WebGLRenderer.js 130 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. // Currently you can use just up to 4 directional / point lights total.
  9. // Chrome barfs on shader linking when there are more than 4 lights :(
  10. // The problem comes from shader using too many varying vectors.
  11. // This is not GPU limitation as the same shader works ok in Firefox
  12. // and Chrome with "--use-gl=desktop" flag.
  13. // Difference comes from Chrome on Windows using by default ANGLE,
  14. // thus going DirectX9 route (while FF uses OpenGL).
  15. // See http://code.google.com/p/chromium/issues/detail?id=63491
  16. var _this = this,
  17. _gl, _canvas = document.createElement( 'canvas' ),
  18. _programs = [],
  19. _currentProgram = null,
  20. _currentFramebuffer = null,
  21. _currentDepthMask = true,
  22. // gl state cache
  23. _oldDoubleSided = null,
  24. _oldFlipSided = null,
  25. _oldBlending = null,
  26. _oldDepth = null,
  27. _cullEnabled = true,
  28. _viewportX = 0,
  29. _viewportY = 0,
  30. _viewportWidth = 0,
  31. _viewportHeight = 0,
  32. // camera matrices caches
  33. _frustum = [
  34. new THREE.Vector4(),
  35. new THREE.Vector4(),
  36. new THREE.Vector4(),
  37. new THREE.Vector4(),
  38. new THREE.Vector4(),
  39. new THREE.Vector4()
  40. ],
  41. _projScreenMatrix = new THREE.Matrix4(),
  42. _projectionMatrixArray = new Float32Array( 16 ),
  43. _viewMatrixArray = new Float32Array( 16 ),
  44. _vector3 = new THREE.Vector4(),
  45. // light arrays cache
  46. _lights = {
  47. ambient: [ 0, 0, 0 ],
  48. directional: { length: 0, colors: new Array(), positions: new Array() },
  49. point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() }
  50. },
  51. // parameters
  52. parameters = parameters || {};
  53. stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  54. antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  55. clearColor = parameters.clearColor !== undefined ? new THREE.Color( parameters.clearColor ) : new THREE.Color( 0x000000 ),
  56. clearAlpha = parameters.clearAlpha !== undefined ? parameters.clearAlpha : 0;
  57. this.data = {
  58. vertices: 0,
  59. faces: 0,
  60. drawCalls: 0
  61. };
  62. this.maxMorphTargets = 8;
  63. this.domElement = _canvas;
  64. this.autoClear = true;
  65. this.sortObjects = true;
  66. initGL( antialias, clearColor, clearAlpha, stencil );
  67. this.context = _gl;
  68. var _supportsVertexTextures = ( maxVertexTextures() > 0 );
  69. // prepare stencil shadow polygon
  70. if ( stencil ) {
  71. var _stencilShadow = {};
  72. _stencilShadow.vertices = new Float32Array( 12 );
  73. _stencilShadow.faces = new Uint16Array( 6 );
  74. _stencilShadow.darkness = 0.5;
  75. _stencilShadow.vertices[ 0 * 3 + 0 ] = -20; _stencilShadow.vertices[ 0 * 3 + 1 ] = -20; _stencilShadow.vertices[ 0 * 3 + 2 ] = -1;
  76. _stencilShadow.vertices[ 1 * 3 + 0 ] = 20; _stencilShadow.vertices[ 1 * 3 + 1 ] = -20; _stencilShadow.vertices[ 1 * 3 + 2 ] = -1;
  77. _stencilShadow.vertices[ 2 * 3 + 0 ] = 20; _stencilShadow.vertices[ 2 * 3 + 1 ] = 20; _stencilShadow.vertices[ 2 * 3 + 2 ] = -1;
  78. _stencilShadow.vertices[ 3 * 3 + 0 ] = -20; _stencilShadow.vertices[ 3 * 3 + 1 ] = 20; _stencilShadow.vertices[ 3 * 3 + 2 ] = -1;
  79. _stencilShadow.faces[ 0 ] = 0; _stencilShadow.faces[ 1 ] = 1; _stencilShadow.faces[ 2 ] = 2;
  80. _stencilShadow.faces[ 3 ] = 0; _stencilShadow.faces[ 4 ] = 2; _stencilShadow.faces[ 5 ] = 3;
  81. _stencilShadow.vertexBuffer = _gl.createBuffer();
  82. _stencilShadow.elementBuffer = _gl.createBuffer();
  83. _gl.bindBuffer( _gl.ARRAY_BUFFER, _stencilShadow.vertexBuffer );
  84. _gl.bufferData( _gl.ARRAY_BUFFER, _stencilShadow.vertices, _gl.STATIC_DRAW );
  85. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _stencilShadow.elementBuffer );
  86. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _stencilShadow.faces, _gl.STATIC_DRAW );
  87. _stencilShadow.program = _gl.createProgram();
  88. _gl.attachShader( _stencilShadow.program, getShader( "fragment", THREE.ShaderLib.shadowPost.fragmentShader ));
  89. _gl.attachShader( _stencilShadow.program, getShader( "vertex", THREE.ShaderLib.shadowPost.vertexShader ));
  90. _gl.linkProgram( _stencilShadow.program );
  91. _stencilShadow.vertexLocation = _gl.getAttribLocation ( _stencilShadow.program, "position" );
  92. _stencilShadow.projectionLocation = _gl.getUniformLocation( _stencilShadow.program, "projectionMatrix" );
  93. _stencilShadow.darknessLocation = _gl.getUniformLocation( _stencilShadow.program, "darkness" );
  94. }
  95. // prepare lens flare
  96. var _lensFlare = {};
  97. var i;
  98. _lensFlare.vertices = new Float32Array( 8 + 8 );
  99. _lensFlare.faces = new Uint16Array( 6 );
  100. i = 0;
  101. _lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = -1; // vertex
  102. _lensFlare.vertices[ i++ ] = 0; _lensFlare.vertices[ i++ ] = 0; // uv... etc.
  103. _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = -1;
  104. _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 0;
  105. _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 1;
  106. _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 1;
  107. _lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = 1;
  108. _lensFlare.vertices[ i++ ] = 0; _lensFlare.vertices[ i++ ] = 1;
  109. i = 0;
  110. _lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 1; _lensFlare.faces[ i++ ] = 2;
  111. _lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 2; _lensFlare.faces[ i++ ] = 3;
  112. _lensFlare.vertexBuffer = _gl.createBuffer();
  113. _lensFlare.elementBuffer = _gl.createBuffer();
  114. _lensFlare.tempTexture = _gl.createTexture();
  115. _lensFlare.occlusionTexture = _gl.createTexture();
  116. _gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
  117. _gl.bufferData( _gl.ARRAY_BUFFER, _lensFlare.vertices, _gl.STATIC_DRAW );
  118. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );
  119. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.faces, _gl.STATIC_DRAW );
  120. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
  121. _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, 16, 16, 0, _gl.RGB, _gl.UNSIGNED_BYTE, null );
  122. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  123. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  124. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
  125. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
  126. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
  127. _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, 16, 16, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, null );
  128. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  129. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  130. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
  131. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
  132. if( _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ) <= 0 ) {
  133. _lensFlare.hasVertexTexture = false;
  134. _lensFlare.program = _gl.createProgram();
  135. _gl.attachShader( _lensFlare.program, getShader( "fragment", THREE.ShaderLib.lensFlare.fragmentShader ));
  136. _gl.attachShader( _lensFlare.program, getShader( "vertex", THREE.ShaderLib.lensFlare.vertexShader ));
  137. _gl.linkProgram( _lensFlare.program );
  138. } else {
  139. _lensFlare.hasVertexTexture = true;
  140. _lensFlare.program = _gl.createProgram();
  141. _gl.attachShader( _lensFlare.program, getShader( "fragment", THREE.ShaderLib.lensFlareVertexTexture.fragmentShader ));
  142. _gl.attachShader( _lensFlare.program, getShader( "vertex", THREE.ShaderLib.lensFlareVertexTexture.vertexShader ));
  143. _gl.linkProgram( _lensFlare.program );
  144. }
  145. _lensFlare.attributes = {};
  146. _lensFlare.uniforms = {};
  147. _lensFlare.attributes.vertex = _gl.getAttribLocation ( _lensFlare.program, "position" );
  148. _lensFlare.attributes.uv = _gl.getAttribLocation ( _lensFlare.program, "UV" );
  149. _lensFlare.uniforms.renderType = _gl.getUniformLocation( _lensFlare.program, "renderType" );
  150. _lensFlare.uniforms.map = _gl.getUniformLocation( _lensFlare.program, "map" );
  151. _lensFlare.uniforms.occlusionMap = _gl.getUniformLocation( _lensFlare.program, "occlusionMap" );
  152. _lensFlare.uniforms.opacity = _gl.getUniformLocation( _lensFlare.program, "opacity" );
  153. _lensFlare.uniforms.scale = _gl.getUniformLocation( _lensFlare.program, "scale" );
  154. _lensFlare.uniforms.rotation = _gl.getUniformLocation( _lensFlare.program, "rotation" );
  155. _lensFlare.uniforms.screenPosition = _gl.getUniformLocation( _lensFlare.program, "screenPosition" );
  156. //_gl.enableVertexAttribArray( _lensFlare.attributes.vertex );
  157. //_gl.enableVertexAttribArray( _lensFlare.attributes.uv );
  158. var _lensFlareAttributesEnabled = false;
  159. // prepare sprites
  160. _sprite = {};
  161. _sprite.vertices = new Float32Array( 8 + 8 );
  162. _sprite.faces = new Uint16Array( 6 );
  163. i = 0;
  164. _sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = -1; // vertex
  165. _sprite.vertices[ i++ ] = 0; _sprite.vertices[ i++ ] = 0; // uv... etc.
  166. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = -1;
  167. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 0;
  168. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 1;
  169. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 1;
  170. _sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = 1;
  171. _sprite.vertices[ i++ ] = 0; _sprite.vertices[ i++ ] = 1;
  172. i = 0;
  173. _sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 1; _sprite.faces[ i++ ] = 2;
  174. _sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 2; _sprite.faces[ i++ ] = 3;
  175. _sprite.vertexBuffer = _gl.createBuffer();
  176. _sprite.elementBuffer = _gl.createBuffer();
  177. _gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
  178. _gl.bufferData( _gl.ARRAY_BUFFER, _sprite.vertices, _gl.STATIC_DRAW );
  179. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );
  180. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _sprite.faces, _gl.STATIC_DRAW );
  181. _sprite.program = _gl.createProgram();
  182. _gl.attachShader( _sprite.program, getShader( "fragment", THREE.ShaderLib.sprite.fragmentShader ));
  183. _gl.attachShader( _sprite.program, getShader( "vertex", THREE.ShaderLib.sprite.vertexShader ));
  184. _gl.linkProgram( _sprite.program );
  185. _sprite.attributes = {};
  186. _sprite.uniforms = {};
  187. _sprite.attributes.position = _gl.getAttribLocation ( _sprite.program, "position" );
  188. _sprite.attributes.uv = _gl.getAttribLocation ( _sprite.program, "uv" );
  189. _sprite.uniforms.uvOffset = _gl.getUniformLocation( _sprite.program, "uvOffset" );
  190. _sprite.uniforms.uvScale = _gl.getUniformLocation( _sprite.program, "uvScale" );
  191. _sprite.uniforms.rotation = _gl.getUniformLocation( _sprite.program, "rotation" );
  192. _sprite.uniforms.scale = _gl.getUniformLocation( _sprite.program, "scale" );
  193. _sprite.uniforms.alignment = _gl.getUniformLocation( _sprite.program, "alignment" );
  194. _sprite.uniforms.map = _gl.getUniformLocation( _sprite.program, "map" );
  195. _sprite.uniforms.opacity = _gl.getUniformLocation( _sprite.program, "opacity" );
  196. _sprite.uniforms.useScreenCoordinates = _gl.getUniformLocation( _sprite.program, "useScreenCoordinates" );
  197. _sprite.uniforms.affectedByDistance = _gl.getUniformLocation( _sprite.program, "affectedByDistance" );
  198. _sprite.uniforms.screenPosition = _gl.getUniformLocation( _sprite.program, "screenPosition" );
  199. _sprite.uniforms.modelViewMatrix = _gl.getUniformLocation( _sprite.program, "modelViewMatrix" );
  200. _sprite.uniforms.projectionMatrix = _gl.getUniformLocation( _sprite.program, "projectionMatrix" );
  201. //_gl.enableVertexAttribArray( _sprite.attributes.position );
  202. //_gl.enableVertexAttribArray( _sprite.attributes.uv );
  203. var _spriteAttributesEnabled = false;
  204. this.setSize = function ( width, height ) {
  205. _canvas.width = width;
  206. _canvas.height = height;
  207. this.setViewport( 0, 0, _canvas.width, _canvas.height );
  208. };
  209. this.setViewport = function ( x, y, width, height ) {
  210. _viewportX = x;
  211. _viewportY = y;
  212. _viewportWidth = width;
  213. _viewportHeight = height;
  214. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  215. };
  216. this.setScissor = function ( x, y, width, height ) {
  217. _gl.scissor( x, y, width, height );
  218. };
  219. this.enableScissorTest = function ( enable ) {
  220. if ( enable )
  221. _gl.enable( _gl.SCISSOR_TEST );
  222. else
  223. _gl.disable( _gl.SCISSOR_TEST );
  224. };
  225. this.enableDepthBufferWrite = function ( enable ) {
  226. _currentDepthMask = enable;
  227. _gl.depthMask( enable );
  228. };
  229. this.setClearColorHex = function ( hex, alpha ) {
  230. var color = new THREE.Color( hex );
  231. _gl.clearColor( color.r, color.g, color.b, alpha );
  232. };
  233. this.setClearColor = function ( color, alpha ) {
  234. _gl.clearColor( color.r, color.g, color.b, alpha );
  235. };
  236. this.clear = function () {
  237. _gl.clear( _gl.COLOR_BUFFER_BIT | _gl.DEPTH_BUFFER_BIT | _gl.STENCIL_BUFFER_BIT );
  238. };
  239. this.setStencilShadowDarkness = function( value ) {
  240. _stencilShadow.darkness = value;
  241. };
  242. this.getContext = function() {
  243. return _gl;
  244. }
  245. function setupLights ( program, lights ) {
  246. var l, ll, light, r = 0, g = 0, b = 0,
  247. color, position, intensity, distance,
  248. zlights = _lights,
  249. dcolors = zlights.directional.colors,
  250. dpositions = zlights.directional.positions,
  251. pcolors = zlights.point.colors,
  252. ppositions = zlights.point.positions,
  253. pdistances = zlights.point.distances,
  254. dlength = 0,
  255. plength = 0,
  256. doffset = 0,
  257. poffset = 0;
  258. for ( l = 0, ll = lights.length; l < ll; l++ ) {
  259. light = lights[ l ];
  260. color = light.color;
  261. position = light.position;
  262. intensity = light.intensity;
  263. distance = light.distance;
  264. if ( light instanceof THREE.AmbientLight ) {
  265. r += color.r;
  266. g += color.g;
  267. b += color.b;
  268. } else if ( light instanceof THREE.DirectionalLight ) {
  269. doffset = dlength * 3;
  270. dcolors[ doffset ] = color.r * intensity;
  271. dcolors[ doffset + 1 ] = color.g * intensity;
  272. dcolors[ doffset + 2 ] = color.b * intensity;
  273. dpositions[ doffset ] = position.x;
  274. dpositions[ doffset + 1 ] = position.y;
  275. dpositions[ doffset + 2 ] = position.z;
  276. dlength += 1;
  277. } else if( light instanceof THREE.PointLight ) {
  278. poffset = plength * 3;
  279. pcolors[ poffset ] = color.r * intensity;
  280. pcolors[ poffset + 1 ] = color.g * intensity;
  281. pcolors[ poffset + 2 ] = color.b * intensity;
  282. ppositions[ poffset ] = position.x;
  283. ppositions[ poffset + 1 ] = position.y;
  284. ppositions[ poffset + 2 ] = position.z;
  285. pdistances[ plength ] = distance;
  286. plength += 1;
  287. }
  288. }
  289. // null eventual remains from removed lights
  290. // (this is to avoid if in shader)
  291. for( l = dlength * 3; l < dcolors.length; l++ ) dcolors[ l ] = 0.0;
  292. for( l = plength * 3; l < pcolors.length; l++ ) pcolors[ l ] = 0.0;
  293. zlights.point.length = plength;
  294. zlights.directional.length = dlength;
  295. zlights.ambient[ 0 ] = r;
  296. zlights.ambient[ 1 ] = g;
  297. zlights.ambient[ 2 ] = b;
  298. };
  299. function createParticleBuffers ( geometry ) {
  300. geometry.__webglVertexBuffer = _gl.createBuffer();
  301. geometry.__webglColorBuffer = _gl.createBuffer();
  302. };
  303. function createLineBuffers( geometry ) {
  304. geometry.__webglVertexBuffer = _gl.createBuffer();
  305. geometry.__webglColorBuffer = _gl.createBuffer();
  306. };
  307. function createRibbonBuffers( geometry ) {
  308. geometry.__webglVertexBuffer = _gl.createBuffer();
  309. geometry.__webglColorBuffer = _gl.createBuffer();
  310. };
  311. function createMeshBuffers( geometryGroup ) {
  312. geometryGroup.__webglVertexBuffer = _gl.createBuffer();
  313. geometryGroup.__webglNormalBuffer = _gl.createBuffer();
  314. geometryGroup.__webglTangentBuffer = _gl.createBuffer();
  315. geometryGroup.__webglColorBuffer = _gl.createBuffer();
  316. geometryGroup.__webglUVBuffer = _gl.createBuffer();
  317. geometryGroup.__webglUV2Buffer = _gl.createBuffer();
  318. geometryGroup.__webglSkinVertexABuffer = _gl.createBuffer();
