WebGLRenderer.js 135 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186118711881189119011911192119311941195119611971198119912001201120212031204120512061207120812091210121112121213121412151216121712181219122012211222122312241225122612271228122912301231123212331234123512361237123812391240124112421243124412451246124712481249125012511252125312541255125612571258125912601261126212631264126512661267126812691270127112721273127412751276127712781279128012811282128312841285128612871288128912901291129212931294129512961297129812991300130113021303130413051306130713081309131013111312131313141315131613171318131913201321132213231324132513261327132813291330133113321333133413351336133713381339134013411342134313441345134613471348134913501351135213531354135513561357135813591360136113621363136413651366136713681369137013711372137313741375137613771378137913801381138213831384138513861387138813891390139113921393139413951396139713981399140014011402140314041405140614071408140914101411141214131414141514161417141814191420142114221423142414251426142714281429143014311432143314341435143614371438143914401441144214431444144514461447144814491450145114521453145414551456145714581459146014611462146314641465146614671468146914701471147214731474147514761477147814791480148114821483148414851486148714881489149014911492149314941495149614971498149915001501150215031504150515061507150815091510151115121513151415151516151715181519152015211522152315241525152615271528152915301531153215331534153515361537153815391540154115421543154415451546154715481549155015511552155315541555155615571558155915601561156215631564156515661567156815691570157115721573157415751576157715781579158015811582158315841585158615871588158915901591159215931594159515961597159815991600160116021603160416051606160716081609161016111612161316141615161616171618161916201621162216231624162516261627162816291630163116321633163416351636163716381639164016411642164316441645164616471648164916501651165216531654165516561657165816591660166116621663166416651666166716681669167016711672167316741675167616771678167916801681168216831684168516861687168816891690169116921693169416951696169716981699170017011702170317041705170617071708170917101711171217131714171517161717171817191720172117221723172417251726172717281729173017311732173317341735173617371738173917401741174217431744174517461747174817491750175117521753175417551756175717581759176017611762176317641765176617671768176917701771177217731774177517761777177817791780178117821783178417851786178717881789179017911792179317941795179617971798179918001801180218031804180518061807180818091810181118121813181418151816181718181819182018211822182318241825182618271828182918301831183218331834183518361837183818391840184118421843184418451846184718481849185018511852185318541855185618571858185918601861186218631864186518661867186818691870187118721873187418751876187718781879188018811882188318841885188618871888188918901891189218931894189518961897189818991900190119021903190419051906190719081909191019111912191319141915191619171918191919201921192219231924192519261927192819291930193119321933193419351936193719381939194019411942194319441945194619471948194919501951195219531954195519561957195819591960196119621963196419651966196719681969197019711972197319741975197619771978197919801981198219831984198519861987198819891990199119921993199419951996199719981999200020012002200320042005200620072008200920102011201220132014201520162017201820192020202120222023202420252026202720282029203020312032203320342035203620372038203920402041204220432044204520462047204820492050205120522053205420552056205720582059206020612062206320642065206620672068206920702071207220732074207520762077207820792080208120822083208420852086208720882089209020912092209320942095209620972098209921002101210221032104210521062107210821092110211121122113211421152116211721182119212021212122212321242125212621272128212921302131213221332134213521362137213821392140214121422143214421452146214721482149215021512152215321542155215621572158215921602161216221632164216521662167216821692170217121722173217421752176217721782179218021812182218321842185218621872188218921902191219221932194219521962197219821992200220122022203220422052206220722082209221022112212221322142215221622172218221922202221222222232224222522262227222822292230223122322233223422352236223722382239224022412242224322442245224622472248224922502251225222532254225522562257225822592260226122622263226422652266226722682269227022712272227322742275227622772278227922802281228222832284228522862287228822892290229122922293229422952296229722982299230023012302230323042305230623072308230923102311231223132314231523162317231823192320232123222323232423252326232723282329233023312332233323342335233623372338233923402341234223432344234523462347234823492350235123522353235423552356235723582359236023612362236323642365236623672368236923702371237223732374237523762377237823792380238123822383238423852386238723882389239023912392239323942395239623972398239924002401240224032404240524062407240824092410241124122413241424152416241724182419242024212422242324242425242624272428242924302431243224332434243524362437243824392440244124422443244424452446244724482449245024512452245324542455245624572458245924602461246224632464246524662467246824692470247124722473247424752476247724782479248024812482248324842485248624872488248924902491249224932494249524962497249824992500250125022503250425052506250725082509251025112512251325142515251625172518251925202521252225232524252525262527252825292530253125322533253425352536253725382539254025412542254325442545254625472548254925502551255225532554255525562557255825592560256125622563256425652566256725682569257025712572257325742575257625772578257925802581258225832584258525862587258825892590259125922593259425952596259725982599260026012602260326042605260626072608260926102611261226132614261526162617261826192620262126222623262426252626262726282629263026312632263326342635263626372638263926402641264226432644264526462647264826492650265126522653265426552656265726582659266026612662266326642665266626672668266926702671267226732674267526762677267826792680268126822683268426852686268726882689269026912692269326942695269626972698269927002701270227032704270527062707270827092710271127122713271427152716271727182719272027212722272327242725272627272728272927302731273227332734273527362737273827392740274127422743274427452746274727482749275027512752275327542755275627572758275927602761276227632764276527662767276827692770277127722773277427752776277727782779278027812782278327842785278627872788278927902791279227932794279527962797279827992800280128022803280428052806280728082809281028112812281328142815281628172818281928202821282228232824282528262827282828292830283128322833283428352836283728382839284028412842284328442845284628472848284928502851285228532854285528562857285828592860286128622863286428652866286728682869287028712872287328742875287628772878287928802881288228832884288528862887288828892890289128922893289428952896289728982899290029012902290329042905290629072908290929102911291229132914291529162917291829192920292129222923292429252926292729282929293029312932293329342935293629372938293929402941294229432944294529462947294829492950295129522953295429552956295729582959296029612962296329642965296629672968296929702971297229732974297529762977297829792980298129822983298429852986298729882989299029912992299329942995299629972998299930003001300230033004300530063007300830093010301130123013301430153016301730183019302030213022302330243025302630273028302930303031303230333034303530363037303830393040304130423043304430453046304730483049305030513052305330543055305630573058305930603061306230633064306530663067306830693070307130723073307430753076307730783079308030813082308330843085308630873088308930903091309230933094309530963097309830993100310131023103310431053106310731083109311031113112311331143115311631173118311931203121312231233124312531263127312831293130313131323133313431353136313731383139314031413142314331443145314631473148314931503151315231533154315531563157315831593160316131623163316431653166316731683169317031713172317331743175317631773178317931803181318231833184318531863187318831893190319131923193319431953196319731983199320032013202320332043205320632073208320932103211321232133214321532163217321832193220322132223223322432253226322732283229323032313232323332343235323632373238323932403241324232433244324532463247324832493250325132523253325432553256325732583259326032613262326332643265326632673268326932703271327232733274327532763277327832793280328132823283328432853286328732883289329032913292329332943295329632973298329933003301330233033304330533063307330833093310331133123313331433153316331733183319332033213322332333243325332633273328332933303331333233333334333533363337333833393340334133423343334433453346334733483349335033513352335333543355335633573358335933603361336233633364336533663367336833693370337133723373337433753376337733783379338033813382338333843385338633873388338933903391339233933394339533963397339833993400340134023403340434053406340734083409341034113412341334143415341634173418341934203421342234233424342534263427342834293430343134323433343434353436343734383439344034413442344334443445344634473448344934503451345234533454345534563457345834593460346134623463346434653466346734683469347034713472347334743475347634773478347934803481348234833484348534863487348834893490349134923493349434953496349734983499350035013502350335043505350635073508350935103511351235133514351535163517351835193520352135223523352435253526352735283529353035313532353335343535353635373538353935403541354235433544354535463547354835493550355135523553355435553556355735583559356035613562356335643565356635673568356935703571357235733574357535763577357835793580358135823583358435853586358735883589359035913592359335943595359635973598359936003601360236033604360536063607360836093610361136123613361436153616361736183619362036213622362336243625362636273628362936303631363236333634363536363637363836393640364136423643364436453646364736483649365036513652365336543655365636573658365936603661366236633664366536663667366836693670367136723673367436753676367736783679368036813682368336843685368636873688368936903691369236933694369536963697369836993700370137023703370437053706370737083709371037113712371337143715371637173718371937203721372237233724372537263727372837293730373137323733373437353736373737383739374037413742374337443745374637473748374937503751375237533754375537563757375837593760376137623763376437653766376737683769377037713772377337743775377637773778377937803781378237833784378537863787378837893790379137923793379437953796379737983799380038013802380338043805380638073808380938103811381238133814381538163817381838193820382138223823382438253826382738283829383038313832383338343835383638373838383938403841384238433844384538463847384838493850385138523853385438553856385738583859386038613862386338643865386638673868386938703871387238733874387538763877387838793880388138823883388438853886388738883889389038913892389338943895389638973898389939003901390239033904390539063907390839093910391139123913391439153916391739183919392039213922392339243925392639273928392939303931393239333934393539363937393839393940394139423943394439453946394739483949395039513952395339543955395639573958395939603961396239633964396539663967396839693970397139723973397439753976397739783979398039813982398339843985398639873988398939903991399239933994399539963997399839994000400140024003400440054006400740084009401040114012401340144015401640174018401940204021402240234024402540264027402840294030403140324033403440354036403740384039404040414042404340444045404640474048404940504051405240534054405540564057405840594060406140624063406440654066406740684069407040714072407340744075407640774078407940804081408240834084408540864087408840894090409140924093409440954096409740984099410041014102410341044105410641074108410941104111411241134114411541164117411841194120412141224123412441254126412741284129413041314132413341344135413641374138413941404141414241434144414541464147414841494150415141524153415441554156415741584159416041614162416341644165416641674168416941704171417241734174417541764177417841794180418141824183418441854186418741884189419041914192419341944195419641974198419942004201420242034204420542064207420842094210421142124213421442154216421742184219422042214222422342244225422642274228422942304231423242334234423542364237423842394240424142424243424442454246424742484249425042514252425342544255425642574258425942604261426242634264426542664267426842694270427142724273427442754276427742784279428042814282428342844285428642874288428942904291429242934294429542964297429842994300430143024303430443054306430743084309431043114312431343144315431643174318431943204321432243234324432543264327432843294330433143324333433443354336433743384339434043414342434343444345434643474348434943504351435243534354435543564357435843594360436143624363436443654366436743684369437043714372437343744375437643774378437943804381438243834384438543864387438843894390439143924393439443954396439743984399440044014402440344044405440644074408440944104411441244134414441544164417441844194420442144224423442444254426442744284429443044314432443344344435443644374438443944404441444244434444444544464447444844494450445144524453445444554456445744584459446044614462446344644465446644674468446944704471447244734474447544764477447844794480448144824483448444854486448744884489449044914492449344944495449644974498449945004501450245034504450545064507450845094510451145124513451445154516451745184519452045214522452345244525452645274528452945304531453245334534453545364537453845394540454145424543454445454546454745484549455045514552455345544555455645574558455945604561456245634564456545664567456845694570457145724573457445754576457745784579458045814582458345844585458645874588458945904591459245934594459545964597459845994600460146024603460446054606460746084609461046114612461346144615461646174618461946204621462246234624462546264627462846294630463146324633463446354636463746384639464046414642464346444645464646474648464946504651465246534654465546564657465846594660466146624663466446654666466746684669467046714672467346744675467646774678467946804681468246834684468546864687468846894690469146924693469446954696469746984699470047014702470347044705470647074708470947104711471247134714471547164717471847194720472147224723472447254726472747284729473047314732473347344735473647374738473947404741474247434744474547464747474847494750475147524753475447554756475747584759476047614762476347644765476647674768476947704771477247734774477547764777477847794780478147824783478447854786478747884789479047914792479347944795479647974798479948004801480248034804480548064807480848094810481148124813481448154816481748184819482048214822482348244825482648274828482948304831483248334834483548364837483848394840484148424843484448454846484748484849485048514852485348544855485648574858485948604861486248634864486548664867486848694870487148724873487448754876487748784879488048814882488348844885488648874888488948904891489248934894489548964897489848994900490149024903490449054906490749084909491049114912491349144915491649174918491949204921492249234924492549264927492849294930493149324933493449354936493749384939494049414942494349444945494649474948494949504951495249534954495549564957495849594960496149624963496449654966496749684969497049714972497349744975497649774978497949804981498249834984498549864987498849894990499149924993499449954996499749984999500050015002500350045005500650075008500950105011501250135014501550165017501850195020502150225023502450255026502750285029503050315032503350345035503650375038503950405041504250435044504550465047504850495050505150525053505450555056505750585059506050615062506350645065506650675068506950705071507250735074507550765077507850795080508150825083508450855086508750885089509050915092509350945095509650975098509951005101510251035104510551065107510851095110511151125113511451155116511751185119512051215122512351245125512651275128512951305131513251335134513551365137513851395140514151425143514451455146514751485149515051515152515351545155515651575158515951605161516251635164516551665167516851695170517151725173517451755176517751785179518051815182518351845185518651875188518951905191519251935194519551965197519851995200520152025203520452055206520752085209521052115212521352145215521652175218521952205221522252235224522552265227522852295230523152325233523452355236523752385239524052415242524352445245524652475248524952505251525252535254525552565257525852595260526152625263526452655266526752685269527052715272527352745275527652775278527952805281528252835284528552865287528852895290529152925293529452955296529752985299530053015302530353045305530653075308530953105311531253135314531553165317531853195320532153225323532453255326532753285329533053315332533353345335533653375338533953405341534253435344534553465347534853495350535153525353535453555356535753585359536053615362536353645365536653675368536953705371537253735374537553765377537853795380538153825383538453855386
  1. /**
  2. * @author supereggbert / http://www.paulbrunt.co.uk/
  3. * @author mrdoob / http://mrdoob.com/
  4. * @author alteredq / http://alteredqualia.com/
  5. * @author szimek / https://github.com/szimek/
  6. */
  7. THREE.WebGLRenderer = function ( parameters ) {
  8. // By default you can use just up to 4 directional / point lights total.
  9. // ANGLE implementation (Chrome/Firefox on Windows) is bound to
  10. // 10 varying vectors due to DirectX9 limitation.
  11. var _this = this,
  12. _gl, _programs = [],
  13. _currentProgram = null,
  14. _currentFramebuffer = null,
  15. _currentDepthMask = true,
  16. // gl state cache
  17. _oldDoubleSided = null,
  18. _oldFlipSided = null,
  19. _oldBlending = null,
  20. _oldDepth = null,
  21. _oldPolygonOffset = null,
  22. _oldPolygonOffsetFactor = null,
  23. _oldPolygonOffsetUnits = null,
  24. _cullEnabled = true,
  25. _viewportX = 0,
  26. _viewportY = 0,
  27. _viewportWidth = 0,
  28. _viewportHeight = 0,
  29. // camera matrices caches
  30. _frustum = [
  31. new THREE.Vector4(),
  32. new THREE.Vector4(),
  33. new THREE.Vector4(),
  34. new THREE.Vector4(),
  35. new THREE.Vector4(),
  36. new THREE.Vector4()
  37. ],
  38. _projScreenMatrix = new THREE.Matrix4(),
  39. _projectionMatrixArray = new Float32Array( 16 ),
  40. _viewMatrixArray = new Float32Array( 16 ),
  41. _vector3 = new THREE.Vector4(),
  42. // light arrays cache
  43. _lights = {
  44. ambient: [ 0, 0, 0 ],
  45. directional: { length: 0, colors: new Array(), positions: new Array() },
  46. point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() }
  47. },
  48. // parameters
  49. parameters = parameters || {},
  50. _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
  51. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  52. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  53. _clearColor = parameters.clearColor !== undefined ? new THREE.Color( parameters.clearColor ) : new THREE.Color( 0x000000 ),
  54. _clearAlpha = parameters.clearAlpha !== undefined ? parameters.clearAlpha : 0;
  55. _maxLights = parameters.maxLights !== undefined ? parameters.maxLights : 4;
  56. this.data = {
  57. vertices: 0,
  58. faces: 0,
  59. drawCalls: 0
  60. };
  61. this.maxMorphTargets = 8;
  62. this.domElement = _canvas;
  63. this.autoClear = true;
  64. this.sortObjects = true;
  65. // Init GL
  66. try {
  67. if ( ! ( _gl = _canvas.getContext( 'experimental-webgl', { antialias: _antialias, stencil: _stencil } ) ) ) {
  68. throw 'Error creating WebGL context.';
  69. }
  70. console.log(
  71. navigator.userAgent + " | " +
  72. _gl.getParameter( _gl.VERSION ) + " | " +
  73. _gl.getParameter( _gl.VENDOR ) + " | " +
  74. _gl.getParameter( _gl.RENDERER ) + " | " +
  75. _gl.getParameter( _gl.SHADING_LANGUAGE_VERSION )
  76. );
  77. } catch ( error ) {
  78. console.error( error );
  79. }
  80. _gl.clearColor( 0, 0, 0, 1 );
  81. _gl.clearDepth( 1 );
  82. _gl.enable( _gl.DEPTH_TEST );
  83. _gl.depthFunc( _gl.LEQUAL );
  84. _gl.frontFace( _gl.CCW );
  85. _gl.cullFace( _gl.BACK );
  86. _gl.enable( _gl.CULL_FACE );
  87. _gl.enable( _gl.BLEND );
  88. _gl.blendEquation( _gl.FUNC_ADD );
  89. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
  90. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  91. _cullEnabled = true;
  92. //
  93. this.context = _gl;
  94. var _supportsVertexTextures = ( maxVertexTextures() > 0 );
  95. // prepare stencil shadow polygon
  96. if ( _stencil ) {
  97. var _stencilShadow = {};
  98. _stencilShadow.vertices = new Float32Array( 12 );
  99. _stencilShadow.faces = new Uint16Array( 6 );
  100. _stencilShadow.darkness = 0.5;
  101. _stencilShadow.vertices[ 0 * 3 + 0 ] = -20; _stencilShadow.vertices[ 0 * 3 + 1 ] = -20; _stencilShadow.vertices[ 0 * 3 + 2 ] = -1;
  102. _stencilShadow.vertices[ 1 * 3 + 0 ] = 20; _stencilShadow.vertices[ 1 * 3 + 1 ] = -20; _stencilShadow.vertices[ 1 * 3 + 2 ] = -1;
  103. _stencilShadow.vertices[ 2 * 3 + 0 ] = 20; _stencilShadow.vertices[ 2 * 3 + 1 ] = 20; _stencilShadow.vertices[ 2 * 3 + 2 ] = -1;
  104. _stencilShadow.vertices[ 3 * 3 + 0 ] = -20; _stencilShadow.vertices[ 3 * 3 + 1 ] = 20; _stencilShadow.vertices[ 3 * 3 + 2 ] = -1;
  105. _stencilShadow.faces[ 0 ] = 0; _stencilShadow.faces[ 1 ] = 1; _stencilShadow.faces[ 2 ] = 2;
  106. _stencilShadow.faces[ 3 ] = 0; _stencilShadow.faces[ 4 ] = 2; _stencilShadow.faces[ 5 ] = 3;
  107. _stencilShadow.vertexBuffer = _gl.createBuffer();
  108. _stencilShadow.elementBuffer = _gl.createBuffer();
  109. _gl.bindBuffer( _gl.ARRAY_BUFFER, _stencilShadow.vertexBuffer );
  110. _gl.bufferData( _gl.ARRAY_BUFFER, _stencilShadow.vertices, _gl.STATIC_DRAW );
  111. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _stencilShadow.elementBuffer );
  112. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _stencilShadow.faces, _gl.STATIC_DRAW );
  113. _stencilShadow.program = _gl.createProgram();
  114. _gl.attachShader( _stencilShadow.program, getShader( "fragment", THREE.ShaderLib.shadowPost.fragmentShader ));
  115. _gl.attachShader( _stencilShadow.program, getShader( "vertex", THREE.ShaderLib.shadowPost.vertexShader ));
  116. _gl.linkProgram( _stencilShadow.program );
  117. _stencilShadow.vertexLocation = _gl.getAttribLocation ( _stencilShadow.program, "position" );
  118. _stencilShadow.projectionLocation = _gl.getUniformLocation( _stencilShadow.program, "projectionMatrix" );
  119. _stencilShadow.darknessLocation = _gl.getUniformLocation( _stencilShadow.program, "darkness" );
  120. }
  121. // prepare lens flare
  122. var _lensFlare = {};
  123. var i;
  124. _lensFlare.vertices = new Float32Array( 8 + 8 );
  125. _lensFlare.faces = new Uint16Array( 6 );
  126. i = 0;
  127. _lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = -1; // vertex
  128. _lensFlare.vertices[ i++ ] = 0; _lensFlare.vertices[ i++ ] = 0; // uv... etc.
