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@@ -5,8 +5,9 @@
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THREE.WebGLRenderer = function () {
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- var _canvas = document.createElement( 'canvas' ), _gl, _program,
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- viewMatrix = new THREE.Matrix4(), normalMatrix;
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+ var _canvas = document.createElement( 'canvas' ),
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+ _gl, _program,
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+ _viewMatrix = new THREE.Matrix4(), _normalMatrix;
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this.domElement = _canvas;
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this.autoClear = true;
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@@ -14,6 +15,9 @@ THREE.WebGLRenderer = function () {
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initGL();
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initProgram();
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+ // material constants used in shader
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+ var COLORFILL = 0, COLORSTROKE = 1, FACECOLORFILL = 2, FACECOLORSTROKE = 3, BITMAP = 4;
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+
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this.setSize = function ( width, height ) {
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_canvas.width = width;
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@@ -28,21 +32,10 @@ THREE.WebGLRenderer = function () {
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};
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- this.render = function ( scene, camera ) {
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-
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- var face, faceColor, object, material, normal, lightColor, lightPosition, light,
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- vertexArray, faceArray, colorArray, normalArray, vertexIndex,
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- o, ol, f, fl, m, ml, i, v1, v2, v3, v4,
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- l, ll,
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- uv, uvArray;
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-
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- if ( this.autoClear ) {
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-
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- this.clear();
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-
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- }
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-
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- //lighting
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+ this.setupLights = function ( scene ) {
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+
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+ var l, ll, lightColor, lightPosition, light;
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+
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_gl.uniform1i( _program.enableLighting, scene.lights.length );
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for ( l = 0, ll = scene.lights.length; l < ll; l++ ) {
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@@ -54,7 +47,7 @@ THREE.WebGLRenderer = function () {
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lightColor = light.color;
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_gl.uniform3f( _program.ambientColor, lightColor.r, lightColor.g, lightColor.b );
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- } else if( light instanceof THREE.DirectionalLight ) {
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+ } else if ( light instanceof THREE.DirectionalLight ) {
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lightColor = light.color;
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lightPosition = light.position;
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@@ -64,270 +57,384 @@ THREE.WebGLRenderer = function () {
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}
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}
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+ };
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+
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+ this.createBuffers = function ( object, materialIndex ) {
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+
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+ var materialFace = object.materialFaces[ materialIndex ];
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+ var material = object.material[ materialIndex ];
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+
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+ var faceArray = [];
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+ var lineArray = [];
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+
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+ var vertexArray = [];
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+ var colorArray = [];
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+ var normalArray = [];
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+ var uvArray = [];
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+
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+ var vertexIndex = 0;
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+
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+ var f, fl, fi, face, faceColor, vertexNormals, normal, uv, v1, v2, v3, v4;
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+
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+ for ( f = 0, fl = materialFace.faces.length; f < fl; f++ ) {
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+
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+ fi = materialFace.faces[f];
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+
