WebGLRenderer.js 148 KB

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  1. /**
  2. * @author supereggbert / http://www.paulbrunt.co.uk/
  3. * @author mrdoob / http://mrdoob.com/
  4. * @author alteredq / http://alteredqualia.com/
  5. * @author szimek / https://github.com/szimek/
  6. */
  7. THREE.WebGLRenderer = function ( parameters ) {
  8. console.log( 'THREE.WebGLRenderer', THREE.REVISION );
  9. parameters = parameters || {};
  10. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
  11. _context = parameters.context !== undefined ? parameters.context : null,
  12. pixelRatio = 1,
  13. _precision = parameters.precision !== undefined ? parameters.precision : 'highp',
  14. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  15. _depth = parameters.depth !== undefined ? parameters.depth : true,
  16. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  17. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  18. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  19. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  20. _logarithmicDepthBuffer = parameters.logarithmicDepthBuffer !== undefined ? parameters.logarithmicDepthBuffer : false,
  21. _clearColor = new THREE.Color( 0x000000 ),
  22. _clearAlpha = 0;
  23. var lights = [];
  24. var _webglObjects = {};
  25. var _webglObjectsImmediate = [];
  26. var opaqueObjects = [];
  27. var transparentObjects = [];
  28. var sprites = [];
  29. var lensFlares = [];
  30. // public properties
  31. this.domElement = _canvas;
  32. this.context = null;
  33. // clearing
  34. this.autoClear = true;
  35. this.autoClearColor = true;
  36. this.autoClearDepth = true;
  37. this.autoClearStencil = true;
  38. // scene graph
  39. this.sortObjects = true;
  40. // physically based shading
  41. this.gammaFactor = 2.0; // for backwards compatibility
  42. this.gammaInput = false;
  43. this.gammaOutput = false;
  44. // shadow map
  45. this.shadowMapEnabled = false;
  46. this.shadowMapType = THREE.PCFShadowMap;
  47. this.shadowMapCullFace = THREE.CullFaceFront;
  48. this.shadowMapDebug = false;
  49. this.shadowMapCascade = false;
  50. // morphs
  51. this.maxMorphTargets = 8;
  52. this.maxMorphNormals = 4;
  53. // flags
  54. this.autoScaleCubemaps = true;
  55. // info
  56. this.info = {
  57. memory: {
  58. programs: 0,
  59. geometries: 0,
  60. textures: 0
  61. },
  62. render: {
  63. calls: 0,
  64. vertices: 0,
  65. faces: 0,
  66. points: 0
  67. }
  68. };
  69. // internal properties
  70. var _this = this,
  71. _programs = [],
  72. // internal state cache
  73. _currentProgram = null,
  74. _currentFramebuffer = null,
  75. _currentMaterialId = - 1,
  76. _currentGeometryProgram = '',
  77. _currentCamera = null,
  78. _usedTextureUnits = 0,
  79. // GL state cache
  80. _oldDoubleSided = - 1,
  81. _oldFlipSided = - 1,
  82. _oldBlending = - 1,
  83. _oldBlendEquation = - 1,
  84. _oldBlendSrc = - 1,
  85. _oldBlendDst = - 1,
  86. _oldBlendEquationAlpha = - 1,
  87. _oldBlendSrcAlpha = - 1,
  88. _oldBlendDstAlpha = - 1,
  89. _oldDepthTest = - 1,
  90. _oldDepthWrite = - 1,
  91. _oldPolygonOffset = null,
  92. _oldPolygonOffsetFactor = null,
  93. _oldPolygonOffsetUnits = null,
  94. _oldLineWidth = null,
  95. _viewportX = 0,
  96. _viewportY = 0,
  97. _viewportWidth = _canvas.width,
  98. _viewportHeight = _canvas.height,
  99. _currentWidth = 0,
  100. _currentHeight = 0,
  101. _newAttributes = new Uint8Array( 16 ),
  102. _enabledAttributes = new Uint8Array( 16 ),
  103. // frustum
  104. _frustum = new THREE.Frustum(),
  105. // camera matrices cache
  106. _projScreenMatrix = new THREE.Matrix4(),
  107. _projScreenMatrixPS = new THREE.Matrix4(),
  108. _vector3 = new THREE.Vector3(),
  109. // light arrays cache
  110. _direction = new THREE.Vector3(),
  111. _lightsNeedUpdate = true,
  112. _lights = {
  113. ambient: [ 0, 0, 0 ],
  114. directional: { length: 0, colors:[], positions: [] },
  115. point: { length: 0, colors: [], positions: [], distances: [], decays: [] },
  116. spot: { length: 0, colors: [], positions: [], distances: [], directions: [], anglesCos: [], exponents: [], decays: [] },
  117. hemi: { length: 0, skyColors: [], groundColors: [], positions: [] }
  118. };
  119. // initialize
  120. var _gl;
  121. try {
  122. var attributes = {
  123. alpha: _alpha,
  124. depth: _depth,
  125. stencil: _stencil,
  126. antialias: _antialias,
  127. premultipliedAlpha: _premultipliedAlpha,
  128. preserveDrawingBuffer: _preserveDrawingBuffer
  129. };
  130. _gl = _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes );
  131. if ( _gl === null ) {
  132. if ( _canvas.getContext( 'webgl') !== null ) {
  133. throw 'Error creating WebGL context with your selected attributes.';
  134. } else {
  135. throw 'Error creating WebGL context.';
  136. }
  137. }
  138. _canvas.addEventListener( 'webglcontextlost', function ( event ) {
  139. event.preventDefault();
  140. resetGLState();
  141. setDefaultGLState();
  142. _webglObjects = {};
  143. }, false);
  144. } catch ( error ) {
  145. console.error( error );
  146. }
  147. if ( _gl.getShaderPrecisionFormat === undefined ) {
  148. _gl.getShaderPrecisionFormat = function () {
  149. return {
  150. 'rangeMin': 1,
  151. 'rangeMax': 1,
  152. 'precision': 1
  153. };
  154. }
  155. }
  156. var extensions = new THREE.WebGLExtensions( _gl );
  157. extensions.get( 'OES_texture_float' );
  158. extensions.get( 'OES_texture_float_linear' );
  159. extensions.get( 'OES_standard_derivatives' );
  160. if ( _logarithmicDepthBuffer ) {
  161. extensions.get( 'EXT_frag_depth' );
  162. }
  163. //
  164. var glClearColor = function ( r, g, b, a ) {
  165. if ( _premultipliedAlpha === true ) {
  166. r *= a; g *= a; b *= a;
  167. }
  168. _gl.clearColor( r, g, b, a );
  169. };
  170. var setDefaultGLState = function () {
  171. _gl.clearColor( 0, 0, 0, 1 );
  172. _gl.clearDepth( 1 );
  173. _gl.clearStencil( 0 );
  174. _gl.enable( _gl.DEPTH_TEST );
  175. _gl.depthFunc( _gl.LEQUAL );
  176. _gl.frontFace( _gl.CCW );
  177. _gl.cullFace( _gl.BACK );
  178. _gl.enable( _gl.CULL_FACE );
  179. _gl.enable( _gl.BLEND );
  180. _gl.blendEquation( _gl.FUNC_ADD );
  181. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
  182. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  183. glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  184. };
  185. var resetGLState = function () {
  186. _currentProgram = null;
  187. _currentCamera = null;
  188. _oldBlending = - 1;
  189. _oldDepthTest = - 1;
  190. _oldDepthWrite = - 1;
  191. _oldDoubleSided = - 1;
  192. _oldFlipSided = - 1;
  193. _currentGeometryProgram = '';
  194. _currentMaterialId = - 1;
  195. _lightsNeedUpdate = true;
  196. for ( var i = 0; i < _enabledAttributes.length; i ++ ) {
  197. _enabledAttributes[ i ] = 0;
  198. }
  199. };
  200. setDefaultGLState();
  201. this.context = _gl;
  202. // GPU capabilities
  203. var _maxTextures = _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS );
  204. var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
  205. var _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE );
  206. var _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE );
  207. var _supportsVertexTextures = _maxVertexTextures > 0;
  208. var _supportsBoneTextures = _supportsVertexTextures && extensions.get( 'OES_texture_float' );
  209. //
  210. var _vertexShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_FLOAT );
  211. var _vertexShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_FLOAT );
  212. var _vertexShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.LOW_FLOAT );
  213. var _fragmentShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_FLOAT );
  214. var _fragmentShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_FLOAT );
  215. var _fragmentShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.LOW_FLOAT );
  216. var getCompressedTextureFormats = ( function () {
  217. var array;
  218. return function () {
  219. if ( array !== undefined ) {
  220. return array;
  221. }
  222. array = [];
  223. if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) || extensions.get( 'WEBGL_compressed_texture_s3tc' ) ) {
  224. var formats = _gl.getParameter( _gl.COMPRESSED_TEXTURE_FORMATS );
  225. for ( var i = 0; i < formats.length; i ++ ){
  226. array.push( formats[ i ] );
  227. }
  228. }
  229. return array;
  230. };
  231. } )();
  232. // clamp precision to maximum available
  233. var highpAvailable = _vertexShaderPrecisionHighpFloat.precision > 0 && _fragmentShaderPrecisionHighpFloat.precision > 0;
  234. var mediumpAvailable = _vertexShaderPrecisionMediumpFloat.precision > 0 && _fragmentShaderPrecisionMediumpFloat.precision > 0;
  235. if ( _precision === 'highp' && ! highpAvailable ) {
  236. if ( mediumpAvailable ) {
  237. _precision = 'mediump';
  238. console.warn( 'THREE.WebGLRenderer: highp not supported, using mediump.' );
  239. } else {
  240. _precision = 'lowp';
  241. console.warn( 'THREE.WebGLRenderer: highp and mediump not supported, using lowp.' );
  242. }
  243. }
  244. if ( _precision === 'mediump' && ! mediumpAvailable ) {
  245. _precision = 'lowp';
  246. console.warn( 'THREE.WebGLRenderer: mediump not supported, using lowp.' );
  247. }
  248. // Plugins
  249. var shadowMapPlugin = new THREE.ShadowMapPlugin( this, lights, _webglObjects, _webglObjectsImmediate );
  250. var spritePlugin = new THREE.SpritePlugin( this, sprites );
  251. var lensFlarePlugin = new THREE.LensFlarePlugin( this, lensFlares );
  252. // API
  253. this.getContext = function () {
  254. return _gl;
  255. };
  256. this.forceContextLoss = function () {
  257. extensions.get( 'WEBGL_lose_context' ).loseContext();
  258. };
  259. this.supportsVertexTextures = function () {
  260. return _supportsVertexTextures;
  261. };
  262. this.supportsFloatTextures = function () {
  263. return extensions.get( 'OES_texture_float' );
  264. };
  265. this.supportsStandardDerivatives = function () {
  266. return extensions.get( 'OES_standard_derivatives' );
  267. };
  268. this.supportsCompressedTextureS3TC = function () {
  269. return extensions.get( 'WEBGL_compressed_texture_s3tc' );
  270. };
  271. this.supportsCompressedTexturePVRTC = function () {
  272. return extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  273. };
  274. this.supportsBlendMinMax = function () {
  275. return extensions.get( 'EXT_blend_minmax' );
  276. };
  277. this.getMaxAnisotropy = ( function () {
  278. var value;
  279. return function () {
  280. if ( value !== undefined ) {
  281. return value;
  282. }
  283. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  284. value = extension !== null ? _gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT ) : 0;
  285. return value;
  286. }
  287. } )();
  288. this.getPrecision = function () {
  289. return _precision;
  290. };
  291. this.getPixelRatio = function () {
  292. return pixelRatio;
  293. };
  294. this.setPixelRatio = function ( value ) {
  295. pixelRatio = value;
  296. };
  297. this.setSize = function ( width, height, updateStyle ) {
  298. _canvas.width = width * pixelRatio;
  299. _canvas.height = height * pixelRatio;
  300. if ( updateStyle !== false ) {
  301. _canvas.style.width = width + 'px';
  302. _canvas.style.height = height + 'px';
  303. }
  304. this.setViewport( 0, 0, width, height );
  305. };
  306. this.setViewport = function ( x, y, width, height ) {
  307. _viewportX = x * pixelRatio;
  308. _viewportY = y * pixelRatio;
  309. _viewportWidth = width * pixelRatio;
  310. _viewportHeight = height * pixelRatio;
  311. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  312. };
  313. this.setScissor = function ( x, y, width, height ) {
  314. _gl.scissor(
  315. x * pixelRatio,
  316. y * pixelRatio,
  317. width * pixelRatio,
  318. height * pixelRatio
  319. );
  320. };
  321. this.enableScissorTest = function ( enable ) {
  322. enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );
  323. };
  324. // Clearing
  325. this.getClearColor = function () {
  326. return _clearColor;
  327. };
  328. this.setClearColor = function ( color, alpha ) {
  329. _clearColor.set( color );
  330. _clearAlpha = alpha !== undefined ? alpha : 1;
  331. glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  332. };
  333. this.getClearAlpha = function () {
  334. return _clearAlpha;
  335. };
  336. this.setClearAlpha = function ( alpha ) {
  337. _clearAlpha = alpha;
  338. glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  339. };
  340. this.clear = function ( color, depth, stencil ) {
  341. var bits = 0;
  342. if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  343. if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  344. if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  345. _gl.clear( bits );
  346. };
  347. this.clearColor = function () {
  348. _gl.clear( _gl.COLOR_BUFFER_BIT );
  349. };
  350. this.clearDepth = function () {
  351. _gl.clear( _gl.DEPTH_BUFFER_BIT );
  352. };
  353. this.clearStencil = function () {
  354. _gl.clear( _gl.STENCIL_BUFFER_BIT );
  355. };
  356. this.clearTarget = function ( renderTarget, color, depth, stencil ) {
  357. this.setRenderTarget( renderTarget );
  358. this.clear( color, depth, stencil );
  359. };
  360. // Reset
  361. this.resetGLState = resetGLState;
  362. // Buffer allocation
  363. function createParticleBuffers ( geometry ) {
  364. geometry.__webglVertexBuffer = _gl.createBuffer();
  365. geometry.__webglColorBuffer = _gl.createBuffer();
  366. _this.info.memory.geometries ++;
  367. };
  368. function createLineBuffers ( geometry ) {
  369. geometry.__webglVertexBuffer = _gl.createBuffer();
  370. geometry.__webglColorBuffer = _gl.createBuffer();
  371. geometry.__webglLineDistanceBuffer = _gl.createBuffer();
  372. _this.info.memory.geometries ++;
  373. };
  374. function createMeshBuffers ( geometryGroup ) {
  375. geometryGroup.__webglVertexBuffer = _gl.createBuffer();
  376. geometryGroup.__webglNormalBuffer = _gl.createBuffer();
  377. geometryGroup.__webglTangentBuffer = _gl.createBuffer();
  378. geometryGroup.__webglColorBuffer = _gl.createBuffer();
  379. geometryGroup.__webglUVBuffer = _gl.createBuffer();
  380. geometryGroup.__webglUV2Buffer = _gl.createBuffer();
  381. geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
  382. geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
  383. geometryGroup.__webglFaceBuffer = _gl.createBuffer();
  384. geometryGroup.__webglLineBuffer = _gl.createBuffer();
  385. var numMorphTargets = geometryGroup.numMorphTargets;
  386. if ( numMorphTargets ) {
  387. geometryGroup.__webglMorphTargetsBuffers = [];
  388. for ( var m = 0, ml = numMorphTargets; m < ml; m ++ ) {
  389. geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
  390. }
  391. }
  392. var numMorphNormals = geometryGroup.numMorphNormals;
  393. if ( numMorphNormals ) {
  394. geometryGroup.__webglMorphNormalsBuffers = [];
  395. for ( var m = 0, ml = numMorphNormals; m < ml; m ++ ) {
  396. geometryGroup.__webglMorphNormalsBuffers.push( _gl.createBuffer() );
  397. }
  398. }
  399. _this.info.memory.geometries ++;
  400. };
  401. // Events
  402. var onObjectRemoved = function ( event ) {
  403. var object = event.target;
  404. object.traverse( function ( child ) {
  405. child.removeEventListener( 'remove', onObjectRemoved );
  406. removeObject( child );
  407. } );
  408. };
  409. var onGeometryDispose = function ( event ) {
  410. var geometry = event.target;
  411. geometry.removeEventListener( 'dispose', onGeometryDispose );
  412. deallocateGeometry( geometry );
  413. };
  414. var onTextureDispose = function ( event ) {
  415. var texture = event.target;
  416. texture.removeEventListener( 'dispose', onTextureDispose );
  417. deallocateTexture( texture );
  418. _this.info.memory.textures --;
  419. };
  420. var onRenderTargetDispose = function ( event ) {
  421. var renderTarget = event.target;
  422. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  423. deallocateRenderTarget( renderTarget );
  424. _this.info.memory.textures --;
  425. };
  426. var onMaterialDispose = function ( event ) {
  427. var material = event.target;
  428. material.removeEventListener( 'dispose', onMaterialDispose );
  429. deallocateMaterial( material );
  430. };
  431. // Buffer deallocation
  432. var deleteBuffers = function ( geometry ) {
  433. var buffers = [
  434. '__webglVertexBuffer',
  435. '__webglNormalBuffer',
  436. '__webglTangentBuffer',
  437. '__webglColorBuffer',
  438. '__webglUVBuffer',
  439. '__webglUV2Buffer',
  440. '__webglSkinIndicesBuffer',
  441. '__webglSkinWeightsBuffer',
  442. '__webglFaceBuffer',
  443. '__webglLineBuffer',
  444. '__webglLineDistanceBuffer'
  445. ];
  446. for ( var i = 0, l = buffers.length; i < l; i ++ ) {
  447. var name = buffers[ i ];
  448. if ( geometry[ name ] !== undefined ) {
  449. _gl.deleteBuffer( geometry[ name ] );
  450. delete geometry[ name ];
  451. }
  452. }
  453. // custom attributes
  454. if ( geometry.__webglCustomAttributesList !== undefined ) {
  455. for ( var name in geometry.__webglCustomAttributesList ) {
  456. _gl.deleteBuffer( geometry.__webglCustomAttributesList[ name ].buffer );
  457. }
  458. delete geometry.__webglCustomAttributesList;
  459. }
  460. _this.info.memory.geometries --;
  461. };
  462. var deallocateGeometry = function ( geometry ) {
  463. delete geometry.__webglInit;
  464. if ( geometry instanceof THREE.BufferGeometry ) {
  465. for ( var name in geometry.attributes ) {
  466. var attribute = geometry.attributes[ name ];
  467. if ( attribute.buffer !== undefined ) {
  468. _gl.deleteBuffer( attribute.buffer );
  469. delete attribute.buffer;
  470. }
  471. }
  472. _this.info.memory.geometries --;
  473. } else {
  474. var geometryGroupsList = geometryGroups[ geometry.id ];
  475. if ( geometryGroupsList !== undefined ) {
  476. for ( var i = 0, l = geometryGroupsList.length; i < l; i ++ ) {
  477. var geometryGroup = geometryGroupsList[ i ];
  478. if ( geometryGroup.numMorphTargets !== undefined ) {
  479. for ( var m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  480. _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
  481. }
  482. delete geometryGroup.__webglMorphTargetsBuffers;
  483. }
  484. if ( geometryGroup.numMorphNormals !== undefined ) {
  485. for ( var m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  486. _gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] );
  487. }
  488. delete geometryGroup.__webglMorphNormalsBuffers;
  489. }
  490. deleteBuffers( geometryGroup );
  491. }
  492. delete geometryGroups[ geometry.id ];
  493. } else {
  494. deleteBuffers( geometry );
  495. }
  496. }
  497. // TOFIX: Workaround for deleted geometry being currently bound
  498. _currentGeometryProgram = '';
  499. };
  500. var deallocateTexture = function ( texture ) {
  501. if ( texture.image && texture.image.__webglTextureCube ) {
  502. // cube texture
  503. _gl.deleteTexture( texture.image.__webglTextureCube );
  504. delete texture.image.__webglTextureCube;
  505. } else {
  506. // 2D texture
  507. if ( texture.__webglInit === undefined ) return;
  508. _gl.deleteTexture( texture.__webglTexture );
  509. delete texture.__webglTexture;
  510. delete texture.__webglInit;
  511. }
  512. };
  513. var deallocateRenderTarget = function ( renderTarget ) {
  514. if ( ! renderTarget || renderTarget.__webglTexture === undefined ) return;
