WebGLRenderer.js 147 KB

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  1. /**
  2. * @author supereggbert / http://www.paulbrunt.co.uk/
  3. * @author mrdoob / http://mrdoob.com/
  4. * @author alteredq / http://alteredqualia.com/
  5. * @author szimek / https://github.com/szimek/
  6. */
  7. THREE.WebGLRenderer = function ( parameters ) {
  8. console.log( 'THREE.WebGLRenderer', THREE.REVISION );
  9. parameters = parameters || {};
  10. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
  11. _context = parameters.context !== undefined ? parameters.context : null,
  12. _precision = parameters.precision !== undefined ? parameters.precision : 'highp',
  13. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  14. _depth = parameters.depth !== undefined ? parameters.depth : true,
  15. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  16. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  17. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  18. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  19. _logarithmicDepthBuffer = parameters.logarithmicDepthBuffer !== undefined ? parameters.logarithmicDepthBuffer : false,
  20. _clearColor = new THREE.Color( 0x000000 ),
  21. _clearAlpha = 0;
  22. var opaqueObjects = [];
  23. var transparentObjects = [];
  24. // public properties
  25. this.domElement = _canvas;
  26. this.context = null;
  27. this.devicePixelRatio = parameters.devicePixelRatio !== undefined
  28. ? parameters.devicePixelRatio
  29. : self.devicePixelRatio !== undefined
  30. ? self.devicePixelRatio
  31. : 1;
  32. // clearing
  33. this.autoClear = true;
  34. this.autoClearColor = true;
  35. this.autoClearDepth = true;
  36. this.autoClearStencil = true;
  37. // scene graph
  38. this.sortObjects = true;
  39. // physically based shading
  40. this.gammaInput = false;
  41. this.gammaOutput = false;
  42. // shadow map
  43. this.shadowMapEnabled = false;
  44. this.shadowMapAutoUpdate = true;
  45. this.shadowMapType = THREE.PCFShadowMap;
  46. this.shadowMapCullFace = THREE.CullFaceFront;
  47. this.shadowMapDebug = false;
  48. this.shadowMapCascade = false;
  49. // morphs
  50. this.maxMorphTargets = 8;
  51. this.maxMorphNormals = 4;
  52. // flags
  53. this.autoScaleCubemaps = true;
  54. // custom render plugins
  55. this.renderPluginsPre = [];
  56. this.renderPluginsPost = [];
  57. // info
  58. this.info = {
  59. memory: {
  60. programs: 0,
  61. geometries: 0,
  62. textures: 0
  63. },
  64. render: {
  65. calls: 0,
  66. vertices: 0,
  67. faces: 0,
  68. points: 0
  69. }
  70. };
  71. // internal properties
  72. var _this = this,
  73. _programs = [],
  74. // internal state cache
  75. _currentProgram = null,
  76. _currentFramebuffer = null,
  77. _currentMaterialId = - 1,
  78. _currentGeometryGroupHash = null,
  79. _currentCamera = null,
  80. _usedTextureUnits = 0,
  81. // GL state cache
  82. _oldDoubleSided = - 1,
  83. _oldFlipSided = - 1,
  84. _oldBlending = - 1,
  85. _oldBlendEquation = - 1,
  86. _oldBlendSrc = - 1,
  87. _oldBlendDst = - 1,
  88. _oldDepthTest = - 1,
  89. _oldDepthWrite = - 1,
  90. _oldPolygonOffset = null,
  91. _oldPolygonOffsetFactor = null,
  92. _oldPolygonOffsetUnits = null,
  93. _oldLineWidth = null,
  94. _viewportX = 0,
  95. _viewportY = 0,
  96. _viewportWidth = _canvas.width,
  97. _viewportHeight = _canvas.height,
  98. _currentWidth = 0,
  99. _currentHeight = 0,
  100. _newAttributes = new Uint8Array( 16 ),
  101. _enabledAttributes = new Uint8Array( 16 ),
  102. // frustum
  103. _frustum = new THREE.Frustum(),
  104. // camera matrices cache
  105. _projScreenMatrix = new THREE.Matrix4(),
  106. _projScreenMatrixPS = new THREE.Matrix4(),
  107. _vector3 = new THREE.Vector3(),
  108. // light arrays cache
  109. _direction = new THREE.Vector3(),
  110. _lightsNeedUpdate = true,
  111. _lights = {
  112. ambient: [ 0, 0, 0 ],
  113. directional: { length: 0, colors:[], positions: [] },
  114. point: { length: 0, colors: [], positions: [], distances: [] },
  115. spot: { length: 0, colors: [], positions: [], distances: [], directions: [], anglesCos: [], exponents: [] },
  116. hemi: { length: 0, skyColors: [], groundColors: [], positions: [] }
  117. };
  118. // initialize
  119. var _gl;
  120. var _glExtensionTextureFloat;
  121. var _glExtensionTextureFloatLinear;
  122. var _glExtensionStandardDerivatives;
  123. var _glExtensionTextureFilterAnisotropic;
  124. var _glExtensionCompressedTextureS3TC;
  125. var _glExtensionElementIndexUint;
  126. var _glExtensionFragDepth;
  127. initGL();
  128. setDefaultGLState();
  129. this.context = _gl;
  130. // GPU capabilities
  131. var _maxTextures = _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS );
  132. var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
  133. var _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE );
  134. var _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE );
  135. var _maxAnisotropy = _glExtensionTextureFilterAnisotropic ? _gl.getParameter( _glExtensionTextureFilterAnisotropic.MAX_TEXTURE_MAX_ANISOTROPY_EXT ) : 0;
  136. var _supportsVertexTextures = ( _maxVertexTextures > 0 );
  137. var _supportsBoneTextures = _supportsVertexTextures && _glExtensionTextureFloat;
  138. var _compressedTextureFormats = _glExtensionCompressedTextureS3TC ? _gl.getParameter( _gl.COMPRESSED_TEXTURE_FORMATS ) : [];
  139. //
  140. var _vertexShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_FLOAT );
  141. var _vertexShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_FLOAT );
  142. var _vertexShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.LOW_FLOAT );
  143. var _fragmentShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_FLOAT );
  144. var _fragmentShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_FLOAT );
  145. var _fragmentShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.LOW_FLOAT );
  146. // clamp precision to maximum available
  147. var highpAvailable = _vertexShaderPrecisionHighpFloat.precision > 0 && _fragmentShaderPrecisionHighpFloat.precision > 0;
  148. var mediumpAvailable = _vertexShaderPrecisionMediumpFloat.precision > 0 && _fragmentShaderPrecisionMediumpFloat.precision > 0;
  149. if ( _precision === 'highp' && ! highpAvailable ) {
  150. if ( mediumpAvailable ) {
  151. _precision = 'mediump';
  152. console.warn( 'THREE.WebGLRenderer: highp not supported, using mediump.' );
  153. } else {
  154. _precision = 'lowp';
  155. console.warn( 'THREE.WebGLRenderer: highp and mediump not supported, using lowp.' );
  156. }
  157. }
  158. if ( _precision === 'mediump' && ! mediumpAvailable ) {
  159. _precision = 'lowp';
  160. console.warn( 'THREE.WebGLRenderer: mediump not supported, using lowp.' );
  161. }
  162. // API
  163. this.getContext = function () {
  164. return _gl;
  165. };
  166. this.supportsVertexTextures = function () {
  167. return _supportsVertexTextures;
  168. };
  169. this.supportsFloatTextures = function () {
  170. return _glExtensionTextureFloat;
  171. };
  172. this.supportsStandardDerivatives = function () {
  173. return _glExtensionStandardDerivatives;
  174. };
  175. this.supportsCompressedTextureS3TC = function () {
  176. return _glExtensionCompressedTextureS3TC;
  177. };
  178. this.getMaxAnisotropy = function () {
  179. return _maxAnisotropy;
  180. };
  181. this.getPrecision = function () {
  182. return _precision;
  183. };
  184. this.setSize = function ( width, height, updateStyle ) {
  185. _canvas.width = width * this.devicePixelRatio;
  186. _canvas.height = height * this.devicePixelRatio;
  187. if ( updateStyle !== false ) {
  188. _canvas.style.width = width + 'px';
  189. _canvas.style.height = height + 'px';
  190. }
  191. this.setViewport( 0, 0, width, height );
  192. };
  193. this.setViewport = function ( x, y, width, height ) {
  194. _viewportX = x * this.devicePixelRatio;
  195. _viewportY = y * this.devicePixelRatio;
  196. _viewportWidth = width * this.devicePixelRatio;
  197. _viewportHeight = height * this.devicePixelRatio;
  198. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  199. };
  200. this.setScissor = function ( x, y, width, height ) {
  201. _gl.scissor(
  202. x * this.devicePixelRatio,
  203. y * this.devicePixelRatio,
  204. width * this.devicePixelRatio,
