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@@ -0,0 +1,6154 @@
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+/**
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+ * @author supereggbert / http://www.paulbrunt.co.uk/
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+ * @author mrdoob / http://mrdoob.com/
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+ * @author alteredq / http://alteredqualia.com/
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+ * @author szimek / https://github.com/szimek/
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+ */
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+
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+THREE.WebGLRenderer2 = function ( parameters ) {
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+
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+ console.log( 'THREE.WebGLRenderer', THREE.REVISION );
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+
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+ parameters = parameters || {};
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+
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+ var renderer = new THREE.WebGLRenderer2.LowLevelRenderer(parameters);
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+
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+ // clearing
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+
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+ this.autoClear = true;
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+ this.autoClearColor = true;
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+ this.autoClearDepth = true;
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+ this.autoClearStencil = true;
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+
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+ // scene graph
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+
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+ this.sortObjects = true;
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+
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+ this.autoUpdateObjects = true;
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+ this.autoUpdateScene = true;
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+
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+ // physically based shading
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+
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+ this.gammaInput = false;
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+ this.gammaOutput = false;
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+ this.physicallyBasedShading = false;
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+
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+ // shadow map
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+
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+ this.shadowMapEnabled = false;
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+ this.shadowMapAutoUpdate = true;
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+ this.shadowMapType = THREE.PCFShadowMap;
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+ this.shadowMapCullFace = THREE.CullFaceFront;
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+ this.shadowMapDebug = false;
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+ this.shadowMapCascade = false;
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+
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+ // morphs
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+
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+ this.maxMorphTargets = 8;
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+ this.maxMorphNormals = 4;
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+
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+ // flags
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+
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+ this.autoScaleCubemaps = true;
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+
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+ // custom render plugins
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+
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+ this.renderPluginsPre = [];
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+ this.renderPluginsPost = [];
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+
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+ // info
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+
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+ this.info = {
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+
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+ memory: {
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+
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+ programs: 0,
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+ geometries: 0,
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+ textures: 0
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+
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+ },
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+
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+ render: {
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+
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+ calls: 0,
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+ vertices: 0,
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+ faces: 0,
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+ points: 0
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+
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+ }
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+
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+ };
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+
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+ // internal properties
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+
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+ var _this = this,
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+
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+ _programs = [],
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+ _programs_counter = 0,
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+
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+ // internal state cache
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+
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+ _currentProgram = null,
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+ _currentFramebuffer = null,
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+ _currentMaterialId = -1,
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+ _currentGeometryGroupHash = null,
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+ _currentCamera = null,
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+ _geometryGroupCounter = 0,
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+
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+ _usedTextureUnits = 0,
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+
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+ // GL state
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+
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+ _viewportX = 0,
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+ _viewportY = 0,
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+ _viewportWidth = 0,
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+ _viewportHeight = 0,
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+ _currentWidth = 0,
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+ _currentHeight = 0,
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+
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+ _enabledAttributes = {},
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+
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+ // frustum
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+
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+ _frustum = new THREE.Frustum(),
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+
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+ // camera matrices cache
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+
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+ _projScreenMatrix = new THREE.Matrix4(),
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+ _projScreenMatrixPS = new THREE.Matrix4(),
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+
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+ _vector3 = new THREE.Vector3(),
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+
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+ // light arrays cache
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+
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+ _direction = new THREE.Vector3(),
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+
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+ _lightsNeedUpdate = true,
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+
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+ _lights = {
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+
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+ ambient: [ 0, 0, 0 ],
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+ directional: { length: 0, colors: new Array(), positions: new Array() },
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+ point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() },
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+ spot: { length: 0, colors: new Array(), positions: new Array(), distances: new Array(), directions: new Array(), anglesCos: new Array(), exponents: new Array() },
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+ hemi: { length: 0, skyColors: new Array(), groundColors: new Array(), positions: new Array() }
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+
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+ };
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+
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+ // initialize
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+
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+ this.context = renderer.getContext();
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+ this.domElement = renderer.getDomElement();
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+
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+ // low level API
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+
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+ this.getContext = renderer.getContext;
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+ this.supportsVertexTextures = renderer.supportsVertexTextures;
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+ this.getMaxAnisotropy = renderer.getMaxAnisotropy;
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+ this.setSize = renderer.setSize;
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+ this.setViewport = renderer.setViewport;
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+ this.setScissor = renderer.setScissor;
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+ this.enableScissorTest = renderer.enableScissorTest;
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+ this.setDepthTest = renderer.setDepthTest;
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+ this.setRenderTarget = renderer.setRenderTarget;
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+
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+ // Clearing
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+
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+ this.setClearColorHex = renderer.setClearColorHex;
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+ this.setClearColor = renderer.setClearColor;
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+ this.getClearColor = renderer.getClearColor;
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+ this.getClearAlpha = renderer.getClearAlpha;
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+ this.clear = renderer.clear;
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+ this.clearTarget = renderer.clearTarget;
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+
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+ // Plugins
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+
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+ this.addPostPlugin = function ( plugin ) {
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+
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+ plugin.init( this );
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+ this.renderPluginsPost.push( plugin );
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+
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+ };
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+
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+ this.addPrePlugin = function ( plugin ) {
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+
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+ plugin.init( this );
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+ this.renderPluginsPre.push( plugin );
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+
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+ };
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+
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+ // Rendering
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+
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+ this.updateShadowMap = function ( scene, camera ) {
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+
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+ _currentProgram = null;
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+ _currentGeometryGroupHash = -1;
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+ _currentMaterialId = -1;
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+ _lightsNeedUpdate = true;
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+
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+ renderer.resetState();
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+
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+
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+ this.shadowMapPlugin.update( scene, camera );
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+
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+ };
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+
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+ // Buffer allocation
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+
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+ function createParticleBuffers ( geometry ) {
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+
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+ geometry.__webglVertexBuffer = renderer.createBuffer();
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+ geometry.__webglColorBuffer = renderer.createBuffer();
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+
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+ _this.info.memory.geometries ++;
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+
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+ };
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+
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+ function createLineBuffers ( geometry ) {
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+
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+ geometry.__webglVertexBuffer = renderer.createBuffer();
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+ geometry.__webglColorBuffer = renderer.createBuffer();
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+ geometry.__webglLineDistanceBuffer = renderer.createBuffer();
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+
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+ _this.info.memory.geometries ++;
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+
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+ };
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+
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+ function createRibbonBuffers ( geometry ) {
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+
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+ geometry.__webglVertexBuffer = renderer.createBuffer();
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+ geometry.__webglColorBuffer = renderer.createBuffer();
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+ geometry.__webglNormalBuffer = renderer.createBuffer();
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+
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+ _this.info.memory.geometries ++;
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+
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+ };
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+
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+ function createMeshBuffers ( geometryGroup ) {
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+
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+ geometryGroup.__webglVertexBuffer = renderer.createBuffer();
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+ geometryGroup.__webglNormalBuffer = renderer.createBuffer();
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+ geometryGroup.__webglTangentBuffer = renderer.createBuffer();
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+ geometryGroup.__webglColorBuffer = renderer.createBuffer();
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+ geometryGroup.__webglUVBuffer = renderer.createBuffer();
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+ geometryGroup.__webglUV2Buffer = renderer.createBuffer();
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+
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+ geometryGroup.__webglSkinIndicesBuffer = renderer.createBuffer();
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+ geometryGroup.__webglSkinWeightsBuffer = renderer.createBuffer();
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+
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+ geometryGroup.__webglFaceBuffer = renderer.createBuffer();
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+ geometryGroup.__webglLineBuffer = renderer.createBuffer();
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+
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+ var m, ml;
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+
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+ if ( geometryGroup.numMorphTargets ) {
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+
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+ geometryGroup.__webglMorphTargetsBuffers = [];
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+
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+ for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
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+
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+ geometryGroup.__webglMorphTargetsBuffers.push( renderer.createBuffer() );
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+
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+ }
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+
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+ }
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+
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+ if ( geometryGroup.numMorphNormals ) {
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+
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+ geometryGroup.__webglMorphNormalsBuffers = [];
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+
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+ for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
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+
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+ geometryGroup.__webglMorphNormalsBuffers.push( renderer.createBuffer() );
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+
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+ }
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+
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+ }
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+
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+ _this.info.memory.geometries ++;
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+
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+ };
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+
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+ // Events
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+
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+ var onGeometryDispose = function ( event ) {
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+
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+ var geometry = event.target;
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+
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+ geometry.removeEventListener( 'dispose', onGeometryDispose );
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+
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+ deallocateGeometry( geometry );
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+
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+ _this.info.memory.geometries --;
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+
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+ };
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+
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+ var onTextureDispose = function ( event ) {
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+
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+ var texture = event.target;
