WebGLRenderer.js 144 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186118711881189119011911192119311941195119611971198119912001201120212031204120512061207120812091210121112121213121412151216121712181219122012211222122312241225122612271228122912301231123212331234123512361237123812391240124112421243124412451246124712481249125012511252125312541255125612571258125912601261126212631264126512661267126812691270127112721273127412751276127712781279128012811282128312841285128612871288128912901291129212931294129512961297129812991300130113021303130413051306130713081309131013111312131313141315131613171318131913201321132213231324132513261327132813291330133113321333133413351336133713381339134013411342134313441345134613471348134913501351135213531354135513561357135813591360136113621363136413651366136713681369137013711372137313741375137613771378137913801381138213831384138513861387138813891390139113921393139413951396139713981399140014011402140314041405140614071408140914101411141214131414141514161417141814191420142114221423142414251426142714281429143014311432143314341435143614371438143914401441144214431444144514461447144814491450145114521453145414551456145714581459146014611462146314641465146614671468146914701471147214731474147514761477147814791480148114821483148414851486148714881489149014911492149314941495149614971498149915001501150215031504150515061507150815091510151115121513151415151516151715181519152015211522152315241525152615271528152915301531153215331534153515361537153815391540154115421543154415451546154715481549155015511552155315541555155615571558155915601561156215631564156515661567156815691570157115721573157415751576157715781579158015811582158315841585158615871588158915901591159215931594159515961597159815991600160116021603160416051606160716081609161016111612161316141615161616171618161916201621162216231624162516261627162816291630163116321633163416351636163716381639164016411642164316441645164616471648164916501651165216531654165516561657165816591660166116621663166416651666166716681669167016711672167316741675167616771678167916801681168216831684168516861687168816891690169116921693169416951696169716981699170017011702170317041705170617071708170917101711171217131714171517161717171817191720172117221723172417251726172717281729173017311732173317341735173617371738173917401741174217431744174517461747174817491750175117521753175417551756175717581759176017611762176317641765176617671768176917701771177217731774177517761777177817791780178117821783178417851786178717881789179017911792179317941795179617971798179918001801180218031804180518061807180818091810181118121813181418151816181718181819182018211822182318241825182618271828182918301831183218331834183518361837183818391840184118421843184418451846184718481849185018511852185318541855185618571858185918601861186218631864186518661867186818691870187118721873187418751876187718781879188018811882188318841885188618871888188918901891189218931894189518961897189818991900190119021903190419051906190719081909191019111912191319141915191619171918191919201921192219231924192519261927192819291930193119321933193419351936193719381939194019411942194319441945194619471948194919501951195219531954195519561957195819591960196119621963196419651966196719681969197019711972197319741975197619771978197919801981198219831984198519861987198819891990199119921993199419951996199719981999200020012002200320042005200620072008200920102011201220132014201520162017201820192020202120222023202420252026202720282029203020312032203320342035203620372038203920402041204220432044204520462047204820492050205120522053205420552056205720582059206020612062206320642065206620672068206920702071207220732074207520762077207820792080208120822083208420852086208720882089209020912092209320942095209620972098209921002101210221032104210521062107210821092110211121122113211421152116211721182119212021212122212321242125212621272128212921302131213221332134213521362137213821392140214121422143214421452146214721482149215021512152215321542155215621572158215921602161216221632164216521662167216821692170217121722173217421752176217721782179218021812182218321842185218621872188218921902191219221932194219521962197219821992200220122022203220422052206220722082209221022112212221322142215221622172218221922202221222222232224222522262227222822292230223122322233223422352236223722382239224022412242224322442245224622472248224922502251225222532254225522562257225822592260226122622263226422652266226722682269227022712272227322742275227622772278227922802281228222832284228522862287228822892290229122922293229422952296229722982299230023012302230323042305230623072308230923102311231223132314231523162317231823192320232123222323232423252326232723282329233023312332233323342335233623372338233923402341234223432344234523462347234823492350235123522353235423552356235723582359236023612362236323642365236623672368236923702371237223732374237523762377237823792380238123822383238423852386238723882389239023912392239323942395239623972398239924002401240224032404240524062407240824092410241124122413241424152416241724182419242024212422242324242425242624272428242924302431243224332434243524362437243824392440244124422443244424452446244724482449245024512452245324542455245624572458245924602461246224632464246524662467246824692470247124722473247424752476247724782479248024812482248324842485248624872488248924902491249224932494249524962497249824992500250125022503250425052506250725082509251025112512251325142515251625172518251925202521252225232524252525262527252825292530253125322533253425352536253725382539254025412542254325442545254625472548254925502551255225532554255525562557255825592560256125622563256425652566256725682569257025712572257325742575257625772578257925802581258225832584258525862587258825892590259125922593259425952596259725982599260026012602260326042605260626072608260926102611261226132614261526162617261826192620262126222623262426252626262726282629263026312632263326342635263626372638263926402641264226432644264526462647264826492650265126522653265426552656265726582659266026612662266326642665266626672668266926702671267226732674267526762677267826792680268126822683268426852686268726882689269026912692269326942695269626972698269927002701270227032704270527062707270827092710271127122713271427152716271727182719272027212722272327242725272627272728272927302731273227332734273527362737273827392740274127422743274427452746274727482749275027512752275327542755275627572758275927602761276227632764276527662767276827692770277127722773277427752776277727782779278027812782278327842785278627872788278927902791279227932794279527962797279827992800280128022803280428052806280728082809281028112812281328142815281628172818281928202821282228232824282528262827282828292830283128322833283428352836283728382839284028412842284328442845284628472848284928502851285228532854285528562857285828592860286128622863286428652866286728682869287028712872287328742875287628772878287928802881288228832884288528862887288828892890289128922893289428952896289728982899290029012902290329042905290629072908290929102911291229132914291529162917291829192920292129222923292429252926292729282929293029312932293329342935293629372938293929402941294229432944294529462947294829492950295129522953295429552956295729582959296029612962296329642965296629672968296929702971297229732974297529762977297829792980298129822983298429852986298729882989299029912992299329942995299629972998299930003001300230033004300530063007300830093010301130123013301430153016301730183019302030213022302330243025302630273028302930303031303230333034303530363037303830393040304130423043304430453046304730483049305030513052305330543055305630573058305930603061306230633064306530663067306830693070307130723073307430753076307730783079308030813082308330843085308630873088308930903091309230933094309530963097309830993100310131023103310431053106310731083109311031113112311331143115311631173118311931203121312231233124312531263127312831293130313131323133313431353136313731383139314031413142314331443145314631473148314931503151315231533154315531563157315831593160316131623163316431653166316731683169317031713172317331743175317631773178317931803181318231833184318531863187318831893190319131923193319431953196319731983199320032013202320332043205320632073208320932103211321232133214321532163217321832193220322132223223322432253226322732283229323032313232323332343235323632373238323932403241324232433244324532463247324832493250325132523253325432553256325732583259326032613262326332643265326632673268326932703271327232733274327532763277327832793280328132823283328432853286328732883289329032913292329332943295329632973298329933003301330233033304330533063307330833093310331133123313331433153316331733183319332033213322332333243325332633273328332933303331333233333334333533363337333833393340334133423343334433453346334733483349335033513352335333543355335633573358335933603361336233633364336533663367336833693370337133723373337433753376337733783379338033813382338333843385338633873388338933903391339233933394339533963397339833993400340134023403340434053406340734083409341034113412341334143415341634173418341934203421342234233424342534263427342834293430343134323433343434353436343734383439344034413442344334443445344634473448344934503451345234533454345534563457345834593460346134623463346434653466346734683469347034713472347334743475347634773478347934803481348234833484348534863487348834893490349134923493349434953496349734983499350035013502350335043505350635073508350935103511351235133514351535163517351835193520352135223523352435253526352735283529353035313532353335343535353635373538353935403541354235433544354535463547354835493550355135523553355435553556355735583559356035613562356335643565356635673568356935703571357235733574357535763577357835793580358135823583358435853586358735883589359035913592359335943595359635973598359936003601360236033604360536063607360836093610361136123613361436153616361736183619362036213622362336243625362636273628362936303631363236333634363536363637363836393640364136423643364436453646364736483649365036513652365336543655365636573658365936603661366236633664366536663667366836693670367136723673367436753676367736783679368036813682368336843685368636873688368936903691369236933694369536963697369836993700370137023703370437053706370737083709371037113712371337143715371637173718371937203721372237233724372537263727372837293730373137323733373437353736373737383739374037413742374337443745374637473748374937503751375237533754375537563757375837593760376137623763376437653766376737683769377037713772377337743775377637773778377937803781378237833784378537863787378837893790379137923793379437953796379737983799380038013802380338043805380638073808380938103811381238133814381538163817381838193820382138223823382438253826382738283829383038313832383338343835383638373838383938403841384238433844384538463847384838493850385138523853385438553856385738583859386038613862386338643865386638673868386938703871387238733874387538763877387838793880388138823883388438853886388738883889389038913892389338943895389638973898389939003901390239033904390539063907390839093910391139123913391439153916391739183919392039213922392339243925392639273928392939303931393239333934393539363937393839393940394139423943394439453946394739483949395039513952395339543955395639573958395939603961396239633964396539663967396839693970397139723973397439753976397739783979398039813982398339843985398639873988398939903991399239933994399539963997399839994000400140024003400440054006400740084009401040114012401340144015401640174018401940204021402240234024402540264027402840294030403140324033403440354036403740384039404040414042404340444045404640474048404940504051405240534054405540564057405840594060406140624063406440654066406740684069407040714072407340744075407640774078407940804081408240834084408540864087408840894090409140924093409440954096409740984099410041014102410341044105410641074108410941104111411241134114411541164117411841194120412141224123412441254126412741284129413041314132413341344135413641374138413941404141414241434144414541464147414841494150415141524153415441554156415741584159416041614162416341644165416641674168416941704171417241734174417541764177417841794180418141824183418441854186418741884189419041914192419341944195419641974198419942004201420242034204420542064207420842094210421142124213421442154216421742184219422042214222422342244225422642274228422942304231423242334234423542364237423842394240424142424243424442454246424742484249425042514252425342544255425642574258425942604261426242634264426542664267426842694270427142724273427442754276427742784279428042814282428342844285428642874288428942904291429242934294429542964297429842994300430143024303430443054306430743084309431043114312431343144315431643174318431943204321432243234324432543264327432843294330433143324333433443354336433743384339434043414342434343444345434643474348434943504351435243534354435543564357435843594360436143624363436443654366436743684369437043714372437343744375437643774378437943804381438243834384438543864387438843894390439143924393439443954396439743984399440044014402440344044405440644074408440944104411441244134414441544164417441844194420442144224423442444254426442744284429443044314432443344344435443644374438443944404441444244434444444544464447444844494450445144524453445444554456445744584459446044614462446344644465446644674468446944704471447244734474447544764477447844794480448144824483448444854486448744884489449044914492449344944495449644974498449945004501450245034504450545064507450845094510451145124513451445154516451745184519452045214522452345244525452645274528452945304531453245334534453545364537453845394540454145424543454445454546454745484549455045514552455345544555455645574558455945604561456245634564456545664567456845694570457145724573457445754576457745784579458045814582458345844585458645874588458945904591459245934594459545964597459845994600460146024603460446054606460746084609461046114612461346144615461646174618461946204621462246234624462546264627462846294630463146324633463446354636463746384639464046414642464346444645464646474648464946504651465246534654465546564657465846594660466146624663466446654666466746684669467046714672467346744675467646774678467946804681468246834684468546864687468846894690469146924693469446954696469746984699470047014702470347044705470647074708470947104711471247134714471547164717471847194720472147224723472447254726472747284729473047314732473347344735473647374738473947404741474247434744474547464747474847494750475147524753475447554756475747584759476047614762476347644765476647674768476947704771477247734774477547764777477847794780478147824783478447854786478747884789479047914792479347944795479647974798479948004801480248034804480548064807480848094810481148124813481448154816481748184819482048214822482348244825482648274828482948304831483248334834483548364837483848394840484148424843484448454846484748484849485048514852485348544855485648574858485948604861486248634864486548664867486848694870487148724873487448754876487748784879488048814882488348844885488648874888488948904891489248934894489548964897489848994900490149024903490449054906490749084909491049114912491349144915491649174918491949204921492249234924492549264927492849294930493149324933493449354936493749384939494049414942494349444945494649474948494949504951495249534954495549564957495849594960496149624963496449654966496749684969497049714972497349744975497649774978497949804981498249834984498549864987498849894990499149924993499449954996499749984999500050015002500350045005500650075008500950105011501250135014501550165017501850195020502150225023502450255026502750285029503050315032503350345035503650375038503950405041504250435044504550465047504850495050505150525053505450555056505750585059506050615062506350645065506650675068506950705071507250735074507550765077507850795080508150825083508450855086508750885089509050915092509350945095509650975098509951005101510251035104510551065107510851095110511151125113511451155116511751185119512051215122512351245125512651275128512951305131513251335134513551365137513851395140514151425143514451455146514751485149515051515152515351545155515651575158515951605161516251635164516551665167516851695170517151725173517451755176517751785179518051815182518351845185518651875188518951905191519251935194519551965197519851995200520152025203520452055206520752085209521052115212521352145215521652175218521952205221522252235224522552265227522852295230523152325233523452355236523752385239524052415242524352445245524652475248524952505251525252535254525552565257525852595260526152625263526452655266526752685269527052715272527352745275527652775278527952805281528252835284528552865287528852895290529152925293529452955296529752985299530053015302530353045305530653075308530953105311531253135314531553165317531853195320532153225323532453255326532753285329533053315332533353345335533653375338533953405341534253435344534553465347534853495350535153525353535453555356535753585359536053615362536353645365536653675368536953705371537253735374537553765377537853795380538153825383538453855386538753885389539053915392539353945395539653975398539954005401540254035404540554065407540854095410541154125413541454155416541754185419542054215422542354245425542654275428542954305431543254335434543554365437543854395440544154425443544454455446544754485449545054515452545354545455545654575458545954605461546254635464546554665467546854695470547154725473547454755476547754785479548054815482548354845485548654875488548954905491549254935494549554965497549854995500550155025503550455055506550755085509551055115512551355145515551655175518551955205521552255235524552555265527552855295530553155325533553455355536553755385539554055415542554355445545554655475548554955505551555255535554555555565557555855595560556155625563556455655566556755685569557055715572557355745575557655775578557955805581558255835584558555865587558855895590559155925593559455955596559755985599560056015602560356045605560656075608560956105611561256135614561556165617561856195620562156225623562456255626562756285629563056315632563356345635563656375638563956405641564256435644564556465647564856495650565156525653565456555656565756585659566056615662566356645665566656675668566956705671567256735674567556765677567856795680568156825683568456855686568756885689569056915692569356945695569656975698569957005701570257035704570557065707570857095710571157125713571457155716571757185719572057215722572357245725572657275728572957305731573257335734573557365737573857395740574157425743574457455746574757485749575057515752575357545755575657575758575957605761576257635764576557665767576857695770577157725773577457755776577757785779578057815782578357845785578657875788578957905791579257935794579557965797579857995800580158025803580458055806580758085809581058115812581358145815581658175818581958205821582258235824582558265827582858295830583158325833583458355836583758385839584058415842584358445845584658475848584958505851585258535854585558565857585858595860586158625863586458655866586758685869587058715872587358745875587658775878587958805881588258835884588558865887588858895890589158925893589458955896589758985899590059015902590359045905590659075908590959105911591259135914591559165917591859195920592159225923592459255926592759285929593059315932593359345935593659375938593959405941594259435944594559465947594859495950595159525953595459555956595759585959596059615962596359645965596659675968596959705971597259735974597559765977597859795980598159825983598459855986598759885989599059915992599359945995599659975998599960006001600260036004600560066007600860096010601160126013601460156016601760186019602060216022602360246025602660276028602960306031603260336034603560366037603860396040604160426043604460456046604760486049605060516052605360546055605660576058605960606061606260636064606560666067606860696070607160726073607460756076607760786079608060816082608360846085608660876088608960906091609260936094609560966097609860996100610161026103610461056106610761086109611061116112611361146115611661176118611961206121612261236124612561266127612861296130613161326133613461356136613761386139614061416142614361446145614661476148614961506151615261536154615561566157615861596160616161626163616461656166616761686169617061716172617361746175617661776178617961806181618261836184618561866187618861896190619161926193619461956196619761986199620062016202
  1. /**
  2. * @author supereggbert / http://www.paulbrunt.co.uk/
  3. * @author mrdoob / http://mrdoob.com/
  4. * @author alteredq / http://alteredqualia.com/
  5. * @author szimek / https://github.com/szimek/
  6. */
  7. THREE.WebGLRenderer = function ( parameters ) {
  8. console.log( 'THREE.WebGLRenderer', THREE.REVISION );
  9. parameters = parameters || {};
  10. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
  11. _context = parameters.context !== undefined ? parameters.context : null,
  12. _precision = parameters.precision !== undefined ? parameters.precision : 'highp',
  13. _buffers = {},
  14. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  15. _depth = parameters.depth !== undefined ? parameters.depth : true,
  16. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  17. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  18. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  19. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  20. _logarithmicDepthBuffer = parameters.logarithmicDepthBuffer !== undefined ? parameters.logarithmicDepthBuffer : false,
  21. _clearColor = new THREE.Color( 0x000000 ),
  22. _clearAlpha = 0;
  23. // public properties
  24. this.domElement = _canvas;
  25. this.context = null;
  26. this.devicePixelRatio = parameters.devicePixelRatio !== undefined
  27. ? parameters.devicePixelRatio
  28. : self.devicePixelRatio !== undefined
  29. ? self.devicePixelRatio
  30. : 1;