  515. _gl.deleteTexture( renderTarget.__webglTexture );
  516. delete renderTarget.__webglTexture;
  517. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  518. for ( var i = 0; i < 6; i ++ ) {
  519. _gl.deleteFramebuffer( renderTarget.__webglFramebuffer[ i ] );
  520. _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer[ i ] );
  521. }
  522. } else {
  523. _gl.deleteFramebuffer( renderTarget.__webglFramebuffer );
  524. _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer );
  525. }
  526. delete renderTarget.__webglFramebuffer;
  527. delete renderTarget.__webglRenderbuffer;
  528. };
  529. var deallocateMaterial = function ( material ) {
  530. var program = material.program.program;
  531. if ( program === undefined ) return;
  532. material.program = undefined;
  533. // only deallocate GL program if this was the last use of shared program
  534. // assumed there is only single copy of any program in the _programs list
  535. // (that's how it's constructed)
  536. var i, il, programInfo;
  537. var deleteProgram = false;
  538. for ( i = 0, il = _programs.length; i < il; i ++ ) {
  539. programInfo = _programs[ i ];
  540. if ( programInfo.program === program ) {
  541. programInfo.usedTimes --;
  542. if ( programInfo.usedTimes === 0 ) {
  543. deleteProgram = true;
  544. }
  545. break;
  546. }
  547. }
  548. if ( deleteProgram === true ) {
  549. // avoid using array.splice, this is costlier than creating new array from scratch
  550. var newPrograms = [];
  551. for ( i = 0, il = _programs.length; i < il; i ++ ) {
  552. programInfo = _programs[ i ];
  553. if ( programInfo.program !== program ) {
  554. newPrograms.push( programInfo );
  555. }
  556. }
  557. _programs = newPrograms;
  558. _gl.deleteProgram( program );
  559. _this.info.memory.programs --;
  560. }
  561. };
  562. // Buffer initialization
  563. function initCustomAttributes ( object ) {
  564. var geometry = object.geometry;
  565. var material = object.material;
  566. var nvertices = geometry.vertices.length;
  567. if ( material.attributes ) {
  568. if ( geometry.__webglCustomAttributesList === undefined ) {
  569. geometry.__webglCustomAttributesList = [];
  570. }
  571. for ( var name in material.attributes ) {
  572. var attribute = material.attributes[ name ];
  573. if ( ! attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  574. attribute.__webglInitialized = true;
  575. var size = 1; // "f" and "i"
  576. if ( attribute.type === 'v2' ) size = 2;
  577. else if ( attribute.type === 'v3' ) size = 3;
  578. else if ( attribute.type === 'v4' ) size = 4;
  579. else if ( attribute.type === 'c' ) size = 3;
  580. attribute.size = size;
  581. attribute.array = new Float32Array( nvertices * size );
  582. attribute.buffer = _gl.createBuffer();
  583. attribute.buffer.belongsToAttribute = name;
  584. attribute.needsUpdate = true;
  585. }
  586. geometry.__webglCustomAttributesList.push( attribute );
  587. }
  588. }
  589. };
  590. function initParticleBuffers ( geometry, object ) {
  591. var nvertices = geometry.vertices.length;
  592. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  593. geometry.__colorArray = new Float32Array( nvertices * 3 );
  594. geometry.__sortArray = [];
  595. geometry.__webglParticleCount = nvertices;
  596. initCustomAttributes( object );
  597. };
  598. function initLineBuffers ( geometry, object ) {
  599. var nvertices = geometry.vertices.length;
  600. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  601. geometry.__colorArray = new Float32Array( nvertices * 3 );
  602. geometry.__lineDistanceArray = new Float32Array( nvertices * 1 );
  603. geometry.__webglLineCount = nvertices;
  604. initCustomAttributes( object );
  605. };
  606. function initMeshBuffers ( geometryGroup, object ) {
  607. var geometry = object.geometry,
  608. faces3 = geometryGroup.faces3,
  609. nvertices = faces3.length * 3,
  610. ntris = faces3.length * 1,
  611. nlines = faces3.length * 3,
  612. material = getBufferMaterial( object, geometryGroup );
  613. geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
  614. geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
  615. geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
  616. geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
  617. if ( geometry.faceVertexUvs.length > 1 ) {
  618. geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
  619. }
  620. if ( geometry.hasTangents ) {
  621. geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
  622. }
  623. if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
  624. geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
  625. geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
  626. }
  627. var UintArray = extensions.get( 'OES_element_index_uint' ) !== null && ntris > 21845 ? Uint32Array : Uint16Array; // 65535 / 3
  628. geometryGroup.__typeArray = UintArray;
  629. geometryGroup.__faceArray = new UintArray( ntris * 3 );
  630. geometryGroup.__lineArray = new UintArray( nlines * 2 );
  631. var numMorphTargets = geometryGroup.numMorphTargets;
  632. if ( numMorphTargets ) {
  633. geometryGroup.__morphTargetsArrays = [];
  634. for ( var m = 0, ml = numMorphTargets; m < ml; m ++ ) {
  635. geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
  636. }
  637. }
  638. var numMorphNormals = geometryGroup.numMorphNormals;
  639. if ( numMorphNormals ) {
  640. geometryGroup.__morphNormalsArrays = [];
  641. for ( var m = 0, ml = numMorphNormals; m < ml; m ++ ) {
  642. geometryGroup.__morphNormalsArrays.push( new Float32Array( nvertices * 3 ) );
  643. }
  644. }
  645. geometryGroup.__webglFaceCount = ntris * 3;
  646. geometryGroup.__webglLineCount = nlines * 2;
  647. // custom attributes
  648. if ( material.attributes ) {
  649. if ( geometryGroup.__webglCustomAttributesList === undefined ) {
  650. geometryGroup.__webglCustomAttributesList = [];
  651. }
  652. for ( var name in material.attributes ) {
  653. // Do a shallow copy of the attribute object so different geometryGroup chunks use different
  654. // attribute buffers which are correctly indexed in the setMeshBuffers function
  655. var originalAttribute = material.attributes[ name ];
  656. var attribute = {};
  657. for ( var property in originalAttribute ) {
  658. attribute[ property ] = originalAttribute[ property ];
  659. }
  660. if ( ! attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  661. attribute.__webglInitialized = true;
  662. var size = 1; // "f" and "i"
  663. if ( attribute.type === 'v2' ) size = 2;
  664. else if ( attribute.type === 'v3' ) size = 3;
  665. else if ( attribute.type === 'v4' ) size = 4;
  666. else if ( attribute.type === 'c' ) size = 3;
  667. attribute.size = size;
  668. attribute.array = new Float32Array( nvertices * size );
  669. attribute.buffer = _gl.createBuffer();
  670. attribute.buffer.belongsToAttribute = name;
  671. originalAttribute.needsUpdate = true;
  672. attribute.__original = originalAttribute;
  673. }
  674. geometryGroup.__webglCustomAttributesList.push( attribute );
  675. }
  676. }
  677. geometryGroup.__inittedArrays = true;
  678. };
  679. function getBufferMaterial( object, geometryGroup ) {
  680. return object.material instanceof THREE.MeshFaceMaterial
  681. ? object.material.materials[ geometryGroup.materialIndex ]
  682. : object.material;
  683. };
  684. function materialNeedsSmoothNormals ( material ) {
  685. return material && material.shading !== undefined && material.shading === THREE.SmoothShading;
  686. };
  687. // Buffer setting
  688. function setParticleBuffers ( geometry, hint, object ) {
  689. var v, c, vertex, offset, index, color,
  690. vertices = geometry.vertices,
  691. vl = vertices.length,
  692. colors = geometry.colors,
  693. cl = colors.length,
  694. vertexArray = geometry.__vertexArray,
  695. colorArray = geometry.__colorArray,
  696. sortArray = geometry.__sortArray,
  697. dirtyVertices = geometry.verticesNeedUpdate,
  698. dirtyElements = geometry.elementsNeedUpdate,
  699. dirtyColors = geometry.colorsNeedUpdate,
  700. customAttributes = geometry.__webglCustomAttributesList,
  701. i, il,
  702. a, ca, cal, value,
  703. customAttribute;
  704. if ( dirtyVertices ) {
  705. for ( v = 0; v < vl; v ++ ) {
  706. vertex = vertices[ v ];
  707. offset = v * 3;
  708. vertexArray[ offset ] = vertex.x;
  709. vertexArray[ offset + 1 ] = vertex.y;
  710. vertexArray[ offset + 2 ] = vertex.z;
  711. }
  712. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  713. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  714. }
  715. if ( dirtyColors ) {
  716. for ( c = 0; c < cl; c ++ ) {
  717. color = colors[ c ];
  718. offset = c * 3;
  719. colorArray[ offset ] = color.r;
  720. colorArray[ offset + 1 ] = color.g;
  721. colorArray[ offset + 2 ] = color.b;
  722. }
  723. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  724. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  725. }
  726. if ( customAttributes ) {
  727. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  728. customAttribute = customAttributes[ i ];
  729. if ( customAttribute.needsUpdate && ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) ) {
  730. cal = customAttribute.value.length;
  731. offset = 0;
  732. if ( customAttribute.size === 1 ) {
  733. for ( ca = 0; ca < cal; ca ++ ) {
  734. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  735. }
  736. } else if ( customAttribute.size === 2 ) {
  737. for ( ca = 0; ca < cal; ca ++ ) {
  738. value = customAttribute.value[ ca ];
  739. customAttribute.array[ offset ] = value.x;
  740. customAttribute.array[ offset + 1 ] = value.y;
  741. offset += 2;
  742. }
  743. } else if ( customAttribute.size === 3 ) {
  744. if ( customAttribute.type === 'c' ) {
  745. for ( ca = 0; ca < cal; ca ++ ) {
  746. value = customAttribute.value[ ca ];
  747. customAttribute.array[ offset ] = value.r;
  748. customAttribute.array[ offset + 1 ] = value.g;
  749. customAttribute.array[ offset + 2 ] = value.b;
  750. offset += 3;
  751. }
  752. } else {
  753. for ( ca = 0; ca < cal; ca ++ ) {
  754. value = customAttribute.value[ ca ];
  755. customAttribute.array[ offset ] = value.x;
  756. customAttribute.array[ offset + 1 ] = value.y;
  757. customAttribute.array[ offset + 2 ] = value.z;
  758. offset += 3;
  759. }
  760. }
  761. } else if ( customAttribute.size === 4 ) {
  762. for ( ca = 0; ca < cal; ca ++ ) {
  763. value = customAttribute.value[ ca ];
  764. customAttribute.array[ offset ] = value.x;
  765. customAttribute.array[ offset + 1 ] = value.y;
  766. customAttribute.array[ offset + 2 ] = value.z;
  767. customAttribute.array[ offset + 3 ] = value.w;
  768. offset += 4;
  769. }
  770. }
  771. }
  772. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  773. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  774. customAttribute.needsUpdate = false;
  775. }
  776. }
  777. }
  778. function setLineBuffers ( geometry, hint ) {
  779. var v, c, d, vertex, offset, color,
  780. vertices = geometry.vertices,
  781. colors = geometry.colors,
  782. lineDistances = geometry.lineDistances,
  783. vl = vertices.length,
  784. cl = colors.length,
  785. dl = lineDistances.length,
  786. vertexArray = geometry.__vertexArray,
  787. colorArray = geometry.__colorArray,
  788. lineDistanceArray = geometry.__lineDistanceArray,
  789. dirtyVertices = geometry.verticesNeedUpdate,
  790. dirtyColors = geometry.colorsNeedUpdate,
  791. dirtyLineDistances = geometry.lineDistancesNeedUpdate,
  792. customAttributes = geometry.__webglCustomAttributesList,
  793. i, il,
  794. a, ca, cal, value,
  795. customAttribute;
  796. if ( dirtyVertices ) {
  797. for ( v = 0; v < vl; v ++ ) {
  798. vertex = vertices[ v ];
  799. offset = v * 3;
  800. vertexArray[ offset ] = vertex.x;
  801. vertexArray[ offset + 1 ] = vertex.y;
  802. vertexArray[ offset + 2 ] = vertex.z;
  803. }
  804. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  805. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  806. }
  807. if ( dirtyColors ) {
  808. for ( c = 0; c < cl; c ++ ) {
  809. color = colors[ c ];
  810. offset = c * 3;
  811. colorArray[ offset ] = color.r;
  812. colorArray[ offset + 1 ] = color.g;
  813. colorArray[ offset + 2 ] = color.b;
  814. }
  815. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  816. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  817. }
  818. if ( dirtyLineDistances ) {
  819. for ( d = 0; d < dl; d ++ ) {
  820. lineDistanceArray[ d ] = lineDistances[ d ];
  821. }
  822. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglLineDistanceBuffer );
  823. _gl.bufferData( _gl.ARRAY_BUFFER, lineDistanceArray, hint );
  824. }
  825. if ( customAttributes ) {
  826. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  827. customAttribute = customAttributes[ i ];
  828. if ( customAttribute.needsUpdate && ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) ) {
  829. offset = 0;
  830. cal = customAttribute.value.length;
  831. if ( customAttribute.size === 1 ) {
  832. for ( ca = 0; ca < cal; ca ++ ) {
  833. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  834. }
  835. } else if ( customAttribute.size === 2 ) {
  836. for ( ca = 0; ca < cal; ca ++ ) {
  837. value = customAttribute.value[ ca ];
  838. customAttribute.array[ offset ] = value.x;
  839. customAttribute.array[ offset + 1 ] = value.y;
  840. offset += 2;
  841. }
  842. } else if ( customAttribute.size === 3 ) {
  843. if ( customAttribute.type === 'c' ) {
  844. for ( ca = 0; ca < cal; ca ++ ) {
  845. value = customAttribute.value[ ca ];
  846. customAttribute.array[ offset ] = value.r;
  847. customAttribute.array[ offset + 1 ] = value.g;
  848. customAttribute.array[ offset + 2 ] = value.b;
  849. offset += 3;
  850. }
  851. } else {
  852. for ( ca = 0; ca < cal; ca ++ ) {
  853. value = customAttribute.value[ ca ];
  854. customAttribute.array[ offset ] = value.x;
  855. customAttribute.array[ offset + 1 ] = value.y;
  856. customAttribute.array[ offset + 2 ] = value.z;
  857. offset += 3;
  858. }
  859. }
  860. } else if ( customAttribute.size === 4 ) {
  861. for ( ca = 0; ca < cal; ca ++ ) {
  862. value = customAttribute.value[ ca ];
  863. customAttribute.array[ offset ] = value.x;
  864. customAttribute.array[ offset + 1 ] = value.y;
  865. customAttribute.array[ offset + 2 ] = value.z;
  866. customAttribute.array[ offset + 3 ] = value.w;
  867. offset += 4;
  868. }
  869. }
  870. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  871. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  872. customAttribute.needsUpdate = false;
  873. }
  874. }
  875. }
  876. }
  877. function setMeshBuffers( geometryGroup, object, hint, dispose, material ) {
  878. if ( ! geometryGroup.__inittedArrays ) {
  879. return;
  880. }
  881. var needsSmoothNormals = materialNeedsSmoothNormals( material );
  882. var f, fl, fi, face,
  883. vertexNormals, faceNormal, normal,
  884. vertexColors, faceColor,
  885. vertexTangents,
  886. uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4, n1, n2, n3, n4,
  887. c1, c2, c3,
  888. sw1, sw2, sw3, sw4,
  889. si1, si2, si3, si4,
  890. sa1, sa2, sa3, sa4,
  891. sb1, sb2, sb3, sb4,
  892. m, ml, i, il,
  893. vn, uvi, uv2i,
  894. vk, vkl, vka,
  895. nka, chf, faceVertexNormals,
  896. a,
  897. vertexIndex = 0,
  898. offset = 0,
  899. offset_uv = 0,
  900. offset_uv2 = 0,
  901. offset_face = 0,
  902. offset_normal = 0,
  903. offset_tangent = 0,
  904. offset_line = 0,
  905. offset_color = 0,
  906. offset_skin = 0,
  907. offset_morphTarget = 0,
  908. offset_custom = 0,
  909. offset_customSrc = 0,
  910. value,
  911. vertexArray = geometryGroup.__vertexArray,
  912. uvArray = geometryGroup.__uvArray,
  913. uv2Array = geometryGroup.__uv2Array,
  914. normalArray = geometryGroup.__normalArray,
  915. tangentArray = geometryGroup.__tangentArray,
  916. colorArray = geometryGroup.__colorArray,
  917. skinIndexArray = geometryGroup.__skinIndexArray,
  918. skinWeightArray = geometryGroup.__skinWeightArray,
  919. morphTargetsArrays = geometryGroup.__morphTargetsArrays,
  920. morphNormalsArrays = geometryGroup.__morphNormalsArrays,
  921. customAttributes = geometryGroup.__webglCustomAttributesList,
  922. customAttribute,
  923. faceArray = geometryGroup.__faceArray,
  924. lineArray = geometryGroup.__lineArray,
  925. geometry = object.geometry, // this is shared for all chunks
  926. dirtyVertices = geometry.verticesNeedUpdate,
  927. dirtyElements = geometry.elementsNeedUpdate,
  928. dirtyUvs = geometry.uvsNeedUpdate,
  929. dirtyNormals = geometry.normalsNeedUpdate,
  930. dirtyTangents = geometry.tangentsNeedUpdate,
  931. dirtyColors = geometry.colorsNeedUpdate,
  932. dirtyMorphTargets = geometry.morphTargetsNeedUpdate,
  933. vertices = geometry.vertices,
  934. chunk_faces3 = geometryGroup.faces3,
  935. obj_faces = geometry.faces,
  936. obj_uvs = geometry.faceVertexUvs[ 0 ],
  937. obj_uvs2 = geometry.faceVertexUvs[ 1 ],
  938. obj_colors = geometry.colors,
  939. obj_skinIndices = geometry.skinIndices,
  940. obj_skinWeights = geometry.skinWeights,
  941. morphTargets = geometry.morphTargets,
  942. morphNormals = geometry.morphNormals;
  943. if ( dirtyVertices ) {
  944. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  945. face = obj_faces[ chunk_faces3[ f ] ];
  946. v1 = vertices[ face.a ];
  947. v2 = vertices[ face.b ];
  948. v3 = vertices[ face.c ];
  949. vertexArray[ offset ] = v1.x;
  950. vertexArray[ offset + 1 ] = v1.y;
  951. vertexArray[ offset + 2 ] = v1.z;
  952. vertexArray[ offset + 3 ] = v2.x;
  953. vertexArray[ offset + 4 ] = v2.y;
  954. vertexArray[ offset + 5 ] = v2.z;
  955. vertexArray[ offset + 6 ] = v3.x;
  956. vertexArray[ offset + 7 ] = v3.y;
  957. vertexArray[ offset + 8 ] = v3.z;
  958. offset += 9;
  959. }
  960. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  961. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  962. }
  963. if ( dirtyMorphTargets ) {
  964. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  965. offset_morphTarget = 0;
  966. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  967. chf = chunk_faces3[ f ];
  968. face = obj_faces[ chf ];
  969. // morph positions
  970. v1 = morphTargets[ vk ].vertices[ face.a ];
  971. v2 = morphTargets[ vk ].vertices[ face.b ];
  972. v3 = morphTargets[ vk ].vertices[ face.c ];
  973. vka = morphTargetsArrays[ vk ];
  974. vka[ offset_morphTarget ] = v1.x;
  975. vka[ offset_morphTarget + 1 ] = v1.y;
  976. vka[ offset_morphTarget + 2 ] = v1.z;
  977. vka[ offset_morphTarget + 3 ] = v2.x;
  978. vka[ offset_morphTarget + 4 ] = v2.y;
  979. vka[ offset_morphTarget + 5 ] = v2.z;
  980. vka[ offset_morphTarget + 6 ] = v3.x;
  981. vka[ offset_morphTarget + 7 ] = v3.y;
  982. vka[ offset_morphTarget + 8 ] = v3.z;
  983. // morph normals
  984. if ( material.morphNormals ) {
  985. if ( needsSmoothNormals ) {
  986. faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];
  987. n1 = faceVertexNormals.a;
  988. n2 = faceVertexNormals.b;
  989. n3 = faceVertexNormals.c;
  990. } else {
  991. n1 = morphNormals[ vk ].faceNormals[ chf ];
  992. n2 = n1;
  993. n3 = n1;
  994. }
  995. nka = morphNormalsArrays[ vk ];
  996. nka[ offset_morphTarget ] = n1.x;
  997. nka[ offset_morphTarget + 1 ] = n1.y;
  998. nka[ offset_morphTarget + 2 ] = n1.z;
  999. nka[ offset_morphTarget + 3 ] = n2.x;
  1000. nka[ offset_morphTarget + 4 ] = n2.y;
  1001. nka[ offset_morphTarget + 5 ] = n2.z;
  1002. nka[ offset_morphTarget + 6 ] = n3.x;
