WebGLRenderer.js 75 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052105310541055105610571058105910601061106210631064106510661067106810691070107110721073107410751076107710781079108010811082108310841085108610871088108910901091109210931094109510961097109810991100110111021103110411051106110711081109111011111112111311141115111611171118111911201121112211231124112511261127112811291130113111321133113411351136113711381139114011411142114311441145114611471148114911501151115211531154115511561157115811591160116111621163116411651166116711681169117011711172117311741175117611771178117911801181118211831184118511861187118811891190119111921193119411951196119711981199120012011202120312041205120612071208120912101211121212131214121512161217121812191220122112221223122412251226122712281229123012311232123312341235123612371238123912401241124212431244124512461247124812491250125112521253125412551256125712581259126012611262126312641265126612671268126912701271127212731274127512761277127812791280128112821283128412851286128712881289129012911292129312941295129612971298129913001301130213031304130513061307130813091310131113121313131413151316131713181319132013211322132313241325132613271328132913301331133213331334133513361337133813391340134113421343134413451346134713481349135013511352135313541355135613571358135913601361136213631364136513661367136813691370137113721373137413751376137713781379138013811382138313841385138613871388138913901391139213931394139513961397139813991400140114021403140414051406140714081409141014111412141314141415141614171418141914201421142214231424142514261427142814291430143114321433143414351436143714381439144014411442144314441445144614471448144914501451145214531454145514561457145814591460146114621463146414651466146714681469147014711472147314741475147614771478147914801481148214831484148514861487148814891490149114921493149414951496149714981499150015011502150315041505150615071508150915101511151215131514151515161517151815191520152115221523152415251526152715281529153015311532153315341535153615371538153915401541154215431544154515461547154815491550155115521553155415551556155715581559156015611562156315641565156615671568156915701571157215731574157515761577157815791580158115821583158415851586158715881589159015911592159315941595159615971598159916001601160216031604160516061607160816091610161116121613161416151616161716181619162016211622162316241625162616271628162916301631163216331634163516361637163816391640164116421643164416451646164716481649165016511652165316541655165616571658165916601661166216631664166516661667166816691670167116721673167416751676167716781679168016811682168316841685168616871688168916901691169216931694169516961697169816991700170117021703170417051706170717081709171017111712171317141715171617171718171917201721172217231724172517261727172817291730173117321733173417351736173717381739174017411742174317441745174617471748174917501751175217531754175517561757175817591760176117621763176417651766176717681769177017711772177317741775177617771778177917801781178217831784178517861787178817891790179117921793179417951796179717981799180018011802180318041805180618071808180918101811181218131814181518161817181818191820182118221823182418251826182718281829183018311832183318341835183618371838183918401841184218431844184518461847184818491850185118521853185418551856185718581859186018611862186318641865186618671868186918701871187218731874187518761877187818791880188118821883188418851886188718881889189018911892189318941895189618971898189919001901190219031904190519061907190819091910191119121913191419151916191719181919192019211922192319241925192619271928192919301931193219331934193519361937193819391940194119421943194419451946194719481949195019511952195319541955195619571958195919601961196219631964196519661967196819691970197119721973197419751976197719781979198019811982198319841985198619871988198919901991199219931994199519961997199819992000200120022003200420052006200720082009201020112012201320142015201620172018201920202021202220232024202520262027202820292030203120322033203420352036203720382039204020412042204320442045204620472048204920502051205220532054205520562057205820592060206120622063206420652066206720682069207020712072207320742075207620772078207920802081208220832084208520862087208820892090209120922093209420952096209720982099210021012102210321042105210621072108210921102111211221132114211521162117211821192120212121222123212421252126212721282129213021312132213321342135213621372138213921402141214221432144214521462147214821492150215121522153215421552156215721582159216021612162216321642165216621672168216921702171217221732174217521762177217821792180218121822183218421852186218721882189219021912192219321942195219621972198219922002201220222032204220522062207220822092210221122122213221422152216221722182219222022212222222322242225222622272228222922302231223222332234223522362237223822392240224122422243224422452246224722482249225022512252225322542255225622572258225922602261226222632264226522662267226822692270227122722273227422752276227722782279228022812282228322842285228622872288228922902291229222932294229522962297229822992300230123022303230423052306230723082309231023112312231323142315231623172318231923202321232223232324232523262327232823292330233123322333233423352336233723382339234023412342234323442345234623472348234923502351235223532354235523562357235823592360236123622363236423652366236723682369237023712372237323742375237623772378237923802381238223832384238523862387238823892390239123922393239423952396239723982399240024012402240324042405240624072408240924102411241224132414241524162417241824192420242124222423242424252426242724282429243024312432243324342435243624372438243924402441244224432444244524462447244824492450245124522453245424552456245724582459246024612462246324642465246624672468246924702471247224732474247524762477247824792480248124822483248424852486248724882489249024912492249324942495249624972498249925002501250225032504250525062507250825092510251125122513251425152516251725182519252025212522252325242525252625272528252925302531253225332534253525362537253825392540254125422543254425452546254725482549255025512552255325542555255625572558255925602561256225632564256525662567256825692570257125722573257425752576257725782579258025812582258325842585258625872588258925902591259225932594259525962597259825992600260126022603260426052606260726082609261026112612261326142615261626172618261926202621262226232624262526262627262826292630263126322633263426352636263726382639264026412642264326442645264626472648264926502651265226532654265526562657265826592660266126622663266426652666266726682669267026712672267326742675267626772678267926802681268226832684268526862687268826892690269126922693269426952696269726982699270027012702270327042705270627072708270927102711271227132714271527162717271827192720272127222723272427252726272727282729273027312732273327342735273627372738273927402741274227432744274527462747274827492750275127522753275427552756275727582759276027612762276327642765276627672768276927702771277227732774277527762777277827792780278127822783278427852786278727882789279027912792279327942795279627972798279928002801280228032804280528062807280828092810281128122813281428152816281728182819282028212822282328242825282628272828282928302831283228332834283528362837283828392840284128422843284428452846284728482849285028512852285328542855285628572858285928602861286228632864286528662867286828692870287128722873287428752876287728782879288028812882288328842885288628872888288928902891289228932894289528962897289828992900290129022903290429052906290729082909291029112912291329142915291629172918291929202921292229232924292529262927292829292930293129322933293429352936293729382939294029412942294329442945294629472948294929502951295229532954295529562957295829592960296129622963296429652966296729682969297029712972297329742975297629772978297929802981298229832984298529862987298829892990299129922993299429952996299729982999300030013002300330043005300630073008300930103011301230133014301530163017301830193020302130223023302430253026302730283029303030313032303330343035303630373038303930403041304230433044304530463047304830493050305130523053305430553056305730583059306030613062306330643065306630673068306930703071307230733074307530763077307830793080308130823083308430853086308730883089309030913092309330943095309630973098309931003101310231033104310531063107310831093110311131123113311431153116311731183119312031213122312331243125312631273128312931303131313231333134313531363137313831393140314131423143314431453146314731483149315031513152315331543155315631573158315931603161316231633164316531663167316831693170317131723173317431753176317731783179318031813182318331843185318631873188318931903191319231933194319531963197319831993200320132023203320432053206320732083209321032113212321332143215321632173218321932203221322232233224322532263227322832293230323132323233323432353236323732383239324032413242324332443245324632473248324932503251325232533254325532563257325832593260326132623263326432653266326732683269327032713272327332743275327632773278327932803281328232833284328532863287328832893290329132923293329432953296329732983299330033013302330333043305330633073308330933103311331233133314331533163317331833193320332133223323332433253326332733283329333033313332
  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 _canvas = document.createElement( 'canvas' ), _gl,
  17. _oldProgram = null,
  18. _oldFramebuffer = null,
  19. // gl state cache
  20. _oldDoubleSided = null,
  21. _oldFlipSided = null,
  22. _oldBlending = null,
  23. // camera matrices caches
  24. _frustum = [
  25. new THREE.Vector4(),
  26. new THREE.Vector4(),
  27. new THREE.Vector4(),
  28. new THREE.Vector4(),
  29. new THREE.Vector4(),
  30. new THREE.Vector4()
  31. ],
  32. _projScreenMatrix = new THREE.Matrix4(),
  33. _projectionMatrixArray = new Float32Array( 16 ),
  34. _viewMatrixArray = new Float32Array( 16 ),
  35. _vector3 = new THREE.Vector4(),
  36. // parameters defaults
  37. antialias = true,
  38. clearColor = new THREE.Color( 0x000000 ),
  39. clearAlpha = 0;
  40. if ( parameters ) {
  41. if ( parameters.antialias !== undefined ) antialias = parameters.antialias;
  42. if ( parameters.clearColor !== undefined ) clearColor.setHex( parameters.clearColor );
  43. if ( parameters.clearAlpha !== undefined ) clearAlpha = parameters.clearAlpha;
  44. }
  45. this.domElement = _canvas;
  46. this.autoClear = true;
  47. initGL( antialias, clearColor, clearAlpha );
  48. this.context = _gl;
  49. //alert( dumpObject( getGLParams() ) );
  50. this.lights = {
  51. ambient: [ 0, 0, 0 ],
  52. directional: { length: 0, colors: new Array(), positions: new Array() },
  53. point: { length: 0, colors: new Array(), positions: new Array() }
  54. };
  55. this.setSize = function ( width, height ) {
  56. _canvas.width = width;
  57. _canvas.height = height;
  58. _gl.viewport( 0, 0, _canvas.width, _canvas.height );
  59. };
  60. this.setClearColorHex = function ( hex, alpha ) {
  61. var color = new THREE.Color( hex );
  62. _gl.clearColor( color.r, color.g, color.b, alpha );
  63. };
  64. this.setClearColor = function ( color, alpha ) {
  65. _gl.clearColor( color.r, color.g, color.b, alpha );
  66. };
  67. this.clear = function () {
  68. _gl.clear( _gl.COLOR_BUFFER_BIT | _gl.DEPTH_BUFFER_BIT );
  69. };
  70. this.setupLights = function ( program, lights ) {
  71. var l, ll, light, r = 0, g = 0, b = 0,
  72. color, position, intensity,
  73. zlights = this.lights,
  74. dcolors = zlights.directional.colors,