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+ face = object.geometry.faces[ fi ];
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+ faceColor = face.color;
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+ vertexNormals = face.vertexNormals;
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+ normal = face.normal;
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+ uv = object.geometry.uvs[ fi ];
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+
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+ if ( face instanceof THREE.Face3 ) {
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+
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+ v1 = object.geometry.vertices[ face.a ].position;
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+ v2 = object.geometry.vertices[ face.b ].position;
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+ v3 = object.geometry.vertices[ face.c ].position;
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+
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+ vertexArray.push( v1.x, v1.y, v1.z );
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+ vertexArray.push( v2.x, v2.y, v2.z );
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+ vertexArray.push( v3.x, v3.y, v3.z );
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+
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+ if ( vertexNormals.length == 3 ) {
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+
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+ normalArray.push( vertexNormals[0].x, vertexNormals[0].y, vertexNormals[0].z );
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+ normalArray.push( vertexNormals[1].x, vertexNormals[1].y, vertexNormals[1].z );
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+ normalArray.push( vertexNormals[2].x, vertexNormals[2].y, vertexNormals[2].z );
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+
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+ }
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+ else {
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+
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+ normalArray.push( normal.x, normal.y, normal.z );
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+ normalArray.push( normal.x, normal.y, normal.z );
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+ normalArray.push( normal.x, normal.y, normal.z );
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+
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+ }
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- for ( o = 0, ol = scene.objects.length; o < ol; o++ ) {
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-
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- object = scene.objects[ o ];
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-
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- var materialFace, fi;
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-
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- if ( object instanceof THREE.Mesh ) {
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-
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- viewMatrix.multiply( camera.matrix, object.matrix );
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-
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- _program.viewMatrixArray = new Float32Array( viewMatrix.flatten() );
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- _program.projectionMatrixArray = new Float32Array( camera.projectionMatrix.flatten() );
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-
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- normalMatrix = THREE.Matrix4.makeInvert(viewMatrix).transpose();
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- _program.normalMatrixArray = new Float32Array( normalMatrix.flatten() );
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-
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- _gl.uniformMatrix4fv( _program.viewMatrix, false, _program.viewMatrixArray );
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- _gl.uniformMatrix4fv( _program.projectionMatrix, false, _program.projectionMatrixArray );
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- _gl.uniformMatrix4fv( _program.normalMatrix, false, _program.normalMatrixArray );
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-
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- // create separate VBOs per material
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- for (var m in object.materialFaces ) {
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-
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- materialFace = object.materialFaces[m];
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- material = object.material[m];
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- if( !material ) continue;
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- //log(material);
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-
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- if( !materialFace.__webGLVertexBuffer ) {
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-
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- vertexArray = [];
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- faceArray = [];
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- colorArray = [];
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- normalArray = [];
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- uvArray = [];
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- vertexIndex = 0;
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-
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- //log( "object.geometry.uvs: " + object.geometry.uvs.length + " " + object.geometry.uvs);
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-
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- for ( f = 0, fl = materialFace.faces.length; f < fl; f++ ) {
