1 ] = si1.y;
  1130. skinIndexArray[ offset_skin + 2 ] = si1.z;
  1131. skinIndexArray[ offset_skin + 3 ] = si1.w;
  1132. skinIndexArray[ offset_skin + 4 ] = si2.x;
  1133. skinIndexArray[ offset_skin + 5 ] = si2.y;
  1134. skinIndexArray[ offset_skin + 6 ] = si2.z;
  1135. skinIndexArray[ offset_skin + 7 ] = si2.w;
  1136. skinIndexArray[ offset_skin + 8 ] = si3.x;
  1137. skinIndexArray[ offset_skin + 9 ] = si3.y;
  1138. skinIndexArray[ offset_skin + 10 ] = si3.z;
  1139. skinIndexArray[ offset_skin + 11 ] = si3.w;
  1140. skinIndexArray[ offset_skin + 12 ] = si4.x;
  1141. skinIndexArray[ offset_skin + 13 ] = si4.y;
  1142. skinIndexArray[ offset_skin + 14 ] = si4.z;
  1143. skinIndexArray[ offset_skin + 15 ] = si4.w;
  1144. // vertices A
  1145. sa1 = obj_skinVerticesA[ face.a ];
  1146. sa2 = obj_skinVerticesA[ face.b ];
  1147. sa3 = obj_skinVerticesA[ face.c ];
  1148. sa4 = obj_skinVerticesA[ face.d ];
  1149. skinVertexAArray[ offset_skin ] = sa1.x;
  1150. skinVertexAArray[ offset_skin + 1 ] = sa1.y;
  1151. skinVertexAArray[ offset_skin + 2 ] = sa1.z;
  1152. skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  1153. skinVertexAArray[ offset_skin + 4 ] = sa2.x;
  1154. skinVertexAArray[ offset_skin + 5 ] = sa2.y;
  1155. skinVertexAArray[ offset_skin + 6 ] = sa2.z;
  1156. skinVertexAArray[ offset_skin + 7 ] = 1;
  1157. skinVertexAArray[ offset_skin + 8 ] = sa3.x;
  1158. skinVertexAArray[ offset_skin + 9 ] = sa3.y;
  1159. skinVertexAArray[ offset_skin + 10 ] = sa3.z;
  1160. skinVertexAArray[ offset_skin + 11 ] = 1;
  1161. skinVertexAArray[ offset_skin + 12 ] = sa4.x;
  1162. skinVertexAArray[ offset_skin + 13 ] = sa4.y;
  1163. skinVertexAArray[ offset_skin + 14 ] = sa4.z;
  1164. skinVertexAArray[ offset_skin + 15 ] = 1;
  1165. // vertices B
  1166. sb1 = obj_skinVerticesB[ face.a ];
  1167. sb2 = obj_skinVerticesB[ face.b ];
  1168. sb3 = obj_skinVerticesB[ face.c ];
  1169. sb4 = obj_skinVerticesB[ face.d ];
  1170. skinVertexBArray[ offset_skin ] = sb1.x;
  1171. skinVertexBArray[ offset_skin + 1 ] = sb1.y;
  1172. skinVertexBArray[ offset_skin + 2 ] = sb1.z;
  1173. skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  1174. skinVertexBArray[ offset_skin + 4 ] = sb2.x;
  1175. skinVertexBArray[ offset_skin + 5 ] = sb2.y;
  1176. skinVertexBArray[ offset_skin + 6 ] = sb2.z;
  1177. skinVertexBArray[ offset_skin + 7 ] = 1;
  1178. skinVertexBArray[ offset_skin + 8 ] = sb3.x;
  1179. skinVertexBArray[ offset_skin + 9 ] = sb3.y;
  1180. skinVertexBArray[ offset_skin + 10 ] = sb3.z;
  1181. skinVertexBArray[ offset_skin + 11 ] = 1;
  1182. skinVertexBArray[ offset_skin + 12 ] = sb4.x;
  1183. skinVertexBArray[ offset_skin + 13 ] = sb4.y;
  1184. skinVertexBArray[ offset_skin + 14 ] = sb4.z;
  1185. skinVertexBArray[ offset_skin + 15 ] = 1;
  1186. offset_skin += 16;
  1187. }
  1188. if ( dirtyColors && vertexColorType ) {
  1189. if ( vertexColors.length == 4 && vertexColorType == THREE.VertexColors ) {
  1190. c1 = vertexColors[ 0 ];
  1191. c2 = vertexColors[ 1 ];
  1192. c3 = vertexColors[ 2 ];
  1193. c4 = vertexColors[ 3 ];
  1194. } else {
  1195. c1 = faceColor;
  1196. c2 = faceColor;
  1197. c3 = faceColor;
  1198. c4 = faceColor;
  1199. }
  1200. colorArray[ offset_color ] = c1.r;
  1201. colorArray[ offset_color + 1 ] = c1.g;
  1202. colorArray[ offset_color + 2 ] = c1.b;
  1203. colorArray[ offset_color + 3 ] = c2.r;
  1204. colorArray[ offset_color + 4 ] = c2.g;
  1205. colorArray[ offset_color + 5 ] = c2.b;
  1206. colorArray[ offset_color + 6 ] = c3.r;
  1207. colorArray[ offset_color + 7 ] = c3.g;
  1208. colorArray[ offset_color + 8 ] = c3.b;
  1209. colorArray[ offset_color + 9 ] = c4.r;
  1210. colorArray[ offset_color + 10 ] = c4.g;
  1211. colorArray[ offset_color + 11 ] = c4.b;
  1212. offset_color += 12;
  1213. }
  1214. if ( dirtyTangents && geometry.hasTangents ) {
  1215. t1 = vertexTangents[ 0 ];
  1216. t2 = vertexTangents[ 1 ];
  1217. t3 = vertexTangents[ 2 ];
  1218. t4 = vertexTangents[ 3 ];
  1219. tangentArray[ offset_tangent ] = t1.x;
  1220. tangentArray[ offset_tangent + 1 ] = t1.y;
  1221. tangentArray[ offset_tangent + 2 ] = t1.z;
  1222. tangentArray[ offset_tangent + 3 ] = t1.w;
  1223. tangentArray[ offset_tangent + 4 ] = t2.x;
  1224. tangentArray[ offset_tangent + 5 ] = t2.y;
  1225. tangentArray[ offset_tangent + 6 ] = t2.z;
  1226. tangentArray[ offset_tangent + 7 ] = t2.w;
  1227. tangentArray[ offset_tangent + 8 ] = t3.x;
  1228. tangentArray[ offset_tangent + 9 ] = t3.y;
  1229. tangentArray[ offset_tangent + 10 ] = t3.z;
  1230. tangentArray[ offset_tangent + 11 ] = t3.w;
  1231. tangentArray[ offset_tangent + 12 ] = t4.x;
  1232. tangentArray[ offset_tangent + 13 ] = t4.y;
  1233. tangentArray[ offset_tangent + 14 ] = t4.z;
  1234. tangentArray[ offset_tangent + 15 ] = t4.w;
  1235. offset_tangent += 16;
  1236. }
  1237. if ( dirtyNormals && normalType ) {
  1238. if ( vertexNormals.length == 4 && needsSmoothNormals ) {
  1239. for ( i = 0; i < 4; i ++ ) {
  1240. vn = vertexNormals[ i ];
  1241. normalArray[ offset_normal ] = vn.x;
  1242. normalArray[ offset_normal + 1 ] = vn.y;
  1243. normalArray[ offset_normal + 2 ] = vn.z;
  1244. offset_normal += 3;
  1245. }
  1246. } else {
  1247. for ( i = 0; i < 4; i ++ ) {
  1248. normalArray[ offset_normal ] = faceNormal.x;
  1249. normalArray[ offset_normal + 1 ] = faceNormal.y;
  1250. normalArray[ offset_normal + 2 ] = faceNormal.z;
  1251. offset_normal += 3;
  1252. }
  1253. }
  1254. }
  1255. if ( dirtyUvs && uv !== undefined && uvType ) {
  1256. for ( i = 0; i < 4; i ++ ) {
  1257. uvi = uv[ i ];
  1258. uvArray[ offset_uv ] = uvi.u;
  1259. uvArray[ offset_uv + 1 ] = uvi.v;
  1260. offset_uv += 2;
  1261. }
  1262. }
  1263. if ( dirtyUvs && uv2 !== undefined && uvType ) {
  1264. for ( i = 0; i < 4; i ++ ) {
  1265. uv2i = uv2[ i ];
  1266. uv2Array[ offset_uv2 ] = uv2i.u;
  1267. uv2Array[ offset_uv2 + 1 ] = uv2i.v;
  1268. offset_uv2 += 2;
  1269. }
  1270. }
  1271. if ( dirtyElements ) {
  1272. faceArray[ offset_face ] = vertexIndex;
  1273. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  1274. faceArray[ offset_face + 2 ] = vertexIndex + 3;
  1275. faceArray[ offset_face + 3 ] = vertexIndex + 1;
  1276. faceArray[ offset_face + 4 ] = vertexIndex + 2;
  1277. faceArray[ offset_face + 5 ] = vertexIndex + 3;
  1278. offset_face += 6;
  1279. lineArray[ offset_line ] = vertexIndex;
  1280. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  1281. lineArray[ offset_line + 2 ] = vertexIndex;
  1282. lineArray[ offset_line + 3 ] = vertexIndex + 3;
  1283. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  1284. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  1285. lineArray[ offset_line + 6 ] = vertexIndex + 2;
  1286. lineArray[ offset_line + 7 ] = vertexIndex + 3;
  1287. offset_line += 8;
  1288. vertexIndex += 4;
  1289. }
  1290. }
  1291. }
  1292. if ( dirtyVertices ) {
  1293. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1294. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  1295. }
  1296. if ( customAttributes ) {
  1297. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  1298. customAttribute = customAttributes[ i ];
  1299. if ( customAttribute.__original.needsUpdate ) {
  1300. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  1301. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  1302. }
  1303. }
  1304. }
  1305. if ( dirtyMorphTargets ) {
  1306. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  1307. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
  1308. _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
  1309. }
  1310. }
  1311. if ( dirtyColors && offset_color > 0 ) {
  1312. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1313. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1314. }
  1315. if ( dirtyNormals ) {
  1316. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1317. _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
  1318. }
  1319. if ( dirtyTangents && geometry.hasTangents ) {
  1320. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1321. _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
  1322. }
  1323. if ( dirtyUvs && offset_uv > 0 ) {
  1324. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1325. _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
  1326. }
  1327. if ( dirtyUvs && offset_uv2 > 0 ) {
  1328. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1329. _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
  1330. }
  1331. if ( dirtyElements ) {
  1332. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1333. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
  1334. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1335. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
  1336. }
  1337. if ( offset_skin > 0 ) {
  1338. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
  1339. _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexAArray, hint );
  1340. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
  1341. _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexBArray, hint );
  1342. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1343. _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
  1344. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1345. _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
  1346. }
  1347. if ( dispose ) {
  1348. delete geometryGroup.__inittedArrays;
  1349. delete geometryGroup.__colorArray;
  1350. delete geometryGroup.__normalArray;
  1351. delete geometryGroup.__tangentArray;
  1352. delete geometryGroup.__uvArray;
  1353. delete geometryGroup.__uv2Array;
  1354. delete geometryGroup.__faceArray;
  1355. delete geometryGroup.__vertexArray;
  1356. delete geometryGroup.__lineArray;
  1357. delete geometryGroup.__skinVertexAArray;
  1358. delete geometryGroup.__skinVertexBArray;
  1359. delete geometryGroup.__skinIndexArray;
  1360. delete geometryGroup.__skinWeightArray;
  1361. }
  1362. };
  1363. function setLineBuffers ( geometry, hint ) {
  1364. var v, c, vertex, offset,
  1365. vertices = geometry.vertices,
  1366. colors = geometry.colors,
  1367. vl = vertices.length,
  1368. cl = colors.length,
  1369. vertexArray = geometry.__vertexArray,
  1370. colorArray = geometry.__colorArray,
  1371. dirtyVertices = geometry.__dirtyVertices,
  1372. dirtyColors = geometry.__dirtyColors;
  1373. if ( dirtyVertices ) {
  1374. for ( v = 0; v < vl; v ++ ) {
  1375. vertex = vertices[ v ].position;
  1376. offset = v * 3;
  1377. vertexArray[ offset ] = vertex.x;
  1378. vertexArray[ offset + 1 ] = vertex.y;
  1379. vertexArray[ offset + 2 ] = vertex.z;
  1380. }
  1381. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  1382. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  1383. }
  1384. if ( dirtyColors ) {
  1385. for ( c = 0; c < cl; c ++ ) {
  1386. color = colors[ c ];
  1387. offset = c * 3;
  1388. colorArray[ offset ] = color.r;
  1389. colorArray[ offset + 1 ] = color.g;
  1390. colorArray[ offset + 2 ] = color.b;
  1391. }
  1392. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  1393. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1394. }
  1395. };
  1396. function setRibbonBuffers ( geometry, hint ) {
  1397. var v, c, vertex, offset,
  1398. vertices = geometry.vertices,
  1399. colors = geometry.colors,
  1400. vl = vertices.length,
  1401. cl = colors.length,
  1402. vertexArray = geometry.__vertexArray,
  1403. colorArray = geometry.__colorArray,
  1404. dirtyVertices = geometry.__dirtyVertices,
  1405. dirtyColors = geometry.__dirtyColors;
  1406. if ( dirtyVertices ) {
  1407. for ( v = 0; v < vl; v ++ ) {
  1408. vertex = vertices[ v ].position;
  1409. offset = v * 3;
  1410. vertexArray[ offset ] = vertex.x;
  1411. vertexArray[ offset + 1 ] = vertex.y;
  1412. vertexArray[ offset + 2 ] = vertex.z;
  1413. }
  1414. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  1415. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  1416. }
  1417. if ( dirtyColors ) {
  1418. for ( c = 0; c < cl; c ++ ) {
  1419. color = colors[ c ];
  1420. offset = c * 3;
  1421. colorArray[ offset ] = color.r;
  1422. colorArray[ offset + 1 ] = color.g;
  1423. colorArray[ offset + 2 ] = color.b;
  1424. }