  75. dpositions = zlights.directional.positions,
  76. pcolors = zlights.point.colors,
  77. ppositions = zlights.point.positions,
  78. dlength = 0,
  79. plength = 0,
  80. doffset = 0,
  81. poffset = 0;
  82. for ( l = 0, ll = lights.length; l < ll; l++ ) {
  83. light = lights[ l ];
  84. color = light.color;
  85. position = light.position;
  86. intensity = light.intensity;
  87. if ( light instanceof THREE.AmbientLight ) {
  88. r += color.r;
  89. g += color.g;
  90. b += color.b;
  91. } else if ( light instanceof THREE.DirectionalLight ) {
  92. doffset = dlength * 3;
  93. dcolors[ doffset ] = color.r * intensity;
  94. dcolors[ doffset + 1 ] = color.g * intensity;
  95. dcolors[ doffset + 2 ] = color.b * intensity;
  96. dpositions[ doffset ] = position.x;
  97. dpositions[ doffset + 1 ] = position.y;
  98. dpositions[ doffset + 2 ] = position.z;
  99. dlength += 1;
  100. } else if( light instanceof THREE.PointLight ) {
  101. poffset = plength * 3;
  102. pcolors[ poffset ] = color.r * intensity;
  103. pcolors[ poffset + 1 ] = color.g * intensity;
  104. pcolors[ poffset + 2 ] = color.b * intensity;
  105. ppositions[ poffset ] = position.x;
  106. ppositions[ poffset + 1 ] = position.y;
  107. ppositions[ poffset + 2 ] = position.z;
  108. plength += 1;
  109. }
  110. }
  111. // null eventual remains from removed lights
  112. // (this is to avoid if in shader)
  113. for( l = dlength * 3; l < dcolors.length; l++ ) dcolors[ l ] = 0.0;
  114. for( l = plength * 3; l < pcolors.length; l++ ) pcolors[ l ] = 0.0;
  115. zlights.point.length = plength;
  116. zlights.directional.length = dlength;
  117. zlights.ambient[ 0 ] = r;
  118. zlights.ambient[ 1 ] = g;
  119. zlights.ambient[ 2 ] = b;
  120. };
  121. function createParticleBuffers ( geometry ) {
  122. geometry.__webGLVertexBuffer = _gl.createBuffer();
  123. geometry.__webGLColorBuffer = _gl.createBuffer();
  124. };
  125. function createLineBuffers ( geometry ) {
  126. geometry.__webGLVertexBuffer = _gl.createBuffer();
  127. geometry.__webGLColorBuffer = _gl.createBuffer();
  128. };
  129. function createMeshBuffers ( geometryChunk ) {
  130. geometryChunk.__webGLVertexBuffer = _gl.createBuffer();
  131. geometryChunk.__webGLNormalBuffer = _gl.createBuffer();
  132. geometryChunk.__webGLTangentBuffer = _gl.createBuffer();
  133. geometryChunk.__webGLColorBuffer = _gl.createBuffer();
  134. geometryChunk.__webGLUVBuffer = _gl.createBuffer();
  135. geometryChunk.__webGLUV2Buffer = _gl.createBuffer();
  136. geometryChunk.__webGLFaceBuffer = _gl.createBuffer();
  137. geometryChunk.__webGLLineBuffer = _gl.createBuffer();
  138. };
  139. function initLineBuffers ( geometry ) {
  140. var nvertices = geometry.vertices.length;
  141. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  142. geometry.__colorArray = new Float32Array( nvertices * 3 );
  143. geometry.__webGLLineCount = nvertices;
  144. };
  145. function initParticleBuffers ( geometry ) {
  146. var nvertices = geometry.vertices.length;
  147. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  148. geometry.__colorArray = new Float32Array( nvertices * 3 );
  149. geometry.__sortArray = [];
  150. geometry.__webGLParticleCount = nvertices;
  151. };
  152. function initMeshBuffers ( geometryChunk, object ) {
  153. var f, fl, nvertices = 0, ntris = 0, nlines = 0,
  154. obj_faces = object.geometry.faces,
  155. chunk_faces = geometryChunk.faces;
  156. for ( f = 0, fl = chunk_faces.length; f < fl; f++ ) {
  157. fi = chunk_faces[ f ];
  158. face = obj_faces[ fi ];
  159. if ( face instanceof THREE.Face3 ) {
  160. nvertices += 3;
  161. ntris += 1;
  162. nlines += 3;
  163. } else if ( face instanceof THREE.Face4 ) {
  164. nvertices += 4;
  165. ntris += 2;
  166. nlines += 4;
  167. }
  168. }
  169. // TODO: only create arrays for attributes existing in the object
  170. geometryChunk.__vertexArray = new Float32Array( nvertices * 3 );
  171. geometryChunk.__normalArray = new Float32Array( nvertices * 3 );
  172. geometryChunk.__tangentArray = new Float32Array( nvertices * 4 );
  173. geometryChunk.__colorArray = new Float32Array( nvertices * 3 );
  174. geometryChunk.__uvArray = new Float32Array( nvertices * 2 );
  175. geometryChunk.__uv2Array = new Float32Array( nvertices * 2 );
  176. geometryChunk.__faceArray = new Uint16Array( ntris * 3 );
  177. geometryChunk.__lineArray = new Uint16Array( nlines * 2 );
  178. geometryChunk.__needsSmoothNormals = bufferNeedsSmoothNormals ( geometryChunk, object );
  179. geometryChunk.__webGLFaceCount = ntris * 3;
  180. geometryChunk.__webGLLineCount = nlines * 2;
  181. };
  182. function setMeshBuffers ( geometryChunk, object, hint ) {
  183. var f, fl, fi, face, vertexNormals, faceNormal, normal,
  184. uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4,
  185. c1, c2, c3, c4,
  186. m, ml, i,
  187. vn, uvi, uv2i,
  188. vertexIndex = 0,
  189. offset = 0,
  190. offset_uv = 0,
  191. offset_uv2 = 0,
  192. offset_face = 0,
  193. offset_normal = 0,
  194. offset_tangent = 0,
  195. offset_line = 0,
  196. offset_color = 0,
  197. vertexArray = geometryChunk.__vertexArray,
  198. uvArray = geometryChunk.__uvArray,
  199. uv2Array = geometryChunk.__uv2Array,
  200. normalArray = geometryChunk.__normalArray,
  201. tangentArray = geometryChunk.__tangentArray,
  202. colorArray = geometryChunk.__colorArray,
  203. faceArray = geometryChunk.__faceArray,
  204. lineArray = geometryChunk.__lineArray,
  205. needsSmoothNormals = geometryChunk.__needsSmoothNormals,
  206. geometry = object.geometry, // this is shared for all chunks
  207. dirtyVertices = geometry.__dirtyVertices,
  208. dirtyElements = geometry.__dirtyElements,
  209. dirtyUvs = geometry.__dirtyUvs,
  210. dirtyNormals = geometry.__dirtyNormals,
  211. dirtyTangents = geometry.__dirtyTangents,
  212. dirtyColors = geometry.__dirtyColors,
  213. vertices = geometry.vertices,
  214. chunk_faces = geometryChunk.faces,
  215. obj_faces = geometry.faces,
  216. obj_uvs = geometry.uvs,
  217. obj_uvs2 = geometry.uvs2,
  218. obj_colors = geometry.colors;
  219. for ( f = 0, fl = chunk_faces.length; f < fl; f++ ) {
  220. fi = chunk_faces[ f ];
  221. face = obj_faces[ fi ];
  222. uv = obj_uvs[ fi ];
  223. uv2 = obj_uvs2[ fi ];
  224. vertexNormals = face.vertexNormals;
  225. faceNormal = face.normal;
  226. if ( face instanceof THREE.Face3 ) {
  227. if ( dirtyVertices ) {
  228. v1 = vertices[ face.a ].position;
  229. v2 = vertices[ face.b ].position;
  230. v3 = vertices[ face.c ].position;
  231. vertexArray[ offset ] = v1.x;
  232. vertexArray[ offset + 1 ] = v1.y;
  233. vertexArray[ offset + 2 ] = v1.z;
  234. vertexArray[ offset + 3 ] = v2.x;
  235. vertexArray[ offset + 4 ] = v2.y;
  236. vertexArray[ offset + 5 ] = v2.z;
  237. vertexArray[ offset + 6 ] = v3.x;
  238. vertexArray[ offset + 7 ] = v3.y;
  239. vertexArray[ offset + 8 ] = v3.z;
  240. offset += 9;
  241. }
  242. if ( dirtyColors && obj_colors.length ) {
  243. c1 = obj_colors[ face.a ];
  244. c2 = obj_colors[ face.b ];
  245. c3 = obj_colors[ face.c ];
  246. colorArray[ offset_color ] = c1.r;
  247. colorArray[ offset_color + 1 ] = c1.g;
  248. colorArray[ offset_color + 2 ] = c1.b;
  249. colorArray[ offset_color + 3 ] = c2.r;
  250. colorArray[ offset_color + 4 ] = c2.g;
  251. colorArray[ offset_color + 5 ] = c2.b;
  252. colorArray[ offset_color + 6 ] = c3.r;
  253. colorArray[ offset_color + 7 ] = c3.g;
  254. colorArray[ offset_color + 8 ] = c3.b;
  255. offset_color += 9;
  256. }
  257. if ( dirtyTangents && geometry.hasTangents ) {
  258. t1 = vertices[ face.a ].tangent;
  259. t2 = vertices[ face.b ].tangent;
  260. t3 = vertices[ face.c ].tangent;
  261. tangentArray[ offset_tangent ] = t1.x;
  262. tangentArray[ offset_tangent + 1 ] = t1.y;
  263. tangentArray[ offset_tangent + 2 ] = t1.z;
  264. tangentArray[ offset_tangent + 3 ] = t1.w;
  265. tangentArray[ offset_tangent + 4 ] = t2.x;
  266. tangentArray[ offset_tangent + 5 ] = t2.y;
  267. tangentArray[ offset_tangent + 6 ] = t2.z;
  268. tangentArray[ offset_tangent + 7 ] = t2.w;
  269. tangentArray[ offset_tangent + 8 ] = t3.x;
  270. tangentArray[ offset_tangent + 9 ] = t3.y;
  271. tangentArray[ offset_tangent + 10 ] = t3.z;
  272. tangentArray[ offset_tangent + 11 ] = t3.w;
  273. offset_tangent += 12;
  274. }
  275. if( dirtyNormals ) {
  276. if ( vertexNormals.length == 3 && needsSmoothNormals ) {
  277. for ( i = 0; i < 3; i ++ ) {
  278. vn = vertexNormals[ i ];
  279. normalArray[ offset_normal ] = vn.x;
  280. normalArray[ offset_normal + 1 ] = vn.y;
  281. normalArray[ offset_normal + 2 ] = vn.z;
  282. offset_normal += 3;
  283. }
  284. } else {
  285. for ( i = 0; i < 3; i ++ ) {
  286. normalArray[ offset_normal ] = faceNormal.x;
  287. normalArray[ offset_normal + 1 ] = faceNormal.y;
  288. normalArray[ offset_normal + 2 ] = faceNormal.z;
  289. offset_normal += 3;
  290. }
  291. }
  292. }
  293. if ( dirtyUvs && uv ) {
  294. for ( i = 0; i < 3; i ++ ) {
  295. uvi = uv[ i ];
  296. uvArray[ offset_uv ] = uvi.u;
  297. uvArray[ offset_uv + 1 ] = uvi.v;
  298. offset_uv += 2;
  299. }
  300. }
  301. if ( dirtyUvs && uv2 ) {
  302. for ( i = 0; i < 3; i ++ ) {
  303. uv2i = uv2[ i ];
  304. uv2Array[ offset_uv2 ] = uv2i.u;
  305. uv2Array[ offset_uv2 + 1 ] = uv2i.v;
  306. offset_uv2 += 2;
  307. }
  308. }
  309. if( dirtyElements ) {
  310. faceArray[ offset_face ] = vertexIndex;
  311. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  312. faceArray[ offset_face + 2 ] = vertexIndex + 2;
  313. offset_face += 3;
  314. lineArray[ offset_line ] = vertexIndex;
  315. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  316. lineArray[ offset_line + 2 ] = vertexIndex;
  317. lineArray[ offset_line + 3 ] = vertexIndex + 2;
  318. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  319. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  320. offset_line += 6;
  321. vertexIndex += 3;
  322. }
  323. } else if ( face instanceof THREE.Face4 ) {
  324. if ( dirtyVertices ) {
  325. v1 = vertices[ face.a ].position;
  326. v2 = vertices[ face.b ].position;
  327. v3 = vertices[ face.c ].position;
  328. v4 = vertices[ face.d ].position;
  329. vertexArray[ offset ] = v1.x;
  330. vertexArray[ offset + 1 ] = v1.y;
  331. vertexArray[ offset + 2 ] = v1.z;
  332. vertexArray[ offset + 3 ] = v2.x;
  333. vertexArray[ offset + 4 ] = v2.y;
  334. vertexArray[ offset + 5 ] = v2.z;
  335. vertexArray[ offset + 6 ] = v3.x;
  336. vertexArray[ offset + 7 ] = v3.y;
  337. vertexArray[ offset + 8 ] = v3.z;
  338. vertexArray[ offset + 9 ] = v4.x;
  339. vertexArray[ offset + 10 ] = v4.y;
  340. vertexArray[ offset + 11 ] = v4.z;
  341. offset += 12;
  342. }
  343. if ( dirtyColors && obj_colors.length ) {
  344. c1 = obj_colors[ face.a ];
  345. c2 = obj_colors[ face.b ];
  346. c3 = obj_colors[ face.c ];
  347. c4 = obj_colors[ face.d ];
  348. colorArray[ offset_color ] = c1.r;
  349. colorArray[ offset_color + 1 ] = c1.g;
  350. colorArray[ offset_color + 2 ] = c1.b;
  351. colorArray[ offset_color + 3 ] = c2.r;
  352. colorArray[ offset_color + 4 ] = c2.g;
  353. colorArray[ offset_color + 5 ] = c2.b;
  354. colorArray[ offset_color + 6 ] = c3.r;
  355. colorArray[ offset_color + 7 ] = c3.g;
  356. colorArray[ offset_color + 8 ] = c3.b;
  357. colorArray[ offset_color + 9 ] = c4.r;