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-
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- fi = materialFace.faces[f];
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-
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- face = object.geometry.faces[ fi ];
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- faceColor = face.color;
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- vertexNormals = face.vertexNormals;
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- normal = face.normal;
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- uv = object.geometry.uvs[ fi ];
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-
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- if ( face instanceof THREE.Face3 ) {
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-
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- v1 = object.geometry.vertices[ face.a ].position;
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- v2 = object.geometry.vertices[ face.b ].position;
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- v3 = object.geometry.vertices[ face.c ].position;
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-
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- vertexArray.push( v1.x, v1.y, v1.z );
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- vertexArray.push( v2.x, v2.y, v2.z );
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- vertexArray.push( v3.x, v3.y, v3.z );
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-
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- if ( vertexNormals.length == 3 ) {
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-
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- normalArray.push( vertexNormals[0].x, vertexNormals[0].y, vertexNormals[0].z );
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- normalArray.push( vertexNormals[1].x, vertexNormals[1].y, vertexNormals[1].z );
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- normalArray.push( vertexNormals[2].x, vertexNormals[2].y, vertexNormals[2].z );
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-
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- }
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- else {
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-
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- normalArray.push( normal.x, normal.y, normal.z );
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- normalArray.push( normal.x, normal.y, normal.z );
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- normalArray.push( normal.x, normal.y, normal.z );
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-
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- }
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-
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- colorArray.push( faceColor.r, faceColor.g, faceColor.b, faceColor.a );
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- colorArray.push( faceColor.r, faceColor.g, faceColor.b, faceColor.a );
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- colorArray.push( faceColor.r, faceColor.g, faceColor.b, faceColor.a );
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-
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- if ( uv ) {
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-
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- uvArray.push( uv[0].u, uv[0].v );
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- uvArray.push( uv[1].u, uv[1].v );
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- uvArray.push( uv[2].u, uv[2].v );
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-
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- }
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-
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- faceArray.push( vertexIndex, vertexIndex + 1, vertexIndex + 2 );
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-
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- vertexIndex += 3;
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-
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- } else if ( face instanceof THREE.Face4 ) {
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-
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- v1 = object.geometry.vertices[ face.a ].position;
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- v2 = object.geometry.vertices[ face.b ].position;
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- v3 = object.geometry.vertices[ face.c ].position;
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- v4 = object.geometry.vertices[ face.d ].position;
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-
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- vertexArray.push( v1.x, v1.y, v1.z );
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- vertexArray.push( v2.x, v2.y, v2.z );
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- vertexArray.push( v3.x, v3.y, v3.z );
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- vertexArray.push( v4.x, v4.y, v4.z );
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-
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- if ( vertexNormals.length == 4 ) {
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-
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- normalArray.push( vertexNormals[0].x, vertexNormals[0].y, vertexNormals[0].z );
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- normalArray.push( vertexNormals[1].x, vertexNormals[1].y, vertexNormals[1].z );
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- normalArray.push( vertexNormals[2].x, vertexNormals[2].y, vertexNormals[2].z );
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- normalArray.push( vertexNormals[3].x, vertexNormals[3].y, vertexNormals[3].z );
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-
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- }
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- else {