  1425. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  1426. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1427. }
  1428. };
  1429. function setParticleBuffers ( geometry, hint, object ) {
  1430. var v, c, vertex, offset,
  1431. vertices = geometry.vertices,
  1432. vl = vertices.length,
  1433. colors = geometry.colors,
  1434. cl = colors.length,
  1435. vertexArray = geometry.__vertexArray,
  1436. colorArray = geometry.__colorArray,
  1437. sortArray = geometry.__sortArray,
  1438. dirtyVertices = geometry.__dirtyVertices,
  1439. dirtyElements = geometry.__dirtyElements,
  1440. dirtyColors = geometry.__dirtyColors,
  1441. customAttributes = geometry.__webglCustomAttributesList,
  1442. i, il,
  1443. a, ca, cal, v1,
  1444. offset_custom,
  1445. customAttribute;
  1446. if ( customAttributes ) {
  1447. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  1448. customAttributes[ i ].offset = 0;
  1449. }
  1450. }
  1451. if ( object.sortParticles ) {
  1452. _projScreenMatrix.multiplySelf( object.matrixWorld );
  1453. for ( v = 0; v < vl; v++ ) {
  1454. vertex = vertices[ v ].position;
  1455. _vector3.copy( vertex );
  1456. _projScreenMatrix.multiplyVector3( _vector3 );
  1457. sortArray[ v ] = [ _vector3.z, v ];
  1458. }
  1459. sortArray.sort( function( a, b ) { return b[ 0 ] - a[ 0 ]; } );
  1460. for ( v = 0; v < vl; v++ ) {
  1461. vertex = vertices[ sortArray[v][1] ].position;
  1462. offset = v * 3;
  1463. vertexArray[ offset ] = vertex.x;
  1464. vertexArray[ offset + 1 ] = vertex.y;
  1465. vertexArray[ offset + 2 ] = vertex.z;
  1466. }
  1467. for ( c = 0; c < cl; c ++ ) {
  1468. offset = c * 3;
  1469. color = colors[ sortArray[c][1] ];
  1470. colorArray[ offset ] = color.r;
  1471. colorArray[ offset + 1 ] = color.g;
  1472. colorArray[ offset + 2 ] = color.b;
  1473. }
  1474. if ( customAttributes ) {
  1475. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  1476. customAttribute = customAttributes[ i ];
  1477. cal = customAttribute.value.length;
  1478. for ( ca = 0; ca < cal; ca ++ ) {
  1479. index = sortArray[ca][1];
  1480. offset_custom = customAttribute.offset;
  1481. if ( customAttribute.size === 1 ) {
  1482. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1483. customAttribute.array[ offset_custom ] = customAttribute.value[ index ];
  1484. }
  1485. } else {
  1486. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1487. v1 = customAttribute.value[ index ];
  1488. }
  1489. if ( customAttribute.size === 2 ) {
  1490. customAttribute.array[ offset_custom ] = v1.x;
  1491. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1492. } else if ( customAttribute.size === 3 ) {
  1493. if ( customAttribute.type === "c" ) {
  1494. customAttribute.array[ offset_custom ] = v1.r;
  1495. customAttribute.array[ offset_custom + 1 ] = v1.g;
  1496. customAttribute.array[ offset_custom + 2 ] = v1.b;
  1497. } else {
  1498. customAttribute.array[ offset_custom ] = v1.x;
  1499. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1500. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1501. }
  1502. } else {
  1503. customAttribute.array[ offset_custom ] = v1.x;
  1504. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1505. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1506. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1507. }
  1508. }
  1509. customAttribute.offset += customAttribute.size;
  1510. }
  1511. }
  1512. }
  1513. } else {
  1514. if ( dirtyVertices ) {
  1515. for ( v = 0; v < vl; v ++ ) {
  1516. vertex = vertices[ v ].position;
  1517. offset = v * 3;
  1518. vertexArray[ offset ] = vertex.x;
  1519. vertexArray[ offset + 1 ] = vertex.y;
  1520. vertexArray[ offset + 2 ] = vertex.z;
  1521. }
  1522. }
  1523. if ( dirtyColors ) {
  1524. for ( c = 0; c < cl; c ++ ) {
  1525. color = colors[ c ];
  1526. offset = c * 3;
  1527. colorArray[ offset ] = color.r;
  1528. colorArray[ offset + 1 ] = color.g;
  1529. colorArray[ offset + 2 ] = color.b;
  1530. }
  1531. }
  1532. if ( customAttributes ) {
  1533. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  1534. customAttribute = customAttributes[ i ];
  1535. if ( customAttribute.__original.needsUpdate ) {
  1536. cal = customAttribute.value.length;
  1537. for ( ca = 0; ca < cal; ca ++ ) {
  1538. offset_custom = customAttribute.offset;
  1539. if ( customAttribute.size === 1 ) {
  1540. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1541. customAttribute.array[ offset_custom ] = customAttribute.value[ ca ];
  1542. }
  1543. } else {
  1544. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1545. v1 = customAttribute.value[ ca ];
  1546. }
  1547. if ( customAttribute.size === 2 ) {
  1548. customAttribute.array[ offset_custom ] = v1.x;
  1549. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1550. } else if ( customAttribute.size === 3 ) {
  1551. if ( customAttribute.type === "c" ) {
  1552. customAttribute.array[ offset_custom ] = v1.r;
  1553. customAttribute.array[ offset_custom + 1 ] = v1.g;
  1554. customAttribute.array[ offset_custom + 2 ] = v1.b;
  1555. } else {
  1556. customAttribute.array[ offset_custom ] = v1.x;
  1557. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1558. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1559. }
  1560. } else {
  1561. customAttribute.array[ offset_custom ] = v1.x;
  1562. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1563. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1564. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1565. }
  1566. }
  1567. customAttribute.offset += customAttribute.size;
  1568. }
  1569. }
  1570. }
  1571. }
  1572. }
  1573. if ( dirtyVertices || object.sortParticles ) {
  1574. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  1575. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  1576. }
  1577. if ( dirtyColors || object.sortParticles ) {
  1578. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  1579. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1580. }
  1581. if ( customAttributes ) {
  1582. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  1583. customAttribute = customAttributes[ i ];
  1584. if ( customAttribute.__original.needsUpdate || object.sortParticles ) {
  1585. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  1586. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  1587. }
  1588. }
  1589. }
  1590. };
  1591. function setMaterialShaders( material, shaders ) {
  1592. material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms );
  1593. material.vertexShader = shaders.vertexShader;
  1594. material.fragmentShader = shaders.fragmentShader;
  1595. };
  1596. function refreshUniformsCommon( uniforms, material ) {
  1597. uniforms.opacity.value = material.opacity;
  1598. if ( _this.gammaInput ) {
  1599. uniforms.diffuse.value.copyGammaToLinear( material.color );
  1600. } else {
  1601. uniforms.diffuse.value = material.color;
  1602. }
  1603. uniforms.map.texture = material.map;
  1604. if ( material.map ) {
  1605. uniforms.offsetRepeat.value.set( material.map.offset.x, material.map.offset.y, material.map.repeat.x, material.map.repeat.y );
  1606. }
  1607. uniforms.lightMap.texture = material.lightMap;
  1608. uniforms.envMap.texture = material.envMap;
  1609. uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : -1;
  1610. if ( _this.gammaInput ) {
  1611. //uniforms.reflectivity.value = material.reflectivity * material.reflectivity;
  1612. uniforms.reflectivity.value = material.reflectivity;
  1613. } else {
  1614. uniforms.reflectivity.value = material.reflectivity;
  1615. }
  1616. uniforms.refractionRatio.value = material.refractionRatio;
  1617. uniforms.combine.value = material.combine;
  1618. uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
  1619. };
  1620. function refreshUniformsLine( uniforms, material ) {
  1621. uniforms.diffuse.value = material.color;
  1622. uniforms.opacity.value = material.opacity;
  1623. };
  1624. function refreshUniformsParticle( uniforms, material ) {
  1625. uniforms.psColor.value = material.color;
  1626. uniforms.opacity.value = material.opacity;
  1627. uniforms.size.value = material.size;
  1628. uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
  1629. uniforms.map.texture = material.map;
  1630. };
  1631. function refreshUniformsFog( uniforms, fog ) {
  1632. uniforms.fogColor.value = fog.color;
  1633. if ( fog instanceof THREE.Fog ) {
  1634. uniforms.fogNear.value = fog.near;
  1635. uniforms.fogFar.value = fog.far;
  1636. } else if ( fog instanceof THREE.FogExp2 ) {
  1637. uniforms.fogDensity.value = fog.density;
  1638. }
  1639. };
  1640. function refreshUniformsPhong( uniforms, material ) {
  1641. uniforms.shininess.value = material.shininess;
  1642. if ( _this.gammaInput ) {
  1643. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  1644. uniforms.specular.value.copyGammaToLinear( material.specular );
  1645. } else {
  1646. uniforms.ambient.value = material.ambient;
  1647. uniforms.specular.value = material.specular;
  1648. }
  1649. };
  1650. function refreshUniformsLambert( uniforms, material ) {
  1651. if ( _this.gammaInput ) {
  1652. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  1653. } else {
  1654. uniforms.ambient.value = material.ambient;
  1655. }
  1656. };
  1657. function refreshUniformsLights( uniforms, lights ) {
  1658. uniforms.enableLighting.value = lights.directional.length + lights.point.length;
  1659. uniforms.ambientLightColor.value = lights.ambient;
  1660. uniforms.directionalLightColor.value = lights.directional.colors;
  1661. uniforms.directionalLightDirection.value = lights.directional.positions;
  1662. uniforms.pointLightColor.value = lights.point.colors;
  1663. uniforms.pointLightPosition.value = lights.point.positions;
  1664. uniforms.pointLightDistance.value = lights.point.distances;
  1665. };
  1666. function refreshUniformsShadow( uniforms, material ) {
  1667. if ( uniforms.shadowMatrix ) {
  1668. for ( var i = 0; i < _shadowMatrix.length; i ++ ) {
  1669. uniforms.shadowMatrix.value[ i ] = _shadowMatrix[ i ];
  1670. uniforms.shadowMap.texture[ i ] = _this.shadowMap[ i ];
  1671. }
  1672. uniforms.shadowDarkness.value = _this.shadowMapDarkness;
  1673. uniforms.shadowBias.value = _this.shadowMapBias;
  1674. }
  1675. };
  1676. this.initMaterial = function ( material, lights, fog, object ) {
  1677. var u, a, identifiers, i, parameters, maxLightCount, maxBones, maxShadows, shaderID;
  1678. if ( material instanceof THREE.MeshDepthMaterial ) {
  1679. shaderID = 'depth';
  1680. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  1681. shaderID = 'normal';
  1682. } else if ( material instanceof THREE.MeshBasicMaterial ) {
  1683. shaderID = 'basic';
  1684. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  1685. shaderID = 'lambert';
  1686. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  1687. shaderID = 'phong';
  1688. } else if ( material instanceof THREE.LineBasicMaterial ) {
  1689. shaderID = 'basic';
  1690. } else if ( material instanceof THREE.ParticleBasicMaterial ) {
  1691. shaderID = 'particle_basic';
  1692. }
  1693. if ( shaderID ) {
  1694. setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );
  1695. }
  1696. // heuristics to create shader parameters according to lights in the scene
  1697. // (not to blow over maxLights budget)
  1698. maxLightCount = allocateLights( lights );
  1699. maxShadows = allocateShadows( lights );
  1700. maxBones = allocateBones( object );
  1701. parameters = {
  1702. map: !!material.map, envMap: !!material.envMap, lightMap: !!material.lightMap,
  1703. vertexColors: material.vertexColors,
  1704. fog: fog, useFog: material.fog,
  1705. sizeAttenuation: material.sizeAttenuation,
  1706. skinning: material.skinning,
  1707. morphTargets: material.morphTargets,
  1708. maxMorphTargets: this.maxMorphTargets,
  1709. maxDirLights: maxLightCount.directional, maxPointLights: maxLightCount.point,
  1710. maxBones: maxBones,
  1711. shadowMapEnabled: this.shadowMapEnabled && object.receiveShadow,
  1712. shadowMapSoft: this.shadowMapSoft,
  1713. shadowMapWidth: this.shadowMapWidth,
  1714. shadowMapHeight: this.shadowMapHeight,
  1715. maxShadows: maxShadows,
  1716. alphaTest: material.alphaTest,
