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WebGLRenderer: Moved buffers code to new WebGLBuffers class.

Mr.doob 10 years ago
parent
commit
213baae46a
3 changed files with 1451 additions and 1454 deletions
  1. 3 1454
      src/renderers/WebGLRenderer.js
  2. 1447 0
      src/renderers/webgl/WebGLBuffers.js
  3. 1 0
      utils/build/includes/common.json

File diff suppressed because it is too large
+ 3 - 1454
src/renderers/WebGLRenderer.js


+ 1447 - 0
src/renderers/webgl/WebGLBuffers.js

@@ -0,0 +1,1447 @@
+/**
+* @author mrdoob / http://mrdoob.com/
+*/
+
+THREE.WebGLBuffers = function ( gl, info, extensions, getBufferMaterial ) {
+
+	function initCustomAttributes ( object ) {
+
+		var geometry = object.geometry;
+		var material = object.material;
+
+		var nvertices = geometry.vertices.length;
+
+		if ( material.attributes ) {
+
+			if ( geometry.__webglCustomAttributesList === undefined ) {
+
+				geometry.__webglCustomAttributesList = [];
+
+			}
+
+			for ( var name in material.attributes ) {
+
+				var attribute = material.attributes[ name ];
+
+				if ( ! attribute.__webglInitialized || attribute.createUniqueBuffers ) {
+
+					attribute.__webglInitialized = true;
+
+					var size = 1;   // "f" and "i"
+
+					if ( attribute.type === 'v2' ) size = 2;
+					else if ( attribute.type === 'v3' ) size = 3;
+					else if ( attribute.type === 'v4' ) size = 4;
+					else if ( attribute.type === 'c'  ) size = 3;
+
+					attribute.size = size;
+
+					attribute.array = new Float32Array( nvertices * size );
+
+					attribute.buffer = gl.createBuffer();
+					attribute.buffer.belongsToAttribute = name;
+
+					attribute.needsUpdate = true;
+
+				}
+
+				geometry.__webglCustomAttributesList.push( attribute );
+
+			}
+
+		}
+
+	};
+
+	this.initParticleBuffers = function ( geometry, object ) {
+
+		geometry.__webglVertexBuffer = gl.createBuffer();
+		geometry.__webglColorBuffer = gl.createBuffer();
+
+		info.memory.geometries ++;
+
+		//
+
+		var nvertices = geometry.vertices.length;
+
+		geometry.__vertexArray = new Float32Array( nvertices * 3 );
+		geometry.__colorArray = new Float32Array( nvertices * 3 );
+
+		geometry.__webglParticleCount = nvertices;
+
+		initCustomAttributes( object );
+
+	};
+
+	this.initLineBuffers = function ( geometry, object ) {
+
+		geometry.__webglVertexBuffer = gl.createBuffer();
+		geometry.__webglColorBuffer = gl.createBuffer();
+		geometry.__webglLineDistanceBuffer = gl.createBuffer();
+
+		info.memory.geometries ++;
+
+		//
+
+		var nvertices = geometry.vertices.length;
+
+		geometry.__vertexArray = new Float32Array( nvertices * 3 );
+		geometry.__colorArray = new Float32Array( nvertices * 3 );
+		geometry.__lineDistanceArray = new Float32Array( nvertices * 1 );
+
+		geometry.__webglLineCount = nvertices;
+
+		initCustomAttributes( object );
+
+	};
+
+	this.initMeshBuffers = function ( geometryGroup, object ) {
+
+		geometryGroup.__webglVertexBuffer = gl.createBuffer();
+		geometryGroup.__webglNormalBuffer = gl.createBuffer();
+		geometryGroup.__webglTangentBuffer = gl.createBuffer();
+		geometryGroup.__webglColorBuffer = gl.createBuffer();
+		geometryGroup.__webglUVBuffer = gl.createBuffer();
+		geometryGroup.__webglUV2Buffer = gl.createBuffer();
+
+		geometryGroup.__webglSkinIndicesBuffer = gl.createBuffer();
+		geometryGroup.__webglSkinWeightsBuffer = gl.createBuffer();
+
+		geometryGroup.__webglFaceBuffer = gl.createBuffer();
+		geometryGroup.__webglLineBuffer = gl.createBuffer();
+
+		var numMorphTargets = geometryGroup.numMorphTargets;
+
+		if ( numMorphTargets ) {
+
+			geometryGroup.__webglMorphTargetsBuffers = [];
+
+			for ( var m = 0, ml = numMorphTargets; m < ml; m ++ ) {
+
+				geometryGroup.__webglMorphTargetsBuffers.push( gl.createBuffer() );
+
+			}
+
+		}
+
+		var numMorphNormals = geometryGroup.numMorphNormals;
+
+		if ( numMorphNormals ) {
+
+			geometryGroup.__webglMorphNormalsBuffers = [];
+
+			for ( var m = 0, ml = numMorphNormals; m < ml; m ++ ) {
+
+				geometryGroup.__webglMorphNormalsBuffers.push( gl.createBuffer() );
+
+			}
+
+		}
+
+		info.memory.geometries ++;
+
+		//
+
+		var geometry = object.geometry,
+			faces3 = geometryGroup.faces3,
+
+			nvertices = faces3.length * 3,
+			ntris     = faces3.length * 1,
+			nlines    = faces3.length * 3,
+
+			material = getBufferMaterial( object, geometryGroup );
+
+		geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
+		geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
+		geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