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+
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+ texture.removeEventListener( 'dispose', onTextureDispose );
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+
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+ deallocateTexture( texture );
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+
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+ _this.info.memory.textures --;
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+
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+
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+ };
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+
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+ var onRenderTargetDispose = function ( event ) {
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+
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+ var renderTarget = event.target;
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+
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+ renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
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+
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+ deallocateRenderTarget( renderTarget );
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+
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+ _this.info.memory.textures --;
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+
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+ };
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+
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+ var onMaterialDispose = function ( event ) {
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+
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+ var material = event.target;
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+
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+ material.removeEventListener( 'dispose', onMaterialDispose );
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+
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+ deallocateMaterial( material );
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+
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+ };
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+
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+ // Buffer deallocation
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+
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+ var deallocateGeometry = function ( geometry ) {
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+
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+ geometry.__webglInit = undefined;
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+
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+ if ( geometry.__webglVertexBuffer !== undefined ) renderer.deleteBuffer( geometry.__webglVertexBuffer );
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+ if ( geometry.__webglNormalBuffer !== undefined ) renderer.deleteBuffer( geometry.__webglNormalBuffer );
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+ if ( geometry.__webglTangentBuffer !== undefined ) renderer.deleteBuffer( geometry.__webglTangentBuffer );
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+ if ( geometry.__webglColorBuffer !== undefined ) renderer.deleteBuffer( geometry.__webglColorBuffer );
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+ if ( geometry.__webglUVBuffer !== undefined ) renderer.deleteBuffer( geometry.__webglUVBuffer );
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+ if ( geometry.__webglUV2Buffer !== undefined ) renderer.deleteBuffer( geometry.__webglUV2Buffer );
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+
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+ if ( geometry.__webglSkinIndicesBuffer !== undefined ) renderer.deleteBuffer( geometry.__webglSkinIndicesBuffer );
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+ if ( geometry.__webglSkinWeightsBuffer !== undefined ) renderer.deleteBuffer( geometry.__webglSkinWeightsBuffer );
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+
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+ if ( geometry.__webglFaceBuffer !== undefined ) renderer.deleteBuffer( geometry.__webglFaceBuffer );
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+ if ( geometry.__webglLineBuffer !== undefined ) renderer.deleteBuffer( geometry.__webglLineBuffer );
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+
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+ if ( geometry.__webglLineDistanceBuffer !== undefined ) renderer.deleteBuffer( geometry.__webglLineDistanceBuffer );
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+
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+ // geometry groups
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+
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+ if ( geometry.geometryGroups !== undefined ) {
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+
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+ for ( var g in geometry.geometryGroups ) {
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+
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+ var geometryGroup = geometry.geometryGroups[ g ];
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+
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+ if ( geometryGroup.numMorphTargets !== undefined ) {
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+
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+ for ( var m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
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+
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+ renderer.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
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+
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+ }
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+
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+ }
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+
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+ if ( geometryGroup.numMorphNormals !== undefined ) {
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+
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+ for ( var m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
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+
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+ renderer.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] );
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+
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+ }
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+
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+ }
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+
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+ deleteCustomAttributesBuffers( geometryGroup );
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+
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+ }
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+
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+ }
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+
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+ deleteCustomAttributesBuffers( geometry );
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+
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+ };
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+
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+ var deallocateTexture = function ( texture ) {
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+
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+ if ( texture.image && texture.image.__webglTextureCube ) {
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+
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+ // cube texture
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+
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+ renderer.deleteTexture( texture.image.__webglTextureCube );
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+
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+ } else {
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+
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+ // 2D texture
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+
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+ if ( ! texture.__webglInit ) return;
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+
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+ texture.__webglInit = false;
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+ renderer.deleteTexture( texture.__webglTexture );
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+
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+ }
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+
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+ };
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+
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+ var deallocateRenderTarget = function ( renderTarget ) {
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+
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+ if ( !renderTarget || ! renderTarget.__webglTexture ) return;
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+
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+ renderer.deleteTexture( renderTarget.__webglTexture );
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+
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+ if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
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+
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+ for ( var i = 0; i < 6; i ++ ) {
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+
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+ renderer.deleteFramebuffer( renderTarget.__webglFramebuffer[ i ] );
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+ renderer.deleteRenderbuffer( renderTarget.__webglRenderbuffer[ i ] );
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+
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+ }
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+
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+ } else {
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+
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+ renderer.deleteFramebuffer( renderTarget.__webglFramebuffer );
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+ renderer.deleteRenderbuffer( renderTarget.__webglRenderbuffer );
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+
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+ }
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+
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+ };
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+
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+ var deallocateMaterial = function ( material ) {
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+
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+ var program = material.program;
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+
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+ if ( program === undefined ) return;
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+
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+ material.program = undefined;
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+
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+ // only deallocate GL program if this was the last use of shared program
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+ // assumed there is only single copy of any program in the _programs list
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+ // (that's how it's constructed)
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+
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+ var i, il, programInfo;
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+ var deleteProgram = false;
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+
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+ for ( i = 0, il = _programs.length; i < il; i ++ ) {
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+
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+ programInfo = _programs[ i ];
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+
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+ if ( programInfo.program === program ) {
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+
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+ programInfo.usedTimes --;
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+
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+ if ( programInfo.usedTimes === 0 ) {
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+
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+ deleteProgram = true;
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+
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+ }
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+
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+ break;
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+
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+ }
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+
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+ }
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+
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+ if ( deleteProgram === true ) {
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+
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|
|
+ // avoid using array.splice, this is costlier than creating new array from scratch
|
|
|
+
|
|
|
+ var newPrograms = [];
|
|
|
+
|
|
|
+ for ( i = 0, il = _programs.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ programInfo = _programs[ i ];
|
|
|
+
|
|
|
+ if ( programInfo.program !== program ) {
|
|
|
+
|
|
|
+ newPrograms.push( programInfo );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ _programs = newPrograms;
|
|
|
+
|
|
|
+ renderer.deleteProgram( program );
|
|
|
+
|
|
|
+ _this.info.memory.programs --;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ //
|
|
|
+
|
|
|
+ /*
|
|
|
+ function deleteParticleBuffers ( geometry ) {
|
|
|
+
|
|
|
+ _gl.deleteBuffer( geometry.__webglVertexBuffer );
|
|
|
+ _gl.deleteBuffer( geometry.__webglColorBuffer );
|
|
|
+
|
|
|
+ deleteCustomAttributesBuffers( geometry );
|
|
|
+
|
|
|
+ _this.info.memory.geometries --;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function deleteLineBuffers ( geometry ) {
|
|
|
+
|
|
|
+ _gl.deleteBuffer( geometry.__webglVertexBuffer );
|
|
|
+ _gl.deleteBuffer( geometry.__webglColorBuffer );
|
|
|
+ _gl.deleteBuffer( geometry.__webglLineDistanceBuffer );
|
|
|
+
|
|
|
+ deleteCustomAttributesBuffers( geometry );
|
|
|
+
|
|
|
+ _this.info.memory.geometries --;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function deleteRibbonBuffers ( geometry ) {
|
|
|
+
|
|
|
+ _gl.deleteBuffer( geometry.__webglVertexBuffer );
|
|
|
+ _gl.deleteBuffer( geometry.__webglColorBuffer );
|
|
|
+ _gl.deleteBuffer( geometry.__webglNormalBuffer );
|
|
|
+
|
|
|
+ deleteCustomAttributesBuffers( geometry );
|
|
|
+
|
|
|
+ _this.info.memory.geometries --;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function deleteMeshBuffers ( geometryGroup ) {
|
|
|
+
|
|
|
+ _gl.deleteBuffer( geometryGroup.__webglVertexBuffer );
|
|
|
+ _gl.deleteBuffer( geometryGroup.__webglNormalBuffer );
|
|
|
+ _gl.deleteBuffer( geometryGroup.__webglTangentBuffer );
|
|
|
+ _gl.deleteBuffer( geometryGroup.__webglColorBuffer );
|
|
|
+ _gl.deleteBuffer( geometryGroup.__webglUVBuffer );
|
|
|
+ _gl.deleteBuffer( geometryGroup.__webglUV2Buffer );
|
|
|
+
|
|
|
+ _gl.deleteBuffer( geometryGroup.__webglSkinIndicesBuffer );
|
|
|
+ _gl.deleteBuffer( geometryGroup.__webglSkinWeightsBuffer );
|
|
|
+
|
|
|
+ _gl.deleteBuffer( geometryGroup.__webglFaceBuffer );
|
|
|
+ _gl.deleteBuffer( geometryGroup.__webglLineBuffer );
|
|
|
+
|
|
|
+ var m, ml;
|
|
|
+
|
|
|
+ if ( geometryGroup.numMorphTargets ) {
|
|
|
+
|
|
|
+ for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
|
|
|
+
|
|
|
+ _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( geometryGroup.numMorphNormals ) {
|
|
|
+
|
|
|
+ for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
|
|
|
+
|
|
|
+ _gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ deleteCustomAttributesBuffers( geometryGroup );
|
|
|
+
|
|
|
+ _this.info.memory.geometries --;
|
|
|
+
|
|
|
+ };
|
|
|
+ */
|
|
|
+
|
|
|
+ function deleteCustomAttributesBuffers( geometry ) {
|
|
|
+
|
|
|
+ if ( geometry.__webglCustomAttributesList ) {
|
|
|
+
|
|
|
+ for ( var id in geometry.__webglCustomAttributesList ) {
|
|
|
+
|
|
|
+ renderer.deleteBuffer( geometry.__webglCustomAttributesList[ id ].buffer );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // Buffer initialization
|
|
|
+
|
|
|
+ function initCustomAttributes ( geometry, object ) {
|
|
|
+
|
|
|
+ var nvertices = geometry.vertices.length;
|
|
|
+
|
|
|
+ var material = object.material;
|
|
|
+
|
|
|
+ if ( material.attributes ) {
|
|
|
+
|
|
|
+ if ( geometry.__webglCustomAttributesList === undefined ) {
|
|
|
+
|
|
|
+ geometry.__webglCustomAttributesList = [];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( var a in material.attributes ) {
|
|
|
+
|
|
|
+ var attribute = material.attributes[ a ];
|
|
|
+
|
|
|
+ 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 = renderer.createBuffer();
|
|
|
+ attribute.buffer.belongsToAttribute = a;
|
|
|
+
|
|
|
+ attribute.needsUpdate = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ geometry.__webglCustomAttributesList.push( attribute );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function initParticleBuffers ( geometry, object ) {
|
|
|
+
|
|
|
+ var nvertices = geometry.vertices.length;
|
|
|
+
|
|
|
+ geometry.__vertexArray = new Float32Array( nvertices * 3 );
|
|
|
+ geometry.__colorArray = new Float32Array( nvertices * 3 );
|
|
|
+
|
|
|
+ geometry.__sortArray = [];
|
|
|
+
|
|
|
+ geometry.__webglParticleCount = nvertices;
|
|
|
+
|
|
|
+ initCustomAttributes ( geometry, object );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function initLineBuffers ( geometry, object ) {
|
|
|
+
|
|
|
+ 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 ( geometry, object );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function initRibbonBuffers ( geometry, object ) {
|
|
|
+
|
|
|
+ var nvertices = geometry.vertices.length;
|
|
|
+
|
|
|
+ geometry.__vertexArray = new Float32Array( nvertices * 3 );
|
|
|
+ geometry.__colorArray = new Float32Array( nvertices * 3 );
|
|
|
+ geometry.__normalArray = new Float32Array( nvertices * 3 );
|
|
|
+
|
|
|
+ geometry.__webglVertexCount = nvertices;
|
|
|
+
|
|
|
+ initCustomAttributes ( geometry, object );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function initMeshBuffers ( geometryGroup, object ) {
|
|
|
+
|
|
|
+ var geometry = object.geometry,
|
|
|
+ faces3 = geometryGroup.faces3,
|
|
|
+ faces4 = geometryGroup.faces4,
|
|
|
+
|
|
|
+ nvertices = faces3.length * 3 + faces4.length * 4,
|
|
|
+ ntris = faces3.length * 1 + faces4.length * 2,
|
|
|
+ nlines = faces3.length * 3 + faces4.length * 4,
|
|
|
+
|
|
|
+ material = getBufferMaterial( object, geometryGroup ),
|
|
|
+
|
|
|
+ uvType = bufferGuessUVType( material ),
|
|
|
+ normalType = bufferGuessNormalType( material ),
|
|
|
+ vertexColorType = bufferGuessVertexColorType( material );
|
|
|
+
|
|
|
+ //console.log( "uvType", uvType, "normalType", normalType, "vertexColorType", vertexColorType, object, geometryGroup, material );
|
|
|
+
|
|
|
+ geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
|
|
|
+
|
|
|
+ if ( normalType ) {
|
|
|
+
|
|
|
+ geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( geometry.hasTangents ) {
|
|
|
+
|
|
|
+ geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( vertexColorType ) {
|
|
|
+
|
|
|
+ geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( uvType ) {
|
|
|
+
|
|
|
+ if ( geometry.faceUvs.length > 0 || geometry.faceVertexUvs.length > 0 ) {
|
|
|
+
|
|
|
+ geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( geometry.faceUvs.length > 1 || geometry.faceVertexUvs.length > 1 ) {
|
|
|
+
|
|
|
+ geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
|
|
|
+
|
|
|
+ geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
|
|
|
+ geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ geometryGroup.__faceArray = new Uint16Array( ntris * 3 );
|
|
|
+ geometryGroup.__lineArray = new Uint16Array( nlines * 2 );
|
|
|
+
|
|
|
+ var m, ml;
|
|
|
+
|
|
|
+ if ( geometryGroup.numMorphTargets ) {
|
|
|
+
|
|
|
+ geometryGroup.__morphTargetsArrays = [];
|
|
|
+
|
|
|
+ for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
|
|
|
+
|
|
|
+ geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( geometryGroup.numMorphNormals ) {
|
|
|
+
|
|
|
+ geometryGroup.__morphNormalsArrays = [];
|
|
|
+
|
|
|
+ for ( m = 0, ml = geometryGroup.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 a 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[ a ];
|
|
|
+
|
|
|
+ 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 = renderer.createBuffer();
|
|
|
+ attribute.buffer.belongsToAttribute = a;
|
|
|
+
|
|
|
+ originalAttribute.needsUpdate = true;
|
|
|
+ attribute.__original = originalAttribute;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ geometryGroup.__webglCustomAttributesList.push( attribute );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ geometryGroup.__inittedArrays = true;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function getBufferMaterial( object, geometryGroup ) {
|
|
|
+
|
|
|
+ return object.material instanceof THREE.MeshFaceMaterial
|
|
|