  129. _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = -1;
  130. _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 0;
  131. _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 1;
  132. _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 1;
  133. _lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = 1;
  134. _lensFlare.vertices[ i++ ] = 0; _lensFlare.vertices[ i++ ] = 1;
  135. i = 0;
  136. _lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 1; _lensFlare.faces[ i++ ] = 2;
  137. _lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 2; _lensFlare.faces[ i++ ] = 3;
  138. _lensFlare.vertexBuffer = _gl.createBuffer();
  139. _lensFlare.elementBuffer = _gl.createBuffer();
  140. _lensFlare.tempTexture = _gl.createTexture();
  141. _lensFlare.occlusionTexture = _gl.createTexture();
  142. _gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
  143. _gl.bufferData( _gl.ARRAY_BUFFER, _lensFlare.vertices, _gl.STATIC_DRAW );
  144. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );
  145. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.faces, _gl.STATIC_DRAW );
  146. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
  147. _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, 16, 16, 0, _gl.RGB, _gl.UNSIGNED_BYTE, null );
  148. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  149. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  150. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
  151. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
  152. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
  153. _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, 16, 16, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, null );
  154. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  155. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  156. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
  157. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
  158. if( _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ) <= 0 ) {
  159. _lensFlare.hasVertexTexture = false;
  160. _lensFlare.program = _gl.createProgram();
  161. _gl.attachShader( _lensFlare.program, getShader( "fragment", THREE.ShaderLib.lensFlare.fragmentShader ));
  162. _gl.attachShader( _lensFlare.program, getShader( "vertex", THREE.ShaderLib.lensFlare.vertexShader ));
  163. _gl.linkProgram( _lensFlare.program );
  164. } else {
  165. _lensFlare.hasVertexTexture = true;
  166. _lensFlare.program = _gl.createProgram();
  167. _gl.attachShader( _lensFlare.program, getShader( "fragment", THREE.ShaderLib.lensFlareVertexTexture.fragmentShader ));
  168. _gl.attachShader( _lensFlare.program, getShader( "vertex", THREE.ShaderLib.lensFlareVertexTexture.vertexShader ));
  169. _gl.linkProgram( _lensFlare.program );
  170. }
  171. _lensFlare.attributes = {};
  172. _lensFlare.uniforms = {};
  173. _lensFlare.attributes.vertex = _gl.getAttribLocation ( _lensFlare.program, "position" );
  174. _lensFlare.attributes.uv = _gl.getAttribLocation ( _lensFlare.program, "UV" );
  175. _lensFlare.uniforms.renderType = _gl.getUniformLocation( _lensFlare.program, "renderType" );
  176. _lensFlare.uniforms.map = _gl.getUniformLocation( _lensFlare.program, "map" );
  177. _lensFlare.uniforms.occlusionMap = _gl.getUniformLocation( _lensFlare.program, "occlusionMap" );
  178. _lensFlare.uniforms.opacity = _gl.getUniformLocation( _lensFlare.program, "opacity" );
  179. _lensFlare.uniforms.scale = _gl.getUniformLocation( _lensFlare.program, "scale" );
  180. _lensFlare.uniforms.rotation = _gl.getUniformLocation( _lensFlare.program, "rotation" );
  181. _lensFlare.uniforms.screenPosition = _gl.getUniformLocation( _lensFlare.program, "screenPosition" );
  182. //_gl.enableVertexAttribArray( _lensFlare.attributes.vertex );
  183. //_gl.enableVertexAttribArray( _lensFlare.attributes.uv );
  184. var _lensFlareAttributesEnabled = false;
  185. // prepare sprites
  186. var _sprite = {};
  187. _sprite.vertices = new Float32Array( 8 + 8 );
  188. _sprite.faces = new Uint16Array( 6 );
  189. i = 0;
  190. _sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = -1; // vertex 0
  191. _sprite.vertices[ i++ ] = 0; _sprite.vertices[ i++ ] = 1; // uv 0
  192. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = -1; // vertex 1
  193. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 1; // uv 1
  194. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 1; // vertex 2
  195. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 0; // uv 2
  196. _sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = 1; // vertex 3
  197. _sprite.vertices[ i++ ] = 0; _sprite.vertices[ i++ ] = 0; // uv 3
  198. i = 0;
  199. _sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 1; _sprite.faces[ i++ ] = 2;
  200. _sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 2; _sprite.faces[ i++ ] = 3;
  201. _sprite.vertexBuffer = _gl.createBuffer();
  202. _sprite.elementBuffer = _gl.createBuffer();
  203. _gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
  204. _gl.bufferData( _gl.ARRAY_BUFFER, _sprite.vertices, _gl.STATIC_DRAW );
  205. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );
  206. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _sprite.faces, _gl.STATIC_DRAW );
  207. _sprite.program = _gl.createProgram();
  208. _gl.attachShader( _sprite.program, getShader( "fragment", THREE.ShaderLib.sprite.fragmentShader ));
  209. _gl.attachShader( _sprite.program, getShader( "vertex", THREE.ShaderLib.sprite.vertexShader ));
  210. _gl.linkProgram( _sprite.program );
  211. _sprite.attributes = {};
  212. _sprite.uniforms = {};
  213. _sprite.attributes.position = _gl.getAttribLocation ( _sprite.program, "position" );
  214. _sprite.attributes.uv = _gl.getAttribLocation ( _sprite.program, "uv" );
  215. _sprite.uniforms.uvOffset = _gl.getUniformLocation( _sprite.program, "uvOffset" );
  216. _sprite.uniforms.uvScale = _gl.getUniformLocation( _sprite.program, "uvScale" );
  217. _sprite.uniforms.rotation = _gl.getUniformLocation( _sprite.program, "rotation" );
  218. _sprite.uniforms.scale = _gl.getUniformLocation( _sprite.program, "scale" );
  219. _sprite.uniforms.alignment = _gl.getUniformLocation( _sprite.program, "alignment" );
  220. _sprite.uniforms.map = _gl.getUniformLocation( _sprite.program, "map" );
  221. _sprite.uniforms.opacity = _gl.getUniformLocation( _sprite.program, "opacity" );
  222. _sprite.uniforms.useScreenCoordinates = _gl.getUniformLocation( _sprite.program, "useScreenCoordinates" );
  223. _sprite.uniforms.affectedByDistance = _gl.getUniformLocation( _sprite.program, "affectedByDistance" );
  224. _sprite.uniforms.screenPosition = _gl.getUniformLocation( _sprite.program, "screenPosition" );
  225. _sprite.uniforms.modelViewMatrix = _gl.getUniformLocation( _sprite.program, "modelViewMatrix" );
  226. _sprite.uniforms.projectionMatrix = _gl.getUniformLocation( _sprite.program, "projectionMatrix" );
  227. //_gl.enableVertexAttribArray( _sprite.attributes.position );
  228. //_gl.enableVertexAttribArray( _sprite.attributes.uv );
  229. var _spriteAttributesEnabled = false;
  230. this.setSize = function ( width, height ) {
  231. _canvas.width = width;
  232. _canvas.height = height;
  233. this.setViewport( 0, 0, _canvas.width, _canvas.height );
  234. };
  235. this.setViewport = function ( x, y, width, height ) {
  236. _viewportX = x;
  237. _viewportY = y;
  238. _viewportWidth = width;
  239. _viewportHeight = height;
  240. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  241. };
  242. this.setScissor = function ( x, y, width, height ) {
  243. _gl.scissor( x, y, width, height );
  244. };
  245. this.enableScissorTest = function ( enable ) {
  246. if ( enable )
  247. _gl.enable( _gl.SCISSOR_TEST );
  248. else
  249. _gl.disable( _gl.SCISSOR_TEST );
  250. };
  251. this.enableDepthBufferWrite = function ( enable ) {
  252. _currentDepthMask = enable;
  253. _gl.depthMask( enable );
  254. };
  255. this.setClearColorHex = function ( hex, alpha ) {
  256. _clearColor.setHex( hex );
  257. _clearAlpha = alpha;
  258. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  259. };
  260. this.setClearColor = function ( color, alpha ) {
  261. _clearColor.copy( color );
  262. _clearAlpha = alpha;
  263. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  264. };
  265. this.clear = function () {
  266. _gl.clear( _gl.COLOR_BUFFER_BIT | _gl.DEPTH_BUFFER_BIT | _gl.STENCIL_BUFFER_BIT );
  267. };
  268. this.setStencilShadowDarkness = function( value ) {
  269. _stencilShadow.darkness = value;
  270. };
  271. this.getContext = function() {
  272. return _gl;
  273. }
  274. function setupLights ( program, lights ) {
  275. var l, ll, light, r = 0, g = 0, b = 0,
  276. color, position, intensity, distance,
  277. zlights = _lights,
  278. dcolors = zlights.directional.colors,
  279. dpositions = zlights.directional.positions,
  280. pcolors = zlights.point.colors,
  281. ppositions = zlights.point.positions,
  282. pdistances = zlights.point.distances,
  283. dlength = 0,
  284. plength = 0,
  285. doffset = 0,
  286. poffset = 0;
  287. for ( l = 0, ll = lights.length; l < ll; l++ ) {
  288. light = lights[ l ];
  289. color = light.color;
  290. position = light.position;
  291. intensity = light.intensity;
  292. distance = light.distance;
  293. if ( light instanceof THREE.AmbientLight ) {
  294. r += color.r;
  295. g += color.g;
  296. b += color.b;
  297. } else if ( light instanceof THREE.DirectionalLight ) {
  298. doffset = dlength * 3;
  299. dcolors[ doffset ] = color.r * intensity;
  300. dcolors[ doffset + 1 ] = color.g * intensity;
  301. dcolors[ doffset + 2 ] = color.b * intensity;
  302. dpositions[ doffset ] = position.x;
  303. dpositions[ doffset + 1 ] = position.y;
  304. dpositions[ doffset + 2 ] = position.z;
  305. dlength += 1;
  306. } else if( light instanceof THREE.PointLight ) {
  307. poffset = plength * 3;
  308. pcolors[ poffset ] = color.r * intensity;
  309. pcolors[ poffset + 1 ] = color.g * intensity;
  310. pcolors[ poffset + 2 ] = color.b * intensity;
  311. ppositions[ poffset ] = position.x;
  312. ppositions[ poffset + 1 ] = position.y;
  313. ppositions[ poffset + 2 ] = position.z;
  314. pdistances[ plength ] = distance;
  315. plength += 1;
  316. }
  317. }
  318. // null eventual remains from removed lights
  319. // (this is to avoid if in shader)
  320. for( l = dlength * 3; l < dcolors.length; l++ ) dcolors[ l ] = 0.0;
  321. for( l = plength * 3; l < pcolors.length; l++ ) pcolors[ l ] = 0.0;
  322. zlights.point.length = plength;
  323. zlights.directional.length = dlength;
  324. zlights.ambient[ 0 ] = r;
  325. zlights.ambient[ 1 ] = g;
  326. zlights.ambient[ 2 ] = b;
  327. };
  328. function createParticleBuffers ( geometry ) {
  329. geometry.__webglVertexBuffer = _gl.createBuffer();
  330. geometry.__webglColorBuffer = _gl.createBuffer();
  331. };
  332. function createLineBuffers( geometry ) {
  333. geometry.__webglVertexBuffer = _gl.createBuffer();
  334. geometry.__webglColorBuffer = _gl.createBuffer();
  335. };
  336. function createRibbonBuffers( geometry ) {
  337. geometry.__webglVertexBuffer = _gl.createBuffer();
  338. geometry.__webglColorBuffer = _gl.createBuffer();
  339. };
  340. function createMeshBuffers( geometryGroup ) {
  341. geometryGroup.__webglVertexBuffer = _gl.createBuffer();
  342. geometryGroup.__webglNormalBuffer = _gl.createBuffer();
  343. geometryGroup.__webglTangentBuffer = _gl.createBuffer();
  344. geometryGroup.__webglColorBuffer = _gl.createBuffer();
  345. geometryGroup.__webglUVBuffer = _gl.createBuffer();
  346. geometryGroup.__webglUV2Buffer = _gl.createBuffer();
  347. geometryGroup.__webglSkinVertexABuffer = _gl.createBuffer();
  348. geometryGroup.__webglSkinVertexBBuffer = _gl.createBuffer();
  349. geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
  350. geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
  351. geometryGroup.__webglFaceBuffer = _gl.createBuffer();
  352. geometryGroup.__webglLineBuffer = _gl.createBuffer();
  353. if ( geometryGroup.numMorphTargets ) {
  354. var m, ml;
  355. geometryGroup.__webglMorphTargetsBuffers = [];
  356. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m++ ) {
  357. geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
  358. }
  359. }
  360. };
  361. function initLineBuffers ( geometry ) {
  362. var nvertices = geometry.vertices.length;
  363. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  364. geometry.__colorArray = new Float32Array( nvertices * 3 );
  365. geometry.__webglLineCount = nvertices;
  366. };
  367. function initRibbonBuffers ( geometry ) {
  368. var nvertices = geometry.vertices.length;
  369. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  370. geometry.__colorArray = new Float32Array( nvertices * 3 );
  371. geometry.__webglVertexCount = nvertices;
  372. };
  373. function initParticleBuffers ( geometry ) {
  374. var nvertices = geometry.vertices.length;
  375. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  376. geometry.__colorArray = new Float32Array( nvertices * 3 );
  377. geometry.__sortArray = [];
  378. geometry.__webglParticleCount = nvertices;
  379. };
  380. function initMeshBuffers ( geometryGroup, object ) {
  381. var f, fl, fi, face,
  382. m, ml, size,
  383. nvertices = 0, ntris = 0, nlines = 0,
  384. uvType,
  385. vertexColorType,
  386. normalType,
  387. materials, material,
  388. attribute, property, originalAttribute,
  389. geometry = object.geometry,
  390. obj_faces = geometry.faces,
  391. chunk_faces = geometryGroup.faces;
  392. for ( f = 0, fl = chunk_faces.length; f < fl; f++ ) {
  393. fi = chunk_faces[ f ];
  394. face = obj_faces[ fi ];
  395. if ( face instanceof THREE.Face3 ) {
  396. nvertices += 3;
  397. ntris += 1;
  398. nlines += 3;
  399. } else if ( face instanceof THREE.Face4 ) {
  400. nvertices += 4;
  401. ntris += 2;
  402. nlines += 4;
  403. }
  404. }
  405. materials = unrollGroupMaterials( geometryGroup, object );
  406. // this will not work if materials would change in run-time
  407. // it should be refreshed every frame
  408. // but need to do unrollGroupMaterials
  409. // more properly without push to array
  410. // like unrollBufferMaterials
  411. geometryGroup.__materials = materials;
  412. uvType = bufferGuessUVType( materials, geometryGroup, object );
  413. normalType = bufferGuessNormalType( materials, geometryGroup, object );
  414. vertexColorType = bufferGuessVertexColorType( materials, geometryGroup, object );
  415. //console.log("uvType",uvType, "normalType",normalType, "vertexColorType",vertexColorType, object, geometryGroup, materials );
  416. geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
  417. if ( normalType ) {
  418. geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
  419. }
  420. if ( geometry.hasTangents ) {
  421. geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
  422. }
  423. if ( vertexColorType ) {
  424. geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
  425. }
  426. if ( uvType ) {
  427. if ( geometry.faceUvs.length > 0 || geometry.faceVertexUvs.length > 0 ) {
  428. geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
  429. }
  430. if ( geometry.faceUvs.length > 1 || geometry.faceVertexUvs.length > 1 ) {
  431. geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
  432. }
  433. }
  434. if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
  435. geometryGroup.__skinVertexAArray = new Float32Array( nvertices * 4 );
  436. geometryGroup.__skinVertexBArray = new Float32Array( nvertices * 4 );
  437. geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
  438. geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
  439. }
  440. geometryGroup.__faceArray = new Uint16Array( ntris * 3 + ( object.geometry.edgeFaces ? object.geometry.edgeFaces.length * 2 * 3 : 0 ));
  441. geometryGroup.__lineArray = new Uint16Array( nlines * 2 );
  442. if ( geometryGroup.numMorphTargets ) {
  443. geometryGroup.__morphTargetsArrays = [];
  444. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m++ ) {
  445. geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
  446. }
  447. }
  448. geometryGroup.__needsSmoothNormals = ( normalType == THREE.SmoothShading );
  449. geometryGroup.__uvType = uvType;
  450. geometryGroup.__vertexColorType = vertexColorType;
  451. geometryGroup.__normalType = normalType;
  452. geometryGroup.__webglFaceCount = ntris * 3 + ( object.geometry.edgeFaces ? object.geometry.edgeFaces.length * 2 * 3 : 0 );
  453. geometryGroup.__webglLineCount = nlines * 2;
  454. // custom attributes
  455. for ( m = 0, ml = materials.length; m < ml; m ++ ) {
  456. material = materials[ m ];
  457. if ( material.attributes ) {
  458. geometryGroup.__webglCustomAttributes = {};
  459. for ( a in material.attributes ) {
  460. // Do a shallow copy of the attribute object so different geometryGroup chunks use different
  461. // attribute buffers which are correctly indexed in the setMeshBuffers function
  462. originalAttribute = material.attributes[ a ];
  463. attribute = {};
  464. for ( property in originalAttribute ) {
  465. attribute[ property ] = originalAttribute[ property ];
  466. }
  467. if( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  468. attribute.__webglInitialized = true;
  469. size = 1; // "f" and "i"
  470. if( attribute.type === "v2" ) size = 2;
  471. else if( attribute.type === "v3" ) size = 3;
  472. else if( attribute.type === "v4" ) size = 4;
  473. else if( attribute.type === "c" ) size = 3;
  474. attribute.size = size;
  475. attribute.array = new Float32Array( nvertices * size );
  476. attribute.buffer = _gl.createBuffer();
  477. attribute.buffer.belongsToAttribute = a;
  478. originalAttribute.needsUpdate = true;
  479. attribute.__original = originalAttribute;
  480. }
  481. geometryGroup.__webglCustomAttributes[ a ] = attribute;
  482. }
  483. }
  484. }
  485. geometryGroup.__inittedArrays = true;
  486. };
  487. function setMeshBuffers ( geometryGroup, object, hint ) {
  488. if ( ! geometryGroup.__inittedArrays ) {
  489. // console.log( object );
  490. return;
  491. }
  492. var f, fl, fi, face,
  493. vertexNormals, faceNormal, normal,
  494. vertexColors, faceColor,
  495. vertexTangents,
  496. uvType, vertexColorType, normalType,
  497. uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4,
  498. c1, c2, c3, c4,
  499. sw1, sw2, sw3, sw4,
  500. si1, si2, si3, si4,
  501. sa1, sa2, sa3, sa4,
  502. sb1, sb2, sb3, sb4,
  503. m, ml, i,
  504. vn, uvi, uv2i,
  505. vk, vkl, vka,
  506. a,
  507. vertexIndex = 0,
  508. offset = 0,
  509. offset_uv = 0,
  510. offset_uv2 = 0,
  511. offset_face = 0,
  512. offset_normal = 0,
  513. offset_tangent = 0,
  514. offset_line = 0,
  515. offset_color = 0,
  516. offset_skin = 0,
  517. offset_morphTarget = 0,
  518. offset_custom = 0,
  519. offset_customSrc = 0,
  520. vertexArray = geometryGroup.__vertexArray,
  521. uvArray = geometryGroup.__uvArray,
  522. uv2Array = geometryGroup.__uv2Array,
  523. normalArray = geometryGroup.__normalArray,
  524. tangentArray = geometryGroup.__tangentArray,
  525. colorArray = geometryGroup.__colorArray,
  526. skinVertexAArray = geometryGroup.__skinVertexAArray,
  527. skinVertexBArray = geometryGroup.__skinVertexBArray,
