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|
- /**
- * @author mr.doob / http://mrdoob.com/
- */
- var THREE = THREE || { REVISION: '49dev' };
- if ( ! self.Int32Array ) {
- self.Int32Array = Array;
- self.Float32Array = Array;
- }
- // http://paulirish.com/2011/requestanimationframe-for-smart-animating/
- // http://my.opera.com/emoller/blog/2011/12/20/requestanimationframe-for-smart-er-animating
- // requestAnimationFrame polyfill by Erik Möller
- // fixes from Paul Irish and Tino Zijdel
- (function() {
- var lastTime = 0;
- var vendors = ['ms', 'moz', 'webkit', 'o'];
- for(var x = 0; x < vendors.length && !window.requestAnimationFrame; ++x) {
- window.requestAnimationFrame = window[vendors[x]+'RequestAnimationFrame'];
- window.cancelAnimationFrame = window[vendors[x]+'CancelAnimationFrame']
- || window[vendors[x]+'CancelRequestAnimationFrame'];
- }
-
- if (!window.requestAnimationFrame)
- window.requestAnimationFrame = function(callback, element) {
- var currTime = new Date().getTime();
- var timeToCall = Math.max(0, 16 - (currTime - lastTime));
- var id = window.setTimeout(function() { callback(currTime + timeToCall); },
- timeToCall);
- lastTime = currTime + timeToCall;
- return id;
- };
-
- if (!window.cancelAnimationFrame)
- window.cancelAnimationFrame = function(id) {
- clearTimeout(id);
- };
- }());
- /**
- * @author mr.doob / http://mrdoob.com/
- */
- THREE.Color = function ( hex ) {
- if ( hex !== undefined ) this.setHex( hex );
- return this;
- };
- THREE.Color.prototype = {
- constructor: THREE.Color,
- r: 1, g: 1, b: 1,
- copy: function ( color ) {
- this.r = color.r;
- this.g = color.g;
- this.b = color.b;
- return this;
- },
- copyGammaToLinear: function ( color ) {
- this.r = color.r * color.r;
- this.g = color.g * color.g;
- this.b = color.b * color.b;
- return this;
- },
- copyLinearToGamma: function ( color ) {
- this.r = Math.sqrt( color.r );
- this.g = Math.sqrt( color.g );
- this.b = Math.sqrt( color.b );
- return this;
- },
- convertGammaToLinear: function () {
- var r = this.r, g = this.g, b = this.b;
- this.r = r * r;
- this.g = g * g;
- this.b = b * b;
- return this;
- },
- convertLinearToGamma: function () {
- this.r = Math.sqrt( this.r );
- this.g = Math.sqrt( this.g );
- this.b = Math.sqrt( this.b );
- return this;
- },
- setRGB: function ( r, g, b ) {
- this.r = r;
- this.g = g;
- this.b = b;
- return this;
- },
- setHSV: function ( h, s, v ) {
- // based on MochiKit implementation by Bob Ippolito
- // h,s,v ranges are < 0.0 - 1.0 >
- var i, f, p, q, t;
- if ( v === 0 ) {
- this.r = this.g = this.b = 0;
- } else {
- i = Math.floor( h * 6 );
- f = ( h * 6 ) - i;
- p = v * ( 1 - s );
- q = v * ( 1 - ( s * f ) );
- t = v * ( 1 - ( s * ( 1 - f ) ) );
- switch ( i ) {
- case 1: this.r = q; this.g = v; this.b = p; break;
- case 2: this.r = p; this.g = v; this.b = t; break;
- case 3: this.r = p; this.g = q; this.b = v; break;
- case 4: this.r = t; this.g = p; this.b = v; break;
- case 5: this.r = v; this.g = p; this.b = q; break;
- case 6: // fall through
- case 0: this.r = v; this.g = t; this.b = p; break;
- }
- }
- return this;
- },
- setHex: function ( hex ) {
- hex = Math.floor( hex );
- this.r = ( hex >> 16 & 255 ) / 255;
- this.g = ( hex >> 8 & 255 ) / 255;
- this.b = ( hex & 255 ) / 255;
- return this;
- },
- lerpSelf: function ( color, alpha ) {
- this.r += ( color.r - this.r ) * alpha;
- this.g += ( color.g - this.g ) * alpha;
- this.b += ( color.b - this.b ) * alpha;
- return this;
- },
- getHex: function () {
- return Math.floor( this.r * 255 ) << 16 ^ Math.floor( this.g * 255 ) << 8 ^ Math.floor( this.b * 255 );
- },
- getContextStyle: function () {
- return 'rgb(' + Math.floor( this.r * 255 ) + ',' + Math.floor( this.g * 255 ) + ',' + Math.floor( this.b * 255 ) + ')';
- },
- clone: function () {
- return new THREE.Color().setRGB( this.r, this.g, this.b );
- }
- };
- /**
- * @author mr.doob / http://mrdoob.com/
- * @author philogb / http://blog.thejit.org/
- * @author egraether / http://egraether.com/
- * @author zz85 / http://www.lab4games.net/zz85/blog
- */
- THREE.Vector2 = function ( x, y ) {
- this.x = x || 0;
- this.y = y || 0;
- };
- THREE.Vector2.prototype = {
- constructor: THREE.Vector2,
- set: function ( x, y ) {
- this.x = x;
- this.y = y;
- return this;
- },
- copy: function ( v ) {
- this.x = v.x;
- this.y = v.y;
- return this;
- },
- add: function ( a, b ) {
- this.x = a.x + b.x;
- this.y = a.y + b.y;
- return this;
- },
- addSelf: function ( v ) {
- this.x += v.x;
- this.y += v.y;
- return this;
- },
- sub: function ( a, b ) {
- this.x = a.x - b.x;
- this.y = a.y - b.y;
- return this;
- },
- subSelf: function ( v ) {
- this.x -= v.x;
- this.y -= v.y;
- return this;
- },
- multiplyScalar: function ( s ) {
- this.x *= s;
- this.y *= s;
- return this;
- },
- divideScalar: function ( s ) {
- if ( s ) {
- this.x /= s;
- this.y /= s;
- } else {
- this.set( 0, 0 );
- }
- return this;
- },
- negate: function() {
- return this.multiplyScalar( - 1 );
- },
- dot: function ( v ) {
- return this.x * v.x + this.y * v.y;
- },
- lengthSq: function () {
- return this.x * this.x + this.y * this.y;
- },
- length: function () {
- return Math.sqrt( this.lengthSq() );
- },
- normalize: function () {
- return this.divideScalar( this.length() );
- },
- distanceTo: function ( v ) {
- return Math.sqrt( this.distanceToSquared( v ) );
- },
- distanceToSquared: function ( v ) {
- var dx = this.x - v.x, dy = this.y - v.y;
- return dx * dx + dy * dy;
- },
- setLength: function ( l ) {
- return this.normalize().multiplyScalar( l );
- },
- lerpSelf: function ( v, alpha ) {
- this.x += ( v.x - this.x ) * alpha;
- this.y += ( v.y - this.y ) * alpha;
- return this;
- },
- equals: function( v ) {
- return ( ( v.x === this.x ) && ( v.y === this.y ) );
- },
- isZero: function () {
- return ( this.lengthSq() < 0.0001 /* almostZero */ );
- },
- clone: function () {
- return new THREE.Vector2( this.x, this.y );
- }
- };
- /**
- * @author mr.doob / http://mrdoob.com/
- * @author kile / http://kile.stravaganza.org/
- * @author philogb / http://blog.thejit.org/
- * @author mikael emtinger / http://gomo.se/
- * @author egraether / http://egraether.com/
- */
- THREE.Vector3 = function ( x, y, z ) {
- this.x = x || 0;
- this.y = y || 0;
- this.z = z || 0;
- };
- THREE.Vector3.prototype = {
- constructor: THREE.Vector3,
- set: function ( x, y, z ) {
- this.x = x;
- this.y = y;
- this.z = z;
- return this;
- },
- setX: function ( x ) {
- this.x = x;
- return this;
- },
- setY: function ( y ) {
- this.y = y;
- return this;
- },
- setZ: function ( z ) {
- this.z = z;
- return this;
- },
- copy: function ( v ) {
- this.x = v.x;
- this.y = v.y;
- this.z = v.z;
- return this;
- },
- add: function ( a, b ) {
- this.x = a.x + b.x;
- this.y = a.y + b.y;
- this.z = a.z + b.z;
- return this;
- },
- addSelf: function ( v ) {
- this.x += v.x;
- this.y += v.y;
- this.z += v.z;
- return this;
- },
- addScalar: function ( s ) {
- this.x += s;
- this.y += s;
- this.z += s;
- return this;
- },
- sub: function ( a, b ) {
- this.x = a.x - b.x;
- this.y = a.y - b.y;
- this.z = a.z - b.z;
- return this;
- },
- subSelf: function ( v ) {
- this.x -= v.x;
- this.y -= v.y;
- this.z -= v.z;
- return this;
- },
- multiply: function ( a, b ) {
- this.x = a.x * b.x;
- this.y = a.y * b.y;
- this.z = a.z * b.z;
- return this;
- },
- multiplySelf: function ( v ) {
- this.x *= v.x;
- this.y *= v.y;
- this.z *= v.z;
- return this;
- },
- multiplyScalar: function ( s ) {
- this.x *= s;
- this.y *= s;
- this.z *= s;
- return this;
- },
- divideSelf: function ( v ) {
- this.x /= v.x;
- this.y /= v.y;
- this.z /= v.z;
- return this;
- },
- divideScalar: function ( s ) {
- if ( s ) {
- this.x /= s;
- this.y /= s;
- this.z /= s;
- } else {
- this.x = 0;
- this.y = 0;
- this.z = 0;
- }
- return this;
- },
- negate: function() {
- return this.multiplyScalar( - 1 );
- },
- dot: function ( v ) {
- return this.x * v.x + this.y * v.y + this.z * v.z;
- },
- lengthSq: function () {
- return this.x * this.x + this.y * this.y + this.z * this.z;
- },
- length: function () {
- return Math.sqrt( this.lengthSq() );
- },
- lengthManhattan: function () {
- return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
- },
- normalize: function () {
- return this.divideScalar( this.length() );
- },
- setLength: function ( l ) {
- return this.normalize().multiplyScalar( l );
- },
- lerpSelf: function ( v, alpha ) {
- this.x += ( v.x - this.x ) * alpha;
- this.y += ( v.y - this.y ) * alpha;
- this.z += ( v.z - this.z ) * alpha;
- return this;
- },
- cross: function ( a, b ) {
- this.x = a.y * b.z - a.z * b.y;
- this.y = a.z * b.x - a.x * b.z;
- this.z = a.x * b.y - a.y * b.x;
- return this;
- },
- crossSelf: function ( v ) {
- var x = this.x, y = this.y, z = this.z;
- this.x = y * v.z - z * v.y;
- this.y = z * v.x - x * v.z;
- this.z = x * v.y - y * v.x;
- return this;
- },
- distanceTo: function ( v ) {
- return Math.sqrt( this.distanceToSquared( v ) );
- },
- distanceToSquared: function ( v ) {
- return new THREE.Vector3().sub( this, v ).lengthSq();
- },
- getPositionFromMatrix: function ( m ) {
- this.x = m.elements[12];
- this.y = m.elements[13];
- this.z = m.elements[14];
- return this;
- },
- getRotationFromMatrix: function ( m, scale ) {
- var sx = scale ? scale.x : 1;
- var sy = scale ? scale.y : 1;
- var sz = scale ? scale.z : 1;
- var m11 = m.elements[0] / sx, m12 = m.elements[4] / sy, m13 = m.elements[8] / sz;
- var m21 = m.elements[1] / sx, m22 = m.elements[5] / sy, m23 = m.elements[9] / sz;
- var m33 = m.elements[10] / sz;
- this.y = Math.asin( m13 );
- var cosY = Math.cos( this.y );
- if ( Math.abs( cosY ) > 0.00001 ) {
- this.x = Math.atan2( - m23 / cosY, m33 / cosY );
- this.z = Math.atan2( - m12 / cosY, m11 / cosY );
- } else {
- this.x = 0;
- this.z = Math.atan2( m21, m22 );
- }
- return this;
- },
- /*
- // from http://www.mathworks.com/matlabcentral/fileexchange/20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/content/SpinCalc.m
- // order XYZ
- getEulerXYZFromQuaternion: function ( q ) {
- this.x = Math.atan2( 2 * ( q.x * q.w - q.y * q.z ), ( q.w * q.w - q.x * q.x - q.y * q.y + q.z * q.z ) );
- this.y = Math.asin( 2 * ( q.x * q.z + q.y * q.w ) );
- this.z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( q.w * q.w + q.x * q.x - q.y * q.y - q.z * q.z ) );
- },
- // from http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToEuler/index.htm
- // order YZX (assuming heading == y, attitude == z, bank == x)
- getEulerYZXFromQuaternion: function ( q ) {
- var sqw = q.w * q.w;
- var sqx = q.x * q.x;
- var sqy = q.y * q.y;
- var sqz = q.z * q.z;
- var unit = sqx + sqy + sqz + sqw; // if normalised is one, otherwise is correction factor
- var test = q.x * q.y + q.z * q.w;
- if ( test > 0.499 * unit ) { // singularity at north pole
- this.y = 2 * Math.atan2( q.x, q.w );
- this.z = Math.PI / 2;
- this.x = 0;
- return;
- }
- if ( test < -0.499 * unit ) { // singularity at south pole
- this.y = -2 * Math.atan2( q.x, q.w );
- this.z = -Math.PI / 2;
- this.x = 0;
- return;
- }
- this.y = Math.atan2( 2 * q.y * q.w - 2 * q.x * q.z, sqx - sqy - sqz + sqw );
- this.z = Math.asin( 2 * test / unit );
- this.x = Math.atan2( 2 * q.x * q.w - 2 * q.y * q.z, -sqx + sqy - sqz + sqw );
- },
- */
- getScaleFromMatrix: function ( m ) {
- var sx = this.set( m.elements[0], m.elements[1], m.elements[2] ).length();
- var sy = this.set( m.elements[4], m.elements[5], m.elements[6] ).length();
- var sz = this.set( m.elements[8], m.elements[9], m.elements[10] ).length();
- this.x = sx;
- this.y = sy;
- this.z = sz;
- },
- equals: function ( v ) {
- return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
- },
- isZero: function () {
- return ( this.lengthSq() < 0.0001 /* almostZero */ );
- },
- clone: function () {
- return new THREE.Vector3( this.x, this.y, this.z );
- }
- };
- /**
- * @author supereggbert / http://www.paulbrunt.co.uk/
- * @author philogb / http://blog.thejit.org/
- * @author mikael emtinger / http://gomo.se/
- * @author egraether / http://egraether.com/
- */
- THREE.Vector4 = function ( x, y, z, w ) {
- this.x = x || 0;
- this.y = y || 0;
- this.z = z || 0;
- this.w = ( w !== undefined ) ? w : 1;
- };
- THREE.Vector4.prototype = {
- constructor: THREE.Vector4,
- set: function ( x, y, z, w ) {
- this.x = x;
- this.y = y;
- this.z = z;
- this.w = w;
- return this;
- },
- copy: function ( v ) {
- this.x = v.x;
- this.y = v.y;
- this.z = v.z;
- this.w = ( v.w !== undefined ) ? v.w : 1;
- return this;
- },
- add: function ( a, b ) {
- this.x = a.x + b.x;
- this.y = a.y + b.y;
- this.z = a.z + b.z;
- this.w = a.w + b.w;
- return this;
- },
- addSelf: function ( v ) {
- this.x += v.x;
- this.y += v.y;
- this.z += v.z;
- this.w += v.w;
- return this;
- },
- sub: function ( a, b ) {
- this.x = a.x - b.x;
- this.y = a.y - b.y;
- this.z = a.z - b.z;
- this.w = a.w - b.w;
- return this;
- },
- subSelf: function ( v ) {
- this.x -= v.x;
- this.y -= v.y;
- this.z -= v.z;
- this.w -= v.w;
- return this;
- },
- multiplyScalar: function ( s ) {
- this.x *= s;
- this.y *= s;
- this.z *= s;
- this.w *= s;
- return this;
- },
- divideScalar: function ( s ) {
- if ( s ) {
- this.x /= s;
- this.y /= s;
- this.z /= s;
- this.w /= s;
- } else {
- this.x = 0;
- this.y = 0;
- this.z = 0;
- this.w = 1;
- }
- return this;
- },
- negate: function() {
- return this.multiplyScalar( -1 );
- },
- dot: function ( v ) {
- return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
- },
- lengthSq: function () {
- return this.dot( this );
- },
- length: function () {
- return Math.sqrt( this.lengthSq() );
- },
- normalize: function () {
- return this.divideScalar( this.length() );
- },
- setLength: function ( l ) {
- return this.normalize().multiplyScalar( l );
- },
- lerpSelf: function ( v, alpha ) {
- this.x += ( v.x - this.x ) * alpha;
- this.y += ( v.y - this.y ) * alpha;
- this.z += ( v.z - this.z ) * alpha;
- this.w += ( v.w - this.w ) * alpha;
- return this;
- },
- clone: function () {
- return new THREE.Vector4( this.x, this.y, this.z, this.w );
- }
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.Frustum = function ( ) {
- this.planes = [
- new THREE.Vector4(),
- new THREE.Vector4(),
- new THREE.Vector4(),
- new THREE.Vector4(),
- new THREE.Vector4(),
- new THREE.Vector4()
- ];
- };
- THREE.Frustum.prototype.setFromMatrix = function ( m ) {
- var i, plane,
- planes = this.planes;
- var me = m.elements;
- var me0 = me[0], me1 = me[1], me2 = me[2], me3 = me[3];
- var me4 = me[4], me5 = me[5], me6 = me[6], me7 = me[7];
- var me8 = me[8], me9 = me[9], me10 = me[10], me11 = me[11];
- var me12 = me[12], me13 = me[13], me14 = me[14], me15 = me[15];
- planes[ 0 ].set( me3 - me0, me7 - me4, me11 - me8, me15 - me12 );
- planes[ 1 ].set( me3 + me0, me7 + me4, me11 + me8, me15 + me12 );
- planes[ 2 ].set( me3 + me1, me7 + me5, me11 + me9, me15 + me13 );
- planes[ 3 ].set( me3 - me1, me7 - me5, me11 - me9, me15 - me13 );
- planes[ 4 ].set( me3 - me2, me7 - me6, me11 - me10, me15 - me14 );
- planes[ 5 ].set( me3 + me2, me7 + me6, me11 + me10, me15 + me14 );
- for ( i = 0; i < 6; i ++ ) {
- plane = planes[ i ];
- plane.divideScalar( Math.sqrt( plane.x * plane.x + plane.y * plane.y + plane.z * plane.z ) );
- }
- };
- THREE.Frustum.prototype.contains = function ( object ) {
- var distance,
- planes = this.planes,
- matrix = object.matrixWorld,
- me = matrix.elements,
- scale = THREE.Frustum.__v1.set( matrix.getColumnX().length(), matrix.getColumnY().length(), matrix.getColumnZ().length() ),
- radius = - object.geometry.boundingSphere.radius * Math.max( scale.x, Math.max( scale.y, scale.z ) );
- for ( var i = 0; i < 6; i ++ ) {
- distance = planes[ i ].x * me[12] + planes[ i ].y * me[13] + planes[ i ].z * me[14] + planes[ i ].w;
- if ( distance <= radius ) return false;
- }
- return true;
- };
- THREE.Frustum.__v1 = new THREE.Vector3();
- /**
- * @author mr.doob / http://mrdoob.com/
- */
- THREE.Ray = function ( origin, direction ) {
- this.origin = origin || new THREE.Vector3();
- this.direction = direction || new THREE.Vector3();
- var precision = 0.0001;
- this.setPrecision = function ( value ) {
- precision = value;
- };
- var a = new THREE.Vector3();
- var b = new THREE.Vector3();
- var c = new THREE.Vector3();
- var d = new THREE.Vector3();
- var originCopy = new THREE.Vector3();
- var directionCopy = new THREE.Vector3();
- var vector = new THREE.Vector3();
- var normal = new THREE.Vector3();
- var intersectPoint = new THREE.Vector3()
- this.intersectObject = function ( object ) {
- var intersect, intersects = [];
- if ( object instanceof THREE.Particle ) {
- var distance = distanceFromIntersection( this.origin, this.direction, object.matrixWorld.getPosition() );
- if ( distance > object.scale.x ) {
- return [];
- }
- intersect = {
- distance: distance,
- point: object.position,
- face: null,
- object: object
- };
- intersects.push( intersect );
- } else if ( object instanceof THREE.Mesh ) {
- // Checking boundingSphere
- var distance = distanceFromIntersection( this.origin, this.direction, object.matrixWorld.getPosition() );
- var scale = THREE.Frustum.__v1.set( object.matrixWorld.getColumnX().length(), object.matrixWorld.getColumnY().length(), object.matrixWorld.getColumnZ().length() );
- if ( distance > object.geometry.boundingSphere.radius * Math.max( scale.x, Math.max( scale.y, scale.z ) ) ) {
- return intersects;
- }
- // Checking faces
- var f, fl, face, dot, scalar,
- geometry = object.geometry,
- vertices = geometry.vertices,
- objMatrix;
- object.matrixRotationWorld.extractRotation( object.matrixWorld );
- for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
- face = geometry.faces[ f ];
- originCopy.copy( this.origin );
- directionCopy.copy( this.direction );
- objMatrix = object.matrixWorld;
- // determine if ray intersects the plane of the face
- // note: this works regardless of the direction of the face normal
- vector = objMatrix.multiplyVector3( vector.copy( face.centroid ) ).subSelf( originCopy );
- normal = object.matrixRotationWorld.multiplyVector3( normal.copy( face.normal ) );
- dot = directionCopy.dot( normal );
- // bail if ray and plane are parallel
- if ( Math.abs( dot ) < precision ) continue;
- // calc distance to plane
- scalar = normal.dot( vector ) / dot;
- // if negative distance, then plane is behind ray
- if ( scalar < 0 ) continue;
- if ( object.doubleSided || ( object.flipSided ? dot > 0 : dot < 0 ) ) {
- intersectPoint.add( originCopy, directionCopy.multiplyScalar( scalar ) );
- if ( face instanceof THREE.Face3 ) {
- a = objMatrix.multiplyVector3( a.copy( vertices[ face.a ].position ) );
- b = objMatrix.multiplyVector3( b.copy( vertices[ face.b ].position ) );
- c = objMatrix.multiplyVector3( c.copy( vertices[ face.c ].position ) );
- if ( pointInFace3( intersectPoint, a, b, c ) ) {
- intersect = {
- distance: originCopy.distanceTo( intersectPoint ),
- point: intersectPoint.clone(),
- face: face,
- object: object
- };
- intersects.push( intersect );
- }
- } else if ( face instanceof THREE.Face4 ) {
- a = objMatrix.multiplyVector3( a.copy( vertices[ face.a ].position ) );
- b = objMatrix.multiplyVector3( b.copy( vertices[ face.b ].position ) );
- c = objMatrix.multiplyVector3( c.copy( vertices[ face.c ].position ) );
- d = objMatrix.multiplyVector3( d.copy( vertices[ face.d ].position ) );
- if ( pointInFace3( intersectPoint, a, b, d ) || pointInFace3( intersectPoint, b, c, d ) ) {
- intersect = {
- distance: originCopy.distanceTo( intersectPoint ),
- point: intersectPoint.clone(),
- face: face,
- object: object
- };
- intersects.push( intersect );
- }
- }
- }
- }
- }
- return intersects;
- }
- this.intersectObjects = function ( objects ) {
- var intersects = [];
- for ( var i = 0, l = objects.length; i < l; i ++ ) {
- Array.prototype.push.apply( intersects, this.intersectObject( objects[ i ] ) );
- }
- intersects.sort( function ( a, b ) { return a.distance - b.distance; } );
- return intersects;
- };
- var v0 = new THREE.Vector3(), v1 = new THREE.Vector3(), v2 = new THREE.Vector3();
- var dot, intersect, distance;
- function distanceFromIntersection( origin, direction, position ) {
- v0.sub( position, origin );
- dot = v0.dot( direction );
- intersect = v1.add( origin, v2.copy( direction ).multiplyScalar( dot ) );
- distance = position.distanceTo( intersect );
- return distance;
- }
- // http://www.blackpawn.com/texts/pointinpoly/default.html
- var dot00, dot01, dot02, dot11, dot12, invDenom, u, v;
- function pointInFace3( p, a, b, c ) {
- v0.sub( c, a );
- v1.sub( b, a );
- v2.sub( p, a );
- dot00 = v0.dot( v0 );
- dot01 = v0.dot( v1 );
- dot02 = v0.dot( v2 );
- dot11 = v1.dot( v1 );
- dot12 = v1.dot( v2 );
- invDenom = 1 / ( dot00 * dot11 - dot01 * dot01 );
- u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
- v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
- return ( u >= 0 ) && ( v >= 0 ) && ( u + v < 1 );
- }
- };/**
- * @author mr.doob / http://mrdoob.com/
- */
- THREE.Rectangle = function () {
- var _left, _top, _right, _bottom,
- _width, _height, _isEmpty = true;
- function resize() {
- _width = _right - _left;
- _height = _bottom - _top;
- }
- this.getX = function () {
- return _left;
- };
- this.getY = function () {
- return _top;
- };
- this.getWidth = function () {
- return _width;
- };
- this.getHeight = function () {
- return _height;
- };
- this.getLeft = function() {
- return _left;
- };
- this.getTop = function() {
- return _top;
- };
- this.getRight = function() {
- return _right;
- };
- this.getBottom = function() {
- return _bottom;
- };
- this.set = function ( left, top, right, bottom ) {
- _isEmpty = false;
- _left = left; _top = top;
- _right = right; _bottom = bottom;
- resize();
- };
- this.addPoint = function ( x, y ) {
- if ( _isEmpty ) {
- _isEmpty = false;
- _left = x; _top = y;
- _right = x; _bottom = y;
- resize();
- } else {
- _left = _left < x ? _left : x; // Math.min( _left, x );
- _top = _top < y ? _top : y; // Math.min( _top, y );
- _right = _right > x ? _right : x; // Math.max( _right, x );
- _bottom = _bottom > y ? _bottom : y; // Math.max( _bottom, y );
- resize();
- }
- };
- this.add3Points = function ( x1, y1, x2, y2, x3, y3 ) {
- if (_isEmpty) {
- _isEmpty = false;
- _left = x1 < x2 ? ( x1 < x3 ? x1 : x3 ) : ( x2 < x3 ? x2 : x3 );
- _top = y1 < y2 ? ( y1 < y3 ? y1 : y3 ) : ( y2 < y3 ? y2 : y3 );
- _right = x1 > x2 ? ( x1 > x3 ? x1 : x3 ) : ( x2 > x3 ? x2 : x3 );
- _bottom = y1 > y2 ? ( y1 > y3 ? y1 : y3 ) : ( y2 > y3 ? y2 : y3 );
- resize();
- } else {
- _left = x1 < x2 ? ( x1 < x3 ? ( x1 < _left ? x1 : _left ) : ( x3 < _left ? x3 : _left ) ) : ( x2 < x3 ? ( x2 < _left ? x2 : _left ) : ( x3 < _left ? x3 : _left ) );
- _top = y1 < y2 ? ( y1 < y3 ? ( y1 < _top ? y1 : _top ) : ( y3 < _top ? y3 : _top ) ) : ( y2 < y3 ? ( y2 < _top ? y2 : _top ) : ( y3 < _top ? y3 : _top ) );
- _right = x1 > x2 ? ( x1 > x3 ? ( x1 > _right ? x1 : _right ) : ( x3 > _right ? x3 : _right ) ) : ( x2 > x3 ? ( x2 > _right ? x2 : _right ) : ( x3 > _right ? x3 : _right ) );
- _bottom = y1 > y2 ? ( y1 > y3 ? ( y1 > _bottom ? y1 : _bottom ) : ( y3 > _bottom ? y3 : _bottom ) ) : ( y2 > y3 ? ( y2 > _bottom ? y2 : _bottom ) : ( y3 > _bottom ? y3 : _bottom ) );
- resize();
- };
- };
- this.addRectangle = function ( r ) {
- if ( _isEmpty ) {
- _isEmpty = false;
- _left = r.getLeft(); _top = r.getTop();
- _right = r.getRight(); _bottom = r.getBottom();
- resize();
- } else {
- _left = _left < r.getLeft() ? _left : r.getLeft(); // Math.min(_left, r.getLeft() );
- _top = _top < r.getTop() ? _top : r.getTop(); // Math.min(_top, r.getTop() );
- _right = _right > r.getRight() ? _right : r.getRight(); // Math.max(_right, r.getRight() );
- _bottom = _bottom > r.getBottom() ? _bottom : r.getBottom(); // Math.max(_bottom, r.getBottom() );
- resize();
- }
- };
- this.inflate = function ( v ) {
- _left -= v; _top -= v;
- _right += v; _bottom += v;
- resize();
- };
- this.minSelf = function ( r ) {
- _left = _left > r.getLeft() ? _left : r.getLeft(); // Math.max( _left, r.getLeft() );
- _top = _top > r.getTop() ? _top : r.getTop(); // Math.max( _top, r.getTop() );
- _right = _right < r.getRight() ? _right : r.getRight(); // Math.min( _right, r.getRight() );
- _bottom = _bottom < r.getBottom() ? _bottom : r.getBottom(); // Math.min( _bottom, r.getBottom() );
- resize();
- };
- this.intersects = function ( r ) {
- // http://gamemath.com/2011/09/detecting-whether-two-boxes-overlap/
- if ( _right < r.getLeft() ) return false;
- if ( _left > r.getRight() ) return false;
- if ( _bottom < r.getTop() ) return false;
- if ( _top > r.getBottom() ) return false;
- return true;
- };
- this.empty = function () {
- _isEmpty = true;
- _left = 0; _top = 0;
- _right = 0; _bottom = 0;
- resize();
- };
- this.isEmpty = function () {
- return _isEmpty;
- };
- };
- /**
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.Math = {
- // Clamp value to range <a, b>
- clamp: function ( x, a, b ) {
- return ( x < a ) ? a : ( ( x > b ) ? b : x );
- },
- // Clamp value to range <a, inf)
- clampBottom: function ( x, a ) {
- return x < a ? a : x;
- },
- // Linear mapping from range <a1, a2> to range <b1, b2>
- mapLinear: function ( x, a1, a2, b1, b2 ) {
- return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
- },
- // Random float from <0, 1> with 16 bits of randomness
- // (standard Math.random() creates repetitive patterns when applied over larger space)
- random16: function () {
- return ( 65280 * Math.random() + 255 * Math.random() ) / 65535;
- },
- // Random integer from <low, high> interval
- randInt: function ( low, high ) {
- return low + Math.floor( Math.random() * ( high - low + 1 ) );
- },
- // Random float from <low, high> interval
- randFloat: function ( low, high ) {
- return low + Math.random() * ( high - low );
- },
- // Random float from <-range/2, range/2> interval
- randFloatSpread: function ( range ) {
- return range * ( 0.5 - Math.random() );
- },
- sign: function ( x ) {
- return ( x < 0 ) ? -1 : ( ( x > 0 ) ? 1 : 0 );
- }
- };
- /**
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.Matrix3 = function () {
- this.m = [];
- };
- THREE.Matrix3.prototype = {
- constructor: THREE.Matrix3,
- getInverse: function ( matrix ) {
- // input: THREE.Matrix4
- // ( based on http://code.google.com/p/webgl-mjs/ )
- var a11 = matrix.elements[10] * matrix.elements[5] - matrix.elements[6] * matrix.elements[9];
- var a21 = - matrix.elements[10] * matrix.elements[1] + matrix.elements[2] * matrix.elements[9];
- var a31 = matrix.elements[6] * matrix.elements[1] - matrix.elements[2] * matrix.elements[5];
- var a12 = - matrix.elements[10] * matrix.elements[4] + matrix.elements[6] * matrix.elements[8];
- var a22 = matrix.elements[10] * matrix.elements[0] - matrix.elements[2] * matrix.elements[8];
- var a32 = - matrix.elements[6] * matrix.elements[0] + matrix.elements[2] * matrix.elements[4];
- var a13 = matrix.elements[9] * matrix.elements[4] - matrix.elements[5] * matrix.elements[8];
- var a23 = - matrix.elements[9] * matrix.elements[0] + matrix.elements[1] * matrix.elements[8];
- var a33 = matrix.elements[5] * matrix.elements[0] - matrix.elements[1] * matrix.elements[4];
- var det = matrix.elements[0] * a11 + matrix.elements[1] * a12 + matrix.elements[2] * a13;
- // no inverse
- if ( det === 0 ) {
- console.warn( "Matrix3.getInverse(): determinant == 0" );
- }
- var idet = 1.0 / det;
- var m = this.m;
- m[ 0 ] = idet * a11; m[ 1 ] = idet * a21; m[ 2 ] = idet * a31;
- m[ 3 ] = idet * a12; m[ 4 ] = idet * a22; m[ 5 ] = idet * a32;
- m[ 6 ] = idet * a13; m[ 7 ] = idet * a23; m[ 8 ] = idet * a33;
- return this;
- },
- /*
- transpose: function () {
- var tmp, m = this.m;
- tmp = m[1]; m[1] = m[3]; m[3] = tmp;
- tmp = m[2]; m[2] = m[6]; m[6] = tmp;
- tmp = m[5]; m[5] = m[7]; m[7] = tmp;
- return this;
- },
- */
- transposeIntoArray: function ( r ) {
- var m = this.m;
- r[ 0 ] = m[ 0 ];
- r[ 1 ] = m[ 3 ];
- r[ 2 ] = m[ 6 ];
- r[ 3 ] = m[ 1 ];
- r[ 4 ] = m[ 4 ];
- r[ 5 ] = m[ 7 ];
- r[ 6 ] = m[ 2 ];
- r[ 7 ] = m[ 5 ];
- r[ 8 ] = m[ 8 ];
- return this;
- }
- };
- /**
- * @author mr.doob / http://mrdoob.com/
- * @author supereggbert / http://www.paulbrunt.co.uk/
- * @author philogb / http://blog.thejit.org/
- * @author jordi_ros / http://plattsoft.com
- * @author D1plo1d / http://github.com/D1plo1d
- * @author alteredq / http://alteredqualia.com/
- * @author mikael emtinger / http://gomo.se/
- * @author timknip / http://www.floorplanner.com/
- */
- THREE.Matrix4 = function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
- this.elements = new Float32Array(16);
- this.set(
- ( n11 !== undefined ) ? n11 : 1, n12 || 0, n13 || 0, n14 || 0,
- n21 || 0, ( n22 !== undefined ) ? n22 : 1, n23 || 0, n24 || 0,
- n31 || 0, n32 || 0, ( n33 !== undefined ) ? n33 : 1, n34 || 0,
- n41 || 0, n42 || 0, n43 || 0, ( n44 !== undefined ) ? n44 : 1
- );
- };
- THREE.Matrix4.prototype = {
- constructor: THREE.Matrix4,
- set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
- var te = this.elements;
-
- te[0] = n11; te[4] = n12; te[8] = n13; te[12] = n14;
- te[1] = n21; te[5] = n22; te[9] = n23; te[13] = n24;
- te[2] = n31; te[6] = n32; te[10] = n33; te[14] = n34;
- te[3] = n41; te[7] = n42; te[11] = n43; te[15] = n44;
- return this;
- },
- identity: function () {
- this.set(
- 1, 0, 0, 0,
- 0, 1, 0, 0,
- 0, 0, 1, 0,
- 0, 0, 0, 1
- );
- return this;
- },
- copy: function ( m ) {
-
- var me = m.elements;
-
- this.set(
- me[0], me[4], me[8], me[12],
- me[1], me[5], me[9], me[13],
- me[2], me[6], me[10], me[14],
- me[3], me[7], me[11], me[15]
- );
- return this;
- },
- lookAt: function ( eye, target, up ) {
- var te = this.elements;
-
- var x = THREE.Matrix4.__v1;
- var y = THREE.Matrix4.__v2;
- var z = THREE.Matrix4.__v3;
- z.sub( eye, target ).normalize();
- if ( z.length() === 0 ) {
- z.z = 1;
- }
- x.cross( up, z ).normalize();
- if ( x.length() === 0 ) {
- z.x += 0.0001;
- x.cross( up, z ).normalize();
- }
- y.cross( z, x );
- te[0] = x.x; te[4] = y.x; te[8] = z.x;
- te[1] = x.y; te[5] = y.y; te[9] = z.y;
- te[2] = x.z; te[6] = y.z; te[10] = z.z;
- return this;
- },
- multiply: function ( a, b ) {
-
- var ae = a.elements,
- be = b.elements,
- te = this.elements;
- var a11 = ae[0], a12 = ae[4], a13 = ae[8], a14 = ae[12];
- var a21 = ae[1], a22 = ae[5], a23 = ae[9], a24 = ae[13];
- var a31 = ae[2], a32 = ae[6], a33 = ae[10], a34 = ae[14];
- var a41 = ae[3], a42 = ae[7], a43 = ae[11], a44 = ae[15];
- var b11 = be[0], b12 = be[4], b13 = be[8], b14 = be[12];
- var b21 = be[1], b22 = be[5], b23 = be[9], b24 = be[13];
- var b31 = be[2], b32 = be[6], b33 = be[10], b34 = be[14];
- var b41 = be[3], b42 = be[7], b43 = be[11], b44 = be[15];
- te[0] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
- te[4] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
- te[8] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
- te[12] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
- te[1] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
- te[5] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
- te[9] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
- te[13] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
- te[2] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
- te[6] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
- te[10] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
- te[14] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
- te[3] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
- te[7] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
- te[11] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
- te[15] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
- return this;
- },
- multiplySelf: function ( m ) {
- return this.multiply( this, m );
- },
- multiplyToArray: function ( a, b, r ) {
-
- var te = this.elements;
-
- this.multiply( a, b );
- r[ 0 ] = te[0]; r[ 1 ] = te[1]; r[ 2 ] = te[2]; r[ 3 ] = te[3];
- r[ 4 ] = te[4]; r[ 5 ] = te[5]; r[ 6 ] = te[6]; r[ 7 ] = te[7];
- r[ 8 ] = te[8]; r[ 9 ] = te[9]; r[ 10 ] = te[10]; r[ 11 ] = te[11];
- r[ 12 ] = te[12]; r[ 13 ] = te[13]; r[ 14 ] = te[14]; r[ 15 ] = te[15];
- return this;
- },
- multiplyScalar: function ( s ) {
-
- var te = this.elements;
-
- te[0] *= s; te[4] *= s; te[8] *= s; te[12] *= s;
- te[1] *= s; te[5] *= s; te[9] *= s; te[13] *= s;
- te[2] *= s; te[6] *= s; te[10] *= s; te[14] *= s;
- te[3] *= s; te[7] *= s; te[11] *= s; te[15] *= s;
- return this;
- },
- multiplyVector3: function ( v ) {
- var te = this.elements;
-
- var vx = v.x, vy = v.y, vz = v.z;
- var d = 1 / ( te[3] * vx + te[7] * vy + te[11] * vz + te[15] );
- v.x = ( te[0] * vx + te[4] * vy + te[8] * vz + te[12] ) * d;
- v.y = ( te[1] * vx + te[5] * vy + te[9] * vz + te[13] ) * d;
- v.z = ( te[2] * vx + te[6] * vy + te[10] * vz + te[14] ) * d;
- return v;
- },
- multiplyVector4: function ( v ) {
-
- var te = this.elements;
- var vx = v.x, vy = v.y, vz = v.z, vw = v.w;
- v.x = te[0] * vx + te[4] * vy + te[8] * vz + te[12] * vw;
- v.y = te[1] * vx + te[5] * vy + te[9] * vz + te[13] * vw;
- v.z = te[2] * vx + te[6] * vy + te[10] * vz + te[14] * vw;