+		geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
+
+		if ( geometry.faceVertexUvs.length > 1 ) {
+
+			geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
+
+		}
+
+		if ( geometry.hasTangents ) {
+
+			geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
+
+		}
+
+		if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
+
+			geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
+			geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
+
+		}
+
+		var UintArray = extensions.get( 'OES_element_index_uint' ) !== null && ntris > 21845 ? Uint32Array : Uint16Array; // 65535 / 3
+
+		geometryGroup.__typeArray = UintArray;
+		geometryGroup.__faceArray = new UintArray( ntris * 3 );
+		geometryGroup.__lineArray = new UintArray( nlines * 2 );
+
+		if ( numMorphTargets ) {
+
+			geometryGroup.__morphTargetsArrays = [];
+
+			for ( var m = 0, ml = numMorphTargets; m < ml; m ++ ) {
+
+				geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
+
+			}
+
+		}
+
+		if ( numMorphNormals ) {
+
+			geometryGroup.__morphNormalsArrays = [];
+
+			for ( var m = 0, ml = numMorphNormals; m < ml; m ++ ) {
+
+				geometryGroup.__morphNormalsArrays.push( new Float32Array( nvertices * 3 ) );
+
+			}
+
+		}
+
+		geometryGroup.__webglFaceCount = ntris * 3;
+		geometryGroup.__webglLineCount = nlines * 2;
+
+
+		// custom attributes
+
+		if ( material.attributes ) {
+
+			if ( geometryGroup.__webglCustomAttributesList === undefined ) {
+
+				geometryGroup.__webglCustomAttributesList = [];
+
+			}
+
+			for ( var name in material.attributes ) {
+
+				// Do a shallow copy of the attribute object so different geometryGroup chunks use different
+				// attribute buffers which are correctly indexed in the setMeshBuffers function
+
+				var originalAttribute = material.attributes[ name ];
+
+				var attribute = {};
+
+				for ( var property in originalAttribute ) {
+
+					attribute[ property ] = originalAttribute[ property ];
+
+				}
+
+				if ( ! attribute.__webglInitialized || attribute.createUniqueBuffers ) {
+
+					attribute.__webglInitialized = true;
+
+					var size = 1;   // "f" and "i"
+
+					if ( attribute.type === 'v2' ) size = 2;
+					else if ( attribute.type === 'v3' ) size = 3;
+					else if ( attribute.type === 'v4' ) size = 4;
+					else if ( attribute.type === 'c'  ) size = 3;
+
+					attribute.size = size;
+
+					attribute.array = new Float32Array( nvertices * size );
+
+					attribute.buffer = gl.createBuffer();
+					attribute.buffer.belongsToAttribute = name;
+
+					originalAttribute.needsUpdate = true;
+					attribute.__original = originalAttribute;
+
+				}
+
+				geometryGroup.__webglCustomAttributesList.push( attribute );
+
+			}
+
+		}
+
+		geometryGroup.__inittedArrays = true;
+
+	};
+
+	// Buffer setting
+
+	this.setParticleBuffers = function ( geometry, hint, object ) {
+
+		var v, c, vertex, offset, color,
+
+		vertices = geometry.vertices,
+		vl = vertices.length,
+
+		colors = geometry.colors,
+		cl = colors.length,
+
+		vertexArray = geometry.__vertexArray,
+		colorArray = geometry.__colorArray,
+
+		dirtyVertices = geometry.verticesNeedUpdate,
+		dirtyColors = geometry.colorsNeedUpdate,
+
+		customAttributes = geometry.__webglCustomAttributesList,
+		i, il,
+		ca, cal, value,
+		customAttribute;
+
+		if ( dirtyVertices ) {
+
+			for ( v = 0; v < vl; v ++ ) {
+
+				vertex = vertices[ v ];
+
+				offset = v * 3;
+
+				vertexArray[ offset ]     = vertex.x;
+				vertexArray[ offset + 1 ] = vertex.y;
+				vertexArray[ offset + 2 ] = vertex.z;
+
+			}
+
+			gl.bindBuffer( gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
+			gl.bufferData( gl.ARRAY_BUFFER, vertexArray, hint );
+
+		}
+
+		if ( dirtyColors ) {
+
+			for ( c = 0; c < cl; c ++ ) {
+
+				color = colors[ c ];
+
+				offset = c * 3;
+
+				colorArray[ offset ]     = color.r;
+				colorArray[ offset + 1 ] = color.g;
+				colorArray[ offset + 2 ] = color.b;
+
+			}
+
+			gl.bindBuffer( gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
+			gl.bufferData( gl.ARRAY_BUFFER, colorArray, hint );
+
+		}
+
+		if ( customAttributes ) {
+
+			for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
+
+				customAttribute = customAttributes[ i ];
+
+				if ( customAttribute.needsUpdate && ( customAttribute.boundTo === undefined ||  customAttribute.boundTo === 'vertices' ) ) {
+
+					cal = customAttribute.value.length;
+
+					offset = 0;
+
+					if ( customAttribute.size === 1 ) {
+
+						for ( ca = 0; ca < cal; ca ++ ) {
+
+							customAttribute.array[ ca ] = customAttribute.value[ ca ];
+
+						}
+