  358. colorArray[ offset_color + 10 ] = c4.g;
  359. colorArray[ offset_color + 11 ] = c4.b;
  360. offset_color += 12;
  361. }
  362. if ( dirtyTangents && geometry.hasTangents ) {
  363. t1 = vertices[ face.a ].tangent;
  364. t2 = vertices[ face.b ].tangent;
  365. t3 = vertices[ face.c ].tangent;
  366. t4 = vertices[ face.d ].tangent;
  367. tangentArray[ offset_tangent ] = t1.x;
  368. tangentArray[ offset_tangent + 1 ] = t1.y;
  369. tangentArray[ offset_tangent + 2 ] = t1.z;
  370. tangentArray[ offset_tangent + 3 ] = t1.w;
  371. tangentArray[ offset_tangent + 4 ] = t2.x;
  372. tangentArray[ offset_tangent + 5 ] = t2.y;
  373. tangentArray[ offset_tangent + 6 ] = t2.z;
  374. tangentArray[ offset_tangent + 7 ] = t2.w;
  375. tangentArray[ offset_tangent + 8 ] = t3.x;
  376. tangentArray[ offset_tangent + 9 ] = t3.y;
  377. tangentArray[ offset_tangent + 10 ] = t3.z;
  378. tangentArray[ offset_tangent + 11 ] = t3.w;
  379. tangentArray[ offset_tangent + 12 ] = t4.x;
  380. tangentArray[ offset_tangent + 13 ] = t4.y;
  381. tangentArray[ offset_tangent + 14 ] = t4.z;
  382. tangentArray[ offset_tangent + 15 ] = t4.w;
  383. offset_tangent += 16;
  384. }
  385. if( dirtyNormals ) {
  386. if ( vertexNormals.length == 4 && needsSmoothNormals ) {
  387. for ( i = 0; i < 4; i ++ ) {
  388. vn = vertexNormals[ i ];
  389. normalArray[ offset_normal ] = vn.x;
  390. normalArray[ offset_normal + 1 ] = vn.y;
  391. normalArray[ offset_normal + 2 ] = vn.z;
  392. offset_normal += 3;
  393. }
  394. } else {
  395. for ( i = 0; i < 4; i ++ ) {
  396. normalArray[ offset_normal ] = faceNormal.x;
  397. normalArray[ offset_normal + 1 ] = faceNormal.y;
  398. normalArray[ offset_normal + 2 ] = faceNormal.z;
  399. offset_normal += 3;
  400. }
  401. }
  402. }
  403. if ( dirtyUvs && uv ) {
  404. for ( i = 0; i < 4; i ++ ) {
  405. uvi = uv[ i ];
  406. uvArray[ offset_uv ] = uvi.u;
  407. uvArray[ offset_uv + 1 ] = uvi.v;
  408. offset_uv += 2;
  409. }
  410. }
  411. if ( dirtyUvs && uv2 ) {
  412. for ( i = 0; i < 4; i ++ ) {
  413. uv2i = uv2[ i ];
  414. uv2Array[ offset_uv2 ] = uv2i.u;
  415. uv2Array[ offset_uv2 + 1 ] = uv2i.v;
  416. offset_uv2 += 2;
  417. }
  418. }
  419. if( dirtyElements ) {
  420. faceArray[ offset_face ] = vertexIndex;
  421. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  422. faceArray[ offset_face + 2 ] = vertexIndex + 2;
  423. faceArray[ offset_face + 3 ] = vertexIndex;
  424. faceArray[ offset_face + 4 ] = vertexIndex + 2;
  425. faceArray[ offset_face + 5 ] = vertexIndex + 3;
  426. offset_face += 6;
  427. lineArray[ offset_line ] = vertexIndex;
  428. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  429. lineArray[ offset_line + 2 ] = vertexIndex;
  430. lineArray[ offset_line + 3 ] = vertexIndex + 3;
  431. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  432. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  433. lineArray[ offset_line + 6 ] = vertexIndex + 2;
  434. lineArray[ offset_line + 7 ] = vertexIndex + 3;
  435. offset_line += 8;
  436. vertexIndex += 4;
  437. }
  438. }
  439. }
  440. if ( dirtyVertices ) {
  441. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLVertexBuffer );
  442. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  443. }
  444. if ( dirtyColors && obj_colors.length ) {
  445. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLColorBuffer );
  446. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  447. }
  448. if ( dirtyNormals ) {
  449. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLNormalBuffer );
  450. _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
  451. }
  452. if ( dirtyTangents && geometry.hasTangents ) {
  453. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLTangentBuffer );
  454. _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
  455. }
  456. if ( dirtyUvs && offset_uv > 0 ) {
  457. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLUVBuffer );
  458. _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
  459. }
  460. if ( dirtyUvs && offset_uv2 > 0 ) {
  461. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLUV2Buffer );
  462. _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
  463. }
  464. if( dirtyElements ) {
  465. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryChunk.__webGLFaceBuffer );
  466. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
  467. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryChunk.__webGLLineBuffer );
  468. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
  469. }
  470. };
  471. function setLineBuffers ( geometry, hint ) {
  472. var v, c, vertex, offset,
  473. vertices = geometry.vertices,
  474. colors = geometry.colors,
  475. vl = vertices.length,
  476. cl = colors.length,
  477. vertexArray = geometry.__vertexArray,
  478. colorArray = geometry.__colorArray,
  479. dirtyVertices = geometry.__dirtyVertices,
  480. dirtyColors = geometry.__dirtyColors;
  481. if ( dirtyVertices ) {
  482. for ( v = 0; v < vl; v++ ) {
  483. vertex = vertices[ v ].position;
  484. offset = v * 3;
  485. vertexArray[ offset ] = vertex.x;
  486. vertexArray[ offset + 1 ] = vertex.y;
  487. vertexArray[ offset + 2 ] = vertex.z;
  488. }
  489. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webGLVertexBuffer );
  490. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  491. }
  492. if ( dirtyColors ) {
  493. for ( c = 0; c < cl; c++ ) {
  494. color = colors[ c ];
  495. offset = c * 3;
  496. colorArray[ offset ] = color.r;
  497. colorArray[ offset + 1 ] = color.g;
  498. colorArray[ offset + 2 ] = color.b;
  499. }
  500. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webGLColorBuffer );
  501. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  502. }
  503. };
  504. function setParticleBuffers ( geometry, hint, object, camera ) {
  505. var v, c, vertex, offset,
  506. vertices = geometry.vertices,
  507. vl = vertices.length,
  508. colors = geometry.colors,
  509. cl = colors.length,
  510. vertexArray = geometry.__vertexArray,
  511. colorArray = geometry.__colorArray,
  512. sortArray = geometry.__sortArray,
  513. dirtyVertices = geometry.__dirtyVertices,
  514. dirtyElements = geometry.__dirtyElements,
  515. dirtyColors = geometry.__dirtyColors;
  516. if ( object.sortParticles ) {
  517. _projScreenMatrix.multiplySelf( object.matrixWorld );
  518. for ( v = 0; v < vl; v++ ) {
  519. vertex = vertices[ v ].position;
  520. _vector3.copy( vertex );
  521. _projScreenMatrix.multiplyVector3( _vector3 );
  522. sortArray[ v ] = [ _vector3.z, v ];
  523. }
  524. sortArray.sort( function(a,b) { return b[0] - a[0]; } );
  525. for ( v = 0; v < vl; v++ ) {
  526. vertex = vertices[ sortArray[v][1] ].position;
  527. offset = v * 3;
  528. vertexArray[ offset ] = vertex.x;
  529. vertexArray[ offset + 1 ] = vertex.y;
  530. vertexArray[ offset + 2 ] = vertex.z;
  531. }
  532. for ( c = 0; c < cl; c++ ) {
  533. offset = c * 3;
  534. color = colors[ sortArray[c][1] ];
  535. colorArray[ offset ] = color.r;
  536. colorArray[ offset + 1 ] = color.g;
  537. colorArray[ offset + 2 ] = color.b;
  538. }
  539. } else {
  540. if ( dirtyVertices ) {
  541. for ( v = 0; v < vl; v++ ) {
  542. vertex = vertices[ v ].position;
  543. offset = v * 3;
  544. vertexArray[ offset ] = vertex.x;
  545. vertexArray[ offset + 1 ] = vertex.y;
  546. vertexArray[ offset + 2 ] = vertex.z;
  547. }
  548. }
  549. if ( dirtyColors ) {
  550. for ( c = 0; c < cl; c++ ) {
  551. color = colors[ c ];
  552. offset = c * 3;
  553. colorArray[ offset ] = color.r;
  554. colorArray[ offset + 1 ] = color.g;
  555. colorArray[ offset + 2 ] = color.b;
  556. }
  557. }
  558. }
  559. if ( dirtyVertices || object.sortParticles ) {
  560. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webGLVertexBuffer );
  561. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  562. }
  563. if ( dirtyColors || object.sortParticles ) {
  564. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webGLColorBuffer );
  565. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  566. }
  567. };
  568. function setMaterialShaders( material, shaders ) {
  569. material.fragment_shader = shaders.fragment_shader;
  570. material.vertex_shader = shaders.vertex_shader;
  571. material.uniforms = Uniforms.clone( shaders.uniforms );
  572. };
  573. function refreshUniformsCommon( uniforms, material ) {
  574. // premultiply alpha
  575. uniforms.diffuse.value.setRGB( material.color.r * material.opacity, material.color.g * material.opacity, material.color.b * material.opacity );
  576. // pure color
  577. //uniforms.color.value.setHex( material.color.hex );
  578. uniforms.opacity.value = material.opacity;
  579. uniforms.map.texture = material.map;
  580. uniforms.light_map.texture = material.light_map;
  581. uniforms.env_map.texture = material.env_map;
  582. uniforms.reflectivity.value = material.reflectivity;
  583. uniforms.refraction_ratio.value = material.refraction_ratio;
  584. uniforms.combine.value = material.combine;
  585. uniforms.useRefract.value = material.env_map && material.env_map.mapping instanceof THREE.CubeRefractionMapping;
  586. };
  587. function refreshUniformsLine( uniforms, material ) {
  588. uniforms.diffuse.value.setRGB( material.color.r * material.opacity, material.color.g * material.opacity, material.color.b * material.opacity );
  589. uniforms.opacity.value = material.opacity;
  590. };
  591. function refreshUniformsParticle( uniforms, material ) {
  592. uniforms.psColor.value.setRGB( material.color.r * material.opacity, material.color.g * material.opacity, material.color.b * material.opacity );
  593. uniforms.opacity.value = material.opacity;
  594. uniforms.size.value = material.size;
  595. uniforms.map.texture = material.map;
  596. };
  597. function refreshUniformsFog( uniforms, fog ) {
  598. uniforms.fogColor.value.setHex( fog.color.hex );
  599. if ( fog instanceof THREE.Fog ) {
  600. uniforms.fogNear.value = fog.near;
  601. uniforms.fogFar.value = fog.far;
  602. } else if ( fog instanceof THREE.FogExp2 ) {
  603. uniforms.fogDensity.value = fog.density;
  604. }
  605. };
  606. function refreshUniformsPhong( uniforms, material ) {
  607. //uniforms.ambient.value.setHex( material.ambient.hex );
  608. //uniforms.specular.value.setHex( material.specular.hex );
  609. uniforms.ambient.value.setRGB( material.ambient.r, material.ambient.g, material.ambient.b );
  610. uniforms.specular.value.setRGB( material.specular.r, material.specular.g, material.specular.b );
  611. uniforms.shininess.value = material.shininess;
  612. };
  613. function refreshUniformsLights( uniforms, lights ) {
  614. uniforms.enableLighting.value = lights.directional.length + lights.point.length;
  615. uniforms.ambientLightColor.value = lights.ambient;
  616. uniforms.directionalLightColor.value = lights.directional.colors;
  617. uniforms.directionalLightDirection.value = lights.directional.positions;
  618. uniforms.pointLightColor.value = lights.point.colors;
  619. uniforms.pointLightPosition.value = lights.point.positions;
  620. };
  621. this.initMaterial = function( material, lights, fog ) {
  622. var u, identifiers, parameters, maxLightCount;
  623. if ( material instanceof THREE.MeshDepthMaterial ) {
  624. setMaterialShaders( material, THREE.ShaderLib[ 'depth' ] );
  625. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  626. setMaterialShaders( material, THREE.ShaderLib[ 'normal' ] );