  1003. nka[ offset_morphTarget + 7 ] = n3.y;
  1004. nka[ offset_morphTarget + 8 ] = n3.z;
  1005. }
  1006. //
  1007. offset_morphTarget += 9;
  1008. }
  1009. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
  1010. _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
  1011. if ( material.morphNormals ) {
  1012. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ vk ] );
  1013. _gl.bufferData( _gl.ARRAY_BUFFER, morphNormalsArrays[ vk ], hint );
  1014. }
  1015. }
  1016. }
  1017. if ( obj_skinWeights.length ) {
  1018. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1019. face = obj_faces[ chunk_faces3[ f ] ];
  1020. // weights
  1021. sw1 = obj_skinWeights[ face.a ];
  1022. sw2 = obj_skinWeights[ face.b ];
  1023. sw3 = obj_skinWeights[ face.c ];
  1024. skinWeightArray[ offset_skin ] = sw1.x;
  1025. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  1026. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  1027. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  1028. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  1029. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  1030. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  1031. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  1032. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  1033. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  1034. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  1035. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  1036. // indices
  1037. si1 = obj_skinIndices[ face.a ];
  1038. si2 = obj_skinIndices[ face.b ];
  1039. si3 = obj_skinIndices[ face.c ];
  1040. skinIndexArray[ offset_skin ] = si1.x;
  1041. skinIndexArray[ offset_skin + 1 ] = si1.y;
  1042. skinIndexArray[ offset_skin + 2 ] = si1.z;
  1043. skinIndexArray[ offset_skin + 3 ] = si1.w;
  1044. skinIndexArray[ offset_skin + 4 ] = si2.x;
  1045. skinIndexArray[ offset_skin + 5 ] = si2.y;
  1046. skinIndexArray[ offset_skin + 6 ] = si2.z;
  1047. skinIndexArray[ offset_skin + 7 ] = si2.w;
  1048. skinIndexArray[ offset_skin + 8 ] = si3.x;
  1049. skinIndexArray[ offset_skin + 9 ] = si3.y;
  1050. skinIndexArray[ offset_skin + 10 ] = si3.z;
  1051. skinIndexArray[ offset_skin + 11 ] = si3.w;
  1052. offset_skin += 12;
  1053. }
  1054. if ( offset_skin > 0 ) {
  1055. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1056. _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
  1057. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1058. _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
  1059. }
  1060. }
  1061. if ( dirtyColors ) {
  1062. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1063. face = obj_faces[ chunk_faces3[ f ] ];
  1064. vertexColors = face.vertexColors;
  1065. faceColor = face.color;
  1066. if ( vertexColors.length === 3 && material.vertexColors === THREE.VertexColors ) {
  1067. c1 = vertexColors[ 0 ];
  1068. c2 = vertexColors[ 1 ];
  1069. c3 = vertexColors[ 2 ];
  1070. } else {
  1071. c1 = faceColor;
  1072. c2 = faceColor;
  1073. c3 = faceColor;
  1074. }
  1075. colorArray[ offset_color ] = c1.r;
  1076. colorArray[ offset_color + 1 ] = c1.g;
  1077. colorArray[ offset_color + 2 ] = c1.b;
  1078. colorArray[ offset_color + 3 ] = c2.r;
  1079. colorArray[ offset_color + 4 ] = c2.g;
  1080. colorArray[ offset_color + 5 ] = c2.b;
  1081. colorArray[ offset_color + 6 ] = c3.r;
  1082. colorArray[ offset_color + 7 ] = c3.g;
  1083. colorArray[ offset_color + 8 ] = c3.b;
  1084. offset_color += 9;
  1085. }
  1086. if ( offset_color > 0 ) {
  1087. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1088. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1089. }
  1090. }
  1091. if ( dirtyTangents && geometry.hasTangents ) {
  1092. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1093. face = obj_faces[ chunk_faces3[ f ] ];
  1094. vertexTangents = face.vertexTangents;
  1095. t1 = vertexTangents[ 0 ];
  1096. t2 = vertexTangents[ 1 ];
  1097. t3 = vertexTangents[ 2 ];
  1098. tangentArray[ offset_tangent ] = t1.x;
  1099. tangentArray[ offset_tangent + 1 ] = t1.y;
  1100. tangentArray[ offset_tangent + 2 ] = t1.z;
  1101. tangentArray[ offset_tangent + 3 ] = t1.w;
  1102. tangentArray[ offset_tangent + 4 ] = t2.x;
  1103. tangentArray[ offset_tangent + 5 ] = t2.y;
  1104. tangentArray[ offset_tangent + 6 ] = t2.z;
  1105. tangentArray[ offset_tangent + 7 ] = t2.w;
  1106. tangentArray[ offset_tangent + 8 ] = t3.x;
  1107. tangentArray[ offset_tangent + 9 ] = t3.y;
  1108. tangentArray[ offset_tangent + 10 ] = t3.z;
  1109. tangentArray[ offset_tangent + 11 ] = t3.w;
  1110. offset_tangent += 12;
  1111. }
  1112. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1113. _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
  1114. }
  1115. if ( dirtyNormals ) {
  1116. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1117. face = obj_faces[ chunk_faces3[ f ] ];
  1118. vertexNormals = face.vertexNormals;
  1119. faceNormal = face.normal;
  1120. if ( vertexNormals.length === 3 && needsSmoothNormals ) {
  1121. for ( i = 0; i < 3; i ++ ) {
  1122. vn = vertexNormals[ i ];
  1123. normalArray[ offset_normal ] = vn.x;
  1124. normalArray[ offset_normal + 1 ] = vn.y;
  1125. normalArray[ offset_normal + 2 ] = vn.z;
  1126. offset_normal += 3;
  1127. }
  1128. } else {
  1129. for ( i = 0; i < 3; i ++ ) {
  1130. normalArray[ offset_normal ] = faceNormal.x;
  1131. normalArray[ offset_normal + 1 ] = faceNormal.y;
  1132. normalArray[ offset_normal + 2 ] = faceNormal.z;
  1133. offset_normal += 3;
  1134. }
  1135. }
  1136. }
  1137. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1138. _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
  1139. }
  1140. if ( dirtyUvs && obj_uvs ) {
  1141. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1142. fi = chunk_faces3[ f ];
  1143. uv = obj_uvs[ fi ];
  1144. if ( uv === undefined ) continue;
  1145. for ( i = 0; i < 3; i ++ ) {
  1146. uvi = uv[ i ];
  1147. uvArray[ offset_uv ] = uvi.x;
  1148. uvArray[ offset_uv + 1 ] = uvi.y;
  1149. offset_uv += 2;
  1150. }
  1151. }
  1152. if ( offset_uv > 0 ) {
  1153. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1154. _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
  1155. }
  1156. }
  1157. if ( dirtyUvs && obj_uvs2 ) {
  1158. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1159. fi = chunk_faces3[ f ];
  1160. uv2 = obj_uvs2[ fi ];
  1161. if ( uv2 === undefined ) continue;
  1162. for ( i = 0; i < 3; i ++ ) {
  1163. uv2i = uv2[ i ];
  1164. uv2Array[ offset_uv2 ] = uv2i.x;
  1165. uv2Array[ offset_uv2 + 1 ] = uv2i.y;
  1166. offset_uv2 += 2;
  1167. }
  1168. }
  1169. if ( offset_uv2 > 0 ) {
  1170. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1171. _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
  1172. }
  1173. }
  1174. if ( dirtyElements ) {
  1175. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1176. faceArray[ offset_face ] = vertexIndex;
  1177. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  1178. faceArray[ offset_face + 2 ] = vertexIndex + 2;
  1179. offset_face += 3;
  1180. lineArray[ offset_line ] = vertexIndex;
  1181. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  1182. lineArray[ offset_line + 2 ] = vertexIndex;
  1183. lineArray[ offset_line + 3 ] = vertexIndex + 2;
  1184. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  1185. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  1186. offset_line += 6;
  1187. vertexIndex += 3;
  1188. }
  1189. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1190. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
  1191. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1192. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
  1193. }
  1194. if ( customAttributes ) {
  1195. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  1196. customAttribute = customAttributes[ i ];
  1197. if ( ! customAttribute.__original.needsUpdate ) continue;
  1198. offset_custom = 0;
  1199. offset_customSrc = 0;
  1200. if ( customAttribute.size === 1 ) {
  1201. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
  1202. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1203. face = obj_faces[ chunk_faces3[ f ] ];
  1204. customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
  1205. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  1206. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  1207. offset_custom += 3;
  1208. }
  1209. } else if ( customAttribute.boundTo === 'faces' ) {
  1210. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1211. value = customAttribute.value[ chunk_faces3[ f ] ];
  1212. customAttribute.array[ offset_custom ] = value;
  1213. customAttribute.array[ offset_custom + 1 ] = value;
  1214. customAttribute.array[ offset_custom + 2 ] = value;
  1215. offset_custom += 3;
  1216. }
  1217. }
  1218. } else if ( customAttribute.size === 2 ) {
  1219. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
  1220. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1221. face = obj_faces[ chunk_faces3[ f ] ];
  1222. v1 = customAttribute.value[ face.a ];
  1223. v2 = customAttribute.value[ face.b ];
  1224. v3 = customAttribute.value[ face.c ];
  1225. customAttribute.array[ offset_custom ] = v1.x;
  1226. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1227. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1228. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1229. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1230. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1231. offset_custom += 6;
  1232. }
  1233. } else if ( customAttribute.boundTo === 'faces' ) {
  1234. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1235. value = customAttribute.value[ chunk_faces3[ f ] ];
  1236. v1 = value;
  1237. v2 = value;
  1238. v3 = value;
  1239. customAttribute.array[ offset_custom ] = v1.x;
  1240. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1241. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1242. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1243. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1244. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1245. offset_custom += 6;
  1246. }
  1247. }
  1248. } else if ( customAttribute.size === 3 ) {
  1249. var pp;
  1250. if ( customAttribute.type === 'c' ) {
  1251. pp = [ 'r', 'g', 'b' ];
  1252. } else {
  1253. pp = [ 'x', 'y', 'z' ];
  1254. }
  1255. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
  1256. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1257. face = obj_faces[ chunk_faces3[ f ] ];
  1258. v1 = customAttribute.value[ face.a ];
  1259. v2 = customAttribute.value[ face.b ];
  1260. v3 = customAttribute.value[ face.c ];
  1261. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1262. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1263. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1264. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1265. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1266. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1267. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1268. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1269. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1270. offset_custom += 9;
  1271. }
  1272. } else if ( customAttribute.boundTo === 'faces' ) {
  1273. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1274. value = customAttribute.value[ chunk_faces3[ f ] ];
  1275. v1 = value;
  1276. v2 = value;
  1277. v3 = value;
  1278. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1279. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1280. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1281. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1282. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1283. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1284. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1285. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1286. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1287. offset_custom += 9;
  1288. }
  1289. } else if ( customAttribute.boundTo === 'faceVertices' ) {
  1290. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1291. value = customAttribute.value[ chunk_faces3[ f ] ];
  1292. v1 = value[ 0 ];
  1293. v2 = value[ 1 ];
  1294. v3 = value[ 2 ];
  1295. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1296. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1297. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1298. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1299. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1300. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1301. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1302. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1303. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1304. offset_custom += 9;
  1305. }
  1306. }
  1307. } else if ( customAttribute.size === 4 ) {
  1308. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
  1309. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1310. face = obj_faces[ chunk_faces3[ f ] ];
  1311. v1 = customAttribute.value[ face.a ];
  1312. v2 = customAttribute.value[ face.b ];
  1313. v3 = customAttribute.value[ face.c ];
  1314. customAttribute.array[ offset_custom ] = v1.x;
  1315. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1316. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1317. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1318. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1319. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1320. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1321. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1322. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1323. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1324. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1325. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1326. offset_custom += 12;
  1327. }
  1328. } else if ( customAttribute.boundTo === 'faces' ) {
  1329. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1330. value = customAttribute.value[ chunk_faces3[ f ] ];
  1331. v1 = value;
  1332. v2 = value;
  1333. v3 = value;
  1334. customAttribute.array[ offset_custom ] = v1.x;
  1335. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1336. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1337. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1338. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1339. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1340. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1341. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1342. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1343. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1344. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1345. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1346. offset_custom += 12;
  1347. }
  1348. } else if ( customAttribute.boundTo === 'faceVertices' ) {
  1349. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1350. value = customAttribute.value[ chunk_faces3[ f ] ];
  1351. v1 = value[ 0 ];
  1352. v2 = value[ 1 ];
  1353. v3 = value[ 2 ];
  1354. customAttribute.array[ offset_custom ] = v1.x;
  1355. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1356. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1357. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1358. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1359. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1360. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1361. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1362. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1363. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1364. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1365. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1366. offset_custom += 12;
  1367. }
  1368. }
  1369. }
  1370. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  1371. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  1372. }
  1373. }
  1374. if ( dispose ) {
  1375. delete geometryGroup.__inittedArrays;
  1376. delete geometryGroup.__colorArray;
  1377. delete geometryGroup.__normalArray;
  1378. delete geometryGroup.__tangentArray;
  1379. delete geometryGroup.__uvArray;
  1380. delete geometryGroup.__uv2Array;
  1381. delete geometryGroup.__faceArray;
  1382. delete geometryGroup.__vertexArray;
  1383. delete geometryGroup.__lineArray;
  1384. delete geometryGroup.__skinIndexArray;
  1385. delete geometryGroup.__skinWeightArray;
  1386. }
  1387. };
  1388. // Buffer rendering
  1389. this.renderBufferImmediate = function ( object, program, material ) {
  1390. initAttributes();
  1391. if ( object.hasPositions && ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
  1392. if ( object.hasNormals && ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
  1393. if ( object.hasUvs && ! object.__webglUvBuffer ) object.__webglUvBuffer = _gl.createBuffer();
  1394. if ( object.hasColors && ! object.__webglColorBuffer ) object.__webglColorBuffer = _gl.createBuffer();
  1395. if ( object.hasPositions ) {
  1396. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
  1397. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  1398. enableAttribute( program.attributes.position );
  1399. _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1400. }
  1401. if ( object.hasNormals ) {
  1402. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
  1403. if ( material.shading === THREE.FlatShading ) {
  1404. var nx, ny, nz,
  1405. nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
  1406. normalArray,
  1407. i, il = object.count * 3;
  1408. for ( i = 0; i < il; i += 9 ) {
  1409. normalArray = object.normalArray;
  1410. nax = normalArray[ i ];
  1411. nay = normalArray[ i + 1 ];
  1412. naz = normalArray[ i + 2 ];
  1413. nbx = normalArray[ i + 3 ];
  1414. nby = normalArray[ i + 4 ];
  1415. nbz = normalArray[ i + 5 ];
  1416. ncx = normalArray[ i + 6 ];
  1417. ncy = normalArray[ i + 7 ];
  1418. ncz = normalArray[ i + 8 ];
  1419. nx = ( nax + nbx + ncx ) / 3;
  1420. ny = ( nay + nby + ncy ) / 3;
  1421. nz = ( naz + nbz + ncz ) / 3;
  1422. normalArray[ i ] = nx;
  1423. normalArray[ i + 1 ] = ny;
  1424. normalArray[ i + 2 ] = nz;
  1425. normalArray[ i + 3 ] = nx;
  1426. normalArray[ i + 4 ] = ny;
  1427. normalArray[ i + 5 ] = nz;
  1428. normalArray[ i + 6 ] = nx;
  1429. normalArray[ i + 7 ] = ny;
  1430. normalArray[ i + 8 ] = nz;
  1431. }
  1432. }
  1433. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  1434. enableAttribute( program.attributes.normal );
  1435. _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1436. }
  1437. if ( object.hasUvs && material.map ) {
  1438. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglUvBuffer );
  1439. _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
  1440. enableAttribute( program.attributes.uv );
  1441. _gl.vertexAttribPointer( program.attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  1442. }
  1443. if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {
  1444. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglColorBuffer );
  1445. _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
  1446. enableAttribute( program.attributes.color );
  1447. _gl.vertexAttribPointer( program.attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  1448. }
  1449. disableUnusedAttributes();
  1450. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  1451. object.count = 0;