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-
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- normalArray.push( normal.x, normal.y, normal.z );
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- normalArray.push( normal.x, normal.y, normal.z );
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- normalArray.push( normal.x, normal.y, normal.z );
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- normalArray.push( normal.x, normal.y, normal.z );
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-
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- }
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-
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- colorArray.push( faceColor.r, faceColor.g, faceColor.b, faceColor.a );
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- colorArray.push( faceColor.r, faceColor.g, faceColor.b, faceColor.a );
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- colorArray.push( faceColor.r, faceColor.g, faceColor.b, faceColor.a );
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- colorArray.push( faceColor.r, faceColor.g, faceColor.b, faceColor.a );
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-
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- if ( uv ) {
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-
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- uvArray.push( uv[0].u, uv[0].v );
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- uvArray.push( uv[1].u, uv[1].v );
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- uvArray.push( uv[2].u, uv[2].v );
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- uvArray.push( uv[3].u, uv[3].v );
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-
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- }
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-
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- faceArray.push( vertexIndex, vertexIndex + 1, vertexIndex + 2 );
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- faceArray.push( vertexIndex, vertexIndex + 2, vertexIndex + 3 );
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-
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- vertexIndex += 4;
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- }
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- }
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-
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- if ( !vertexArray.length ) {
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-
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- continue;
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-
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- }
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-
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- /*
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- log( "vertices: " + vertexArray.length/3 );
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- log( "faces: " + faceArray.length/3 );
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- log( "normals: " + normalArray.length/3 );
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- log( "colors: " + colorArray.length/4 );
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- log( "uvs: " + uvArray.length/2 );
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- */
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-
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+ colorArray.push( faceColor.r, faceColor.g, faceColor.b, faceColor.a );
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+ colorArray.push( faceColor.r, faceColor.g, faceColor.b, faceColor.a );
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+ colorArray.push( faceColor.r, faceColor.g, faceColor.b, faceColor.a );
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- materialFace.__webGLVertexBuffer = _gl.createBuffer();
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- _gl.bindBuffer( _gl.ARRAY_BUFFER, materialFace.__webGLVertexBuffer );
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- _gl.bufferData( _gl.ARRAY_BUFFER, new Float32Array( vertexArray ), _gl.STATIC_DRAW );
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+ if ( uv ) {
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+
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+ uvArray.push( uv[0].u, uv[0].v );
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+ uvArray.push( uv[1].u, uv[1].v );
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+ uvArray.push( uv[2].u, uv[2].v );
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+
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+ }
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- materialFace.__webGLNormalBuffer = _gl.createBuffer();
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- _gl.bindBuffer( _gl.ARRAY_BUFFER, materialFace.__webGLNormalBuffer );
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- _gl.bufferData( _gl.ARRAY_BUFFER, new Float32Array( normalArray ), _gl.STATIC_DRAW );
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+ faceArray.push( vertexIndex, vertexIndex + 1, vertexIndex + 2 );
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+
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+ // TODO: don't add lines that already exist (faces sharing edge)
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+
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+ lineArray.push( vertexIndex, vertexIndex + 1 );
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+ lineArray.push( vertexIndex, vertexIndex + 2 );
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+ lineArray.push( vertexIndex + 1, vertexIndex + 2 );
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- if( material instanceof THREE.MeshFaceColorFillMaterial || material instanceof THREE.MeshBitmapUVMappingMaterial ) {
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- materialFace.__webGLColorBuffer = _gl.createBuffer();