  205. height * this.devicePixelRatio
  206. );
  207. };
  208. this.enableScissorTest = function ( enable ) {
  209. enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );
  210. };
  211. // Clearing
  212. this.setClearColor = function ( color, alpha ) {
  213. _clearColor.set( color );
  214. _clearAlpha = alpha !== undefined ? alpha : 1;
  215. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  216. };
  217. this.setClearColorHex = function ( hex, alpha ) {
  218. console.warn( 'THREE.WebGLRenderer: .setClearColorHex() is being removed. Use .setClearColor() instead.' );
  219. this.setClearColor( hex, alpha );
  220. };
  221. this.getClearColor = function () {
  222. return _clearColor;
  223. };
  224. this.getClearAlpha = function () {
  225. return _clearAlpha;
  226. };
  227. this.clear = function ( color, depth, stencil ) {
  228. var bits = 0;
  229. if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  230. if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  231. if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  232. _gl.clear( bits );
  233. };
  234. this.clearColor = function () {
  235. _gl.clear( _gl.COLOR_BUFFER_BIT );
  236. };
  237. this.clearDepth = function () {
  238. _gl.clear( _gl.DEPTH_BUFFER_BIT );
  239. };
  240. this.clearStencil = function () {
  241. _gl.clear( _gl.STENCIL_BUFFER_BIT );
  242. };
  243. this.clearTarget = function ( renderTarget, color, depth, stencil ) {
  244. this.setRenderTarget( renderTarget );
  245. this.clear( color, depth, stencil );
  246. };
  247. // Plugins
  248. this.addPostPlugin = function ( plugin ) {
  249. plugin.init( this );
  250. this.renderPluginsPost.push( plugin );
  251. };
  252. this.addPrePlugin = function ( plugin ) {
  253. plugin.init( this );
  254. this.renderPluginsPre.push( plugin );
  255. };
  256. // Rendering
  257. this.updateShadowMap = function ( scene, camera ) {
  258. _currentProgram = null;
  259. _oldBlending = - 1;
  260. _oldDepthTest = - 1;
  261. _oldDepthWrite = - 1;
  262. _currentGeometryGroupHash = - 1;
  263. _currentMaterialId = - 1;
  264. _lightsNeedUpdate = true;
  265. _oldDoubleSided = - 1;
  266. _oldFlipSided = - 1;
  267. initObjects( scene );
  268. this.shadowMapPlugin.update( scene, camera );
  269. };
  270. // Internal functions
  271. // Buffer allocation
  272. function createParticleBuffers ( geometry ) {
  273. geometry.__webglVertexBuffer = _gl.createBuffer();
  274. geometry.__webglColorBuffer = _gl.createBuffer();
  275. _this.info.memory.geometries ++;
  276. };
  277. function createLineBuffers ( geometry ) {
  278. geometry.__webglVertexBuffer = _gl.createBuffer();
  279. geometry.__webglColorBuffer = _gl.createBuffer();
  280. geometry.__webglLineDistanceBuffer = _gl.createBuffer();
  281. _this.info.memory.geometries ++;
  282. };
  283. function createMeshBuffers ( geometryGroup ) {
  284. geometryGroup.__webglVertexBuffer = _gl.createBuffer();
  285. geometryGroup.__webglNormalBuffer = _gl.createBuffer();
  286. geometryGroup.__webglTangentBuffer = _gl.createBuffer();
  287. geometryGroup.__webglColorBuffer = _gl.createBuffer();
  288. geometryGroup.__webglUVBuffer = _gl.createBuffer();
  289. geometryGroup.__webglUV2Buffer = _gl.createBuffer();
  290. geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
  291. geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
  292. geometryGroup.__webglFaceBuffer = _gl.createBuffer();
  293. geometryGroup.__webglLineBuffer = _gl.createBuffer();
  294. var m, ml;
  295. if ( geometryGroup.numMorphTargets ) {
  296. geometryGroup.__webglMorphTargetsBuffers = [];
  297. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  298. geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
  299. }
  300. }
  301. if ( geometryGroup.numMorphNormals ) {
  302. geometryGroup.__webglMorphNormalsBuffers = [];
  303. for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  304. geometryGroup.__webglMorphNormalsBuffers.push( _gl.createBuffer() );
  305. }
  306. }
  307. _this.info.memory.geometries ++;
  308. };
  309. // Events
  310. var onGeometryDispose = function ( event ) {
  311. var geometry = event.target;
  312. geometry.removeEventListener( 'dispose', onGeometryDispose );
  313. deallocateGeometry( geometry );
  314. };
  315. var onTextureDispose = function ( event ) {
  316. var texture = event.target;
  317. texture.removeEventListener( 'dispose', onTextureDispose );
  318. deallocateTexture( texture );
  319. _this.info.memory.textures --;
  320. };
  321. var onRenderTargetDispose = function ( event ) {
  322. var renderTarget = event.target;
  323. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  324. deallocateRenderTarget( renderTarget );
  325. _this.info.memory.textures --;
  326. };
  327. var onMaterialDispose = function ( event ) {
  328. var material = event.target;
  329. material.removeEventListener( 'dispose', onMaterialDispose );
  330. deallocateMaterial( material );
  331. };
  332. // Buffer deallocation
  333. var deleteBuffers = function ( geometry ) {
  334. if ( geometry.__webglVertexBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglVertexBuffer );
  335. if ( geometry.__webglNormalBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglNormalBuffer );
  336. if ( geometry.__webglTangentBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglTangentBuffer );
  337. if ( geometry.__webglColorBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglColorBuffer );
  338. if ( geometry.__webglUVBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglUVBuffer );
  339. if ( geometry.__webglUV2Buffer !== undefined ) _gl.deleteBuffer( geometry.__webglUV2Buffer );
  340. if ( geometry.__webglSkinIndicesBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglSkinIndicesBuffer );
  341. if ( geometry.__webglSkinWeightsBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglSkinWeightsBuffer );
  342. if ( geometry.__webglFaceBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglFaceBuffer );
  343. if ( geometry.__webglLineBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglLineBuffer );
  344. if ( geometry.__webglLineDistanceBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglLineDistanceBuffer );
  345. // custom attributes
  346. if ( geometry.__webglCustomAttributesList !== undefined ) {
  347. for ( var id in geometry.__webglCustomAttributesList ) {
  348. _gl.deleteBuffer( geometry.__webglCustomAttributesList[ id ].buffer );
  349. }
  350. }
  351. _this.info.memory.geometries --;
  352. };
  353. var deallocateGeometry = function ( geometry ) {
  354. geometry.__webglInit = undefined;
  355. if ( geometry instanceof THREE.BufferGeometry ) {
  356. var attributes = geometry.attributes;
  357. for ( var key in attributes ) {
  358. if ( attributes[ key ].buffer !== undefined ) {
  359. _gl.deleteBuffer( attributes[ key ].buffer );
  360. }
  361. }
  362. _this.info.memory.geometries --;
  363. } else {
  364. if ( geometry.geometryGroups !== undefined ) {
  365. for ( var i = 0,l = geometry.geometryGroupsList.length; i<l;i++ ) {
  366. var geometryGroup = geometry.geometryGroupsList[ i ];
  367. if ( geometryGroup.numMorphTargets !== undefined ) {
  368. for ( var m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  369. _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
  370. }
  371. }
  372. if ( geometryGroup.numMorphNormals !== undefined ) {
  373. for ( var m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  374. _gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] );
  375. }
  376. }
  377. deleteBuffers( geometryGroup );
  378. }
  379. } else {
  380. deleteBuffers( geometry );
  381. }
  382. }
  383. };
  384. var deallocateTexture = function ( texture ) {
  385. if ( texture.image && texture.image.__webglTextureCube ) {
  386. // cube texture
  387. _gl.deleteTexture( texture.image.__webglTextureCube );
  388. } else {
  389. // 2D texture
  390. if ( ! texture.__webglInit ) return;
  391. texture.__webglInit = false;
  392. _gl.deleteTexture( texture.__webglTexture );
  393. }
  394. };
  395. var deallocateRenderTarget = function ( renderTarget ) {
  396. if ( ! renderTarget || ! renderTarget.__webglTexture ) return;
  397. _gl.deleteTexture( renderTarget.__webglTexture );