  31. // clearing
  32. this.autoClear = true;
  33. this.autoClearColor = true;
  34. this.autoClearDepth = true;
  35. this.autoClearStencil = true;
  36. // scene graph
  37. this.sortObjects = true;
  38. this.autoUpdateObjects = true;
  39. // physically based shading
  40. this.gammaInput = false;
  41. this.gammaOutput = false;
  42. // shadow map
  43. this.shadowMapEnabled = false;
  44. this.shadowMapAutoUpdate = true;
  45. this.shadowMapType = THREE.PCFShadowMap;
  46. this.shadowMapCullFace = THREE.CullFaceFront;
  47. this.shadowMapDebug = false;
  48. this.shadowMapCascade = false;
  49. // morphs
  50. this.maxMorphTargets = 8;
  51. this.maxMorphNormals = 4;
  52. // flags
  53. this.autoScaleCubemaps = true;
  54. // custom render plugins
  55. this.renderPluginsPre = [];
  56. this.renderPluginsPost = [];
  57. // info
  58. this.info = {
  59. memory: {
  60. programs: 0,
  61. geometries: 0,
  62. textures: 0
  63. },
  64. render: {
  65. calls: 0,
  66. vertices: 0,
  67. faces: 0,
  68. points: 0
  69. }
  70. };
  71. // internal properties
  72. var _this = this,
  73. _programs = [],
  74. // internal state cache
  75. _currentProgram = null,
  76. _currentFramebuffer = null,
  77. _currentMaterialId = -1,
  78. _currentGeometryGroupHash = null,
  79. _currentCamera = null,
  80. _usedTextureUnits = 0,
  81. // GL state cache
  82. _oldDoubleSided = -1,
  83. _oldFlipSided = -1,
  84. _oldBlending = -1,
  85. _oldBlendEquation = -1,
  86. _oldBlendSrc = -1,
  87. _oldBlendDst = -1,
  88. _oldDepthTest = -1,
  89. _oldDepthWrite = -1,
  90. _oldPolygonOffset = null,
  91. _oldPolygonOffsetFactor = null,
  92. _oldPolygonOffsetUnits = null,
  93. _oldLineWidth = null,
  94. _viewportX = 0,
  95. _viewportY = 0,
  96. _viewportWidth = _canvas.width,
  97. _viewportHeight = _canvas.height,
  98. _currentWidth = 0,
  99. _currentHeight = 0,
  100. _newAttributes = new Uint8Array( 16 ),
  101. _enabledAttributes = new Uint8Array( 16 ),
  102. // frustum
  103. _frustum = new THREE.Frustum(),
  104. // camera matrices cache
  105. _projScreenMatrix = new THREE.Matrix4(),
  106. _projScreenMatrixPS = new THREE.Matrix4(),
  107. _vector3 = new THREE.Vector3(),
  108. // light arrays cache
  109. _direction = new THREE.Vector3(),
  110. _lightsNeedUpdate = true,
  111. _lights = {
  112. ambient: [ 0, 0, 0 ],
  113. directional: { length: 0, colors: new Array(), positions: new Array() },
  114. point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() },
  115. spot: { length: 0, colors: new Array(), positions: new Array(), distances: new Array(), directions: new Array(), anglesCos: new Array(), exponents: new Array() },
  116. hemi: { length: 0, skyColors: new Array(), groundColors: new Array(), positions: new Array() }
  117. };
  118. // initialize
  119. var _gl;
  120. var _glExtensionTextureFloat;
  121. var _glExtensionTextureFloatLinear;
  122. var _glExtensionStandardDerivatives;
  123. var _glExtensionTextureFilterAnisotropic;
  124. var _glExtensionCompressedTextureS3TC;
  125. var _glExtensionElementIndexUint;
  126. var _glExtensionFragDepth;
  127. initGL();
  128. setDefaultGLState();
  129. this.context = _gl;
  130. // GPU capabilities
  131. var _maxTextures = _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS );
  132. var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
  133. var _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE );
  134. var _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE );
  135. var _maxAnisotropy = _glExtensionTextureFilterAnisotropic ? _gl.getParameter( _glExtensionTextureFilterAnisotropic.MAX_TEXTURE_MAX_ANISOTROPY_EXT ) : 0;
  136. var _supportsVertexTextures = ( _maxVertexTextures > 0 );
  137. var _supportsBoneTextures = _supportsVertexTextures && _glExtensionTextureFloat;
  138. var _compressedTextureFormats = _glExtensionCompressedTextureS3TC ? _gl.getParameter( _gl.COMPRESSED_TEXTURE_FORMATS ) : [];
  139. //
  140. var _vertexShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_FLOAT );
  141. var _vertexShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_FLOAT );
  142. var _vertexShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.LOW_FLOAT );
  143. var _fragmentShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_FLOAT );
  144. var _fragmentShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_FLOAT );
  145. var _fragmentShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.LOW_FLOAT );
  146. /*
  147. var _vertexShaderPrecisionHighpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_INT );
  148. var _vertexShaderPrecisionMediumpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_INT );
  149. var _vertexShaderPrecisionLowpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.LOW_INT );
  150. var _fragmentShaderPrecisionHighpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_INT );
  151. var _fragmentShaderPrecisionMediumpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_INT );
  152. var _fragmentShaderPrecisionLowpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.LOW_INT );
  153. */
  154. // clamp precision to maximum available
  155. var highpAvailable = _vertexShaderPrecisionHighpFloat.precision > 0 && _fragmentShaderPrecisionHighpFloat.precision > 0;
  156. var mediumpAvailable = _vertexShaderPrecisionMediumpFloat.precision > 0 && _fragmentShaderPrecisionMediumpFloat.precision > 0;
  157. if ( _precision === "highp" && ! highpAvailable ) {
  158. if ( mediumpAvailable ) {
  159. _precision = "mediump";
  160. console.warn( "WebGLRenderer: highp not supported, using mediump" );
  161. } else {
  162. _precision = "lowp";
  163. console.warn( "WebGLRenderer: highp and mediump not supported, using lowp" );
  164. }
  165. }
  166. if ( _precision === "mediump" && ! mediumpAvailable ) {
  167. _precision = "lowp";
  168. console.warn( "WebGLRenderer: mediump not supported, using lowp" );
  169. }
  170. // API
  171. this.getContext = function () {
  172. return _gl;
  173. };
  174. this.supportsVertexTextures = function () {
  175. return _supportsVertexTextures;
  176. };
  177. this.supportsFloatTextures = function () {
  178. return _glExtensionTextureFloat;
  179. };
  180. this.supportsStandardDerivatives = function () {
  181. return _glExtensionStandardDerivatives;
  182. };
  183. this.supportsCompressedTextureS3TC = function () {
  184. return _glExtensionCompressedTextureS3TC;
  185. };
  186. this.getMaxAnisotropy = function () {
  187. return _maxAnisotropy;
  188. };
  189. this.getPrecision = function () {
  190. return _precision;
  191. };
  192. this.setSize = function ( width, height, updateStyle ) {
  193. _canvas.width = width * this.devicePixelRatio;
  194. _canvas.height = height * this.devicePixelRatio;
  195. if ( updateStyle !== false ) {
  196. _canvas.style.width = width + 'px';
  197. _canvas.style.height = height + 'px';
  198. }
  199. this.setViewport( 0, 0, width, height );
  200. };
  201. this.setViewport = function ( x, y, width, height ) {
  202. _viewportX = x * this.devicePixelRatio;
  203. _viewportY = y * this.devicePixelRatio;
  204. _viewportWidth = width * this.devicePixelRatio;
  205. _viewportHeight = height * this.devicePixelRatio;
  206. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  207. };
  208. this.setScissor = function ( x, y, width, height ) {
  209. _gl.scissor(
  210. x * this.devicePixelRatio,
  211. y * this.devicePixelRatio,
  212. width * this.devicePixelRatio,
  213. height * this.devicePixelRatio
  214. );
  215. };
  216. this.enableScissorTest = function ( enable ) {
  217. enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );
  218. };
  219. // Clearing
  220. this.setClearColor = function ( color, alpha ) {
  221. _clearColor.set( color );
  222. _clearAlpha = alpha !== undefined ? alpha : 1;
  223. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  224. };
  225. this.setClearColorHex = function ( hex, alpha ) {
  226. console.warn( 'DEPRECATED: .setClearColorHex() is being removed. Use .setClearColor() instead.' );
  227. this.setClearColor( hex, alpha );
  228. };
  229. this.getClearColor = function () {
  230. return _clearColor;
  231. };
  232. this.getClearAlpha = function () {
  233. return _clearAlpha;
  234. };
  235. this.clear = function ( color, depth, stencil ) {
  236. var bits = 0;
  237. if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  238. if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  239. if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  240. _gl.clear( bits );
  241. };
  242. this.clearColor = function () {
  243. _gl.clear( _gl.COLOR_BUFFER_BIT );
  244. };
  245. this.clearDepth = function () {
  246. _gl.clear( _gl.DEPTH_BUFFER_BIT );
  247. };
  248. this.clearStencil = function () {
  249. _gl.clear( _gl.STENCIL_BUFFER_BIT );
  250. };
  251. this.clearTarget = function ( renderTarget, color, depth, stencil ) {
  252. this.setRenderTarget( renderTarget );
  253. this.clear( color, depth, stencil );
  254. };
  255. // Plugins
  256. this.addPostPlugin = function ( plugin ) {
  257. plugin.init( this );
  258. this.renderPluginsPost.push( plugin );
  259. };
  260. this.addPrePlugin = function ( plugin ) {
  261. plugin.init( this );
  262. this.renderPluginsPre.push( plugin );
  263. };
  264. // Rendering
  265. this.updateShadowMap = function ( scene, camera ) {
  266. _currentProgram = null;
  267. _oldBlending = -1;
  268. _oldDepthTest = -1;
  269. _oldDepthWrite = -1;
  270. _currentGeometryGroupHash = -1;
  271. _currentMaterialId = -1;
  272. _lightsNeedUpdate = true;
  273. _oldDoubleSided = -1;
  274. _oldFlipSided = -1;
  275. this.shadowMapPlugin.update( scene, camera );
  276. };
  277. // Internal functions
  278. // Buffer allocation
  279. function createParticleBuffers ( geometry ) {
  280. geometry.__webglVertexBuffer = _gl.createBuffer();
  281. geometry.__webglColorBuffer = _gl.createBuffer();
  282. _this.info.memory.geometries ++;
  283. };
  284. function createLineBuffers ( geometry ) {
  285. geometry.__webglVertexBuffer = _gl.createBuffer();
  286. geometry.__webglColorBuffer = _gl.createBuffer();
  287. geometry.__webglLineDistanceBuffer = _gl.createBuffer();
  288. _this.info.memory.geometries ++;
  289. };
  290. function createMeshBuffers ( geometryGroup ) {
  291. geometryGroup.__webglVertexBuffer = _gl.createBuffer();
  292. geometryGroup.__webglNormalBuffer = _gl.createBuffer();
  293. geometryGroup.__webglTangentBuffer = _gl.createBuffer();
  294. geometryGroup.__webglColorBuffer = _gl.createBuffer();
  295. geometryGroup.__webglUVBuffer = _gl.createBuffer();
  296. geometryGroup.__webglUV2Buffer = _gl.createBuffer();
  297. geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
  298. geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
  299. geometryGroup.__webglFaceBuffer = _gl.createBuffer();
  300. geometryGroup.__webglLineBuffer = _gl.createBuffer();
  301. var m, ml;
  302. if ( geometryGroup.numMorphTargets ) {
  303. geometryGroup.__webglMorphTargetsBuffers = [];
  304. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  305. geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
  306. }
  307. }
  308. if ( geometryGroup.numMorphNormals ) {
  309. geometryGroup.__webglMorphNormalsBuffers = [];
  310. for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  311. geometryGroup.__webglMorphNormalsBuffers.push( _gl.createBuffer() );
  312. }
  313. }
  314. _this.info.memory.geometries ++;
  315. };
  316. // Events
  317. var onGeometryDispose = function ( event ) {
  318. var geometry = event.target;
  319. geometry.removeEventListener( 'dispose', onGeometryDispose );
  320. deallocateGeometry( geometry );
  321. };
  322. var onTextureDispose = function ( event ) {
  323. var texture = event.target;
  324. texture.removeEventListener( 'dispose', onTextureDispose );
  325. deallocateTexture( texture );
  326. _this.info.memory.textures --;
  327. };
  328. var onRenderTargetDispose = function ( event ) {
  329. var renderTarget = event.target;
  330. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  331. deallocateRenderTarget( renderTarget );
  332. _this.info.memory.textures --;
  333. };
  334. var onMaterialDispose = function ( event ) {
  335. var material = event.target;
  336. material.removeEventListener( 'dispose', onMaterialDispose );
  337. deallocateMaterial( material );
  338. };
  339. // Buffer deallocation
  340. var deleteBuffers = function ( geometry ) {
  341. if ( geometry.__webglVertexBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglVertexBuffer );
  342. if ( geometry.__webglNormalBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglNormalBuffer );
  343. if ( geometry.__webglTangentBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglTangentBuffer );
  344. if ( geometry.__webglColorBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglColorBuffer );
  345. if ( geometry.__webglUVBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglUVBuffer );
  346. if ( geometry.__webglUV2Buffer !== undefined ) _gl.deleteBuffer( geometry.__webglUV2Buffer );
  347. if ( geometry.__webglSkinIndicesBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglSkinIndicesBuffer );
  348. if ( geometry.__webglSkinWeightsBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglSkinWeightsBuffer );
  349. if ( geometry.__webglFaceBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglFaceBuffer );
  350. if ( geometry.__webglLineBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglLineBuffer );
  351. if ( geometry.__webglLineDistanceBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglLineDistanceBuffer );
  352. // custom attributes
  353. if ( geometry.__webglCustomAttributesList !== undefined ) {
  354. for ( var id in geometry.__webglCustomAttributesList ) {
  355. _gl.deleteBuffer( geometry.__webglCustomAttributesList[ id ].buffer );
  356. }
  357. }
  358. _this.info.memory.geometries --;
  359. };
  360. var deallocateGeometry = function ( geometry ) {
  361. geometry.__webglInit = undefined;
  362. if ( geometry instanceof THREE.BufferGeometry ) {
  363. var attributes = geometry.attributes;
  364. for ( var key in attributes ) {
  365. if ( attributes[ key ].buffer !== undefined ) {
  366. _gl.deleteBuffer( attributes[ key ].buffer );
  367. }
  368. }
  369. _this.info.memory.geometries --;
  370. } else {
  371. if ( geometry.geometryGroups !== undefined ) {
  372. for ( var g in geometry.geometryGroups ) {
  373. var geometryGroup = geometry.geometryGroups[ g ];
  374. if ( geometryGroup.numMorphTargets !== undefined ) {
  375. for ( var m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  376. _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
  377. }
  378. }
  379. if ( geometryGroup.numMorphNormals !== undefined ) {
  380. for ( var m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  381. _gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] );
  382. }
  383. }
  384. deleteBuffers( geometryGroup );
  385. }
  386. } else {
  387. deleteBuffers( geometry );
  388. }
  389. }
  390. };
  391. var deallocateTexture = function ( texture ) {
  392. if ( texture.image && texture.image.__webglTextureCube ) {
  393. // cube texture
  394. _gl.deleteTexture( texture.image.__webglTextureCube );
  395. } else {
  396. // 2D texture
  397. if ( ! texture.__webglInit ) return;
  398. texture.__webglInit = false;
  399. _gl.deleteTexture( texture.__webglTexture );
  400. }
  401. };
  402. var deallocateRenderTarget = function ( renderTarget ) {
  403. if ( !renderTarget || ! renderTarget.__webglTexture ) return;
  404. _gl.deleteTexture( renderTarget.__webglTexture );
  405. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  406. for ( var i = 0; i < 6; i ++ ) {
  407. _gl.deleteFramebuffer( renderTarget.__webglFramebuffer[ i ] );
  408. _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer[ i ] );
  409. }
  410. } else {
  411. _gl.deleteFramebuffer( renderTarget.__webglFramebuffer );
  412. _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer );
  413. }
  414. };
  415. var deallocateMaterial = function ( material ) {
  416. var program = material.program;
  417. if ( program === undefined ) return;
  418. material.program = undefined;
  419. // only deallocate GL program if this was the last use of shared program
  420. // assumed there is only single copy of any program in the _programs list
  421. // (that's how it's constructed)
  422. var i, il, programInfo;
  423. var deleteProgram = false;
  424. for ( i = 0, il = _programs.length; i < il; i ++ ) {
  425. programInfo = _programs[ i ];
  426. if ( programInfo.program === program ) {
  427. programInfo.usedTimes --;
  428. if ( programInfo.usedTimes === 0 ) {
  429. deleteProgram = true;
  430. }
  431. break;
  432. }
  433. }
  434. if ( deleteProgram === true ) {
  435. // avoid using array.splice, this is costlier than creating new array from scratch
  436. var newPrograms = [];
  437. for ( i = 0, il = _programs.length; i < il; i ++ ) {
  438. programInfo = _programs[ i ];
  439. if ( programInfo.program !== program ) {
  440. newPrograms.push( programInfo );
  441. }
  442. }
  443. _programs = newPrograms;
  444. _gl.deleteProgram( program );
  445. _this.info.memory.programs --;
  446. }
  447. };
  448. // Buffer initialization
  449. function initCustomAttributes ( geometry, object ) {
  450. var nvertices = geometry.vertices.length;
  451. var material = object.material;
  452. if ( material.attributes ) {
  453. if ( geometry.__webglCustomAttributesList === undefined ) {
  454. geometry.__webglCustomAttributesList = [];
  455. }
  456. for ( var a in material.attributes ) {
  457. var attribute = material.attributes[ a ];
  458. if ( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  459. attribute.__webglInitialized = true;
  460. var size = 1; // "f" and "i"
  461. if ( attribute.type === "v2" ) size = 2;
  462. else if ( attribute.type === "v3" ) size = 3;
  463. else if ( attribute.type === "v4" ) size = 4;
  464. else if ( attribute.type === "c" ) size = 3;
  465. attribute.size = size;
  466. attribute.array = new Float32Array( nvertices * size );
  467. attribute.buffer = _gl.createBuffer();
  468. attribute.buffer.belongsToAttribute = a;
  469. attribute.needsUpdate = true;
  470. }
  471. geometry.__webglCustomAttributesList.push( attribute );
  472. }
  473. }
  474. };
  475. function initParticleBuffers ( geometry, object ) {
  476. var nvertices = geometry.vertices.length;
  477. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  478. geometry.__colorArray = new Float32Array( nvertices * 3 );
  479. geometry.__sortArray = [];
  480. geometry.__webglParticleCount = nvertices;
  481. initCustomAttributes ( geometry, object );
  482. };
  483. function initLineBuffers ( geometry, object ) {
  484. var nvertices = geometry.vertices.length;
  485. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  486. geometry.__colorArray = new Float32Array( nvertices * 3 );
  487. geometry.__lineDistanceArray = new Float32Array( nvertices * 1 );
  488. geometry.__webglLineCount = nvertices;
  489. initCustomAttributes ( geometry, object );
  490. };
  491. function initMeshBuffers ( geometryGroup, object ) {
  492. var geometry = object.geometry,
  493. faces3 = geometryGroup.faces3,
  494. nvertices = faces3.length * 3,
  495. ntris = faces3.length * 1,
  496. nlines = faces3.length * 3,
  497. material = getBufferMaterial( object, geometryGroup ),
  498. uvType = bufferGuessUVType( material ),
  499. normalType = bufferGuessNormalType( material ),
  500. vertexColorType = bufferGuessVertexColorType( material );
  501. // console.log( "uvType", uvType, "normalType", normalType, "vertexColorType", vertexColorType, object, geometryGroup, material );
  502. geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
  503. if ( normalType ) {
  504. geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
  505. }
  506. if ( geometry.hasTangents ) {
  507. geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
  508. }
  509. if ( vertexColorType ) {
  510. geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
  511. }
  512. if ( uvType ) {
  513. if ( geometry.faceVertexUvs.length > 0 ) {
  514. geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
  515. }
  516. if ( geometry.faceVertexUvs.length > 1 ) {
  517. geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
  518. }
  519. }
  520. if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
  521. geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
  522. geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
  523. }
  524. var UintArray = _glExtensionElementIndexUint !== null && ntris > 21845 ? Uint32Array : Uint16Array; // 65535 / 3
  525. geometryGroup.__typeArray = UintArray;
  526. geometryGroup.__faceArray = new UintArray( ntris * 3 );
  527. geometryGroup.__lineArray = new UintArray( nlines * 2 );
  528. var m, ml;
  529. if ( geometryGroup.numMorphTargets ) {
  530. geometryGroup.__morphTargetsArrays = [];
  531. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  532. geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
  533. }
  534. }
  535. if ( geometryGroup.numMorphNormals ) {
  536. geometryGroup.__morphNormalsArrays = [];
  537. for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  538. geometryGroup.__morphNormalsArrays.push( new Float32Array( nvertices * 3 ) );
  539. }
  540. }
  541. geometryGroup.__webglFaceCount = ntris * 3;