+ ? object.material.materials[ geometryGroup.materialIndex ]
|
|
|
+ : object.material;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function materialNeedsSmoothNormals ( material ) {
|
|
|
+
|
|
|
+ return material && material.shading !== undefined && material.shading === THREE.SmoothShading;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function bufferGuessNormalType ( material ) {
|
|
|
+
|
|
|
+ // only MeshBasicMaterial and MeshDepthMaterial don't need normals
|
|
|
+
|
|
|
+ if ( ( material instanceof THREE.MeshBasicMaterial && !material.envMap ) || material instanceof THREE.MeshDepthMaterial ) {
|
|
|
+
|
|
|
+ return false;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( materialNeedsSmoothNormals( material ) ) {
|
|
|
+
|
|
|
+ return THREE.SmoothShading;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ return THREE.FlatShading;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function bufferGuessVertexColorType ( material ) {
|
|
|
+
|
|
|
+ if ( material.vertexColors ) {
|
|
|
+
|
|
|
+ return material.vertexColors;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return false;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function bufferGuessUVType ( material ) {
|
|
|
+
|
|
|
+ // material must use some texture to require uvs
|
|
|
+
|
|
|
+ if ( material.map || material.lightMap || material.bumpMap || material.normalMap || material.specularMap || material instanceof THREE.ShaderMaterial ) {
|
|
|
+
|
|
|
+ return true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return false;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ //
|
|
|
+
|
|
|
+ function initDirectBuffers( geometry ) {
|
|
|
+
|
|
|
+ var a, attribute;
|
|
|
+
|
|
|
+ for ( a in geometry.attributes ) {
|
|
|
+
|
|
|
+ attribute = geometry.attributes[ a ];
|
|
|
+
|
|
|
+ attribute.buffer = renderer.createBuffer();
|
|
|
+
|
|
|
+ if ( a === "index" ) {
|
|
|
+
|
|
|
+ renderer.setStaticIndexBuffer(attribute.buffer,attribute.data);
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ renderer.setStaticArrayBuffer(attribute.buffer,attribute.data);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // Buffer setting
|
|
|
+
|
|
|
+ function setParticleBuffers ( geometry, object ) {
|
|
|
+
|
|
|
+ var v, c, vertex, offset, index, color,
|
|
|
+
|
|
|
+ vertices = geometry.vertices,
|
|
|
+ vl = vertices.length,
|
|
|
+
|
|
|
+ colors = geometry.colors,
|
|
|
+ cl = colors.length,
|
|
|
+
|
|
|
+ vertexArray = geometry.__vertexArray,
|
|
|
+ colorArray = geometry.__colorArray,
|
|
|
+
|
|
|
+ sortArray = geometry.__sortArray,
|
|
|
+
|
|
|
+ dirtyVertices = geometry.verticesNeedUpdate,
|
|
|
+ dirtyElements = geometry.elementsNeedUpdate,
|
|
|
+ dirtyColors = geometry.colorsNeedUpdate,
|
|
|
+
|
|
|
+ customAttributes = geometry.__webglCustomAttributesList,
|
|
|
+ i, il,
|
|
|
+ a, ca, cal, value,
|
|
|
+ customAttribute;
|
|
|
+
|
|
|
+ if ( object.sortParticles ) {
|
|
|
+
|
|
|
+ _projScreenMatrixPS.copy( _projScreenMatrix );
|
|
|
+ _projScreenMatrixPS.multiplySelf( object.matrixWorld );
|
|
|
+
|
|
|
+ for ( v = 0; v < vl; v ++ ) {
|
|
|
+
|
|
|
+ vertex = vertices[ v ];
|
|
|
+
|
|
|
+ _vector3.copy( vertex );
|
|
|
+ _projScreenMatrixPS.multiplyVector3( _vector3 );
|
|
|
+
|
|
|
+ sortArray[ v ] = [ _vector3.z, v ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ sortArray.sort( numericalSort );
|
|
|
+
|
|
|
+ for ( v = 0; v < vl; v ++ ) {
|
|
|
+
|
|
|
+ vertex = vertices[ sortArray[v][1] ];
|
|
|
+
|
|
|
+ offset = v * 3;
|
|
|
+
|
|
|
+ vertexArray[ offset ] = vertex.x;
|
|
|
+ vertexArray[ offset + 1 ] = vertex.y;
|
|
|
+ vertexArray[ offset + 2 ] = vertex.z;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( c = 0; c < cl; c ++ ) {
|
|
|
+
|
|
|
+ offset = c * 3;
|
|
|
+
|
|
|
+ color = colors[ sortArray[c][1] ];
|
|
|
+
|
|
|
+ colorArray[ offset ] = color.r;
|
|
|
+ colorArray[ offset + 1 ] = color.g;
|
|
|
+ colorArray[ offset + 2 ] = color.b;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( customAttributes ) {
|
|
|
+
|
|
|
+ for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ customAttribute = customAttributes[ i ];
|
|
|
+
|
|
|
+ if ( ! ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) ) continue;
|
|
|
+
|
|
|
+ offset = 0;
|
|
|
+
|
|
|
+ cal = customAttribute.value.length;
|
|
|
+
|
|
|
+ if ( customAttribute.size === 1 ) {
|
|
|
+
|
|
|
+ for ( ca = 0; ca < cal; ca ++ ) {
|
|
|
+
|
|
|
+ index = sortArray[ ca ][ 1 ];
|
|
|
+
|
|
|
+ customAttribute.array[ ca ] = customAttribute.value[ index ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( customAttribute.size === 2 ) {
|
|
|
+
|
|
|
+ for ( ca = 0; ca < cal; ca ++ ) {
|
|
|
+
|
|
|
+ index = sortArray[ ca ][ 1 ];
|
|
|
+
|
|
|
+ value = customAttribute.value[ index ];
|
|
|
+
|
|
|
+ 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 ++ ) {
|
|
|
+
|
|
|
+ index = sortArray[ ca ][ 1 ];
|
|
|
+
|
|
|
+ value = customAttribute.value[ index ];
|
|
|
+
|
|
|
+ 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 ++ ) {
|
|
|
+
|
|
|
+ index = sortArray[ ca ][ 1 ];
|
|
|
+
|
|
|
+ value = customAttribute.value[ index ];
|
|
|
+
|
|
|
+ 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 ++ ) {
|
|
|
+
|
|
|
+ index = sortArray[ ca ][ 1 ];
|
|
|
+
|
|
|
+ value = customAttribute.value[ index ];
|
|
|
+
|
|
|
+ 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;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ 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;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ 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;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ 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;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( dirtyVertices || object.sortParticles ) {
|
|
|
+
|
|
|
+ renderer.setDynamicArrayBuffer(geometry.__webglVertexBuffer,vertexArray);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( dirtyColors || object.sortParticles ) {
|
|
|
+
|
|
|
+ renderer.setDynamicArrayBuffer(geometry.__webglColorBuffer,colorArray);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( customAttributes ) {
|
|
|
+
|
|
|
+ for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ customAttribute = customAttributes[ i ];
|
|
|
+
|
|
|
+ if ( customAttribute.needsUpdate || object.sortParticles ) {
|
|
|
+
|
|
|
+ renderer.setDynamicArrayBuffer(customAttribute.buffer,customAttribute.array);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function setLineBuffers ( geometry ) {
|
|
|
+
|
|
|
+ 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,
|
|
|
+ a, 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;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ renderer.setDynamicArrayBuffer(geometry.__webglVertexBuffer,vertexArray);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ 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;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ renderer.setDynamicArrayBuffer(geometry.__webglColorBuffer,colorArray);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( dirtyLineDistances ) {
|
|
|
+
|
|
|
+ for ( d = 0; d < dl; d ++ ) {
|
|
|
+
|
|
|
+ lineDistanceArray[ d ] = lineDistances[ d ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ renderer.setDynamicArrayBuffer( geometry.__webglLineDistanceBuffer,lineDistanceArray);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ 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;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ renderer.setDynamicArrayBuffer( customAttribute.buffer,customAttribute.array);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function setRibbonBuffers ( geometry) {
|
|
|
+
|
|
|
+ var v, c, n, vertex, offset, color, normal,
|
|
|
+
|
|
|
+ i, il, ca, cal, customAttribute, value,
|
|
|
+
|
|
|
+ vertices = geometry.vertices,
|
|
|
+ colors = geometry.colors,
|
|
|
+ normals = geometry.normals,
|
|
|
+
|
|
|
+ vl = vertices.length,
|
|
|
+ cl = colors.length,
|
|
|
+ nl = normals.length,
|
|
|
+
|
|
|
+ vertexArray = geometry.__vertexArray,
|
|
|
+ colorArray = geometry.__colorArray,
|
|
|
+ normalArray = geometry.__normalArray,
|
|
|
+
|
|
|
+ dirtyVertices = geometry.verticesNeedUpdate,
|
|
|
+ dirtyColors = geometry.colorsNeedUpdate,
|
|
|
+ dirtyNormals = geometry.normalsNeedUpdate,
|
|
|
+
|
|
|
+ customAttributes = geometry.__webglCustomAttributesList;
|
|
|
+
|
|
|
+ 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;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ renderer.setDynamicArrayBuffer( geometry.__webglVertexBuffer,vertexArray);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ 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;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ renderer.setDynamicArrayBuffer( geometry.__webglColorBuffer, colorArray);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( dirtyNormals ) {
|
|
|
+
|
|
|
+ for ( n = 0; n < nl; n ++ ) {
|
|
|
+
|
|
|
+ normal = normals[ n ];
|
|
|
+
|
|
|
+ offset = n * 3;
|
|
|
+
|
|
|
+ normalArray[ offset ] = normal.x;
|
|
|
+ normalArray[ offset + 1 ] = normal.y;
|
|
|
+ normalArray[ offset + 2 ] = normal.z;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ renderer.setDynamicArrayBuffer( geometry.__webglNormalBuffer, normalArray);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ 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;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ renderer.setDynamicArrayBuffer( customAttribute.buffer, customAttribute.array);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function setMeshBuffers( geometryGroup, object, dispose, material ) {
|
|
|
+
|
|
|
+ if ( ! geometryGroup.__inittedArrays ) {
|
|
|
+
|
|
|
+ return;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var normalType = bufferGuessNormalType( material ),
|
|
|
+ vertexColorType = bufferGuessVertexColorType( material ),
|
|
|
+ uvType = bufferGuessUVType( material ),
|
|
|
+
|
|
|
+ needsSmoothNormals = ( normalType === THREE.SmoothShading );
|
|
|
+
|
|
|
+ var f, fl, fi, face,
|
|
|
+ vertexNormals, faceNormal, normal,
|
|
|
+ vertexColors, faceColor,
|
|
|
+ vertexTangents,
|
|
|
+ uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4, n1, n2, n3, n4,
|
|
|
+ c1, c2, c3, c4,
|
|
|
+ sw1, sw2, sw3, sw4,
|
|
|
+ si1, si2, si3, si4,
|
|
|
+ sa1, sa2, sa3, sa4,
|
|
|
+ sb1, sb2, sb3, sb4,
|
|
|
+ m, ml, i, il,
|
|
|
+ vn, uvi, uv2i,
|
|
|
+ vk, vkl, vka,
|
|
|
+ nka, chf, faceVertexNormals,
|
|
|
+ a,
|
|
|
+
|
|
|
+ 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,
|
|
|
+ offset_customSrc = 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,
|
|
|
+ chunk_faces4 = geometryGroup.faces4,
|
|
|
+ obj_faces = geometry.faces,
|
|
|
+
|
|
|
+ obj_uvs = geometry.faceVertexUvs[ 0 ],
|
|
|
+ obj_uvs2 = geometry.faceVertexUvs[ 1 ],
|
|
|
+
|
|
|
+ obj_colors = geometry.colors,
|
|
|
+
|
|
|
+ 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;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ face = obj_faces[ chunk_faces4[ f ] ];
|
|
|
+
|
|
|
+ v1 = vertices[ face.a ];
|
|
|
+ v2 = vertices[ face.b ];
|
|
|
+ v3 = vertices[ face.c ];
|
|
|
+ v4 = vertices[ face.d ];
|
|
|
+
|
|
|
+ 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;
|
|
|
+
|
|
|
+ vertexArray[ offset + 9 ] = v4.x;
|
|
|
+ vertexArray[ offset + 10 ] = v4.y;
|
|
|
+ vertexArray[ offset + 11 ] = v4.z;
|
|
|
+
|
|
|
+ offset += 12;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ renderer.setDynamicArrayBuffer( geometryGroup.__webglVertexBuffer, vertexArray);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ 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 ( needsSmoothNormals ) {
|
|
|
+
|
|
|
+ faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];
|
|
|
+
|
|
|
+ n1 = faceVertexNormals.a;
|
|
|
+ n2 = faceVertexNormals.b;
|
|
|
+ n3 = faceVertexNormals.c;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ n1 = morphNormals[ vk ].faceNormals[ chf ];
|
|
|
+ n2 = n1;
|
|
|
+ n3 = n1;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ 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;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ chf = chunk_faces4[ 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 ];
|
|
|
+ v4 = morphTargets[ vk ].vertices[ face.d ];
|
|
|
+
|
|
|
+ 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;
|
|
|
+
|
|
|
+ vka[ offset_morphTarget + 9 ] = v4.x;
|
|
|
+ vka[ offset_morphTarget + 10 ] = v4.y;
|
|
|
+ vka[ offset_morphTarget + 11 ] = v4.z;
|
|
|
+
|
|
|
+ // morph normals
|
|
|
+
|
|
|
+ if ( material.morphNormals ) {
|
|
|
+
|
|
|
+ if ( needsSmoothNormals ) {
|
|
|
+
|
|
|
+ faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];
|
|
|
+
|
|
|
+ n1 = faceVertexNormals.a;
|
|
|
+ n2 = faceVertexNormals.b;
|
|
|
+ n3 = faceVertexNormals.c;
|
|
|
+ n4 = faceVertexNormals.d;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ n1 = morphNormals[ vk ].faceNormals[ chf ];
|
|
|
+ n2 = n1;
|
|
|
+ n3 = n1;
|
|
|
+ n4 = n1;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ 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;
|
|
|
+
|
|
|
+ nka[ offset_morphTarget + 9 ] = n4.x;
|
|
|
+ nka[ offset_morphTarget + 10 ] = n4.y;
|
|
|
+ nka[ offset_morphTarget + 11 ] = n4.z;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ //
|
|
|
+
|
|
|
+ offset_morphTarget += 12;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ renderer.setDynamicArrayBuffer( geometryGroup.__webglMorphTargetsBuffers[ vk ], morphTargetsArrays[ vk ]);
|
|
|
+
|
|
|
+ if ( material.morphNormals ) {
|
|
|
+
|
|
|
+ renderer.setDynamicArrayBuffer( geometryGroup.__webglMorphNormalsBuffers[ vk ], morphNormalsArrays[ vk ]);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ 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;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ face = obj_faces[ chunk_faces4[ f ] ];
|
|
|
+
|
|
|
+ // weights
|
|
|
+
|
|
|
+ sw1 = obj_skinWeights[ face.a ];
|
|
|
+ sw2 = obj_skinWeights[ face.b ];
|
|
|
+ sw3 = obj_skinWeights[ face.c ];
|
|
|
+ sw4 = obj_skinWeights[ face.d ];
|
|
|
+
|
|
|
+ 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;
|
|
|
+
|
|
|
+ skinWeightArray[ offset_skin + 12 ] = sw4.x;
|
|
|
+ skinWeightArray[ offset_skin + 13 ] = sw4.y;
|
|
|
+ skinWeightArray[ offset_skin + 14 ] = sw4.z;
|
|
|
+ skinWeightArray[ offset_skin + 15 ] = sw4.w;
|
|
|
+
|
|
|
+ // indices
|
|
|
+
|
|
|
+ si1 = obj_skinIndices[ face.a ];
|
|
|
+ si2 = obj_skinIndices[ face.b ];
|
|
|
+ si3 = obj_skinIndices[ face.c ];
|
|
|
+ si4 = obj_skinIndices[ face.d ];
|
|
|
+
|
|
|
+ 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;
|
|
|
+
|
|
|
+ skinIndexArray[ offset_skin + 12 ] = si4.x;
|
|
|
+ skinIndexArray[ offset_skin + 13 ] = si4.y;
|
|
|
+ skinIndexArray[ offset_skin + 14 ] = si4.z;
|
|
|
+ skinIndexArray[ offset_skin + 15 ] = si4.w;
|
|
|
+
|
|
|
+ offset_skin += 16;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( offset_skin > 0 ) {
|
|
|
+
|
|
|
+ renderer.setDynamicArrayBuffer( geometryGroup.__webglSkinIndicesBuffer, skinIndexArray);
|
|
|
+ renderer.setDynamicArrayBuffer( geometryGroup.__webglSkinWeightsBuffer, skinWeightArray);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( dirtyColors && vertexColorType ) {
|
|
|
+
|
|
|
+ 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 && vertexColorType === 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;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ face = obj_faces[ chunk_faces4[ f ] ];
|
|
|
+
|
|
|
+ vertexColors = face.vertexColors;
|
|
|
+ faceColor = face.color;
|
|
|
+
|
|
|
+ if ( vertexColors.length === 4 && vertexColorType === THREE.VertexColors ) {
|
|
|
+
|
|
|
+ c1 = vertexColors[ 0 ];
|
|
|
+ c2 = vertexColors[ 1 ];
|
|
|
+ c3 = vertexColors[ 2 ];
|
|
|
+ c4 = vertexColors[ 3 ];
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ c1 = faceColor;
|
|
|
+ c2 = faceColor;
|
|
|
+ c3 = faceColor;
|
|
|
+ c4 = 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;
|
|
|
+
|
|
|
+ colorArray[ offset_color + 9 ] = c4.r;
|
|
|
+ colorArray[ offset_color + 10 ] = c4.g;
|
|
|
+ colorArray[ offset_color + 11 ] = c4.b;
|
|
|
+
|
|
|
+ offset_color += 12;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( offset_color > 0 ) {
|
|
|
+
|
|
|
+ renderer.setDynamicArrayBuffer( geometryGroup.__webglColorBuffer, colorArray);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ 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;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ face = obj_faces[ chunk_faces4[ f ] ];
|
|
|
+
|
|
|
+ vertexTangents = face.vertexTangents;
|
|
|
+
|
|
|
+ t1 = vertexTangents[ 0 ];
|
|
|
+ t2 = vertexTangents[ 1 ];
|
|
|
+ t3 = vertexTangents[ 2 ];
|
|
|
+ t4 = vertexTangents[ 3 ];
|
|
|
+
|
|
|
+ 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;
|
|
|
+
|
|
|
+ tangentArray[ offset_tangent + 12 ] = t4.x;
|
|
|
+ tangentArray[ offset_tangent + 13 ] = t4.y;
|
|
|
+ tangentArray[ offset_tangent + 14 ] = t4.z;
|
|
|
+ tangentArray[ offset_tangent + 15 ] = t4.w;
|
|
|
+
|
|
|
+ offset_tangent += 16;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ renderer.setDynamicArrayBuffer( geometryGroup.__webglTangentBuffer, tangentArray);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( dirtyNormals && normalType ) {
|
|
|
+
|
|
|
+ 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 && needsSmoothNormals ) {
|
|
|
+
|
|
|
+ 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;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ face = obj_faces[ chunk_faces4[ f ] ];
|
|
|
+
|
|
|
+ vertexNormals = face.vertexNormals;
|
|
|
+ faceNormal = face.normal;
|
|
|
+
|
|
|
+ if ( vertexNormals.length === 4 && needsSmoothNormals ) {
|
|
|
+
|
|
|
+ for ( i = 0; i < 4; 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 < 4; i ++ ) {
|
|
|
+
|
|
|
+ normalArray[ offset_normal ] = faceNormal.x;
|
|
|
+ normalArray[ offset_normal + 1 ] = faceNormal.y;
|
|
|
+ normalArray[ offset_normal + 2 ] = faceNormal.z;
|
|
|
+
|
|
|
+ offset_normal += 3;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ renderer.setDynamicArrayBuffer( geometryGroup.__webglNormalBuffer, normalArray);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( dirtyUvs && obj_uvs && uvType ) {
|
|
|
+
|
|
|
+ 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;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ fi = chunk_faces4[ f ];
|
|
|
+
|
|
|
+ uv = obj_uvs[ fi ];
|
|
|
+
|
|
|
+ if ( uv === undefined ) continue;
|
|
|
+
|
|
|
+ for ( i = 0; i < 4; i ++ ) {
|
|
|
+
|
|
|
+ uvi = uv[ i ];
|
|
|
+
|
|
|
+ uvArray[ offset_uv ] = uvi.x;
|
|
|
+ uvArray[ offset_uv + 1 ] = uvi.y;
|
|
|
+
|
|
|
+ offset_uv += 2;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( offset_uv > 0 ) {
|
|
|
+
|
|
|
+ renderer.setDynamicArrayBuffer( geometryGroup.__webglUVBuffer, uvArray);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( dirtyUvs && obj_uvs2 && uvType ) {
|
|
|
+
|
|
|
+ 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;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ fi = chunk_faces4[ f ];
|
|
|
+
|
|
|
+ uv2 = obj_uvs2[ fi ];
|
|
|
+
|
|
|
+ if ( uv2 === undefined ) continue;
|
|
|
+
|
|
|
+ for ( i = 0; i < 4; i ++ ) {
|
|
|
+
|
|
|
+ uv2i = uv2[ i ];
|
|
|
+
|
|
|
+ uv2Array[ offset_uv2 ] = uv2i.x;
|
|
|
+ uv2Array[ offset_uv2 + 1 ] = uv2i.y;
|
|
|
+
|
|
|
+ offset_uv2 += 2;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( offset_uv2 > 0 ) {
|
|
|
+
|
|
|
+ renderer.setDynamicArrayBuffer( geometryGroup.__webglUV2Buffer, uv2Array);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ 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;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ faceArray[ offset_face ] = vertexIndex;
|
|
|
+ faceArray[ offset_face + 1 ] = vertexIndex + 1;
|
|
|
+ faceArray[ offset_face + 2 ] = vertexIndex + 3;
|
|
|
+
|
|
|
+ faceArray[ offset_face + 3 ] = vertexIndex + 1;
|
|
|
+ faceArray[ offset_face + 4 ] = vertexIndex + 2;
|
|
|
+ faceArray[ offset_face + 5 ] = vertexIndex + 3;
|
|
|
+
|
|
|
+ offset_face += 6;
|
|
|
+
|
|
|
+ lineArray[ offset_line ] = vertexIndex;
|
|
|
+ lineArray[ offset_line + 1 ] = vertexIndex + 1;
|
|
|
+
|
|
|
+ lineArray[ offset_line + 2 ] = vertexIndex;
|
|
|
+ lineArray[ offset_line + 3 ] = vertexIndex + 3;
|
|
|
+
|
|
|
+ lineArray[ offset_line + 4 ] = vertexIndex + 1;
|
|
|
+ lineArray[ offset_line + 5 ] = vertexIndex + 2;
|
|
|
+
|
|
|
+ lineArray[ offset_line + 6 ] = vertexIndex + 2;
|
|
|
+ lineArray[ offset_line + 7 ] = vertexIndex + 3;
|
|
|
+
|
|
|
+ offset_line += 8;
|
|
|
+
|
|
|
+ vertexIndex += 4;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ renderer.setDynamicIndexBuffer( geometryGroup.__webglFaceBuffer, faceArray);
|
|
|
+ renderer.setDynamicIndexBuffer( geometryGroup.__webglLineBuffer, lineArray);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( customAttributes ) {
|
|
|
+
|
|
|
+ for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ customAttribute = customAttributes[ i ];
|
|
|
+
|
|
|
+ if ( ! customAttribute.__original.needsUpdate ) continue;
|
|
|
+
|
|
|
+ offset_custom = 0;
|
|
|
+ offset_customSrc = 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;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ face = obj_faces[ chunk_faces4[ 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 ];
|
|
|
+ customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ face.d ];
|
|
|
+
|
|
|
+ offset_custom += 4;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } 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;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ value = customAttribute.value[ chunk_faces4[ f ] ];
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom ] = value;