  627. } else if ( material instanceof THREE.MeshBasicMaterial ) {
  628. setMaterialShaders( material, THREE.ShaderLib[ 'basic' ] );
  629. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  630. setMaterialShaders( material, THREE.ShaderLib[ 'lambert' ] );
  631. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  632. setMaterialShaders( material, THREE.ShaderLib[ 'phong' ] );
  633. } else if ( material instanceof THREE.LineBasicMaterial ) {
  634. setMaterialShaders( material, THREE.ShaderLib[ 'basic' ] );
  635. } else if ( material instanceof THREE.ParticleBasicMaterial ) {
  636. setMaterialShaders( material, THREE.ShaderLib[ 'particle_basic' ] );
  637. }
  638. // heuristics to create shader parameters according to lights in the scene
  639. // (not to blow over maxLights budget)
  640. maxLightCount = allocateLights( lights, 4 );
  641. parameters = { fog: fog, map: material.map, env_map: material.env_map, light_map: material.light_map, vertex_colors: material.vertex_colors,
  642. maxDirLights: maxLightCount.directional, maxPointLights: maxLightCount.point };
  643. material.program = buildProgram( material.fragment_shader, material.vertex_shader, parameters );
  644. identifiers = [ 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'objectMatrix', 'cameraPosition' ];
  645. for( u in material.uniforms ) {
  646. identifiers.push(u);
  647. }
  648. cacheUniformLocations( material.program, identifiers );
  649. cacheAttributeLocations( material.program, [ "position", "normal", "uv", "uv2", "tangent", "color" ] );
  650. };
  651. this.setProgram = function( camera, lights, fog, material, object ) {
  652. if ( !material.program ) this.initMaterial( material, lights, fog );
  653. var program = material.program,
  654. p_uniforms = program.uniforms,
  655. m_uniforms = material.uniforms;
  656. if( program != _oldProgram ) {
  657. _gl.useProgram( program );
  658. _oldProgram = program;
  659. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, _projectionMatrixArray );
  660. }
  661. // refresh uniforms common to several materials
  662. if ( fog && (
  663. material instanceof THREE.MeshBasicMaterial ||
  664. material instanceof THREE.MeshLambertMaterial ||
  665. material instanceof THREE.MeshPhongMaterial ||
  666. material instanceof THREE.LineBasicMaterial ||
  667. material instanceof THREE.ParticleBasicMaterial )
  668. ) {
  669. refreshUniformsFog( m_uniforms, fog );
  670. }
  671. if ( material instanceof THREE.MeshPhongMaterial ||
  672. material instanceof THREE.MeshLambertMaterial ) {
  673. this.setupLights( program, lights );
  674. refreshUniformsLights( m_uniforms, this.lights );
  675. }
  676. if ( material instanceof THREE.MeshBasicMaterial ||
  677. material instanceof THREE.MeshLambertMaterial ||
  678. material instanceof THREE.MeshPhongMaterial ) {
  679. refreshUniformsCommon( m_uniforms, material );
  680. }
  681. // refresh single material specific uniforms
  682. if ( material instanceof THREE.LineBasicMaterial ) {
  683. refreshUniformsLine( m_uniforms, material );
  684. } else if ( material instanceof THREE.ParticleBasicMaterial ) {
  685. refreshUniformsParticle( m_uniforms, material );
  686. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  687. refreshUniformsPhong( m_uniforms, material );
  688. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  689. m_uniforms.mNear.value = camera.near;
  690. m_uniforms.mFar.value = camera.far;
  691. m_uniforms.opacity.value = material.opacity;
  692. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  693. m_uniforms.opacity.value = material.opacity;
  694. }
  695. // load common uniforms
  696. loadUniformsGeneric( program, m_uniforms );
  697. loadUniformsMatrices( p_uniforms, object );
  698. // load material specific uniforms
  699. // (shader material also gets them for the sake of genericity)
  700. if ( material instanceof THREE.MeshShaderMaterial ||
  701. material instanceof THREE.MeshPhongMaterial ||
  702. material.env_map ) {
  703. _gl.uniform3f( p_uniforms.cameraPosition, camera.position.x, camera.position.y, camera.position.z );
  704. }
  705. if ( material instanceof THREE.MeshShaderMaterial ||
  706. material.env_map) {
  707. _gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
  708. }
  709. if ( material instanceof THREE.MeshPhongMaterial ||
  710. material instanceof THREE.MeshLambertMaterial ||
  711. material instanceof THREE.MeshShaderMaterial ) {
  712. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, _viewMatrixArray );
  713. }
  714. return program;
  715. };
  716. this.renderBuffer = function ( camera, lights, fog, material, geometryChunk, object ) {
  717. var program, attributes, linewidth, primitives;
  718. program = this.setProgram( camera, lights, fog, material, object );
  719. attributes = program.attributes;
  720. // vertices
  721. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLVertexBuffer );
  722. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  723. _gl.enableVertexAttribArray( attributes.position );
  724. // colors
  725. if ( attributes.color >= 0 ) {
  726. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLColorBuffer );
  727. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  728. _gl.enableVertexAttribArray( attributes.color );
  729. }
  730. // normals
  731. if ( attributes.normal >= 0 ) {
  732. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLNormalBuffer );
  733. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  734. _gl.enableVertexAttribArray( attributes.normal );
  735. }
  736. // tangents
  737. if ( attributes.tangent >= 0 ) {
  738. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLTangentBuffer );
  739. _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
  740. _gl.enableVertexAttribArray( attributes.tangent );
  741. }
  742. // uvs
  743. if ( attributes.uv >= 0 ) {
  744. if ( geometryChunk.__webGLUVBuffer ) {
  745. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLUVBuffer );
  746. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  747. _gl.enableVertexAttribArray( attributes.uv );
  748. } else {
  749. _gl.disableVertexAttribArray( attributes.uv );
  750. }
  751. }
  752. if ( attributes.uv2 >= 0 ) {
  753. if ( geometryChunk.__webGLUV2Buffer ) {
  754. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLUV2Buffer );
  755. _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
  756. _gl.enableVertexAttribArray( attributes.uv2 );
  757. } else {
  758. _gl.disableVertexAttribArray( attributes.uv2 );
  759. }
  760. }
  761. // render mesh
  762. if ( object instanceof THREE.Mesh ) {
  763. // wireframe
  764. if ( material.wireframe ) {
  765. _gl.lineWidth( material.wireframe_linewidth );
  766. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryChunk.__webGLLineBuffer );
  767. _gl.drawElements( _gl.LINES, geometryChunk.__webGLLineCount, _gl.UNSIGNED_SHORT, 0 );
  768. // triangles
  769. } else {
  770. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryChunk.__webGLFaceBuffer );
  771. _gl.drawElements( _gl.TRIANGLES, geometryChunk.__webGLFaceCount, _gl.UNSIGNED_SHORT, 0 );
  772. }
  773. // render lines
  774. } else if ( object instanceof THREE.Line ) {
  775. primitives = ( object.type == THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  776. _gl.lineWidth( material.linewidth );
  777. _gl.drawArrays( primitives, 0, geometryChunk.__webGLLineCount );
  778. // render particles
  779. } else if ( object instanceof THREE.ParticleSystem ) {
  780. _gl.drawArrays( _gl.POINTS, 0, geometryChunk.__webGLParticleCount );
  781. }
  782. };
  783. function renderBufferImmediate( object, program ) {
  784. if ( ! object.__webGLVertexBuffer ) object.__webGLVertexBuffer = _gl.createBuffer();
  785. if ( ! object.__webGLNormalBuffer ) object.__webGLNormalBuffer = _gl.createBuffer();
  786. if ( object.hasPos ) {
  787. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webGLVertexBuffer );
  788. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  789. _gl.enableVertexAttribArray( program.attributes.position );
  790. _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  791. }
  792. if ( object.hasNormal ) {
  793. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webGLNormalBuffer );
  794. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  795. _gl.enableVertexAttribArray( program.attributes.normal );
  796. _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  797. }
  798. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  799. object.count = 0;
  800. };
  801. function setObjectFaces( object ) {
  802. if ( _oldDoubleSided != object.doubleSided ) {
  803. if( object.doubleSided ) {
  804. _gl.disable( _gl.CULL_FACE );
  805. } else {
  806. _gl.enable( _gl.CULL_FACE );
  807. }
  808. _oldDoubleSided = object.doubleSided;
  809. }
  810. if ( _oldFlipSided != object.flipSided ) {
  811. if( object.flipSided ) {
  812. _gl.frontFace( _gl.CW );
  813. } else {
  814. _gl.frontFace( _gl.CCW );
  815. }
  816. _oldFlipSided = object.flipSided;
  817. }
  818. };
  819. function computeFrustum( m ) {
  820. _frustum[ 0 ].set( m.n41 - m.n11, m.n42 - m.n12, m.n43 - m.n13, m.n44 - m.n14 );
  821. _frustum[ 1 ].set( m.n41 + m.n11, m.n42 + m.n12, m.n43 + m.n13, m.n44 + m.n14 );
  822. _frustum[ 2 ].set( m.n41 + m.n21, m.n42 + m.n22, m.n43 + m.n23, m.n44 + m.n24 );
  823. _frustum[ 3 ].set( m.n41 - m.n21, m.n42 - m.n22, m.n43 - m.n23, m.n44 - m.n24 );
  824. _frustum[ 4 ].set( m.n41 - m.n31, m.n42 - m.n32, m.n43 - m.n33, m.n44 - m.n34 );
  825. _frustum[ 5 ].set( m.n41 + m.n31, m.n42 + m.n32, m.n43 + m.n33, m.n44 + m.n34 );
  826. var i, plane;
  827. for ( i = 0; i < 5; i ++ ) {
  828. plane = _frustum[ i ];
  829. plane.divideScalar( Math.sqrt( plane.x * plane.x + plane.y * plane.y + plane.z * plane.z ) );
  830. }
  831. };
  832. function isInFrustum( object ) {
  833. var distance, matrix = object.matrix,
  834. radius = - object.geometry.boundingSphere.radius * Math.max( object.scale.x, Math.max( object.scale.y, object.scale.z ) );
  835. for ( var i = 0; i < 6; i ++ ) {
  836. distance = _frustum[ i ].x * matrix.n14 + _frustum[ i ].y * matrix.n24 + _frustum[ i ].z * matrix.n34 + _frustum[ i ].w;
  837. if ( distance <= radius ) return false;
  838. }
  839. return true;
  840. };
  841. function addToFixedArray( where, what ) {
  842. where.list[ where.count ] = what;
  843. where.count += 1;
  844. };
  845. function unrollImmediateBufferMaterials( globject ) {
  846. var i, l, m, ml, material,
  847. object = globject.object,
  848. opaque = globject.opaque,
  849. transparent = globject.transparent;
  850. transparent.count = 0;
  851. opaque.count = 0;
  852. for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
  853. material = object.materials[ m ];
  854. if ( ( material.opacity && material.opacity < 1.0 ) || material.blending != THREE.NormalBlending )
  855. addToFixedArray( transparent, material );
  856. else
  857. addToFixedArray( opaque, material );
  858. }
  859. };
  860. function unrollBufferMaterials( globject ) {
  861. var i, l, m, ml, material, meshMaterial,
  862. object = globject.object,
  863. buffer = globject.buffer,
  864. opaque = globject.opaque,
  865. transparent = globject.transparent;
  866. transparent.count = 0;
  867. opaque.count = 0;
  868. for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