- v.w = te[3] * vx + te[7] * vy + te[11] * vz + te[15] * vw;
- return v;
- },
- rotateAxis: function ( v ) {
-
- var te = this.elements;
- var vx = v.x, vy = v.y, vz = v.z;
- v.x = vx * te[0] + vy * te[4] + vz * te[8];
- v.y = vx * te[1] + vy * te[5] + vz * te[9];
- v.z = vx * te[2] + vy * te[6] + vz * te[10];
- v.normalize();
- return v;
- },
- crossVector: function ( a ) {
-
- var te = this.elements;
- var v = new THREE.Vector4();
- v.x = te[0] * a.x + te[4] * a.y + te[8] * a.z + te[12] * a.w;
- v.y = te[1] * a.x + te[5] * a.y + te[9] * a.z + te[13] * a.w;
- v.z = te[2] * a.x + te[6] * a.y + te[10] * a.z + te[14] * a.w;
- v.w = ( a.w ) ? te[3] * a.x + te[7] * a.y + te[11] * a.z + te[15] * a.w : 1;
- return v;
- },
- determinant: function () {
- var te = this.elements;
-
- var n11 = te[0], n12 = te[4], n13 = te[8], n14 = te[12];
- var n21 = te[1], n22 = te[5], n23 = te[9], n24 = te[13];
- var n31 = te[2], n32 = te[6], n33 = te[10], n34 = te[14];
- var n41 = te[3], n42 = te[7], n43 = te[11], n44 = te[15];
- //TODO: make this more efficient
- //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
- return (
- n14 * n23 * n32 * n41-
- n13 * n24 * n32 * n41-
- n14 * n22 * n33 * n41+
- n12 * n24 * n33 * n41+
- n13 * n22 * n34 * n41-
- n12 * n23 * n34 * n41-
- n14 * n23 * n31 * n42+
- n13 * n24 * n31 * n42+
- n14 * n21 * n33 * n42-
- n11 * n24 * n33 * n42-
- n13 * n21 * n34 * n42+
- n11 * n23 * n34 * n42+
- n14 * n22 * n31 * n43-
- n12 * n24 * n31 * n43-
- n14 * n21 * n32 * n43+
- n11 * n24 * n32 * n43+
- n12 * n21 * n34 * n43-
- n11 * n22 * n34 * n43-
- n13 * n22 * n31 * n44+
- n12 * n23 * n31 * n44+
- n13 * n21 * n32 * n44-
- n11 * n23 * n32 * n44-
- n12 * n21 * n33 * n44+
- n11 * n22 * n33 * n44
- );
- },
- transpose: function () {
- var te = this.elements;
-
- var tmp;
- tmp = te[1]; te[1] = te[4]; te[4] = tmp;
- tmp = te[2]; te[2] = te[8]; te[8] = tmp;
- tmp = te[6]; te[6] = te[9]; te[9] = tmp;
- tmp = te[3]; te[3] = te[12]; te[12] = tmp;
- tmp = te[7]; te[7] = te[13]; te[13] = tmp;
- tmp = te[11]; te[11] = te[14]; te[14] = tmp;
- return this;
- },
- flattenToArray: function ( flat ) {
- var te = this.elements;
- flat[ 0 ] = te[0]; flat[ 1 ] = te[1]; flat[ 2 ] = te[2]; flat[ 3 ] = te[3];
- flat[ 4 ] = te[4]; flat[ 5 ] = te[5]; flat[ 6 ] = te[6]; flat[ 7 ] = te[7];
- flat[ 8 ] = te[8]; flat[ 9 ] = te[9]; flat[ 10 ] = te[10]; flat[ 11 ] = te[11];
- flat[ 12 ] = te[12]; flat[ 13 ] = te[13]; flat[ 14 ] = te[14]; flat[ 15 ] = te[15];
- return flat;
- },
- flattenToArrayOffset: function( flat, offset ) {
- var te = this.elements;
- flat[ offset ] = te[0];
- flat[ offset + 1 ] = te[1];
- flat[ offset + 2 ] = te[2];
- flat[ offset + 3 ] = te[3];
- flat[ offset + 4 ] = te[4];
- flat[ offset + 5 ] = te[5];
- flat[ offset + 6 ] = te[6];
- flat[ offset + 7 ] = te[7];
- flat[ offset + 8 ] = te[8];
- flat[ offset + 9 ] = te[9];
- flat[ offset + 10 ] = te[10];
- flat[ offset + 11 ] = te[11];
- flat[ offset + 12 ] = te[12];
- flat[ offset + 13 ] = te[13];
- flat[ offset + 14 ] = te[14];
- flat[ offset + 15 ] = te[15];
- return flat;
- },
- getPosition: function () {
- var te = this.elements;
-
- return THREE.Matrix4.__v1.set( te[12], te[13], te[14] );
- },
- setPosition: function ( v ) {
- var te = this.elements;
- te[12] = v.x;
- te[13] = v.y;
- te[14] = v.z;
- return this;
- },
- getColumnX: function () {
- var te = this.elements;
- return THREE.Matrix4.__v1.set( te[0], te[1], te[2] );
- },
- getColumnY: function () {
- var te = this.elements;
- return THREE.Matrix4.__v1.set( te[4], te[5], te[6] );
- },
- getColumnZ: function() {
- var te = this.elements;
- return THREE.Matrix4.__v1.set( te[8], te[9], te[10] );
- },
- getInverse: function ( m ) {
- // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
- var te = this.elements;
- var me = m.elements;
-
- var n11 = me[0], n12 = me[4], n13 = me[8], n14 = me[12];
- var n21 = me[1], n22 = me[5], n23 = me[9], n24 = me[13];
- var n31 = me[2], n32 = me[6], n33 = me[10], n34 = me[14];
- var n41 = me[3], n42 = me[7], n43 = me[11], n44 = me[15];
- te[0] = n23*n34*n42 - n24*n33*n42 + n24*n32*n43 - n22*n34*n43 - n23*n32*n44 + n22*n33*n44;
- te[4] = n14*n33*n42 - n13*n34*n42 - n14*n32*n43 + n12*n34*n43 + n13*n32*n44 - n12*n33*n44;
- te[8] = n13*n24*n42 - n14*n23*n42 + n14*n22*n43 - n12*n24*n43 - n13*n22*n44 + n12*n23*n44;
- te[12] = n14*n23*n32 - n13*n24*n32 - n14*n22*n33 + n12*n24*n33 + n13*n22*n34 - n12*n23*n34;
- te[1] = n24*n33*n41 - n23*n34*n41 - n24*n31*n43 + n21*n34*n43 + n23*n31*n44 - n21*n33*n44;
- te[5] = n13*n34*n41 - n14*n33*n41 + n14*n31*n43 - n11*n34*n43 - n13*n31*n44 + n11*n33*n44;
- te[9] = n14*n23*n41 - n13*n24*n41 - n14*n21*n43 + n11*n24*n43 + n13*n21*n44 - n11*n23*n44;
- te[13] = n13*n24*n31 - n14*n23*n31 + n14*n21*n33 - n11*n24*n33 - n13*n21*n34 + n11*n23*n34;
- te[2] = n22*n34*n41 - n24*n32*n41 + n24*n31*n42 - n21*n34*n42 - n22*n31*n44 + n21*n32*n44;
- te[6] = n14*n32*n41 - n12*n34*n41 - n14*n31*n42 + n11*n34*n42 + n12*n31*n44 - n11*n32*n44;
- te[10] = n12*n24*n41 - n14*n22*n41 + n14*n21*n42 - n11*n24*n42 - n12*n21*n44 + n11*n22*n44;
- te[14] = n14*n22*n31 - n12*n24*n31 - n14*n21*n32 + n11*n24*n32 + n12*n21*n34 - n11*n22*n34;
- te[3] = n23*n32*n41 - n22*n33*n41 - n23*n31*n42 + n21*n33*n42 + n22*n31*n43 - n21*n32*n43;
- te[7] = n12*n33*n41 - n13*n32*n41 + n13*n31*n42 - n11*n33*n42 - n12*n31*n43 + n11*n32*n43;
- te[11] = n13*n22*n41 - n12*n23*n41 - n13*n21*n42 + n11*n23*n42 + n12*n21*n43 - n11*n22*n43;
- te[15] = n12*n23*n31 - n13*n22*n31 + n13*n21*n32 - n11*n23*n32 - n12*n21*n33 + n11*n22*n33;
- this.multiplyScalar( 1 / m.determinant() );
- return this;
- },
- setRotationFromEuler: function( v, order ) {
- var te = this.elements;
-
- var x = v.x, y = v.y, z = v.z;
- var a = Math.cos( x ), b = Math.sin( x );
- var c = Math.cos( y ), d = Math.sin( y );
- var e = Math.cos( z ), f = Math.sin( z );
- switch ( order ) {
- case 'YXZ':
- var ce = c * e, cf = c * f, de = d * e, df = d * f;
- te[0] = ce + df * b;
- te[4] = de * b - cf;
- te[8] = a * d;
- te[1] = a * f;
- te[5] = a * e;
- te[9] = - b;
- te[2] = cf * b - de;
- te[6] = df + ce * b;
- te[10] = a * c;
- break;
- case 'ZXY':
- var ce = c * e, cf = c * f, de = d * e, df = d * f;
- te[0] = ce - df * b;
- te[4] = - a * f;
- te[8] = de + cf * b;
- te[1] = cf + de * b;
- te[5] = a * e;
- te[9] = df - ce * b;
- te[2] = - a * d;
- te[6] = b;
- te[10] = a * c;
- break;
- case 'ZYX':
- var ae = a * e, af = a * f, be = b * e, bf = b * f;
- te[0] = c * e;
- te[4] = be * d - af;
- te[8] = ae * d + bf;
- te[1] = c * f;
- te[5] = bf * d + ae;
- te[9] = af * d - be;
- te[2] = - d;
- te[6] = b * c;
- te[10] = a * c;
- break;
- case 'YZX':
- var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
- te[0] = c * e;
- te[4] = bd - ac * f;
- te[8] = bc * f + ad;
- te[1] = f;
- te[5] = a * e;
- te[9] = - b * e;
- te[2] = - d * e;
- te[6] = ad * f + bc;
- te[10] = ac - bd * f;
- break;
- case 'XZY':
- var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
- te[0] = c * e;
- te[4] = - f;
- te[8] = d * e;
- te[1] = ac * f + bd;
- te[5] = a * e;
- te[9] = ad * f - bc;
- te[2] = bc * f - ad;
- te[6] = b * e;
- te[10] = bd * f + ac;
- break;
- default: // 'XYZ'
- var ae = a * e, af = a * f, be = b * e, bf = b * f;
- te[0] = c * e;
- te[4] = - c * f;
- te[8] = d;
- te[1] = af + be * d;
- te[5] = ae - bf * d;
- te[9] = - b * c;
- te[2] = bf - ae * d;
- te[6] = be + af * d;
- te[10] = a * c;
- break;
- }
- return this;
- },
- setRotationFromQuaternion: function( q ) {
- var te = this.elements;
-
- var x = q.x, y = q.y, z = q.z, w = q.w;
- var x2 = x + x, y2 = y + y, z2 = z + z;
- var xx = x * x2, xy = x * y2, xz = x * z2;
- var yy = y * y2, yz = y * z2, zz = z * z2;
- var wx = w * x2, wy = w * y2, wz = w * z2;
- te[0] = 1 - ( yy + zz );
- te[4] = xy - wz;
- te[8] = xz + wy;
- te[1] = xy + wz;
- te[5] = 1 - ( xx + zz );
- te[9] = yz - wx;
- te[2] = xz - wy;
- te[6] = yz + wx;
- te[10] = 1 - ( xx + yy );
- return this;
- },
- compose: function ( translation, rotation, scale ) {
- var te = this.elements;
- var mRotation = THREE.Matrix4.__m1;
- var mScale = THREE.Matrix4.__m2;
- mRotation.identity();
- mRotation.setRotationFromQuaternion( rotation );
- mScale.makeScale( scale.x, scale.y, scale.z );
- this.multiply( mRotation, mScale );
- te[12] = translation.x;
- te[13] = translation.y;
- te[14] = translation.z;
- return this;
- },
- decompose: function ( translation, rotation, scale ) {
- // grab the axis vectors
- var te = this.elements;
- var x = THREE.Matrix4.__v1;
- var y = THREE.Matrix4.__v2;
- var z = THREE.Matrix4.__v3;
- x.set( te[0], te[1], te[2] );
- y.set( te[4], te[5], te[6] );
- z.set( te[8], te[9], te[10] );
- translation = ( translation instanceof THREE.Vector3 ) ? translation : new THREE.Vector3();
- rotation = ( rotation instanceof THREE.Quaternion ) ? rotation : new THREE.Quaternion();
- scale = ( scale instanceof THREE.Vector3 ) ? scale : new THREE.Vector3();
- scale.x = x.length();
- scale.y = y.length();
- scale.z = z.length();
- translation.x = te[12];
- translation.y = te[13];
- translation.z = te[14];
- // scale the rotation part
- var matrix = THREE.Matrix4.__m1;
- matrix.copy( this );
- matrix.elements[0] /= scale.x;
- matrix.elements[1] /= scale.x;
- matrix.elements[2] /= scale.x;
- matrix.elements[4] /= scale.y;
- matrix.elements[5] /= scale.y;
- matrix.elements[6] /= scale.y;
- matrix.elements[8] /= scale.z;
- matrix.elements[9] /= scale.z;
- matrix.elements[10] /= scale.z;
- rotation.setFromRotationMatrix( matrix );
- return [ translation, rotation, scale ];
- },
- extractPosition: function ( m ) {
- var te = this.elements;
- var me = m.elements;
- te[12] = me[12];
- te[13] = me[13];
- te[14] = me[14];
- return this;
- },
- extractRotation: function ( m ) {
- var te = this.elements;
- var me = m.elements;
-
- var vector = THREE.Matrix4.__v1;
- var scaleX = 1 / vector.set( me[0], me[1], me[2] ).length();
- var scaleY = 1 / vector.set( me[4], me[5], me[6] ).length();
- var scaleZ = 1 / vector.set( me[8], me[9], me[10] ).length();
- te[0] = me[0] * scaleX;
- te[1] = me[1] * scaleX;
- te[2] = me[2] * scaleX;
- te[4] = me[4] * scaleY;
- te[5] = me[5] * scaleY;
- te[6] = me[6] * scaleY;
- te[8] = me[8] * scaleZ;
- te[9] = me[9] * scaleZ;
- te[10] = me[10] * scaleZ;
- return this;
- },
- //
- translate: function ( v ) {
- var te = this.elements;
- var x = v.x, y = v.y, z = v.z;
- te[12] = te[0] * x + te[4] * y + te[8] * z + te[12];
- te[13] = te[1] * x + te[5] * y + te[9] * z + te[13];
- te[14] = te[2] * x + te[6] * y + te[10] * z + te[14];
- te[15] = te[3] * x + te[7] * y + te[11] * z + te[15];
- return this;
- },
- rotateX: function ( angle ) {
- var te = this.elements;
- var m12 = te[4];
- var m22 = te[5];
- var m32 = te[6];
- var m42 = te[7];
- var m13 = te[8];
- var m23 = te[9];
- var m33 = te[10];
- var m43 = te[11];
- var c = Math.cos( angle );
- var s = Math.sin( angle );
- te[4] = c * m12 + s * m13;
- te[5] = c * m22 + s * m23;
- te[6] = c * m32 + s * m33;
- te[7] = c * m42 + s * m43;
- te[8] = c * m13 - s * m12;
- te[9] = c * m23 - s * m22;
- te[10] = c * m33 - s * m32;
- te[11] = c * m43 - s * m42;
- return this;
- },
- rotateY: function ( angle ) {
- var te = this.elements;
- var m11 = te[0];
- var m21 = te[1];
- var m31 = te[2];
- var m41 = te[3];
- var m13 = te[8];
- var m23 = te[9];
- var m33 = te[10];
- var m43 = te[11];
- var c = Math.cos( angle );
- var s = Math.sin( angle );
- te[0] = c * m11 - s * m13;
- te[1] = c * m21 - s * m23;
- te[2] = c * m31 - s * m33;
- te[3] = c * m41 - s * m43;
- te[8] = c * m13 + s * m11;
- te[9] = c * m23 + s * m21;
- te[10] = c * m33 + s * m31;
- te[11] = c * m43 + s * m41;
- return this;
- },
- rotateZ: function ( angle ) {
- var te = this.elements;
- var m11 = te[0];
- var m21 = te[1];
- var m31 = te[2];
- var m41 = te[3];
- var m12 = te[4];
- var m22 = te[5];
- var m32 = te[6];
- var m42 = te[7];
- var c = Math.cos( angle );
- var s = Math.sin( angle );
- te[0] = c * m11 + s * m12;
- te[1] = c * m21 + s * m22;
- te[2] = c * m31 + s * m32;
- te[3] = c * m41 + s * m42;
- te[4] = c * m12 - s * m11;
- te[5] = c * m22 - s * m21;
- te[6] = c * m32 - s * m31;
- te[7] = c * m42 - s * m41;
- return this;
- },
- rotateByAxis: function ( axis, angle ) {
- var te = this.elements;
- // optimize by checking axis
- if ( axis.x === 1 && axis.y === 0 && axis.z === 0 ) {
- return this.rotateX( angle );
- } else if ( axis.x === 0 && axis.y === 1 && axis.z === 0 ) {
- return this.rotateY( angle );
- } else if ( axis.x === 0 && axis.y === 0 && axis.z === 1 ) {
- return this.rotateZ( angle );
- }
- var x = axis.x, y = axis.y, z = axis.z;
- var n = Math.sqrt(x * x + y * y + z * z);
- x /= n;
- y /= n;
- z /= n;
- var xx = x * x, yy = y * y, zz = z * z;
- var c = Math.cos( angle );
- var s = Math.sin( angle );
- var oneMinusCosine = 1 - c;
- var xy = x * y * oneMinusCosine;
- var xz = x * z * oneMinusCosine;
- var yz = y * z * oneMinusCosine;
- var xs = x * s;
- var ys = y * s;
- var zs = z * s;
- var r11 = xx + (1 - xx) * c;
- var r21 = xy + zs;
- var r31 = xz - ys;
- var r12 = xy - zs;
- var r22 = yy + (1 - yy) * c;
- var r32 = yz + xs;
- var r13 = xz + ys;
- var r23 = yz - xs;
- var r33 = zz + (1 - zz) * c;
- var m11 = te[0], m21 = te[1], m31 = te[2], m41 = te[3];
- var m12 = te[4], m22 = te[5], m32 = te[6], m42 = te[7];
- var m13 = te[8], m23 = te[9], m33 = te[10], m43 = te[11];
- var m14 = te[12], m24 = te[13], m34 = te[14], m44 = te[15];
- te[0] = r11 * m11 + r21 * m12 + r31 * m13;
- te[1] = r11 * m21 + r21 * m22 + r31 * m23;
- te[2] = r11 * m31 + r21 * m32 + r31 * m33;
- te[3] = r11 * m41 + r21 * m42 + r31 * m43;
- te[4] = r12 * m11 + r22 * m12 + r32 * m13;
- te[5] = r12 * m21 + r22 * m22 + r32 * m23;
- te[6] = r12 * m31 + r22 * m32 + r32 * m33;
- te[7] = r12 * m41 + r22 * m42 + r32 * m43;
- te[8] = r13 * m11 + r23 * m12 + r33 * m13;
- te[9] = r13 * m21 + r23 * m22 + r33 * m23;
- te[10] = r13 * m31 + r23 * m32 + r33 * m33;
- te[11] = r13 * m41 + r23 * m42 + r33 * m43;
- return this;
- },
- scale: function ( v ) {
- var te = this.elements;
- var x = v.x, y = v.y, z = v.z;
- te[0] *= x; te[4] *= y; te[8] *= z;
- te[1] *= x; te[5] *= y; te[9] *= z;
- te[2] *= x; te[6] *= y; te[10] *= z;
- te[3] *= x; te[7] *= y; te[11] *= z;
- return this;
- },
- //
- makeTranslation: function ( x, y, z ) {
- this.set(
- 1, 0, 0, x,
- 0, 1, 0, y,
- 0, 0, 1, z,
- 0, 0, 0, 1
- );
- return this;
- },
- makeRotationX: function ( theta ) {
- var c = Math.cos( theta ), s = Math.sin( theta );
- this.set(
- 1, 0, 0, 0,
- 0, c, -s, 0,
- 0, s, c, 0,
- 0, 0, 0, 1
- );
- return this;
- },
- makeRotationY: function ( theta ) {
- var c = Math.cos( theta ), s = Math.sin( theta );
- this.set(
- c, 0, s, 0,
- 0, 1, 0, 0,
- -s, 0, c, 0,
- 0, 0, 0, 1
- );
- return this;
- },
- makeRotationZ: function ( theta ) {
- var c = Math.cos( theta ), s = Math.sin( theta );
- this.set(
- c, -s, 0, 0,
- s, c, 0, 0,
- 0, 0, 1, 0,
- 0, 0, 0, 1
- );
- return this;
- },
- makeRotationAxis: function ( axis, angle ) {
- // Based on http://www.gamedev.net/reference/articles/article1199.asp
- var c = Math.cos( angle );
- var s = Math.sin( angle );
- var t = 1 - c;
- var x = axis.x, y = axis.y, z = axis.z;
- var tx = t * x, ty = t * y;
- this.set(
- tx * x + c, tx * y - s * z, tx * z + s * y, 0,
- tx * y + s * z, ty * y + c, ty * z - s * x, 0,
- tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
- 0, 0, 0, 1
- );
- return this;
- },
- makeScale: function ( x, y, z ) {
- this.set(
- x, 0, 0, 0,
- 0, y, 0, 0,
- 0, 0, z, 0,
- 0, 0, 0, 1
- );
- return this;
- },
- makeFrustum: function ( left, right, bottom, top, near, far ) {
- var te = this.elements;
- var x = 2 * near / ( right - left );
- var y = 2 * near / ( top - bottom );
- var a = ( right + left ) / ( right - left );
- var b = ( top + bottom ) / ( top - bottom );
- var c = - ( far + near ) / ( far - near );
- var d = - 2 * far * near / ( far - near );
- te[0] = x; te[4] = 0; te[8] = a; te[12] = 0;
- te[1] = 0; te[5] = y; te[9] = b; te[13] = 0;
- te[2] = 0; te[6] = 0; te[10] = c; te[14] = d;
- te[3] = 0; te[7] = 0; te[11] = - 1; te[15] = 0;
- return this;
- },
- makePerspective: function ( fov, aspect, near, far ) {
- var ymax = near * Math.tan( fov * Math.PI / 360 );
- var ymin = - ymax;
- var xmin = ymin * aspect;
- var xmax = ymax * aspect;
- return this.makeFrustum( xmin, xmax, ymin, ymax, near, far );
- },
- makeOrthographic: function ( left, right, top, bottom, near, far ) {
- var te = this.elements;
- var w = right - left;
- var h = top - bottom;
- var p = far - near;
- var x = ( right + left ) / w;
- var y = ( top + bottom ) / h;
- var z = ( far + near ) / p;
- te[0] = 2 / w; te[4] = 0; te[8] = 0; te[12] = -x;
- te[1] = 0; te[5] = 2 / h; te[9] = 0; te[13] = -y;
- te[2] = 0; te[6] = 0; te[10] = -2 / p; te[14] = -z;
- te[3] = 0; te[7] = 0; te[11] = 0; te[15] = 1;
- return this;
- },
- clone: function () {
- var te = this.elements;
- return new THREE.Matrix4(
- te[0], te[4], te[8], te[12],
- te[1], te[5], te[9], te[13],
- te[2], te[6], te[10], te[14],
- te[3], te[7], te[11], te[15]
- );
- }
- };
- THREE.Matrix4.__v1 = new THREE.Vector3();
- THREE.Matrix4.__v2 = new THREE.Vector3();
- THREE.Matrix4.__v3 = new THREE.Vector3();
- THREE.Matrix4.__m1 = new THREE.Matrix4();
- THREE.Matrix4.__m2 = new THREE.Matrix4();
- /**
- * @author mr.doob / http://mrdoob.com/
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.Object3D = function () {
- this.id = THREE.Object3DCount ++;
- this.name = '';
- this.parent = undefined;
- this.children = [];
- this.up = new THREE.Vector3( 0, 1, 0 );
- this.position = new THREE.Vector3();
- this.rotation = new THREE.Vector3();
- this.eulerOrder = 'XYZ';
- this.scale = new THREE.Vector3( 1, 1, 1 );
- this.doubleSided = false;
- this.flipSided = false;
- this.renderDepth = null;
- this.rotationAutoUpdate = true;
- this.matrix = new THREE.Matrix4();
- this.matrixWorld = new THREE.Matrix4();
- this.matrixRotationWorld = new THREE.Matrix4();
- this.matrixAutoUpdate = true;
- this.matrixWorldNeedsUpdate = true;
- this.quaternion = new THREE.Quaternion();
- this.useQuaternion = false;
- this.boundRadius = 0.0;
- this.boundRadiusScale = 1.0;
- this.visible = true;
- this.castShadow = false;
- this.receiveShadow = false;
- this.frustumCulled = true;
- this._vector = new THREE.Vector3();
- };
- THREE.Object3D.prototype = {
- constructor: THREE.Object3D,
- applyMatrix: function ( matrix ) {
- this.matrix.multiply( matrix, this.matrix );
- this.scale.getScaleFromMatrix( this.matrix );
- this.rotation.getRotationFromMatrix( this.matrix, this.scale );
- this.position.getPositionFromMatrix( this.matrix );
- },
- translate: function ( distance, axis ) {
- this.matrix.rotateAxis( axis );
- this.position.addSelf( axis.multiplyScalar( distance ) );
- },
- translateX: function ( distance ) {
- this.translate( distance, this._vector.set( 1, 0, 0 ) );
- },
- translateY: function ( distance ) {
- this.translate( distance, this._vector.set( 0, 1, 0 ) );
- },
- translateZ: function ( distance ) {
- this.translate( distance, this._vector.set( 0, 0, 1 ) );
- },
- lookAt: function ( vector ) {
- // TODO: Add hierarchy support.
- this.matrix.lookAt( vector, this.position, this.up );
- if ( this.rotationAutoUpdate ) {
- this.rotation.getRotationFromMatrix( this.matrix );
- }
- },
- add: function ( object ) {
- if ( object === this ) {
- console.warn( 'THREE.Object3D.add: An object can\'t be added as a child of itself.' );
- return;
- }
- if ( this.children.indexOf( object ) === - 1 ) {
- if ( object.parent !== undefined ) {
- object.parent.remove( object );
- }
- object.parent = this;
- this.children.push( object );
- // add to scene
- var scene = this;
- while ( scene.parent !== undefined ) {
- scene = scene.parent;
- }
- if ( scene !== undefined && scene instanceof THREE.Scene ) {
- scene.__addObject( object );
- }
- }
- },
- remove: function ( object ) {
- var index = this.children.indexOf( object );
- if ( index !== - 1 ) {
- object.parent = undefined;
- this.children.splice( index, 1 );
- // remove from scene
- var scene = this;
- while ( scene.parent !== undefined ) {
- scene = scene.parent;
- }
- if ( scene !== undefined && scene instanceof THREE.Scene ) {
- scene.__removeObject( object );
- }
- }
- },
- getChildByName: function ( name, recursive ) {
- var c, cl, child;
- for ( c = 0, cl = this.children.length; c < cl; c ++ ) {
- child = this.children[ c ];
- if ( child.name === name ) {
- return child;
- }
- if ( recursive ) {
- child = child.getChildByName( name, recursive );
- if ( child !== undefined ) {
- return child;
- }
- }
- }
- return undefined;
- },
- updateMatrix: function () {
- this.matrix.setPosition( this.position );
- if ( this.useQuaternion ) {
- this.matrix.setRotationFromQuaternion( this.quaternion );
- } else {
- this.matrix.setRotationFromEuler( this.rotation, this.eulerOrder );
- }
- if ( this.scale.x !== 1 || this.scale.y !== 1 || this.scale.z !== 1 ) {
- this.matrix.scale( this.scale );
- this.boundRadiusScale = Math.max( this.scale.x, Math.max( this.scale.y, this.scale.z ) );
- }
- this.matrixWorldNeedsUpdate = true;
- },
- updateMatrixWorld: function ( force ) {
- this.matrixAutoUpdate && this.updateMatrix();
- // update matrixWorld
- if ( this.matrixWorldNeedsUpdate || force ) {
- if ( this.parent ) {
- this.matrixWorld.multiply( this.parent.matrixWorld, this.matrix );
- } else {
- this.matrixWorld.copy( this.matrix );
- }
- this.matrixWorldNeedsUpdate = false;
- force = true;
- }
- // update children
- for ( var i = 0, l = this.children.length; i < l; i ++ ) {
- this.children[ i ].updateMatrixWorld( force );
- }
- }
- };
- THREE.Object3DCount = 0;
- /**
- * @author mr.doob / http://mrdoob.com/
- * @author supereggbert / http://www.paulbrunt.co.uk/
- * @author julianwa / https://github.com/julianwa
- */
- THREE.Projector = function() {
- var _object, _objectCount, _objectPool = [],
- _vertex, _vertexCount, _vertexPool = [],
- _face, _face3Count, _face3Pool = [], _face4Count, _face4Pool = [],
- _line, _lineCount, _linePool = [],
- _particle, _particleCount, _particlePool = [],
- _renderData = { objects: [], sprites: [], lights: [], elements: [] },
- _vector3 = new THREE.Vector3(),
- _vector4 = new THREE.Vector4(),
- _projScreenMatrix = new THREE.Matrix4(),
- _projScreenobjectMatrixWorld = new THREE.Matrix4(),
- _frustum = new THREE.Frustum(),
- _clippedVertex1PositionScreen = new THREE.Vector4(),
- _clippedVertex2PositionScreen = new THREE.Vector4(),
- _face3VertexNormals;
- this.projectVector = function ( vector, camera ) {
- camera.matrixWorldInverse.getInverse( camera.matrixWorld );
- _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
- _projScreenMatrix.multiplyVector3( vector );
- return vector;
- };
- this.unprojectVector = function ( vector, camera ) {
- camera.projectionMatrixInverse.getInverse( camera.projectionMatrix );
- _projScreenMatrix.multiply( camera.matrixWorld, camera.projectionMatrixInverse );
- _projScreenMatrix.multiplyVector3( vector );
- return vector;
- };
- this.pickingRay = function ( vector, camera ) {
- var end, ray, t;
- // set two vectors with opposing z values
- vector.z = -1.0;
- end = new THREE.Vector3( vector.x, vector.y, 1.0 );
- this.unprojectVector( vector, camera );
- this.unprojectVector( end, camera );
- // find direction from vector to end
- end.subSelf( vector ).normalize();
- return new THREE.Ray( vector, end );
- };
- this.projectGraph = function ( root, sort ) {
- _objectCount = 0;
- _renderData.objects.length = 0;
- _renderData.sprites.length = 0;
- _renderData.lights.length = 0;
- var projectObject = function ( object ) {
- if ( object.visible === false ) return;
- if ( ( object instanceof THREE.Mesh || object instanceof THREE.Line ) &&
- ( object.frustumCulled === false || _frustum.contains( object ) ) ) {
- _vector3.copy( object.matrixWorld.getPosition() );
- _projScreenMatrix.multiplyVector3( _vector3 );
- _object = getNextObjectInPool();
- _object.object = object;
- _object.z = _vector3.z;
- _renderData.objects.push( _object );
- } else if ( object instanceof THREE.Sprite || object instanceof THREE.Particle ) {
- _vector3.copy( object.matrixWorld.getPosition() );
- _projScreenMatrix.multiplyVector3( _vector3 );
- _object = getNextObjectInPool();
- _object.object = object;
- _object.z = _vector3.z;
- _renderData.sprites.push( _object );
- } else if ( object instanceof THREE.Light ) {
- _renderData.lights.push( object );
- }
- for ( var c = 0, cl = object.children.length; c < cl; c ++ ) {
- projectObject( object.children[ c ] );
- }
- };
- projectObject( root );
- sort && _renderData.objects.sort( painterSort );
- return _renderData;
- };
- this.projectScene = function ( scene, camera, sort ) {
- var near = camera.near, far = camera.far, visible = false,
- o, ol, v, vl, f, fl, n, nl, c, cl, u, ul, object,
- objectMatrixWorld, objectMatrixWorldRotation,
- geometry, geometryMaterials, vertices, vertex, vertexPositionScreen,
- faces, face, faceVertexNormals, normal, faceVertexUvs, uvs,
- v1, v2, v3, v4;
- _face3Count = 0;
- _face4Count = 0;
- _lineCount = 0;
- _particleCount = 0;
- _renderData.elements.length = 0;
- if ( camera.parent === undefined ) {
- console.warn( 'DEPRECATED: Camera hasn\'t been added to a Scene. Adding it...' );
- scene.add( camera );
- }
- scene.updateMatrixWorld();
- camera.matrixWorldInverse.getInverse( camera.matrixWorld );
- _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
- _frustum.setFromMatrix( _projScreenMatrix );
- _renderData = this.projectGraph( scene, false );
- for ( o = 0, ol = _renderData.objects.length; o < ol; o++ ) {
- object = _renderData.objects[ o ].object;
- objectMatrixWorld = object.matrixWorld;
- _vertexCount = 0;
- if ( object instanceof THREE.Mesh ) {
- geometry = object.geometry;
- geometryMaterials = object.geometry.materials;
- vertices = geometry.vertices;
- faces = geometry.faces;
- faceVertexUvs = geometry.faceVertexUvs;
- objectMatrixWorldRotation = object.matrixRotationWorld.extractRotation( objectMatrixWorld );
- for ( v = 0, vl = vertices.length; v < vl; v ++ ) {
- _vertex = getNextVertexInPool();
- _vertex.positionWorld.copy( vertices[ v ].position );
- objectMatrixWorld.multiplyVector3( _vertex.positionWorld );
- _vertex.positionScreen.copy( _vertex.positionWorld );
- _projScreenMatrix.multiplyVector4( _vertex.positionScreen );
- _vertex.positionScreen.x /= _vertex.positionScreen.w;
- _vertex.positionScreen.y /= _vertex.positionScreen.w;
- _vertex.visible = _vertex.positionScreen.z > near && _vertex.positionScreen.z < far;
- }
- for ( f = 0, fl = faces.length; f < fl; f ++ ) {
- face = faces[ f ];
- if ( face instanceof THREE.Face3 ) {
- v1 = _vertexPool[ face.a ];
- v2 = _vertexPool[ face.b ];
- v3 = _vertexPool[ face.c ];
- if ( v1.visible && v2.visible && v3.visible ) {
- visible = ( ( v3.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) -
- ( v3.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) ) < 0;
- if ( object.doubleSided || visible != object.flipSided ) {
- _face = getNextFace3InPool();
- _face.v1.copy( v1 );
- _face.v2.copy( v2 );
- _face.v3.copy( v3 );
- } else {
- continue;
- }
- } else {
- continue;
- }
- } else if ( face instanceof THREE.Face4 ) {
- v1 = _vertexPool[ face.a ];
- v2 = _vertexPool[ face.b ];
- v3 = _vertexPool[ face.c ];
- v4 = _vertexPool[ face.d ];
- if ( v1.visible && v2.visible && v3.visible && v4.visible ) {
- visible = ( v4.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) -
- ( v4.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) < 0 ||
- ( v2.positionScreen.x - v3.positionScreen.x ) * ( v4.positionScreen.y - v3.positionScreen.y ) -
- ( v2.positionScreen.y - v3.positionScreen.y ) * ( v4.positionScreen.x - v3.positionScreen.x ) < 0;
- if ( object.doubleSided || visible != object.flipSided ) {
- _face = getNextFace4InPool();
- _face.v1.copy( v1 );
- _face.v2.copy( v2 );
- _face.v3.copy( v3 );
- _face.v4.copy( v4 );
- } else {
- continue;
- }
- } else {
- continue;
- }
- }
- _face.normalWorld.copy( face.normal );
- if ( !visible && ( object.flipSided || object.doubleSided ) ) _face.normalWorld.negate();
- objectMatrixWorldRotation.multiplyVector3( _face.normalWorld );
- _face.centroidWorld.copy( face.centroid );
- objectMatrixWorld.multiplyVector3( _face.centroidWorld );
- _face.centroidScreen.copy( _face.centroidWorld );
- _projScreenMatrix.multiplyVector3( _face.centroidScreen );
- faceVertexNormals = face.vertexNormals;
- for ( n = 0, nl = faceVertexNormals.length; n < nl; n ++ ) {
- normal = _face.vertexNormalsWorld[ n ];
- normal.copy( faceVertexNormals[ n ] );
- if ( !visible && ( object.flipSided || object.doubleSided ) ) normal.negate();
- objectMatrixWorldRotation.multiplyVector3( normal );
- }
- for ( c = 0, cl = faceVertexUvs.length; c < cl; c ++ ) {
- uvs = faceVertexUvs[ c ][ f ];
- if ( !uvs ) continue;
- for ( u = 0, ul = uvs.length; u < ul; u ++ ) {
- _face.uvs[ c ][ u ] = uvs[ u ];
- }
- }
- _face.material = object.material;
- _face.faceMaterial = face.materialIndex !== null ? geometryMaterials[ face.materialIndex ] : null;
- _face.z = _face.centroidScreen.z;
- _renderData.elements.push( _face );
- }
- } else if ( object instanceof THREE.Line ) {
- _projScreenobjectMatrixWorld.multiply( _projScreenMatrix, objectMatrixWorld );
- vertices = object.geometry.vertices;
-
- v1 = getNextVertexInPool();
- v1.positionScreen.copy( vertices[ 0 ].position );
- _projScreenobjectMatrixWorld.multiplyVector4( v1.positionScreen );
- // Handle LineStrip and LinePieces
- var step = object.type === THREE.LinePieces ? 2 : 1;
- for ( v = 1, vl = vertices.length; v < vl; v ++ ) {
- v1 = getNextVertexInPool();
- v1.positionScreen.copy( vertices[ v ].position );
- _projScreenobjectMatrixWorld.multiplyVector4( v1.positionScreen );
- if ( ( v + 1 ) % step > 0 ) continue;
- v2 = _vertexPool[ _vertexCount - 2 ];
- _clippedVertex1PositionScreen.copy( v1.positionScreen );
- _clippedVertex2PositionScreen.copy( v2.positionScreen );
- if ( clipLine( _clippedVertex1PositionScreen, _clippedVertex2PositionScreen ) ) {
- // Perform the perspective divide
- _clippedVertex1PositionScreen.multiplyScalar( 1 / _clippedVertex1PositionScreen.w );
- _clippedVertex2PositionScreen.multiplyScalar( 1 / _clippedVertex2PositionScreen.w );
- _line = getNextLineInPool();
- _line.v1.positionScreen.copy( _clippedVertex1PositionScreen );
- _line.v2.positionScreen.copy( _clippedVertex2PositionScreen );
- _line.z = Math.max( _clippedVertex1PositionScreen.z, _clippedVertex2PositionScreen.z );
- _line.material = object.material;
- _renderData.elements.push( _line );
- }
- }
- }
- }
- for ( o = 0, ol = _renderData.sprites.length; o < ol; o++ ) {
- object = _renderData.sprites[ o ].object;
- objectMatrixWorld = object.matrixWorld;
- if ( object instanceof THREE.Particle ) {
- _vector4.set( objectMatrixWorld.elements[12], objectMatrixWorld.elements[13], objectMatrixWorld.elements[14], 1 );
- _projScreenMatrix.multiplyVector4( _vector4 );
- _vector4.z /= _vector4.w;
- if ( _vector4.z > 0 && _vector4.z < 1 ) {
- _particle = getNextParticleInPool();
- _particle.x = _vector4.x / _vector4.w;
- _particle.y = _vector4.y / _vector4.w;
- _particle.z = _vector4.z;
- _particle.rotation = object.rotation.z;
- _particle.scale.x = object.scale.x * Math.abs( _particle.x - ( _vector4.x + camera.projectionMatrix.elements[0] ) / ( _vector4.w + camera.projectionMatrix.elements[12] ) );
- _particle.scale.y = object.scale.y * Math.abs( _particle.y - ( _vector4.y + camera.projectionMatrix.elements[5] ) / ( _vector4.w + camera.projectionMatrix.elements[13] ) );
- _particle.material = object.material;
- _renderData.elements.push( _particle );
- }
- }
- }
- sort && _renderData.elements.sort( painterSort );
- return _renderData;
- };
- // Pools
- function getNextObjectInPool() {
- var object = _objectPool[ _objectCount ] = _objectPool[ _objectCount ] || new THREE.RenderableObject();
- _objectCount ++;
- return object;
- }
- function getNextVertexInPool() {
- var vertex = _vertexPool[ _vertexCount ] = _vertexPool[ _vertexCount ] || new THREE.RenderableVertex();
- _vertexCount ++;
- return vertex;
- }
- function getNextFace3InPool() {
- var face = _face3Pool[ _face3Count ] = _face3Pool[ _face3Count ] || new THREE.RenderableFace3();
- _face3Count ++;
- return face;
- }
- function getNextFace4InPool() {
- var face = _face4Pool[ _face4Count ] = _face4Pool[ _face4Count ] || new THREE.RenderableFace4();
- _face4Count ++;
- return face;
- }
- function getNextLineInPool() {
- var line = _linePool[ _lineCount ] = _linePool[ _lineCount ] || new THREE.RenderableLine();
- _lineCount ++;
- return line;
- }
- function getNextParticleInPool() {
- var particle = _particlePool[ _particleCount ] = _particlePool[ _particleCount ] || new THREE.RenderableParticle();
- _particleCount ++;
- return particle;
- }
- //
- function painterSort( a, b ) {
- return b.z - a.z;
- }
- function clipLine( s1, s2 ) {
- var alpha1 = 0, alpha2 = 1,
- // Calculate the boundary coordinate of each vertex for the near and far clip planes,
- // Z = -1 and Z = +1, respectively.