  398. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  399. for ( var i = 0; i < 6; i ++ ) {
  400. _gl.deleteFramebuffer( renderTarget.__webglFramebuffer[ i ] );
  401. _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer[ i ] );
  402. }
  403. } else {
  404. _gl.deleteFramebuffer( renderTarget.__webglFramebuffer );
  405. _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer );
  406. }
  407. };
  408. var deallocateMaterial = function ( material ) {
  409. var program = material.program.program;
  410. if ( program === undefined ) return;
  411. material.program = undefined;
  412. // only deallocate GL program if this was the last use of shared program
  413. // assumed there is only single copy of any program in the _programs list
  414. // (that's how it's constructed)
  415. var i, il, programInfo;
  416. var deleteProgram = false;
  417. for ( i = 0, il = _programs.length; i < il; i ++ ) {
  418. programInfo = _programs[ i ];
  419. if ( programInfo.program === program ) {
  420. programInfo.usedTimes --;
  421. if ( programInfo.usedTimes === 0 ) {
  422. deleteProgram = true;
  423. }
  424. break;
  425. }
  426. }
  427. if ( deleteProgram === true ) {
  428. // avoid using array.splice, this is costlier than creating new array from scratch
  429. var newPrograms = [];
  430. for ( i = 0, il = _programs.length; i < il; i ++ ) {
  431. programInfo = _programs[ i ];
  432. if ( programInfo.program !== program ) {
  433. newPrograms.push( programInfo );
  434. }
  435. }
  436. _programs = newPrograms;
  437. _gl.deleteProgram( program );
  438. _this.info.memory.programs --;
  439. }
  440. };
  441. // Buffer initialization
  442. function initCustomAttributes ( geometry, object ) {
  443. var nvertices = geometry.vertices.length;
  444. var material = object.material;
  445. if ( material.attributes ) {
  446. if ( geometry.__webglCustomAttributesList === undefined ) {
  447. geometry.__webglCustomAttributesList = [];
  448. }
  449. for ( var a in material.attributes ) {
  450. var attribute = material.attributes[ a ];
  451. if ( ! attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  452. attribute.__webglInitialized = true;
  453. var size = 1; // "f" and "i"
  454. if ( attribute.type === 'v2' ) size = 2;
  455. else if ( attribute.type === 'v3' ) size = 3;
  456. else if ( attribute.type === 'v4' ) size = 4;
  457. else if ( attribute.type === 'c' ) size = 3;
  458. attribute.size = size;
  459. attribute.array = new Float32Array( nvertices * size );
  460. attribute.buffer = _gl.createBuffer();
  461. attribute.buffer.belongsToAttribute = a;
  462. attribute.needsUpdate = true;
  463. }
  464. geometry.__webglCustomAttributesList.push( attribute );
  465. }
  466. }
  467. };
  468. function initParticleBuffers ( geometry, object ) {
  469. var nvertices = geometry.vertices.length;
  470. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  471. geometry.__colorArray = new Float32Array( nvertices * 3 );
  472. geometry.__sortArray = [];
  473. geometry.__webglParticleCount = nvertices;
  474. initCustomAttributes ( geometry, object );
  475. };
  476. function initLineBuffers ( geometry, object ) {
  477. var nvertices = geometry.vertices.length;
  478. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  479. geometry.__colorArray = new Float32Array( nvertices * 3 );
  480. geometry.__lineDistanceArray = new Float32Array( nvertices * 1 );
  481. geometry.__webglLineCount = nvertices;
  482. initCustomAttributes ( geometry, object );
  483. };
  484. function initMeshBuffers ( geometryGroup, object ) {
  485. var geometry = object.geometry,
  486. faces3 = geometryGroup.faces3,
  487. nvertices = faces3.length * 3,
  488. ntris = faces3.length * 1,
  489. nlines = faces3.length * 3,
  490. material = getBufferMaterial( object, geometryGroup ),
  491. uvType = bufferGuessUVType( material ),
  492. normalType = bufferGuessNormalType( material ),
  493. vertexColorType = bufferGuessVertexColorType( material );
  494. // console.log( "uvType", uvType, "normalType", normalType, "vertexColorType", vertexColorType, object, geometryGroup, material );
  495. geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
  496. if ( normalType ) {
  497. geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
  498. }
  499. if ( geometry.hasTangents ) {
  500. geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
  501. }
  502. if ( vertexColorType ) {
  503. geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
  504. }
  505. if ( uvType ) {
  506. if ( geometry.faceVertexUvs.length > 0 ) {
  507. geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
  508. }
  509. if ( geometry.faceVertexUvs.length > 1 ) {
  510. geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
  511. }
  512. }
  513. if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
  514. geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
  515. geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
  516. }
  517. var UintArray = _glExtensionElementIndexUint !== null && ntris > 21845 ? Uint32Array : Uint16Array; // 65535 / 3
  518. geometryGroup.__typeArray = UintArray;
  519. geometryGroup.__faceArray = new UintArray( ntris * 3 );
  520. geometryGroup.__lineArray = new UintArray( nlines * 2 );
  521. var m, ml;
  522. if ( geometryGroup.numMorphTargets ) {
  523. geometryGroup.__morphTargetsArrays = [];
  524. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  525. geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
  526. }
  527. }
  528. if ( geometryGroup.numMorphNormals ) {
  529. geometryGroup.__morphNormalsArrays = [];
  530. for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  531. geometryGroup.__morphNormalsArrays.push( new Float32Array( nvertices * 3 ) );
  532. }
  533. }
  534. geometryGroup.__webglFaceCount = ntris * 3;
  535. geometryGroup.__webglLineCount = nlines * 2;
  536. // custom attributes
  537. if ( material.attributes ) {
  538. if ( geometryGroup.__webglCustomAttributesList === undefined ) {
  539. geometryGroup.__webglCustomAttributesList = [];
  540. }
  541. for ( var a in material.attributes ) {
  542. // Do a shallow copy of the attribute object so different geometryGroup chunks use different
  543. // attribute buffers which are correctly indexed in the setMeshBuffers function
  544. var originalAttribute = material.attributes[ a ];
  545. var attribute = {};
  546. for ( var property in originalAttribute ) {
  547. attribute[ property ] = originalAttribute[ property ];
  548. }
  549. if ( ! attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  550. attribute.__webglInitialized = true;
  551. var size = 1; // "f" and "i"
  552. if ( attribute.type === 'v2' ) size = 2;
  553. else if ( attribute.type === 'v3' ) size = 3;
  554. else if ( attribute.type === 'v4' ) size = 4;
  555. else if ( attribute.type === 'c' ) size = 3;
  556. attribute.size = size;
  557. attribute.array = new Float32Array( nvertices * size );
  558. attribute.buffer = _gl.createBuffer();
  559. attribute.buffer.belongsToAttribute = a;
  560. originalAttribute.needsUpdate = true;
  561. attribute.__original = originalAttribute;
  562. }
  563. geometryGroup.__webglCustomAttributesList.push( attribute );
  564. }
  565. }
  566. geometryGroup.__inittedArrays = true;
  567. };
  568. function getBufferMaterial( object, geometryGroup ) {
  569. return object.material instanceof THREE.MeshFaceMaterial
  570. ? object.material.materials[ geometryGroup.materialIndex ]
  571. : object.material;
  572. };
  573. function materialNeedsSmoothNormals ( material ) {
  574. return material && material.shading !== undefined && material.shading === THREE.SmoothShading;
  575. };
  576. function bufferGuessNormalType ( material ) {
  577. // only MeshBasicMaterial and MeshDepthMaterial don't need normals
  578. if ( ( material instanceof THREE.MeshBasicMaterial && ! material.envMap ) || material instanceof THREE.MeshDepthMaterial ) {
  579. return false;
  580. }
  581. if ( materialNeedsSmoothNormals( material ) ) {
  582. return THREE.SmoothShading;
  583. } else {
  584. return THREE.FlatShading;
  585. }
  586. };
  587. function bufferGuessVertexColorType( material ) {
  588. if ( material.vertexColors ) {
  589. return material.vertexColors;
  590. }
  591. return false;
  592. };
  593. function bufferGuessUVType( material ) {