  869. meshMaterial = object.materials[ m ];
  870. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  871. for ( i = 0, l = buffer.materials.length; i < l; i++ ) {
  872. material = buffer.materials[ i ];
  873. if ( material ) {
  874. if ( ( material.opacity && material.opacity < 1.0 ) || material.blending != THREE.NormalBlending )
  875. addToFixedArray( transparent, material );
  876. else
  877. addToFixedArray( opaque, material );
  878. }
  879. }
  880. } else {
  881. material = meshMaterial;
  882. if ( ( material.opacity && material.opacity < 1.0 ) || material.blending != THREE.NormalBlending )
  883. addToFixedArray( transparent, material );
  884. else
  885. addToFixedArray( opaque, material );
  886. }
  887. }
  888. };
  889. function updateChildren( object ) {
  890. var i, l, child, children = object.children;
  891. for ( i = 0, l = children.length; i < l; i ++ ) {
  892. child = children[ i ];
  893. child.autoUpdateMatrix && child.updateMatrix();
  894. child.matrixWorld.multiply( object.matrixWorld, child.matrix );
  895. updateChildren( child );
  896. }
  897. };
  898. this.render = function( scene, camera, renderTarget, clear ) {
  899. var i, program, opaque, transparent,
  900. o, ol, oil, webGLObject, object, buffer,
  901. lights = scene.lights,
  902. fog = scene.fog,
  903. ol;
  904. camera.autoUpdateMatrix && camera.updateMatrix();
  905. camera.matrix.flattenToArray( _viewMatrixArray );
  906. camera.projectionMatrix.flattenToArray( _projectionMatrixArray );
  907. _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrix );
  908. computeFrustum( _projScreenMatrix );
  909. this.initWebGLObjects( scene, camera );
  910. setRenderTarget( renderTarget, clear !== undefined ? clear : true );
  911. if ( this.autoClear ) {
  912. this.clear();
  913. }
  914. // set matrices
  915. ol = scene.__webGLObjects.length;
  916. for ( o = 0; o < ol; o++ ) {
  917. webGLObject = scene.__webGLObjects[ o ];
  918. object = webGLObject.object;
  919. if ( object.visible ) {
  920. if ( webGLObject.root ) {
  921. object.autoUpdateMatrix && object.updateMatrix();
  922. object.matrixWorld.copy( object.matrix );
  923. updateChildren( object );
  924. }
  925. if ( ! ( object instanceof THREE.Mesh ) || isInFrustum( object ) ) {
  926. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  927. setupMatrices( object, camera );
  928. unrollBufferMaterials( webGLObject );
  929. webGLObject.render = true;
  930. } else {
  931. webGLObject.render = false;
  932. }
  933. } else {
  934. webGLObject.render = false;
  935. }
  936. }
  937. oil = scene.__webGLObjectsImmediate.length;
  938. for ( o = 0; o < oil; o++ ) {
  939. webGLObject = scene.__webGLObjectsImmediate[ o ];
  940. object = webGLObject.object;
  941. if ( object.visible ) {
  942. if( object.autoUpdateMatrix ) {
  943. object.updateMatrix();
  944. object.matrixWorld.copy( object.matrix );
  945. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  946. }
  947. setupMatrices( object, camera );
  948. unrollImmediateBufferMaterials( webGLObject );
  949. }
  950. }
  951. // opaque pass
  952. setBlending( THREE.NormalBlending );
  953. for ( o = 0; o < ol; o++ ) {
  954. webGLObject = scene.__webGLObjects[ o ];
  955. if ( webGLObject.render ) {
  956. object = webGLObject.object;
  957. buffer = webGLObject.buffer;
  958. opaque = webGLObject.opaque;
  959. setObjectFaces( object );
  960. for( i = 0; i < opaque.count; i++ ) {
  961. material = opaque.list[ i ];
  962. this.setDepthTest( material.depth_test );
  963. this.renderBuffer( camera, lights, fog, material, buffer, object );
  964. }
  965. }
  966. }
  967. // opaque pass (immediate simulator)
  968. for ( o = 0; o < oil; o++ ) {
  969. webGLObject = scene.__webGLObjectsImmediate[ o ];
  970. object = webGLObject.object;
  971. if ( object.visible ) {
  972. opaque = webGLObject.opaque;
  973. setObjectFaces( object );
  974. for( i = 0; i < opaque.count; i++ ) {
  975. material = opaque.list[ i ];
  976. this.setDepthTest( material.depth_test );
  977. program = this.setProgram( camera, lights, fog, material, object );
  978. object.render( function( object ) { renderBufferImmediate( object, program ); } );
  979. }
  980. }
  981. }
  982. // transparent pass
  983. for ( o = 0; o < ol; o++ ) {
  984. webGLObject = scene.__webGLObjects[ o ];
  985. if ( webGLObject.render ) {
  986. object = webGLObject.object;
  987. buffer = webGLObject.buffer;
  988. transparent = webGLObject.transparent;
  989. setObjectFaces( object );
  990. for( i = 0; i < transparent.count; i++ ) {
  991. material = transparent.list[ i ];
  992. setBlending( material.blending );
  993. this.setDepthTest( material.depth_test );
  994. this.renderBuffer( camera, lights, fog, material, buffer, object );
  995. }
  996. }
  997. }
  998. // transparent pass (immediate simulator)
  999. for ( o = 0; o < oil; o++ ) {
  1000. webGLObject = scene.__webGLObjectsImmediate[ o ];
  1001. object = webGLObject.object;
  1002. if ( object.visible ) {
  1003. transparent = webGLObject.transparent;
  1004. setObjectFaces( object );
  1005. for( i = 0; i < transparent.count; i++ ) {
  1006. material = transparent.list[ i ];
  1007. setBlending( material.blending );
  1008. this.setDepthTest( material.depth_test );
  1009. program = this.setProgram( camera, lights, fog, material, object );
  1010. object.render( function( object ) { renderBufferImmediate( object, program ); } );
  1011. }
  1012. }
  1013. }
  1014. // Generate mipmap if we're using any kind of mipmap filtering
  1015. if ( renderTarget && renderTarget.min_filter !== THREE.NearestFilter && renderTarget.min_filter !== THREE.LinearFilter ) {
  1016. updateRenderTargetMipmap( renderTarget );
  1017. }
  1018. };
  1019. function addChildren( scene, object ) {
  1020. var i, l, children = object.children;
  1021. for ( i = 0, l = children.length; i < l; i ++ ) {
  1022. child = children[ i ];
  1023. addObject( scene, child, false );
  1024. addChildren( scene, child );
  1025. }
  1026. };
  1027. function addObject( scene, object, root ) {
  1028. var g, geometry, geometryChunk, objmap;
  1029. geometry = object.geometry;
  1030. if ( scene.__webGLObjectsMap[ object.id ] == undefined ) {
  1031. scene.__webGLObjectsMap[ object.id ] = {};
  1032. object._modelViewMatrix = new THREE.Matrix4();
  1033. object._normalMatrixArray = new Float32Array( 9 );
  1034. object._modelViewMatrixArray = new Float32Array( 16 );
  1035. object._objectMatrixArray = new Float32Array( 16 );
  1036. object.matrix.flattenToArray( object._objectMatrixArray );
  1037. }
  1038. objmap = scene.__webGLObjectsMap[ object.id ];
  1039. objlist = scene.__webGLObjects;
  1040. if ( object instanceof THREE.Mesh ) {
  1041. // create separate VBOs per geometry chunk
  1042. for ( g in geometry.geometryChunks ) {
  1043. geometryChunk = geometry.geometryChunks[ g ];
  1044. // initialise VBO on the first access
  1045. if( ! geometryChunk.__webGLVertexBuffer ) {
  1046. createMeshBuffers( geometryChunk );
  1047. initMeshBuffers( geometryChunk, object );
  1048. geometry.__dirtyVertices = true;
  1049. geometry.__dirtyElements = true;
  1050. geometry.__dirtyUvs = true;
  1051. geometry.__dirtyNormals = true;
  1052. geometry.__dirtyTangents = true;
  1053. geometry.__dirtyColors = true;
  1054. }
  1055. if( geometry.__dirtyVertices || geometry.__dirtyElements ||
  1056. geometry.__dirtyUvs || geometry.__dirtyNormals ||
  1057. geometry.__dirtyColors || geometry.__dirtyTangents ) {
  1058. setMeshBuffers( geometryChunk, object, _gl.DYNAMIC_DRAW );
  1059. }
  1060. // create separate wrapper per each use of VBO
  1061. add_buffer( objlist, objmap, g, geometryChunk, object, root );
  1062. }
  1063. geometry.__dirtyVertices = false;
  1064. geometry.__dirtyElements = false;
  1065. geometry.__dirtyUvs = false;
  1066. geometry.__dirtyNormals = false;
  1067. geometry.__dirtyTangents = false;
  1068. geometry.__dirtyColors = false;
  1069. } else if ( object instanceof THREE.Line ) {
  1070. if( ! geometry.__webGLVertexBuffer ) {
  1071. createLineBuffers( geometry );
  1072. initLineBuffers( geometry );
  1073. geometry.__dirtyVertices = true;
  1074. geometry.__dirtyColors = true;
  1075. }
  1076. if( geometry.__dirtyVertices || geometry.__dirtyColors ) {
  1077. setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
  1078. }
  1079. add_buffer( objlist, objmap, 0, geometry, object, root );
  1080. geometry.__dirtyVertices = false;
  1081. geometry.__dirtyColors = false;
  1082. } else if ( object instanceof THREE.ParticleSystem ) {
  1083. if( ! geometry.__webGLVertexBuffer ) {
  1084. createParticleBuffers( geometry );
  1085. initParticleBuffers( geometry );
  1086. geometry.__dirtyVertices = true;
  1087. geometry.__dirtyColors = true;
  1088. }
  1089. if( geometry.__dirtyVertices || geometry.__dirtyColors || object.sortParticles ) {
  1090. setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object, camera );
  1091. }
  1092. add_buffer( objlist, objmap, 0, geometry, object, root );
  1093. geometry.__dirtyVertices = false;
  1094. geometry.__dirtyColors = false;
  1095. } else if ( object instanceof THREE.MarchingCubes ) {
  1096. add_buffer_immediate( scene.__webGLObjectsImmediate, objmap, 0, object, root );
  1097. }/*else if ( object instanceof THREE.Particle ) {
  1098. }*/
  1099. };
  1100. function add_buffer( objlist, objmap, id, buffer, object, root ) {
  1101. if ( objmap[ id ] == undefined ) {
  1102. objlist.push( { buffer: buffer, object: object,
  1103. opaque: { list: [], count: 0 },
  1104. transparent: { list: [], count: 0 },
  1105. root: root
  1106. } );
  1107. objmap[ id ] = 1;
  1108. }
  1109. };
  1110. function add_buffer_immediate( objlist, objmap, id, object, root ) {
  1111. if ( objmap[ id ] == undefined ) {
  1112. objlist.push( { object: object,
  1113. opaque: { list: [], count: 0 },
  1114. transparent: { list: [], count: 0 },
  1115. root: root
  1116. } );
  1117. objmap[ id ] = 1;
  1118. }
  1119. };
  1120. this.initWebGLObjects = function( scene, camera ) {
  1121. var o, ol, object;
  1122. if ( !scene.__webGLObjects ) {
  1123. scene.__webGLObjects = [];
  1124. scene.__webGLObjectsMap = {};
  1125. scene.__webGLObjectsImmediate = [];
  1126. }
  1127. for ( o = 0, ol = scene.objects.length; o < ol; o++ ) {
  1128. object = scene.objects[ o ];
  1129. addObject( scene, object, true );
  1130. addChildren( scene, object );
  1131. }
  1132. };
  1133. this.removeObject = function ( scene, object ) {
  1134. var o, ol, zobject;
  1135. for ( o = scene.__webGLObjects.length - 1; o >= 0; o-- ) {
  1136. zobject = scene.__webGLObjects[ o ].object;
  1137. if ( object == zobject ) {
  1138. scene.__webGLObjects.splice( o, 1 );
  1139. }
  1140. }
  1141. };
  1142. function setupMatrices ( object, camera ) {
  1143. object._modelViewMatrix.multiplyToArray( camera.matrix, object.matrixWorld, object._modelViewMatrixArray );
  1144. object._normalMatrix = THREE.Matrix4.makeInvert3x3( object._modelViewMatrix ).transposeIntoArray( object._normalMatrixArray );
  1145. };
  1146. this.setDepthTest = function( test ) {
  1147. if( test ) {
  1148. _gl.enable( _gl.DEPTH_TEST );
  1149. } else {
  1150. _gl.disable( _gl.DEPTH_TEST );
  1151. }
  1152. };
  1153. this.setFaceCulling = function ( cullFace, frontFace ) {
  1154. if ( cullFace ) {