  542. geometryGroup.__webglLineCount = nlines * 2;
  543. // custom attributes
  544. if ( material.attributes ) {
  545. if ( geometryGroup.__webglCustomAttributesList === undefined ) {
  546. geometryGroup.__webglCustomAttributesList = [];
  547. }
  548. for ( var a in material.attributes ) {
  549. // Do a shallow copy of the attribute object so different geometryGroup chunks use different
  550. // attribute buffers which are correctly indexed in the setMeshBuffers function
  551. var originalAttribute = material.attributes[ a ];
  552. var attribute = {};
  553. for ( var property in originalAttribute ) {
  554. attribute[ property ] = originalAttribute[ property ];
  555. }
  556. if ( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  557. attribute.__webglInitialized = true;
  558. var size = 1; // "f" and "i"
  559. if( attribute.type === "v2" ) size = 2;
  560. else if( attribute.type === "v3" ) size = 3;
  561. else if( attribute.type === "v4" ) size = 4;
  562. else if( attribute.type === "c" ) size = 3;
  563. attribute.size = size;
  564. attribute.array = new Float32Array( nvertices * size );
  565. attribute.buffer = _gl.createBuffer();
  566. attribute.buffer.belongsToAttribute = a;
  567. originalAttribute.needsUpdate = true;
  568. attribute.__original = originalAttribute;
  569. }
  570. geometryGroup.__webglCustomAttributesList.push( attribute );
  571. }
  572. }
  573. geometryGroup.__inittedArrays = true;
  574. };
  575. function getBufferMaterial( object, geometryGroup ) {
  576. return object.material instanceof THREE.MeshFaceMaterial
  577. ? object.material.materials[ geometryGroup.materialIndex ]
  578. : object.material;
  579. };
  580. function materialNeedsSmoothNormals ( material ) {
  581. return material && material.shading !== undefined && material.shading === THREE.SmoothShading;
  582. };
  583. function bufferGuessNormalType ( material ) {
  584. // only MeshBasicMaterial and MeshDepthMaterial don't need normals
  585. if ( ( material instanceof THREE.MeshBasicMaterial && !material.envMap ) || material instanceof THREE.MeshDepthMaterial ) {
  586. return false;
  587. }
  588. if ( materialNeedsSmoothNormals( material ) ) {
  589. return THREE.SmoothShading;
  590. } else {
  591. return THREE.FlatShading;
  592. }
  593. };
  594. function bufferGuessVertexColorType( material ) {
  595. if ( material.vertexColors ) {
  596. return material.vertexColors;
  597. }
  598. return false;
  599. };
  600. function bufferGuessUVType( material ) {
  601. // material must use some texture to require uvs
  602. if ( material.map ||
  603. material.lightMap ||
  604. material.bumpMap ||
  605. material.normalMap ||
  606. material.specularMap ||
  607. material instanceof THREE.ShaderMaterial ) {
  608. return true;
  609. }
  610. return false;
  611. };
  612. //
  613. function initDirectBuffers( geometry ) {
  614. for ( var name in geometry.attributes ) {
  615. var bufferType = ( name === "index" ) ? _gl.ELEMENT_ARRAY_BUFFER : _gl.ARRAY_BUFFER;
  616. var attribute = geometry.attributes[ name ];
  617. attribute.buffer = _gl.createBuffer();
  618. _gl.bindBuffer( bufferType, attribute.buffer );
  619. _gl.bufferData( bufferType, attribute.array, _gl.STATIC_DRAW );
  620. }
  621. }
  622. // Buffer setting
  623. function setParticleBuffers ( geometry, hint, object ) {
  624. var v, c, vertex, offset, index, color,
  625. vertices = geometry.vertices,
  626. vl = vertices.length,
  627. colors = geometry.colors,
  628. cl = colors.length,
  629. vertexArray = geometry.__vertexArray,
  630. colorArray = geometry.__colorArray,
  631. sortArray = geometry.__sortArray,
  632. dirtyVertices = geometry.verticesNeedUpdate,
  633. dirtyElements = geometry.elementsNeedUpdate,
  634. dirtyColors = geometry.colorsNeedUpdate,
  635. customAttributes = geometry.__webglCustomAttributesList,
  636. i, il,
  637. a, ca, cal, value,
  638. customAttribute;
  639. if ( object.sortParticles ) {
  640. _projScreenMatrixPS.copy( _projScreenMatrix );
  641. _projScreenMatrixPS.multiply( object.matrixWorld );
  642. for ( v = 0; v < vl; v ++ ) {
  643. vertex = vertices[ v ];
  644. _vector3.copy( vertex );
  645. _vector3.applyProjection( _projScreenMatrixPS );
  646. sortArray[ v ] = [ _vector3.z, v ];
  647. }
  648. sortArray.sort( numericalSort );
  649. for ( v = 0; v < vl; v ++ ) {
  650. vertex = vertices[ sortArray[v][1] ];
  651. offset = v * 3;
  652. vertexArray[ offset ] = vertex.x;
  653. vertexArray[ offset + 1 ] = vertex.y;
  654. vertexArray[ offset + 2 ] = vertex.z;
  655. }
  656. for ( c = 0; c < cl; c ++ ) {
  657. offset = c * 3;
  658. color = colors[ sortArray[c][1] ];
  659. colorArray[ offset ] = color.r;
  660. colorArray[ offset + 1 ] = color.g;
  661. colorArray[ offset + 2 ] = color.b;
  662. }
  663. if ( customAttributes ) {
  664. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  665. customAttribute = customAttributes[ i ];
  666. if ( ! ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) ) continue;
  667. offset = 0;
  668. cal = customAttribute.value.length;
  669. if ( customAttribute.size === 1 ) {
  670. for ( ca = 0; ca < cal; ca ++ ) {
  671. index = sortArray[ ca ][ 1 ];
  672. customAttribute.array[ ca ] = customAttribute.value[ index ];
  673. }
  674. } else if ( customAttribute.size === 2 ) {
  675. for ( ca = 0; ca < cal; ca ++ ) {
  676. index = sortArray[ ca ][ 1 ];
  677. value = customAttribute.value[ index ];
  678. customAttribute.array[ offset ] = value.x;
  679. customAttribute.array[ offset + 1 ] = value.y;
  680. offset += 2;
  681. }
  682. } else if ( customAttribute.size === 3 ) {
  683. if ( customAttribute.type === "c" ) {
  684. for ( ca = 0; ca < cal; ca ++ ) {
  685. index = sortArray[ ca ][ 1 ];
  686. value = customAttribute.value[ index ];
  687. customAttribute.array[ offset ] = value.r;
  688. customAttribute.array[ offset + 1 ] = value.g;
  689. customAttribute.array[ offset + 2 ] = value.b;
  690. offset += 3;
  691. }
  692. } else {
  693. for ( ca = 0; ca < cal; ca ++ ) {
  694. index = sortArray[ ca ][ 1 ];
  695. value = customAttribute.value[ index ];
  696. customAttribute.array[ offset ] = value.x;
  697. customAttribute.array[ offset + 1 ] = value.y;
  698. customAttribute.array[ offset + 2 ] = value.z;
  699. offset += 3;
  700. }
  701. }
  702. } else if ( customAttribute.size === 4 ) {
  703. for ( ca = 0; ca < cal; ca ++ ) {
  704. index = sortArray[ ca ][ 1 ];
  705. value = customAttribute.value[ index ];
  706. customAttribute.array[ offset ] = value.x;
  707. customAttribute.array[ offset + 1 ] = value.y;
  708. customAttribute.array[ offset + 2 ] = value.z;
  709. customAttribute.array[ offset + 3 ] = value.w;
  710. offset += 4;
  711. }
  712. }
  713. }
  714. }
  715. } else {
  716. if ( dirtyVertices ) {
  717. for ( v = 0; v < vl; v ++ ) {
  718. vertex = vertices[ v ];
  719. offset = v * 3;
  720. vertexArray[ offset ] = vertex.x;
  721. vertexArray[ offset + 1 ] = vertex.y;
  722. vertexArray[ offset + 2 ] = vertex.z;
  723. }
  724. }
  725. if ( dirtyColors ) {
  726. for ( c = 0; c < cl; c ++ ) {
  727. color = colors[ c ];
  728. offset = c * 3;
  729. colorArray[ offset ] = color.r;
  730. colorArray[ offset + 1 ] = color.g;
  731. colorArray[ offset + 2 ] = color.b;
  732. }
  733. }
  734. if ( customAttributes ) {
  735. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  736. customAttribute = customAttributes[ i ];
  737. if ( customAttribute.needsUpdate &&
  738. ( customAttribute.boundTo === undefined ||
  739. customAttribute.boundTo === "vertices") ) {
  740. cal = customAttribute.value.length;
  741. offset = 0;
  742. if ( customAttribute.size === 1 ) {
  743. for ( ca = 0; ca < cal; ca ++ ) {
  744. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  745. }
  746. } else if ( customAttribute.size === 2 ) {
  747. for ( ca = 0; ca < cal; ca ++ ) {
  748. value = customAttribute.value[ ca ];
  749. customAttribute.array[ offset ] = value.x;
  750. customAttribute.array[ offset + 1 ] = value.y;
  751. offset += 2;
  752. }
  753. } else if ( customAttribute.size === 3 ) {
  754. if ( customAttribute.type === "c" ) {
  755. for ( ca = 0; ca < cal; ca ++ ) {
  756. value = customAttribute.value[ ca ];
  757. customAttribute.array[ offset ] = value.r;
  758. customAttribute.array[ offset + 1 ] = value.g;
  759. customAttribute.array[ offset + 2 ] = value.b;
  760. offset += 3;
  761. }
  762. } else {
  763. for ( ca = 0; ca < cal; ca ++ ) {
  764. value = customAttribute.value[ ca ];
  765. customAttribute.array[ offset ] = value.x;
  766. customAttribute.array[ offset + 1 ] = value.y;
  767. customAttribute.array[ offset + 2 ] = value.z;
  768. offset += 3;
  769. }
  770. }
  771. } else if ( customAttribute.size === 4 ) {
  772. for ( ca = 0; ca < cal; ca ++ ) {
  773. value = customAttribute.value[ ca ];
  774. customAttribute.array[ offset ] = value.x;
  775. customAttribute.array[ offset + 1 ] = value.y;
  776. customAttribute.array[ offset + 2 ] = value.z;
  777. customAttribute.array[ offset + 3 ] = value.w;
  778. offset += 4;
  779. }
  780. }
  781. }
  782. }
  783. }
  784. }
  785. if ( dirtyVertices || object.sortParticles ) {
  786. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  787. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  788. }
  789. if ( dirtyColors || object.sortParticles ) {
  790. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  791. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  792. }
  793. if ( customAttributes ) {
  794. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  795. customAttribute = customAttributes[ i ];
  796. if ( customAttribute.needsUpdate || object.sortParticles ) {
  797. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  798. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  799. }
  800. }
  801. }
  802. }
  803. function setLineBuffers ( geometry, hint ) {
  804. var v, c, d, vertex, offset, color,
  805. vertices = geometry.vertices,
  806. colors = geometry.colors,
  807. lineDistances = geometry.lineDistances,
  808. vl = vertices.length,
  809. cl = colors.length,
  810. dl = lineDistances.length,
  811. vertexArray = geometry.__vertexArray,
  812. colorArray = geometry.__colorArray,
  813. lineDistanceArray = geometry.__lineDistanceArray,
  814. dirtyVertices = geometry.verticesNeedUpdate,
  815. dirtyColors = geometry.colorsNeedUpdate,
  816. dirtyLineDistances = geometry.lineDistancesNeedUpdate,
  817. customAttributes = geometry.__webglCustomAttributesList,
  818. i, il,
  819. a, ca, cal, value,
  820. customAttribute;
  821. if ( dirtyVertices ) {
  822. for ( v = 0; v < vl; v ++ ) {
  823. vertex = vertices[ v ];
  824. offset = v * 3;
  825. vertexArray[ offset ] = vertex.x;
  826. vertexArray[ offset + 1 ] = vertex.y;
  827. vertexArray[ offset + 2 ] = vertex.z;
  828. }
  829. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  830. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  831. }
  832. if ( dirtyColors ) {
  833. for ( c = 0; c < cl; c ++ ) {
  834. color = colors[ c ];
  835. offset = c * 3;
  836. colorArray[ offset ] = color.r;
  837. colorArray[ offset + 1 ] = color.g;
  838. colorArray[ offset + 2 ] = color.b;
  839. }
  840. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  841. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  842. }
  843. if ( dirtyLineDistances ) {
  844. for ( d = 0; d < dl; d ++ ) {
  845. lineDistanceArray[ d ] = lineDistances[ d ];
  846. }
  847. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglLineDistanceBuffer );
  848. _gl.bufferData( _gl.ARRAY_BUFFER, lineDistanceArray, hint );
  849. }
  850. if ( customAttributes ) {
  851. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  852. customAttribute = customAttributes[ i ];
  853. if ( customAttribute.needsUpdate &&
  854. ( customAttribute.boundTo === undefined ||
  855. customAttribute.boundTo === "vertices" ) ) {
  856. offset = 0;
  857. cal = customAttribute.value.length;
  858. if ( customAttribute.size === 1 ) {
  859. for ( ca = 0; ca < cal; ca ++ ) {
  860. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  861. }
  862. } else if ( customAttribute.size === 2 ) {
  863. for ( ca = 0; ca < cal; ca ++ ) {
  864. value = customAttribute.value[ ca ];
  865. customAttribute.array[ offset ] = value.x;
  866. customAttribute.array[ offset + 1 ] = value.y;
  867. offset += 2;
  868. }
  869. } else if ( customAttribute.size === 3 ) {
  870. if ( customAttribute.type === "c" ) {
  871. for ( ca = 0; ca < cal; ca ++ ) {
  872. value = customAttribute.value[ ca ];
  873. customAttribute.array[ offset ] = value.r;
  874. customAttribute.array[ offset + 1 ] = value.g;
  875. customAttribute.array[ offset + 2 ] = value.b;
  876. offset += 3;
  877. }
  878. } else {
  879. for ( ca = 0; ca < cal; ca ++ ) {
  880. value = customAttribute.value[ ca ];
  881. customAttribute.array[ offset ] = value.x;
  882. customAttribute.array[ offset + 1 ] = value.y;
  883. customAttribute.array[ offset + 2 ] = value.z;
  884. offset += 3;
  885. }
  886. }
  887. } else if ( customAttribute.size === 4 ) {
  888. for ( ca = 0; ca < cal; ca ++ ) {
  889. value = customAttribute.value[ ca ];
  890. customAttribute.array[ offset ] = value.x;
  891. customAttribute.array[ offset + 1 ] = value.y;
  892. customAttribute.array[ offset + 2 ] = value.z;
  893. customAttribute.array[ offset + 3 ] = value.w;
  894. offset += 4;
  895. }
  896. }
  897. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  898. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  899. }
  900. }
  901. }
  902. }
  903. function setMeshBuffers( geometryGroup, object, hint, dispose, material ) {
  904. if ( ! geometryGroup.__inittedArrays ) {
  905. return;
  906. }
  907. var normalType = bufferGuessNormalType( material ),
  908. vertexColorType = bufferGuessVertexColorType( material ),
  909. uvType = bufferGuessUVType( material ),
  910. needsSmoothNormals = ( normalType === THREE.SmoothShading );
  911. var f, fl, fi, face,
  912. vertexNormals, faceNormal, normal,
  913. vertexColors, faceColor,
  914. vertexTangents,
  915. uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4, n1, n2, n3, n4,
  916. c1, c2, c3, c4,
  917. sw1, sw2, sw3, sw4,
  918. si1, si2, si3, si4,
  919. sa1, sa2, sa3, sa4,
  920. sb1, sb2, sb3, sb4,
  921. m, ml, i, il,
  922. vn, uvi, uv2i,
  923. vk, vkl, vka,
  924. nka, chf, faceVertexNormals,
  925. a,
  926. vertexIndex = 0,
  927. offset = 0,
  928. offset_uv = 0,
  929. offset_uv2 = 0,
  930. offset_face = 0,
  931. offset_normal = 0,
  932. offset_tangent = 0,
  933. offset_line = 0,
  934. offset_color = 0,
  935. offset_skin = 0,
  936. offset_morphTarget = 0,
  937. offset_custom = 0,
  938. offset_customSrc = 0,
  939. value,
  940. vertexArray = geometryGroup.__vertexArray,
  941. uvArray = geometryGroup.__uvArray,
  942. uv2Array = geometryGroup.__uv2Array,
  943. normalArray = geometryGroup.__normalArray,
  944. tangentArray = geometryGroup.__tangentArray,
  945. colorArray = geometryGroup.__colorArray,
  946. skinIndexArray = geometryGroup.__skinIndexArray,
  947. skinWeightArray = geometryGroup.__skinWeightArray,
  948. morphTargetsArrays = geometryGroup.__morphTargetsArrays,
  949. morphNormalsArrays = geometryGroup.__morphNormalsArrays,
  950. customAttributes = geometryGroup.__webglCustomAttributesList,
  951. customAttribute,
  952. faceArray = geometryGroup.__faceArray,
  953. lineArray = geometryGroup.__lineArray,
  954. geometry = object.geometry, // this is shared for all chunks
  955. dirtyVertices = geometry.verticesNeedUpdate,
  956. dirtyElements = geometry.elementsNeedUpdate,
  957. dirtyUvs = geometry.uvsNeedUpdate,
  958. dirtyNormals = geometry.normalsNeedUpdate,
  959. dirtyTangents = geometry.tangentsNeedUpdate,
  960. dirtyColors = geometry.colorsNeedUpdate,
  961. dirtyMorphTargets = geometry.morphTargetsNeedUpdate,
  962. vertices = geometry.vertices,
  963. chunk_faces3 = geometryGroup.faces3,
  964. obj_faces = geometry.faces,
  965. obj_uvs = geometry.faceVertexUvs[ 0 ],
  966. obj_uvs2 = geometry.faceVertexUvs[ 1 ],
  967. obj_colors = geometry.colors,
  968. obj_skinIndices = geometry.skinIndices,
  969. obj_skinWeights = geometry.skinWeights,
  970. morphTargets = geometry.morphTargets,
  971. morphNormals = geometry.morphNormals;
  972. if ( dirtyVertices ) {
  973. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  974. face = obj_faces[ chunk_faces3[ f ] ];
  975. v1 = vertices[ face.a ];
  976. v2 = vertices[ face.b ];
  977. v3 = vertices[ face.c ];
  978. vertexArray[ offset ] = v1.x;
  979. vertexArray[ offset + 1 ] = v1.y;
  980. vertexArray[ offset + 2 ] = v1.z;
  981. vertexArray[ offset + 3 ] = v2.x;
  982. vertexArray[ offset + 4 ] = v2.y;
  983. vertexArray[ offset + 5 ] = v2.z;
  984. vertexArray[ offset + 6 ] = v3.x;
  985. vertexArray[ offset + 7 ] = v3.y;
  986. vertexArray[ offset + 8 ] = v3.z;
  987. offset += 9;
  988. }
  989. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  990. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  991. }
  992. if ( dirtyMorphTargets ) {
  993. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  994. offset_morphTarget = 0;
  995. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  996. chf = chunk_faces3[ f ];
  997. face = obj_faces[ chf ];
  998. // morph positions
  999. v1 = morphTargets[ vk ].vertices[ face.a ];
  1000. v2 = morphTargets[ vk ].vertices[ face.b ];
  1001. v3 = morphTargets[ vk ].vertices[ face.c ];
  1002. vka = morphTargetsArrays[ vk ];
  1003. vka[ offset_morphTarget ] = v1.x;
  1004. vka[ offset_morphTarget + 1 ] = v1.y;
  1005. vka[ offset_morphTarget + 2 ] = v1.z;
  1006. vka[ offset_morphTarget + 3 ] = v2.x;
  1007. vka[ offset_morphTarget + 4 ] = v2.y;
  1008. vka[ offset_morphTarget + 5 ] = v2.z;
  1009. vka[ offset_morphTarget + 6 ] = v3.x;
  1010. vka[ offset_morphTarget + 7 ] = v3.y;
  1011. vka[ offset_morphTarget + 8 ] = v3.z;
  1012. // morph normals
  1013. if ( material.morphNormals ) {
  1014. if ( needsSmoothNormals ) {
  1015. faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];
  1016. n1 = faceVertexNormals.a;
  1017. n2 = faceVertexNormals.b;
  1018. n3 = faceVertexNormals.c;
  1019. } else {
  1020. n1 = morphNormals[ vk ].faceNormals[ chf ];
  1021. n2 = n1;
  1022. n3 = n1;
  1023. }
  1024. nka = morphNormalsArrays[ vk ];
  1025. nka[ offset_morphTarget ] = n1.x;
  1026. nka[ offset_morphTarget + 1 ] = n1.y;
  1027. nka[ offset_morphTarget + 2 ] = n1.z;
  1028. nka[ offset_morphTarget + 3 ] = n2.x;
  1029. nka[ offset_morphTarget + 4 ] = n2.y;
  1030. nka[ offset_morphTarget + 5 ] = n2.z;
  1031. nka[ offset_morphTarget + 6 ] = n3.x;
  1032. nka[ offset_morphTarget + 7 ] = n3.y;
  1033. nka[ offset_morphTarget + 8 ] = n3.z;
  1034. }
  1035. //
  1036. offset_morphTarget += 9;
  1037. }
  1038. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
  1039. _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
  1040. if ( material.morphNormals ) {
  1041. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ vk ] );
  1042. _gl.bufferData( _gl.ARRAY_BUFFER, morphNormalsArrays[ vk ], hint );
  1043. }
  1044. }
  1045. }
  1046. if ( obj_skinWeights.length ) {
  1047. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1048. face = obj_faces[ chunk_faces3[ f ] ];
  1049. // weights
  1050. sw1 = obj_skinWeights[ face.a ];
  1051. sw2 = obj_skinWeights[ face.b ];
  1052. sw3 = obj_skinWeights[ face.c ];
  1053. skinWeightArray[ offset_skin ] = sw1.x;
  1054. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  1055. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  1056. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  1057. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  1058. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  1059. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  1060. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  1061. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  1062. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  1063. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  1064. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  1065. // indices
  1066. si1 = obj_skinIndices[ face.a ];
  1067. si2 = obj_skinIndices[ face.b ];
  1068. si3 = obj_skinIndices[ face.c ];
  1069. skinIndexArray[ offset_skin ] = si1.x;
  1070. skinIndexArray[ offset_skin + 1 ] = si1.y;
  1071. skinIndexArray[ offset_skin + 2 ] = si1.z;
  1072. skinIndexArray[ offset_skin + 3 ] = si1.w;
  1073. skinIndexArray[ offset_skin + 4 ] = si2.x;
  1074. skinIndexArray[ offset_skin + 5 ] = si2.y;
  1075. skinIndexArray[ offset_skin + 6 ] = si2.z;
  1076. skinIndexArray[ offset_skin + 7 ] = si2.w;
  1077. skinIndexArray[ offset_skin + 8 ] = si3.x;
  1078. skinIndexArray[ offset_skin + 9 ] = si3.y;
  1079. skinIndexArray[ offset_skin + 10 ] = si3.z;
  1080. skinIndexArray[ offset_skin + 11 ] = si3.w;
  1081. offset_skin += 12;
  1082. }
  1083. if ( offset_skin > 0 ) {
  1084. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1085. _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
  1086. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1087. _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
  1088. }
  1089. }
  1090. if ( dirtyColors && vertexColorType ) {
  1091. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1092. face = obj_faces[ chunk_faces3[ f ] ];
  1093. vertexColors = face.vertexColors;
  1094. faceColor = face.color;