+					} else if ( customAttribute.size === 2 ) {
+
+						for ( ca = 0; ca < cal; ca ++ ) {
+
+							value = customAttribute.value[ ca ];
+
+							customAttribute.array[ offset ]   = value.x;
+							customAttribute.array[ offset + 1 ] = value.y;
+
+							offset += 2;
+
+						}
+
+					} else if ( customAttribute.size === 3 ) {
+
+						if ( customAttribute.type === 'c' ) {
+
+							for ( ca = 0; ca < cal; ca ++ ) {
+
+								value = customAttribute.value[ ca ];
+
+								customAttribute.array[ offset ]   = value.r;
+								customAttribute.array[ offset + 1 ] = value.g;
+								customAttribute.array[ offset + 2 ] = value.b;
+
+								offset += 3;
+
+							}
+
+						} else {
+
+							for ( ca = 0; ca < cal; ca ++ ) {
+
+								value = customAttribute.value[ ca ];
+
+								customAttribute.array[ offset ]   = value.x;
+								customAttribute.array[ offset + 1 ] = value.y;
+								customAttribute.array[ offset + 2 ] = value.z;
+
+								offset += 3;
+
+							}
+
+						}
+
+					} else if ( customAttribute.size === 4 ) {
+
+						for ( ca = 0; ca < cal; ca ++ ) {
+
+							value = customAttribute.value[ ca ];
+
+							customAttribute.array[ offset ]      = value.x;
+							customAttribute.array[ offset + 1  ] = value.y;
+							customAttribute.array[ offset + 2  ] = value.z;
+							customAttribute.array[ offset + 3  ] = value.w;
+
+							offset += 4;
+
+						}
+
+					}
+
+				}
+
+				gl.bindBuffer( gl.ARRAY_BUFFER, customAttribute.buffer );
+				gl.bufferData( gl.ARRAY_BUFFER, customAttribute.array, hint );
+
+				customAttribute.needsUpdate = false;
+
+			}
+
+		}
+
+	}
+
+	this.setLineBuffers = function ( geometry, hint ) {
+
+		var v, c, d, vertex, offset, color,
+
+		vertices = geometry.vertices,
+		colors = geometry.colors,
+		lineDistances = geometry.lineDistances,
+
+		vl = vertices.length,
+		cl = colors.length,
+		dl = lineDistances.length,
+
+		vertexArray = geometry.__vertexArray,
+		colorArray = geometry.__colorArray,
+		lineDistanceArray = geometry.__lineDistanceArray,
+
+		dirtyVertices = geometry.verticesNeedUpdate,
+		dirtyColors = geometry.colorsNeedUpdate,
+		dirtyLineDistances = geometry.lineDistancesNeedUpdate,
+
+		customAttributes = geometry.__webglCustomAttributesList,
+
+		i, il,
+		ca, cal, value,
+		customAttribute;
+
+		if ( dirtyVertices ) {
+
+			for ( v = 0; v < vl; v ++ ) {
+
+				vertex = vertices[ v ];
+
+				offset = v * 3;
+
+				vertexArray[ offset ]     = vertex.x;
+				vertexArray[ offset + 1 ] = vertex.y;
+				vertexArray[ offset + 2 ] = vertex.z;
+
+			}
+
+			gl.bindBuffer( gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
+			gl.bufferData( gl.ARRAY_BUFFER, vertexArray, hint );
+
+		}
+
+		if ( dirtyColors ) {
+
+			for ( c = 0; c < cl; c ++ ) {
+
+				color = colors[ c ];
+
+				offset = c * 3;
+
+				colorArray[ offset ]     = color.r;
+				colorArray[ offset + 1 ] = color.g;
+				colorArray[ offset + 2 ] = color.b;
+
+			}
+
+			gl.bindBuffer( gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
+			gl.bufferData( gl.ARRAY_BUFFER, colorArray, hint );
+
+		}
+
+		if ( dirtyLineDistances ) {
+
+			for ( d = 0; d < dl; d ++ ) {
+
+				lineDistanceArray[ d ] = lineDistances[ d ];
+
+			}
+
+			gl.bindBuffer( gl.ARRAY_BUFFER, geometry.__webglLineDistanceBuffer );
+			gl.bufferData( gl.ARRAY_BUFFER, lineDistanceArray, hint );
+
+		}
+
+		if ( customAttributes ) {
+
+			for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
+
+				customAttribute = customAttributes[ i ];
+
+				if ( customAttribute.needsUpdate && ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) ) {
+
+					offset = 0;
+
+					cal = customAttribute.value.length;
+
+					if ( customAttribute.size === 1 ) {
+
+						for ( ca = 0; ca < cal; ca ++ ) {
+
+							customAttribute.array[ ca ] = customAttribute.value[ ca ];
+
+						}
+
+					} else if ( customAttribute.size === 2 ) {
+
+						for ( ca = 0; ca < cal; ca ++ ) {
+
+							value = customAttribute.value[ ca ];
+
+							customAttribute.array[ offset ]   = value.x;
+							customAttribute.array[ offset + 1 ] = value.y;
+
+							offset += 2;
+
+						}
+
+					} else if ( customAttribute.size === 3 ) {
+
+						if ( customAttribute.type === 'c' ) {
+
+							for ( ca = 0; ca < cal; ca ++ ) {
+
+								value = customAttribute.value[ ca ];
+
+								customAttribute.array[ offset ]   = value.r;
+								customAttribute.array[ offset + 1 ] = value.g;
+								customAttribute.array[ offset + 2 ] = value.b;
+
+								offset += 3;
+
+							}
+
+						} else {
+
+							for ( ca = 0; ca < cal; ca ++ ) {
+