  1155. if ( !frontFace || frontFace == "ccw" ) {
  1156. _gl.frontFace( _gl.CCW );
  1157. } else {
  1158. _gl.frontFace( _gl.CW );
  1159. }
  1160. if( cullFace == "back" ) {
  1161. _gl.cullFace( _gl.BACK );
  1162. } else if( cullFace == "front" ) {
  1163. _gl.cullFace( _gl.FRONT );
  1164. } else {
  1165. _gl.cullFace( _gl.FRONT_AND_BACK );
  1166. }
  1167. _gl.enable( _gl.CULL_FACE );
  1168. } else {
  1169. _gl.disable( _gl.CULL_FACE );
  1170. }
  1171. };
  1172. this.supportsVertexTextures = function() {
  1173. return maxVertexTextures() > 0;
  1174. };
  1175. function maxVertexTextures() {
  1176. return _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
  1177. };
  1178. function initGL( antialias, clearColor, clearAlpha ) {
  1179. try {
  1180. _gl = _canvas.getContext( 'experimental-webgl', { antialias: antialias } );
  1181. } catch(e) { console.log(e) }
  1182. if (!_gl) {
  1183. alert("WebGL not supported");
  1184. throw "cannot create webgl context";
  1185. }
  1186. _gl.clearColor( 0, 0, 0, 1 );
  1187. _gl.clearDepth( 1 );
  1188. _gl.enable( _gl.DEPTH_TEST );
  1189. _gl.depthFunc( _gl.LEQUAL );
  1190. _gl.frontFace( _gl.CCW );
  1191. _gl.cullFace( _gl.BACK );
  1192. _gl.enable( _gl.CULL_FACE );
  1193. _gl.enable( _gl.BLEND );
  1194. _gl.blendFunc( _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
  1195. _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
  1196. _cullEnabled = true;
  1197. };
  1198. function buildProgram( fragment_shader, vertex_shader, parameters ) {
  1199. var program = _gl.createProgram(),
  1200. prefix_fragment = [
  1201. "#ifdef GL_ES",
  1202. "precision highp float;",
  1203. "#endif",
  1204. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  1205. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  1206. parameters.fog ? "#define USE_FOG" : "",
  1207. parameters.fog instanceof THREE.FogExp2 ? "#define FOG_EXP2" : "",
  1208. parameters.map ? "#define USE_MAP" : "",
  1209. parameters.env_map ? "#define USE_ENVMAP" : "",
  1210. parameters.light_map ? "#define USE_LIGHTMAP" : "",
  1211. parameters.vertex_colors ? "#define USE_COLOR" : "",
  1212. "uniform mat4 viewMatrix;",
  1213. "uniform vec3 cameraPosition;",
  1214. ""
  1215. ].join("\n"),
  1216. prefix_vertex = [
  1217. maxVertexTextures() > 0 ? "#define VERTEX_TEXTURES" : "",
  1218. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  1219. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  1220. parameters.map ? "#define USE_MAP" : "",
  1221. parameters.env_map ? "#define USE_ENVMAP" : "",
  1222. parameters.light_map ? "#define USE_LIGHTMAP" : "",
  1223. parameters.vertex_colors ? "#define USE_COLOR" : "",
  1224. "uniform mat4 objectMatrix;",
  1225. "uniform mat4 modelViewMatrix;",
  1226. "uniform mat4 projectionMatrix;",
  1227. "uniform mat4 viewMatrix;",
  1228. "uniform mat3 normalMatrix;",
  1229. "uniform vec3 cameraPosition;",
  1230. "attribute vec3 position;",
  1231. "attribute vec3 normal;",
  1232. "attribute vec3 color;",
  1233. "attribute vec2 uv;",
  1234. "attribute vec2 uv2;",
  1235. ""
  1236. ].join("\n");
  1237. _gl.attachShader( program, getShader( "fragment", prefix_fragment + fragment_shader ) );
  1238. _gl.attachShader( program, getShader( "vertex", prefix_vertex + vertex_shader ) );
  1239. _gl.linkProgram( program );
  1240. if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
  1241. alert( "Could not initialise shaders\n"+
  1242. "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );
  1243. //console.log( prefix_fragment + fragment_shader );
  1244. //console.log( prefix_vertex + vertex_shader );
  1245. }
  1246. //console.log( prefix_fragment + fragment_shader );
  1247. //console.log( prefix_vertex + vertex_shader );
  1248. program.uniforms = {};
  1249. program.attributes = {};
  1250. return program;
  1251. };
  1252. function loadUniformsMatrices( uniforms, object ) {
  1253. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrixArray );
  1254. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrixArray );
  1255. };
  1256. function loadUniformsGeneric( program, uniforms ) {
  1257. var u, uniform, value, type, location, texture;
  1258. for( u in uniforms ) {
  1259. location = program.uniforms[u];
  1260. if ( !location ) continue;
  1261. uniform = uniforms[u];
  1262. type = uniform.type;
  1263. value = uniform.value;
  1264. if( type == "i" ) {
  1265. _gl.uniform1i( location, value );
  1266. } else if( type == "f" ) {
  1267. _gl.uniform1f( location, value );
  1268. } else if( type == "fv1" ) {
  1269. _gl.uniform1fv( location, value );
  1270. } else if( type == "fv" ) {
  1271. _gl.uniform3fv( location, value );
  1272. } else if( type == "v2" ) {
  1273. _gl.uniform2f( location, value.x, value.y );
  1274. } else if( type == "v3" ) {
  1275. _gl.uniform3f( location, value.x, value.y, value.z );
  1276. } else if( type == "c" ) {
  1277. _gl.uniform3f( location, value.r, value.g, value.b );
  1278. } else if( type == "t" ) {
  1279. _gl.uniform1i( location, value );
  1280. texture = uniform.texture;
  1281. if ( !texture ) continue;
  1282. if ( texture.image instanceof Array && texture.image.length == 6 ) {
  1283. setCubeTexture( texture, value );
  1284. } else {
  1285. setTexture( texture, value );
  1286. }
  1287. }
  1288. }
  1289. };
  1290. function setBlending( blending ) {
  1291. if ( blending != _oldBlending ) {
  1292. switch ( blending ) {
  1293. case THREE.AdditiveBlending:
  1294. _gl.blendEquation( _gl.FUNC_ADD );
  1295. _gl.blendFunc( _gl.ONE, _gl.ONE );
  1296. break;
  1297. case THREE.SubtractiveBlending:
  1298. //_gl.blendEquation( _gl.FUNC_SUBTRACT );
  1299. _gl.blendFunc( _gl.DST_COLOR, _gl.ZERO );
  1300. break;
  1301. case THREE.BillboardBlending:
  1302. _gl.blendEquation( _gl.FUNC_ADD );
  1303. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA);
  1304. break;
  1305. case THREE.ReverseSubtractiveBlending:
  1306. _gl.blendEquation( _gl.FUNC_REVERSE_SUBTRACT );
  1307. _gl.blendFunc( _gl.ONE, _gl.ONE );
  1308. break;
  1309. default:
  1310. _gl.blendEquation( _gl.FUNC_ADD );
  1311. _gl.blendFunc( _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
  1312. break;
  1313. }
  1314. _oldBlending = blending;
  1315. }
  1316. };
  1317. function setCubeTexture( texture, slot ) {
  1318. if ( texture.image.length == 6 ) {
  1319. if ( !texture.image.__webGLTextureCube &&
  1320. !texture.image.__cubeMapInitialized && texture.image.loadCount == 6 ) {
  1321. texture.image.__webGLTextureCube = _gl.createTexture();
  1322. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webGLTextureCube );
  1323. _gl.texParameteri( _gl.TEXTURE_CUBE_MAP, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  1324. _gl.texParameteri( _gl.TEXTURE_CUBE_MAP, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  1325. _gl.texParameteri( _gl.TEXTURE_CUBE_MAP, _gl.TEXTURE_MAG_FILTER, _gl.LINEAR );
  1326. _gl.texParameteri( _gl.TEXTURE_CUBE_MAP, _gl.TEXTURE_MIN_FILTER, _gl.LINEAR_MIPMAP_LINEAR );
  1327. for ( var i = 0; i < 6; ++i ) {
  1328. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image[ i ] );
  1329. }
  1330. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  1331. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  1332. texture.image.__cubeMapInitialized = true;
  1333. }
  1334. _gl.activeTexture( _gl.TEXTURE0 + slot );
  1335. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webGLTextureCube );
  1336. }
  1337. };
  1338. function setTexture( texture, slot ) {
  1339. if ( !texture.__webGLTexture && texture.image.loaded ) {
  1340. texture.__webGLTexture = _gl.createTexture();
  1341. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webGLTexture );
  1342. _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image );
  1343. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrap_s ) );
  1344. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrap_t ) );
  1345. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.mag_filter ) );
  1346. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.min_filter ) );
  1347. _gl.generateMipmap( _gl.TEXTURE_2D );
  1348. _gl.bindTexture( _gl.TEXTURE_2D, null );
  1349. }
  1350. _gl.activeTexture( _gl.TEXTURE0 + slot );
  1351. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webGLTexture );
  1352. };
  1353. function setRenderTarget( renderTexture, clear ) {
  1354. if ( renderTexture && !renderTexture.__webGLFramebuffer ) {
  1355. renderTexture.__webGLFramebuffer = _gl.createFramebuffer();
  1356. renderTexture.__webGLRenderbuffer = _gl.createRenderbuffer();
  1357. renderTexture.__webGLTexture = _gl.createTexture();
  1358. // Setup renderbuffer
  1359. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderTexture.__webGLRenderbuffer );
  1360. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTexture.width, renderTexture.height );
  1361. // Setup texture
  1362. _gl.bindTexture( _gl.TEXTURE_2D, renderTexture.__webGLTexture );
  1363. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, paramThreeToGL( renderTexture.wrap_s ) );
  1364. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, paramThreeToGL( renderTexture.wrap_t ) );
  1365. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( renderTexture.mag_filter ) );
  1366. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( renderTexture.min_filter ) );
  1367. _gl.texImage2D( _gl.TEXTURE_2D, 0, paramThreeToGL( renderTexture.format ), renderTexture.width, renderTexture.height, 0, paramThreeToGL( renderTexture.format ), paramThreeToGL( renderTexture.type ), null );
  1368. // Setup framebuffer
  1369. _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTexture.__webGLFramebuffer );
  1370. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, renderTexture.__webGLTexture, 0 );
  1371. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTexture.__webGLRenderbuffer );
  1372. // Release everything
  1373. _gl.bindTexture( _gl.TEXTURE_2D, null );
  1374. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  1375. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null);
  1376. }
  1377. var framebuffer, width, height;
  1378. if ( renderTexture ) {
  1379. framebuffer = renderTexture.__webGLFramebuffer;
  1380. width = renderTexture.width;
  1381. height = renderTexture.height;
  1382. } else {
  1383. framebuffer = null;
  1384. width = _canvas.width;
  1385. height = _canvas.height;
  1386. }
  1387. if( framebuffer != _oldFramebuffer ) {
  1388. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  1389. _gl.viewport( 0, 0, width, height );
  1390. if ( clear ) {
  1391. _gl.clear( _gl.COLOR_BUFFER_BIT | _gl.DEPTH_BUFFER_BIT );
  1392. }
  1393. _oldFramebuffer = framebuffer;
  1394. }
  1395. };
  1396. function updateRenderTargetMipmap( renderTarget ) {
  1397. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webGLTexture );
  1398. _gl.generateMipmap( _gl.TEXTURE_2D );
  1399. _gl.bindTexture( _gl.TEXTURE_2D, null );
  1400. };
  1401. function cacheUniformLocations( program, identifiers ) {
  1402. var i, l, id;
  1403. for( i = 0, l = identifiers.length; i < l; i++ ) {
  1404. id = identifiers[ i ];
  1405. program.uniforms[ id ] = _gl.getUniformLocation( program, id );
  1406. }
  1407. };
  1408. function cacheAttributeLocations( program, identifiers ) {
  1409. var i, l, id;
  1410. for( i = 0, l = identifiers.length; i < l; i++ ) {