  1095. if ( vertexColors.length === 3 && vertexColorType === THREE.VertexColors ) {
  1096. c1 = vertexColors[ 0 ];
  1097. c2 = vertexColors[ 1 ];
  1098. c3 = vertexColors[ 2 ];
  1099. } else {
  1100. c1 = faceColor;
  1101. c2 = faceColor;
  1102. c3 = faceColor;
  1103. }
  1104. colorArray[ offset_color ] = c1.r;
  1105. colorArray[ offset_color + 1 ] = c1.g;
  1106. colorArray[ offset_color + 2 ] = c1.b;
  1107. colorArray[ offset_color + 3 ] = c2.r;
  1108. colorArray[ offset_color + 4 ] = c2.g;
  1109. colorArray[ offset_color + 5 ] = c2.b;
  1110. colorArray[ offset_color + 6 ] = c3.r;
  1111. colorArray[ offset_color + 7 ] = c3.g;
  1112. colorArray[ offset_color + 8 ] = c3.b;
  1113. offset_color += 9;
  1114. }
  1115. if ( offset_color > 0 ) {
  1116. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1117. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1118. }
  1119. }
  1120. if ( dirtyTangents && geometry.hasTangents ) {
  1121. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1122. face = obj_faces[ chunk_faces3[ f ] ];
  1123. vertexTangents = face.vertexTangents;
  1124. t1 = vertexTangents[ 0 ];
  1125. t2 = vertexTangents[ 1 ];
  1126. t3 = vertexTangents[ 2 ];
  1127. tangentArray[ offset_tangent ] = t1.x;
  1128. tangentArray[ offset_tangent + 1 ] = t1.y;
  1129. tangentArray[ offset_tangent + 2 ] = t1.z;
  1130. tangentArray[ offset_tangent + 3 ] = t1.w;
  1131. tangentArray[ offset_tangent + 4 ] = t2.x;
  1132. tangentArray[ offset_tangent + 5 ] = t2.y;
  1133. tangentArray[ offset_tangent + 6 ] = t2.z;
  1134. tangentArray[ offset_tangent + 7 ] = t2.w;
  1135. tangentArray[ offset_tangent + 8 ] = t3.x;
  1136. tangentArray[ offset_tangent + 9 ] = t3.y;
  1137. tangentArray[ offset_tangent + 10 ] = t3.z;
  1138. tangentArray[ offset_tangent + 11 ] = t3.w;
  1139. offset_tangent += 12;
  1140. }
  1141. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1142. _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
  1143. }
  1144. if ( dirtyNormals && normalType ) {
  1145. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1146. face = obj_faces[ chunk_faces3[ f ] ];
  1147. vertexNormals = face.vertexNormals;
  1148. faceNormal = face.normal;
  1149. if ( vertexNormals.length === 3 && needsSmoothNormals ) {
  1150. for ( i = 0; i < 3; i ++ ) {
  1151. vn = vertexNormals[ i ];
  1152. normalArray[ offset_normal ] = vn.x;
  1153. normalArray[ offset_normal + 1 ] = vn.y;
  1154. normalArray[ offset_normal + 2 ] = vn.z;
  1155. offset_normal += 3;
  1156. }
  1157. } else {
  1158. for ( i = 0; i < 3; i ++ ) {
  1159. normalArray[ offset_normal ] = faceNormal.x;
  1160. normalArray[ offset_normal + 1 ] = faceNormal.y;
  1161. normalArray[ offset_normal + 2 ] = faceNormal.z;
  1162. offset_normal += 3;
  1163. }
  1164. }
  1165. }
  1166. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1167. _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
  1168. }
  1169. if ( dirtyUvs && obj_uvs && uvType ) {
  1170. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1171. fi = chunk_faces3[ f ];
  1172. uv = obj_uvs[ fi ];
  1173. if ( uv === undefined ) continue;
  1174. for ( i = 0; i < 3; i ++ ) {
  1175. uvi = uv[ i ];
  1176. uvArray[ offset_uv ] = uvi.x;
  1177. uvArray[ offset_uv + 1 ] = uvi.y;
  1178. offset_uv += 2;
  1179. }
  1180. }
  1181. if ( offset_uv > 0 ) {
  1182. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1183. _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
  1184. }
  1185. }
  1186. if ( dirtyUvs && obj_uvs2 && uvType ) {
  1187. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1188. fi = chunk_faces3[ f ];
  1189. uv2 = obj_uvs2[ fi ];
  1190. if ( uv2 === undefined ) continue;
  1191. for ( i = 0; i < 3; i ++ ) {
  1192. uv2i = uv2[ i ];
  1193. uv2Array[ offset_uv2 ] = uv2i.x;
  1194. uv2Array[ offset_uv2 + 1 ] = uv2i.y;
  1195. offset_uv2 += 2;
  1196. }
  1197. }
  1198. if ( offset_uv2 > 0 ) {
  1199. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1200. _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
  1201. }
  1202. }
  1203. if ( dirtyElements ) {
  1204. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1205. faceArray[ offset_face ] = vertexIndex;
  1206. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  1207. faceArray[ offset_face + 2 ] = vertexIndex + 2;
  1208. offset_face += 3;
  1209. lineArray[ offset_line ] = vertexIndex;
  1210. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  1211. lineArray[ offset_line + 2 ] = vertexIndex;
  1212. lineArray[ offset_line + 3 ] = vertexIndex + 2;
  1213. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  1214. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  1215. offset_line += 6;
  1216. vertexIndex += 3;
  1217. }
  1218. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1219. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
  1220. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1221. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
  1222. }
  1223. if ( customAttributes ) {
  1224. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  1225. customAttribute = customAttributes[ i ];
  1226. if ( ! customAttribute.__original.needsUpdate ) continue;
  1227. offset_custom = 0;
  1228. offset_customSrc = 0;
  1229. if ( customAttribute.size === 1 ) {
  1230. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1231. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1232. face = obj_faces[ chunk_faces3[ f ] ];
  1233. customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
  1234. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  1235. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  1236. offset_custom += 3;
  1237. }
  1238. } else if ( customAttribute.boundTo === "faces" ) {
  1239. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1240. value = customAttribute.value[ chunk_faces3[ f ] ];
  1241. customAttribute.array[ offset_custom ] = value;
  1242. customAttribute.array[ offset_custom + 1 ] = value;
  1243. customAttribute.array[ offset_custom + 2 ] = value;
  1244. offset_custom += 3;
  1245. }
  1246. }
  1247. } else if ( customAttribute.size === 2 ) {
  1248. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1249. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1250. face = obj_faces[ chunk_faces3[ f ] ];
  1251. v1 = customAttribute.value[ face.a ];
  1252. v2 = customAttribute.value[ face.b ];
  1253. v3 = customAttribute.value[ face.c ];
  1254. customAttribute.array[ offset_custom ] = v1.x;
  1255. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1256. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1257. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1258. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1259. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1260. offset_custom += 6;
  1261. }
  1262. } else if ( customAttribute.boundTo === "faces" ) {
  1263. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1264. value = customAttribute.value[ chunk_faces3[ f ] ];
  1265. v1 = value;
  1266. v2 = value;
  1267. v3 = value;
  1268. customAttribute.array[ offset_custom ] = v1.x;
  1269. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1270. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1271. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1272. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1273. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1274. offset_custom += 6;
  1275. }
  1276. }
  1277. } else if ( customAttribute.size === 3 ) {
  1278. var pp;
  1279. if ( customAttribute.type === "c" ) {
  1280. pp = [ "r", "g", "b" ];
  1281. } else {
  1282. pp = [ "x", "y", "z" ];
  1283. }
  1284. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1285. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1286. face = obj_faces[ chunk_faces3[ f ] ];
  1287. v1 = customAttribute.value[ face.a ];
  1288. v2 = customAttribute.value[ face.b ];
  1289. v3 = customAttribute.value[ face.c ];
  1290. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1291. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1292. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1293. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1294. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1295. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1296. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1297. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1298. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1299. offset_custom += 9;
  1300. }
  1301. } else if ( customAttribute.boundTo === "faces" ) {
  1302. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1303. value = customAttribute.value[ chunk_faces3[ f ] ];
  1304. v1 = value;
  1305. v2 = value;
  1306. v3 = value;
  1307. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1308. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1309. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1310. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1311. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1312. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1313. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1314. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1315. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1316. offset_custom += 9;
  1317. }
  1318. } else if ( customAttribute.boundTo === "faceVertices" ) {
  1319. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1320. value = customAttribute.value[ chunk_faces3[ f ] ];
  1321. v1 = value[ 0 ];
  1322. v2 = value[ 1 ];
  1323. v3 = value[ 2 ];
  1324. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1325. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1326. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1327. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1328. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1329. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1330. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1331. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1332. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1333. offset_custom += 9;
  1334. }
  1335. }
  1336. } else if ( customAttribute.size === 4 ) {
  1337. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1338. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1339. face = obj_faces[ chunk_faces3[ f ] ];
  1340. v1 = customAttribute.value[ face.a ];
  1341. v2 = customAttribute.value[ face.b ];
  1342. v3 = customAttribute.value[ face.c ];
  1343. customAttribute.array[ offset_custom ] = v1.x;
  1344. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1345. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1346. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1347. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1348. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1349. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1350. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1351. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1352. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1353. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1354. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1355. offset_custom += 12;
  1356. }
  1357. } else if ( customAttribute.boundTo === "faces" ) {
  1358. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1359. value = customAttribute.value[ chunk_faces3[ f ] ];
  1360. v1 = value;
  1361. v2 = value;
  1362. v3 = value;
  1363. customAttribute.array[ offset_custom ] = v1.x;
  1364. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1365. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1366. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1367. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1368. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1369. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1370. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1371. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1372. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1373. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1374. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1375. offset_custom += 12;
  1376. }
  1377. } else if ( customAttribute.boundTo === "faceVertices" ) {
  1378. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1379. value = customAttribute.value[ chunk_faces3[ f ] ];
  1380. v1 = value[ 0 ];
  1381. v2 = value[ 1 ];
  1382. v3 = value[ 2 ];
  1383. customAttribute.array[ offset_custom ] = v1.x;
  1384. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1385. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1386. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1387. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1388. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1389. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1390. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1391. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1392. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1393. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1394. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1395. offset_custom += 12;
  1396. }
  1397. }
  1398. }
  1399. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  1400. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  1401. }
  1402. }
  1403. if ( dispose ) {
  1404. delete geometryGroup.__inittedArrays;
  1405. delete geometryGroup.__colorArray;
  1406. delete geometryGroup.__normalArray;
  1407. delete geometryGroup.__tangentArray;
  1408. delete geometryGroup.__uvArray;
  1409. delete geometryGroup.__uv2Array;
  1410. delete geometryGroup.__faceArray;
  1411. delete geometryGroup.__vertexArray;
  1412. delete geometryGroup.__lineArray;
  1413. delete geometryGroup.__skinIndexArray;
  1414. delete geometryGroup.__skinWeightArray;
  1415. }
  1416. };
  1417. function setDirectBuffers( geometry, hint ) {
  1418. var attributes = geometry.attributes;
  1419. var attributeName, attributeItem;
  1420. for ( attributeName in attributes ) {
  1421. attributeItem = attributes[ attributeName ];
  1422. if ( attributeItem.needsUpdate ) {
  1423. if ( attributeName === 'index' ) {
  1424. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attributeItem.buffer );
  1425. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, attributeItem.array, hint );
  1426. } else {
  1427. _gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
  1428. _gl.bufferData( _gl.ARRAY_BUFFER, attributeItem.array, hint );
  1429. }
  1430. attributeItem.needsUpdate = false;
  1431. }
  1432. }
  1433. }
  1434. // Buffer rendering
  1435. this.renderBufferImmediate = function ( object, program, material ) {
  1436. initAttributes();
  1437. if ( object.hasPositions && ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
  1438. if ( object.hasNormals && ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
  1439. if ( object.hasUvs && ! object.__webglUvBuffer ) object.__webglUvBuffer = _gl.createBuffer();
  1440. if ( object.hasColors && ! object.__webglColorBuffer ) object.__webglColorBuffer = _gl.createBuffer();
  1441. if ( object.hasPositions ) {
  1442. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
  1443. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  1444. enableAttribute( program.attributes.position );
  1445. _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1446. }
  1447. if ( object.hasNormals ) {
  1448. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
  1449. if ( material.shading === THREE.FlatShading ) {
  1450. var nx, ny, nz,
  1451. nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
  1452. normalArray,
  1453. i, il = object.count * 3;
  1454. for( i = 0; i < il; i += 9 ) {
  1455. normalArray = object.normalArray;
  1456. nax = normalArray[ i ];
  1457. nay = normalArray[ i + 1 ];
  1458. naz = normalArray[ i + 2 ];
  1459. nbx = normalArray[ i + 3 ];
  1460. nby = normalArray[ i + 4 ];
  1461. nbz = normalArray[ i + 5 ];
  1462. ncx = normalArray[ i + 6 ];
  1463. ncy = normalArray[ i + 7 ];
  1464. ncz = normalArray[ i + 8 ];
  1465. nx = ( nax + nbx + ncx ) / 3;
  1466. ny = ( nay + nby + ncy ) / 3;
  1467. nz = ( naz + nbz + ncz ) / 3;
  1468. normalArray[ i ] = nx;
  1469. normalArray[ i + 1 ] = ny;
  1470. normalArray[ i + 2 ] = nz;
  1471. normalArray[ i + 3 ] = nx;
  1472. normalArray[ i + 4 ] = ny;
  1473. normalArray[ i + 5 ] = nz;
  1474. normalArray[ i + 6 ] = nx;
  1475. normalArray[ i + 7 ] = ny;
  1476. normalArray[ i + 8 ] = nz;
  1477. }
  1478. }
  1479. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  1480. enableAttribute( program.attributes.normal );
  1481. _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1482. }
  1483. if ( object.hasUvs && material.map ) {
  1484. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglUvBuffer );
  1485. _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
  1486. enableAttribute( program.attributes.uv );
  1487. _gl.vertexAttribPointer( program.attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  1488. }
  1489. if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {
  1490. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglColorBuffer );
  1491. _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
  1492. enableAttribute( program.attributes.color );
  1493. _gl.vertexAttribPointer( program.attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  1494. }
  1495. disableUnusedAttributes();
  1496. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  1497. object.count = 0;
  1498. };
  1499. function setupVertexAttributes( material, programAttributes, geometryAttributes, startIndex ) {
  1500. for ( var attributeName in programAttributes ) {
  1501. var attributePointer = programAttributes[ attributeName ];
  1502. var attributeItem = geometryAttributes[ attributeName ];
  1503. if ( attributePointer >= 0 ) {
  1504. if ( attributeItem ) {
  1505. var attributeSize = attributeItem.itemSize;
  1506. _gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
  1507. enableAttribute( attributePointer );
  1508. _gl.vertexAttribPointer( attributePointer, attributeSize, _gl.FLOAT, false, 0, startIndex * attributeSize * 4 ); // 4 bytes per Float32
  1509. } else if ( material.defaultAttributeValues ) {
  1510. if ( material.defaultAttributeValues[ attributeName ].length === 2 ) {
  1511. _gl.vertexAttrib2fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
  1512. } else if ( material.defaultAttributeValues[ attributeName ].length === 3 ) {
  1513. _gl.vertexAttrib3fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
  1514. }
  1515. }
  1516. }
  1517. }
  1518. disableUnusedAttributes();
  1519. }
  1520. this.renderBufferDirect = function ( camera, lights, fog, material, geometry, object ) {
  1521. if ( material.visible === false ) return;
  1522. var linewidth, a, attribute;
  1523. var attributeItem, attributeName, attributePointer, attributeSize;
  1524. var program = setProgram( camera, lights, fog, material, object );
  1525. var programAttributes = program.attributes;
  1526. var geometryAttributes = geometry.attributes;
  1527. var updateBuffers = false,
  1528. wireframeBit = material.wireframe ? 1 : 0,
  1529. geometryHash = ( geometry.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
  1530. if ( geometryHash !== _currentGeometryGroupHash ) {
  1531. _currentGeometryGroupHash = geometryHash;
  1532. updateBuffers = true;
  1533. }
  1534. if ( updateBuffers ) {
  1535. initAttributes();
  1536. }
  1537. // render mesh
  1538. if ( object instanceof THREE.Mesh ) {
  1539. var index = geometryAttributes[ "index" ];
  1540. if ( index ) {
  1541. // indexed triangles
  1542. var type, size;
  1543. if ( index.array instanceof Uint32Array ) {
  1544. type = _gl.UNSIGNED_INT;
  1545. size = 4;
  1546. } else {
  1547. type = _gl.UNSIGNED_SHORT;
  1548. size = 2;
  1549. }
  1550. var offsets = geometry.offsets;
  1551. if ( offsets.length === 0 ) {
  1552. if ( updateBuffers ) {
  1553. setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );
  1554. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  1555. }
  1556. _gl.drawElements( _gl.TRIANGLES, index.array.length, type, 0 );
  1557. _this.info.render.calls ++;
  1558. _this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
  1559. _this.info.render.faces += index.array.length / 3;
  1560. } else {
  1561. // if there is more than 1 chunk
  1562. // must set attribute pointers to use new offsets for each chunk
  1563. // even if geometry and materials didn't change
  1564. updateBuffers = true;
  1565. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  1566. var startIndex = offsets[ i ].index;
  1567. if ( updateBuffers ) {
  1568. setupVertexAttributes( material, programAttributes, geometryAttributes, startIndex );
  1569. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  1570. }
  1571. // render indexed triangles
  1572. _gl.drawElements( _gl.TRIANGLES, offsets[ i ].count, type, offsets[ i ].start * size );
  1573. _this.info.render.calls ++;
  1574. _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
  1575. _this.info.render.faces += offsets[ i ].count / 3;
  1576. }
  1577. }
  1578. } else {
  1579. // non-indexed triangles
  1580. if ( updateBuffers ) {
  1581. setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );
  1582. }
  1583. var position = geometry.attributes[ "position" ];
  1584. // render non-indexed triangles
  1585. _gl.drawArrays( _gl.TRIANGLES, 0, position.array.length / 3 );