- bc1near = s1.z + s1.w,
- bc2near = s2.z + s2.w,
- bc1far = - s1.z + s1.w,
- bc2far = - s2.z + s2.w;
- if ( bc1near >= 0 && bc2near >= 0 && bc1far >= 0 && bc2far >= 0 ) {
- // Both vertices lie entirely within all clip planes.
- return true;
- } else if ( ( bc1near < 0 && bc2near < 0) || (bc1far < 0 && bc2far < 0 ) ) {
- // Both vertices lie entirely outside one of the clip planes.
- return false;
- } else {
- // The line segment spans at least one clip plane.
- if ( bc1near < 0 ) {
- // v1 lies outside the near plane, v2 inside
- alpha1 = Math.max( alpha1, bc1near / ( bc1near - bc2near ) );
- } else if ( bc2near < 0 ) {
- // v2 lies outside the near plane, v1 inside
- alpha2 = Math.min( alpha2, bc1near / ( bc1near - bc2near ) );
- }
- if ( bc1far < 0 ) {
- // v1 lies outside the far plane, v2 inside
- alpha1 = Math.max( alpha1, bc1far / ( bc1far - bc2far ) );
- } else if ( bc2far < 0 ) {
- // v2 lies outside the far plane, v2 inside
- alpha2 = Math.min( alpha2, bc1far / ( bc1far - bc2far ) );
- }
- if ( alpha2 < alpha1 ) {
- // The line segment spans two boundaries, but is outside both of them.
- // (This can't happen when we're only clipping against just near/far but good
- // to leave the check here for future usage if other clip planes are added.)
- return false;
- } else {
- // Update the s1 and s2 vertices to match the clipped line segment.
- s1.lerpSelf( s2, alpha1 );
- s2.lerpSelf( s1, 1 - alpha2 );
- return true;
- }
- }
- }
- };
- /**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.Quaternion = function( x, y, z, w ) {
- this.x = x || 0;
- this.y = y || 0;
- this.z = z || 0;
- this.w = ( w !== undefined ) ? w : 1;
- };
- THREE.Quaternion.prototype = {
- constructor: THREE.Quaternion,
- set: function ( x, y, z, w ) {
- this.x = x;
- this.y = y;
- this.z = z;
- this.w = w;
- return this;
- },
- copy: function ( q ) {
- this.x = q.x;
- this.y = q.y;
- this.z = q.z;
- this.w = q.w;
- return this;
- },
- setFromEuler: function ( vector ) {
- var c = Math.PI / 360, // 0.5 * Math.PI / 360, // 0.5 is an optimization
- x = vector.x * c,
- y = vector.y * c,
- z = vector.z * c,
- c1 = Math.cos( y ),
- s1 = Math.sin( y ),
- c2 = Math.cos( -z ),
- s2 = Math.sin( -z ),
- c3 = Math.cos( x ),
- s3 = Math.sin( x ),
- c1c2 = c1 * c2,
- s1s2 = s1 * s2;
- this.w = c1c2 * c3 - s1s2 * s3;
- this.x = c1c2 * s3 + s1s2 * c3;
- this.y = s1 * c2 * c3 + c1 * s2 * s3;
- this.z = c1 * s2 * c3 - s1 * c2 * s3;
- return this;
- },
- setFromAxisAngle: function ( axis, angle ) {
- // from http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
- // axis have to be normalized
- var halfAngle = angle / 2,
- s = Math.sin( halfAngle );
- this.x = axis.x * s;
- this.y = axis.y * s;
- this.z = axis.z * s;
- this.w = Math.cos( halfAngle );
- return this;
- },
- setFromRotationMatrix: function ( m ) {
- // Adapted from: http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
- function copySign( a, b ) {
- return b < 0 ? -Math.abs( a ) : Math.abs( a );
- }
- var absQ = Math.pow( m.determinant(), 1.0 / 3.0 );
- this.w = Math.sqrt( Math.max( 0, absQ + m.elements[0] + m.elements[5] + m.elements[10] ) ) / 2;
- this.x = Math.sqrt( Math.max( 0, absQ + m.elements[0] - m.elements[5] - m.elements[10] ) ) / 2;
- this.y = Math.sqrt( Math.max( 0, absQ - m.elements[0] + m.elements[5] - m.elements[10] ) ) / 2;
- this.z = Math.sqrt( Math.max( 0, absQ - m.elements[0] - m.elements[5] + m.elements[10] ) ) / 2;
- this.x = copySign( this.x, ( m.elements[6] - m.elements[9] ) );
- this.y = copySign( this.y, ( m.elements[8] - m.elements[2] ) );
- this.z = copySign( this.z, ( m.elements[1] - m.elements[4] ) );
- this.normalize();
- return this;
- },
- calculateW : function () {
- this.w = - Math.sqrt( Math.abs( 1.0 - this.x * this.x - this.y * this.y - this.z * this.z ) );
- return this;
- },
- inverse: function () {
- this.x *= -1;
- this.y *= -1;
- this.z *= -1;
- return this;
- },
- length: function () {
- return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
- },
- normalize: function () {
- var l = Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
- if ( l === 0 ) {
- this.x = 0;
- this.y = 0;
- this.z = 0;
- this.w = 0;
- } else {
- l = 1 / l;
- this.x = this.x * l;
- this.y = this.y * l;
- this.z = this.z * l;
- this.w = this.w * l;
- }
- return this;
- },
- multiply: function ( a, b ) {
- // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
- this.x = a.x * b.w + a.y * b.z - a.z * b.y + a.w * b.x;
- this.y = -a.x * b.z + a.y * b.w + a.z * b.x + a.w * b.y;
- this.z = a.x * b.y - a.y * b.x + a.z * b.w + a.w * b.z;
- this.w = -a.x * b.x - a.y * b.y - a.z * b.z + a.w * b.w;
- return this;
- },
- multiplySelf: function ( b ) {
- var qax = this.x, qay = this.y, qaz = this.z, qaw = this.w,
- qbx = b.x, qby = b.y, qbz = b.z, qbw = b.w;
- this.x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
- this.y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
- this.z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
- this.w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
- return this;
- },
- multiplyVector3: function ( vector, dest ) {
- if ( !dest ) { dest = vector; }
- var x = vector.x, y = vector.y, z = vector.z,
- qx = this.x, qy = this.y, qz = this.z, qw = this.w;
- // calculate quat * vector
- var ix = qw * x + qy * z - qz * y,
- iy = qw * y + qz * x - qx * z,
- iz = qw * z + qx * y - qy * x,
- iw = -qx * x - qy * y - qz * z;
- // calculate result * inverse quat
- dest.x = ix * qw + iw * -qx + iy * -qz - iz * -qy;
- dest.y = iy * qw + iw * -qy + iz * -qx - ix * -qz;
- dest.z = iz * qw + iw * -qz + ix * -qy - iy * -qx;
- return dest;
- },
- clone: function () {
- return new THREE.Quaternion( this.x, this.y, this.z, this.w );
- }
- }
- THREE.Quaternion.slerp = function ( qa, qb, qm, t ) {
- // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
- var cosHalfTheta = qa.w * qb.w + qa.x * qb.x + qa.y * qb.y + qa.z * qb.z;
- if (cosHalfTheta < 0) {
- qm.w = -qb.w; qm.x = -qb.x; qm.y = -qb.y; qm.z = -qb.z;
- cosHalfTheta = -cosHalfTheta;
- } else {
- qm.copy(qb);
- }
- if ( Math.abs( cosHalfTheta ) >= 1.0 ) {
- qm.w = qa.w; qm.x = qa.x; qm.y = qa.y; qm.z = qa.z;
- return qm;
- }
- var halfTheta = Math.acos( cosHalfTheta ),
- sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta );
- if ( Math.abs( sinHalfTheta ) < 0.001 ) {
- qm.w = 0.5 * ( qa.w + qb.w );
- qm.x = 0.5 * ( qa.x + qb.x );
- qm.y = 0.5 * ( qa.y + qb.y );
- qm.z = 0.5 * ( qa.z + qb.z );
- return qm;
- }
- var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
- ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
- qm.w = ( qa.w * ratioA + qm.w * ratioB );
- qm.x = ( qa.x * ratioA + qm.x * ratioB );
- qm.y = ( qa.y * ratioA + qm.y * ratioB );
- qm.z = ( qa.z * ratioA + qm.z * ratioB );
- return qm;
- }
- /**
- * @author mr.doob / http://mrdoob.com/
- */
- THREE.Vertex = function ( position ) {
- this.position = position || new THREE.Vector3();
- };
- THREE.Vertex.prototype = {
- constructor: THREE.Vertex,
- clone: function () {
- return new THREE.Vertex( this.position.clone() );
- }
- };
- /**
- * @author mr.doob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.Face3 = function ( a, b, c, normal, color, materialIndex ) {
- this.a = a;
- this.b = b;
- this.c = c;
- this.normal = normal instanceof THREE.Vector3 ? normal : new THREE.Vector3();
- this.vertexNormals = normal instanceof Array ? normal : [ ];
- this.color = color instanceof THREE.Color ? color : new THREE.Color();
- this.vertexColors = color instanceof Array ? color : [];
- this.vertexTangents = [];
- this.materialIndex = materialIndex;
- this.centroid = new THREE.Vector3();
- };
- THREE.Face3.prototype = {
- constructor: THREE.Face3,
- clone: function () {
- var face = new THREE.Face3( this.a, this.b, this.c );
- face.normal.copy( this.normal );
- face.color.copy( this.color );
- face.centroid.copy( this.centroid );
- face.materialIndex = this.materialIndex;
- var i, il;
- for ( i = 0, il = this.vertexNormals.length; i < il; i ++ ) face.vertexNormals[ i ] = this.vertexNormals[ i ].clone();
- for ( i = 0, il = this.vertexColors.length; i < il; i ++ ) face.vertexColors[ i ] = this.vertexColors[ i ].clone();
- for ( i = 0, il = this.vertexTangents.length; i < il; i ++ ) face.vertexTangents[ i ] = this.vertexTangents[ i ].clone();
- return face;
- }
- };
- /**
- * @author mr.doob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.Face4 = function ( a, b, c, d, normal, color, materialIndex ) {
- this.a = a;
- this.b = b;
- this.c = c;
- this.d = d;
- this.normal = normal instanceof THREE.Vector3 ? normal : new THREE.Vector3();
- this.vertexNormals = normal instanceof Array ? normal : [ ];
- this.color = color instanceof THREE.Color ? color : new THREE.Color();
- this.vertexColors = color instanceof Array ? color : [];
- this.vertexTangents = [];
- this.materialIndex = materialIndex;
- this.centroid = new THREE.Vector3();
- };
- THREE.Face4.prototype = {
- constructor: THREE.Face4,
- clone: function () {
- var face = new THREE.Face4( this.a, this.b, this.c, this.d );
- face.normal.copy( this.normal );
- face.color.copy( this.color );
- face.centroid.copy( this.centroid );
- face.materialIndex = this.materialIndex;
- var i, il;
- for ( i = 0, il = this.vertexNormals.length; i < il; i ++ ) face.vertexNormals[ i ] = this.vertexNormals[ i ].clone();
- for ( i = 0, il = this.vertexColors.length; i < il; i ++ ) face.vertexColors[ i ] = this.vertexColors[ i ].clone();
- for ( i = 0, il = this.vertexTangents.length; i < il; i ++ ) face.vertexTangents[ i ] = this.vertexTangents[ i ].clone();
- return face;
- }
- };
- /**
- * @author mr.doob / http://mrdoob.com/
- */
- THREE.UV = function ( u, v ) {
- this.u = u || 0;
- this.v = v || 0;
- };
- THREE.UV.prototype = {
- constructor: THREE.UV,
- set: function ( u, v ) {
- this.u = u;
- this.v = v;
- return this;
- },
- copy: function ( uv ) {
- this.u = uv.u;
- this.v = uv.v;
- return this;
- },
- lerpSelf: function ( uv, alpha ) {
- this.u += ( uv.u - this.u ) * alpha;
- this.v += ( uv.v - this.v ) * alpha;
- return this;
- },
- clone: function () {
- return new THREE.UV( this.u, this.v );
- }
- };
- /**
- * @author mr.doob / http://mrdoob.com/
- * @author kile / http://kile.stravaganza.org/
- * @author alteredq / http://alteredqualia.com/
- * @author mikael emtinger / http://gomo.se/
- * @author zz85 / http://www.lab4games.net/zz85/blog
- */
- THREE.Geometry = function () {
- this.id = THREE.GeometryCount ++;
- this.vertices = [];
- this.colors = []; // one-to-one vertex colors, used in ParticleSystem, Line and Ribbon
- this.materials = [];
- this.faces = [];
- this.faceUvs = [[]];
- this.faceVertexUvs = [[]];
- this.morphTargets = [];
- this.morphColors = [];
- this.morphNormals = [];
- this.skinWeights = [];
- this.skinIndices = [];
- this.boundingBox = null;
- this.boundingSphere = null;
- this.hasTangents = false;
- this.dynamic = false; // unless set to true the *Arrays will be deleted once sent to a buffer.
- };
- THREE.Geometry.prototype = {
- constructor : THREE.Geometry,
- applyMatrix: function ( matrix ) {
- var matrixRotation = new THREE.Matrix4();
- matrixRotation.extractRotation( matrix );
- for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
- var vertex = this.vertices[ i ];
- matrix.multiplyVector3( vertex.position );
- }
- for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
- var face = this.faces[ i ];
- matrixRotation.multiplyVector3( face.normal );
- for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
- matrixRotation.multiplyVector3( face.vertexNormals[ j ] );
- }
- matrix.multiplyVector3( face.centroid );
- }
- },
- computeCentroids: function () {
- var f, fl, face;
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
- face = this.faces[ f ];
- face.centroid.set( 0, 0, 0 );
- if ( face instanceof THREE.Face3 ) {
- face.centroid.addSelf( this.vertices[ face.a ].position );
- face.centroid.addSelf( this.vertices[ face.b ].position );
- face.centroid.addSelf( this.vertices[ face.c ].position );
- face.centroid.divideScalar( 3 );
- } else if ( face instanceof THREE.Face4 ) {
- face.centroid.addSelf( this.vertices[ face.a ].position );
- face.centroid.addSelf( this.vertices[ face.b ].position );
- face.centroid.addSelf( this.vertices[ face.c ].position );
- face.centroid.addSelf( this.vertices[ face.d ].position );
- face.centroid.divideScalar( 4 );
- }
- }
- },
- computeFaceNormals: function () {
- var n, nl, v, vl, vertex, f, fl, face, vA, vB, vC,
- cb = new THREE.Vector3(), ab = new THREE.Vector3();
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
- face = this.faces[ f ];
- vA = this.vertices[ face.a ];
- vB = this.vertices[ face.b ];
- vC = this.vertices[ face.c ];
- cb.sub( vC.position, vB.position );
- ab.sub( vA.position, vB.position );
- cb.crossSelf( ab );
- if ( !cb.isZero() ) {
- cb.normalize();
- }
- face.normal.copy( cb );
- }
- },
- computeVertexNormals: function () {
- var v, vl, f, fl, face, vertices;
- // create internal buffers for reuse when calling this method repeatedly
- // (otherwise memory allocation / deallocation every frame is big resource hog)
- if ( this.__tmpVertices === undefined ) {
- this.__tmpVertices = new Array( this.vertices.length );
- vertices = this.__tmpVertices;
- for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
- vertices[ v ] = new THREE.Vector3();
- }
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
- face = this.faces[ f ];
- if ( face instanceof THREE.Face3 ) {
- face.vertexNormals = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
- } else if ( face instanceof THREE.Face4 ) {
- face.vertexNormals = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
- }
- }
- } else {
- vertices = this.__tmpVertices;
- for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
- vertices[ v ].set( 0, 0, 0 );
- }
- }
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
- face = this.faces[ f ];
- if ( face instanceof THREE.Face3 ) {
- vertices[ face.a ].addSelf( face.normal );
- vertices[ face.b ].addSelf( face.normal );
- vertices[ face.c ].addSelf( face.normal );
- } else if ( face instanceof THREE.Face4 ) {
- vertices[ face.a ].addSelf( face.normal );
- vertices[ face.b ].addSelf( face.normal );
- vertices[ face.c ].addSelf( face.normal );
- vertices[ face.d ].addSelf( face.normal );
- }
- }
- for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
- vertices[ v ].normalize();
- }
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
- face = this.faces[ f ];
- if ( face instanceof THREE.Face3 ) {
- face.vertexNormals[ 0 ].copy( vertices[ face.a ] );
- face.vertexNormals[ 1 ].copy( vertices[ face.b ] );
- face.vertexNormals[ 2 ].copy( vertices[ face.c ] );
- } else if ( face instanceof THREE.Face4 ) {
- face.vertexNormals[ 0 ].copy( vertices[ face.a ] );
- face.vertexNormals[ 1 ].copy( vertices[ face.b ] );
- face.vertexNormals[ 2 ].copy( vertices[ face.c ] );
- face.vertexNormals[ 3 ].copy( vertices[ face.d ] );
- }
- }
- },
- computeMorphNormals: function () {
- var i, il, f, fl, face;
- // save original normals
- // - create temp variables on first access
- // otherwise just copy (for faster repeated calls)
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
- face = this.faces[ f ];
- if ( ! face.__originalFaceNormal ) {
- face.__originalFaceNormal = face.normal.clone();
- } else {
- face.__originalFaceNormal.copy( face.normal );
- }
- if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];
- for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
- if ( ! face.__originalVertexNormals[ i ] ) {
- face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
- } else {
- face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
- }
- }
- }
- // use temp geometry to compute face and vertex normals for each morph
- var tmpGeo = new THREE.Geometry();
- tmpGeo.faces = this.faces;
- for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
- // create on first access
- if ( ! this.morphNormals[ i ] ) {
- this.morphNormals[ i ] = {};
- this.morphNormals[ i ].faceNormals = [];
- this.morphNormals[ i ].vertexNormals = [];
- var dstNormalsFace = this.morphNormals[ i ].faceNormals;
- var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
- var faceNormal, vertexNormals;
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
- face = this.faces[ f ];
- faceNormal = new THREE.Vector3();
- if ( face instanceof THREE.Face3 ) {
- vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3() };
- } else {
- vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3(), d: new THREE.Vector3() };
- }
- dstNormalsFace.push( faceNormal );
- dstNormalsVertex.push( vertexNormals );
- }
- }
- var morphNormals = this.morphNormals[ i ];
- // set vertices to morph target
- tmpGeo.vertices = this.morphTargets[ i ].vertices;
- // compute morph normals
- tmpGeo.computeFaceNormals();
- tmpGeo.computeVertexNormals();
- // store morph normals
- var faceNormal, vertexNormals;
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
- face = this.faces[ f ];
- faceNormal = morphNormals.faceNormals[ f ];
- vertexNormals = morphNormals.vertexNormals[ f ];
- faceNormal.copy( face.normal );
- if ( face instanceof THREE.Face3 ) {
- vertexNormals.a.copy( face.vertexNormals[ 0 ] );
- vertexNormals.b.copy( face.vertexNormals[ 1 ] );
- vertexNormals.c.copy( face.vertexNormals[ 2 ] );
- } else {
- vertexNormals.a.copy( face.vertexNormals[ 0 ] );
- vertexNormals.b.copy( face.vertexNormals[ 1 ] );
- vertexNormals.c.copy( face.vertexNormals[ 2 ] );
- vertexNormals.d.copy( face.vertexNormals[ 3 ] );
- }
- }
- }
- // restore original normals
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
- face = this.faces[ f ];
- face.normal = face.__originalFaceNormal;
- face.vertexNormals = face.__originalVertexNormals;
- }
- },
- computeTangents: function () {
- // based on http://www.terathon.com/code/tangent.html
- // tangents go to vertices
- var f, fl, v, vl, i, il, vertexIndex,
- face, uv, vA, vB, vC, uvA, uvB, uvC,
- x1, x2, y1, y2, z1, z2,
- s1, s2, t1, t2, r, t, test,
- tan1 = [], tan2 = [],
- sdir = new THREE.Vector3(), tdir = new THREE.Vector3(),
- tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3(),
- n = new THREE.Vector3(), w;
- for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
- tan1[ v ] = new THREE.Vector3();
- tan2[ v ] = new THREE.Vector3();
- }
- function handleTriangle( context, a, b, c, ua, ub, uc ) {
- vA = context.vertices[ a ].position;
- vB = context.vertices[ b ].position;
- vC = context.vertices[ c ].position;
- uvA = uv[ ua ];
- uvB = uv[ ub ];
- uvC = uv[ uc ];
- x1 = vB.x - vA.x;
- x2 = vC.x - vA.x;
- y1 = vB.y - vA.y;
- y2 = vC.y - vA.y;
- z1 = vB.z - vA.z;
- z2 = vC.z - vA.z;
- s1 = uvB.u - uvA.u;
- s2 = uvC.u - uvA.u;
- t1 = uvB.v - uvA.v;
- t2 = uvC.v - uvA.v;
- r = 1.0 / ( s1 * t2 - s2 * t1 );
- sdir.set( ( t2 * x1 - t1 * x2 ) * r,
- ( t2 * y1 - t1 * y2 ) * r,
- ( t2 * z1 - t1 * z2 ) * r );
- tdir.set( ( s1 * x2 - s2 * x1 ) * r,
- ( s1 * y2 - s2 * y1 ) * r,
- ( s1 * z2 - s2 * z1 ) * r );
- tan1[ a ].addSelf( sdir );
- tan1[ b ].addSelf( sdir );
- tan1[ c ].addSelf( sdir );
- tan2[ a ].addSelf( tdir );
- tan2[ b ].addSelf( tdir );
- tan2[ c ].addSelf( tdir );
- }
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
- face = this.faces[ f ];
- uv = this.faceVertexUvs[ 0 ][ f ]; // use UV layer 0 for tangents
- if ( face instanceof THREE.Face3 ) {
- handleTriangle( this, face.a, face.b, face.c, 0, 1, 2 );
- } else if ( face instanceof THREE.Face4 ) {
- handleTriangle( this, face.a, face.b, face.d, 0, 1, 3 );
- handleTriangle( this, face.b, face.c, face.d, 1, 2, 3 );
- }
- }
- var faceIndex = [ 'a', 'b', 'c', 'd' ];
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
- face = this.faces[ f ];
- for ( i = 0; i < face.vertexNormals.length; i++ ) {
- n.copy( face.vertexNormals[ i ] );
- vertexIndex = face[ faceIndex[ i ] ];
- t = tan1[ vertexIndex ];
- // Gram-Schmidt orthogonalize
- tmp.copy( t );
- tmp.subSelf( n.multiplyScalar( n.dot( t ) ) ).normalize();
- // Calculate handedness
- tmp2.cross( face.vertexNormals[ i ], t );
- test = tmp2.dot( tan2[ vertexIndex ] );
- w = (test < 0.0) ? -1.0 : 1.0;
- face.vertexTangents[ i ] = new THREE.Vector4( tmp.x, tmp.y, tmp.z, w );
- }
- }
- this.hasTangents = true;
- },
- computeBoundingBox: function () {
- if ( ! this.boundingBox ) {
- this.boundingBox = { min: new THREE.Vector3(), max: new THREE.Vector3() };
- }
- if ( this.vertices.length > 0 ) {
- var position, firstPosition = this.vertices[ 0 ].position;
- this.boundingBox.min.copy( firstPosition );
- this.boundingBox.max.copy( firstPosition );
- var min = this.boundingBox.min,
- max = this.boundingBox.max;
- for ( var v = 1, vl = this.vertices.length; v < vl; v ++ ) {
- position = this.vertices[ v ].position;
- if ( position.x < min.x ) {
- min.x = position.x;
- } else if ( position.x > max.x ) {
- max.x = position.x;
- }
- if ( position.y < min.y ) {
- min.y = position.y;
- } else if ( position.y > max.y ) {
- max.y = position.y;
- }
- if ( position.z < min.z ) {
- min.z = position.z;
- } else if ( position.z > max.z ) {
- max.z = position.z;
- }
- }
- } else {
- this.boundingBox.min.set( 0, 0, 0 );
- this.boundingBox.max.set( 0, 0, 0 );
- }
- },
- computeBoundingSphere: function () {
- if ( ! this.boundingSphere ) this.boundingSphere = { radius: 0 };
- var radius, maxRadius = 0;
- for ( var v = 0, vl = this.vertices.length; v < vl; v ++ ) {
- radius = this.vertices[ v ].position.length();
- if ( radius > maxRadius ) maxRadius = radius;
- }
- this.boundingSphere.radius = maxRadius;
- },
- /*
- * Checks for duplicate vertices with hashmap.
- * Duplicated vertices are removed
- * and faces' vertices are updated.
- */
- mergeVertices: function() {
- var verticesMap = {}; // Hashmap for looking up vertice by position coordinates (and making sure they are unique)
- var unique = [], changes = [];
- var v, key;
- var precisionPoints = 4; // number of decimal points, eg. 4 for epsilon of 0.0001
- var precision = Math.pow( 10, precisionPoints );
- var i,il, face;
- for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
- v = this.vertices[ i ].position;
- key = [ Math.round( v.x * precision ), Math.round( v.y * precision ), Math.round( v.z * precision ) ].join( '_' );
- if ( verticesMap[ key ] === undefined ) {
- verticesMap[ key ] = i;
- unique.push( this.vertices[ i ] );
- changes[ i ] = unique.length - 1;
- } else {
- //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
- changes[ i ] = changes[ verticesMap[ key ] ];
- }
- };
- // Start to patch face indices
- for( i = 0, il = this.faces.length; i < il; i ++ ) {
- face = this.faces[ i ];
- if ( face instanceof THREE.Face3 ) {
- face.a = changes[ face.a ];
- face.b = changes[ face.b ];
- face.c = changes[ face.c ];
- } else if ( face instanceof THREE.Face4 ) {
- face.a = changes[ face.a ];
- face.b = changes[ face.b ];
- face.c = changes[ face.c ];
- face.d = changes[ face.d ];
- }
- }
- // Use unique set of vertices
- this.vertices = unique;
- }
- };
- THREE.GeometryCount = 0;
- /**
- * Spline from Tween.js, slightly optimized (and trashed)
- * http://sole.github.com/tween.js/examples/05_spline.html
- *
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.Spline = function ( points ) {
- this.points = points;
- var c = [], v3 = { x: 0, y: 0, z: 0 },
- point, intPoint, weight, w2, w3,
- pa, pb, pc, pd;
- this.initFromArray = function( a ) {
- this.points = [];
- for ( var i = 0; i < a.length; i++ ) {
- this.points[ i ] = { x: a[ i ][ 0 ], y: a[ i ][ 1 ], z: a[ i ][ 2 ] };
- }
- };
- this.getPoint = function ( k ) {
- point = ( this.points.length - 1 ) * k;
- intPoint = Math.floor( point );
- weight = point - intPoint;
- c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1;
- c[ 1 ] = intPoint;
- c[ 2 ] = intPoint > this.points.length - 2 ? this.points.length - 1 : intPoint + 1;
- c[ 3 ] = intPoint > this.points.length - 3 ? this.points.length - 1 : intPoint + 2;
- pa = this.points[ c[ 0 ] ];
- pb = this.points[ c[ 1 ] ];
- pc = this.points[ c[ 2 ] ];
- pd = this.points[ c[ 3 ] ];
- w2 = weight * weight;
- w3 = weight * w2;
- v3.x = interpolate( pa.x, pb.x, pc.x, pd.x, weight, w2, w3 );
- v3.y = interpolate( pa.y, pb.y, pc.y, pd.y, weight, w2, w3 );
- v3.z = interpolate( pa.z, pb.z, pc.z, pd.z, weight, w2, w3 );
- return v3;
- };
- this.getControlPointsArray = function () {
- var i, p, l = this.points.length,
- coords = [];
- for ( i = 0; i < l; i ++ ) {
- p = this.points[ i ];
- coords[ i ] = [ p.x, p.y, p.z ];
- }
- return coords;
- };
- // approximate length by summing linear segments
- this.getLength = function ( nSubDivisions ) {
- var i, index, nSamples, position,
- point = 0, intPoint = 0, oldIntPoint = 0,
- oldPosition = new THREE.Vector3(),
- tmpVec = new THREE.Vector3(),
- chunkLengths = [],
- totalLength = 0;
- // first point has 0 length
- chunkLengths[ 0 ] = 0;
- if ( !nSubDivisions ) nSubDivisions = 100;
- nSamples = this.points.length * nSubDivisions;
- oldPosition.copy( this.points[ 0 ] );
- for ( i = 1; i < nSamples; i ++ ) {
- index = i / nSamples;
- position = this.getPoint( index );
- tmpVec.copy( position );
- totalLength += tmpVec.distanceTo( oldPosition );
- oldPosition.copy( position );
- point = ( this.points.length - 1 ) * index;
- intPoint = Math.floor( point );
- if ( intPoint != oldIntPoint ) {
- chunkLengths[ intPoint ] = totalLength;
- oldIntPoint = intPoint;
- }
- }
- // last point ends with total length
- chunkLengths[ chunkLengths.length ] = totalLength;
- return { chunks: chunkLengths, total: totalLength };
- };
- this.reparametrizeByArcLength = function ( samplingCoef ) {
- var i, j,
- index, indexCurrent, indexNext,
- linearDistance, realDistance,
- sampling, position,
- newpoints = [],
- tmpVec = new THREE.Vector3(),
- sl = this.getLength();
- newpoints.push( tmpVec.copy( this.points[ 0 ] ).clone() );
- for ( i = 1; i < this.points.length; i++ ) {
- //tmpVec.copy( this.points[ i - 1 ] );
- //linearDistance = tmpVec.distanceTo( this.points[ i ] );
- realDistance = sl.chunks[ i ] - sl.chunks[ i - 1 ];
- sampling = Math.ceil( samplingCoef * realDistance / sl.total );
- indexCurrent = ( i - 1 ) / ( this.points.length - 1 );
- indexNext = i / ( this.points.length - 1 );
- for ( j = 1; j < sampling - 1; j++ ) {
- index = indexCurrent + j * ( 1 / sampling ) * ( indexNext - indexCurrent );
- position = this.getPoint( index );
- newpoints.push( tmpVec.copy( position ).clone() );
- }
- newpoints.push( tmpVec.copy( this.points[ i ] ).clone() );
- }
- this.points = newpoints;
- };
- // Catmull-Rom
- function interpolate( p0, p1, p2, p3, t, t2, t3 ) {
- var v0 = ( p2 - p0 ) * 0.5,
- v1 = ( p3 - p1 ) * 0.5;
- return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1;
- };
- };
- /**
- * @author mr.doob / http://mrdoob.com/
- * @author mikael emtinger / http://gomo.se/
- */
- THREE.Camera = function () {
- THREE.Object3D.call( this );
- this.matrixWorldInverse = new THREE.Matrix4();
- this.projectionMatrix = new THREE.Matrix4();
- this.projectionMatrixInverse = new THREE.Matrix4();
- };
- THREE.Camera.prototype = new THREE.Object3D();
- THREE.Camera.prototype.constructor = THREE.Camera;
- THREE.Camera.prototype.lookAt = function ( vector ) {
- // TODO: Add hierarchy support.
- this.matrix.lookAt( this.position, vector, this.up );
- if ( this.rotationAutoUpdate ) {
- this.rotation.getRotationFromMatrix( this.matrix );
- }
- };
- /**
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.OrthographicCamera = function ( left, right, top, bottom, near, far ) {
- THREE.Camera.call( this );
- this.left = left;
- this.right = right;
- this.top = top;
- this.bottom = bottom;
- this.near = ( near !== undefined ) ? near : 0.1;
- this.far = ( far !== undefined ) ? far : 2000;
- this.updateProjectionMatrix();
- };
- THREE.OrthographicCamera.prototype = new THREE.Camera();
- THREE.OrthographicCamera.prototype.constructor = THREE.OrthographicCamera;
- THREE.OrthographicCamera.prototype.updateProjectionMatrix = function () {
- this.projectionMatrix.makeOrthographic( this.left, this.right, this.top, this.bottom, this.near, this.far );
- };
- /**
- * @author mr.doob / http://mrdoob.com/
- * @author greggman / http://games.greggman.com/
- * @author zz85 / http://www.lab4games.net/zz85/blog
- */
- THREE.PerspectiveCamera = function ( fov, aspect, near, far ) {
- THREE.Camera.call( this );
- this.fov = fov !== undefined ? fov : 50;
- this.aspect = aspect !== undefined ? aspect : 1;
- this.near = near !== undefined ? near : 0.1;
- this.far = far !== undefined ? far : 2000;
- this.updateProjectionMatrix();
- };
- THREE.PerspectiveCamera.prototype = new THREE.Camera();
- THREE.PerspectiveCamera.prototype.constructor = THREE.PerspectiveCamera;
- /**
- * Uses Focal Length (in mm) to estimate and set FOV
- * 35mm (fullframe) camera is used if frame size is not specified;
- * Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html
- */
- THREE.PerspectiveCamera.prototype.setLens = function ( focalLength, frameHeight ) {
- frameHeight = frameHeight !== undefined ? frameHeight : 24;
- this.fov = 2 * Math.atan( frameHeight / ( focalLength * 2 ) ) * ( 180 / Math.PI );
- this.updateProjectionMatrix();
- }
- /**
- * Sets an offset in a larger frustum. This is useful for multi-window or
- * multi-monitor/multi-machine setups.
- *
- * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
- * the monitors are in grid like this
- *
- * +---+---+---+
- * | A | B | C |
- * +---+---+---+
- * | D | E | F |
- * +---+---+---+
- *
- * then for each monitor you would call it like this
- *
- * var w = 1920;
- * var h = 1080;
- * var fullWidth = w * 3;
- * var fullHeight = h * 2;
- *
- * --A--
- * camera.setOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
- * --B--
- * camera.setOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
- * --C--
- * camera.setOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
- * --D--
- * camera.setOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
- * --E--
- * camera.setOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
- * --F--
- * camera.setOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
- *
- * Note there is no reason monitors have to be the same size or in a grid.