  319. geometryGroup.__webglSkinVertexBBuffer = _gl.createBuffer();
  320. geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
  321. geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
  322. geometryGroup.__webglFaceBuffer = _gl.createBuffer();
  323. geometryGroup.__webglLineBuffer = _gl.createBuffer();
  324. if ( geometryGroup.numMorphTargets ) {
  325. var m, ml;
  326. geometryGroup.__webglMorphTargetsBuffers = [];
  327. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m++ ) {
  328. geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
  329. }
  330. }
  331. };
  332. function initLineBuffers ( geometry ) {
  333. var nvertices = geometry.vertices.length;
  334. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  335. geometry.__colorArray = new Float32Array( nvertices * 3 );
  336. geometry.__webglLineCount = nvertices;
  337. };
  338. function initRibbonBuffers ( geometry ) {
  339. var nvertices = geometry.vertices.length;
  340. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  341. geometry.__colorArray = new Float32Array( nvertices * 3 );
  342. geometry.__webglVertexCount = nvertices;
  343. };
  344. function initParticleBuffers ( geometry ) {
  345. var nvertices = geometry.vertices.length;
  346. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  347. geometry.__colorArray = new Float32Array( nvertices * 3 );
  348. geometry.__sortArray = [];
  349. geometry.__webglParticleCount = nvertices;
  350. };
  351. function initMeshBuffers ( geometryGroup, object ) {
  352. var f, fl, fi, face,
  353. m, ml, size,
  354. nvertices = 0, ntris = 0, nlines = 0,
  355. uvType,
  356. vertexColorType,
  357. normalType,
  358. materials,
  359. attribute,
  360. geometry = object.geometry,
  361. obj_faces = geometry.faces,
  362. chunk_faces = geometryGroup.faces;
  363. for ( f = 0, fl = chunk_faces.length; f < fl; f++ ) {
  364. fi = chunk_faces[ f ];
  365. face = obj_faces[ fi ];
  366. if ( face instanceof THREE.Face3 ) {
  367. nvertices += 3;
  368. ntris += 1;
  369. nlines += 3;
  370. } else if ( face instanceof THREE.Face4 ) {
  371. nvertices += 4;
  372. ntris += 2;
  373. nlines += 4;
  374. }
  375. }
  376. materials = unrollGroupMaterials( geometryGroup, object );
  377. uvType = bufferGuessUVType( materials, geometryGroup, object );
  378. normalType = bufferGuessNormalType( materials, geometryGroup, object );
  379. vertexColorType = bufferGuessVertexColorType( materials, geometryGroup, object );
  380. //console.log("uvType",uvType, "normalType",normalType, "vertexColorType",vertexColorType, object, geometryGroup, materials );
  381. geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
  382. if ( normalType ) {
  383. geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
  384. }
  385. if ( geometry.hasTangents ) {
  386. geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
  387. }
  388. if ( vertexColorType ) {
  389. geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
  390. }
  391. if ( uvType ) {
  392. if ( geometry.faceUvs.length > 0 || geometry.faceVertexUvs.length > 0 ) {
  393. geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
  394. }
  395. if ( geometry.faceUvs.length > 1 || geometry.faceVertexUvs.length > 1 ) {
  396. geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
  397. }
  398. }
  399. if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
  400. geometryGroup.__skinVertexAArray = new Float32Array( nvertices * 4 );
  401. geometryGroup.__skinVertexBArray = new Float32Array( nvertices * 4 );
  402. geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
  403. geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
  404. }
  405. geometryGroup.__faceArray = new Uint16Array( ntris * 3 + ( object.geometry.edgeFaces ? object.geometry.edgeFaces.length * 2 * 3 : 0 ));
  406. geometryGroup.__lineArray = new Uint16Array( nlines * 2 );
  407. if ( geometryGroup.numMorphTargets ) {
  408. geometryGroup.__morphTargetsArrays = [];
  409. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m++ ) {
  410. geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
  411. }
  412. }
  413. geometryGroup.__needsSmoothNormals = ( normalType == THREE.SmoothShading );
  414. geometryGroup.__uvType = uvType;
  415. geometryGroup.__vertexColorType = vertexColorType;
  416. geometryGroup.__normalType = normalType;
  417. geometryGroup.__webglFaceCount = ntris * 3 + ( object.geometry.edgeFaces ? object.geometry.edgeFaces.length * 2 * 3 : 0 );
  418. geometryGroup.__webglLineCount = nlines * 2;
  419. // custom attributes
  420. for ( m = 0, ml = materials.length; m < ml; m ++ ) {
  421. if ( materials[ m ].attributes ) {
  422. geometryGroup.__webglCustomAttributes = {};
  423. for ( a in materials[ m ].attributes ) {
  424. attribute = materials[ m ].attributes[ a ];
  425. if( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  426. attribute.__webglInitialized = true;
  427. size = 1; // "f" and "i"
  428. if( attribute.type === "v2" ) size = 2;
  429. else if( attribute.type === "v3" ) size = 3;
  430. else if( attribute.type === "v4" ) size = 4;
  431. else if( attribute.type === "c" ) size = 3;
  432. attribute.size = size;
  433. attribute.needsUpdate = true;
  434. attribute.array = new Float32Array( nvertices * size );
  435. attribute.buffer = _gl.createBuffer();
  436. attribute.buffer.belongsToAttribute = a;
  437. }
  438. geometryGroup.__webglCustomAttributes[ a ] = attribute;
  439. }
  440. }
  441. }
  442. geometryGroup.__inittedArrays = true;
  443. };
  444. function setMeshBuffers ( geometryGroup, object, hint ) {
  445. if ( ! geometryGroup.__inittedArrays ) {
  446. // console.log( object );
  447. return;
  448. }
  449. var f, fl, fi, face,
  450. vertexNormals, faceNormal, normal,
  451. vertexColors, faceColor,
  452. vertexTangents,
  453. uvType, vertexColorType, normalType,
  454. uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4,
  455. c1, c2, c3, c4,
  456. sw1, sw2, sw3, sw4,
  457. si1, si2, si3, si4,
  458. sa1, sa2, sa3, sa4,
  459. sb1, sb2, sb3, sb4,
  460. m, ml, i,
  461. vn, uvi, uv2i,
  462. vk, vkl, vka,
  463. a,
  464. vertexIndex = 0,
  465. offset = 0,
  466. offset_uv = 0,
  467. offset_uv2 = 0,
  468. offset_face = 0,
  469. offset_normal = 0,
  470. offset_tangent = 0,
  471. offset_line = 0,
  472. offset_color = 0,
  473. offset_skin = 0,
  474. offset_morphTarget = 0,
  475. offset_custom = 0,
  476. offset_customSrc = 0,
  477. vertexArray = geometryGroup.__vertexArray,
  478. uvArray = geometryGroup.__uvArray,
  479. uv2Array = geometryGroup.__uv2Array,
  480. normalArray = geometryGroup.__normalArray,
  481. tangentArray = geometryGroup.__tangentArray,
  482. colorArray = geometryGroup.__colorArray,
  483. skinVertexAArray = geometryGroup.__skinVertexAArray,
  484. skinVertexBArray = geometryGroup.__skinVertexBArray,
  485. skinIndexArray = geometryGroup.__skinIndexArray,
  486. skinWeightArray = geometryGroup.__skinWeightArray,
  487. morphTargetsArrays = geometryGroup.__morphTargetsArrays,
  488. customAttributes = geometryGroup.__webglCustomAttributes,
  489. customAttribute,
  490. faceArray = geometryGroup.__faceArray,
  491. lineArray = geometryGroup.__lineArray,
  492. needsSmoothNormals = geometryGroup.__needsSmoothNormals,
  493. vertexColorType = geometryGroup.__vertexColorType,
  494. uvType = geometryGroup.__uvType,
  495. normalType = geometryGroup.__normalType,
  496. geometry = object.geometry, // this is shared for all chunks
  497. dirtyVertices = geometry.__dirtyVertices,
  498. dirtyElements = geometry.__dirtyElements,
  499. dirtyUvs = geometry.__dirtyUvs,
  500. dirtyNormals = geometry.__dirtyNormals,
  501. dirtyTangents = geometry.__dirtyTangents,
  502. dirtyColors = geometry.__dirtyColors,
  503. dirtyMorphTargets = geometry.__dirtyMorphTargets,
  504. vertices = geometry.vertices,
  505. chunk_faces = geometryGroup.faces,
  506. obj_faces = geometry.faces,
  507. obj_uvs = geometry.faceVertexUvs[ 0 ],
  508. obj_uvs2 = geometry.faceVertexUvs[ 1 ],
  509. obj_colors = geometry.colors,
  510. obj_skinVerticesA = geometry.skinVerticesA,
  511. obj_skinVerticesB = geometry.skinVerticesB,
  512. obj_skinIndices = geometry.skinIndices,
  513. obj_skinWeights = geometry.skinWeights,
  514. obj_edgeFaces = object instanceof THREE.ShadowVolume ? geometry.edgeFaces : undefined;
  515. morphTargets = geometry.morphTargets;
  516. if ( customAttributes ) {
  517. for ( a in customAttributes ) {
  518. customAttributes[ a ].offset = 0;
  519. customAttributes[ a ].offsetSrc = 0;
  520. }
  521. }
  522. for ( f = 0, fl = chunk_faces.length; f < fl; f ++ ) {
  523. fi = chunk_faces[ f ];
  524. face = obj_faces[ fi ];
  525. if ( obj_uvs ) {
  526. uv = obj_uvs[ fi ];
  527. }
  528. if ( obj_uvs2 ) {
  529. uv2 = obj_uvs2[ fi ];
  530. }
  531. vertexNormals = face.vertexNormals;
  532. faceNormal = face.normal;
  533. vertexColors = face.vertexColors;
  534. faceColor = face.color;
  535. vertexTangents = face.vertexTangents;
  536. if ( face instanceof THREE.Face3 ) {
  537. if ( dirtyVertices ) {
  538. v1 = vertices[ face.a ].position;
  539. v2 = vertices[ face.b ].position;
  540. v3 = vertices[ face.c ].position;
  541. vertexArray[ offset ] = v1.x;
  542. vertexArray[ offset + 1 ] = v1.y;
  543. vertexArray[ offset + 2 ] = v1.z;
  544. vertexArray[ offset + 3 ] = v2.x;
  545. vertexArray[ offset + 4 ] = v2.y;
  546. vertexArray[ offset + 5 ] = v2.z;
  547. vertexArray[ offset + 6 ] = v3.x;
  548. vertexArray[ offset + 7 ] = v3.y;
  549. vertexArray[ offset + 8 ] = v3.z;
  550. offset += 9;
  551. }
  552. if ( customAttributes ) {
  553. for ( a in customAttributes ) {
  554. customAttribute = customAttributes[ a ];
  555. if ( customAttribute.needsUpdate ) {
  556. offset_custom = customAttribute.offset;
  557. offset_customSrc = customAttribute.offsetSrc;
  558. if ( customAttribute.size === 1 ) {
  559. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  560. customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ face.a ];
  561. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  562. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  563. } else if ( customAttribute.boundTo === "faces" ) {
  564. customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ offset_customSrc ];
  565. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ offset_customSrc ];
  566. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc ];
  567. customAttribute.offsetSrc ++;
  568. } else if ( customAttribute.boundTo === "faceVertices" ) {
  569. customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ offset_customSrc + 0 ];
  570. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ offset_customSrc + 1 ];
  571. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc + 2 ];
  572. customAttribute.offsetSrc += 3;
  573. }
  574. customAttribute.offset += 3;
  575. } else {
  576. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  577. v1 = customAttribute.value[ face.a ];
  578. v2 = customAttribute.value[ face.b ];
  579. v3 = customAttribute.value[ face.c ];
  580. } else if ( customAttribute.boundTo === "faces" ) {
  581. v1 = customAttribute.value[ offset_customSrc ];
  582. v2 = customAttribute.value[ offset_customSrc ];
  583. v3 = customAttribute.value[ offset_customSrc ];
  584. customAttribute.offsetSrc ++;
  585. } else if ( customAttribute.boundTo === "faceVertices" ) {
  586. v1 = customAttribute.value[ offset_customSrc + 0 ];
  587. v2 = customAttribute.value[ offset_customSrc + 1 ];
  588. v3 = customAttribute.value[ offset_customSrc + 2 ];
  589. customAttribute.offsetSrc += 3;
  590. }
  591. if ( customAttribute.size === 2 ) {
  592. customAttribute.array[ offset_custom + 0 ] = v1.x;
  593. customAttribute.array[ offset_custom + 1 ] = v1.y;
  594. customAttribute.array[ offset_custom + 2 ] = v2.x;
  595. customAttribute.array[ offset_custom + 3 ] = v2.y;
  596. customAttribute.array[ offset_custom + 4 ] = v3.x;
  597. customAttribute.array[ offset_custom + 5 ] = v3.y;
  598. customAttribute.offset += 6;
  599. } else if ( customAttribute.size === 3 ) {
  600. if ( customAttribute.type === "c" ) {
  601. customAttribute.array[ offset_custom + 0 ] = v1.r;
  602. customAttribute.array[ offset_custom + 1 ] = v1.g;
  603. customAttribute.array[ offset_custom + 2 ] = v1.b;
  604. customAttribute.array[ offset_custom + 3 ] = v2.r;
  605. customAttribute.array[ offset_custom + 4 ] = v2.g;
  606. customAttribute.array[ offset_custom + 5 ] = v2.b;
  607. customAttribute.array[ offset_custom + 6 ] = v3.r;
  608. customAttribute.array[ offset_custom + 7 ] = v3.g;
  609. customAttribute.array[ offset_custom + 8 ] = v3.b;
  610. } else {
  611. customAttribute.array[ offset_custom + 0 ] = v1.x;
  612. customAttribute.array[ offset_custom + 1 ] = v1.y;
  613. customAttribute.array[ offset_custom + 2 ] = v1.z;
  614. customAttribute.array[ offset_custom + 3 ] = v2.x;
  615. customAttribute.array[ offset_custom + 4 ] = v2.y;
  616. customAttribute.array[ offset_custom + 5 ] = v2.z;
  617. customAttribute.array[ offset_custom + 6 ] = v3.x;
  618. customAttribute.array[ offset_custom + 7 ] = v3.y;
  619. customAttribute.array[ offset_custom + 8 ] = v3.z;
  620. }
  621. customAttribute.offset += 9;
  622. } else {
  623. customAttribute.array[ offset_custom + 0 ] = v1.x;
  624. customAttribute.array[ offset_custom + 1 ] = v1.y;
  625. customAttribute.array[ offset_custom + 2 ] = v1.z;
  626. customAttribute.array[ offset_custom + 3 ] = v1.w;
  627. customAttribute.array[ offset_custom + 4 ] = v2.x;
  628. customAttribute.array[ offset_custom + 5 ] = v2.y;
  629. customAttribute.array[ offset_custom + 6 ] = v2.z;
  630. customAttribute.array[ offset_custom + 7 ] = v2.w;
  631. customAttribute.array[ offset_custom + 8 ] = v3.x;
  632. customAttribute.array[ offset_custom + 9 ] = v3.y;
  633. customAttribute.array[ offset_custom + 10 ] = v3.z;
  634. customAttribute.array[ offset_custom + 11 ] = v3.w;
  635. customAttribute.offset += 12;
  636. }
  637. }
  638. }
  639. }
  640. }
  641. if ( dirtyMorphTargets ) {
  642. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  643. v1 = morphTargets[ vk ].vertices[ face.a ].position;
  644. v2 = morphTargets[ vk ].vertices[ face.b ].position;
  645. v3 = morphTargets[ vk ].vertices[ face.c ].position;
  646. vka = morphTargetsArrays[ vk ];
  647. vka[ offset_morphTarget + 0 ] = v1.x;
  648. vka[ offset_morphTarget + 1 ] = v1.y;
  649. vka[ offset_morphTarget + 2 ] = v1.z;
  650. vka[ offset_morphTarget + 3 ] = v2.x;
  651. vka[ offset_morphTarget + 4 ] = v2.y;
  652. vka[ offset_morphTarget + 5 ] = v2.z;
  653. vka[ offset_morphTarget + 6 ] = v3.x;
  654. vka[ offset_morphTarget + 7 ] = v3.y;
  655. vka[ offset_morphTarget + 8 ] = v3.z;
  656. }
  657. offset_morphTarget += 9;
  658. }
  659. if ( obj_skinWeights.length ) {
  660. // weights
  661. sw1 = obj_skinWeights[ face.a ];
  662. sw2 = obj_skinWeights[ face.b ];
  663. sw3 = obj_skinWeights[ face.c ];
  664. skinWeightArray[ offset_skin ] = sw1.x;
  665. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  666. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  667. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  668. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  669. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  670. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  671. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  672. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  673. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  674. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  675. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  676. // indices
  677. si1 = obj_skinIndices[ face.a ];
  678. si2 = obj_skinIndices[ face.b ];
  679. si3 = obj_skinIndices[ face.c ];
  680. skinIndexArray[ offset_skin ] = si1.x;
  681. skinIndexArray[ offset_skin + 1 ] = si1.y;
  682. skinIndexArray[ offset_skin + 2 ] = si1.z;
  683. skinIndexArray[ offset_skin + 3 ] = si1.w;
  684. skinIndexArray[ offset_skin + 4 ] = si2.x;
  685. skinIndexArray[ offset_skin + 5 ] = si2.y;
  686. skinIndexArray[ offset_skin + 6 ] = si2.z;
  687. skinIndexArray[ offset_skin + 7 ] = si2.w;
  688. skinIndexArray[ offset_skin + 8 ] = si3.x;
  689. skinIndexArray[ offset_skin + 9 ] = si3.y;
  690. skinIndexArray[ offset_skin + 10 ] = si3.z;
  691. skinIndexArray[ offset_skin + 11 ] = si3.w;
  692. // vertices A
  693. sa1 = obj_skinVerticesA[ face.a ];
  694. sa2 = obj_skinVerticesA[ face.b ];