  1717. metal: material.metal,
  1718. perPixel: material.perPixel
  1719. };
  1720. material.program = buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, parameters );
  1721. var attributes = material.program.attributes;
  1722. if ( attributes.position >= 0 ) _gl.enableVertexAttribArray( attributes.position );
  1723. if ( attributes.color >= 0 ) _gl.enableVertexAttribArray( attributes.color );
  1724. if ( attributes.normal >= 0 ) _gl.enableVertexAttribArray( attributes.normal );
  1725. if ( attributes.tangent >= 0 ) _gl.enableVertexAttribArray( attributes.tangent );
  1726. if ( material.skinning &&
  1727. attributes.skinVertexA >=0 && attributes.skinVertexB >= 0 &&
  1728. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  1729. _gl.enableVertexAttribArray( attributes.skinVertexA );
  1730. _gl.enableVertexAttribArray( attributes.skinVertexB );
  1731. _gl.enableVertexAttribArray( attributes.skinIndex );
  1732. _gl.enableVertexAttribArray( attributes.skinWeight );
  1733. }
  1734. if ( material.attributes ) {
  1735. for ( a in material.attributes ) {
  1736. if( attributes[ a ] !== undefined && attributes[ a ] >= 0 ) _gl.enableVertexAttribArray( attributes[ a ] );
  1737. }
  1738. }
  1739. if ( material.morphTargets ) {
  1740. material.numSupportedMorphTargets = 0;
  1741. var id, base = "morphTarget";
  1742. for ( i = 0; i < this.maxMorphTargets; i ++ ) {
  1743. id = base + i;
  1744. if ( attributes[ id ] >= 0 ) {
  1745. _gl.enableVertexAttribArray( attributes[ id ] );
  1746. material.numSupportedMorphTargets ++;
  1747. }
  1748. }
  1749. }
  1750. material.uniformsList = [];
  1751. for ( u in material.uniforms ) {
  1752. material.uniformsList.push( [ material.uniforms[ u ], u ] );
  1753. }
  1754. };
  1755. function setProgram( camera, lights, fog, material, object ) {
  1756. if ( ! material.program ) {
  1757. _this.initMaterial( material, lights, fog, object );
  1758. }
  1759. if ( material.morphTargets ) {
  1760. if ( ! object.__webglMorphTargetInfluences ) {
  1761. object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
  1762. for ( var i = 0, il = _this.maxMorphTargets; i < il; i ++ ) {
  1763. object.__webglMorphTargetInfluences[ i ] = 0;
  1764. }
  1765. }
  1766. }
  1767. var refreshMaterial = false;
  1768. var program = material.program,
  1769. p_uniforms = program.uniforms,
  1770. m_uniforms = material.uniforms;
  1771. if ( program != _currentProgram ) {
  1772. _gl.useProgram( program );
  1773. _currentProgram = program;
  1774. refreshMaterial = true;
  1775. }
  1776. if ( material.id != _currentMaterialId ) {
  1777. _currentMaterialId = material.id;
  1778. refreshMaterial = true;
  1779. }
  1780. if ( refreshMaterial ) {
  1781. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, _projectionMatrixArray );
  1782. // refresh uniforms common to several materials
  1783. if ( fog && material.fog ) {
  1784. refreshUniformsFog( m_uniforms, fog );
  1785. }
  1786. if ( material instanceof THREE.MeshPhongMaterial ||
  1787. material instanceof THREE.MeshLambertMaterial ||
  1788. material.lights ) {
  1789. setupLights( program, lights );
  1790. refreshUniformsLights( m_uniforms, _lights );
  1791. }
  1792. if ( material instanceof THREE.MeshBasicMaterial ||
  1793. material instanceof THREE.MeshLambertMaterial ||
  1794. material instanceof THREE.MeshPhongMaterial ) {
  1795. refreshUniformsCommon( m_uniforms, material );
  1796. }
  1797. // refresh single material specific uniforms
  1798. if ( material instanceof THREE.LineBasicMaterial ) {
  1799. refreshUniformsLine( m_uniforms, material );
  1800. } else if ( material instanceof THREE.ParticleBasicMaterial ) {
  1801. refreshUniformsParticle( m_uniforms, material );
  1802. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  1803. refreshUniformsPhong( m_uniforms, material );
  1804. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  1805. refreshUniformsLambert( m_uniforms, material );
  1806. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  1807. m_uniforms.mNear.value = camera.near;
  1808. m_uniforms.mFar.value = camera.far;
  1809. m_uniforms.opacity.value = material.opacity;
  1810. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  1811. m_uniforms.opacity.value = material.opacity;
  1812. }
  1813. if ( object.receiveShadow && ! material._shadowPass ) {
  1814. refreshUniformsShadow( m_uniforms, material );
  1815. }
  1816. // load common uniforms
  1817. loadUniformsGeneric( program, material.uniformsList );
  1818. // load material specific uniforms
  1819. // (shader material also gets them for the sake of genericity)
  1820. if ( material instanceof THREE.ShaderMaterial ||
  1821. material instanceof THREE.MeshPhongMaterial ||
  1822. material.envMap ) {
  1823. if( p_uniforms.cameraPosition !== null ) {
  1824. _gl.uniform3f( p_uniforms.cameraPosition, camera.position.x, camera.position.y, camera.position.z );
  1825. }
  1826. }
  1827. if ( material instanceof THREE.MeshPhongMaterial ||
  1828. material instanceof THREE.MeshLambertMaterial ||
  1829. material instanceof THREE.ShaderMaterial ||
  1830. material.skinning ) {
  1831. if( p_uniforms.viewMatrix !== null ) {
  1832. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, _viewMatrixArray );
  1833. }
  1834. }
  1835. if ( material.skinning ) {
  1836. loadUniformsSkinning( p_uniforms, object );
  1837. }
  1838. }
  1839. loadUniformsMatrices( p_uniforms, object );
  1840. if ( material instanceof THREE.ShaderMaterial ||
  1841. material.envMap ||
  1842. material.skinning ||
  1843. object.receiveShadow ) {
  1844. if ( p_uniforms.objectMatrix !== null ) {
  1845. _gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
  1846. }
  1847. }
  1848. return program;
  1849. };
  1850. function renderBuffer( camera, lights, fog, material, geometryGroup, object ) {
  1851. if ( material.opacity == 0 ) return;
  1852. var program, attributes, linewidth, primitives, a, attribute, i, il;
  1853. program = setProgram( camera, lights, fog, material, object );
  1854. attributes = program.attributes;
  1855. var updateBuffers = false,
  1856. wireframeBit = material.wireframe ? 1 : 0,
  1857. geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
  1858. if ( geometryGroupHash != _currentGeometryGroupHash ) {
  1859. _currentGeometryGroupHash = geometryGroupHash;
  1860. updateBuffers = true;
  1861. }
  1862. // vertices
  1863. if ( !material.morphTargets && attributes.position >= 0 ) {
  1864. if ( updateBuffers ) {
  1865. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1866. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1867. }
  1868. } else {
  1869. if ( object.morphTargetBase ) {
  1870. setupMorphTargets( material, geometryGroup, object );
  1871. }
  1872. }
  1873. if ( updateBuffers ) {
  1874. // custom attributes
  1875. // Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
  1876. if ( geometryGroup.__webglCustomAttributesList ) {
  1877. for ( i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
  1878. attribute = geometryGroup.__webglCustomAttributesList[ i ];
  1879. if( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {
  1880. _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
  1881. _gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );
  1882. }
  1883. }
  1884. }
  1885. // colors
  1886. if ( attributes.color >= 0 ) {
  1887. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1888. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  1889. }
  1890. // normals
  1891. if ( attributes.normal >= 0 ) {
  1892. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1893. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1894. }
  1895. // tangents
  1896. if ( attributes.tangent >= 0 ) {
  1897. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1898. _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
  1899. }
  1900. // uvs
  1901. if ( attributes.uv >= 0 ) {
  1902. if ( geometryGroup.__webglUVBuffer ) {
  1903. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1904. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  1905. _gl.enableVertexAttribArray( attributes.uv );
  1906. } else {
  1907. _gl.disableVertexAttribArray( attributes.uv );
  1908. }
  1909. }
  1910. if ( attributes.uv2 >= 0 ) {
  1911. if ( geometryGroup.__webglUV2Buffer ) {
  1912. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1913. _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
  1914. _gl.enableVertexAttribArray( attributes.uv2 );
  1915. } else {
  1916. _gl.disableVertexAttribArray( attributes.uv2 );
  1917. }
  1918. }
  1919. if ( material.skinning &&
  1920. attributes.skinVertexA >= 0 && attributes.skinVertexB >= 0 &&
  1921. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  1922. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
  1923. _gl.vertexAttribPointer( attributes.skinVertexA, 4, _gl.FLOAT, false, 0, 0 );
  1924. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
  1925. _gl.vertexAttribPointer( attributes.skinVertexB, 4, _gl.FLOAT, false, 0, 0 );
  1926. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1927. _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
  1928. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1929. _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
  1930. }
  1931. }
  1932. // render mesh
  1933. if ( object instanceof THREE.Mesh ) {
  1934. // wireframe
  1935. if ( material.wireframe ) {
  1936. _gl.lineWidth( material.wireframeLinewidth );
  1937. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1938. _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, _gl.UNSIGNED_SHORT, 0 );
  1939. // triangles
  1940. } else {
  1941. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1942. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
  1943. }
  1944. _this.info.render.calls ++;
  1945. _this.info.render.vertices += geometryGroup.__webglFaceCount;
  1946. _this.info.render.faces += geometryGroup.__webglFaceCount / 3;
  1947. // render lines
  1948. } else if ( object instanceof THREE.Line ) {
  1949. primitives = ( object.type == THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  1950. _gl.lineWidth( material.linewidth );
  1951. _gl.drawArrays( primitives, 0, geometryGroup.__webglLineCount );
  1952. _this.info.render.calls ++;
  1953. // render particles
  1954. } else if ( object instanceof THREE.ParticleSystem ) {
  1955. _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
  1956. _this.info.render.calls ++;
  1957. // render ribbon
  1958. } else if ( object instanceof THREE.Ribbon ) {
  1959. _gl.drawArrays( _gl.TRIANGLE_STRIP, 0, geometryGroup.__webglVertexCount );
  1960. _this.info.render.calls ++;
  1961. }
  1962. };
  1963. function setupMorphTargets( material, geometryGroup, object ) {
  1964. // set base
  1965. var attributes = material.program.attributes;
  1966. if ( object.morphTargetBase !== - 1 ) {
  1967. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
  1968. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1969. } else if ( attributes.position >= 0 ) {
  1970. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1971. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1972. }
  1973. if ( object.morphTargetForcedOrder.length ) {
  1974. // set forced order
  1975. var m = 0;
  1976. var order = object.morphTargetForcedOrder;
  1977. var influences = object.morphTargetInfluences;
  1978. while ( m < material.numSupportedMorphTargets && m < order.length ) {
  1979. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
  1980. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1981. object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];
  1982. m ++;
  1983. }
  1984. } else {
  1985. // find most influencing
  1986. var used = [];
  1987. var candidateInfluence = - 1;
  1988. var candidate = 0;
  1989. var influences = object.morphTargetInfluences;
  1990. var i, il = influences.length;
  1991. var m = 0;
  1992. if ( object.morphTargetBase !== - 1 ) {
  1993. used[ object.morphTargetBase ] = true;
  1994. }
  1995. while ( m < material.numSupportedMorphTargets ) {
  1996. for ( i = 0; i < il; i ++ ) {
  1997. if ( !used[ i ] && influences[ i ] > candidateInfluence ) {
  1998. candidate = i;