  1586. _this.info.render.calls ++;
  1587. _this.info.render.vertices += position.array.length / 3;
  1588. _this.info.render.faces += position.array.length / 9;
  1589. }
  1590. } else if ( object instanceof THREE.Points ) {
  1591. // render particles
  1592. if ( updateBuffers ) {
  1593. setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );
  1594. }
  1595. var position = geometryAttributes[ "position" ];
  1596. // render particles
  1597. _gl.drawArrays( _gl.POINTS, 0, position.array.length / 3 );
  1598. _this.info.render.calls ++;
  1599. _this.info.render.points += position.array.length / 3;
  1600. } else if ( object instanceof THREE.Line ) {
  1601. var mode = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  1602. setLineWidth( material.linewidth );
  1603. var index = geometryAttributes[ "index" ];
  1604. if ( index ) {
  1605. // indexed lines
  1606. var type, size;
  1607. if ( index.array instanceof Uint32Array ){
  1608. type = _gl.UNSIGNED_INT;
  1609. size = 4;
  1610. } else {
  1611. type = _gl.UNSIGNED_SHORT;
  1612. size = 2;
  1613. }
  1614. var offsets = geometry.offsets;
  1615. if ( offsets.length === 0 ) {
  1616. if ( updateBuffers ) {
  1617. setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );
  1618. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  1619. }
  1620. _gl.drawElements( _gl.LINES, index.array.length, type, 0 ); // 2 bytes per Uint16Array
  1621. _this.info.render.calls ++;
  1622. _this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
  1623. } else {
  1624. // if there is more than 1 chunk
  1625. // must set attribute pointers to use new offsets for each chunk
  1626. // even if geometry and materials didn't change
  1627. if ( offsets.length > 1 ) updateBuffers = true;
  1628. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  1629. var startIndex = offsets[ i ].index;
  1630. if ( updateBuffers ) {
  1631. setupVertexAttributes( material, programAttributes, geometryAttributes, startIndex );
  1632. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  1633. }
  1634. // render indexed lines
  1635. _gl.drawElements( _gl.LINES, offsets[ i ].count, type, offsets[ i ].start * size ); // 2 bytes per Uint16Array
  1636. _this.info.render.calls ++;
  1637. _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
  1638. }
  1639. }
  1640. } else {
  1641. // non-indexed lines
  1642. if ( updateBuffers ) {
  1643. setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );
  1644. }
  1645. var position = geometryAttributes[ "position" ];
  1646. _gl.drawArrays( mode, 0, position.array.length / 3 );
  1647. _this.info.render.calls ++;
  1648. _this.info.render.points += position.array.length / 3;
  1649. }
  1650. }
  1651. };
  1652. this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {
  1653. if ( material.visible === false ) return;
  1654. var linewidth, a, attribute, i, il;
  1655. var program = setProgram( camera, lights, fog, material, object );
  1656. var attributes = program.attributes;
  1657. var updateBuffers = false,
  1658. wireframeBit = material.wireframe ? 1 : 0,
  1659. geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
  1660. if ( geometryGroupHash !== _currentGeometryGroupHash ) {
  1661. _currentGeometryGroupHash = geometryGroupHash;
  1662. updateBuffers = true;
  1663. }
  1664. if ( updateBuffers ) {
  1665. initAttributes();
  1666. }
  1667. // vertices
  1668. if ( !material.morphTargets && attributes.position >= 0 ) {
  1669. if ( updateBuffers ) {
  1670. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1671. enableAttribute( attributes.position );
  1672. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1673. }
  1674. } else {
  1675. if ( object.morphTargetBase ) {
  1676. setupMorphTargets( material, geometryGroup, object );
  1677. }
  1678. }
  1679. if ( updateBuffers ) {
  1680. // custom attributes
  1681. // Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
  1682. if ( geometryGroup.__webglCustomAttributesList ) {
  1683. for ( i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
  1684. attribute = geometryGroup.__webglCustomAttributesList[ i ];
  1685. if ( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {
  1686. _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
  1687. enableAttribute( attributes[ attribute.buffer.belongsToAttribute ] );
  1688. _gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );
  1689. }
  1690. }
  1691. }
  1692. // colors
  1693. if ( attributes.color >= 0 ) {
  1694. if ( object.geometry.colors.length > 0 || object.geometry.faces.length > 0 ) {
  1695. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1696. enableAttribute( attributes.color );
  1697. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  1698. } else if ( material.defaultAttributeValues ) {
  1699. _gl.vertexAttrib3fv( attributes.color, material.defaultAttributeValues.color );
  1700. }
  1701. }
  1702. // normals
  1703. if ( attributes.normal >= 0 ) {
  1704. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1705. enableAttribute( attributes.normal );
  1706. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1707. }
  1708. // tangents
  1709. if ( attributes.tangent >= 0 ) {
  1710. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1711. enableAttribute( attributes.tangent );
  1712. _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
  1713. }
  1714. // uvs
  1715. if ( attributes.uv >= 0 ) {
  1716. if ( object.geometry.faceVertexUvs[0] ) {
  1717. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1718. enableAttribute( attributes.uv );
  1719. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  1720. } else if ( material.defaultAttributeValues ) {
  1721. _gl.vertexAttrib2fv( attributes.uv, material.defaultAttributeValues.uv );
  1722. }
  1723. }
  1724. if ( attributes.uv2 >= 0 ) {
  1725. if ( object.geometry.faceVertexUvs[1] ) {
  1726. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1727. enableAttribute( attributes.uv2 );
  1728. _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
  1729. } else if ( material.defaultAttributeValues ) {
  1730. _gl.vertexAttrib2fv( attributes.uv2, material.defaultAttributeValues.uv2 );
  1731. }
  1732. }
  1733. if ( material.skinning &&
  1734. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  1735. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1736. enableAttribute( attributes.skinIndex );
  1737. _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
  1738. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1739. enableAttribute( attributes.skinWeight );
  1740. _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
  1741. }
  1742. // line distances
  1743. if ( attributes.lineDistance >= 0 ) {
  1744. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglLineDistanceBuffer );
  1745. enableAttribute( attributes.lineDistance );
  1746. _gl.vertexAttribPointer( attributes.lineDistance, 1, _gl.FLOAT, false, 0, 0 );
  1747. }
  1748. }
  1749. disableUnusedAttributes();
  1750. // render mesh
  1751. if ( object instanceof THREE.Mesh ) {
  1752. var type = geometryGroup.__typeArray === Uint32Array ? _gl.UNSIGNED_INT : _gl.UNSIGNED_SHORT;
  1753. // wireframe
  1754. if ( material.wireframe ) {
  1755. setLineWidth( material.wireframeLinewidth );
  1756. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1757. _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, type, 0 );
  1758. // triangles
  1759. } else {
  1760. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1761. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, type, 0 );
  1762. }
  1763. _this.info.render.calls ++;
  1764. _this.info.render.vertices += geometryGroup.__webglFaceCount;
  1765. _this.info.render.faces += geometryGroup.__webglFaceCount / 3;
  1766. // render lines
  1767. } else if ( object instanceof THREE.Line ) {
  1768. var mode = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  1769. setLineWidth( material.linewidth );
  1770. _gl.drawArrays( mode, 0, geometryGroup.__webglLineCount );
  1771. _this.info.render.calls ++;
  1772. // render particles
  1773. } else if ( object instanceof THREE.Points ) {
  1774. _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
  1775. _this.info.render.calls ++;
  1776. _this.info.render.points += geometryGroup.__webglParticleCount;
  1777. }
  1778. };
  1779. function initAttributes() {
  1780. for ( var i = 0, l = _newAttributes.length; i < l; i ++ ) {
  1781. _newAttributes[ i ] = 0;
  1782. }
  1783. }
  1784. function enableAttribute( attribute ) {
  1785. _newAttributes[ attribute ] = 1;
  1786. if ( _enabledAttributes[ attribute ] === 0 ) {
  1787. _gl.enableVertexAttribArray( attribute );
  1788. _enabledAttributes[ attribute ] = 1;
  1789. }
  1790. }
  1791. function disableUnusedAttributes() {
  1792. for ( var i = 0, l = _enabledAttributes.length; i < l; i ++ ) {
  1793. if ( _enabledAttributes[ i ] !== _newAttributes[ i ] ) {
  1794. _gl.disableVertexAttribArray( i );
  1795. _enabledAttributes[ i ] = 0;
  1796. }
  1797. }
  1798. }
  1799. function setupMorphTargets ( material, geometryGroup, object ) {
  1800. // set base
  1801. var attributes = material.program.attributes;
  1802. if ( object.morphTargetBase !== -1 && attributes.position >= 0 ) {
  1803. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
  1804. enableAttribute( attributes.position );
  1805. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1806. } else if ( attributes.position >= 0 ) {
  1807. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1808. enableAttribute( attributes.position );
  1809. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1810. }
  1811. if ( object.morphTargetForcedOrder.length ) {
  1812. // set forced order
  1813. var m = 0;
  1814. var order = object.morphTargetForcedOrder;
  1815. var influences = object.morphTargetInfluences;
  1816. while ( m < material.numSupportedMorphTargets && m < order.length ) {
  1817. if ( attributes[ "morphTarget" + m ] >= 0 ) {
  1818. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
  1819. enableAttribute( attributes[ "morphTarget" + m ] );
  1820. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1821. }
  1822. if ( attributes[ "morphNormal" + m ] >= 0 && material.morphNormals ) {
  1823. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] );
  1824. enableAttribute( attributes[ "morphNormal" + m ] );
  1825. _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1826. }
  1827. object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];
  1828. m ++;
  1829. }
  1830. } else {
  1831. // find the most influencing
  1832. var influence, activeInfluenceIndices = [];
  1833. var influences = object.morphTargetInfluences;
  1834. var i, il = influences.length;
  1835. for ( i = 0; i < il; i ++ ) {
  1836. influence = influences[ i ];
  1837. if ( influence > 0 ) {
  1838. activeInfluenceIndices.push( [ influence, i ] );
  1839. }
  1840. }
  1841. if ( activeInfluenceIndices.length > material.numSupportedMorphTargets ) {
  1842. activeInfluenceIndices.sort( numericalSort );
  1843. activeInfluenceIndices.length = material.numSupportedMorphTargets;
  1844. } else if ( activeInfluenceIndices.length > material.numSupportedMorphNormals ) {
  1845. activeInfluenceIndices.sort( numericalSort );
  1846. } else if ( activeInfluenceIndices.length === 0 ) {
  1847. activeInfluenceIndices.push( [ 0, 0 ] );
  1848. };
  1849. var influenceIndex, m = 0;
  1850. while ( m < material.numSupportedMorphTargets ) {
  1851. if ( activeInfluenceIndices[ m ] ) {
  1852. influenceIndex = activeInfluenceIndices[ m ][ 1 ];
  1853. if ( attributes[ "morphTarget" + m ] >= 0 ) {
  1854. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] );
  1855. enableAttribute( attributes[ "morphTarget" + m ] );
  1856. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1857. }
  1858. if ( attributes[ "morphNormal" + m ] >= 0 && material.morphNormals ) {
  1859. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ influenceIndex ] );
  1860. enableAttribute( attributes[ "morphNormal" + m ] );
  1861. _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1862. }
  1863. object.__webglMorphTargetInfluences[ m ] = influences[ influenceIndex ];
  1864. } else {
  1865. /*
  1866. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1867. if ( material.morphNormals ) {
  1868. _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1869. }
  1870. */
  1871. object.__webglMorphTargetInfluences[ m ] = 0;
  1872. }
  1873. m ++;
  1874. }
  1875. }
  1876. // load updated influences uniform
  1877. if ( material.program.uniforms.morphTargetInfluences !== null ) {
  1878. _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
  1879. }
  1880. };
  1881. // Sorting
  1882. function painterSortStable ( a, b ) {
  1883. if ( a.z !== b.z ) {
  1884. return b.z - a.z;
  1885. } else {
  1886. return a.id - b.id;
  1887. }
  1888. };
  1889. function numericalSort ( a, b ) {
  1890. return b[ 0 ] - a[ 0 ];
  1891. };
  1892. // Rendering
  1893. this.render = function ( scene, camera, renderTarget, forceClear ) {
  1894. if ( camera instanceof THREE.Camera === false ) {
  1895. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  1896. return;
  1897. }
  1898. var i, il,
  1899. webglObject, object,
  1900. renderList,
  1901. lights = scene.__lights,
  1902. fog = scene.fog;
  1903. // reset caching for this frame
  1904. _currentMaterialId = -1;
  1905. _lightsNeedUpdate = true;
  1906. // update scene graph
  1907. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  1908. // update camera matrices and frustum
  1909. if ( camera.parent === undefined ) camera.updateMatrixWorld();
  1910. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  1911. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  1912. _frustum.setFromMatrix( _projScreenMatrix );
  1913. // update WebGL objects
  1914. if ( this.autoUpdateObjects ) this.initWebGLObjects( scene );
  1915. // custom render plugins (pre pass)
  1916. renderPlugins( this.renderPluginsPre, scene, camera );
  1917. //
  1918. _this.info.render.calls = 0;
  1919. _this.info.render.vertices = 0;
  1920. _this.info.render.faces = 0;
  1921. _this.info.render.points = 0;
  1922. this.setRenderTarget( renderTarget );
  1923. if ( this.autoClear || forceClear ) {
  1924. this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
  1925. }
  1926. // set matrices for regular objects (frustum culled)
  1927. renderList = scene.__webglObjects;
  1928. for ( i = 0, il = renderList.length; i < il; i ++ ) {
  1929. webglObject = renderList[ i ];
  1930. object = webglObject.object;
  1931. webglObject.id = i;
  1932. webglObject.render = false;
  1933. if ( object.visible ) {
  1934. if ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) {
  1935. setupMatrices( object, camera );
  1936. unrollBufferMaterial( webglObject );
  1937. webglObject.render = true;
  1938. if ( this.sortObjects === true ) {
  1939. if ( object.renderDepth !== null ) {
  1940. webglObject.z = object.renderDepth;
  1941. } else {
  1942. _vector3.setFromMatrixPosition( object.matrixWorld );
  1943. _vector3.applyProjection( _projScreenMatrix );
  1944. webglObject.z = _vector3.z;
  1945. }
  1946. }
  1947. }
  1948. }
  1949. }
  1950. if ( this.sortObjects ) {
  1951. renderList.sort( painterSortStable );
  1952. }
  1953. // set matrices for immediate objects
  1954. renderList = scene.__webglObjectsImmediate;
  1955. for ( i = 0, il = renderList.length; i < il; i ++ ) {
  1956. webglObject = renderList[ i ];
  1957. object = webglObject.object;
  1958. if ( object.visible ) {
  1959. setupMatrices( object, camera );
  1960. unrollImmediateBufferMaterial( webglObject );
  1961. }
  1962. }
  1963. if ( scene.overrideMaterial ) {
  1964. var material = scene.overrideMaterial;
  1965. this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  1966. this.setDepthTest( material.depthTest );
  1967. this.setDepthWrite( material.depthWrite );
  1968. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  1969. renderObjects( scene.__webglObjects, false, "", camera, lights, fog, true, material );
  1970. renderObjectsImmediate( scene.__webglObjectsImmediate, "", camera, lights, fog, false, material );
  1971. } else {
  1972. var material = null;
  1973. // opaque pass (front-to-back order)
  1974. this.setBlending( THREE.NoBlending );
  1975. renderObjects( scene.__webglObjects, true, "opaque", camera, lights, fog, false, material );
  1976. renderObjectsImmediate( scene.__webglObjectsImmediate, "opaque", camera, lights, fog, false, material );
  1977. // transparent pass (back-to-front order)
  1978. renderObjects( scene.__webglObjects, false, "transparent", camera, lights, fog, true, material );
  1979. renderObjectsImmediate( scene.__webglObjectsImmediate, "transparent", camera, lights, fog, true, material );
  1980. }
  1981. // custom render plugins (post pass)
  1982. renderPlugins( this.renderPluginsPost, scene, camera );
  1983. // Generate mipmap if we're using any kind of mipmap filtering
  1984. if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
  1985. updateRenderTargetMipmap( renderTarget );
  1986. }
  1987. // Ensure depth buffer writing is enabled so it can be cleared on next render
  1988. this.setDepthTest( true );
  1989. this.setDepthWrite( true );
  1990. // _gl.finish();
  1991. };
  1992. function renderPlugins( plugins, scene, camera ) {
  1993. if ( ! plugins.length ) return;
  1994. for ( var i = 0, il = plugins.length; i < il; i ++ ) {
  1995. // reset state for plugin (to start from clean slate)
  1996. _currentProgram = null;
  1997. _currentCamera = null;
  1998. _oldBlending = -1;
  1999. _oldDepthTest = -1;
  2000. _oldDepthWrite = -1;
  2001. _oldDoubleSided = -1;
  2002. _oldFlipSided = -1;
  2003. _currentGeometryGroupHash = -1;
  2004. _currentMaterialId = -1;
  2005. _lightsNeedUpdate = true;
  2006. plugins[ i ].render( scene, camera, _currentWidth, _currentHeight );
  2007. // reset state after plugin (anything could have changed)
  2008. _currentProgram = null;
  2009. _currentCamera = null;
  2010. _oldBlending = -1;
  2011. _oldDepthTest = -1;
  2012. _oldDepthWrite = -1;
  2013. _oldDoubleSided = -1;
  2014. _oldFlipSided = -1;
  2015. _currentGeometryGroupHash = -1;
  2016. _currentMaterialId = -1;
  2017. _lightsNeedUpdate = true;
  2018. }
  2019. };
  2020. function renderObjects( renderList, reverse, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
  2021. var webglObject, object, buffer, material, start, end, delta;
  2022. if ( reverse ) {
  2023. start = renderList.length - 1;
  2024. end = -1;
  2025. delta = -1;
  2026. } else {
  2027. start = 0;
  2028. end = renderList.length;
  2029. delta = 1;
  2030. }
  2031. for ( var i = start; i !== end; i += delta ) {
  2032. webglObject = renderList[ i ];
  2033. if ( webglObject.render ) {
  2034. object = webglObject.object;
  2035. buffer = webglObject.buffer;
  2036. if ( overrideMaterial ) {
  2037. material = overrideMaterial;
  2038. } else {
  2039. material = webglObject[ materialType ];
  2040. if ( ! material ) continue;
  2041. if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  2042. _this.setDepthTest( material.depthTest );
  2043. _this.setDepthWrite( material.depthWrite );
  2044. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2045. }
  2046. _this.setMaterialFaces( material );
  2047. if ( buffer instanceof THREE.BufferGeometry ) {
  2048. _this.renderBufferDirect( camera, lights, fog, material, buffer, object );
  2049. } else {
  2050. _this.renderBuffer( camera, lights, fog, material, buffer, object );
  2051. }
  2052. }
  2053. }
  2054. };
  2055. function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
  2056. var webglObject, object, material, program;
  2057. for ( var i = 0, il = renderList.length; i < il; i ++ ) {
  2058. webglObject = renderList[ i ];
  2059. object = webglObject.object;
  2060. if ( object.visible ) {
  2061. if ( overrideMaterial ) {
  2062. material = overrideMaterial;
  2063. } else {
  2064. material = webglObject[ materialType ];
  2065. if ( ! material ) continue;
  2066. if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  2067. _this.setDepthTest( material.depthTest );
  2068. _this.setDepthWrite( material.depthWrite );
  2069. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2070. }
  2071. _this.renderImmediateObject( camera, lights, fog, material, object );
  2072. }
  2073. }
  2074. };
  2075. this.renderImmediateObject = function ( camera, lights, fog, material, object ) {
  2076. var program = setProgram( camera, lights, fog, material, object );
  2077. _currentGeometryGroupHash = -1;
  2078. _this.setMaterialFaces( material );
  2079. if ( object.immediateRenderCallback ) {
  2080. object.immediateRenderCallback( program, _gl, _frustum );
  2081. } else {
  2082. object.render( function( object ) { _this.renderBufferImmediate( object, program, material ); } );
  2083. }
  2084. };
  2085. function unrollImmediateBufferMaterial ( globject ) {
  2086. var object = globject.object,
  2087. material = object.material;
  2088. if ( material.transparent ) {
  2089. globject.transparent = material;
  2090. globject.opaque = null;
  2091. } else {
  2092. globject.opaque = material;
  2093. globject.transparent = null;
  2094. }
  2095. };
  2096. function unrollBufferMaterial ( globject ) {
  2097. var object = globject.object;
  2098. var buffer = globject.buffer;
  2099. var geometry = object.geometry;