  695. sa3 = obj_skinVerticesA[ face.c ];
  696. skinVertexAArray[ offset_skin ] = sa1.x;
  697. skinVertexAArray[ offset_skin + 1 ] = sa1.y;
  698. skinVertexAArray[ offset_skin + 2 ] = sa1.z;
  699. skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  700. skinVertexAArray[ offset_skin + 4 ] = sa2.x;
  701. skinVertexAArray[ offset_skin + 5 ] = sa2.y;
  702. skinVertexAArray[ offset_skin + 6 ] = sa2.z;
  703. skinVertexAArray[ offset_skin + 7 ] = 1;
  704. skinVertexAArray[ offset_skin + 8 ] = sa3.x;
  705. skinVertexAArray[ offset_skin + 9 ] = sa3.y;
  706. skinVertexAArray[ offset_skin + 10 ] = sa3.z;
  707. skinVertexAArray[ offset_skin + 11 ] = 1;
  708. // vertices B
  709. sb1 = obj_skinVerticesB[ face.a ];
  710. sb2 = obj_skinVerticesB[ face.b ];
  711. sb3 = obj_skinVerticesB[ face.c ];
  712. skinVertexBArray[ offset_skin ] = sb1.x;
  713. skinVertexBArray[ offset_skin + 1 ] = sb1.y;
  714. skinVertexBArray[ offset_skin + 2 ] = sb1.z;
  715. skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  716. skinVertexBArray[ offset_skin + 4 ] = sb2.x;
  717. skinVertexBArray[ offset_skin + 5 ] = sb2.y;
  718. skinVertexBArray[ offset_skin + 6 ] = sb2.z;
  719. skinVertexBArray[ offset_skin + 7 ] = 1;
  720. skinVertexBArray[ offset_skin + 8 ] = sb3.x;
  721. skinVertexBArray[ offset_skin + 9 ] = sb3.y;
  722. skinVertexBArray[ offset_skin + 10 ] = sb3.z;
  723. skinVertexBArray[ offset_skin + 11 ] = 1;
  724. offset_skin += 12;
  725. }
  726. if ( dirtyColors && vertexColorType ) {
  727. if ( vertexColors.length == 3 && vertexColorType == THREE.VertexColors ) {
  728. c1 = vertexColors[ 0 ];
  729. c2 = vertexColors[ 1 ];
  730. c3 = vertexColors[ 2 ];
  731. } else {
  732. c1 = faceColor;
  733. c2 = faceColor;
  734. c3 = faceColor;
  735. }
  736. colorArray[ offset_color ] = c1.r;
  737. colorArray[ offset_color + 1 ] = c1.g;
  738. colorArray[ offset_color + 2 ] = c1.b;
  739. colorArray[ offset_color + 3 ] = c2.r;
  740. colorArray[ offset_color + 4 ] = c2.g;
  741. colorArray[ offset_color + 5 ] = c2.b;
  742. colorArray[ offset_color + 6 ] = c3.r;
  743. colorArray[ offset_color + 7 ] = c3.g;
  744. colorArray[ offset_color + 8 ] = c3.b;
  745. offset_color += 9;
  746. }
  747. if ( dirtyTangents && geometry.hasTangents ) {
  748. t1 = vertexTangents[ 0 ];
  749. t2 = vertexTangents[ 1 ];
  750. t3 = vertexTangents[ 2 ];
  751. tangentArray[ offset_tangent ] = t1.x;
  752. tangentArray[ offset_tangent + 1 ] = t1.y;
  753. tangentArray[ offset_tangent + 2 ] = t1.z;
  754. tangentArray[ offset_tangent + 3 ] = t1.w;
  755. tangentArray[ offset_tangent + 4 ] = t2.x;
  756. tangentArray[ offset_tangent + 5 ] = t2.y;
  757. tangentArray[ offset_tangent + 6 ] = t2.z;
  758. tangentArray[ offset_tangent + 7 ] = t2.w;
  759. tangentArray[ offset_tangent + 8 ] = t3.x;
  760. tangentArray[ offset_tangent + 9 ] = t3.y;
  761. tangentArray[ offset_tangent + 10 ] = t3.z;
  762. tangentArray[ offset_tangent + 11 ] = t3.w;
  763. offset_tangent += 12;
  764. }
  765. if ( dirtyNormals && normalType ) {
  766. if ( vertexNormals.length == 3 && needsSmoothNormals ) {
  767. for ( i = 0; i < 3; i ++ ) {
  768. vn = vertexNormals[ i ];
  769. normalArray[ offset_normal ] = vn.x;
  770. normalArray[ offset_normal + 1 ] = vn.y;
  771. normalArray[ offset_normal + 2 ] = vn.z;
  772. offset_normal += 3;
  773. }
  774. } else {
  775. for ( i = 0; i < 3; i ++ ) {
  776. normalArray[ offset_normal ] = faceNormal.x;
  777. normalArray[ offset_normal + 1 ] = faceNormal.y;
  778. normalArray[ offset_normal + 2 ] = faceNormal.z;
  779. offset_normal += 3;
  780. }
  781. }
  782. }
  783. if ( dirtyUvs && uv !== undefined && uvType ) {
  784. for ( i = 0; i < 3; i ++ ) {
  785. uvi = uv[ i ];
  786. uvArray[ offset_uv ] = uvi.u;
  787. uvArray[ offset_uv + 1 ] = uvi.v;
  788. offset_uv += 2;
  789. }
  790. }
  791. if ( dirtyUvs && uv2 !== undefined && uvType ) {
  792. for ( i = 0; i < 3; i ++ ) {
  793. uv2i = uv2[ i ];
  794. uv2Array[ offset_uv2 ] = uv2i.u;
  795. uv2Array[ offset_uv2 + 1 ] = uv2i.v;
  796. offset_uv2 += 2;
  797. }
  798. }
  799. if ( dirtyElements ) {
  800. faceArray[ offset_face ] = vertexIndex;
  801. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  802. faceArray[ offset_face + 2 ] = vertexIndex + 2;
  803. offset_face += 3;
  804. lineArray[ offset_line ] = vertexIndex;
  805. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  806. lineArray[ offset_line + 2 ] = vertexIndex;
  807. lineArray[ offset_line + 3 ] = vertexIndex + 2;
  808. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  809. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  810. offset_line += 6;
  811. vertexIndex += 3;
  812. }
  813. } else if ( face instanceof THREE.Face4 ) {
  814. if ( dirtyVertices ) {
  815. v1 = vertices[ face.a ].position;
  816. v2 = vertices[ face.b ].position;
  817. v3 = vertices[ face.c ].position;
  818. v4 = vertices[ face.d ].position;
  819. vertexArray[ offset ] = v1.x;
  820. vertexArray[ offset + 1 ] = v1.y;
  821. vertexArray[ offset + 2 ] = v1.z;
  822. vertexArray[ offset + 3 ] = v2.x;
  823. vertexArray[ offset + 4 ] = v2.y;
  824. vertexArray[ offset + 5 ] = v2.z;
  825. vertexArray[ offset + 6 ] = v3.x;
  826. vertexArray[ offset + 7 ] = v3.y;
  827. vertexArray[ offset + 8 ] = v3.z;
  828. vertexArray[ offset + 9 ] = v4.x;
  829. vertexArray[ offset + 10 ] = v4.y;
  830. vertexArray[ offset + 11 ] = v4.z;
  831. offset += 12;
  832. }
  833. if ( customAttributes ) {
  834. for ( a in customAttributes ) {
  835. customAttribute = customAttributes[ a ];
  836. if ( customAttribute.needsUpdate ) {
  837. offset_custom = customAttribute.offset;
  838. offset_customSrc = customAttribute.offsetSrc;
  839. if ( customAttribute.size === 1 ) {
  840. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  841. customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ face.a ];
  842. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  843. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  844. customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ face.d ];
  845. } else if ( customAttribute.boundTo === "faces" ) {
  846. customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ offset_customSrc ];
  847. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ offset_customSrc ];
  848. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc ];
  849. customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ offset_customSrc ];
  850. customAttribute.offsetSrc++;
  851. } else if ( customAttribute.boundTo === "faceVertices" ) {
  852. customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ offset_customSrc + 0 ];
  853. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ offset_customSrc + 1 ];
  854. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc + 2 ];
  855. customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ offset_customSrc + 3 ];
  856. customAttribute.offsetSrc += 4;
  857. }
  858. customAttribute.offset += 4;
  859. } else {
  860. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  861. v1 = customAttribute.value[ face.a ];
  862. v2 = customAttribute.value[ face.b ];
  863. v3 = customAttribute.value[ face.c ];
  864. v4 = customAttribute.value[ face.d ];
  865. } else if ( customAttribute.boundTo === "faces" ) {
  866. v1 = customAttribute.value[ offset_customSrc ];
  867. v2 = customAttribute.value[ offset_customSrc ];
  868. v3 = customAttribute.value[ offset_customSrc ];
  869. v4 = customAttribute.value[ offset_customSrc ];
  870. customAttribute.offsetSrc++;
  871. } else if ( customAttribute.boundTo === "faceVertices" ) {
  872. v1 = customAttribute.value[ offset_customSrc + 0 ];
  873. v2 = customAttribute.value[ offset_customSrc + 1 ];
  874. v3 = customAttribute.value[ offset_customSrc + 2 ];
  875. v4 = customAttribute.value[ offset_customSrc + 3 ];
  876. customAttribute.offsetSrc += 4;
  877. }
  878. if ( customAttribute.size === 2 ) {
  879. customAttribute.array[ offset_custom + 0 ] = v1.x;
  880. customAttribute.array[ offset_custom + 1 ] = v1.y;
  881. customAttribute.array[ offset_custom + 2 ] = v2.x;
  882. customAttribute.array[ offset_custom + 3 ] = v2.y;
  883. customAttribute.array[ offset_custom + 4 ] = v3.x;
  884. customAttribute.array[ offset_custom + 5 ] = v3.y;
  885. customAttribute.array[ offset_custom + 6 ] = v4.x;
  886. customAttribute.array[ offset_custom + 7 ] = v4.y;
  887. customAttribute.offset += 8;
  888. } else if ( customAttribute.size === 3 ) {
  889. if ( customAttribute.type === "c" ) {
  890. customAttribute.array[ offset_custom + 0 ] = v1.r;
  891. customAttribute.array[ offset_custom + 1 ] = v1.g;
  892. customAttribute.array[ offset_custom + 2 ] = v1.b;
  893. customAttribute.array[ offset_custom + 3 ] = v2.r;
  894. customAttribute.array[ offset_custom + 4 ] = v2.g;
  895. customAttribute.array[ offset_custom + 5 ] = v2.b;
  896. customAttribute.array[ offset_custom + 6 ] = v3.r;
  897. customAttribute.array[ offset_custom + 7 ] = v3.g;
  898. customAttribute.array[ offset_custom + 8 ] = v3.b;
  899. customAttribute.array[ offset_custom + 9 ] = v4.r;
  900. customAttribute.array[ offset_custom + 10 ] = v4.g;
  901. customAttribute.array[ offset_custom + 11 ] = v4.b;
  902. } else {
  903. customAttribute.array[ offset_custom + 0 ] = v1.x;
  904. customAttribute.array[ offset_custom + 1 ] = v1.y;
  905. customAttribute.array[ offset_custom + 2 ] = v1.z;
  906. customAttribute.array[ offset_custom + 3 ] = v2.x;
  907. customAttribute.array[ offset_custom + 4 ] = v2.y;
  908. customAttribute.array[ offset_custom + 5 ] = v2.z;
  909. customAttribute.array[ offset_custom + 6 ] = v3.x;
  910. customAttribute.array[ offset_custom + 7 ] = v3.y;
  911. customAttribute.array[ offset_custom + 8 ] = v3.z;
  912. customAttribute.array[ offset_custom + 9 ] = v4.x;
  913. customAttribute.array[ offset_custom + 10 ] = v4.y;
  914. customAttribute.array[ offset_custom + 11 ] = v4.z;
  915. }
  916. customAttribute.offset += 12;
  917. } else {
  918. customAttribute.array[ offset_custom + 0 ] = v1.x;
  919. customAttribute.array[ offset_custom + 1 ] = v1.y;
  920. customAttribute.array[ offset_custom + 2 ] = v1.z;
  921. customAttribute.array[ offset_custom + 3 ] = v1.w;
  922. customAttribute.array[ offset_custom + 4 ] = v2.x;
  923. customAttribute.array[ offset_custom + 5 ] = v2.y;
  924. customAttribute.array[ offset_custom + 6 ] = v2.z;
  925. customAttribute.array[ offset_custom + 7 ] = v2.w;
  926. customAttribute.array[ offset_custom + 8 ] = v3.x;
  927. customAttribute.array[ offset_custom + 9 ] = v3.y;
  928. customAttribute.array[ offset_custom + 10 ] = v3.z;
  929. customAttribute.array[ offset_custom + 11 ] = v3.w;
  930. customAttribute.array[ offset_custom + 12 ] = v4.x;
  931. customAttribute.array[ offset_custom + 13 ] = v4.y;
  932. customAttribute.array[ offset_custom + 14 ] = v4.z;
  933. customAttribute.array[ offset_custom + 15 ] = v4.w;
  934. customAttribute.offset += 16;
  935. }
  936. }
  937. }
  938. }
  939. }
  940. if ( dirtyMorphTargets ) {
  941. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk++ ) {
  942. v1 = morphTargets[ vk ].vertices[ face.a ].position;
  943. v2 = morphTargets[ vk ].vertices[ face.b ].position;
  944. v3 = morphTargets[ vk ].vertices[ face.c ].position;
  945. v4 = morphTargets[ vk ].vertices[ face.d ].position;
  946. vka = morphTargetsArrays[ vk ];
  947. vka[ offset_morphTarget + 0 ] = v1.x;
  948. vka[ offset_morphTarget + 1 ] = v1.y;
  949. vka[ offset_morphTarget + 2 ] = v1.z;
  950. vka[ offset_morphTarget + 3 ] = v2.x;
  951. vka[ offset_morphTarget + 4 ] = v2.y;
  952. vka[ offset_morphTarget + 5 ] = v2.z;
  953. vka[ offset_morphTarget + 6 ] = v3.x;
  954. vka[ offset_morphTarget + 7 ] = v3.y;
  955. vka[ offset_morphTarget + 8 ] = v3.z;
  956. vka[ offset_morphTarget + 9 ] = v4.x;
  957. vka[ offset_morphTarget + 10 ] = v4.y;
  958. vka[ offset_morphTarget + 11 ] = v4.z;
  959. }
  960. offset_morphTarget += 12;
  961. }
  962. if ( obj_skinWeights.length ) {
  963. // weights
  964. sw1 = obj_skinWeights[ face.a ];
  965. sw2 = obj_skinWeights[ face.b ];
  966. sw3 = obj_skinWeights[ face.c ];
  967. sw4 = obj_skinWeights[ face.d ];
  968. skinWeightArray[ offset_skin ] = sw1.x;
  969. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  970. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  971. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  972. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  973. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  974. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  975. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  976. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  977. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  978. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  979. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  980. skinWeightArray[ offset_skin + 12 ] = sw4.x;
  981. skinWeightArray[ offset_skin + 13 ] = sw4.y;
  982. skinWeightArray[ offset_skin + 14 ] = sw4.z;
  983. skinWeightArray[ offset_skin + 15 ] = sw4.w;
  984. // indices
  985. si1 = obj_skinIndices[ face.a ];
  986. si2 = obj_skinIndices[ face.b ];
  987. si3 = obj_skinIndices[ face.c ];
  988. si4 = obj_skinIndices[ face.d ];
  989. skinIndexArray[ offset_skin ] = si1.x;
  990. skinIndexArray[ offset_skin + 1 ] = si1.y;
  991. skinIndexArray[ offset_skin + 2 ] = si1.z;
  992. skinIndexArray[ offset_skin + 3 ] = si1.w;
  993. skinIndexArray[ offset_skin + 4 ] = si2.x;
  994. skinIndexArray[ offset_skin + 5 ] = si2.y;
  995. skinIndexArray[ offset_skin + 6 ] = si2.z;
  996. skinIndexArray[ offset_skin + 7 ] = si2.w;
  997. skinIndexArray[ offset_skin + 8 ] = si3.x;
  998. skinIndexArray[ offset_skin + 9 ] = si3.y;
  999. skinIndexArray[ offset_skin + 10 ] = si3.z;
  1000. skinIndexArray[ offset_skin + 11 ] = si3.w;
  1001. skinIndexArray[ offset_skin + 12 ] = si4.x;
  1002. skinIndexArray[ offset_skin + 13 ] = si4.y;
  1003. skinIndexArray[ offset_skin + 14 ] = si4.z;
  1004. skinIndexArray[ offset_skin + 15 ] = si4.w;
  1005. // vertices A
  1006. sa1 = obj_skinVerticesA[ face.a ];
  1007. sa2 = obj_skinVerticesA[ face.b ];
  1008. sa3 = obj_skinVerticesA[ face.c ];
  1009. sa4 = obj_skinVerticesA[ face.d ];
  1010. skinVertexAArray[ offset_skin ] = sa1.x;
  1011. skinVertexAArray[ offset_skin + 1 ] = sa1.y;
  1012. skinVertexAArray[ offset_skin + 2 ] = sa1.z;
  1013. skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  1014. skinVertexAArray[ offset_skin + 4 ] = sa2.x;
  1015. skinVertexAArray[ offset_skin + 5 ] = sa2.y;
  1016. skinVertexAArray[ offset_skin + 6 ] = sa2.z;
  1017. skinVertexAArray[ offset_skin + 7 ] = 1;
  1018. skinVertexAArray[ offset_skin + 8 ] = sa3.x;
  1019. skinVertexAArray[ offset_skin + 9 ] = sa3.y;
  1020. skinVertexAArray[ offset_skin + 10 ] = sa3.z;
  1021. skinVertexAArray[ offset_skin + 11 ] = 1;
  1022. skinVertexAArray[ offset_skin + 12 ] = sa4.x;
  1023. skinVertexAArray[ offset_skin + 13 ] = sa4.y;
  1024. skinVertexAArray[ offset_skin + 14 ] = sa4.z;
  1025. skinVertexAArray[ offset_skin + 15 ] = 1;
  1026. // vertices B
  1027. sb1 = obj_skinVerticesB[ face.a ];
  1028. sb2 = obj_skinVerticesB[ face.b ];
  1029. sb3 = obj_skinVerticesB[ face.c ];
  1030. sb4 = obj_skinVerticesB[ face.d ];
  1031. skinVertexBArray[ offset_skin ] = sb1.x;
  1032. skinVertexBArray[ offset_skin + 1 ] = sb1.y;
  1033. skinVertexBArray[ offset_skin + 2 ] = sb1.z;
  1034. skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  1035. skinVertexBArray[ offset_skin + 4 ] = sb2.x;
  1036. skinVertexBArray[ offset_skin + 5 ] = sb2.y;
  1037. skinVertexBArray[ offset_skin + 6 ] = sb2.z;
  1038. skinVertexBArray[ offset_skin + 7 ] = 1;
  1039. skinVertexBArray[ offset_skin + 8 ] = sb3.x;
  1040. skinVertexBArray[ offset_skin + 9 ] = sb3.y;
  1041. skinVertexBArray[ offset_skin + 10 ] = sb3.z;
  1042. skinVertexBArray[ offset_skin + 11 ] = 1;
  1043. skinVertexBArray[ offset_skin + 12 ] = sb4.x;
  1044. skinVertexBArray[ offset_skin + 13 ] = sb4.y;
  1045. skinVertexBArray[ offset_skin + 14 ] = sb4.z;
  1046. skinVertexBArray[ offset_skin + 15 ] = 1;
  1047. offset_skin += 16;
  1048. }
  1049. if ( dirtyColors && vertexColorType ) {
  1050. if ( vertexColors.length == 4 && vertexColorType == THREE.VertexColors ) {
  1051. c1 = vertexColors[ 0 ];
  1052. c2 = vertexColors[ 1 ];
  1053. c3 = vertexColors[ 2 ];
  1054. c4 = vertexColors[ 3 ];
  1055. } else {
  1056. c1 = faceColor;