|
|
|
+ customAttribute.array[ offset_custom + 1 ] = value;
|
|
|
+ customAttribute.array[ offset_custom + 2 ] = value;
|
|
|
+ customAttribute.array[ offset_custom + 3 ] = value;
|
|
|
+
|
|
|
+ offset_custom += 4;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } 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;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ face = obj_faces[ chunk_faces4[ f ] ];
|
|
|
+
|
|
|
+ v1 = customAttribute.value[ face.a ];
|
|
|
+ v2 = customAttribute.value[ face.b ];
|
|
|
+ v3 = customAttribute.value[ face.c ];
|
|
|
+ v4 = customAttribute.value[ face.d ];
|
|
|
+
|
|
|
+ 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;
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom + 6 ] = v4.x;
|
|
|
+ customAttribute.array[ offset_custom + 7 ] = v4.y;
|
|
|
+
|
|
|
+ offset_custom += 8;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } 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;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ value = customAttribute.value[ chunk_faces4[ f ] ];
|
|
|
+
|
|
|
+ v1 = value;
|
|
|
+ v2 = value;
|
|
|
+ v3 = value;
|
|
|
+ v4 = 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;
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom + 6 ] = v4.x;
|
|
|
+ customAttribute.array[ offset_custom + 7 ] = v4.y;
|
|
|
+
|
|
|
+ offset_custom += 8;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } 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;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ face = obj_faces[ chunk_faces4[ f ] ];
|
|
|
+
|
|
|
+ v1 = customAttribute.value[ face.a ];
|
|
|
+ v2 = customAttribute.value[ face.b ];
|
|
|
+ v3 = customAttribute.value[ face.c ];
|
|
|
+ v4 = customAttribute.value[ face.d ];
|
|
|
+
|
|
|
+ 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 ] ];
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom + 9 ] = v4[ pp[ 0 ] ];
|
|
|
+ customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
|
|
|
+ customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
|
|
|
+
|
|
|
+ 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[ 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;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ value = customAttribute.value[ chunk_faces4[ f ] ];
|
|
|
+
|
|
|
+ v1 = value;
|
|
|
+ v2 = value;
|
|
|
+ v3 = value;
|
|
|
+ v4 = 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 ] ];
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom + 9 ] = v4[ pp[ 0 ] ];
|
|
|
+ customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
|
|
|
+ customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
|
|
|
+
|
|
|
+ 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[ 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;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ value = customAttribute.value[ chunk_faces4[ f ] ];
|
|
|
+
|
|
|
+ v1 = value[ 0 ];
|
|
|
+ v2 = value[ 1 ];
|
|
|
+ v3 = value[ 2 ];
|
|
|
+ v4 = value[ 3 ];
|
|
|
+
|
|
|
+ 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 ] ];
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom + 9 ] = v4[ pp[ 0 ] ];
|
|
|
+ customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
|
|
|
+ customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
|
|
|
+
|
|
|
+ offset_custom += 12;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } 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;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ face = obj_faces[ chunk_faces4[ f ] ];
|
|
|
+
|
|
|
+ v1 = customAttribute.value[ face.a ];
|
|
|
+ v2 = customAttribute.value[ face.b ];
|
|
|
+ v3 = customAttribute.value[ face.c ];
|
|
|
+ v4 = customAttribute.value[ face.d ];
|
|
|
+
|
|
|
+ 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;
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom + 12 ] = v4.x;
|
|
|
+ customAttribute.array[ offset_custom + 13 ] = v4.y;
|
|
|
+ customAttribute.array[ offset_custom + 14 ] = v4.z;
|
|
|
+ customAttribute.array[ offset_custom + 15 ] = v4.w;
|
|
|
+
|
|
|
+ offset_custom += 16;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } 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;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ value = customAttribute.value[ chunk_faces4[ f ] ];
|
|
|
+
|
|
|
+ v1 = value;
|
|
|
+ v2 = value;
|
|
|
+ v3 = value;
|
|
|
+ v4 = 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;
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom + 12 ] = v4.x;
|
|
|
+ customAttribute.array[ offset_custom + 13 ] = v4.y;
|
|
|
+ customAttribute.array[ offset_custom + 14 ] = v4.z;
|
|
|
+ customAttribute.array[ offset_custom + 15 ] = v4.w;
|
|
|
+
|
|
|
+ offset_custom += 16;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } 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;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ value = customAttribute.value[ chunk_faces4[ f ] ];
|
|
|
+
|
|
|
+ v1 = value[ 0 ];
|
|
|
+ v2 = value[ 1 ];
|
|
|
+ v3 = value[ 2 ];
|
|
|
+ v4 = value[ 3 ];
|
|
|
+
|
|
|
+ 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;
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom + 12 ] = v4.x;
|
|
|
+ customAttribute.array[ offset_custom + 13 ] = v4.y;
|
|
|
+ customAttribute.array[ offset_custom + 14 ] = v4.z;
|
|
|
+ customAttribute.array[ offset_custom + 15 ] = v4.w;
|
|
|
+
|
|
|
+ offset_custom += 16;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ renderer.setDynamicArrayBuffer( customAttribute.buffer, customAttribute.array);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ 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;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function setDirectBuffers ( geometry, dispose ) {
|
|
|
+
|
|
|
+ var attributes = geometry.attributes;
|
|
|
+
|
|
|
+ var index = attributes[ "index" ];
|
|
|
+ var position = attributes[ "position" ];
|
|
|
+ var normal = attributes[ "normal" ];
|
|
|
+ var uv = attributes[ "uv" ];
|
|
|
+ var color = attributes[ "color" ];
|
|
|
+ var tangent = attributes[ "tangent" ];
|
|
|
+
|
|
|
+ if ( geometry.elementsNeedUpdate && index !== undefined ) {
|
|
|
+
|
|
|
+ renderer.setDynamicIndexBuffer( index.buffer, index.array);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( geometry.verticesNeedUpdate && position !== undefined ) {
|
|
|
+
|
|
|
+ renderer.setDynamicArrayBuffer( position.buffer, position.array);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( geometry.normalsNeedUpdate && normal !== undefined ) {
|
|
|
+
|
|
|
+ renderer.setDynamicArrayBuffer( normal.buffer, normal.array);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( geometry.uvsNeedUpdate && uv !== undefined ) {
|
|
|
+
|
|
|
+ renderer.setDynamicArrayBuffer( uv.buffer, uv.array);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( geometry.colorsNeedUpdate && color !== undefined ) {
|
|
|
+
|
|
|
+ renderer.setDynamicArrayBuffer( color.buffer, color.array);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( geometry.tangentsNeedUpdate && tangent !== undefined ) {
|
|
|
+
|
|
|
+ renderer.setDynamicArrayBuffer( tangent.buffer, tangent.array);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( dispose ) {
|
|
|
+
|
|
|
+ for ( var i in geometry.attributes ) {
|
|
|
+
|
|
|
+ delete geometry.attributes[ i ].array;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // Buffer rendering
|
|
|
+
|
|
|
+ this.renderBufferImmediate = function ( object, program, material ) {
|
|
|
+
|
|
|
+ if ( object.hasPositions && ! object.__webglVertexBuffer ) object.__webglVertexBuffer = renderer.createBuffer();
|
|
|
+ if ( object.hasNormals && ! object.__webglNormalBuffer ) object.__webglNormalBuffer = renderer.createBuffer();
|
|
|
+ if ( object.hasUvs && ! object.__webglUvBuffer ) object.__webglUvBuffer = renderer.createBuffer();
|
|
|
+ if ( object.hasColors && ! object.__webglColorBuffer ) object.__webglColorBuffer = renderer.createBuffer();
|
|
|
+
|
|
|
+ if ( object.hasPositions ) {
|
|
|
+
|
|
|
+ renderer.setDynamicArrayBuffer( object.__webglVertexBuffer, object.positionArray);
|
|
|
+ renderer.setFloatAttribute(program.attributes.position, object.__webglVertexBuffer, 3, 0);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( object.hasNormals ) {
|
|
|
+
|
|
|
+ if ( material.shading === THREE.FlatShading ) {
|
|
|
+
|
|
|
+ var nx, ny, nz,
|
|
|
+ nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
|
|
|
+ normalArray,
|
|
|
+ i, il = object.count * 3;
|
|
|
+
|
|
|
+ for( i = 0; i < il; i += 9 ) {
|
|
|
+
|
|
|
+ normalArray = object.normalArray;
|
|
|
+
|
|
|
+ nax = normalArray[ i ];
|
|
|
+ nay = normalArray[ i + 1 ];
|
|
|
+ naz = normalArray[ i + 2 ];
|
|
|
+
|
|
|
+ nbx = normalArray[ i + 3 ];
|
|
|
+ nby = normalArray[ i + 4 ];
|
|
|
+ nbz = normalArray[ i + 5 ];
|
|
|
+
|
|
|
+ ncx = normalArray[ i + 6 ];
|
|
|
+ ncy = normalArray[ i + 7 ];
|
|
|
+ ncz = normalArray[ i + 8 ];
|
|
|
+
|
|
|
+ nx = ( nax + nbx + ncx ) / 3;
|
|
|
+ ny = ( nay + nby + ncy ) / 3;
|
|
|
+ nz = ( naz + nbz + ncz ) / 3;
|
|
|
+
|
|
|
+ normalArray[ i ] = nx;
|
|
|
+ normalArray[ i + 1 ] = ny;
|
|
|
+ normalArray[ i + 2 ] = nz;
|
|
|
+
|
|
|
+ normalArray[ i + 3 ] = nx;
|
|
|
+ normalArray[ i + 4 ] = ny;
|
|
|
+ normalArray[ i + 5 ] = nz;
|
|
|
+
|
|
|
+ normalArray[ i + 6 ] = nx;
|
|
|
+ normalArray[ i + 7 ] = ny;
|
|
|
+ normalArray[ i + 8 ] = nz;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ renderer.setDynamicArrayBuffer( object.__webglNormalBuffer, object.normalArray);
|
|
|
+ renderer.setFloatAttribute(program.attributes.normal, object.__webglNormalBuffer, 3, 0);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( object.hasUvs && material.map ) {
|
|
|
+
|
|
|
+ renderer.setDynamicArrayBuffer( object.__webglUvBuffer, object.uvArray);
|
|
|
+ renderer.setFloatAttribute(program.attributes.uv, object.__webglUvBuffer, 2, 0);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {
|
|
|
+
|
|
|
+ renderer.setDynamicArrayBuffer( object.__webglColorBuffer, object.colorArray);
|
|
|
+ renderer.setFloatAttribute(program.attributes.color, object.__webglColorBuffer, 3, 0);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ renderer.drawTriangles(object.count );
|
|
|
+ object.count = 0;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ this.renderBufferDirect = function ( camera, lights, fog, material, geometry, object ) {
|
|
|
+
|
|
|
+ if ( material.visible === false ) return;
|
|
|
+
|
|
|
+ var program, attributes, linewidth, primitives, a, attribute;
|
|
|
+
|
|
|
+ program = setProgram( camera, lights, fog, material, object );
|
|
|
+
|
|
|
+ attributes = program.attributes;
|
|
|
+
|
|
|
+ var updateBuffers = false,
|
|
|
+ wireframeBit = material.wireframe ? 1 : 0,
|
|
|
+ geometryHash = ( geometry.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
|
|
|
+
|
|
|
+ if ( geometryHash !== _currentGeometryGroupHash ) {
|
|
|
+
|
|
|
+ _currentGeometryGroupHash = geometryHash;
|
|
|
+ updateBuffers = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( updateBuffers ) {
|
|
|
+
|
|
|
+ renderer.disableAttributes();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // render mesh
|
|
|
+
|
|
|
+ if ( object instanceof THREE.Mesh ) {
|
|
|
+
|
|
|
+ var index = geometry.attributes[ "index" ];
|
|
|
+
|
|
|
+ // indexed triangles
|
|
|
+
|
|
|
+ if ( index ) {
|
|
|
+
|
|
|
+ var offsets = geometry.offsets;
|
|
|
+
|
|
|
+ // if there is more than 1 chunk
|
|
|
+ // must set attribute pointers to use new offsets for each chunk
|
|
|
+ // even if geometry and materials didn't change
|
|
|
+
|
|
|
+ if ( offsets.length > 1 ) updateBuffers = true;
|
|
|
+
|
|
|
+ for ( var i = 0, il = offsets.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ var startIndex = offsets[ i ].index;
|
|
|
+
|
|
|
+ if ( updateBuffers ) {
|
|
|
+
|
|
|
+ // vertices
|
|
|
+
|
|
|
+ var position = geometry.attributes[ "position" ];
|
|
|
+ var positionSize = position.itemSize;
|
|
|
+ renderer.setFloatAttribute(attributes.position , position.buffer, positionSize, startIndex * positionSize * 4);
|
|
|
+
|
|
|
+ // normals
|
|
|
+
|
|
|
+ var normal = geometry.attributes[ "normal" ];
|
|
|
+
|
|
|
+ if ( attributes.normal >= 0 && normal ) {
|
|
|
+
|
|
|
+ var normalSize = normal.itemSize;
|
|
|
+ renderer.setFloatAttribute(attributes.normal , normal.buffer, normalSize, startIndex * normalSize * 4);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // uvs
|
|
|
+
|
|
|
+ var uv = geometry.attributes[ "uv" ];
|
|
|
+
|
|
|
+ if ( attributes.uv >= 0 && uv ) {
|
|
|
+
|
|
|
+ var uvSize = uv.itemSize;
|
|
|
+ renderer.setFloatAttribute(attributes.uv , uv.buffer, uvSize, startIndex * uvSize * 4);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // colors
|
|
|
+
|
|
|
+ var color = geometry.attributes[ "color" ];
|
|
|
+
|
|
|
+ if ( attributes.color >= 0 && color ) {
|
|
|
+
|
|
|
+ var colorSize = color.itemSize;
|
|
|
+ renderer.setFloatAttribute(attributes.color , color.buffer, colorSize, startIndex * colorSize * 4);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // tangents
|
|
|
+
|
|
|
+ var tangent = geometry.attributes[ "tangent" ];
|
|
|
+
|
|
|
+ if ( attributes.tangent >= 0 && tangent ) {
|
|
|
+
|
|
|
+ var tangentSize = tangent.itemSize;
|
|
|
+ renderer.setFloatAttribute(attributes.tangent , tangent.buffer, tangentSize, startIndex * tangentSize * 4);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // render indexed triangles
|
|
|
+
|
|
|
+ renderer.drawTriangleElements(index.buffer, offsets[ i ].count, offsets[ i ].start * 2);
|
|
|
+
|
|
|
+ _this.info.render.calls ++;
|
|
|
+ _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
|
|
|
+ _this.info.render.faces += offsets[ i ].count / 3;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // non-indexed triangles
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ if ( updateBuffers ) {
|
|
|
+
|
|
|
+ // vertices
|
|
|
+
|
|
|
+ var position = geometry.attributes[ "position" ];
|
|
|
+ var positionSize = position.itemSize;
|
|
|
+ renderer.setFloatAttribute(attributes.position , position.buffer, positionSize, 0);
|
|
|
+
|
|
|
+ // normals
|
|
|
+
|
|
|
+ var normal = geometry.attributes[ "normal" ];
|
|
|
+
|
|
|
+ if ( attributes.normal >= 0 && normal ) {
|
|
|
+
|
|
|
+ var normalSize = normal.itemSize;
|
|
|
+ renderer.setFloatAttribute(attributes.normal , normal.buffer, normalSize, 0);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // uvs
|
|
|
+
|
|
|
+ var uv = geometry.attributes[ "uv" ];
|
|
|
+
|
|
|
+ if ( attributes.uv >= 0 && uv ) {
|
|
|
+
|
|
|
+ var uvSize = uv.itemSize;
|
|
|
+ renderer.setFloatAttribute(attributes.uv , uv.buffer, uvSize, 0);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // colors
|
|
|
+
|
|
|
+ var color = geometry.attributes[ "color" ];
|
|
|
+
|
|
|
+ if ( attributes.color >= 0 && color ) {
|
|
|
+
|
|
|
+ var colorSize = color.itemSize;
|
|
|
+ renderer.setFloatAttribute(attributes.color , color.buffer, colorSize, 0);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // tangents
|
|
|
+
|
|
|
+ var tangent = geometry.attributes[ "tangent" ];
|
|
|
+
|
|
|
+ if ( attributes.tangent >= 0 && tangent ) {
|
|
|
+
|
|
|
+ var tangentSize = tangent.itemSize;
|
|
|
+ renderer.setFloatAttribute(attributes.tangent , tangent.buffer, tangentSize, 0);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // render non-indexed triangles
|
|
|
+ renderer.drawTriangles( position.numItems / 3)
|
|
|
+
|
|
|
+ _this.info.render.calls ++;
|
|
|
+ _this.info.render.vertices += position.numItems / 3;
|
|
|
+ _this.info.render.faces += position.numItems / 3 / 3;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // render particles
|
|
|
+
|
|
|
+ } else if ( object instanceof THREE.ParticleSystem ) {
|
|
|
+
|
|
|
+ if ( updateBuffers ) {
|
|
|
+
|
|
|
+ // vertices
|
|
|
+
|
|
|
+ var position = geometry.attributes[ "position" ];
|
|
|
+ var positionSize = position.itemSize;
|
|
|
+ renderer.setFloatAttribute(attributes.position , position.buffer, positionSize, 0);
|
|
|
+
|
|
|
+ // colors
|
|
|
+
|
|
|
+ var color = geometry.attributes[ "color" ];
|
|
|
+
|
|
|
+ if ( attributes.color >= 0 && color ) {
|
|
|
+
|
|
|
+ var colorSize = color.itemSize;
|
|
|
+ renderer.setFloatAttribute(attributes.color , color.buffer, colorSize, 0);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // render particles
|
|
|
+ renderer.drawPoints(position.numItems / 3);
|
|
|
+
|
|
|
+ _this.info.render.calls ++;
|
|
|
+ _this.info.render.points += position.numItems / 3;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {
|
|
|
+
|
|
|
+ if ( material.visible === false ) return;
|
|
|
+
|
|
|
+ var program, attributes, linewidth, primitives, a, attribute, i, il;
|
|
|
+
|
|
|
+ program = setProgram( camera, lights, fog, material, object );
|
|
|
+
|
|
|
+ attributes = program.attributes;
|
|
|
+
|
|
|
+ var updateBuffers = false,
|
|
|
+ wireframeBit = material.wireframe ? 1 : 0,
|
|
|
+ geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
|
|
|
+
|
|
|
+ if ( geometryGroupHash !== _currentGeometryGroupHash ) {
|
|
|
+
|
|
|
+ _currentGeometryGroupHash = geometryGroupHash;
|
|
|
+ updateBuffers = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( updateBuffers ) {
|
|
|
+
|
|
|
+ renderer.disableAttributes();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // vertices
|
|
|
+
|
|
|
+ if ( !material.morphTargets && attributes.position >= 0 ) {
|
|
|
+
|
|
|
+ if ( updateBuffers ) {
|
|
|
+
|
|
|
+ renderer.setFloatAttribute(attributes.position , geometryGroup.__webglVertexBuffer, 3, 0);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ if ( object.morphTargetBase ) {
|
|
|
+
|
|
|
+ setupMorphTargets( material, geometryGroup, object );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ if ( updateBuffers ) {
|
|
|
+
|
|
|
+ // custom attributes
|
|
|
+
|
|
|
+ // Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
|
|
|
+
|
|
|
+ if ( geometryGroup.__webglCustomAttributesList ) {
|
|
|
+
|
|
|
+ for ( i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ attribute = geometryGroup.__webglCustomAttributesList[ i ];
|
|
|
+
|
|
|
+ if ( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {
|
|
|
+
|
|
|
+ renderer.setFloatAttribute(attributes[ attribute.buffer.belongsToAttribute ] , attribute.buffer, attribute.size, 0);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ // colors
|
|
|
+
|
|
|
+ if ( attributes.color >= 0 ) {
|
|
|
+
|
|
|
+ renderer.setFloatAttribute(attributes.color , geometryGroup.__webglColorBuffer,3, 0);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // normals
|
|
|
+
|
|
|
+ if ( attributes.normal >= 0 ) {
|
|
|
+
|
|
|
+ renderer.setFloatAttribute(attributes.normal, geometryGroup.__webglNormalBuffer, 3, 0);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // tangents
|
|
|
+
|
|
|
+ if ( attributes.tangent >= 0 ) {
|
|
|
+
|
|
|
+ renderer.setFloatAttribute(attributes.tangent, geometryGroup.__webglTangentBuffer, 4, 0);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // uvs
|
|
|
+
|
|
|
+ if ( attributes.uv >= 0 ) {
|
|
|
+
|
|
|
+ renderer.setFloatAttribute(attributes.uv, geometryGroup.__webglUVBuffer, 2, 0);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( attributes.uv2 >= 0 ) {
|
|
|
+
|
|
|
+ renderer.setFloatAttribute(attributes.uv2, geometryGroup.__webglUV2Buffer, 2, 0);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( material.skinning &&
|
|
|
+ attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
|
|
|
+
|
|
|
+ renderer.setFloatAttribute(attributes.skinIndex, geometryGroup.__webglSkinIndicesBuffer, 4, 0);
|
|
|
+ renderer.setFloatAttribute(attributes.skinWeight, geometryGroup.__webglSkinWeightsBuffer, 4, 0);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // line distances
|
|
|
+
|
|
|
+ if ( attributes.lineDistance >= 0 ) {
|
|
|
+
|
|
|
+ renderer.setFloatAttribute(attributes.lineDistance, geometryGroup.__webglLineDistanceBuffer, 1, 0);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // render mesh
|
|
|
+
|
|
|
+ if ( object instanceof THREE.Mesh ) {
|
|
|
+
|
|
|
+ // wireframe
|
|
|
+
|
|
|
+ if ( material.wireframe ) {
|
|
|
+
|
|
|
+ renderer.setLineWidth( material.wireframeLinewidth );
|
|
|
+ renderer.drawLineElements(geometryGroup.__webglLineBuffer,geometryGroup.__webglLineCount,0);
|
|
|
+
|
|
|
+ // triangles
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ renderer.drawTriangleElements( geometryGroup.__webglFaceBuffer, geometryGroup.__webglFaceCount, 0);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ _this.info.render.calls ++;
|
|
|
+ _this.info.render.vertices += geometryGroup.__webglFaceCount;
|
|
|
+ _this.info.render.faces += geometryGroup.__webglFaceCount / 3;
|
|
|
+
|
|
|
+ // render lines
|
|
|
+
|
|
|
+ } else if ( object instanceof THREE.Line ) {
|
|
|
+
|
|
|
+ renderer.setLineWidth( material.linewidth );
|
|
|
+
|
|
|
+ if (object.type === THREE.LineStrip) {
|
|
|
+
|
|
|
+ renderer.drawLineStrip(geometryGroup.__webglLineCount);
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ renderer.drawLines(geometryGroup.__webglLineCount);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ _this.info.render.calls ++;
|
|
|
+
|
|
|
+ // render particles
|
|
|
+
|
|
|
+ } else if ( object instanceof THREE.ParticleSystem ) {
|
|
|
+
|
|
|
+ renderer.drawPoints(geometryGroup.__webglParticleCount);
|
|
|
+
|
|
|
+ _this.info.render.calls ++;
|
|
|
+ _this.info.render.points += geometryGroup.__webglParticleCount;
|
|
|
+
|
|
|
+ // render ribbon
|
|
|
+
|
|
|
+ } else if ( object instanceof THREE.Ribbon ) {
|
|
|
+
|
|
|
+ renderer.drawLineStrip(geometryGroup.__webglVertexCount);
|
|
|
+
|
|
|