  2100. var material = object.material;
  2101. if ( material instanceof THREE.MeshFaceMaterial ) {
  2102. var materialIndex = geometry instanceof THREE.BufferGeometry ? 0 : buffer.materialIndex;
  2103. material = material.materials[ materialIndex ];
  2104. if ( material.transparent ) {
  2105. globject.transparent = material;
  2106. globject.opaque = null;
  2107. } else {
  2108. globject.opaque = material;
  2109. globject.transparent = null;
  2110. }
  2111. } else {
  2112. if ( material ) {
  2113. if ( material.transparent ) {
  2114. globject.transparent = material;
  2115. globject.opaque = null;
  2116. } else {
  2117. globject.opaque = material;
  2118. globject.transparent = null;
  2119. }
  2120. }
  2121. }
  2122. };
  2123. // Objects refresh
  2124. this.initWebGLObjects = function ( scene ) {
  2125. if ( !scene.__webglObjects ) {
  2126. scene.__webglObjects = [];
  2127. scene.__webglObjectsImmediate = [];
  2128. scene.__webglSprites = [];
  2129. scene.__webglFlares = [];
  2130. }
  2131. while ( scene.__objectsAdded.length ) {
  2132. addObject( scene.__objectsAdded[ 0 ], scene );
  2133. scene.__objectsAdded.splice( 0, 1 );
  2134. }
  2135. while ( scene.__objectsRemoved.length ) {
  2136. removeObject( scene.__objectsRemoved[ 0 ], scene );
  2137. scene.__objectsRemoved.splice( 0, 1 );
  2138. }
  2139. // update must be called after objects adding / removal
  2140. for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {
  2141. var object = scene.__webglObjects[ o ].object;
  2142. // TODO: Remove this hack (WebGLRenderer refactoring)
  2143. if ( object.__webglInit === undefined ) {
  2144. if ( object.__webglActive !== undefined ) {
  2145. removeObject( object, scene );
  2146. }
  2147. addObject( object, scene );
  2148. }
  2149. updateObject( object );
  2150. }
  2151. };
  2152. // Objects adding
  2153. function addObject( object, scene ) {
  2154. var g, geometry, material, geometryGroup;
  2155. if ( object.__webglInit === undefined ) {
  2156. object.__webglInit = true;
  2157. object._modelViewMatrix = new THREE.Matrix4();
  2158. object._normalMatrix = new THREE.Matrix3();
  2159. geometry = object.geometry;
  2160. if ( geometry === undefined ) {
  2161. // ImmediateRenderObject
  2162. } else if ( geometry.__webglInit === undefined ) {
  2163. geometry.__webglInit = true;
  2164. geometry.addEventListener( 'dispose', onGeometryDispose );
  2165. if ( geometry instanceof THREE.BufferGeometry ) {
  2166. initDirectBuffers( geometry );
  2167. } else if ( object instanceof THREE.Mesh ) {
  2168. material = object.material;
  2169. if ( geometry.geometryGroups === undefined ) {
  2170. geometry.makeGroups( material instanceof THREE.MeshFaceMaterial, _glExtensionElementIndexUint ? 4294967296 : 65535 );
  2171. }
  2172. // create separate VBOs per geometry chunk
  2173. for ( g in geometry.geometryGroups ) {
  2174. geometryGroup = geometry.geometryGroups[ g ];
  2175. // initialise VBO on the first access
  2176. if ( ! geometryGroup.__webglVertexBuffer ) {
  2177. createMeshBuffers( geometryGroup );
  2178. initMeshBuffers( geometryGroup, object );
  2179. geometry.verticesNeedUpdate = true;
  2180. geometry.morphTargetsNeedUpdate = true;
  2181. geometry.elementsNeedUpdate = true;
  2182. geometry.uvsNeedUpdate = true;
  2183. geometry.normalsNeedUpdate = true;
  2184. geometry.tangentsNeedUpdate = true;
  2185. geometry.colorsNeedUpdate = true;
  2186. }
  2187. }
  2188. } else if ( object instanceof THREE.Line ) {
  2189. if ( ! geometry.__webglVertexBuffer ) {
  2190. createLineBuffers( geometry );
  2191. initLineBuffers( geometry, object );
  2192. geometry.verticesNeedUpdate = true;
  2193. geometry.colorsNeedUpdate = true;
  2194. geometry.lineDistancesNeedUpdate = true;
  2195. }
  2196. } else if ( object instanceof THREE.Points ) {
  2197. if ( ! geometry.__webglVertexBuffer ) {
  2198. createParticleBuffers( geometry );
  2199. initParticleBuffers( geometry, object );
  2200. geometry.verticesNeedUpdate = true;
  2201. geometry.colorsNeedUpdate = true;
  2202. }
  2203. }
  2204. }
  2205. }
  2206. if ( object.__webglActive === undefined ) {
  2207. if ( object instanceof THREE.Mesh ) {
  2208. geometry = object.geometry;
  2209. if ( geometry instanceof THREE.BufferGeometry ) {
  2210. addBuffer( scene.__webglObjects, geometry, object );
  2211. } else if ( geometry instanceof THREE.Geometry ) {
  2212. for ( g in geometry.geometryGroups ) {
  2213. geometryGroup = geometry.geometryGroups[ g ];
  2214. addBuffer( scene.__webglObjects, geometryGroup, object );
  2215. }
  2216. }
  2217. } else if ( object instanceof THREE.Line ||
  2218. object instanceof THREE.Points ) {
  2219. geometry = object.geometry;
  2220. addBuffer( scene.__webglObjects, geometry, object );
  2221. } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
  2222. addBufferImmediate( scene.__webglObjectsImmediate, object );
  2223. } else if ( object instanceof THREE.Sprite ) {
  2224. scene.__webglSprites.push( object );
  2225. } else if ( object instanceof THREE.LensFlare ) {
  2226. scene.__webglFlares.push( object );
  2227. }
  2228. object.__webglActive = true;
  2229. }
  2230. };
  2231. function addBuffer( objlist, buffer, object ) {
  2232. objlist.push(
  2233. {
  2234. id: null,
  2235. buffer: buffer,
  2236. object: object,
  2237. opaque: null,
  2238. transparent: null,
  2239. z: 0
  2240. }
  2241. );
  2242. };
  2243. function addBufferImmediate( objlist, object ) {
  2244. objlist.push(
  2245. {
  2246. id: null,
  2247. object: object,
  2248. opaque: null,
  2249. transparent: null,
  2250. z: 0
  2251. }
  2252. );
  2253. };
  2254. // Objects updates
  2255. function updateObject( object ) {
  2256. var geometry = object.geometry,
  2257. geometryGroup, customAttributesDirty, material;
  2258. if ( geometry instanceof THREE.BufferGeometry ) {
  2259. setDirectBuffers( geometry, _gl.DYNAMIC_DRAW );
  2260. } else if ( object instanceof THREE.Mesh ) {
  2261. // check all geometry groups
  2262. for( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {
  2263. geometryGroup = geometry.geometryGroupsList[ i ];
  2264. material = getBufferMaterial( object, geometryGroup );
  2265. if ( geometry.buffersNeedUpdate ) {
  2266. initMeshBuffers( geometryGroup, object );
  2267. }
  2268. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2269. if ( geometry.verticesNeedUpdate || geometry.morphTargetsNeedUpdate || geometry.elementsNeedUpdate ||
  2270. geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
  2271. geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate || customAttributesDirty ) {
  2272. setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, !geometry.dynamic, material );
  2273. }
  2274. }
  2275. geometry.verticesNeedUpdate = false;
  2276. geometry.morphTargetsNeedUpdate = false;
  2277. geometry.elementsNeedUpdate = false;
  2278. geometry.uvsNeedUpdate = false;
  2279. geometry.normalsNeedUpdate = false;
  2280. geometry.colorsNeedUpdate = false;
  2281. geometry.tangentsNeedUpdate = false;
  2282. geometry.buffersNeedUpdate = false;
  2283. material.attributes && clearCustomAttributes( material );
  2284. } else if ( object instanceof THREE.Line ) {
  2285. material = getBufferMaterial( object, geometry );
  2286. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2287. if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.lineDistancesNeedUpdate || customAttributesDirty ) {
  2288. setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
  2289. }
  2290. geometry.verticesNeedUpdate = false;
  2291. geometry.colorsNeedUpdate = false;
  2292. geometry.lineDistancesNeedUpdate = false;
  2293. material.attributes && clearCustomAttributes( material );
  2294. } else if ( object instanceof THREE.Points ) {
  2295. material = getBufferMaterial( object, geometry );
  2296. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2297. if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || object.sortParticles || customAttributesDirty ) {
  2298. setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
  2299. }
  2300. geometry.verticesNeedUpdate = false;
  2301. geometry.colorsNeedUpdate = false;
  2302. material.attributes && clearCustomAttributes( material );
  2303. }
  2304. };
  2305. // Objects updates - custom attributes check
  2306. function areCustomAttributesDirty( material ) {
  2307. for ( var a in material.attributes ) {
  2308. if ( material.attributes[ a ].needsUpdate ) return true;
  2309. }
  2310. return false;
  2311. };
  2312. function clearCustomAttributes( material ) {
  2313. for ( var a in material.attributes ) {
  2314. material.attributes[ a ].needsUpdate = false;
  2315. }
  2316. };
  2317. // Objects removal
  2318. function removeObject( object, scene ) {
  2319. if ( object instanceof THREE.Mesh ||
  2320. object instanceof THREE.Points ||
  2321. object instanceof THREE.Line ) {
  2322. removeInstances( scene.__webglObjects, object );
  2323. } else if ( object instanceof THREE.Sprite ) {
  2324. removeInstancesDirect( scene.__webglSprites, object );
  2325. } else if ( object instanceof THREE.LensFlare ) {
  2326. removeInstancesDirect( scene.__webglFlares, object );
  2327. } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
  2328. removeInstances( scene.__webglObjectsImmediate, object );
  2329. }
  2330. delete object.__webglActive;
  2331. };
  2332. function removeInstances( objlist, object ) {
  2333. for ( var o = objlist.length - 1; o >= 0; o -- ) {
  2334. if ( objlist[ o ].object === object ) {
  2335. objlist.splice( o, 1 );
  2336. }
  2337. }
  2338. };
  2339. function removeInstancesDirect( objlist, object ) {
  2340. for ( var o = objlist.length - 1; o >= 0; o -- ) {
  2341. if ( objlist[ o ] === object ) {
  2342. objlist.splice( o, 1 );
  2343. }
  2344. }
  2345. };
  2346. // Materials
  2347. this.initMaterial = function ( material, lights, fog, object ) {
  2348. material.addEventListener( 'dispose', onMaterialDispose );
  2349. var u, a, identifiers, i, parameters, maxLightCount, maxBones, maxShadows, shaderID;
  2350. if ( material instanceof THREE.MeshDepthMaterial ) {
  2351. shaderID = 'depth';
  2352. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  2353. shaderID = 'normal';
  2354. } else if ( material instanceof THREE.MeshBasicMaterial ) {
  2355. shaderID = 'basic';
  2356. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  2357. shaderID = 'lambert';
  2358. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  2359. shaderID = 'phong';
  2360. } else if ( material instanceof THREE.LineBasicMaterial ) {
  2361. shaderID = 'basic';
  2362. } else if ( material instanceof THREE.LineDashedMaterial ) {
  2363. shaderID = 'dashed';
  2364. } else if ( material instanceof THREE.PointsMaterial ) {
  2365. shaderID = 'particle_basic';
  2366. }
  2367. if ( shaderID ) {
  2368. setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );
  2369. }
  2370. // heuristics to create shader parameters according to lights in the scene
  2371. // (not to blow over maxLights budget)
  2372. maxLightCount = allocateLights( lights );
  2373. maxShadows = allocateShadows( lights );
  2374. maxBones = allocateBones( object );
  2375. parameters = {
  2376. precision: _precision,
  2377. supportsVertexTextures: _supportsVertexTextures,
  2378. map: !!material.map,
  2379. envMap: !!material.envMap,
  2380. lightMap: !!material.lightMap,
  2381. bumpMap: !!material.bumpMap,
  2382. normalMap: !!material.normalMap,
  2383. specularMap: !!material.specularMap,
  2384. vertexColors: material.vertexColors,
  2385. fog: fog,
  2386. useFog: material.fog,
  2387. fogExp: fog instanceof THREE.FogExp2,
  2388. sizeAttenuation: material.sizeAttenuation,
  2389. logarithmicDepthBuffer: _logarithmicDepthBuffer,
  2390. skinning: material.skinning,
  2391. maxBones: maxBones,
  2392. useVertexTexture: _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture,
  2393. morphTargets: material.morphTargets,
  2394. morphNormals: material.morphNormals,
  2395. maxMorphTargets: this.maxMorphTargets,
  2396. maxMorphNormals: this.maxMorphNormals,
  2397. maxDirLights: maxLightCount.directional,
  2398. maxPointLights: maxLightCount.point,
  2399. maxSpotLights: maxLightCount.spot,
  2400. maxHemiLights: maxLightCount.hemi,
  2401. maxShadows: maxShadows,
  2402. shadowMapEnabled: this.shadowMapEnabled && object.receiveShadow && maxShadows > 0,
  2403. shadowMapType: this.shadowMapType,
  2404. shadowMapDebug: this.shadowMapDebug,
  2405. shadowMapCascade: this.shadowMapCascade,
  2406. alphaTest: material.alphaTest,
  2407. metal: material.metal,
  2408. wrapAround: material.wrapAround,
  2409. doubleSided: material.side === THREE.DoubleSide,
  2410. flipSided: material.side === THREE.BackSide
  2411. };
  2412. // Generate code
  2413. var chunks = [];
  2414. if ( shaderID ) {
  2415. chunks.push( shaderID );
  2416. } else {
  2417. chunks.push( material.fragmentShader );
  2418. chunks.push( material.vertexShader );
  2419. }
  2420. for ( var d in material.defines ) {
  2421. chunks.push( d );
  2422. chunks.push( material.defines[ d ] );
  2423. }
  2424. for ( var p in parameters ) {
  2425. chunks.push( p );
  2426. chunks.push( parameters[ p ] );
  2427. }
  2428. var code = chunks.join();
  2429. var program;
  2430. // Check if code has been already compiled
  2431. for ( var p = 0, pl = _programs.length; p < pl; p ++ ) {
  2432. var programInfo = _programs[ p ];
  2433. if ( programInfo.code === code ) {
  2434. program = programInfo;
  2435. program.usedTimes ++;
  2436. break;
  2437. }
  2438. }
  2439. if ( program === undefined ) {
  2440. program = new THREE.WebGLProgram( this, code, material, parameters );
  2441. _programs.push( program );
  2442. _this.info.memory.programs = _programs.length;
  2443. }
  2444. material.program = program;
  2445. var attributes = material.program.attributes;
  2446. if ( material.morphTargets ) {
  2447. material.numSupportedMorphTargets = 0;
  2448. var id, base = "morphTarget";
  2449. for ( i = 0; i < this.maxMorphTargets; i ++ ) {
  2450. id = base + i;
  2451. if ( attributes[ id ] >= 0 ) {
  2452. material.numSupportedMorphTargets ++;
  2453. }
  2454. }
  2455. }
  2456. if ( material.morphNormals ) {
  2457. material.numSupportedMorphNormals = 0;
  2458. var id, base = "morphNormal";
  2459. for ( i = 0; i < this.maxMorphNormals; i ++ ) {
  2460. id = base + i;
  2461. if ( attributes[ id ] >= 0 ) {
  2462. material.numSupportedMorphNormals ++;
  2463. }
  2464. }
  2465. }
  2466. material.uniformsList = [];
  2467. for ( u in material.uniforms ) {
  2468. material.uniformsList.push( [ material.uniforms[ u ], u ] );
  2469. }
  2470. };
  2471. function setMaterialShaders( material, shaders ) {
  2472. material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms );
  2473. material.vertexShader = shaders.vertexShader;
  2474. material.fragmentShader = shaders.fragmentShader;
  2475. };
  2476. function setProgram( camera, lights, fog, material, object ) {
  2477. _usedTextureUnits = 0;
  2478. if ( material.needsUpdate ) {
  2479. if ( material.program ) deallocateMaterial( material );
  2480. _this.initMaterial( material, lights, fog, object );
  2481. material.needsUpdate = false;
  2482. }
  2483. if ( material.morphTargets ) {
  2484. if ( ! object.__webglMorphTargetInfluences ) {
  2485. object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
  2486. }
  2487. }
  2488. var refreshMaterial = false;
  2489. var program = material.program,
  2490. p_uniforms = program.uniforms,
  2491. m_uniforms = material.uniforms;
  2492. if ( program.id !== _currentProgram ) {
  2493. _gl.useProgram( program.program );
  2494. _currentProgram = program.id;
  2495. refreshMaterial = true;
  2496. }
  2497. if ( material.id !== _currentMaterialId ) {
  2498. _currentMaterialId = material.id;
  2499. refreshMaterial = true;
  2500. }
  2501. if ( refreshMaterial || camera !== _currentCamera ) {
  2502. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
  2503. if ( _logarithmicDepthBuffer ) {
  2504. _gl.uniform1f(p_uniforms.logDepthBufFC, 2.0 / (Math.log(camera.far + 1.0) / Math.LN2));
  2505. }
  2506. if ( camera !== _currentCamera ) _currentCamera = camera;
  2507. }
  2508. // skinning uniforms must be set even if material didn't change
  2509. // auto-setting of texture unit for bone texture must go before other textures
  2510. // not sure why, but otherwise weird things happen
  2511. if ( material.skinning ) {
  2512. if ( _supportsBoneTextures && object.skeleton.useVertexTexture ) {
  2513. if ( p_uniforms.boneTexture !== null ) {
  2514. var textureUnit = getTextureUnit();
  2515. _gl.uniform1i( p_uniforms.boneTexture, textureUnit );
  2516. _this.setTexture( object.skeleton.boneTexture, textureUnit );
  2517. }
  2518. if ( p_uniforms.boneTextureWidth !== null ) {
  2519. _gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth );
  2520. }
  2521. if ( p_uniforms.boneTextureHeight !== null ) {
  2522. _gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight );
  2523. }
  2524. } else {
  2525. if ( p_uniforms.boneGlobalMatrices !== null ) {
  2526. _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.skeleton.boneMatrices );
  2527. }
  2528. }
  2529. }
  2530. if ( refreshMaterial ) {
  2531. // refresh uniforms common to several materials
  2532. if ( fog && material.fog ) {
  2533. refreshUniformsFog( m_uniforms, fog );
  2534. }
  2535. if ( material instanceof THREE.MeshPhongMaterial ||
  2536. material instanceof THREE.MeshLambertMaterial ||
  2537. material.lights ) {
  2538. if ( _lightsNeedUpdate ) {
  2539. setupLights( program, lights );
  2540. _lightsNeedUpdate = false;
  2541. }
  2542. refreshUniformsLights( m_uniforms, _lights );
  2543. }
  2544. if ( material instanceof THREE.MeshBasicMaterial ||
  2545. material instanceof THREE.MeshLambertMaterial ||
  2546. material instanceof THREE.MeshPhongMaterial ) {
  2547. refreshUniformsCommon( m_uniforms, material );
  2548. }
  2549. // refresh single material specific uniforms
  2550. if ( material instanceof THREE.LineBasicMaterial ) {
  2551. refreshUniformsLine( m_uniforms, material );
  2552. } else if ( material instanceof THREE.LineDashedMaterial ) {
  2553. refreshUniformsLine( m_uniforms, material );
  2554. refreshUniformsDash( m_uniforms, material );
  2555. } else if ( material instanceof THREE.PointsMaterial ) {
  2556. refreshUniformsParticle( m_uniforms, material );
  2557. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  2558. refreshUniformsPhong( m_uniforms, material );
  2559. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  2560. refreshUniformsLambert( m_uniforms, material );
  2561. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  2562. m_uniforms.mNear.value = camera.near;
  2563. m_uniforms.mFar.value = camera.far;
  2564. m_uniforms.opacity.value = material.opacity;
  2565. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  2566. m_uniforms.opacity.value = material.opacity;
  2567. }
  2568. if ( object.receiveShadow && ! material._shadowPass ) {
  2569. refreshUniformsShadow( m_uniforms, lights );
  2570. }
  2571. // load common uniforms
  2572. loadUniformsGeneric( program, material.uniformsList );
  2573. // load material specific uniforms
  2574. // (shader material also gets them for the sake of genericity)
  2575. if ( material instanceof THREE.ShaderMaterial ||
  2576. material instanceof THREE.MeshPhongMaterial ||
  2577. material.envMap ) {
  2578. if ( p_uniforms.cameraPosition !== null ) {
  2579. _vector3.setFromMatrixPosition( camera.matrixWorld );
  2580. _gl.uniform3f( p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.z );
  2581. }
  2582. }
  2583. if ( material instanceof THREE.MeshPhongMaterial ||
  2584. material instanceof THREE.MeshLambertMaterial ||
  2585. material instanceof THREE.ShaderMaterial ||
  2586. material.skinning ) {
  2587. if ( p_uniforms.viewMatrix !== null ) {
  2588. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements );
  2589. }
  2590. }
  2591. }
  2592. loadUniformsMatrices( p_uniforms, object );
  2593. if ( p_uniforms.modelMatrix !== null ) {
  2594. _gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );
  2595. }
  2596. return program;
  2597. };
  2598. // Uniforms (refresh uniforms objects)
  2599. function refreshUniformsCommon ( uniforms, material ) {
  2600. uniforms.opacity.value = material.opacity;
  2601. if ( _this.gammaInput ) {
  2602. uniforms.diffuse.value.copyGammaToLinear( material.color );
  2603. } else {
  2604. uniforms.diffuse.value = material.color;
  2605. }
  2606. uniforms.map.value = material.map;
  2607. uniforms.lightMap.value = material.lightMap;
  2608. uniforms.specularMap.value = material.specularMap;
  2609. if ( material.bumpMap ) {
  2610. uniforms.bumpMap.value = material.bumpMap;
  2611. uniforms.bumpScale.value = material.bumpScale;
  2612. }
  2613. if ( material.normalMap ) {
  2614. uniforms.normalMap.value = material.normalMap;
  2615. uniforms.normalScale.value.copy( material.normalScale );
  2616. }
  2617. // uv repeat and offset setting priorities
  2618. // 1. color map
  2619. // 2. specular map
  2620. // 3. normal map
  2621. // 4. bump map
  2622. var uvScaleMap;
  2623. if ( material.map ) {
  2624. uvScaleMap = material.map;
  2625. } else if ( material.specularMap ) {
  2626. uvScaleMap = material.specularMap;
  2627. } else if ( material.normalMap ) {