+								value = customAttribute.value[ ca ];
+
+								customAttribute.array[ offset ]   = value.x;
+								customAttribute.array[ offset + 1 ] = value.y;
+								customAttribute.array[ offset + 2 ] = value.z;
+
+								offset += 3;
+
+							}
+
+						}
+
+					} else if ( customAttribute.size === 4 ) {
+
+						for ( ca = 0; ca < cal; ca ++ ) {
+
+							value = customAttribute.value[ ca ];
+
+							customAttribute.array[ offset ]    = value.x;
+							customAttribute.array[ offset + 1  ] = value.y;
+							customAttribute.array[ offset + 2  ] = value.z;
+							customAttribute.array[ offset + 3  ] = value.w;
+
+							offset += 4;
+
+						}
+
+					}
+
+					gl.bindBuffer( gl.ARRAY_BUFFER, customAttribute.buffer );
+					gl.bufferData( gl.ARRAY_BUFFER, customAttribute.array, hint );
+
+					customAttribute.needsUpdate = false;
+
+				}
+
+			}
+
+		}
+
+	}
+
+	function materialNeedsFaceNormals ( material ) {
+
+		return material instanceof THREE.MeshPhongMaterial === false && material.shading === THREE.FlatShading;
+
+	}
+
+	this.setMeshBuffers = function ( geometryGroup, object, hint, dispose, material ) {
+
+		if ( ! geometryGroup.__inittedArrays ) {
+
+			return;
+
+		}
+
+		var needsFaceNormals = materialNeedsFaceNormals( material );
+
+		var f, fl, fi, face,
+		vertexNormals, faceNormal,
+		vertexColors, faceColor,
+		vertexTangents,
+		uv, uv2, v1, v2, v3, t1, t2, t3, n1, n2, n3,
+		c1, c2, c3,
+		sw1, sw2, sw3,
+		si1, si2, si3,
+		i, il,
+		vn, uvi, uv2i,
+		vk, vkl, vka,
+		nka, chf, faceVertexNormals,
+
+		vertexIndex = 0,
+
+		offset = 0,
+		offset_uv = 0,
+		offset_uv2 = 0,
+		offset_face = 0,
+		offset_normal = 0,
+		offset_tangent = 0,
+		offset_line = 0,
+		offset_color = 0,
+		offset_skin = 0,
+		offset_morphTarget = 0,
+		offset_custom = 0,
+
+		value,
+
+		vertexArray = geometryGroup.__vertexArray,
+		uvArray = geometryGroup.__uvArray,
+		uv2Array = geometryGroup.__uv2Array,
+		normalArray = geometryGroup.__normalArray,
+		tangentArray = geometryGroup.__tangentArray,
+		colorArray = geometryGroup.__colorArray,
+
+		skinIndexArray = geometryGroup.__skinIndexArray,
+		skinWeightArray = geometryGroup.__skinWeightArray,
+
+		morphTargetsArrays = geometryGroup.__morphTargetsArrays,
+		morphNormalsArrays = geometryGroup.__morphNormalsArrays,
+
+		customAttributes = geometryGroup.__webglCustomAttributesList,
+		customAttribute,
+
+		faceArray = geometryGroup.__faceArray,
+		lineArray = geometryGroup.__lineArray,
+
+		geometry = object.geometry, // this is shared for all chunks
+
+		dirtyVertices = geometry.verticesNeedUpdate,
+		dirtyElements = geometry.elementsNeedUpdate,
+		dirtyUvs = geometry.uvsNeedUpdate,
+		dirtyNormals = geometry.normalsNeedUpdate,
+		dirtyTangents = geometry.tangentsNeedUpdate,
+		dirtyColors = geometry.colorsNeedUpdate,
+		dirtyMorphTargets = geometry.morphTargetsNeedUpdate,
+
+		vertices = geometry.vertices,
+		chunk_faces3 = geometryGroup.faces3,
+		obj_faces = geometry.faces,
+
+		obj_uvs  = geometry.faceVertexUvs[ 0 ],
+		obj_uvs2 = geometry.faceVertexUvs[ 1 ],
+
+		obj_skinIndices = geometry.skinIndices,
+		obj_skinWeights = geometry.skinWeights,
+
+		morphTargets = geometry.morphTargets,
+		morphNormals = geometry.morphNormals;
+
+		if ( dirtyVertices ) {
+
+			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+				face = obj_faces[ chunk_faces3[ f ] ];
+
+				v1 = vertices[ face.a ];
+				v2 = vertices[ face.b ];
+				v3 = vertices[ face.c ];
+
+				vertexArray[ offset ]     = v1.x;
+				vertexArray[ offset + 1 ] = v1.y;
+				vertexArray[ offset + 2 ] = v1.z;
+
+				vertexArray[ offset + 3 ] = v2.x;
+				vertexArray[ offset + 4 ] = v2.y;
+				vertexArray[ offset + 5 ] = v2.z;
+
+				vertexArray[ offset + 6 ] = v3.x;
+				vertexArray[ offset + 7 ] = v3.y;
+				vertexArray[ offset + 8 ] = v3.z;
+
+				offset += 9;
+
+			}
+
+			gl.bindBuffer( gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
+			gl.bufferData( gl.ARRAY_BUFFER, vertexArray, hint );
+
+		}
+
+		if ( dirtyMorphTargets ) {
+
+			for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
+
+				offset_morphTarget = 0;
+
+				for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+					chf = chunk_faces3[ f ];
+					face = obj_faces[ chf ];
+
+					// morph positions
+
+					v1 = morphTargets[ vk ].vertices[ face.a ];
+					v2 = morphTargets[ vk ].vertices[ face.b ];
+					v3 = morphTargets[ vk ].vertices[ face.c ];
+
+					vka = morphTargetsArrays[ vk ];
+
+					vka[ offset_morphTarget ]     = v1.x;
+					vka[ offset_morphTarget + 1 ] = v1.y;