  1452. };
  1453. function setupVertexAttributes( material, program, geometry, startIndex ) {
  1454. var geometryAttributes = geometry.attributes;
  1455. var programAttributes = program.attributes;
  1456. var programAttributesKeys = program.attributesKeys;
  1457. for ( var i = 0, l = programAttributesKeys.length; i < l; i ++ ) {
  1458. var key = programAttributesKeys[ i ];
  1459. var programAttribute = programAttributes[ key ];
  1460. if ( programAttribute >= 0 ) {
  1461. var geometryAttribute = geometryAttributes[ key ];
  1462. if ( geometryAttribute !== undefined ) {
  1463. var size = geometryAttribute.itemSize;
  1464. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryAttribute.buffer );
  1465. enableAttribute( programAttribute );
  1466. _gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, 0, startIndex * size * 4 ); // 4 bytes per Float32
  1467. } else if ( material.defaultAttributeValues !== undefined ) {
  1468. if ( material.defaultAttributeValues[ key ].length === 2 ) {
  1469. _gl.vertexAttrib2fv( programAttribute, material.defaultAttributeValues[ key ] );
  1470. } else if ( material.defaultAttributeValues[ key ].length === 3 ) {
  1471. _gl.vertexAttrib3fv( programAttribute, material.defaultAttributeValues[ key ] );
  1472. }
  1473. }
  1474. }
  1475. }
  1476. disableUnusedAttributes();
  1477. }
  1478. this.renderBufferDirect = function ( camera, lights, fog, material, geometry, object ) {
  1479. if ( material.visible === false ) return;
  1480. updateObject( object );
  1481. var program = setProgram( camera, lights, fog, material, object );
  1482. var updateBuffers = false,
  1483. wireframeBit = material.wireframe ? 1 : 0,
  1484. geometryProgram = 'direct_' + geometry.id + '_' + program.id + '_' + wireframeBit;
  1485. if ( geometryProgram !== _currentGeometryProgram ) {
  1486. _currentGeometryProgram = geometryProgram;
  1487. updateBuffers = true;
  1488. }
  1489. if ( updateBuffers ) {
  1490. initAttributes();
  1491. }
  1492. // render mesh
  1493. if ( object instanceof THREE.Mesh ) {
  1494. var mode = material.wireframe === true ? _gl.LINES : _gl.TRIANGLES;
  1495. var index = geometry.attributes.index;
  1496. if ( index ) {
  1497. // indexed triangles
  1498. var type, size;
  1499. if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
  1500. type = _gl.UNSIGNED_INT;
  1501. size = 4;
  1502. } else {
  1503. type = _gl.UNSIGNED_SHORT;
  1504. size = 2;
  1505. }
  1506. var offsets = geometry.offsets;
  1507. if ( offsets.length === 0 ) {
  1508. if ( updateBuffers ) {
  1509. setupVertexAttributes( material, program, geometry, 0 );
  1510. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  1511. }
  1512. _gl.drawElements( mode, index.array.length, type, 0 );
  1513. _this.info.render.calls ++;
  1514. _this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
  1515. _this.info.render.faces += index.array.length / 3;
  1516. } else {
  1517. // if there is more than 1 chunk
  1518. // must set attribute pointers to use new offsets for each chunk
  1519. // even if geometry and materials didn't change
  1520. updateBuffers = true;
  1521. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  1522. var startIndex = offsets[ i ].index;
  1523. if ( updateBuffers ) {
  1524. setupVertexAttributes( material, program, geometry, startIndex );
  1525. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  1526. }
  1527. // render indexed triangles
  1528. _gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size );
  1529. _this.info.render.calls ++;
  1530. _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
  1531. _this.info.render.faces += offsets[ i ].count / 3;
  1532. }
  1533. }
  1534. } else {
  1535. // non-indexed triangles
  1536. if ( updateBuffers ) {
  1537. setupVertexAttributes( material, program, geometry, 0 );
  1538. }
  1539. var position = geometry.attributes[ 'position' ];
  1540. // render non-indexed triangles
  1541. _gl.drawArrays( mode, 0, position.array.length / position.itemSize );
  1542. _this.info.render.calls ++;
  1543. _this.info.render.vertices += position.array.length / position.itemSize;
  1544. _this.info.render.faces += position.array.length / ( 3 * position.itemsize );
  1545. }
  1546. } else if ( object instanceof THREE.PointCloud ) {
  1547. // render particles
  1548. var mode = _gl.POINTS;
  1549. var index = geometry.attributes.index;
  1550. if ( index ) {
  1551. // indexed points
  1552. var type, size;
  1553. if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
  1554. type = _gl.UNSIGNED_INT;
  1555. size = 4;
  1556. } else {
  1557. type = _gl.UNSIGNED_SHORT;
  1558. size = 2;
  1559. }
  1560. var offsets = geometry.offsets;
  1561. if ( offsets.length === 0 ) {
  1562. if ( updateBuffers ) {
  1563. setupVertexAttributes( material, program, geometry, 0 );
  1564. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  1565. }
  1566. _gl.drawElements( mode, index.array.length, type, 0);
  1567. _this.info.render.calls ++;
  1568. _this.info.render.points += index.array.length;
  1569. } else {
  1570. // if there is more than 1 chunk
  1571. // must set attribute pointers to use new offsets for each chunk
  1572. // even if geometry and materials didn't change
  1573. if ( offsets.length > 1 ) updateBuffers = true;
  1574. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  1575. var startIndex = offsets[ i ].index;
  1576. if ( updateBuffers ) {
  1577. setupVertexAttributes( material, program, geometry, startIndex );
  1578. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  1579. }
  1580. // render indexed points
  1581. _gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size );
  1582. _this.info.render.calls ++;
  1583. _this.info.render.points += offsets[ i ].count;
  1584. }
  1585. }
  1586. } else {
  1587. // non-indexed points
  1588. if ( updateBuffers ) {
  1589. setupVertexAttributes( material, program, geometry, 0 );
  1590. }
  1591. var position = geometry.attributes.position;
  1592. var offsets = geometry.offsets;
  1593. if ( offsets.length === 0 ) {
  1594. _gl.drawArrays( mode, 0, position.array.length / 3 );
  1595. _this.info.render.calls ++;
  1596. _this.info.render.points += position.array.length / 3;
  1597. } else {
  1598. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  1599. _gl.drawArrays( mode, offsets[ i ].index, offsets[ i ].count );
  1600. _this.info.render.calls ++;
  1601. _this.info.render.points += offsets[ i ].count;
  1602. }
  1603. }
  1604. }
  1605. } else if ( object instanceof THREE.Line ) {
  1606. var mode = ( object.mode === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  1607. setLineWidth( material.linewidth );
  1608. var index = geometry.attributes.index;
  1609. if ( index ) {
  1610. // indexed lines
  1611. var type, size;
  1612. if ( index.array instanceof Uint32Array ) {
  1613. type = _gl.UNSIGNED_INT;
  1614. size = 4;
  1615. } else {
  1616. type = _gl.UNSIGNED_SHORT;
  1617. size = 2;
  1618. }
  1619. var offsets = geometry.offsets;
  1620. if ( offsets.length === 0 ) {
  1621. if ( updateBuffers ) {
  1622. setupVertexAttributes( material, program, geometry, 0 );
  1623. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  1624. }
  1625. _gl.drawElements( mode, index.array.length, type, 0 ); // 2 bytes per Uint16Array
  1626. _this.info.render.calls ++;
  1627. _this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
  1628. } else {
  1629. // if there is more than 1 chunk
  1630. // must set attribute pointers to use new offsets for each chunk
  1631. // even if geometry and materials didn't change
  1632. if ( offsets.length > 1 ) updateBuffers = true;
  1633. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  1634. var startIndex = offsets[ i ].index;
  1635. if ( updateBuffers ) {
  1636. setupVertexAttributes( material, program, geometry, startIndex );
  1637. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  1638. }
  1639. // render indexed lines
  1640. _gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size ); // 2 bytes per Uint16Array
  1641. _this.info.render.calls ++;
  1642. _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
  1643. }
  1644. }
  1645. } else {
  1646. // non-indexed lines
  1647. if ( updateBuffers ) {
  1648. setupVertexAttributes( material, program, geometry, 0 );
  1649. }
  1650. var position = geometry.attributes.position;
  1651. var offsets = geometry.offsets;
  1652. if ( offsets.length === 0 ) {
  1653. _gl.drawArrays( mode, 0, position.array.length / 3 );
  1654. _this.info.render.calls ++;
  1655. _this.info.render.vertices += position.array.length / 3;
  1656. } else {
  1657. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  1658. _gl.drawArrays( mode, offsets[ i ].index, offsets[ i ].count );
  1659. _this.info.render.calls ++;
  1660. _this.info.render.vertices += offsets[ i ].count;
  1661. }
  1662. }
  1663. }
  1664. }
  1665. };
  1666. this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {
  1667. if ( material.visible === false ) return;
  1668. updateObject( object );
  1669. var program = setProgram( camera, lights, fog, material, object );
  1670. var attributes = program.attributes;
  1671. var updateBuffers = false,
  1672. wireframeBit = material.wireframe ? 1 : 0,
  1673. geometryProgram = geometryGroup.id + '_' + program.id + '_' + wireframeBit;
  1674. if ( geometryProgram !== _currentGeometryProgram ) {
  1675. _currentGeometryProgram = geometryProgram;
  1676. updateBuffers = true;
  1677. }
  1678. if ( updateBuffers ) {
  1679. initAttributes();
  1680. }
  1681. // vertices
  1682. if ( ! material.morphTargets && attributes.position >= 0 ) {
  1683. if ( updateBuffers ) {
  1684. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1685. enableAttribute( attributes.position );
  1686. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1687. }
  1688. } else {
  1689. if ( object.morphTargetBase ) {
  1690. setupMorphTargets( material, geometryGroup, object );
  1691. }
  1692. }
  1693. if ( updateBuffers ) {
  1694. // custom attributes
  1695. // Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
  1696. if ( geometryGroup.__webglCustomAttributesList ) {
  1697. for ( var i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
  1698. var attribute = geometryGroup.__webglCustomAttributesList[ i ];
  1699. if ( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {
  1700. _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
  1701. enableAttribute( attributes[ attribute.buffer.belongsToAttribute ] );
  1702. _gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );
  1703. }
  1704. }
  1705. }
  1706. // colors
  1707. if ( attributes.color >= 0 ) {
  1708. if ( object.geometry.colors.length > 0 || object.geometry.faces.length > 0 ) {
  1709. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1710. enableAttribute( attributes.color );
  1711. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  1712. } else if ( material.defaultAttributeValues !== undefined ) {
  1713. _gl.vertexAttrib3fv( attributes.color, material.defaultAttributeValues.color );
  1714. }
  1715. }
  1716. // normals
  1717. if ( attributes.normal >= 0 ) {
  1718. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1719. enableAttribute( attributes.normal );
  1720. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1721. }
  1722. // tangents
  1723. if ( attributes.tangent >= 0 ) {
  1724. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1725. enableAttribute( attributes.tangent );
  1726. _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
  1727. }
  1728. // uvs
  1729. if ( attributes.uv >= 0 ) {
  1730. if ( object.geometry.faceVertexUvs[ 0 ] ) {
  1731. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1732. enableAttribute( attributes.uv );
  1733. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  1734. } else if ( material.defaultAttributeValues !== undefined ) {
  1735. _gl.vertexAttrib2fv( attributes.uv, material.defaultAttributeValues.uv );
  1736. }
  1737. }
  1738. if ( attributes.uv2 >= 0 ) {
  1739. if ( object.geometry.faceVertexUvs[ 1 ] ) {
  1740. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1741. enableAttribute( attributes.uv2 );
  1742. _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
  1743. } else if ( material.defaultAttributeValues !== undefined ) {
  1744. _gl.vertexAttrib2fv( attributes.uv2, material.defaultAttributeValues.uv2 );
  1745. }
  1746. }
  1747. if ( material.skinning &&
  1748. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  1749. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1750. enableAttribute( attributes.skinIndex );
  1751. _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
  1752. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1753. enableAttribute( attributes.skinWeight );
  1754. _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
  1755. }
  1756. // line distances
  1757. if ( attributes.lineDistance >= 0 ) {
  1758. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglLineDistanceBuffer );
  1759. enableAttribute( attributes.lineDistance );
  1760. _gl.vertexAttribPointer( attributes.lineDistance, 1, _gl.FLOAT, false, 0, 0 );
  1761. }
  1762. }
  1763. disableUnusedAttributes();
  1764. // render mesh
  1765. if ( object instanceof THREE.Mesh ) {
  1766. var type = geometryGroup.__typeArray === Uint32Array ? _gl.UNSIGNED_INT : _gl.UNSIGNED_SHORT;
  1767. // wireframe
  1768. if ( material.wireframe ) {
  1769. setLineWidth( material.wireframeLinewidth );
  1770. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1771. _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, type, 0 );
  1772. // triangles
  1773. } else {
  1774. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1775. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, type, 0 );
  1776. }
  1777. _this.info.render.calls ++;
  1778. _this.info.render.vertices += geometryGroup.__webglFaceCount;
  1779. _this.info.render.faces += geometryGroup.__webglFaceCount / 3;
  1780. // render lines
  1781. } else if ( object instanceof THREE.Line ) {
  1782. var mode = ( object.mode === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  1783. setLineWidth( material.linewidth );
  1784. _gl.drawArrays( mode, 0, geometryGroup.__webglLineCount );
  1785. _this.info.render.calls ++;
  1786. // render particles
  1787. } else if ( object instanceof THREE.PointCloud ) {
  1788. _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
  1789. _this.info.render.calls ++;
  1790. _this.info.render.points += geometryGroup.__webglParticleCount;
  1791. }
  1792. };
  1793. function initAttributes() {
  1794. for ( var i = 0, l = _newAttributes.length; i < l; i ++ ) {
  1795. _newAttributes[ i ] = 0;
  1796. }
  1797. }
  1798. function enableAttribute( attribute ) {
  1799. _newAttributes[ attribute ] = 1;
  1800. if ( _enabledAttributes[ attribute ] === 0 ) {
  1801. _gl.enableVertexAttribArray( attribute );
  1802. _enabledAttributes[ attribute ] = 1;
  1803. }
  1804. }
  1805. function disableUnusedAttributes() {
  1806. for ( var i = 0, l = _enabledAttributes.length; i < l; i ++ ) {
  1807. if ( _enabledAttributes[ i ] !== _newAttributes[ i ] ) {
  1808. _gl.disableVertexAttribArray( i );
  1809. _enabledAttributes[ i ] = 0;
  1810. }
  1811. }
  1812. }
  1813. function setupMorphTargets ( material, geometryGroup, object ) {
  1814. // set base
  1815. var attributes = material.program.attributes;
  1816. if ( object.morphTargetBase !== - 1 && attributes.position >= 0 ) {
  1817. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
  1818. enableAttribute( attributes.position );
  1819. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1820. } else if ( attributes.position >= 0 ) {
  1821. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1822. enableAttribute( attributes.position );
  1823. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1824. }
  1825. if ( object.morphTargetForcedOrder.length ) {
  1826. // set forced order
  1827. var m = 0;
  1828. var order = object.morphTargetForcedOrder;
  1829. var influences = object.morphTargetInfluences;
  1830. var attribute;
  1831. while ( m < material.numSupportedMorphTargets && m < order.length ) {
  1832. attribute = attributes[ 'morphTarget' + m ];
  1833. if ( attribute >= 0 ) {
  1834. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
  1835. enableAttribute( attribute );
  1836. _gl.vertexAttribPointer( attribute, 3, _gl.FLOAT, false, 0, 0 );
  1837. }
  1838. attribute = attributes[ 'morphNormal' + m ];
  1839. if ( attribute >= 0 && material.morphNormals ) {
  1840. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] );
  1841. enableAttribute( attribute );
  1842. _gl.vertexAttribPointer( attribute, 3, _gl.FLOAT, false, 0, 0 );
  1843. }
  1844. object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];
  1845. m ++;
  1846. }
  1847. } else {
  1848. // find the most influencing
  1849. var activeInfluenceIndices = [];
  1850. var influences = object.morphTargetInfluences;
  1851. var morphTargets = object.geometry.morphTargets;
  1852. if ( influences.length > morphTargets.length ) {
  1853. console.warn( 'THREE.WebGLRenderer: Influences array is bigger than morphTargets array.' );
  1854. influences.length = morphTargets.length;
  1855. }
  1856. for ( var i = 0, il = influences.length; i < il; i ++ ) {
  1857. var influence = influences[ i ];
  1858. activeInfluenceIndices.push( [ influence, i ] );
  1859. }
  1860. if ( activeInfluenceIndices.length > material.numSupportedMorphTargets ) {
  1861. activeInfluenceIndices.sort( numericalSort );
  1862. activeInfluenceIndices.length = material.numSupportedMorphTargets;
  1863. } else if ( activeInfluenceIndices.length > material.numSupportedMorphNormals ) {
  1864. activeInfluenceIndices.sort( numericalSort );
  1865. } else if ( activeInfluenceIndices.length === 0 ) {
  1866. activeInfluenceIndices.push( [ 0, 0 ] );
  1867. }
  1868. var attribute;
  1869. for ( var m = 0, ml = material.numSupportedMorphTargets; m < ml; m ++ ) {
  1870. if ( activeInfluenceIndices[ m ] ) {
  1871. var influenceIndex = activeInfluenceIndices[ m ][ 1 ];
  1872. attribute = attributes[ 'morphTarget' + m ];
  1873. if ( attribute >= 0 ) {
  1874. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] );
  1875. enableAttribute( attribute );
  1876. _gl.vertexAttribPointer( attribute, 3, _gl.FLOAT, false, 0, 0 );
  1877. }
  1878. attribute = attributes[ 'morphNormal' + m ];
  1879. if ( attribute >= 0 && material.morphNormals ) {
  1880. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ influenceIndex ] );
  1881. enableAttribute( attribute );
  1882. _gl.vertexAttribPointer( attribute, 3, _gl.FLOAT, false, 0, 0 );
  1883. }
  1884. object.__webglMorphTargetInfluences[ m ] = influences[ influenceIndex ];
  1885. } else {
  1886. /*
  1887. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1888. if ( material.morphNormals ) {
  1889. _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1890. }
  1891. */
  1892. object.__webglMorphTargetInfluences[ m ] = 0;
  1893. }
  1894. }
  1895. }
  1896. // load updated influences uniform
  1897. if ( material.program.uniforms.morphTargetInfluences !== null ) {
  1898. _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
  1899. }
  1900. }
  1901. // Sorting
  1902. function painterSortStable ( a, b ) {
  1903. if ( a.material.id !== b.material.id ) {
  1904. return a.material.id - b.material.id;
  1905. } else if ( a.z !== b.z ) {
  1906. return a.z - b.z;
  1907. } else {