  528. skinIndexArray = geometryGroup.__skinIndexArray,
  529. skinWeightArray = geometryGroup.__skinWeightArray,
  530. morphTargetsArrays = geometryGroup.__morphTargetsArrays,
  531. customAttributes = geometryGroup.__webglCustomAttributes,
  532. customAttribute,
  533. faceArray = geometryGroup.__faceArray,
  534. lineArray = geometryGroup.__lineArray,
  535. needsSmoothNormals = geometryGroup.__needsSmoothNormals,
  536. vertexColorType = geometryGroup.__vertexColorType,
  537. uvType = geometryGroup.__uvType,
  538. normalType = geometryGroup.__normalType,
  539. geometry = object.geometry, // this is shared for all chunks
  540. dirtyVertices = geometry.__dirtyVertices,
  541. dirtyElements = geometry.__dirtyElements,
  542. dirtyUvs = geometry.__dirtyUvs,
  543. dirtyNormals = geometry.__dirtyNormals,
  544. dirtyTangents = geometry.__dirtyTangents,
  545. dirtyColors = geometry.__dirtyColors,
  546. dirtyMorphTargets = geometry.__dirtyMorphTargets,
  547. vertices = geometry.vertices,
  548. chunk_faces = geometryGroup.faces,
  549. obj_faces = geometry.faces,
  550. obj_uvs = geometry.faceVertexUvs[ 0 ],
  551. obj_uvs2 = geometry.faceVertexUvs[ 1 ],
  552. obj_colors = geometry.colors,
  553. obj_skinVerticesA = geometry.skinVerticesA,
  554. obj_skinVerticesB = geometry.skinVerticesB,
  555. obj_skinIndices = geometry.skinIndices,
  556. obj_skinWeights = geometry.skinWeights,
  557. obj_edgeFaces = object instanceof THREE.ShadowVolume ? geometry.edgeFaces : undefined,
  558. morphTargets = geometry.morphTargets;
  559. if ( customAttributes ) {
  560. for ( a in customAttributes ) {
  561. customAttributes[ a ].offset = 0;
  562. customAttributes[ a ].offsetSrc = 0;
  563. }
  564. }
  565. for ( f = 0, fl = chunk_faces.length; f < fl; f ++ ) {
  566. fi = chunk_faces[ f ];
  567. face = obj_faces[ fi ];
  568. if ( obj_uvs ) {
  569. uv = obj_uvs[ fi ];
  570. }
  571. if ( obj_uvs2 ) {
  572. uv2 = obj_uvs2[ fi ];
  573. }
  574. vertexNormals = face.vertexNormals;
  575. faceNormal = face.normal;
  576. vertexColors = face.vertexColors;
  577. faceColor = face.color;
  578. vertexTangents = face.vertexTangents;
  579. if ( face instanceof THREE.Face3 ) {
  580. if ( dirtyVertices ) {
  581. v1 = vertices[ face.a ].position;
  582. v2 = vertices[ face.b ].position;
  583. v3 = vertices[ face.c ].position;
  584. vertexArray[ offset ] = v1.x;
  585. vertexArray[ offset + 1 ] = v1.y;
  586. vertexArray[ offset + 2 ] = v1.z;
  587. vertexArray[ offset + 3 ] = v2.x;
  588. vertexArray[ offset + 4 ] = v2.y;
  589. vertexArray[ offset + 5 ] = v2.z;
  590. vertexArray[ offset + 6 ] = v3.x;
  591. vertexArray[ offset + 7 ] = v3.y;
  592. vertexArray[ offset + 8 ] = v3.z;
  593. offset += 9;
  594. }
  595. if ( customAttributes ) {
  596. for ( a in customAttributes ) {
  597. customAttribute = customAttributes[ a ];
  598. if ( customAttribute.__original.needsUpdate ) {
  599. offset_custom = customAttribute.offset;
  600. offset_customSrc = customAttribute.offsetSrc;
  601. if ( customAttribute.size === 1 ) {
  602. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  603. customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ face.a ];
  604. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  605. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  606. } else if ( customAttribute.boundTo === "faces" ) {
  607. customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ offset_customSrc ];
  608. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ offset_customSrc ];
  609. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc ];
  610. customAttribute.offsetSrc ++;
  611. } else if ( customAttribute.boundTo === "faceVertices" ) {
  612. customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ offset_customSrc + 0 ];
  613. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ offset_customSrc + 1 ];
  614. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc + 2 ];
  615. customAttribute.offsetSrc += 3;
  616. }
  617. customAttribute.offset += 3;
  618. } else {
  619. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  620. v1 = customAttribute.value[ face.a ];
  621. v2 = customAttribute.value[ face.b ];
  622. v3 = customAttribute.value[ face.c ];
  623. } else if ( customAttribute.boundTo === "faces" ) {
  624. v1 = customAttribute.value[ offset_customSrc ];
  625. v2 = customAttribute.value[ offset_customSrc ];
  626. v3 = customAttribute.value[ offset_customSrc ];
  627. customAttribute.offsetSrc ++;
  628. } else if ( customAttribute.boundTo === "faceVertices" ) {
  629. v1 = customAttribute.value[ offset_customSrc + 0 ];
  630. v2 = customAttribute.value[ offset_customSrc + 1 ];
  631. v3 = customAttribute.value[ offset_customSrc + 2 ];
  632. customAttribute.offsetSrc += 3;
  633. }
  634. if ( customAttribute.size === 2 ) {
  635. customAttribute.array[ offset_custom + 0 ] = v1.x;
  636. customAttribute.array[ offset_custom + 1 ] = v1.y;
  637. customAttribute.array[ offset_custom + 2 ] = v2.x;
  638. customAttribute.array[ offset_custom + 3 ] = v2.y;
  639. customAttribute.array[ offset_custom + 4 ] = v3.x;
  640. customAttribute.array[ offset_custom + 5 ] = v3.y;
  641. customAttribute.offset += 6;
  642. } else if ( customAttribute.size === 3 ) {
  643. if ( customAttribute.type === "c" ) {
  644. customAttribute.array[ offset_custom + 0 ] = v1.r;
  645. customAttribute.array[ offset_custom + 1 ] = v1.g;
  646. customAttribute.array[ offset_custom + 2 ] = v1.b;
  647. customAttribute.array[ offset_custom + 3 ] = v2.r;
  648. customAttribute.array[ offset_custom + 4 ] = v2.g;
  649. customAttribute.array[ offset_custom + 5 ] = v2.b;
  650. customAttribute.array[ offset_custom + 6 ] = v3.r;
  651. customAttribute.array[ offset_custom + 7 ] = v3.g;
  652. customAttribute.array[ offset_custom + 8 ] = v3.b;
  653. } else {
  654. customAttribute.array[ offset_custom + 0 ] = v1.x;
  655. customAttribute.array[ offset_custom + 1 ] = v1.y;
  656. customAttribute.array[ offset_custom + 2 ] = v1.z;
  657. customAttribute.array[ offset_custom + 3 ] = v2.x;
  658. customAttribute.array[ offset_custom + 4 ] = v2.y;
  659. customAttribute.array[ offset_custom + 5 ] = v2.z;
  660. customAttribute.array[ offset_custom + 6 ] = v3.x;
  661. customAttribute.array[ offset_custom + 7 ] = v3.y;
  662. customAttribute.array[ offset_custom + 8 ] = v3.z;
  663. }
  664. customAttribute.offset += 9;
  665. } else {
  666. customAttribute.array[ offset_custom + 0 ] = v1.x;
  667. customAttribute.array[ offset_custom + 1 ] = v1.y;
  668. customAttribute.array[ offset_custom + 2 ] = v1.z;
  669. customAttribute.array[ offset_custom + 3 ] = v1.w;
  670. customAttribute.array[ offset_custom + 4 ] = v2.x;
  671. customAttribute.array[ offset_custom + 5 ] = v2.y;
  672. customAttribute.array[ offset_custom + 6 ] = v2.z;
  673. customAttribute.array[ offset_custom + 7 ] = v2.w;
  674. customAttribute.array[ offset_custom + 8 ] = v3.x;
  675. customAttribute.array[ offset_custom + 9 ] = v3.y;
  676. customAttribute.array[ offset_custom + 10 ] = v3.z;
  677. customAttribute.array[ offset_custom + 11 ] = v3.w;
  678. customAttribute.offset += 12;
  679. }
  680. }
  681. }
  682. }
  683. }
  684. if ( dirtyMorphTargets ) {
  685. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  686. v1 = morphTargets[ vk ].vertices[ face.a ].position;
  687. v2 = morphTargets[ vk ].vertices[ face.b ].position;
  688. v3 = morphTargets[ vk ].vertices[ face.c ].position;
  689. vka = morphTargetsArrays[ vk ];
  690. vka[ offset_morphTarget + 0 ] = v1.x;
  691. vka[ offset_morphTarget + 1 ] = v1.y;
  692. vka[ offset_morphTarget + 2 ] = v1.z;
  693. vka[ offset_morphTarget + 3 ] = v2.x;
  694. vka[ offset_morphTarget + 4 ] = v2.y;
  695. vka[ offset_morphTarget + 5 ] = v2.z;
  696. vka[ offset_morphTarget + 6 ] = v3.x;
  697. vka[ offset_morphTarget + 7 ] = v3.y;
  698. vka[ offset_morphTarget + 8 ] = v3.z;
  699. }
  700. offset_morphTarget += 9;
  701. }
  702. if ( obj_skinWeights.length ) {
  703. // weights
  704. sw1 = obj_skinWeights[ face.a ];
  705. sw2 = obj_skinWeights[ face.b ];
  706. sw3 = obj_skinWeights[ face.c ];
  707. skinWeightArray[ offset_skin ] = sw1.x;
  708. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  709. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  710. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  711. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  712. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  713. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  714. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  715. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  716. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  717. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  718. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  719. // indices
  720. si1 = obj_skinIndices[ face.a ];
  721. si2 = obj_skinIndices[ face.b ];
  722. si3 = obj_skinIndices[ face.c ];
  723. skinIndexArray[ offset_skin ] = si1.x;
  724. skinIndexArray[ offset_skin + 1 ] = si1.y;
  725. skinIndexArray[ offset_skin + 2 ] = si1.z;
  726. skinIndexArray[ offset_skin + 3 ] = si1.w;
  727. skinIndexArray[ offset_skin + 4 ] = si2.x;
  728. skinIndexArray[ offset_skin + 5 ] = si2.y;
  729. skinIndexArray[ offset_skin + 6 ] = si2.z;
  730. skinIndexArray[ offset_skin + 7 ] = si2.w;
  731. skinIndexArray[ offset_skin + 8 ] = si3.x;
  732. skinIndexArray[ offset_skin + 9 ] = si3.y;
  733. skinIndexArray[ offset_skin + 10 ] = si3.z;
  734. skinIndexArray[ offset_skin + 11 ] = si3.w;
  735. // vertices A
  736. sa1 = obj_skinVerticesA[ face.a ];
  737. sa2 = obj_skinVerticesA[ face.b ];
  738. sa3 = obj_skinVerticesA[ face.c ];
  739. skinVertexAArray[ offset_skin ] = sa1.x;
  740. skinVertexAArray[ offset_skin + 1 ] = sa1.y;
  741. skinVertexAArray[ offset_skin + 2 ] = sa1.z;
  742. skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  743. skinVertexAArray[ offset_skin + 4 ] = sa2.x;
  744. skinVertexAArray[ offset_skin + 5 ] = sa2.y;
  745. skinVertexAArray[ offset_skin + 6 ] = sa2.z;
  746. skinVertexAArray[ offset_skin + 7 ] = 1;
  747. skinVertexAArray[ offset_skin + 8 ] = sa3.x;
  748. skinVertexAArray[ offset_skin + 9 ] = sa3.y;
  749. skinVertexAArray[ offset_skin + 10 ] = sa3.z;
  750. skinVertexAArray[ offset_skin + 11 ] = 1;
  751. // vertices B
  752. sb1 = obj_skinVerticesB[ face.a ];
  753. sb2 = obj_skinVerticesB[ face.b ];
  754. sb3 = obj_skinVerticesB[ face.c ];
  755. skinVertexBArray[ offset_skin ] = sb1.x;
  756. skinVertexBArray[ offset_skin + 1 ] = sb1.y;
  757. skinVertexBArray[ offset_skin + 2 ] = sb1.z;
  758. skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  759. skinVertexBArray[ offset_skin + 4 ] = sb2.x;
  760. skinVertexBArray[ offset_skin + 5 ] = sb2.y;
  761. skinVertexBArray[ offset_skin + 6 ] = sb2.z;
  762. skinVertexBArray[ offset_skin + 7 ] = 1;
  763. skinVertexBArray[ offset_skin + 8 ] = sb3.x;
  764. skinVertexBArray[ offset_skin + 9 ] = sb3.y;
  765. skinVertexBArray[ offset_skin + 10 ] = sb3.z;
  766. skinVertexBArray[ offset_skin + 11 ] = 1;
  767. offset_skin += 12;
  768. }
  769. if ( dirtyColors && vertexColorType ) {
  770. if ( vertexColors.length == 3 && vertexColorType == THREE.VertexColors ) {
  771. c1 = vertexColors[ 0 ];
  772. c2 = vertexColors[ 1 ];
  773. c3 = vertexColors[ 2 ];
  774. } else {
  775. c1 = faceColor;
  776. c2 = faceColor;
  777. c3 = faceColor;
  778. }
  779. colorArray[ offset_color ] = c1.r;
  780. colorArray[ offset_color + 1 ] = c1.g;
  781. colorArray[ offset_color + 2 ] = c1.b;
  782. colorArray[ offset_color + 3 ] = c2.r;
  783. colorArray[ offset_color + 4 ] = c2.g;
  784. colorArray[ offset_color + 5 ] = c2.b;
  785. colorArray[ offset_color + 6 ] = c3.r;
  786. colorArray[ offset_color + 7 ] = c3.g;
  787. colorArray[ offset_color + 8 ] = c3.b;
  788. offset_color += 9;
  789. }
  790. if ( dirtyTangents && geometry.hasTangents ) {
  791. t1 = vertexTangents[ 0 ];
  792. t2 = vertexTangents[ 1 ];
  793. t3 = vertexTangents[ 2 ];
  794. tangentArray[ offset_tangent ] = t1.x;
  795. tangentArray[ offset_tangent + 1 ] = t1.y;
  796. tangentArray[ offset_tangent + 2 ] = t1.z;
  797. tangentArray[ offset_tangent + 3 ] = t1.w;
  798. tangentArray[ offset_tangent + 4 ] = t2.x;
  799. tangentArray[ offset_tangent + 5 ] = t2.y;
  800. tangentArray[ offset_tangent + 6 ] = t2.z;
  801. tangentArray[ offset_tangent + 7 ] = t2.w;
  802. tangentArray[ offset_tangent + 8 ] = t3.x;
  803. tangentArray[ offset_tangent + 9 ] = t3.y;
  804. tangentArray[ offset_tangent + 10 ] = t3.z;
  805. tangentArray[ offset_tangent + 11 ] = t3.w;
  806. offset_tangent += 12;
  807. }
  808. if ( dirtyNormals && normalType ) {
  809. if ( vertexNormals.length == 3 && needsSmoothNormals ) {
  810. for ( i = 0; i < 3; i ++ ) {
  811. vn = vertexNormals[ i ];
  812. normalArray[ offset_normal ] = vn.x;
  813. normalArray[ offset_normal + 1 ] = vn.y;
  814. normalArray[ offset_normal + 2 ] = vn.z;
  815. offset_normal += 3;
  816. }
  817. } else {
  818. for ( i = 0; i < 3; i ++ ) {
  819. normalArray[ offset_normal ] = faceNormal.x;
  820. normalArray[ offset_normal + 1 ] = faceNormal.y;
  821. normalArray[ offset_normal + 2 ] = faceNormal.z;
  822. offset_normal += 3;
  823. }
  824. }
  825. }
  826. if ( dirtyUvs && uv !== undefined && uvType ) {
  827. for ( i = 0; i < 3; i ++ ) {
  828. uvi = uv[ i ];
  829. uvArray[ offset_uv ] = uvi.u;
  830. uvArray[ offset_uv + 1 ] = uvi.v;
  831. offset_uv += 2;
  832. }
  833. }
  834. if ( dirtyUvs && uv2 !== undefined && uvType ) {
  835. for ( i = 0; i < 3; i ++ ) {
  836. uv2i = uv2[ i ];
  837. uv2Array[ offset_uv2 ] = uv2i.u;
  838. uv2Array[ offset_uv2 + 1 ] = uv2i.v;
  839. offset_uv2 += 2;
  840. }
  841. }
  842. if ( dirtyElements ) {
  843. faceArray[ offset_face ] = vertexIndex;
  844. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  845. faceArray[ offset_face + 2 ] = vertexIndex + 2;
  846. offset_face += 3;
  847. lineArray[ offset_line ] = vertexIndex;
  848. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  849. lineArray[ offset_line + 2 ] = vertexIndex;
  850. lineArray[ offset_line + 3 ] = vertexIndex + 2;
  851. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  852. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  853. offset_line += 6;
  854. vertexIndex += 3;
  855. }
  856. } else if ( face instanceof THREE.Face4 ) {
  857. if ( dirtyVertices ) {
  858. v1 = vertices[ face.a ].position;
  859. v2 = vertices[ face.b ].position;
  860. v3 = vertices[ face.c ].position;
  861. v4 = vertices[ face.d ].position;
  862. vertexArray[ offset ] = v1.x;
  863. vertexArray[ offset + 1 ] = v1.y;
  864. vertexArray[ offset + 2 ] = v1.z;
  865. vertexArray[ offset + 3 ] = v2.x;
  866. vertexArray[ offset + 4 ] = v2.y;
  867. vertexArray[ offset + 5 ] = v2.z;
  868. vertexArray[ offset + 6 ] = v3.x;
  869. vertexArray[ offset + 7 ] = v3.y;
  870. vertexArray[ offset + 8 ] = v3.z;
  871. vertexArray[ offset + 9 ] = v4.x;
  872. vertexArray[ offset + 10 ] = v4.y;
  873. vertexArray[ offset + 11 ] = v4.z;
  874. offset += 12;
  875. }
  876. if ( customAttributes ) {
  877. for ( a in customAttributes ) {
  878. customAttribute = customAttributes[ a ];
  879. if ( customAttribute.__original.needsUpdate ) {
  880. offset_custom = customAttribute.offset;
  881. offset_customSrc = customAttribute.offsetSrc;
  882. if ( customAttribute.size === 1 ) {
  883. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  884. customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ face.a ];
  885. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  886. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  887. customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ face.d ];
  888. } else if ( customAttribute.boundTo === "faces" ) {
  889. customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ offset_customSrc ];
  890. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ offset_customSrc ];
  891. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc ];
  892. customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ offset_customSrc ];
  893. customAttribute.offsetSrc++;
  894. } else if ( customAttribute.boundTo === "faceVertices" ) {
  895. customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ offset_customSrc + 0 ];
  896. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ offset_customSrc + 1 ];
  897. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc + 2 ];
  898. customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ offset_customSrc + 3 ];
  899. customAttribute.offsetSrc += 4;
  900. }
  901. customAttribute.offset += 4;
  902. } else {
  903. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  904. v1 = customAttribute.value[ face.a ];
  905. v2 = customAttribute.value[ face.b ];
  906. v3 = customAttribute.value[ face.c ];
  907. v4 = customAttribute.value[ face.d ];
  908. } else if ( customAttribute.boundTo === "faces" ) {
  909. v1 = customAttribute.value[ offset_customSrc ];
  910. v2 = customAttribute.value[ offset_customSrc ];
  911. v3 = customAttribute.value[ offset_customSrc ];
  912. v4 = customAttribute.value[ offset_customSrc ];
  913. customAttribute.offsetSrc++;
  914. } else if ( customAttribute.boundTo === "faceVertices" ) {
  915. v1 = customAttribute.value[ offset_customSrc + 0 ];
  916. v2 = customAttribute.value[ offset_customSrc + 1 ];
  917. v3 = customAttribute.value[ offset_customSrc + 2 ];
  918. v4 = customAttribute.value[ offset_customSrc + 3 ];
  919. customAttribute.offsetSrc += 4;
  920. }
  921. if ( customAttribute.size === 2 ) {
  922. customAttribute.array[ offset_custom + 0 ] = v1.x;
  923. customAttribute.array[ offset_custom + 1 ] = v1.y;
  924. customAttribute.array[ offset_custom + 2 ] = v2.x;
  925. customAttribute.array[ offset_custom + 3 ] = v2.y;
  926. customAttribute.array[ offset_custom + 4 ] = v3.x;
  927. customAttribute.array[ offset_custom + 5 ] = v3.y;
  928. customAttribute.array[ offset_custom + 6 ] = v4.x;
  929. customAttribute.array[ offset_custom + 7 ] = v4.y;
  930. customAttribute.offset += 8;
  931. } else if ( customAttribute.size === 3 ) {
  932. if ( customAttribute.type === "c" ) {
  933. customAttribute.array[ offset_custom + 0 ] = v1.r;
  934. customAttribute.array[ offset_custom + 1 ] = v1.g;
  935. customAttribute.array[ offset_custom + 2 ] = v1.b;
  936. customAttribute.array[ offset_custom + 3 ] = v2.r;
  937. customAttribute.array[ offset_custom + 4 ] = v2.g;
  938. customAttribute.array[ offset_custom + 5 ] = v2.b;
  939. customAttribute.array[ offset_custom + 6 ] = v3.r;
  940. customAttribute.array[ offset_custom + 7 ] = v3.g;
  941. customAttribute.array[ offset_custom + 8 ] = v3.b;
  942. customAttribute.array[ offset_custom + 9 ] = v4.r;
  943. customAttribute.array[ offset_custom + 10 ] = v4.g;
  944. customAttribute.array[ offset_custom + 11 ] = v4.b;
  945. } else {
  946. customAttribute.array[ offset_custom + 0 ] = v1.x;
  947. customAttribute.array[ offset_custom + 1 ] = v1.y;
  948. customAttribute.array[ offset_custom + 2 ] = v1.z;
  949. customAttribute.array[ offset_custom + 3 ] = v2.x;
  950. customAttribute.array[ offset_custom + 4 ] = v2.y;
  951. customAttribute.array[ offset_custom + 5 ] = v2.z;
  952. customAttribute.array[ offset_custom + 6 ] = v3.x;
  953. customAttribute.array[ offset_custom + 7 ] = v3.y;