  1999. candidateInfluence = influences[ candidate ];
  2000. }
  2001. }
  2002. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ candidate ] );
  2003. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  2004. object.__webglMorphTargetInfluences[ m ] = candidateInfluence;
  2005. used[ candidate ] = 1;
  2006. candidateInfluence = -1;
  2007. m ++;
  2008. }
  2009. }
  2010. // load updated influences uniform
  2011. if( material.program.uniforms.morphTargetInfluences !== null ) {
  2012. _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
  2013. }
  2014. }
  2015. function renderBufferImmediate( object, program, shading ) {
  2016. if ( ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
  2017. if ( ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
  2018. if ( object.hasPos ) {
  2019. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
  2020. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  2021. _gl.enableVertexAttribArray( program.attributes.position );
  2022. _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  2023. }
  2024. if ( object.hasNormal ) {
  2025. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
  2026. if ( shading == THREE.FlatShading ) {
  2027. var nx, ny, nz,
  2028. nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
  2029. normalArray,
  2030. i, il = object.count * 3;
  2031. for( i = 0; i < il; i += 9 ) {
  2032. normalArray = object.normalArray;
  2033. nax = normalArray[ i ];
  2034. nay = normalArray[ i + 1 ];
  2035. naz = normalArray[ i + 2 ];
  2036. nbx = normalArray[ i + 3 ];
  2037. nby = normalArray[ i + 4 ];
  2038. nbz = normalArray[ i + 5 ];
  2039. ncx = normalArray[ i + 6 ];
  2040. ncy = normalArray[ i + 7 ];
  2041. ncz = normalArray[ i + 8 ];
  2042. nx = ( nax + nbx + ncx ) / 3;
  2043. ny = ( nay + nby + ncy ) / 3;
  2044. nz = ( naz + nbz + ncz ) / 3;
  2045. normalArray[ i ] = nx;
  2046. normalArray[ i + 1 ] = ny;
  2047. normalArray[ i + 2 ] = nz;
  2048. normalArray[ i + 3 ] = nx;
  2049. normalArray[ i + 4 ] = ny;
  2050. normalArray[ i + 5 ] = nz;
  2051. normalArray[ i + 6 ] = nx;
  2052. normalArray[ i + 7 ] = ny;
  2053. normalArray[ i + 8 ] = nz;
  2054. }
  2055. }
  2056. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  2057. _gl.enableVertexAttribArray( program.attributes.normal );
  2058. _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  2059. }
  2060. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  2061. object.count = 0;
  2062. };
  2063. function setObjectFaces( object ) {
  2064. if ( _oldDoubleSided != object.doubleSided ) {
  2065. if( object.doubleSided ) {
  2066. _gl.disable( _gl.CULL_FACE );
  2067. } else {
  2068. _gl.enable( _gl.CULL_FACE );
  2069. }
  2070. _oldDoubleSided = object.doubleSided;
  2071. }
  2072. if ( _oldFlipSided != object.flipSided ) {
  2073. if( object.flipSided ) {
  2074. _gl.frontFace( _gl.CW );
  2075. } else {
  2076. _gl.frontFace( _gl.CCW );
  2077. }
  2078. _oldFlipSided = object.flipSided;
  2079. }
  2080. };
  2081. function setDepthTest( depthTest ) {
  2082. if ( _oldDepthTest != depthTest ) {
  2083. if( depthTest ) {
  2084. _gl.enable( _gl.DEPTH_TEST );
  2085. } else {
  2086. _gl.disable( _gl.DEPTH_TEST );
  2087. }
  2088. _oldDepthTest = depthTest;
  2089. }
  2090. };
  2091. function setDepthWrite( depthWrite ) {
  2092. if ( _oldDepthWrite != depthWrite ) {
  2093. _gl.depthMask( depthWrite );
  2094. _oldDepthWrite = depthWrite;
  2095. }
  2096. };
  2097. function setPolygonOffset ( polygonoffset, factor, units ) {
  2098. if ( _oldPolygonOffset != polygonoffset ) {
  2099. if ( polygonoffset ) {
  2100. _gl.enable( _gl.POLYGON_OFFSET_FILL );
  2101. } else {
  2102. _gl.disable( _gl.POLYGON_OFFSET_FILL );
  2103. }
  2104. _oldPolygonOffset = polygonoffset;
  2105. }
  2106. if ( polygonoffset && ( _oldPolygonOffsetFactor != factor || _oldPolygonOffsetUnits != units ) ) {
  2107. _gl.polygonOffset( factor, units );
  2108. _oldPolygonOffsetFactor = factor;
  2109. _oldPolygonOffsetUnits = units;
  2110. }
  2111. };
  2112. function computeFrustum( m ) {
  2113. _frustum[ 0 ].set( m.n41 - m.n11, m.n42 - m.n12, m.n43 - m.n13, m.n44 - m.n14 );
  2114. _frustum[ 1 ].set( m.n41 + m.n11, m.n42 + m.n12, m.n43 + m.n13, m.n44 + m.n14 );
  2115. _frustum[ 2 ].set( m.n41 + m.n21, m.n42 + m.n22, m.n43 + m.n23, m.n44 + m.n24 );
  2116. _frustum[ 3 ].set( m.n41 - m.n21, m.n42 - m.n22, m.n43 - m.n23, m.n44 - m.n24 );
  2117. _frustum[ 4 ].set( m.n41 - m.n31, m.n42 - m.n32, m.n43 - m.n33, m.n44 - m.n34 );
  2118. _frustum[ 5 ].set( m.n41 + m.n31, m.n42 + m.n32, m.n43 + m.n33, m.n44 + m.n34 );
  2119. var i, plane;
  2120. for ( i = 0; i < 6; i ++ ) {
  2121. plane = _frustum[ i ];
  2122. plane.divideScalar( Math.sqrt( plane.x * plane.x + plane.y * plane.y + plane.z * plane.z ) );
  2123. }
  2124. };
  2125. function isInFrustum( object ) {
  2126. var distance, matrix = object.matrixWorld,
  2127. radius = - object.geometry.boundingSphere.radius * Math.max( object.scale.x, Math.max( object.scale.y, object.scale.z ) );
  2128. for ( var i = 0; i < 6; i ++ ) {
  2129. distance = _frustum[ i ].x * matrix.n14 + _frustum[ i ].y * matrix.n24 + _frustum[ i ].z * matrix.n34 + _frustum[ i ].w;
  2130. if ( distance <= radius ) return false;
  2131. }
  2132. return true;
  2133. };
  2134. function addToFixedArray( where, what ) {
  2135. where.list[ where.count ] = what;
  2136. where.count += 1;
  2137. };
  2138. function unrollImmediateBufferMaterials( globject ) {
  2139. var i, l, m, ml, material,
  2140. object = globject.object,
  2141. opaque = globject.opaque,
  2142. transparent = globject.transparent;
  2143. transparent.count = 0;
  2144. opaque.count = 0;
  2145. for ( m = 0, ml = object.materials.length; m < ml; m ++ ) {
  2146. material = object.materials[ m ];
  2147. material.transparent ? addToFixedArray( transparent, material ) : addToFixedArray( opaque, material );
  2148. }
  2149. };
  2150. function unrollBufferMaterials( globject ) {
  2151. var i, l, m, ml, material, meshMaterial,
  2152. object = globject.object,
  2153. buffer = globject.buffer,
  2154. opaque = globject.opaque,
  2155. transparent = globject.transparent;
  2156. transparent.count = 0;
  2157. opaque.count = 0;
  2158. for ( m = 0, ml = object.materials.length; m < ml; m ++ ) {
  2159. meshMaterial = object.materials[ m ];
  2160. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  2161. for ( i = 0, l = buffer.materials.length; i < l; i ++ ) {
  2162. material = buffer.materials[ i ];
  2163. if ( material ) material.transparent ? addToFixedArray( transparent, material ) : addToFixedArray( opaque, material );
  2164. }
  2165. } else {
  2166. material = meshMaterial;
  2167. if ( material ) material.transparent ? addToFixedArray( transparent, material ) : addToFixedArray( opaque, material );
  2168. }
  2169. }
  2170. };
  2171. function painterSort( a, b ) {
  2172. return b.z - a.z;
  2173. };
  2174. function renderShadowMap( scene, camera ) {
  2175. var i, il, light,
  2176. j = 0,
  2177. shadowMap, shadowMatrix,
  2178. oil,
  2179. material,
  2180. o, ol, webglObject, object,
  2181. lights = scene.lights,
  2182. fog = null;
  2183. if ( ! _cameraLight ) {
  2184. _cameraLight = new THREE.PerspectiveCamera( _this.shadowCameraFov, _this.shadowMapWidth / _this.shadowMapHeight, _this.shadowCameraNear, _this.shadowCameraFar );
  2185. }
  2186. for ( i = 0, il = lights.length; i < il; i ++ ) {
  2187. light = lights[ i ];
  2188. if ( light instanceof THREE.SpotLight && light.castShadow ) {
  2189. _currentMaterialId = -1;
  2190. if ( ! _this.shadowMap[ j ] ) {
  2191. var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat };
  2192. _this.shadowMap[ j ] = new THREE.WebGLRenderTarget( _this.shadowMapWidth, _this.shadowMapHeight, pars );
  2193. }
  2194. if ( ! _shadowMatrix[ j ] ) {
  2195. _shadowMatrix[ j ] = new THREE.Matrix4();
  2196. }
  2197. shadowMap = _this.shadowMap[ j ];
  2198. shadowMatrix = _shadowMatrix[ j ];
  2199. _cameraLight.position.copy( light.position );
  2200. _cameraLight.lookAt( light.target.position );
  2201. _cameraLight.update( undefined, true );
  2202. scene.update( undefined, false, _cameraLight );
  2203. // compute shadow matrix
  2204. shadowMatrix.set( 0.5, 0.0, 0.0, 0.5,
  2205. 0.0, 0.5, 0.0, 0.5,
  2206. 0.0, 0.0, 0.5, 0.5,
  2207. 0.0, 0.0, 0.0, 1.0 );
  2208. shadowMatrix.multiplySelf( _cameraLight.projectionMatrix );
  2209. shadowMatrix.multiplySelf( _cameraLight.matrixWorldInverse );
  2210. // render shadow map
  2211. _cameraLight.matrixWorldInverse.flattenToArray( _viewMatrixArray );
  2212. _cameraLight.projectionMatrix.flattenToArray( _projectionMatrixArray );
  2213. _projScreenMatrix.multiply( _cameraLight.projectionMatrix, _cameraLight.matrixWorldInverse );
  2214. computeFrustum( _projScreenMatrix );
  2215. _this.initWebGLObjects( scene );
  2216. setRenderTarget( shadowMap );
  2217. // using arbitrary clear color in depth pass
  2218. // creates variance in shadows
  2219. _gl.clearColor( 1, 1, 1, 1 );
  2220. //_gl.clearColor( 0, 0, 0, 1 );
  2221. _this.clear();
  2222. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  2223. // set matrices & frustum culling
  2224. ol = scene.__webglObjects.length;
  2225. oil = scene.__webglObjectsImmediate.length;
  2226. for ( o = 0; o < ol; o ++ ) {
  2227. webglObject = scene.__webglObjects[ o ];
  2228. object = webglObject.object;
  2229. if ( object.visible && object.castShadow ) {
  2230. if ( ! ( object instanceof THREE.Mesh ) || ! ( object.frustumCulled ) || isInFrustum( object ) ) {
  2231. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2232. setupMatrices( object, _cameraLight, false );
  2233. webglObject.render = true;
  2234. } else {
  2235. webglObject.render = false;
  2236. }
  2237. } else {
  2238. webglObject.render = false;
  2239. }
  2240. }
  2241. setDepthTest( true );
  2242. setBlending( THREE.NormalBlending ); // maybe blending should be just disabled?
  2243. //_gl.cullFace( _gl.FRONT );
  2244. for ( o = 0; o < ol; o ++ ) {
  2245. webglObject = scene.__webglObjects[ o ];
  2246. if ( webglObject.render ) {
  2247. object = webglObject.object;
  2248. buffer = webglObject.buffer;
  2249. setObjectFaces( object );
  2250. if ( object.customDepthMaterial ) {
  2251. material = object.customDepthMaterial;
  2252. } else if ( object.geometry.morphTargets.length ) {
  2253. material = _depthMaterialMorph;
  2254. } else {
  2255. material = _depthMaterial;
  2256. }
  2257. renderBuffer( _cameraLight, lights, fog, material, buffer, object );
  2258. }
  2259. }
  2260. for ( o = 0; o < oil; o ++ ) {
  2261. webglObject = scene.__webglObjectsImmediate[ o ];
  2262. object = webglObject.object;
  2263. if ( object.visible && object.castShadow ) {
  2264. if( object.matrixAutoUpdate ) {
  2265. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2266. }
  2267. _currentGeometryGroupHash = -1;
  2268. setupMatrices( object, _cameraLight, false );
  2269. setObjectFaces( object );
  2270. program = setProgram( _cameraLight, lights, fog, _depthMaterial, object );
  2271. if ( object.immediateRenderCallback ) {
  2272. object.immediateRenderCallback( program, _gl, _frustum );
  2273. } else {
  2274. object.render( function( object ) { renderBufferImmediate( object, program, _depthMaterial.shading ); } );
  2275. }
  2276. }
  2277. }
  2278. //_gl.cullFace( _gl.BACK );
  2279. j ++;
  2280. }
  2281. }
  2282. };
  2283. this.clearTarget = function ( renderTarget, color, depth, stencil ) {
  2284. setRenderTarget( renderTarget );
  2285. this.clear( color, depth, stencil );
  2286. };
  2287. this.updateShadowMap = function ( scene, camera ) {
  2288. renderShadowMap( scene, camera );
  2289. };
  2290. this.render = function( scene, camera, renderTarget, forceClear ) {
  2291. var i, program, opaque, transparent, material,
  2292. o, ol, oil, webglObject, object, buffer,
  2293. lights = scene.lights,
  2294. fog = scene.fog;
  2295. _currentMaterialId = -1;
  2296. if ( this.shadowMapEnabled && this.shadowMapAutoUpdate ) renderShadowMap( scene, camera );
  2297. _this.info.render.calls = 0;
  2298. _this.info.render.vertices = 0;
  2299. _this.info.render.faces = 0;
  2300. // hack: find parent of camera.