  1908. return a.id - b.id;
  1909. }
  1910. }
  1911. function reversePainterSortStable ( a, b ) {
  1912. if ( a.z !== b.z ) {
  1913. return b.z - a.z;
  1914. } else {
  1915. return a.id - b.id;
  1916. }
  1917. }
  1918. function numericalSort ( a, b ) {
  1919. return b[ 0 ] - a[ 0 ];
  1920. }
  1921. // Rendering
  1922. this.render = function ( scene, camera, renderTarget, forceClear ) {
  1923. if ( camera instanceof THREE.Camera === false ) {
  1924. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  1925. return;
  1926. }
  1927. var fog = scene.fog;
  1928. // reset caching for this frame
  1929. _currentGeometryProgram = '';
  1930. _currentMaterialId = - 1;
  1931. _currentCamera = null;
  1932. _lightsNeedUpdate = true;
  1933. // update scene graph
  1934. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  1935. // update camera matrices and frustum
  1936. if ( camera.parent === undefined ) camera.updateMatrixWorld();
  1937. // update Skeleton objects
  1938. scene.traverse( function ( object ) {
  1939. if ( object instanceof THREE.SkinnedMesh ) {
  1940. object.skeleton.update();
  1941. }
  1942. } );
  1943. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  1944. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  1945. _frustum.setFromMatrix( _projScreenMatrix );
  1946. lights.length = 0;
  1947. opaqueObjects.length = 0;
  1948. transparentObjects.length = 0;
  1949. sprites.length = 0;
  1950. lensFlares.length = 0;
  1951. projectObject( scene );
  1952. if ( _this.sortObjects === true ) {
  1953. opaqueObjects.sort( painterSortStable );
  1954. transparentObjects.sort( reversePainterSortStable );
  1955. }
  1956. // custom render plugins (pre pass)
  1957. shadowMapPlugin.render( scene, camera );
  1958. //
  1959. _this.info.render.calls = 0;
  1960. _this.info.render.vertices = 0;
  1961. _this.info.render.faces = 0;
  1962. _this.info.render.points = 0;
  1963. this.setRenderTarget( renderTarget );
  1964. if ( this.autoClear || forceClear ) {
  1965. this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
  1966. }
  1967. // set matrices for immediate objects
  1968. for ( var i = 0, il = _webglObjectsImmediate.length; i < il; i ++ ) {
  1969. var webglObject = _webglObjectsImmediate[ i ];
  1970. var object = webglObject.object;
  1971. if ( object.visible ) {
  1972. setupMatrices( object, camera );
  1973. unrollImmediateBufferMaterial( webglObject );
  1974. }
  1975. }
  1976. if ( scene.overrideMaterial ) {
  1977. var material = scene.overrideMaterial;
  1978. this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha );
  1979. this.setDepthTest( material.depthTest );
  1980. this.setDepthWrite( material.depthWrite );
  1981. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  1982. renderObjects( opaqueObjects, camera, lights, fog, true, material );
  1983. renderObjects( transparentObjects, camera, lights, fog, true, material );
  1984. renderObjectsImmediate( _webglObjectsImmediate, '', camera, lights, fog, false, material );
  1985. } else {
  1986. var material = null;
  1987. // opaque pass (front-to-back order)
  1988. this.setBlending( THREE.NoBlending );
  1989. renderObjects( opaqueObjects, camera, lights, fog, false, material );
  1990. renderObjectsImmediate( _webglObjectsImmediate, 'opaque', camera, lights, fog, false, material );
  1991. // transparent pass (back-to-front order)
  1992. renderObjects( transparentObjects, camera, lights, fog, true, material );
  1993. renderObjectsImmediate( _webglObjectsImmediate, 'transparent', camera, lights, fog, true, material );
  1994. }
  1995. // custom render plugins (post pass)
  1996. spritePlugin.render( scene, camera );
  1997. lensFlarePlugin.render( scene, camera, _currentWidth, _currentHeight );
  1998. // Generate mipmap if we're using any kind of mipmap filtering
  1999. if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
  2000. updateRenderTargetMipmap( renderTarget );
  2001. }
  2002. // Ensure depth buffer writing is enabled so it can be cleared on next render
  2003. this.setDepthTest( true );
  2004. this.setDepthWrite( true );
  2005. // _gl.finish();
  2006. };
  2007. function projectObject( object ) {
  2008. if ( object.visible === false ) return;
  2009. if ( object instanceof THREE.Scene || object instanceof THREE.Group ) {
  2010. // skip
  2011. } else {
  2012. initObject( object );
  2013. if ( object instanceof THREE.Light ) {
  2014. lights.push( object );
  2015. } else if ( object instanceof THREE.Sprite ) {
  2016. sprites.push( object );
  2017. } else if ( object instanceof THREE.LensFlare ) {
  2018. lensFlares.push( object );
  2019. } else {
  2020. var webglObjects = _webglObjects[ object.id ];
  2021. if ( webglObjects && ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) {
  2022. for ( var i = 0, l = webglObjects.length; i < l; i ++ ) {
  2023. var webglObject = webglObjects[ i ];
  2024. unrollBufferMaterial( webglObject );
  2025. webglObject.render = true;
  2026. if ( _this.sortObjects === true ) {
  2027. _vector3.setFromMatrixPosition( object.matrixWorld );
  2028. _vector3.applyProjection( _projScreenMatrix );
  2029. webglObject.z = _vector3.z;
  2030. }
  2031. }
  2032. }
  2033. }
  2034. }
  2035. for ( var i = 0, l = object.children.length; i < l; i ++ ) {
  2036. projectObject( object.children[ i ] );
  2037. }
  2038. }
  2039. function renderObjects( renderList, camera, lights, fog, useBlending, overrideMaterial ) {
  2040. var material;
  2041. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  2042. var webglObject = renderList[ i ];
  2043. var object = webglObject.object;
  2044. var buffer = webglObject.buffer;
  2045. setupMatrices( object, camera );
  2046. if ( overrideMaterial ) {
  2047. material = overrideMaterial;
  2048. } else {
  2049. material = webglObject.material;
  2050. if ( ! material ) continue;
  2051. if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha );
  2052. _this.setDepthTest( material.depthTest );
  2053. _this.setDepthWrite( material.depthWrite );
  2054. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2055. }
  2056. _this.setMaterialFaces( material );
  2057. if ( buffer instanceof THREE.BufferGeometry ) {
  2058. _this.renderBufferDirect( camera, lights, fog, material, buffer, object );
  2059. } else {
  2060. _this.renderBuffer( camera, lights, fog, material, buffer, object );
  2061. }
  2062. }
  2063. }
  2064. function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
  2065. var material;
  2066. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  2067. var webglObject = renderList[ i ];
  2068. var object = webglObject.object;
  2069. if ( object.visible ) {
  2070. if ( overrideMaterial ) {
  2071. material = overrideMaterial;
  2072. } else {
  2073. material = webglObject[ materialType ];
  2074. if ( ! material ) continue;
  2075. if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha );
  2076. _this.setDepthTest( material.depthTest );
  2077. _this.setDepthWrite( material.depthWrite );
  2078. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2079. }
  2080. _this.renderImmediateObject( camera, lights, fog, material, object );
  2081. }
  2082. }
  2083. }
  2084. this.renderImmediateObject = function ( camera, lights, fog, material, object ) {
  2085. var program = setProgram( camera, lights, fog, material, object );
  2086. _currentGeometryProgram = '';
  2087. _this.setMaterialFaces( material );
  2088. if ( object.immediateRenderCallback ) {
  2089. object.immediateRenderCallback( program, _gl, _frustum );
  2090. } else {
  2091. object.render( function ( object ) { _this.renderBufferImmediate( object, program, material ); } );
  2092. }
  2093. };
  2094. function unrollImmediateBufferMaterial ( globject ) {
  2095. var object = globject.object,
  2096. material = object.material;
  2097. if ( material.transparent ) {
  2098. globject.transparent = material;
  2099. globject.opaque = null;
  2100. } else {
  2101. globject.opaque = material;
  2102. globject.transparent = null;
  2103. }
  2104. }
  2105. function unrollBufferMaterial ( globject ) {
  2106. var object = globject.object;
  2107. var buffer = globject.buffer;
  2108. var geometry = object.geometry;
  2109. var material = object.material;
  2110. if ( material instanceof THREE.MeshFaceMaterial ) {
  2111. var materialIndex = geometry instanceof THREE.BufferGeometry ? 0 : buffer.materialIndex;
  2112. material = material.materials[ materialIndex ];
  2113. globject.material = material;
  2114. if ( material.transparent ) {
  2115. transparentObjects.push( globject );
  2116. } else {
  2117. opaqueObjects.push( globject );
  2118. }
  2119. } else if ( material ) {
  2120. globject.material = material;
  2121. if ( material.transparent ) {
  2122. transparentObjects.push( globject );
  2123. } else {
  2124. opaqueObjects.push( globject );
  2125. }
  2126. }
  2127. }
  2128. function initObject( object ) {
  2129. if ( object.__webglInit === undefined ) {
  2130. object.__webglInit = true;
  2131. object._modelViewMatrix = new THREE.Matrix4();
  2132. object._normalMatrix = new THREE.Matrix3();
  2133. object.addEventListener( 'removed', onObjectRemoved );
  2134. }
  2135. var geometry = object.geometry;
  2136. if ( geometry === undefined ) {
  2137. // ImmediateRenderObject
  2138. } else if ( geometry.__webglInit === undefined ) {
  2139. geometry.__webglInit = true;
  2140. geometry.addEventListener( 'dispose', onGeometryDispose );
  2141. if ( geometry instanceof THREE.BufferGeometry ) {
  2142. _this.info.memory.geometries ++;
  2143. } else if ( object instanceof THREE.Mesh ) {
  2144. initGeometryGroups( object, geometry );
  2145. } else if ( object instanceof THREE.Line ) {
  2146. if ( geometry.__webglVertexBuffer === undefined ) {
  2147. createLineBuffers( geometry );
  2148. initLineBuffers( geometry, object );
  2149. geometry.verticesNeedUpdate = true;
  2150. geometry.colorsNeedUpdate = true;
  2151. geometry.lineDistancesNeedUpdate = true;
  2152. }
  2153. } else if ( object instanceof THREE.PointCloud ) {
  2154. if ( geometry.__webglVertexBuffer === undefined ) {
  2155. createParticleBuffers( geometry );
  2156. initParticleBuffers( geometry, object );
  2157. geometry.verticesNeedUpdate = true;
  2158. geometry.colorsNeedUpdate = true;
  2159. }
  2160. }
  2161. }
  2162. if ( object.__webglActive === undefined) {
  2163. object.__webglActive = true;
  2164. if ( object instanceof THREE.Mesh ) {
  2165. if ( geometry instanceof THREE.BufferGeometry ) {
  2166. addBuffer( _webglObjects, geometry, object );
  2167. } else if ( geometry instanceof THREE.Geometry ) {
  2168. var geometryGroupsList = geometryGroups[ geometry.id ];
  2169. for ( var i = 0,l = geometryGroupsList.length; i < l; i ++ ) {
  2170. addBuffer( _webglObjects, geometryGroupsList[ i ], object );
  2171. }
  2172. }
  2173. } else if ( object instanceof THREE.Line || object instanceof THREE.PointCloud ) {
  2174. addBuffer( _webglObjects, geometry, object );
  2175. } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
  2176. addBufferImmediate( _webglObjectsImmediate, object );
  2177. }
  2178. }
  2179. }
  2180. // Geometry splitting
  2181. var geometryGroups = {};
  2182. var geometryGroupCounter = 0;
  2183. function makeGroups( geometry, usesFaceMaterial ) {
  2184. var maxVerticesInGroup = extensions.get( 'OES_element_index_uint' ) ? 4294967296 : 65535;
  2185. var groupHash, hash_map = {};
  2186. var numMorphTargets = geometry.morphTargets.length;
  2187. var numMorphNormals = geometry.morphNormals.length;
  2188. var group;
  2189. var groups = {};
  2190. var groupsList = [];
  2191. for ( var f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
  2192. var face = geometry.faces[ f ];
  2193. var materialIndex = usesFaceMaterial ? face.materialIndex : 0;
  2194. if ( ! ( materialIndex in hash_map ) ) {
  2195. hash_map[ materialIndex ] = { hash: materialIndex, counter: 0 };
  2196. }
  2197. groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
  2198. if ( ! ( groupHash in groups ) ) {
  2199. group = {
  2200. id: geometryGroupCounter ++,
  2201. faces3: [],
  2202. materialIndex: materialIndex,
  2203. vertices: 0,
  2204. numMorphTargets: numMorphTargets,
  2205. numMorphNormals: numMorphNormals
  2206. };
  2207. groups[ groupHash ] = group;
  2208. groupsList.push( group );
  2209. }
  2210. if ( groups[ groupHash ].vertices + 3 > maxVerticesInGroup ) {
  2211. hash_map[ materialIndex ].counter += 1;
  2212. groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
  2213. if ( ! ( groupHash in groups ) ) {
  2214. group = {
  2215. id: geometryGroupCounter ++,
  2216. faces3: [],
  2217. materialIndex: materialIndex,
  2218. vertices: 0,
  2219. numMorphTargets: numMorphTargets,
  2220. numMorphNormals: numMorphNormals
  2221. };
  2222. groups[ groupHash ] = group;
  2223. groupsList.push( group );
  2224. }
  2225. }
  2226. groups[ groupHash ].faces3.push( f );
  2227. groups[ groupHash ].vertices += 3;
  2228. }
  2229. return groupsList;
  2230. }
  2231. function initGeometryGroups( object, geometry ) {
  2232. var material = object.material, addBuffers = false;
  2233. if ( geometryGroups[ geometry.id ] === undefined || geometry.groupsNeedUpdate === true ) {
  2234. delete _webglObjects[ object.id ];
  2235. geometryGroups[ geometry.id ] = makeGroups( geometry, material instanceof THREE.MeshFaceMaterial );
  2236. geometry.groupsNeedUpdate = false;
  2237. }
  2238. var geometryGroupsList = geometryGroups[ geometry.id ];
  2239. // create separate VBOs per geometry chunk
  2240. for ( var i = 0, il = geometryGroupsList.length; i < il; i ++ ) {
  2241. var geometryGroup = geometryGroupsList[ i ];
  2242. // initialise VBO on the first access
  2243. if ( geometryGroup.__webglVertexBuffer === undefined ) {
  2244. createMeshBuffers( geometryGroup );
  2245. initMeshBuffers( geometryGroup, object );
  2246. geometry.verticesNeedUpdate = true;
  2247. geometry.morphTargetsNeedUpdate = true;
  2248. geometry.elementsNeedUpdate = true;
  2249. geometry.uvsNeedUpdate = true;
  2250. geometry.normalsNeedUpdate = true;
  2251. geometry.tangentsNeedUpdate = true;
  2252. geometry.colorsNeedUpdate = true;
  2253. addBuffers = true;
  2254. } else {
  2255. addBuffers = false;
  2256. }
  2257. if ( addBuffers || object.__webglActive === undefined ) {
  2258. addBuffer( _webglObjects, geometryGroup, object );
  2259. }
  2260. }
  2261. object.__webglActive = true;
  2262. }
  2263. function addBuffer( objlist, buffer, object ) {
  2264. var id = object.id;
  2265. objlist[id] = objlist[id] || [];
  2266. objlist[id].push(
  2267. {
  2268. id: id,
  2269. buffer: buffer,
  2270. object: object,
  2271. material: null,
  2272. z: 0
  2273. }
  2274. );
  2275. };
  2276. function addBufferImmediate( objlist, object ) {
  2277. objlist.push(
  2278. {
  2279. id: null,
  2280. object: object,
  2281. opaque: null,
  2282. transparent: null,
  2283. z: 0
  2284. }
  2285. );
  2286. };
  2287. // Objects updates
  2288. function updateObject( object ) {
  2289. var geometry = object.geometry;
  2290. if ( geometry instanceof THREE.BufferGeometry ) {
  2291. var attributes = geometry.attributes;
  2292. var attributesKeys = geometry.attributesKeys;
  2293. for ( var i = 0, l = attributesKeys.length; i < l; i ++ ) {
  2294. var key = attributesKeys[ i ];
  2295. var attribute = attributes[ key ];
  2296. var bufferType = ( key === 'index' ) ? _gl.ELEMENT_ARRAY_BUFFER : _gl.ARRAY_BUFFER;
  2297. if ( attribute.buffer === undefined ) {
  2298. attribute.buffer = _gl.createBuffer();
  2299. _gl.bindBuffer( bufferType, attribute.buffer );
  2300. _gl.bufferData( bufferType, attribute.array, ( attribute instanceof THREE.DynamicBufferAttribute ) ? _gl.DYNAMIC_DRAW : _gl.STATIC_DRAW );
  2301. attribute.needsUpdate = false;
  2302. } else if ( attribute.needsUpdate === true ) {
  2303. _gl.bindBuffer( bufferType, attribute.buffer );
  2304. if ( attribute.updateRange === undefined || attribute.updateRange.count === -1 ) { // Not using update ranges
  2305. _gl.bufferSubData( bufferType, 0, attribute.array );
  2306. } else if ( attribute.updateRange.count === 0 ) {
  2307. console.error( 'THREE.WebGLRenderer.updateObject: using updateRange for THREE.DynamicBufferAttribute and marked as needsUpdate but count is 0, ensure you are using set methods or updating manually.' );
  2308. } else {
  2309. _gl.bufferSubData( bufferType, attribute.updateRange.offset * attribute.array.BYTES_PER_ELEMENT,
  2310. attribute.array.subarray( attribute.updateRange.offset, attribute.updateRange.offset + attribute.updateRange.count ) );
  2311. attribute.updateRange.count = 0; // reset range
  2312. }
  2313. attribute.needsUpdate = false;
  2314. }
  2315. }
  2316. } else if ( object instanceof THREE.Mesh ) {
  2317. // check all geometry groups
  2318. if ( geometry.groupsNeedUpdate === true ) {
  2319. initGeometryGroups( object, geometry );
  2320. }
  2321. var geometryGroupsList = geometryGroups[ geometry.id ];
  2322. for ( var i = 0, il = geometryGroupsList.length; i < il; i ++ ) {
  2323. var geometryGroup = geometryGroupsList[ i ];
  2324. var material = getBufferMaterial( object, geometryGroup );
  2325. var customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2326. if ( geometry.verticesNeedUpdate || geometry.morphTargetsNeedUpdate || geometry.elementsNeedUpdate ||
  2327. geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
  2328. geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate || customAttributesDirty ) {
  2329. setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, ! geometry.dynamic, material );
  2330. }
  2331. }
  2332. geometry.verticesNeedUpdate = false;
  2333. geometry.morphTargetsNeedUpdate = false;
  2334. geometry.elementsNeedUpdate = false;
  2335. geometry.uvsNeedUpdate = false;
  2336. geometry.normalsNeedUpdate = false;
  2337. geometry.colorsNeedUpdate = false;
  2338. geometry.tangentsNeedUpdate = false;
  2339. material.attributes && clearCustomAttributes( material );
  2340. } else if ( object instanceof THREE.Line ) {
  2341. var material = getBufferMaterial( object, geometry );
  2342. var customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2343. if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.lineDistancesNeedUpdate || customAttributesDirty ) {
  2344. setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
  2345. }
  2346. geometry.verticesNeedUpdate = false;
  2347. geometry.colorsNeedUpdate = false;
  2348. geometry.lineDistancesNeedUpdate = false;
  2349. material.attributes && clearCustomAttributes( material );
  2350. } else if ( object instanceof THREE.PointCloud ) {
  2351. var material = getBufferMaterial( object, geometry );
  2352. var customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2353. if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || customAttributesDirty ) {
  2354. setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
  2355. }
  2356. geometry.verticesNeedUpdate = false;
  2357. geometry.colorsNeedUpdate = false;
  2358. material.attributes && clearCustomAttributes( material );
  2359. }
  2360. }
  2361. // Objects updates - custom attributes check
  2362. function areCustomAttributesDirty( material ) {
  2363. for ( var name in material.attributes ) {
  2364. if ( material.attributes[ name ].needsUpdate ) return true;
  2365. }
  2366. return false;
  2367. }
  2368. function clearCustomAttributes( material ) {