  954. customAttribute.array[ offset_custom + 8 ] = v3.z;
  955. customAttribute.array[ offset_custom + 9 ] = v4.x;
  956. customAttribute.array[ offset_custom + 10 ] = v4.y;
  957. customAttribute.array[ offset_custom + 11 ] = v4.z;
  958. }
  959. customAttribute.offset += 12;
  960. } else {
  961. customAttribute.array[ offset_custom + 0 ] = v1.x;
  962. customAttribute.array[ offset_custom + 1 ] = v1.y;
  963. customAttribute.array[ offset_custom + 2 ] = v1.z;
  964. customAttribute.array[ offset_custom + 3 ] = v1.w;
  965. customAttribute.array[ offset_custom + 4 ] = v2.x;
  966. customAttribute.array[ offset_custom + 5 ] = v2.y;
  967. customAttribute.array[ offset_custom + 6 ] = v2.z;
  968. customAttribute.array[ offset_custom + 7 ] = v2.w;
  969. customAttribute.array[ offset_custom + 8 ] = v3.x;
  970. customAttribute.array[ offset_custom + 9 ] = v3.y;
  971. customAttribute.array[ offset_custom + 10 ] = v3.z;
  972. customAttribute.array[ offset_custom + 11 ] = v3.w;
  973. customAttribute.array[ offset_custom + 12 ] = v4.x;
  974. customAttribute.array[ offset_custom + 13 ] = v4.y;
  975. customAttribute.array[ offset_custom + 14 ] = v4.z;
  976. customAttribute.array[ offset_custom + 15 ] = v4.w;
  977. customAttribute.offset += 16;
  978. }
  979. }
  980. }
  981. }
  982. }
  983. if ( dirtyMorphTargets ) {
  984. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk++ ) {
  985. v1 = morphTargets[ vk ].vertices[ face.a ].position;
  986. v2 = morphTargets[ vk ].vertices[ face.b ].position;
  987. v3 = morphTargets[ vk ].vertices[ face.c ].position;
  988. v4 = morphTargets[ vk ].vertices[ face.d ].position;
  989. vka = morphTargetsArrays[ vk ];
  990. vka[ offset_morphTarget + 0 ] = v1.x;
  991. vka[ offset_morphTarget + 1 ] = v1.y;
  992. vka[ offset_morphTarget + 2 ] = v1.z;
  993. vka[ offset_morphTarget + 3 ] = v2.x;
  994. vka[ offset_morphTarget + 4 ] = v2.y;
  995. vka[ offset_morphTarget + 5 ] = v2.z;
  996. vka[ offset_morphTarget + 6 ] = v3.x;
  997. vka[ offset_morphTarget + 7 ] = v3.y;
  998. vka[ offset_morphTarget + 8 ] = v3.z;
  999. vka[ offset_morphTarget + 9 ] = v4.x;
  1000. vka[ offset_morphTarget + 10 ] = v4.y;
  1001. vka[ offset_morphTarget + 11 ] = v4.z;
  1002. }
  1003. offset_morphTarget += 12;
  1004. }
  1005. if ( obj_skinWeights.length ) {
  1006. // weights
  1007. sw1 = obj_skinWeights[ face.a ];
  1008. sw2 = obj_skinWeights[ face.b ];
  1009. sw3 = obj_skinWeights[ face.c ];
  1010. sw4 = obj_skinWeights[ face.d ];
  1011. skinWeightArray[ offset_skin ] = sw1.x;
  1012. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  1013. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  1014. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  1015. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  1016. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  1017. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  1018. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  1019. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  1020. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  1021. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  1022. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  1023. skinWeightArray[ offset_skin + 12 ] = sw4.x;
  1024. skinWeightArray[ offset_skin + 13 ] = sw4.y;
  1025. skinWeightArray[ offset_skin + 14 ] = sw4.z;
  1026. skinWeightArray[ offset_skin + 15 ] = sw4.w;
  1027. // indices
  1028. si1 = obj_skinIndices[ face.a ];
  1029. si2 = obj_skinIndices[ face.b ];
  1030. si3 = obj_skinIndices[ face.c ];
  1031. si4 = obj_skinIndices[ face.d ];
  1032. skinIndexArray[ offset_skin ] = si1.x;
  1033. skinIndexArray[ offset_skin + 1 ] = si1.y;
  1034. skinIndexArray[ offset_skin + 2 ] = si1.z;
  1035. skinIndexArray[ offset_skin + 3 ] = si1.w;
  1036. skinIndexArray[ offset_skin + 4 ] = si2.x;
  1037. skinIndexArray[ offset_skin + 5 ] = si2.y;
  1038. skinIndexArray[ offset_skin + 6 ] = si2.z;
  1039. skinIndexArray[ offset_skin + 7 ] = si2.w;
  1040. skinIndexArray[ offset_skin + 8 ] = si3.x;
  1041. skinIndexArray[ offset_skin + 9 ] = si3.y;
  1042. skinIndexArray[ offset_skin + 10 ] = si3.z;
  1043. skinIndexArray[ offset_skin + 11 ] = si3.w;
  1044. skinIndexArray[ offset_skin + 12 ] = si4.x;
  1045. skinIndexArray[ offset_skin + 13 ] = si4.y;
  1046. skinIndexArray[ offset_skin + 14 ] = si4.z;
  1047. skinIndexArray[ offset_skin + 15 ] = si4.w;
  1048. // vertices A
  1049. sa1 = obj_skinVerticesA[ face.a ];
  1050. sa2 = obj_skinVerticesA[ face.b ];
  1051. sa3 = obj_skinVerticesA[ face.c ];
  1052. sa4 = obj_skinVerticesA[ face.d ];
  1053. skinVertexAArray[ offset_skin ] = sa1.x;
  1054. skinVertexAArray[ offset_skin + 1 ] = sa1.y;
  1055. skinVertexAArray[ offset_skin + 2 ] = sa1.z;
  1056. skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  1057. skinVertexAArray[ offset_skin + 4 ] = sa2.x;
  1058. skinVertexAArray[ offset_skin + 5 ] = sa2.y;
  1059. skinVertexAArray[ offset_skin + 6 ] = sa2.z;
  1060. skinVertexAArray[ offset_skin + 7 ] = 1;
  1061. skinVertexAArray[ offset_skin + 8 ] = sa3.x;
  1062. skinVertexAArray[ offset_skin + 9 ] = sa3.y;
  1063. skinVertexAArray[ offset_skin + 10 ] = sa3.z;
  1064. skinVertexAArray[ offset_skin + 11 ] = 1;
  1065. skinVertexAArray[ offset_skin + 12 ] = sa4.x;
  1066. skinVertexAArray[ offset_skin + 13 ] = sa4.y;
  1067. skinVertexAArray[ offset_skin + 14 ] = sa4.z;
  1068. skinVertexAArray[ offset_skin + 15 ] = 1;
  1069. // vertices B
  1070. sb1 = obj_skinVerticesB[ face.a ];
  1071. sb2 = obj_skinVerticesB[ face.b ];
  1072. sb3 = obj_skinVerticesB[ face.c ];
  1073. sb4 = obj_skinVerticesB[ face.d ];
  1074. skinVertexBArray[ offset_skin ] = sb1.x;
  1075. skinVertexBArray[ offset_skin + 1 ] = sb1.y;
  1076. skinVertexBArray[ offset_skin + 2 ] = sb1.z;
  1077. skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  1078. skinVertexBArray[ offset_skin + 4 ] = sb2.x;
  1079. skinVertexBArray[ offset_skin + 5 ] = sb2.y;
  1080. skinVertexBArray[ offset_skin + 6 ] = sb2.z;
  1081. skinVertexBArray[ offset_skin + 7 ] = 1;
  1082. skinVertexBArray[ offset_skin + 8 ] = sb3.x;
  1083. skinVertexBArray[ offset_skin + 9 ] = sb3.y;
  1084. skinVertexBArray[ offset_skin + 10 ] = sb3.z;
  1085. skinVertexBArray[ offset_skin + 11 ] = 1;
  1086. skinVertexBArray[ offset_skin + 12 ] = sb4.x;
  1087. skinVertexBArray[ offset_skin + 13 ] = sb4.y;
  1088. skinVertexBArray[ offset_skin + 14 ] = sb4.z;
  1089. skinVertexBArray[ offset_skin + 15 ] = 1;
  1090. offset_skin += 16;
  1091. }
  1092. if ( dirtyColors && vertexColorType ) {
  1093. if ( vertexColors.length == 4 && vertexColorType == THREE.VertexColors ) {
  1094. c1 = vertexColors[ 0 ];
  1095. c2 = vertexColors[ 1 ];
  1096. c3 = vertexColors[ 2 ];
  1097. c4 = vertexColors[ 3 ];
  1098. } else {
  1099. c1 = faceColor;
  1100. c2 = faceColor;
  1101. c3 = faceColor;
  1102. c4 = 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. colorArray[ offset_color + 9 ] = c4.r;
  1114. colorArray[ offset_color + 10 ] = c4.g;
  1115. colorArray[ offset_color + 11 ] = c4.b;
  1116. offset_color += 12;
  1117. }
  1118. if ( dirtyTangents && geometry.hasTangents ) {
  1119. t1 = vertexTangents[ 0 ];
  1120. t2 = vertexTangents[ 1 ];
  1121. t3 = vertexTangents[ 2 ];
  1122. t4 = vertexTangents[ 3 ];
  1123. tangentArray[ offset_tangent ] = t1.x;
  1124. tangentArray[ offset_tangent + 1 ] = t1.y;
  1125. tangentArray[ offset_tangent + 2 ] = t1.z;
  1126. tangentArray[ offset_tangent + 3 ] = t1.w;
  1127. tangentArray[ offset_tangent + 4 ] = t2.x;
  1128. tangentArray[ offset_tangent + 5 ] = t2.y;
  1129. tangentArray[ offset_tangent + 6 ] = t2.z;
  1130. tangentArray[ offset_tangent + 7 ] = t2.w;
  1131. tangentArray[ offset_tangent + 8 ] = t3.x;
  1132. tangentArray[ offset_tangent + 9 ] = t3.y;
  1133. tangentArray[ offset_tangent + 10 ] = t3.z;
  1134. tangentArray[ offset_tangent + 11 ] = t3.w;
  1135. tangentArray[ offset_tangent + 12 ] = t4.x;
  1136. tangentArray[ offset_tangent + 13 ] = t4.y;
  1137. tangentArray[ offset_tangent + 14 ] = t4.z;
  1138. tangentArray[ offset_tangent + 15 ] = t4.w;
  1139. offset_tangent += 16;
  1140. }
  1141. if ( dirtyNormals && normalType ) {
  1142. if ( vertexNormals.length == 4 && needsSmoothNormals ) {
  1143. for ( i = 0; i < 4; i ++ ) {
  1144. vn = vertexNormals[ i ];
  1145. normalArray[ offset_normal ] = vn.x;
  1146. normalArray[ offset_normal + 1 ] = vn.y;
  1147. normalArray[ offset_normal + 2 ] = vn.z;
  1148. offset_normal += 3;
  1149. }
  1150. } else {
  1151. for ( i = 0; i < 4; i ++ ) {
  1152. normalArray[ offset_normal ] = faceNormal.x;
  1153. normalArray[ offset_normal + 1 ] = faceNormal.y;
  1154. normalArray[ offset_normal + 2 ] = faceNormal.z;
  1155. offset_normal += 3;
  1156. }
  1157. }
  1158. }
  1159. if ( dirtyUvs && uv !== undefined && uvType ) {
  1160. for ( i = 0; i < 4; i ++ ) {
  1161. uvi = uv[ i ];
  1162. uvArray[ offset_uv ] = uvi.u;
  1163. uvArray[ offset_uv + 1 ] = uvi.v;
  1164. offset_uv += 2;
  1165. }
  1166. }
  1167. if ( dirtyUvs && uv2 !== undefined && uvType ) {
  1168. for ( i = 0; i < 4; i ++ ) {
  1169. uv2i = uv2[ i ];
  1170. uv2Array[ offset_uv2 ] = uv2i.u;
  1171. uv2Array[ offset_uv2 + 1 ] = uv2i.v;
  1172. offset_uv2 += 2;
  1173. }
  1174. }
  1175. if ( dirtyElements ) {
  1176. faceArray[ offset_face ] = vertexIndex;
  1177. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  1178. faceArray[ offset_face + 2 ] = vertexIndex + 3;
  1179. faceArray[ offset_face + 3 ] = vertexIndex + 1;
  1180. faceArray[ offset_face + 4 ] = vertexIndex + 2;
  1181. faceArray[ offset_face + 5 ] = vertexIndex + 3;
  1182. offset_face += 6;
  1183. lineArray[ offset_line ] = vertexIndex;
  1184. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  1185. lineArray[ offset_line + 2 ] = vertexIndex;
  1186. lineArray[ offset_line + 3 ] = vertexIndex + 3;
  1187. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  1188. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  1189. lineArray[ offset_line + 6 ] = vertexIndex + 2;
  1190. lineArray[ offset_line + 7 ] = vertexIndex + 3;
  1191. offset_line += 8;
  1192. vertexIndex += 4;
  1193. }
  1194. }
  1195. }
  1196. if ( obj_edgeFaces ) {
  1197. for ( f = 0, fl = obj_edgeFaces.length; f < fl; f ++ ) {
  1198. faceArray[ offset_face ] = obj_edgeFaces[ f ].a;
  1199. faceArray[ offset_face + 1 ] = obj_edgeFaces[ f ].b;
  1200. faceArray[ offset_face + 2 ] = obj_edgeFaces[ f ].c;
  1201. faceArray[ offset_face + 3 ] = obj_edgeFaces[ f ].a;
  1202. faceArray[ offset_face + 4 ] = obj_edgeFaces[ f ].c;
  1203. faceArray[ offset_face + 5 ] = obj_edgeFaces[ f ].d;
  1204. offset_face += 6;
  1205. }
  1206. }
  1207. if ( dirtyVertices ) {
  1208. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1209. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  1210. }
  1211. if ( customAttributes ) {
  1212. for ( a in customAttributes ) {
  1213. customAttribute = customAttributes[ a ];
  1214. if ( customAttribute.__original.needsUpdate ) {
  1215. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  1216. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  1217. }
  1218. }
  1219. }
  1220. if ( dirtyMorphTargets ) {
  1221. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  1222. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
  1223. _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
  1224. }
  1225. }
  1226. if ( dirtyColors && offset_color > 0 ) {
  1227. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1228. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1229. }
  1230. if ( dirtyNormals ) {
  1231. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1232. _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
  1233. }
  1234. if ( dirtyTangents && geometry.hasTangents ) {
  1235. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1236. _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
  1237. }
  1238. if ( dirtyUvs && offset_uv > 0 ) {
  1239. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1240. _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
  1241. }
  1242. if ( dirtyUvs && offset_uv2 > 0 ) {
  1243. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1244. _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
  1245. }
  1246. if ( dirtyElements ) {
  1247. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1248. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
  1249. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1250. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
  1251. }
  1252. if ( offset_skin > 0 ) {
  1253. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
  1254. _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexAArray, hint );
  1255. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
  1256. _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexBArray, hint );
  1257. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1258. _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
  1259. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1260. _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
  1261. }
  1262. if ( ! object.dynamic ) {
  1263. delete geometryGroup.__inittedArrays;
  1264. delete geometryGroup.__colorArray;
  1265. delete geometryGroup.__normalArray;
  1266. delete geometryGroup.__tangentArray;
  1267. delete geometryGroup.__uvArray;
  1268. delete geometryGroup.__uv2Array;
  1269. delete geometryGroup.__faceArray;
  1270. delete geometryGroup.__vertexArray;
  1271. delete geometryGroup.__lineArray;
  1272. delete geometryGroup.__skinVertexAArray;
  1273. delete geometryGroup.__skinVertexBArray;
  1274. delete geometryGroup.__skinIndexArray;
  1275. delete geometryGroup.__skinWeightArray;
  1276. }
  1277. };
  1278. function setLineBuffers ( geometry, hint ) {
  1279. var v, c, vertex, offset,
  1280. vertices = geometry.vertices,
  1281. colors = geometry.colors,
  1282. vl = vertices.length,
  1283. cl = colors.length,
  1284. vertexArray = geometry.__vertexArray,
  1285. colorArray = geometry.__colorArray,
  1286. dirtyVertices = geometry.__dirtyVertices,
  1287. dirtyColors = geometry.__dirtyColors;
  1288. if ( dirtyVertices ) {
  1289. for ( v = 0; v < vl; v++ ) {
  1290. vertex = vertices[ v ].position;
  1291. offset = v * 3;
  1292. vertexArray[ offset ] = vertex.x;
  1293. vertexArray[ offset + 1 ] = vertex.y;
  1294. vertexArray[ offset + 2 ] = vertex.z;
  1295. }
  1296. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  1297. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  1298. }
  1299. if ( dirtyColors ) {
  1300. for ( c = 0; c < cl; c++ ) {
  1301. color = colors[ c ];
  1302. offset = c * 3;
  1303. colorArray[ offset ] = color.r;
  1304. colorArray[ offset + 1 ] = color.g;
  1305. colorArray[ offset + 2 ] = color.b;
  1306. }
  1307. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  1308. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1309. }
  1310. };
  1311. function setRibbonBuffers ( geometry, hint ) {
  1312. var v, c, vertex, offset,
  1313. vertices = geometry.vertices,
  1314. colors = geometry.colors,
  1315. vl = vertices.length,
  1316. cl = colors.length,
  1317. vertexArray = geometry.__vertexArray,
  1318. colorArray = geometry.__colorArray,
  1319. dirtyVertices = geometry.__dirtyVertices,
  1320. dirtyColors = geometry.__dirtyColors;
  1321. if ( dirtyVertices ) {
  1322. for ( v = 0; v < vl; v++ ) {
  1323. vertex = vertices[ v ].position;
  1324. offset = v * 3;
  1325. vertexArray[ offset ] = vertex.x;
  1326. vertexArray[ offset + 1 ] = vertex.y;
  1327. vertexArray[ offset + 2 ] = vertex.z;
  1328. }
  1329. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  1330. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  1331. }
  1332. if ( dirtyColors ) {
  1333. for ( c = 0; c < cl; c++ ) {
  1334. color = colors[ c ];
  1335. offset = c * 3;
  1336. colorArray[ offset ] = color.r;
  1337. colorArray[ offset + 1 ] = color.g;
  1338. colorArray[ offset + 2 ] = color.b;
  1339. }
  1340. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  1341. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1342. }
  1343. };
  1344. function setParticleBuffers ( geometry, hint, object ) {
  1345. var v, c, vertex, offset,
  1346. vertices = geometry.vertices,
  1347. vl = vertices.length,
  1348. colors = geometry.colors,
  1349. cl = colors.length,
  1350. vertexArray = geometry.__vertexArray,
  1351. colorArray = geometry.__colorArray,
  1352. sortArray = geometry.__sortArray,
  1353. dirtyVertices = geometry.__dirtyVertices,
  1354. dirtyElements = geometry.__dirtyElements,
  1355. dirtyColors = geometry.__dirtyColors;
  1356. if ( object.sortParticles ) {
  1357. _projScreenMatrix.multiplySelf( object.matrixWorld );
  1358. for ( v = 0; v < vl; v++ ) {
  1359. vertex = vertices[ v ].position;
  1360. _vector3.copy( vertex );
  1361. _projScreenMatrix.multiplyVector3( _vector3 );
  1362. sortArray[ v ] = [ _vector3.z, v ];
  1363. }
  1364. sortArray.sort( function(a,b) { return b[0] - a[0]; } );
  1365. for ( v = 0; v < vl; v++ ) {
  1366. vertex = vertices[ sortArray[v][1] ].position;
  1367. offset = v * 3;
  1368. vertexArray[ offset ] = vertex.x;
  1369. vertexArray[ offset + 1 ] = vertex.y;
  1370. vertexArray[ offset + 2 ] = vertex.z;
  1371. }
  1372. for ( c = 0; c < cl; c++ ) {
  1373. offset = c * 3;
  1374. color = colors[ sortArray[c][1] ];
  1375. colorArray[ offset ] = color.r;
  1376. colorArray[ offset + 1 ] = color.g;
  1377. colorArray[ offset + 2 ] = color.b;
  1378. }
  1379. } else {
  1380. if ( dirtyVertices ) {
  1381. for ( v = 0; v < vl; v++ ) {
  1382. vertex = vertices[ v ].position;
  1383. offset = v * 3;
  1384. vertexArray[ offset ] = vertex.x;
  1385. vertexArray[ offset + 1 ] = vertex.y;
  1386. vertexArray[ offset + 2 ] = vertex.z;
  1387. }
  1388. }
  1389. if ( dirtyColors ) {
  1390. for ( c = 0; c < cl; c++ ) {
  1391. color = colors[ c ];
  1392. offset = c * 3;
  1393. colorArray[ offset ] = color.r;
  1394. colorArray[ offset + 1 ] = color.g;
  1395. colorArray[ offset + 2 ] = color.b;
  1396. }
  1397. }
  1398. }
  1399. if ( dirtyVertices || object.sortParticles ) {
  1400. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  1401. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  1402. }
  1403. if ( dirtyColors || object.sortParticles ) {
  1404. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  1405. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1406. }
  1407. };
  1408. function setMaterialShaders( material, shaders ) {
  1409. material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms );
  1410. material.vertexShader = shaders.vertexShader;
  1411. material.fragmentShader = shaders.fragmentShader;
  1412. };
  1413. function refreshUniformsCommon( uniforms, material ) {
  1414. uniforms.diffuse.value = material.color;
  1415. uniforms.opacity.value = material.opacity;
  1416. uniforms.map.texture = material.map;
  1417. if ( material.map ) {
  1418. uniforms.offsetRepeat.value.set( material.map.offset.x, material.map.offset.y, material.map.repeat.x, material.map.repeat.y );
  1419. }
  1420. uniforms.lightMap.texture = material.lightMap;
  1421. uniforms.envMap.texture = material.envMap;
  1422. uniforms.reflectivity.value = material.reflectivity;