+					vka[ offset_morphTarget + 2 ] = v1.z;
+
+					vka[ offset_morphTarget + 3 ] = v2.x;
+					vka[ offset_morphTarget + 4 ] = v2.y;
+					vka[ offset_morphTarget + 5 ] = v2.z;
+
+					vka[ offset_morphTarget + 6 ] = v3.x;
+					vka[ offset_morphTarget + 7 ] = v3.y;
+					vka[ offset_morphTarget + 8 ] = v3.z;
+
+					// morph normals
+
+					if ( material.morphNormals ) {
+
+						if ( needsFaceNormals ) {
+
+							n1 = morphNormals[ vk ].faceNormals[ chf ];
+							n2 = n1;
+							n3 = n1;
+
+						} else {
+
+							faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];
+
+							n1 = faceVertexNormals.a;
+							n2 = faceVertexNormals.b;
+							n3 = faceVertexNormals.c;
+
+						}
+
+						nka = morphNormalsArrays[ vk ];
+
+						nka[ offset_morphTarget ]     = n1.x;
+						nka[ offset_morphTarget + 1 ] = n1.y;
+						nka[ offset_morphTarget + 2 ] = n1.z;
+
+						nka[ offset_morphTarget + 3 ] = n2.x;
+						nka[ offset_morphTarget + 4 ] = n2.y;
+						nka[ offset_morphTarget + 5 ] = n2.z;
+
+						nka[ offset_morphTarget + 6 ] = n3.x;
+						nka[ offset_morphTarget + 7 ] = n3.y;
+						nka[ offset_morphTarget + 8 ] = n3.z;
+
+					}
+
+					//
+
+					offset_morphTarget += 9;
+
+				}
+
+				gl.bindBuffer( gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
+				gl.bufferData( gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
+
+				if ( material.morphNormals ) {
+
+					gl.bindBuffer( gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ vk ] );
+					gl.bufferData( gl.ARRAY_BUFFER, morphNormalsArrays[ vk ], hint );
+
+				}
+
+			}
+
+		}
+
+		if ( obj_skinWeights.length ) {
+
+			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+				face = obj_faces[ chunk_faces3[ f ] ];
+
+				// weights
+
+				sw1 = obj_skinWeights[ face.a ];
+				sw2 = obj_skinWeights[ face.b ];
+				sw3 = obj_skinWeights[ face.c ];
+
+				skinWeightArray[ offset_skin ]     = sw1.x;
+				skinWeightArray[ offset_skin + 1 ] = sw1.y;
+				skinWeightArray[ offset_skin + 2 ] = sw1.z;
+				skinWeightArray[ offset_skin + 3 ] = sw1.w;
+
+				skinWeightArray[ offset_skin + 4 ] = sw2.x;
+				skinWeightArray[ offset_skin + 5 ] = sw2.y;
+				skinWeightArray[ offset_skin + 6 ] = sw2.z;
+				skinWeightArray[ offset_skin + 7 ] = sw2.w;
+
+				skinWeightArray[ offset_skin + 8 ]  = sw3.x;
+				skinWeightArray[ offset_skin + 9 ]  = sw3.y;
+				skinWeightArray[ offset_skin + 10 ] = sw3.z;
+				skinWeightArray[ offset_skin + 11 ] = sw3.w;
+
+				// indices
+
+				si1 = obj_skinIndices[ face.a ];
+				si2 = obj_skinIndices[ face.b ];
+				si3 = obj_skinIndices[ face.c ];
+
+				skinIndexArray[ offset_skin ]     = si1.x;
+				skinIndexArray[ offset_skin + 1 ] = si1.y;
+				skinIndexArray[ offset_skin + 2 ] = si1.z;
+				skinIndexArray[ offset_skin + 3 ] = si1.w;
+
+				skinIndexArray[ offset_skin + 4 ] = si2.x;
+				skinIndexArray[ offset_skin + 5 ] = si2.y;
+				skinIndexArray[ offset_skin + 6 ] = si2.z;
+				skinIndexArray[ offset_skin + 7 ] = si2.w;
+
+				skinIndexArray[ offset_skin + 8 ]  = si3.x;
+				skinIndexArray[ offset_skin + 9 ]  = si3.y;
+				skinIndexArray[ offset_skin + 10 ] = si3.z;
+				skinIndexArray[ offset_skin + 11 ] = si3.w;
+
+				offset_skin += 12;
+
+			}
+
+			if ( offset_skin > 0 ) {
+
+				gl.bindBuffer( gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
+				gl.bufferData( gl.ARRAY_BUFFER, skinIndexArray, hint );
+
+				gl.bindBuffer( gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
+				gl.bufferData( gl.ARRAY_BUFFER, skinWeightArray, hint );
+
+			}
+
+		}
+
+		if ( dirtyColors ) {
+
+			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+				face = obj_faces[ chunk_faces3[ f ] ];
+
+				vertexColors = face.vertexColors;
+				faceColor = face.color;
+
+				if ( vertexColors.length === 3 && material.vertexColors === THREE.VertexColors ) {
+
+					c1 = vertexColors[ 0 ];
+					c2 = vertexColors[ 1 ];
+					c3 = vertexColors[ 2 ];
+
+				} else {
+
+					c1 = faceColor;
+					c2 = faceColor;
+					c3 = faceColor;
+
+				}
+
+				colorArray[ offset_color ]     = c1.r;
+				colorArray[ offset_color + 1 ] = c1.g;
+				colorArray[ offset_color + 2 ] = c1.b;
+
+				colorArray[ offset_color + 3 ] = c2.r;
+				colorArray[ offset_color + 4 ] = c2.g;
+				colorArray[ offset_color + 5 ] = c2.b;
+
+				colorArray[ offset_color + 6 ] = c3.r;
+				colorArray[ offset_color + 7 ] = c3.g;
+				colorArray[ offset_color + 8 ] = c3.b;
+
+				offset_color += 9;
+
+			}
+
+			if ( offset_color > 0 ) {
+
+				gl.bindBuffer( gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