  2369. for ( var name in material.attributes ) {
  2370. material.attributes[ name ].needsUpdate = false;
  2371. }
  2372. }
  2373. // Objects removal
  2374. function removeObject( object ) {
  2375. if ( object instanceof THREE.Mesh ||
  2376. object instanceof THREE.PointCloud ||
  2377. object instanceof THREE.Line ) {
  2378. delete _webglObjects[ object.id ];
  2379. } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
  2380. removeInstances( _webglObjectsImmediate, object );
  2381. }
  2382. delete object.__webglInit;
  2383. delete object._modelViewMatrix;
  2384. delete object._normalMatrix;
  2385. delete object.__webglActive;
  2386. }
  2387. function removeInstances( objlist, object ) {
  2388. for ( var o = objlist.length - 1; o >= 0; o -- ) {
  2389. if ( objlist[ o ].object === object ) {
  2390. objlist.splice( o, 1 );
  2391. }
  2392. }
  2393. }
  2394. // Materials
  2395. var shaderIDs = {
  2396. MeshDepthMaterial: 'depth',
  2397. MeshNormalMaterial: 'normal',
  2398. MeshBasicMaterial: 'basic',
  2399. MeshLambertMaterial: 'lambert',
  2400. MeshPhongMaterial: 'phong',
  2401. LineBasicMaterial: 'basic',
  2402. LineDashedMaterial: 'dashed',
  2403. PointCloudMaterial: 'particle_basic'
  2404. };
  2405. function initMaterial( material, lights, fog, object ) {
  2406. material.addEventListener( 'dispose', onMaterialDispose );
  2407. var shaderID = shaderIDs[ material.type ];
  2408. if ( shaderID ) {
  2409. var shader = THREE.ShaderLib[ shaderID ];
  2410. material.__webglShader = {
  2411. uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
  2412. vertexShader: shader.vertexShader,
  2413. fragmentShader: shader.fragmentShader
  2414. }
  2415. } else {
  2416. material.__webglShader = {
  2417. uniforms: material.uniforms,
  2418. vertexShader: material.vertexShader,
  2419. fragmentShader: material.fragmentShader
  2420. }
  2421. }
  2422. // heuristics to create shader parameters according to lights in the scene
  2423. // (not to blow over maxLights budget)
  2424. var maxLightCount = allocateLights( lights );
  2425. var maxShadows = allocateShadows( lights );
  2426. var maxBones = allocateBones( object );
  2427. var parameters = {
  2428. precision: _precision,
  2429. supportsVertexTextures: _supportsVertexTextures,
  2430. map: !! material.map,
  2431. envMap: !! material.envMap,
  2432. envMapMode: material.envMap && material.envMap.mapping,
  2433. lightMap: !! material.lightMap,
  2434. bumpMap: !! material.bumpMap,
  2435. normalMap: !! material.normalMap,
  2436. specularMap: !! material.specularMap,
  2437. alphaMap: !! material.alphaMap,
  2438. combine: material.combine,
  2439. vertexColors: material.vertexColors,
  2440. fog: fog,
  2441. useFog: material.fog,
  2442. fogExp: fog instanceof THREE.FogExp2,
  2443. sizeAttenuation: material.sizeAttenuation,
  2444. logarithmicDepthBuffer: _logarithmicDepthBuffer,
  2445. skinning: material.skinning,
  2446. maxBones: maxBones,
  2447. useVertexTexture: _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture,
  2448. morphTargets: material.morphTargets,
  2449. morphNormals: material.morphNormals,
  2450. maxMorphTargets: _this.maxMorphTargets,
  2451. maxMorphNormals: _this.maxMorphNormals,
  2452. maxDirLights: maxLightCount.directional,
  2453. maxPointLights: maxLightCount.point,
  2454. maxSpotLights: maxLightCount.spot,
  2455. maxHemiLights: maxLightCount.hemi,
  2456. maxShadows: maxShadows,
  2457. shadowMapEnabled: _this.shadowMapEnabled && object.receiveShadow && maxShadows > 0,
  2458. shadowMapType: _this.shadowMapType,
  2459. shadowMapDebug: _this.shadowMapDebug,
  2460. shadowMapCascade: _this.shadowMapCascade,
  2461. alphaTest: material.alphaTest,
  2462. metal: material.metal,
  2463. wrapAround: material.wrapAround,
  2464. doubleSided: material.side === THREE.DoubleSide,
  2465. flipSided: material.side === THREE.BackSide
  2466. };
  2467. // Generate code
  2468. var chunks = [];
  2469. if ( shaderID ) {
  2470. chunks.push( shaderID );
  2471. } else {
  2472. chunks.push( material.fragmentShader );
  2473. chunks.push( material.vertexShader );
  2474. }
  2475. if ( material.defines !== undefined ) {
  2476. for ( var name in material.defines ) {
  2477. chunks.push( name );
  2478. chunks.push( material.defines[ name ] );
  2479. }
  2480. }
  2481. for ( var name in parameters ) {
  2482. chunks.push( name );
  2483. chunks.push( parameters[ name ] );
  2484. }
  2485. var code = chunks.join();
  2486. var program;
  2487. // Check if code has been already compiled
  2488. for ( var p = 0, pl = _programs.length; p < pl; p ++ ) {
  2489. var programInfo = _programs[ p ];
  2490. if ( programInfo.code === code ) {
  2491. program = programInfo;
  2492. program.usedTimes ++;
  2493. break;
  2494. }
  2495. }
  2496. if ( program === undefined ) {
  2497. program = new THREE.WebGLProgram( _this, code, material, parameters );
  2498. _programs.push( program );
  2499. _this.info.memory.programs = _programs.length;
  2500. }
  2501. material.program = program;
  2502. var attributes = program.attributes;
  2503. if ( material.morphTargets ) {
  2504. material.numSupportedMorphTargets = 0;
  2505. var id, base = 'morphTarget';
  2506. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  2507. id = base + i;
  2508. if ( attributes[ id ] >= 0 ) {
  2509. material.numSupportedMorphTargets ++;
  2510. }
  2511. }
  2512. }
  2513. if ( material.morphNormals ) {
  2514. material.numSupportedMorphNormals = 0;
  2515. var id, base = 'morphNormal';
  2516. for ( i = 0; i < _this.maxMorphNormals; i ++ ) {
  2517. id = base + i;
  2518. if ( attributes[ id ] >= 0 ) {
  2519. material.numSupportedMorphNormals ++;
  2520. }
  2521. }
  2522. }
  2523. material.uniformsList = [];
  2524. for ( var u in material.__webglShader.uniforms ) {
  2525. var location = material.program.uniforms[ u ];
  2526. if ( location ) {
  2527. material.uniformsList.push( [ material.__webglShader.uniforms[ u ], location ] );
  2528. }
  2529. }
  2530. }
  2531. function setProgram( camera, lights, fog, material, object ) {
  2532. _usedTextureUnits = 0;
  2533. if ( material.needsUpdate ) {
  2534. if ( material.program ) deallocateMaterial( material );
  2535. initMaterial( material, lights, fog, object );
  2536. material.needsUpdate = false;
  2537. }
  2538. if ( material.morphTargets ) {
  2539. if ( ! object.__webglMorphTargetInfluences ) {
  2540. object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
  2541. }
  2542. }
  2543. var refreshProgram = false;
  2544. var refreshMaterial = false;
  2545. var refreshLights = false;
  2546. var program = material.program,
  2547. p_uniforms = program.uniforms,
  2548. m_uniforms = material.__webglShader.uniforms;
  2549. if ( program.id !== _currentProgram ) {
  2550. _gl.useProgram( program.program );
  2551. _currentProgram = program.id;
  2552. refreshProgram = true;
  2553. refreshMaterial = true;
  2554. refreshLights = true;
  2555. }
  2556. if ( material.id !== _currentMaterialId ) {
  2557. if ( _currentMaterialId === -1 ) refreshLights = true;
  2558. _currentMaterialId = material.id;
  2559. refreshMaterial = true;
  2560. }
  2561. if ( refreshProgram || camera !== _currentCamera ) {
  2562. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
  2563. if ( _logarithmicDepthBuffer ) {
  2564. _gl.uniform1f( p_uniforms.logDepthBufFC, 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  2565. }
  2566. if ( camera !== _currentCamera ) _currentCamera = camera;
  2567. // load material specific uniforms
  2568. // (shader material also gets them for the sake of genericity)
  2569. if ( material instanceof THREE.ShaderMaterial ||
  2570. material instanceof THREE.MeshPhongMaterial ||
  2571. material.envMap ) {
  2572. if ( p_uniforms.cameraPosition !== null ) {
  2573. _vector3.setFromMatrixPosition( camera.matrixWorld );
  2574. _gl.uniform3f( p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.z );
  2575. }
  2576. }
  2577. if ( material instanceof THREE.MeshPhongMaterial ||
  2578. material instanceof THREE.MeshLambertMaterial ||
  2579. material instanceof THREE.MeshBasicMaterial ||
  2580. material instanceof THREE.ShaderMaterial ||
  2581. material.skinning ) {
  2582. if ( p_uniforms.viewMatrix !== null ) {
  2583. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements );
  2584. }
  2585. }
  2586. }
  2587. // skinning uniforms must be set even if material didn't change
  2588. // auto-setting of texture unit for bone texture must go before other textures
  2589. // not sure why, but otherwise weird things happen
  2590. if ( material.skinning ) {
  2591. if ( object.bindMatrix && p_uniforms.bindMatrix !== null ) {
  2592. _gl.uniformMatrix4fv( p_uniforms.bindMatrix, false, object.bindMatrix.elements );
  2593. }
  2594. if ( object.bindMatrixInverse && p_uniforms.bindMatrixInverse !== null ) {
  2595. _gl.uniformMatrix4fv( p_uniforms.bindMatrixInverse, false, object.bindMatrixInverse.elements );
  2596. }
  2597. if ( _supportsBoneTextures && object.skeleton && object.skeleton.useVertexTexture ) {
  2598. if ( p_uniforms.boneTexture !== null ) {
  2599. var textureUnit = getTextureUnit();
  2600. _gl.uniform1i( p_uniforms.boneTexture, textureUnit );
  2601. _this.setTexture( object.skeleton.boneTexture, textureUnit );
  2602. }
  2603. if ( p_uniforms.boneTextureWidth !== null ) {
  2604. _gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth );
  2605. }
  2606. if ( p_uniforms.boneTextureHeight !== null ) {
  2607. _gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight );
  2608. }
  2609. } else if ( object.skeleton && object.skeleton.boneMatrices ) {
  2610. if ( p_uniforms.boneGlobalMatrices !== null ) {
  2611. _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.skeleton.boneMatrices );
  2612. }
  2613. }
  2614. }
  2615. if ( refreshMaterial ) {
  2616. // refresh uniforms common to several materials
  2617. if ( fog && material.fog ) {
  2618. refreshUniformsFog( m_uniforms, fog );
  2619. }
  2620. if ( material instanceof THREE.MeshPhongMaterial ||
  2621. material instanceof THREE.MeshLambertMaterial ||
  2622. material.lights ) {
  2623. if ( _lightsNeedUpdate ) {
  2624. refreshLights = true;
  2625. setupLights( lights );
  2626. _lightsNeedUpdate = false;
  2627. }
  2628. if ( refreshLights ) {
  2629. refreshUniformsLights( m_uniforms, _lights );
  2630. markUniformsLightsNeedsUpdate( m_uniforms, true );
  2631. } else {
  2632. markUniformsLightsNeedsUpdate( m_uniforms, false );
  2633. }
  2634. }
  2635. if ( material instanceof THREE.MeshBasicMaterial ||
  2636. material instanceof THREE.MeshLambertMaterial ||
  2637. material instanceof THREE.MeshPhongMaterial ) {
  2638. refreshUniformsCommon( m_uniforms, material );
  2639. }
  2640. // refresh single material specific uniforms
  2641. if ( material instanceof THREE.LineBasicMaterial ) {
  2642. refreshUniformsLine( m_uniforms, material );
  2643. } else if ( material instanceof THREE.LineDashedMaterial ) {
  2644. refreshUniformsLine( m_uniforms, material );
  2645. refreshUniformsDash( m_uniforms, material );
  2646. } else if ( material instanceof THREE.PointCloudMaterial ) {
  2647. refreshUniformsParticle( m_uniforms, material );
  2648. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  2649. refreshUniformsPhong( m_uniforms, material );
  2650. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  2651. refreshUniformsLambert( m_uniforms, material );
  2652. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  2653. m_uniforms.mNear.value = camera.near;
  2654. m_uniforms.mFar.value = camera.far;
  2655. m_uniforms.opacity.value = material.opacity;
  2656. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  2657. m_uniforms.opacity.value = material.opacity;
  2658. }
  2659. if ( object.receiveShadow && ! material._shadowPass ) {
  2660. refreshUniformsShadow( m_uniforms, lights );
  2661. }
  2662. // load common uniforms
  2663. loadUniformsGeneric( material.uniformsList );
  2664. }
  2665. loadUniformsMatrices( p_uniforms, object );
  2666. if ( p_uniforms.modelMatrix !== null ) {
  2667. _gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );
  2668. }
  2669. return program;
  2670. }
  2671. // Uniforms (refresh uniforms objects)
  2672. function refreshUniformsCommon ( uniforms, material ) {
  2673. uniforms.opacity.value = material.opacity;
  2674. uniforms.diffuse.value = material.color;
  2675. uniforms.map.value = material.map;
  2676. uniforms.lightMap.value = material.lightMap;
  2677. uniforms.specularMap.value = material.specularMap;
  2678. uniforms.alphaMap.value = material.alphaMap;
  2679. if ( material.bumpMap ) {
  2680. uniforms.bumpMap.value = material.bumpMap;
  2681. uniforms.bumpScale.value = material.bumpScale;
  2682. }
  2683. if ( material.normalMap ) {
  2684. uniforms.normalMap.value = material.normalMap;
  2685. uniforms.normalScale.value.copy( material.normalScale );
  2686. }
  2687. // uv repeat and offset setting priorities
  2688. // 1. color map
  2689. // 2. specular map
  2690. // 3. normal map
  2691. // 4. bump map
  2692. // 5. alpha map
  2693. var uvScaleMap;
  2694. if ( material.map ) {
  2695. uvScaleMap = material.map;
  2696. } else if ( material.specularMap ) {
  2697. uvScaleMap = material.specularMap;
  2698. } else if ( material.normalMap ) {
  2699. uvScaleMap = material.normalMap;
  2700. } else if ( material.bumpMap ) {
  2701. uvScaleMap = material.bumpMap;
  2702. } else if ( material.alphaMap ) {
  2703. uvScaleMap = material.alphaMap;
  2704. }
  2705. if ( uvScaleMap !== undefined ) {
  2706. var offset = uvScaleMap.offset;
  2707. var repeat = uvScaleMap.repeat;
  2708. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  2709. }
  2710. uniforms.envMap.value = material.envMap;
  2711. uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : - 1;
  2712. uniforms.reflectivity.value = material.reflectivity;
  2713. uniforms.refractionRatio.value = material.refractionRatio;
  2714. }
  2715. function refreshUniformsLine ( uniforms, material ) {
  2716. uniforms.diffuse.value = material.color;
  2717. uniforms.opacity.value = material.opacity;
  2718. }
  2719. function refreshUniformsDash ( uniforms, material ) {
  2720. uniforms.dashSize.value = material.dashSize;
  2721. uniforms.totalSize.value = material.dashSize + material.gapSize;
  2722. uniforms.scale.value = material.scale;
  2723. }
  2724. function refreshUniformsParticle ( uniforms, material ) {
  2725. uniforms.psColor.value = material.color;
  2726. uniforms.opacity.value = material.opacity;
  2727. uniforms.size.value = material.size;
  2728. uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
  2729. uniforms.map.value = material.map;
  2730. }
  2731. function refreshUniformsFog ( uniforms, fog ) {
  2732. uniforms.fogColor.value = fog.color;
  2733. if ( fog instanceof THREE.Fog ) {
  2734. uniforms.fogNear.value = fog.near;
  2735. uniforms.fogFar.value = fog.far;
  2736. } else if ( fog instanceof THREE.FogExp2 ) {
  2737. uniforms.fogDensity.value = fog.density;
  2738. }
  2739. }
  2740. function refreshUniformsPhong ( uniforms, material ) {
  2741. uniforms.shininess.value = material.shininess;
  2742. uniforms.emissive.value = material.emissive;
  2743. uniforms.specular.value = material.specular;
  2744. if ( material.wrapAround ) {
  2745. uniforms.wrapRGB.value.copy( material.wrapRGB );
  2746. }
  2747. }
  2748. function refreshUniformsLambert ( uniforms, material ) {
  2749. uniforms.emissive.value = material.emissive;
  2750. if ( material.wrapAround ) {
  2751. uniforms.wrapRGB.value.copy( material.wrapRGB );
  2752. }
  2753. }
  2754. function refreshUniformsLights ( uniforms, lights ) {
  2755. uniforms.ambientLightColor.value = lights.ambient;
  2756. uniforms.directionalLightColor.value = lights.directional.colors;
  2757. uniforms.directionalLightDirection.value = lights.directional.positions;
  2758. uniforms.pointLightColor.value = lights.point.colors;
  2759. uniforms.pointLightPosition.value = lights.point.positions;
  2760. uniforms.pointLightDistance.value = lights.point.distances;
  2761. uniforms.pointLightDecay.value = lights.point.decays;
  2762. uniforms.spotLightColor.value = lights.spot.colors;
  2763. uniforms.spotLightPosition.value = lights.spot.positions;
  2764. uniforms.spotLightDistance.value = lights.spot.distances;
  2765. uniforms.spotLightDirection.value = lights.spot.directions;
  2766. uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
  2767. uniforms.spotLightExponent.value = lights.spot.exponents;
  2768. uniforms.spotLightDecay.value = lights.spot.decays;
  2769. uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
  2770. uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
  2771. uniforms.hemisphereLightDirection.value = lights.hemi.positions;
  2772. }
  2773. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  2774. function markUniformsLightsNeedsUpdate ( uniforms, boolean ) {
  2775. uniforms.ambientLightColor.needsUpdate = boolean;
  2776. uniforms.directionalLightColor.needsUpdate = boolean;
  2777. uniforms.directionalLightDirection.needsUpdate = boolean;
  2778. uniforms.pointLightColor.needsUpdate = boolean;
  2779. uniforms.pointLightPosition.needsUpdate = boolean;
  2780. uniforms.pointLightDistance.needsUpdate = boolean;
  2781. uniforms.pointLightDecay.needsUpdate = boolean;
  2782. uniforms.spotLightColor.needsUpdate = boolean;
  2783. uniforms.spotLightPosition.needsUpdate = boolean;
  2784. uniforms.spotLightDistance.needsUpdate = boolean;
  2785. uniforms.spotLightDirection.needsUpdate = boolean;
  2786. uniforms.spotLightAngleCos.needsUpdate = boolean;
  2787. uniforms.spotLightExponent.needsUpdate = boolean;
  2788. uniforms.spotLightDecay.needsUpdate = boolean;
  2789. uniforms.hemisphereLightSkyColor.needsUpdate = boolean;
  2790. uniforms.hemisphereLightGroundColor.needsUpdate = boolean;
  2791. uniforms.hemisphereLightDirection.needsUpdate = boolean;
  2792. }
  2793. function refreshUniformsShadow ( uniforms, lights ) {
  2794. if ( uniforms.shadowMatrix ) {
  2795. var j = 0;
  2796. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  2797. var light = lights[ i ];
  2798. if ( ! light.castShadow ) continue;
  2799. if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) {
  2800. uniforms.shadowMap.value[ j ] = light.shadowMap;
  2801. uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
  2802. uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;
  2803. uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
  2804. uniforms.shadowBias.value[ j ] = light.shadowBias;
  2805. j ++;
  2806. }
  2807. }
  2808. }
  2809. }
  2810. // Uniforms (load to GPU)
  2811. function loadUniformsMatrices ( uniforms, object ) {
  2812. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrix.elements );
  2813. if ( uniforms.normalMatrix ) {
  2814. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrix.elements );
  2815. }
  2816. }
  2817. function getTextureUnit() {
  2818. var textureUnit = _usedTextureUnits;
  2819. if ( textureUnit >= _maxTextures ) {
  2820. console.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + _maxTextures );
  2821. }
  2822. _usedTextureUnits += 1;
  2823. return textureUnit;
  2824. }
  2825. function loadUniformsGeneric ( uniforms ) {
  2826. var texture, textureUnit, offset;
  2827. for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) {
  2828. var uniform = uniforms[ j ][ 0 ];
  2829. // needsUpdate property is not added to all uniforms.