  1057. c2 = faceColor;
  1058. c3 = faceColor;
  1059. c4 = faceColor;
  1060. }
  1061. colorArray[ offset_color ] = c1.r;
  1062. colorArray[ offset_color + 1 ] = c1.g;
  1063. colorArray[ offset_color + 2 ] = c1.b;
  1064. colorArray[ offset_color + 3 ] = c2.r;
  1065. colorArray[ offset_color + 4 ] = c2.g;
  1066. colorArray[ offset_color + 5 ] = c2.b;
  1067. colorArray[ offset_color + 6 ] = c3.r;
  1068. colorArray[ offset_color + 7 ] = c3.g;
  1069. colorArray[ offset_color + 8 ] = c3.b;
  1070. colorArray[ offset_color + 9 ] = c4.r;
  1071. colorArray[ offset_color + 10 ] = c4.g;
  1072. colorArray[ offset_color + 11 ] = c4.b;
  1073. offset_color += 12;
  1074. }
  1075. if ( dirtyTangents && geometry.hasTangents ) {
  1076. t1 = vertexTangents[ 0 ];
  1077. t2 = vertexTangents[ 1 ];
  1078. t3 = vertexTangents[ 2 ];
  1079. t4 = vertexTangents[ 3 ];
  1080. tangentArray[ offset_tangent ] = t1.x;
  1081. tangentArray[ offset_tangent + 1 ] = t1.y;
  1082. tangentArray[ offset_tangent + 2 ] = t1.z;
  1083. tangentArray[ offset_tangent + 3 ] = t1.w;
  1084. tangentArray[ offset_tangent + 4 ] = t2.x;
  1085. tangentArray[ offset_tangent + 5 ] = t2.y;
  1086. tangentArray[ offset_tangent + 6 ] = t2.z;
  1087. tangentArray[ offset_tangent + 7 ] = t2.w;
  1088. tangentArray[ offset_tangent + 8 ] = t3.x;
  1089. tangentArray[ offset_tangent + 9 ] = t3.y;
  1090. tangentArray[ offset_tangent + 10 ] = t3.z;
  1091. tangentArray[ offset_tangent + 11 ] = t3.w;
  1092. tangentArray[ offset_tangent + 12 ] = t4.x;
  1093. tangentArray[ offset_tangent + 13 ] = t4.y;
  1094. tangentArray[ offset_tangent + 14 ] = t4.z;
  1095. tangentArray[ offset_tangent + 15 ] = t4.w;
  1096. offset_tangent += 16;
  1097. }
  1098. if ( dirtyNormals && normalType ) {
  1099. if ( vertexNormals.length == 4 && needsSmoothNormals ) {
  1100. for ( i = 0; i < 4; i ++ ) {
  1101. vn = vertexNormals[ i ];
  1102. normalArray[ offset_normal ] = vn.x;
  1103. normalArray[ offset_normal + 1 ] = vn.y;
  1104. normalArray[ offset_normal + 2 ] = vn.z;
  1105. offset_normal += 3;
  1106. }
  1107. } else {
  1108. for ( i = 0; i < 4; i ++ ) {
  1109. normalArray[ offset_normal ] = faceNormal.x;
  1110. normalArray[ offset_normal + 1 ] = faceNormal.y;
  1111. normalArray[ offset_normal + 2 ] = faceNormal.z;
  1112. offset_normal += 3;
  1113. }
  1114. }
  1115. }
  1116. if ( dirtyUvs && uv !== undefined && uvType ) {
  1117. for ( i = 0; i < 4; i ++ ) {
  1118. uvi = uv[ i ];
  1119. uvArray[ offset_uv ] = uvi.u;
  1120. uvArray[ offset_uv + 1 ] = uvi.v;
  1121. offset_uv += 2;
  1122. }
  1123. }
  1124. if ( dirtyUvs && uv2 !== undefined && uvType ) {
  1125. for ( i = 0; i < 4; i ++ ) {
  1126. uv2i = uv2[ i ];
  1127. uv2Array[ offset_uv2 ] = uv2i.u;
  1128. uv2Array[ offset_uv2 + 1 ] = uv2i.v;
  1129. offset_uv2 += 2;
  1130. }
  1131. }
  1132. if ( dirtyElements ) {
  1133. faceArray[ offset_face ] = vertexIndex;
  1134. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  1135. faceArray[ offset_face + 2 ] = vertexIndex + 3;
  1136. faceArray[ offset_face + 3 ] = vertexIndex + 1;
  1137. faceArray[ offset_face + 4 ] = vertexIndex + 2;
  1138. faceArray[ offset_face + 5 ] = vertexIndex + 3;
  1139. offset_face += 6;
  1140. lineArray[ offset_line ] = vertexIndex;
  1141. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  1142. lineArray[ offset_line + 2 ] = vertexIndex;
  1143. lineArray[ offset_line + 3 ] = vertexIndex + 3;
  1144. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  1145. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  1146. lineArray[ offset_line + 6 ] = vertexIndex + 2;
  1147. lineArray[ offset_line + 7 ] = vertexIndex + 3;
  1148. offset_line += 8;
  1149. vertexIndex += 4;
  1150. }
  1151. }
  1152. }
  1153. if ( obj_edgeFaces ) {
  1154. for ( f = 0, fl = obj_edgeFaces.length; f < fl; f ++ ) {
  1155. faceArray[ offset_face ] = obj_edgeFaces[ f ].a;
  1156. faceArray[ offset_face + 1 ] = obj_edgeFaces[ f ].b;
  1157. faceArray[ offset_face + 2 ] = obj_edgeFaces[ f ].c;
  1158. faceArray[ offset_face + 3 ] = obj_edgeFaces[ f ].a;
  1159. faceArray[ offset_face + 4 ] = obj_edgeFaces[ f ].c;
  1160. faceArray[ offset_face + 5 ] = obj_edgeFaces[ f ].d;
  1161. offset_face += 6;
  1162. }
  1163. }
  1164. if ( dirtyVertices ) {
  1165. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1166. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  1167. }
  1168. if ( customAttributes ) {
  1169. for ( a in customAttributes ) {
  1170. customAttribute = customAttributes[ a ];
  1171. if ( customAttribute.needsUpdate ) {
  1172. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  1173. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  1174. customAttribute.needsUpdate = false;
  1175. }
  1176. }
  1177. }
  1178. if ( dirtyMorphTargets ) {
  1179. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  1180. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
  1181. _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
  1182. }
  1183. }
  1184. if ( dirtyColors && offset_color > 0 ) {
  1185. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1186. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1187. }
  1188. if ( dirtyNormals ) {
  1189. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1190. _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
  1191. }
  1192. if ( dirtyTangents && geometry.hasTangents ) {
  1193. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1194. _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
  1195. }
  1196. if ( dirtyUvs && offset_uv > 0 ) {
  1197. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1198. _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
  1199. }
  1200. if ( dirtyUvs && offset_uv2 > 0 ) {
  1201. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1202. _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
  1203. }
  1204. if ( dirtyElements ) {
  1205. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1206. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
  1207. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1208. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
  1209. }
  1210. if ( offset_skin > 0 ) {
  1211. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
  1212. _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexAArray, hint );
  1213. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
  1214. _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexBArray, hint );
  1215. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1216. _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
  1217. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1218. _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
  1219. }
  1220. if ( ! object.dynamic ) {
  1221. delete geometryGroup.__inittedArrays;
  1222. delete geometryGroup.__colorArray;
  1223. delete geometryGroup.__normalArray;
  1224. delete geometryGroup.__tangentArray;
  1225. delete geometryGroup.__uvArray;
  1226. delete geometryGroup.__uv2Array;
  1227. delete geometryGroup.__faceArray;
  1228. delete geometryGroup.__vertexArray;
  1229. delete geometryGroup.__lineArray;
  1230. delete geometryGroup.__skinVertexAArray;
  1231. delete geometryGroup.__skinVertexBArray;
  1232. delete geometryGroup.__skinIndexArray;
  1233. delete geometryGroup.__skinWeightArray;
  1234. }
  1235. };
  1236. function setLineBuffers ( geometry, hint ) {
  1237. var v, c, vertex, offset,
  1238. vertices = geometry.vertices,
  1239. colors = geometry.colors,
  1240. vl = vertices.length,
  1241. cl = colors.length,
  1242. vertexArray = geometry.__vertexArray,
  1243. colorArray = geometry.__colorArray,
  1244. dirtyVertices = geometry.__dirtyVertices,
  1245. dirtyColors = geometry.__dirtyColors;
  1246. if ( dirtyVertices ) {
  1247. for ( v = 0; v < vl; v++ ) {
  1248. vertex = vertices[ v ].position;
  1249. offset = v * 3;
  1250. vertexArray[ offset ] = vertex.x;
  1251. vertexArray[ offset + 1 ] = vertex.y;
  1252. vertexArray[ offset + 2 ] = vertex.z;
  1253. }
  1254. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  1255. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  1256. }
  1257. if ( dirtyColors ) {
  1258. for ( c = 0; c < cl; c++ ) {
  1259. color = colors[ c ];
  1260. offset = c * 3;
  1261. colorArray[ offset ] = color.r;
  1262. colorArray[ offset + 1 ] = color.g;
  1263. colorArray[ offset + 2 ] = color.b;
  1264. }
  1265. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  1266. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1267. }
  1268. };
  1269. function setRibbonBuffers ( geometry, hint ) {
  1270. var v, c, vertex, offset,
  1271. vertices = geometry.vertices,
  1272. colors = geometry.colors,
  1273. vl = vertices.length,
  1274. cl = colors.length,
  1275. vertexArray = geometry.__vertexArray,
  1276. colorArray = geometry.__colorArray,
  1277. dirtyVertices = geometry.__dirtyVertices,
  1278. dirtyColors = geometry.__dirtyColors;
  1279. if ( dirtyVertices ) {
  1280. for ( v = 0; v < vl; v++ ) {
  1281. vertex = vertices[ v ].position;
  1282. offset = v * 3;
  1283. vertexArray[ offset ] = vertex.x;
  1284. vertexArray[ offset + 1 ] = vertex.y;
  1285. vertexArray[ offset + 2 ] = vertex.z;
  1286. }
  1287. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  1288. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  1289. }
  1290. if ( dirtyColors ) {
  1291. for ( c = 0; c < cl; c++ ) {
  1292. color = colors[ c ];
  1293. offset = c * 3;
  1294. colorArray[ offset ] = color.r;
  1295. colorArray[ offset + 1 ] = color.g;
  1296. colorArray[ offset + 2 ] = color.b;
  1297. }
  1298. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  1299. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1300. }
  1301. };
  1302. function setParticleBuffers ( geometry, hint, object ) {
  1303. var v, c, vertex, offset,
  1304. vertices = geometry.vertices,
  1305. vl = vertices.length,
  1306. colors = geometry.colors,
  1307. cl = colors.length,
  1308. vertexArray = geometry.__vertexArray,
  1309. colorArray = geometry.__colorArray,
  1310. sortArray = geometry.__sortArray,
  1311. dirtyVertices = geometry.__dirtyVertices,
  1312. dirtyElements = geometry.__dirtyElements,
  1313. dirtyColors = geometry.__dirtyColors;
  1314. if ( object.sortParticles ) {
  1315. _projScreenMatrix.multiplySelf( object.matrixWorld );
  1316. for ( v = 0; v < vl; v++ ) {
  1317. vertex = vertices[ v ].position;
  1318. _vector3.copy( vertex );
  1319. _projScreenMatrix.multiplyVector3( _vector3 );
  1320. sortArray[ v ] = [ _vector3.z, v ];
  1321. }
  1322. sortArray.sort( function(a,b) { return b[0] - a[0]; } );
  1323. for ( v = 0; v < vl; v++ ) {
  1324. vertex = vertices[ sortArray[v][1] ].position;
  1325. offset = v * 3;
  1326. vertexArray[ offset ] = vertex.x;
  1327. vertexArray[ offset + 1 ] = vertex.y;
  1328. vertexArray[ offset + 2 ] = vertex.z;
  1329. }
  1330. for ( c = 0; c < cl; c++ ) {
  1331. offset = c * 3;
  1332. color = colors[ sortArray[c][1] ];
  1333. colorArray[ offset ] = color.r;
  1334. colorArray[ offset + 1 ] = color.g;
  1335. colorArray[ offset + 2 ] = color.b;
  1336. }
  1337. } else {
  1338. if ( dirtyVertices ) {
  1339. for ( v = 0; v < vl; v++ ) {
  1340. vertex = vertices[ v ].position;
  1341. offset = v * 3;
  1342. vertexArray[ offset ] = vertex.x;
  1343. vertexArray[ offset + 1 ] = vertex.y;
  1344. vertexArray[ offset + 2 ] = vertex.z;
  1345. }
  1346. }
  1347. if ( dirtyColors ) {
  1348. for ( c = 0; c < cl; c++ ) {
  1349. color = colors[ c ];
  1350. offset = c * 3;
  1351. colorArray[ offset ] = color.r;
  1352. colorArray[ offset + 1 ] = color.g;
  1353. colorArray[ offset + 2 ] = color.b;
  1354. }
  1355. }
  1356. }
  1357. if ( dirtyVertices || object.sortParticles ) {
  1358. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  1359. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  1360. }
  1361. if ( dirtyColors || object.sortParticles ) {
  1362. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  1363. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1364. }
  1365. };
  1366. function setMaterialShaders( material, shaders ) {
  1367. material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms );
  1368. material.vertexShader = shaders.vertexShader;
  1369. material.fragmentShader = shaders.fragmentShader;
  1370. };
  1371. function refreshUniformsCommon( uniforms, material ) {
  1372. uniforms.diffuse.value = material.color;
  1373. uniforms.opacity.value = material.opacity;
  1374. uniforms.map.texture = material.map;
  1375. uniforms.lightMap.texture = material.lightMap;
  1376. uniforms.envMap.texture = material.envMap;
  1377. uniforms.reflectivity.value = material.reflectivity;
  1378. uniforms.refractionRatio.value = material.refractionRatio;
  1379. uniforms.combine.value = material.combine;
  1380. uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
  1381. };
  1382. function refreshUniformsLine( uniforms, material ) {
  1383. uniforms.diffuse.value = material.color;
  1384. uniforms.opacity.value = material.opacity;
  1385. };
  1386. function refreshUniformsParticle( uniforms, material ) {
  1387. uniforms.psColor.value = material.color;
  1388. uniforms.opacity.value = material.opacity;
  1389. uniforms.size.value = material.size;
  1390. uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
  1391. uniforms.map.texture = material.map;
  1392. };
  1393. function refreshUniformsFog( uniforms, fog ) {
  1394. uniforms.fogColor.value = fog.color;
  1395. if ( fog instanceof THREE.Fog ) {
  1396. uniforms.fogNear.value = fog.near;
  1397. uniforms.fogFar.value = fog.far;
  1398. } else if ( fog instanceof THREE.FogExp2 ) {
  1399. uniforms.fogDensity.value = fog.density;
  1400. }
  1401. };
  1402. function refreshUniformsPhong( uniforms, material ) {
  1403. uniforms.ambient.value = material.ambient;
  1404. uniforms.specular.value = material.specular;
  1405. uniforms.shininess.value = material.shininess;
  1406. };
  1407. function refreshUniformsLights( uniforms, lights ) {
  1408. uniforms.enableLighting.value = lights.directional.length + lights.point.length;
  1409. uniforms.ambientLightColor.value = lights.ambient;
  1410. uniforms.directionalLightColor.value = lights.directional.colors;
  1411. uniforms.directionalLightDirection.value = lights.directional.positions;
  1412. uniforms.pointLightColor.value = lights.point.colors;
  1413. uniforms.pointLightPosition.value = lights.point.positions;
  1414. uniforms.pointLightDistance.value = lights.point.distances;
  1415. };
  1416. this.initMaterial = function ( material, lights, fog, object ) {
  1417. var u, a, identifiers, i, parameters, maxLightCount, maxBones, shaderID;
  1418. if ( material instanceof THREE.MeshDepthMaterial ) {
  1419. shaderID = 'depth';
  1420. } else if ( material instanceof THREE.ShadowVolumeDynamicMaterial ) {
  1421. shaderID = 'shadowVolumeDynamic';
  1422. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  1423. shaderID = 'normal';
  1424. } else if ( material instanceof THREE.MeshBasicMaterial ) {
  1425. shaderID = 'basic';
  1426. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  1427. shaderID = 'lambert';
  1428. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  1429. shaderID = 'phong';
  1430. } else if ( material instanceof THREE.LineBasicMaterial ) {
  1431. shaderID = 'basic';
  1432. } else if ( material instanceof THREE.ParticleBasicMaterial ) {
  1433. shaderID = 'particle_basic';
  1434. }
  1435. if ( shaderID ) {
  1436. setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );
  1437. }
  1438. // heuristics to create shader parameters according to lights in the scene
  1439. // (not to blow over maxLights budget)
  1440. maxLightCount = allocateLights( lights, 4 );
  1441. maxBones = allocateBones( object );
  1442. parameters = {
  1443. map: !!material.map, envMap: !!material.envMap, lightMap: !!material.lightMap,
  1444. vertexColors: material.vertexColors,
  1445. fog: fog, sizeAttenuation: material.sizeAttenuation,
  1446. skinning: material.skinning,
  1447. morphTargets: material.morphTargets,
  1448. maxMorphTargets: this.maxMorphTargets,
  1449. maxDirLights: maxLightCount.directional, maxPointLights: maxLightCount.point,
  1450. maxBones: maxBones
  1451. };
  1452. material.program = buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, parameters );
  1453. var attributes = material.program.attributes;