  1423. uniforms.refractionRatio.value = material.refractionRatio;
  1424. uniforms.combine.value = material.combine;
  1425. uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
  1426. };
  1427. function refreshUniformsLine( uniforms, material ) {
  1428. uniforms.diffuse.value = material.color;
  1429. uniforms.opacity.value = material.opacity;
  1430. };
  1431. function refreshUniformsParticle( uniforms, material ) {
  1432. uniforms.psColor.value = material.color;
  1433. uniforms.opacity.value = material.opacity;
  1434. uniforms.size.value = material.size;
  1435. uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
  1436. uniforms.map.texture = material.map;
  1437. };
  1438. function refreshUniformsFog( uniforms, fog ) {
  1439. uniforms.fogColor.value = fog.color;
  1440. if ( fog instanceof THREE.Fog ) {
  1441. uniforms.fogNear.value = fog.near;
  1442. uniforms.fogFar.value = fog.far;
  1443. } else if ( fog instanceof THREE.FogExp2 ) {
  1444. uniforms.fogDensity.value = fog.density;
  1445. }
  1446. };
  1447. function refreshUniformsPhong( uniforms, material ) {
  1448. uniforms.ambient.value = material.ambient;
  1449. uniforms.specular.value = material.specular;
  1450. uniforms.shininess.value = material.shininess;
  1451. };
  1452. function refreshUniformsLights( uniforms, lights ) {
  1453. uniforms.enableLighting.value = lights.directional.length + lights.point.length;
  1454. uniforms.ambientLightColor.value = lights.ambient;
  1455. uniforms.directionalLightColor.value = lights.directional.colors;
  1456. uniforms.directionalLightDirection.value = lights.directional.positions;
  1457. uniforms.pointLightColor.value = lights.point.colors;
  1458. uniforms.pointLightPosition.value = lights.point.positions;
  1459. uniforms.pointLightDistance.value = lights.point.distances;
  1460. };
  1461. this.initMaterial = function ( material, lights, fog, object ) {
  1462. var u, a, identifiers, i, parameters, maxLightCount, maxBones, shaderID;
  1463. if ( material instanceof THREE.MeshDepthMaterial ) {
  1464. shaderID = 'depth';
  1465. } else if ( material instanceof THREE.ShadowVolumeDynamicMaterial ) {
  1466. shaderID = 'shadowVolumeDynamic';
  1467. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  1468. shaderID = 'normal';
  1469. } else if ( material instanceof THREE.MeshBasicMaterial ) {
  1470. shaderID = 'basic';
  1471. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  1472. shaderID = 'lambert';
  1473. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  1474. shaderID = 'phong';
  1475. } else if ( material instanceof THREE.LineBasicMaterial ) {
  1476. shaderID = 'basic';
  1477. } else if ( material instanceof THREE.ParticleBasicMaterial ) {
  1478. shaderID = 'particle_basic';
  1479. }
  1480. if ( shaderID ) {
  1481. setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );
  1482. }
  1483. // heuristics to create shader parameters according to lights in the scene
  1484. // (not to blow over maxLights budget)
  1485. maxLightCount = allocateLights( lights );
  1486. maxBones = allocateBones( object );
  1487. parameters = {
  1488. map: !!material.map, envMap: !!material.envMap, lightMap: !!material.lightMap,
  1489. vertexColors: material.vertexColors,
  1490. fog: fog, sizeAttenuation: material.sizeAttenuation,
  1491. skinning: material.skinning,
  1492. morphTargets: material.morphTargets,
  1493. maxMorphTargets: this.maxMorphTargets,
  1494. maxDirLights: maxLightCount.directional, maxPointLights: maxLightCount.point,
  1495. maxBones: maxBones
  1496. };
  1497. material.program = buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, parameters );
  1498. var attributes = material.program.attributes;
  1499. if ( attributes.position >= 0 ) _gl.enableVertexAttribArray( attributes.position );
  1500. if ( attributes.color >= 0 ) _gl.enableVertexAttribArray( attributes.color );
  1501. if ( attributes.normal >= 0 ) _gl.enableVertexAttribArray( attributes.normal );
  1502. if ( attributes.tangent >= 0 ) _gl.enableVertexAttribArray( attributes.tangent );
  1503. if ( material.skinning &&
  1504. attributes.skinVertexA >=0 && attributes.skinVertexB >= 0 &&
  1505. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  1506. _gl.enableVertexAttribArray( attributes.skinVertexA );
  1507. _gl.enableVertexAttribArray( attributes.skinVertexB );
  1508. _gl.enableVertexAttribArray( attributes.skinIndex );
  1509. _gl.enableVertexAttribArray( attributes.skinWeight );
  1510. }
  1511. if ( material.attributes ) {
  1512. for ( a in material.attributes ) {
  1513. if( attributes[ a ] !== undefined && attributes[ a ] >= 0 ) _gl.enableVertexAttribArray( attributes[ a ] );
  1514. }
  1515. }
  1516. if ( material.morphTargets ) {
  1517. material.numSupportedMorphTargets = 0;
  1518. if ( attributes.morphTarget0 >= 0 ) {
  1519. _gl.enableVertexAttribArray( attributes.morphTarget0 );
  1520. material.numSupportedMorphTargets ++;
  1521. }
  1522. if ( attributes.morphTarget1 >= 0 ) {
  1523. _gl.enableVertexAttribArray( attributes.morphTarget1 );
  1524. material.numSupportedMorphTargets ++;
  1525. }
  1526. if ( attributes.morphTarget2 >= 0 ) {
  1527. _gl.enableVertexAttribArray( attributes.morphTarget2 );
  1528. material.numSupportedMorphTargets ++;
  1529. }
  1530. if ( attributes.morphTarget3 >= 0 ) {
  1531. _gl.enableVertexAttribArray( attributes.morphTarget3 );
  1532. material.numSupportedMorphTargets ++;
  1533. }
  1534. if ( attributes.morphTarget4 >= 0 ) {
  1535. _gl.enableVertexAttribArray( attributes.morphTarget4 );
  1536. material.numSupportedMorphTargets ++;
  1537. }
  1538. if ( attributes.morphTarget5 >= 0 ) {
  1539. _gl.enableVertexAttribArray( attributes.morphTarget5 );
  1540. material.numSupportedMorphTargets ++;
  1541. }
  1542. if ( attributes.morphTarget6 >= 0 ) {
  1543. _gl.enableVertexAttribArray( attributes.morphTarget6 );
  1544. material.numSupportedMorphTargets ++;
  1545. }
  1546. if ( attributes.morphTarget7 >= 0 ) {
  1547. _gl.enableVertexAttribArray( attributes.morphTarget7 );
  1548. material.numSupportedMorphTargets ++;
  1549. }
  1550. object.__webglMorphTargetInfluences = new Float32Array( this.maxMorphTargets );
  1551. for ( var i = 0, il = this.maxMorphTargets; i < il; i ++ ) {
  1552. object.__webglMorphTargetInfluences[ i ] = 0;
  1553. }
  1554. }
  1555. };
  1556. function setProgram( camera, lights, fog, material, object ) {
  1557. if ( ! material.program ) {
  1558. _this.initMaterial( material, lights, fog, object );
  1559. }
  1560. var program = material.program,
  1561. p_uniforms = program.uniforms,
  1562. m_uniforms = material.uniforms;
  1563. if ( program != _currentProgram ) {
  1564. _gl.useProgram( program );
  1565. _currentProgram = program;
  1566. }
  1567. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, _projectionMatrixArray );
  1568. // refresh uniforms common to several materials
  1569. if ( fog && (
  1570. material instanceof THREE.MeshBasicMaterial ||
  1571. material instanceof THREE.MeshLambertMaterial ||
  1572. material instanceof THREE.MeshPhongMaterial ||
  1573. material instanceof THREE.LineBasicMaterial ||
  1574. material instanceof THREE.ParticleBasicMaterial ||
  1575. material.fog )
  1576. ) {
  1577. refreshUniformsFog( m_uniforms, fog );
  1578. }
  1579. if ( material instanceof THREE.MeshPhongMaterial ||
  1580. material instanceof THREE.MeshLambertMaterial ||
  1581. material.lights ) {
  1582. setupLights( program, lights );
  1583. refreshUniformsLights( m_uniforms, _lights );
  1584. }
  1585. if ( material instanceof THREE.MeshBasicMaterial ||
  1586. material instanceof THREE.MeshLambertMaterial ||
  1587. material instanceof THREE.MeshPhongMaterial ) {
  1588. refreshUniformsCommon( m_uniforms, material );
  1589. }
  1590. // refresh single material specific uniforms
  1591. if ( material instanceof THREE.LineBasicMaterial ) {
  1592. refreshUniformsLine( m_uniforms, material );
  1593. } else if ( material instanceof THREE.ParticleBasicMaterial ) {
  1594. refreshUniformsParticle( m_uniforms, material );
  1595. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  1596. refreshUniformsPhong( m_uniforms, material );
  1597. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  1598. m_uniforms.mNear.value = camera.near;
  1599. m_uniforms.mFar.value = camera.far;
  1600. m_uniforms.opacity.value = material.opacity;
  1601. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  1602. m_uniforms.opacity.value = material.opacity;
  1603. }
  1604. // load common uniforms
  1605. loadUniformsGeneric( program, m_uniforms );
  1606. loadUniformsMatrices( p_uniforms, object );
  1607. // load material specific uniforms
  1608. // (shader material also gets them for the sake of genericity)
  1609. if ( material instanceof THREE.MeshShaderMaterial ||
  1610. material instanceof THREE.MeshPhongMaterial ||
  1611. material.envMap ) {
  1612. if( p_uniforms.cameraPosition !== null ) {
  1613. _gl.uniform3f( p_uniforms.cameraPosition, camera.position.x, camera.position.y, camera.position.z );
  1614. }
  1615. }
  1616. if ( material instanceof THREE.MeshShaderMaterial ||
  1617. material.envMap ||
  1618. material.skinning ) {
  1619. if ( p_uniforms.objectMatrix !== null ) {
  1620. _gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
  1621. }
  1622. }
  1623. if ( material instanceof THREE.MeshPhongMaterial ||
  1624. material instanceof THREE.MeshLambertMaterial ||
  1625. material instanceof THREE.MeshShaderMaterial ||
  1626. material.skinning ) {
  1627. if( p_uniforms.viewMatrix !== null ) {
  1628. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, _viewMatrixArray );
  1629. }
  1630. }
  1631. if ( material instanceof THREE.ShadowVolumeDynamicMaterial ) {
  1632. var dirLight = m_uniforms.directionalLightDirection.value;
  1633. dirLight[ 0 ] = -lights[ 1 ].position.x;
  1634. dirLight[ 1 ] = -lights[ 1 ].position.y;
  1635. dirLight[ 2 ] = -lights[ 1 ].position.z;
  1636. _gl.uniform3fv( p_uniforms.directionalLightDirection, dirLight );
  1637. _gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
  1638. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, _viewMatrixArray );
  1639. }
  1640. if ( material.skinning ) {
  1641. loadUniformsSkinning( p_uniforms, object );
  1642. }
  1643. return program;
  1644. };
  1645. function renderBuffer( camera, lights, fog, material, geometryGroup, object ) {
  1646. if ( material.opacity == 0 ) return;
  1647. var program, attributes, linewidth, primitives, a, attribute;
  1648. program = setProgram( camera, lights, fog, material, object );
  1649. attributes = program.attributes;
  1650. // vertices
  1651. if ( !material.morphTargets && attributes.position >= 0 ) {
  1652. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1653. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1654. } else {
  1655. setupMorphTargets( material, geometryGroup, object );
  1656. }
  1657. // custom attributes
  1658. // Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
  1659. if ( geometryGroup.__webglCustomAttributes ) {
  1660. for( a in geometryGroup.__webglCustomAttributes ) {
  1661. if( attributes[ a ] >= 0 ) {
  1662. attribute = geometryGroup.__webglCustomAttributes[ a ];
  1663. _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
  1664. _gl.vertexAttribPointer( attributes[ a ], attribute.size, _gl.FLOAT, false, 0, 0 );
  1665. }
  1666. }
  1667. }
  1668. /* if ( material.attributes ) {
  1669. for( a in material.attributes ) {
  1670. if( attributes[ a ] !== undefined && attributes[ a ] >= 0 ) {
  1671. attribute = material.attributes[ a ];
  1672. if( attribute.buffer ) {
  1673. _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
  1674. _gl.vertexAttribPointer( attributes[ a ], attribute.size, _gl.FLOAT, false, 0, 0 );
  1675. }
  1676. }
  1677. }
  1678. }*/
  1679. // colors
  1680. if ( attributes.color >= 0 ) {
  1681. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1682. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  1683. }
  1684. // normals
  1685. if ( attributes.normal >= 0 ) {
  1686. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1687. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1688. }
  1689. // tangents
  1690. if ( attributes.tangent >= 0 ) {
  1691. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1692. _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
  1693. }
  1694. // uvs
  1695. if ( attributes.uv >= 0 ) {
  1696. if ( geometryGroup.__webglUVBuffer ) {
  1697. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1698. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  1699. _gl.enableVertexAttribArray( attributes.uv );
  1700. } else {
  1701. _gl.disableVertexAttribArray( attributes.uv );
  1702. }
  1703. }
  1704. if ( attributes.uv2 >= 0 ) {
  1705. if ( geometryGroup.__webglUV2Buffer ) {
  1706. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1707. _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
  1708. _gl.enableVertexAttribArray( attributes.uv2 );
  1709. } else {
  1710. _gl.disableVertexAttribArray( attributes.uv2 );
  1711. }
  1712. }
  1713. if ( material.skinning &&
  1714. attributes.skinVertexA >= 0 && attributes.skinVertexB >= 0 &&
  1715. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  1716. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
  1717. _gl.vertexAttribPointer( attributes.skinVertexA, 4, _gl.FLOAT, false, 0, 0 );
  1718. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
  1719. _gl.vertexAttribPointer( attributes.skinVertexB, 4, _gl.FLOAT, false, 0, 0 );
  1720. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1721. _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
  1722. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1723. _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
  1724. }
  1725. // render mesh
  1726. if ( object instanceof THREE.Mesh ) {
  1727. // wireframe
  1728. if ( material.wireframe ) {
  1729. _gl.lineWidth( material.wireframeLinewidth );
  1730. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1731. _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, _gl.UNSIGNED_SHORT, 0 );
  1732. // triangles
  1733. } else {
  1734. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1735. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
  1736. }
  1737. _this.data.vertices += geometryGroup.__webglFaceCount;
  1738. _this.data.faces += geometryGroup.__webglFaceCount / 3;
  1739. _this.data.drawCalls ++;
  1740. // render lines
  1741. } else if ( object instanceof THREE.Line ) {
  1742. primitives = ( object.type == THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  1743. _gl.lineWidth( material.linewidth );
  1744. _gl.drawArrays( primitives, 0, geometryGroup.__webglLineCount );
  1745. _this.data.drawCalls ++;
  1746. // render particles
  1747. } else if ( object instanceof THREE.ParticleSystem ) {
  1748. _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
  1749. _this.data.drawCalls ++;
  1750. // render ribbon
  1751. } else if ( object instanceof THREE.Ribbon ) {
  1752. _gl.drawArrays( _gl.TRIANGLE_STRIP, 0, geometryGroup.__webglVertexCount );
  1753. _this.data.drawCalls ++;
  1754. }
  1755. };
  1756. function setupMorphTargets( material, geometryGroup, object ) {
  1757. // set base
  1758. var attributes = material.program.attributes;
  1759. if ( object.morphTargetBase !== - 1 ) {
  1760. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
  1761. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1762. } else if ( attributes.position >= 0 ) {
  1763. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1764. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1765. }
  1766. if ( object.morphTargetForcedOrder.length ) {
  1767. // set forced order
  1768. var m = 0;
  1769. var order = object.morphTargetForcedOrder;
  1770. var influences = object.morphTargetInfluences;
  1771. while ( m < material.numSupportedMorphTargets && m < order.length ) {
  1772. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
  1773. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1774. object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ]];
  1775. m ++;
  1776. }
  1777. } else {
  1778. // find most influencing
  1779. var used = [];
  1780. var candidateInfluence = - 1;
  1781. var candidate = 0;
  1782. var influences = object.morphTargetInfluences;
  1783. var i, il = influences.length;
  1784. var m = 0;
  1785. if ( object.morphTargetBase !== - 1 ) {
  1786. used[ object.morphTargetBase ] = true;
  1787. }
  1788. while ( m < material.numSupportedMorphTargets ) {
  1789. for ( i = 0; i < il; i ++ ) {
  1790. if ( !used[ i ] && influences[ i ] > candidateInfluence ) {
  1791. candidate = i;
  1792. candidateInfluence = influences[ candidate ];
  1793. }
  1794. }
  1795. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ candidate ] );
  1796. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1797. object.__webglMorphTargetInfluences[ m ] = candidateInfluence;
  1798. used[ candidate ] = 1;
  1799. candidateInfluence = -1;
  1800. m ++;
  1801. }
  1802. }
  1803. // load updated influences uniform
  1804. if( material.program.uniforms.morphTargetInfluences !== null ) {
  1805. _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
  1806. }
  1807. }
  1808. function renderBufferImmediate( object, program, shading ) {
  1809. if ( ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
  1810. if ( ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
  1811. if ( object.hasPos ) {
  1812. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
  1813. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  1814. _gl.enableVertexAttribArray( program.attributes.position );
  1815. _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1816. }
  1817. if ( object.hasNormal ) {
  1818. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
  1819. if ( shading == THREE.FlatShading ) {
  1820. var nx, ny, nz,
  1821. nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
  1822. normalArray,
  1823. i, il = object.count * 3;
  1824. for( i = 0; i < il; i += 9 ) {
  1825. normalArray = object.normalArray;
  1826. nax = normalArray[ i ];
  1827. nay = normalArray[ i + 1 ];
  1828. naz = normalArray[ i + 2 ];
  1829. nbx = normalArray[ i + 3 ];
  1830. nby = normalArray[ i + 4 ];
  1831. nbz = normalArray[ i + 5 ];
  1832. ncx = normalArray[ i + 6 ];
  1833. ncy = normalArray[ i + 7 ];
  1834. ncz = normalArray[ i + 8 ];
  1835. nx = ( nax + nbx + ncx ) / 3;
  1836. ny = ( nay + nby + ncy ) / 3;
  1837. nz = ( naz + nbz + ncz ) / 3;
  1838. normalArray[ i ] = nx;
  1839. normalArray[ i + 1 ] = ny;
  1840. normalArray[ i + 2 ] = nz;
  1841. normalArray[ i + 3 ] = nx;
  1842. normalArray[ i + 4 ] = ny;
  1843. normalArray[ i + 5 ] = nz;
  1844. normalArray[ i + 6 ] = nx;
  1845. normalArray[ i + 7 ] = ny;
  1846. normalArray[ i + 8 ] = nz;
  1847. }
  1848. }
  1849. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  1850. _gl.enableVertexAttribArray( program.attributes.normal );
  1851. _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1852. }
  1853. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  1854. object.count = 0;
  1855. };
  1856. function setObjectFaces( object ) {
  1857. if ( _oldDoubleSided != object.doubleSided ) {
  1858. if( object.doubleSided ) {