  594. // material must use some texture to require uvs
  595. if ( material.map ||
  596. material.lightMap ||
  597. material.bumpMap ||
  598. material.normalMap ||
  599. material.specularMap ||
  600. material.alphaMap ||
  601. material instanceof THREE.ShaderMaterial ) {
  602. return true;
  603. }
  604. return false;
  605. };
  606. //
  607. function initDirectBuffers( geometry ) {
  608. for ( var name in geometry.attributes ) {
  609. var bufferType = ( name === 'index' ) ? _gl.ELEMENT_ARRAY_BUFFER : _gl.ARRAY_BUFFER;
  610. var attribute = geometry.attributes[ name ];
  611. attribute.buffer = _gl.createBuffer();
  612. _gl.bindBuffer( bufferType, attribute.buffer );
  613. _gl.bufferData( bufferType, attribute.array, _gl.STATIC_DRAW );
  614. }
  615. }
  616. // Buffer setting
  617. function setParticleBuffers ( geometry, hint, object ) {
  618. var v, c, vertex, offset, index, color,
  619. vertices = geometry.vertices,
  620. vl = vertices.length,
  621. colors = geometry.colors,
  622. cl = colors.length,
  623. vertexArray = geometry.__vertexArray,
  624. colorArray = geometry.__colorArray,
  625. sortArray = geometry.__sortArray,
  626. dirtyVertices = geometry.verticesNeedUpdate,
  627. dirtyElements = geometry.elementsNeedUpdate,
  628. dirtyColors = geometry.colorsNeedUpdate,
  629. customAttributes = geometry.__webglCustomAttributesList,
  630. i, il,
  631. a, ca, cal, value,
  632. customAttribute;
  633. if ( object.sortParticles ) {
  634. _projScreenMatrixPS.copy( _projScreenMatrix );
  635. _projScreenMatrixPS.multiply( object.matrixWorld );
  636. for ( v = 0; v < vl; v ++ ) {
  637. vertex = vertices[ v ];
  638. _vector3.copy( vertex );
  639. _vector3.applyProjection( _projScreenMatrixPS );
  640. sortArray[ v ] = [ _vector3.z, v ];
  641. }
  642. sortArray.sort( numericalSort );
  643. for ( v = 0; v < vl; v ++ ) {
  644. vertex = vertices[ sortArray[ v ][ 1 ] ];
  645. offset = v * 3;
  646. vertexArray[ offset ] = vertex.x;
  647. vertexArray[ offset + 1 ] = vertex.y;
  648. vertexArray[ offset + 2 ] = vertex.z;
  649. }
  650. for ( c = 0; c < cl; c ++ ) {
  651. offset = c * 3;
  652. color = colors[ sortArray[ c ][ 1 ] ];
  653. colorArray[ offset ] = color.r;
  654. colorArray[ offset + 1 ] = color.g;
  655. colorArray[ offset + 2 ] = color.b;
  656. }
  657. if ( customAttributes ) {
  658. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  659. customAttribute = customAttributes[ i ];
  660. if ( ! ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) ) continue;
  661. offset = 0;
  662. cal = customAttribute.value.length;
  663. if ( customAttribute.size === 1 ) {
  664. for ( ca = 0; ca < cal; ca ++ ) {
  665. index = sortArray[ ca ][ 1 ];
  666. customAttribute.array[ ca ] = customAttribute.value[ index ];
  667. }
  668. } else if ( customAttribute.size === 2 ) {
  669. for ( ca = 0; ca < cal; ca ++ ) {
  670. index = sortArray[ ca ][ 1 ];
  671. value = customAttribute.value[ index ];
  672. customAttribute.array[ offset ] = value.x;
  673. customAttribute.array[ offset + 1 ] = value.y;
  674. offset += 2;
  675. }
  676. } else if ( customAttribute.size === 3 ) {
  677. if ( customAttribute.type === 'c' ) {
  678. for ( ca = 0; ca < cal; ca ++ ) {
  679. index = sortArray[ ca ][ 1 ];
  680. value = customAttribute.value[ index ];
  681. customAttribute.array[ offset ] = value.r;
  682. customAttribute.array[ offset + 1 ] = value.g;
  683. customAttribute.array[ offset + 2 ] = value.b;
  684. offset += 3;
  685. }
  686. } else {
  687. for ( ca = 0; ca < cal; ca ++ ) {
  688. index = sortArray[ ca ][ 1 ];
  689. value = customAttribute.value[ index ];
  690. customAttribute.array[ offset ] = value.x;
  691. customAttribute.array[ offset + 1 ] = value.y;
  692. customAttribute.array[ offset + 2 ] = value.z;
  693. offset += 3;
  694. }
  695. }
  696. } else if ( customAttribute.size === 4 ) {
  697. for ( ca = 0; ca < cal; ca ++ ) {
  698. index = sortArray[ ca ][ 1 ];
  699. value = customAttribute.value[ index ];
  700. customAttribute.array[ offset ] = value.x;
  701. customAttribute.array[ offset + 1 ] = value.y;
  702. customAttribute.array[ offset + 2 ] = value.z;
  703. customAttribute.array[ offset + 3 ] = value.w;
  704. offset += 4;
  705. }
  706. }
  707. }
  708. }
  709. } else {
  710. if ( dirtyVertices ) {
  711. for ( v = 0; v < vl; v ++ ) {
  712. vertex = vertices[ v ];
  713. offset = v * 3;
  714. vertexArray[ offset ] = vertex.x;
  715. vertexArray[ offset + 1 ] = vertex.y;
  716. vertexArray[ offset + 2 ] = vertex.z;
  717. }
  718. }
  719. if ( dirtyColors ) {
  720. for ( c = 0; c < cl; c ++ ) {
  721. color = colors[ c ];
  722. offset = c * 3;
  723. colorArray[ offset ] = color.r;
  724. colorArray[ offset + 1 ] = color.g;
  725. colorArray[ offset + 2 ] = color.b;
  726. }
  727. }
  728. if ( customAttributes ) {
  729. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  730. customAttribute = customAttributes[ i ];
  731. if ( customAttribute.needsUpdate &&
  732. ( customAttribute.boundTo === undefined ||
  733. customAttribute.boundTo === 'vertices' ) ) {
  734. cal = customAttribute.value.length;
  735. offset = 0;
  736. if ( customAttribute.size === 1 ) {
  737. for ( ca = 0; ca < cal; ca ++ ) {
  738. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  739. }
  740. } else if ( customAttribute.size === 2 ) {
  741. for ( ca = 0; ca < cal; ca ++ ) {
  742. value = customAttribute.value[ ca ];
  743. customAttribute.array[ offset ] = value.x;
  744. customAttribute.array[ offset + 1 ] = value.y;
  745. offset += 2;
  746. }
  747. } else if ( customAttribute.size === 3 ) {
  748. if ( customAttribute.type === 'c' ) {
  749. for ( ca = 0; ca < cal; ca ++ ) {
  750. value = customAttribute.value[ ca ];
  751. customAttribute.array[ offset ] = value.r;
  752. customAttribute.array[ offset + 1 ] = value.g;
  753. customAttribute.array[ offset + 2 ] = value.b;
  754. offset += 3;
  755. }
  756. } else {
  757. for ( ca = 0; ca < cal; ca ++ ) {
  758. value = customAttribute.value[ ca ];
  759. customAttribute.array[ offset ] = value.x;
  760. customAttribute.array[ offset + 1 ] = value.y;
  761. customAttribute.array[ offset + 2 ] = value.z;
  762. offset += 3;
  763. }
  764. }
  765. } else if ( customAttribute.size === 4 ) {
  766. for ( ca = 0; ca < cal; ca ++ ) {
  767. value = customAttribute.value[ ca ];
  768. customAttribute.array[ offset ] = value.x;
  769. customAttribute.array[ offset + 1 ] = value.y;
  770. customAttribute.array[ offset + 2 ] = value.z;
  771. customAttribute.array[ offset + 3 ] = value.w;
  772. offset += 4;
  773. }
  774. }
  775. }
  776. }
  777. }
  778. }
  779. if ( dirtyVertices || object.sortParticles ) {
  780. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  781. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  782. }
  783. if ( dirtyColors || object.sortParticles ) {
  784. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  785. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  786. }
  787. if ( customAttributes ) {
  788. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  789. customAttribute = customAttributes[ i ];
  790. if ( customAttribute.needsUpdate || object.sortParticles ) {
  791. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  792. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  793. }
  794. }
  795. }
  796. }
  797. function setLineBuffers ( geometry, hint ) {
  798. var v, c, d, vertex, offset, color,
  799. vertices = geometry.vertices,
  800. colors = geometry.colors,
  801. lineDistances = geometry.lineDistances,
  802. vl = vertices.length,
  803. cl = colors.length,
  804. dl = lineDistances.length,
  805. vertexArray = geometry.__vertexArray,
  806. colorArray = geometry.__colorArray,
  807. lineDistanceArray = geometry.__lineDistanceArray,
  808. dirtyVertices = geometry.verticesNeedUpdate,
  809. dirtyColors = geometry.colorsNeedUpdate,
  810. dirtyLineDistances = geometry.lineDistancesNeedUpdate,
  811. customAttributes = geometry.__webglCustomAttributesList,
  812. i, il,
  813. a, ca, cal, value,
  814. customAttribute;
  815. if ( dirtyVertices ) {
  816. for ( v = 0; v < vl; v ++ ) {
  817. vertex = vertices[ v ];
  818. offset = v * 3;
  819. vertexArray[ offset ] = vertex.x;