+				gl.bufferData( gl.ARRAY_BUFFER, colorArray, hint );
+
+			}
+
+		}
+
+		if ( dirtyTangents && geometry.hasTangents ) {
+
+			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+				face = obj_faces[ chunk_faces3[ f ] ];
+
+				vertexTangents = face.vertexTangents;
+
+				t1 = vertexTangents[ 0 ];
+				t2 = vertexTangents[ 1 ];
+				t3 = vertexTangents[ 2 ];
+
+				tangentArray[ offset_tangent ]     = t1.x;
+				tangentArray[ offset_tangent + 1 ] = t1.y;
+				tangentArray[ offset_tangent + 2 ] = t1.z;
+				tangentArray[ offset_tangent + 3 ] = t1.w;
+
+				tangentArray[ offset_tangent + 4 ] = t2.x;
+				tangentArray[ offset_tangent + 5 ] = t2.y;
+				tangentArray[ offset_tangent + 6 ] = t2.z;
+				tangentArray[ offset_tangent + 7 ] = t2.w;
+
+				tangentArray[ offset_tangent + 8 ]  = t3.x;
+				tangentArray[ offset_tangent + 9 ]  = t3.y;
+				tangentArray[ offset_tangent + 10 ] = t3.z;
+				tangentArray[ offset_tangent + 11 ] = t3.w;
+
+				offset_tangent += 12;
+
+			}
+
+			gl.bindBuffer( gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
+			gl.bufferData( gl.ARRAY_BUFFER, tangentArray, hint );
+
+		}
+
+		if ( dirtyNormals ) {
+
+			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+				face = obj_faces[ chunk_faces3[ f ] ];
+
+				vertexNormals = face.vertexNormals;
+				faceNormal = face.normal;
+
+				if ( vertexNormals.length === 3 && needsFaceNormals === false ) {
+
+					for ( i = 0; i < 3; i ++ ) {
+
+						vn = vertexNormals[ i ];
+
+						normalArray[ offset_normal ]     = vn.x;
+						normalArray[ offset_normal + 1 ] = vn.y;
+						normalArray[ offset_normal + 2 ] = vn.z;
+
+						offset_normal += 3;
+
+					}
+
+				} else {
+
+					for ( i = 0; i < 3; i ++ ) {
+
+						normalArray[ offset_normal ]     = faceNormal.x;
+						normalArray[ offset_normal + 1 ] = faceNormal.y;
+						normalArray[ offset_normal + 2 ] = faceNormal.z;
+
+						offset_normal += 3;
+
+					}
+
+				}
+
+			}
+
+			gl.bindBuffer( gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
+			gl.bufferData( gl.ARRAY_BUFFER, normalArray, hint );
+
+		}
+
+		if ( dirtyUvs && obj_uvs ) {
+
+			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+				fi = chunk_faces3[ f ];
+
+				uv = obj_uvs[ fi ];
+
+				if ( uv === undefined ) continue;
+
+				for ( i = 0; i < 3; i ++ ) {
+
+					uvi = uv[ i ];
+
+					uvArray[ offset_uv ]     = uvi.x;
+					uvArray[ offset_uv + 1 ] = uvi.y;
+
+					offset_uv += 2;
+
+				}
+
+			}
+
+			if ( offset_uv > 0 ) {
+
+				gl.bindBuffer( gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
+				gl.bufferData( gl.ARRAY_BUFFER, uvArray, hint );
+
+			}
+
+		}
+
+		if ( dirtyUvs && obj_uvs2 ) {
+
+			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+				fi = chunk_faces3[ f ];
+
+				uv2 = obj_uvs2[ fi ];
+
+				if ( uv2 === undefined ) continue;
+
+				for ( i = 0; i < 3; i ++ ) {
+
+					uv2i = uv2[ i ];
+
+					uv2Array[ offset_uv2 ]     = uv2i.x;
+					uv2Array[ offset_uv2 + 1 ] = uv2i.y;
+
+					offset_uv2 += 2;
+
+				}
+
+			}
+
+			if ( offset_uv2 > 0 ) {
+
+				gl.bindBuffer( gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
+				gl.bufferData( gl.ARRAY_BUFFER, uv2Array, hint );
+
+			}
+
+		}
+
+		if ( dirtyElements ) {
+
+			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+				faceArray[ offset_face ]   = vertexIndex;
+				faceArray[ offset_face + 1 ] = vertexIndex + 1;
+				faceArray[ offset_face + 2 ] = vertexIndex + 2;
+
+				offset_face += 3;
+
+				lineArray[ offset_line ]     = vertexIndex;
+				lineArray[ offset_line + 1 ] = vertexIndex + 1;
+
+				lineArray[ offset_line + 2 ] = vertexIndex;
+				lineArray[ offset_line + 3 ] = vertexIndex + 2;
+
+				lineArray[ offset_line + 4 ] = vertexIndex + 1;
+				lineArray[ offset_line + 5 ] = vertexIndex + 2;
+
+				offset_line += 6;
+
+				vertexIndex += 3;
+
+			}
+
+			gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
+			gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
+
+			gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
+			gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
+
+		}
+
+		if ( customAttributes ) {
+
+			for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
+
+				customAttribute = customAttributes[ i ];
+
+				if ( ! customAttribute.__original.needsUpdate ) continue;
+
+				offset_custom = 0;
+
+				if ( customAttribute.size === 1 ) {
+
+					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
+
+						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+							face = obj_faces[ chunk_faces3[ f ] ];
+
+							customAttribute.array[ offset_custom ]     = customAttribute.value[ face.a ];