  1859. _gl.disable( _gl.CULL_FACE );
  1860. } else {
  1861. _gl.enable( _gl.CULL_FACE );
  1862. }
  1863. _oldDoubleSided = object.doubleSided;
  1864. }
  1865. if ( _oldFlipSided != object.flipSided ) {
  1866. if( object.flipSided ) {
  1867. _gl.frontFace( _gl.CW );
  1868. } else {
  1869. _gl.frontFace( _gl.CCW );
  1870. }
  1871. _oldFlipSided = object.flipSided;
  1872. }
  1873. };
  1874. function setDepthTest( test ) {
  1875. if ( _oldDepth != test ) {
  1876. if( test ) {
  1877. _gl.enable( _gl.DEPTH_TEST );
  1878. } else {
  1879. _gl.disable( _gl.DEPTH_TEST );
  1880. }
  1881. _oldDepth = test;
  1882. }
  1883. };
  1884. function setPolygonOffset ( polygonoffset, factor, units ) {
  1885. if ( _oldPolygonOffset != polygonoffset ) {
  1886. if ( polygonoffset ) {
  1887. _gl.enable( _gl.POLYGON_OFFSET_FILL );
  1888. } else {
  1889. _gl.disable( _gl.POLYGON_OFFSET_FILL );
  1890. }
  1891. _oldPolygonOffset = polygonoffset;
  1892. }
  1893. if ( polygonoffset && ( _oldPolygonOffsetFactor != factor || _oldPolygonOffsetUnits != units ) ) {
  1894. _gl.polygonOffset( factor, units );
  1895. _oldPolygonOffsetFactor = factor;
  1896. _oldPolygonOffsetUnits = units;
  1897. }
  1898. };
  1899. function computeFrustum( m ) {
  1900. _frustum[ 0 ].set( m.n41 - m.n11, m.n42 - m.n12, m.n43 - m.n13, m.n44 - m.n14 );
  1901. _frustum[ 1 ].set( m.n41 + m.n11, m.n42 + m.n12, m.n43 + m.n13, m.n44 + m.n14 );
  1902. _frustum[ 2 ].set( m.n41 + m.n21, m.n42 + m.n22, m.n43 + m.n23, m.n44 + m.n24 );
  1903. _frustum[ 3 ].set( m.n41 - m.n21, m.n42 - m.n22, m.n43 - m.n23, m.n44 - m.n24 );
  1904. _frustum[ 4 ].set( m.n41 - m.n31, m.n42 - m.n32, m.n43 - m.n33, m.n44 - m.n34 );
  1905. _frustum[ 5 ].set( m.n41 + m.n31, m.n42 + m.n32, m.n43 + m.n33, m.n44 + m.n34 );
  1906. var i, plane;
  1907. for ( i = 0; i < 6; i ++ ) {
  1908. plane = _frustum[ i ];
  1909. plane.divideScalar( Math.sqrt( plane.x * plane.x + plane.y * plane.y + plane.z * plane.z ) );
  1910. }
  1911. };
  1912. function isInFrustum( object ) {
  1913. var distance, matrix = object.matrixWorld,
  1914. radius = - object.geometry.boundingSphere.radius * Math.max( object.scale.x, Math.max( object.scale.y, object.scale.z ) );
  1915. for ( var i = 0; i < 6; i ++ ) {
  1916. distance = _frustum[ i ].x * matrix.n14 + _frustum[ i ].y * matrix.n24 + _frustum[ i ].z * matrix.n34 + _frustum[ i ].w;
  1917. if ( distance <= radius ) return false;
  1918. }
  1919. return true;
  1920. };
  1921. function addToFixedArray( where, what ) {
  1922. where.list[ where.count ] = what;
  1923. where.count += 1;
  1924. };
  1925. function unrollImmediateBufferMaterials( globject ) {
  1926. var i, l, m, ml, material,
  1927. object = globject.object,
  1928. opaque = globject.opaque,
  1929. transparent = globject.transparent;
  1930. transparent.count = 0;
  1931. opaque.count = 0;
  1932. for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
  1933. material = object.materials[ m ];
  1934. material.transparent ? addToFixedArray( transparent, material ) : addToFixedArray( opaque, material );
  1935. }
  1936. };
  1937. function unrollBufferMaterials( globject ) {
  1938. var i, l, m, ml, material, meshMaterial,
  1939. object = globject.object,
  1940. buffer = globject.buffer,
  1941. opaque = globject.opaque,
  1942. transparent = globject.transparent;
  1943. transparent.count = 0;
  1944. opaque.count = 0;
  1945. for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
  1946. meshMaterial = object.materials[ m ];
  1947. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  1948. for ( i = 0, l = buffer.materials.length; i < l; i++ ) {
  1949. material = buffer.materials[ i ];
  1950. if ( material ) material.transparent ? addToFixedArray( transparent, material ) : addToFixedArray( opaque, material );
  1951. }
  1952. } else {
  1953. material = meshMaterial;
  1954. if ( material ) material.transparent ? addToFixedArray( transparent, material ) : addToFixedArray( opaque, material );
  1955. }
  1956. }
  1957. };
  1958. function painterSort( a, b ) {
  1959. return b.z - a.z;
  1960. };
  1961. this.render = function( scene, camera, renderTarget, forceClear ) {
  1962. var i, program, opaque, transparent, material,
  1963. o, ol, oil, webglObject, object, buffer,
  1964. lights = scene.lights,
  1965. fog = scene.fog;
  1966. _this.data.vertices = 0;
  1967. _this.data.faces = 0;
  1968. _this.data.drawCalls = 0;
  1969. camera.matrixAutoUpdate && camera.update( undefined, true );
  1970. scene.update( undefined, false, camera );
  1971. camera.matrixWorldInverse.flattenToArray( _viewMatrixArray );
  1972. camera.projectionMatrix.flattenToArray( _projectionMatrixArray );
  1973. _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
  1974. computeFrustum( _projScreenMatrix );
  1975. this.initWebGLObjects( scene );
  1976. setRenderTarget( renderTarget );
  1977. if ( this.autoClear || forceClear ) {
  1978. this.clear();
  1979. }
  1980. // set matrices
  1981. ol = scene.__webglObjects.length;
  1982. for ( o = 0; o < ol; o++ ) {
  1983. webglObject = scene.__webglObjects[ o ];
  1984. object = webglObject.object;
  1985. if ( object.visible ) {
  1986. if ( ! ( object instanceof THREE.Mesh ) || isInFrustum( object ) ) {
  1987. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  1988. setupMatrices( object, camera );
  1989. unrollBufferMaterials( webglObject );
  1990. webglObject.render = true;
  1991. if ( this.sortObjects ) {
  1992. if ( webglObject.object.renderDepth ) {
  1993. webglObject.z = webglObject.object.renderDepth;
  1994. } else {
  1995. _vector3.copy( object.position );
  1996. _projScreenMatrix.multiplyVector3( _vector3 );
  1997. webglObject.z = _vector3.z;
  1998. }
  1999. }
  2000. } else {
  2001. webglObject.render = false;
  2002. }
  2003. } else {
  2004. webglObject.render = false;
  2005. }
  2006. }
  2007. if ( this.sortObjects ) {
  2008. scene.__webglObjects.sort( painterSort );
  2009. }
  2010. oil = scene.__webglObjectsImmediate.length;
  2011. for ( o = 0; o < oil; o++ ) {
  2012. webglObject = scene.__webglObjectsImmediate[ o ];
  2013. object = webglObject.object;
  2014. if ( object.visible ) {
  2015. if( object.matrixAutoUpdate ) {
  2016. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2017. }
  2018. setupMatrices( object, camera );
  2019. unrollImmediateBufferMaterials( webglObject );
  2020. }
  2021. }
  2022. if ( scene.overrideMaterial ) {
  2023. setDepthTest( scene.overrideMaterial.depthTest );
  2024. setBlending( scene.overrideMaterial.blending );
  2025. for ( o = 0; o < ol; o ++ ) {
  2026. webglObject = scene.__webglObjects[ o ];
  2027. if ( webglObject.render ) {
  2028. object = webglObject.object;
  2029. buffer = webglObject.buffer;
  2030. setObjectFaces( object );
  2031. renderBuffer( camera, lights, fog, scene.overrideMaterial, buffer, object );
  2032. }
  2033. }
  2034. for ( o = 0; o < oil; o++ ) {
  2035. webglObject = scene.__webglObjectsImmediate[ o ];
  2036. object = webglObject.object;
  2037. if ( object.visible ) {
  2038. setObjectFaces( object );
  2039. program = setProgram( camera, lights, fog, scene.overrideMaterial, object );
  2040. object.render( function( object ) { renderBufferImmediate( object, program, scene.overrideMaterial.shading ); } );
  2041. }
  2042. }
  2043. } else {
  2044. // opaque pass
  2045. setBlending( THREE.NormalBlending );
  2046. for ( o = 0; o < ol; o ++ ) {
  2047. webglObject = scene.__webglObjects[ o ];
  2048. if ( webglObject.render ) {
  2049. object = webglObject.object;
  2050. buffer = webglObject.buffer;
  2051. opaque = webglObject.opaque;
  2052. setObjectFaces( object );
  2053. for ( i = 0; i < opaque.count; i ++ ) {
  2054. material = opaque.list[ i ];
  2055. setDepthTest( material.depthTest );
  2056. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2057. renderBuffer( camera, lights, fog, material, buffer, object );
  2058. }
  2059. }
  2060. }
  2061. // opaque pass (immediate simulator)
  2062. for ( o = 0; o < oil; o++ ) {
  2063. webglObject = scene.__webglObjectsImmediate[ o ];
  2064. object = webglObject.object;
  2065. if ( object.visible ) {
  2066. opaque = webglObject.opaque;
  2067. setObjectFaces( object );
  2068. for( i = 0; i < opaque.count; i++ ) {
  2069. material = opaque.list[ i ];
  2070. setDepthTest( material.depthTest );
  2071. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2072. program = setProgram( camera, lights, fog, material, object );
  2073. object.render( function( object ) { renderBufferImmediate( object, program, material.shading ); } );
  2074. }
  2075. }
  2076. }
  2077. // transparent pass
  2078. for ( o = 0; o < ol; o ++ ) {
  2079. webglObject = scene.__webglObjects[ o ];
  2080. if ( webglObject.render ) {
  2081. object = webglObject.object;
  2082. buffer = webglObject.buffer;
  2083. transparent = webglObject.transparent;
  2084. setObjectFaces( object );
  2085. for ( i = 0; i < transparent.count; i ++ ) {
  2086. material = transparent.list[ i ];
  2087. setBlending( material.blending );
  2088. setDepthTest( material.depthTest );
  2089. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2090. renderBuffer( camera, lights, fog, material, buffer, object );
  2091. }
  2092. }
  2093. }
  2094. // transparent pass (immediate simulator)
  2095. for ( o = 0; o < oil; o++ ) {
  2096. webglObject = scene.__webglObjectsImmediate[ o ];
  2097. object = webglObject.object;
  2098. if ( object.visible ) {
  2099. transparent = webglObject.transparent;
  2100. setObjectFaces( object );
  2101. for ( i = 0; i < transparent.count; i ++ ) {
  2102. material = transparent.list[ i ];
  2103. setBlending( material.blending );
  2104. setDepthTest( material.depthTest );
  2105. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2106. program = setProgram( camera, lights, fog, material, object );
  2107. object.render( function( object ) { renderBufferImmediate( object, program, material.shading ); } );
  2108. }
  2109. }
  2110. }
  2111. }
  2112. // render 2d
  2113. if ( scene.__webglSprites.length ) {
  2114. renderSprites( scene, camera );
  2115. }
  2116. // render stencil shadows
  2117. if ( _stencil && scene.__webglShadowVolumes.length && scene.lights.length ) {
  2118. renderStencilShadows( scene );
  2119. }
  2120. // render lens flares
  2121. if ( scene.__webglLensFlares.length ) {
  2122. renderLensFlares( scene, camera );
  2123. }
  2124. // Generate mipmap if we're using any kind of mipmap filtering
  2125. if ( renderTarget && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
  2126. updateRenderTargetMipmap( renderTarget );
  2127. }
  2128. //_gl.finish();
  2129. };
  2130. /*
  2131. * Stencil Shadows
  2132. * method: we're rendering the world in light, then the shadow
  2133. * volumes into the stencil and last a big darkening
  2134. * quad over the whole thing. This is not how "you're
  2135. * supposed to" do stencil shadows but is much faster
  2136. *
  2137. */
  2138. function renderStencilShadows( scene ) {
  2139. // setup stencil
  2140. _gl.enable( _gl.POLYGON_OFFSET_FILL );
  2141. _gl.polygonOffset( 0.1, 1.0 );
  2142. _gl.enable( _gl.STENCIL_TEST );
  2143. _gl.enable( _gl.DEPTH_TEST );
  2144. _gl.depthMask( false );
  2145. _gl.colorMask( false, false, false, false );
  2146. _gl.stencilFunc( _gl.ALWAYS, 1, 0xFF );
  2147. _gl.stencilOpSeparate( _gl.BACK, _gl.KEEP, _gl.INCR, _gl.KEEP );
  2148. _gl.stencilOpSeparate( _gl.FRONT, _gl.KEEP, _gl.DECR, _gl.KEEP );
  2149. // loop through all directional lights
  2150. var l, ll = scene.lights.length;
  2151. var p;
  2152. var light, lights = scene.lights;
  2153. var dirLight = [];
  2154. var object, geometryGroup, material;
  2155. var program;
  2156. var p_uniforms;
  2157. var m_uniforms;
  2158. var attributes;
  2159. var o, ol = scene.__webglShadowVolumes.length;
  2160. for ( l = 0; l < ll; l++ ) {
  2161. light = scene.lights[ l ];
  2162. if ( light instanceof THREE.DirectionalLight && light.castShadow ) {
  2163. dirLight[ 0 ] = -light.position.x;
  2164. dirLight[ 1 ] = -light.position.y;
  2165. dirLight[ 2 ] = -light.position.z;
  2166. // render all volumes
  2167. for ( o = 0; o < ol; o++ ) {
  2168. object = scene.__webglShadowVolumes[ o ].object;
  2169. geometryGroup = scene.__webglShadowVolumes[ o ].buffer;
  2170. material = object.materials[ 0 ];
  2171. if ( !material.program ) _this.initMaterial( material, lights, undefined, object );
  2172. program = material.program,
  2173. p_uniforms = program.uniforms,
  2174. m_uniforms = material.uniforms,
  2175. attributes = program.attributes;
  2176. if ( _currentProgram !== program ) {
  2177. _gl.useProgram( program );
  2178. _currentProgram = program;
  2179. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, _projectionMatrixArray );
  2180. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, _viewMatrixArray );
  2181. _gl.uniform3fv( p_uniforms.directionalLightDirection, dirLight );
  2182. }
  2183. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2184. _gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
  2185. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  2186. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  2187. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  2188. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  2189. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  2190. _gl.cullFace( _gl.FRONT );
  2191. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
  2192. _gl.cullFace( _gl.BACK );
  2193. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
  2194. }
  2195. }
  2196. }
  2197. // setup color+stencil
  2198. _gl.disable( _gl.POLYGON_OFFSET_FILL );
  2199. _gl.colorMask( true, true, true, true );
  2200. _gl.stencilFunc( _gl.NOTEQUAL, 0, 0xFF );
  2201. _gl.stencilOp( _gl.KEEP, _gl.KEEP, _gl.KEEP );
  2202. _gl.disable( _gl.DEPTH_TEST );
  2203. // draw darkening polygon
  2204. _oldBlending = -1;
  2205. _currentProgram = _stencilShadow.program;
  2206. _gl.useProgram( _stencilShadow.program );
  2207. _gl.uniformMatrix4fv( _stencilShadow.projectionLocation, false, _projectionMatrixArray );
  2208. _gl.uniform1f( _stencilShadow.darknessLocation, _stencilShadow.darkness );
  2209. _gl.bindBuffer( _gl.ARRAY_BUFFER, _stencilShadow.vertexBuffer );
  2210. _gl.vertexAttribPointer( _stencilShadow.vertexLocation, 3, _gl.FLOAT, false, 0, 0 );
  2211. _gl.enableVertexAttribArray( _stencilShadow.vertexLocation );
  2212. _gl.blendFunc( _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
  2213. _gl.blendEquation( _gl.FUNC_ADD );
  2214. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _stencilShadow.elementBuffer );
  2215. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  2216. // disable stencil
  2217. _gl.disable( _gl.STENCIL_TEST );
  2218. _gl.enable( _gl.DEPTH_TEST );
  2219. _gl.depthMask( _currentDepthMask );
  2220. }
  2221. /*
  2222. * Render sprites
  2223. *
  2224. */
  2225. function renderSprites( scene, camera ) {
  2226. var o, ol, object;
  2227. var attributes = _sprite.attributes;
  2228. var uniforms = _sprite.uniforms;
  2229. var anyCustom = false;
  2230. var invAspect = _viewportHeight / _viewportWidth;
  2231. var size, scale = [];
  2232. var screenPosition;
  2233. var halfViewportWidth = _viewportWidth * 0.5;
  2234. var halfViewportHeight = _viewportHeight * 0.5;
  2235. var mergeWith3D = true;
  2236. // setup gl
  2237. _gl.useProgram( _sprite.program );
  2238. _currentProgram = _sprite.program;
  2239. _oldBlending = -1;
  2240. if ( !_spriteAttributesEnabled ) {
  2241. _gl.enableVertexAttribArray( _sprite.attributes.position );
  2242. _gl.enableVertexAttribArray( _sprite.attributes.uv );
  2243. _spriteAttributesEnabled = true;
  2244. }
  2245. _gl.disable( _gl.CULL_FACE );
  2246. _gl.enable( _gl.BLEND );
  2247. _gl.depthMask( true );
  2248. _gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
  2249. _gl.vertexAttribPointer( attributes.position, 2, _gl.FLOAT, false, 2 * 8, 0 );
  2250. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
  2251. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );
  2252. _gl.uniformMatrix4fv( uniforms.projectionMatrix, false, _projectionMatrixArray );
  2253. _gl.activeTexture( _gl.TEXTURE0 );
  2254. _gl.uniform1i( uniforms.map, 0 );
  2255. // update positions and sort
  2256. for( o = 0, ol = scene.__webglSprites.length; o < ol; o++ ) {
  2257. object = scene.__webglSprites[ o ];
  2258. if( !object.useScreenCoordinates ) {
  2259. object._modelViewMatrix.multiplyToArray( camera.matrixWorldInverse, object.matrixWorld, object._modelViewMatrixArray );
  2260. object.z = -object._modelViewMatrix.n34;
  2261. } else {
  2262. object.z = -object.position.z;
  2263. }
  2264. }
  2265. scene.__webglSprites.sort( painterSort );
  2266. // render all non-custom shader sprites
  2267. for ( o = 0, ol = scene.__webglSprites.length; o < ol; o++ ) {
  2268. object = scene.__webglSprites[ o ];
  2269. if ( object.material === undefined ) {
  2270. if ( object.map && object.map.image && object.map.image.width ) {
  2271. if ( object.useScreenCoordinates ) {
  2272. _gl.uniform1i( uniforms.useScreenCoordinates, 1 );
  2273. _gl.uniform3f( uniforms.screenPosition, ( object.position.x - halfViewportWidth ) / halfViewportWidth,
  2274. ( halfViewportHeight - object.position.y ) / halfViewportHeight,
  2275. Math.max( 0, Math.min( 1, object.position.z )));
  2276. } else {
  2277. _gl.uniform1i( uniforms.useScreenCoordinates, 0 );
  2278. _gl.uniform1i( uniforms.affectedByDistance, object.affectedByDistance ? 1 : 0 );
  2279. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrixArray );
  2280. }
  2281. size = object.map.image.width / ( object.scaleByViewport ? _viewportHeight : 1 );
  2282. scale[ 0 ] = size * invAspect * object.scale.x;
  2283. scale[ 1 ] = size * object.scale.y;
  2284. _gl.uniform2f( uniforms.uvScale, object.uvScale.x, object.uvScale.y );
  2285. _gl.uniform2f( uniforms.uvOffset, object.uvOffset.x, object.uvOffset.y );
  2286. _gl.uniform2f( uniforms.alignment, object.alignment.x, object.alignment.y );
  2287. _gl.uniform1f( uniforms.opacity, object.opacity );
  2288. _gl.uniform1f( uniforms.rotation, object.rotation );
  2289. _gl.uniform2fv( uniforms.scale, scale );
  2290. if ( object.mergeWith3D && !mergeWith3D ) {
  2291. _gl.enable( _gl.DEPTH_TEST );
  2292. mergeWith3D = true;
  2293. } else if ( !object.mergeWith3D && mergeWith3D ) {
  2294. _gl.disable( _gl.DEPTH_TEST );
  2295. mergeWith3D = false;
  2296. }
  2297. setBlending( object.blending );
  2298. setTexture( object.map, 0 );
  2299. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  2300. }
  2301. } else {
  2302. anyCustom = true;
  2303. }
  2304. }
  2305. // loop through all custom
  2306. /*
  2307. if( anyCustom ) {
  2308. }
  2309. */
  2310. // restore gl
  2311. _gl.enable( _gl.CULL_FACE );
  2312. _gl.enable( _gl.DEPTH_TEST );
  2313. _gl.depthMask( _currentDepthMask );
  2314. }
  2315. /*
  2316. * Render lens flares
  2317. * Method: renders 16x16 0xff00ff-colored points scattered over the light source area,
  2318. * reads these back and calculates occlusion.
  2319. * Then LensFlare.updateLensFlares() is called to re-position and
  2320. * update transparency of flares. Then they are rendered.