+ _this.info.render.calls ++;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function setupMorphTargets ( material, geometryGroup, object ) {
|
|
|
+
|
|
|
+ // set base
|
|
|
+
|
|
|
+ var attributes = material.program.attributes;
|
|
|
+
|
|
|
+ if ( object.morphTargetBase !== -1 && attributes.position >= 0 ) {
|
|
|
+
|
|
|
+ renderer.setFloatAttribute(attributes.position, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ], 3, 0);
|
|
|
+
|
|
|
+ } else if ( attributes.position >= 0 ) {
|
|
|
+
|
|
|
+ renderer.setFloatAttribute(attributes.position, geometryGroup.__webglVertexBuffer, 3, 0);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( object.morphTargetForcedOrder.length ) {
|
|
|
+
|
|
|
+ // set forced order
|
|
|
+
|
|
|
+ var m = 0;
|
|
|
+ var order = object.morphTargetForcedOrder;
|
|
|
+ var influences = object.morphTargetInfluences;
|
|
|
+
|
|
|
+ while ( m < material.numSupportedMorphTargets && m < order.length ) {
|
|
|
+
|
|
|
+ if ( attributes[ "morphTarget" + m ] >= 0 ) {
|
|
|
+
|
|
|
+ renderer.setFloatAttribute(attributes[ "morphTarget" + m ], geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ], 3, 0);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( attributes[ "morphNormal" + m ] >= 0 && material.morphNormals ) {
|
|
|
+
|
|
|
+ renderer.setFloatAttribute(attributes[ "morphNormal" + m ], geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ], 3, 0);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];
|
|
|
+
|
|
|
+ m ++;
|
|
|
+ }
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ // find the most influencing
|
|
|
+
|
|
|
+ var influence, activeInfluenceIndices = [];
|
|
|
+ var influences = object.morphTargetInfluences;
|
|
|
+ var i, il = influences.length;
|
|
|
+
|
|
|
+ for ( i = 0; i < il; i ++ ) {
|
|
|
+
|
|
|
+ influence = influences[ i ];
|
|
|
+
|
|
|
+ if ( influence > 0 ) {
|
|
|
+
|
|
|
+ activeInfluenceIndices.push( [ influence, i ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( activeInfluenceIndices.length > material.numSupportedMorphTargets ) {
|
|
|
+
|
|
|
+ activeInfluenceIndices.sort( numericalSort );
|
|
|
+ activeInfluenceIndices.length = material.numSupportedMorphTargets;
|
|
|
+
|
|
|
+ } else if ( activeInfluenceIndices.length > material.numSupportedMorphNormals ) {
|
|
|
+
|
|
|
+ activeInfluenceIndices.sort( numericalSort );
|
|
|
+
|
|
|
+ } else if ( activeInfluenceIndices.length === 0 ) {
|
|
|
+
|
|
|
+ activeInfluenceIndices.push( [ 0, 0 ] );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ var influenceIndex, m = 0;
|
|
|
+
|
|
|
+ while ( m < material.numSupportedMorphTargets ) {
|
|
|
+
|
|
|
+ if ( activeInfluenceIndices[ m ] ) {
|
|
|
+
|
|
|
+ influenceIndex = activeInfluenceIndices[ m ][ 1 ];
|
|
|
+
|
|
|
+ if ( attributes[ "morphTarget" + m ] >= 0 ) {
|
|
|
+
|
|
|
+ renderer.setFloatAttribute(attributes[ "morphTarget" + m ], geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ], 3, 0);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( attributes[ "morphNormal" + m ] >= 0 && material.morphNormals ) {
|
|
|
+
|
|
|
+ renderer.setFloatAttribute(attributes[ "morphNormal" + m ], geometryGroup.__webglMorphNormalsBuffers[ influenceIndex ], 3, 0);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ object.__webglMorphTargetInfluences[ m ] = influences[ influenceIndex ];
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ /*
|
|
|
+ _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
|
|
|
+
|
|
|
+ if ( material.morphNormals ) {
|
|
|
+
|
|
|
+ _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
|
|
|
+
|
|
|
+ }
|
|
|
+ */
|
|
|
+
|
|
|
+ object.__webglMorphTargetInfluences[ m ] = 0;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ m ++;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // load updated influences uniform
|
|
|
+
|
|
|
+ if ( material.program.uniforms.morphTargetInfluences !== null ) {
|
|
|
+
|
|
|
+ renderer.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // Sorting
|
|
|
+
|
|
|
+ function painterSortStable ( a, b ) {
|
|
|
+
|
|
|
+ if ( a.z !== b.z ) {
|
|
|
+
|
|
|
+ return b.z - a.z;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ return b.id - a.id;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function numericalSort ( a, b ) {
|
|
|
+
|
|
|
+ return b[ 0 ] - a[ 0 ];
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+
|
|
|
+ // Rendering
|
|
|
+
|
|
|
+ this.render = function ( scene, camera, renderTarget, forceClear ) {
|
|
|
+
|
|
|
+ if ( camera instanceof THREE.Camera === false ) {
|
|
|
+
|
|
|
+ console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
|
|
|
+ return;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var i, il,
|
|
|
+
|
|
|
+ webglObject, object,
|
|
|
+ renderList,
|
|
|
+
|
|
|
+ lights = scene.__lights,
|
|
|
+ fog = scene.fog;
|
|
|
+
|
|
|
+ // reset caching for this frame
|
|
|
+
|
|
|
+ _currentMaterialId = -1;
|
|
|
+ _lightsNeedUpdate = true;
|
|
|
+
|
|
|
+ // update scene graph
|
|
|
+
|
|
|
+ if ( this.autoUpdateScene ) scene.updateMatrixWorld();
|
|
|
+
|
|
|
+ // update camera matrices and frustum
|
|
|
+
|
|
|
+ if ( camera.parent === undefined ) camera.updateMatrixWorld();
|
|
|
+
|
|
|
+ camera.matrixWorldInverse.getInverse( camera.matrixWorld );
|
|
|
+
|
|
|
+ _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
|
|
|
+ _frustum.setFromMatrix( _projScreenMatrix );
|
|
|
+
|
|
|
+ // update WebGL objects
|
|
|
+
|
|
|
+ if ( this.autoUpdateObjects ) this.initWebGLObjects( scene );
|
|
|
+
|
|
|
+ // custom render plugins (pre pass)
|
|
|
+
|
|
|
+ renderPlugins( this.renderPluginsPre, scene, camera );
|
|
|
+
|
|
|
+ //
|
|
|
+
|
|
|
+ _this.info.render.calls = 0;
|
|
|
+ _this.info.render.vertices = 0;
|
|
|
+ _this.info.render.faces = 0;
|
|
|
+ _this.info.render.points = 0;
|
|
|
+
|
|
|
+ renderer.setRenderTarget( renderTarget );
|
|
|
+
|
|
|
+ if ( this.autoClear || forceClear ) {
|
|
|
+
|
|
|
+ this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // set matrices for regular objects (frustum culled)
|
|
|
+
|
|
|
+ renderList = scene.__webglObjects;
|
|
|
+
|
|
|
+ for ( i = 0, il = renderList.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ webglObject = renderList[ i ];
|
|
|
+ object = webglObject.object;
|
|
|
+
|
|
|
+ webglObject.render = false;
|
|
|
+
|
|
|
+ if ( object.visible ) {
|
|
|
+
|
|
|
+ if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.contains( object ) ) {
|
|
|
+
|
|
|
+ setupMatrices( object, camera );
|
|
|
+
|
|
|
+ unrollBufferMaterial( webglObject );
|
|
|
+
|
|
|
+ webglObject.render = true;
|
|
|
+
|
|
|
+ if ( this.sortObjects === true ) {
|
|
|
+
|
|
|
+ if ( object.renderDepth !== null ) {
|
|
|
+
|
|
|
+ webglObject.z = object.renderDepth;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ _vector3.copy( object.matrixWorld.getPosition() );
|
|
|
+ _projScreenMatrix.multiplyVector3( _vector3 );
|
|
|
+
|
|
|
+ webglObject.z = _vector3.z;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ webglObject.id = object.id;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( this.sortObjects ) {
|
|
|
+
|
|
|
+ renderList.sort( painterSortStable );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // set matrices for immediate objects
|
|
|
+
|
|
|
+ renderList = scene.__webglObjectsImmediate;
|
|
|
+
|
|
|
+ for ( i = 0, il = renderList.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ webglObject = renderList[ i ];
|
|
|
+ object = webglObject.object;
|
|
|
+
|
|
|
+ if ( object.visible ) {
|
|
|
+
|
|
|
+ setupMatrices( object, camera );
|
|
|
+
|
|
|
+ unrollImmediateBufferMaterial( webglObject );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( scene.overrideMaterial ) {
|
|
|
+
|
|
|
+ var material = scene.overrideMaterial;
|
|
|
+
|
|
|
+ renderer.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
|
|
|
+ renderer.setDepthTest( material.depthTest );
|
|
|
+ renderer.setDepthWrite( material.depthWrite );
|
|
|
+ renderer.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
|
|
|
+
|
|
|
+ renderObjects( scene.__webglObjects, false, "", camera, lights, fog, true, material );
|
|
|
+ renderObjectsImmediate( scene.__webglObjectsImmediate, "", camera, lights, fog, false, material );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ var material = null;
|
|
|
+
|
|
|
+ // opaque pass (front-to-back order)
|
|
|
+
|
|
|
+ renderer.setBlending( THREE.NoBlending );
|
|
|
+
|
|
|
+ renderObjects( scene.__webglObjects, true, "opaque", camera, lights, fog, false, material );
|
|
|
+ renderObjectsImmediate( scene.__webglObjectsImmediate, "opaque", camera, lights, fog, false, material );
|
|
|
+
|
|
|
+ // transparent pass (back-to-front order)
|
|
|
+
|
|
|
+ renderObjects( scene.__webglObjects, false, "transparent", camera, lights, fog, true, material );
|
|
|
+ renderObjectsImmediate( scene.__webglObjectsImmediate, "transparent", camera, lights, fog, true, material );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // custom render plugins (post pass)
|
|
|
+
|
|
|
+ renderPlugins( this.renderPluginsPost, scene, camera );
|
|
|
+
|
|
|
+
|
|
|
+ // Generate mipmap if we're using any kind of mipmap filtering
|
|
|
+
|
|
|
+ if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
|
|
|
+
|
|
|
+ renderer.updateRenderTargetMipmap( renderTarget );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // Ensure depth buffer writing is enabled so it can be cleared on next render
|
|
|
+
|
|
|
+ renderer.setDepthTest( true );
|
|
|
+ renderer.setDepthWrite( true );
|
|
|
+
|
|
|
+ // _gl.finish();
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function renderPlugins( plugins, scene, camera ) {
|
|
|
+
|
|
|
+ if ( ! plugins.length ) return;
|
|
|
+
|
|
|
+ for ( var i = 0, il = plugins.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ // reset state for plugin (to start from clean slate)
|
|
|
+
|
|
|
+ _currentProgram = null;
|
|
|
+ _currentCamera = null;
|
|
|
+ _currentGeometryGroupHash = -1;
|
|
|
+ _currentMaterialId = -1;
|
|
|
+ _lightsNeedUpdate = true;
|
|
|
+ renderer.resetState();
|
|
|
+
|
|
|
+ plugins[ i ].render( scene, camera, renderer.getCurrentWidth(), renderer.getCurrentWidth() );
|
|
|
+
|
|
|
+ // reset state after plugin (anything could have changed)
|
|
|
+
|
|
|
+ _currentProgram = null;
|
|
|
+ _currentCamera = null;
|
|
|
+ _currentGeometryGroupHash = -1;
|
|
|
+ _currentMaterialId = -1;
|
|
|
+ _lightsNeedUpdate = true;
|
|
|
+ renderer.resetState();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function renderObjects ( renderList, reverse, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
|
|
|
+
|
|
|
+ var webglObject, object, buffer, material, start, end, delta;
|
|
|
+
|
|
|
+ if ( reverse ) {
|
|
|
+
|
|
|
+ start = renderList.length - 1;
|
|
|
+ end = -1;
|
|
|
+ delta = -1;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ start = 0;
|
|
|
+ end = renderList.length;
|
|
|
+ delta = 1;
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( var i = start; i !== end; i += delta ) {
|
|
|
+
|
|
|
+ webglObject = renderList[ i ];
|
|
|
+
|
|
|
+ if ( webglObject.render ) {
|
|
|
+
|
|
|
+ object = webglObject.object;
|
|
|
+ buffer = webglObject.buffer;
|
|
|
+
|
|
|
+ if ( overrideMaterial ) {
|
|
|
+
|
|
|
+ material = overrideMaterial;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ material = webglObject[ materialType ];
|
|
|
+
|
|
|
+ if ( ! material ) continue;
|
|
|
+
|
|
|
+ if ( useBlending ) renderer.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
|
|
|
+
|
|
|
+ renderer.setDepthTest( material.depthTest );
|
|
|
+ renderer.setDepthWrite( material.depthWrite );
|
|
|
+ renderer.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ renderer.setMaterialFaces( material );
|
|
|
+
|
|
|
+ if ( buffer instanceof THREE.BufferGeometry ) {
|
|
|
+
|
|
|
+ _this.renderBufferDirect( camera, lights, fog, material, buffer, object );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ _this.renderBuffer( camera, lights, fog, material, buffer, object );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
|
|
|
+
|
|
|
+ var webglObject, object, material, program;
|
|
|
+
|
|
|
+ for ( var i = 0, il = renderList.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ webglObject = renderList[ i ];
|
|
|
+ object = webglObject.object;
|
|
|
+
|
|
|
+ if ( object.visible ) {
|
|
|
+
|
|
|
+ if ( overrideMaterial ) {
|
|
|
+
|
|
|
+ material = overrideMaterial;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ material = webglObject[ materialType ];
|
|
|
+
|
|
|
+ if ( ! material ) continue;
|
|
|
+
|
|
|
+ if ( useBlending ) renderer.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
|
|
|
+
|
|
|
+ renderer.setDepthTest( material.depthTest );
|
|
|
+ renderer.setDepthWrite( material.depthWrite );
|
|
|
+ renderer.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ _this.renderImmediateObject( camera, lights, fog, material, object );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ this.renderImmediateObject = function ( camera, lights, fog, material, object ) {
|
|
|
+
|
|
|
+ var program = setProgram( camera, lights, fog, material, object );
|
|
|
+
|
|
|
+ _currentGeometryGroupHash = -1;
|
|
|
+
|
|
|
+ renderer.setMaterialFaces( material );
|
|
|
+
|
|
|
+ if ( object.immediateRenderCallback ) {
|
|
|
+
|
|
|
+ object.immediateRenderCallback( program, renderer.getContext(), _frustum );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ object.render( function( object ) { _this.renderBufferImmediate( object, program, material ); } );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function unrollImmediateBufferMaterial ( globject ) {
|
|
|
+
|
|
|
+ var object = globject.object,
|
|
|
+ material = object.material;
|
|
|
+
|
|
|
+ if ( material.transparent ) {
|
|
|
+
|
|
|
+ globject.transparent = material;
|
|
|
+ globject.opaque = null;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ globject.opaque = material;
|
|
|
+ globject.transparent = null;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function unrollBufferMaterial ( globject ) {
|
|
|
+
|
|
|
+ var object = globject.object,
|
|
|
+ buffer = globject.buffer,
|
|
|
+ material, materialIndex, meshMaterial;
|
|
|
+
|
|
|
+ meshMaterial = object.material;
|
|
|
+
|
|
|
+ if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
|
|
|
+
|
|
|
+ materialIndex = buffer.materialIndex;
|
|
|
+
|
|
|
+ material = meshMaterial.materials[ materialIndex ];
|
|
|
+
|
|
|
+ if ( material.transparent ) {
|
|
|
+
|
|
|
+ globject.transparent = material;
|
|
|
+ globject.opaque = null;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ globject.opaque = material;
|
|
|
+ globject.transparent = null;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ material = meshMaterial;
|
|
|
+
|
|
|
+ if ( material ) {
|
|
|
+
|
|
|
+ if ( material.transparent ) {
|
|
|
+
|
|
|
+ globject.transparent = material;
|
|
|
+ globject.opaque = null;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ globject.opaque = material;
|
|
|
+ globject.transparent = null;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // Geometry splitting
|
|
|
+
|
|
|
+ function sortFacesByMaterial ( geometry, material ) {
|
|
|
+
|
|
|
+ var f, fl, face, materialIndex, vertices,
|
|
|
+ groupHash, hash_map = {};
|
|
|
+
|
|
|
+ var numMorphTargets = geometry.morphTargets.length;
|
|
|
+ var numMorphNormals = geometry.morphNormals.length;
|
|
|
+
|
|
|
+ var usesFaceMaterial = material instanceof THREE.MeshFaceMaterial;
|
|
|
+
|
|
|
+ geometry.geometryGroups = {};
|
|
|
+
|
|
|
+ for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ face = geometry.faces[ f ];
|
|
|
+ materialIndex = usesFaceMaterial ? face.materialIndex : 0;
|
|
|
+
|
|
|
+ if ( hash_map[ materialIndex ] === undefined ) {
|
|
|
+
|
|
|
+ hash_map[ materialIndex ] = { 'hash': materialIndex, 'counter': 0 };
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
|
|
|
+
|
|
|
+ if ( geometry.geometryGroups[ groupHash ] === undefined ) {
|
|
|
+
|
|
|
+ geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ vertices = face instanceof THREE.Face3 ? 3 : 4;
|
|
|
+
|
|
|
+ if ( geometry.geometryGroups[ groupHash ].vertices + vertices > 65535 ) {
|
|
|
+
|
|
|
+ hash_map[ materialIndex ].counter += 1;
|
|
|
+ groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
|
|
|
+
|
|
|
+ if ( geometry.geometryGroups[ groupHash ] === undefined ) {
|
|
|
+
|
|
|
+ geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( face instanceof THREE.Face3 ) {
|
|
|
+
|
|
|
+ geometry.geometryGroups[ groupHash ].faces3.push( f );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ geometry.geometryGroups[ groupHash ].faces4.push( f );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ geometry.geometryGroups[ groupHash ].vertices += vertices;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ geometry.geometryGroupsList = [];
|
|
|
+
|
|
|
+ for ( var g in geometry.geometryGroups ) {
|
|
|
+
|
|
|
+ geometry.geometryGroups[ g ].id = _geometryGroupCounter ++;
|
|
|
+
|
|
|
+ geometry.geometryGroupsList.push( geometry.geometryGroups[ g ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // Objects refresh
|
|
|
+
|
|
|
+ this.initWebGLObjects = function ( scene ) {
|
|
|
+
|
|
|
+ if ( !scene.__webglObjects ) {
|
|
|
+
|
|
|
+ scene.__webglObjects = [];
|
|
|
+ scene.__webglObjectsImmediate = [];
|
|
|
+ scene.__webglSprites = [];
|
|
|
+ scene.__webglFlares = [];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ while ( scene.__objectsAdded.length ) {
|
|
|
+
|
|
|
+ addObject( scene.__objectsAdded[ 0 ], scene );
|
|
|
+ scene.__objectsAdded.splice( 0, 1 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ while ( scene.__objectsRemoved.length ) {
|
|
|
+
|
|
|
+ removeObject( scene.__objectsRemoved[ 0 ], scene );
|
|
|
+ scene.__objectsRemoved.splice( 0, 1 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // update must be called after objects adding / removal
|
|
|
+
|
|
|
+ for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {
|
|
|
+
|
|
|
+ updateObject( scene.__webglObjects[ o ].object );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // Objects adding
|
|
|
+
|
|
|
+ function addObject ( object, scene ) {
|
|
|
+
|
|
|
+ var g, geometry, material, geometryGroup;
|
|
|
+
|
|
|
+ if ( ! object.__webglInit ) {
|
|
|
+
|
|
|
+ object.__webglInit = true;
|
|
|
+
|
|
|
+ object._modelViewMatrix = new THREE.Matrix4();
|
|
|
+ object._normalMatrix = new THREE.Matrix3();
|
|
|
+
|
|
|
+ if ( object.geometry !== undefined && object.geometry.__webglInit === undefined ) {
|
|
|
+
|
|
|
+ object.geometry.__webglInit = true;
|
|
|
+ object.geometry.addEventListener( 'dispose', onGeometryDispose );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( object instanceof THREE.Mesh ) {
|
|
|
+
|
|
|
+ geometry = object.geometry;
|
|
|
+ material = object.material;
|
|
|
+
|
|
|
+ if ( geometry instanceof THREE.Geometry ) {
|
|
|
+
|
|
|
+ if ( geometry.geometryGroups === undefined ) {
|
|
|
+
|
|
|
+ sortFacesByMaterial( geometry, material );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // create separate VBOs per geometry chunk
|
|
|
+
|
|
|
+ for ( g in geometry.geometryGroups ) {
|
|
|
+
|
|
|
+ geometryGroup = geometry.geometryGroups[ g ];
|
|
|
+
|
|
|
+ // initialise VBO on the first access
|
|
|
+
|
|
|
+ if ( ! geometryGroup.__webglVertexBuffer ) {
|
|
|
+
|
|
|
+ createMeshBuffers( geometryGroup );
|
|
|
+ initMeshBuffers( geometryGroup, object );
|
|
|
+
|
|
|
+ geometry.verticesNeedUpdate = true;
|
|
|
+ geometry.morphTargetsNeedUpdate = true;
|
|
|
+ geometry.elementsNeedUpdate = true;
|
|
|
+ geometry.uvsNeedUpdate = true;
|
|
|
+ geometry.normalsNeedUpdate = true;
|
|
|
+ geometry.tangentsNeedUpdate = true;
|
|
|
+ geometry.colorsNeedUpdate = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( geometry instanceof THREE.BufferGeometry ) {
|
|
|
+
|
|
|
+ initDirectBuffers( geometry );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( object instanceof THREE.Ribbon ) {
|
|
|
+
|
|
|
+ geometry = object.geometry;
|
|
|
+
|
|
|
+ if ( ! geometry.__webglVertexBuffer ) {
|
|
|
+
|
|
|
+ createRibbonBuffers( geometry );
|
|
|
+ initRibbonBuffers( geometry, object );
|
|
|
+
|
|
|
+ geometry.verticesNeedUpdate = true;
|
|
|
+ geometry.colorsNeedUpdate = true;
|
|
|
+ geometry.normalsNeedUpdate = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( object instanceof THREE.Line ) {
|
|
|
+
|
|
|
+ geometry = object.geometry;
|
|
|
+
|
|
|
+ if ( ! geometry.__webglVertexBuffer ) {
|
|
|
+
|
|
|
+ createLineBuffers( geometry );
|
|
|
+ initLineBuffers( geometry, object );
|
|
|
+
|
|
|
+ geometry.verticesNeedUpdate = true;
|
|
|
+ geometry.colorsNeedUpdate = true;
|
|
|
+ geometry.lineDistancesNeedUpdate = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( object instanceof THREE.ParticleSystem ) {
|
|
|
+
|
|
|
+ geometry = object.geometry;
|
|
|
+
|
|
|
+ if ( ! geometry.__webglVertexBuffer ) {
|
|
|
+
|
|
|
+ if ( geometry instanceof THREE.Geometry ) {
|
|
|
+
|
|
|
+ createParticleBuffers( geometry );
|
|
|
+ initParticleBuffers( geometry, object );
|
|
|
+
|
|
|
+ geometry.verticesNeedUpdate = true;
|
|
|
+ geometry.colorsNeedUpdate = true;
|
|
|
+
|
|
|
+ } else if ( geometry instanceof THREE.BufferGeometry ) {
|
|
|
+
|
|
|
+ initDirectBuffers( geometry );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( ! object.__webglActive ) {
|
|
|
+
|
|
|
+ if ( object instanceof THREE.Mesh ) {
|
|
|
+
|
|
|
+ geometry = object.geometry;
|
|
|
+
|
|
|
+ if ( geometry instanceof THREE.BufferGeometry ) {
|
|
|
+
|
|
|
+ addBuffer( scene.__webglObjects, geometry, object );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ for ( g in geometry.geometryGroups ) {
|
|
|
+
|
|
|