  1454. if ( attributes.position >= 0 ) _gl.enableVertexAttribArray( attributes.position );
  1455. if ( attributes.color >= 0 ) _gl.enableVertexAttribArray( attributes.color );
  1456. if ( attributes.normal >= 0 ) _gl.enableVertexAttribArray( attributes.normal );
  1457. if ( attributes.tangent >= 0 ) _gl.enableVertexAttribArray( attributes.tangent );
  1458. if ( material.skinning &&
  1459. attributes.skinVertexA >=0 && attributes.skinVertexB >= 0 &&
  1460. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  1461. _gl.enableVertexAttribArray( attributes.skinVertexA );
  1462. _gl.enableVertexAttribArray( attributes.skinVertexB );
  1463. _gl.enableVertexAttribArray( attributes.skinIndex );
  1464. _gl.enableVertexAttribArray( attributes.skinWeight );
  1465. }
  1466. if ( material.attributes ) {
  1467. for ( a in material.attributes ) {
  1468. if( attributes[ a ] !== undefined && attributes[ a ] >= 0 ) _gl.enableVertexAttribArray( attributes[ a ] );
  1469. }
  1470. }
  1471. if ( material.morphTargets ) {
  1472. material.numSupportedMorphTargets = 0;
  1473. if ( attributes.morphTarget0 >= 0 ) {
  1474. _gl.enableVertexAttribArray( attributes.morphTarget0 );
  1475. material.numSupportedMorphTargets ++;
  1476. }
  1477. if ( attributes.morphTarget1 >= 0 ) {
  1478. _gl.enableVertexAttribArray( attributes.morphTarget1 );
  1479. material.numSupportedMorphTargets ++;
  1480. }
  1481. if ( attributes.morphTarget2 >= 0 ) {
  1482. _gl.enableVertexAttribArray( attributes.morphTarget2 );
  1483. material.numSupportedMorphTargets ++;
  1484. }
  1485. if ( attributes.morphTarget3 >= 0 ) {
  1486. _gl.enableVertexAttribArray( attributes.morphTarget3 );
  1487. material.numSupportedMorphTargets ++;
  1488. }
  1489. if ( attributes.morphTarget4 >= 0 ) {
  1490. _gl.enableVertexAttribArray( attributes.morphTarget4 );
  1491. material.numSupportedMorphTargets ++;
  1492. }
  1493. if ( attributes.morphTarget5 >= 0 ) {
  1494. _gl.enableVertexAttribArray( attributes.morphTarget5 );
  1495. material.numSupportedMorphTargets ++;
  1496. }
  1497. if ( attributes.morphTarget6 >= 0 ) {
  1498. _gl.enableVertexAttribArray( attributes.morphTarget6 );
  1499. material.numSupportedMorphTargets ++;
  1500. }
  1501. if ( attributes.morphTarget7 >= 0 ) {
  1502. _gl.enableVertexAttribArray( attributes.morphTarget7 );
  1503. material.numSupportedMorphTargets ++;
  1504. }
  1505. object.__webglMorphTargetInfluences = new Float32Array( this.maxMorphTargets );
  1506. for ( var i = 0, il = this.maxMorphTargets; i < il; i ++ ) {
  1507. object.__webglMorphTargetInfluences[ i ] = 0;
  1508. }
  1509. }
  1510. };
  1511. function setProgram( camera, lights, fog, material, object ) {
  1512. if ( ! material.program ) {
  1513. _this.initMaterial( material, lights, fog, object );
  1514. }
  1515. var program = material.program,
  1516. p_uniforms = program.uniforms,
  1517. m_uniforms = material.uniforms;
  1518. if ( program != _currentProgram ) {
  1519. _gl.useProgram( program );
  1520. _currentProgram = program;
  1521. }
  1522. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, _projectionMatrixArray );
  1523. // refresh uniforms common to several materials
  1524. if ( fog && (
  1525. material instanceof THREE.MeshBasicMaterial ||
  1526. material instanceof THREE.MeshLambertMaterial ||
  1527. material instanceof THREE.MeshPhongMaterial ||
  1528. material instanceof THREE.LineBasicMaterial ||
  1529. material instanceof THREE.ParticleBasicMaterial ||
  1530. material.fog )
  1531. ) {
  1532. refreshUniformsFog( m_uniforms, fog );
  1533. }
  1534. if ( material instanceof THREE.MeshPhongMaterial ||
  1535. material instanceof THREE.MeshLambertMaterial ||
  1536. material.lights ) {
  1537. setupLights( program, lights );
  1538. refreshUniformsLights( m_uniforms, _lights );
  1539. }
  1540. if ( material instanceof THREE.MeshBasicMaterial ||
  1541. material instanceof THREE.MeshLambertMaterial ||
  1542. material instanceof THREE.MeshPhongMaterial ) {
  1543. refreshUniformsCommon( m_uniforms, material );
  1544. }
  1545. // refresh single material specific uniforms
  1546. if ( material instanceof THREE.LineBasicMaterial ) {
  1547. refreshUniformsLine( m_uniforms, material );
  1548. } else if ( material instanceof THREE.ParticleBasicMaterial ) {
  1549. refreshUniformsParticle( m_uniforms, material );
  1550. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  1551. refreshUniformsPhong( m_uniforms, material );
  1552. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  1553. m_uniforms.mNear.value = camera.near;
  1554. m_uniforms.mFar.value = camera.far;
  1555. m_uniforms.opacity.value = material.opacity;
  1556. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  1557. m_uniforms.opacity.value = material.opacity;
  1558. }
  1559. // load common uniforms
  1560. loadUniformsGeneric( program, m_uniforms );
  1561. loadUniformsMatrices( p_uniforms, object );
  1562. // load material specific uniforms
  1563. // (shader material also gets them for the sake of genericity)
  1564. if ( material instanceof THREE.MeshShaderMaterial ||
  1565. material instanceof THREE.MeshPhongMaterial ||
  1566. material.envMap ) {
  1567. if( p_uniforms.cameraPosition !== null ) {
  1568. _gl.uniform3f( p_uniforms.cameraPosition, camera.position.x, camera.position.y, camera.position.z );
  1569. }
  1570. }
  1571. if ( material instanceof THREE.MeshShaderMaterial ||
  1572. material.envMap ||
  1573. material.skinning ) {
  1574. if ( p_uniforms.objectMatrix !== null ) {
  1575. _gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
  1576. }
  1577. }
  1578. if ( material instanceof THREE.MeshPhongMaterial ||
  1579. material instanceof THREE.MeshLambertMaterial ||
  1580. material instanceof THREE.MeshShaderMaterial ||
  1581. material.skinning ) {
  1582. if( p_uniforms.viewMatrix !== null ) {
  1583. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, _viewMatrixArray );
  1584. }
  1585. }
  1586. if ( material instanceof THREE.ShadowVolumeDynamicMaterial ) {
  1587. var dirLight = m_uniforms.directionalLightDirection.value;
  1588. dirLight[ 0 ] = -lights[ 1 ].position.x;
  1589. dirLight[ 1 ] = -lights[ 1 ].position.y;
  1590. dirLight[ 2 ] = -lights[ 1 ].position.z;
  1591. _gl.uniform3fv( p_uniforms.directionalLightDirection, dirLight );
  1592. _gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
  1593. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, _viewMatrixArray );
  1594. }
  1595. if ( material.skinning ) {
  1596. loadUniformsSkinning( p_uniforms, object );
  1597. }
  1598. return program;
  1599. };
  1600. function renderBuffer( camera, lights, fog, material, geometryGroup, object ) {
  1601. if ( material.opacity == 0 ) return;
  1602. var program, attributes, linewidth, primitives, a, attribute;
  1603. program = setProgram( camera, lights, fog, material, object );
  1604. attributes = program.attributes;
  1605. // vertices
  1606. if ( !material.morphTargets && attributes.position >= 0 ) {
  1607. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1608. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1609. } else {
  1610. setupMorphTargets( material, geometryGroup, object );
  1611. }
  1612. // custom attributes
  1613. /* if ( geometryGroup.__webglCustomAttributes ) {
  1614. for( a in geometryGroup.__webglCustomAttributes ) {
  1615. if( attributes[ a ] >= 0 ) {
  1616. attribute = geometryGroup.__webglCustomAttributes[ a ];
  1617. _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
  1618. _gl.vertexAttribPointer( attributes[ a ], attribute.size, _gl.FLOAT, false, 0, 0 );
  1619. }
  1620. }
  1621. }*/
  1622. if ( material.attributes ) {
  1623. for( a in material.attributes ) {
  1624. if( attributes[ a ] !== undefined && attributes[ a ] >= 0 ) {
  1625. attribute = material.attributes[ a ];
  1626. if( attribute.buffer ) {
  1627. _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
  1628. _gl.vertexAttribPointer( attributes[ a ], attribute.size, _gl.FLOAT, false, 0, 0 );
  1629. }
  1630. }
  1631. }
  1632. }
  1633. // colors
  1634. if ( attributes.color >= 0 ) {
  1635. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1636. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  1637. }
  1638. // normals
  1639. if ( attributes.normal >= 0 ) {
  1640. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1641. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1642. }
  1643. // tangents
  1644. if ( attributes.tangent >= 0 ) {
  1645. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1646. _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
  1647. }
  1648. // uvs
  1649. if ( attributes.uv >= 0 ) {
  1650. if ( geometryGroup.__webglUVBuffer ) {
  1651. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1652. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  1653. _gl.enableVertexAttribArray( attributes.uv );
  1654. } else {
  1655. _gl.disableVertexAttribArray( attributes.uv );
  1656. }
  1657. }
  1658. if ( attributes.uv2 >= 0 ) {
  1659. if ( geometryGroup.__webglUV2Buffer ) {
  1660. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1661. _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
  1662. _gl.enableVertexAttribArray( attributes.uv2 );
  1663. } else {
  1664. _gl.disableVertexAttribArray( attributes.uv2 );
  1665. }
  1666. }
  1667. if ( material.skinning &&
  1668. attributes.skinVertexA >= 0 && attributes.skinVertexB >= 0 &&
  1669. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  1670. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
  1671. _gl.vertexAttribPointer( attributes.skinVertexA, 4, _gl.FLOAT, false, 0, 0 );
  1672. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
  1673. _gl.vertexAttribPointer( attributes.skinVertexB, 4, _gl.FLOAT, false, 0, 0 );
  1674. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1675. _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
  1676. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1677. _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
  1678. }
  1679. // render mesh
  1680. if ( object instanceof THREE.Mesh ) {
  1681. // wireframe
  1682. if ( material.wireframe ) {
  1683. _gl.lineWidth( material.wireframeLinewidth );
  1684. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1685. _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, _gl.UNSIGNED_SHORT, 0 );
  1686. // triangles
  1687. } else {
  1688. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1689. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
  1690. }
  1691. _this.data.vertices += geometryGroup.__webglFaceCount;
  1692. _this.data.faces += geometryGroup.__webglFaceCount / 3;
  1693. _this.data.drawCalls ++;
  1694. // render lines
  1695. } else if ( object instanceof THREE.Line ) {
  1696. primitives = ( object.type == THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  1697. _gl.lineWidth( material.linewidth );
  1698. _gl.drawArrays( primitives, 0, geometryGroup.__webglLineCount );
  1699. _this.data.drawCalls ++;
  1700. // render particles
  1701. } else if ( object instanceof THREE.ParticleSystem ) {
  1702. _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
  1703. _this.data.drawCalls ++;
  1704. // render ribbon
  1705. } else if ( object instanceof THREE.Ribbon ) {
  1706. _gl.drawArrays( _gl.TRIANGLE_STRIP, 0, geometryGroup.__webglVertexCount );
  1707. _this.data.drawCalls ++;
  1708. }
  1709. };
  1710. function setupMorphTargets( material, geometryGroup, object ) {
  1711. // set base
  1712. var attributes = material.program.attributes;
  1713. if ( object.morphTargetBase !== - 1 ) {
  1714. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
  1715. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1716. } else if ( attributes.position >= 0 ) {
  1717. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1718. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1719. }
  1720. if ( object.morphTargetForcedOrder.length ) {
  1721. // set forced order
  1722. var m = 0;
  1723. var order = object.morphTargetForcedOrder;
  1724. var influences = object.morphTargetInfluences;
  1725. while ( m < material.numSupportedMorphTargets && m < order.length ) {
  1726. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
  1727. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1728. object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ]];
  1729. m ++;
  1730. }
  1731. } else {
  1732. // find most influencing
  1733. var used = [];
  1734. var candidateInfluence = - 1;
  1735. var candidate = 0;
  1736. var influences = object.morphTargetInfluences;
  1737. var i, il = influences.length;
  1738. var m = 0;
  1739. if ( object.morphTargetBase !== - 1 ) {
  1740. used[ object.morphTargetBase ] = true;
  1741. }
  1742. while ( m < material.numSupportedMorphTargets ) {
  1743. for ( i = 0; i < il; i ++ ) {
  1744. if ( !used[ i ] && influences[ i ] > candidateInfluence ) {
  1745. candidate = i;
  1746. candidateInfluence = influences[ candidate ];
  1747. }
  1748. }
  1749. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ candidate ] );
  1750. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1751. object.__webglMorphTargetInfluences[ m ] = candidateInfluence;
  1752. used[ candidate ] = 1;
  1753. candidateInfluence = -1;
  1754. m ++;
  1755. }
  1756. }
  1757. // load updated influences uniform
  1758. if( material.program.uniforms.morphTargetInfluences !== null ) {
  1759. _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
  1760. }
  1761. }
  1762. function renderBufferImmediate( object, program, shading ) {
  1763. if ( ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
  1764. if ( ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
  1765. if ( object.hasPos ) {
  1766. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
  1767. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  1768. _gl.enableVertexAttribArray( program.attributes.position );
  1769. _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1770. }
  1771. if ( object.hasNormal ) {
  1772. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
  1773. if ( shading == THREE.FlatShading ) {
  1774. var nx, ny, nz,
  1775. nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
  1776. normalArray,
  1777. i, il = object.count * 3;
  1778. for( i = 0; i < il; i += 9 ) {
  1779. normalArray = object.normalArray;
  1780. nax = normalArray[ i ];
  1781. nay = normalArray[ i + 1 ];
  1782. naz = normalArray[ i + 2 ];
  1783. nbx = normalArray[ i + 3 ];
  1784. nby = normalArray[ i + 4 ];
  1785. nbz = normalArray[ i + 5 ];
  1786. ncx = normalArray[ i + 6 ];
  1787. ncy = normalArray[ i + 7 ];
  1788. ncz = normalArray[ i + 8 ];
  1789. nx = ( nax + nbx + ncx ) / 3;
  1790. ny = ( nay + nby + ncy ) / 3;
  1791. nz = ( naz + nbz + ncz ) / 3;
  1792. normalArray[ i ] = nx;
  1793. normalArray[ i + 1 ] = ny;
  1794. normalArray[ i + 2 ] = nz;
  1795. normalArray[ i + 3 ] = nx;
  1796. normalArray[ i + 4 ] = ny;
  1797. normalArray[ i + 5 ] = nz;
  1798. normalArray[ i + 6 ] = nx;
  1799. normalArray[ i + 7 ] = ny;
  1800. normalArray[ i + 8 ] = nz;
  1801. }
  1802. }
  1803. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  1804. _gl.enableVertexAttribArray( program.attributes.normal );
  1805. _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1806. }
  1807. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  1808. object.count = 0;
  1809. };
  1810. function setObjectFaces( object ) {
  1811. if ( _oldDoubleSided != object.doubleSided ) {
  1812. if( object.doubleSided ) {
  1813. _gl.disable( _gl.CULL_FACE );
  1814. } else {
  1815. _gl.enable( _gl.CULL_FACE );
  1816. }
  1817. _oldDoubleSided = object.doubleSided;
  1818. }
  1819. if ( _oldFlipSided != object.flipSided ) {
  1820. if( object.flipSided ) {
  1821. _gl.frontFace( _gl.CW );
  1822. } else {
  1823. _gl.frontFace( _gl.CCW );
  1824. }
  1825. _oldFlipSided = object.flipSided;
  1826. }
  1827. };
  1828. function setDepthTest( test ) {
  1829. if ( _oldDepth != test ) {
  1830. if( test ) {
  1831. _gl.enable( _gl.DEPTH_TEST );
  1832. } else {
  1833. _gl.disable( _gl.DEPTH_TEST );
  1834. }
  1835. _oldDepth = test;
  1836. }
  1837. };
  1838. function computeFrustum( m ) {
  1839. _frustum[ 0 ].set( m.n41 - m.n11, m.n42 - m.n12, m.n43 - m.n13, m.n44 - m.n14 );
  1840. _frustum[ 1 ].set( m.n41 + m.n11, m.n42 + m.n12, m.n43 + m.n13, m.n44 + m.n14 );
  1841. _frustum[ 2 ].set( m.n41 + m.n21, m.n42 + m.n22, m.n43 + m.n23, m.n44 + m.n24 );