  2321. *
  2322. */
  2323. function renderLensFlares( scene, camera ) {
  2324. var object, objectZ, geometryGroup, material;
  2325. var o, ol = scene.__webglLensFlares.length;
  2326. var f, fl, flare;
  2327. var tempPosition = new THREE.Vector3();
  2328. var invAspect = _viewportHeight / _viewportWidth;
  2329. var halfViewportWidth = _viewportWidth * 0.5;
  2330. var halfViewportHeight = _viewportHeight * 0.5;
  2331. var size = 16 / _viewportHeight;
  2332. var scale = [ size * invAspect, size ];
  2333. var screenPosition = [ 1, 1, 0 ];
  2334. var screenPositionPixels = [ 1, 1 ];
  2335. var sampleX, sampleY, readBackPixels = _lensFlare.readBackPixels;
  2336. var sampleMidX = 7 * 4;
  2337. var sampleMidY = 7 * 16 * 4;
  2338. var sampleIndex, visibility;
  2339. var uniforms = _lensFlare.uniforms;
  2340. var attributes = _lensFlare.attributes;
  2341. // set lensflare program and reset blending
  2342. _gl.useProgram( _lensFlare.program );
  2343. _currentProgram = _lensFlare.program;
  2344. _oldBlending = -1;
  2345. if ( ! _lensFlareAttributesEnabled ) {
  2346. _gl.enableVertexAttribArray( _lensFlare.attributes.vertex );
  2347. _gl.enableVertexAttribArray( _lensFlare.attributes.uv );
  2348. _lensFlareAttributesEnabled = true;
  2349. }
  2350. // loop through all lens flares to update their occlusion and positions
  2351. // setup gl and common used attribs/unforms
  2352. _gl.uniform1i( uniforms.occlusionMap, 0 );
  2353. _gl.uniform1i( uniforms.map, 1 );
  2354. _gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
  2355. _gl.vertexAttribPointer( attributes.vertex, 2, _gl.FLOAT, false, 2 * 8, 0 );
  2356. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
  2357. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );
  2358. _gl.disable( _gl.CULL_FACE );
  2359. _gl.depthMask( false );
  2360. _gl.activeTexture( _gl.TEXTURE0 );
  2361. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
  2362. _gl.activeTexture( _gl.TEXTURE1 );
  2363. for ( o = 0; o < ol; o ++ ) {
  2364. // calc object screen position
  2365. object = scene.__webglLensFlares[ o ].object;
  2366. tempPosition.set( object.matrixWorld.n14, object.matrixWorld.n24, object.matrixWorld.n34 );
  2367. camera.matrixWorldInverse.multiplyVector3( tempPosition );
  2368. objectZ = tempPosition.z;
  2369. camera.projectionMatrix.multiplyVector3( tempPosition );
  2370. // setup arrays for gl programs
  2371. screenPosition[ 0 ] = tempPosition.x;
  2372. screenPosition[ 1 ] = tempPosition.y;
  2373. screenPosition[ 2 ] = tempPosition.z;
  2374. screenPositionPixels[ 0 ] = screenPosition[ 0 ] * halfViewportWidth + halfViewportWidth;
  2375. screenPositionPixels[ 1 ] = screenPosition[ 1 ] * halfViewportHeight + halfViewportHeight;
  2376. // screen cull
  2377. if ( _lensFlare.hasVertexTexture || ( screenPositionPixels[ 0 ] > 0 &&
  2378. screenPositionPixels[ 0 ] < _viewportWidth &&
  2379. screenPositionPixels[ 1 ] > 0 &&
  2380. screenPositionPixels[ 1 ] < _viewportHeight )) {
  2381. // save current RGB to temp texture
  2382. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
  2383. _gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, screenPositionPixels[ 0 ] - 8, screenPositionPixels[ 1 ] - 8, 16, 16, 0 );
  2384. // render pink quad
  2385. _gl.uniform1i( uniforms.renderType, 0 );
  2386. _gl.uniform2fv( uniforms.scale, scale );
  2387. _gl.uniform3fv( uniforms.screenPosition, screenPosition );
  2388. _gl.disable( _gl.BLEND );
  2389. _gl.enable( _gl.DEPTH_TEST );
  2390. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  2391. // copy result to occlusionMap
  2392. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
  2393. _gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, screenPositionPixels[ 0 ] - 8, screenPositionPixels[ 1 ] - 8, 16, 16, 0 );
  2394. // restore graphics
  2395. _gl.uniform1i( uniforms.renderType, 1 );
  2396. _gl.disable( _gl.DEPTH_TEST );
  2397. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
  2398. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  2399. // update object positions
  2400. object.positionScreen.x = screenPosition[ 0 ];
  2401. object.positionScreen.y = screenPosition[ 1 ];
  2402. object.positionScreen.z = screenPosition[ 2 ];
  2403. if ( object.customUpdateCallback ) {
  2404. object.customUpdateCallback( object );
  2405. } else {
  2406. object.updateLensFlares();
  2407. }
  2408. // render flares
  2409. _gl.uniform1i( uniforms.renderType, 2 );
  2410. _gl.enable( _gl.BLEND );
  2411. for ( f = 0, fl = object.lensFlares.length; f < fl; f ++ ) {
  2412. flare = object.lensFlares[ f ];
  2413. if ( flare.opacity > 0.001 && flare.scale > 0.001 ) {
  2414. screenPosition[ 0 ] = flare.x;
  2415. screenPosition[ 1 ] = flare.y;
  2416. screenPosition[ 2 ] = flare.z;
  2417. size = flare.size * flare.scale / _viewportHeight;
  2418. scale[ 0 ] = size * invAspect;
  2419. scale[ 1 ] = size;
  2420. _gl.uniform3fv( uniforms.screenPosition, screenPosition );
  2421. _gl.uniform2fv( uniforms.scale, scale );
  2422. _gl.uniform1f( uniforms.rotation, flare.rotation );
  2423. _gl.uniform1f( uniforms.opacity, flare.opacity );
  2424. setBlending( flare.blending );
  2425. setTexture( flare.texture, 1 );
  2426. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  2427. }
  2428. }
  2429. }
  2430. }
  2431. // restore gl
  2432. _gl.enable( _gl.CULL_FACE );
  2433. _gl.enable( _gl.DEPTH_TEST );
  2434. _gl.depthMask( _currentDepthMask );
  2435. };
  2436. function setupMatrices( object, camera ) {
  2437. object._modelViewMatrix.multiplyToArray( camera.matrixWorldInverse, object.matrixWorld, object._modelViewMatrixArray );
  2438. THREE.Matrix4.makeInvert3x3( object._modelViewMatrix ).transposeIntoArray( object._normalMatrixArray );
  2439. };
  2440. this.initWebGLObjects = function ( scene ) {
  2441. if ( !scene.__webglObjects ) {
  2442. scene.__webglObjects = [];
  2443. scene.__webglObjectsImmediate = [];
  2444. scene.__webglShadowVolumes = [];
  2445. scene.__webglLensFlares = [];
  2446. scene.__webglSprites = [];
  2447. }
  2448. while ( scene.__objectsAdded.length ) {
  2449. addObject( scene.__objectsAdded[ 0 ], scene );
  2450. scene.__objectsAdded.splice( 0, 1 );
  2451. }
  2452. while ( scene.__objectsRemoved.length ) {
  2453. removeObject( scene.__objectsRemoved[ 0 ], scene );
  2454. scene.__objectsRemoved.splice( 0, 1 );
  2455. }
  2456. // update must be called after objects adding / removal
  2457. for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {
  2458. updateObject( scene.__webglObjects[ o ].object, scene );
  2459. }
  2460. for ( var o = 0, ol = scene.__webglShadowVolumes.length; o < ol; o ++ ) {
  2461. updateObject( scene.__webglShadowVolumes[ o ].object, scene );
  2462. }
  2463. for ( var o = 0, ol = scene.__webglLensFlares.length; o < ol; o ++ ) {
  2464. updateObject( scene.__webglLensFlares[ o ].object, scene );
  2465. }
  2466. /*
  2467. for ( var o = 0, ol = scene.__webglSprites.length; o < ol; o ++ ) {
  2468. updateObject( scene.__webglSprites[ o ].object, scene );
  2469. }
  2470. */
  2471. };
  2472. function addObject( object, scene ) {
  2473. var g, geometry, geometryGroup;
  2474. if ( object._modelViewMatrix == undefined ) {
  2475. object._modelViewMatrix = new THREE.Matrix4();
  2476. object._normalMatrixArray = new Float32Array( 9 );
  2477. object._modelViewMatrixArray = new Float32Array( 16 );
  2478. object._objectMatrixArray = new Float32Array( 16 );
  2479. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2480. }
  2481. if ( object instanceof THREE.Mesh ) {
  2482. geometry = object.geometry;
  2483. if ( geometry.geometryGroups == undefined ) {
  2484. sortFacesByMaterial( geometry );
  2485. }
  2486. // create separate VBOs per geometry chunk
  2487. for ( g in geometry.geometryGroups ) {
  2488. geometryGroup = geometry.geometryGroups[ g ];
  2489. // initialise VBO on the first access
  2490. if ( ! geometryGroup.__webglVertexBuffer ) {
  2491. createMeshBuffers( geometryGroup );
  2492. initMeshBuffers( geometryGroup, object );
  2493. geometry.__dirtyVertices = true;
  2494. geometry.__dirtyMorphTargets = true;
  2495. geometry.__dirtyElements = true;
  2496. geometry.__dirtyUvs = true;
  2497. geometry.__dirtyNormals = true;
  2498. geometry.__dirtyTangents = true;
  2499. geometry.__dirtyColors = true;
  2500. }
  2501. // create separate wrapper per each use of VBO
  2502. if ( object instanceof THREE.ShadowVolume ) {
  2503. addBuffer( scene.__webglShadowVolumes, geometryGroup, object );
  2504. } else {
  2505. addBuffer( scene.__webglObjects, geometryGroup, object );
  2506. }
  2507. }
  2508. } else if ( object instanceof THREE.LensFlare ) {
  2509. addBuffer( scene.__webglLensFlares, undefined, object );
  2510. } else if ( object instanceof THREE.Ribbon ) {
  2511. geometry = object.geometry;
  2512. if( ! geometry.__webglVertexBuffer ) {
  2513. createRibbonBuffers( geometry );
  2514. initRibbonBuffers( geometry );
  2515. geometry.__dirtyVertices = true;
  2516. geometry.__dirtyColors = true;
  2517. }
  2518. addBuffer( scene.__webglObjects, geometry, object );
  2519. } else if ( object instanceof THREE.Line ) {
  2520. geometry = object.geometry;
  2521. if( ! geometry.__webglVertexBuffer ) {
  2522. createLineBuffers( geometry );
  2523. initLineBuffers( geometry );
  2524. geometry.__dirtyVertices = true;
  2525. geometry.__dirtyColors = true;
  2526. }
  2527. addBuffer( scene.__webglObjects, geometry, object );
  2528. } else if ( object instanceof THREE.ParticleSystem ) {
  2529. geometry = object.geometry;
  2530. if ( ! geometry.__webglVertexBuffer ) {
  2531. createParticleBuffers( geometry );
  2532. initParticleBuffers( geometry );
  2533. geometry.__dirtyVertices = true;
  2534. geometry.__dirtyColors = true;
  2535. }
  2536. addBuffer( scene.__webglObjects, geometry, object );
  2537. } else if ( THREE.MarchingCubes !== undefined && object instanceof THREE.MarchingCubes ) {
  2538. addBufferImmediate( scene.__webglObjectsImmediate, object );
  2539. } else if ( object instanceof THREE.Sprite ) {
  2540. scene.__webglSprites.push( object );
  2541. }
  2542. /*else if ( object instanceof THREE.Particle ) {
  2543. }*/
  2544. };
  2545. function areCustomAttributesDirty( geometryGroup ) {
  2546. var a, m, ml, material, materials;
  2547. materials = geometryGroup.__materials;
  2548. for ( m = 0, ml = materials.length; m < ml; m ++ ) {
  2549. material = materials[ m ];
  2550. if ( material.attributes ) {
  2551. for ( a in material.attributes ) {
  2552. if ( material.attributes[ a ].needsUpdate ) return true;
  2553. }
  2554. }
  2555. }
  2556. return false;
  2557. };
  2558. function clearCustomAttributes( geometryGroup ) {
  2559. var a, m, ml, material, materials;
  2560. materials = geometryGroup.__materials;
  2561. for ( m = 0, ml = materials.length; m < ml; m ++ ) {
  2562. material = materials[ m ];
  2563. if ( material.attributes ) {
  2564. for ( a in material.attributes ) {
  2565. material.attributes[ a ].needsUpdate = false;
  2566. }
  2567. }
  2568. }
  2569. };
  2570. function updateObject( object, scene ) {
  2571. var g, geometry, geometryGroup, a, customAttributeDirty;
  2572. if ( object instanceof THREE.Mesh ) {
  2573. geometry = object.geometry;
  2574. // check all geometry groups
  2575. for ( g in geometry.geometryGroups ) {
  2576. geometryGroup = geometry.geometryGroups[ g ];
  2577. customAttributeDirty = areCustomAttributesDirty( geometryGroup );
  2578. if ( geometry.__dirtyVertices || geometry.__dirtyMorphTargets || geometry.__dirtyElements ||
  2579. geometry.__dirtyUvs || geometry.__dirtyNormals ||
  2580. geometry.__dirtyColors || geometry.__dirtyTangents || customAttributeDirty ) {
  2581. setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW );
  2582. }
  2583. }
  2584. geometry.__dirtyVertices = false;
  2585. geometry.__dirtyMorphTargets = false;
  2586. geometry.__dirtyElements = false;
  2587. geometry.__dirtyUvs = false;
  2588. geometry.__dirtyNormals = false;
  2589. geometry.__dirtyTangents = false;
  2590. geometry.__dirtyColors = false;
  2591. clearCustomAttributes( geometryGroup );
  2592. } else if ( object instanceof THREE.Ribbon ) {
  2593. geometry = object.geometry;
  2594. if( geometry.__dirtyVertices || geometry.__dirtyColors ) {
  2595. setRibbonBuffers( geometry, _gl.DYNAMIC_DRAW );
  2596. }
  2597. geometry.__dirtyVertices = false;
  2598. geometry.__dirtyColors = false;
  2599. } else if ( object instanceof THREE.Line ) {
  2600. geometry = object.geometry;
  2601. if( geometry.__dirtyVertices || geometry.__dirtyColors ) {
  2602. setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
  2603. }
  2604. geometry.__dirtyVertices = false;
  2605. geometry.__dirtyColors = false;
  2606. } else if ( object instanceof THREE.ParticleSystem ) {
  2607. geometry = object.geometry;
  2608. if ( geometry.__dirtyVertices || geometry.__dirtyColors || object.sortParticles ) {
  2609. setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
  2610. }
  2611. geometry.__dirtyVertices = false;
  2612. geometry.__dirtyColors = false;
  2613. }/* else if ( THREE.MarchingCubes !== undefined && object instanceof THREE.MarchingCubes ) {
  2614. // it updates itself in render callback
  2615. } else if ( object instanceof THREE.Particle ) {
  2616. }*/
  2617. /*
  2618. delete geometry.vertices;
  2619. delete geometry.faces;
  2620. delete geometryGroup.faces;
  2621. */
  2622. };
  2623. function removeInstances( objlist, object ) {
  2624. var o, ol;
  2625. for ( o = objlist.length - 1; o >= 0; o -- ) {
  2626. if ( objlist[ o ].object == object ) {
  2627. objlist.splice( o, 1 );
  2628. }
  2629. }
  2630. };
  2631. function removeInstancesDirect( objlist, object ) {
  2632. var o, ol;
  2633. for ( o = objlist.length - 1; o >= 0; o -- ) {
  2634. if ( objlist[ o ] == object ) {
  2635. objlist.splice( o, 1 );
  2636. }
  2637. }
  2638. };
  2639. function removeObject( object, scene ) {
  2640. // must check as shadow volume before mesh (as they are also meshes)
  2641. if ( object instanceof THREE.ShadowVolume ) {
  2642. removeInstances( scene.__webglShadowVolumes, object );
  2643. } else if ( object instanceof THREE.Mesh ||
  2644. object instanceof THREE.ParticleSystem ||
  2645. object instanceof THREE.Ribbon ||
  2646. object instanceof THREE.Line ) {
  2647. removeInstances( scene.__webglObjects, object );
  2648. } else if ( object instanceof THREE.Sprite ) {
  2649. removeInstancesDirect( scene.__webglSprites, object );
  2650. } else if ( object instanceof THREE.LensFlare ) {
  2651. removeInstances( scene.__webglLensFlares, object );
  2652. } else if ( object instanceof THREE.MarchingCubes ) {
  2653. removeInstances( scene.__webglObjectsImmediate, object );
  2654. }
  2655. };
  2656. function sortFacesByMaterial( geometry ) {
  2657. // TODO
  2658. // Should optimize by grouping faces with ColorFill / ColorStroke materials
  2659. // which could then use vertex color attributes instead of each being
  2660. // in its separate VBO
  2661. var i, l, f, fl, face, material, materials, vertices, mhash, ghash, hash_map = {};
  2662. var numMorphTargets = geometry.morphTargets !== undefined ? geometry.morphTargets.length : 0;
  2663. geometry.geometryGroups = {};
  2664. function materialHash( material ) {
  2665. var hash_array = [];
  2666. for ( i = 0, l = material.length; i < l; i++ ) {
  2667. if ( material[ i ] == undefined ) {
  2668. hash_array.push( "undefined" );
  2669. } else {
  2670. hash_array.push( material[ i ].id );
  2671. }
  2672. }
  2673. return hash_array.join( '_' );
  2674. }
  2675. for ( f = 0, fl = geometry.faces.length; f < fl; f++ ) {
  2676. face = geometry.faces[ f ];
  2677. materials = face.materials;
  2678. mhash = materialHash( materials );
  2679. if ( hash_map[ mhash ] == undefined ) {
  2680. hash_map[ mhash ] = { 'hash': mhash, 'counter': 0 };
  2681. }
  2682. ghash = hash_map[ mhash ].hash + '_' + hash_map[ mhash ].counter;
  2683. if ( geometry.geometryGroups[ ghash ] == undefined ) {
  2684. geometry.geometryGroups[ ghash ] = { 'faces': [], 'materials': materials, 'vertices': 0, 'numMorphTargets': numMorphTargets };
  2685. }
  2686. vertices = face instanceof THREE.Face3 ? 3 : 4;
  2687. if ( geometry.geometryGroups[ ghash ].vertices + vertices > 65535 ) {
  2688. hash_map[ mhash ].counter += 1;
  2689. ghash = hash_map[ mhash ].hash + '_' + hash_map[ mhash ].counter;
  2690. if ( geometry.geometryGroups[ ghash ] == undefined ) {
  2691. geometry.geometryGroups[ ghash ] = { 'faces': [], 'materials': materials, 'vertices': 0, 'numMorphTargets': numMorphTargets };
  2692. }
  2693. }
  2694. geometry.geometryGroups[ ghash ].faces.push( f );
  2695. geometry.geometryGroups[ ghash ].vertices += vertices;
  2696. }
  2697. };
  2698. function addBuffer( objlist, buffer, object ) {
  2699. objlist.push( {
  2700. buffer: buffer, object: object,
  2701. opaque: { list: [], count: 0 },
  2702. transparent: { list: [], count: 0 }
  2703. } );
  2704. };
  2705. function addBufferImmediate( objlist, object ) {
  2706. objlist.push( {
  2707. object: object,
  2708. opaque: { list: [], count: 0 },
  2709. transparent: { list: [], count: 0 }
  2710. } );
  2711. };
  2712. this.setFaceCulling = function ( cullFace, frontFace ) {
  2713. if ( cullFace ) {
  2714. if ( !frontFace || frontFace == "ccw" ) {
  2715. _gl.frontFace( _gl.CCW );
  2716. } else {
  2717. _gl.frontFace( _gl.CW );
  2718. }
  2719. if( cullFace == "back" ) {
  2720. _gl.cullFace( _gl.BACK );
  2721. } else if( cullFace == "front" ) {
  2722. _gl.cullFace( _gl.FRONT );
  2723. } else {
  2724. _gl.cullFace( _gl.FRONT_AND_BACK );
  2725. }
  2726. _gl.enable( _gl.CULL_FACE );
  2727. } else {
  2728. _gl.disable( _gl.CULL_FACE );
  2729. }
  2730. };
  2731. this.supportsVertexTextures = function () {
  2732. return _supportsVertexTextures;
  2733. };
  2734. function maxVertexTextures() {
  2735. return _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
  2736. };
  2737. function buildProgram( shaderID, fragmentShader, vertexShader, uniforms, attributes, parameters ) {
  2738. var p, pl, program, code;
  2739. var chunks = [];
  2740. // Generate code
  2741. if ( shaderID ) {
  2742. chunks.push( shaderID );
  2743. } else {
  2744. chunks.push( fragmentShader );
  2745. chunks.push( vertexShader );
  2746. }
  2747. for ( p in parameters ) {
  2748. chunks.push( p );
  2749. chunks.push( parameters[ p ] );
  2750. }
  2751. code = chunks.join();
  2752. // Check if code has been already compiled
  2753. for ( p = 0, pl = _programs.length; p < pl; p ++ ) {
  2754. if ( _programs[ p ].code == code ) {
  2755. // console.log( "Code already compiled." /*: \n\n" + code*/ );
  2756. return _programs[ p ].program;
  2757. }
  2758. }
  2759. //console.log( "building new program " );
  2760. //
  2761. program = _gl.createProgram();
  2762. var prefix_vertex = [
  2763. _supportsVertexTextures ? "#define VERTEX_TEXTURES" : "",
  2764. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  2765. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  2766. "#define MAX_BONES " + parameters.maxBones,
  2767. parameters.map ? "#define USE_MAP" : "",
  2768. parameters.envMap ? "#define USE_ENVMAP" : "",
  2769. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  2770. parameters.vertexColors ? "#define USE_COLOR" : "",
  2771. parameters.skinning ? "#define USE_SKINNING" : "",
  2772. parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
  2773. parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",
  2774. "uniform mat4 objectMatrix;",
  2775. "uniform mat4 modelViewMatrix;",
  2776. "uniform mat4 projectionMatrix;",
  2777. "uniform mat4 viewMatrix;",
  2778. "uniform mat3 normalMatrix;",
  2779. "uniform vec3 cameraPosition;",
  2780. "uniform mat4 cameraInverseMatrix;",
  2781. "attribute vec3 position;",
  2782. "attribute vec3 normal;",
  2783. "attribute vec2 uv;",
  2784. "attribute vec2 uv2;",
  2785. "#ifdef USE_COLOR",
  2786. "attribute vec3 color;",
  2787. "#endif",
  2788. "#ifdef USE_MORPHTARGETS",
  2789. "attribute vec3 morphTarget0;",
  2790. "attribute vec3 morphTarget1;",
  2791. "attribute vec3 morphTarget2;",
  2792. "attribute vec3 morphTarget3;",
  2793. "attribute vec3 morphTarget4;",
  2794. "attribute vec3 morphTarget5;",
  2795. "attribute vec3 morphTarget6;",
  2796. "attribute vec3 morphTarget7;",
  2797. "#endif",