+							customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
+							customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
+
+							offset_custom += 3;
+
+						}
+
+					} else if ( customAttribute.boundTo === 'faces' ) {
+
+						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+							value = customAttribute.value[ chunk_faces3[ f ] ];
+
+							customAttribute.array[ offset_custom ]     = value;
+							customAttribute.array[ offset_custom + 1 ] = value;
+							customAttribute.array[ offset_custom + 2 ] = value;
+
+							offset_custom += 3;
+
+						}
+
+					}
+
+				} else if ( customAttribute.size === 2 ) {
+
+					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
+
+						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+							face = obj_faces[ chunk_faces3[ f ] ];
+
+							v1 = customAttribute.value[ face.a ];
+							v2 = customAttribute.value[ face.b ];
+							v3 = customAttribute.value[ face.c ];
+
+							customAttribute.array[ offset_custom ]     = v1.x;
+							customAttribute.array[ offset_custom + 1 ] = v1.y;
+
+							customAttribute.array[ offset_custom + 2 ] = v2.x;
+							customAttribute.array[ offset_custom + 3 ] = v2.y;
+
+							customAttribute.array[ offset_custom + 4 ] = v3.x;
+							customAttribute.array[ offset_custom + 5 ] = v3.y;
+
+							offset_custom += 6;
+
+						}
+
+					} else if ( customAttribute.boundTo === 'faces' ) {
+
+						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+							value = customAttribute.value[ chunk_faces3[ f ] ];
+
+							v1 = value;
+							v2 = value;
+							v3 = value;
+
+							customAttribute.array[ offset_custom ]     = v1.x;
+							customAttribute.array[ offset_custom + 1 ] = v1.y;
+
+							customAttribute.array[ offset_custom + 2 ] = v2.x;
+							customAttribute.array[ offset_custom + 3 ] = v2.y;
+
+							customAttribute.array[ offset_custom + 4 ] = v3.x;
+							customAttribute.array[ offset_custom + 5 ] = v3.y;
+
+							offset_custom += 6;
+
+						}
+
+					}
+
+				} else if ( customAttribute.size === 3 ) {
+
+					var pp;
+
+					if ( customAttribute.type === 'c' ) {
+
+						pp = [ 'r', 'g', 'b' ];
+
+					} else {
+
+						pp = [ 'x', 'y', 'z' ];
+
+					}
+
+					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
+
+						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+							face = obj_faces[ chunk_faces3[ f ] ];
+
+							v1 = customAttribute.value[ face.a ];
+							v2 = customAttribute.value[ face.b ];
+							v3 = customAttribute.value[ face.c ];
+
+							customAttribute.array[ offset_custom ]     = v1[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
+
+							customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
+
+							customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
+
+							offset_custom += 9;
+
+						}
+
+					} else if ( customAttribute.boundTo === 'faces' ) {
+
+						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+							value = customAttribute.value[ chunk_faces3[ f ] ];
+
+							v1 = value;
+							v2 = value;
+							v3 = value;
+
+							customAttribute.array[ offset_custom ]     = v1[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
+
+							customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
+
+							customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
+
+							offset_custom += 9;
+
+						}
+
+					} else if ( customAttribute.boundTo === 'faceVertices' ) {
+
+						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+							value = customAttribute.value[ chunk_faces3[ f ] ];
+
+							v1 = value[ 0 ];
+							v2 = value[ 1 ];
+							v3 = value[ 2 ];
+
+							customAttribute.array[ offset_custom ]     = v1[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
+
+							customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
+
+							customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
+
+							offset_custom += 9;
+
+						}
+
+					}
+
+				} else if ( customAttribute.size === 4 ) {
+
+					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
+
+						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+							face = obj_faces[ chunk_faces3[ f ] ];
+
+							v1 = customAttribute.value[ face.a ];
+							v2 = customAttribute.value[ face.b ];
+							v3 = customAttribute.value[ face.c ];
+
+							customAttribute.array[ offset_custom  ]   = v1.x;
+							customAttribute.array[ offset_custom + 1  ] = v1.y;
+							customAttribute.array[ offset_custom + 2  ] = v1.z;
+							customAttribute.array[ offset_custom + 3  ] = v1.w;
+