  1842. _frustum[ 3 ].set( m.n41 - m.n21, m.n42 - m.n22, m.n43 - m.n23, m.n44 - m.n24 );
  1843. _frustum[ 4 ].set( m.n41 - m.n31, m.n42 - m.n32, m.n43 - m.n33, m.n44 - m.n34 );
  1844. _frustum[ 5 ].set( m.n41 + m.n31, m.n42 + m.n32, m.n43 + m.n33, m.n44 + m.n34 );
  1845. var i, plane;
  1846. for ( i = 0; i < 6; i ++ ) {
  1847. plane = _frustum[ i ];
  1848. plane.divideScalar( Math.sqrt( plane.x * plane.x + plane.y * plane.y + plane.z * plane.z ) );
  1849. }
  1850. };
  1851. function isInFrustum( object ) {
  1852. var distance, matrix = object.matrixWorld,
  1853. radius = - object.geometry.boundingSphere.radius * Math.max( object.scale.x, Math.max( object.scale.y, object.scale.z ) );
  1854. for ( var i = 0; i < 6; i ++ ) {
  1855. distance = _frustum[ i ].x * matrix.n14 + _frustum[ i ].y * matrix.n24 + _frustum[ i ].z * matrix.n34 + _frustum[ i ].w;
  1856. if ( distance <= radius ) return false;
  1857. }
  1858. return true;
  1859. };
  1860. function addToFixedArray( where, what ) {
  1861. where.list[ where.count ] = what;
  1862. where.count += 1;
  1863. };
  1864. function unrollImmediateBufferMaterials( globject ) {
  1865. var i, l, m, ml, material,
  1866. object = globject.object,
  1867. opaque = globject.opaque,
  1868. transparent = globject.transparent;
  1869. transparent.count = 0;
  1870. opaque.count = 0;
  1871. for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
  1872. material = object.materials[ m ];
  1873. material.transparent ? addToFixedArray( transparent, material ) : addToFixedArray( opaque, material );
  1874. }
  1875. };
  1876. function unrollBufferMaterials( globject ) {
  1877. var i, l, m, ml, material, meshMaterial,
  1878. object = globject.object,
  1879. buffer = globject.buffer,
  1880. opaque = globject.opaque,
  1881. transparent = globject.transparent;
  1882. transparent.count = 0;
  1883. opaque.count = 0;
  1884. for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
  1885. meshMaterial = object.materials[ m ];
  1886. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  1887. for ( i = 0, l = buffer.materials.length; i < l; i++ ) {
  1888. material = buffer.materials[ i ];
  1889. if ( material ) material.transparent ? addToFixedArray( transparent, material ) : addToFixedArray( opaque, material );
  1890. }
  1891. } else {
  1892. material = meshMaterial;
  1893. if ( material ) material.transparent ? addToFixedArray( transparent, material ) : addToFixedArray( opaque, material );
  1894. }
  1895. }
  1896. };
  1897. function painterSort( a, b ) {
  1898. return b.z - a.z;
  1899. };
  1900. this.render = function( scene, camera, renderTarget, forceClear ) {
  1901. var i, program, opaque, transparent, material,
  1902. o, ol, oil, webglObject, object, buffer,
  1903. lights = scene.lights,
  1904. fog = scene.fog;
  1905. _this.data.vertices = 0;
  1906. _this.data.faces = 0;
  1907. _this.data.drawCalls = 0;
  1908. camera.matrixAutoUpdate && camera.update( undefined, true );
  1909. scene.update( undefined, false, camera );
  1910. camera.matrixWorldInverse.flattenToArray( _viewMatrixArray );
  1911. camera.projectionMatrix.flattenToArray( _projectionMatrixArray );
  1912. _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
  1913. computeFrustum( _projScreenMatrix );
  1914. this.initWebGLObjects( scene );
  1915. setRenderTarget( renderTarget );
  1916. if ( this.autoClear || forceClear ) {
  1917. this.clear();
  1918. }
  1919. // set matrices
  1920. ol = scene.__webglObjects.length;
  1921. for ( o = 0; o < ol; o++ ) {
  1922. webglObject = scene.__webglObjects[ o ];
  1923. object = webglObject.object;
  1924. if ( object.visible ) {
  1925. if ( ! ( object instanceof THREE.Mesh ) || isInFrustum( object ) ) {
  1926. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  1927. setupMatrices( object, camera );
  1928. unrollBufferMaterials( webglObject );
  1929. webglObject.render = true;
  1930. if ( this.sortObjects ) {
  1931. _vector3.copy( object.position );
  1932. _projScreenMatrix.multiplyVector3( _vector3 );
  1933. webglObject.z = _vector3.z;
  1934. }
  1935. } else {
  1936. webglObject.render = false;
  1937. }
  1938. } else {
  1939. webglObject.render = false;
  1940. }
  1941. }
  1942. if ( this.sortObjects ) {
  1943. scene.__webglObjects.sort( painterSort );
  1944. }
  1945. oil = scene.__webglObjectsImmediate.length;
  1946. for ( o = 0; o < oil; o++ ) {
  1947. webglObject = scene.__webglObjectsImmediate[ o ];
  1948. object = webglObject.object;
  1949. if ( object.visible ) {
  1950. if( object.matrixAutoUpdate ) {
  1951. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  1952. }
  1953. setupMatrices( object, camera );
  1954. unrollImmediateBufferMaterials( webglObject );
  1955. }
  1956. }
  1957. // opaque pass
  1958. setBlending( THREE.NormalBlending );
  1959. for ( o = 0; o < ol; o ++ ) {
  1960. webglObject = scene.__webglObjects[ o ];
  1961. if ( webglObject.render ) {
  1962. object = webglObject.object;
  1963. buffer = webglObject.buffer;
  1964. opaque = webglObject.opaque;
  1965. setObjectFaces( object );
  1966. for ( i = 0; i < opaque.count; i ++ ) {
  1967. material = opaque.list[ i ];
  1968. setDepthTest( material.depthTest );
  1969. renderBuffer( camera, lights, fog, material, buffer, object );
  1970. }
  1971. }
  1972. }
  1973. // opaque pass (immediate simulator)
  1974. for ( o = 0; o < oil; o++ ) {
  1975. webglObject = scene.__webglObjectsImmediate[ o ];
  1976. object = webglObject.object;
  1977. if ( object.visible ) {
  1978. opaque = webglObject.opaque;
  1979. setObjectFaces( object );
  1980. for( i = 0; i < opaque.count; i++ ) {
  1981. material = opaque.list[ i ];
  1982. setDepthTest( material.depthTest );
  1983. program = setProgram( camera, lights, fog, material, object );
  1984. object.render( function( object ) { renderBufferImmediate( object, program, material.shading ); } );
  1985. }
  1986. }
  1987. }
  1988. // transparent pass
  1989. for ( o = 0; o < ol; o ++ ) {
  1990. webglObject = scene.__webglObjects[ o ];
  1991. if ( webglObject.render ) {
  1992. object = webglObject.object;
  1993. buffer = webglObject.buffer;
  1994. transparent = webglObject.transparent;
  1995. setObjectFaces( object );
  1996. for ( i = 0; i < transparent.count; i ++ ) {
  1997. material = transparent.list[ i ];
  1998. setBlending( material.blending );
  1999. setDepthTest( material.depthTest );
  2000. renderBuffer( camera, lights, fog, material, buffer, object );
  2001. }
  2002. }
  2003. }
  2004. // transparent pass (immediate simulator)
  2005. for ( o = 0; o < oil; o++ ) {
  2006. webglObject = scene.__webglObjectsImmediate[ o ];
  2007. object = webglObject.object;
  2008. if ( object.visible ) {
  2009. transparent = webglObject.transparent;
  2010. setObjectFaces( object );
  2011. for ( i = 0; i < transparent.count; i ++ ) {
  2012. material = transparent.list[ i ];
  2013. setBlending( material.blending );
  2014. setDepthTest( material.depthTest );
  2015. program = setProgram( camera, lights, fog, material, object );
  2016. object.render( function( object ) { renderBufferImmediate( object, program, material.shading ); } );
  2017. }
  2018. }
  2019. }
  2020. // render 2d
  2021. if ( scene.__webglSprites.length ) {
  2022. renderSprites( scene, camera );
  2023. }
  2024. // render stencil shadows
  2025. if ( stencil && scene.__webglShadowVolumes.length && scene.lights.length ) {
  2026. renderStencilShadows( scene );
  2027. }
  2028. // render lens flares
  2029. if ( scene.__webglLensFlares.length ) {
  2030. renderLensFlares( scene, camera );
  2031. }
  2032. // Generate mipmap if we're using any kind of mipmap filtering
  2033. if ( renderTarget && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
  2034. updateRenderTargetMipmap( renderTarget );
  2035. }
  2036. };
  2037. /*
  2038. * Stencil Shadows
  2039. * method: we're rendering the world in light, then the shadow
  2040. * volumes into the stencil and last a big darkening
  2041. * quad over the whole thing. This is not how "you're
  2042. * supposed to" do stencil shadows but is much faster
  2043. *
  2044. */
  2045. function renderStencilShadows( scene ) {
  2046. // setup stencil
  2047. _gl.enable( _gl.POLYGON_OFFSET_FILL );
  2048. _gl.polygonOffset( 0.1, 1.0 );
  2049. _gl.enable( _gl.STENCIL_TEST );
  2050. _gl.enable( _gl.DEPTH_TEST );
  2051. _gl.depthMask( false );
  2052. _gl.colorMask( false, false, false, false );
  2053. _gl.stencilFunc( _gl.ALWAYS, 1, 0xFF );
  2054. _gl.stencilOpSeparate( _gl.BACK, _gl.KEEP, _gl.INCR, _gl.KEEP );
  2055. _gl.stencilOpSeparate( _gl.FRONT, _gl.KEEP, _gl.DECR, _gl.KEEP );
  2056. // loop through all directional lights
  2057. var l, ll = scene.lights.length;
  2058. var p;
  2059. var light, lights = scene.lights;
  2060. var dirLight = [];
  2061. var object, geometryGroup, material;
  2062. var program;
  2063. var p_uniforms;
  2064. var m_uniforms;
  2065. var attributes;
  2066. var o, ol = scene.__webglShadowVolumes.length;
  2067. for ( l = 0; l < ll; l++ ) {
  2068. light = scene.lights[ l ];
  2069. if ( light instanceof THREE.DirectionalLight && light.castShadow ) {
  2070. dirLight[ 0 ] = -light.position.x;
  2071. dirLight[ 1 ] = -light.position.y;
  2072. dirLight[ 2 ] = -light.position.z;
  2073. // render all volumes
  2074. for ( o = 0; o < ol; o++ ) {
  2075. object = scene.__webglShadowVolumes[ o ].object;
  2076. geometryGroup = scene.__webglShadowVolumes[ o ].buffer;
  2077. material = object.materials[ 0 ];
  2078. if ( !material.program ) _this.initMaterial( material, lights, undefined, object );
  2079. program = material.program,
  2080. p_uniforms = program.uniforms,
  2081. m_uniforms = material.uniforms,
  2082. attributes = program.attributes;
  2083. if ( _currentProgram !== program ) {
  2084. _gl.useProgram( program );
  2085. _currentProgram = program;
  2086. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, _projectionMatrixArray );
  2087. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, _viewMatrixArray );
  2088. _gl.uniform3fv( p_uniforms.directionalLightDirection, dirLight );
  2089. }
  2090. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2091. _gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
  2092. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  2093. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  2094. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  2095. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  2096. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  2097. _gl.cullFace( _gl.FRONT );
  2098. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
  2099. _gl.cullFace( _gl.BACK );
  2100. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
  2101. }
  2102. }
  2103. }
  2104. // setup color+stencil
  2105. _gl.disable( _gl.POLYGON_OFFSET_FILL );
  2106. _gl.colorMask( true, true, true, true );
  2107. _gl.stencilFunc( _gl.NOTEQUAL, 0, 0xFF );
  2108. _gl.stencilOp( _gl.KEEP, _gl.KEEP, _gl.KEEP );
  2109. _gl.disable( _gl.DEPTH_TEST );
  2110. // draw darkening polygon
  2111. _oldBlending = -1;
  2112. _currentProgram = _stencilShadow.program;
  2113. _gl.useProgram( _stencilShadow.program );
  2114. _gl.uniformMatrix4fv( _stencilShadow.projectionLocation, false, _projectionMatrixArray );
  2115. _gl.uniform1f( _stencilShadow.darknessLocation, _stencilShadow.darkness );
  2116. _gl.bindBuffer( _gl.ARRAY_BUFFER, _stencilShadow.vertexBuffer );
  2117. _gl.vertexAttribPointer( _stencilShadow.vertexLocation, 3, _gl.FLOAT, false, 0, 0 );
  2118. _gl.enableVertexAttribArray( _stencilShadow.vertexLocation );
  2119. _gl.blendFunc( _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
  2120. _gl.blendEquation( _gl.FUNC_ADD );
  2121. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _stencilShadow.elementBuffer );
  2122. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  2123. // disable stencil
  2124. _gl.disable( _gl.STENCIL_TEST );
  2125. _gl.enable( _gl.DEPTH_TEST );
  2126. _gl.depthMask( _currentDepthMask );
  2127. }
  2128. /*
  2129. * Render sprites
  2130. *
  2131. */
  2132. function renderSprites( scene, camera ) {
  2133. var o, ol, object;
  2134. var attributes = _sprite.attributes;
  2135. var uniforms = _sprite.uniforms;
  2136. var anyCustom = false;
  2137. var invAspect = _viewportHeight / _viewportWidth;
  2138. var size, scale = [];
  2139. var screenPosition;
  2140. var halfViewportWidth = _viewportWidth * 0.5;
  2141. var halfViewportHeight = _viewportHeight * 0.5;
  2142. var mergeWith3D = true;
  2143. // setup gl
  2144. _gl.useProgram( _sprite.program );
  2145. _currentProgram = _sprite.program;
  2146. _oldBlending = -1;
  2147. if ( !_spriteAttributesEnabled ) {
  2148. _gl.enableVertexAttribArray( _sprite.attributes.position );
  2149. _gl.enableVertexAttribArray( _sprite.attributes.uv );
  2150. _spriteAttributesEnabled = true;
  2151. }
  2152. _gl.disable( _gl.CULL_FACE );
  2153. _gl.enable( _gl.BLEND );
  2154. _gl.depthMask( true );
  2155. _gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
  2156. _gl.vertexAttribPointer( attributes.position, 2, _gl.FLOAT, false, 2 * 8, 0 );
  2157. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
  2158. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );
  2159. _gl.uniformMatrix4fv( uniforms.projectionMatrix, false, _projectionMatrixArray );
  2160. _gl.activeTexture( _gl.TEXTURE0 );
  2161. _gl.uniform1i( uniforms.map, 0 );
  2162. // update positions and sort
  2163. for( o = 0, ol = scene.__webglSprites.length; o < ol; o++ ) {
  2164. object = scene.__webglSprites[ o ];
  2165. if( !object.useScreenCoordinates ) {
  2166. object._modelViewMatrix.multiplyToArray( camera.matrixWorldInverse, object.matrixWorld, object._modelViewMatrixArray );
  2167. object.z = -object._modelViewMatrix.n34;
  2168. } else {
  2169. object.z = -object.position.z;
  2170. }
  2171. }
  2172. scene.__webglSprites.sort( painterSort );
  2173. // render all non-custom shader sprites
  2174. for ( o = 0, ol = scene.__webglSprites.length; o < ol; o++ ) {
  2175. object = scene.__webglSprites[ o ];
  2176. if ( object.material === undefined ) {
  2177. if ( object.map && object.map.image && object.map.image.width ) {
  2178. if ( object.useScreenCoordinates ) {
  2179. _gl.uniform1i( uniforms.useScreenCoordinates, 1 );
  2180. _gl.uniform3f( uniforms.screenPosition, ( object.position.x - halfViewportWidth ) / halfViewportWidth,
  2181. ( halfViewportHeight - object.position.y ) / halfViewportHeight,
  2182. Math.max( 0, Math.min( 1, object.position.z )));
  2183. } else {
  2184. _gl.uniform1i( uniforms.useScreenCoordinates, 0 );
  2185. _gl.uniform1i( uniforms.affectedByDistance, object.affectedByDistance ? 1 : 0 );
  2186. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrixArray );
  2187. }
  2188. size = object.map.image.width / ( object.affectedByDistance ? 1 : _viewportHeight );
  2189. scale[ 0 ] = size * invAspect * object.scale.x;
  2190. scale[ 1 ] = size * object.scale.y;
  2191. _gl.uniform2f( uniforms.uvScale, object.uvScale.x, object.uvScale.y );
  2192. _gl.uniform2f( uniforms.uvOffset, object.uvOffset.x, object.uvOffset.y );
  2193. _gl.uniform2f( uniforms.alignment, object.alignment.x, object.alignment.y );
  2194. _gl.uniform1f( uniforms.opacity, object.opacity );
  2195. _gl.uniform1f( uniforms.rotation, object.rotation );
  2196. _gl.uniform2fv( uniforms.scale, scale );
  2197. if ( object.mergeWith3D && !mergeWith3D ) {
  2198. _gl.enable( _gl.DEPTH_TEST );
  2199. mergeWith3D = true;
  2200. } else if ( !object.mergeWith3D && mergeWith3D ) {
  2201. _gl.disable( _gl.DEPTH_TEST );
  2202. mergeWith3D = false;
  2203. }
  2204. setBlending( object.blending );
  2205. setTexture( object.map, 0 );
  2206. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  2207. }
  2208. } else {
  2209. anyCustom = true;
  2210. }
  2211. }
  2212. // loop through all custom
  2213. /*
  2214. if( anyCustom ) {
  2215. }
  2216. */
  2217. // restore gl
  2218. _gl.enable( _gl.CULL_FACE );
  2219. _gl.enable( _gl.DEPTH_TEST );
  2220. _gl.depthMask( _currentDepthMask );
  2221. }
  2222. /*
  2223. * Render lens flares
  2224. * Method: renders 16x16 0xff00ff-colored points scattered over the light source area,
  2225. * reads these back and calculates occlusion.
  2226. * Then LensFlare.updateLensFlares() is called to re-position and
  2227. * update transparency of flares. Then they are rendered.