  820. vertexArray[ offset + 1 ] = vertex.y;
  821. vertexArray[ offset + 2 ] = vertex.z;
  822. }
  823. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  824. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  825. }
  826. if ( dirtyColors ) {
  827. for ( c = 0; c < cl; c ++ ) {
  828. color = colors[ c ];
  829. offset = c * 3;
  830. colorArray[ offset ] = color.r;
  831. colorArray[ offset + 1 ] = color.g;
  832. colorArray[ offset + 2 ] = color.b;
  833. }
  834. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  835. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  836. }
  837. if ( dirtyLineDistances ) {
  838. for ( d = 0; d < dl; d ++ ) {
  839. lineDistanceArray[ d ] = lineDistances[ d ];
  840. }
  841. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglLineDistanceBuffer );
  842. _gl.bufferData( _gl.ARRAY_BUFFER, lineDistanceArray, hint );
  843. }
  844. if ( customAttributes ) {
  845. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  846. customAttribute = customAttributes[ i ];
  847. if ( customAttribute.needsUpdate &&
  848. ( customAttribute.boundTo === undefined ||
  849. customAttribute.boundTo === 'vertices' ) ) {
  850. offset = 0;
  851. cal = customAttribute.value.length;
  852. if ( customAttribute.size === 1 ) {
  853. for ( ca = 0; ca < cal; ca ++ ) {
  854. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  855. }
  856. } else if ( customAttribute.size === 2 ) {
  857. for ( ca = 0; ca < cal; ca ++ ) {
  858. value = customAttribute.value[ ca ];
  859. customAttribute.array[ offset ] = value.x;
  860. customAttribute.array[ offset + 1 ] = value.y;
  861. offset += 2;
  862. }
  863. } else if ( customAttribute.size === 3 ) {
  864. if ( customAttribute.type === 'c' ) {
  865. for ( ca = 0; ca < cal; ca ++ ) {
  866. value = customAttribute.value[ ca ];
  867. customAttribute.array[ offset ] = value.r;
  868. customAttribute.array[ offset + 1 ] = value.g;
  869. customAttribute.array[ offset + 2 ] = value.b;
  870. offset += 3;
  871. }
  872. } else {
  873. for ( ca = 0; ca < cal; ca ++ ) {
  874. value = customAttribute.value[ ca ];
  875. customAttribute.array[ offset ] = value.x;
  876. customAttribute.array[ offset + 1 ] = value.y;
  877. customAttribute.array[ offset + 2 ] = value.z;
  878. offset += 3;
  879. }
  880. }
  881. } else if ( customAttribute.size === 4 ) {
  882. for ( ca = 0; ca < cal; ca ++ ) {
  883. value = customAttribute.value[ ca ];
  884. customAttribute.array[ offset ] = value.x;
  885. customAttribute.array[ offset + 1 ] = value.y;
  886. customAttribute.array[ offset + 2 ] = value.z;
  887. customAttribute.array[ offset + 3 ] = value.w;
  888. offset += 4;
  889. }
  890. }
  891. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  892. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  893. }
  894. }
  895. }
  896. }
  897. function setMeshBuffers( geometryGroup, object, hint, dispose, material ) {
  898. if ( ! geometryGroup.__inittedArrays ) {
  899. return;
  900. }
  901. var normalType = bufferGuessNormalType( material ),
  902. vertexColorType = bufferGuessVertexColorType( material ),
  903. uvType = bufferGuessUVType( material ),
  904. needsSmoothNormals = ( normalType === THREE.SmoothShading );
  905. var f, fl, fi, face,
  906. vertexNormals, faceNormal, normal,
  907. vertexColors, faceColor,
  908. vertexTangents,
  909. uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4, n1, n2, n3, n4,
  910. c1, c2, c3,
  911. sw1, sw2, sw3, sw4,
  912. si1, si2, si3, si4,
  913. sa1, sa2, sa3, sa4,
  914. sb1, sb2, sb3, sb4,
  915. m, ml, i, il,
  916. vn, uvi, uv2i,
  917. vk, vkl, vka,
  918. nka, chf, faceVertexNormals,
  919. a,
  920. vertexIndex = 0,
  921. offset = 0,
  922. offset_uv = 0,
  923. offset_uv2 = 0,
  924. offset_face = 0,
  925. offset_normal = 0,
  926. offset_tangent = 0,
  927. offset_line = 0,
  928. offset_color = 0,
  929. offset_skin = 0,
  930. offset_morphTarget = 0,
  931. offset_custom = 0,
  932. offset_customSrc = 0,
  933. value,
  934. vertexArray = geometryGroup.__vertexArray,
  935. uvArray = geometryGroup.__uvArray,
  936. uv2Array = geometryGroup.__uv2Array,
  937. normalArray = geometryGroup.__normalArray,
  938. tangentArray = geometryGroup.__tangentArray,
  939. colorArray = geometryGroup.__colorArray,
  940. skinIndexArray = geometryGroup.__skinIndexArray,
  941. skinWeightArray = geometryGroup.__skinWeightArray,
  942. morphTargetsArrays = geometryGroup.__morphTargetsArrays,
  943. morphNormalsArrays = geometryGroup.__morphNormalsArrays,
  944. customAttributes = geometryGroup.__webglCustomAttributesList,
  945. customAttribute,
  946. faceArray = geometryGroup.__faceArray,
  947. lineArray = geometryGroup.__lineArray,
  948. geometry = object.geometry, // this is shared for all chunks
  949. dirtyVertices = geometry.verticesNeedUpdate,
  950. dirtyElements = geometry.elementsNeedUpdate,
  951. dirtyUvs = geometry.uvsNeedUpdate,
  952. dirtyNormals = geometry.normalsNeedUpdate,
  953. dirtyTangents = geometry.tangentsNeedUpdate,
  954. dirtyColors = geometry.colorsNeedUpdate,
  955. dirtyMorphTargets = geometry.morphTargetsNeedUpdate,
  956. vertices = geometry.vertices,
  957. chunk_faces3 = geometryGroup.faces3,
  958. obj_faces = geometry.faces,
  959. obj_uvs = geometry.faceVertexUvs[ 0 ],
  960. obj_uvs2 = geometry.faceVertexUvs[ 1 ],
  961. obj_colors = geometry.colors,
  962. obj_skinIndices = geometry.skinIndices,
  963. obj_skinWeights = geometry.skinWeights,
  964. morphTargets = geometry.morphTargets,
  965. morphNormals = geometry.morphNormals;
  966. if ( dirtyVertices ) {
  967. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  968. face = obj_faces[ chunk_faces3[ f ] ];
  969. v1 = vertices[ face.a ];
  970. v2 = vertices[ face.b ];
  971. v3 = vertices[ face.c ];
  972. vertexArray[ offset ] = v1.x;
  973. vertexArray[ offset + 1 ] = v1.y;
  974. vertexArray[ offset + 2 ] = v1.z;
  975. vertexArray[ offset + 3 ] = v2.x;
  976. vertexArray[ offset + 4 ] = v2.y;
  977. vertexArray[ offset + 5 ] = v2.z;
  978. vertexArray[ offset + 6 ] = v3.x;
  979. vertexArray[ offset + 7 ] = v3.y;
  980. vertexArray[ offset + 8 ] = v3.z;
  981. offset += 9;
  982. }
  983. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  984. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  985. }
  986. if ( dirtyMorphTargets ) {
  987. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  988. offset_morphTarget = 0;
  989. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  990. chf = chunk_faces3[ f ];
  991. face = obj_faces[ chf ];
  992. // morph positions
  993. v1 = morphTargets[ vk ].vertices[ face.a ];
  994. v2 = morphTargets[ vk ].vertices[ face.b ];
  995. v3 = morphTargets[ vk ].vertices[ face.c ];
  996. vka = morphTargetsArrays[ vk ];
  997. vka[ offset_morphTarget ] = v1.x;
  998. vka[ offset_morphTarget + 1 ] = v1.y;
  999. vka[ offset_morphTarget + 2 ] = v1.z;
  1000. vka[ offset_morphTarget + 3 ] = v2.x;
  1001. vka[ offset_morphTarget + 4 ] = v2.y;
  1002. vka[ offset_morphTarget + 5 ] = v2.z;
  1003. vka[ offset_morphTarget + 6 ] = v3.x;
  1004. vka[ offset_morphTarget + 7 ] = v3.y;
  1005. vka[ offset_morphTarget + 8 ] = v3.z;
  1006. // morph normals
  1007. if ( material.morphNormals ) {
  1008. if ( needsSmoothNormals ) {
  1009. faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];
  1010. n1 = faceVertexNormals.a;
  1011. n2 = faceVertexNormals.b;
  1012. n3 = faceVertexNormals.c;
  1013. } else {
  1014. n1 = morphNormals[ vk ].faceNormals[ chf ];
  1015. n2 = n1;
  1016. n3 = n1;
  1017. }
  1018. nka = morphNormalsArrays[ vk ];
  1019. nka[ offset_morphTarget ] = n1.x;
  1020. nka[ offset_morphTarget + 1 ] = n1.y;
  1021. nka[ offset_morphTarget + 2 ] = n1.z;
  1022. nka[ offset_morphTarget + 3 ] = n2.x;
  1023. nka[ offset_morphTarget + 4 ] = n2.y;
  1024. nka[ offset_morphTarget + 5 ] = n2.z;
  1025. nka[ offset_morphTarget + 6 ] = n3.x;
  1026. nka[ offset_morphTarget + 7 ] = n3.y;
  1027. nka[ offset_morphTarget + 8 ] = n3.z;
  1028. }
  1029. //
  1030. offset_morphTarget += 9;
  1031. }
  1032. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
  1033. _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
  1034. if ( material.morphNormals ) {
  1035. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ vk ] );