+ geometryGroup = geometry.geometryGroups[ g ];
|
|
|
+
|
|
|
+ addBuffer( scene.__webglObjects, geometryGroup, object );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( object instanceof THREE.Ribbon ||
|
|
|
+ object instanceof THREE.Line ||
|
|
|
+ object instanceof THREE.ParticleSystem ) {
|
|
|
+
|
|
|
+ geometry = object.geometry;
|
|
|
+ addBuffer( scene.__webglObjects, geometry, object );
|
|
|
+
|
|
|
+ } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
|
|
|
+
|
|
|
+ addBufferImmediate( scene.__webglObjectsImmediate, object );
|
|
|
+
|
|
|
+ } else if ( object instanceof THREE.Sprite ) {
|
|
|
+
|
|
|
+ scene.__webglSprites.push( object );
|
|
|
+
|
|
|
+ } else if ( object instanceof THREE.LensFlare ) {
|
|
|
+
|
|
|
+ scene.__webglFlares.push( object );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ object.__webglActive = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function addBuffer ( objlist, buffer, object ) {
|
|
|
+
|
|
|
+ objlist.push(
|
|
|
+ {
|
|
|
+ buffer: buffer,
|
|
|
+ object: object,
|
|
|
+ opaque: null,
|
|
|
+ transparent: null
|
|
|
+ }
|
|
|
+ );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function addBufferImmediate ( objlist, object ) {
|
|
|
+
|
|
|
+ objlist.push(
|
|
|
+ {
|
|
|
+ object: object,
|
|
|
+ opaque: null,
|
|
|
+ transparent: null
|
|
|
+ }
|
|
|
+ );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // Objects updates
|
|
|
+
|
|
|
+ function updateObject ( object ) {
|
|
|
+
|
|
|
+ var geometry = object.geometry,
|
|
|
+ geometryGroup, customAttributesDirty, material;
|
|
|
+
|
|
|
+ if ( object instanceof THREE.Mesh ) {
|
|
|
+
|
|
|
+ if ( geometry instanceof THREE.BufferGeometry ) {
|
|
|
+
|
|
|
+ if ( geometry.verticesNeedUpdate || geometry.elementsNeedUpdate ||
|
|
|
+ geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
|
|
|
+ geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate ) {
|
|
|
+
|
|
|
+ setDirectBuffers( geometry, !geometry.dynamic );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ geometry.verticesNeedUpdate = false;
|
|
|
+ geometry.elementsNeedUpdate = false;
|
|
|
+ geometry.uvsNeedUpdate = false;
|
|
|
+ geometry.normalsNeedUpdate = false;
|
|
|
+ geometry.colorsNeedUpdate = false;
|
|
|
+ geometry.tangentsNeedUpdate = false;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ // check all geometry groups
|
|
|
+
|
|
|
+ for( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ geometryGroup = geometry.geometryGroupsList[ i ];
|
|
|
+
|
|
|
+ material = getBufferMaterial( object, geometryGroup );
|
|
|
+
|
|
|
+ if ( geometry.buffersNeedUpdate ) {
|
|
|
+
|
|
|
+ initMeshBuffers( geometryGroup, object );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
|
|
|
+
|
|
|
+ if ( geometry.verticesNeedUpdate || geometry.morphTargetsNeedUpdate || geometry.elementsNeedUpdate ||
|
|
|
+ geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
|
|
|
+ geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate || customAttributesDirty ) {
|
|
|
+
|
|
|
+ setMeshBuffers( geometryGroup, object, !geometry.dynamic, material );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ geometry.verticesNeedUpdate = false;
|
|
|
+ geometry.morphTargetsNeedUpdate = false;
|
|
|
+ geometry.elementsNeedUpdate = false;
|
|
|
+ geometry.uvsNeedUpdate = false;
|
|
|
+ geometry.normalsNeedUpdate = false;
|
|
|
+ geometry.colorsNeedUpdate = false;
|
|
|
+ geometry.tangentsNeedUpdate = false;
|
|
|
+
|
|
|
+ geometry.buffersNeedUpdate = false;
|
|
|
+
|
|
|
+ material.attributes && clearCustomAttributes( material );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( object instanceof THREE.Ribbon ) {
|
|
|
+
|
|
|
+ material = getBufferMaterial( object, geometry );
|
|
|
+
|
|
|
+ customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
|
|
|
+
|
|
|
+ if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.normalsNeedUpdate || customAttributesDirty ) {
|
|
|
+
|
|
|
+ setRibbonBuffers( geometry);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ geometry.verticesNeedUpdate = false;
|
|
|
+ geometry.colorsNeedUpdate = false;
|
|
|
+ geometry.normalsNeedUpdate = false;
|
|
|
+
|
|
|
+ material.attributes && clearCustomAttributes( material );
|
|
|
+
|
|
|
+ } else if ( object instanceof THREE.Line ) {
|
|
|
+
|
|
|
+ material = getBufferMaterial( object, geometry );
|
|
|
+
|
|
|
+ customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
|
|
|
+
|
|
|
+ if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.lineDistancesNeedUpdate || customAttributesDirty ) {
|
|
|
+
|
|
|
+ setLineBuffers( geometry);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ geometry.verticesNeedUpdate = false;
|
|
|
+ geometry.colorsNeedUpdate = false;
|
|
|
+ geometry.lineDistancesNeedUpdate = false;
|
|
|
+
|
|
|
+ material.attributes && clearCustomAttributes( material );
|
|
|
+
|
|
|
+ } else if ( object instanceof THREE.ParticleSystem ) {
|
|
|
+
|
|
|
+ if ( geometry instanceof THREE.BufferGeometry ) {
|
|
|
+
|
|
|
+ if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate ) {
|
|
|
+
|
|
|
+ setDirectBuffers( geometry, !geometry.dynamic );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ geometry.verticesNeedUpdate = false;
|
|
|
+ geometry.colorsNeedUpdate = false;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ material = getBufferMaterial( object, geometry );
|
|
|
+
|
|
|
+ customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
|
|
|
+
|
|
|
+ if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || object.sortParticles || customAttributesDirty ) {
|
|
|
+
|
|
|
+ setParticleBuffers( geometry, object );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ geometry.verticesNeedUpdate = false;
|
|
|
+ geometry.colorsNeedUpdate = false;
|
|
|
+
|
|
|
+ material.attributes && clearCustomAttributes( material );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // Objects updates - custom attributes check
|
|
|
+
|
|
|
+ function areCustomAttributesDirty ( material ) {
|
|
|
+
|
|
|
+ for ( var a in material.attributes ) {
|
|
|
+
|
|
|
+ if ( material.attributes[ a ].needsUpdate ) return true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return false;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function clearCustomAttributes ( material ) {
|
|
|
+
|
|
|
+ for ( var a in material.attributes ) {
|
|
|
+
|
|
|
+ material.attributes[ a ].needsUpdate = false;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // Objects removal
|
|
|
+
|
|
|
+ function removeObject ( object, scene ) {
|
|
|
+
|
|
|
+ if ( object instanceof THREE.Mesh ||
|
|
|
+ object instanceof THREE.ParticleSystem ||
|
|
|
+ object instanceof THREE.Ribbon ||
|
|
|
+ object instanceof THREE.Line ) {
|
|
|
+
|
|
|
+ removeInstances( scene.__webglObjects, object );
|
|
|
+
|
|
|
+ } else if ( object instanceof THREE.Sprite ) {
|
|
|
+
|
|
|
+ removeInstancesDirect( scene.__webglSprites, object );
|
|
|
+
|
|
|
+ } else if ( object instanceof THREE.LensFlare ) {
|
|
|
+
|
|
|
+ removeInstancesDirect( scene.__webglFlares, object );
|
|
|
+
|
|
|
+ } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
|
|
|
+
|
|
|
+ removeInstances( scene.__webglObjectsImmediate, object );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ object.__webglActive = false;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function removeInstances ( objlist, object ) {
|
|
|
+
|
|
|
+ for ( var o = objlist.length - 1; o >= 0; o -- ) {
|
|
|
+
|
|
|
+ if ( objlist[ o ].object === object ) {
|
|
|
+
|
|
|
+ objlist.splice( o, 1 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function removeInstancesDirect ( objlist, object ) {
|
|
|
+
|
|
|
+ for ( var o = objlist.length - 1; o >= 0; o -- ) {
|
|
|
+
|
|
|
+ if ( objlist[ o ] === object ) {
|
|
|
+
|
|
|
+ objlist.splice( o, 1 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // Materials
|
|
|
+
|
|
|
+ this.initMaterial = function ( material, lights, fog, object ) {
|
|
|
+
|
|
|
+ material.addEventListener( 'dispose', onMaterialDispose );
|
|
|
+
|
|
|
+ var u, a, identifiers, i, parameters, maxLightCount, maxBones, maxShadows, shaderID;
|
|
|
+
|
|
|
+ if ( material instanceof THREE.MeshDepthMaterial ) {
|
|
|
+
|
|
|
+ shaderID = 'depth';
|
|
|
+
|
|
|
+ } else if ( material instanceof THREE.MeshNormalMaterial ) {
|
|
|
+
|
|
|
+ shaderID = 'normal';
|
|
|
+
|
|
|
+ } else if ( material instanceof THREE.MeshBasicMaterial ) {
|
|
|
+
|
|
|
+ shaderID = 'basic';
|
|
|
+
|
|
|
+ } else if ( material instanceof THREE.MeshLambertMaterial ) {
|
|
|
+
|
|
|
+ shaderID = 'lambert';
|
|
|
+
|
|
|
+ } else if ( material instanceof THREE.MeshPhongMaterial ) {
|
|
|
+
|
|
|
+ shaderID = 'phong';
|
|
|
+
|
|
|
+ } else if ( material instanceof THREE.LineBasicMaterial ) {
|
|
|
+
|
|
|
+ shaderID = 'basic';
|
|
|
+
|
|
|
+ } else if ( material instanceof THREE.LineDashedMaterial ) {
|
|
|
+
|
|
|
+ shaderID = 'dashed';
|
|
|
+
|
|
|
+ } else if ( material instanceof THREE.ParticleBasicMaterial ) {
|
|
|
+
|
|
|
+ shaderID = 'particle_basic';
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( shaderID ) {
|
|
|
+
|
|
|
+ setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // heuristics to create shader parameters according to lights in the scene
|
|
|
+ // (not to blow over maxLights budget)
|
|
|
+
|
|
|
+ maxLightCount = allocateLights( lights );
|
|
|
+
|
|
|
+ maxShadows = allocateShadows( lights );
|
|
|
+
|
|
|
+ maxBones = allocateBones( object );
|
|
|
+
|
|
|
+ parameters = {
|
|
|
+
|
|
|
+ map: !!material.map,
|
|
|
+ envMap: !!material.envMap,
|
|
|
+ lightMap: !!material.lightMap,
|
|
|
+ bumpMap: !!material.bumpMap,
|
|
|
+ normalMap: !!material.normalMap,
|
|
|
+ specularMap: !!material.specularMap,
|
|
|
+
|
|
|
+ vertexColors: material.vertexColors,
|
|
|
+
|
|
|
+ fog: fog,
|
|
|
+ useFog: material.fog,
|
|
|
+ fogExp: fog instanceof THREE.FogExp2,
|
|
|
+
|
|
|
+ sizeAttenuation: material.sizeAttenuation,
|
|
|
+
|
|
|
+ skinning: material.skinning,
|
|
|
+ maxBones: maxBones,
|
|
|
+ useVertexTexture: renderer.supportsBoneTextures && object && object.useVertexTexture,
|
|
|
+ boneTextureWidth: object && object.boneTextureWidth,
|
|
|
+ boneTextureHeight: object && object.boneTextureHeight,
|
|
|
+
|
|
|
+ morphTargets: material.morphTargets,
|
|
|
+ morphNormals: material.morphNormals,
|
|
|
+ maxMorphTargets: this.maxMorphTargets,
|
|
|
+ maxMorphNormals: this.maxMorphNormals,
|
|
|
+
|
|
|
+ maxDirLights: maxLightCount.directional,
|
|
|
+ maxPointLights: maxLightCount.point,
|
|
|
+ maxSpotLights: maxLightCount.spot,
|
|
|
+ maxHemiLights: maxLightCount.hemi,
|
|
|
+
|
|
|
+ maxShadows: maxShadows,
|
|
|
+ shadowMapEnabled: this.shadowMapEnabled && object.receiveShadow,
|
|
|
+ shadowMapType: this.shadowMapType,
|
|
|
+ shadowMapDebug: this.shadowMapDebug,
|
|
|
+ shadowMapCascade: this.shadowMapCascade,
|
|
|
+
|
|
|
+ alphaTest: material.alphaTest,
|
|
|
+ metal: material.metal,
|
|
|
+ perPixel: material.perPixel,
|
|
|
+ wrapAround: material.wrapAround,
|
|
|
+ doubleSided: material.side === THREE.DoubleSide,
|
|
|
+ flipSided: material.side === THREE.BackSide
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ material.program = buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, material.defines, parameters );
|
|
|
+
|
|
|
+ var attributes = material.program.attributes;
|
|
|
+
|
|
|
+ if ( material.morphTargets ) {
|
|
|
+
|
|
|
+ material.numSupportedMorphTargets = 0;
|
|
|
+
|
|
|
+ var id, base = "morphTarget";
|
|
|
+
|
|
|
+ for ( i = 0; i < this.maxMorphTargets; i ++ ) {
|
|
|
+
|
|
|
+ id = base + i;
|
|
|
+
|
|
|
+ if ( attributes[ id ] >= 0 ) {
|
|
|
+
|
|
|
+ material.numSupportedMorphTargets ++;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( material.morphNormals ) {
|
|
|
+
|
|
|
+ material.numSupportedMorphNormals = 0;
|
|
|
+
|
|
|
+ var id, base = "morphNormal";
|
|
|
+
|
|
|
+ for ( i = 0; i < this.maxMorphNormals; i ++ ) {
|
|
|
+
|
|
|
+ id = base + i;
|
|
|
+
|
|
|
+ if ( attributes[ id ] >= 0 ) {
|
|
|
+
|
|
|
+ material.numSupportedMorphNormals ++;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ material.uniformsList = [];
|
|
|
+
|
|
|
+ for ( u in material.uniforms ) {
|
|
|
+
|
|
|
+ material.uniformsList.push( [ material.uniforms[ u ], u ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function setMaterialShaders( material, shaders ) {
|
|
|
+
|
|
|
+ material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms );
|
|
|
+ material.vertexShader = shaders.vertexShader;
|
|
|
+ material.fragmentShader = shaders.fragmentShader;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function setProgram( camera, lights, fog, material, object ) {
|
|
|
+
|
|
|
+ _usedTextureUnits = 0;
|
|
|
+
|
|
|
+ if ( material.needsUpdate ) {
|
|
|
+
|
|
|
+ if ( material.program ) deallocateMaterial( material );
|
|
|
+
|
|
|
+ _this.initMaterial( material, lights, fog, object );
|
|
|
+ material.needsUpdate = false;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( material.morphTargets ) {
|
|
|
+
|
|
|
+ if ( ! object.__webglMorphTargetInfluences ) {
|
|
|
+
|
|
|
+ object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var refreshMaterial = false;
|
|
|
+
|
|
|
+ var program = material.program,
|
|
|
+ p_uniforms = program.uniforms,
|
|
|
+ m_uniforms = material.uniforms;
|
|
|
+
|
|
|
+ if ( program !== _currentProgram ) {
|
|
|
+
|
|
|
+ renderer.useProgram( program );
|
|
|
+ _currentProgram = program;
|
|
|
+
|
|
|
+ refreshMaterial = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( material.id !== _currentMaterialId ) {
|
|
|
+
|
|
|
+ _currentMaterialId = material.id;
|
|
|
+ refreshMaterial = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( refreshMaterial || camera !== _currentCamera ) {
|
|
|
+
|
|
|
+ renderer.uniformMatrix4fv( p_uniforms.projectionMatrix, camera.projectionMatrix.elements );
|
|
|
+
|
|
|
+ if ( camera !== _currentCamera ) _currentCamera = camera;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // skinning uniforms must be set even if material didn't change
|
|
|
+ // auto-setting of texture unit for bone texture must go before other textures
|
|
|
+ // not sure why, but otherwise weird things happen
|
|
|
+
|
|
|
+ if ( material.skinning ) {
|
|
|
+
|
|
|
+ if ( renderer.supportsBoneTextures && object.useVertexTexture ) {
|
|
|
+
|
|
|
+ if ( p_uniforms.boneTexture !== null ) {
|
|
|
+
|
|
|
+ var textureUnit = getTextureUnit();
|
|
|
+
|
|
|
+ renderer.uniform1i( p_uniforms.boneTexture, textureUnit );
|
|
|
+ renderer.setTexture( object.boneTexture, textureUnit );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ if ( p_uniforms.boneGlobalMatrices !== null ) {
|
|
|
+
|
|
|
+ renderer.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, object.boneMatrices );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( refreshMaterial ) {
|
|
|
+
|
|
|
+ // refresh uniforms common to several materials
|
|
|
+
|
|
|
+ if ( fog && material.fog ) {
|
|
|
+
|
|
|
+ refreshUniformsFog( m_uniforms, fog );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( material instanceof THREE.MeshPhongMaterial ||
|
|
|
+ material instanceof THREE.MeshLambertMaterial ||
|
|
|
+ material.lights ) {
|
|
|
+
|
|
|
+ if ( _lightsNeedUpdate ) {
|
|
|
+
|
|
|
+ setupLights( program, lights );
|
|
|
+ _lightsNeedUpdate = false;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ refreshUniformsLights( m_uniforms, _lights );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( material instanceof THREE.MeshBasicMaterial ||
|
|
|
+ material instanceof THREE.MeshLambertMaterial ||
|
|
|
+ material instanceof THREE.MeshPhongMaterial ) {
|
|
|
+
|
|
|
+ refreshUniformsCommon( m_uniforms, material );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // refresh single material specific uniforms
|
|
|
+
|
|
|
+ if ( material instanceof THREE.LineBasicMaterial ) {
|
|
|
+
|
|
|
+ refreshUniformsLine( m_uniforms, material );
|
|
|
+
|
|
|
+ } else if ( material instanceof THREE.LineDashedMaterial ) {
|
|
|
+
|
|
|
+ refreshUniformsLine( m_uniforms, material );
|
|
|
+ refreshUniformsDash( m_uniforms, material );
|
|
|
+
|
|
|
+ } else if ( material instanceof THREE.ParticleBasicMaterial ) {
|
|
|
+
|
|
|
+ refreshUniformsParticle( m_uniforms, material );
|
|
|
+
|
|
|
+ } else if ( material instanceof THREE.MeshPhongMaterial ) {
|
|
|
+
|
|
|
+ refreshUniformsPhong( m_uniforms, material );
|
|
|
+
|
|
|
+ } else if ( material instanceof THREE.MeshLambertMaterial ) {
|
|
|
+
|
|
|
+ refreshUniformsLambert( m_uniforms, material );
|
|
|
+
|
|
|
+ } else if ( material instanceof THREE.MeshDepthMaterial ) {
|
|
|
+
|
|
|
+ m_uniforms.mNear.value = camera.near;
|
|
|
+ m_uniforms.mFar.value = camera.far;
|
|
|
+ m_uniforms.opacity.value = material.opacity;
|
|
|
+
|
|
|
+ } else if ( material instanceof THREE.MeshNormalMaterial ) {
|
|
|
+
|
|
|
+ m_uniforms.opacity.value = material.opacity;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( object.receiveShadow && ! material._shadowPass ) {
|
|
|
+
|
|
|
+ refreshUniformsShadow( m_uniforms, lights );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // load common uniforms
|
|
|
+
|
|
|
+ loadUniformsGeneric( program, material.uniformsList );
|
|
|
+
|
|
|
+ // load material specific uniforms
|
|
|
+ // (shader material also gets them for the sake of genericity)
|
|
|
+
|
|
|
+ if ( material instanceof THREE.ShaderMaterial ||
|
|
|
+ material instanceof THREE.MeshPhongMaterial ||
|
|
|
+ material.envMap ) {
|
|
|
+
|
|
|
+ if ( p_uniforms.cameraPosition !== null ) {
|
|
|
+
|
|
|
+ var position = camera.matrixWorld.getPosition();
|
|
|
+ renderer.uniform3f( p_uniforms.cameraPosition, position.x, position.y, position.z );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( material instanceof THREE.MeshPhongMaterial ||
|
|
|
+ material instanceof THREE.MeshLambertMaterial ||
|
|
|
+ material instanceof THREE.ShaderMaterial ||
|
|
|
+ material.skinning ) {
|
|
|
+
|
|
|
+ if ( p_uniforms.viewMatrix !== null ) {
|
|
|
+
|
|
|
+ renderer.uniformMatrix4fv( p_uniforms.viewMatrix, camera.matrixWorldInverse.elements );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ loadUniformsMatrices( p_uniforms, object );
|
|
|
+
|
|
|
+ if ( p_uniforms.modelMatrix !== null ) {
|
|
|
+
|
|
|
+ renderer.uniformMatrix4fv( p_uniforms.modelMatrix, object.matrixWorld.elements );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return program;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // Uniforms (refresh uniforms objects)
|
|
|
+
|
|
|
+ function refreshUniformsCommon ( uniforms, material ) {
|
|
|
+
|
|
|
+ uniforms.opacity.value = material.opacity;
|
|
|
+
|
|
|
+ if ( _this.gammaInput ) {
|
|
|
+
|
|
|
+ uniforms.diffuse.value.copyGammaToLinear( material.color );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ uniforms.diffuse.value = material.color;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ uniforms.map.value = material.map;
|
|
|
+ uniforms.lightMap.value = material.lightMap;
|
|
|
+ uniforms.specularMap.value = material.specularMap;
|
|
|
+
|
|
|
+ if ( material.bumpMap ) {
|
|
|
+
|
|
|
+ uniforms.bumpMap.value = material.bumpMap;
|
|
|
+ uniforms.bumpScale.value = material.bumpScale;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( material.normalMap ) {
|
|
|
+
|
|
|
+ uniforms.normalMap.value = material.normalMap;
|
|
|
+ uniforms.normalScale.value.copy( material.normalScale );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // uv repeat and offset setting priorities
|
|
|
+ // 1. color map
|
|
|
+ // 2. specular map
|
|
|
+ // 3. normal map
|
|
|
+ // 4. bump map
|
|
|
+
|
|
|
+ var uvScaleMap;
|
|
|
+
|
|
|
+ if ( material.map ) {
|
|
|
+
|
|
|
+ uvScaleMap = material.map;
|
|
|
+
|
|
|
+ } else if ( material.specularMap ) {
|
|
|
+
|
|
|
+ uvScaleMap = material.specularMap;
|
|
|
+
|
|
|
+ } else if ( material.normalMap ) {
|
|
|
+
|
|
|
+ uvScaleMap = material.normalMap;
|
|
|
+
|
|
|
+ } else if ( material.bumpMap ) {
|
|
|
+
|
|
|
+ uvScaleMap = material.bumpMap;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( uvScaleMap !== undefined ) {
|
|
|
+
|
|
|
+ var offset = uvScaleMap.offset;
|
|
|
+ var repeat = uvScaleMap.repeat;
|
|
|
+
|
|
|
+ uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ uniforms.envMap.value = material.envMap;
|
|
|
+ uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : -1;
|
|
|
+
|
|
|
+ if ( _this.gammaInput ) {
|
|
|
+
|
|
|
+ //uniforms.reflectivity.value = material.reflectivity * material.reflectivity;
|
|
|
+ uniforms.reflectivity.value = material.reflectivity;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ uniforms.reflectivity.value = material.reflectivity;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ uniforms.refractionRatio.value = material.refractionRatio;
|
|
|
+ uniforms.combine.value = material.combine;
|
|
|
+ uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function refreshUniformsLine ( uniforms, material ) {
|
|
|
+
|
|
|
+ uniforms.diffuse.value = material.color;
|
|
|
+ uniforms.opacity.value = material.opacity;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function refreshUniformsDash ( uniforms, material ) {
|
|
|
+
|
|
|
+ uniforms.dashSize.value = material.dashSize;
|
|
|
+ uniforms.totalSize.value = material.dashSize + material.gapSize;
|
|
|
+ uniforms.scale.value = material.scale;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function refreshUniformsParticle ( uniforms, material ) {
|
|
|
+
|
|
|
+ uniforms.psColor.value = material.color;
|
|
|
+ uniforms.opacity.value = material.opacity;
|
|
|
+ uniforms.size.value = material.size;
|
|
|
+ uniforms.scale.value = renderer.getDomElement().height / 2.0; // TODO: Cache this.