  2228. *
  2229. */
  2230. function renderLensFlares( scene, camera ) {
  2231. var object, objectZ, geometryGroup, material;
  2232. var o, ol = scene.__webglLensFlares.length;
  2233. var f, fl, flare;
  2234. var tempPosition = new THREE.Vector3();
  2235. var invAspect = _viewportHeight / _viewportWidth;
  2236. var halfViewportWidth = _viewportWidth * 0.5;
  2237. var halfViewportHeight = _viewportHeight * 0.5;
  2238. var size = 16 / _viewportHeight;
  2239. var scale = [ size * invAspect, size ];
  2240. var screenPosition = [ 1, 1, 0 ];
  2241. var screenPositionPixels = [ 1, 1 ];
  2242. var sampleX, sampleY, readBackPixels = _lensFlare.readBackPixels;
  2243. var sampleMidX = 7 * 4;
  2244. var sampleMidY = 7 * 16 * 4;
  2245. var sampleIndex, visibility;
  2246. var uniforms = _lensFlare.uniforms;
  2247. var attributes = _lensFlare.attributes;
  2248. // set lensflare program and reset blending
  2249. _gl.useProgram( _lensFlare.program );
  2250. _currentProgram = _lensFlare.program;
  2251. _oldBlending = -1;
  2252. if ( ! _lensFlareAttributesEnabled ) {
  2253. _gl.enableVertexAttribArray( _lensFlare.attributes.vertex );
  2254. _gl.enableVertexAttribArray( _lensFlare.attributes.uv );
  2255. _lensFlareAttributesEnabled = true;
  2256. }
  2257. // loop through all lens flares to update their occlusion and positions
  2258. // setup gl and common used attribs/unforms
  2259. _gl.uniform1i( uniforms.occlusionMap, 0 );
  2260. _gl.uniform1i( uniforms.map, 1 );
  2261. _gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
  2262. _gl.vertexAttribPointer( attributes.vertex, 2, _gl.FLOAT, false, 2 * 8, 0 );
  2263. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
  2264. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );
  2265. _gl.disable( _gl.CULL_FACE );
  2266. _gl.depthMask( false );
  2267. _gl.activeTexture( _gl.TEXTURE0 );
  2268. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
  2269. _gl.activeTexture( _gl.TEXTURE1 );
  2270. for ( o = 0; o < ol; o ++ ) {
  2271. // calc object screen position
  2272. object = scene.__webglLensFlares[ o ].object;
  2273. tempPosition.set( object.matrixWorld.n14, object.matrixWorld.n24, object.matrixWorld.n34 );
  2274. camera.matrixWorldInverse.multiplyVector3( tempPosition );
  2275. objectZ = tempPosition.z;
  2276. camera.projectionMatrix.multiplyVector3( tempPosition );
  2277. // setup arrays for gl programs
  2278. screenPosition[ 0 ] = tempPosition.x;
  2279. screenPosition[ 1 ] = tempPosition.y;
  2280. screenPosition[ 2 ] = tempPosition.z;
  2281. screenPositionPixels[ 0 ] = screenPosition[ 0 ] * halfViewportWidth + halfViewportWidth;
  2282. screenPositionPixels[ 1 ] = screenPosition[ 1 ] * halfViewportHeight + halfViewportHeight;
  2283. // screen cull
  2284. if ( _lensFlare.hasVertexTexture || ( screenPositionPixels[ 0 ] > 0 &&
  2285. screenPositionPixels[ 0 ] < _viewportWidth &&
  2286. screenPositionPixels[ 1 ] > 0 &&
  2287. screenPositionPixels[ 1 ] < _viewportHeight )) {
  2288. // save current RGB to temp texture
  2289. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
  2290. _gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, screenPositionPixels[ 0 ] - 8, screenPositionPixels[ 1 ] - 8, 16, 16, 0 );
  2291. // render pink quad
  2292. _gl.uniform1i( uniforms.renderType, 0 );
  2293. _gl.uniform2fv( uniforms.scale, scale );
  2294. _gl.uniform3fv( uniforms.screenPosition, screenPosition );
  2295. _gl.disable( _gl.BLEND );
  2296. _gl.enable( _gl.DEPTH_TEST );
  2297. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  2298. // copy result to occlusionMap
  2299. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
  2300. _gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, screenPositionPixels[ 0 ] - 8, screenPositionPixels[ 1 ] - 8, 16, 16, 0 );
  2301. // restore graphics
  2302. _gl.uniform1i( uniforms.renderType, 1 );
  2303. _gl.disable( _gl.DEPTH_TEST );
  2304. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
  2305. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  2306. // update object positions
  2307. object.positionScreen.x = screenPosition[ 0 ];
  2308. object.positionScreen.y = screenPosition[ 1 ];
  2309. object.positionScreen.z = screenPosition[ 2 ];
  2310. if ( object.customUpdateCallback ) {
  2311. object.customUpdateCallback( object );
  2312. } else {
  2313. object.updateLensFlares();
  2314. }
  2315. // render flares
  2316. _gl.uniform1i( uniforms.renderType, 2 );
  2317. _gl.enable( _gl.BLEND );
  2318. for ( f = 0, fl = object.lensFlares.length; f < fl; f ++ ) {
  2319. flare = object.lensFlares[ f ];
  2320. if ( flare.opacity > 0.001 && flare.scale > 0.001 ) {
  2321. screenPosition[ 0 ] = flare.x;
  2322. screenPosition[ 1 ] = flare.y;
  2323. screenPosition[ 2 ] = flare.z;
  2324. size = flare.size * flare.scale / _viewportHeight;
  2325. scale[ 0 ] = size * invAspect;
  2326. scale[ 1 ] = size;
  2327. _gl.uniform3fv( uniforms.screenPosition, screenPosition );
  2328. _gl.uniform2fv( uniforms.scale, scale );
  2329. _gl.uniform1f( uniforms.rotation, flare.rotation );
  2330. _gl.uniform1f( uniforms.opacity, flare.opacity );
  2331. setBlending( flare.blending );
  2332. setTexture( flare.texture, 1 );
  2333. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  2334. }
  2335. }
  2336. }
  2337. }
  2338. // restore gl
  2339. _gl.enable( _gl.CULL_FACE );
  2340. _gl.enable( _gl.DEPTH_TEST );
  2341. _gl.depthMask( _currentDepthMask );
  2342. };
  2343. function setupMatrices( object, camera ) {
  2344. object._modelViewMatrix.multiplyToArray( camera.matrixWorldInverse, object.matrixWorld, object._modelViewMatrixArray );
  2345. THREE.Matrix4.makeInvert3x3( object._modelViewMatrix ).transposeIntoArray( object._normalMatrixArray );
  2346. };
  2347. this.initWebGLObjects = function ( scene ) {
  2348. if ( !scene.__webglObjects ) {
  2349. scene.__webglObjects = [];
  2350. scene.__webglObjectsImmediate = [];
  2351. scene.__webglShadowVolumes = [];
  2352. scene.__webglLensFlares = [];
  2353. scene.__webglSprites = [];
  2354. }
  2355. while ( scene.__objectsAdded.length ) {
  2356. addObject( scene.__objectsAdded[ 0 ], scene );
  2357. scene.__objectsAdded.splice( 0, 1 );
  2358. }
  2359. while ( scene.__objectsRemoved.length ) {
  2360. removeObject( scene.__objectsRemoved[ 0 ], scene );
  2361. scene.__objectsRemoved.splice( 0, 1 );
  2362. }
  2363. // update must be called after objects adding / removal
  2364. for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {
  2365. updateObject( scene.__webglObjects[ o ].object, scene );
  2366. }
  2367. for ( var o = 0, ol = scene.__webglShadowVolumes.length; o < ol; o ++ ) {
  2368. updateObject( scene.__webglShadowVolumes[ o ].object, scene );
  2369. }
  2370. for ( var o = 0, ol = scene.__webglLensFlares.length; o < ol; o ++ ) {
  2371. updateObject( scene.__webglLensFlares[ o ].object, scene );
  2372. }
  2373. /*
  2374. for ( var o = 0, ol = scene.__webglSprites.length; o < ol; o ++ ) {
  2375. updateObject( scene.__webglSprites[ o ].object, scene );
  2376. }
  2377. */
  2378. };
  2379. function addObject( object, scene ) {
  2380. var g, geometry, geometryGroup;
  2381. if ( object._modelViewMatrix == undefined ) {
  2382. object._modelViewMatrix = new THREE.Matrix4();
  2383. object._normalMatrixArray = new Float32Array( 9 );
  2384. object._modelViewMatrixArray = new Float32Array( 16 );
  2385. object._objectMatrixArray = new Float32Array( 16 );
  2386. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2387. }
  2388. if ( object instanceof THREE.Mesh ) {
  2389. geometry = object.geometry;
  2390. if ( geometry.geometryGroups == undefined ) {
  2391. sortFacesByMaterial( geometry );
  2392. }
  2393. // create separate VBOs per geometry chunk
  2394. for ( g in geometry.geometryGroups ) {
  2395. geometryGroup = geometry.geometryGroups[ g ];
  2396. // initialise VBO on the first access
  2397. if ( ! geometryGroup.__webglVertexBuffer ) {
  2398. createMeshBuffers( geometryGroup );
  2399. initMeshBuffers( geometryGroup, object );
  2400. geometry.__dirtyVertices = true;
  2401. geometry.__dirtyMorphTargets = true;
  2402. geometry.__dirtyElements = true;
  2403. geometry.__dirtyUvs = true;
  2404. geometry.__dirtyNormals = true;
  2405. geometry.__dirtyTangents = true;
  2406. geometry.__dirtyColors = true;
  2407. }
  2408. // create separate wrapper per each use of VBO
  2409. if ( object instanceof THREE.ShadowVolume ) {
  2410. addBuffer( scene.__webglShadowVolumes, geometryGroup, object );
  2411. } else {
  2412. addBuffer( scene.__webglObjects, geometryGroup, object );
  2413. }
  2414. }
  2415. } else if ( object instanceof THREE.LensFlare ) {
  2416. addBuffer( scene.__webglLensFlares, undefined, object );
  2417. } else if ( object instanceof THREE.Ribbon ) {
  2418. geometry = object.geometry;
  2419. if( ! geometry.__webglVertexBuffer ) {
  2420. createRibbonBuffers( geometry );
  2421. initRibbonBuffers( geometry );
  2422. geometry.__dirtyVertices = true;
  2423. geometry.__dirtyColors = true;
  2424. }
  2425. addBuffer( scene.__webglObjects, geometry, object );
  2426. } else if ( object instanceof THREE.Line ) {
  2427. geometry = object.geometry;
  2428. if( ! geometry.__webglVertexBuffer ) {
  2429. createLineBuffers( geometry );
  2430. initLineBuffers( geometry );
  2431. geometry.__dirtyVertices = true;
  2432. geometry.__dirtyColors = true;
  2433. }
  2434. addBuffer( scene.__webglObjects, geometry, object );
  2435. } else if ( object instanceof THREE.ParticleSystem ) {
  2436. geometry = object.geometry;
  2437. if ( ! geometry.__webglVertexBuffer ) {
  2438. createParticleBuffers( geometry );
  2439. initParticleBuffers( geometry );
  2440. geometry.__dirtyVertices = true;
  2441. geometry.__dirtyColors = true;
  2442. }
  2443. addBuffer( scene.__webglObjects, geometry, object );
  2444. } else if ( THREE.MarchingCubes !== undefined && object instanceof THREE.MarchingCubes ) {
  2445. addBufferImmediate( scene.__webglObjectsImmediate, object );
  2446. } else if ( object instanceof THREE.Sprite ) {
  2447. scene.__webglSprites.push( object );
  2448. }
  2449. /*else if ( object instanceof THREE.Particle ) {
  2450. }*/
  2451. };
  2452. function updateObject( object, scene ) {
  2453. var g, geometry, geometryGroup, a, customAttributeDirty;
  2454. if ( object instanceof THREE.Mesh ) {
  2455. geometry = object.geometry;
  2456. // check all geometry groups
  2457. for ( g in geometry.geometryGroups ) {
  2458. geometryGroup = geometry.geometryGroups[ g ];
  2459. customAttributeDirty = false;
  2460. for ( a in geometryGroup.__webglCustomAttributes ) {
  2461. if( geometryGroup.__webglCustomAttributes[ a ].needsUpdate ) {
  2462. customAttributeDirty = true;
  2463. break;
  2464. }
  2465. }
  2466. if ( geometry.__dirtyVertices || geometry.__dirtyMorphTargets || geometry.__dirtyElements ||
  2467. geometry.__dirtyUvs || geometry.__dirtyNormals ||
  2468. geometry.__dirtyColors || geometry.__dirtyTangents || customAttributeDirty ) {
  2469. setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW );
  2470. }
  2471. }
  2472. geometry.__dirtyVertices = false;
  2473. geometry.__dirtyMorphTargets = false;
  2474. geometry.__dirtyElements = false;
  2475. geometry.__dirtyUvs = false;
  2476. geometry.__dirtyNormals = false;
  2477. geometry.__dirtyTangents = false;
  2478. geometry.__dirtyColors = false;
  2479. } else if ( object instanceof THREE.Ribbon ) {
  2480. geometry = object.geometry;
  2481. if( geometry.__dirtyVertices || geometry.__dirtyColors ) {
  2482. setRibbonBuffers( geometry, _gl.DYNAMIC_DRAW );
  2483. }
  2484. geometry.__dirtyVertices = false;
  2485. geometry.__dirtyColors = false;
  2486. } else if ( object instanceof THREE.Line ) {
  2487. geometry = object.geometry;
  2488. if( geometry.__dirtyVertices || geometry.__dirtyColors ) {
  2489. setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
  2490. }
  2491. geometry.__dirtyVertices = false;
  2492. geometry.__dirtyColors = false;
  2493. } else if ( object instanceof THREE.ParticleSystem ) {
  2494. geometry = object.geometry;
  2495. if ( geometry.__dirtyVertices || geometry.__dirtyColors || object.sortParticles ) {
  2496. setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
  2497. }
  2498. geometry.__dirtyVertices = false;
  2499. geometry.__dirtyColors = false;
  2500. }/* else if ( THREE.MarchingCubes !== undefined && object instanceof THREE.MarchingCubes ) {
  2501. // it updates itself in render callback
  2502. } else if ( object instanceof THREE.Particle ) {
  2503. }*/
  2504. /*
  2505. delete geometry.vertices;
  2506. delete geometry.faces;
  2507. delete geometryGroup.faces;
  2508. */
  2509. };
  2510. function removeObject( object, scene ) {
  2511. var o, ol, zobject;
  2512. if ( object instanceof THREE.Mesh ) {
  2513. for ( o = scene.__webglObjects.length - 1; o >= 0; o -- ) {
  2514. zobject = scene.__webglObjects[ o ].object;
  2515. if ( object == zobject ) {
  2516. scene.__webglObjects.splice( o, 1 );
  2517. return;
  2518. }
  2519. }
  2520. } else if ( object instanceof THREE.Sprite ) {
  2521. for ( o = scene.__webglSprites.length - 1; o >= 0; o -- ) {
  2522. zobject = scene.__webglSprites[ o ];
  2523. if ( object == zobject ) {
  2524. scene.__webglSprites.splice( o, 1 );
  2525. return;
  2526. }
  2527. }
  2528. }
  2529. // add shadows, etc
  2530. };
  2531. function sortFacesByMaterial( geometry ) {
  2532. // TODO
  2533. // Should optimize by grouping faces with ColorFill / ColorStroke materials
  2534. // which could then use vertex color attributes instead of each being
  2535. // in its separate VBO
  2536. var i, l, f, fl, face, material, materials, vertices, mhash, ghash, hash_map = {};
  2537. var numMorphTargets = geometry.morphTargets !== undefined ? geometry.morphTargets.length : 0;
  2538. geometry.geometryGroups = {};
  2539. function materialHash( material ) {
  2540. var hash_array = [];
  2541. for ( i = 0, l = material.length; i < l; i++ ) {
  2542. if ( material[ i ] == undefined ) {
  2543. hash_array.push( "undefined" );
  2544. } else {
  2545. hash_array.push( material[ i ].id );
  2546. }
  2547. }
  2548. return hash_array.join( '_' );
  2549. }
  2550. for ( f = 0, fl = geometry.faces.length; f < fl; f++ ) {
  2551. face = geometry.faces[ f ];
  2552. materials = face.materials;
  2553. mhash = materialHash( materials );
  2554. if ( hash_map[ mhash ] == undefined ) {
  2555. hash_map[ mhash ] = { 'hash': mhash, 'counter': 0 };
  2556. }
  2557. ghash = hash_map[ mhash ].hash + '_' + hash_map[ mhash ].counter;
  2558. if ( geometry.geometryGroups[ ghash ] == undefined ) {
  2559. geometry.geometryGroups[ ghash ] = { 'faces': [], 'materials': materials, 'vertices': 0, 'numMorphTargets': numMorphTargets };
  2560. }
  2561. vertices = face instanceof THREE.Face3 ? 3 : 4;
  2562. if ( geometry.geometryGroups[ ghash ].vertices + vertices > 65535 ) {
  2563. hash_map[ mhash ].counter += 1;
  2564. ghash = hash_map[ mhash ].hash + '_' + hash_map[ mhash ].counter;
  2565. if ( geometry.geometryGroups[ ghash ] == undefined ) {
  2566. geometry.geometryGroups[ ghash ] = { 'faces': [], 'materials': materials, 'vertices': 0, 'numMorphTargets': numMorphTargets };
  2567. }
  2568. }
  2569. geometry.geometryGroups[ ghash ].faces.push( f );
  2570. geometry.geometryGroups[ ghash ].vertices += vertices;
  2571. }
  2572. };
  2573. function addBuffer( objlist, buffer, object ) {
  2574. objlist.push( {
  2575. buffer: buffer, object: object,
  2576. opaque: { list: [], count: 0 },
  2577. transparent: { list: [], count: 0 }
  2578. } );
  2579. };
  2580. function addBufferImmediate( objlist, object ) {
  2581. objlist.push( {
  2582. object: object,
  2583. opaque: { list: [], count: 0 },
  2584. transparent: { list: [], count: 0 }
  2585. } );
  2586. };
  2587. this.setFaceCulling = function ( cullFace, frontFace ) {
  2588. if ( cullFace ) {
  2589. if ( !frontFace || frontFace == "ccw" ) {
  2590. _gl.frontFace( _gl.CCW );
  2591. } else {
  2592. _gl.frontFace( _gl.CW );
  2593. }
  2594. if( cullFace == "back" ) {
  2595. _gl.cullFace( _gl.BACK );
  2596. } else if( cullFace == "front" ) {
  2597. _gl.cullFace( _gl.FRONT );
  2598. } else {
  2599. _gl.cullFace( _gl.FRONT_AND_BACK );
  2600. }
  2601. _gl.enable( _gl.CULL_FACE );
  2602. } else {
  2603. _gl.disable( _gl.CULL_FACE );
  2604. }
  2605. };
  2606. this.supportsVertexTextures = function () {
  2607. return _supportsVertexTextures;
  2608. };
  2609. function maxVertexTextures() {
  2610. return _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
  2611. };
  2612. function initGL( antialias, clearColor, clearAlpha, stencil ) {
  2613. try {
  2614. if ( ! ( _gl = _canvas.getContext( 'experimental-webgl', { antialias: antialias, stencil: stencil } ) ) ) {
  2615. throw 'Error creating WebGL context.';
  2616. }
  2617. } catch ( e ) {
  2618. console.error( e );
  2619. }
  2620. console.log(
  2621. navigator.userAgent + " | " +
  2622. _gl.getParameter( _gl.VERSION ) + " | " +
  2623. _gl.getParameter( _gl.VENDOR ) + " | " +
  2624. _gl.getParameter( _gl.RENDERER ) + " | " +
  2625. _gl.getParameter( _gl.SHADING_LANGUAGE_VERSION )
  2626. );
  2627. _gl.clearColor( 0, 0, 0, 1 );
  2628. _gl.clearDepth( 1 );
  2629. _gl.enable( _gl.DEPTH_TEST );
  2630. _gl.depthFunc( _gl.LEQUAL );
  2631. _gl.frontFace( _gl.CCW );
  2632. _gl.cullFace( _gl.BACK );
  2633. _gl.enable( _gl.CULL_FACE );
  2634. _gl.enable( _gl.BLEND );
  2635. _gl.blendEquation( _gl.FUNC_ADD );
  2636. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
  2637. _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
  2638. // _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, true );
  2639. _cullEnabled = true;
  2640. };
  2641. function buildProgram( shaderID, fragmentShader, vertexShader, uniforms, attributes, parameters ) {
  2642. var p, pl, program, code;
  2643. var chunks = [];
  2644. // Generate code
  2645. if ( shaderID ) {
  2646. chunks.push( shaderID );
  2647. } else {
  2648. chunks.push( fragmentShader );
  2649. chunks.push( vertexShader );
  2650. }
  2651. for ( p in parameters ) {
  2652. chunks.push( p );
  2653. chunks.push( parameters[ p ] );
  2654. }
  2655. code = chunks.join();
  2656. // Check if code has been already compiled
  2657. for ( p = 0, pl = _programs.length; p < pl; p ++ ) {
  2658. if ( _programs[ p ].code == code ) {
  2659. // console.log( "Code already compiled." /*: \n\n" + code*/ );
  2660. return _programs[ p ].program;
  2661. }
  2662. }
  2663. //console.log( "building new program " );
  2664. //
  2665. program = _gl.createProgram(),
  2666. prefix_fragment = [
  2667. "#ifdef GL_ES",
  2668. "precision highp float;",
  2669. "#endif",
  2670. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  2671. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  2672. parameters.fog ? "#define USE_FOG" : "",
  2673. parameters.fog instanceof THREE.FogExp2 ? "#define FOG_EXP2" : "",
  2674. parameters.map ? "#define USE_MAP" : "",
  2675. parameters.envMap ? "#define USE_ENVMAP" : "",
  2676. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  2677. parameters.vertexColors ? "#define USE_COLOR" : "",
  2678. "uniform mat4 viewMatrix;",
  2679. "uniform vec3 cameraPosition;",
  2680. ""
  2681. ].join("\n"),
  2682. prefix_vertex = [
  2683. _supportsVertexTextures ? "#define VERTEX_TEXTURES" : "",
  2684. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  2685. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  2686. "#define MAX_BONES " + parameters.maxBones,
  2687. parameters.map ? "#define USE_MAP" : "",
  2688. parameters.envMap ? "#define USE_ENVMAP" : "",
  2689. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  2690. parameters.vertexColors ? "#define USE_COLOR" : "",
  2691. parameters.skinning ? "#define USE_SKINNING" : "",
  2692. parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
  2693. parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",