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- _gl.bindBuffer( _gl.ARRAY_BUFFER, materialFace.__webGLColorBuffer );
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- _gl.bufferData( _gl.ARRAY_BUFFER, new Float32Array( colorArray ), _gl.STATIC_DRAW );
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- }
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+ vertexIndex += 3;
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- materialFace.__webGLUVBuffer = _gl.createBuffer();
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- _gl.bindBuffer( _gl.ARRAY_BUFFER, materialFace.__webGLUVBuffer );
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- _gl.bufferData( _gl.ARRAY_BUFFER, new Float32Array( uvArray ), _gl.STATIC_DRAW );
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+ } else if ( face instanceof THREE.Face4 ) {
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- materialFace.__webGLFaceBuffer = _gl.createBuffer();
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- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, materialFace.__webGLFaceBuffer );
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- _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( faceArray ), _gl.STATIC_DRAW );
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+ v1 = object.geometry.vertices[ face.a ].position;
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+ v2 = object.geometry.vertices[ face.b ].position;
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+ v3 = object.geometry.vertices[ face.c ].position;
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+ v4 = object.geometry.vertices[ face.d ].position;
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- materialFace.__webGLFaceCount = faceArray.length;
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+ vertexArray.push( v1.x, v1.y, v1.z );
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+ vertexArray.push( v2.x, v2.y, v2.z );
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+ vertexArray.push( v3.x, v3.y, v3.z );
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+ vertexArray.push( v4.x, v4.y, v4.z );
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- }
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+ if ( vertexNormals.length == 4 ) {
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- if ( material instanceof THREE.MeshColorFillMaterial ) {
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-
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- if ( !materialFace.__webGLColorBuffer ) {
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-
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- colorArray = [];
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-
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- for ( i = 0; i < materialFace.__webGLFaceCount; i ++ ) {
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-
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- colorArray.push( material.color.r, material.color.g, material.color.b, material.color.a );
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-
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- }
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+ normalArray.push( vertexNormals[0].x, vertexNormals[0].y, vertexNormals[0].z );
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+ normalArray.push( vertexNormals[1].x, vertexNormals[1].y, vertexNormals[1].z );
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+ normalArray.push( vertexNormals[2].x, vertexNormals[2].y, vertexNormals[2].z );
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+ normalArray.push( vertexNormals[3].x, vertexNormals[3].y, vertexNormals[3].z );
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+
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+ }
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+ else {
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+
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+ normalArray.push( normal.x, normal.y, normal.z );
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+ normalArray.push( normal.x, normal.y, normal.z );
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+ normalArray.push( normal.x, normal.y, normal.z );
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+ normalArray.push( normal.x, normal.y, normal.z );
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+
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+ }
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- materialFace.__webGLColorBuffer = _gl.createBuffer();
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- _gl.bindBuffer( _gl.ARRAY_BUFFER, materialFace.__webGLColorBuffer );
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- _gl.bufferData( _gl.ARRAY_BUFFER, new Float32Array( colorArray ), _gl.STATIC_DRAW );
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+ colorArray.push( faceColor.r, faceColor.g, faceColor.b, faceColor.a );
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+ colorArray.push( faceColor.r, faceColor.g, faceColor.b, faceColor.a );
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+ colorArray.push( faceColor.r, faceColor.g, faceColor.b, faceColor.a );
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+ colorArray.push( faceColor.r, faceColor.g, faceColor.b, faceColor.a );
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- }
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-
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- _gl.uniform1i( _program.enableTexture, 0 );
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+ if ( uv ) {
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+
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+ uvArray.push( uv[0].u, uv[0].v );
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+ uvArray.push( uv[1].u, uv[1].v );
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+ uvArray.push( uv[2].u, uv[2].v );
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+ uvArray.push( uv[3].u, uv[3].v );