  2830. if ( uniform.needsUpdate === false ) continue;
  2831. var type = uniform.type;
  2832. var value = uniform.value;
  2833. var location = uniforms[ j ][ 1 ];
  2834. switch ( type ) {
  2835. case '1i':
  2836. _gl.uniform1i( location, value );
  2837. break;
  2838. case '1f':
  2839. _gl.uniform1f( location, value );
  2840. break;
  2841. case '2f':
  2842. _gl.uniform2f( location, value[ 0 ], value[ 1 ] );
  2843. break;
  2844. case '3f':
  2845. _gl.uniform3f( location, value[ 0 ], value[ 1 ], value[ 2 ] );
  2846. break;
  2847. case '4f':
  2848. _gl.uniform4f( location, value[ 0 ], value[ 1 ], value[ 2 ], value[ 3 ] );
  2849. break;
  2850. case '1iv':
  2851. _gl.uniform1iv( location, value );
  2852. break;
  2853. case '3iv':
  2854. _gl.uniform3iv( location, value );
  2855. break;
  2856. case '1fv':
  2857. _gl.uniform1fv( location, value );
  2858. break;
  2859. case '2fv':
  2860. _gl.uniform2fv( location, value );
  2861. break;
  2862. case '3fv':
  2863. _gl.uniform3fv( location, value );
  2864. break;
  2865. case '4fv':
  2866. _gl.uniform4fv( location, value );
  2867. break;
  2868. case 'Matrix3fv':
  2869. _gl.uniformMatrix3fv( location, false, value );
  2870. break;
  2871. case 'Matrix4fv':
  2872. _gl.uniformMatrix4fv( location, false, value );
  2873. break;
  2874. //
  2875. case 'i':
  2876. // single integer
  2877. _gl.uniform1i( location, value );
  2878. break;
  2879. case 'f':
  2880. // single float
  2881. _gl.uniform1f( location, value );
  2882. break;
  2883. case 'v2':
  2884. // single THREE.Vector2
  2885. _gl.uniform2f( location, value.x, value.y );
  2886. break;
  2887. case 'v3':
  2888. // single THREE.Vector3
  2889. _gl.uniform3f( location, value.x, value.y, value.z );
  2890. break;
  2891. case 'v4':
  2892. // single THREE.Vector4
  2893. _gl.uniform4f( location, value.x, value.y, value.z, value.w );
  2894. break;
  2895. case 'c':
  2896. // single THREE.Color
  2897. _gl.uniform3f( location, value.r, value.g, value.b );
  2898. break;
  2899. case 'iv1':
  2900. // flat array of integers (JS or typed array)
  2901. _gl.uniform1iv( location, value );
  2902. break;
  2903. case 'iv':
  2904. // flat array of integers with 3 x N size (JS or typed array)
  2905. _gl.uniform3iv( location, value );
  2906. break;
  2907. case 'fv1':
  2908. // flat array of floats (JS or typed array)
  2909. _gl.uniform1fv( location, value );
  2910. break;
  2911. case 'fv':
  2912. // flat array of floats with 3 x N size (JS or typed array)
  2913. _gl.uniform3fv( location, value );
  2914. break;
  2915. case 'v2v':
  2916. // array of THREE.Vector2
  2917. if ( uniform._array === undefined ) {
  2918. uniform._array = new Float32Array( 2 * value.length );
  2919. }
  2920. for ( var i = 0, il = value.length; i < il; i ++ ) {
  2921. offset = i * 2;
  2922. uniform._array[ offset ] = value[ i ].x;
  2923. uniform._array[ offset + 1 ] = value[ i ].y;
  2924. }
  2925. _gl.uniform2fv( location, uniform._array );
  2926. break;
  2927. case 'v3v':
  2928. // array of THREE.Vector3
  2929. if ( uniform._array === undefined ) {
  2930. uniform._array = new Float32Array( 3 * value.length );
  2931. }
  2932. for ( var i = 0, il = value.length; i < il; i ++ ) {
  2933. offset = i * 3;
  2934. uniform._array[ offset ] = value[ i ].x;
  2935. uniform._array[ offset + 1 ] = value[ i ].y;
  2936. uniform._array[ offset + 2 ] = value[ i ].z;
  2937. }
  2938. _gl.uniform3fv( location, uniform._array );
  2939. break;
  2940. case 'v4v':
  2941. // array of THREE.Vector4
  2942. if ( uniform._array === undefined ) {
  2943. uniform._array = new Float32Array( 4 * value.length );
  2944. }
  2945. for ( var i = 0, il = value.length; i < il; i ++ ) {
  2946. offset = i * 4;
  2947. uniform._array[ offset ] = value[ i ].x;
  2948. uniform._array[ offset + 1 ] = value[ i ].y;
  2949. uniform._array[ offset + 2 ] = value[ i ].z;
  2950. uniform._array[ offset + 3 ] = value[ i ].w;
  2951. }
  2952. _gl.uniform4fv( location, uniform._array );
  2953. break;
  2954. case 'm3':
  2955. // single THREE.Matrix3
  2956. _gl.uniformMatrix3fv( location, false, value.elements );
  2957. break;
  2958. case 'm3v':
  2959. // array of THREE.Matrix3
  2960. if ( uniform._array === undefined ) {
  2961. uniform._array = new Float32Array( 9 * value.length );
  2962. }
  2963. for ( var i = 0, il = value.length; i < il; i ++ ) {
  2964. value[ i ].flattenToArrayOffset( uniform._array, i * 9 );
  2965. }
  2966. _gl.uniformMatrix3fv( location, false, uniform._array );
  2967. break;
  2968. case 'm4':
  2969. // single THREE.Matrix4
  2970. _gl.uniformMatrix4fv( location, false, value.elements );
  2971. break;
  2972. case 'm4v':
  2973. // array of THREE.Matrix4
  2974. if ( uniform._array === undefined ) {
  2975. uniform._array = new Float32Array( 16 * value.length );
  2976. }
  2977. for ( var i = 0, il = value.length; i < il; i ++ ) {
  2978. value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
  2979. }
  2980. _gl.uniformMatrix4fv( location, false, uniform._array );
  2981. break;
  2982. case 't':
  2983. // single THREE.Texture (2d or cube)
  2984. texture = value;
  2985. textureUnit = getTextureUnit();
  2986. _gl.uniform1i( location, textureUnit );
  2987. if ( ! texture ) continue;
  2988. if ( texture instanceof THREE.CubeTexture ||
  2989. ( texture.image instanceof Array && texture.image.length === 6 ) ) { // CompressedTexture can have Array in image :/
  2990. setCubeTexture( texture, textureUnit );
  2991. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  2992. setCubeTextureDynamic( texture, textureUnit );
  2993. } else {
  2994. _this.setTexture( texture, textureUnit );
  2995. }
  2996. break;
  2997. case 'tv':
  2998. // array of THREE.Texture (2d)
  2999. if ( uniform._array === undefined ) {
  3000. uniform._array = [];
  3001. }
  3002. for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
  3003. uniform._array[ i ] = getTextureUnit();
  3004. }
  3005. _gl.uniform1iv( location, uniform._array );
  3006. for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
  3007. texture = uniform.value[ i ];
  3008. textureUnit = uniform._array[ i ];
  3009. if ( ! texture ) continue;
  3010. _this.setTexture( texture, textureUnit );
  3011. }
  3012. break;
  3013. default:
  3014. console.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type );
  3015. }
  3016. }
  3017. }
  3018. function setupMatrices ( object, camera ) {
  3019. object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  3020. object._normalMatrix.getNormalMatrix( object._modelViewMatrix );
  3021. }
  3022. function setColorLinear( array, offset, color, intensity ) {
  3023. array[ offset ] = color.r * intensity;
  3024. array[ offset + 1 ] = color.g * intensity;
  3025. array[ offset + 2 ] = color.b * intensity;
  3026. }
  3027. function setupLights ( lights ) {
  3028. var l, ll, light, n,
  3029. r = 0, g = 0, b = 0,
  3030. color, skyColor, groundColor,
  3031. intensity, intensitySq,
  3032. position,
  3033. distance,
  3034. zlights = _lights,
  3035. dirColors = zlights.directional.colors,
  3036. dirPositions = zlights.directional.positions,
  3037. pointColors = zlights.point.colors,
  3038. pointPositions = zlights.point.positions,
  3039. pointDistances = zlights.point.distances,
  3040. pointDecays = zlights.point.decays,
  3041. spotColors = zlights.spot.colors,
  3042. spotPositions = zlights.spot.positions,
  3043. spotDistances = zlights.spot.distances,
  3044. spotDirections = zlights.spot.directions,
  3045. spotAnglesCos = zlights.spot.anglesCos,
  3046. spotExponents = zlights.spot.exponents,
  3047. spotDecays = zlights.spot.decays,
  3048. hemiSkyColors = zlights.hemi.skyColors,
  3049. hemiGroundColors = zlights.hemi.groundColors,
  3050. hemiPositions = zlights.hemi.positions,
  3051. dirLength = 0,
  3052. pointLength = 0,
  3053. spotLength = 0,
  3054. hemiLength = 0,
  3055. dirCount = 0,
  3056. pointCount = 0,
  3057. spotCount = 0,
  3058. hemiCount = 0,
  3059. dirOffset = 0,
  3060. pointOffset = 0,
  3061. spotOffset = 0,
  3062. hemiOffset = 0;
  3063. for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  3064. light = lights[ l ];
  3065. if ( light.onlyShadow ) continue;
  3066. color = light.color;
  3067. intensity = light.intensity;
  3068. distance = light.distance;
  3069. if ( light instanceof THREE.AmbientLight ) {
  3070. if ( ! light.visible ) continue;
  3071. r += color.r;
  3072. g += color.g;
  3073. b += color.b;
  3074. } else if ( light instanceof THREE.DirectionalLight ) {
  3075. dirCount += 1;
  3076. if ( ! light.visible ) continue;
  3077. _direction.setFromMatrixPosition( light.matrixWorld );
  3078. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  3079. _direction.sub( _vector3 );
  3080. _direction.normalize();
  3081. dirOffset = dirLength * 3;
  3082. dirPositions[ dirOffset ] = _direction.x;
  3083. dirPositions[ dirOffset + 1 ] = _direction.y;
  3084. dirPositions[ dirOffset + 2 ] = _direction.z;
  3085. setColorLinear( dirColors, dirOffset, color, intensity );
  3086. dirLength += 1;
  3087. } else if ( light instanceof THREE.PointLight ) {
  3088. pointCount += 1;
  3089. if ( ! light.visible ) continue;
  3090. pointOffset = pointLength * 3;
  3091. setColorLinear( pointColors, pointOffset, color, intensity );
  3092. _vector3.setFromMatrixPosition( light.matrixWorld );
  3093. pointPositions[ pointOffset ] = _vector3.x;
  3094. pointPositions[ pointOffset + 1 ] = _vector3.y;
  3095. pointPositions[ pointOffset + 2 ] = _vector3.z;
  3096. // distance is 0 if decay is 0, because there is no attenuation at all.