- */
- THREE.PerspectiveCamera.prototype.setViewOffset = function ( fullWidth, fullHeight, x, y, width, height ) {
- this.fullWidth = fullWidth;
- this.fullHeight = fullHeight;
- this.x = x;
- this.y = y;
- this.width = width;
- this.height = height;
- this.updateProjectionMatrix();
- };
- THREE.PerspectiveCamera.prototype.updateProjectionMatrix = function () {
- if ( this.fullWidth ) {
- var aspect = this.fullWidth / this.fullHeight;
- var top = Math.tan( this.fov * Math.PI / 360 ) * this.near;
- var bottom = -top;
- var left = aspect * bottom;
- var right = aspect * top;
- var width = Math.abs( right - left );
- var height = Math.abs( top - bottom );
- this.projectionMatrix.makeFrustum(
- left + this.x * width / this.fullWidth,
- left + ( this.x + this.width ) * width / this.fullWidth,
- top - ( this.y + this.height ) * height / this.fullHeight,
- top - this.y * height / this.fullHeight,
- this.near,
- this.far
- );
- } else {
- this.projectionMatrix.makePerspective( this.fov, this.aspect, this.near, this.far );
- }
- };
- /**
- * @author mr.doob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
-
- THREE.Light = function ( hex ) {
- THREE.Object3D.call( this );
- this.color = new THREE.Color( hex );
- };
- THREE.Light.prototype = new THREE.Object3D();
- THREE.Light.prototype.constructor = THREE.Light;
- THREE.Light.prototype.supr = THREE.Object3D.prototype;
- /**
- * @author mr.doob / http://mrdoob.com/
- */
- THREE.AmbientLight = function ( hex ) {
- THREE.Light.call( this, hex );
- };
- THREE.AmbientLight.prototype = new THREE.Light();
- THREE.AmbientLight.prototype.constructor = THREE.AmbientLight;
- /**
- * @author mr.doob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.DirectionalLight = function ( hex, intensity, distance ) {
- THREE.Light.call( this, hex );
- this.position = new THREE.Vector3( 0, 1, 0 );
- this.target = new THREE.Object3D();
- this.intensity = ( intensity !== undefined ) ? intensity : 1;
- this.distance = ( distance !== undefined ) ? distance : 0;
- this.castShadow = false;
- this.onlyShadow = false;
- //
- this.shadowCameraNear = 50;
- this.shadowCameraFar = 5000;
- this.shadowCameraLeft = -500;
- this.shadowCameraRight = 500;
- this.shadowCameraTop = 500;
- this.shadowCameraBottom = -500;
- this.shadowCameraVisible = false;
- this.shadowBias = 0;
- this.shadowDarkness = 0.5;
- this.shadowMapWidth = 512;
- this.shadowMapHeight = 512;
- //
- this.shadowCascade = false;
- this.shadowCascadeOffset = new THREE.Vector3( 0, 0, -1000 );
- this.shadowCascadeCount = 2;
- this.shadowCascadeBias = [ 0, 0, 0 ];
- this.shadowCascadeWidth = [ 512, 512, 512 ];
- this.shadowCascadeHeight = [ 512, 512, 512 ];
- this.shadowCascadeNearZ = [ -1.000, 0.990, 0.998 ];
- this.shadowCascadeFarZ = [ 0.990, 0.998, 1.000 ];
- this.shadowCascadeArray = [];
- //
- this.shadowMap = null;
- this.shadowMapSize = null;
- this.shadowCamera = null;
- this.shadowMatrix = null;
- };
- THREE.DirectionalLight.prototype = new THREE.Light();
- THREE.DirectionalLight.prototype.constructor = THREE.DirectionalLight;
- /**
- * @author mr.doob / http://mrdoob.com/
- */
- THREE.PointLight = function ( hex, intensity, distance ) {
- THREE.Light.call( this, hex );
- this.position = new THREE.Vector3( 0, 0, 0 );
- this.intensity = ( intensity !== undefined ) ? intensity : 1;
- this.distance = ( distance !== undefined ) ? distance : 0;
- };
- THREE.PointLight.prototype = new THREE.Light();
- THREE.PointLight.prototype.constructor = THREE.PointLight;
- /**
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.SpotLight = function ( hex, intensity, distance ) {
- THREE.Light.call( this, hex );
- this.position = new THREE.Vector3( 0, 1, 0 );
- this.target = new THREE.Object3D();
- this.intensity = ( intensity !== undefined ) ? intensity : 1;
- this.distance = ( distance !== undefined ) ? distance : 0;
- this.castShadow = false;
- this.onlyShadow = false;
- //
- this.shadowCameraNear = 50;
- this.shadowCameraFar = 5000;
- this.shadowCameraFov = 50;
- this.shadowCameraVisible = false;
- this.shadowBias = 0;
- this.shadowDarkness = 0.5;
- this.shadowMapWidth = 512;
- this.shadowMapHeight = 512;
- //
- this.shadowMap = null;
- this.shadowMapSize = null;
- this.shadowCamera = null;
- this.shadowMatrix = null;
- };
- THREE.SpotLight.prototype = new THREE.Light();
- THREE.SpotLight.prototype.constructor = THREE.SpotLight;
- /**
- * @author mr.doob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.Material = function ( parameters ) {
- parameters = parameters || {};
- this.id = THREE.MaterialCount ++;
- this.name = '';
- this.opacity = parameters.opacity !== undefined ? parameters.opacity : 1;
- this.transparent = parameters.transparent !== undefined ? parameters.transparent : false;
- this.blending = parameters.blending !== undefined ? parameters.blending : THREE.NormalBlending;
- this.blendSrc = parameters.blendSrc !== undefined ? parameters.blendSrc : THREE.SrcAlphaFactor;
- this.blendDst = parameters.blendDst !== undefined ? parameters.blendDst : THREE.OneMinusSrcAlphaFactor;
- this.blendEquation = parameters.blendEquation !== undefined ? parameters.blendEquation : THREE.AddEquation;
- this.depthTest = parameters.depthTest !== undefined ? parameters.depthTest : true;
- this.depthWrite = parameters.depthWrite !== undefined ? parameters.depthWrite : true;
- this.polygonOffset = parameters.polygonOffset !== undefined ? parameters.polygonOffset : false;
- this.polygonOffsetFactor = parameters.polygonOffsetFactor !== undefined ? parameters.polygonOffsetFactor : 0;
- this.polygonOffsetUnits = parameters.polygonOffsetUnits !== undefined ? parameters.polygonOffsetUnits : 0;
- this.alphaTest = parameters.alphaTest !== undefined ? parameters.alphaTest : 0;
- this.overdraw = parameters.overdraw !== undefined ? parameters.overdraw : false; // Boolean for fixing antialiasing gaps in CanvasRenderer
- this.needsUpdate = true;
- }
- THREE.MaterialCount = 0;
- // shading
- THREE.NoShading = 0;
- THREE.FlatShading = 1;
- THREE.SmoothShading = 2;
- // colors
- THREE.NoColors = 0;
- THREE.FaceColors = 1;
- THREE.VertexColors = 2;
- // blending modes
- THREE.NoBlending = 0;
- THREE.NormalBlending = 1;
- THREE.AdditiveBlending = 2;
- THREE.SubtractiveBlending = 3;
- THREE.MultiplyBlending = 4;
- THREE.AdditiveAlphaBlending = 5;
- THREE.CustomBlending = 6;
- // custom blending equations
- // (numbers start from 100 not to clash with other
- // mappings to OpenGL constants defined in Texture.js)
- THREE.AddEquation = 100;
- THREE.SubtractEquation = 101;
- THREE.ReverseSubtractEquation = 102;
- // custom blending destination factors
- THREE.ZeroFactor = 200;
- THREE.OneFactor = 201;
- THREE.SrcColorFactor = 202;
- THREE.OneMinusSrcColorFactor = 203;
- THREE.SrcAlphaFactor = 204;
- THREE.OneMinusSrcAlphaFactor = 205;
- THREE.DstAlphaFactor = 206;
- THREE.OneMinusDstAlphaFactor = 207;
- // custom blending source factors
- //THREE.ZeroFactor = 200;
- //THREE.OneFactor = 201;
- //THREE.SrcAlphaFactor = 204;
- //THREE.OneMinusSrcAlphaFactor = 205;
- //THREE.DstAlphaFactor = 206;
- //THREE.OneMinusDstAlphaFactor = 207;
- THREE.DstColorFactor = 208;
- THREE.OneMinusDstColorFactor = 209;
- THREE.SrcAlphaSaturateFactor = 210;
- /**
- * @author mr.doob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- *
- * parameters = {
- * color: <hex>,
- * opacity: <float>,
- *
- * blending: THREE.NormalBlending,
- * depthTest: <bool>,
- *
- * linewidth: <float>,
- * linecap: "round",
- * linejoin: "round",
- *
- * vertexColors: <bool>
- *
- * fog: <bool>
- * }
- */
- THREE.LineBasicMaterial = function ( parameters ) {
- THREE.Material.call( this, parameters );
- parameters = parameters || {};
- this.color = parameters.color !== undefined ? new THREE.Color( parameters.color ) : new THREE.Color( 0xffffff );
- this.linewidth = parameters.linewidth !== undefined ? parameters.linewidth : 1;
- this.linecap = parameters.linecap !== undefined ? parameters.linecap : 'round';
- this.linejoin = parameters.linejoin !== undefined ? parameters.linejoin : 'round';
- this.vertexColors = parameters.vertexColors ? parameters.vertexColors : false;
- this.fog = parameters.fog !== undefined ? parameters.fog : true;
- };
- THREE.LineBasicMaterial.prototype = new THREE.Material();
- THREE.LineBasicMaterial.prototype.constructor = THREE.LineBasicMaterial;
- /**
- * @author mr.doob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- *
- * parameters = {
- * color: <hex>,
- * opacity: <float>,
- * map: new THREE.Texture( <Image> ),
- *
- * lightMap: new THREE.Texture( <Image> ),
- *
- * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
- * combine: THREE.Multiply,
- * reflectivity: <float>,
- * refractionRatio: <float>,
- *
- * shading: THREE.SmoothShading,
- * blending: THREE.NormalBlending,
- * depthTest: <bool>,
- *
- * wireframe: <boolean>,
- * wireframeLinewidth: <float>,
- *
- * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
- *
- * skinning: <bool>,
- * morphTargets: <bool>,
- *
- * fog: <bool>
- * }
- */
- THREE.MeshBasicMaterial = function ( parameters ) {
- THREE.Material.call( this, parameters );
- parameters = parameters || {};
- // color property represents emissive for MeshBasicMaterial
- this.color = parameters.color !== undefined ? new THREE.Color( parameters.color ) : new THREE.Color( 0xffffff );
- this.map = parameters.map !== undefined ? parameters.map : null;
- this.lightMap = parameters.lightMap !== undefined ? parameters.lightMap : null;
- this.envMap = parameters.envMap !== undefined ? parameters.envMap : null;
- this.combine = parameters.combine !== undefined ? parameters.combine : THREE.MultiplyOperation;
- this.reflectivity = parameters.reflectivity !== undefined ? parameters.reflectivity : 1;
- this.refractionRatio = parameters.refractionRatio !== undefined ? parameters.refractionRatio : 0.98;
- this.fog = parameters.fog !== undefined ? parameters.fog : true;
- this.shading = parameters.shading !== undefined ? parameters.shading : THREE.SmoothShading;
- this.wireframe = parameters.wireframe !== undefined ? parameters.wireframe : false;
- this.wireframeLinewidth = parameters.wireframeLinewidth !== undefined ? parameters.wireframeLinewidth : 1;
- this.wireframeLinecap = parameters.wireframeLinecap !== undefined ? parameters.wireframeLinecap : 'round';
- this.wireframeLinejoin = parameters.wireframeLinejoin !== undefined ? parameters.wireframeLinejoin : 'round';
- this.vertexColors = parameters.vertexColors !== undefined ? parameters.vertexColors : THREE.NoColors;
- this.skinning = parameters.skinning !== undefined ? parameters.skinning : false;
- this.morphTargets = parameters.morphTargets !== undefined ? parameters.morphTargets : false;
- };
- THREE.MeshBasicMaterial.prototype = new THREE.Material();
- THREE.MeshBasicMaterial.prototype.constructor = THREE.MeshBasicMaterial;
- /**
- * @author mr.doob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- *
- * parameters = {
- * color: <hex>,
- * ambient: <hex>,
- * emissive: <hex>,
- * opacity: <float>,
- *
- * map: new THREE.Texture( <Image> ),
- *
- * lightMap: new THREE.Texture( <Image> ),
- *
- * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
- * combine: THREE.Multiply,
- * reflectivity: <float>,
- * refractionRatio: <float>,
- *
- * shading: THREE.SmoothShading,
- * blending: THREE.NormalBlending,
- * depthTest: <bool>,
- *
- * wireframe: <boolean>,
- * wireframeLinewidth: <float>,
- *
- * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
- *
- * skinning: <bool>,
- * morphTargets: <bool>,
- * morphNormals: <bool>,
- *
- * fog: <bool>
- * }
- */
- THREE.MeshLambertMaterial = function ( parameters ) {
- THREE.Material.call( this, parameters );
- parameters = parameters || {};
- // color property represents diffuse for MeshLambertMaterial
- this.color = parameters.color !== undefined ? new THREE.Color( parameters.color ) : new THREE.Color( 0xffffff );
- this.ambient = parameters.ambient !== undefined ? new THREE.Color( parameters.ambient ) : new THREE.Color( 0xffffff );
- this.emissive = parameters.emissive !== undefined ? new THREE.Color( parameters.emissive ) : new THREE.Color( 0x000000 );
- this.wrapAround = parameters.wrapAround !== undefined ? parameters.wrapAround: false;
- this.wrapRGB = new THREE.Vector3( 1, 1, 1 );
- this.map = parameters.map !== undefined ? parameters.map : null;
- this.lightMap = parameters.lightMap !== undefined ? parameters.lightMap : null;
- this.envMap = parameters.envMap !== undefined ? parameters.envMap : null;
- this.combine = parameters.combine !== undefined ? parameters.combine : THREE.MultiplyOperation;
- this.reflectivity = parameters.reflectivity !== undefined ? parameters.reflectivity : 1;
- this.refractionRatio = parameters.refractionRatio !== undefined ? parameters.refractionRatio : 0.98;
- this.fog = parameters.fog !== undefined ? parameters.fog : true;
- this.shading = parameters.shading !== undefined ? parameters.shading : THREE.SmoothShading;
- this.wireframe = parameters.wireframe !== undefined ? parameters.wireframe : false;
- this.wireframeLinewidth = parameters.wireframeLinewidth !== undefined ? parameters.wireframeLinewidth : 1;
- this.wireframeLinecap = parameters.wireframeLinecap !== undefined ? parameters.wireframeLinecap : 'round';
- this.wireframeLinejoin = parameters.wireframeLinejoin !== undefined ? parameters.wireframeLinejoin : 'round';
- this.vertexColors = parameters.vertexColors !== undefined ? parameters.vertexColors : THREE.NoColors;
- this.skinning = parameters.skinning !== undefined ? parameters.skinning : false;
- this.morphTargets = parameters.morphTargets !== undefined ? parameters.morphTargets : false;
- this.morphNormals = parameters.morphNormals !== undefined ? parameters.morphNormals : false;
- };
- THREE.MeshLambertMaterial.prototype = new THREE.Material();
- THREE.MeshLambertMaterial.prototype.constructor = THREE.MeshLambertMaterial;
- /**
- * @author mr.doob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- *
- * parameters = {
- * color: <hex>,
- * ambient: <hex>,
- * emissive: <hex>,
- * specular: <hex>,
- * shininess: <float>,
- * opacity: <float>,
- *
- * map: new THREE.Texture( <Image> ),
- *
- * lightMap: new THREE.Texture( <Image> ),
- *
- * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
- * combine: THREE.Multiply,
- * reflectivity: <float>,
- * refractionRatio: <float>,
- *
- * shading: THREE.SmoothShading,
- * blending: THREE.NormalBlending,
- * depthTest: <bool>,
- *
- * wireframe: <boolean>,
- * wireframeLinewidth: <float>,
- *
- * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
- *
- * skinning: <bool>,
- * morphTargets: <bool>,
- * morphNormals: <bool>,
- *
- * fog: <bool>
- * }
- */
- THREE.MeshPhongMaterial = function ( parameters ) {
- THREE.Material.call( this, parameters );
- parameters = parameters || {};
- // color property represents diffuse for MeshPhongMaterial
- this.color = parameters.color !== undefined ? new THREE.Color( parameters.color ) : new THREE.Color( 0xffffff );
- this.ambient = parameters.ambient !== undefined ? new THREE.Color( parameters.ambient ) : new THREE.Color( 0xffffff );
- this.emissive = parameters.emissive !== undefined ? new THREE.Color( parameters.emissive ) : new THREE.Color( 0x000000 );
- this.specular = parameters.specular !== undefined ? new THREE.Color( parameters.specular ) : new THREE.Color( 0x111111 );
- this.shininess = parameters.shininess !== undefined ? parameters.shininess : 30;
- this.metal = parameters.metal !== undefined ? parameters.metal : false;
- this.perPixel = parameters.perPixel !== undefined ? parameters.perPixel : false;
- this.wrapAround = parameters.wrapAround !== undefined ? parameters.wrapAround: false;
- this.wrapRGB = new THREE.Vector3( 1, 1, 1 );
- this.map = parameters.map !== undefined ? parameters.map : null;
- this.lightMap = parameters.lightMap !== undefined ? parameters.lightMap : null;
- this.envMap = parameters.envMap !== undefined ? parameters.envMap : null;
- this.combine = parameters.combine !== undefined ? parameters.combine : THREE.MultiplyOperation;
- this.reflectivity = parameters.reflectivity !== undefined ? parameters.reflectivity : 1;
- this.refractionRatio = parameters.refractionRatio !== undefined ? parameters.refractionRatio : 0.98;
- this.fog = parameters.fog !== undefined ? parameters.fog : true;
- this.shading = parameters.shading !== undefined ? parameters.shading : THREE.SmoothShading;
- this.wireframe = parameters.wireframe !== undefined ? parameters.wireframe : false;
- this.wireframeLinewidth = parameters.wireframeLinewidth !== undefined ? parameters.wireframeLinewidth : 1;
- this.wireframeLinecap = parameters.wireframeLinecap !== undefined ? parameters.wireframeLinecap : 'round';
- this.wireframeLinejoin = parameters.wireframeLinejoin !== undefined ? parameters.wireframeLinejoin : 'round';
- this.vertexColors = parameters.vertexColors !== undefined ? parameters.vertexColors : THREE.NoColors;
- this.skinning = parameters.skinning !== undefined ? parameters.skinning : false;
- this.morphTargets = parameters.morphTargets !== undefined ? parameters.morphTargets : false;
- this.morphNormals = parameters.morphNormals !== undefined ? parameters.morphNormals : false;
- };
- THREE.MeshPhongMaterial.prototype = new THREE.Material();
- THREE.MeshPhongMaterial.prototype.constructor = THREE.MeshPhongMaterial;
- /**
- * @author mr.doob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- *
- * parameters = {
- * opacity: <float>,
-
- * blending: THREE.NormalBlending,
- * depthTest: <bool>,
-
- * wireframe: <boolean>,
- * wireframeLinewidth: <float>
- * }
- */
- THREE.MeshDepthMaterial = function ( parameters ) {
- THREE.Material.call( this, parameters );
- parameters = parameters || {};
- this.shading = parameters.shading !== undefined ? parameters.shading : THREE.SmoothShading; // doesn't really apply here, normals are not used
- this.wireframe = parameters.wireframe !== undefined ? parameters.wireframe : false;
- this.wireframeLinewidth = parameters.wireframeLinewidth !== undefined ? parameters.wireframeLinewidth : 1;
- };
- THREE.MeshDepthMaterial.prototype = new THREE.Material();
- THREE.MeshDepthMaterial.prototype.constructor = THREE.MeshDepthMaterial;
- /**
- * @author mr.doob / http://mrdoob.com/
- *
- * parameters = {
- * opacity: <float>,
-
- * shading: THREE.FlatShading,
- * blending: THREE.NormalBlending,
- * depthTest: <bool>,
-
- * wireframe: <boolean>,
- * wireframeLinewidth: <float>
- * }
- */
- THREE.MeshNormalMaterial = function ( parameters ) {
- THREE.Material.call( this, parameters );
- parameters = parameters || {};
- this.shading = parameters.shading ? parameters.shading : THREE.FlatShading;
- this.wireframe = parameters.wireframe ? parameters.wireframe : false;
- this.wireframeLinewidth = parameters.wireframeLinewidth ? parameters.wireframeLinewidth : 1;
- };
- THREE.MeshNormalMaterial.prototype = new THREE.Material();
- THREE.MeshNormalMaterial.prototype.constructor = THREE.MeshNormalMaterial;
- /**
- * @author mr.doob / http://mrdoob.com/
- */
- THREE.MeshFaceMaterial = function () {
- };
- /**
- * @author mr.doob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- *
- * parameters = {
- * color: <hex>,
- * opacity: <float>,
- * map: new THREE.Texture( <Image> ),
- *
- * size: <float>,
- *
- * blending: THREE.NormalBlending,
- * depthTest: <bool>,
- *
- * vertexColors: <bool>,
- *
- * fog: <bool>
- * }
- */
- THREE.ParticleBasicMaterial = function ( parameters ) {
- THREE.Material.call( this, parameters );
- parameters = parameters || {};
- this.color = parameters.color !== undefined ? new THREE.Color( parameters.color ) : new THREE.Color( 0xffffff );
- this.map = parameters.map !== undefined ? parameters.map : null;
- this.size = parameters.size !== undefined ? parameters.size : 1;
- this.sizeAttenuation = parameters.sizeAttenuation !== undefined ? parameters.sizeAttenuation : true;
- this.vertexColors = parameters.vertexColors !== undefined ? parameters.vertexColors : false;
- this.fog = parameters.fog !== undefined ? parameters.fog : true;
- };
- THREE.ParticleBasicMaterial.prototype = new THREE.Material();
- THREE.ParticleBasicMaterial.prototype.constructor = THREE.ParticleBasicMaterial;
- /**
- * @author alteredq / http://alteredqualia.com/
- *
- * parameters = {
- * fragmentShader: <string>,
- * vertexShader: <string>,
- *
- * uniforms: { "parameter1": { type: "f", value: 1.0 }, "parameter2": { type: "i" value2: 2 } },
- *
- * shading: THREE.SmoothShading,
- * blending: THREE.NormalBlending,
- * depthTest: <bool>,
- *
- * wireframe: <boolean>,
- * wireframeLinewidth: <float>,
- *
- * lights: <bool>,
- *
- * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
- *
- * skinning: <bool>,
- * morphTargets: <bool>,
- * morphNormals: <bool>,
- *
- * fog: <bool>
- * }
- */
- THREE.ShaderMaterial = function ( parameters ) {
- THREE.Material.call( this, parameters );
- parameters = parameters || {};
- this.fragmentShader = parameters.fragmentShader !== undefined ? parameters.fragmentShader : "void main() {}";
- this.vertexShader = parameters.vertexShader !== undefined ? parameters.vertexShader : "void main() {}";
- this.uniforms = parameters.uniforms !== undefined ? parameters.uniforms : {};
- this.attributes = parameters.attributes;
- this.shading = parameters.shading !== undefined ? parameters.shading : THREE.SmoothShading;
- this.wireframe = parameters.wireframe !== undefined ? parameters.wireframe : false;
- this.wireframeLinewidth = parameters.wireframeLinewidth !== undefined ? parameters.wireframeLinewidth : 1;
- this.fog = parameters.fog !== undefined ? parameters.fog : false; // set to use scene fog
- this.lights = parameters.lights !== undefined ? parameters.lights : false; // set to use scene lights
- this.vertexColors = parameters.vertexColors !== undefined ? parameters.vertexColors : THREE.NoColors; // set to use "color" attribute stream
- this.skinning = parameters.skinning !== undefined ? parameters.skinning : false; // set to use skinning attribute streams
- this.morphTargets = parameters.morphTargets !== undefined ? parameters.morphTargets : false; // set to use morph targets
- this.morphNormals = parameters.morphNormals !== undefined ? parameters.morphNormals : false; // set to use morph normals
- };
- THREE.ShaderMaterial.prototype = new THREE.Material();
- THREE.ShaderMaterial.prototype.constructor = THREE.ShaderMaterial;
- /**
- * @author mr.doob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- * @author szimek / https://github.com/szimek/
- */
- THREE.Texture = function ( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type ) {
- this.id = THREE.TextureCount ++;
- this.image = image;
- this.mapping = mapping !== undefined ? mapping : new THREE.UVMapping();
- this.wrapS = wrapS !== undefined ? wrapS : THREE.ClampToEdgeWrapping;
- this.wrapT = wrapT !== undefined ? wrapT : THREE.ClampToEdgeWrapping;
- this.magFilter = magFilter !== undefined ? magFilter : THREE.LinearFilter;
- this.minFilter = minFilter !== undefined ? minFilter : THREE.LinearMipMapLinearFilter;
- this.format = format !== undefined ? format : THREE.RGBAFormat;
- this.type = type !== undefined ? type : THREE.UnsignedByteType;
- this.offset = new THREE.Vector2( 0, 0 );
- this.repeat = new THREE.Vector2( 1, 1 );
- this.generateMipmaps = true;
- this.premultiplyAlpha = false;
- this.needsUpdate = false;
- this.onUpdate = null;
- };
- THREE.Texture.prototype = {
- constructor: THREE.Texture,
- clone: function () {
- var clonedTexture = new THREE.Texture( this.image, this.mapping, this.wrapS, this.wrapT, this.magFilter, this.minFilter, this.format, this.type );
- clonedTexture.offset.copy( this.offset );
- clonedTexture.repeat.copy( this.repeat );
- return clonedTexture;
- }
- };
- THREE.TextureCount = 0;
- THREE.MultiplyOperation = 0;
- THREE.MixOperation = 1;
- // Mapping modes
- THREE.UVMapping = function () {};
- THREE.CubeReflectionMapping = function () {};
- THREE.CubeRefractionMapping = function () {};
- THREE.SphericalReflectionMapping = function () {};
- THREE.SphericalRefractionMapping = function () {};
- // Wrapping modes
- THREE.RepeatWrapping = 0;
- THREE.ClampToEdgeWrapping = 1;
- THREE.MirroredRepeatWrapping = 2;
- // Filters
- THREE.NearestFilter = 3;
- THREE.NearestMipMapNearestFilter = 4;
- THREE.NearestMipMapLinearFilter = 5;
- THREE.LinearFilter = 6;
- THREE.LinearMipMapNearestFilter = 7;
- THREE.LinearMipMapLinearFilter = 8;
- // Types
- THREE.ByteType = 9;
- THREE.UnsignedByteType = 10;
- THREE.ShortType = 11;
- THREE.UnsignedShortType = 12;
- THREE.IntType = 13;
- THREE.UnsignedIntType = 14;
- THREE.FloatType = 15;
- // Formats
- THREE.AlphaFormat = 16;
- THREE.RGBFormat = 17;
- THREE.RGBAFormat = 18;
- THREE.LuminanceFormat = 19;
- THREE.LuminanceAlphaFormat = 20;
- /**
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.DataTexture = function ( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter ) {
- THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type );
- this.image = { data: data, width: width, height: height };
- };
- THREE.DataTexture.prototype = new THREE.Texture();
- THREE.DataTexture.prototype.constructor = THREE.DataTexture;
- THREE.DataTexture.prototype.clone = function () {
- var clonedTexture = new THREE.DataTexture( this.image.data, this.image.width, this.image.height, this.format, this.type, this.mapping, this.wrapS, this.wrapT, this.magFilter, this.minFilter );
- clonedTexture.offset.copy( this.offset );
- clonedTexture.repeat.copy( this.repeat );
- return clonedTexture;
- };
- /**
- * @author mr.doob / http://mrdoob.com/
- */
- THREE.Particle = function ( material ) {
- THREE.Object3D.call( this );
- this.material = material;
- };
- THREE.Particle.prototype = new THREE.Object3D();
- THREE.Particle.prototype.constructor = THREE.Particle;
- /**
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.ParticleSystem = function ( geometry, material ) {
- THREE.Object3D.call( this );
- this.geometry = geometry;
- this.material = ( material !== undefined ) ? material : new THREE.ParticleBasicMaterial( { color: Math.random() * 0xffffff } );
- this.sortParticles = false;
- if ( this.geometry ) {
- // calc bound radius
- if( !this.geometry.boundingSphere ) {
- this.geometry.computeBoundingSphere();
- }
- this.boundRadius = geometry.boundingSphere.radius;
- }
- this.frustumCulled = false;
- };
- THREE.ParticleSystem.prototype = new THREE.Object3D();
- THREE.ParticleSystem.prototype.constructor = THREE.ParticleSystem;
- /**
- * @author mr.doob / http://mrdoob.com/
- */
- THREE.Line = function ( geometry, material, type ) {
- THREE.Object3D.call( this );
- this.geometry = geometry;
- this.material = ( material !== undefined ) ? material : new THREE.LineBasicMaterial( { color: Math.random() * 0xffffff } );
- this.type = ( type !== undefined ) ? type : THREE.LineStrip;
- if ( this.geometry ) {
- if ( ! this.geometry.boundingSphere ) {
- this.geometry.computeBoundingSphere();
- }
- }
- };
- THREE.LineStrip = 0;
- THREE.LinePieces = 1;
- THREE.Line.prototype = new THREE.Object3D();
- THREE.Line.prototype.constructor = THREE.Line;
- /**
- * @author mr.doob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- * @author mikael emtinger / http://gomo.se/
- */
- THREE.Mesh = function ( geometry, material ) {
- THREE.Object3D.call( this );
- this.geometry = geometry;
- this.material = ( material !== undefined ) ? material : new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff, wireframe: true } );
- if ( this.geometry ) {
- // calc bound radius
- if( ! this.geometry.boundingSphere ) {
- this.geometry.computeBoundingSphere();
- }
- this.boundRadius = geometry.boundingSphere.radius;
- // setup morph targets
- if( this.geometry.morphTargets.length ) {
- this.morphTargetBase = -1;
- this.morphTargetForcedOrder = [];
- this.morphTargetInfluences = [];
- this.morphTargetDictionary = {};
- for( var m = 0; m < this.geometry.morphTargets.length; m ++ ) {
- this.morphTargetInfluences.push( 0 );
- this.morphTargetDictionary[ this.geometry.morphTargets[ m ].name ] = m;
- }
- }
- }
- }
- THREE.Mesh.prototype = new THREE.Object3D();
- THREE.Mesh.prototype.constructor = THREE.Mesh;
- THREE.Mesh.prototype.supr = THREE.Object3D.prototype;
- /*
- * Get Morph Target Index by Name
- */
- THREE.Mesh.prototype.getMorphTargetIndexByName = function( name ) {
- if ( this.morphTargetDictionary[ name ] !== undefined ) {
- return this.morphTargetDictionary[ name ];
- }
- console.log( "THREE.Mesh.getMorphTargetIndexByName: morph target " + name + " does not exist. Returning 0." );
- return 0;
- }
- /**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.Bone = function( belongsToSkin ) {
- THREE.Object3D.call( this );
- this.skin = belongsToSkin;
- this.skinMatrix = new THREE.Matrix4();
- };
- THREE.Bone.prototype = new THREE.Object3D();
- THREE.Bone.prototype.constructor = THREE.Bone;
- THREE.Bone.prototype.supr = THREE.Object3D.prototype;
- THREE.Bone.prototype.update = function( parentSkinMatrix, forceUpdate ) {
- // update local
- if ( this.matrixAutoUpdate ) {
- forceUpdate |= this.updateMatrix();
- }
- // update skin matrix
- if ( forceUpdate || this.matrixWorldNeedsUpdate ) {
- if( parentSkinMatrix ) {
- this.skinMatrix.multiply( parentSkinMatrix, this.matrix );
- } else {
- this.skinMatrix.copy( this.matrix );
- }
- this.matrixWorldNeedsUpdate = false;
- forceUpdate = true;
- }
- // update children
- var child, i, l = this.children.length;
- for ( i = 0; i < l; i ++ ) {
- this.children[ i ].update( this.skinMatrix, forceUpdate );
- }
- };
- /**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.SkinnedMesh = function ( geometry, material ) {
- THREE.Mesh.call( this, geometry, material );
- // init bones
- this.identityMatrix = new THREE.Matrix4();
- this.bones = [];
- this.boneMatrices = [];
- var b, bone, gbone, p, q, s;
- if ( this.geometry.bones !== undefined ) {
- for ( b = 0; b < this.geometry.bones.length; b ++ ) {
- gbone = this.geometry.bones[ b ];
- p = gbone.pos;
- q = gbone.rotq;
- s = gbone.scl;
- bone = this.addBone();
- bone.name = gbone.name;
- bone.position.set( p[0], p[1], p[2] );
- bone.quaternion.set( q[0], q[1], q[2], q[3] );
- bone.useQuaternion = true;
- if ( s !== undefined ) {
- bone.scale.set( s[0], s[1], s[2] );
- } else {
- bone.scale.set( 1, 1, 1 );
- }
- }
- for ( b = 0; b < this.bones.length; b ++ ) {
- gbone = this.geometry.bones[ b ];
- bone = this.bones[ b ];
- if ( gbone.parent === -1 ) {
- this.add( bone );
- } else {
- this.bones[ gbone.parent ].add( bone );
- }
- }
- this.boneMatrices = new Float32Array( 16 * this.bones.length );
- this.pose();
- }
- };
- THREE.SkinnedMesh.prototype = new THREE.Mesh();
- THREE.SkinnedMesh.prototype.constructor = THREE.SkinnedMesh;
- THREE.SkinnedMesh.prototype.addBone = function( bone ) {
- if ( bone === undefined ) {
- bone = new THREE.Bone( this );
- }
- this.bones.push( bone );
- return bone;
- };
- THREE.SkinnedMesh.prototype.updateMatrixWorld = function ( force ) {
- this.matrixAutoUpdate && this.updateMatrix();
- // update matrixWorld
- if ( this.matrixWorldNeedsUpdate || force ) {
- if ( this.parent ) {
- this.matrixWorld.multiply( this.parent.matrixWorld, this.matrix );
- } else {
- this.matrixWorld.copy( this.matrix );
- }
- this.matrixWorldNeedsUpdate = false;
- force = true;
- }
- // update children
- for ( var i = 0, l = this.children.length; i < l; i ++ ) {
- var child = this.children[ i ];
- if ( child instanceof THREE.Bone ) {
- child.update( this.identityMatrix, false );
- } else {
- child.updateMatrixWorld( true );
- }
- }
- // flatten bone matrices to array
- var b, bl = this.bones.length,
- ba = this.bones,
- bm = this.boneMatrices;
- for ( b = 0; b < bl; b ++ ) {
- ba[ b ].skinMatrix.flattenToArrayOffset( bm, b * 16 );
- }
- };
- /*
- * Pose
- */
- THREE.SkinnedMesh.prototype.pose = function() {
- this.updateMatrixWorld( true );
- var bim, bone, boneInverses = [];
- for ( var b = 0; b < this.bones.length; b ++ ) {
- bone = this.bones[ b ];
- var inverseMatrix = new THREE.Matrix4();
- inverseMatrix.getInverse( bone.skinMatrix );
- boneInverses.push( inverseMatrix );
- bone.skinMatrix.flattenToArrayOffset( this.boneMatrices, b * 16 );
- }
- // project vertices to local
- if ( this.geometry.skinVerticesA === undefined ) {
- this.geometry.skinVerticesA = [];
- this.geometry.skinVerticesB = [];
- var orgVertex, vertex;
- for ( var i = 0; i < this.geometry.skinIndices.length; i ++ ) {
- orgVertex = this.geometry.vertices[ i ].position;
- var indexA = this.geometry.skinIndices[ i ].x;
- var indexB = this.geometry.skinIndices[ i ].y;
- vertex = new THREE.Vector3( orgVertex.x, orgVertex.y, orgVertex.z );
- this.geometry.skinVerticesA.push( boneInverses[ indexA ].multiplyVector3( vertex ) );
- vertex = new THREE.Vector3( orgVertex.x, orgVertex.y, orgVertex.z );
- this.geometry.skinVerticesB.push( boneInverses[ indexB ].multiplyVector3( vertex ) );
- // todo: add more influences
- // normalize weights
- if ( this.geometry.skinWeights[ i ].x + this.geometry.skinWeights[ i ].y !== 1 ) {
- var len = ( 1.0 - ( this.geometry.skinWeights[ i ].x + this.geometry.skinWeights[ i ].y ) ) * 0.5;
- this.geometry.skinWeights[ i ].x += len;
- this.geometry.skinWeights[ i ].y += len;
- }
- }
- }
- };
- /**
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.Ribbon = function ( geometry, material ) {
- THREE.Object3D.call( this );
- this.geometry = geometry;
- this.material = material;
- };
- THREE.Ribbon.prototype = new THREE.Object3D();
- THREE.Ribbon.prototype.constructor = THREE.Ribbon;
- /**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- * @author mr.doob / http://mrdoob.com/
- */
- THREE.LOD = function () {
- THREE.Object3D.call( this );
- this.LODs = [];
- };
- THREE.LOD.prototype = new THREE.Object3D();
- THREE.LOD.prototype.constructor = THREE.LOD;
- THREE.LOD.prototype.supr = THREE.Object3D.prototype;
- THREE.LOD.prototype.addLevel = function ( object3D, visibleAtDistance ) {
- if ( visibleAtDistance === undefined ) {
- visibleAtDistance = 0;
- }
- visibleAtDistance = Math.abs( visibleAtDistance );
- for ( var l = 0; l < this.LODs.length; l ++ ) {
- if ( visibleAtDistance < this.LODs[ l ].visibleAtDistance ) {
- break;
- }
- }
- this.LODs.splice( l, 0, { visibleAtDistance: visibleAtDistance, object3D: object3D } );
- this.add( object3D );
- };
- THREE.LOD.prototype.update = function ( camera ) {
- if ( this.LODs.length > 1 ) {
- camera.matrixWorldInverse.getInverse( camera.matrixWorld );
- var inverse = camera.matrixWorldInverse;
- var distance = -( inverse.elements[2] * this.matrixWorld.elements[12] + inverse.elements[6] * this.matrixWorld.elements[13] + inverse.elements[10] * this.matrixWorld.elements[14] + inverse.elements[14] );
- this.LODs[ 0 ].object3D.visible = true;
- for ( var l = 1; l < this.LODs.length; l ++ ) {
- if( distance >= this.LODs[ l ].visibleAtDistance ) {
- this.LODs[ l - 1 ].object3D.visible = false;
- this.LODs[ l ].object3D.visible = true;
- } else {
- break;
- }
- }
- for( ; l < this.LODs.length; l ++ ) {
- this.LODs[ l ].object3D.visible = false;
- }
- }
- };
- /**
- * @author mikael emtinger / http://gomo.se/
- */
- THREE.Sprite = function ( parameters ) {
- THREE.Object3D.call( this );
- this.color = ( parameters.color !== undefined ) ? new THREE.Color( parameters.color ) : new THREE.Color( 0xffffff );
- this.map = ( parameters.map !== undefined ) ? parameters.map : new THREE.Texture();
- this.blending = ( parameters.blending !== undefined ) ? parameters.blending : THREE.NormalBlending;
- this.blendSrc = parameters.blendSrc !== undefined ? parameters.blendSrc : THREE.SrcAlphaFactor;
- this.blendDst = parameters.blendDst !== undefined ? parameters.blendDst : THREE.OneMinusSrcAlphaFactor;
- this.blendEquation = parameters.blendEquation !== undefined ? parameters.blendEquation : THREE.AddEquation;
- this.useScreenCoordinates = ( parameters.useScreenCoordinates !== undefined ) ? parameters.useScreenCoordinates : true;
- this.mergeWith3D = ( parameters.mergeWith3D !== undefined ) ? parameters.mergeWith3D : !this.useScreenCoordinates;
- this.affectedByDistance = ( parameters.affectedByDistance !== undefined ) ? parameters.affectedByDistance : !this.useScreenCoordinates;
- this.scaleByViewport = ( parameters.scaleByViewport !== undefined ) ? parameters.scaleByViewport : !this.affectedByDistance;
- this.alignment = ( parameters.alignment instanceof THREE.Vector2 ) ? parameters.alignment : THREE.SpriteAlignment.center;
- this.rotation3d = this.rotation;
- this.rotation = 0;
- this.opacity = 1;
- this.uvOffset = new THREE.Vector2( 0, 0 );
- this.uvScale = new THREE.Vector2( 1, 1 );
- };
- THREE.Sprite.prototype = new THREE.Object3D();
- THREE.Sprite.prototype.constructor = THREE.Sprite;
- /*
- * Custom update matrix
- */
- THREE.Sprite.prototype.updateMatrix = function () {
- this.matrix.setPosition( this.position );
- this.rotation3d.set( 0, 0, this.rotation );
- this.matrix.setRotationFromEuler( this.rotation3d );
- if ( this.scale.x !== 1 || this.scale.y !== 1 ) {
- this.matrix.scale( this.scale );
- this.boundRadiusScale = Math.max( this.scale.x, this.scale.y );
- }
- this.matrixWorldNeedsUpdate = true;
- };
- /*
- * Alignment
- */
- THREE.SpriteAlignment = {};
- THREE.SpriteAlignment.topLeft = new THREE.Vector2( 1, -1 );
- THREE.SpriteAlignment.topCenter = new THREE.Vector2( 0, -1 );
- THREE.SpriteAlignment.topRight = new THREE.Vector2( -1, -1 );
- THREE.SpriteAlignment.centerLeft = new THREE.Vector2( 1, 0 );
- THREE.SpriteAlignment.center = new THREE.Vector2( 0, 0 );
- THREE.SpriteAlignment.centerRight = new THREE.Vector2( -1, 0 );
- THREE.SpriteAlignment.bottomLeft = new THREE.Vector2( 1, 1 );
- THREE.SpriteAlignment.bottomCenter = new THREE.Vector2( 0, 1 );
- THREE.SpriteAlignment.bottomRight = new THREE.Vector2( -1, 1 );
- /**
- * @author mr.doob / http://mrdoob.com/
- */
- THREE.Scene = function () {
- THREE.Object3D.call( this );
- this.fog = null;
- this.overrideMaterial = null;
- this.matrixAutoUpdate = false;
- this.__objects = [];
- this.__lights = [];
- this.__objectsAdded = [];
- this.__objectsRemoved = [];
- };
- THREE.Scene.prototype = new THREE.Object3D();
- THREE.Scene.prototype.constructor = THREE.Scene;
- THREE.Scene.prototype.__addObject = function ( object ) {
- if ( object instanceof THREE.Light ) {
- if ( this.__lights.indexOf( object ) === - 1 ) {
- this.__lights.push( object );
- }
- } else if ( !( object instanceof THREE.Camera || object instanceof THREE.Bone ) ) {
- if ( this.__objects.indexOf( object ) === - 1 ) {
- this.__objects.push( object );
- this.__objectsAdded.push( object );
- // check if previously removed
- var i = this.__objectsRemoved.indexOf( object );
- if ( i !== -1 ) {
- this.__objectsRemoved.splice( i, 1 );
- }
- }
- }
- for ( var c = 0; c < object.children.length; c ++ ) {
- this.__addObject( object.children[ c ] );
- }
- };
- THREE.Scene.prototype.__removeObject = function ( object ) {
- if ( object instanceof THREE.Light ) {
- var i = this.__lights.indexOf( object );
- if ( i !== -1 ) {
- this.__lights.splice( i, 1 );
- }
- } else if ( !( object instanceof THREE.Camera ) ) {
- var i = this.__objects.indexOf( object );
- if( i !== -1 ) {
- this.__objects.splice( i, 1 );
- this.__objectsRemoved.push( object );
- // check if previously added
- var ai = this.__objectsAdded.indexOf( object );
- if ( ai !== -1 ) {
- this.__objectsAdded.splice( ai, 1 );
- }
- }
- }
- for ( var c = 0; c < object.children.length; c ++ ) {
- this.__removeObject( object.children[ c ] );
- }
- };
- /**
- * @author mr.doob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.Fog = function ( hex, near, far ) {
- this.color = new THREE.Color( hex );
- this.near = ( near !== undefined ) ? near : 1;
- this.far = ( far !== undefined ) ? far : 1000;
- };
- /**
- * @author mr.doob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.FogExp2 = function ( hex, density ) {
- this.color = new THREE.Color( hex );
- this.density = ( density !== undefined ) ? density : 0.00025;
- };
- /**
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- * @author mikael emtinger / http://gomo.se/
- */
- THREE.ShaderChunk = {
- // FOG
- fog_pars_fragment: [
- "#ifdef USE_FOG",
- "uniform vec3 fogColor;",
- "#ifdef FOG_EXP2",
- "uniform float fogDensity;",
- "#else",
- "uniform float fogNear;",
- "uniform float fogFar;",
- "#endif",
- "#endif"
- ].join("\n"),
- fog_fragment: [
- "#ifdef USE_FOG",
- "float depth = gl_FragCoord.z / gl_FragCoord.w;",
- "#ifdef FOG_EXP2",
- "const float LOG2 = 1.442695;",
- "float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );",
- "fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );",
- "#else",
- "float fogFactor = smoothstep( fogNear, fogFar, depth );",