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+
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+ }
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+
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+ faceArray.push( vertexIndex, vertexIndex + 1, vertexIndex + 2 );
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+ faceArray.push( vertexIndex, vertexIndex + 2, vertexIndex + 3 );
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+
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+ // TODO: don't add lines that already exist (faces sharing edge)
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+
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+ lineArray.push( vertexIndex, vertexIndex + 1 );
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|
|
+ lineArray.push( vertexIndex, vertexIndex + 2 );
|
|
|
+ lineArray.push( vertexIndex, vertexIndex + 3 );
|
|
|
+ lineArray.push( vertexIndex + 1, vertexIndex + 2 );
|
|
|
+ lineArray.push( vertexIndex + 2, vertexIndex + 3 );
|
|
|
+
|
|
|
+ vertexIndex += 4;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( !vertexArray.length ) {
|
|
|
+
|
|
|
+ return;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ /*
|
|
|
+ log( "vertices: " + vertexArray.length/3 );
|
|
|
+ log( "faces: " + faceArray.length/3 );
|
|
|
+ log( "normals: " + normalArray.length/3 );
|
|
|
+ log( "colors: " + colorArray.length/4 );
|
|
|
+ log( "uvs: " + uvArray.length/2 );
|
|
|
+ */
|
|
|
+
|
|
|
+ materialFace.__webGLVertexBuffer = _gl.createBuffer();
|
|
|
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, materialFace.__webGLVertexBuffer );
|
|
|
+ _gl.bufferData( _gl.ARRAY_BUFFER, new Float32Array( vertexArray ), _gl.STATIC_DRAW );
|
|
|
+
|
|
|
+ materialFace.__webGLNormalBuffer = _gl.createBuffer();
|
|
|
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, materialFace.__webGLNormalBuffer );
|
|
|
+ _gl.bufferData( _gl.ARRAY_BUFFER, new Float32Array( normalArray ), _gl.STATIC_DRAW );
|
|
|
+
|
|
|
+ materialFace.__webGLColorBuffer = _gl.createBuffer();
|
|
|
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, materialFace.__webGLColorBuffer );
|
|
|
+ _gl.bufferData( _gl.ARRAY_BUFFER, new Float32Array( colorArray ), _gl.STATIC_DRAW );
|
|
|
+
|
|
|
+ materialFace.__webGLUVBuffer = _gl.createBuffer();
|
|
|
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, materialFace.__webGLUVBuffer );
|
|
|
+ _gl.bufferData( _gl.ARRAY_BUFFER, new Float32Array( uvArray ), _gl.STATIC_DRAW );
|
|
|
+
|
|
|
+ materialFace.__webGLFaceBuffer = _gl.createBuffer();
|
|
|
+ _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, materialFace.__webGLFaceBuffer );
|
|
|
+ _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( faceArray ), _gl.STATIC_DRAW );
|
|
|
+
|
|
|
+ materialFace.__webGLLineBuffer = _gl.createBuffer();
|
|
|
+ _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, materialFace.__webGLLineBuffer );
|
|
|
+ _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( lineArray ), _gl.STATIC_DRAW );
|
|
|
+
|
|
|
+ materialFace.__webGLFaceCount = faceArray.length;
|
|
|
+ materialFace.__webGLLineCount = lineArray.length;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.renderMesh = function ( object, camera ) {
|
|
|
+
|
|
|
+ var m, ml, mf, material, materialFace, fi, lineWidth;
|
|
|
+
|
|
|
+ // create separate VBOs per material
|
|
|
+ for (var mf in object.materialFaces ) {
|
|
|
+
|
|
|
+ materialFace = object.materialFaces[ mf ];
|
|
|
+ material = object.material[ mf ];
|
|
|
+ if( !material ) continue;
|
|
|
+
|
|
|
+ // initialise on the first access
|
|
|
+ if( !materialFace.__webGLVertexBuffer ) {
|
|
|
+
|
|
|
+ this.createBuffers( object, mf );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( m = 0, ml = object.material.length; m < ml; m++ ) {
|
|
|
+
|
|
|
+ material = object.material[ m ];
|
|
|
+
|
|
|
+ if ( material instanceof THREE.MeshBitmapUVMappingMaterial &&
|
|
|
+ !( m == mf || mf == material.decalIndex ) ) {
|
|
|
+
|
|
|
+ continue;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ //if ( m == element.materialIndex || element.materialIndex == material.decalIndex )
|
|
|
+
|
|
|
+ if ( material instanceof THREE.MeshColorFillMaterial ) {
|
|
|
|
|
|
- } else if ( material instanceof THREE.MeshFaceColorFillMaterial ) {
|
|
|
+ color = material.color;
|
|
|
+ _gl.uniform4f( _program.uniformColor, color.r, color.g, color.b, color.a );
|
|
|
+
|
|
|
+ _gl.uniform1i( _program.material, COLORFILL );
|
|
|
+
|
|
|
+ } else if ( material instanceof THREE.MeshColorStrokeMaterial ) {
|
|
|
+
|
|
|
+ lineWidth = material.lineWidth;
|
|
|
+
|
|
|
+ color = material.color;
|
|
|
+ _gl.uniform4f( _program.uniformColor, color.r, color.g, color.b, color.a );
|
|
|
+
|
|
|
+ _gl.uniform1i( _program.material, COLORSTROKE );
|
|
|
+
|
|
|
+ } else if ( material instanceof THREE.MeshFaceColorFillMaterial ) {
|
|
|
+
|
|
|
+ _gl.uniform1i( _program.material, FACECOLORFILL );
|
|
|
+
|
|
|
+ } else if ( material instanceof THREE.MeshFaceColorStrokeMaterial ) {
|
|
|
|
|
|
- _gl.uniform1i( _program.enableTexture, 0 );
|
|
|
+ lineWidth = material.lineWidth;
|
|
|
+
|
|
|
+ _gl.uniform1i( _program.material, FACECOLORSTROKE );
|
|
|
|
|
|
- } else if ( material instanceof THREE.MeshBitmapUVMappingMaterial ) {
|
|
|
+ } else if ( material instanceof THREE.MeshBitmapUVMappingMaterial ) {
|
|
|
+
|
|
|
+ if ( !material.__webGLTexture && material.loaded ) {
|
|
|
|
|
|
- if ( !material.__webGLTexture && material.loaded ) {
|
|
|
-
|
|
|
- //log(material.bitmap);
|
|
|
-
|
|
|
- material.__webGLTexture = _gl.createTexture();
|
|
|
- _gl.bindTexture( _gl.TEXTURE_2D, material.__webGLTexture );
|
|
|
- _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, material.bitmap ) ;
|
|
|
- _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.LINEAR );
|
|
|
- //_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.LINEAR_MIPMAP_NEAREST );
|
|
|
- _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.LINEAR_MIPMAP_LINEAR );