|
|
|
+
|
|
|
+ uniforms.map.value = material.map;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function refreshUniformsFog ( uniforms, fog ) {
|
|
|
+
|
|
|
+ uniforms.fogColor.value = fog.color;
|
|
|
+
|
|
|
+ if ( fog instanceof THREE.Fog ) {
|
|
|
+
|
|
|
+ uniforms.fogNear.value = fog.near;
|
|
|
+ uniforms.fogFar.value = fog.far;
|
|
|
+
|
|
|
+ } else if ( fog instanceof THREE.FogExp2 ) {
|
|
|
+
|
|
|
+ uniforms.fogDensity.value = fog.density;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function refreshUniformsPhong ( uniforms, material ) {
|
|
|
+
|
|
|
+ uniforms.shininess.value = material.shininess;
|
|
|
+
|
|
|
+ if ( _this.gammaInput ) {
|
|
|
+
|
|
|
+ uniforms.ambient.value.copyGammaToLinear( material.ambient );
|
|
|
+ uniforms.emissive.value.copyGammaToLinear( material.emissive );
|
|
|
+ uniforms.specular.value.copyGammaToLinear( material.specular );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ uniforms.ambient.value = material.ambient;
|
|
|
+ uniforms.emissive.value = material.emissive;
|
|
|
+ uniforms.specular.value = material.specular;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( material.wrapAround ) {
|
|
|
+
|
|
|
+ uniforms.wrapRGB.value.copy( material.wrapRGB );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function refreshUniformsLambert ( uniforms, material ) {
|
|
|
+
|
|
|
+ if ( _this.gammaInput ) {
|
|
|
+
|
|
|
+ uniforms.ambient.value.copyGammaToLinear( material.ambient );
|
|
|
+ uniforms.emissive.value.copyGammaToLinear( material.emissive );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ uniforms.ambient.value = material.ambient;
|
|
|
+ uniforms.emissive.value = material.emissive;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( material.wrapAround ) {
|
|
|
+
|
|
|
+ uniforms.wrapRGB.value.copy( material.wrapRGB );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function refreshUniformsLights ( uniforms, lights ) {
|
|
|
+
|
|
|
+ uniforms.ambientLightColor.value = lights.ambient;
|
|
|
+
|
|
|
+ uniforms.directionalLightColor.value = lights.directional.colors;
|
|
|
+ uniforms.directionalLightDirection.value = lights.directional.positions;
|
|
|
+
|
|
|
+ uniforms.pointLightColor.value = lights.point.colors;
|
|
|
+ uniforms.pointLightPosition.value = lights.point.positions;
|
|
|
+ uniforms.pointLightDistance.value = lights.point.distances;
|
|
|
+
|
|
|
+ uniforms.spotLightColor.value = lights.spot.colors;
|
|
|
+ uniforms.spotLightPosition.value = lights.spot.positions;
|
|
|
+ uniforms.spotLightDistance.value = lights.spot.distances;
|
|
|
+ uniforms.spotLightDirection.value = lights.spot.directions;
|
|
|
+ uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
|
|
|
+ uniforms.spotLightExponent.value = lights.spot.exponents;
|
|
|
+
|
|
|
+ uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
|
|
|
+ uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
|
|
|
+ uniforms.hemisphereLightDirection.value = lights.hemi.positions;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function refreshUniformsShadow ( uniforms, lights ) {
|
|
|
+
|
|
|
+ if ( uniforms.shadowMatrix ) {
|
|
|
+
|
|
|
+ var j = 0;
|
|
|
+
|
|
|
+ for ( var i = 0, il = lights.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ var light = lights[ i ];
|
|
|
+
|
|
|
+ if ( ! light.castShadow ) continue;
|
|
|
+
|
|
|
+ if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) {
|
|
|
+
|
|
|
+ uniforms.shadowMap.value[ j ] = light.shadowMap;
|
|
|
+ uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
|
|
|
+
|
|
|
+ uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;
|
|
|
+
|
|
|
+ uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
|
|
|
+ uniforms.shadowBias.value[ j ] = light.shadowBias;
|
|
|
+
|
|
|
+ j ++;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // Uniforms (load to GPU)
|
|
|
+
|
|
|
+ function loadUniformsMatrices ( uniforms, object ) {
|
|
|
+
|
|
|
+ renderer.uniformMatrix4fv( uniforms.modelViewMatrix, object._modelViewMatrix.elements );
|
|
|
+
|
|
|
+ if ( uniforms.normalMatrix ) {
|
|
|
+
|
|
|
+ renderer.uniformMatrix3fv( uniforms.normalMatrix, object._normalMatrix.elements );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function getTextureUnit() {
|
|
|
+
|
|
|
+ var textureUnit = _usedTextureUnits;
|
|
|
+
|
|
|
+ if ( textureUnit >= renderer.maxTextures ) {
|
|
|
+
|
|
|
+ console.warn( "WebGLRenderer: trying to use " + textureUnit + " texture units while this GPU supports only " + renderer.maxTextures );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ _usedTextureUnits += 1;
|
|
|
+
|
|
|
+ return textureUnit;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function loadUniformsGeneric ( program, uniforms ) {
|
|
|
+
|
|
|
+ var uniform, value, type, location, texture, textureUnit, i, il, j, jl, offset;
|
|
|
+
|
|
|
+ for ( j = 0, jl = uniforms.length; j < jl; j ++ ) {
|
|
|
+
|
|
|
+ location = program.uniforms[ uniforms[ j ][ 1 ] ];
|
|
|
+ if ( !location ) continue;
|
|
|
+
|
|
|
+ uniform = uniforms[ j ][ 0 ];
|
|
|
+
|
|
|
+ type = uniform.type;
|
|
|
+ value = uniform.value;
|
|
|
+
|
|
|
+ if ( type === "i" ) { // single integer
|
|
|
+
|
|
|
+ renderer.uniform1i( location, value );
|
|
|
+
|
|
|
+ } else if ( type === "f" ) { // single float
|
|
|
+
|
|
|
+ renderer.uniform1f( location, value );
|
|
|
+
|
|
|
+ } else if ( type === "v2" ) { // single THREE.Vector2
|
|
|
+
|
|
|
+ renderer.uniform2f( location, value.x, value.y );
|
|
|
+
|
|
|
+ } else if ( type === "v3" ) { // single THREE.Vector3
|
|
|
+
|
|
|
+ renderer.uniform3f( location, value.x, value.y, value.z );
|
|
|
+
|
|
|
+ } else if ( type === "v4" ) { // single THREE.Vector4
|
|
|
+
|
|
|
+ renderer.uniform4f( location, value.x, value.y, value.z, value.w );
|
|
|
+
|
|
|
+ } else if ( type === "c" ) { // single THREE.Color
|
|
|
+
|
|
|
+ renderer.uniform3f( location, value.r, value.g, value.b );
|
|
|
+
|
|
|
+ } else if ( type === "iv1" ) { // flat array of integers (JS or typed array)
|
|
|
+
|
|
|
+ renderer.uniform1iv( location, value );
|
|
|
+
|
|
|
+ } else if ( type === "iv" ) { // flat array of integers with 3 x N size (JS or typed array)
|
|
|
+
|
|
|
+ renderer.uniform3iv( location, value );
|
|
|
+
|
|
|
+ } else if ( type === "fv1" ) { // flat array of floats (JS or typed array)
|
|
|
+
|
|
|
+ renderer.uniform1fv( location, value );
|
|
|
+
|
|
|
+ } else if ( type === "fv" ) { // flat array of floats with 3 x N size (JS or typed array)
|
|
|
+
|
|
|
+ renderer.uniform3fv( location, value );
|
|
|
+
|
|
|
+ } else if ( type === "v2v" ) { // array of THREE.Vector2
|
|
|
+
|
|
|
+ if ( uniform._array === undefined ) {
|
|
|
+
|
|
|
+ uniform._array = new Float32Array( 2 * value.length );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( i = 0, il = value.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ offset = i * 2;
|
|
|
+
|
|
|
+ uniform._array[ offset ] = value[ i ].x;
|
|
|
+ uniform._array[ offset + 1 ] = value[ i ].y;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ renderer.uniform2fv( location, uniform._array );
|
|
|
+
|
|
|
+ } else if ( type === "v3v" ) { // array of THREE.Vector3
|
|
|
+
|
|
|
+ if ( uniform._array === undefined ) {
|
|
|
+
|
|
|
+ uniform._array = new Float32Array( 3 * value.length );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( i = 0, il = value.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ offset = i * 3;
|
|
|
+
|
|
|
+ uniform._array[ offset ] = value[ i ].x;
|
|
|
+ uniform._array[ offset + 1 ] = value[ i ].y;
|
|
|
+ uniform._array[ offset + 2 ] = value[ i ].z;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ renderer.uniform3fv( location, uniform._array );
|
|
|
+
|
|
|
+ } else if ( type === "v4v" ) { // array of THREE.Vector4
|
|
|
+
|
|
|
+ if ( uniform._array === undefined ) {
|
|
|
+
|
|
|
+ uniform._array = new Float32Array( 4 * value.length );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( i = 0, il = value.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ offset = i * 4;
|
|
|
+
|
|
|
+ uniform._array[ offset ] = value[ i ].x;
|
|
|
+ uniform._array[ offset + 1 ] = value[ i ].y;
|
|
|
+ uniform._array[ offset + 2 ] = value[ i ].z;
|
|
|
+ uniform._array[ offset + 3 ] = value[ i ].w;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ renderer.uniform4fv( location, uniform._array );
|
|
|
+
|
|
|
+ } else if ( type === "m4") { // single THREE.Matrix4
|
|
|
+
|
|
|
+ if ( uniform._array === undefined ) {
|
|
|
+
|
|
|
+ uniform._array = new Float32Array( 16 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ value.flattenToArray( uniform._array );
|
|
|
+ renderer.uniformMatrix4fv( location, uniform._array );
|
|
|
+
|
|
|
+ } else if ( type === "m4v" ) { // array of THREE.Matrix4
|
|
|
+
|
|
|
+ if ( uniform._array === undefined ) {
|
|
|
+
|
|
|
+ uniform._array = new Float32Array( 16 * value.length );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( i = 0, il = value.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ renderer.uniformMatrix4fv( location, uniform._array );
|
|
|
+
|
|
|
+ } else if ( type === "t" ) { // single THREE.Texture (2d or cube)
|
|
|
+
|
|
|
+ texture = value;
|
|
|
+ textureUnit = getTextureUnit();
|
|
|
+
|
|
|
+ renderer.uniform1i( location, textureUnit );
|
|
|
+
|
|
|
+ if ( !texture ) continue;
|
|
|
+
|
|
|
+ if ( texture.image instanceof Array && texture.image.length === 6 ) {
|
|
|
+
|
|
|
+ renderer.setCubeTexture( texture, textureUnit );
|
|
|
+
|
|
|
+ } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
|
|
|
+
|
|
|
+ renderer.setCubeTextureDynamic( texture, textureUnit );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ renderer.setTexture( texture, textureUnit );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( type === "tv" ) { // array of THREE.Texture (2d)
|
|
|
+
|
|
|
+ if ( uniform._array === undefined ) {
|
|
|
+
|
|
|
+ uniform._array = [];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for( i = 0, il = uniform.value.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ uniform._array[ i ] = getTextureUnit();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ renderer.uniform1iv( location, uniform._array );
|
|
|
+
|
|
|
+ for( i = 0, il = uniform.value.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ texture = uniform.value[ i ];
|
|
|
+ textureUnit = uniform._array[ i ];
|
|
|
+
|
|
|
+ if ( !texture ) continue;
|
|
|
+
|
|
|
+ renderer.setTexture( texture, textureUnit );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function setupMatrices ( object, camera ) {
|
|
|
+
|
|
|
+ object._modelViewMatrix.multiply( camera.matrixWorldInverse, object.matrixWorld );
|
|
|
+
|
|
|
+ object._normalMatrix.getInverse( object._modelViewMatrix );
|
|
|
+ object._normalMatrix.transpose();
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ //
|
|
|
+
|
|
|
+ function setColorGamma( array, offset, color, intensitySq ) {
|
|
|
+
|
|
|
+ array[ offset ] = color.r * color.r * intensitySq;
|
|
|
+ array[ offset + 1 ] = color.g * color.g * intensitySq;
|
|
|
+ array[ offset + 2 ] = color.b * color.b * intensitySq;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function setColorLinear( array, offset, color, intensity ) {
|
|
|
+
|
|
|
+ array[ offset ] = color.r * intensity;
|
|
|
+ array[ offset + 1 ] = color.g * intensity;
|
|
|
+ array[ offset + 2 ] = color.b * intensity;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function setupLights ( program, lights ) {
|
|
|
+
|
|
|
+ var l, ll, light, n,
|
|
|
+ r = 0, g = 0, b = 0,
|
|
|
+ color, skyColor, groundColor,
|
|
|
+ intensity, intensitySq,
|
|
|
+ position,
|
|
|
+ distance,
|
|
|
+
|
|
|
+ zlights = _lights,
|
|
|
+
|
|
|
+ dirColors = zlights.directional.colors,
|
|
|
+ dirPositions = zlights.directional.positions,
|
|
|
+
|
|
|
+ pointColors = zlights.point.colors,
|
|
|
+ pointPositions = zlights.point.positions,
|
|
|
+ pointDistances = zlights.point.distances,
|
|
|
+
|
|
|
+ spotColors = zlights.spot.colors,
|
|
|
+ spotPositions = zlights.spot.positions,
|
|
|
+ spotDistances = zlights.spot.distances,
|
|
|
+ spotDirections = zlights.spot.directions,
|
|
|
+ spotAnglesCos = zlights.spot.anglesCos,
|
|
|
+ spotExponents = zlights.spot.exponents,
|
|
|
+
|
|
|
+ hemiSkyColors = zlights.hemi.skyColors,
|
|
|
+ hemiGroundColors = zlights.hemi.groundColors,
|
|
|
+ hemiPositions = zlights.hemi.positions,
|
|
|
+
|
|
|
+ dirLength = 0,
|
|
|
+ pointLength = 0,
|
|
|
+ spotLength = 0,
|
|
|
+ hemiLength = 0,
|
|
|
+
|
|
|
+ dirCount = 0,
|
|
|
+ pointCount = 0,
|
|
|
+ spotCount = 0,
|
|
|
+ hemiCount = 0,
|
|
|
+
|
|
|
+ dirOffset = 0,
|
|
|
+ pointOffset = 0,
|
|
|
+ spotOffset = 0,
|
|
|
+ hemiOffset = 0;
|
|
|
+
|
|
|
+ for ( l = 0, ll = lights.length; l < ll; l ++ ) {
|
|
|
+
|
|
|
+ light = lights[ l ];
|
|
|
+
|
|
|
+ if ( light.onlyShadow ) continue;
|
|
|
+
|
|
|
+ color = light.color;
|
|
|
+ intensity = light.intensity;
|
|
|
+ distance = light.distance;
|
|
|
+
|
|
|
+ if ( light instanceof THREE.AmbientLight ) {
|
|
|
+
|
|
|
+ if ( ! light.visible ) continue;
|
|
|
+
|
|
|
+ if ( _this.gammaInput ) {
|
|
|
+
|
|
|
+ r += color.r * color.r;
|
|
|
+ g += color.g * color.g;
|
|
|
+ b += color.b * color.b;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ r += color.r;
|
|
|
+ g += color.g;
|
|
|
+ b += color.b;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( light instanceof THREE.DirectionalLight ) {
|
|
|
+
|
|
|
+ dirCount += 1;
|
|
|
+
|
|
|
+ if ( ! light.visible ) continue;
|
|
|
+
|
|
|
+ _direction.copy( light.matrixWorld.getPosition() );
|
|
|
+ _direction.subSelf( light.target.matrixWorld.getPosition() );
|
|
|
+ _direction.normalize();
|
|
|
+
|
|
|
+ // skip lights with undefined direction
|
|
|
+ // these create troubles in OpenGL (making pixel black)
|
|
|
+
|
|
|
+ if ( _direction.x === 0 && _direction.y === 0 && _direction.z === 0 ) continue;
|
|
|
+
|
|
|
+ dirOffset = dirLength * 3;
|
|
|
+
|
|
|
+ dirPositions[ dirOffset ] = _direction.x;
|
|
|
+ dirPositions[ dirOffset + 1 ] = _direction.y;
|
|
|
+ dirPositions[ dirOffset + 2 ] = _direction.z;
|
|
|
+
|
|
|
+ if ( _this.gammaInput ) {
|
|
|
+
|
|
|
+ setColorGamma( dirColors, dirOffset, color, intensity * intensity );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ setColorLinear( dirColors, dirOffset, color, intensity );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ dirLength += 1;
|
|
|
+
|
|
|
+ } else if ( light instanceof THREE.PointLight ) {
|
|
|
+
|
|
|
+ pointCount += 1;
|
|
|
+
|
|
|
+ if ( ! light.visible ) continue;
|
|
|
+
|
|
|
+ pointOffset = pointLength * 3;
|
|
|
+
|
|
|
+ if ( _this.gammaInput ) {
|
|
|
+
|
|
|
+ setColorGamma( pointColors, pointOffset, color, intensity * intensity );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ setColorLinear( pointColors, pointOffset, color, intensity );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ position = light.matrixWorld.getPosition();
|
|
|
+
|
|
|
+ pointPositions[ pointOffset ] = position.x;
|
|
|
+ pointPositions[ pointOffset + 1 ] = position.y;
|
|
|
+ pointPositions[ pointOffset + 2 ] = position.z;
|
|
|
+
|
|
|
+ pointDistances[ pointLength ] = distance;
|
|
|
+
|
|
|
+ pointLength += 1;
|
|
|
+
|
|
|
+ } else if ( light instanceof THREE.SpotLight ) {
|
|
|
+
|
|
|
+ spotCount += 1;
|
|
|
+
|
|
|
+ if ( ! light.visible ) continue;
|
|
|
+
|
|
|
+ spotOffset = spotLength * 3;
|
|
|
+
|
|
|
+ if ( _this.gammaInput ) {
|
|
|
+
|
|
|
+ setColorGamma( spotColors, spotOffset, color, intensity * intensity );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ setColorLinear( spotColors, spotOffset, color, intensity );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ position = light.matrixWorld.getPosition();
|
|
|
+
|
|
|
+ spotPositions[ spotOffset ] = position.x;
|
|
|
+ spotPositions[ spotOffset + 1 ] = position.y;
|
|
|
+ spotPositions[ spotOffset + 2 ] = position.z;
|
|
|
+
|
|
|
+ spotDistances[ spotLength ] = distance;
|
|
|
+
|
|
|
+ _direction.copy( position );
|
|
|
+ _direction.subSelf( light.target.matrixWorld.getPosition() );
|
|
|
+ _direction.normalize();
|
|
|
+
|
|
|