- "#endif",
- "gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );",
- "#endif"
- ].join("\n"),
- // ENVIRONMENT MAP
- envmap_pars_fragment: [
- "#ifdef USE_ENVMAP",
- "varying vec3 vReflect;",
- "uniform float reflectivity;",
- "uniform samplerCube envMap;",
- "uniform float flipEnvMap;",
- "uniform int combine;",
- "#endif"
- ].join("\n"),
- envmap_fragment: [
- "#ifdef USE_ENVMAP",
- "#ifdef DOUBLE_SIDED",
- "float flipNormal = ( -1.0 + 2.0 * float( gl_FrontFacing ) );",
- "vec4 cubeColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * vReflect.x, vReflect.yz ) );",
- "#else",
- "vec4 cubeColor = textureCube( envMap, vec3( flipEnvMap * vReflect.x, vReflect.yz ) );",
- "#endif",
- "#ifdef GAMMA_INPUT",
- "cubeColor.xyz *= cubeColor.xyz;",
- "#endif",
- "if ( combine == 1 ) {",
- "gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, reflectivity );",
- "} else {",
- "gl_FragColor.xyz = gl_FragColor.xyz * cubeColor.xyz;",
- "}",
- "#endif"
- ].join("\n"),
- envmap_pars_vertex: [
- "#ifdef USE_ENVMAP",
- "varying vec3 vReflect;",
- "uniform float refractionRatio;",
- "uniform bool useRefract;",
- "#endif"
- ].join("\n"),
- envmap_vertex : [
- "#ifdef USE_ENVMAP",
- "vec4 mPosition = objectMatrix * vec4( position, 1.0 );",
- "vec3 nWorld = mat3( objectMatrix[ 0 ].xyz, objectMatrix[ 1 ].xyz, objectMatrix[ 2 ].xyz ) * normal;",
- "if ( useRefract ) {",
- "vReflect = refract( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ), refractionRatio );",
- "} else {",
- "vReflect = reflect( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ) );",
- "}",
- "#endif"
- ].join("\n"),
- // COLOR MAP (particles)
- map_particle_pars_fragment: [
- "#ifdef USE_MAP",
- "uniform sampler2D map;",
- "#endif"
- ].join("\n"),
- map_particle_fragment: [
- "#ifdef USE_MAP",
- "gl_FragColor = gl_FragColor * texture2D( map, gl_PointCoord );",
- "#endif"
- ].join("\n"),
- // COLOR MAP (triangles)
- map_pars_vertex: [
- "#ifdef USE_MAP",
- "varying vec2 vUv;",
- "uniform vec4 offsetRepeat;",
- "#endif"
- ].join("\n"),
- map_pars_fragment: [
- "#ifdef USE_MAP",
- "varying vec2 vUv;",
- "uniform sampler2D map;",
- "#endif"
- ].join("\n"),
- map_vertex: [
- "#ifdef USE_MAP",
- "vUv = uv * offsetRepeat.zw + offsetRepeat.xy;",
- "#endif"
- ].join("\n"),
- map_fragment: [
- "#ifdef USE_MAP",
- "#ifdef GAMMA_INPUT",
- "vec4 texelColor = texture2D( map, vUv );",
- "texelColor.xyz *= texelColor.xyz;",
- "gl_FragColor = gl_FragColor * texelColor;",
- "#else",
- "gl_FragColor = gl_FragColor * texture2D( map, vUv );",
- "#endif",
- "#endif"
- ].join("\n"),
- // LIGHT MAP
- lightmap_pars_fragment: [
- "#ifdef USE_LIGHTMAP",
- "varying vec2 vUv2;",
- "uniform sampler2D lightMap;",
- "#endif"
- ].join("\n"),
- lightmap_pars_vertex: [
- "#ifdef USE_LIGHTMAP",
- "varying vec2 vUv2;",
- "#endif"
- ].join("\n"),
- lightmap_fragment: [
- "#ifdef USE_LIGHTMAP",
- "gl_FragColor = gl_FragColor * texture2D( lightMap, vUv2 );",
- "#endif"
- ].join("\n"),
- lightmap_vertex: [
- "#ifdef USE_LIGHTMAP",
- "vUv2 = uv2;",
- "#endif"
- ].join("\n"),
- // LIGHTS LAMBERT
- lights_lambert_pars_vertex: [
- "uniform vec3 ambient;",
- "uniform vec3 diffuse;",
- "uniform vec3 emissive;",
- "uniform vec3 ambientLightColor;",
- "#if MAX_DIR_LIGHTS > 0",
- "uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
- "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
- "#endif",
- "#if MAX_POINT_LIGHTS > 0",
- "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
- "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
- "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
- "#endif",
- "#ifdef WRAP_AROUND",
- "uniform vec3 wrapRGB;",
- "#endif",
- ].join("\n"),
- lights_lambert_vertex: [
- "vLightFront = vec3( 0.0 );",
- "#ifdef DOUBLE_SIDED",
- "vLightBack = vec3( 0.0 );",
- "#endif",
- "transformedNormal = normalize( transformedNormal );",
- "#if MAX_DIR_LIGHTS > 0",
- "for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {",
- "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
- "vec3 dirVector = normalize( lDirection.xyz );",
- "float dotProduct = dot( transformedNormal, dirVector );",
- "vec3 directionalLightWeighting = vec3( max( dotProduct, 0.0 ) );",
- "#ifdef DOUBLE_SIDED",
- "vec3 directionalLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );",
- "#ifdef WRAP_AROUND",
- "vec3 directionalLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );",
- "#endif",
- "#endif",
- "#ifdef WRAP_AROUND",
- "vec3 directionalLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );",
- "directionalLightWeighting = mix( directionalLightWeighting, directionalLightWeightingHalf, wrapRGB );",
- "#ifdef DOUBLE_SIDED",
- "directionalLightWeightingBack = mix( directionalLightWeightingBack, directionalLightWeightingHalfBack, wrapRGB );",
- "#endif",
- "#endif",
- "vLightFront += directionalLightColor[ i ] * directionalLightWeighting;",
- "#ifdef DOUBLE_SIDED",
- "vLightBack += directionalLightColor[ i ] * directionalLightWeightingBack;",
- "#endif",
- "}",
- "#endif",
- "#if MAX_POINT_LIGHTS > 0",
- "for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
- "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
- "vec3 lVector = lPosition.xyz - mvPosition.xyz;",
- "float lDistance = 1.0;",
- "if ( pointLightDistance[ i ] > 0.0 )",
- "lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",
- "lVector = normalize( lVector );",
- "float dotProduct = dot( transformedNormal, lVector );",
- "vec3 pointLightWeighting = vec3( max( dotProduct, 0.0 ) );",
- "#ifdef DOUBLE_SIDED",
- "vec3 pointLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );",
- "#ifdef WRAP_AROUND",
- "vec3 pointLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );",
- "#endif",
- "#endif",
- "#ifdef WRAP_AROUND",
- "vec3 pointLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );",
- "pointLightWeighting = mix( pointLightWeighting, pointLightWeightingHalf, wrapRGB );",
- "#ifdef DOUBLE_SIDED",
- "pointLightWeightingBack = mix( pointLightWeightingBack, pointLightWeightingHalfBack, wrapRGB );",
- "#endif",
- "#endif",
- "vLightFront += pointLightColor[ i ] * pointLightWeighting * lDistance;",
- "#ifdef DOUBLE_SIDED",
- "vLightBack += pointLightColor[ i ] * pointLightWeightingBack * lDistance;",
- "#endif",
- "}",
- "#endif",
- "vLightFront = vLightFront * diffuse + ambient * ambientLightColor + emissive;",
- "#ifdef DOUBLE_SIDED",
- "vLightBack = vLightBack * diffuse + ambient * ambientLightColor + emissive;",
- "#endif",
- ].join("\n"),
- // LIGHTS PHONG
- lights_phong_pars_vertex: [
- "#if MAX_POINT_LIGHTS > 0",
- "#ifndef PHONG_PER_PIXEL",
- "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
- "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
- "varying vec4 vPointLight[ MAX_POINT_LIGHTS ];",
- "#endif",
- "#endif"
- ].join("\n"),
- lights_phong_vertex: [
- "#if MAX_POINT_LIGHTS > 0",
- "#ifndef PHONG_PER_PIXEL",
- "for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
- "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
- "vec3 lVector = lPosition.xyz - mvPosition.xyz;",
- "float lDistance = 1.0;",
- "if ( pointLightDistance[ i ] > 0.0 )",
- "lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",
- "vPointLight[ i ] = vec4( lVector, lDistance );",
- "}",
- "#endif",
- "#endif"
- ].join("\n"),
- lights_phong_pars_fragment: [
- "uniform vec3 ambientLightColor;",
- "#if MAX_DIR_LIGHTS > 0",
- "uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
- "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
- "#endif",
- "#if MAX_POINT_LIGHTS > 0",
- "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
- "#ifdef PHONG_PER_PIXEL",
- "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
- "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
- "#else",
- "varying vec4 vPointLight[ MAX_POINT_LIGHTS ];",
- "#endif",
- "#endif",
- "#ifdef WRAP_AROUND",
- "uniform vec3 wrapRGB;",
- "#endif",
- "varying vec3 vViewPosition;",
- "varying vec3 vNormal;"
- ].join("\n"),
- lights_phong_fragment: [
- "vec3 normal = normalize( vNormal );",
- "vec3 viewPosition = normalize( vViewPosition );",
- "#ifdef DOUBLE_SIDED",
- "normal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );",
- "#endif",
- "#if MAX_POINT_LIGHTS > 0",
- "vec3 pointDiffuse = vec3( 0.0 );",
- "vec3 pointSpecular = vec3( 0.0 );",
- "for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
- "#ifdef PHONG_PER_PIXEL",
- "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
- "vec3 lVector = lPosition.xyz + vViewPosition.xyz;",
- "float lDistance = 1.0;",
- "if ( pointLightDistance[ i ] > 0.0 )",
- "lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",
- "lVector = normalize( lVector );",
- "#else",
- "vec3 lVector = normalize( vPointLight[ i ].xyz );",
- "float lDistance = vPointLight[ i ].w;",
- "#endif",
- // diffuse
- "float dotProduct = dot( normal, lVector );",
- "#ifdef WRAP_AROUND",
- "float pointDiffuseWeightFull = max( dotProduct, 0.0 );",
- "float pointDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );",
- "vec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );",
- "#else",
- "float pointDiffuseWeight = max( dotProduct, 0.0 );",
- "#endif",
- "pointDiffuse += diffuse * pointLightColor[ i ] * pointDiffuseWeight * lDistance;",
- // specular
- "vec3 pointHalfVector = normalize( lVector + viewPosition );",
- "float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
- "float pointSpecularWeight = max( pow( pointDotNormalHalf, shininess ), 0.0 );",
- "#ifdef PHYSICALLY_BASED_SHADING",
- // 2.0 => 2.0001 is hack to work around ANGLE bug
- "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
- "vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, pointHalfVector ), 5.0 );",
- "pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance * specularNormalization;",
- "#else",
- "pointSpecular += specular * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance;",
- "#endif",
- "}",
- "#endif",
- "#if MAX_DIR_LIGHTS > 0",
- "vec3 dirDiffuse = vec3( 0.0 );",
- "vec3 dirSpecular = vec3( 0.0 );" ,
- "for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {",
- "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
- "vec3 dirVector = normalize( lDirection.xyz );",
- // diffuse
- "float dotProduct = dot( normal, dirVector );",
- "#ifdef WRAP_AROUND",
- "float dirDiffuseWeightFull = max( dotProduct, 0.0 );",
- "float dirDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );",
- "vec3 dirDiffuseWeight = mix( vec3( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), wrapRGB );",
- "#else",
- "float dirDiffuseWeight = max( dotProduct, 0.0 );",
- "#endif",
- "dirDiffuse += diffuse * directionalLightColor[ i ] * dirDiffuseWeight;",
- // specular
- "vec3 dirHalfVector = normalize( dirVector + viewPosition );",
- "float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
- "float dirSpecularWeight = max( pow( dirDotNormalHalf, shininess ), 0.0 );",
- "#ifdef PHYSICALLY_BASED_SHADING",
- /*
- // fresnel term from skin shader
- "const float F0 = 0.128;",
- "float base = 1.0 - dot( viewPosition, dirHalfVector );",
- "float exponential = pow( base, 5.0 );",
- "float fresnel = exponential + F0 * ( 1.0 - exponential );",
- */
- /*
- // fresnel term from fresnel shader
- "const float mFresnelBias = 0.08;",
- "const float mFresnelScale = 0.3;",
- "const float mFresnelPower = 5.0;",
- "float fresnel = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( -viewPosition ), normal ), mFresnelPower );",
- */
- // 2.0 => 2.0001 is hack to work around ANGLE bug
- "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
- //"dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization * fresnel;",
- "vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );",
- "dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",
- "#else",
- "dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight;",
- "#endif",
- "}",
- "#endif",
- "vec3 totalDiffuse = vec3( 0.0 );",
- "vec3 totalSpecular = vec3( 0.0 );",
- "#if MAX_DIR_LIGHTS > 0",
- "totalDiffuse += dirDiffuse;",
- "totalSpecular += dirSpecular;",
- "#endif",
- "#if MAX_POINT_LIGHTS > 0",
- "totalDiffuse += pointDiffuse;",
- "totalSpecular += pointSpecular;",
- "#endif",
- "#ifdef METAL",
- "gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient + totalSpecular );",
- "#else",
- "gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient ) + totalSpecular;",
- "#endif"
- ].join("\n"),
- // VERTEX COLORS
- color_pars_fragment: [
- "#ifdef USE_COLOR",
- "varying vec3 vColor;",
- "#endif"
- ].join("\n"),
- color_fragment: [
- "#ifdef USE_COLOR",
- "gl_FragColor = gl_FragColor * vec4( vColor, opacity );",
- "#endif"
- ].join("\n"),
- color_pars_vertex: [
- "#ifdef USE_COLOR",
- "varying vec3 vColor;",
- "#endif"
- ].join("\n"),
- color_vertex: [
- "#ifdef USE_COLOR",
- "#ifdef GAMMA_INPUT",
- "vColor = color * color;",
- "#else",
- "vColor = color;",
- "#endif",
- "#endif"
- ].join("\n"),
- // SKINNING
- skinning_pars_vertex: [
- "#ifdef USE_SKINNING",
- "uniform mat4 boneGlobalMatrices[ MAX_BONES ];",
- "#endif"
- ].join("\n"),
- skinning_vertex: [
- "#ifdef USE_SKINNING",
- "gl_Position = ( boneGlobalMatrices[ int( skinIndex.x ) ] * skinVertexA ) * skinWeight.x;",
- "gl_Position += ( boneGlobalMatrices[ int( skinIndex.y ) ] * skinVertexB ) * skinWeight.y;",
- "gl_Position = projectionMatrix * modelViewMatrix * gl_Position;",
- "#endif"
- ].join("\n"),
- // MORPHING
- morphtarget_pars_vertex: [
- "#ifdef USE_MORPHTARGETS",
- "#ifndef USE_MORPHNORMALS",
- "uniform float morphTargetInfluences[ 8 ];",
- "#else",
- "uniform float morphTargetInfluences[ 4 ];",
- "#endif",
- "#endif"
- ].join("\n"),
- morphtarget_vertex: [
- "#ifdef USE_MORPHTARGETS",
- "vec3 morphed = vec3( 0.0 );",
- "morphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];",
- "morphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];",
- "morphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];",
- "morphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];",
- "#ifndef USE_MORPHNORMALS",
- "morphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];",
- "morphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];",
- "morphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];",
- "morphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];",
- "#endif",
- "morphed += position;",
- "gl_Position = projectionMatrix * modelViewMatrix * vec4( morphed, 1.0 );",
- "#endif"
- ].join("\n"),
- default_vertex : [
- "#ifndef USE_MORPHTARGETS",
- "#ifndef USE_SKINNING",
- "gl_Position = projectionMatrix * mvPosition;",
- "#endif",
- "#endif"
- ].join("\n"),
- morphnormal_vertex: [
- "#ifdef USE_MORPHNORMALS",
- "vec3 morphedNormal = vec3( 0.0 );",
- "morphedNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];",
- "morphedNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];",
- "morphedNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];",
- "morphedNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];",
- "morphedNormal += normal;",
- "vec3 transformedNormal = normalMatrix * morphedNormal;",
- "#else",
- "vec3 transformedNormal = normalMatrix * normal;",
- "#endif"
- ].join("\n"),
- // SHADOW MAP
- // based on SpiderGL shadow map and Fabien Sanglard's GLSL shadow mapping examples
- // http://spidergl.org/example.php?id=6
- // http://fabiensanglard.net/shadowmapping
- shadowmap_pars_fragment: [
- "#ifdef USE_SHADOWMAP",
- "uniform sampler2D shadowMap[ MAX_SHADOWS ];",
- "uniform vec2 shadowMapSize[ MAX_SHADOWS ];",
- "uniform float shadowDarkness[ MAX_SHADOWS ];",
- "uniform float shadowBias[ MAX_SHADOWS ];",
- "varying vec4 vShadowCoord[ MAX_SHADOWS ];",
- "float unpackDepth( const in vec4 rgba_depth ) {",
- "const vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );",
- "float depth = dot( rgba_depth, bit_shift );",
- "return depth;",
- "}",
- "#endif"
- ].join("\n"),
- shadowmap_fragment: [
- "#ifdef USE_SHADOWMAP",
- "#ifdef SHADOWMAP_DEBUG",
- "vec3 frustumColors[3];",
- "frustumColors[0] = vec3( 1.0, 0.5, 0.0 );",
- "frustumColors[1] = vec3( 0.0, 1.0, 0.8 );",
- "frustumColors[2] = vec3( 0.0, 0.5, 1.0 );",
- "#endif",
- "#ifdef SHADOWMAP_CASCADE",
- "int inFrustumCount = 0;",
- "#endif",
- "float fDepth;",
- "vec3 shadowColor = vec3( 1.0 );",
- "for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
- "vec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;",
- // "if ( something && something )" breaks ATI OpenGL shader compiler
- // "if ( all( something, something ) )" using this instead
- "bvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );",
- "bool inFrustum = all( inFrustumVec );",
- // don't shadow pixels outside of light frustum
- // use just first frustum (for cascades)
- // don't shadow pixels behind far plane of light frustum
- "#ifdef SHADOWMAP_CASCADE",
- "inFrustumCount += int( inFrustum );",
- "bvec3 frustumTestVec = bvec3( inFrustum, inFrustumCount == 1, shadowCoord.z <= 1.0 );",
- "#else",
- "bvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );",
- "#endif",
- "bool frustumTest = all( frustumTestVec );",
- "if ( frustumTest ) {",
- "shadowCoord.z += shadowBias[ i ];",
- "#ifdef SHADOWMAP_SOFT",
- // Percentage-close filtering
- // (9 pixel kernel)
- // http://fabiensanglard.net/shadowmappingPCF/
- "float shadow = 0.0;",
- /*
- // nested loops breaks shader compiler / validator on some ATI cards when using OpenGL
- // must enroll loop manually
- "for ( float y = -1.25; y <= 1.25; y += 1.25 )",
- "for ( float x = -1.25; x <= 1.25; x += 1.25 ) {",
- "vec4 rgbaDepth = texture2D( shadowMap[ i ], vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy );",
- // doesn't seem to produce any noticeable visual difference compared to simple "texture2D" lookup
- //"vec4 rgbaDepth = texture2DProj( shadowMap[ i ], vec4( vShadowCoord[ i ].w * ( vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy ), 0.05, vShadowCoord[ i ].w ) );",
- "float fDepth = unpackDepth( rgbaDepth );",
- "if ( fDepth < shadowCoord.z )",
- "shadow += 1.0;",
- "}",
- "shadow /= 9.0;",
- */
- "const float shadowDelta = 1.0 / 9.0;",
- "float xPixelOffset = 1.0 / shadowMapSize[ i ].x;",
- "float yPixelOffset = 1.0 / shadowMapSize[ i ].y;",
- "float dx0 = -1.25 * xPixelOffset;",
- "float dy0 = -1.25 * yPixelOffset;",
- "float dx1 = 1.25 * xPixelOffset;",
- "float dy1 = 1.25 * yPixelOffset;",
- "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );",
- "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
- "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );",
- "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
- "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );",
- "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
- "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );",
- "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
- "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );",
- "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
- "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );",
- "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
- "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );",
- "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
- "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );",
- "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
- "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );",
- "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
- "shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );",
- "#else",
- "vec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );",
- "float fDepth = unpackDepth( rgbaDepth );",
- "if ( fDepth < shadowCoord.z )",
- // spot with multiple shadows is darker
- "shadowColor = shadowColor * vec3( 1.0 - shadowDarkness[ i ] );",
- // spot with multiple shadows has the same color as single shadow spot
- //"shadowColor = min( shadowColor, vec3( shadowDarkness[ i ] ) );",
- "#endif",
- "}",
- "#ifdef SHADOWMAP_DEBUG",
- "#ifdef SHADOWMAP_CASCADE",
- "if ( inFrustum && inFrustumCount == 1 ) gl_FragColor.xyz *= frustumColors[ i ];",
- "#else",
- "if ( inFrustum ) gl_FragColor.xyz *= frustumColors[ i ];",
- "#endif",
- "#endif",
- "}",
- "#ifdef GAMMA_OUTPUT",
- "shadowColor *= shadowColor;",
- "#endif",
- "gl_FragColor.xyz = gl_FragColor.xyz * shadowColor;",
- "#endif"
- ].join("\n"),
- shadowmap_pars_vertex: [
- "#ifdef USE_SHADOWMAP",
- "varying vec4 vShadowCoord[ MAX_SHADOWS ];",
- "uniform mat4 shadowMatrix[ MAX_SHADOWS ];",
- "#endif"
- ].join("\n"),
- shadowmap_vertex: [
- "#ifdef USE_SHADOWMAP",
- "for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
- "#ifdef USE_MORPHTARGETS",
- "vShadowCoord[ i ] = shadowMatrix[ i ] * objectMatrix * vec4( morphed, 1.0 );",
- "#else",
- "vShadowCoord[ i ] = shadowMatrix[ i ] * objectMatrix * vec4( position, 1.0 );",
- "#endif",
- "}",
- "#endif"
- ].join("\n"),
- // ALPHATEST
- alphatest_fragment: [
- "#ifdef ALPHATEST",
- "if ( gl_FragColor.a < ALPHATEST ) discard;",
- "#endif"
- ].join("\n"),
- // LINEAR SPACE
- linear_to_gamma_fragment: [
- "#ifdef GAMMA_OUTPUT",
- "gl_FragColor.xyz = sqrt( gl_FragColor.xyz );",
- "#endif"
- ].join("\n"),
- };
- THREE.UniformsUtils = {
- merge: function ( uniforms ) {
- var u, p, tmp, merged = {};
- for ( u = 0; u < uniforms.length; u++ ) {
- tmp = this.clone( uniforms[ u ] );
- for ( p in tmp ) {
- merged[ p ] = tmp[ p ];
- }
- }
- return merged;
- },
- clone: function ( uniforms_src ) {
- var u, p, parameter, parameter_src, uniforms_dst = {};
- for ( u in uniforms_src ) {
- uniforms_dst[ u ] = {};
- for ( p in uniforms_src[ u ] ) {
- parameter_src = uniforms_src[ u ][ p ];
- if ( parameter_src instanceof THREE.Color ||
- parameter_src instanceof THREE.Vector2 ||
- parameter_src instanceof THREE.Vector3 ||
- parameter_src instanceof THREE.Vector4 ||
- parameter_src instanceof THREE.Matrix4 ||
- parameter_src instanceof THREE.Texture ) {
- uniforms_dst[ u ][ p ] = parameter_src.clone();
- } else if ( parameter_src instanceof Array ) {
- uniforms_dst[ u ][ p ] = parameter_src.slice();
- } else {
- uniforms_dst[ u ][ p ] = parameter_src;
- }
- }
- }
- return uniforms_dst;
- }
- };
- THREE.UniformsLib = {
- common: {
- "diffuse" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
- "opacity" : { type: "f", value: 1.0 },
- "map" : { type: "t", value: 0, texture: null },
- "offsetRepeat" : { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) },
- "lightMap" : { type: "t", value: 2, texture: null },
- "envMap" : { type: "t", value: 1, texture: null },
- "flipEnvMap" : { type: "f", value: -1 },
- "useRefract" : { type: "i", value: 0 },
- "reflectivity" : { type: "f", value: 1.0 },
- "refractionRatio" : { type: "f", value: 0.98 },
- "combine" : { type: "i", value: 0 },
- "morphTargetInfluences" : { type: "f", value: 0 }
- },
- fog : {
- "fogDensity" : { type: "f", value: 0.00025 },
- "fogNear" : { type: "f", value: 1 },
- "fogFar" : { type: "f", value: 2000 },
- "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
- },
- lights: {
- "ambientLightColor" : { type: "fv", value: [] },
- "directionalLightDirection" : { type: "fv", value: [] },
- "directionalLightColor" : { type: "fv", value: [] },
- "pointLightColor" : { type: "fv", value: [] },
- "pointLightPosition" : { type: "fv", value: [] },
- "pointLightDistance" : { type: "fv1", value: [] }
- },
- particle: {
- "psColor" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
- "opacity" : { type: "f", value: 1.0 },
- "size" : { type: "f", value: 1.0 },
- "scale" : { type: "f", value: 1.0 },
- "map" : { type: "t", value: 0, texture: null },
- "fogDensity" : { type: "f", value: 0.00025 },
- "fogNear" : { type: "f", value: 1 },
- "fogFar" : { type: "f", value: 2000 },
- "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
- },
- shadowmap: {
- "shadowMap": { type: "tv", value: 6, texture: [] },
- "shadowMapSize": { type: "v2v", value: [] },
- "shadowBias" : { type: "fv1", value: [] },
- "shadowDarkness": { type: "fv1", value: [] },
- "shadowMatrix" : { type: "m4v", value: [] },
- }
- };
- THREE.ShaderLib = {
- 'depth': {
- uniforms: {
- "mNear": { type: "f", value: 1.0 },
- "mFar" : { type: "f", value: 2000.0 },
- "opacity" : { type: "f", value: 1.0 }
- },
- vertexShader: [
- "void main() {",
- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
- "}"
- ].join("\n"),
- fragmentShader: [
- "uniform float mNear;",
- "uniform float mFar;",
- "uniform float opacity;",
- "void main() {",
- "float depth = gl_FragCoord.z / gl_FragCoord.w;",
- "float color = 1.0 - smoothstep( mNear, mFar, depth );",
- "gl_FragColor = vec4( vec3( color ), opacity );",
- "}"
- ].join("\n")
- },
- 'normal': {
- uniforms: {
- "opacity" : { type: "f", value: 1.0 }
- },
- vertexShader: [
- "varying vec3 vNormal;",
- "void main() {",
- "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
- "vNormal = normalMatrix * normal;",
- "gl_Position = projectionMatrix * mvPosition;",
- "}"
- ].join("\n"),
- fragmentShader: [
- "uniform float opacity;",
- "varying vec3 vNormal;",
- "void main() {",
- "gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",
- "}"
- ].join("\n")
- },
- 'basic': {
- uniforms: THREE.UniformsUtils.merge( [
- THREE.UniformsLib[ "common" ],
- THREE.UniformsLib[ "fog" ],
- THREE.UniformsLib[ "shadowmap" ]
- ] ),
- vertexShader: [
- THREE.ShaderChunk[ "map_pars_vertex" ],
- THREE.ShaderChunk[ "lightmap_pars_vertex" ],
- THREE.ShaderChunk[ "envmap_pars_vertex" ],
- THREE.ShaderChunk[ "color_pars_vertex" ],
- THREE.ShaderChunk[ "skinning_pars_vertex" ],
- THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
- THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
- "void main() {",
- "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
- THREE.ShaderChunk[ "map_vertex" ],
- THREE.ShaderChunk[ "lightmap_vertex" ],
- THREE.ShaderChunk[ "envmap_vertex" ],
- THREE.ShaderChunk[ "color_vertex" ],
- THREE.ShaderChunk[ "skinning_vertex" ],
- THREE.ShaderChunk[ "morphtarget_vertex" ],
- THREE.ShaderChunk[ "default_vertex" ],
- THREE.ShaderChunk[ "shadowmap_vertex" ],
- "}"
- ].join("\n"),
- fragmentShader: [
- "uniform vec3 diffuse;",
- "uniform float opacity;",
- THREE.ShaderChunk[ "color_pars_fragment" ],
- THREE.ShaderChunk[ "map_pars_fragment" ],
- THREE.ShaderChunk[ "lightmap_pars_fragment" ],
- THREE.ShaderChunk[ "envmap_pars_fragment" ],
- THREE.ShaderChunk[ "fog_pars_fragment" ],
- THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
- "void main() {",
- "gl_FragColor = vec4( diffuse, opacity );",
- THREE.ShaderChunk[ "map_fragment" ],
- THREE.ShaderChunk[ "alphatest_fragment" ],
- THREE.ShaderChunk[ "lightmap_fragment" ],
- THREE.ShaderChunk[ "color_fragment" ],
- THREE.ShaderChunk[ "envmap_fragment" ],
- THREE.ShaderChunk[ "shadowmap_fragment" ],
- THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
- THREE.ShaderChunk[ "fog_fragment" ],
- "}"
- ].join("\n")
- },
- 'lambert': {
- uniforms: THREE.UniformsUtils.merge( [
- THREE.UniformsLib[ "common" ],
- THREE.UniformsLib[ "fog" ],
- THREE.UniformsLib[ "lights" ],
- THREE.UniformsLib[ "shadowmap" ],
- {
- "ambient" : { type: "c", value: new THREE.Color( 0xffffff ) },
- "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
- "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
- }
- ] ),
- vertexShader: [
- "varying vec3 vLightFront;",
- "#ifdef DOUBLE_SIDED",
- "varying vec3 vLightBack;",
- "#endif",
- THREE.ShaderChunk[ "map_pars_vertex" ],
- THREE.ShaderChunk[ "lightmap_pars_vertex" ],
- THREE.ShaderChunk[ "envmap_pars_vertex" ],
- THREE.ShaderChunk[ "lights_lambert_pars_vertex" ],
- THREE.ShaderChunk[ "color_pars_vertex" ],
- THREE.ShaderChunk[ "skinning_pars_vertex" ],
- THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
- THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
- "void main() {",
- "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
- THREE.ShaderChunk[ "map_vertex" ],
- THREE.ShaderChunk[ "lightmap_vertex" ],
- THREE.ShaderChunk[ "envmap_vertex" ],
- THREE.ShaderChunk[ "color_vertex" ],
- THREE.ShaderChunk[ "morphnormal_vertex" ],
- THREE.ShaderChunk[ "lights_lambert_vertex" ],
- THREE.ShaderChunk[ "skinning_vertex" ],
- THREE.ShaderChunk[ "morphtarget_vertex" ],
- THREE.ShaderChunk[ "default_vertex" ],
- THREE.ShaderChunk[ "shadowmap_vertex" ],
- "}"
- ].join("\n"),
- fragmentShader: [
- "uniform float opacity;",
- "varying vec3 vLightFront;",
- "#ifdef DOUBLE_SIDED",
- "varying vec3 vLightBack;",
- "#endif",
- THREE.ShaderChunk[ "color_pars_fragment" ],
- THREE.ShaderChunk[ "map_pars_fragment" ],
- THREE.ShaderChunk[ "lightmap_pars_fragment" ],
- THREE.ShaderChunk[ "envmap_pars_fragment" ],
- THREE.ShaderChunk[ "fog_pars_fragment" ],
- THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
- "void main() {",
- "gl_FragColor = vec4( vec3 ( 1.0 ), opacity );",
- THREE.ShaderChunk[ "map_fragment" ],
- THREE.ShaderChunk[ "alphatest_fragment" ],
- "#ifdef DOUBLE_SIDED",
- //"float isFront = float( gl_FrontFacing );",
- //"gl_FragColor.xyz *= isFront * vLightFront + ( 1.0 - isFront ) * vLightBack;",
- "if ( gl_FrontFacing )",
- "gl_FragColor.xyz *= vLightFront;",
- "else",
- "gl_FragColor.xyz *= vLightBack;",
- "#else",
- "gl_FragColor.xyz *= vLightFront;",
- "#endif",
- THREE.ShaderChunk[ "lightmap_fragment" ],
- THREE.ShaderChunk[ "color_fragment" ],
- THREE.ShaderChunk[ "envmap_fragment" ],
- THREE.ShaderChunk[ "shadowmap_fragment" ],
- THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
- THREE.ShaderChunk[ "fog_fragment" ],
- "}"
- ].join("\n")
- },
- 'phong': {
- uniforms: THREE.UniformsUtils.merge( [
- THREE.UniformsLib[ "common" ],
- THREE.UniformsLib[ "fog" ],
- THREE.UniformsLib[ "lights" ],
- THREE.UniformsLib[ "shadowmap" ],
- {
- "ambient" : { type: "c", value: new THREE.Color( 0xffffff ) },
- "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
- "specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
- "shininess": { type: "f", value: 30 },
- "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
- }
- ] ),
- vertexShader: [
- "varying vec3 vViewPosition;",
- "varying vec3 vNormal;",
- THREE.ShaderChunk[ "map_pars_vertex" ],
- THREE.ShaderChunk[ "lightmap_pars_vertex" ],
- THREE.ShaderChunk[ "envmap_pars_vertex" ],
- THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
- THREE.ShaderChunk[ "color_pars_vertex" ],
- THREE.ShaderChunk[ "skinning_pars_vertex" ],
- THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
- THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
- "void main() {",
- "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
- THREE.ShaderChunk[ "map_vertex" ],
- THREE.ShaderChunk[ "lightmap_vertex" ],
- THREE.ShaderChunk[ "envmap_vertex" ],
- THREE.ShaderChunk[ "color_vertex" ],
- "#ifndef USE_ENVMAP",
- "vec4 mPosition = objectMatrix * vec4( position, 1.0 );",
- "#endif",
- "vViewPosition = -mvPosition.xyz;",
- THREE.ShaderChunk[ "morphnormal_vertex" ],
- "vNormal = transformedNormal;",
- THREE.ShaderChunk[ "lights_phong_vertex" ],
- THREE.ShaderChunk[ "skinning_vertex" ],
- THREE.ShaderChunk[ "morphtarget_vertex" ],
- THREE.ShaderChunk[ "default_vertex" ],
- THREE.ShaderChunk[ "shadowmap_vertex" ],
- "}"
- ].join("\n"),
- fragmentShader: [
- "uniform vec3 diffuse;",
- "uniform float opacity;",
- "uniform vec3 ambient;",
- "uniform vec3 emissive;",
- "uniform vec3 specular;",
- "uniform float shininess;",
- THREE.ShaderChunk[ "color_pars_fragment" ],
- THREE.ShaderChunk[ "map_pars_fragment" ],
- THREE.ShaderChunk[ "lightmap_pars_fragment" ],
- THREE.ShaderChunk[ "envmap_pars_fragment" ],
- THREE.ShaderChunk[ "fog_pars_fragment" ],
- THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
- THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
- "void main() {",
- "gl_FragColor = vec4( vec3 ( 1.0 ), opacity );",
- THREE.ShaderChunk[ "map_fragment" ],
- THREE.ShaderChunk[ "alphatest_fragment" ],
- THREE.ShaderChunk[ "lights_phong_fragment" ],
- THREE.ShaderChunk[ "lightmap_fragment" ],
- THREE.ShaderChunk[ "color_fragment" ],
- THREE.ShaderChunk[ "envmap_fragment" ],
- THREE.ShaderChunk[ "shadowmap_fragment" ],
- THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
- THREE.ShaderChunk[ "fog_fragment" ],
- "}"
- ].join("\n")
- },
- 'particle_basic': {
- uniforms: THREE.UniformsUtils.merge( [
- THREE.UniformsLib[ "particle" ],
- THREE.UniformsLib[ "shadowmap" ]
- ] ),
- vertexShader: [
- "uniform float size;",
- "uniform float scale;",
- THREE.ShaderChunk[ "color_pars_vertex" ],
- THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
- "void main() {",
- THREE.ShaderChunk[ "color_vertex" ],
- "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
- "#ifdef USE_SIZEATTENUATION",
- "gl_PointSize = size * ( scale / length( mvPosition.xyz ) );",
- "#else",
- "gl_PointSize = size;",
- "#endif",
- "gl_Position = projectionMatrix * mvPosition;",
- THREE.ShaderChunk[ "shadowmap_vertex" ],
- "}"
- ].join("\n"),
- fragmentShader: [
- "uniform vec3 psColor;",
- "uniform float opacity;",
- THREE.ShaderChunk[ "color_pars_fragment" ],
- THREE.ShaderChunk[ "map_particle_pars_fragment" ],
- THREE.ShaderChunk[ "fog_pars_fragment" ],
- THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
- "void main() {",
- "gl_FragColor = vec4( psColor, opacity );",
- THREE.ShaderChunk[ "map_particle_fragment" ],
- THREE.ShaderChunk[ "alphatest_fragment" ],
- THREE.ShaderChunk[ "color_fragment" ],
- THREE.ShaderChunk[ "shadowmap_fragment" ],
- THREE.ShaderChunk[ "fog_fragment" ],
- "}"
- ].join("\n")
- },
- // Depth encoding into RGBA texture
- // based on SpiderGL shadow map example
- // http://spidergl.org/example.php?id=6
- // originally from
- // http://www.gamedev.net/topic/442138-packing-a-float-into-a-a8r8g8b8-texture-shader/page__whichpage__1%25EF%25BF%25BD
- // see also here:
- // http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/
- 'depthRGBA': {
- uniforms: {},
- vertexShader: [
- THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
- "void main() {",
- "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
- THREE.ShaderChunk[ "morphtarget_vertex" ],
- THREE.ShaderChunk[ "default_vertex" ],
- "}"
- ].join("\n"),
- fragmentShader: [
- "vec4 pack_depth( const in float depth ) {",
- "const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );",
- "const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );",
- "vec4 res = fract( depth * bit_shift );",
- "res -= res.xxyz * bit_mask;",
- "return res;",
- "}",
- "void main() {",
- "gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );",
- //"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z / gl_FragCoord.w );",
- //"float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 );",
- //"gl_FragData[ 0 ] = pack_depth( z );",
- //"gl_FragData[ 0 ] = vec4( z, z, z, 1.0 );",
- "}"
- ].join("\n")
- }
- };/**
- * @author supereggbert / http://www.paulbrunt.co.uk/
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- * @author szimek / https://github.com/szimek/
- */
- THREE.WebGLRenderer = function ( parameters ) {
- // constructor parameters
- parameters = parameters || {};
- var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
- _precision = parameters.precision !== undefined ? parameters.precision : 'highp',
- _alpha = parameters.alpha !== undefined ? parameters.alpha : true,
- _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
- _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
- _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
- _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
- _clearColor = parameters.clearColor !== undefined ? new THREE.Color( parameters.clearColor ) : new THREE.Color( 0x000000 ),
- _clearAlpha = parameters.clearAlpha !== undefined ? parameters.clearAlpha : 0,
- _maxLights = parameters.maxLights !== undefined ? parameters.maxLights : 4;
- // public properties
- this.domElement = _canvas;
- this.context = null;
- // clearing
- this.autoClear = true;
- this.autoClearColor = true;
- this.autoClearDepth = true;
- this.autoClearStencil = true;
- // scene graph
- this.sortObjects = true;
- this.autoUpdateObjects = true;
- this.autoUpdateScene = true;
- // physically based shading
- this.gammaInput = false;
- this.gammaOutput = false;
- this.physicallyBasedShading = false;
- // shadow map
- this.shadowMapEnabled = false;
- this.shadowMapAutoUpdate = true;
- this.shadowMapSoft = true;
- this.shadowMapCullFrontFaces = true;
- this.shadowMapDebug = false;
- this.shadowMapCascade = false;
- // morphs
- this.maxMorphTargets = 8;
- this.maxMorphNormals = 4;
- // flags
- this.autoScaleCubemaps = true;
- // custom render plugins
- this.renderPluginsPre = [];
- this.renderPluginsPost = [];
- // info
- this.info = {
- memory: {
- programs: 0,
- geometries: 0,
- textures: 0
- },
- render: {
- calls: 0,
- vertices: 0,
- faces: 0,
- points: 0
- }
- };
- // internal properties
- var _this = this,
- _gl,
- _programs = [],
- // internal state cache
- _currentProgram = null,
- _currentFramebuffer = null,
- _currentMaterialId = -1,
- _currentGeometryGroupHash = null,
- _currentCamera = null,
- _geometryGroupCounter = 0,
- // GL state cache
- _oldDoubleSided = null,
- _oldFlipSided = null,
- _oldBlending = null,
- _oldBlendEquation = null,
- _oldBlendSrc = null,
- _oldBlendDst = null,
- _oldDepthTest = null,
- _oldDepthWrite = null,
- _oldPolygonOffset = null,
- _oldPolygonOffsetFactor = null,
- _oldPolygonOffsetUnits = null,
- _oldLineWidth = null,
- _viewportX = 0,
- _viewportY = 0,
- _viewportWidth = 0,
- _viewportHeight = 0,
- _currentWidth = 0,
- _currentHeight = 0,
- // frustum
- _frustum = new THREE.Frustum(),
- // camera matrices cache
- _projScreenMatrix = new THREE.Matrix4(),
- _projScreenMatrixPS = new THREE.Matrix4(),
- _vector3 = new THREE.Vector4(),
- // light arrays cache
- _direction = new THREE.Vector3(),
- _lights = {
- ambient: [ 0, 0, 0 ],
- directional: { length: 0, colors: new Array(), positions: new Array() },
- point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() }
- };
- // initialize
- _gl = initGL();
- setDefaultGLState();
- this.context = _gl;
- // GPU capabilities
- var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ),
- _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE ),
- _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE );
- // API
- this.getContext = function () {
- return _gl;
- };
- this.supportsVertexTextures = function () {
- return _maxVertexTextures > 0;
- };
- this.setSize = function ( width, height ) {
- _canvas.width = width;
- _canvas.height = height;
- this.setViewport( 0, 0, _canvas.width, _canvas.height );
- };
- this.setViewport = function ( x, y, width, height ) {
- _viewportX = x;
- _viewportY = y;
- _viewportWidth = width;
- _viewportHeight = height;
- _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
- };
- this.setScissor = function ( x, y, width, height ) {
- _gl.scissor( x, y, width, height );
- };
- this.enableScissorTest = function ( enable ) {
- enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );
- };
- // Clearing
- this.setClearColorHex = function ( hex, alpha ) {
- _clearColor.setHex( hex );
- _clearAlpha = alpha;
- _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
- };
- this.setClearColor = function ( color, alpha ) {
- _clearColor.copy( color );
- _clearAlpha = alpha;
- _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
- };
- this.getClearColor = function () {
- return _clearColor;
- };
- this.getClearAlpha = function () {
- return _clearAlpha;
- };
- this.clear = function ( color, depth, stencil ) {
- var bits = 0;
- if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
- if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
- if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
- _gl.clear( bits );
- };
- this.clearTarget = function ( renderTarget, color, depth, stencil ) {
- this.setRenderTarget( renderTarget );
- this.clear( color, depth, stencil );
- };
- // Plugins
- this.addPostPlugin = function ( plugin ) {
- plugin.init( this );
- this.renderPluginsPost.push( plugin );
- };
- this.addPrePlugin = function ( plugin ) {
- plugin.init( this );
- this.renderPluginsPre.push( plugin );
- };
- // Deallocation
- this.deallocateObject = function ( object ) {
- if ( ! object.__webglInit ) return;
- object.__webglInit = false;
- delete object._modelViewMatrix;
- delete object._normalMatrix;
- delete object._normalMatrixArray;
- delete object._modelViewMatrixArray;
- delete object._objectMatrixArray;
- if ( object instanceof THREE.Mesh ) {
- for ( var g in object.geometry.geometryGroups ) {
- deleteMeshBuffers( object.geometry.geometryGroups[ g ] );
- }
- } else if ( object instanceof THREE.Ribbon ) {
- deleteRibbonBuffers( object.geometry );
- } else if ( object instanceof THREE.Line ) {
- deleteLineBuffers( object.geometry );
- } else if ( object instanceof THREE.ParticleSystem ) {
- deleteParticleBuffers( object.geometry );