|
|
|
- _gl.generateMipmap( _gl.TEXTURE_2D );
|
|
|
- _gl.bindTexture( _gl.TEXTURE_2D, null );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- _gl.uniform1i( _program.enableTexture, 1 );
|
|
|
- _gl.activeTexture( _gl.TEXTURE0 );
|
|
|
+ material.__webGLTexture = _gl.createTexture();
|
|
|
_gl.bindTexture( _gl.TEXTURE_2D, material.__webGLTexture );
|
|
|
- _gl.uniform1i( _program.diffuse, 0 );
|
|
|
-
|
|
|
+ _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, material.bitmap ) ;
|
|
|
+ _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.LINEAR );
|
|
|
+ //_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.LINEAR_MIPMAP_NEAREST );
|
|
|
+ _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.LINEAR_MIPMAP_LINEAR );
|
|
|
+ _gl.generateMipmap( _gl.TEXTURE_2D );
|
|
|
+ _gl.bindTexture( _gl.TEXTURE_2D, null );
|
|
|
+
|
|
|
}
|
|
|
-
|
|
|
- // vertices
|
|
|
- _gl.bindBuffer( _gl.ARRAY_BUFFER, materialFace.__webGLVertexBuffer );
|
|
|
- _gl.vertexAttribPointer( _program.position, 3, _gl.FLOAT, false, 0, 0 );
|
|
|
-
|
|
|
- // normals
|
|
|
- _gl.bindBuffer( _gl.ARRAY_BUFFER, materialFace.__webGLNormalBuffer );
|
|
|
- _gl.vertexAttribPointer( _program.normal, 3, _gl.FLOAT, false, 0, 0 );
|
|
|
-
|
|
|
- // uvs
|
|
|
+
|
|
|
+ _gl.activeTexture( _gl.TEXTURE0 );
|
|
|
+ _gl.bindTexture( _gl.TEXTURE_2D, material.__webGLTexture );
|
|
|
+ _gl.uniform1i( _program.diffuse, 0 );
|
|
|
+
|
|
|
+ _gl.uniform1i( _program.material, BITMAP );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ // vertices
|
|
|
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, materialFace.__webGLVertexBuffer );
|
|
|
+ _gl.vertexAttribPointer( _program.position, 3, _gl.FLOAT, false, 0, 0 );
|
|
|
+
|
|
|
+ // normals
|
|
|
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, materialFace.__webGLNormalBuffer );
|
|
|
+ _gl.vertexAttribPointer( _program.normal, 3, _gl.FLOAT, false, 0, 0 );
|
|
|
+
|
|
|
+ // colors
|
|
|
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, materialFace.__webGLColorBuffer );
|
|
|
+ _gl.vertexAttribPointer( _program.color, 4, _gl.FLOAT, false, 0, 0 );
|
|
|
+
|
|
|
+ // uvs
|
|
|
+
|
|
|
+ if ( material instanceof THREE.MeshBitmapUVMappingMaterial ) {
|
|
|
+
|
|
|
_gl.bindBuffer( _gl.ARRAY_BUFFER, materialFace.__webGLUVBuffer );
|
|
|
- if ( object.geometry.uvs.length ) {
|
|
|
|
|
|
- _gl.enableVertexAttribArray( _program.uv );
|
|
|
- _gl.vertexAttribPointer( _program.uv, 2, _gl.FLOAT, false, 0, 0 );
|
|
|
+ _gl.enableVertexAttribArray( _program.uv );
|
|
|
+ _gl.vertexAttribPointer( _program.uv, 2, _gl.FLOAT, false, 0, 0 );
|
|
|
|
|
|
- }
|
|
|
- else {
|
|
|
+ }
|
|
|
+ else {
|
|
|
|
|
|
- _gl.disableVertexAttribArray( _program.uv );
|
|
|
+ _gl.disableVertexAttribArray( _program.uv );
|
|
|
|
|
|
- }
|
|
|
+ }
|
|
|
|
|
|
- // colors
|
|
|
- _gl.bindBuffer( _gl.ARRAY_BUFFER, materialFace.__webGLColorBuffer );
|
|
|
- _gl.enableVertexAttribArray( _program.color );
|
|
|
- _gl.vertexAttribPointer( _program.color, 4, _gl.FLOAT, false, 0, 0 );
|
|
|
+ // render triangles
|
|
|
|
|
|
- // render faces
|
|
|
+ if ( material instanceof THREE.MeshBitmapUVMappingMaterial ||
|
|
|
+ material instanceof THREE.MeshFaceColorFillMaterial ||
|
|
|
+ material instanceof THREE.MeshColorFillMaterial ) {
|
|
|
+
|
|
|
_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, materialFace.__webGLFaceBuffer );
|
|
|
_gl.drawElements( _gl.TRIANGLES, materialFace.__webGLFaceCount, _gl.UNSIGNED_SHORT, 0 );
|
|
|
|
|
|
+ }
|
|
|
+
|
|
|
+ // render lines
|
|
|
+
|
|
|
+ else if ( material instanceof THREE.MeshColorStrokeMaterial ||
|
|
|
+ material instanceof THREE.MeshFaceColorStrokeMaterial ) {
|
|
|
+
|
|
|
+ _gl.lineWidth( lineWidth );
|
|
|
+ _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, materialFace.__webGLLineBuffer );
|
|
|
+ _gl.drawElements( _gl.LINES, materialFace.__webGLLineCount, _gl.UNSIGNED_SHORT, 0 );
|
|
|
+
|
|
|
}
|
|
|
+
|
|
|
}
|
|
|
|
|
|
+ }
|
|
|
+ };
|
|
|
+
|
|
|
+ this.setupMatrices = function ( object, camera ) {
|
|
|
+
|
|
|
+ _viewMatrix.multiply( camera.matrix, object.matrix );
|
|
|
+
|
|
|
+ _program.viewMatrixArray = new Float32Array( _viewMatrix.flatten() );
|
|
|
+ _program.projectionMatrixArray = new Float32Array( camera.projectionMatrix.flatten() );
|
|
|
+
|
|
|
+ _normalMatrix = THREE.Matrix4.makeInvert( _viewMatrix ).transpose();
|
|
|
+ _program.normalMatrixArray = new Float32Array( _normalMatrix.flatten() );
|
|
|
+
|
|
|
+ _gl.uniformMatrix4fv( _program.viewMatrix, false, _program.viewMatrixArray );
|
|
|
+ _gl.uniformMatrix4fv( _program.projectionMatrix, false, _program.projectionMatrixArray );
|
|
|
+ _gl.uniformMatrix4fv( _program.normalMatrix, false, _program.normalMatrixArray );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ this.render = function ( scene, camera ) {
|
|
|
+
|
|
|
+ var o, ol, object;
|
|
|
+
|
|
|
+ if ( this.autoClear ) {
|
|
|
+
|
|
|
+ this.clear();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.setupLights( scene );
|
|
|
+
|
|
|
+ for ( o = 0, ol = scene.objects.length; o < ol; o++ ) {
|
|
|
+
|
|
|
+ object = scene.objects[ o ];
|
|
|
+
|
|
|
+ this.setupMatrices( object, camera );
|
|
|
+
|
|
|
+ if ( object instanceof THREE.Mesh ) {
|
|
|
+
|
|
|
+ this.renderMesh( object, camera );
|
|
|
+
|
|
|
+ } else if ( object instanceof THREE.Line ) {
|
|
|
+
|
|
|
+ // TODO
|
|
|
+
|
|
|
+ // It would be very inefficient to do lines one-by-one.
|
|
|
+
|
|
|
+ // This will need a complete redesign from how CanvasRenderer does it.
|
|
|
+
|
|
|
+ // Though it could be brute forced, if only used for lightweight
|
|
|
+ // stuff (as CanvasRenderer can only handle small number of elements
|
|
|
+ // anyways).
|
|
|
+
|
|
|
+ // Heavy-duty wireframe lines are handled efficiently in mesh renderer.
|
|
|
+
|
|
|
+ } else if ( object instanceof THREE.Particle ) {
|
|
|
+
|
|
|
+ // TODO
|
|
|
+
|
|
|
+ // The same as with lines, particles shouldn't be handled one-by-one.