  2301. if ( camera.matrixAutoUpdate ) {
  2302. var parent = camera;
  2303. while ( parent.parent ) {
  2304. parent = parent.parent;
  2305. }
  2306. parent.update( undefined, true );
  2307. }
  2308. scene.update( undefined, false, camera );
  2309. camera.matrixWorldInverse.flattenToArray( _viewMatrixArray );
  2310. camera.projectionMatrix.flattenToArray( _projectionMatrixArray );
  2311. _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
  2312. computeFrustum( _projScreenMatrix );
  2313. this.initWebGLObjects( scene );
  2314. setRenderTarget( renderTarget );
  2315. if ( this.autoClear || forceClear ) {
  2316. this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
  2317. }
  2318. // set matrices
  2319. ol = scene.__webglObjects.length;
  2320. for ( o = 0; o < ol; o ++ ) {
  2321. webglObject = scene.__webglObjects[ o ];
  2322. object = webglObject.object;
  2323. if ( object.visible ) {
  2324. if ( ! ( object instanceof THREE.Mesh ) || ! ( object.frustumCulled ) || isInFrustum( object ) ) {
  2325. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2326. setupMatrices( object, camera, true );
  2327. unrollBufferMaterials( webglObject );
  2328. webglObject.render = true;
  2329. if ( this.sortObjects ) {
  2330. if ( webglObject.object.renderDepth ) {
  2331. webglObject.z = webglObject.object.renderDepth;
  2332. } else {
  2333. _vector3.copy( object.position );
  2334. _projScreenMatrix.multiplyVector3( _vector3 );
  2335. webglObject.z = _vector3.z;
  2336. }
  2337. }
  2338. } else {
  2339. webglObject.render = false;
  2340. }
  2341. } else {
  2342. webglObject.render = false;
  2343. }
  2344. }
  2345. if ( this.sortObjects ) {
  2346. scene.__webglObjects.sort( painterSort );
  2347. }
  2348. oil = scene.__webglObjectsImmediate.length;
  2349. for ( o = 0; o < oil; o ++ ) {
  2350. webglObject = scene.__webglObjectsImmediate[ o ];
  2351. object = webglObject.object;
  2352. if ( object.visible ) {
  2353. if( object.matrixAutoUpdate ) {
  2354. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2355. }
  2356. setupMatrices( object, camera, true );
  2357. unrollImmediateBufferMaterials( webglObject );
  2358. }
  2359. }
  2360. if ( scene.overrideMaterial ) {
  2361. setDepthTest( scene.overrideMaterial.depthTest );
  2362. setBlending( scene.overrideMaterial.blending );
  2363. for ( o = 0; o < ol; o ++ ) {
  2364. webglObject = scene.__webglObjects[ o ];
  2365. if ( webglObject.render ) {
  2366. object = webglObject.object;
  2367. buffer = webglObject.buffer;
  2368. setObjectFaces( object );
  2369. renderBuffer( camera, lights, fog, scene.overrideMaterial, buffer, object );
  2370. }
  2371. }
  2372. for ( o = 0; o < oil; o ++ ) {
  2373. webglObject = scene.__webglObjectsImmediate[ o ];
  2374. object = webglObject.object;
  2375. if ( object.visible ) {
  2376. _currentGeometryGroupHash = -1;
  2377. setObjectFaces( object );
  2378. program = setProgram( camera, lights, fog, scene.overrideMaterial, object );
  2379. if ( object.immediateRenderCallback ) {
  2380. object.immediateRenderCallback( program, _gl, _frustum );
  2381. } else {
  2382. object.render( function( object ) { renderBufferImmediate( object, program, scene.overrideMaterial.shading ); } );
  2383. }
  2384. }
  2385. }
  2386. } else {
  2387. // opaque pass
  2388. // (front-to-back order)
  2389. setBlending( THREE.NormalBlending );
  2390. for ( o = ol - 1; o >= 0; o -- ) {
  2391. webglObject = scene.__webglObjects[ o ];
  2392. if ( webglObject.render ) {
  2393. object = webglObject.object;
  2394. buffer = webglObject.buffer;
  2395. opaque = webglObject.opaque;
  2396. setObjectFaces( object );
  2397. for ( i = 0; i < opaque.count; i ++ ) {
  2398. material = opaque.list[ i ];
  2399. setDepthTest( material.depthTest );
  2400. setDepthWrite( material.depthWrite );
  2401. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2402. renderBuffer( camera, lights, fog, material, buffer, object );
  2403. }
  2404. }
  2405. }
  2406. // opaque pass (immediate simulator)
  2407. for ( o = 0; o < oil; o++ ) {
  2408. webglObject = scene.__webglObjectsImmediate[ o ];
  2409. object = webglObject.object;
  2410. if ( object.visible ) {
  2411. _currentGeometryGroupHash = -1;
  2412. opaque = webglObject.opaque;
  2413. setObjectFaces( object );
  2414. for( i = 0; i < opaque.count; i++ ) {
  2415. material = opaque.list[ i ];
  2416. setDepthTest( material.depthTest );
  2417. setDepthWrite( material.depthWrite );
  2418. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2419. program = setProgram( camera, lights, fog, material, object );
  2420. if ( object.immediateRenderCallback ) {
  2421. object.immediateRenderCallback( program, _gl, _frustum );
  2422. } else {
  2423. object.render( function( object ) { renderBufferImmediate( object, program, material.shading ); } );
  2424. }
  2425. }
  2426. }
  2427. }
  2428. // transparent pass
  2429. // (back-to-front order)
  2430. for ( o = 0; o < ol; o ++ ) {
  2431. webglObject = scene.__webglObjects[ o ];
  2432. if ( webglObject.render ) {
  2433. object = webglObject.object;
  2434. buffer = webglObject.buffer;
  2435. transparent = webglObject.transparent;
  2436. setObjectFaces( object );
  2437. for ( i = 0; i < transparent.count; i ++ ) {
  2438. material = transparent.list[ i ];
  2439. setBlending( material.blending );
  2440. setDepthTest( material.depthTest );
  2441. setDepthWrite( material.depthWrite );
  2442. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2443. renderBuffer( camera, lights, fog, material, buffer, object );
  2444. }
  2445. }
  2446. }
  2447. // transparent pass (immediate simulator)
  2448. for ( o = 0; o < oil; o++ ) {
  2449. webglObject = scene.__webglObjectsImmediate[ o ];
  2450. object = webglObject.object;
  2451. if ( object.visible ) {
  2452. _currentGeometryGroupHash = -1;
  2453. transparent = webglObject.transparent;
  2454. setObjectFaces( object );
  2455. for ( i = 0; i < transparent.count; i ++ ) {
  2456. material = transparent.list[ i ];
  2457. setBlending( material.blending );
  2458. setDepthTest( material.depthTest );
  2459. setDepthWrite( material.depthWrite );
  2460. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2461. program = setProgram( camera, lights, fog, material, object );
  2462. if ( object.immediateRenderCallback ) {
  2463. object.immediateRenderCallback( program, _gl, _frustum );
  2464. } else {
  2465. object.render( function( object ) { renderBufferImmediate( object, program, material.shading ); } );
  2466. }
  2467. }
  2468. }
  2469. }
  2470. }
  2471. // render 2d
  2472. if ( scene.__webglSprites.length ) {
  2473. renderSprites( scene, camera );
  2474. }
  2475. // Generate mipmap if we're using any kind of mipmap filtering
  2476. if ( renderTarget && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
  2477. updateRenderTargetMipmap( renderTarget );
  2478. }
  2479. //_gl.finish();
  2480. };
  2481. /*
  2482. * Render sprites
  2483. *
  2484. */
  2485. function renderSprites( scene, camera ) {
  2486. var o, ol, object;
  2487. var attributes = _sprite.attributes;
  2488. var uniforms = _sprite.uniforms;
  2489. var invAspect = _viewportHeight / _viewportWidth;
  2490. var size, scale = [];
  2491. var screenPosition;
  2492. var halfViewportWidth = _viewportWidth * 0.5;
  2493. var halfViewportHeight = _viewportHeight * 0.5;
  2494. var mergeWith3D = true;
  2495. // setup gl
  2496. _gl.useProgram( _sprite.program );
  2497. _currentProgram = _sprite.program;
  2498. _oldBlending = -1;
  2499. _oldDepthTest = -1;
  2500. _currentGeometryGroupHash = -1;
  2501. if ( !_spriteAttributesEnabled ) {
  2502. _gl.enableVertexAttribArray( _sprite.attributes.position );
  2503. _gl.enableVertexAttribArray( _sprite.attributes.uv );
  2504. _spriteAttributesEnabled = true;
  2505. }
  2506. _gl.disable( _gl.CULL_FACE );
  2507. _gl.enable( _gl.BLEND );
  2508. _gl.depthMask( true );
  2509. _gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
  2510. _gl.vertexAttribPointer( attributes.position, 2, _gl.FLOAT, false, 2 * 8, 0 );
  2511. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
  2512. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );
  2513. _gl.uniformMatrix4fv( uniforms.projectionMatrix, false, _projectionMatrixArray );
  2514. _gl.activeTexture( _gl.TEXTURE0 );
  2515. _gl.uniform1i( uniforms.map, 0 );
  2516. // update positions and sort
  2517. for( o = 0, ol = scene.__webglSprites.length; o < ol; o ++ ) {
  2518. object = scene.__webglSprites[ o ];
  2519. if ( !object.visible || object.opacity == 0 ) continue;
  2520. if( !object.useScreenCoordinates ) {
  2521. object._modelViewMatrix.multiplyToArray( camera.matrixWorldInverse, object.matrixWorld, object._modelViewMatrixArray );
  2522. object.z = -object._modelViewMatrix.n34;
  2523. } else {
  2524. object.z = -object.position.z;
  2525. }
  2526. }
  2527. scene.__webglSprites.sort( painterSort );
  2528. // render all sprites
  2529. for ( o = 0, ol = scene.__webglSprites.length; o < ol; o ++ ) {
  2530. object = scene.__webglSprites[ o ];
  2531. if ( !object.visible || object.opacity == 0 ) continue;
  2532. if ( object.map && object.map.image && object.map.image.width ) {
  2533. if ( object.useScreenCoordinates ) {
  2534. _gl.uniform1i( uniforms.useScreenCoordinates, 1 );
  2535. _gl.uniform3f( uniforms.screenPosition, ( object.position.x - halfViewportWidth ) / halfViewportWidth,
  2536. ( halfViewportHeight - object.position.y ) / halfViewportHeight,
  2537. Math.max( 0, Math.min( 1, object.position.z )));
  2538. } else {
  2539. _gl.uniform1i( uniforms.useScreenCoordinates, 0 );
  2540. _gl.uniform1i( uniforms.affectedByDistance, object.affectedByDistance ? 1 : 0 );
  2541. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrixArray );
  2542. }
  2543. size = object.map.image.width / ( object.scaleByViewport ? _viewportHeight : 1 );
  2544. scale[ 0 ] = size * invAspect * object.scale.x;
  2545. scale[ 1 ] = size * object.scale.y;
  2546. _gl.uniform2f( uniforms.uvScale, object.uvScale.x, object.uvScale.y );
  2547. _gl.uniform2f( uniforms.uvOffset, object.uvOffset.x, object.uvOffset.y );
  2548. _gl.uniform2f( uniforms.alignment, object.alignment.x, object.alignment.y );
  2549. _gl.uniform1f( uniforms.opacity, object.opacity );
  2550. _gl.uniform3f( uniforms.color, object.color.r, object.color.g, object.color.b );
  2551. _gl.uniform1f( uniforms.rotation, object.rotation );
  2552. _gl.uniform2fv( uniforms.scale, scale );
  2553. if ( object.mergeWith3D && !mergeWith3D ) {
  2554. _gl.enable( _gl.DEPTH_TEST );
  2555. mergeWith3D = true;
  2556. } else if ( !object.mergeWith3D && mergeWith3D ) {
  2557. _gl.disable( _gl.DEPTH_TEST );
  2558. mergeWith3D = false;
  2559. }
  2560. setBlending( object.blending );
  2561. setTexture( object.map, 0 );
  2562. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  2563. }
  2564. }
  2565. // restore gl
  2566. _gl.enable( _gl.CULL_FACE );
  2567. _gl.enable( _gl.DEPTH_TEST );
  2568. _gl.depthMask( _oldDepthWrite );
  2569. }
  2570. function setupMatrices( object, camera, computeNormalMatrix ) {
  2571. object._modelViewMatrix.multiplyToArray( camera.matrixWorldInverse, object.matrixWorld, object._modelViewMatrixArray );
  2572. if ( computeNormalMatrix ) {
  2573. THREE.Matrix4.makeInvert3x3( object._modelViewMatrix ).transposeIntoArray( object._normalMatrixArray );
  2574. }
  2575. }
  2576. this.initWebGLObjects = function ( scene ) {
  2577. if ( !scene.__webglObjects ) {
  2578. scene.__webglObjects = [];
  2579. scene.__webglObjectsImmediate = [];
  2580. scene.__webglSprites = [];
  2581. }
  2582. while ( scene.__objectsAdded.length ) {
  2583. addObject( scene.__objectsAdded[ 0 ], scene );
  2584. scene.__objectsAdded.splice( 0, 1 );
  2585. }
  2586. while ( scene.__objectsRemoved.length ) {
  2587. removeObject( scene.__objectsRemoved[ 0 ], scene );
  2588. scene.__objectsRemoved.splice( 0, 1 );
  2589. }
  2590. // update must be called after objects adding / removal
  2591. for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {
  2592. updateObject( scene.__webglObjects[ o ].object, scene );
  2593. }
  2594. };
  2595. function addObject( object, scene ) {
  2596. var g, geometry, geometryGroup;
  2597. if ( ! object.__webglInit ) {
  2598. object.__webglInit = true;
  2599. object._modelViewMatrix = new THREE.Matrix4();
  2600. object._normalMatrixArray = new Float32Array( 9 );
  2601. object._modelViewMatrixArray = new Float32Array( 16 );