  2628. uvScaleMap = material.normalMap;
  2629. } else if ( material.bumpMap ) {
  2630. uvScaleMap = material.bumpMap;
  2631. }
  2632. if ( uvScaleMap !== undefined ) {
  2633. var offset = uvScaleMap.offset;
  2634. var repeat = uvScaleMap.repeat;
  2635. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  2636. }
  2637. uniforms.envMap.value = material.envMap;
  2638. uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : -1;
  2639. if ( _this.gammaInput ) {
  2640. //uniforms.reflectivity.value = material.reflectivity * material.reflectivity;
  2641. uniforms.reflectivity.value = material.reflectivity;
  2642. } else {
  2643. uniforms.reflectivity.value = material.reflectivity;
  2644. }
  2645. uniforms.refractionRatio.value = material.refractionRatio;
  2646. uniforms.combine.value = material.combine;
  2647. uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
  2648. };
  2649. function refreshUniformsLine ( uniforms, material ) {
  2650. uniforms.diffuse.value = material.color;
  2651. uniforms.opacity.value = material.opacity;
  2652. };
  2653. function refreshUniformsDash ( uniforms, material ) {
  2654. uniforms.dashSize.value = material.dashSize;
  2655. uniforms.totalSize.value = material.dashSize + material.gapSize;
  2656. uniforms.scale.value = material.scale;
  2657. };
  2658. function refreshUniformsParticle ( uniforms, material ) {
  2659. uniforms.psColor.value = material.color;
  2660. uniforms.opacity.value = material.opacity;
  2661. uniforms.size.value = material.size;
  2662. uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
  2663. uniforms.map.value = material.map;
  2664. };
  2665. function refreshUniformsFog ( uniforms, fog ) {
  2666. uniforms.fogColor.value = fog.color;
  2667. if ( fog instanceof THREE.Fog ) {
  2668. uniforms.fogNear.value = fog.near;
  2669. uniforms.fogFar.value = fog.far;
  2670. } else if ( fog instanceof THREE.FogExp2 ) {
  2671. uniforms.fogDensity.value = fog.density;
  2672. }
  2673. };
  2674. function refreshUniformsPhong ( uniforms, material ) {
  2675. uniforms.shininess.value = material.shininess;
  2676. if ( _this.gammaInput ) {
  2677. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  2678. uniforms.emissive.value.copyGammaToLinear( material.emissive );
  2679. uniforms.specular.value.copyGammaToLinear( material.specular );
  2680. } else {
  2681. uniforms.ambient.value = material.ambient;
  2682. uniforms.emissive.value = material.emissive;
  2683. uniforms.specular.value = material.specular;
  2684. }
  2685. if ( material.wrapAround ) {
  2686. uniforms.wrapRGB.value.copy( material.wrapRGB );
  2687. }
  2688. };
  2689. function refreshUniformsLambert ( uniforms, material ) {
  2690. if ( _this.gammaInput ) {
  2691. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  2692. uniforms.emissive.value.copyGammaToLinear( material.emissive );
  2693. } else {
  2694. uniforms.ambient.value = material.ambient;
  2695. uniforms.emissive.value = material.emissive;
  2696. }
  2697. if ( material.wrapAround ) {
  2698. uniforms.wrapRGB.value.copy( material.wrapRGB );
  2699. }
  2700. };
  2701. function refreshUniformsLights ( uniforms, lights ) {
  2702. uniforms.ambientLightColor.value = lights.ambient;
  2703. uniforms.directionalLightColor.value = lights.directional.colors;
  2704. uniforms.directionalLightDirection.value = lights.directional.positions;
  2705. uniforms.pointLightColor.value = lights.point.colors;
  2706. uniforms.pointLightPosition.value = lights.point.positions;
  2707. uniforms.pointLightDistance.value = lights.point.distances;
  2708. uniforms.spotLightColor.value = lights.spot.colors;
  2709. uniforms.spotLightPosition.value = lights.spot.positions;
  2710. uniforms.spotLightDistance.value = lights.spot.distances;
  2711. uniforms.spotLightDirection.value = lights.spot.directions;
  2712. uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
  2713. uniforms.spotLightExponent.value = lights.spot.exponents;
  2714. uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
  2715. uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
  2716. uniforms.hemisphereLightDirection.value = lights.hemi.positions;
  2717. };
  2718. function refreshUniformsShadow ( uniforms, lights ) {
  2719. if ( uniforms.shadowMatrix ) {
  2720. var j = 0;
  2721. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  2722. var light = lights[ i ];
  2723. if ( ! light.castShadow ) continue;
  2724. if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) {
  2725. uniforms.shadowMap.value[ j ] = light.shadowMap;
  2726. uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
  2727. uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;
  2728. uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
  2729. uniforms.shadowBias.value[ j ] = light.shadowBias;
  2730. j ++;
  2731. }
  2732. }
  2733. }
  2734. };
  2735. // Uniforms (load to GPU)
  2736. function loadUniformsMatrices ( uniforms, object ) {
  2737. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrix.elements );
  2738. if ( uniforms.normalMatrix ) {
  2739. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrix.elements );
  2740. }
  2741. };
  2742. function getTextureUnit() {
  2743. var textureUnit = _usedTextureUnits;
  2744. if ( textureUnit >= _maxTextures ) {
  2745. console.warn( "WebGLRenderer: trying to use " + textureUnit + " texture units while this GPU supports only " + _maxTextures );
  2746. }
  2747. _usedTextureUnits += 1;
  2748. return textureUnit;
  2749. };
  2750. function loadUniformsGeneric ( program, uniforms ) {
  2751. var uniform, value, type, location, texture, textureUnit, i, il, j, jl, offset;
  2752. for ( j = 0, jl = uniforms.length; j < jl; j ++ ) {
  2753. location = program.uniforms[ uniforms[ j ][ 1 ] ];
  2754. if ( !location ) continue;
  2755. uniform = uniforms[ j ][ 0 ];
  2756. type = uniform.type;
  2757. value = uniform.value;
  2758. if ( type === "i" ) { // single integer
  2759. _gl.uniform1i( location, value );
  2760. } else if ( type === "f" ) { // single float
  2761. _gl.uniform1f( location, value );
  2762. } else if ( type === "v2" ) { // single THREE.Vector2
  2763. _gl.uniform2f( location, value.x, value.y );
  2764. } else if ( type === "v3" ) { // single THREE.Vector3
  2765. _gl.uniform3f( location, value.x, value.y, value.z );
  2766. } else if ( type === "v4" ) { // single THREE.Vector4
  2767. _gl.uniform4f( location, value.x, value.y, value.z, value.w );
  2768. } else if ( type === "c" ) { // single THREE.Color
  2769. _gl.uniform3f( location, value.r, value.g, value.b );
  2770. } else if ( type === "iv1" ) { // flat array of integers (JS or typed array)
  2771. _gl.uniform1iv( location, value );
  2772. } else if ( type === "iv" ) { // flat array of integers with 3 x N size (JS or typed array)
  2773. _gl.uniform3iv( location, value );
  2774. } else if ( type === "fv1" ) { // flat array of floats (JS or typed array)
  2775. _gl.uniform1fv( location, value );
  2776. } else if ( type === "fv" ) { // flat array of floats with 3 x N size (JS or typed array)
  2777. _gl.uniform3fv( location, value );
  2778. } else if ( type === "v2v" ) { // array of THREE.Vector2
  2779. if ( uniform._array === undefined ) {
  2780. uniform._array = new Float32Array( 2 * value.length );
  2781. }
  2782. for ( i = 0, il = value.length; i < il; i ++ ) {
  2783. offset = i * 2;
  2784. uniform._array[ offset ] = value[ i ].x;
  2785. uniform._array[ offset + 1 ] = value[ i ].y;
  2786. }
  2787. _gl.uniform2fv( location, uniform._array );
  2788. } else if ( type === "v3v" ) { // array of THREE.Vector3
  2789. if ( uniform._array === undefined ) {
  2790. uniform._array = new Float32Array( 3 * value.length );
  2791. }
  2792. for ( i = 0, il = value.length; i < il; i ++ ) {
  2793. offset = i * 3;
  2794. uniform._array[ offset ] = value[ i ].x;
  2795. uniform._array[ offset + 1 ] = value[ i ].y;
  2796. uniform._array[ offset + 2 ] = value[ i ].z;
  2797. }
  2798. _gl.uniform3fv( location, uniform._array );
  2799. } else if ( type === "v4v" ) { // array of THREE.Vector4
  2800. if ( uniform._array === undefined ) {
  2801. uniform._array = new Float32Array( 4 * value.length );
  2802. }
  2803. for ( i = 0, il = value.length; i < il; i ++ ) {
  2804. offset = i * 4;
  2805. uniform._array[ offset ] = value[ i ].x;
  2806. uniform._array[ offset + 1 ] = value[ i ].y;
  2807. uniform._array[ offset + 2 ] = value[ i ].z;
  2808. uniform._array[ offset + 3 ] = value[ i ].w;
  2809. }
  2810. _gl.uniform4fv( location, uniform._array );
  2811. } else if ( type === "m3") { // single THREE.Matrix3
  2812. _gl.uniformMatrix3fv( location, false, value.elements );
  2813. } else if ( type === "m3v" ) { // array of THREE.Matrix3
  2814. if ( uniform._array === undefined ) {
  2815. uniform._array = new Float32Array( 9 * value.length );
  2816. }
  2817. for ( i = 0, il = value.length; i < il; i ++ ) {
  2818. value[ i ].flattenToArrayOffset( uniform._array, i * 9 );
  2819. }
  2820. _gl.uniformMatrix3fv( location, false, uniform._array );
  2821. } else if ( type === "m4") { // single THREE.Matrix4
  2822. _gl.uniformMatrix4fv( location, false, value.elements );
  2823. } else if ( type === "m4v" ) { // array of THREE.Matrix4
  2824. if ( uniform._array === undefined ) {
  2825. uniform._array = new Float32Array( 16 * value.length );
  2826. }
  2827. for ( i = 0, il = value.length; i < il; i ++ ) {
  2828. value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
  2829. }
  2830. _gl.uniformMatrix4fv( location, false, uniform._array );
  2831. } else if ( type === "t" ) { // single THREE.Texture (2d or cube)
  2832. texture = value;
  2833. textureUnit = getTextureUnit();
  2834. _gl.uniform1i( location, textureUnit );
  2835. if ( !texture ) continue;
  2836. if ( texture.image instanceof Array && texture.image.length === 6 ) {
  2837. setCubeTexture( texture, textureUnit );
  2838. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  2839. setCubeTextureDynamic( texture, textureUnit );
  2840. } else {
  2841. _this.setTexture( texture, textureUnit );
  2842. }
  2843. } else if ( type === "tv" ) { // array of THREE.Texture (2d)
  2844. if ( uniform._array === undefined ) {
  2845. uniform._array = [];
  2846. }
  2847. for( i = 0, il = uniform.value.length; i < il; i ++ ) {
  2848. uniform._array[ i ] = getTextureUnit();
  2849. }
  2850. _gl.uniform1iv( location, uniform._array );
  2851. for( i = 0, il = uniform.value.length; i < il; i ++ ) {
  2852. texture = uniform.value[ i ];
  2853. textureUnit = uniform._array[ i ];
  2854. if ( !texture ) continue;
  2855. _this.setTexture( texture, textureUnit );
  2856. }
  2857. } else {
  2858. console.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type );
  2859. }
  2860. }
  2861. };
  2862. function setupMatrices ( object, camera ) {
  2863. object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  2864. object._normalMatrix.getNormalMatrix( object._modelViewMatrix );
  2865. };
  2866. //
  2867. function setColorGamma( array, offset, color, intensitySq ) {
  2868. array[ offset ] = color.r * color.r * intensitySq;
  2869. array[ offset + 1 ] = color.g * color.g * intensitySq;
  2870. array[ offset + 2 ] = color.b * color.b * intensitySq;
  2871. };
  2872. function setColorLinear( array, offset, color, intensity ) {
  2873. array[ offset ] = color.r * intensity;
  2874. array[ offset + 1 ] = color.g * intensity;
  2875. array[ offset + 2 ] = color.b * intensity;
  2876. };
  2877. function setupLights ( program, lights ) {
  2878. var l, ll, light, n,
  2879. r = 0, g = 0, b = 0,
  2880. color, skyColor, groundColor,
  2881. intensity, intensitySq,
  2882. position,
  2883. distance,
  2884. zlights = _lights,
  2885. dirColors = zlights.directional.colors,
  2886. dirPositions = zlights.directional.positions,
  2887. pointColors = zlights.point.colors,
  2888. pointPositions = zlights.point.positions,
  2889. pointDistances = zlights.point.distances,
  2890. spotColors = zlights.spot.colors,
  2891. spotPositions = zlights.spot.positions,
  2892. spotDistances = zlights.spot.distances,
  2893. spotDirections = zlights.spot.directions,
  2894. spotAnglesCos = zlights.spot.anglesCos,
  2895. spotExponents = zlights.spot.exponents,
  2896. hemiSkyColors = zlights.hemi.skyColors,
  2897. hemiGroundColors = zlights.hemi.groundColors,
  2898. hemiPositions = zlights.hemi.positions,
  2899. dirLength = 0,
  2900. pointLength = 0,
  2901. spotLength = 0,
  2902. hemiLength = 0,
  2903. dirCount = 0,
  2904. pointCount = 0,
  2905. spotCount = 0,
  2906. hemiCount = 0,
  2907. dirOffset = 0,
  2908. pointOffset = 0,
  2909. spotOffset = 0,
  2910. hemiOffset = 0;
  2911. for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  2912. light = lights[ l ];
  2913. if ( light.onlyShadow ) continue;
  2914. color = light.color;
  2915. intensity = light.intensity;
  2916. distance = light.distance;
  2917. if ( light instanceof THREE.AmbientLight ) {
  2918. if ( ! light.visible ) continue;
  2919. if ( _this.gammaInput ) {
  2920. r += color.r * color.r;
  2921. g += color.g * color.g;
  2922. b += color.b * color.b;
  2923. } else {
  2924. r += color.r;
  2925. g += color.g;
  2926. b += color.b;
  2927. }
  2928. } else if ( light instanceof THREE.DirectionalLight ) {
  2929. dirCount += 1;
  2930. if ( ! light.visible ) continue;
  2931. _direction.setFromMatrixPosition( light.matrixWorld );
  2932. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  2933. _direction.sub( _vector3 );
  2934. _direction.normalize();
  2935. // skip lights with undefined direction
  2936. // these create troubles in OpenGL (making pixel black)
  2937. if ( _direction.x === 0 && _direction.y === 0 && _direction.z === 0 ) continue;
  2938. dirOffset = dirLength * 3;
  2939. dirPositions[ dirOffset ] = _direction.x;
  2940. dirPositions[ dirOffset + 1 ] = _direction.y;
  2941. dirPositions[ dirOffset + 2 ] = _direction.z;
  2942. if ( _this.gammaInput ) {
  2943. setColorGamma( dirColors, dirOffset, color, intensity * intensity );
  2944. } else {
  2945. setColorLinear( dirColors, dirOffset, color, intensity );
  2946. }
  2947. dirLength += 1;
  2948. } else if ( light instanceof THREE.PointLight ) {
  2949. pointCount += 1;
  2950. if ( ! light.visible ) continue;
  2951. pointOffset = pointLength * 3;
  2952. if ( _this.gammaInput ) {
  2953. setColorGamma( pointColors, pointOffset, color, intensity * intensity );
  2954. } else {
  2955. setColorLinear( pointColors, pointOffset, color, intensity );
  2956. }
  2957. _vector3.setFromMatrixPosition( light.matrixWorld );
  2958. pointPositions[ pointOffset ] = _vector3.x;
  2959. pointPositions[ pointOffset + 1 ] = _vector3.y;
  2960. pointPositions[ pointOffset + 2 ] = _vector3.z;
  2961. pointDistances[ pointLength ] = distance;
  2962. pointLength += 1;
  2963. } else if ( light instanceof THREE.SpotLight ) {
  2964. spotCount += 1;
  2965. if ( ! light.visible ) continue;
  2966. spotOffset = spotLength * 3;
  2967. if ( _this.gammaInput ) {
  2968. setColorGamma( spotColors, spotOffset, color, intensity * intensity );
  2969. } else {
  2970. setColorLinear( spotColors, spotOffset, color, intensity );
  2971. }
  2972. _vector3.setFromMatrixPosition( light.matrixWorld );
  2973. spotPositions[ spotOffset ] = _vector3.x;
  2974. spotPositions[ spotOffset + 1 ] = _vector3.y;
  2975. spotPositions[ spotOffset + 2 ] = _vector3.z;
  2976. spotDistances[ spotLength ] = distance;
  2977. _direction.copy( _vector3 );
  2978. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  2979. _direction.sub( _vector3 );
  2980. _direction.normalize();
  2981. spotDirections[ spotOffset ] = _direction.x;
  2982. spotDirections[ spotOffset + 1 ] = _direction.y;
  2983. spotDirections[ spotOffset + 2 ] = _direction.z;
  2984. spotAnglesCos[ spotLength ] = Math.cos( light.angle );
  2985. spotExponents[ spotLength ] = light.exponent;
  2986. spotLength += 1;
  2987. } else if ( light instanceof THREE.HemisphereLight ) {
  2988. hemiCount += 1;
  2989. if ( ! light.visible ) continue;
  2990. _direction.setFromMatrixPosition( light.matrixWorld );
  2991. _direction.normalize();
  2992. // skip lights with undefined direction
  2993. // these create troubles in OpenGL (making pixel black)
  2994. if ( _direction.x === 0 && _direction.y === 0 && _direction.z === 0 ) continue;
  2995. hemiOffset = hemiLength * 3;
  2996. hemiPositions[ hemiOffset ] = _direction.x;
  2997. hemiPositions[ hemiOffset + 1 ] = _direction.y;
  2998. hemiPositions[ hemiOffset + 2 ] = _direction.z;
  2999. skyColor = light.color;
  3000. groundColor = light.groundColor;
  3001. if ( _this.gammaInput ) {
  3002. intensitySq = intensity * intensity;
  3003. setColorGamma( hemiSkyColors, hemiOffset, skyColor, intensitySq );
  3004. setColorGamma( hemiGroundColors, hemiOffset, groundColor, intensitySq );
  3005. } else {
  3006. setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
  3007. setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );
  3008. }
  3009. hemiLength += 1;
  3010. }
  3011. }
  3012. // null eventual remains from removed lights
  3013. // (this is to avoid if in shader)
  3014. for ( l = dirLength * 3, ll = Math.max( dirColors.length, dirCount * 3 ); l < ll; l ++ ) dirColors[ l ] = 0.0;
  3015. for ( l = pointLength * 3, ll = Math.max( pointColors.length, pointCount * 3 ); l < ll; l ++ ) pointColors[ l ] = 0.0;
  3016. for ( l = spotLength * 3, ll = Math.max( spotColors.length, spotCount * 3 ); l < ll; l ++ ) spotColors[ l ] = 0.0;
  3017. for ( l = hemiLength * 3, ll = Math.max( hemiSkyColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiSkyColors[ l ] = 0.0;
  3018. for ( l = hemiLength * 3, ll = Math.max( hemiGroundColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiGroundColors[ l ] = 0.0;
  3019. zlights.directional.length = dirLength;
  3020. zlights.point.length = pointLength;
  3021. zlights.spot.length = spotLength;
  3022. zlights.hemi.length = hemiLength;
  3023. zlights.ambient[ 0 ] = r;
  3024. zlights.ambient[ 1 ] = g;
  3025. zlights.ambient[ 2 ] = b;
  3026. };
  3027. // GL state setting
  3028. this.setFaceCulling = function ( cullFace, frontFaceDirection ) {
  3029. if ( cullFace === THREE.CullFaceNone ) {
  3030. _gl.disable( _gl.CULL_FACE );
  3031. } else {
  3032. if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {
  3033. _gl.frontFace( _gl.CW );
  3034. } else {
  3035. _gl.frontFace( _gl.CCW );
  3036. }
  3037. if ( cullFace === THREE.CullFaceBack ) {
  3038. _gl.cullFace( _gl.BACK );
  3039. } else if ( cullFace === THREE.CullFaceFront ) {
  3040. _gl.cullFace( _gl.FRONT );
  3041. } else {
  3042. _gl.cullFace( _gl.FRONT_AND_BACK );
  3043. }
  3044. _gl.enable( _gl.CULL_FACE );
  3045. }
  3046. };
  3047. this.setMaterialFaces = function ( material ) {
  3048. var doubleSided = material.side === THREE.DoubleSide;
  3049. var flipSided = material.side === THREE.BackSide;
  3050. if ( _oldDoubleSided !== doubleSided ) {
  3051. if ( doubleSided ) {
  3052. _gl.disable( _gl.CULL_FACE );
  3053. } else {
  3054. _gl.enable( _gl.CULL_FACE );
  3055. }
  3056. _oldDoubleSided = doubleSided;
  3057. }
  3058. if ( _oldFlipSided !== flipSided ) {
  3059. if ( flipSided ) {
  3060. _gl.frontFace( _gl.CW );
  3061. } else {
  3062. _gl.frontFace( _gl.CCW );
  3063. }
  3064. _oldFlipSided = flipSided;
  3065. }
  3066. };
  3067. this.setDepthTest = function ( depthTest ) {
  3068. if ( _oldDepthTest !== depthTest ) {
  3069. if ( depthTest ) {
  3070. _gl.enable( _gl.DEPTH_TEST );
  3071. } else {
  3072. _gl.disable( _gl.DEPTH_TEST );
  3073. }
  3074. _oldDepthTest = depthTest;
  3075. }
  3076. };
  3077. this.setDepthWrite = function ( depthWrite ) {
  3078. if ( _oldDepthWrite !== depthWrite ) {
  3079. _gl.depthMask( depthWrite );
  3080. _oldDepthWrite = depthWrite;
  3081. }
  3082. };
  3083. function setLineWidth ( width ) {
  3084. if ( width !== _oldLineWidth ) {
  3085. _gl.lineWidth( width );
  3086. _oldLineWidth = width;
  3087. }
  3088. };
  3089. function setPolygonOffset ( polygonoffset, factor, units ) {
  3090. if ( _oldPolygonOffset !== polygonoffset ) {
  3091. if ( polygonoffset ) {
  3092. _gl.enable( _gl.POLYGON_OFFSET_FILL );
  3093. } else {
  3094. _gl.disable( _gl.POLYGON_OFFSET_FILL );
  3095. }
  3096. _oldPolygonOffset = polygonoffset;
  3097. }
  3098. if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) {
  3099. _gl.polygonOffset( factor, units );
  3100. _oldPolygonOffsetFactor = factor;
  3101. _oldPolygonOffsetUnits = units;
  3102. }
  3103. };
  3104. this.setBlending = function ( blending, blendEquation, blendSrc, blendDst ) {
  3105. if ( blending !== _oldBlending ) {
  3106. if ( blending === THREE.NoBlending ) {
  3107. _gl.disable( _gl.BLEND );
  3108. } else if ( blending === THREE.AdditiveBlending ) {
  3109. _gl.enable( _gl.BLEND );
  3110. _gl.blendEquation( _gl.FUNC_ADD );
  3111. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
  3112. } else if ( blending === THREE.SubtractiveBlending ) {
  3113. // TODO: Find blendFuncSeparate() combination
  3114. _gl.enable( _gl.BLEND );
  3115. _gl.blendEquation( _gl.FUNC_ADD );
  3116. _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
  3117. } else if ( blending === THREE.MultiplyBlending ) {
  3118. // TODO: Find blendFuncSeparate() combination
  3119. _gl.enable( _gl.BLEND );
  3120. _gl.blendEquation( _gl.FUNC_ADD );
  3121. _gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