  2798. "#ifdef USE_SKINNING",
  2799. "attribute vec4 skinVertexA;",
  2800. "attribute vec4 skinVertexB;",
  2801. "attribute vec4 skinIndex;",
  2802. "attribute vec4 skinWeight;",
  2803. "#endif",
  2804. ""
  2805. ].join("\n");
  2806. var prefix_fragment = [
  2807. "#ifdef GL_ES",
  2808. "precision highp float;",
  2809. "#endif",
  2810. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  2811. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  2812. parameters.fog ? "#define USE_FOG" : "",
  2813. parameters.fog instanceof THREE.FogExp2 ? "#define FOG_EXP2" : "",
  2814. parameters.map ? "#define USE_MAP" : "",
  2815. parameters.envMap ? "#define USE_ENVMAP" : "",
  2816. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  2817. parameters.vertexColors ? "#define USE_COLOR" : "",
  2818. "uniform mat4 viewMatrix;",
  2819. "uniform vec3 cameraPosition;",
  2820. ""
  2821. ].join("\n");
  2822. _gl.attachShader( program, getShader( "fragment", prefix_fragment + fragmentShader ) );
  2823. _gl.attachShader( program, getShader( "vertex", prefix_vertex + vertexShader ) );
  2824. _gl.linkProgram( program );
  2825. if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
  2826. console.error( "Could not initialise shader\n" + "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );
  2827. }
  2828. //console.log( prefix_fragment + fragmentShader );
  2829. //console.log( prefix_vertex + vertexShader );
  2830. program.uniforms = {};
  2831. program.attributes = {};
  2832. var identifiers, u, a, i;
  2833. // cache uniform locations
  2834. identifiers = [
  2835. 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'objectMatrix', 'cameraPosition',
  2836. 'cameraInverseMatrix', 'boneGlobalMatrices', 'morphTargetInfluences'
  2837. ];
  2838. for ( u in uniforms ) {
  2839. identifiers.push( u );
  2840. }
  2841. cacheUniformLocations( program, identifiers );
  2842. // cache attributes locations
  2843. identifiers = [
  2844. "position", "normal", "uv", "uv2", "tangent", "color",
  2845. "skinVertexA", "skinVertexB", "skinIndex", "skinWeight"
  2846. ];
  2847. for ( i = 0; i < parameters.maxMorphTargets; i++ ) {
  2848. identifiers.push( "morphTarget" + i );
  2849. }
  2850. for ( a in attributes ) {
  2851. identifiers.push( a );
  2852. }
  2853. cacheAttributeLocations( program, identifiers );
  2854. _programs.push( { program: program, code: code } );
  2855. return program;
  2856. };
  2857. function loadUniformsSkinning( uniforms, object ) {
  2858. _gl.uniformMatrix4fv( uniforms.cameraInverseMatrix, false, _viewMatrixArray );
  2859. _gl.uniformMatrix4fv( uniforms.boneGlobalMatrices, false, object.boneMatrices );
  2860. };
  2861. function loadUniformsMatrices( uniforms, object ) {
  2862. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrixArray );
  2863. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrixArray );
  2864. };
  2865. function loadUniformsGeneric( program, uniforms ) {
  2866. var u, uniform, value, type, location, texture;
  2867. for( u in uniforms ) {
  2868. location = program.uniforms[u];
  2869. if ( !location ) continue;
  2870. uniform = uniforms[u];
  2871. type = uniform.type;
  2872. value = uniform.value;
  2873. if( type == "i" ) {
  2874. _gl.uniform1i( location, value );
  2875. } else if( type == "f" ) {
  2876. _gl.uniform1f( location, value );
  2877. } else if( type == "fv1" ) {
  2878. _gl.uniform1fv( location, value );
  2879. } else if( type == "fv" ) {
  2880. _gl.uniform3fv( location, value );
  2881. } else if( type == "v2" ) {
  2882. _gl.uniform2f( location, value.x, value.y );
  2883. } else if( type == "v3" ) {
  2884. _gl.uniform3f( location, value.x, value.y, value.z );
  2885. } else if( type == "v4" ) {
  2886. _gl.uniform4f( location, value.x, value.y, value.z, value.w );
  2887. } else if( type == "c" ) {
  2888. _gl.uniform3f( location, value.r, value.g, value.b );
  2889. } else if( type == "t" ) {
  2890. _gl.uniform1i( location, value );
  2891. texture = uniform.texture;
  2892. if ( !texture ) continue;
  2893. if ( texture.image instanceof Array && texture.image.length == 6 ) {
  2894. setCubeTexture( texture, value );
  2895. } else {
  2896. setTexture( texture, value );
  2897. }
  2898. }
  2899. }
  2900. };
  2901. function setBlending( blending ) {
  2902. if ( blending != _oldBlending ) {
  2903. switch ( blending ) {
  2904. case THREE.AdditiveBlending:
  2905. _gl.blendEquation( _gl.FUNC_ADD );
  2906. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
  2907. break;
  2908. case THREE.SubtractiveBlending:
  2909. // TODO: Find blendFuncSeparate() combination
  2910. _gl.blendEquation( _gl.FUNC_ADD );
  2911. _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
  2912. break;
  2913. case THREE.MultiplyBlending:
  2914. // TODO: Find blendFuncSeparate() combination
  2915. _gl.blendEquation( _gl.FUNC_ADD );
  2916. _gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
  2917. break;
  2918. default:
  2919. _gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
  2920. _gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
  2921. break;
  2922. }
  2923. _oldBlending = blending;
  2924. }
  2925. };
  2926. function setTextureParameters( textureType, texture, image ) {
  2927. if ( isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ) ) {
  2928. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  2929. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  2930. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  2931. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  2932. _gl.generateMipmap( textureType );
  2933. } else {
  2934. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  2935. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  2936. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  2937. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  2938. }
  2939. };
  2940. function setTexture( texture, slot ) {
  2941. if ( texture.needsUpdate ) {
  2942. if ( !texture.__webglInit ) {
  2943. texture.__webglTexture = _gl.createTexture();
  2944. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  2945. // _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, true );
  2946. _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image );
  2947. texture.__webglInit = true;
  2948. } else {
  2949. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  2950. // _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, true );
  2951. _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image );
  2952. // _gl.texSubImage2D( _gl.TEXTURE_2D, 0, 0, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image );
  2953. }
  2954. setTextureParameters( _gl.TEXTURE_2D, texture, texture.image );
  2955. _gl.bindTexture( _gl.TEXTURE_2D, null );
  2956. texture.needsUpdate = false;
  2957. }
  2958. /*
  2959. if ( texture.needsUpdate ) {
  2960. if ( texture.__webglTexture ) {
  2961. texture.__webglTexture = _gl.deleteTexture( texture.__webglTexture );
  2962. }
  2963. texture.__webglTexture = _gl.createTexture();
  2964. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  2965. _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image );
  2966. setTextureParameters( _gl.TEXTURE_2D, texture, texture.image );
  2967. _gl.bindTexture( _gl.TEXTURE_2D, null );
  2968. texture.needsUpdate = false;
  2969. }
  2970. */
  2971. _gl.activeTexture( _gl.TEXTURE0 + slot );
  2972. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  2973. };
  2974. function setCubeTexture( texture, slot ) {
  2975. if ( texture.image.length == 6 ) {
  2976. if ( texture.needsUpdate ) {
  2977. if ( !texture.__webglInit ) {
  2978. texture.image.__webglTextureCube = _gl.createTexture();
  2979. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  2980. for ( var i = 0; i < 6; ++i ) {
  2981. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image[ i ] );
  2982. }
  2983. texture.__webglInit = true;
  2984. } else {
  2985. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  2986. for ( var i = 0; i < 6; ++i ) {
  2987. // _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image[ i ] );
  2988. _gl.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image[ i ] );
  2989. }
  2990. }
  2991. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, texture.image[0] );
  2992. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  2993. texture.needsUpdate = false;
  2994. }
  2995. _gl.activeTexture( _gl.TEXTURE0 + slot );
  2996. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  2997. }
  2998. };
  2999. function setRenderTarget( renderTexture ) {
  3000. if ( renderTexture && !renderTexture.__webglFramebuffer ) {
  3001. if( renderTexture.depthBuffer === undefined ) renderTexture.depthBuffer = true;
  3002. if( renderTexture.stencilBuffer === undefined ) renderTexture.stencilBuffer = true;
  3003. renderTexture.__webglFramebuffer = _gl.createFramebuffer();
  3004. renderTexture.__webglRenderbuffer = _gl.createRenderbuffer();
  3005. renderTexture.__webglTexture = _gl.createTexture();
  3006. // Setup texture
  3007. _gl.bindTexture( _gl.TEXTURE_2D, renderTexture.__webglTexture );
  3008. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, paramThreeToGL( renderTexture.wrapS ) );
  3009. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, paramThreeToGL( renderTexture.wrapT ) );
  3010. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( renderTexture.magFilter ) );
  3011. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( renderTexture.minFilter ) );
  3012. _gl.texImage2D( _gl.TEXTURE_2D, 0, paramThreeToGL( renderTexture.format ), renderTexture.width, renderTexture.height, 0, paramThreeToGL( renderTexture.format ), paramThreeToGL( renderTexture.type ), null );
  3013. // Setup render and frame buffer
  3014. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderTexture.__webglRenderbuffer );
  3015. _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTexture.__webglFramebuffer );
  3016. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, renderTexture.__webglTexture, 0 );
  3017. if ( renderTexture.depthBuffer && !renderTexture.stencilBuffer ) {
  3018. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTexture.width, renderTexture.height );
  3019. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTexture.__webglRenderbuffer );
  3020. /* For some reason this is not working. Defaulting to RGBA4.
  3021. } else if( !renderTexture.depthBuffer && renderTexture.stencilBuffer ) {
  3022. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTexture.width, renderTexture.height );
  3023. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTexture.__webglRenderbuffer );
  3024. */
  3025. } else if( renderTexture.depthBuffer && renderTexture.stencilBuffer ) {
  3026. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTexture.width, renderTexture.height );
  3027. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTexture.__webglRenderbuffer );
  3028. } else {
  3029. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTexture.width, renderTexture.height );
  3030. }
  3031. // Release everything
  3032. _gl.bindTexture( _gl.TEXTURE_2D, null );
  3033. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  3034. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null);
  3035. }
  3036. var framebuffer, width, height;
  3037. if ( renderTexture ) {
  3038. framebuffer = renderTexture.__webglFramebuffer;
  3039. width = renderTexture.width;
  3040. height = renderTexture.height;
  3041. } else {
  3042. framebuffer = null;
  3043. width = _viewportWidth;
  3044. height = _viewportHeight;
  3045. }
  3046. if ( framebuffer != _currentFramebuffer ) {
  3047. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  3048. _gl.viewport( _viewportX, _viewportY, width, height );
  3049. _currentFramebuffer = framebuffer;
  3050. }
  3051. };
  3052. function updateRenderTargetMipmap( renderTarget ) {
  3053. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  3054. _gl.generateMipmap( _gl.TEXTURE_2D );
  3055. _gl.bindTexture( _gl.TEXTURE_2D, null );
  3056. };
  3057. function cacheUniformLocations( program, identifiers ) {
  3058. var i, l, id;
  3059. for( i = 0, l = identifiers.length; i < l; i++ ) {
  3060. id = identifiers[ i ];
  3061. program.uniforms[ id ] = _gl.getUniformLocation( program, id );
  3062. }
  3063. };
  3064. function cacheAttributeLocations( program, identifiers ) {
  3065. var i, l, id;
  3066. for( i = 0, l = identifiers.length; i < l; i++ ) {
  3067. id = identifiers[ i ];
  3068. program.attributes[ id ] = _gl.getAttribLocation( program, id );
  3069. }
  3070. };
  3071. function getShader( type, string ) {
  3072. var shader;
  3073. if ( type == "fragment" ) {
  3074. shader = _gl.createShader( _gl.FRAGMENT_SHADER );
  3075. } else if ( type == "vertex" ) {
  3076. shader = _gl.createShader( _gl.VERTEX_SHADER );
  3077. }
  3078. _gl.shaderSource( shader, string );
  3079. _gl.compileShader( shader );
  3080. if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {
  3081. console.error( _gl.getShaderInfoLog( shader ) );
  3082. console.error( string );
  3083. return null;
  3084. }
  3085. return shader;
  3086. };
  3087. // fallback filters for non-power-of-2 textures
  3088. function filterFallback( f ) {
  3089. switch ( f ) {
  3090. case THREE.NearestFilter:
  3091. case THREE.NearestMipMapNearestFilter:
  3092. case THREE.NearestMipMapLinearFilter: return _gl.NEAREST; break;
  3093. case THREE.LinearFilter:
  3094. case THREE.LinearMipMapNearestFilter:
  3095. case THREE.LinearMipMapLinearFilter:
  3096. default:
  3097. return _gl.LINEAR; break;
  3098. }
  3099. };
  3100. function paramThreeToGL( p ) {
  3101. switch ( p ) {
  3102. case THREE.RepeatWrapping: return _gl.REPEAT; break;
  3103. case THREE.ClampToEdgeWrapping: return _gl.CLAMP_TO_EDGE; break;
  3104. case THREE.MirroredRepeatWrapping: return _gl.MIRRORED_REPEAT; break;
  3105. case THREE.NearestFilter: return _gl.NEAREST; break;
  3106. case THREE.NearestMipMapNearestFilter: return _gl.NEAREST_MIPMAP_NEAREST; break;
  3107. case THREE.NearestMipMapLinearFilter: return _gl.NEAREST_MIPMAP_LINEAR; break;
  3108. case THREE.LinearFilter: return _gl.LINEAR; break;
  3109. case THREE.LinearMipMapNearestFilter: return _gl.LINEAR_MIPMAP_NEAREST; break;
  3110. case THREE.LinearMipMapLinearFilter: return _gl.LINEAR_MIPMAP_LINEAR; break;
  3111. case THREE.ByteType: return _gl.BYTE; break;
  3112. case THREE.UnsignedByteType: return _gl.UNSIGNED_BYTE; break;
  3113. case THREE.ShortType: return _gl.SHORT; break;
  3114. case THREE.UnsignedShortType: return _gl.UNSIGNED_SHORT; break;
  3115. case THREE.IntType: return _gl.INT; break;
  3116. case THREE.UnsignedShortType: return _gl.UNSIGNED_INT; break;
  3117. case THREE.FloatType: return _gl.FLOAT; break;
  3118. case THREE.AlphaFormat: return _gl.ALPHA; break;
  3119. case THREE.RGBFormat: return _gl.RGB; break;
  3120. case THREE.RGBAFormat: return _gl.RGBA; break;
  3121. case THREE.LuminanceFormat: return _gl.LUMINANCE; break;
  3122. case THREE.LuminanceAlphaFormat: return _gl.LUMINANCE_ALPHA; break;
  3123. }
  3124. return 0;
  3125. };
  3126. function isPowerOfTwo( value ) {
  3127. return ( value & ( value - 1 ) ) == 0;
  3128. };
  3129. function materialNeedsSmoothNormals( material ) {
  3130. return material && material.shading != undefined && material.shading == THREE.SmoothShading;
  3131. };
  3132. function bufferNeedsSmoothNormals( geometryGroup, object ) {
  3133. var m, ml, i, l, meshMaterial, needsSmoothNormals = false;
  3134. for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
  3135. meshMaterial = object.materials[ m ];
  3136. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  3137. for ( i = 0, l = geometryGroup.materials.length; i < l; i++ ) {
  3138. if ( materialNeedsSmoothNormals( geometryGroup.materials[ i ] ) ) {
  3139. needsSmoothNormals = true;
  3140. break;
  3141. }
  3142. }
  3143. } else {
  3144. if ( materialNeedsSmoothNormals( meshMaterial ) ) {
  3145. needsSmoothNormals = true;
  3146. break;
  3147. }
  3148. }
  3149. if ( needsSmoothNormals ) break;
  3150. }
  3151. return needsSmoothNormals;
  3152. };
  3153. function unrollGroupMaterials( geometryGroup, object ) {
  3154. var m, ml, i, il,
  3155. material, meshMaterial,
  3156. materials = [];
  3157. for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
  3158. meshMaterial = object.materials[ m ];
  3159. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  3160. for ( i = 0, l = geometryGroup.materials.length; i < l; i++ ) {
  3161. material = geometryGroup.materials[ i ];
  3162. if ( material ) {
  3163. materials.push( material );
  3164. }
  3165. }
  3166. } else {
  3167. material = meshMaterial;
  3168. if ( material ) {
  3169. materials.push( material );
  3170. }
  3171. }
  3172. }
  3173. return materials;
  3174. };
  3175. function bufferGuessVertexColorType( materials, geometryGroup, object ) {
  3176. var i, m, ml = materials.length;
  3177. // use vertexColor type from the first material in unrolled materials
  3178. for ( i = 0; i < ml; i++ ) {
  3179. m = materials[ i ];
  3180. if ( m.vertexColors ) {
  3181. return m.vertexColors;
  3182. }
  3183. }
  3184. return false;
  3185. };
  3186. function bufferGuessNormalType( materials, geometryGroup, object ) {
  3187. var i, m, ml = materials.length;
  3188. // only MeshBasicMaterial and MeshDepthMaterial don't need normals
  3189. for ( i = 0; i < ml; i++ ) {
  3190. m = materials[ i ];
  3191. if ( ( m instanceof THREE.MeshBasicMaterial && !m.envMap ) || m instanceof THREE.MeshDepthMaterial ) continue;
  3192. if ( materialNeedsSmoothNormals( m ) ) {
  3193. return THREE.SmoothShading;
  3194. } else {
  3195. return THREE.FlatShading;
  3196. }
  3197. }
  3198. return false;
  3199. };
  3200. function bufferGuessUVType( materials, geometryGroup, object ) {
  3201. var i, m, ml = materials.length;
  3202. // material must use some texture to require uvs
  3203. for ( i = 0; i < ml; i++ ) {
  3204. m = materials[ i ];
  3205. if ( m.map || m.lightMap || m instanceof THREE.MeshShaderMaterial ) {
  3206. return true;
  3207. }
  3208. }
  3209. return false;
  3210. };
  3211. function allocateBones( object ) {
  3212. // default for when object is not specified
  3213. // ( for example when prebuilding shader
  3214. // to be used with multiple objects )
  3215. //
  3216. // - leave some extra space for other uniforms
  3217. // - limit here is ANGLE's 254 max uniform vectors
  3218. // (up to 54 should be safe)
  3219. var maxBones = 50;
  3220. if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
  3221. maxBones = object.bones.length;
  3222. }
  3223. return maxBones;
  3224. };
  3225. function allocateLights( lights ) {
  3226. var l, ll, light, dirLights, pointLights, maxDirLights, maxPointLights;
  3227. dirLights = pointLights = maxDirLights = maxPointLights = 0;
  3228. for ( l = 0, ll = lights.length; l < ll; l++ ) {
  3229. light = lights[ l ];
  3230. if ( light instanceof THREE.DirectionalLight ) dirLights++;
  3231. if ( light instanceof THREE.PointLight ) pointLights++;
  3232. }
  3233. if ( ( pointLights + dirLights ) <= _maxLights ) {
  3234. maxDirLights = dirLights;
  3235. maxPointLights = pointLights;
  3236. } else {
  3237. maxDirLights = Math.ceil( _maxLights * dirLights / ( pointLights + dirLights ) );
  3238. maxPointLights = _maxLights - maxDirLights;
  3239. }
  3240. return { 'directional' : maxDirLights, 'point' : maxPointLights };
  3241. };
  3242. /* DEBUG
  3243. function getGLParams() {
  3244. var params = {
  3245. 'MAX_VARYING_VECTORS': _gl.getParameter( _gl.MAX_VARYING_VECTORS ),
  3246. 'MAX_VERTEX_ATTRIBS': _gl.getParameter( _gl.MAX_VERTEX_ATTRIBS ),
  3247. 'MAX_TEXTURE_IMAGE_UNITS': _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS ),
  3248. 'MAX_VERTEX_TEXTURE_IMAGE_UNITS': _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ),
  3249. 'MAX_COMBINED_TEXTURE_IMAGE_UNITS' : _gl.getParameter( _gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS ),
  3250. 'MAX_VERTEX_UNIFORM_VECTORS': _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS ),
  3251. 'MAX_FRAGMENT_UNIFORM_VECTORS': _gl.getParameter( _gl.MAX_FRAGMENT_UNIFORM_VECTORS )
  3252. }
  3253. return params;
  3254. };
  3255. function dumpObject( obj ) {
  3256. var p, str = "";
  3257. for ( p in obj ) {
  3258. str += p + ": " + obj[p] + "\n";
  3259. }
  3260. return str;
  3261. }
  3262. */
  3263. };
粤ICP备19079148号