  2602. object._objectMatrixArray = new Float32Array( 16 );
  2603. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2604. if ( object instanceof THREE.Mesh ) {
  2605. geometry = object.geometry;
  2606. if ( geometry.geometryGroups == undefined ) {
  2607. sortFacesByMaterial( geometry );
  2608. }
  2609. // create separate VBOs per geometry chunk
  2610. for ( g in geometry.geometryGroups ) {
  2611. geometryGroup = geometry.geometryGroups[ g ];
  2612. // initialise VBO on the first access
  2613. if ( ! geometryGroup.__webglVertexBuffer ) {
  2614. createMeshBuffers( geometryGroup );
  2615. initMeshBuffers( geometryGroup, object );
  2616. geometry.__dirtyVertices = true;
  2617. geometry.__dirtyMorphTargets = true;
  2618. geometry.__dirtyElements = true;
  2619. geometry.__dirtyUvs = true;
  2620. geometry.__dirtyNormals = true;
  2621. geometry.__dirtyTangents = true;
  2622. geometry.__dirtyColors = true;
  2623. }
  2624. }
  2625. } else if ( object instanceof THREE.Ribbon ) {
  2626. geometry = object.geometry;
  2627. if( ! geometry.__webglVertexBuffer ) {
  2628. createRibbonBuffers( geometry );
  2629. initRibbonBuffers( geometry );
  2630. geometry.__dirtyVertices = true;
  2631. geometry.__dirtyColors = true;
  2632. }
  2633. } else if ( object instanceof THREE.Line ) {
  2634. geometry = object.geometry;
  2635. if( ! geometry.__webglVertexBuffer ) {
  2636. createLineBuffers( geometry );
  2637. initLineBuffers( geometry );
  2638. geometry.__dirtyVertices = true;
  2639. geometry.__dirtyColors = true;
  2640. }
  2641. } else if ( object instanceof THREE.ParticleSystem ) {
  2642. geometry = object.geometry;
  2643. if ( ! geometry.__webglVertexBuffer ) {
  2644. createParticleBuffers( geometry );
  2645. initParticleBuffers( geometry, object );
  2646. geometry.__dirtyVertices = true;
  2647. geometry.__dirtyColors = true;
  2648. }
  2649. }
  2650. }
  2651. if ( ! object.__webglActive ) {
  2652. if ( object instanceof THREE.Mesh ) {
  2653. geometry = object.geometry;
  2654. for ( g in geometry.geometryGroups ) {
  2655. geometryGroup = geometry.geometryGroups[ g ];
  2656. addBuffer( scene.__webglObjects, geometryGroup, object );
  2657. }
  2658. } else if ( object instanceof THREE.Ribbon ||
  2659. object instanceof THREE.Line ||
  2660. object instanceof THREE.ParticleSystem ) {
  2661. geometry = object.geometry;
  2662. addBuffer( scene.__webglObjects, geometry, object );
  2663. } else if ( THREE.MarchingCubes !== undefined && object instanceof THREE.MarchingCubes || object.immediateRenderCallback ) {
  2664. addBufferImmediate( scene.__webglObjectsImmediate, object );
  2665. } else if ( object instanceof THREE.Sprite ) {
  2666. scene.__webglSprites.push( object );
  2667. }
  2668. object.__webglActive = true;
  2669. }
  2670. };
  2671. function areCustomAttributesDirty( geometryGroup ) {
  2672. var a, m, ml, material, materials;
  2673. materials = geometryGroup.__materials;
  2674. for ( m = 0, ml = materials.length; m < ml; m ++ ) {
  2675. material = materials[ m ];
  2676. if ( material.attributes ) {
  2677. for ( a in material.attributes ) {
  2678. if ( material.attributes[ a ].needsUpdate ) return true;
  2679. }
  2680. }
  2681. }
  2682. return false;
  2683. };
  2684. function clearCustomAttributes( geometryGroup ) {
  2685. var a, m, ml, material, materials;
  2686. materials = geometryGroup.__materials;
  2687. for ( m = 0, ml = materials.length; m < ml; m ++ ) {
  2688. material = materials[ m ];
  2689. if ( material.attributes ) {
  2690. for ( a in material.attributes ) {
  2691. material.attributes[ a ].needsUpdate = false;
  2692. }
  2693. }
  2694. }
  2695. };
  2696. function updateObject( object, scene ) {
  2697. var g, geometry, geometryGroup, a, customAttributeDirty;
  2698. if ( object instanceof THREE.Mesh ) {
  2699. geometry = object.geometry;
  2700. // check all geometry groups
  2701. for( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {
  2702. geometryGroup = geometry.geometryGroupsList[ i ];
  2703. customAttributeDirty = areCustomAttributesDirty( geometryGroup );
  2704. if ( geometry.__dirtyVertices || geometry.__dirtyMorphTargets || geometry.__dirtyElements ||
  2705. geometry.__dirtyUvs || geometry.__dirtyNormals ||
  2706. geometry.__dirtyColors || geometry.__dirtyTangents || customAttributeDirty ) {
  2707. setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, !geometry.dynamic );
  2708. }
  2709. }
  2710. geometry.__dirtyVertices = false;
  2711. geometry.__dirtyMorphTargets = false;
  2712. geometry.__dirtyElements = false;
  2713. geometry.__dirtyUvs = false;
  2714. geometry.__dirtyNormals = false;
  2715. geometry.__dirtyTangents = false;
  2716. geometry.__dirtyColors = false;
  2717. clearCustomAttributes( geometryGroup );
  2718. } else if ( object instanceof THREE.Ribbon ) {
  2719. geometry = object.geometry;
  2720. if( geometry.__dirtyVertices || geometry.__dirtyColors ) {
  2721. setRibbonBuffers( geometry, _gl.DYNAMIC_DRAW );
  2722. }
  2723. geometry.__dirtyVertices = false;
  2724. geometry.__dirtyColors = false;
  2725. } else if ( object instanceof THREE.Line ) {
  2726. geometry = object.geometry;
  2727. if( geometry.__dirtyVertices || geometry.__dirtyColors ) {
  2728. setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
  2729. }
  2730. geometry.__dirtyVertices = false;
  2731. geometry.__dirtyColors = false;
  2732. } else if ( object instanceof THREE.ParticleSystem ) {
  2733. geometry = object.geometry;
  2734. customAttributeDirty = areCustomAttributesDirty( geometry );
  2735. if ( geometry.__dirtyVertices || geometry.__dirtyColors || object.sortParticles || customAttributeDirty ) {
  2736. setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
  2737. }
  2738. geometry.__dirtyVertices = false;
  2739. geometry.__dirtyColors = false;
  2740. clearCustomAttributes( geometry );
  2741. }/* else if ( THREE.MarchingCubes !== undefined && object instanceof THREE.MarchingCubes ) {
  2742. // it updates itself in render callback
  2743. }
  2744. */
  2745. /*
  2746. delete geometry.vertices;
  2747. delete geometry.faces;
  2748. delete geometryGroup.faces;
  2749. */
  2750. };
  2751. function removeInstances( objlist, object ) {
  2752. var o, ol;
  2753. for ( o = objlist.length - 1; o >= 0; o -- ) {
  2754. if ( objlist[ o ].object == object ) {
  2755. objlist.splice( o, 1 );
  2756. }
  2757. }
  2758. };
  2759. function removeInstancesDirect( objlist, object ) {
  2760. var o, ol;
  2761. for ( o = objlist.length - 1; o >= 0; o -- ) {
  2762. if ( objlist[ o ] == object ) {
  2763. objlist.splice( o, 1 );
  2764. }
  2765. }
  2766. };
  2767. function removeObject( object, scene ) {
  2768. if ( object instanceof THREE.Mesh ||
  2769. object instanceof THREE.ParticleSystem ||
  2770. object instanceof THREE.Ribbon ||
  2771. object instanceof THREE.Line ) {
  2772. removeInstances( scene.__webglObjects, object );
  2773. } else if ( object instanceof THREE.Sprite ) {
  2774. removeInstancesDirect( scene.__webglSprites, object );
  2775. } else if ( object instanceof THREE.MarchingCubes || object.immediateRenderCallback ) {
  2776. removeInstances( scene.__webglObjectsImmediate, object );
  2777. }
  2778. object.__webglActive = false;
  2779. };
  2780. function sortFacesByMaterial( geometry ) {
  2781. // TODO
  2782. // Should optimize by grouping faces with ColorFill / ColorStroke materials
  2783. // which could then use vertex color attributes instead of each being
  2784. // in its separate VBO
  2785. var i, l, f, fl, face, material, materials, vertices, mhash, ghash, hash_map = {};
  2786. var numMorphTargets = geometry.morphTargets !== undefined ? geometry.morphTargets.length : 0;
  2787. geometry.geometryGroups = {};
  2788. function materialHash( material ) {
  2789. var hash_array = [];
  2790. for ( i = 0, l = material.length; i < l; i ++ ) {
  2791. if ( material[ i ] == undefined ) {
  2792. hash_array.push( "undefined" );
  2793. } else {
  2794. hash_array.push( material[ i ].id );
  2795. }
  2796. }
  2797. return hash_array.join( '_' );
  2798. }
  2799. for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
  2800. face = geometry.faces[ f ];
  2801. materials = face.materials;
  2802. mhash = materialHash( materials );
  2803. if ( hash_map[ mhash ] == undefined ) {
  2804. hash_map[ mhash ] = { 'hash': mhash, 'counter': 0 };
  2805. }
  2806. ghash = hash_map[ mhash ].hash + '_' + hash_map[ mhash ].counter;
  2807. if ( geometry.geometryGroups[ ghash ] == undefined ) {
  2808. geometry.geometryGroups[ ghash ] = { 'faces': [], 'materials': materials, 'vertices': 0, 'numMorphTargets': numMorphTargets };
  2809. }
  2810. vertices = face instanceof THREE.Face3 ? 3 : 4;
  2811. if ( geometry.geometryGroups[ ghash ].vertices + vertices > 65535 ) {
  2812. hash_map[ mhash ].counter += 1;
  2813. ghash = hash_map[ mhash ].hash + '_' + hash_map[ mhash ].counter;
  2814. if ( geometry.geometryGroups[ ghash ] == undefined ) {
  2815. geometry.geometryGroups[ ghash ] = { 'faces': [], 'materials': materials, 'vertices': 0, 'numMorphTargets': numMorphTargets };
  2816. }
  2817. }
  2818. geometry.geometryGroups[ ghash ].faces.push( f );
  2819. geometry.geometryGroups[ ghash ].vertices += vertices;
  2820. }
  2821. geometry.geometryGroupsList = [];
  2822. for ( var g in geometry.geometryGroups ) {
  2823. geometry.geometryGroups[ g ].id = _geometryGroupCounter ++;
  2824. geometry.geometryGroupsList.push( geometry.geometryGroups[ g ] );
  2825. }
  2826. };
  2827. function addBuffer( objlist, buffer, object ) {
  2828. objlist.push( {
  2829. buffer: buffer, object: object,
  2830. opaque: { list: [], count: 0 },
  2831. transparent: { list: [], count: 0 }
  2832. } );
  2833. };
  2834. function addBufferImmediate( objlist, object ) {
  2835. objlist.push( {
  2836. object: object,
  2837. opaque: { list: [], count: 0 },
  2838. transparent: { list: [], count: 0 }
  2839. } );
  2840. };
  2841. this.setFaceCulling = function ( cullFace, frontFace ) {
  2842. if ( cullFace ) {
  2843. if ( !frontFace || frontFace == "ccw" ) {
  2844. _gl.frontFace( _gl.CCW );
  2845. } else {
  2846. _gl.frontFace( _gl.CW );
  2847. }
  2848. if( cullFace == "back" ) {
  2849. _gl.cullFace( _gl.BACK );
  2850. } else if( cullFace == "front" ) {
  2851. _gl.cullFace( _gl.FRONT );
  2852. } else {
  2853. _gl.cullFace( _gl.FRONT_AND_BACK );
  2854. }
  2855. _gl.enable( _gl.CULL_FACE );
  2856. } else {
  2857. _gl.disable( _gl.CULL_FACE );
  2858. }
  2859. };
  2860. this.supportsVertexTextures = function () {
  2861. return _supportsVertexTextures;
  2862. };
  2863. function maxVertexTextures() {
  2864. return _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
  2865. };
  2866. function buildProgram( shaderID, fragmentShader, vertexShader, uniforms, attributes, parameters ) {
  2867. var p, pl, program, code;
  2868. var chunks = [];
  2869. // Generate code
  2870. if ( shaderID ) {
  2871. chunks.push( shaderID );
  2872. } else {
  2873. chunks.push( fragmentShader );
  2874. chunks.push( vertexShader );
  2875. }
  2876. for ( p in parameters ) {
  2877. chunks.push( p );
  2878. chunks.push( parameters[ p ] );
  2879. }
  2880. code = chunks.join();
  2881. // Check if code has been already compiled
  2882. for ( p = 0, pl = _programs.length; p < pl; p ++ ) {
  2883. if ( _programs[ p ].code == code ) {
  2884. // console.log( "Code already compiled." /*: \n\n" + code*/ );
  2885. return _programs[ p ].program;
  2886. }
  2887. }
  2888. //console.log( "building new program " );
  2889. //
  2890. program = _gl.createProgram();
  2891. var prefix_vertex = [
  2892. _supportsVertexTextures ? "#define VERTEX_TEXTURES" : "",
  2893. _this.gammaInput ? "#define GAMMA_INPUT" : "",
  2894. _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
  2895. _this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",
  2896. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  2897. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  2898. "#define MAX_SHADOWS " + parameters.maxShadows,
  2899. "#define MAX_BONES " + parameters.maxBones,
  2900. parameters.map ? "#define USE_MAP" : "",
  2901. parameters.envMap ? "#define USE_ENVMAP" : "",
  2902. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  2903. parameters.vertexColors ? "#define USE_COLOR" : "",
  2904. parameters.skinning ? "#define USE_SKINNING" : "",
  2905. parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
  2906. parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