  1036. _gl.bufferData( _gl.ARRAY_BUFFER, morphNormalsArrays[ vk ], hint );
  1037. }
  1038. }
  1039. }
  1040. if ( obj_skinWeights.length ) {
  1041. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1042. face = obj_faces[ chunk_faces3[ f ] ];
  1043. // weights
  1044. sw1 = obj_skinWeights[ face.a ];
  1045. sw2 = obj_skinWeights[ face.b ];
  1046. sw3 = obj_skinWeights[ face.c ];
  1047. skinWeightArray[ offset_skin ] = sw1.x;
  1048. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  1049. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  1050. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  1051. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  1052. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  1053. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  1054. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  1055. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  1056. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  1057. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  1058. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  1059. // indices
  1060. si1 = obj_skinIndices[ face.a ];
  1061. si2 = obj_skinIndices[ face.b ];
  1062. si3 = obj_skinIndices[ face.c ];
  1063. skinIndexArray[ offset_skin ] = si1.x;
  1064. skinIndexArray[ offset_skin + 1 ] = si1.y;
  1065. skinIndexArray[ offset_skin + 2 ] = si1.z;
  1066. skinIndexArray[ offset_skin + 3 ] = si1.w;
  1067. skinIndexArray[ offset_skin + 4 ] = si2.x;
  1068. skinIndexArray[ offset_skin + 5 ] = si2.y;
  1069. skinIndexArray[ offset_skin + 6 ] = si2.z;
  1070. skinIndexArray[ offset_skin + 7 ] = si2.w;
  1071. skinIndexArray[ offset_skin + 8 ] = si3.x;
  1072. skinIndexArray[ offset_skin + 9 ] = si3.y;
  1073. skinIndexArray[ offset_skin + 10 ] = si3.z;
  1074. skinIndexArray[ offset_skin + 11 ] = si3.w;
  1075. offset_skin += 12;
  1076. }
  1077. if ( offset_skin > 0 ) {
  1078. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1079. _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
  1080. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1081. _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
  1082. }
  1083. }
  1084. if ( dirtyColors && vertexColorType ) {
  1085. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1086. face = obj_faces[ chunk_faces3[ f ] ];
  1087. vertexColors = face.vertexColors;
  1088. faceColor = face.color;
  1089. if ( vertexColors.length === 3 && vertexColorType === THREE.VertexColors ) {
  1090. c1 = vertexColors[ 0 ];
  1091. c2 = vertexColors[ 1 ];
  1092. c3 = vertexColors[ 2 ];
  1093. } else {
  1094. c1 = faceColor;
  1095. c2 = faceColor;
  1096. c3 = faceColor;
  1097. }
  1098. colorArray[ offset_color ] = c1.r;
  1099. colorArray[ offset_color + 1 ] = c1.g;
  1100. colorArray[ offset_color + 2 ] = c1.b;
  1101. colorArray[ offset_color + 3 ] = c2.r;
  1102. colorArray[ offset_color + 4 ] = c2.g;
  1103. colorArray[ offset_color + 5 ] = c2.b;
  1104. colorArray[ offset_color + 6 ] = c3.r;
  1105. colorArray[ offset_color + 7 ] = c3.g;
  1106. colorArray[ offset_color + 8 ] = c3.b;
  1107. offset_color += 9;
  1108. }
  1109. if ( offset_color > 0 ) {
  1110. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1111. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1112. }
  1113. }
  1114. if ( dirtyTangents && geometry.hasTangents ) {
  1115. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1116. face = obj_faces[ chunk_faces3[ f ] ];
  1117. vertexTangents = face.vertexTangents;
  1118. t1 = vertexTangents[ 0 ];
  1119. t2 = vertexTangents[ 1 ];
  1120. t3 = vertexTangents[ 2 ];
  1121. tangentArray[ offset_tangent ] = t1.x;
  1122. tangentArray[ offset_tangent + 1 ] = t1.y;
  1123. tangentArray[ offset_tangent + 2 ] = t1.z;
  1124. tangentArray[ offset_tangent + 3 ] = t1.w;
  1125. tangentArray[ offset_tangent + 4 ] = t2.x;
  1126. tangentArray[ offset_tangent + 5 ] = t2.y;
  1127. tangentArray[ offset_tangent + 6 ] = t2.z;
  1128. tangentArray[ offset_tangent + 7 ] = t2.w;
  1129. tangentArray[ offset_tangent + 8 ] = t3.x;
  1130. tangentArray[ offset_tangent + 9 ] = t3.y;
  1131. tangentArray[ offset_tangent + 10 ] = t3.z;
  1132. tangentArray[ offset_tangent + 11 ] = t3.w;
  1133. offset_tangent += 12;
  1134. }
  1135. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1136. _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
  1137. }
  1138. if ( dirtyNormals && normalType ) {
  1139. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1140. face = obj_faces[ chunk_faces3[ f ] ];
  1141. vertexNormals = face.vertexNormals;
  1142. faceNormal = face.normal;
  1143. if ( vertexNormals.length === 3 && needsSmoothNormals ) {
  1144. for ( i = 0; i < 3; i ++ ) {
  1145. vn = vertexNormals[ i ];
  1146. normalArray[ offset_normal ] = vn.x;
  1147. normalArray[ offset_normal + 1 ] = vn.y;
  1148. normalArray[ offset_normal + 2 ] = vn.z;
  1149. offset_normal += 3;
  1150. }
  1151. } else {
  1152. for ( i = 0; i < 3; i ++ ) {
  1153. normalArray[ offset_normal ] = faceNormal.x;
  1154. normalArray[ offset_normal + 1 ] = faceNormal.y;
  1155. normalArray[ offset_normal + 2 ] = faceNormal.z;
  1156. offset_normal += 3;
  1157. }
  1158. }
  1159. }
  1160. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1161. _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
  1162. }
  1163. if ( dirtyUvs && obj_uvs && uvType ) {
  1164. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1165. fi = chunk_faces3[ f ];
  1166. uv = obj_uvs[ fi ];
  1167. if ( uv === undefined ) continue;
  1168. for ( i = 0; i < 3; i ++ ) {
  1169. uvi = uv[ i ];
  1170. uvArray[ offset_uv ] = uvi.x;
  1171. uvArray[ offset_uv + 1 ] = uvi.y;
  1172. offset_uv += 2;
  1173. }
  1174. }
  1175. if ( offset_uv > 0 ) {
  1176. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1177. _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
  1178. }
  1179. }
  1180. if ( dirtyUvs && obj_uvs2 && uvType ) {
  1181. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1182. fi = chunk_faces3[ f ];
  1183. uv2 = obj_uvs2[ fi ];
  1184. if ( uv2 === undefined ) continue;
  1185. for ( i = 0; i < 3; i ++ ) {
  1186. uv2i = uv2[ i ];
  1187. uv2Array[ offset_uv2 ] = uv2i.x;
  1188. uv2Array[ offset_uv2 + 1 ] = uv2i.y;
  1189. offset_uv2 += 2;
  1190. }
  1191. }
  1192. if ( offset_uv2 > 0 ) {
  1193. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1194. _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
  1195. }
  1196. }
  1197. if ( dirtyElements ) {
  1198. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1199. faceArray[ offset_face ] = vertexIndex;
  1200. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  1201. faceArray[ offset_face + 2 ] = vertexIndex + 2;
  1202. offset_face += 3;
  1203. lineArray[ offset_line ] = vertexIndex;
  1204. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  1205. lineArray[ offset_line + 2 ] = vertexIndex;
  1206. lineArray[ offset_line + 3 ] = vertexIndex + 2;
  1207. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  1208. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  1209. offset_line += 6;
  1210. vertexIndex += 3;
  1211. }
  1212. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1213. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
  1214. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1215. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
  1216. }
  1217. if ( customAttributes ) {
  1218. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  1219. customAttribute = customAttributes[ i ];
  1220. if ( ! customAttribute.__original.needsUpdate ) continue;
  1221. offset_custom = 0;
  1222. offset_customSrc = 0;
  1223. if ( customAttribute.size === 1 ) {
  1224. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
  1225. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1226. face = obj_faces[ chunk_faces3[ f ] ];
  1227. customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
  1228. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  1229. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  1230. offset_custom += 3;
  1231. }
  1232. } else if ( customAttribute.boundTo === 'faces' ) {
  1233. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1234. value = customAttribute.value[ chunk_faces3[ f ] ];
  1235. customAttribute.array[ offset_custom ] = value;