  1411. id = identifiers[ i ];
  1412. program.attributes[ id ] = _gl.getAttribLocation( program, id );
  1413. }
  1414. };
  1415. function getShader( type, string ) {
  1416. var shader;
  1417. if ( type == "fragment" ) {
  1418. shader = _gl.createShader( _gl.FRAGMENT_SHADER );
  1419. } else if ( type == "vertex" ) {
  1420. shader = _gl.createShader( _gl.VERTEX_SHADER );
  1421. }
  1422. _gl.shaderSource( shader, string );
  1423. _gl.compileShader( shader );
  1424. if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {
  1425. alert( _gl.getShaderInfoLog( shader ) );
  1426. return null;
  1427. }
  1428. return shader;
  1429. };
  1430. function paramThreeToGL( p ) {
  1431. switch ( p ) {
  1432. case THREE.RepeatWrapping: return _gl.REPEAT; break;
  1433. case THREE.ClampToEdgeWrapping: return _gl.CLAMP_TO_EDGE; break;
  1434. case THREE.MirroredRepeatWrapping: return _gl.MIRRORED_REPEAT; break;
  1435. case THREE.NearestFilter: return _gl.NEAREST; break;
  1436. case THREE.NearestMipMapNearestFilter: return _gl.NEAREST_MIPMAP_NEAREST; break;
  1437. case THREE.NearestMipMapLinearFilter: return _gl.NEAREST_MIPMAP_LINEAR; break;
  1438. case THREE.LinearFilter: return _gl.LINEAR; break;
  1439. case THREE.LinearMipMapNearestFilter: return _gl.LINEAR_MIPMAP_NEAREST; break;
  1440. case THREE.LinearMipMapLinearFilter: return _gl.LINEAR_MIPMAP_LINEAR; break;
  1441. case THREE.ByteType: return _gl.BYTE; break;
  1442. case THREE.UnsignedByteType: return _gl.UNSIGNED_BYTE; break;
  1443. case THREE.ShortType: return _gl.SHORT; break;
  1444. case THREE.UnsignedShortType: return _gl.UNSIGNED_SHORT; break;
  1445. case THREE.IntType: return _gl.INT; break;
  1446. case THREE.UnsignedShortType: return _gl.UNSIGNED_INT; break;
  1447. case THREE.FloatType: return _gl.FLOAT; break;
  1448. case THREE.AlphaFormat: return _gl.ALPHA; break;
  1449. case THREE.RGBFormat: return _gl.RGB; break;
  1450. case THREE.RGBAFormat: return _gl.RGBA; break;
  1451. case THREE.LuminanceFormat: return _gl.LUMINANCE; break;
  1452. case THREE.LuminanceAlphaFormat: return _gl.LUMINANCE_ALPHA; break;
  1453. }
  1454. return 0;
  1455. };
  1456. function materialNeedsSmoothNormals( material ) {
  1457. return material && material.shading != undefined && material.shading == THREE.SmoothShading;
  1458. };
  1459. function bufferNeedsSmoothNormals( geometryChunk, object ) {
  1460. var m, ml, i, l, meshMaterial, needsSmoothNormals = false;
  1461. for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
  1462. meshMaterial = object.materials[ m ];
  1463. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  1464. for ( i = 0, l = geometryChunk.materials.length; i < l; i++ ) {
  1465. if ( materialNeedsSmoothNormals( geometryChunk.materials[ i ] ) ) {
  1466. needsSmoothNormals = true;
  1467. break;
  1468. }
  1469. }
  1470. } else {
  1471. if ( materialNeedsSmoothNormals( meshMaterial ) ) {
  1472. needsSmoothNormals = true;
  1473. break;
  1474. }
  1475. }
  1476. if ( needsSmoothNormals ) break;
  1477. }
  1478. return needsSmoothNormals;
  1479. };
  1480. function allocateLights( lights, maxLights ) {
  1481. var l, ll, light, dirLights, pointLights, maxDirLights, maxPointLights;
  1482. dirLights = pointLights = maxDirLights = maxPointLights = 0;
  1483. for ( l = 0, ll = lights.length; l < ll; l++ ) {
  1484. light = lights[ l ];
  1485. if ( light instanceof THREE.DirectionalLight ) dirLights++;
  1486. if ( light instanceof THREE.PointLight ) pointLights++;
  1487. }
  1488. if ( ( pointLights + dirLights ) <= maxLights ) {
  1489. maxDirLights = dirLights;
  1490. maxPointLights = pointLights;
  1491. } else {
  1492. maxDirLights = Math.ceil( maxLights * dirLights / ( pointLights + dirLights ) );
  1493. maxPointLights = maxLights - maxDirLights;
  1494. }
  1495. return { 'directional' : maxDirLights, 'point' : maxPointLights };
  1496. };
  1497. /* DEBUG
  1498. function getGLParams() {
  1499. var params = {
  1500. 'MAX_VARYING_VECTORS': _gl.getParameter( _gl.MAX_VARYING_VECTORS ),
  1501. 'MAX_VERTEX_ATTRIBS': _gl.getParameter( _gl.MAX_VERTEX_ATTRIBS ),
  1502. 'MAX_TEXTURE_IMAGE_UNITS': _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS ),
  1503. 'MAX_VERTEX_TEXTURE_IMAGE_UNITS': _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ),
  1504. 'MAX_COMBINED_TEXTURE_IMAGE_UNITS' : _gl.getParameter( _gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS ),
  1505. 'MAX_VERTEX_UNIFORM_VECTORS': _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS ),
  1506. 'MAX_FRAGMENT_UNIFORM_VECTORS': _gl.getParameter( _gl.MAX_FRAGMENT_UNIFORM_VECTORS )
  1507. }
  1508. return params;
  1509. };
  1510. function dumpObject( obj ) {
  1511. var p, str = "";
  1512. for ( p in obj ) {
  1513. str += p + ": " + obj[p] + "\n";
  1514. }
  1515. return str;
  1516. }
  1517. */
  1518. };
  1519. THREE.Snippets = {
  1520. // FOG
  1521. fog_pars_fragment: [
  1522. "#ifdef USE_FOG",
  1523. "uniform vec3 fogColor;",
  1524. "#ifdef FOG_EXP2",
  1525. "uniform float fogDensity;",
  1526. "#else",
  1527. "uniform float fogNear;",
  1528. "uniform float fogFar;",
  1529. "#endif",
  1530. "#endif"
  1531. ].join("\n"),
  1532. fog_fragment: [
  1533. "#ifdef USE_FOG",
  1534. "float depth = gl_FragCoord.z / gl_FragCoord.w;",
  1535. "#ifdef FOG_EXP2",
  1536. "const float LOG2 = 1.442695;",
  1537. "float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );",
  1538. "fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );",
  1539. "#else",
  1540. "float fogFactor = smoothstep( fogNear, fogFar, depth );",
  1541. "#endif",
  1542. "gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );",
  1543. "#endif"
  1544. ].join("\n"),
  1545. // ENVIRONMENT MAP
  1546. envmap_pars_fragment: [
  1547. "#ifdef USE_ENVMAP",
  1548. "varying vec3 vReflect;",
  1549. "uniform float reflectivity;",
  1550. "uniform samplerCube env_map;",
  1551. "uniform int combine;",
  1552. "#endif"
  1553. ].join("\n"),
  1554. envmap_fragment: [
  1555. "#ifdef USE_ENVMAP",
  1556. "vec4 cubeColor = textureCube( env_map, vec3( -vReflect.x, vReflect.yz ) );",
  1557. "if ( combine == 1 ) {",
  1558. //"gl_FragColor = mix( gl_FragColor, cubeColor, reflectivity );",
  1559. "gl_FragColor = vec4( mix( gl_FragColor.xyz, cubeColor.xyz, reflectivity ), opacity );",
  1560. "} else {",
  1561. "gl_FragColor = gl_FragColor * cubeColor;",
  1562. "}",
  1563. "#endif"
  1564. ].join("\n"),
  1565. envmap_pars_vertex: [
  1566. "#ifdef USE_ENVMAP",
  1567. "varying vec3 vReflect;",
  1568. "uniform float refraction_ratio;",
  1569. "uniform bool useRefract;",
  1570. "#endif"
  1571. ].join("\n"),
  1572. envmap_vertex : [
  1573. "#ifdef USE_ENVMAP",
  1574. "vec4 mPosition = objectMatrix * vec4( position, 1.0 );",
  1575. "vec3 nWorld = mat3( objectMatrix[0].xyz, objectMatrix[1].xyz, objectMatrix[2].xyz ) * normal;",
  1576. "if ( useRefract ) {",
  1577. "vReflect = refract( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ), refraction_ratio );",
  1578. "} else {",
  1579. "vReflect = reflect( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ) );",
  1580. "}",
  1581. "#endif"
  1582. ].join("\n"),
  1583. // COLOR MAP (particles)
  1584. map_particle_pars_fragment: [
  1585. "#ifdef USE_MAP",
  1586. "uniform sampler2D map;",
  1587. "#endif"
  1588. ].join("\n"),
  1589. map_particle_fragment: [
  1590. "#ifdef USE_MAP",
  1591. "gl_FragColor = gl_FragColor * texture2D( map, gl_PointCoord );",
  1592. "#endif"
  1593. ].join("\n"),
  1594. // COLOR MAP (triangles)
  1595. map_pars_fragment: [
  1596. "#ifdef USE_MAP",
  1597. "varying vec2 vUv;",
  1598. "uniform sampler2D map;",
  1599. "#endif"
  1600. ].join("\n"),
  1601. map_pars_vertex: [
  1602. "#ifdef USE_MAP",
  1603. "varying vec2 vUv;",
  1604. "#endif"
  1605. ].join("\n"),
  1606. map_fragment: [
  1607. "#ifdef USE_MAP",
  1608. "gl_FragColor = gl_FragColor * texture2D( map, vUv );",
  1609. "#endif"
  1610. ].join("\n"),
  1611. map_vertex: [
  1612. "#ifdef USE_MAP",
  1613. "vUv = uv;",
  1614. "#endif"
  1615. ].join("\n"),
  1616. // LIGHT MAP
  1617. lightmap_pars_fragment: [
  1618. "#ifdef USE_LIGHTMAP",
  1619. "varying vec2 vUv2;",
  1620. "uniform sampler2D light_map;",
  1621. "#endif"
  1622. ].join("\n"),
  1623. lightmap_pars_vertex: [
  1624. "#ifdef USE_LIGHTMAP",
  1625. "varying vec2 vUv2;",
  1626. "#endif"
  1627. ].join("\n"),
  1628. lightmap_fragment: [
  1629. "#ifdef USE_LIGHTMAP",
  1630. "gl_FragColor = gl_FragColor * texture2D( light_map, vUv2 );",
  1631. "#endif"
  1632. ].join("\n"),
  1633. lightmap_vertex: [
  1634. "#ifdef USE_LIGHTMAP",
  1635. "vUv2 = uv2;",
  1636. "#endif"
  1637. ].join("\n"),
  1638. lights_pars_vertex: [
  1639. "uniform bool enableLighting;",
  1640. "uniform vec3 ambientLightColor;",
  1641. "#if MAX_DIR_LIGHTS > 0",
  1642. "uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
  1643. "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
  1644. "#endif",
  1645. "#if MAX_POINT_LIGHTS > 0",
  1646. "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
  1647. "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
  1648. "#ifdef PHONG",
  1649. "varying vec3 vPointLightVector[ MAX_POINT_LIGHTS ];",
  1650. "#endif",
  1651. "#endif"
  1652. ].join("\n"),
  1653. // LIGHTS
  1654. lights_vertex: [
  1655. "if ( !enableLighting ) {",
  1656. "vLightWeighting = vec3( 1.0 );",
  1657. "} else {",
  1658. "vLightWeighting = ambientLightColor;",
  1659. "#if MAX_DIR_LIGHTS > 0",
  1660. "for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
  1661. "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
  1662. "float directionalLightWeighting = max( dot( transformedNormal, normalize( lDirection.xyz ) ), 0.0 );",
  1663. "vLightWeighting += directionalLightColor[ i ] * directionalLightWeighting;",
  1664. "}",
  1665. "#endif",
  1666. "#if MAX_POINT_LIGHTS > 0",
  1667. "for( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {",
  1668. "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
  1669. "vec3 pointLightVector = normalize( lPosition.xyz - mvPosition.xyz );",
  1670. "float pointLightWeighting = max( dot( transformedNormal, pointLightVector ), 0.0 );",
  1671. "vLightWeighting += pointLightColor[ i ] * pointLightWeighting;",
  1672. "#ifdef PHONG",
  1673. "vPointLightVector[ i ] = pointLightVector;",
  1674. "#endif",
  1675. "}",
  1676. "#endif",
  1677. "}"
  1678. ].join("\n"),
  1679. lights_pars_fragment: [
  1680. "#if MAX_DIR_LIGHTS > 0",
  1681. "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
  1682. "#endif",
  1683. "#if MAX_POINT_LIGHTS > 0",
  1684. "varying vec3 vPointLightVector[ MAX_POINT_LIGHTS ];",
  1685. "#endif",
  1686. "varying vec3 vViewPosition;",
  1687. "varying vec3 vNormal;"
  1688. ].join("\n"),
  1689. lights_fragment: [
  1690. "vec3 normal = normalize( vNormal );",
  1691. "vec3 viewPosition = normalize( vViewPosition );",
  1692. "vec4 mColor = vec4( diffuse, opacity );",
  1693. "vec4 mSpecular = vec4( specular, opacity );",
  1694. "#if MAX_POINT_LIGHTS > 0",
  1695. "vec4 pointDiffuse = vec4( 0.0 );",
  1696. "vec4 pointSpecular = vec4( 0.0 );",
  1697. "for( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {",
  1698. "vec3 pointVector = normalize( vPointLightVector[ i ] );",
  1699. "vec3 pointHalfVector = normalize( vPointLightVector[ i ] + vViewPosition );",