+ spotDirections[ spotOffset ] = _direction.x;
|
|
|
+ spotDirections[ spotOffset + 1 ] = _direction.y;
|
|
|
+ spotDirections[ spotOffset + 2 ] = _direction.z;
|
|
|
+
|
|
|
+ spotAnglesCos[ spotLength ] = Math.cos( light.angle );
|
|
|
+ spotExponents[ spotLength ] = light.exponent;
|
|
|
+
|
|
|
+ spotLength += 1;
|
|
|
+
|
|
|
+ } else if ( light instanceof THREE.HemisphereLight ) {
|
|
|
+
|
|
|
+ hemiCount += 1;
|
|
|
+
|
|
|
+ if ( ! light.visible ) continue;
|
|
|
+
|
|
|
+ _direction.copy( light.matrixWorld.getPosition() );
|
|
|
+ _direction.normalize();
|
|
|
+
|
|
|
+ // skip lights with undefined direction
|
|
|
+ // these create troubles in OpenGL (making pixel black)
|
|
|
+
|
|
|
+ if ( _direction.x === 0 && _direction.y === 0 && _direction.z === 0 ) continue;
|
|
|
+
|
|
|
+ hemiOffset = hemiLength * 3;
|
|
|
+
|
|
|
+ hemiPositions[ hemiOffset ] = _direction.x;
|
|
|
+ hemiPositions[ hemiOffset + 1 ] = _direction.y;
|
|
|
+ hemiPositions[ hemiOffset + 2 ] = _direction.z;
|
|
|
+
|
|
|
+ skyColor = light.color;
|
|
|
+ groundColor = light.groundColor;
|
|
|
+
|
|
|
+ if ( _this.gammaInput ) {
|
|
|
+
|
|
|
+ intensitySq = intensity * intensity;
|
|
|
+
|
|
|
+ setColorGamma( hemiSkyColors, hemiOffset, skyColor, intensitySq );
|
|
|
+ setColorGamma( hemiGroundColors, hemiOffset, groundColor, intensitySq );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
|
|
|
+ setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ hemiLength += 1;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // null eventual remains from removed lights
|
|
|
+ // (this is to avoid if in shader)
|
|
|
+
|
|
|
+ for ( l = dirLength * 3, ll = Math.max( dirColors.length, dirCount * 3 ); l < ll; l ++ ) dirColors[ l ] = 0.0;
|
|
|
+ for ( l = pointLength * 3, ll = Math.max( pointColors.length, pointCount * 3 ); l < ll; l ++ ) pointColors[ l ] = 0.0;
|
|
|
+ for ( l = spotLength * 3, ll = Math.max( spotColors.length, spotCount * 3 ); l < ll; l ++ ) spotColors[ l ] = 0.0;
|
|
|
+ for ( l = hemiLength * 3, ll = Math.max( hemiSkyColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiSkyColors[ l ] = 0.0;
|
|
|
+ for ( l = hemiLength * 3, ll = Math.max( hemiGroundColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiGroundColors[ l ] = 0.0;
|
|
|
+
|
|
|
+ zlights.directional.length = dirLength;
|
|
|
+ zlights.point.length = pointLength;
|
|
|
+ zlights.spot.length = spotLength;
|
|
|
+ zlights.hemi.length = hemiLength;
|
|
|
+
|
|
|
+ zlights.ambient[ 0 ] = r;
|
|
|
+ zlights.ambient[ 1 ] = g;
|
|
|
+ zlights.ambient[ 2 ] = b;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // Defines
|
|
|
+
|
|
|
+ function generateDefines ( defines ) {
|
|
|
+
|
|
|
+ var value, chunk, chunks = [];
|
|
|
+
|
|
|
+ for ( var d in defines ) {
|
|
|
+
|
|
|
+ value = defines[ d ];
|
|
|
+ if ( value === false ) continue;
|
|
|
+
|
|
|
+ chunk = "#define " + d + " " + value;
|
|
|
+ chunks.push( chunk );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return chunks.join( "\n" );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // Shaders
|
|
|
+
|
|
|
+ function buildProgram ( shaderID, fragmentShader, vertexShader, uniforms, attributes, defines, parameters ) {
|
|
|
+
|
|
|
+ var p, pl, d, program, code;
|
|
|
+ var chunks = [];
|
|
|
+
|
|
|
+ // Generate code
|
|
|
+
|
|
|
+ if ( shaderID ) {
|
|
|
+
|
|
|
+ chunks.push( shaderID );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ chunks.push( fragmentShader );
|
|
|
+ chunks.push( vertexShader );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( d in defines ) {
|
|
|
+
|
|
|
+ chunks.push( d );
|
|
|
+ chunks.push( defines[ d ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( p in parameters ) {
|
|
|
+
|
|
|
+ chunks.push( p );
|
|
|
+ chunks.push( parameters[ p ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ code = chunks.join();
|
|
|
+
|
|
|
+ // Check if code has been already compiled
|
|
|
+
|
|
|
+ for ( p = 0, pl = _programs.length; p < pl; p ++ ) {
|
|
|
+
|
|
|
+ var programInfo = _programs[ p ];
|
|
|
+
|
|
|
+ if ( programInfo.code === code ) {
|
|
|
+
|
|
|
+ //console.log( "Code already compiled." /*: \n\n" + code*/ );
|
|
|
+
|
|
|
+ programInfo.usedTimes ++;
|
|
|
+
|
|
|
+ return programInfo.program;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var shadowMapTypeDefine = "SHADOWMAP_TYPE_BASIC";
|
|
|
+
|
|
|
+ if ( parameters.shadowMapType === THREE.PCFShadowMap ) {
|
|
|
+
|
|
|
+ shadowMapTypeDefine = "SHADOWMAP_TYPE_PCF";
|
|
|
+
|
|
|
+ } else if ( parameters.shadowMapType === THREE.PCFSoftShadowMap ) {
|
|
|
+
|
|
|
+ shadowMapTypeDefine = "SHADOWMAP_TYPE_PCF_SOFT";
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ //console.log( "building new program " );
|
|
|
+
|
|
|
+ //
|
|
|
+
|
|
|
+ var customDefines = generateDefines( defines );
|
|
|
+
|
|
|
+ //
|
|
|
+
|
|
|
+ var prefix_vertex = [
|
|
|
+
|
|
|
+ "precision " + renderer.precision + " float;",
|
|
|
+
|
|
|
+ customDefines,
|
|
|
+
|
|
|
+ renderer.supportsVertexTextures ? "#define VERTEX_TEXTURES" : "",
|
|
|
+
|
|
|
+ _this.gammaInput ? "#define GAMMA_INPUT" : "",
|
|
|
+ _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
|
|
|
+ _this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",
|
|
|
+
|
|
|
+ "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
|
|
|
+ "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
|
|
|
+ "#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
|
|
|
+ "#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
|
|
|
+
|
|
|
+ "#define MAX_SHADOWS " + parameters.maxShadows,
|
|
|
+
|
|
|
+ "#define MAX_BONES " + parameters.maxBones,
|
|
|
+
|
|
|
+ parameters.map ? "#define USE_MAP" : "",
|
|
|
+ parameters.envMap ? "#define USE_ENVMAP" : "",
|
|
|
+ parameters.lightMap ? "#define USE_LIGHTMAP" : "",
|
|
|
+ parameters.bumpMap ? "#define USE_BUMPMAP" : "",
|
|
|
+ parameters.normalMap ? "#define USE_NORMALMAP" : "",
|
|
|
+ parameters.specularMap ? "#define USE_SPECULARMAP" : "",
|
|
|
+ parameters.vertexColors ? "#define USE_COLOR" : "",
|
|
|
+
|
|
|
+ parameters.skinning ? "#define USE_SKINNING" : "",
|
|
|
+ parameters.useVertexTexture ? "#define BONE_TEXTURE" : "",
|
|
|
+ parameters.boneTextureWidth ? "#define N_BONE_PIXEL_X " + parameters.boneTextureWidth.toFixed( 1 ) : "",
|
|
|
+ parameters.boneTextureHeight ? "#define N_BONE_PIXEL_Y " + parameters.boneTextureHeight.toFixed( 1 ) : "",
|
|
|
+
|
|
|
+ parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
|
|
|
+ parameters.morphNormals ? "#define USE_MORPHNORMALS" : "",
|
|
|
+ parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
|
|
|
+ parameters.wrapAround ? "#define WRAP_AROUND" : "",
|
|
|
+ parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
|
|
|
+ parameters.flipSided ? "#define FLIP_SIDED" : "",
|
|
|
+
|
|
|
+ parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
|
|
|
+ parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
|
|
|
+ parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
|
|
|
+ parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
|
|
|
+
|
|
|
+ parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",
|
|
|
+
|
|
|
+ "uniform mat4 modelMatrix;",
|
|
|
+ "uniform mat4 modelViewMatrix;",
|
|
|
+ "uniform mat4 projectionMatrix;",
|
|
|
+ "uniform mat4 viewMatrix;",
|
|
|
+ "uniform mat3 normalMatrix;",
|
|
|
+ "uniform vec3 cameraPosition;",
|
|
|
+
|
|
|
+ "attribute vec3 position;",
|
|
|
+ "attribute vec3 normal;",
|
|
|
+ "attribute vec2 uv;",
|
|
|
+ "attribute vec2 uv2;",
|
|
|
+
|
|
|
+ "#ifdef USE_COLOR",
|
|
|
+
|
|
|
+ "attribute vec3 color;",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#ifdef USE_MORPHTARGETS",
|
|
|
+
|
|
|
+ "attribute vec3 morphTarget0;",
|
|
|
+ "attribute vec3 morphTarget1;",
|
|
|
+ "attribute vec3 morphTarget2;",
|
|
|
+ "attribute vec3 morphTarget3;",
|
|
|
+
|
|
|
+ "#ifdef USE_MORPHNORMALS",
|
|
|
+
|
|
|
+ "attribute vec3 morphNormal0;",
|
|
|
+ "attribute vec3 morphNormal1;",
|
|
|
+ "attribute vec3 morphNormal2;",
|
|
|
+ "attribute vec3 morphNormal3;",
|
|
|
+
|
|
|
+ "#else",
|
|
|
+
|
|
|
+ "attribute vec3 morphTarget4;",
|
|
|
+ "attribute vec3 morphTarget5;",
|
|
|
+ "attribute vec3 morphTarget6;",
|
|
|
+ "attribute vec3 morphTarget7;",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#ifdef USE_SKINNING",
|
|
|
+
|
|
|
+ "attribute vec4 skinIndex;",
|
|
|
+ "attribute vec4 skinWeight;",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ ""
|
|
|
+
|
|
|
+ ].join("\n");
|
|
|
+
|
|
|
+ var prefix_fragment = [
|
|
|
+
|
|
|
+ "precision " + renderer.precision + " float;",
|
|
|
+
|
|
|
+ ( parameters.bumpMap || parameters.normalMap ) ? "#extension GL_OES_standard_derivatives : enable" : "",
|
|
|
+
|
|
|
+ customDefines,
|
|
|
+
|
|
|
+ "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
|
|
|
+ "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
|
|
|
+ "#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
|
|
|
+ "#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
|
|
|
+
|
|
|
+ "#define MAX_SHADOWS " + parameters.maxShadows,
|
|
|
+
|
|
|
+ parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "",
|
|
|
+
|
|
|
+ _this.gammaInput ? "#define GAMMA_INPUT" : "",
|
|
|
+ _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
|
|
|
+ _this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",
|
|
|
+
|
|
|
+ ( parameters.useFog && parameters.fog ) ? "#define USE_FOG" : "",
|
|
|
+ ( parameters.useFog && parameters.fogExp ) ? "#define FOG_EXP2" : "",
|
|
|
+
|
|
|
+ parameters.map ? "#define USE_MAP" : "",
|
|
|
+ parameters.envMap ? "#define USE_ENVMAP" : "",
|
|
|
+ parameters.lightMap ? "#define USE_LIGHTMAP" : "",
|
|
|
+ parameters.bumpMap ? "#define USE_BUMPMAP" : "",
|
|
|
+ parameters.normalMap ? "#define USE_NORMALMAP" : "",
|
|
|
+ parameters.specularMap ? "#define USE_SPECULARMAP" : "",
|
|
|
+ parameters.vertexColors ? "#define USE_COLOR" : "",
|
|
|
+
|
|
|
+ parameters.metal ? "#define METAL" : "",
|
|
|
+ parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
|
|
|
+ parameters.wrapAround ? "#define WRAP_AROUND" : "",
|
|
|
+ parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
|
|
|
+ parameters.flipSided ? "#define FLIP_SIDED" : "",
|
|
|
+
|
|
|
+ parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
|
|
|
+ parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
|
|
|
+ parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
|
|
|
+ parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
|
|
|
+
|
|
|
+ "uniform mat4 viewMatrix;",
|
|
|
+ "uniform vec3 cameraPosition;",
|
|
|
+ ""
|
|
|
+
|
|
|
+ ].join("\n");
|
|
|
+
|
|
|
+
|
|
|
+ program = renderer.compileShader(prefix_vertex + vertexShader, prefix_fragment + fragmentShader);
|
|
|
+
|
|
|
+ //console.log( prefix_fragment + fragmentShader );
|
|
|
+ //console.log( prefix_vertex + vertexShader );
|
|
|
+
|
|
|
+ program.uniforms = {};
|
|
|
+ program.attributes = {};
|
|
|
+
|
|
|
+ var identifiers, u, a, i;
|
|
|
+
|
|
|
+ // cache uniform locations
|
|
|
+
|
|
|
+ identifiers = [
|
|
|
+
|
|
|
+ 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'modelMatrix', 'cameraPosition',
|
|
|
+ 'morphTargetInfluences'
|
|
|
+
|
|
|
+ ];
|
|
|
+
|
|
|
+ if ( parameters.useVertexTexture ) {
|
|
|
+
|
|
|
+ identifiers.push( 'boneTexture' );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ identifiers.push( 'boneGlobalMatrices' );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( u in uniforms ) {
|
|
|
+
|
|
|
+ identifiers.push( u );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ cacheUniformLocations( program, identifiers );
|
|
|
+
|
|
|
+ // cache attributes locations
|
|
|
+
|
|
|
+ identifiers = [
|
|
|
+
|
|
|
+ "position", "normal", "uv", "uv2", "tangent", "color",
|
|
|
+ "skinIndex", "skinWeight", "lineDistance"
|
|
|
+
|
|
|
+ ];
|
|
|
+
|
|
|
+ for ( i = 0; i < parameters.maxMorphTargets; i ++ ) {
|
|
|
+
|
|
|
+ identifiers.push( "morphTarget" + i );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( i = 0; i < parameters.maxMorphNormals; i ++ ) {
|
|
|
+
|
|
|
+ identifiers.push( "morphNormal" + i );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( a in attributes ) {
|
|
|
+
|
|
|
+ identifiers.push( a );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ cacheAttributeLocations( program, identifiers );
|
|
|
+
|
|
|
+ program.id = _programs_counter ++;
|
|
|
+
|
|
|
+ _programs.push( { program: program, code: code, usedTimes: 1 } );
|
|
|
+
|
|
|
+ _this.info.memory.programs = _programs.length;
|
|
|
+
|
|
|
+ return program;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // Shader parameters cache
|
|
|
+
|
|
|
+ function cacheUniformLocations ( program, identifiers ) {
|
|
|
+
|
|
|
+ var i, l, id;
|
|
|
+
|
|
|
+ for( i = 0, l = identifiers.length; i < l; i ++ ) {
|
|
|
+
|
|
|
+ id = identifiers[ i ];
|
|
|
+ program.uniforms[ id ] = renderer.getUniformLocation( program, id );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function cacheAttributeLocations ( program, identifiers ) {
|
|
|
+
|
|
|
+ var i, l, id;
|
|
|
+
|
|
|
+ for( i = 0, l = identifiers.length; i < l; i ++ ) {
|
|
|
+
|
|
|
+ id = identifiers[ i ];
|
|
|
+ program.attributes[ id ] = renderer.getAttribLocation( program, id );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // Allocations
|
|
|
+
|
|
|
+ function allocateBones ( object ) {
|
|
|
+
|
|
|
+ if ( renderer.supportsBoneTextures && object && object.useVertexTexture ) {
|
|
|
+
|
|
|
+ return 1024;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ // default for when object is not specified
|
|
|
+ // ( for example when prebuilding shader
|
|
|
+ // to be used with multiple objects )
|
|
|
+ //
|
|
|
+ // - leave some extra space for other uniforms
|
|
|
+ // - limit here is ANGLE's 254 max uniform vectors
|
|
|
+ // (up to 54 should be safe)
|
|
|
+
|
|
|
+ var nVertexUniforms = renderer.maxVertexUniformVectors
|
|
|
+ var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
|
|
|
+
|
|
|
+ var maxBones = nVertexMatrices;
|
|
|
+
|
|
|
+ if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
|
|
|
+
|
|
|
+ maxBones = Math.min( object.bones.length, maxBones );
|
|
|
+
|
|
|
+ if ( maxBones < object.bones.length ) {
|
|
|
+
|
|
|
+ console.warn( "WebGLRenderer: too many bones - " + object.bones.length + ", this GPU supports just " + maxBones + " (try OpenGL instead of ANGLE)" );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return maxBones;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function allocateLights ( lights ) {
|
|
|
+
|
|
|
+ var l, ll, light, dirLights, pointLights, spotLights, hemiLights;
|
|
|
+
|
|
|
+ dirLights = pointLights = spotLights = hemiLights = 0;
|
|
|
+
|
|
|
+ for ( l = 0, ll = lights.length; l < ll; l ++ ) {
|
|
|
+
|
|
|
+ light = lights[ l ];
|
|
|
+
|
|
|
+ if ( light.onlyShadow ) continue;
|
|
|
+
|
|
|
+ if ( light instanceof THREE.DirectionalLight ) dirLights ++;
|
|
|
+ if ( light instanceof THREE.PointLight ) pointLights ++;
|
|
|
+ if ( light instanceof THREE.SpotLight ) spotLights ++;
|
|
|
+ if ( light instanceof THREE.HemisphereLight ) hemiLights ++;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return { 'directional' : dirLights, 'point' : pointLights, 'spot': spotLights, 'hemi': hemiLights };
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function allocateShadows ( lights ) {
|
|
|
+
|
|
|
+ var l, ll, light, maxShadows = 0;
|
|
|
+
|
|
|
+ for ( l = 0, ll = lights.length; l < ll; l++ ) {
|
|
|
+
|
|
|
+ light = lights[ l ];
|
|
|
+
|
|
|
+ if ( ! light.castShadow ) continue;
|
|
|
+
|
|
|
+ if ( light instanceof THREE.SpotLight ) maxShadows ++;
|
|
|
+ if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return maxShadows;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // default plugins (order is important)
|
|
|
+
|
|
|
+ this.shadowMapPlugin = new THREE.ShadowMapPlugin();
|
|
|
+ this.addPrePlugin( this.shadowMapPlugin );
|
|
|
+
|
|
|
+ this.addPostPlugin( new THREE.SpritePlugin() );
|
|
|
+ this.addPostPlugin( new THREE.LensFlarePlugin() );
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.WebGLRenderer = THREE.WebGLRenderer2;
|