  1236. customAttribute.array[ offset_custom + 1 ] = value;
  1237. customAttribute.array[ offset_custom + 2 ] = value;
  1238. offset_custom += 3;
  1239. }
  1240. }
  1241. } else if ( customAttribute.size === 2 ) {
  1242. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
  1243. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1244. face = obj_faces[ chunk_faces3[ f ] ];
  1245. v1 = customAttribute.value[ face.a ];
  1246. v2 = customAttribute.value[ face.b ];
  1247. v3 = customAttribute.value[ face.c ];
  1248. customAttribute.array[ offset_custom ] = v1.x;
  1249. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1250. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1251. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1252. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1253. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1254. offset_custom += 6;
  1255. }
  1256. } else if ( customAttribute.boundTo === 'faces' ) {
  1257. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1258. value = customAttribute.value[ chunk_faces3[ f ] ];
  1259. v1 = value;
  1260. v2 = value;
  1261. v3 = value;
  1262. customAttribute.array[ offset_custom ] = v1.x;
  1263. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1264. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1265. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1266. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1267. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1268. offset_custom += 6;
  1269. }
  1270. }
  1271. } else if ( customAttribute.size === 3 ) {
  1272. var pp;
  1273. if ( customAttribute.type === 'c' ) {
  1274. pp = [ 'r', 'g', 'b' ];
  1275. } else {
  1276. pp = [ 'x', 'y', 'z' ];
  1277. }
  1278. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
  1279. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1280. face = obj_faces[ chunk_faces3[ f ] ];
  1281. v1 = customAttribute.value[ face.a ];
  1282. v2 = customAttribute.value[ face.b ];
  1283. v3 = customAttribute.value[ face.c ];
  1284. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1285. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1286. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1287. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1288. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1289. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1290. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1291. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1292. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1293. offset_custom += 9;
  1294. }
  1295. } else if ( customAttribute.boundTo === 'faces' ) {
  1296. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1297. value = customAttribute.value[ chunk_faces3[ f ] ];
  1298. v1 = value;
  1299. v2 = value;
  1300. v3 = value;
  1301. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1302. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1303. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1304. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1305. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1306. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1307. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1308. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1309. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1310. offset_custom += 9;
  1311. }
  1312. } else if ( customAttribute.boundTo === 'faceVertices' ) {
  1313. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1314. value = customAttribute.value[ chunk_faces3[ f ] ];
  1315. v1 = value[ 0 ];
  1316. v2 = value[ 1 ];
  1317. v3 = value[ 2 ];
  1318. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1319. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1320. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1321. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1322. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1323. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1324. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1325. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1326. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1327. offset_custom += 9;
  1328. }
  1329. }
  1330. } else if ( customAttribute.size === 4 ) {
  1331. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
  1332. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1333. face = obj_faces[ chunk_faces3[ f ] ];
  1334. v1 = customAttribute.value[ face.a ];
  1335. v2 = customAttribute.value[ face.b ];
  1336. v3 = customAttribute.value[ face.c ];
  1337. customAttribute.array[ offset_custom ] = v1.x;
  1338. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1339. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1340. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1341. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1342. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1343. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1344. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1345. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1346. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1347. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1348. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1349. offset_custom += 12;
  1350. }
  1351. } else if ( customAttribute.boundTo === 'faces' ) {
  1352. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1353. value = customAttribute.value[ chunk_faces3[ f ] ];
  1354. v1 = value;
  1355. v2 = value;
  1356. v3 = value;
  1357. customAttribute.array[ offset_custom ] = v1.x;
  1358. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1359. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1360. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1361. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1362. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1363. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1364. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1365. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1366. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1367. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1368. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1369. offset_custom += 12;
  1370. }
  1371. } else if ( customAttribute.boundTo === 'faceVertices' ) {
  1372. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1373. value = customAttribute.value[ chunk_faces3[ f ] ];
  1374. v1 = value[ 0 ];
  1375. v2 = value[ 1 ];
  1376. v3 = value[ 2 ];
  1377. customAttribute.array[ offset_custom ] = v1.x;
  1378. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1379. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1380. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1381. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1382. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1383. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1384. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1385. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1386. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1387. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1388. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1389. offset_custom += 12;
  1390. }
  1391. }
  1392. }
  1393. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  1394. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  1395. }
  1396. }
  1397. if ( dispose ) {
  1398. delete geometryGroup.__inittedArrays;
  1399. delete geometryGroup.__colorArray;
  1400. delete geometryGroup.__normalArray;
  1401. delete geometryGroup.__tangentArray;
  1402. delete geometryGroup.__uvArray;
  1403. delete geometryGroup.__uv2Array;
  1404. delete geometryGroup.__faceArray;
  1405. delete geometryGroup.__vertexArray;
  1406. delete geometryGroup.__lineArray;
  1407. delete geometryGroup.__skinIndexArray;
  1408. delete geometryGroup.__skinWeightArray;
  1409. }
  1410. };
  1411. function setDirectBuffers( geometry, hint ) {
  1412. var attributes = geometry.attributes;
  1413. var attributeName, attributeItem;
  1414. for ( attributeName in attributes ) {
  1415. attributeItem = attributes[ attributeName ];
  1416. if ( attributeItem.needsUpdate ) {
  1417. if ( attributeName === 'index' ) {
  1418. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attributeItem.buffer );