  2694. "uniform mat4 objectMatrix;",
  2695. "uniform mat4 modelViewMatrix;",
  2696. "uniform mat4 projectionMatrix;",
  2697. "uniform mat4 viewMatrix;",
  2698. "uniform mat3 normalMatrix;",
  2699. "uniform vec3 cameraPosition;",
  2700. "uniform mat4 cameraInverseMatrix;",
  2701. "attribute vec3 position;",
  2702. "attribute vec3 normal;",
  2703. "attribute vec2 uv;",
  2704. "attribute vec2 uv2;",
  2705. "#ifdef USE_COLOR",
  2706. "attribute vec3 color;",
  2707. "#endif",
  2708. "#ifdef USE_MORPHTARGETS",
  2709. "attribute vec3 morphTarget0;",
  2710. "attribute vec3 morphTarget1;",
  2711. "attribute vec3 morphTarget2;",
  2712. "attribute vec3 morphTarget3;",
  2713. "attribute vec3 morphTarget4;",
  2714. "attribute vec3 morphTarget5;",
  2715. "attribute vec3 morphTarget6;",
  2716. "attribute vec3 morphTarget7;",
  2717. "#endif",
  2718. "#ifdef USE_SKINNING",
  2719. "attribute vec4 skinVertexA;",
  2720. "attribute vec4 skinVertexB;",
  2721. "attribute vec4 skinIndex;",
  2722. "attribute vec4 skinWeight;",
  2723. "#endif",
  2724. ""
  2725. ].join("\n");
  2726. _gl.attachShader( program, getShader( "fragment", prefix_fragment + fragmentShader ) );
  2727. _gl.attachShader( program, getShader( "vertex", prefix_vertex + vertexShader ) );
  2728. _gl.linkProgram( program );
  2729. if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
  2730. console.error( "Could not initialise shader\n" + "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );
  2731. }
  2732. //console.log( prefix_fragment + fragmentShader );
  2733. //console.log( prefix_vertex + vertexShader );
  2734. program.uniforms = {};
  2735. program.attributes = {};
  2736. var identifiers, u, a, i;
  2737. // cache uniform locations
  2738. identifiers = [
  2739. 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'objectMatrix', 'cameraPosition',
  2740. 'cameraInverseMatrix', 'boneGlobalMatrices', 'morphTargetInfluences'
  2741. ];
  2742. for ( u in uniforms ) {
  2743. identifiers.push( u );
  2744. }
  2745. cacheUniformLocations( program, identifiers );
  2746. // cache attributes locations
  2747. identifiers = [
  2748. "position", "normal", "uv", "uv2", "tangent", "color",
  2749. "skinVertexA", "skinVertexB", "skinIndex", "skinWeight"
  2750. ];
  2751. for ( i = 0; i < parameters.maxMorphTargets; i++ ) {
  2752. identifiers.push( "morphTarget" + i );
  2753. }
  2754. for ( a in attributes ) {
  2755. identifiers.push( a );
  2756. }
  2757. cacheAttributeLocations( program, identifiers );
  2758. _programs.push( { program: program, code: code } );
  2759. return program;
  2760. };
  2761. function loadUniformsSkinning( uniforms, object ) {
  2762. _gl.uniformMatrix4fv( uniforms.cameraInverseMatrix, false, _viewMatrixArray );
  2763. _gl.uniformMatrix4fv( uniforms.boneGlobalMatrices, false, object.boneMatrices );
  2764. };
  2765. function loadUniformsMatrices( uniforms, object ) {
  2766. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrixArray );
  2767. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrixArray );
  2768. };
  2769. function loadUniformsGeneric( program, uniforms ) {
  2770. var u, uniform, value, type, location, texture;
  2771. for( u in uniforms ) {
  2772. location = program.uniforms[u];
  2773. if ( !location ) continue;
  2774. uniform = uniforms[u];
  2775. type = uniform.type;
  2776. value = uniform.value;
  2777. if( type == "i" ) {
  2778. _gl.uniform1i( location, value );
  2779. } else if( type == "f" ) {
  2780. _gl.uniform1f( location, value );
  2781. } else if( type == "fv1" ) {
  2782. _gl.uniform1fv( location, value );
  2783. } else if( type == "fv" ) {
  2784. _gl.uniform3fv( location, value );
  2785. } else if( type == "v2" ) {
  2786. _gl.uniform2f( location, value.x, value.y );
  2787. } else if( type == "v3" ) {
  2788. _gl.uniform3f( location, value.x, value.y, value.z );
  2789. } else if( type == "v4" ) {
  2790. _gl.uniform4f( location, value.x, value.y, value.z, value.w );
  2791. } else if( type == "c" ) {
  2792. _gl.uniform3f( location, value.r, value.g, value.b );
  2793. } else if( type == "t" ) {
  2794. _gl.uniform1i( location, value );
  2795. texture = uniform.texture;
  2796. if ( !texture ) continue;
  2797. if ( texture.image instanceof Array && texture.image.length == 6 ) {
  2798. setCubeTexture( texture, value );
  2799. } else {
  2800. setTexture( texture, value );
  2801. }
  2802. }
  2803. }
  2804. };
  2805. function setBlending( blending ) {
  2806. if ( blending != _oldBlending ) {
  2807. switch ( blending ) {
  2808. case THREE.AdditiveBlending:
  2809. _gl.blendEquation( _gl.FUNC_ADD );
  2810. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
  2811. break;
  2812. case THREE.SubtractiveBlending:
  2813. // TODO: Find blendFuncSeparate() combination
  2814. _gl.blendEquation( _gl.FUNC_ADD );
  2815. _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
  2816. break;
  2817. case THREE.MultiplyBlending:
  2818. // TODO: Find blendFuncSeparate() combination
  2819. _gl.blendEquation( _gl.FUNC_ADD );
  2820. _gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
  2821. break;
  2822. default:
  2823. _gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
  2824. _gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
  2825. break;
  2826. }
  2827. _oldBlending = blending;
  2828. }
  2829. };
  2830. function setTextureParameters( textureType, texture, image ) {
  2831. if ( isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ) ) {
  2832. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  2833. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  2834. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  2835. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  2836. _gl.generateMipmap( textureType );
  2837. } else {
  2838. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  2839. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  2840. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  2841. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  2842. }
  2843. };
  2844. function setTexture( texture, slot ) {
  2845. if ( texture.needsUpdate ) {
  2846. if ( !texture.__webglInit ) {
  2847. texture.__webglTexture = _gl.createTexture();
  2848. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  2849. _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image );
  2850. texture.__webglInit = true;
  2851. } else {
  2852. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  2853. // _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image );
  2854. _gl.texSubImage2D( _gl.TEXTURE_2D, 0, 0, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image );
  2855. }
  2856. setTextureParameters( _gl.TEXTURE_2D, texture, texture.image );
  2857. _gl.bindTexture( _gl.TEXTURE_2D, null );
  2858. texture.needsUpdate = false;
  2859. }
  2860. _gl.activeTexture( _gl.TEXTURE0 + slot );
  2861. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  2862. };
  2863. function setCubeTexture( texture, slot ) {
  2864. if ( texture.image.length == 6 ) {
  2865. if ( texture.needsUpdate ) {
  2866. if ( !texture.__webglInit ) {
  2867. texture.image.__webglTextureCube = _gl.createTexture();
  2868. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  2869. for ( var i = 0; i < 6; ++i ) {
  2870. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image[ i ] );
  2871. }
  2872. texture.__webglInit = true;
  2873. } else {
  2874. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  2875. for ( var i = 0; i < 6; ++i ) {
  2876. // _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image[ i ] );
  2877. _gl.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image[ i ] );
  2878. }
  2879. }
  2880. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, texture.image[0] );
  2881. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  2882. texture.needsUpdate = false;
  2883. }
  2884. _gl.activeTexture( _gl.TEXTURE0 + slot );
  2885. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  2886. }
  2887. };
  2888. function setRenderTarget( renderTexture ) {
  2889. if ( renderTexture && !renderTexture.__webglFramebuffer ) {
  2890. if( renderTexture.depthBuffer === undefined ) renderTexture.depthBuffer = true;
  2891. if( renderTexture.stencilBuffer === undefined ) renderTexture.stencilBuffer = true;
  2892. renderTexture.__webglFramebuffer = _gl.createFramebuffer();
  2893. renderTexture.__webglRenderbuffer = _gl.createRenderbuffer();
  2894. renderTexture.__webglTexture = _gl.createTexture();
  2895. // Setup texture
  2896. _gl.bindTexture( _gl.TEXTURE_2D, renderTexture.__webglTexture );
  2897. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, paramThreeToGL( renderTexture.wrapS ) );
  2898. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, paramThreeToGL( renderTexture.wrapT ) );
  2899. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( renderTexture.magFilter ) );
  2900. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( renderTexture.minFilter ) );
  2901. _gl.texImage2D( _gl.TEXTURE_2D, 0, paramThreeToGL( renderTexture.format ), renderTexture.width, renderTexture.height, 0, paramThreeToGL( renderTexture.format ), paramThreeToGL( renderTexture.type ), null );
  2902. // Setup render and frame buffer
  2903. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderTexture.__webglRenderbuffer );
  2904. _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTexture.__webglFramebuffer );
  2905. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, renderTexture.__webglTexture, 0 );
  2906. if ( renderTexture.depthBuffer && !renderTexture.stencilBuffer ) {
  2907. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTexture.width, renderTexture.height );
  2908. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTexture.__webglRenderbuffer );
  2909. /* For some reason this is not working. Defaulting to RGBA4.
  2910. } else if( !renderTexture.depthBuffer && renderTexture.stencilBuffer ) {
  2911. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTexture.width, renderTexture.height );
  2912. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTexture.__webglRenderbuffer );
  2913. */
  2914. } else if( renderTexture.depthBuffer && renderTexture.stencilBuffer ) {
  2915. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTexture.width, renderTexture.height );
  2916. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTexture.__webglRenderbuffer );
  2917. } else {
  2918. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTexture.width, renderTexture.height );
  2919. }
  2920. // Release everything
  2921. _gl.bindTexture( _gl.TEXTURE_2D, null );
  2922. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  2923. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null);
  2924. }
  2925. var framebuffer, width, height;
  2926. if ( renderTexture ) {
  2927. framebuffer = renderTexture.__webglFramebuffer;
  2928. width = renderTexture.width;
  2929. height = renderTexture.height;
  2930. } else {
  2931. framebuffer = null;
  2932. width = _viewportWidth;
  2933. height = _viewportHeight;
  2934. }
  2935. if ( framebuffer != _currentFramebuffer ) {
  2936. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  2937. _gl.viewport( _viewportX, _viewportY, width, height );
  2938. _currentFramebuffer = framebuffer;
  2939. }
  2940. };
  2941. function updateRenderTargetMipmap( renderTarget ) {
  2942. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  2943. _gl.generateMipmap( _gl.TEXTURE_2D );
  2944. _gl.bindTexture( _gl.TEXTURE_2D, null );
  2945. };
  2946. function cacheUniformLocations( program, identifiers ) {
  2947. var i, l, id;
  2948. for( i = 0, l = identifiers.length; i < l; i++ ) {
  2949. id = identifiers[ i ];
  2950. program.uniforms[ id ] = _gl.getUniformLocation( program, id );
  2951. }
  2952. };
  2953. function cacheAttributeLocations( program, identifiers ) {
  2954. var i, l, id;
  2955. for( i = 0, l = identifiers.length; i < l; i++ ) {
  2956. id = identifiers[ i ];
  2957. program.attributes[ id ] = _gl.getAttribLocation( program, id );
  2958. }
  2959. };
  2960. function getShader( type, string ) {
  2961. var shader;
  2962. if ( type == "fragment" ) {
  2963. shader = _gl.createShader( _gl.FRAGMENT_SHADER );
  2964. } else if ( type == "vertex" ) {
  2965. shader = _gl.createShader( _gl.VERTEX_SHADER );
  2966. }
  2967. _gl.shaderSource( shader, string );
  2968. _gl.compileShader( shader );
  2969. if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {
  2970. console.error( _gl.getShaderInfoLog( shader ) );
  2971. console.error( string );
  2972. return null;
  2973. }
  2974. return shader;
  2975. };
  2976. // fallback filters for non-power-of-2 textures
  2977. function filterFallback( f ) {
  2978. switch ( f ) {
  2979. case THREE.NearestFilter:
  2980. case THREE.NearestMipMapNearestFilter:
  2981. case THREE.NearestMipMapLinearFilter: return _gl.NEAREST; break;
  2982. case THREE.LinearFilter:
  2983. case THREE.LinearMipMapNearestFilter:
  2984. case THREE.LinearMipMapLinearFilter:
  2985. default:
  2986. return _gl.LINEAR; break;
  2987. }
  2988. };
  2989. function paramThreeToGL( p ) {
  2990. switch ( p ) {
  2991. case THREE.RepeatWrapping: return _gl.REPEAT; break;
  2992. case THREE.ClampToEdgeWrapping: return _gl.CLAMP_TO_EDGE; break;
  2993. case THREE.MirroredRepeatWrapping: return _gl.MIRRORED_REPEAT; break;
  2994. case THREE.NearestFilter: return _gl.NEAREST; break;
  2995. case THREE.NearestMipMapNearestFilter: return _gl.NEAREST_MIPMAP_NEAREST; break;
  2996. case THREE.NearestMipMapLinearFilter: return _gl.NEAREST_MIPMAP_LINEAR; break;
  2997. case THREE.LinearFilter: return _gl.LINEAR; break;
  2998. case THREE.LinearMipMapNearestFilter: return _gl.LINEAR_MIPMAP_NEAREST; break;
  2999. case THREE.LinearMipMapLinearFilter: return _gl.LINEAR_MIPMAP_LINEAR; break;
  3000. case THREE.ByteType: return _gl.BYTE; break;
  3001. case THREE.UnsignedByteType: return _gl.UNSIGNED_BYTE; break;
  3002. case THREE.ShortType: return _gl.SHORT; break;
  3003. case THREE.UnsignedShortType: return _gl.UNSIGNED_SHORT; break;
  3004. case THREE.IntType: return _gl.INT; break;
  3005. case THREE.UnsignedShortType: return _gl.UNSIGNED_INT; break;
  3006. case THREE.FloatType: return _gl.FLOAT; break;
  3007. case THREE.AlphaFormat: return _gl.ALPHA; break;
  3008. case THREE.RGBFormat: return _gl.RGB; break;
  3009. case THREE.RGBAFormat: return _gl.RGBA; break;
  3010. case THREE.LuminanceFormat: return _gl.LUMINANCE; break;
  3011. case THREE.LuminanceAlphaFormat: return _gl.LUMINANCE_ALPHA; break;
  3012. }
  3013. return 0;
  3014. };
  3015. function isPowerOfTwo( value ) {
  3016. return ( value & ( value - 1 ) ) == 0;
  3017. };
  3018. function materialNeedsSmoothNormals( material ) {
  3019. return material && material.shading != undefined && material.shading == THREE.SmoothShading;
  3020. };
  3021. function bufferNeedsSmoothNormals( geometryGroup, object ) {
  3022. var m, ml, i, l, meshMaterial, needsSmoothNormals = false;
  3023. for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
  3024. meshMaterial = object.materials[ m ];
  3025. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  3026. for ( i = 0, l = geometryGroup.materials.length; i < l; i++ ) {
  3027. if ( materialNeedsSmoothNormals( geometryGroup.materials[ i ] ) ) {
  3028. needsSmoothNormals = true;
  3029. break;
  3030. }
  3031. }
  3032. } else {
  3033. if ( materialNeedsSmoothNormals( meshMaterial ) ) {
  3034. needsSmoothNormals = true;
  3035. break;
  3036. }
  3037. }
  3038. if ( needsSmoothNormals ) break;
  3039. }
  3040. return needsSmoothNormals;
  3041. };
  3042. function unrollGroupMaterials( geometryGroup, object ) {
  3043. var m, ml, i, il,
  3044. material, meshMaterial,
  3045. materials = [];
  3046. for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
  3047. meshMaterial = object.materials[ m ];
  3048. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  3049. for ( i = 0, l = geometryGroup.materials.length; i < l; i++ ) {
  3050. material = geometryGroup.materials[ i ];
  3051. if ( material ) {
  3052. materials.push( material );
  3053. }
  3054. }
  3055. } else {
  3056. material = meshMaterial;
  3057. if ( material ) {
  3058. materials.push( material );
  3059. }
  3060. }
  3061. }
  3062. return materials;
  3063. };
  3064. function bufferGuessVertexColorType( materials, geometryGroup, object ) {
  3065. var i, m, ml = materials.length;
  3066. // use vertexColor type from the first material in unrolled materials
  3067. for ( i = 0; i < ml; i++ ) {
  3068. m = materials[ i ];
  3069. if ( m.vertexColors ) {
  3070. return m.vertexColors;
  3071. }
  3072. }
  3073. return false;
  3074. };
  3075. function bufferGuessNormalType( materials, geometryGroup, object ) {
  3076. var i, m, ml = materials.length;
  3077. // only MeshBasicMaterial and MeshDepthMaterial don't need normals
  3078. for ( i = 0; i < ml; i++ ) {
  3079. m = materials[ i ];
  3080. if ( ( m instanceof THREE.MeshBasicMaterial && !m.envMap ) || m instanceof THREE.MeshDepthMaterial ) continue;
  3081. if ( materialNeedsSmoothNormals( m ) ) {
  3082. return THREE.SmoothShading;
  3083. } else {
  3084. return THREE.FlatShading;
  3085. }
  3086. }
  3087. return false;
  3088. };
  3089. function bufferGuessUVType( materials, geometryGroup, object ) {
  3090. var i, m, ml = materials.length;
  3091. // material must use some texture to require uvs
  3092. for ( i = 0; i < ml; i++ ) {
  3093. m = materials[ i ];
  3094. if ( m.map || m.lightMap || m instanceof THREE.MeshShaderMaterial ) {
  3095. return true;
  3096. }
  3097. }
  3098. return false;
  3099. };
  3100. function allocateBones( object ) {
  3101. // default for when object is not specified
  3102. // ( for example when prebuilding shader
  3103. // to be used with multiple objects )
  3104. //
  3105. // - leave some extra space for other uniforms
  3106. // - limit here is ANGLE's 254 max uniform vectors
  3107. // (up to 54 should be safe)
  3108. var maxBones = 50;
  3109. if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
  3110. maxBones = object.bones.length;
  3111. }
  3112. return maxBones;
  3113. };
  3114. function allocateLights( lights, maxLights ) {
  3115. var l, ll, light, dirLights, pointLights, maxDirLights, maxPointLights;
  3116. dirLights = pointLights = maxDirLights = maxPointLights = 0;
  3117. for ( l = 0, ll = lights.length; l < ll; l++ ) {
  3118. light = lights[ l ];
  3119. if ( light instanceof THREE.DirectionalLight ) dirLights++;
  3120. if ( light instanceof THREE.PointLight ) pointLights++;
  3121. }
  3122. if ( ( pointLights + dirLights ) <= maxLights ) {
  3123. maxDirLights = dirLights;
  3124. maxPointLights = pointLights;
  3125. } else {
  3126. maxDirLights = Math.ceil( maxLights * dirLights / ( pointLights + dirLights ) );
  3127. maxPointLights = maxLights - maxDirLights;
  3128. }
  3129. return { 'directional' : maxDirLights, 'point' : maxPointLights };
  3130. };
  3131. /* DEBUG
  3132. function getGLParams() {
  3133. var params = {
  3134. 'MAX_VARYING_VECTORS': _gl.getParameter( _gl.MAX_VARYING_VECTORS ),
  3135. 'MAX_VERTEX_ATTRIBS': _gl.getParameter( _gl.MAX_VERTEX_ATTRIBS ),
  3136. 'MAX_TEXTURE_IMAGE_UNITS': _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS ),
  3137. 'MAX_VERTEX_TEXTURE_IMAGE_UNITS': _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ),
  3138. 'MAX_COMBINED_TEXTURE_IMAGE_UNITS' : _gl.getParameter( _gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS ),
  3139. 'MAX_VERTEX_UNIFORM_VECTORS': _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS ),
  3140. 'MAX_FRAGMENT_UNIFORM_VECTORS': _gl.getParameter( _gl.MAX_FRAGMENT_UNIFORM_VECTORS )
  3141. }
  3142. return params;
  3143. };
  3144. function dumpObject( obj ) {
  3145. var p, str = "";
  3146. for ( p in obj ) {
  3147. str += p + ": " + obj[p] + "\n";
  3148. }
  3149. return str;
  3150. }
  3151. */
  3152. };
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