- }
- };
- this.deallocateTexture = function ( texture ) {
- if ( ! texture.__webglInit ) return;
- texture.__webglInit = false;
- _gl.deleteTexture( texture.__webglTexture );
- _this.info.memory.textures --;
- };
- this.deallocateRenderTarget = function ( renderTarget ) {
- if ( !renderTarget || ! renderTarget.__webglTexture ) return;
- _gl.deleteTexture( renderTarget.__webglTexture );
- if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
- for ( var i = 0; i < 6; i ++ ) {
- _gl.deleteFramebuffer( renderTarget.__webglFramebuffer[ i ] );
- _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer[ i ] );
- }
- } else {
- _gl.deleteFramebuffer( renderTarget.__webglFramebuffer );
- _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer );
- }
- };
- // Rendering
- this.updateShadowMap = function ( scene, camera ) {
- _currentProgram = null;
- _oldBlending = -1;
- _oldDepthTest = -1;
- _oldDepthWrite = -1;
- _currentGeometryGroupHash = -1;
- _currentMaterialId = -1;
- this.shadowMapPlugin.update( scene, camera );
- };
- // Internal functions
- // Buffer allocation
- function createParticleBuffers ( geometry ) {
- geometry.__webglVertexBuffer = _gl.createBuffer();
- geometry.__webglColorBuffer = _gl.createBuffer();
- _this.info.geometries ++;
- };
- function createLineBuffers ( geometry ) {
- geometry.__webglVertexBuffer = _gl.createBuffer();
- geometry.__webglColorBuffer = _gl.createBuffer();
- _this.info.memory.geometries ++;
- };
- function createRibbonBuffers ( geometry ) {
- geometry.__webglVertexBuffer = _gl.createBuffer();
- geometry.__webglColorBuffer = _gl.createBuffer();
- _this.info.memory.geometries ++;
- };
- function createMeshBuffers ( geometryGroup ) {
- geometryGroup.__webglVertexBuffer = _gl.createBuffer();
- geometryGroup.__webglNormalBuffer = _gl.createBuffer();
- geometryGroup.__webglTangentBuffer = _gl.createBuffer();
- geometryGroup.__webglColorBuffer = _gl.createBuffer();
- geometryGroup.__webglUVBuffer = _gl.createBuffer();
- geometryGroup.__webglUV2Buffer = _gl.createBuffer();
- geometryGroup.__webglSkinVertexABuffer = _gl.createBuffer();
- geometryGroup.__webglSkinVertexBBuffer = _gl.createBuffer();
- geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
- geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
- geometryGroup.__webglFaceBuffer = _gl.createBuffer();
- geometryGroup.__webglLineBuffer = _gl.createBuffer();
- var m, ml;
- if ( geometryGroup.numMorphTargets ) {
- geometryGroup.__webglMorphTargetsBuffers = [];
- for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
- geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
- }
- }
- if ( geometryGroup.numMorphNormals ) {
- geometryGroup.__webglMorphNormalsBuffers = [];
- for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
- geometryGroup.__webglMorphNormalsBuffers.push( _gl.createBuffer() );
- }
- }
- _this.info.memory.geometries ++;
- };
- // Buffer deallocation
- function deleteParticleBuffers ( geometry ) {
- _gl.deleteBuffer( geometry.__webglVertexBuffer );
- _gl.deleteBuffer( geometry.__webglColorBuffer );
- _this.info.memory.geometries --;
- };
- function deleteLineBuffers ( geometry ) {
- _gl.deleteBuffer( geometry.__webglVertexBuffer );
- _gl.deleteBuffer( geometry.__webglColorBuffer );
- _this.info.memory.geometries --;
- };
- function deleteRibbonBuffers ( geometry ) {
- _gl.deleteBuffer( geometry.__webglVertexBuffer );
- _gl.deleteBuffer( geometry.__webglColorBuffer );
- _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.__webglSkinVertexABuffer );
- _gl.deleteBuffer( geometryGroup.__webglSkinVertexBBuffer );
- _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 ] );
- }
- }
- if ( geometryGroup.__webglCustomAttributesList ) {
- for ( var id in geometryGroup.__webglCustomAttributesList ) {
- _gl.deleteBuffer( geometryGroup.__webglCustomAttributesList[ id ].buffer );
- }
- }
- _this.info.memory.geometries --;
- };
- // 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 = _gl.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.__webglLineCount = nvertices;
- initCustomAttributes ( geometry, object );
- };
- function initRibbonBuffers ( geometry ) {
- var nvertices = geometry.vertices.length;
- geometry.__vertexArray = new Float32Array( nvertices * 3 );
- geometry.__colorArray = new Float32Array( nvertices * 3 );
- geometry.__webglVertexCount = nvertices;
- };
- 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.__skinVertexAArray = new Float32Array( nvertices * 4 );
- geometryGroup.__skinVertexBArray = new Float32Array( nvertices * 4 );
- 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 = _gl.createBuffer();
- attribute.buffer.belongsToAttribute = a;
- originalAttribute.needsUpdate = true;
- attribute.__original = originalAttribute;
- }
- geometryGroup.__webglCustomAttributesList.push( attribute );
- }
- }
- geometryGroup.__inittedArrays = true;
- };
- function getBufferMaterial( object, geometryGroup ) {
- if ( object.material && ! ( object.material instanceof THREE.MeshFaceMaterial ) ) {
- return object.material;
- } else if ( geometryGroup.materialIndex >= 0 ) {
- return object.geometry.materials[ geometryGroup.materialIndex ];
- }
- };
- 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 instanceof THREE.ShaderMaterial ) {
- return true;
- }
- return false;
- };
- // Buffer setting
- function setParticleBuffers ( geometry, hint, 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.__dirtyVertices,
- dirtyElements = geometry.__dirtyElements,
- dirtyColors = geometry.__dirtyColors,
- 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 ].position;
- _vector3.copy( vertex );
- _projScreenMatrixPS.multiplyVector3( _vector3 );
- sortArray[ v ] = [ _vector3.z, v ];
- }
- sortArray.sort( function( a, b ) { return b[ 0 ] - a[ 0 ]; } );
- for ( v = 0; v < vl; v ++ ) {
- vertex = vertices[ sortArray[v][1] ].position;
- 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 ].position;
- 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 ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
- }
- if ( dirtyColors || object.sortParticles ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
- }
- if ( customAttributes ) {
- for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
- customAttribute = customAttributes[ i ];
- if ( customAttribute.needsUpdate || object.sortParticles ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
- }
- }
- }
- };
- function setLineBuffers ( geometry, hint ) {
- var v, c, vertex, offset, color,
- vertices = geometry.vertices,
- colors = geometry.colors,
- vl = vertices.length,
- cl = colors.length,
- vertexArray = geometry.__vertexArray,
- colorArray = geometry.__colorArray,
- dirtyVertices = geometry.__dirtyVertices,
- dirtyColors = geometry.__dirtyColors,
- customAttributes = geometry.__webglCustomAttributesList,
- i, il,
- a, ca, cal, value,
- customAttribute;
- if ( dirtyVertices ) {
- for ( v = 0; v < vl; v ++ ) {
- vertex = vertices[ v ].position;
- offset = v * 3;
- vertexArray[ offset ] = vertex.x;
- vertexArray[ offset + 1 ] = vertex.y;
- vertexArray[ offset + 2 ] = vertex.z;
- }
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
- }
- if ( dirtyColors ) {
- for ( c = 0; c < cl; c ++ ) {
- color = colors[ c ];
- offset = c * 3;
- colorArray[ offset ] = color.r;
- colorArray[ offset + 1 ] = color.g;
- colorArray[ offset + 2 ] = color.b;
- }
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
- }
- if ( customAttributes ) {
- for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
- customAttribute = customAttributes[ i ];
- if ( customAttribute.needsUpdate &&
- ( customAttribute.boundTo === undefined ||
- customAttribute.boundTo === "vertices" ) ) {
- offset = 0;
- cal = customAttribute.value.length;
- if ( customAttribute.size === 1 ) {
- for ( ca = 0; ca < cal; ca ++ ) {
- customAttribute.array[ ca ] = customAttribute.value[ ca ];
- }
- } else if ( customAttribute.size === 2 ) {
- for ( ca = 0; ca < cal; ca ++ ) {
- value = customAttribute.value[ ca ];
- customAttribute.array[ offset ] = value.x;
- customAttribute.array[ offset + 1 ] = value.y;
- offset += 2;
- }
- } else if ( customAttribute.size === 3 ) {
- if ( customAttribute.type === "c" ) {
- for ( ca = 0; ca < cal; ca ++ ) {
- value = customAttribute.value[ ca ];
- customAttribute.array[ offset ] = value.r;
- customAttribute.array[ offset + 1 ] = value.g;
- customAttribute.array[ offset + 2 ] = value.b;
- offset += 3;
- }
- } else {
- for ( ca = 0; ca < cal; ca ++ ) {
- value = customAttribute.value[ ca ];
- customAttribute.array[ offset ] = value.x;
- customAttribute.array[ offset + 1 ] = value.y;
- customAttribute.array[ offset + 2 ] = value.z;
- offset += 3;
- }
- }
- } else if ( customAttribute.size === 4 ) {
- for ( ca = 0; ca < cal; ca ++ ) {
- value = customAttribute.value[ ca ];
- customAttribute.array[ offset ] = value.x;
- customAttribute.array[ offset + 1 ] = value.y;
- customAttribute.array[ offset + 2 ] = value.z;
- customAttribute.array[ offset + 3 ] = value.w;
- offset += 4;
- }
- }
- _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
- }
- }
- }
- };
- function setRibbonBuffers ( geometry, hint ) {
- var v, c, vertex, offset, color,
- vertices = geometry.vertices,
- colors = geometry.colors,
- vl = vertices.length,
- cl = colors.length,
- vertexArray = geometry.__vertexArray,
- colorArray = geometry.__colorArray,
- dirtyVertices = geometry.__dirtyVertices,
- dirtyColors = geometry.__dirtyColors;
- if ( dirtyVertices ) {
- for ( v = 0; v < vl; v ++ ) {
- vertex = vertices[ v ].position;
- offset = v * 3;
- vertexArray[ offset ] = vertex.x;
- vertexArray[ offset + 1 ] = vertex.y;
- vertexArray[ offset + 2 ] = vertex.z;
- }
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
- }
- if ( dirtyColors ) {
- for ( c = 0; c < cl; c ++ ) {
- color = colors[ c ];
- offset = c * 3;
- colorArray[ offset ] = color.r;
- colorArray[ offset + 1 ] = color.g;
- colorArray[ offset + 2 ] = color.b;
- }
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
- }
- };
- function setMeshBuffers( geometryGroup, object, hint, dispose, material ) {
- if ( ! geometryGroup.__inittedArrays ) {
- // console.log( object );
- 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,
- skinVertexAArray = geometryGroup.__skinVertexAArray,
- skinVertexBArray = geometryGroup.__skinVertexBArray,
- 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.__dirtyVertices,
- dirtyElements = geometry.__dirtyElements,
- dirtyUvs = geometry.__dirtyUvs,
- dirtyNormals = geometry.__dirtyNormals,
- dirtyTangents = geometry.__dirtyTangents,
- dirtyColors = geometry.__dirtyColors,
- dirtyMorphTargets = geometry.__dirtyMorphTargets,
- 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_skinVerticesA = geometry.skinVerticesA,
- obj_skinVerticesB = geometry.skinVerticesB,
- 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 ].position;
- v2 = vertices[ face.b ].position;
- v3 = vertices[ face.c ].position;
- 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 ].position;
- v2 = vertices[ face.b ].position;
- v3 = vertices[ face.c ].position;
- v4 = vertices[ face.d ].position;
- 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;
- }
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
- }
- if ( dirtyMorphTargets ) {
- for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
- offset_morphTarget = 0;
- for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
- chf = chunk_faces3[ f ];
- face = obj_faces[ chf ];
- // morph positions
- v1 = morphTargets[ vk ].vertices[ face.a ].position;
- v2 = morphTargets[ vk ].vertices[ face.b ].position;
- v3 = morphTargets[ vk ].vertices[ face.c ].position;
- 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 ].position;
- v2 = morphTargets[ vk ].vertices[ face.b ].position;
- v3 = morphTargets[ vk ].vertices[ face.c ].position;
- v4 = morphTargets[ vk ].vertices[ face.d ].position;
- 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;
- }
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
- _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
- if ( material.morphNormals ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ vk ] );
- _gl.bufferData( _gl.ARRAY_BUFFER, morphNormalsArrays[ vk ], hint );
- }
- }
- }
- if ( obj_skinWeights.length ) {
- for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
- face = obj_faces[ chunk_faces3[ f ] ];
- // weights
- sw1 = obj_skinWeights[ face.a ];
- sw2 = obj_skinWeights[ face.b ];
- sw3 = obj_skinWeights[ face.c ];
- skinWeightArray[ offset_skin ] = sw1.x;
- skinWeightArray[ offset_skin + 1 ] = sw1.y;
- skinWeightArray[ offset_skin + 2 ] = sw1.z;
- skinWeightArray[ offset_skin + 3 ] = sw1.w;
- skinWeightArray[ offset_skin + 4 ] = sw2.x;
- skinWeightArray[ offset_skin + 5 ] = sw2.y;
- skinWeightArray[ offset_skin + 6 ] = sw2.z;
- skinWeightArray[ offset_skin + 7 ] = sw2.w;
- skinWeightArray[ offset_skin + 8 ] = sw3.x;
- skinWeightArray[ offset_skin + 9 ] = sw3.y;
- skinWeightArray[ offset_skin + 10 ] = sw3.z;
- skinWeightArray[ offset_skin + 11 ] = sw3.w;
- // indices
- si1 = obj_skinIndices[ face.a ];
- si2 = obj_skinIndices[ face.b ];
- si3 = obj_skinIndices[ face.c ];
- skinIndexArray[ offset_skin ] = si1.x;
- skinIndexArray[ offset_skin + 1 ] = si1.y;
- skinIndexArray[ offset_skin + 2 ] = si1.z;
- skinIndexArray[ offset_skin + 3 ] = si1.w;
- skinIndexArray[ offset_skin + 4 ] = si2.x;
- skinIndexArray[ offset_skin + 5 ] = si2.y;
- skinIndexArray[ offset_skin + 6 ] = si2.z;
- skinIndexArray[ offset_skin + 7 ] = si2.w;
- skinIndexArray[ offset_skin + 8 ] = si3.x;
- skinIndexArray[ offset_skin + 9 ] = si3.y;
- skinIndexArray[ offset_skin + 10 ] = si3.z;
- skinIndexArray[ offset_skin + 11 ] = si3.w;
- // vertices A
- sa1 = obj_skinVerticesA[ face.a ];
- sa2 = obj_skinVerticesA[ face.b ];
- sa3 = obj_skinVerticesA[ face.c ];
- skinVertexAArray[ offset_skin ] = sa1.x;
- skinVertexAArray[ offset_skin + 1 ] = sa1.y;
- skinVertexAArray[ offset_skin + 2 ] = sa1.z;
- skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
- skinVertexAArray[ offset_skin + 4 ] = sa2.x;
- skinVertexAArray[ offset_skin + 5 ] = sa2.y;
- skinVertexAArray[ offset_skin + 6 ] = sa2.z;
- skinVertexAArray[ offset_skin + 7 ] = 1;
- skinVertexAArray[ offset_skin + 8 ] = sa3.x;
- skinVertexAArray[ offset_skin + 9 ] = sa3.y;
- skinVertexAArray[ offset_skin + 10 ] = sa3.z;
- skinVertexAArray[ offset_skin + 11 ] = 1;
- // vertices B
- sb1 = obj_skinVerticesB[ face.a ];
- sb2 = obj_skinVerticesB[ face.b ];
- sb3 = obj_skinVerticesB[ face.c ];
- skinVertexBArray[ offset_skin ] = sb1.x;
- skinVertexBArray[ offset_skin + 1 ] = sb1.y;
- skinVertexBArray[ offset_skin + 2 ] = sb1.z;
- skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
- skinVertexBArray[ offset_skin + 4 ] = sb2.x;
- skinVertexBArray[ offset_skin + 5 ] = sb2.y;
- skinVertexBArray[ offset_skin + 6 ] = sb2.z;
- skinVertexBArray[ offset_skin + 7 ] = 1;
- skinVertexBArray[ offset_skin + 8 ] = sb3.x;
- skinVertexBArray[ offset_skin + 9 ] = sb3.y;
- skinVertexBArray[ offset_skin + 10 ] = sb3.z;
- skinVertexBArray[ offset_skin + 11 ] = 1;
- 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;
- // vertices A
- sa1 = obj_skinVerticesA[ face.a ];
- sa2 = obj_skinVerticesA[ face.b ];
- sa3 = obj_skinVerticesA[ face.c ];
- sa4 = obj_skinVerticesA[ face.d ];
- skinVertexAArray[ offset_skin ] = sa1.x;
- skinVertexAArray[ offset_skin + 1 ] = sa1.y;
- skinVertexAArray[ offset_skin + 2 ] = sa1.z;
- skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
- skinVertexAArray[ offset_skin + 4 ] = sa2.x;
- skinVertexAArray[ offset_skin + 5 ] = sa2.y;
- skinVertexAArray[ offset_skin + 6 ] = sa2.z;
- skinVertexAArray[ offset_skin + 7 ] = 1;
- skinVertexAArray[ offset_skin + 8 ] = sa3.x;
- skinVertexAArray[ offset_skin + 9 ] = sa3.y;
- skinVertexAArray[ offset_skin + 10 ] = sa3.z;
- skinVertexAArray[ offset_skin + 11 ] = 1;
- skinVertexAArray[ offset_skin + 12 ] = sa4.x;
- skinVertexAArray[ offset_skin + 13 ] = sa4.y;
- skinVertexAArray[ offset_skin + 14 ] = sa4.z;
- skinVertexAArray[ offset_skin + 15 ] = 1;
- // vertices B
- sb1 = obj_skinVerticesB[ face.a ];
- sb2 = obj_skinVerticesB[ face.b ];
- sb3 = obj_skinVerticesB[ face.c ];
- sb4 = obj_skinVerticesB[ face.d ];
- skinVertexBArray[ offset_skin ] = sb1.x;
- skinVertexBArray[ offset_skin + 1 ] = sb1.y;
- skinVertexBArray[ offset_skin + 2 ] = sb1.z;
- skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
- skinVertexBArray[ offset_skin + 4 ] = sb2.x;
- skinVertexBArray[ offset_skin + 5 ] = sb2.y;
- skinVertexBArray[ offset_skin + 6 ] = sb2.z;
- skinVertexBArray[ offset_skin + 7 ] = 1;
- skinVertexBArray[ offset_skin + 8 ] = sb3.x;
- skinVertexBArray[ offset_skin + 9 ] = sb3.y;
- skinVertexBArray[ offset_skin + 10 ] = sb3.z;
- skinVertexBArray[ offset_skin + 11 ] = 1;
- skinVertexBArray[ offset_skin + 12 ] = sb4.x;
- skinVertexBArray[ offset_skin + 13 ] = sb4.y;
- skinVertexBArray[ offset_skin + 14 ] = sb4.z;
- skinVertexBArray[ offset_skin + 15 ] = 1;
- offset_skin += 16;
- }
- if ( offset_skin > 0 ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexAArray, hint );
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexBArray, hint );
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
- }
- }
- if ( dirtyColors && 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 ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
- }
- }
- if ( dirtyTangents && geometry.hasTangents ) {
- for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
- face = obj_faces[ chunk_faces3[ f ] ];
- vertexTangents = face.vertexTangents;
- t1 = vertexTangents[ 0 ];
- t2 = vertexTangents[ 1 ];
- t3 = vertexTangents[ 2 ];
- tangentArray[ offset_tangent ] = t1.x;
- tangentArray[ offset_tangent + 1 ] = t1.y;
- tangentArray[ offset_tangent + 2 ] = t1.z;
- tangentArray[ offset_tangent + 3 ] = t1.w;
- tangentArray[ offset_tangent + 4 ] = t2.x;
- tangentArray[ offset_tangent + 5 ] = t2.y;
- tangentArray[ offset_tangent + 6 ] = t2.z;
- tangentArray[ offset_tangent + 7 ] = t2.w;
- tangentArray[ offset_tangent + 8 ] = t3.x;
- tangentArray[ offset_tangent + 9 ] = t3.y;
- tangentArray[ offset_tangent + 10 ] = t3.z;
- tangentArray[ offset_tangent + 11 ] = t3.w;
- offset_tangent += 12;
- }
- 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;
- }
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
- }
- 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;
- }
- }
- }
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
- }
- if ( dirtyUvs && obj_uvs && uvType ) {
- for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
- fi = chunk_faces3[ f ];
- face = obj_faces[ fi ];
- uv = obj_uvs[ fi ];
- if ( uv === undefined ) continue;
- for ( i = 0; i < 3; i ++ ) {
- uvi = uv[ i ];
- uvArray[ offset_uv ] = uvi.u;
- uvArray[ offset_uv + 1 ] = uvi.v;
- offset_uv += 2;
- }
- }
- for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
- fi = chunk_faces4[ f ];
- face = obj_faces[ fi ];
- uv = obj_uvs[ fi ];
- if ( uv === undefined ) continue;
- for ( i = 0; i < 4; i ++ ) {
- uvi = uv[ i ];
- uvArray[ offset_uv ] = uvi.u;
- uvArray[ offset_uv + 1 ] = uvi.v;
- offset_uv += 2;
- }
- }
- if ( offset_uv > 0 ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
- }
- }
- if ( dirtyUvs && obj_uvs2 && uvType ) {
- for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
- fi = chunk_faces3[ f ];
- face = obj_faces[ fi ];
- uv2 = obj_uvs2[ fi ];
- if ( uv2 === undefined ) continue;
- for ( i = 0; i < 3; i ++ ) {
- uv2i = uv2[ i ];
- uv2Array[ offset_uv2 ] = uv2i.u;
- uv2Array[ offset_uv2 + 1 ] = uv2i.v;
- offset_uv2 += 2;
- }
- }
- for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
- fi = chunk_faces4[ f ];
- face = obj_faces[ fi ];
- uv2 = obj_uvs2[ fi ];
- if ( uv2 === undefined ) continue;
- for ( i = 0; i < 4; i ++ ) {
- uv2i = uv2[ i ];
- uv2Array[ offset_uv2 ] = uv2i.u;
- uv2Array[ offset_uv2 + 1 ] = uv2i.v;
- offset_uv2 += 2;
- }
- }
- if ( offset_uv2 > 0 ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
- }
- }
- if ( dirtyElements ) {
- for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
- face = obj_faces[ chunk_faces3[ 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 ++ ) {
- face = obj_faces[ chunk_faces4[ 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;
- }
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
- _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
- _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
- }
- if ( customAttributes ) {
- for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
- customAttribute = customAttributes[ i ];
- if ( ! customAttribute.__original.needsUpdate ) continue;
- offset_custom = 0;
- 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.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;
- }
- }
- }
- _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
- }
- }
- if ( dispose ) {
- delete geometryGroup.__inittedArrays;
- delete geometryGroup.__colorArray;
- delete geometryGroup.__normalArray;
- delete geometryGroup.__tangentArray;
- delete geometryGroup.__uvArray;
- delete geometryGroup.__uv2Array;
- delete geometryGroup.__faceArray;
- delete geometryGroup.__vertexArray;
- delete geometryGroup.__lineArray;
- delete geometryGroup.__skinVertexAArray;
- delete geometryGroup.__skinVertexBArray;
- delete geometryGroup.__skinIndexArray;
- delete geometryGroup.__skinWeightArray;
- }
- };
- // Buffer rendering
- this.renderBufferImmediate = function ( object, program, shading ) {
- if ( ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
- if ( ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
- if ( object.hasPos ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
- _gl.enableVertexAttribArray( program.attributes.position );
- _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
- }
- if ( object.hasNormal ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
- if ( 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;
- }
- }
- _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
- _gl.enableVertexAttribArray( program.attributes.normal );
- _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
- }
- _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
- object.count = 0;
- };
- this.renderBufferDirect = function ( camera, lights, fog, material, geometryGroup, object ) {
- if ( material.opacity === 0 ) 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,
- geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
- if ( geometryGroupHash !== _currentGeometryGroupHash ) {
- _currentGeometryGroupHash = geometryGroupHash;
- updateBuffers = true;
- }
- // render mesh
- if ( object instanceof THREE.Mesh ) {
- var offsets = geometryGroup.offsets;
- for ( var i = 0, il = offsets.length; i < il; ++ i ) {
- if ( updateBuffers ) {
- // vertices
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.vertexPositionBuffer );
- _gl.vertexAttribPointer( attributes.position, geometryGroup.vertexPositionBuffer.itemSize, _gl.FLOAT, false, 0, offsets[ i ].index * 4 * 3 );
- // normals
- if ( attributes.normal >= 0 && geometryGroup.vertexNormalBuffer ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.vertexNormalBuffer );
- _gl.vertexAttribPointer( attributes.normal, geometryGroup.vertexNormalBuffer.itemSize, _gl.FLOAT, false, 0, offsets[ i ].index * 4 * 3 );
- }
- // uvs
- if ( attributes.uv >= 0 && geometryGroup.vertexUvBuffer ) {
- if ( geometryGroup.vertexUvBuffer ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.vertexUvBuffer );
- _gl.vertexAttribPointer( attributes.uv, geometryGroup.vertexUvBuffer.itemSize, _gl.FLOAT, false, 0, offsets[ i ].index * 4 * 2 );
- _gl.enableVertexAttribArray( attributes.uv );
- } else {
- _gl.disableVertexAttribArray( attributes.uv );
- }
- }
- // colors
- if ( attributes.color >= 0 && geometryGroup.vertexColorBuffer ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.vertexColorBuffer );
- _gl.vertexAttribPointer( attributes.color, geometryGroup.vertexColorBuffer.itemSize, _gl.FLOAT, false, 0, offsets[ i ].index * 4 * 4 );
- }
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.vertexIndexBuffer );
- }
- // render indexed triangles
- _gl.drawElements( _gl.TRIANGLES, offsets[ i ].count, _gl.UNSIGNED_SHORT, offsets[ i ].start * 2 ); // 2 = Uint16
- _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;
- }
- }
- };
- this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {
- if ( material.opacity === 0 ) 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;
- }
- // vertices
- if ( !material.morphTargets && attributes.position >= 0 ) {
- if ( updateBuffers ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
- _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 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 ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
- _gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );
- }
- }
- }
- // colors
- if ( attributes.color >= 0 ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
- _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
- }
- // normals
- if ( attributes.normal >= 0 ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
- _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
- }
- // tangents
- if ( attributes.tangent >= 0 ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
- _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
- }
- // uvs
- if ( attributes.uv >= 0 ) {
- if ( geometryGroup.__webglUVBuffer ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
- _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
- _gl.enableVertexAttribArray( attributes.uv );
- } else {
- _gl.disableVertexAttribArray( attributes.uv );
- }
- }
- if ( attributes.uv2 >= 0 ) {
- if ( geometryGroup.__webglUV2Buffer ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
- _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
- _gl.enableVertexAttribArray( attributes.uv2 );
- } else {
- _gl.disableVertexAttribArray( attributes.uv2 );
- }
- }
- if ( material.skinning &&
- attributes.skinVertexA >= 0 && attributes.skinVertexB >= 0 &&
- attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
- _gl.vertexAttribPointer( attributes.skinVertexA, 4, _gl.FLOAT, false, 0, 0 );
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
- _gl.vertexAttribPointer( attributes.skinVertexB, 4, _gl.FLOAT, false, 0, 0 );
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
- _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
- _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
- }
- }
- // render mesh
- if ( object instanceof THREE.Mesh ) {
- // wireframe
- if ( material.wireframe ) {
- setLineWidth( material.wireframeLinewidth );
- if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
- _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, _gl.UNSIGNED_SHORT, 0 );
- // triangles
- } else {
- if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
- _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 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 ) {
- primitives = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
- setLineWidth( material.linewidth );
- _gl.drawArrays( primitives, 0, geometryGroup.__webglLineCount );
- _this.info.render.calls ++;
- // render particles
- } else if ( object instanceof THREE.ParticleSystem ) {
- _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
- _this.info.render.calls ++;
- _this.info.render.points += geometryGroup.__webglParticleCount;
- // render ribbon
- } else if ( object instanceof THREE.Ribbon ) {
- _gl.drawArrays( _gl.TRIANGLE_STRIP, 0, geometryGroup.__webglVertexCount );
- _this.info.render.calls ++;
- }
- };
- function setupMorphTargets ( material, geometryGroup, object ) {
- // set base
- var attributes = material.program.attributes;
- if ( object.morphTargetBase !== - 1 ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
- _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
- } else if ( attributes.position >= 0 ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
- _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 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 ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
- _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
- if ( material.morphNormals ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] );
- _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
- }
- object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];
- m ++;
- }
- } else {
- // find most influencing
- var used = [];
- var candidateInfluence = - 1;
- var candidate = 0;
- var influences = object.morphTargetInfluences;
- var i, il = influences.length;
- var m = 0;
- if ( object.morphTargetBase !== - 1 ) {
- used[ object.morphTargetBase ] = true;
- }
- while ( m < material.numSupportedMorphTargets ) {
- for ( i = 0; i < il; i ++ ) {
- if ( !used[ i ] && influences[ i ] > candidateInfluence ) {
- candidate = i;
- candidateInfluence = influences[ candidate ];
- }
- }
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ candidate ] );
- _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
- if ( material.morphNormals ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ candidate ] );
- _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
- }
- object.__webglMorphTargetInfluences[ m ] = candidateInfluence;
- used[ candidate ] = 1;
- candidateInfluence = -1;
- m ++;
- }
- }
- // load updated influences uniform
- if( material.program.uniforms.morphTargetInfluences !== null ) {
- _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
- }
- };
- function painterSort ( a, b ) {
- return b.z - a.z;
- };
- // Rendering
- this.render = function ( scene, camera, renderTarget, forceClear ) {
- var i, il,
- webglObject, object,
- renderList,
- lights = scene.__lights,
- fog = scene.fog;
- _currentMaterialId = -1;
- // update scene graph
- if ( camera.parent === undefined ) {
- console.warn( 'DEPRECATED: Camera hasn\'t been added to a Scene. Adding it...' );
- scene.add( camera );
- }
- if ( this.autoUpdateScene ) scene.updateMatrixWorld();
- // update camera matrices and frustum
- if ( ! camera._viewMatrixArray ) camera._viewMatrixArray = new Float32Array( 16 );
- if ( ! camera._projectionMatrixArray ) camera._projectionMatrixArray = new Float32Array( 16 );
- camera.matrixWorldInverse.getInverse( camera.matrixWorld );
- camera.matrixWorldInverse.flattenToArray( camera._viewMatrixArray );
- camera.projectionMatrix.flattenToArray( camera._projectionMatrixArray );
- _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;
- this.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 ) ) {
- //object.matrixWorld.flattenToArray( object._objectMatrixArray );
- setupMatrices( object, camera );
- unrollBufferMaterial( webglObject );
- webglObject.render = true;
- if ( this.sortObjects ) {
- if ( object.renderDepth ) {
- webglObject.z = object.renderDepth;
- } else {
- _vector3.copy( object.matrixWorld.getPosition() );
- _projScreenMatrix.multiplyVector3( _vector3 );
- webglObject.z = _vector3.z;
- }
- }
- }
- }
- }
- if ( this.sortObjects ) {
- renderList.sort( painterSort );
- }
- // 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 ) {
- if( object.matrixAutoUpdate ) {
- //object.matrixWorld.flattenToArray( object._objectMatrixArray );
- }
- setupMatrices( object, camera );
- unrollImmediateBufferMaterial( webglObject );
- }
- }
- if ( scene.overrideMaterial ) {
- var material = scene.overrideMaterial;
- this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
- this.setDepthTest( material.depthTest );
- this.setDepthWrite( material.depthWrite );
- 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 {
- // opaque pass (front-to-back order)
- this.setBlending( THREE.NormalBlending );
- renderObjects( scene.__webglObjects, true, "opaque", camera, lights, fog, false );
- renderObjectsImmediate( scene.__webglObjectsImmediate, "opaque", camera, lights, fog, false );
- // transparent pass (back-to-front order)
- renderObjects( scene.__webglObjects, false, "transparent", camera, lights, fog, true );
- renderObjectsImmediate( scene.__webglObjectsImmediate, "transparent", camera, lights, fog, true );
- }
- // 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 ) {
- updateRenderTargetMipmap( renderTarget );
- }
- // Ensure depth buffer writing is enabled so it can be cleared on next render
- this.setDepthTest( true );
- this.setDepthWrite( true );
- // _gl.finish();
- };
- function renderPlugins( plugins, scene, camera ) {
- if ( ! plugins.length ) return;
- for ( var i = 0, il = plugins.length; i < il; i ++ ) {
- _currentProgram = null;
- _currentCamera = null;
- _oldBlending = -1;
- _oldDepthTest = -1;
- _oldDepthWrite = -1;
- _currentGeometryGroupHash = -1;
- _currentMaterialId = -1;
- plugins[ i ].render( scene, camera, _currentWidth, _currentHeight );
- _currentProgram = null;
- _currentCamera = null;
- _oldBlending = -1;
- _oldDepthTest = -1;
- _oldDepthWrite = -1;
- _currentGeometryGroupHash = -1;
- _currentMaterialId = -1;
- }
- };
- 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 ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
- _this.setDepthTest( material.depthTest );
- _this.setDepthWrite( material.depthWrite );
- setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
- }
- _this.setObjectFaces( object );
- 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 ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
- _this.setDepthTest( material.depthTest );
- _this.setDepthWrite( material.depthWrite );
- 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;
- _this.setObjectFaces( object );
- if ( object.immediateRenderCallback ) {
- object.immediateRenderCallback( program, _gl, _frustum );
- } else {
- object.render( function( object ) { _this.renderBufferImmediate( object, program, material.shading ); } );
- }
- };
- 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;
- if ( materialIndex >= 0 ) {
- material = object.geometry.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 ) {
- var f, fl, face, materialIndex, vertices,
- materialHash, groupHash,
- hash_map = {};
- var numMorphTargets = geometry.morphTargets.length;
- var numMorphNormals = geometry.morphNormals.length;
- geometry.geometryGroups = {};
- for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
- face = geometry.faces[ f ];
- materialIndex = face.materialIndex;
- materialHash = ( materialIndex !== undefined ) ? materialIndex : -1;
- if ( hash_map[ materialHash ] === undefined ) {
- hash_map[ materialHash ] = { 'hash': materialHash, 'counter': 0 };
- }
- groupHash = hash_map[ materialHash ].hash + '_' + hash_map[ materialHash ].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[ materialHash ].counter += 1;
- groupHash = hash_map[ materialHash ].hash + '_' + hash_map[ materialHash ].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, geometryGroup;
- if ( ! object.__webglInit ) {
- object.__webglInit = true;
- object._modelViewMatrix = new THREE.Matrix4();
- object._normalMatrix = new THREE.Matrix3();
- object._normalMatrixArray = new Float32Array( 9 );
- object._modelViewMatrixArray = new Float32Array( 16 );
- object._objectMatrixArray = new Float32Array( 16 );
- //object.matrixWorld.flattenToArray( object._objectMatrixArray );
- if ( object instanceof THREE.Mesh ) {
- geometry = object.geometry;
- if ( geometry instanceof THREE.Geometry ) {
- if ( geometry.geometryGroups === undefined ) {
- sortFacesByMaterial( geometry );
- }
- // 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.__dirtyVertices = true;
- geometry.__dirtyMorphTargets = true;
- geometry.__dirtyElements = true;
- geometry.__dirtyUvs = true;
- geometry.__dirtyNormals = true;
- geometry.__dirtyTangents = true;
- geometry.__dirtyColors = true;
- }
- }
- }
- } else if ( object instanceof THREE.Ribbon ) {
- geometry = object.geometry;
- if( ! geometry.__webglVertexBuffer ) {
- createRibbonBuffers( geometry );
- initRibbonBuffers( geometry );
- geometry.__dirtyVertices = true;
- geometry.__dirtyColors = true;
- }
- } else if ( object instanceof THREE.Line ) {
- geometry = object.geometry;
- if( ! geometry.__webglVertexBuffer ) {
- createLineBuffers( geometry );
- initLineBuffers( geometry, object );
- geometry.__dirtyVertices = true;
- geometry.__dirtyColors = true;
- }
- } else if ( object instanceof THREE.ParticleSystem ) {
- geometry = object.geometry;
- if ( ! geometry.__webglVertexBuffer ) {
- createParticleBuffers( geometry );
- initParticleBuffers( geometry, object );
- geometry.__dirtyVertices = true;
- geometry.__dirtyColors = true;
- }
- }
- }
- 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.__dirtyVertices || geometry.__dirtyElements ||
- geometry.__dirtyUvs || geometry.__dirtyNormals ||
- geometry.__dirtyColors ) {
- // TODO
- // set buffers from typed arrays
- }
- */
- geometry.__dirtyVertices = false;
- geometry.__dirtyElements = false;
- geometry.__dirtyUvs = false;
- geometry.__dirtyNormals = false;
- geometry.__dirtyColors = 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 );
- customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
- if ( geometry.__dirtyVertices || geometry.__dirtyMorphTargets || geometry.__dirtyElements ||
- geometry.__dirtyUvs || geometry.__dirtyNormals ||
- geometry.__dirtyColors || geometry.__dirtyTangents || customAttributesDirty ) {
- setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, !geometry.dynamic, material );
- }
- }
- geometry.__dirtyVertices = false;
- geometry.__dirtyMorphTargets = false;
- geometry.__dirtyElements = false;
- geometry.__dirtyUvs = false;
- geometry.__dirtyNormals = false;
- geometry.__dirtyColors = false;
- geometry.__dirtyTangents = false;
- material.attributes && clearCustomAttributes( material );
- }
- } else if ( object instanceof THREE.Ribbon ) {
- if ( geometry.__dirtyVertices || geometry.__dirtyColors ) {
- setRibbonBuffers( geometry, _gl.DYNAMIC_DRAW );
- }
- geometry.__dirtyVertices = false;
- geometry.__dirtyColors = false;
- } else if ( object instanceof THREE.Line ) {
- material = getBufferMaterial( object, geometryGroup );
- customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
- if ( geometry.__dirtyVertices || geometry.__dirtyColors || customAttributesDirty ) {
- setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
- }
- geometry.__dirtyVertices = false;
- geometry.__dirtyColors = false;
- material.attributes && clearCustomAttributes( material );
- } else if ( object instanceof THREE.ParticleSystem ) {
- material = getBufferMaterial( object, geometryGroup );
- customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
- if ( geometry.__dirtyVertices || geometry.__dirtyColors || object.sortParticles || customAttributesDirty ) {
- setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
- }
- geometry.__dirtyVertices = false;
- geometry.__dirtyColors = 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 ) {
- 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.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,
- vertexColors: material.vertexColors,
- fog: fog, useFog: material.fog,
- sizeAttenuation: material.sizeAttenuation,
- skinning: material.skinning,
- morphTargets: material.morphTargets,
- morphNormals: material.morphNormals,
- maxMorphTargets: this.maxMorphTargets,
- maxMorphNormals: this.maxMorphNormals,
- maxDirLights: maxLightCount.directional, maxPointLights: maxLightCount.point,
- maxBones: maxBones,
- shadowMapEnabled: this.shadowMapEnabled && object.receiveShadow,
- shadowMapSoft: this.shadowMapSoft,
- shadowMapDebug: this.shadowMapDebug,
- shadowMapCascade: this.shadowMapCascade,
- maxShadows: maxShadows,
- alphaTest: material.alphaTest,
- metal: material.metal,
- perPixel: material.perPixel,
- wrapAround: material.wrapAround,
- doubleSided: object && object.doubleSided
- };
- material.program = buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, parameters );
- var attributes = material.program.attributes;
- if ( attributes.position >= 0 ) _gl.enableVertexAttribArray( attributes.position );
- if ( attributes.color >= 0 ) _gl.enableVertexAttribArray( attributes.color );
- if ( attributes.normal >= 0 ) _gl.enableVertexAttribArray( attributes.normal );
- if ( attributes.tangent >= 0 ) _gl.enableVertexAttribArray( attributes.tangent );
- if ( material.skinning &&
- attributes.skinVertexA >=0 && attributes.skinVertexB >= 0 &&
- attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
- _gl.enableVertexAttribArray( attributes.skinVertexA );
- _gl.enableVertexAttribArray( attributes.skinVertexB );
- _gl.enableVertexAttribArray( attributes.skinIndex );
- _gl.enableVertexAttribArray( attributes.skinWeight );
- }
- if ( material.attributes ) {
- for ( a in material.attributes ) {
- if( attributes[ a ] !== undefined && attributes[ a ] >= 0 ) _gl.enableVertexAttribArray( attributes[ a ] );
- }
- }
- if ( material.morphTargets ) {