  3097. pointDistances[ pointLength ] = distance;
  3098. pointDecays[ pointLength ] = ( light.distance === 0 ) ? 0.0 : light.decay;
  3099. pointLength += 1;
  3100. } else if ( light instanceof THREE.SpotLight ) {
  3101. spotCount += 1;
  3102. if ( ! light.visible ) continue;
  3103. spotOffset = spotLength * 3;
  3104. setColorLinear( spotColors, spotOffset, color, intensity );
  3105. _direction.setFromMatrixPosition( light.matrixWorld );
  3106. spotPositions[ spotOffset ] = _direction.x;
  3107. spotPositions[ spotOffset + 1 ] = _direction.y;
  3108. spotPositions[ spotOffset + 2 ] = _direction.z;
  3109. spotDistances[ spotLength ] = distance;
  3110. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  3111. _direction.sub( _vector3 );
  3112. _direction.normalize();
  3113. spotDirections[ spotOffset ] = _direction.x;
  3114. spotDirections[ spotOffset + 1 ] = _direction.y;
  3115. spotDirections[ spotOffset + 2 ] = _direction.z;
  3116. spotAnglesCos[ spotLength ] = Math.cos( light.angle );
  3117. spotExponents[ spotLength ] = light.exponent;
  3118. spotDecays[ spotLength ] = ( light.distance === 0 ) ? 0.0 : light.decay;
  3119. spotLength += 1;
  3120. } else if ( light instanceof THREE.HemisphereLight ) {
  3121. hemiCount += 1;
  3122. if ( ! light.visible ) continue;
  3123. _direction.setFromMatrixPosition( light.matrixWorld );
  3124. _direction.normalize();
  3125. hemiOffset = hemiLength * 3;
  3126. hemiPositions[ hemiOffset ] = _direction.x;
  3127. hemiPositions[ hemiOffset + 1 ] = _direction.y;
  3128. hemiPositions[ hemiOffset + 2 ] = _direction.z;
  3129. skyColor = light.color;
  3130. groundColor = light.groundColor;
  3131. setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
  3132. setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );
  3133. hemiLength += 1;
  3134. }
  3135. }
  3136. // null eventual remains from removed lights
  3137. // (this is to avoid if in shader)
  3138. for ( l = dirLength * 3, ll = Math.max( dirColors.length, dirCount * 3 ); l < ll; l ++ ) dirColors[ l ] = 0.0;
  3139. for ( l = pointLength * 3, ll = Math.max( pointColors.length, pointCount * 3 ); l < ll; l ++ ) pointColors[ l ] = 0.0;
  3140. for ( l = spotLength * 3, ll = Math.max( spotColors.length, spotCount * 3 ); l < ll; l ++ ) spotColors[ l ] = 0.0;
  3141. for ( l = hemiLength * 3, ll = Math.max( hemiSkyColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiSkyColors[ l ] = 0.0;
  3142. for ( l = hemiLength * 3, ll = Math.max( hemiGroundColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiGroundColors[ l ] = 0.0;
  3143. zlights.directional.length = dirLength;
  3144. zlights.point.length = pointLength;
  3145. zlights.spot.length = spotLength;
  3146. zlights.hemi.length = hemiLength;
  3147. zlights.ambient[ 0 ] = r;
  3148. zlights.ambient[ 1 ] = g;
  3149. zlights.ambient[ 2 ] = b;
  3150. }
  3151. // GL state setting
  3152. this.setFaceCulling = function ( cullFace, frontFaceDirection ) {
  3153. if ( cullFace === THREE.CullFaceNone ) {
  3154. _gl.disable( _gl.CULL_FACE );
  3155. } else {
  3156. if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {
  3157. _gl.frontFace( _gl.CW );
  3158. } else {
  3159. _gl.frontFace( _gl.CCW );
  3160. }
  3161. if ( cullFace === THREE.CullFaceBack ) {
  3162. _gl.cullFace( _gl.BACK );
  3163. } else if ( cullFace === THREE.CullFaceFront ) {
  3164. _gl.cullFace( _gl.FRONT );
  3165. } else {
  3166. _gl.cullFace( _gl.FRONT_AND_BACK );
  3167. }
  3168. _gl.enable( _gl.CULL_FACE );
  3169. }
  3170. };
  3171. this.setMaterialFaces = function ( material ) {
  3172. var doubleSided = material.side === THREE.DoubleSide;
  3173. var flipSided = material.side === THREE.BackSide;
  3174. if ( _oldDoubleSided !== doubleSided ) {
  3175. if ( doubleSided ) {
  3176. _gl.disable( _gl.CULL_FACE );
  3177. } else {
  3178. _gl.enable( _gl.CULL_FACE );
  3179. }
  3180. _oldDoubleSided = doubleSided;
  3181. }
  3182. if ( _oldFlipSided !== flipSided ) {
  3183. if ( flipSided ) {
  3184. _gl.frontFace( _gl.CW );
  3185. } else {
  3186. _gl.frontFace( _gl.CCW );
  3187. }
  3188. _oldFlipSided = flipSided;
  3189. }
  3190. };
  3191. this.setDepthTest = function ( depthTest ) {
  3192. if ( _oldDepthTest !== depthTest ) {
  3193. if ( depthTest ) {
  3194. _gl.enable( _gl.DEPTH_TEST );
  3195. } else {
  3196. _gl.disable( _gl.DEPTH_TEST );
  3197. }
  3198. _oldDepthTest = depthTest;
  3199. }
  3200. };
  3201. this.setDepthWrite = function ( depthWrite ) {
  3202. if ( _oldDepthWrite !== depthWrite ) {
  3203. _gl.depthMask( depthWrite );
  3204. _oldDepthWrite = depthWrite;
  3205. }
  3206. };
  3207. function setLineWidth ( width ) {
  3208. width *= pixelRatio;
  3209. if ( width !== _oldLineWidth ) {
  3210. _gl.lineWidth( width );
  3211. _oldLineWidth = width;
  3212. }
  3213. }
  3214. function setPolygonOffset ( polygonoffset, factor, units ) {
  3215. if ( _oldPolygonOffset !== polygonoffset ) {
  3216. if ( polygonoffset ) {
  3217. _gl.enable( _gl.POLYGON_OFFSET_FILL );
  3218. } else {
  3219. _gl.disable( _gl.POLYGON_OFFSET_FILL );
  3220. }
  3221. _oldPolygonOffset = polygonoffset;
  3222. }
  3223. if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) {
  3224. _gl.polygonOffset( factor, units );
  3225. _oldPolygonOffsetFactor = factor;
  3226. _oldPolygonOffsetUnits = units;
  3227. }
  3228. }
  3229. this.setBlending = function ( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha ) {
  3230. if ( blending !== _oldBlending ) {
  3231. if ( blending === THREE.NoBlending ) {
  3232. _gl.disable( _gl.BLEND );
  3233. } else if ( blending === THREE.AdditiveBlending ) {
  3234. _gl.enable( _gl.BLEND );
  3235. _gl.blendEquation( _gl.FUNC_ADD );
  3236. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
  3237. } else if ( blending === THREE.SubtractiveBlending ) {
  3238. // TODO: Find blendFuncSeparate() combination
  3239. _gl.enable( _gl.BLEND );
  3240. _gl.blendEquation( _gl.FUNC_ADD );
  3241. _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
  3242. } else if ( blending === THREE.MultiplyBlending ) {
  3243. // TODO: Find blendFuncSeparate() combination
  3244. _gl.enable( _gl.BLEND );
  3245. _gl.blendEquation( _gl.FUNC_ADD );
  3246. _gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
  3247. } else if ( blending === THREE.CustomBlending ) {
  3248. _gl.enable( _gl.BLEND );
  3249. } else {
  3250. _gl.enable( _gl.BLEND );
  3251. _gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
  3252. _gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
  3253. }
  3254. _oldBlending = blending;
  3255. }
  3256. if ( blending === THREE.CustomBlending ) {
  3257. blendEquationAlpha = blendEquationAlpha || blendEquation;
  3258. blendSrcAlpha = blendSrcAlpha || blendSrc;
  3259. blendDstAlpha = blendDstAlpha || blendDst;
  3260. if ( blendEquation !== _oldBlendEquation || blendEquationAlpha !== _oldBlendEquationAlpha ) {
  3261. _gl.blendEquationSeparate( paramThreeToGL( blendEquation ), paramThreeToGL( blendEquationAlpha ) );
  3262. _oldBlendEquation = blendEquation;
  3263. _oldBlendEquationAlpha = blendEquationAlpha;
  3264. }
  3265. if ( blendSrc !== _oldBlendSrc || blendDst !== _oldBlendDst || blendSrcAlpha !== _oldBlendSrcAlpha || blendDstAlpha !== _oldBlendDstAlpha ) {
  3266. _gl.blendFuncSeparate( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ), paramThreeToGL( blendSrcAlpha ), paramThreeToGL( blendDstAlpha ) );
  3267. _oldBlendSrc = blendSrc;
  3268. _oldBlendDst = blendDst;
  3269. _oldBlendSrcAlpha = blendSrcAlpha;
  3270. _oldBlendDstAlpha = blendDstAlpha;
  3271. }
  3272. } else {
  3273. _oldBlendEquation = null;
  3274. _oldBlendSrc = null;
  3275. _oldBlendDst = null;
  3276. _oldBlendEquationAlpha = null;
  3277. _oldBlendSrcAlpha = null;
  3278. _oldBlendDstAlpha = null;
  3279. }
  3280. };
  3281. // Textures
  3282. function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
  3283. var extension;
  3284. if ( isImagePowerOfTwo ) {
  3285. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  3286. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  3287. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  3288. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  3289. } else {
  3290. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  3291. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  3292. if ( texture.wrapS !== THREE.ClampToEdgeWrapping || texture.wrapT !== THREE.ClampToEdgeWrapping ) {
  3293. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT is set to THREE.ClampToEdgeWrapping. ( ' + texture.sourceFile + ' )' );
  3294. }
  3295. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  3296. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  3297. if ( texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) {
  3298. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter is set to THREE.LinearFilter or THREE.NearestFilter. ( ' + texture.sourceFile + ' )' );
  3299. }
  3300. }
  3301. extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  3302. if ( extension && texture.type !== THREE.FloatType ) {
  3303. if ( texture.anisotropy > 1 || texture.__oldAnisotropy ) {
  3304. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _this.getMaxAnisotropy() ) );
  3305. texture.__oldAnisotropy = texture.anisotropy;
  3306. }
  3307. }
  3308. }
  3309. this.uploadTexture = function ( texture ) {
  3310. if ( texture.__webglInit === undefined ) {
  3311. texture.__webglInit = true;
  3312. texture.addEventListener( 'dispose', onTextureDispose );
  3313. texture.__webglTexture = _gl.createTexture();
  3314. _this.info.memory.textures ++;
  3315. }
  3316. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  3317. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  3318. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  3319. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
  3320. texture.image = clampToMaxSize( texture.image, _maxTextureSize );
  3321. var image = texture.image,
  3322. isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
  3323. glFormat = paramThreeToGL( texture.format ),
  3324. glType = paramThreeToGL( texture.type );
  3325. setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
  3326. var mipmap, mipmaps = texture.mipmaps;
  3327. if ( texture instanceof THREE.DataTexture ) {
  3328. // use manually created mipmaps if available
  3329. // if there are no manual mipmaps
  3330. // set 0 level mipmap and then use GL to generate other mipmap levels
  3331. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  3332. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  3333. mipmap = mipmaps[ i ];
  3334. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  3335. }
  3336. texture.generateMipmaps = false;
  3337. } else {
  3338. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
  3339. }
  3340. } else if ( texture instanceof THREE.CompressedTexture ) {
  3341. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  3342. mipmap = mipmaps[ i ];
  3343. if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
  3344. if ( getCompressedTextureFormats().indexOf( glFormat ) > -1 ) {
  3345. _gl.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  3346. } else {
  3347. console.warn( "Attempt to load unsupported compressed texture format" );
  3348. }
  3349. } else {
  3350. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  3351. }
  3352. }
  3353. } else { // regular Texture (image, video, canvas)
  3354. // use manually created mipmaps if available
  3355. // if there are no manual mipmaps
  3356. // set 0 level mipmap and then use GL to generate other mipmap levels
  3357. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  3358. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  3359. mipmap = mipmaps[ i ];
  3360. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
  3361. }
  3362. texture.generateMipmaps = false;
  3363. } else {
  3364. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
  3365. }
  3366. }
  3367. if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  3368. texture.needsUpdate = false;
  3369. if ( texture.onUpdate ) texture.onUpdate();
  3370. };
  3371. this.setTexture = function ( texture, slot ) {
  3372. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3373. if ( texture.needsUpdate ) {
  3374. _this.uploadTexture( texture );
  3375. } else {
  3376. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  3377. }
  3378. };
  3379. function clampToMaxSize ( image, maxSize ) {
  3380. if ( image.width > maxSize || image.height > maxSize ) {
  3381. // Warning: Scaling through the canvas will only work with images that use
  3382. // premultiplied alpha.
  3383. var scale = maxSize / Math.max( image.width, image.height );
  3384. var canvas = document.createElement( 'canvas' );
  3385. canvas.width = Math.floor( image.width * scale );
  3386. canvas.height = Math.floor( image.height * scale );
  3387. var context = canvas.getContext( '2d' );
  3388. context.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height );
  3389. console.log( 'THREE.WebGLRenderer:', image, 'is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height + '.' );
  3390. return canvas;
  3391. }
  3392. return image;
  3393. }
  3394. function setCubeTexture ( texture, slot ) {
  3395. if ( texture.image.length === 6 ) {
  3396. if ( texture.needsUpdate ) {
  3397. if ( ! texture.image.__webglTextureCube ) {
  3398. texture.addEventListener( 'dispose', onTextureDispose );
  3399. texture.image.__webglTextureCube = _gl.createTexture();
  3400. _this.info.memory.textures ++;
  3401. }
  3402. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3403. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  3404. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  3405. var isCompressed = texture instanceof THREE.CompressedTexture;
  3406. var isDataTexture = texture.image[ 0 ] instanceof THREE.DataTexture;
  3407. var cubeImage = [];
  3408. for ( var i = 0; i < 6; i ++ ) {
  3409. if ( _this.autoScaleCubemaps && ! isCompressed && ! isDataTexture ) {
  3410. cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize );
  3411. } else {
  3412. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  3413. }
  3414. }
  3415. var image = cubeImage[ 0 ],
  3416. isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
  3417. glFormat = paramThreeToGL( texture.format ),
  3418. glType = paramThreeToGL( texture.type );
  3419. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
  3420. for ( var i = 0; i < 6; i ++ ) {
  3421. if ( ! isCompressed ) {
  3422. if ( isDataTexture ) {
  3423. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  3424. } else {
  3425. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
  3426. }
  3427. } else {
  3428. var mipmap, mipmaps = cubeImage[ i ].mipmaps;
  3429. for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
  3430. mipmap = mipmaps[ j ];
  3431. if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
  3432. if ( getCompressedTextureFormats().indexOf( glFormat ) > -1 ) {
  3433. _gl.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  3434. } else {
  3435. console.warn( "Attempt to load unsupported compressed texture format" );
  3436. }
  3437. } else {
  3438. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  3439. }
  3440. }
  3441. }
  3442. }
  3443. if ( texture.generateMipmaps && isImagePowerOfTwo ) {
  3444. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3445. }
  3446. texture.needsUpdate = false;
  3447. if ( texture.onUpdate ) texture.onUpdate();
  3448. } else {
  3449. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3450. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  3451. }
  3452. }
  3453. }
  3454. function setCubeTextureDynamic ( texture, slot ) {
  3455. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3456. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
  3457. }
  3458. // Render targets
  3459. function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
  3460. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  3461. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );
  3462. }
  3463. function setupRenderBuffer ( renderbuffer, renderTarget ) {
  3464. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  3465. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  3466. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  3467. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3468. /* For some reason this is not working. Defaulting to RGBA4.
  3469. } else if ( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3470. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
  3471. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3472. */
  3473. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3474. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
  3475. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3476. } else {
  3477. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
  3478. }
  3479. }
  3480. this.setRenderTarget = function ( renderTarget ) {
  3481. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  3482. if ( renderTarget && renderTarget.__webglFramebuffer === undefined ) {
  3483. if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
  3484. if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
  3485. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  3486. renderTarget.__webglTexture = _gl.createTexture();
  3487. _this.info.memory.textures ++;
  3488. // Setup texture, create render and frame buffers
  3489. var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.isPowerOfTwo( renderTarget.height ),
  3490. glFormat = paramThreeToGL( renderTarget.format ),
  3491. glType = paramThreeToGL( renderTarget.type );
  3492. if ( isCube ) {
  3493. renderTarget.__webglFramebuffer = [];
  3494. renderTarget.__webglRenderbuffer = [];
  3495. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  3496. setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
  3497. for ( var i = 0; i < 6; i ++ ) {
  3498. renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  3499. renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
  3500. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  3501. setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
  3502. setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );
  3503. }
  3504. if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3505. } else {
  3506. renderTarget.__webglFramebuffer = _gl.createFramebuffer();
  3507. if ( renderTarget.shareDepthFrom ) {
  3508. renderTarget.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;
  3509. } else {
  3510. renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();
  3511. }
  3512. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  3513. setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );
  3514. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  3515. setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
  3516. if ( renderTarget.shareDepthFrom ) {
  3517. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  3518. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
  3519. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3520. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
  3521. }
  3522. } else {
  3523. setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );
  3524. }
  3525. if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  3526. }
  3527. // Release everything
  3528. if ( isCube ) {
  3529. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  3530. } else {
  3531. _gl.bindTexture( _gl.TEXTURE_2D, null );
  3532. }
  3533. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  3534. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  3535. }
  3536. var framebuffer, width, height, vx, vy;
  3537. if ( renderTarget ) {
  3538. if ( isCube ) {
  3539. framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];
  3540. } else {
  3541. framebuffer = renderTarget.__webglFramebuffer;
  3542. }
  3543. width = renderTarget.width;
  3544. height = renderTarget.height;
  3545. vx = 0;
  3546. vy = 0;
  3547. } else {
  3548. framebuffer = null;
  3549. width = _viewportWidth;
  3550. height = _viewportHeight;
  3551. vx = _viewportX;
  3552. vy = _viewportY;
  3553. }
  3554. if ( framebuffer !== _currentFramebuffer ) {
  3555. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  3556. _gl.viewport( vx, vy, width, height );
  3557. _currentFramebuffer = framebuffer;
  3558. }
  3559. _currentWidth = width;
  3560. _currentHeight = height;
  3561. };
  3562. this.readRenderTargetPixels = function( renderTarget, x, y, width, height, buffer ) {
  3563. if ( ! ( renderTarget instanceof THREE.WebGLRenderTarget ) ) {
  3564. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  3565. return;
  3566. }
  3567. if ( renderTarget.__webglFramebuffer ) {
  3568. if ( renderTarget.format !== THREE.RGBAFormat ) {
  3569. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA format. readPixels can read only RGBA format.' );
  3570. return;
  3571. }
  3572. var restore = false;
  3573. if ( renderTarget.__webglFramebuffer !== _currentFramebuffer ) {
  3574. _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTarget.__webglFramebuffer );
  3575. restore = true;
  3576. }
  3577. if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
  3578. _gl.readPixels( x, y, width, height, _gl.RGBA, _gl.UNSIGNED_BYTE, buffer );
  3579. } else {
  3580. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  3581. }
  3582. if ( restore ) {
  3583. _gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
  3584. }
  3585. }
  3586. };
  3587. function updateRenderTargetMipmap ( renderTarget ) {
  3588. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  3589. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  3590. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3591. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  3592. } else {
  3593. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  3594. _gl.generateMipmap( _gl.TEXTURE_2D );
  3595. _gl.bindTexture( _gl.TEXTURE_2D, null );
  3596. }
  3597. }
  3598. // Fallback filters for non-power-of-2 textures
  3599. function filterFallback ( f ) {
  3600. if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {
  3601. return _gl.NEAREST;
  3602. }
  3603. return _gl.LINEAR;
  3604. }
  3605. // Map three.js constants to WebGL constants
  3606. function paramThreeToGL ( p ) {
  3607. var extension;
  3608. if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
  3609. if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
  3610. if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
  3611. if ( p === THREE.NearestFilter ) return _gl.NEAREST;
  3612. if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
  3613. if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
  3614. if ( p === THREE.LinearFilter ) return _gl.LINEAR;
  3615. if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
  3616. if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
  3617. if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
  3618. if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
  3619. if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
  3620. if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
  3621. if ( p === THREE.ByteType ) return _gl.BYTE;
  3622. if ( p === THREE.ShortType ) return _gl.SHORT;
  3623. if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
  3624. if ( p === THREE.IntType ) return _gl.INT;
  3625. if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
  3626. if ( p === THREE.FloatType ) return _gl.FLOAT;
  3627. if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
  3628. if ( p === THREE.RGBFormat ) return _gl.RGB;
  3629. if ( p === THREE.RGBAFormat ) return _gl.RGBA;
  3630. if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
  3631. if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
  3632. if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
  3633. if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
  3634. if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
  3635. if ( p === THREE.ZeroFactor ) return _gl.ZERO;
  3636. if ( p === THREE.OneFactor ) return _gl.ONE;
  3637. if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
  3638. if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
  3639. if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
  3640. if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
  3641. if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
  3642. if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
  3643. if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
  3644. if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
  3645. if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
  3646. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  3647. if ( extension !== null ) {
  3648. if ( p === THREE.RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
  3649. if ( p === THREE.RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  3650. if ( p === THREE.RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  3651. if ( p === THREE.RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  3652. }
  3653. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  3654. if ( extension !== null ) {
  3655. if ( p === THREE.RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  3656. if ( p === THREE.RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  3657. if ( p === THREE.RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  3658. if ( p === THREE.RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  3659. }
  3660. extension = extensions.get( 'EXT_blend_minmax' );
  3661. if ( extension !== null ) {
  3662. if ( p === THREE.MinEquation ) return extension.MIN_EXT;
  3663. if ( p === THREE.MaxEquation ) return extension.MAX_EXT;
  3664. }
  3665. return 0;
  3666. }
  3667. // Allocations
  3668. function allocateBones ( object ) {
  3669. if ( _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture ) {
  3670. return 1024;
  3671. } else {
  3672. // default for when object is not specified
  3673. // ( for example when prebuilding shader
  3674. // to be used with multiple objects )
  3675. //
  3676. // - leave some extra space for other uniforms
  3677. // - limit here is ANGLE's 254 max uniform vectors
  3678. // (up to 54 should be safe)
  3679. var nVertexUniforms = _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS );
  3680. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  3681. var maxBones = nVertexMatrices;
  3682. if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
  3683. maxBones = Math.min( object.skeleton.bones.length, maxBones );
  3684. if ( maxBones < object.skeleton.bones.length ) {
  3685. console.warn( 'WebGLRenderer: too many bones - ' + object.skeleton.bones.length + ', this GPU supports just ' + maxBones + ' (try OpenGL instead of ANGLE)' );
  3686. }
  3687. }
  3688. return maxBones;
  3689. }
  3690. }
  3691. function allocateLights( lights ) {
  3692. var dirLights = 0;
  3693. var pointLights = 0;
  3694. var spotLights = 0;
  3695. var hemiLights = 0;
  3696. for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
  3697. var light = lights[ l ];
  3698. if ( light.onlyShadow || light.visible === false ) continue;
  3699. if ( light instanceof THREE.DirectionalLight ) dirLights ++;
  3700. if ( light instanceof THREE.PointLight ) pointLights ++;
  3701. if ( light instanceof THREE.SpotLight ) spotLights ++;
  3702. if ( light instanceof THREE.HemisphereLight ) hemiLights ++;
  3703. }
  3704. return { 'directional': dirLights, 'point': pointLights, 'spot': spotLights, 'hemi': hemiLights };
  3705. }
  3706. function allocateShadows( lights ) {
  3707. var maxShadows = 0;
  3708. for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
  3709. var light = lights[ l ];
  3710. if ( ! light.castShadow ) continue;
  3711. if ( light instanceof THREE.SpotLight ) maxShadows ++;
  3712. if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;
  3713. }
  3714. return maxShadows;
  3715. }
  3716. // DEPRECATED
  3717. this.initMaterial = function () {
  3718. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  3719. };
  3720. this.addPrePlugin = function () {
  3721. console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  3722. };
  3723. this.addPostPlugin = function () {
  3724. console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  3725. };
  3726. this.updateShadowMap = function () {
  3727. console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  3728. };
  3729. };
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