  2907. parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "",
  2908. parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",
  2909. "uniform mat4 objectMatrix;",
  2910. "uniform mat4 modelViewMatrix;",
  2911. "uniform mat4 projectionMatrix;",
  2912. "uniform mat4 viewMatrix;",
  2913. "uniform mat3 normalMatrix;",
  2914. "uniform vec3 cameraPosition;",
  2915. "uniform mat4 cameraInverseMatrix;",
  2916. "attribute vec3 position;",
  2917. "attribute vec3 normal;",
  2918. "attribute vec2 uv;",
  2919. "attribute vec2 uv2;",
  2920. "#ifdef USE_COLOR",
  2921. "attribute vec3 color;",
  2922. "#endif",
  2923. "#ifdef USE_MORPHTARGETS",
  2924. "attribute vec3 morphTarget0;",
  2925. "attribute vec3 morphTarget1;",
  2926. "attribute vec3 morphTarget2;",
  2927. "attribute vec3 morphTarget3;",
  2928. "attribute vec3 morphTarget4;",
  2929. "attribute vec3 morphTarget5;",
  2930. "attribute vec3 morphTarget6;",
  2931. "attribute vec3 morphTarget7;",
  2932. "#endif",
  2933. "#ifdef USE_SKINNING",
  2934. "attribute vec4 skinVertexA;",
  2935. "attribute vec4 skinVertexB;",
  2936. "attribute vec4 skinIndex;",
  2937. "attribute vec4 skinWeight;",
  2938. "#endif",
  2939. ""
  2940. ].join("\n");
  2941. var prefix_fragment = [
  2942. "#ifdef GL_ES",
  2943. "precision highp float;",
  2944. "#endif",
  2945. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  2946. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  2947. "#define MAX_SHADOWS " + parameters.maxShadows,
  2948. parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "",
  2949. _this.gammaInput ? "#define GAMMA_INPUT" : "",
  2950. _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
  2951. _this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",
  2952. ( parameters.useFog && parameters.fog ) ? "#define USE_FOG" : "",
  2953. ( parameters.useFog && parameters.fog instanceof THREE.FogExp2 ) ? "#define FOG_EXP2" : "",
  2954. parameters.map ? "#define USE_MAP" : "",
  2955. parameters.envMap ? "#define USE_ENVMAP" : "",
  2956. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  2957. parameters.vertexColors ? "#define USE_COLOR" : "",
  2958. parameters.metal ? "#define METAL" : "",
  2959. parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
  2960. parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
  2961. parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "",
  2962. parameters.shadowMapSoft ? "#define SHADOWMAP_WIDTH " + parameters.shadowMapWidth.toFixed( 1 ) : "",
  2963. parameters.shadowMapSoft ? "#define SHADOWMAP_HEIGHT " + parameters.shadowMapHeight.toFixed( 1 ) : "",
  2964. "uniform mat4 viewMatrix;",
  2965. "uniform vec3 cameraPosition;",
  2966. ""
  2967. ].join("\n");
  2968. _gl.attachShader( program, getShader( "fragment", prefix_fragment + fragmentShader ) );
  2969. _gl.attachShader( program, getShader( "vertex", prefix_vertex + vertexShader ) );
  2970. _gl.linkProgram( program );
  2971. if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
  2972. console.error( "Could not initialise shader\n" + "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );
  2973. }
  2974. //console.log( prefix_fragment + fragmentShader );
  2975. //console.log( prefix_vertex + vertexShader );
  2976. program.uniforms = {};
  2977. program.attributes = {};
  2978. var identifiers, u, a, i;
  2979. // cache uniform locations
  2980. identifiers = [
  2981. 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'objectMatrix', 'cameraPosition',
  2982. 'cameraInverseMatrix', 'boneGlobalMatrices', 'morphTargetInfluences'
  2983. ];
  2984. for ( u in uniforms ) {
  2985. identifiers.push( u );
  2986. }
  2987. cacheUniformLocations( program, identifiers );
  2988. // cache attributes locations
  2989. identifiers = [
  2990. "position", "normal", "uv", "uv2", "tangent", "color",
  2991. "skinVertexA", "skinVertexB", "skinIndex", "skinWeight"
  2992. ];
  2993. for ( i = 0; i < parameters.maxMorphTargets; i ++ ) {
  2994. identifiers.push( "morphTarget" + i );
  2995. }
  2996. for ( a in attributes ) {
  2997. identifiers.push( a );
  2998. }
  2999. cacheAttributeLocations( program, identifiers );
  3000. program.id = _programs.length;
  3001. _programs.push( { program: program, code: code } );
  3002. _this.info.memory.programs = _programs.length;
  3003. return program;
  3004. };
  3005. function loadUniformsSkinning( uniforms, object ) {
  3006. _gl.uniformMatrix4fv( uniforms.cameraInverseMatrix, false, _viewMatrixArray );
  3007. _gl.uniformMatrix4fv( uniforms.boneGlobalMatrices, false, object.boneMatrices );
  3008. };
  3009. function loadUniformsMatrices( uniforms, object ) {
  3010. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrixArray );
  3011. if ( uniforms.normalMatrix ) {
  3012. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrixArray );
  3013. }
  3014. };
  3015. function loadUniformsGeneric( program, uniforms ) {
  3016. var uniform, value, type, location, texture, i, il, j, jl, offset;
  3017. for( j = 0, jl = uniforms.length; j < jl; j ++ ) {
  3018. location = program.uniforms[ uniforms[ j ][ 1 ] ];
  3019. if ( !location ) continue;
  3020. uniform = uniforms[ j ][ 0 ];
  3021. type = uniform.type;
  3022. value = uniform.value;
  3023. // single integer
  3024. if( type == "i" ) {
  3025. _gl.uniform1i( location, value );
  3026. // single float
  3027. } else if( type == "f" ) {
  3028. _gl.uniform1f( location, value );
  3029. // single THREE.Vector2
  3030. } else if( type == "v2" ) {
  3031. _gl.uniform2f( location, value.x, value.y );
  3032. // single THREE.Vector3
  3033. } else if( type == "v3" ) {
  3034. _gl.uniform3f( location, value.x, value.y, value.z );
  3035. // single THREE.Vector4
  3036. } else if( type == "v4" ) {
  3037. _gl.uniform4f( location, value.x, value.y, value.z, value.w );
  3038. // single THREE.Color
  3039. } else if( type == "c" ) {
  3040. _gl.uniform3f( location, value.r, value.g, value.b );
  3041. // flat array of floats (JS or typed array)
  3042. } else if( type == "fv1" ) {
  3043. _gl.uniform1fv( location, value );
  3044. // flat array of floats with 3 x N size (JS or typed array)
  3045. } else if( type == "fv" ) {
  3046. _gl.uniform3fv( location, value );
  3047. // array of THREE.Vector3
  3048. } else if( type == "v3v" ) {
  3049. if ( ! uniform._array ) {
  3050. uniform._array = new Float32Array( 3 * value.length );
  3051. }
  3052. for ( i = 0, il = value.length; i < il; i ++ ) {
  3053. offset = i * 3;
  3054. uniform._array[ offset ] = value[ i ].x;
  3055. uniform._array[ offset + 1 ] = value[ i ].y;
  3056. uniform._array[ offset + 2 ] = value[ i ].z;
  3057. }
  3058. _gl.uniform3fv( location, uniform._array );
  3059. // single THREE.Matrix4
  3060. } else if( type == "m4" ) {
  3061. if ( ! uniform._array ) {
  3062. uniform._array = new Float32Array( 16 );
  3063. }
  3064. value.flattenToArray( uniform._array );
  3065. _gl.uniformMatrix4fv( location, false, uniform._array );
  3066. // array of THREE.Matrix4
  3067. } else if( type == "m4v" ) {
  3068. if ( ! uniform._array ) {
  3069. uniform._array = new Float32Array( 16 * value.length );
  3070. }
  3071. for ( i = 0, il = value.length; i < il; i ++ ) {
  3072. value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
  3073. }
  3074. _gl.uniformMatrix4fv( location, false, uniform._array );
  3075. // single THREE.Texture (2d or cube)
  3076. } else if( type == "t" ) {
  3077. _gl.uniform1i( location, value );
  3078. texture = uniform.texture;
  3079. if ( !texture ) continue;
  3080. if ( texture.image instanceof Array && texture.image.length == 6 ) {
  3081. setCubeTexture( texture, value );
  3082. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  3083. setCubeTextureDynamic( texture, value );
  3084. } else {
  3085. setTexture( texture, value );
  3086. }
  3087. // array of THREE.Texture (2d)
  3088. } else if( type == "tv" ) {
  3089. if ( ! uniform._array ) {
  3090. uniform._array = [];
  3091. for( i = 0, il = uniform.texture.length; i < il; i ++ ) {
  3092. uniform._array[ i ] = value + i;
  3093. }
  3094. }
  3095. _gl.uniform1iv( location, uniform._array );
  3096. for( i = 0, il = uniform.texture.length; i < il; i ++ ) {
  3097. texture = uniform.texture[ i ];
  3098. if ( !texture ) continue;
  3099. setTexture( texture, uniform._array[ i ] );
  3100. }
  3101. }
  3102. }
  3103. };
  3104. function setBlending( blending ) {
  3105. if ( blending != _oldBlending ) {
  3106. switch ( blending ) {
  3107. case THREE.AdditiveBlending:
  3108. _gl.blendEquation( _gl.FUNC_ADD );
  3109. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
  3110. break;
  3111. case THREE.SubtractiveBlending:
  3112. // TODO: Find blendFuncSeparate() combination
  3113. _gl.blendEquation( _gl.FUNC_ADD );
  3114. _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
  3115. break;
  3116. case THREE.MultiplyBlending:
  3117. // TODO: Find blendFuncSeparate() combination
  3118. _gl.blendEquation( _gl.FUNC_ADD );
  3119. _gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
  3120. break;
  3121. default:
  3122. _gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
  3123. _gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
  3124. break;
  3125. }
  3126. _oldBlending = blending;
  3127. }
  3128. };
  3129. function setTextureParameters( textureType, texture, image ) {
  3130. if ( isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ) ) {
  3131. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  3132. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  3133. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  3134. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  3135. _gl.generateMipmap( textureType );
  3136. } else {
  3137. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  3138. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  3139. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  3140. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  3141. }
  3142. };
  3143. function setTexture( texture, slot ) {
  3144. if ( texture.needsUpdate ) {
  3145. if ( ! texture.__webglInit ) {
  3146. texture.__webglInit = true;
  3147. texture.__webglTexture = _gl.createTexture();
  3148. _this.info.memory.textures ++;
  3149. }
  3150. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3151. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  3152. if ( texture instanceof THREE.DataTexture) {
  3153. _gl.texImage2D( _gl.TEXTURE_2D, 0, paramThreeToGL( texture.format ), texture.image.width, texture.image.height, 0, paramThreeToGL( texture.format ), _gl.UNSIGNED_BYTE, texture.image.data );
  3154. } else {
  3155. _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image );
  3156. }
  3157. setTextureParameters( _gl.TEXTURE_2D, texture, texture.image );
  3158. texture.needsUpdate = false;
  3159. } else {
  3160. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3161. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  3162. }
  3163. };
  3164. function setCubeTexture( texture, slot ) {
  3165. if ( texture.image.length == 6 ) {
  3166. if ( texture.needsUpdate ) {
  3167. if ( ! texture.image.__webglTextureCube ) {
  3168. texture.image.__webglTextureCube = _gl.createTexture();
  3169. }
  3170. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3171. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  3172. for ( var i = 0; i < 6; i ++ ) {
  3173. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image[ i ] );
  3174. }
  3175. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, texture.image[ 0 ] );
  3176. texture.needsUpdate = false;
  3177. } else {
  3178. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3179. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  3180. }
  3181. }
  3182. };
  3183. function setCubeTextureDynamic( texture, slot ) {
  3184. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3185. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
  3186. };
  3187. function setupFrameBuffer( framebuffer, renderTarget, textureTarget ) {
  3188. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  3189. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );
  3190. };
  3191. function setupRenderBuffer( renderbuffer, renderTarget ) {
  3192. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  3193. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  3194. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  3195. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3196. /* For some reason this is not working. Defaulting to RGBA4.