- material.numSupportedMorphTargets = 0;
- var id, base = "morphTarget";
- for ( i = 0; i < this.maxMorphTargets; i ++ ) {
- id = base + i;
- if ( attributes[ id ] >= 0 ) {
- _gl.enableVertexAttribArray( attributes[ id ] );
- 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 ) {
- _gl.enableVertexAttribArray( attributes[ id ] );
- 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 ) {
- if ( ! material.program || material.needsUpdate ) {
- _this.initMaterial( material, lights, fog, object );
- material.needsUpdate = false;
- }
- if ( material.morphTargets ) {
- if ( ! object.__webglMorphTargetInfluences ) {
- object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
- for ( var i = 0, il = _this.maxMorphTargets; i < il; i ++ ) {
- object.__webglMorphTargetInfluences[ i ] = 0;
- }
- }
- }
- var refreshMaterial = false;
- var program = material.program,
- p_uniforms = program.uniforms,
- m_uniforms = material.uniforms;
- if ( program !== _currentProgram ) {
- _gl.useProgram( program );
- _currentProgram = program;
- refreshMaterial = true;
- }
- if ( material.id !== _currentMaterialId ) {
- _currentMaterialId = material.id;
- refreshMaterial = true;
- }
- if ( refreshMaterial || camera !== _currentCamera ) {
- _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera._projectionMatrixArray );
- if ( camera !== _currentCamera ) _currentCamera = camera;
- }
- 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 ) {
- setupLights( program, lights );
- 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.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();
- _gl.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 ) {
- _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera._viewMatrixArray );
- }
- }
- if ( material.skinning ) {
- _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.boneMatrices );
- }
- }
- loadUniformsMatrices( p_uniforms, object );
- if ( material instanceof THREE.ShaderMaterial ||
- material.envMap ||
- material.skinning ||
- object.receiveShadow ) {
- if ( p_uniforms.objectMatrix !== null ) {
- _gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, 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.texture = material.map;
- if ( material.map ) {
- uniforms.offsetRepeat.value.set( material.map.offset.x, material.map.offset.y, material.map.repeat.x, material.map.repeat.y );
- }
- uniforms.lightMap.texture = material.lightMap;
- uniforms.envMap.texture = 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 refreshUniformsParticle ( uniforms, material ) {
- uniforms.psColor.value = material.color;
- uniforms.opacity.value = material.opacity;
- uniforms.size.value = material.size;
- uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
- uniforms.map.texture = 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;
- };
- 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.texture[ 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 ) {
- _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrix.elements );
- if ( uniforms.normalMatrix ) {
- _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrixArray );
- }
- };
- function loadUniformsGeneric ( program, uniforms ) {
- var uniform, value, type, location, texture, 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;
- // single integer
- if( type === "i" ) {
- _gl.uniform1i( location, value );
- // single float
- } else if( type === "f" ) {
- _gl.uniform1f( location, value );
- // single THREE.Vector2
- } else if( type === "v2" ) {
- _gl.uniform2f( location, value.x, value.y );
- // single THREE.Vector3
- } else if( type === "v3" ) {
- _gl.uniform3f( location, value.x, value.y, value.z );
- // single THREE.Vector4
- } else if( type === "v4" ) {
- _gl.uniform4f( location, value.x, value.y, value.z, value.w );
- // single THREE.Color
- } else if( type === "c" ) {
- _gl.uniform3f( location, value.r, value.g, value.b );
- // flat array of floats (JS or typed array)
- } else if( type === "fv1" ) {
- _gl.uniform1fv( location, value );
- // flat array of floats with 3 x N size (JS or typed array)
- } else if( type === "fv" ) {
- _gl.uniform3fv( location, value );
- // array of THREE.Vector2
- } else if( type === "v2v" ) {
- if ( ! uniform._array ) {
- 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;
- }
- _gl.uniform2fv( location, uniform._array );
- // array of THREE.Vector3
- } else if( type === "v3v" ) {
- if ( ! uniform._array ) {
- 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;
- }
- _gl.uniform3fv( location, uniform._array );
- // array of THREE.Vector4
- } else if( type == "v4v" ) {
- if ( ! uniform._array ) {
- 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;
- }
- _gl.uniform4fv( location, uniform._array );
- // single THREE.Matrix4
- } else if( type === "m4" ) {
- if ( ! uniform._array ) {
- uniform._array = new Float32Array( 16 );
- }
- value.flattenToArray( uniform._array );
- _gl.uniformMatrix4fv( location, false, uniform._array );
- // array of THREE.Matrix4
- } else if( type === "m4v" ) {
- if ( ! uniform._array ) {
- uniform._array = new Float32Array( 16 * value.length );
- }
- for ( i = 0, il = value.length; i < il; i ++ ) {
- value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
- }
- _gl.uniformMatrix4fv( location, false, uniform._array );
- // single THREE.Texture (2d or cube)
- } else if( type === "t" ) {
- _gl.uniform1i( location, value );
- texture = uniform.texture;
- if ( !texture ) continue;
- if ( texture.image instanceof Array && texture.image.length === 6 ) {
- setCubeTexture( texture, value );
- } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
- setCubeTextureDynamic( texture, value );
- } else {
- _this.setTexture( texture, value );
- }
- // array of THREE.Texture (2d)
- } else if( type === "tv" ) {
- if ( ! uniform._array ) {
- uniform._array = [];
- for( i = 0, il = uniform.texture.length; i < il; i ++ ) {
- uniform._array[ i ] = value + i;
- }
- }
- _gl.uniform1iv( location, uniform._array );
- for( i = 0, il = uniform.texture.length; i < il; i ++ ) {
- texture = uniform.texture[ i ];
- if ( !texture ) continue;
- _this.setTexture( texture, uniform._array[ i ] );
- }
- }
- }
- };
- function setupMatrices ( object, camera ) {
- object._modelViewMatrix.multiply( camera.matrixWorldInverse, object.matrixWorld);
- object._normalMatrix.getInverse( object._modelViewMatrix );
- object._normalMatrix.transposeIntoArray( object._normalMatrixArray );
- };
- function setupLights ( program, lights ) {
- var l, ll, light, n,
- r = 0, g = 0, b = 0,
- color, position, intensity, distance,
- zlights = _lights,
- dcolors = zlights.directional.colors,
- dpositions = zlights.directional.positions,
- pcolors = zlights.point.colors,
- ppositions = zlights.point.positions,
- pdistances = zlights.point.distances,
- dlength = 0,
- plength = 0,
- doffset = 0,
- poffset = 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 ( _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 ) {
- doffset = dlength * 3;
- if ( _this.gammaInput ) {
- dcolors[ doffset ] = color.r * color.r * intensity * intensity;
- dcolors[ doffset + 1 ] = color.g * color.g * intensity * intensity;
- dcolors[ doffset + 2 ] = color.b * color.b * intensity * intensity;
- } else {
- dcolors[ doffset ] = color.r * intensity;
- dcolors[ doffset + 1 ] = color.g * intensity;
- dcolors[ doffset + 2 ] = color.b * intensity;
- }
- _direction.copy( light.matrixWorld.getPosition() );
- _direction.subSelf( light.target.matrixWorld.getPosition() );
- _direction.normalize();
- dpositions[ doffset ] = _direction.x;
- dpositions[ doffset + 1 ] = _direction.y;
- dpositions[ doffset + 2 ] = _direction.z;
- dlength += 1;
- } else if( light instanceof THREE.PointLight || light instanceof THREE.SpotLight ) {
- poffset = plength * 3;
- if ( _this.gammaInput ) {
- pcolors[ poffset ] = color.r * color.r * intensity * intensity;
- pcolors[ poffset + 1 ] = color.g * color.g * intensity * intensity;
- pcolors[ poffset + 2 ] = color.b * color.b * intensity * intensity;
- } else {
- pcolors[ poffset ] = color.r * intensity;
- pcolors[ poffset + 1 ] = color.g * intensity;
- pcolors[ poffset + 2 ] = color.b * intensity;
- }
- position = light.matrixWorld.getPosition();
- ppositions[ poffset ] = position.x;
- ppositions[ poffset + 1 ] = position.y;
- ppositions[ poffset + 2 ] = position.z;
- pdistances[ plength ] = distance;
- plength += 1;
- }
- }
- // null eventual remains from removed lights
- // (this is to avoid if in shader)
- for ( l = dlength * 3, ll = dcolors.length; l < ll; l ++ ) dcolors[ l ] = 0.0;
- for ( l = plength * 3, ll = pcolors.length; l < ll; l ++ ) pcolors[ l ] = 0.0;
- zlights.point.length = plength;
- zlights.directional.length = dlength;
- zlights.ambient[ 0 ] = r;
- zlights.ambient[ 1 ] = g;
- zlights.ambient[ 2 ] = b;
- };
- // GL state setting
- this.setFaceCulling = function ( cullFace, frontFace ) {
- if ( cullFace ) {
- if ( !frontFace || frontFace === "ccw" ) {
- _gl.frontFace( _gl.CCW );
- } else {
- _gl.frontFace( _gl.CW );
- }
- if( cullFace === "back" ) {
- _gl.cullFace( _gl.BACK );
- } else if( cullFace === "front" ) {
- _gl.cullFace( _gl.FRONT );
- } else {
- _gl.cullFace( _gl.FRONT_AND_BACK );
- }
- _gl.enable( _gl.CULL_FACE );
- } else {
- _gl.disable( _gl.CULL_FACE );
- }
- };
- this.setObjectFaces = function ( object ) {
- if ( _oldDoubleSided !== object.doubleSided ) {
- if( object.doubleSided ) {
- _gl.disable( _gl.CULL_FACE );
- } else {
- _gl.enable( _gl.CULL_FACE );
- }
- _oldDoubleSided = object.doubleSided;
- }
- if ( _oldFlipSided !== object.flipSided ) {
- if( object.flipSided ) {
- _gl.frontFace( _gl.CW );
- } else {
- _gl.frontFace( _gl.CCW );
- }
- _oldFlipSided = object.flipSided;
- }
- };
- this.setDepthTest = function ( depthTest ) {
- if ( _oldDepthTest !== depthTest ) {
- if ( depthTest ) {
- _gl.enable( _gl.DEPTH_TEST );
- } else {
- _gl.disable( _gl.DEPTH_TEST );
- }
- _oldDepthTest = depthTest;
- }
- };
- this.setDepthWrite = function ( depthWrite ) {
- if ( _oldDepthWrite !== depthWrite ) {
- _gl.depthMask( depthWrite );
- _oldDepthWrite = depthWrite;
- }
- };
- function setLineWidth ( width ) {
- if ( width !== _oldLineWidth ) {
- _gl.lineWidth( width );
- _oldLineWidth = width;
- }
- };
- function setPolygonOffset ( polygonoffset, factor, units ) {
- if ( _oldPolygonOffset !== polygonoffset ) {
- if ( polygonoffset ) {
- _gl.enable( _gl.POLYGON_OFFSET_FILL );
- } else {
- _gl.disable( _gl.POLYGON_OFFSET_FILL );
- }
- _oldPolygonOffset = polygonoffset;
- }
- if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) {
- _gl.polygonOffset( factor, units );
- _oldPolygonOffsetFactor = factor;
- _oldPolygonOffsetUnits = units;
- }
- };
- this.setBlending = function ( blending, blendEquation, blendSrc, blendDst ) {
- if ( blending !== _oldBlending ) {
- switch ( blending ) {
- case THREE.NoBlending:
- _gl.disable( _gl.BLEND );
- break;
- case THREE.AdditiveBlending:
- _gl.enable( _gl.BLEND );
- _gl.blendEquation( _gl.FUNC_ADD );
- _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
- break;
- case THREE.SubtractiveBlending:
- // TODO: Find blendFuncSeparate() combination
- _gl.enable( _gl.BLEND );
- _gl.blendEquation( _gl.FUNC_ADD );
- _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
- break;
- case THREE.MultiplyBlending:
- // TODO: Find blendFuncSeparate() combination
- _gl.enable( _gl.BLEND );
- _gl.blendEquation( _gl.FUNC_ADD );
- _gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
- break;
- case THREE.CustomBlending:
- _gl.enable( _gl.BLEND );
- break;
- default:
- _gl.enable( _gl.BLEND );
- _gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
- _gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
- break;
- }
- _oldBlending = blending;
- }
- if ( blending === THREE.CustomBlending ) {
- if ( blendEquation !== _oldBlendEquation ) {
- _gl.blendEquation( paramThreeToGL( blendEquation ) );
- _oldBlendEquation = blendEquation;
- }
- if ( blendSrc !== _oldBlendSrc || blendDst !== _oldBlendDst ) {
- _gl.blendFunc( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ) );
- _oldBlendSrc = blendSrc;
- _oldBlendDst = blendDst;
- }
- } else {
- _oldBlendEquation = null;
- _oldBlendSrc = null;
- _oldBlendDst = null;
- }
- };
- // Shaders
- function buildProgram ( shaderID, fragmentShader, vertexShader, uniforms, attributes, parameters ) {
- var p, pl, program, code;
- var chunks = [];
- // Generate code
- if ( shaderID ) {
- chunks.push( shaderID );
- } else {
- chunks.push( fragmentShader );
- chunks.push( vertexShader );
- }
- 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 ++ ) {
- if ( _programs[ p ].code === code ) {
- // console.log( "Code already compiled." /*: \n\n" + code*/ );
- return _programs[ p ].program;
- }
- }
- //console.log( "building new program " );
- //
- program = _gl.createProgram();
- var prefix_vertex = [
- "precision " + _precision + " float;",
- ( _maxVertexTextures > 0 ) ? "#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_SHADOWS " + parameters.maxShadows,
- "#define MAX_BONES " + parameters.maxBones,
- parameters.map ? "#define USE_MAP" : "",
- parameters.envMap ? "#define USE_ENVMAP" : "",
- parameters.lightMap ? "#define USE_LIGHTMAP" : "",
- parameters.vertexColors ? "#define USE_COLOR" : "",
- parameters.skinning ? "#define USE_SKINNING" : "",
- 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.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
- parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "",
- parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
- parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
- parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",
- "uniform mat4 objectMatrix;",
- "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 skinVertexA;",
- "attribute vec4 skinVertexB;",
- "attribute vec4 skinIndex;",
- "attribute vec4 skinWeight;",
- "#endif",
- ""
- ].join("\n");
- var prefix_fragment = [
- "precision " + _precision + " float;",
- "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
- "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
- "#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.fog instanceof THREE.FogExp2 ) ? "#define FOG_EXP2" : "",
- parameters.map ? "#define USE_MAP" : "",
- parameters.envMap ? "#define USE_ENVMAP" : "",
- parameters.lightMap ? "#define USE_LIGHTMAP" : "",
- 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.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
- parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "",
- parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
- parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
- "uniform mat4 viewMatrix;",
- "uniform vec3 cameraPosition;",
- ""
- ].join("\n");
- _gl.attachShader( program, getShader( "fragment", prefix_fragment + fragmentShader ) );
- _gl.attachShader( program, getShader( "vertex", prefix_vertex + vertexShader ) );
- _gl.linkProgram( program );
- if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
- console.error( "Could not initialise shader\n" + "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );
- }
- //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', 'objectMatrix', 'cameraPosition',
- 'boneGlobalMatrices', 'morphTargetInfluences'
- ];
- for ( u in uniforms ) {
- identifiers.push( u );
- }
- cacheUniformLocations( program, identifiers );
- // cache attributes locations
- identifiers = [
- "position", "normal", "uv", "uv2", "tangent", "color",
- "skinVertexA", "skinVertexB", "skinIndex", "skinWeight"
- ];
- 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.length;
- _programs.push( { program: program, code: code } );
- _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 ] = _gl.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 ] = _gl.getAttribLocation( program, id );
- }
- };
- function getShader ( type, string ) {
- var shader;
- if ( type === "fragment" ) {
- shader = _gl.createShader( _gl.FRAGMENT_SHADER );
- } else if ( type === "vertex" ) {
- shader = _gl.createShader( _gl.VERTEX_SHADER );
- }
- _gl.shaderSource( shader, string );
- _gl.compileShader( shader );
- if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {
- console.error( _gl.getShaderInfoLog( shader ) );
- console.error( string );
- return null;
- }
- return shader;
- };
- // Textures
- function isPowerOfTwo ( value ) {
- return ( value & ( value - 1 ) ) === 0;
- };
- function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
- if ( isImagePowerOfTwo ) {
- _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
- _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
- _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
- _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
- } else {
- _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
- _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
- _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
- _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
- }
- };
- this.setTexture = function ( texture, slot ) {
- if ( texture.needsUpdate ) {
- if ( ! texture.__webglInit ) {
- texture.__webglInit = true;
- texture.__webglTexture = _gl.createTexture();
- _this.info.memory.textures ++;
- }
- _gl.activeTexture( _gl.TEXTURE0 + slot );
- _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
- _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
- var image = texture.image,
- isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
- glFormat = paramThreeToGL( texture.format ),
- glType = paramThreeToGL( texture.type );
- setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
- if ( texture instanceof THREE.DataTexture ) {
- _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
- } else {
- _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
- }
- if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
- texture.needsUpdate = false;
- if ( texture.onUpdate ) texture.onUpdate();
- } else {
- _gl.activeTexture( _gl.TEXTURE0 + slot );
- _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
- }
- };
- function clampToMaxSize ( image, maxSize ) {
- if ( image.width <= maxSize && image.height <= maxSize ) {
- return image;
- }
- // Warning: Scaling through the canvas will only work with images that use
- // premultiplied alpha.
- var maxDimension = Math.max( image.width, image.height );
- var newWidth = Math.floor( image.width * maxSize / maxDimension );
- var newHeight = Math.floor( image.height * maxSize / maxDimension );
- var canvas = document.createElement( 'canvas' );
- canvas.width = newWidth;
- canvas.height = newHeight;
- var ctx = canvas.getContext( "2d" );
- ctx.drawImage( image, 0, 0, image.width, image.height, 0, 0, newWidth, newHeight );
- return canvas;
- }
- function setCubeTexture ( texture, slot ) {
- if ( texture.image.length === 6 ) {
- if ( texture.needsUpdate ) {
- if ( ! texture.image.__webglTextureCube ) {
- texture.image.__webglTextureCube = _gl.createTexture();
- }
- _gl.activeTexture( _gl.TEXTURE0 + slot );
- _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
- var cubeImage = [];
- for ( var i = 0; i < 6; i ++ ) {
- if ( _this.autoScaleCubemaps ) {
- cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize );
- } else {
- cubeImage[ i ] = texture.image[ i ];
- }
- }
- var image = cubeImage[ 0 ],
- isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
- glFormat = paramThreeToGL( texture.format ),
- glType = paramThreeToGL( texture.type );
- setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
- for ( var i = 0; i < 6; i ++ ) {
- _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
- }
- if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
- texture.needsUpdate = false;
- if ( texture.onUpdate ) texture.onUpdate();
- } else {
- _gl.activeTexture( _gl.TEXTURE0 + slot );
- _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
- }
- }
- };
- function setCubeTextureDynamic ( texture, slot ) {
- _gl.activeTexture( _gl.TEXTURE0 + slot );
- _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
- };
- // Render targets
- function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
- _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
- _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );
- };
- function setupRenderBuffer ( renderbuffer, renderTarget ) {
- _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
- if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
- _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
- _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
- /* For some reason this is not working. Defaulting to RGBA4.
- } else if( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
- _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
- _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
- */
- } else if( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
- _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
- _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
- } else {
- _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
- }
- };
- this.setRenderTarget = function ( renderTarget ) {
- var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
- if ( renderTarget && ! renderTarget.__webglFramebuffer ) {
- if( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
- if( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
- renderTarget.__webglTexture = _gl.createTexture();
- // Setup texture, create render and frame buffers
- var isTargetPowerOfTwo = isPowerOfTwo( renderTarget.width ) && isPowerOfTwo( renderTarget.height ),
- glFormat = paramThreeToGL( renderTarget.format ),
- glType = paramThreeToGL( renderTarget.type );
- if ( isCube ) {
- renderTarget.__webglFramebuffer = [];
- renderTarget.__webglRenderbuffer = [];
- _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
- setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
- for ( var i = 0; i < 6; i ++ ) {
- renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
- renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
- _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
- setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
- setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );
- }
- if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
- } else {
- renderTarget.__webglFramebuffer = _gl.createFramebuffer();
- renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();
- _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
- setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );
- _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
- setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
- setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );
- if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
- }
- // Release everything
- if ( isCube ) {
- _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
- } else {
- _gl.bindTexture( _gl.TEXTURE_2D, null );
- }
- _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
- _gl.bindFramebuffer( _gl.FRAMEBUFFER, null);
- }
- var framebuffer, width, height, vx, vy;
- if ( renderTarget ) {
- if ( isCube ) {
- framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];
- } else {
- framebuffer = renderTarget.__webglFramebuffer;
- }
- width = renderTarget.width;
- height = renderTarget.height;
- vx = 0;
- vy = 0;
- } else {
- framebuffer = null;
- width = _viewportWidth;
- height = _viewportHeight;
- vx = _viewportX;
- vy = _viewportY;
- }
- if ( framebuffer !== _currentFramebuffer ) {
- _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
- _gl.viewport( vx, vy, width, height );
- _currentFramebuffer = framebuffer;
- }
- _currentWidth = width;
- _currentHeight = height;
- };
- function updateRenderTargetMipmap ( renderTarget ) {
- if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
- _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
- _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
- _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
- } else {
- _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
- _gl.generateMipmap( _gl.TEXTURE_2D );
- _gl.bindTexture( _gl.TEXTURE_2D, null );
- }
- };
- // Fallback filters for non-power-of-2 textures
- function filterFallback ( f ) {
- switch ( f ) {
- case THREE.NearestFilter:
- case THREE.NearestMipMapNearestFilter:
- case THREE.NearestMipMapLinearFilter: return _gl.NEAREST; break;
- case THREE.LinearFilter:
- case THREE.LinearMipMapNearestFilter:
- case THREE.LinearMipMapLinearFilter:
- default:
- return _gl.LINEAR; break;
- }
- };
- // Map three.js constants to WebGL constants
- function paramThreeToGL ( p ) {
- switch ( p ) {
- case THREE.RepeatWrapping: return _gl.REPEAT; break;
- case THREE.ClampToEdgeWrapping: return _gl.CLAMP_TO_EDGE; break;
- case THREE.MirroredRepeatWrapping: return _gl.MIRRORED_REPEAT; break;
- case THREE.NearestFilter: return _gl.NEAREST; break;
- case THREE.NearestMipMapNearestFilter: return _gl.NEAREST_MIPMAP_NEAREST; break;
- case THREE.NearestMipMapLinearFilter: return _gl.NEAREST_MIPMAP_LINEAR; break;
- case THREE.LinearFilter: return _gl.LINEAR; break;
- case THREE.LinearMipMapNearestFilter: return _gl.LINEAR_MIPMAP_NEAREST; break;
- case THREE.LinearMipMapLinearFilter: return _gl.LINEAR_MIPMAP_LINEAR; break;
- case THREE.ByteType: return _gl.BYTE; break;
- case THREE.UnsignedByteType: return _gl.UNSIGNED_BYTE; break;
- case THREE.ShortType: return _gl.SHORT; break;
- case THREE.UnsignedShortType: return _gl.UNSIGNED_SHORT; break;
- case THREE.IntType: return _gl.INT; break;
- case THREE.UnsignedIntType: return _gl.UNSIGNED_INT; break;
- case THREE.FloatType: return _gl.FLOAT; break;
- case THREE.AlphaFormat: return _gl.ALPHA; break;
- case THREE.RGBFormat: return _gl.RGB; break;
- case THREE.RGBAFormat: return _gl.RGBA; break;
- case THREE.LuminanceFormat: return _gl.LUMINANCE; break;
- case THREE.LuminanceAlphaFormat: return _gl.LUMINANCE_ALPHA; break;
- case THREE.AddEquation: return _gl.FUNC_ADD; break;
- case THREE.SubtractEquation: return _gl.FUNC_SUBTRACT; break;
- case THREE.ReverseSubtractEquation: return _gl.FUNC_REVERSE_SUBTRACT; break;
- case THREE.ZeroFactor: return _gl.ZERO; break;
- case THREE.OneFactor: return _gl.ONE; break;
- case THREE.SrcColorFactor: return _gl.SRC_COLOR; break;
- case THREE.OneMinusSrcColorFactor: return _gl.ONE_MINUS_SRC_COLOR; break;
- case THREE.SrcAlphaFactor: return _gl.SRC_ALPHA; break;
- case THREE.OneMinusSrcAlphaFactor: return _gl.ONE_MINUS_SRC_ALPHA; break;
- case THREE.DstAlphaFactor: return _gl.DST_ALPHA; break;
- case THREE.OneMinusDstAlphaFactor: return _gl.ONE_MINUS_DST_ALPHA; break;
- case THREE.DstColorFactor: return _gl.DST_COLOR; break;
- case THREE.OneMinusDstColorFactor: return _gl.ONE_MINUS_DST_COLOR; break;
- case THREE.SrcAlphaSaturateFactor: return _gl.SRC_ALPHA_SATURATE; break;
- }
- return 0;
- };
- // Allocations
- function allocateBones ( object ) {
- // 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 maxBones = 50;
- if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
- maxBones = object.bones.length;
- }
- return maxBones;
- };
- function allocateLights ( lights ) {
- var l, ll, light, dirLights, pointLights, maxDirLights, maxPointLights;
- dirLights = pointLights = maxDirLights = maxPointLights = 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 ) pointLights ++;
- }
- if ( ( pointLights + dirLights ) <= _maxLights ) {
- maxDirLights = dirLights;
- maxPointLights = pointLights;
- } else {
- maxDirLights = Math.ceil( _maxLights * dirLights / ( pointLights + dirLights ) );
- maxPointLights = _maxLights - maxDirLights;
- }
- return { 'directional' : maxDirLights, 'point' : maxPointLights };
- };
- 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;
- };
- // Initialization
- function initGL () {
- var gl;
- try {
- if ( ! ( gl = _canvas.getContext( 'experimental-webgl', { alpha: _alpha, premultipliedAlpha: _premultipliedAlpha, antialias: _antialias, stencil: _stencil, preserveDrawingBuffer: _preserveDrawingBuffer } ) ) ) {
- throw 'Error creating WebGL context.';
- }
- console.log(
- navigator.userAgent + " | " +
- gl.getParameter( gl.VERSION ) + " | " +
- gl.getParameter( gl.VENDOR ) + " | " +
- gl.getParameter( gl.RENDERER ) + " | " +
- gl.getParameter( gl.SHADING_LANGUAGE_VERSION )
- );
- } catch ( error ) {
- console.error( error );
- }
- return gl;
- };
- function setDefaultGLState () {
- _gl.clearColor( 0, 0, 0, 1 );
- _gl.clearDepth( 1 );
- _gl.clearStencil( 0 );
- _gl.enable( _gl.DEPTH_TEST );
- _gl.depthFunc( _gl.LEQUAL );
- _gl.frontFace( _gl.CCW );
- _gl.cullFace( _gl.BACK );
- _gl.enable( _gl.CULL_FACE );
- _gl.enable( _gl.BLEND );
- _gl.blendEquation( _gl.FUNC_ADD );
- _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
- _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
- };
- // default plugins (order is important)
- this.shadowMapPlugin = new THREE.ShadowMapPlugin();
- this.addPrePlugin( this.shadowMapPlugin );
- this.addPostPlugin( new THREE.SpritePlugin() );
- this.addPostPlugin( new THREE.LensFlarePlugin() );
- };
- /**
- * @author szimek / https://github.com/szimek/
- */
- THREE.WebGLRenderTarget = function ( width, height, options ) {
- this.width = width;
- this.height = height;
- options = options || {};
- this.wrapS = options.wrapS !== undefined ? options.wrapS : THREE.ClampToEdgeWrapping;
- this.wrapT = options.wrapT !== undefined ? options.wrapT : THREE.ClampToEdgeWrapping;
- this.magFilter = options.magFilter !== undefined ? options.magFilter : THREE.LinearFilter;
- this.minFilter = options.minFilter !== undefined ? options.minFilter : THREE.LinearMipMapLinearFilter;
- this.offset = new THREE.Vector2( 0, 0 );
- this.repeat = new THREE.Vector2( 1, 1 );
- this.format = options.format !== undefined ? options.format : THREE.RGBAFormat;
- this.type = options.type !== undefined ? options.type : THREE.UnsignedByteType;
- this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
- this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
- this.generateMipmaps = true;
- };
- THREE.WebGLRenderTarget.prototype.clone = function() {
- var tmp = new THREE.WebGLRenderTarget( this.width, this.height );
- tmp.wrapS = this.wrapS;
- tmp.wrapT = this.wrapT;
- tmp.magFilter = this.magFilter;
- tmp.minFilter = this.minFilter;
- tmp.offset.copy( this.offset );
- tmp.repeat.copy( this.repeat );
- tmp.format = this.format;
- tmp.type = this.type;
- tmp.depthBuffer = this.depthBuffer;
- tmp.stencilBuffer = this.stencilBuffer;
- return tmp;
- };
- /**
- * @author alteredq / http://alteredqualia.com
- */
- THREE.WebGLRenderTargetCube = function ( width, height, options ) {
- THREE.WebGLRenderTarget.call( this, width, height, options );
- this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5
- };
- THREE.WebGLRenderTargetCube.prototype = new THREE.WebGLRenderTarget();
- THREE.WebGLRenderTargetCube.prototype.constructor = THREE.WebGLRenderTargetCube;
- /**
- * @author mr.doob / http://mrdoob.com/
- */
- THREE.RenderableVertex = function () {
- this.positionWorld = new THREE.Vector3();
- this.positionScreen = new THREE.Vector4();
- this.visible = true;
- };
- THREE.RenderableVertex.prototype.copy = function ( vertex ) {
- this.positionWorld.copy( vertex.positionWorld );
- this.positionScreen.copy( vertex.positionScreen );
- }
- /**
- * @author mr.doob / http://mrdoob.com/
- */
- THREE.RenderableFace3 = function () {
- this.v1 = new THREE.RenderableVertex();
- this.v2 = new THREE.RenderableVertex();
- this.v3 = new THREE.RenderableVertex();
- this.centroidWorld = new THREE.Vector3();
- this.centroidScreen = new THREE.Vector3();
- this.normalWorld = new THREE.Vector3();
- this.vertexNormalsWorld = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
- this.material = null;
- this.faceMaterial = null;
- this.uvs = [[]];
- this.z = null;
- };
- /**
- * @author mr.doob / http://mrdoob.com/
- */
- THREE.RenderableFace4 = function () {
- this.v1 = new THREE.RenderableVertex();
- this.v2 = new THREE.RenderableVertex();
- this.v3 = new THREE.RenderableVertex();
- this.v4 = new THREE.RenderableVertex();
- this.centroidWorld = new THREE.Vector3();
- this.centroidScreen = new THREE.Vector3();
- this.normalWorld = new THREE.Vector3();
- this.vertexNormalsWorld = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
- this.material = null;
- this.faceMaterial = null;
- this.uvs = [[]];
- this.z = null;
- };
- /**
- * @author mr.doob / http://mrdoob.com/
- */
- THREE.RenderableObject = function () {
- this.object = null;
- this.z = null;
- };
- /**
- * @author mr.doob / http://mrdoob.com/
- */
- THREE.RenderableParticle = function () {
- this.x = null;
- this.y = null;
- this.z = null;
- this.rotation = null;
- this.scale = new THREE.Vector2();
- this.material = null;
- };
- /**
- * @author mr.doob / http://mrdoob.com/
- */
- THREE.RenderableLine = function () {
- this.z = null;
- this.v1 = new THREE.RenderableVertex();
- this.v2 = new THREE.RenderableVertex();
- this.material = null;
- };
- /**
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.BufferGeometry = function () {
- this.id = THREE.GeometryCount ++;
- // GL buffers
- this.vertexIndexBuffer = null;
- this.vertexPositionBuffer = null;
- this.vertexNormalBuffer = null;
- this.vertexUvBuffer = null;
- this.vertexColorBuffer = null;
- // typed arrays (kept only if dynamic flag is set)
- this.vertexIndexArray = null;
- this.vertexPositionArray = null;
- this.vertexNormalArray = null;
- this.vertexUvArray = null;
- this.vertexColorArray = null;
- this.dynamic = false;
- // boundings
- this.boundingBox = null;
- this.boundingSphere = null;
- // for compatibility
- this.morphTargets = [];
- };
- THREE.BufferGeometry.prototype = {
- constructor : THREE.BufferGeometry,
- // for compatibility
- computeBoundingBox: function () {
- },
- // for compatibility
- computeBoundingSphere: function () {
- }
- };
- /**
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.Gyroscope = function () {
- THREE.Object3D.call( this );
- };
- THREE.Gyroscope.prototype = new THREE.Object3D();
- THREE.Gyroscope.prototype.constructor = THREE.Gyroscope;
- THREE.Gyroscope.prototype.updateMatrixWorld = function ( force ) {
- this.matrixAutoUpdate && this.updateMatrix();
- // update matrixWorld
- if ( this.matrixWorldNeedsUpdate || force ) {
- if ( this.parent ) {
- this.matrixWorld.multiply( this.parent.matrixWorld, this.matrix );
- this.matrixWorld.decompose( this.translationWorld, this.rotationWorld, this.scaleWorld );
- this.matrix.decompose( this.translationObject, this.rotationObject, this.scaleObject );
- this.matrixWorld.compose( this.translationWorld, this.rotationObject, this.scaleWorld );
- } else {
- this.matrixWorld.copy( this.matrix );
- }
- this.matrixWorldNeedsUpdate = false;
- force = true;
- }
- // update children
- for ( var i = 0, l = this.children.length; i < l; i ++ ) {
- this.children[ i ].updateMatrixWorld( force );
- }
- };
- THREE.Gyroscope.prototype.translationWorld = new THREE.Vector3();
- THREE.Gyroscope.prototype.translationObject = new THREE.Vector3();
- THREE.Gyroscope.prototype.rotationWorld = new THREE.Quaternion();
- THREE.Gyroscope.prototype.rotationObject = new THREE.Quaternion();
- THREE.Gyroscope.prototype.scaleWorld = new THREE.Vector3();
- THREE.Gyroscope.prototype.scaleObject = new THREE.Vector3();
- /**
- * @author alteredq / http://alteredqualia.com/
- *
- * - shows frustum, line of sight and up of the camera
- * - suitable for fast updates
- * - based on frustum visualization in lightgl.js shadowmap example
- * http://evanw.github.com/lightgl.js/tests/shadowmap.html
- */
- THREE.CameraHelper = function ( camera ) {
- THREE.Object3D.call( this );
- var _this = this;
- this.lineGeometry = new THREE.Geometry();
- this.lineMaterial = new THREE.LineBasicMaterial( { color: 0xffffff, vertexColors: THREE.FaceColors } );
- this.pointMap = {};
- // colors
- var hexFrustum = 0xffaa00,
- hexCone = 0xff0000,
- hexUp = 0x00aaff,
- hexTarget = 0xffffff,
- hexCross = 0x333333;
- // near
- addLine( "n1", "n2", hexFrustum );
- addLine( "n2", "n4", hexFrustum );
- addLine( "n4", "n3", hexFrustum );
- addLine( "n3", "n1", hexFrustum );
- // far
- addLine( "f1", "f2", hexFrustum );
- addLine( "f2", "f4", hexFrustum );
- addLine( "f4", "f3", hexFrustum );
- addLine( "f3", "f1", hexFrustum );
- // sides
- addLine( "n1", "f1", hexFrustum );
- addLine( "n2", "f2", hexFrustum );
- addLine( "n3", "f3", hexFrustum );
- addLine( "n4", "f4", hexFrustum );
- // cone
- addLine( "p", "n1", hexCone );
- addLine( "p", "n2", hexCone );
- addLine( "p", "n3", hexCone );
- addLine( "p", "n4", hexCone );
- // up
- addLine( "u1", "u2", hexUp );
- addLine( "u2", "u3", hexUp );
- addLine( "u3", "u1", hexUp );
- // target
- addLine( "c", "t", hexTarget );
- addLine( "p", "c", hexCross );
- // cross
- addLine( "cn1", "cn2", hexCross );
- addLine( "cn3", "cn4", hexCross );
- addLine( "cf1", "cf2", hexCross );
- addLine( "cf3", "cf4", hexCross );
- this.camera = camera;
- function addLine( a, b, hex ) {
- addPoint( a, hex );
- addPoint( b, hex );
- }
- function addPoint( id, hex ) {
- _this.lineGeometry.vertices.push( new THREE.Vertex( new THREE.Vector3() ) );
- _this.lineGeometry.colors.push( new THREE.Color( hex ) );
- if ( _this.pointMap[ id ] === undefined ) _this.pointMap[ id ] = [];
- _this.pointMap[ id ].push( _this.lineGeometry.vertices.length - 1 );
- }
- this.update( camera );
- this.lines = new THREE.Line( this.lineGeometry, this.lineMaterial, THREE.LinePieces );
- this.add( this.lines );
- };
- THREE.CameraHelper.prototype = new THREE.Object3D();
- THREE.CameraHelper.prototype.constructor = THREE.CameraHelper;
- THREE.CameraHelper.prototype.update = function () {
- var camera = this.camera;
- var w = 1;
- var h = 1;
- var _this = this;
- // we need just camera projection matrix
- // world matrix must be identity
- THREE.CameraHelper.__c.projectionMatrix.copy( camera.projectionMatrix );
- // center / target
- setPoint( "c", 0, 0, -1 );
- setPoint( "t", 0, 0, 1 );
- // near
- setPoint( "n1", -w, -h, -1 );
- setPoint( "n2", w, -h, -1 );
- setPoint( "n3", -w, h, -1 );
- setPoint( "n4", w, h, -1 );
- // far
- setPoint( "f1", -w, -h, 1 );
- setPoint( "f2", w, -h, 1 );
- setPoint( "f3", -w, h, 1 );
- setPoint( "f4", w, h, 1 );
- // up
- setPoint( "u1", w * 0.7, h * 1.1, -1 );
- setPoint( "u2", -w * 0.7, h * 1.1, -1 );
- setPoint( "u3", 0, h * 2, -1 );
- // cross
- setPoint( "cf1", -w, 0, 1 );
- setPoint( "cf2", w, 0, 1 );
- setPoint( "cf3", 0, -h, 1 );
- setPoint( "cf4", 0, h, 1 );
- setPoint( "cn1", -w, 0, -1 );
- setPoint( "cn2", w, 0, -1 );
- setPoint( "cn3", 0, -h, -1 );
- setPoint( "cn4", 0, h, -1 );
- function setPoint( point, x, y, z ) {
- THREE.CameraHelper.__v.set( x, y, z );
- THREE.CameraHelper.__projector.unprojectVector( THREE.CameraHelper.__v, THREE.CameraHelper.__c );
- var points = _this.pointMap[ point ];
- if ( points !== undefined ) {
- for ( var i = 0, il = points.length; i < il; i ++ ) {
- var j = points[ i ];
- _this.lineGeometry.vertices[ j ].position.copy( THREE.CameraHelper.__v );
- }
- }
- }
- this.lineGeometry.__dirtyVertices = true;
- };
- THREE.CameraHelper.__projector = new THREE.Projector();
- THREE.CameraHelper.__v = new THREE.Vector3();
- THREE.CameraHelper.__c = new THREE.Camera();
- /**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.LensFlare = function ( texture, size, distance, blending, color ) {
- THREE.Object3D.call( this );
- this.lensFlares = [];
- this.positionScreen = new THREE.Vector3();
- this.customUpdateCallback = undefined;
- if( texture !== undefined ) {
- this.add( texture, size, distance, blending, color );
- }
- };
- THREE.LensFlare.prototype = new THREE.Object3D();
- THREE.LensFlare.prototype.constructor = THREE.LensFlare;
- THREE.LensFlare.prototype.supr = THREE.Object3D.prototype;
- /*
- * Add: adds another flare
- */
- THREE.LensFlare.prototype.add = function ( texture, size, distance, blending, color, opacity ) {
- if( size === undefined ) size = -1;
- if( distance === undefined ) distance = 0;
- if( opacity === undefined ) opacity = 1;
- if( color === undefined ) color = new THREE.Color( 0xffffff );
- if( blending === undefined ) blending = THREE.NormalBlending;
- distance = Math.min( distance, Math.max( 0, distance ) );
- this.lensFlares.push( { texture: texture, // THREE.Texture
- size: size, // size in pixels (-1 = use texture.width)
- distance: distance, // distance (0-1) from light source (0=at light source)
- x: 0, y: 0, z: 0, // screen position (-1 => 1) z = 0 is ontop z = 1 is back
- scale: 1, // scale
- rotation: 1, // rotation
- opacity: opacity, // opacity
- color: color, // color
- blending: blending } ); // blending
- };
- /*
- * Update lens flares update positions on all flares based on the screen position
- * Set myLensFlare.customUpdateCallback to alter the flares in your project specific way.