|
|
|
+
|
|
|
+ // Again, heavy duty particle system would require different approach,
|
|
|
+ // like one VBO per particle system and then update attribute arrays,
|
|
|
+ // though the best would be to move also behavior computation
|
|
|
+ // into the shader (ala http://spidergl.org/example.php?id=11)
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
}
|
|
|
|
|
|
};
|
|
@@ -370,19 +477,32 @@ THREE.WebGLRenderer = function () {
|
|
|
"precision highp float;",
|
|
|
"#endif",
|
|
|
|
|
|
- "uniform bool enableTexture;",
|
|
|
"uniform sampler2D diffuse;",
|
|
|
- "varying vec2 vuv;",
|
|
|
|
|
|
- "varying vec4 vcolor;",
|
|
|
+ "uniform vec4 uniformColor;",
|
|
|
+
|
|
|
+ "varying vec2 vertexUv;",
|
|
|
+ "varying vec4 vertexColor;",
|
|
|
"varying vec3 lightWeighting;",
|
|
|
|
|
|
+ "uniform int material;", // 0 - ColorFill, 1 - ColorStroke, 2 - FaceColorFill, 3 - FaceColorStroke, 4 - Bitmap
|
|
|
+
|
|
|
"void main(){",
|
|
|
- "if(enableTexture) {",
|
|
|
- "vec4 texelColor = texture2D(diffuse, vuv);",
|
|
|
+ "if(material==4) {", // texture
|
|
|
+ "vec4 texelColor = texture2D(diffuse, vertexUv);",
|
|
|
"gl_FragColor = vec4(texelColor.rgb * lightWeighting, texelColor.a);",
|
|
|
- "} else {",
|
|
|
- "gl_FragColor = vec4(vcolor.rgb * lightWeighting, vcolor.a);",
|
|
|
+
|
|
|
+ "} else if(material==3) {", // wireframe using vertex color
|
|
|
+ "gl_FragColor = vec4(vertexColor.rgb * lightWeighting, vertexColor.a);",
|
|
|
+
|
|
|
+ "} else if(material==2) {", // triangle using vertex color
|
|
|
+ "gl_FragColor = vec4(vertexColor.rgb * lightWeighting, vertexColor.a);",
|
|
|
+
|
|
|
+ "} else if(material==1) {", // wireframe using uniform color
|
|
|
+ "gl_FragColor = vec4(uniformColor.rgb * lightWeighting, uniformColor.a);",
|
|
|
+
|
|
|
+ "} else {", // triangle using uniform color
|
|
|
+ "gl_FragColor = vec4(uniformColor.rgb * lightWeighting, uniformColor.a);",
|
|
|
"}",
|
|
|
"}"
|
|
|
].join("\n") ) );
|
|
@@ -401,22 +521,23 @@ THREE.WebGLRenderer = function () {
|
|
|
"uniform mat4 viewMatrix;",
|
|
|
"uniform mat4 projectionMatrix;",
|
|
|
"uniform mat4 normalMatrix;",
|
|
|
- "varying vec4 vcolor;",
|
|
|
+
|
|
|
+ "varying vec4 vertexColor;",
|
|
|
+ "varying vec2 vertexUv;",
|
|
|
"varying vec3 lightWeighting;",
|
|
|
- "varying vec2 vuv;",
|
|
|
|
|
|
"void main(void) {",
|
|
|
|
|
|
- "if(!enableLighting) {",
|
|
|
- "lightWeighting = vec3(1.0, 1.0, 1.0);",
|
|
|
- "} else {",
|
|
|
- "vec4 transformedNormal = normalMatrix * vec4(normal, 1.0);",
|
|
|
- "float directionalLightWeighting = max(dot(normalize(transformedNormal.xyz), lightingDirection), 0.0);",
|
|
|
- "lightWeighting = ambientColor + directionalColor * directionalLightWeighting;",
|
|
|
- "}",
|
|
|
+ "if(!enableLighting) {",
|
|
|
+ "lightWeighting = vec3(1.0, 1.0, 1.0);",
|
|
|
+ "} else {",
|
|
|
+ "vec4 transformedNormal = normalMatrix * vec4(normal, 1.0);",
|
|
|
+ "float directionalLightWeighting = max(dot(normalize(transformedNormal.xyz), lightingDirection), 0.0);",
|
|
|
+ "lightWeighting = ambientColor + directionalColor * directionalLightWeighting;",
|
|
|
+ "}",
|
|
|
|
|
|
- "vcolor = color;",
|
|
|
- "vuv = uv;",
|
|
|
+ "vertexColor = color;",
|
|
|
+ "vertexUv = uv;",
|
|
|
"gl_Position = projectionMatrix * viewMatrix * vec4( position, 1.0 );",
|
|
|
|
|
|
"}"].join("\n") ) );
|
|
@@ -440,7 +561,8 @@ THREE.WebGLRenderer = function () {
|
|
|
_program.directionalColor = _gl.getUniformLocation(_program, 'directionalColor');
|
|
|
_program.lightingDirection = _gl.getUniformLocation(_program, 'lightingDirection');
|
|
|
|
|
|
- _program.enableTexture = _gl.getUniformLocation(_program, 'enableTexture');
|
|
|
+ _program.material = _gl.getUniformLocation(_program, 'material');
|
|
|
+ _program.uniformColor = _gl.getUniformLocation(_program, 'uniformColor');
|
|
|
|
|
|
_program.color = _gl.getAttribLocation( _program, "color" );
|
|
|
_gl.enableVertexAttribArray( _program.color );
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