  1700. "float pointDotNormalHalf = dot( normal, pointHalfVector );",
  1701. "float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",
  1702. "float pointSpecularWeight = 0.0;",
  1703. "if ( pointDotNormalHalf >= 0.0 )",
  1704. "pointSpecularWeight = pow( pointDotNormalHalf, shininess );",
  1705. "pointDiffuse += mColor * pointDiffuseWeight;",
  1706. "pointSpecular += mSpecular * pointSpecularWeight;",
  1707. "}",
  1708. "#endif",
  1709. "#if MAX_DIR_LIGHTS > 0",
  1710. "vec4 dirDiffuse = vec4( 0.0 );",
  1711. "vec4 dirSpecular = vec4( 0.0 );" ,
  1712. "for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
  1713. "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
  1714. "vec3 dirVector = normalize( lDirection.xyz );",
  1715. "vec3 dirHalfVector = normalize( lDirection.xyz + vViewPosition );",
  1716. "float dirDotNormalHalf = dot( normal, dirHalfVector );",
  1717. "float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
  1718. "float dirSpecularWeight = 0.0;",
  1719. "if ( dirDotNormalHalf >= 0.0 )",
  1720. "dirSpecularWeight = pow( dirDotNormalHalf, shininess );",
  1721. "dirDiffuse += mColor * dirDiffuseWeight;",
  1722. "dirSpecular += mSpecular * dirSpecularWeight;",
  1723. "}",
  1724. "#endif",
  1725. "vec4 totalLight = vec4( ambient, opacity );",
  1726. "#if MAX_DIR_LIGHTS > 0",
  1727. "totalLight += dirDiffuse + dirSpecular;",
  1728. "#endif",
  1729. "#if MAX_POINT_LIGHTS > 0",
  1730. "totalLight += pointDiffuse + pointSpecular;",
  1731. "#endif",
  1732. "gl_FragColor = gl_FragColor * totalLight;"
  1733. ].join("\n"),
  1734. // VERTEX COLORS
  1735. color_pars_fragment: [
  1736. "#ifdef USE_COLOR",
  1737. "varying vec3 vColor;",
  1738. "#endif"
  1739. ].join("\n"),
  1740. color_fragment: [
  1741. "#ifdef USE_COLOR",
  1742. "gl_FragColor = gl_FragColor * vec4( vColor, opacity );",
  1743. "#endif"
  1744. ].join("\n"),
  1745. color_pars_vertex: [
  1746. "#ifdef USE_COLOR",
  1747. "varying vec3 vColor;",
  1748. "#endif"
  1749. ].join("\n"),
  1750. color_vertex: [
  1751. "#ifdef USE_COLOR",
  1752. "vColor = color;",
  1753. "#endif"
  1754. ].join("\n")
  1755. };
  1756. THREE.UniformsLib = {
  1757. common: {
  1758. "diffuse" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
  1759. "opacity" : { type: "f", value: 1.0 },
  1760. "map" : { type: "t", value: 0, texture: null },
  1761. "light_map" : { type: "t", value: 2, texture: null },
  1762. "env_map" : { type: "t", value: 1, texture: null },
  1763. "useRefract" : { type: "i", value: 0 },
  1764. "reflectivity" : { type: "f", value: 1.0 },
  1765. "refraction_ratio": { type: "f", value: 0.98 },
  1766. "combine" : { type: "i", value: 0 },
  1767. "fogDensity": { type: "f", value: 0.00025 },
  1768. "fogNear" : { type: "f", value: 1 },
  1769. "fogFar" : { type: "f", value: 2000 },
  1770. "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
  1771. },
  1772. lights: {
  1773. "enableLighting" : { type: "i", value: 1 },
  1774. "ambientLightColor" : { type: "fv", value: [] },
  1775. "directionalLightDirection" : { type: "fv", value: [] },
  1776. "directionalLightColor" : { type: "fv", value: [] },
  1777. "pointLightPosition" : { type: "fv", value: [] },
  1778. "pointLightColor" : { type: "fv", value: [] }
  1779. },
  1780. particle: {
  1781. "psColor" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
  1782. "opacity" : { type: "f", value: 1.0 },
  1783. "size" : { type: "f", value: 1.0 },
  1784. "map" : { type: "t", value: 0, texture: null },
  1785. "fogDensity": { type: "f", value: 0.00025 },
  1786. "fogNear" : { type: "f", value: 1 },
  1787. "fogFar" : { type: "f", value: 2000 },
  1788. "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
  1789. }
  1790. };
  1791. THREE.ShaderLib = {
  1792. 'depth': {
  1793. uniforms: { "mNear": { type: "f", value: 1.0 },
  1794. "mFar" : { type: "f", value: 2000.0 },
  1795. "opacity" : { type: "f", value: 1.0 }
  1796. },
  1797. fragment_shader: [
  1798. "uniform float mNear;",
  1799. "uniform float mFar;",
  1800. "uniform float opacity;",
  1801. "void main() {",
  1802. "float depth = gl_FragCoord.z / gl_FragCoord.w;",
  1803. "float color = 1.0 - smoothstep( mNear, mFar, depth );",
  1804. "gl_FragColor = vec4( vec3( color ), opacity );",
  1805. "}"
  1806. ].join("\n"),
  1807. vertex_shader: [
  1808. "void main() {",
  1809. "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  1810. "}"
  1811. ].join("\n")
  1812. },
  1813. 'normal': {
  1814. uniforms: { "opacity" : { type: "f", value: 1.0 } },
  1815. fragment_shader: [
  1816. "uniform float opacity;",
  1817. "varying vec3 vNormal;",
  1818. "void main() {",
  1819. "gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",
  1820. "}"
  1821. ].join("\n"),
  1822. vertex_shader: [
  1823. "varying vec3 vNormal;",
  1824. "void main() {",
  1825. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  1826. "vNormal = normalize( normalMatrix * normal );",
  1827. "gl_Position = projectionMatrix * mvPosition;",
  1828. "}"
  1829. ].join("\n")
  1830. },
  1831. 'basic': {
  1832. uniforms: THREE.UniformsLib[ "common" ],
  1833. fragment_shader: [
  1834. "uniform vec3 diffuse;",
  1835. "uniform float opacity;",
  1836. THREE.Snippets[ "color_pars_fragment" ],
  1837. THREE.Snippets[ "map_pars_fragment" ],
  1838. THREE.Snippets[ "lightmap_pars_fragment" ],
  1839. THREE.Snippets[ "envmap_pars_fragment" ],
  1840. THREE.Snippets[ "fog_pars_fragment" ],
  1841. "void main() {",
  1842. "gl_FragColor = vec4( diffuse, opacity );",
  1843. THREE.Snippets[ "map_fragment" ],
  1844. THREE.Snippets[ "lightmap_fragment" ],
  1845. THREE.Snippets[ "color_fragment" ],
  1846. THREE.Snippets[ "envmap_fragment" ],
  1847. THREE.Snippets[ "fog_fragment" ],
  1848. "}"
  1849. ].join("\n"),
  1850. vertex_shader: [
  1851. THREE.Snippets[ "map_pars_vertex" ],
  1852. THREE.Snippets[ "lightmap_pars_vertex" ],
  1853. THREE.Snippets[ "envmap_pars_vertex" ],
  1854. THREE.Snippets[ "color_pars_vertex" ],
  1855. "void main() {",
  1856. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  1857. THREE.Snippets[ "map_vertex" ],
  1858. THREE.Snippets[ "lightmap_vertex" ],
  1859. THREE.Snippets[ "envmap_vertex" ],
  1860. THREE.Snippets[ "color_vertex" ],
  1861. "gl_Position = projectionMatrix * mvPosition;",
  1862. "}"
  1863. ].join("\n")
  1864. },
  1865. 'lambert': {
  1866. uniforms: Uniforms.merge( [ THREE.UniformsLib[ "common" ],
  1867. THREE.UniformsLib[ "lights" ] ] ),
  1868. fragment_shader: [
  1869. "uniform vec3 diffuse;",
  1870. "uniform float opacity;",
  1871. "varying vec3 vLightWeighting;",
  1872. THREE.Snippets[ "color_pars_fragment" ],
  1873. THREE.Snippets[ "map_pars_fragment" ],
  1874. THREE.Snippets[ "lightmap_pars_fragment" ],
  1875. THREE.Snippets[ "envmap_pars_fragment" ],
  1876. THREE.Snippets[ "fog_pars_fragment" ],
  1877. "void main() {",
  1878. "gl_FragColor = vec4( diffuse, opacity );",
  1879. "gl_FragColor = gl_FragColor * vec4( vLightWeighting, 1.0 );",
  1880. THREE.Snippets[ "map_fragment" ],
  1881. THREE.Snippets[ "lightmap_fragment" ],
  1882. THREE.Snippets[ "color_fragment" ],
  1883. THREE.Snippets[ "envmap_fragment" ],
  1884. THREE.Snippets[ "fog_fragment" ],
  1885. "}"
  1886. ].join("\n"),
  1887. vertex_shader: [
  1888. "varying vec3 vLightWeighting;",
  1889. THREE.Snippets[ "map_pars_vertex" ],
  1890. THREE.Snippets[ "lightmap_pars_vertex" ],
  1891. THREE.Snippets[ "envmap_pars_vertex" ],
  1892. THREE.Snippets[ "lights_pars_vertex" ],
  1893. THREE.Snippets[ "color_pars_vertex" ],
  1894. "void main() {",
  1895. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  1896. THREE.Snippets[ "map_vertex" ],
  1897. THREE.Snippets[ "lightmap_vertex" ],
  1898. THREE.Snippets[ "envmap_vertex" ],
  1899. THREE.Snippets[ "color_vertex" ],
  1900. "vec3 transformedNormal = normalize( normalMatrix * normal );",
  1901. THREE.Snippets[ "lights_vertex" ],
  1902. "gl_Position = projectionMatrix * mvPosition;",
  1903. "}"
  1904. ].join("\n")
  1905. },
  1906. 'phong': {
  1907. uniforms: Uniforms.merge( [ THREE.UniformsLib[ "common" ],
  1908. THREE.UniformsLib[ "lights" ],
  1909. { "ambient" : { type: "c", value: new THREE.Color( 0x050505 ) },
  1910. "specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
  1911. "shininess": { type: "f", value: 30 }
  1912. }
  1913. ] ),
  1914. fragment_shader: [
  1915. "uniform vec3 diffuse;",
  1916. "uniform float opacity;",
  1917. "uniform vec3 ambient;",
  1918. "uniform vec3 specular;",
  1919. "uniform float shininess;",
  1920. "varying vec3 vLightWeighting;",
  1921. THREE.Snippets[ "color_pars_fragment" ],
  1922. THREE.Snippets[ "map_pars_fragment" ],
  1923. THREE.Snippets[ "lightmap_pars_fragment" ],
  1924. THREE.Snippets[ "envmap_pars_fragment" ],
  1925. THREE.Snippets[ "fog_pars_fragment" ],
  1926. THREE.Snippets[ "lights_pars_fragment" ],
  1927. "void main() {",
  1928. "gl_FragColor = vec4( vLightWeighting, 1.0 );",
  1929. THREE.Snippets[ "lights_fragment" ],
  1930. THREE.Snippets[ "map_fragment" ],
  1931. THREE.Snippets[ "lightmap_fragment" ],
  1932. THREE.Snippets[ "color_fragment" ],
  1933. THREE.Snippets[ "envmap_fragment" ],
  1934. THREE.Snippets[ "fog_fragment" ],
  1935. "}"
  1936. ].join("\n"),
  1937. vertex_shader: [
  1938. "#define PHONG",
  1939. "varying vec3 vLightWeighting;",
  1940. "varying vec3 vViewPosition;",
  1941. "varying vec3 vNormal;",
  1942. THREE.Snippets[ "map_pars_vertex" ],
  1943. THREE.Snippets[ "lightmap_pars_vertex" ],
  1944. THREE.Snippets[ "envmap_pars_vertex" ],
  1945. THREE.Snippets[ "lights_pars_vertex" ],
  1946. THREE.Snippets[ "color_pars_vertex" ],
  1947. "void main() {",
  1948. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  1949. THREE.Snippets[ "map_vertex" ],
  1950. THREE.Snippets[ "lightmap_vertex" ],
  1951. THREE.Snippets[ "envmap_vertex" ],
  1952. THREE.Snippets[ "color_vertex" ],
  1953. "#ifndef USE_ENVMAP",
  1954. "vec4 mPosition = objectMatrix * vec4( position, 1.0 );",
  1955. "#endif",
  1956. "vViewPosition = cameraPosition - mPosition.xyz;",
  1957. "vec3 transformedNormal = normalize( normalMatrix * normal );",
  1958. "vNormal = transformedNormal;",
  1959. THREE.Snippets[ "lights_vertex" ],
  1960. "gl_Position = projectionMatrix * mvPosition;",
  1961. "}"
  1962. ].join("\n")
  1963. },
  1964. 'particle_basic': {
  1965. uniforms: THREE.UniformsLib[ "particle" ],
  1966. fragment_shader: [
  1967. "uniform vec3 psColor;",
  1968. "uniform float opacity;",
  1969. THREE.Snippets[ "color_pars_fragment" ],
  1970. THREE.Snippets[ "map_particle_pars_fragment" ],
  1971. THREE.Snippets[ "fog_pars_fragment" ],
  1972. "void main() {",
  1973. "gl_FragColor = vec4( psColor, opacity );",
  1974. THREE.Snippets[ "map_particle_fragment" ],
  1975. THREE.Snippets[ "color_fragment" ],
  1976. THREE.Snippets[ "fog_fragment" ],
  1977. "}"
  1978. ].join("\n"),
  1979. vertex_shader: [
  1980. "uniform float size;",
  1981. THREE.Snippets[ "color_pars_vertex" ],
  1982. "void main() {",
  1983. THREE.Snippets[ "color_vertex" ],
  1984. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  1985. "gl_Position = projectionMatrix * mvPosition;",
  1986. "gl_PointSize = size;",
  1987. //"gl_PointSize = 10.0 + 6.0 * mvPosition.z;";
  1988. "}"
  1989. ].join("\n")
  1990. }
  1991. };
粤ICP备19079148号