- */
- THREE.LensFlare.prototype.updateLensFlares = function () {
- var f, fl = this.lensFlares.length;
- var flare;
- var vecX = -this.positionScreen.x * 2;
- var vecY = -this.positionScreen.y * 2;
- for( f = 0; f < fl; f ++ ) {
- flare = this.lensFlares[ f ];
- flare.x = this.positionScreen.x + vecX * flare.distance;
- flare.y = this.positionScreen.y + vecY * flare.distance;
- flare.wantedRotation = flare.x * Math.PI * 0.25;
- flare.rotation += ( flare.wantedRotation - flare.rotation ) * 0.25;
- }
- };
- /**
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.ImmediateRenderObject = function ( ) {
- THREE.Object3D.call( this );
- this.render = function( renderCallback ) {
- };
- };
- THREE.ImmediateRenderObject.prototype = new THREE.Object3D();
- THREE.ImmediateRenderObject.prototype.constructor = THREE.ImmediateRenderObject;
- /**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.LensFlarePlugin = function ( ) {
- var _gl, _renderer, _lensFlare = {};
- this.init = function ( renderer ) {
- _gl = renderer.context;
- _renderer = renderer;
- _lensFlare.vertices = new Float32Array( 8 + 8 );
- _lensFlare.faces = new Uint16Array( 6 );
- var i = 0;
- _lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = -1; // vertex
- _lensFlare.vertices[ i++ ] = 0; _lensFlare.vertices[ i++ ] = 0; // uv... etc.
- _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = -1;
- _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 0;
- _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 1;
- _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 1;
- _lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = 1;
- _lensFlare.vertices[ i++ ] = 0; _lensFlare.vertices[ i++ ] = 1;
- i = 0;
- _lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 1; _lensFlare.faces[ i++ ] = 2;
- _lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 2; _lensFlare.faces[ i++ ] = 3;
- // buffers
- _lensFlare.vertexBuffer = _gl.createBuffer();
- _lensFlare.elementBuffer = _gl.createBuffer();
- _gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, _lensFlare.vertices, _gl.STATIC_DRAW );
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );
- _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.faces, _gl.STATIC_DRAW );
- // textures
- _lensFlare.tempTexture = _gl.createTexture();
- _lensFlare.occlusionTexture = _gl.createTexture();
- _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
- _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, 16, 16, 0, _gl.RGB, _gl.UNSIGNED_BYTE, null );
- _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
- _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
- _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
- _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
- _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
- _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, 16, 16, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, null );
- _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
- _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
- _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
- _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
- if ( _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ) <= 0 ) {
- _lensFlare.hasVertexTexture = false;
- _lensFlare.program = createProgram( THREE.ShaderFlares[ "lensFlare" ] );
- } else {
- _lensFlare.hasVertexTexture = true;
- _lensFlare.program = createProgram( THREE.ShaderFlares[ "lensFlareVertexTexture" ] );
- }
- _lensFlare.attributes = {};
- _lensFlare.uniforms = {};
- _lensFlare.attributes.vertex = _gl.getAttribLocation ( _lensFlare.program, "position" );
- _lensFlare.attributes.uv = _gl.getAttribLocation ( _lensFlare.program, "uv" );
- _lensFlare.uniforms.renderType = _gl.getUniformLocation( _lensFlare.program, "renderType" );
- _lensFlare.uniforms.map = _gl.getUniformLocation( _lensFlare.program, "map" );
- _lensFlare.uniforms.occlusionMap = _gl.getUniformLocation( _lensFlare.program, "occlusionMap" );
- _lensFlare.uniforms.opacity = _gl.getUniformLocation( _lensFlare.program, "opacity" );
- _lensFlare.uniforms.color = _gl.getUniformLocation( _lensFlare.program, "color" );
- _lensFlare.uniforms.scale = _gl.getUniformLocation( _lensFlare.program, "scale" );
- _lensFlare.uniforms.rotation = _gl.getUniformLocation( _lensFlare.program, "rotation" );
- _lensFlare.uniforms.screenPosition = _gl.getUniformLocation( _lensFlare.program, "screenPosition" );
- _lensFlare.attributesEnabled = false;
- };
- /*
- * Render lens flares
- * Method: renders 16x16 0xff00ff-colored points scattered over the light source area,
- * reads these back and calculates occlusion.
- * Then _lensFlare.update_lensFlares() is called to re-position and
- * update transparency of flares. Then they are rendered.
- *
- */
- this.render = function ( scene, camera, viewportWidth, viewportHeight ) {
- var flares = scene.__webglFlares,
- nFlares = flares.length;
- if ( ! nFlares ) return;
- var tempPosition = new THREE.Vector3();
- var invAspect = viewportHeight / viewportWidth,
- halfViewportWidth = viewportWidth * 0.5,
- halfViewportHeight = viewportHeight * 0.5;
- var size = 16 / viewportHeight,
- scale = new THREE.Vector2( size * invAspect, size );
- var screenPosition = new THREE.Vector3( 1, 1, 0 ),
- screenPositionPixels = new THREE.Vector2( 1, 1 );
- var uniforms = _lensFlare.uniforms,
- attributes = _lensFlare.attributes;
- // set _lensFlare program and reset blending
- _gl.useProgram( _lensFlare.program );
- if ( ! _lensFlare.attributesEnabled ) {
- _gl.enableVertexAttribArray( _lensFlare.attributes.vertex );
- _gl.enableVertexAttribArray( _lensFlare.attributes.uv );
- _lensFlare.attributesEnabled = true;
- }
- // loop through all lens flares to update their occlusion and positions
- // setup gl and common used attribs/unforms
- _gl.uniform1i( uniforms.occlusionMap, 0 );
- _gl.uniform1i( uniforms.map, 1 );
- _gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
- _gl.vertexAttribPointer( attributes.vertex, 2, _gl.FLOAT, false, 2 * 8, 0 );
- _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );
- _gl.disable( _gl.CULL_FACE );
- _gl.depthMask( false );
- var i, j, jl, flare, sprite;
- for ( i = 0; i < nFlares; i ++ ) {
- size = 16 / viewportHeight;
- scale.set( size * invAspect, size );
- // calc object screen position
- flare = flares[ i ];
- tempPosition.set( flare.matrixWorld.elements[12], flare.matrixWorld.elements[13], flare.matrixWorld.elements[14] );
- camera.matrixWorldInverse.multiplyVector3( tempPosition );
- camera.projectionMatrix.multiplyVector3( tempPosition );
- // setup arrays for gl programs
- screenPosition.copy( tempPosition )
- screenPositionPixels.x = screenPosition.x * halfViewportWidth + halfViewportWidth;
- screenPositionPixels.y = screenPosition.y * halfViewportHeight + halfViewportHeight;
- // screen cull
- if ( _lensFlare.hasVertexTexture || (
- screenPositionPixels.x > 0 &&
- screenPositionPixels.x < viewportWidth &&
- screenPositionPixels.y > 0 &&
- screenPositionPixels.y < viewportHeight ) ) {
- // save current RGB to temp texture
- _gl.activeTexture( _gl.TEXTURE1 );
- _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
- _gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 );
- // render pink quad
- _gl.uniform1i( uniforms.renderType, 0 );
- _gl.uniform2f( uniforms.scale, scale.x, scale.y );
- _gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
- _gl.disable( _gl.BLEND );
- _gl.enable( _gl.DEPTH_TEST );
- _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
- // copy result to occlusionMap
- _gl.activeTexture( _gl.TEXTURE0 );
- _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
- _gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 );
- // restore graphics
- _gl.uniform1i( uniforms.renderType, 1 );
- _gl.disable( _gl.DEPTH_TEST );
- _gl.activeTexture( _gl.TEXTURE1 );
- _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
- _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
- // update object positions
- flare.positionScreen.copy( screenPosition )
- if ( flare.customUpdateCallback ) {
- flare.customUpdateCallback( flare );
- } else {
- flare.updateLensFlares();
- }
- // render flares
- _gl.uniform1i( uniforms.renderType, 2 );
- _gl.enable( _gl.BLEND );
- for ( j = 0, jl = flare.lensFlares.length; j < jl; j ++ ) {
- sprite = flare.lensFlares[ j ];
- if ( sprite.opacity > 0.001 && sprite.scale > 0.001 ) {
- screenPosition.x = sprite.x;
- screenPosition.y = sprite.y;
- screenPosition.z = sprite.z;
- size = sprite.size * sprite.scale / viewportHeight;
- scale.x = size * invAspect;
- scale.y = size;
- _gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
- _gl.uniform2f( uniforms.scale, scale.x, scale.y );
- _gl.uniform1f( uniforms.rotation, sprite.rotation );
- _gl.uniform1f( uniforms.opacity, sprite.opacity );
- _gl.uniform3f( uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b );
- _renderer.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst );
- _renderer.setTexture( sprite.texture, 1 );
- _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
- }
- }
- }
- }
- // restore gl
- _gl.enable( _gl.CULL_FACE );
- _gl.enable( _gl.DEPTH_TEST );
- _gl.depthMask( true );
- };
- function createProgram ( shader ) {
- var program = _gl.createProgram();
- var fragmentShader = _gl.createShader( _gl.FRAGMENT_SHADER );
- var vertexShader = _gl.createShader( _gl.VERTEX_SHADER );
- _gl.shaderSource( fragmentShader, shader.fragmentShader );
- _gl.shaderSource( vertexShader, shader.vertexShader );
- _gl.compileShader( fragmentShader );
- _gl.compileShader( vertexShader );
- _gl.attachShader( program, fragmentShader );
- _gl.attachShader( program, vertexShader );
- _gl.linkProgram( program );
- return program;
- };
- };/**
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.ShadowMapPlugin = function ( ) {
- var _gl,
- _renderer,
- _depthMaterial, _depthMaterialMorph,
- _frustum = new THREE.Frustum(),
- _projScreenMatrix = new THREE.Matrix4(),
- _min = new THREE.Vector3(),
- _max = new THREE.Vector3();
- this.init = function ( renderer ) {
- _gl = renderer.context;
- _renderer = renderer;
- var depthShader = THREE.ShaderLib[ "depthRGBA" ];
- var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
- _depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } );
- _depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } );
- _depthMaterial._shadowPass = true;
- _depthMaterialMorph._shadowPass = true;
- };
- this.render = function ( scene, camera ) {
- if ( ! ( _renderer.shadowMapEnabled && _renderer.shadowMapAutoUpdate ) ) return;
- this.update( scene, camera );
- };
- this.update = function ( scene, camera ) {
- var i, il, j, jl, n,
- shadowMap, shadowMatrix, shadowCamera,
- program, buffer, material,
- webglObject, object, light,
- renderList,
- lights = [],
- k = 0,
- fog = null;
- // set GL state for depth map
- _gl.clearColor( 1, 1, 1, 1 );
- _gl.disable( _gl.BLEND );
- if ( _renderer.shadowMapCullFrontFaces ) _gl.cullFace( _gl.FRONT );
- _renderer.setDepthTest( true );
- // preprocess lights
- // - skip lights that are not casting shadows
- // - create virtual lights for cascaded shadow maps
- for ( i = 0, il = scene.__lights.length; i < il; i ++ ) {
- light = scene.__lights[ i ];
- if ( ! light.castShadow ) continue;
- if ( ( light instanceof THREE.DirectionalLight ) && light.shadowCascade ) {
- for ( n = 0; n < light.shadowCascadeCount; n ++ ) {
- var virtualLight;
- if ( ! light.shadowCascadeArray[ n ] ) {
- virtualLight = createVirtualLight( light, n );
- virtualLight.originalCamera = camera;
- var gyro = new THREE.Gyroscope();
- gyro.position = light.shadowCascadeOffset;
- gyro.add( virtualLight );
- gyro.add( virtualLight.target );
- camera.add( gyro );
- light.shadowCascadeArray[ n ] = virtualLight;
- console.log( "Created virtualLight", virtualLight );
- } else {
- virtualLight = light.shadowCascadeArray[ n ];
- }
- updateVirtualLight( light, n );
- lights[ k ] = virtualLight;
- k ++;
- }
- } else {
- lights[ k ] = light;
- k ++;
- }
- }
- // render depth map
- for ( i = 0, il = lights.length; i < il; i ++ ) {
- light = lights[ i ];
- if ( ! light.shadowMap ) {
- var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat };
- light.shadowMap = new THREE.WebGLRenderTarget( light.shadowMapWidth, light.shadowMapHeight, pars );
- light.shadowMapSize = new THREE.Vector2( light.shadowMapWidth, light.shadowMapHeight );
- light.shadowMatrix = new THREE.Matrix4();
- }
- if ( ! light.shadowCamera ) {
- if ( light instanceof THREE.SpotLight ) {
- light.shadowCamera = new THREE.PerspectiveCamera( light.shadowCameraFov, light.shadowMapWidth / light.shadowMapHeight, light.shadowCameraNear, light.shadowCameraFar );
- } else if ( light instanceof THREE.DirectionalLight ) {
- light.shadowCamera = new THREE.OrthographicCamera( light.shadowCameraLeft, light.shadowCameraRight, light.shadowCameraTop, light.shadowCameraBottom, light.shadowCameraNear, light.shadowCameraFar );
- } else {
- console.error( "Unsupported light type for shadow" );
- continue;
- }
- scene.add( light.shadowCamera );
- if ( _renderer.autoUpdateScene ) scene.updateMatrixWorld();
- }
- if ( light.shadowCameraVisible && ! light.cameraHelper ) {
- light.cameraHelper = new THREE.CameraHelper( light.shadowCamera );
- light.shadowCamera.add( light.cameraHelper );
- }
- if ( light.isVirtual && virtualLight.originalCamera == camera ) {
- updateShadowCamera( camera, light );
- }
- shadowMap = light.shadowMap;
- shadowMatrix = light.shadowMatrix;
- shadowCamera = light.shadowCamera;
- shadowCamera.position.copy( light.matrixWorld.getPosition() );
- shadowCamera.lookAt( light.target.matrixWorld.getPosition() );
- shadowCamera.updateMatrixWorld();
- shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld );
- if ( light.cameraHelper ) light.cameraHelper.lines.visible = light.shadowCameraVisible;
- if ( light.shadowCameraVisible ) light.cameraHelper.update();
- // compute shadow matrix
- shadowMatrix.set( 0.5, 0.0, 0.0, 0.5,
- 0.0, 0.5, 0.0, 0.5,
- 0.0, 0.0, 0.5, 0.5,
- 0.0, 0.0, 0.0, 1.0 );
- shadowMatrix.multiplySelf( shadowCamera.projectionMatrix );
- shadowMatrix.multiplySelf( shadowCamera.matrixWorldInverse );
- // update camera matrices and frustum
- if ( ! shadowCamera._viewMatrixArray ) shadowCamera._viewMatrixArray = new Float32Array( 16 );
- if ( ! shadowCamera._projectionMatrixArray ) shadowCamera._projectionMatrixArray = new Float32Array( 16 );
- shadowCamera.matrixWorldInverse.flattenToArray( shadowCamera._viewMatrixArray );
- shadowCamera.projectionMatrix.flattenToArray( shadowCamera._projectionMatrixArray );
- _projScreenMatrix.multiply( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
- _frustum.setFromMatrix( _projScreenMatrix );
- // render shadow map
- _renderer.setRenderTarget( shadowMap );
- _renderer.clear();
- // set object matrices & frustum culling
- renderList = scene.__webglObjects;
- for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
- webglObject = renderList[ j ];
- object = webglObject.object;
- webglObject.render = false;
- if ( object.visible && object.castShadow ) {
- if ( ! ( object instanceof THREE.Mesh ) || ! ( object.frustumCulled ) || _frustum.contains( object ) ) {
- //object.matrixWorld.flattenToArray( object._objectMatrixArray );
- object._modelViewMatrix.multiply( shadowCamera.matrixWorldInverse, object.matrixWorld);
- webglObject.render = true;
- }
- }
- }
- // render regular objects
- for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
- webglObject = renderList[ j ];
- if ( webglObject.render ) {
- object = webglObject.object;
- buffer = webglObject.buffer;
- _renderer.setObjectFaces( object );
- if ( object.customDepthMaterial ) {
- material = object.customDepthMaterial;
- } else if ( object.geometry.morphTargets.length ) {
- material = _depthMaterialMorph;
- } else {
- material = _depthMaterial;
- }
- if ( buffer instanceof THREE.BufferGeometry ) {
- _renderer.renderBufferDirect( shadowCamera, scene.__lights, fog, material, buffer, object );
- } else {
- _renderer.renderBuffer( shadowCamera, scene.__lights, fog, material, buffer, object );
- }
- }
- }
- // set matrices and render immediate objects
- renderList = scene.__webglObjectsImmediate;
- for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
- webglObject = renderList[ j ];
- object = webglObject.object;
- if ( object.visible && object.castShadow ) {
- if( object.matrixAutoUpdate ) {
- //object.matrixWorld.flattenToArray( object._objectMatrixArray );
- }
- object._modelViewMatrix.multiply( shadowCamera.matrixWorldInverse, object.matrixWorld);
- _renderer.renderImmediateObject( shadowCamera, scene.__lights, fog, _depthMaterial, object );
- }
- }
- }
- // restore GL state
- var clearColor = _renderer.getClearColor(),
- clearAlpha = _renderer.getClearAlpha();
- _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
- _gl.enable( _gl.BLEND );
- if ( _renderer.shadowMapCullFrontFaces ) _gl.cullFace( _gl.BACK );
- };
- function createVirtualLight( light, cascade ) {
- var virtualLight = new THREE.DirectionalLight();
- virtualLight.isVirtual = true;
- virtualLight.onlyShadow = true;
- virtualLight.castShadow = true;
- virtualLight.shadowCameraNear = light.shadowCameraNear;
- virtualLight.shadowCameraFar = light.shadowCameraFar;
- virtualLight.shadowCameraLeft = light.shadowCameraLeft;
- virtualLight.shadowCameraRight = light.shadowCameraRight;
- virtualLight.shadowCameraBottom = light.shadowCameraBottom;
- virtualLight.shadowCameraTop = light.shadowCameraTop;
- virtualLight.shadowCameraVisible = light.shadowCameraVisible;
- virtualLight.shadowDarkness = light.shadowDarkness;
- virtualLight.shadowBias = light.shadowCascadeBias[ cascade ];
- virtualLight.shadowMapWidth = light.shadowCascadeWidth[ cascade ];
- virtualLight.shadowMapHeight = light.shadowCascadeHeight[ cascade ];
- virtualLight.pointsWorld = [];
- virtualLight.pointsFrustum = [];
- var pointsWorld = virtualLight.pointsWorld,
- pointsFrustum = virtualLight.pointsFrustum;
- for ( var i = 0; i < 8; i ++ ) {
- pointsWorld[ i ] = new THREE.Vector3();
- pointsFrustum[ i ] = new THREE.Vector3();
- }
- var nearZ = light.shadowCascadeNearZ[ cascade ];
- var farZ = light.shadowCascadeFarZ[ cascade ];
- pointsFrustum[ 0 ].set( -1, -1, nearZ );
- pointsFrustum[ 1 ].set( 1, -1, nearZ );
- pointsFrustum[ 2 ].set( -1, 1, nearZ );
- pointsFrustum[ 3 ].set( 1, 1, nearZ );
- pointsFrustum[ 4 ].set( -1, -1, farZ );
- pointsFrustum[ 5 ].set( 1, -1, farZ );
- pointsFrustum[ 6 ].set( -1, 1, farZ );
- pointsFrustum[ 7 ].set( 1, 1, farZ );
- return virtualLight;
- }
- // Synchronize virtual light with the original light
- function updateVirtualLight( light, cascade ) {
- var virtualLight = light.shadowCascadeArray[ cascade ];
- virtualLight.position.copy( light.position );
- virtualLight.target.position.copy( light.target.position );
- virtualLight.lookAt( virtualLight.target );
- virtualLight.shadowCameraVisible = light.shadowCameraVisible;
- virtualLight.shadowDarkness = light.shadowDarkness;
- virtualLight.shadowBias = light.shadowCascadeBias[ cascade ];
- var nearZ = light.shadowCascadeNearZ[ cascade ];
- var farZ = light.shadowCascadeFarZ[ cascade ];
- var pointsFrustum = virtualLight.pointsFrustum;
- pointsFrustum[ 0 ].z = nearZ;
- pointsFrustum[ 1 ].z = nearZ;
- pointsFrustum[ 2 ].z = nearZ;
- pointsFrustum[ 3 ].z = nearZ;
- pointsFrustum[ 4 ].z = farZ;
- pointsFrustum[ 5 ].z = farZ;
- pointsFrustum[ 6 ].z = farZ;
- pointsFrustum[ 7 ].z = farZ;
- }
- // Fit shadow camera's ortho frustum to camera frustum
- function updateShadowCamera( camera, light ) {
- var shadowCamera = light.shadowCamera,
- pointsFrustum = light.pointsFrustum,
- pointsWorld = light.pointsWorld;
- _min.set( Infinity, Infinity, Infinity );
- _max.set( -Infinity, -Infinity, -Infinity );
- for ( var i = 0; i < 8; i ++ ) {
- var p = pointsWorld[ i ];
- p.copy( pointsFrustum[ i ] );
- THREE.ShadowMapPlugin.__projector.unprojectVector( p, camera );
- shadowCamera.matrixWorldInverse.multiplyVector3( p );
- if ( p.x < _min.x ) _min.x = p.x;
- if ( p.x > _max.x ) _max.x = p.x;
- if ( p.y < _min.y ) _min.y = p.y;
- if ( p.y > _max.y ) _max.y = p.y;
- if ( p.z < _min.z ) _min.z = p.z;
- if ( p.z > _max.z ) _max.z = p.z;
- }
- shadowCamera.left = _min.x;
- shadowCamera.right = _max.x;
- shadowCamera.top = _max.y;
- shadowCamera.bottom = _min.y;
- // can't really fit near/far
- //shadowCamera.near = _min.z;
- //shadowCamera.far = _max.z;
- shadowCamera.updateProjectionMatrix();
- }
- };
- THREE.ShadowMapPlugin.__projector = new THREE.Projector();
- /**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.SpritePlugin = function ( ) {
- var _gl, _renderer, _sprite = {};
- this.init = function ( renderer ) {
- _gl = renderer.context;
- _renderer = renderer;
- _sprite.vertices = new Float32Array( 8 + 8 );
- _sprite.faces = new Uint16Array( 6 );
- var i = 0;
- _sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = -1; // vertex 0
- _sprite.vertices[ i++ ] = 0; _sprite.vertices[ i++ ] = 1; // uv 0
- _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = -1; // vertex 1
- _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 1; // uv 1
- _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 1; // vertex 2
- _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 0; // uv 2
- _sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = 1; // vertex 3
- _sprite.vertices[ i++ ] = 0; _sprite.vertices[ i++ ] = 0; // uv 3
- i = 0;
- _sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 1; _sprite.faces[ i++ ] = 2;
- _sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 2; _sprite.faces[ i++ ] = 3;
- _sprite.vertexBuffer = _gl.createBuffer();
- _sprite.elementBuffer = _gl.createBuffer();
- _gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, _sprite.vertices, _gl.STATIC_DRAW );
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );
- _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _sprite.faces, _gl.STATIC_DRAW );
- _sprite.program = createProgram( THREE.ShaderSprite[ "sprite" ] );
- _sprite.attributes = {};
- _sprite.uniforms = {};
- _sprite.attributes.position = _gl.getAttribLocation ( _sprite.program, "position" );
- _sprite.attributes.uv = _gl.getAttribLocation ( _sprite.program, "uv" );
- _sprite.uniforms.uvOffset = _gl.getUniformLocation( _sprite.program, "uvOffset" );
- _sprite.uniforms.uvScale = _gl.getUniformLocation( _sprite.program, "uvScale" );
- _sprite.uniforms.rotation = _gl.getUniformLocation( _sprite.program, "rotation" );
- _sprite.uniforms.scale = _gl.getUniformLocation( _sprite.program, "scale" );
- _sprite.uniforms.alignment = _gl.getUniformLocation( _sprite.program, "alignment" );
- _sprite.uniforms.color = _gl.getUniformLocation( _sprite.program, "color" );
- _sprite.uniforms.map = _gl.getUniformLocation( _sprite.program, "map" );
- _sprite.uniforms.opacity = _gl.getUniformLocation( _sprite.program, "opacity" );
- _sprite.uniforms.useScreenCoordinates = _gl.getUniformLocation( _sprite.program, "useScreenCoordinates" );
- _sprite.uniforms.affectedByDistance = _gl.getUniformLocation( _sprite.program, "affectedByDistance" );
- _sprite.uniforms.screenPosition = _gl.getUniformLocation( _sprite.program, "screenPosition" );
- _sprite.uniforms.modelViewMatrix = _gl.getUniformLocation( _sprite.program, "modelViewMatrix" );
- _sprite.uniforms.projectionMatrix = _gl.getUniformLocation( _sprite.program, "projectionMatrix" );
- _sprite.attributesEnabled = false;
- };
- this.render = function ( scene, camera, viewportWidth, viewportHeight ) {
- var sprites = scene.__webglSprites,
- nSprites = sprites.length;
- if ( ! nSprites ) return;
- var attributes = _sprite.attributes,
- uniforms = _sprite.uniforms;
- var invAspect = viewportHeight / viewportWidth;
- var halfViewportWidth = viewportWidth * 0.5,
- halfViewportHeight = viewportHeight * 0.5;
- var mergeWith3D = true;
- // setup gl
- _gl.useProgram( _sprite.program );
- if ( ! _sprite.attributesEnabled ) {
- _gl.enableVertexAttribArray( attributes.position );
- _gl.enableVertexAttribArray( attributes.uv );
- _sprite.attributesEnabled = true;
- }
- _gl.disable( _gl.CULL_FACE );
- _gl.enable( _gl.BLEND );
- _gl.depthMask( true );
- _gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
- _gl.vertexAttribPointer( attributes.position, 2, _gl.FLOAT, false, 2 * 8, 0 );
- _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );
- _gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera._projectionMatrixArray );
- _gl.activeTexture( _gl.TEXTURE0 );
- _gl.uniform1i( uniforms.map, 0 );
- // update positions and sort
- var i, sprite, screenPosition, size, scale = [];
- for( i = 0; i < nSprites; i ++ ) {
- sprite = sprites[ i ];
- if ( ! sprite.visible || sprite.opacity === 0 ) continue;
- if( ! sprite.useScreenCoordinates ) {
- sprite._modelViewMatrix.multiply( camera.matrixWorldInverse, sprite.matrixWorld);
- sprite.z = - sprite._modelViewMatrix.elements[14];
- } else {
- sprite.z = - sprite.position.z;
- }
- }
- sprites.sort( painterSort );
- // render all sprites
- for( i = 0; i < nSprites; i ++ ) {
- sprite = sprites[ i ];
- if ( ! sprite.visible || sprite.opacity === 0 ) continue;
- if ( sprite.map && sprite.map.image && sprite.map.image.width ) {
- if ( sprite.useScreenCoordinates ) {
- _gl.uniform1i( uniforms.useScreenCoordinates, 1 );
- _gl.uniform3f( uniforms.screenPosition, ( sprite.position.x - halfViewportWidth ) / halfViewportWidth,
- ( halfViewportHeight - sprite.position.y ) / halfViewportHeight,
- Math.max( 0, Math.min( 1, sprite.position.z ) ) );
- } else {
- _gl.uniform1i( uniforms.useScreenCoordinates, 0 );
- _gl.uniform1i( uniforms.affectedByDistance, sprite.affectedByDistance ? 1 : 0 );
- _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite._modelViewMatrix.elements);
- }
- size = sprite.map.image.width / ( sprite.scaleByViewport ? viewportHeight : 1 );
- scale[ 0 ] = size * invAspect * sprite.scale.x;
- scale[ 1 ] = size * sprite.scale.y;
- _gl.uniform2f( uniforms.uvScale, sprite.uvScale.x, sprite.uvScale.y );
- _gl.uniform2f( uniforms.uvOffset, sprite.uvOffset.x, sprite.uvOffset.y );
- _gl.uniform2f( uniforms.alignment, sprite.alignment.x, sprite.alignment.y );
- _gl.uniform1f( uniforms.opacity, sprite.opacity );
- _gl.uniform3f( uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b );
- _gl.uniform1f( uniforms.rotation, sprite.rotation );
- _gl.uniform2fv( uniforms.scale, scale );
- if ( sprite.mergeWith3D && !mergeWith3D ) {
- _gl.enable( _gl.DEPTH_TEST );
- mergeWith3D = true;
- } else if ( ! sprite.mergeWith3D && mergeWith3D ) {
- _gl.disable( _gl.DEPTH_TEST );
- mergeWith3D = false;
- }
- _renderer.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst );
- _renderer.setTexture( sprite.map, 0 );
- _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
- }
- }
- // restore gl
- _gl.enable( _gl.CULL_FACE );
- _gl.enable( _gl.DEPTH_TEST );
- _gl.depthMask( true );
- };
- function createProgram ( shader ) {
- var program = _gl.createProgram();
- var fragmentShader = _gl.createShader( _gl.FRAGMENT_SHADER );
- var vertexShader = _gl.createShader( _gl.VERTEX_SHADER );
- _gl.shaderSource( fragmentShader, shader.fragmentShader );
- _gl.shaderSource( vertexShader, shader.vertexShader );
- _gl.compileShader( fragmentShader );
- _gl.compileShader( vertexShader );
- _gl.attachShader( program, fragmentShader );
- _gl.attachShader( program, vertexShader );
- _gl.linkProgram( program );
- return program;
- };
- function painterSort ( a, b ) {
- return b.z - a.z;
- };
- };/**
- * @author mikael emtinger / http://gomo.se/
- *
- */
- THREE.ShaderFlares = {
- 'lensFlareVertexTexture': {
- vertexShader: [
- "uniform vec3 screenPosition;",
- "uniform vec2 scale;",
- "uniform float rotation;",
- "uniform int renderType;",
- "uniform sampler2D occlusionMap;",
- "attribute vec2 position;",
- "attribute vec2 uv;",
- "varying vec2 vUV;",
- "varying float vVisibility;",
- "void main() {",
- "vUV = uv;",
- "vec2 pos = position;",
- "if( renderType == 2 ) {",
- "vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) ) +",
- "texture2D( occlusionMap, vec2( 0.5, 0.1 ) ) +",
- "texture2D( occlusionMap, vec2( 0.9, 0.1 ) ) +",
- "texture2D( occlusionMap, vec2( 0.9, 0.5 ) ) +",
- "texture2D( occlusionMap, vec2( 0.9, 0.9 ) ) +",
- "texture2D( occlusionMap, vec2( 0.5, 0.9 ) ) +",
- "texture2D( occlusionMap, vec2( 0.1, 0.9 ) ) +",
- "texture2D( occlusionMap, vec2( 0.1, 0.5 ) ) +",
- "texture2D( occlusionMap, vec2( 0.5, 0.5 ) );",
- "vVisibility = ( visibility.r / 9.0 ) *",
- "( 1.0 - visibility.g / 9.0 ) *",
- "( visibility.b / 9.0 ) *",
- "( 1.0 - visibility.a / 9.0 );",
- "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
- "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
- "}",
- "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
- "}"
- ].join( "\n" ),
- fragmentShader: [
- "precision mediump float;",
- "uniform sampler2D map;",
- "uniform float opacity;",
- "uniform int renderType;",
- "uniform vec3 color;",
- "varying vec2 vUV;",
- "varying float vVisibility;",
- "void main() {",
- // pink square
- "if( renderType == 0 ) {",
- "gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );",
- // restore
- "} else if( renderType == 1 ) {",
- "gl_FragColor = texture2D( map, vUV );",
- // flare
- "} else {",
- "vec4 texture = texture2D( map, vUV );",
- "texture.a *= opacity * vVisibility;",
- "gl_FragColor = texture;",
- "gl_FragColor.rgb *= color;",
- "}",
- "}"
- ].join( "\n" )
- },
- 'lensFlare': {
- vertexShader: [
- "uniform vec3 screenPosition;",
- "uniform vec2 scale;",
- "uniform float rotation;",
- "uniform int renderType;",
- "attribute vec2 position;",
- "attribute vec2 uv;",
- "varying vec2 vUV;",
- "void main() {",
- "vUV = uv;",
- "vec2 pos = position;",
- "if( renderType == 2 ) {",
- "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
- "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
- "}",
- "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
- "}"
- ].join( "\n" ),
- fragmentShader: [
- "precision mediump float;",
- "uniform sampler2D map;",
- "uniform sampler2D occlusionMap;",
- "uniform float opacity;",
- "uniform int renderType;",
- "uniform vec3 color;",
- "varying vec2 vUV;",
- "void main() {",
- // pink square
- "if( renderType == 0 ) {",
- "gl_FragColor = vec4( texture2D( map, vUV ).rgb, 0.0 );",
- // restore
- "} else if( renderType == 1 ) {",
- "gl_FragColor = texture2D( map, vUV );",
- // flare
- "} else {",
- "float visibility = texture2D( occlusionMap, vec2( 0.5, 0.1 ) ).a +",
- "texture2D( occlusionMap, vec2( 0.9, 0.5 ) ).a +",
- "texture2D( occlusionMap, vec2( 0.5, 0.9 ) ).a +",
- "texture2D( occlusionMap, vec2( 0.1, 0.5 ) ).a;",
- "visibility = ( 1.0 - visibility / 4.0 );",
- "vec4 texture = texture2D( map, vUV );",
- "texture.a *= opacity * visibility;",
- "gl_FragColor = texture;",
- "gl_FragColor.rgb *= color;",
- "}",
- "}"
- ].join( "\n" )
- }
- };
- /**
- * @author mikael emtinger / http://gomo.se/
- *
- */
- THREE.ShaderSprite = {
- 'sprite': {
- vertexShader: [
- "uniform int useScreenCoordinates;",
- "uniform int affectedByDistance;",
- "uniform vec3 screenPosition;",
- "uniform mat4 modelViewMatrix;",
- "uniform mat4 projectionMatrix;",
- "uniform float rotation;",
- "uniform vec2 scale;",
- "uniform vec2 alignment;",
- "uniform vec2 uvOffset;",
- "uniform vec2 uvScale;",
- "attribute vec2 position;",
- "attribute vec2 uv;",
- "varying vec2 vUV;",
- "void main() {",
- "vUV = uvOffset + uv * uvScale;",
- "vec2 alignedPosition = position + alignment;",
- "vec2 rotatedPosition;",
- "rotatedPosition.x = ( cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y ) * scale.x;",
- "rotatedPosition.y = ( sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y ) * scale.y;",
- "vec4 finalPosition;",
- "if( useScreenCoordinates != 0 ) {",
- "finalPosition = vec4( screenPosition.xy + rotatedPosition, screenPosition.z, 1.0 );",
- "} else {",
- "finalPosition = projectionMatrix * modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );",
- "finalPosition.xy += rotatedPosition * ( affectedByDistance == 1 ? 1.0 : finalPosition.z );",
- "}",
- "gl_Position = finalPosition;",
- "}"
- ].join( "\n" ),
- fragmentShader: [
- "precision mediump float;",
- "uniform vec3 color;",
- "uniform sampler2D map;",
- "uniform float opacity;",
- "varying vec2 vUV;",
- "void main() {",
- "vec4 texture = texture2D( map, vUV );",
- "gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );",
- "}"
- ].join( "\n" )
- }
- };
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