+							customAttribute.array[ offset_custom + 4  ] = v2.x;
+							customAttribute.array[ offset_custom + 5  ] = v2.y;
+							customAttribute.array[ offset_custom + 6  ] = v2.z;
+							customAttribute.array[ offset_custom + 7  ] = v2.w;
+
+							customAttribute.array[ offset_custom + 8  ] = v3.x;
+							customAttribute.array[ offset_custom + 9  ] = v3.y;
+							customAttribute.array[ offset_custom + 10 ] = v3.z;
+							customAttribute.array[ offset_custom + 11 ] = v3.w;
+
+							offset_custom += 12;
+
+						}
+
+					} else if ( customAttribute.boundTo === 'faces' ) {
+
+						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+							value = customAttribute.value[ chunk_faces3[ f ] ];
+
+							v1 = value;
+							v2 = value;
+							v3 = value;
+
+							customAttribute.array[ offset_custom  ]   = v1.x;
+							customAttribute.array[ offset_custom + 1  ] = v1.y;
+							customAttribute.array[ offset_custom + 2  ] = v1.z;
+							customAttribute.array[ offset_custom + 3  ] = v1.w;
+
+							customAttribute.array[ offset_custom + 4  ] = v2.x;
+							customAttribute.array[ offset_custom + 5  ] = v2.y;
+							customAttribute.array[ offset_custom + 6  ] = v2.z;
+							customAttribute.array[ offset_custom + 7  ] = v2.w;
+
+							customAttribute.array[ offset_custom + 8  ] = v3.x;
+							customAttribute.array[ offset_custom + 9  ] = v3.y;
+							customAttribute.array[ offset_custom + 10 ] = v3.z;
+							customAttribute.array[ offset_custom + 11 ] = v3.w;
+
+							offset_custom += 12;
+
+						}
+
+					} else if ( customAttribute.boundTo === 'faceVertices' ) {
+
+						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+							value = customAttribute.value[ chunk_faces3[ f ] ];
+
+							v1 = value[ 0 ];
+							v2 = value[ 1 ];
+							v3 = value[ 2 ];
+
+							customAttribute.array[ offset_custom  ]   = v1.x;
+							customAttribute.array[ offset_custom + 1  ] = v1.y;
+							customAttribute.array[ offset_custom + 2  ] = v1.z;
+							customAttribute.array[ offset_custom + 3  ] = v1.w;
+
+							customAttribute.array[ offset_custom + 4  ] = v2.x;
+							customAttribute.array[ offset_custom + 5  ] = v2.y;
+							customAttribute.array[ offset_custom + 6  ] = v2.z;
+							customAttribute.array[ offset_custom + 7  ] = v2.w;
+
+							customAttribute.array[ offset_custom + 8  ] = v3.x;
+							customAttribute.array[ offset_custom + 9  ] = v3.y;
+							customAttribute.array[ offset_custom + 10 ] = v3.z;
+							customAttribute.array[ offset_custom + 11 ] = v3.w;
+
+							offset_custom += 12;
+
+						}
+
+					}
+
+				}
+
+				gl.bindBuffer( gl.ARRAY_BUFFER, customAttribute.buffer );
+				gl.bufferData( gl.ARRAY_BUFFER, customAttribute.array, hint );
+
+			}
+
+		}
+
+		if ( dispose ) {
+
+			delete geometryGroup.__inittedArrays;
+			delete geometryGroup.__colorArray;
+			delete geometryGroup.__normalArray;
+			delete geometryGroup.__tangentArray;
+			delete geometryGroup.__uvArray;
+			delete geometryGroup.__uv2Array;
+			delete geometryGroup.__faceArray;
+			delete geometryGroup.__vertexArray;
+			delete geometryGroup.__lineArray;
+			delete geometryGroup.__skinIndexArray;
+			delete geometryGroup.__skinWeightArray;
+
+		}
+
+	};
+
+	this.delete = function ( geometry ) {
+
+		var buffers = [
+			'__webglVertexBuffer',
+			'__webglNormalBuffer',
+			'__webglTangentBuffer',
+			'__webglColorBuffer',
+			'__webglUVBuffer',
+			'__webglUV2Buffer',
+
+			'__webglSkinIndicesBuffer',
+			'__webglSkinWeightsBuffer',
+
+			'__webglFaceBuffer',
+			'__webglLineBuffer',
+
+			'__webglLineDistanceBuffer'
+		];
+
+		for ( var i = 0, l = buffers.length; i < l; i ++ ) {
+
+			var name = buffers[ i ];
+
+			if ( geometry[ name ] !== undefined ) {
+
+				gl.deleteBuffer( geometry[ name ] );
+
+				delete geometry[ name ];
+
+			}
+
+		}
+
+		// custom attributes
+
+		if ( geometry.__webglCustomAttributesList !== undefined ) {
+
+			for ( var name in geometry.__webglCustomAttributesList ) {
+
+				gl.deleteBuffer( geometry.__webglCustomAttributesList[ name ].buffer );
+
+			}
+
+			delete geometry.__webglCustomAttributesList;
+
+		}
+
+		info.memory.geometries --;
+
+	};
+
+};

+ 1 - 0
utils/build/includes/common.json

@@ -147,6 +147,7 @@
 	"src/renderers/WebGLRenderer.js",
 	"src/renderers/WebGLRenderTarget.js",
 	"src/renderers/WebGLRenderTargetCube.js",
+	"src/renderers/webgl/WebGLBuffers.js",
 	"src/renderers/webgl/WebGLExtensions.js",
 	"src/renderers/webgl/WebGLProgram.js",
 	"src/renderers/webgl/WebGLShader.js",

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