  3197. } else if( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3198. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
  3199. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3200. */
  3201. } else if( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3202. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
  3203. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3204. } else {
  3205. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
  3206. }
  3207. };
  3208. function setRenderTarget( renderTarget ) {
  3209. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  3210. if ( renderTarget && ! renderTarget.__webglFramebuffer ) {
  3211. if( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
  3212. if( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
  3213. renderTarget.__webglTexture = _gl.createTexture();
  3214. // Setup texture, create render and frame buffers
  3215. if ( isCube ) {
  3216. renderTarget.__webglFramebuffer = [];
  3217. renderTarget.__webglRenderbuffer = [];
  3218. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  3219. setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, renderTarget );
  3220. for ( var i = 0; i < 6; i ++ ) {
  3221. renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  3222. renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
  3223. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, paramThreeToGL( renderTarget.format ), renderTarget.width, renderTarget.height, 0, paramThreeToGL( renderTarget.format ), paramThreeToGL( renderTarget.type ), null );
  3224. setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
  3225. setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );
  3226. }
  3227. } else {
  3228. renderTarget.__webglFramebuffer = _gl.createFramebuffer();
  3229. renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();
  3230. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  3231. setTextureParameters( _gl.TEXTURE_2D, renderTarget, renderTarget );
  3232. _gl.texImage2D( _gl.TEXTURE_2D, 0, paramThreeToGL( renderTarget.format ), renderTarget.width, renderTarget.height, 0, paramThreeToGL( renderTarget.format ), paramThreeToGL( renderTarget.type ), null );
  3233. setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
  3234. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
  3235. setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );
  3236. }
  3237. // Release everything
  3238. if ( isCube ) {
  3239. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  3240. } else {
  3241. _gl.bindTexture( _gl.TEXTURE_2D, null );
  3242. }
  3243. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  3244. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null);
  3245. }
  3246. var framebuffer, width, height, vx, vy;
  3247. if ( renderTarget ) {
  3248. if ( isCube ) {
  3249. framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];
  3250. } else {
  3251. framebuffer = renderTarget.__webglFramebuffer;
  3252. }
  3253. width = renderTarget.width;
  3254. height = renderTarget.height;
  3255. vx = 0;
  3256. vy = 0;
  3257. } else {
  3258. framebuffer = null;
  3259. width = _viewportWidth;
  3260. height = _viewportHeight;
  3261. vx = _viewportX;
  3262. vy = _viewportY;
  3263. }
  3264. if ( framebuffer != _currentFramebuffer ) {
  3265. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  3266. _gl.viewport( vx, vy, width, height );
  3267. _currentFramebuffer = framebuffer;
  3268. }
  3269. };
  3270. function updateRenderTargetMipmap( renderTarget ) {
  3271. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  3272. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  3273. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3274. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  3275. } else {
  3276. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  3277. _gl.generateMipmap( _gl.TEXTURE_2D );
  3278. _gl.bindTexture( _gl.TEXTURE_2D, null );
  3279. }
  3280. };
  3281. function cacheUniformLocations( program, identifiers ) {
  3282. var i, l, id;
  3283. for( i = 0, l = identifiers.length; i < l; i++ ) {
  3284. id = identifiers[ i ];
  3285. program.uniforms[ id ] = _gl.getUniformLocation( program, id );
  3286. }
  3287. };
  3288. function cacheAttributeLocations( program, identifiers ) {
  3289. var i, l, id;
  3290. for( i = 0, l = identifiers.length; i < l; i++ ) {
  3291. id = identifiers[ i ];
  3292. program.attributes[ id ] = _gl.getAttribLocation( program, id );
  3293. }
  3294. };
  3295. function getShader( type, string ) {
  3296. var shader;
  3297. if ( type == "fragment" ) {
  3298. shader = _gl.createShader( _gl.FRAGMENT_SHADER );
  3299. } else if ( type == "vertex" ) {
  3300. shader = _gl.createShader( _gl.VERTEX_SHADER );
  3301. }
  3302. _gl.shaderSource( shader, string );
  3303. _gl.compileShader( shader );
  3304. if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {
  3305. console.error( _gl.getShaderInfoLog( shader ) );
  3306. console.error( string );
  3307. return null;
  3308. }
  3309. return shader;
  3310. };
  3311. // fallback filters for non-power-of-2 textures
  3312. function filterFallback( f ) {
  3313. switch ( f ) {
  3314. case THREE.NearestFilter:
  3315. case THREE.NearestMipMapNearestFilter:
  3316. case THREE.NearestMipMapLinearFilter: return _gl.NEAREST; break;
  3317. case THREE.LinearFilter:
  3318. case THREE.LinearMipMapNearestFilter:
  3319. case THREE.LinearMipMapLinearFilter:
  3320. default:
  3321. return _gl.LINEAR; break;
  3322. }
  3323. };
  3324. function paramThreeToGL( p ) {
  3325. switch ( p ) {
  3326. case THREE.RepeatWrapping: return _gl.REPEAT; break;
  3327. case THREE.ClampToEdgeWrapping: return _gl.CLAMP_TO_EDGE; break;
  3328. case THREE.MirroredRepeatWrapping: return _gl.MIRRORED_REPEAT; break;
  3329. case THREE.NearestFilter: return _gl.NEAREST; break;
  3330. case THREE.NearestMipMapNearestFilter: return _gl.NEAREST_MIPMAP_NEAREST; break;
  3331. case THREE.NearestMipMapLinearFilter: return _gl.NEAREST_MIPMAP_LINEAR; break;
  3332. case THREE.LinearFilter: return _gl.LINEAR; break;
  3333. case THREE.LinearMipMapNearestFilter: return _gl.LINEAR_MIPMAP_NEAREST; break;
  3334. case THREE.LinearMipMapLinearFilter: return _gl.LINEAR_MIPMAP_LINEAR; break;
  3335. case THREE.ByteType: return _gl.BYTE; break;
  3336. case THREE.UnsignedByteType: return _gl.UNSIGNED_BYTE; break;
  3337. case THREE.ShortType: return _gl.SHORT; break;
  3338. case THREE.UnsignedShortType: return _gl.UNSIGNED_SHORT; break;
  3339. case THREE.IntType: return _gl.INT; break;
  3340. case THREE.UnsignedShortType: return _gl.UNSIGNED_INT; break;
  3341. case THREE.FloatType: return _gl.FLOAT; break;
  3342. case THREE.AlphaFormat: return _gl.ALPHA; break;
  3343. case THREE.RGBFormat: return _gl.RGB; break;
  3344. case THREE.RGBAFormat: return _gl.RGBA; break;
  3345. case THREE.LuminanceFormat: return _gl.LUMINANCE; break;
  3346. case THREE.LuminanceAlphaFormat: return _gl.LUMINANCE_ALPHA; break;
  3347. }
  3348. return 0;
  3349. };
  3350. function isPowerOfTwo( value ) {
  3351. return ( value & ( value - 1 ) ) == 0;
  3352. };
  3353. function materialNeedsSmoothNormals( material ) {
  3354. return material && material.shading != undefined && material.shading == THREE.SmoothShading;
  3355. };
  3356. function bufferNeedsSmoothNormals( geometryGroup, object ) {
  3357. var m, ml, i, l, meshMaterial, needsSmoothNormals = false;
  3358. for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
  3359. meshMaterial = object.materials[ m ];
  3360. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  3361. for ( i = 0, l = geometryGroup.materials.length; i < l; i++ ) {
  3362. if ( materialNeedsSmoothNormals( geometryGroup.materials[ i ] ) ) {
  3363. needsSmoothNormals = true;
  3364. break;
  3365. }
  3366. }
  3367. } else {
  3368. if ( materialNeedsSmoothNormals( meshMaterial ) ) {
  3369. needsSmoothNormals = true;
  3370. break;
  3371. }
  3372. }
  3373. if ( needsSmoothNormals ) break;
  3374. }
  3375. return needsSmoothNormals;
  3376. };
  3377. function unrollGroupMaterials( geometryGroup, object ) {
  3378. var m, ml, i, il,
  3379. material, meshMaterial,
  3380. materials = [];
  3381. for ( m = 0, ml = object.materials.length; m < ml; m ++ ) {
  3382. meshMaterial = object.materials[ m ];
  3383. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  3384. for ( i = 0, l = geometryGroup.materials.length; i < l; i ++ ) {
  3385. material = geometryGroup.materials[ i ];
  3386. if ( material ) {
  3387. materials.push( material );
  3388. }
  3389. }
  3390. } else {
  3391. material = meshMaterial;
  3392. if ( material ) {
  3393. materials.push( material );
  3394. }
  3395. }
  3396. }
  3397. return materials;
  3398. };
  3399. function bufferGuessVertexColorType( materials, geometryGroup, object ) {
  3400. var i, m, ml = materials.length;
  3401. // use vertexColor type from the first material in unrolled materials
  3402. for ( i = 0; i < ml; i ++ ) {
  3403. m = materials[ i ];
  3404. if ( m.vertexColors ) {
  3405. return m.vertexColors;
  3406. }
  3407. }
  3408. return false;
  3409. };
  3410. function bufferGuessNormalType( materials, geometryGroup, object ) {
  3411. var i, m, ml = materials.length;
  3412. // only MeshBasicMaterial and MeshDepthMaterial don't need normals
  3413. for ( i = 0; i < ml; i ++ ) {
  3414. m = materials[ i ];
  3415. if ( ( m instanceof THREE.MeshBasicMaterial && !m.envMap ) || m instanceof THREE.MeshDepthMaterial ) continue;
  3416. if ( materialNeedsSmoothNormals( m ) ) {
  3417. return THREE.SmoothShading;
  3418. } else {
  3419. return THREE.FlatShading;
  3420. }
  3421. }
  3422. return false;
  3423. };
  3424. function bufferGuessUVType( materials, geometryGroup, object ) {
  3425. var i, m, ml = materials.length;
  3426. // material must use some texture to require uvs
  3427. for ( i = 0; i < ml; i++ ) {
  3428. m = materials[ i ];
  3429. if ( m.map || m.lightMap || m instanceof THREE.ShaderMaterial ) {
  3430. return true;
  3431. }
  3432. }
  3433. return false;
  3434. };
  3435. function allocateBones( object ) {
  3436. // default for when object is not specified
  3437. // ( for example when prebuilding shader
  3438. // to be used with multiple objects )
  3439. //
  3440. // - leave some extra space for other uniforms
  3441. // - limit here is ANGLE's 254 max uniform vectors
  3442. // (up to 54 should be safe)
  3443. var maxBones = 50;
  3444. if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
  3445. maxBones = object.bones.length;
  3446. }
  3447. return maxBones;
  3448. };
  3449. function allocateLights( lights ) {
  3450. var l, ll, light, dirLights, pointLights, maxDirLights, maxPointLights;
  3451. dirLights = pointLights = maxDirLights = maxPointLights = 0;
  3452. for ( l = 0, ll = lights.length; l < ll; l++ ) {
  3453. light = lights[ l ];
  3454. if ( light instanceof THREE.SpotLight ) dirLights ++; // hack, not a proper spotlight
  3455. if ( light instanceof THREE.DirectionalLight ) dirLights ++;
  3456. if ( light instanceof THREE.PointLight ) pointLights ++;
  3457. }
  3458. if ( ( pointLights + dirLights ) <= _maxLights ) {
  3459. maxDirLights = dirLights;
  3460. maxPointLights = pointLights;
  3461. } else {
  3462. maxDirLights = Math.ceil( _maxLights * dirLights / ( pointLights + dirLights ) );
  3463. maxPointLights = _maxLights - maxDirLights;
  3464. }
  3465. return { 'directional' : maxDirLights, 'point' : maxPointLights };
  3466. };
  3467. function allocateShadows( lights ) {
  3468. var l, ll, light, maxShadows = 0;
  3469. for ( l = 0, ll = lights.length; l < ll; l++ ) {
  3470. light = lights[ l ];
  3471. if ( light instanceof THREE.SpotLight && light.castShadow ) maxShadows ++;
  3472. }
  3473. return maxShadows;
  3474. };
  3475. /* DEBUG
  3476. function getGLParams() {
  3477. var params = {
  3478. 'MAX_VARYING_VECTORS': _gl.getParameter( _gl.MAX_VARYING_VECTORS ),
  3479. 'MAX_VERTEX_ATTRIBS': _gl.getParameter( _gl.MAX_VERTEX_ATTRIBS ),
  3480. 'MAX_TEXTURE_IMAGE_UNITS': _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS ),
  3481. 'MAX_VERTEX_TEXTURE_IMAGE_UNITS': _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ),
  3482. 'MAX_COMBINED_TEXTURE_IMAGE_UNITS' : _gl.getParameter( _gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS ),
  3483. 'MAX_VERTEX_UNIFORM_VECTORS': _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS ),
  3484. 'MAX_FRAGMENT_UNIFORM_VECTORS': _gl.getParameter( _gl.MAX_FRAGMENT_UNIFORM_VECTORS )
  3485. }
  3486. return params;
  3487. };
  3488. function dumpObject( obj ) {
  3489. var p, str = "";
  3490. for ( p in obj ) {
  3491. str += p + ": " + obj[p] + "\n";
  3492. }
  3493. return str;
  3494. }
  3495. */
  3496. };
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