  3122. } else if ( blending === THREE.CustomBlending ) {
  3123. _gl.enable( _gl.BLEND );
  3124. } else {
  3125. _gl.enable( _gl.BLEND );
  3126. _gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
  3127. _gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
  3128. }
  3129. _oldBlending = blending;
  3130. }
  3131. if ( blending === THREE.CustomBlending ) {
  3132. if ( blendEquation !== _oldBlendEquation ) {
  3133. _gl.blendEquation( paramThreeToGL( blendEquation ) );
  3134. _oldBlendEquation = blendEquation;
  3135. }
  3136. if ( blendSrc !== _oldBlendSrc || blendDst !== _oldBlendDst ) {
  3137. _gl.blendFunc( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ) );
  3138. _oldBlendSrc = blendSrc;
  3139. _oldBlendDst = blendDst;
  3140. }
  3141. } else {
  3142. _oldBlendEquation = null;
  3143. _oldBlendSrc = null;
  3144. _oldBlendDst = null;
  3145. }
  3146. };
  3147. // Textures
  3148. function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
  3149. if ( isImagePowerOfTwo ) {
  3150. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  3151. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  3152. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  3153. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  3154. } else {
  3155. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  3156. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  3157. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  3158. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  3159. }
  3160. if ( _glExtensionTextureFilterAnisotropic && texture.type !== THREE.FloatType ) {
  3161. if ( texture.anisotropy > 1 || texture.__oldAnisotropy ) {
  3162. _gl.texParameterf( textureType, _glExtensionTextureFilterAnisotropic.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _maxAnisotropy ) );
  3163. texture.__oldAnisotropy = texture.anisotropy;
  3164. }
  3165. }
  3166. };
  3167. this.setTexture = function ( texture, slot ) {
  3168. if ( texture.needsUpdate ) {
  3169. if ( ! texture.__webglInit ) {
  3170. texture.__webglInit = true;
  3171. texture.addEventListener( 'dispose', onTextureDispose );
  3172. texture.__webglTexture = _gl.createTexture();
  3173. _this.info.memory.textures ++;
  3174. }
  3175. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3176. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  3177. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  3178. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  3179. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
  3180. var image = texture.image,
  3181. isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
  3182. glFormat = paramThreeToGL( texture.format ),
  3183. glType = paramThreeToGL( texture.type );
  3184. setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
  3185. var mipmap, mipmaps = texture.mipmaps;
  3186. if ( texture instanceof THREE.DataTexture ) {
  3187. // use manually created mipmaps if available
  3188. // if there are no manual mipmaps
  3189. // set 0 level mipmap and then use GL to generate other mipmap levels
  3190. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  3191. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  3192. mipmap = mipmaps[ i ];
  3193. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  3194. }
  3195. texture.generateMipmaps = false;
  3196. } else {
  3197. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
  3198. }
  3199. } else if ( texture instanceof THREE.CompressedTexture ) {
  3200. for( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  3201. mipmap = mipmaps[ i ];
  3202. if ( texture.format!==THREE.RGBAFormat ) {
  3203. _gl.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  3204. } else {
  3205. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  3206. }
  3207. }
  3208. } else { // regular Texture (image, video, canvas)
  3209. // use manually created mipmaps if available
  3210. // if there are no manual mipmaps
  3211. // set 0 level mipmap and then use GL to generate other mipmap levels
  3212. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  3213. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  3214. mipmap = mipmaps[ i ];
  3215. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
  3216. }
  3217. texture.generateMipmaps = false;
  3218. } else {
  3219. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
  3220. }
  3221. }
  3222. if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  3223. texture.needsUpdate = false;
  3224. if ( texture.onUpdate ) texture.onUpdate();
  3225. } else {
  3226. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3227. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  3228. }
  3229. };
  3230. function clampToMaxSize ( image, maxSize ) {
  3231. if ( image.width <= maxSize && image.height <= maxSize ) {
  3232. return image;
  3233. }
  3234. // Warning: Scaling through the canvas will only work with images that use
  3235. // premultiplied alpha.
  3236. var maxDimension = Math.max( image.width, image.height );
  3237. var newWidth = Math.floor( image.width * maxSize / maxDimension );
  3238. var newHeight = Math.floor( image.height * maxSize / maxDimension );
  3239. var canvas = document.createElement( 'canvas' );
  3240. canvas.width = newWidth;
  3241. canvas.height = newHeight;
  3242. var ctx = canvas.getContext( "2d" );
  3243. ctx.drawImage( image, 0, 0, image.width, image.height, 0, 0, newWidth, newHeight );
  3244. return canvas;
  3245. }
  3246. function setCubeTexture ( texture, slot ) {
  3247. if ( texture.image.length === 6 ) {
  3248. if ( texture.needsUpdate ) {
  3249. if ( ! texture.image.__webglTextureCube ) {
  3250. texture.addEventListener( 'dispose', onTextureDispose );
  3251. texture.image.__webglTextureCube = _gl.createTexture();
  3252. _this.info.memory.textures ++;
  3253. }
  3254. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3255. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  3256. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  3257. var isCompressed = texture instanceof THREE.CompressedTexture;
  3258. var cubeImage = [];
  3259. for ( var i = 0; i < 6; i ++ ) {
  3260. if ( _this.autoScaleCubemaps && ! isCompressed ) {
  3261. cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize );
  3262. } else {
  3263. cubeImage[ i ] = texture.image[ i ];
  3264. }
  3265. }
  3266. var image = cubeImage[ 0 ],
  3267. isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
  3268. glFormat = paramThreeToGL( texture.format ),
  3269. glType = paramThreeToGL( texture.type );
  3270. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
  3271. for ( var i = 0; i < 6; i ++ ) {
  3272. if( !isCompressed ) {
  3273. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
  3274. } else {
  3275. var mipmap, mipmaps = cubeImage[ i ].mipmaps;
  3276. for( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
  3277. mipmap = mipmaps[ j ];
  3278. if ( texture.format!==THREE.RGBAFormat ) {
  3279. _gl.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  3280. } else {
  3281. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  3282. }
  3283. }
  3284. }
  3285. }
  3286. if ( texture.generateMipmaps && isImagePowerOfTwo ) {
  3287. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3288. }
  3289. texture.needsUpdate = false;
  3290. if ( texture.onUpdate ) texture.onUpdate();
  3291. } else {
  3292. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3293. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  3294. }
  3295. }
  3296. };
  3297. function setCubeTextureDynamic ( texture, slot ) {
  3298. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3299. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
  3300. };
  3301. // Render targets
  3302. function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
  3303. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  3304. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );
  3305. };
  3306. function setupRenderBuffer ( renderbuffer, renderTarget ) {
  3307. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  3308. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  3309. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  3310. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3311. /* For some reason this is not working. Defaulting to RGBA4.
  3312. } else if( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3313. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
  3314. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3315. */
  3316. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3317. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
  3318. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3319. } else {
  3320. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
  3321. }
  3322. };
  3323. this.setRenderTarget = function ( renderTarget ) {
  3324. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  3325. if ( renderTarget && ! renderTarget.__webglFramebuffer ) {
  3326. if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
  3327. if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
  3328. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  3329. renderTarget.__webglTexture = _gl.createTexture();
  3330. _this.info.memory.textures ++;
  3331. // Setup texture, create render and frame buffers
  3332. var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.isPowerOfTwo( renderTarget.height ),
  3333. glFormat = paramThreeToGL( renderTarget.format ),
  3334. glType = paramThreeToGL( renderTarget.type );
  3335. if ( isCube ) {
  3336. renderTarget.__webglFramebuffer = [];
  3337. renderTarget.__webglRenderbuffer = [];
  3338. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  3339. setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
  3340. for ( var i = 0; i < 6; i ++ ) {
  3341. renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  3342. renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
  3343. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  3344. setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
  3345. setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );
  3346. }
  3347. if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3348. } else {
  3349. renderTarget.__webglFramebuffer = _gl.createFramebuffer();
  3350. if ( renderTarget.shareDepthFrom ) {
  3351. renderTarget.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;
  3352. } else {
  3353. renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();
  3354. }
  3355. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  3356. setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );
  3357. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  3358. setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
  3359. if ( renderTarget.shareDepthFrom ) {
  3360. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  3361. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
  3362. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3363. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
  3364. }
  3365. } else {
  3366. setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );
  3367. }
  3368. if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  3369. }
  3370. // Release everything
  3371. if ( isCube ) {
  3372. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  3373. } else {
  3374. _gl.bindTexture( _gl.TEXTURE_2D, null );
  3375. }
  3376. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  3377. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  3378. }
  3379. var framebuffer, width, height, vx, vy;
  3380. if ( renderTarget ) {
  3381. if ( isCube ) {
  3382. framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];
  3383. } else {
  3384. framebuffer = renderTarget.__webglFramebuffer;
  3385. }
  3386. width = renderTarget.width;
  3387. height = renderTarget.height;
  3388. vx = 0;
  3389. vy = 0;
  3390. } else {
  3391. framebuffer = null;
  3392. width = _viewportWidth;
  3393. height = _viewportHeight;
  3394. vx = _viewportX;
  3395. vy = _viewportY;
  3396. }
  3397. if ( framebuffer !== _currentFramebuffer ) {
  3398. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  3399. _gl.viewport( vx, vy, width, height );
  3400. _currentFramebuffer = framebuffer;
  3401. }
  3402. _currentWidth = width;
  3403. _currentHeight = height;
  3404. };
  3405. function updateRenderTargetMipmap ( renderTarget ) {
  3406. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  3407. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  3408. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3409. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  3410. } else {
  3411. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  3412. _gl.generateMipmap( _gl.TEXTURE_2D );
  3413. _gl.bindTexture( _gl.TEXTURE_2D, null );
  3414. }
  3415. };
  3416. // Fallback filters for non-power-of-2 textures
  3417. function filterFallback ( f ) {
  3418. if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {
  3419. return _gl.NEAREST;
  3420. }
  3421. return _gl.LINEAR;
  3422. };
  3423. // Map three.js constants to WebGL constants
  3424. function paramThreeToGL ( p ) {
  3425. if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
  3426. if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
  3427. if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
  3428. if ( p === THREE.NearestFilter ) return _gl.NEAREST;
  3429. if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
  3430. if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
  3431. if ( p === THREE.LinearFilter ) return _gl.LINEAR;
  3432. if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
  3433. if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
  3434. if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
  3435. if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
  3436. if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
  3437. if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
  3438. if ( p === THREE.ByteType ) return _gl.BYTE;
  3439. if ( p === THREE.ShortType ) return _gl.SHORT;
  3440. if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
  3441. if ( p === THREE.IntType ) return _gl.INT;
  3442. if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
  3443. if ( p === THREE.FloatType ) return _gl.FLOAT;
  3444. if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
  3445. if ( p === THREE.RGBFormat ) return _gl.RGB;
  3446. if ( p === THREE.RGBAFormat ) return _gl.RGBA;
  3447. if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
  3448. if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
  3449. if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
  3450. if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
  3451. if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
  3452. if ( p === THREE.ZeroFactor ) return _gl.ZERO;
  3453. if ( p === THREE.OneFactor ) return _gl.ONE;
  3454. if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
  3455. if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
  3456. if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
  3457. if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
  3458. if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
  3459. if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
  3460. if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
  3461. if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
  3462. if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
  3463. if ( _glExtensionCompressedTextureS3TC !== undefined ) {
  3464. if ( p === THREE.RGB_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGB_S3TC_DXT1_EXT;
  3465. if ( p === THREE.RGBA_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  3466. if ( p === THREE.RGBA_S3TC_DXT3_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  3467. if ( p === THREE.RGBA_S3TC_DXT5_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  3468. }
  3469. return 0;
  3470. };
  3471. // Allocations
  3472. function allocateBones ( object ) {
  3473. if ( _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture ) {
  3474. return 1024;
  3475. } else {
  3476. // default for when object is not specified
  3477. // ( for example when prebuilding shader
  3478. // to be used with multiple objects )
  3479. //
  3480. // - leave some extra space for other uniforms
  3481. // - limit here is ANGLE's 254 max uniform vectors
  3482. // (up to 54 should be safe)
  3483. var nVertexUniforms = _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS );
  3484. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  3485. var maxBones = nVertexMatrices;
  3486. if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
  3487. maxBones = Math.min( object.skeleton.bones.length, maxBones );
  3488. if ( maxBones < object.skeleton.bones.length ) {
  3489. console.warn( "WebGLRenderer: too many bones - " + object.skeleton.bones.length + ", this GPU supports just " + maxBones + " (try OpenGL instead of ANGLE)" );
  3490. }
  3491. }
  3492. return maxBones;
  3493. }
  3494. };
  3495. function allocateLights( lights ) {
  3496. var dirLights = 0;
  3497. var pointLights = 0;
  3498. var spotLights = 0;
  3499. var hemiLights = 0;
  3500. for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
  3501. var light = lights[ l ];
  3502. if ( light.onlyShadow || light.visible === false ) continue;
  3503. if ( light instanceof THREE.DirectionalLight ) dirLights ++;
  3504. if ( light instanceof THREE.PointLight ) pointLights ++;
  3505. if ( light instanceof THREE.SpotLight ) spotLights ++;
  3506. if ( light instanceof THREE.HemisphereLight ) hemiLights ++;
  3507. }
  3508. return { 'directional' : dirLights, 'point' : pointLights, 'spot': spotLights, 'hemi': hemiLights };
  3509. };
  3510. function allocateShadows( lights ) {
  3511. var maxShadows = 0;
  3512. for ( var l = 0, ll = lights.length; l < ll; l++ ) {
  3513. var light = lights[ l ];
  3514. if ( ! light.castShadow ) continue;
  3515. if ( light instanceof THREE.SpotLight ) maxShadows ++;
  3516. if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;
  3517. }
  3518. return maxShadows;
  3519. };
  3520. // Initialization
  3521. function initGL() {
  3522. try {
  3523. var attributes = {
  3524. alpha: _alpha,
  3525. depth: _depth,
  3526. stencil: _stencil,
  3527. antialias: _antialias,
  3528. premultipliedAlpha: _premultipliedAlpha,
  3529. preserveDrawingBuffer: _preserveDrawingBuffer
  3530. };
  3531. _gl = _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes );
  3532. if ( _gl === null ) {
  3533. throw 'Error creating WebGL context.';
  3534. }
  3535. } catch ( error ) {
  3536. console.error( error );
  3537. }
  3538. _glExtensionTextureFloat = _gl.getExtension( 'OES_texture_float' );
  3539. _glExtensionTextureFloatLinear = _gl.getExtension( 'OES_texture_float_linear' );
  3540. _glExtensionStandardDerivatives = _gl.getExtension( 'OES_standard_derivatives' );
  3541. _glExtensionTextureFilterAnisotropic = _gl.getExtension( 'EXT_texture_filter_anisotropic' ) || _gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || _gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  3542. _glExtensionCompressedTextureS3TC = _gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || _gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || _gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  3543. _glExtensionElementIndexUint = _gl.getExtension( 'OES_element_index_uint' );
  3544. if ( _glExtensionTextureFloat === null ) {
  3545. console.log( 'THREE.WebGLRenderer: Float textures not supported.' );
  3546. }
  3547. if ( _glExtensionStandardDerivatives === null ) {
  3548. console.log( 'THREE.WebGLRenderer: Standard derivatives not supported.' );
  3549. }
  3550. if ( _glExtensionTextureFilterAnisotropic === null ) {
  3551. console.log( 'THREE.WebGLRenderer: Anisotropic texture filtering not supported.' );
  3552. }
  3553. if ( _glExtensionCompressedTextureS3TC === null ) {
  3554. console.log( 'THREE.WebGLRenderer: S3TC compressed textures not supported.' );
  3555. }
  3556. if ( _glExtensionElementIndexUint === null ) {
  3557. console.log( 'THREE.WebGLRenderer: elementindex as unsigned integer not supported.' );
  3558. }
  3559. if ( _gl.getShaderPrecisionFormat === undefined ) {
  3560. _gl.getShaderPrecisionFormat = function() {
  3561. return {
  3562. "rangeMin" : 1,
  3563. "rangeMax" : 1,
  3564. "precision" : 1
  3565. };
  3566. }
  3567. }
  3568. if ( _logarithmicDepthBuffer ) {
  3569. _glExtensionFragDepth = _gl.getExtension( 'EXT_frag_depth' );
  3570. }
  3571. };
  3572. function setDefaultGLState () {
  3573. _gl.clearColor( 0, 0, 0, 1 );
  3574. _gl.clearDepth( 1 );
  3575. _gl.clearStencil( 0 );
  3576. _gl.enable( _gl.DEPTH_TEST );
  3577. _gl.depthFunc( _gl.LEQUAL );
  3578. _gl.frontFace( _gl.CCW );
  3579. _gl.cullFace( _gl.BACK );
  3580. _gl.enable( _gl.CULL_FACE );
  3581. _gl.enable( _gl.BLEND );
  3582. _gl.blendEquation( _gl.FUNC_ADD );
  3583. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
  3584. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  3585. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  3586. };
  3587. // default plugins (order is important)
  3588. this.shadowMapPlugin = new THREE.ShadowMapPlugin();
  3589. this.addPrePlugin( this.shadowMapPlugin );
  3590. this.addPostPlugin( new THREE.SpritePlugin() );
  3591. this.addPostPlugin( new THREE.LensFlarePlugin() );
  3592. };
粤ICP备19079148号