  1419. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, attributeItem.array, hint );
  1420. } else {
  1421. _gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
  1422. _gl.bufferData( _gl.ARRAY_BUFFER, attributeItem.array, hint );
  1423. }
  1424. attributeItem.needsUpdate = false;
  1425. }
  1426. }
  1427. }
  1428. // Buffer rendering
  1429. this.renderBufferImmediate = function ( object, program, material ) {
  1430. initAttributes();
  1431. if ( object.hasPositions && ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
  1432. if ( object.hasNormals && ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
  1433. if ( object.hasUvs && ! object.__webglUvBuffer ) object.__webglUvBuffer = _gl.createBuffer();
  1434. if ( object.hasColors && ! object.__webglColorBuffer ) object.__webglColorBuffer = _gl.createBuffer();
  1435. if ( object.hasPositions ) {
  1436. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
  1437. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  1438. enableAttribute( program.attributes.position );
  1439. _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1440. }
  1441. if ( object.hasNormals ) {
  1442. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
  1443. if ( material.shading === THREE.FlatShading ) {
  1444. var nx, ny, nz,
  1445. nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
  1446. normalArray,
  1447. i, il = object.count * 3;
  1448. for ( i = 0; i < il; i += 9 ) {
  1449. normalArray = object.normalArray;
  1450. nax = normalArray[ i ];
  1451. nay = normalArray[ i + 1 ];
  1452. naz = normalArray[ i + 2 ];
  1453. nbx = normalArray[ i + 3 ];
  1454. nby = normalArray[ i + 4 ];
  1455. nbz = normalArray[ i + 5 ];
  1456. ncx = normalArray[ i + 6 ];
  1457. ncy = normalArray[ i + 7 ];
  1458. ncz = normalArray[ i + 8 ];
  1459. nx = ( nax + nbx + ncx ) / 3;
  1460. ny = ( nay + nby + ncy ) / 3;
  1461. nz = ( naz + nbz + ncz ) / 3;
  1462. normalArray[ i ] = nx;
  1463. normalArray[ i + 1 ] = ny;
  1464. normalArray[ i + 2 ] = nz;
  1465. normalArray[ i + 3 ] = nx;
  1466. normalArray[ i + 4 ] = ny;
  1467. normalArray[ i + 5 ] = nz;
  1468. normalArray[ i + 6 ] = nx;
  1469. normalArray[ i + 7 ] = ny;
  1470. normalArray[ i + 8 ] = nz;
  1471. }
  1472. }
  1473. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  1474. enableAttribute( program.attributes.normal );
  1475. _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1476. }
  1477. if ( object.hasUvs && material.map ) {
  1478. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglUvBuffer );
  1479. _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
  1480. enableAttribute( program.attributes.uv );
  1481. _gl.vertexAttribPointer( program.attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  1482. }
  1483. if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {
  1484. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglColorBuffer );
  1485. _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
  1486. enableAttribute( program.attributes.color );
  1487. _gl.vertexAttribPointer( program.attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  1488. }
  1489. disableUnusedAttributes();
  1490. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  1491. object.count = 0;
  1492. };
  1493. function setupVertexAttributes( material, programAttributes, geometryAttributes, startIndex ) {
  1494. for ( var attributeName in programAttributes ) {
  1495. var attributePointer = programAttributes[ attributeName ];
  1496. var attributeItem = geometryAttributes[ attributeName ];
  1497. if ( attributePointer >= 0 ) {
  1498. if ( attributeItem ) {
  1499. var attributeSize = attributeItem.itemSize;
  1500. _gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
  1501. enableAttribute( attributePointer );
  1502. _gl.vertexAttribPointer( attributePointer, attributeSize, _gl.FLOAT, false, 0, startIndex * attributeSize * 4 ); // 4 bytes per Float32
  1503. } else if ( material.defaultAttributeValues ) {
  1504. if ( material.defaultAttributeValues[ attributeName ].length === 2 ) {
  1505. _gl.vertexAttrib2fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
  1506. } else if ( material.defaultAttributeValues[ attributeName ].length === 3 ) {
  1507. _gl.vertexAttrib3fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
  1508. }
  1509. }
  1510. }
  1511. }
  1512. disableUnusedAttributes();
  1513. }
  1514. this.renderBufferDirect = function ( camera, lights, fog, material, geometry, object ) {
  1515. if ( material.visible === false ) return;
  1516. var linewidth, a, attribute;
  1517. var attributeItem, attributeName, attributePointer, attributeSize;
  1518. var program = setProgram( camera, lights, fog, material, object );
  1519. var programAttributes = program.attributes;
  1520. var geometryAttributes = geometry.attributes;
  1521. var updateBuffers = false,
  1522. wireframeBit = material.wireframe ? 1 : 0,
  1523. geometryHash = ( geometry.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
  1524. if ( geometryHash !== _currentGeometryGroupHash ) {
  1525. _currentGeometryGroupHash = geometryHash;
  1526. updateBuffers = true;
  1527. }
  1528. if ( updateBuffers ) {
  1529. initAttributes();
  1530. }
  1531. // render mesh
  1532. if ( object instanceof THREE.Mesh ) {
  1533. var index = geometryAttributes[ 'index' ];
  1534. if ( index ) {
  1535. // indexed triangles
  1536. var type, size;
  1537. if ( index.array instanceof Uint32Array ) {
  1538. type = _gl.UNSIGNED_INT;
  1539. size = 4;
  1540. } else {
  1541. type = _gl.UNSIGNED_SHORT;
  1542. size = 2;
  1543. }
  1544. var offsets = geometry.offsets;
  1545. if ( offsets.length === 0 ) {
  1546. if ( updateBuffers ) {
  1547. setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );
  1548. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  1549. }
  1550. _gl.drawElements( _gl.TRIANGLES, index.array.length, type, 0 );
  1551. _this.info.render.calls ++;
  1552. _this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
  1553. _this.info.render.faces += index.array.length / 3;
  1554. } else {
  1555. // if there is more than 1 chunk
  1556. // must set attribute pointers to use new offsets for each chunk
  1557. // even if geometry and materials didn't change
  1558. updateBuffers = true;
  1559. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  1560. var startIndex = offsets[ i ].index;
  1561. if ( updateBuffers ) {
  1562. setupVertexAttributes( material, programAttributes, geometryAttributes, startIndex );
  1563. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  1564. }
  1565. // render indexed triangles
  1566. _gl.drawElements( _gl.TRIANGLES, offsets[ i ].count, type, offsets[ i ].start * size );
  1567. _this.info.render.calls ++;
  1568. _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
  1569. _this.info.render.faces += offsets[ i ].count / 3;
  1570. }
  1571. }
  1572. } else {
  1573. // non-indexed triangles
  1574. if ( updateBuffers ) {
  1575. setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );
  1576. }
  1577. var position = geometry.attributes[ 'position' ];
  1578. // render non-indexed triangles
  1579. _gl.drawArrays( _gl.TRIANGLES, 0, position.array.length / 3 );
  1580. _this.info.render.calls ++;
  1581. _this.info.render.vertices += position.array.length / 3;
  1582. _this.info.render.faces += position.array.length / 9;
  1583. }
  1584. } else if ( object instanceof THREE.PointCloud ) {
  1585. // render particles
  1586. if ( updateBuffers ) {
  1587. setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );
  1588. }
  1589. var position = geometryAttributes[ 'position' ];
  1590. // render particles
  1591. _gl.drawArrays( _gl.POINTS, 0, position.array.length / 3 );
  1592. _this.info.render.calls ++;
  1593. _this.info.render.points += position.array.length / 3;
  1594. } else if ( object instanceof THREE.Line ) {
  1595. var mode = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  1596. setLineWidth( material.linewidth );
  1597. var index = geometryAttributes[ 'index' ];
  1598. if ( index ) {
  1599. // indexed lines
  1600. var type, size;
  1601. if ( index.array instanceof Uint32Array ) {
  1602. type = _gl.UNSIGNED_INT;
  1603. size = 4;
  1604. } else {
  1605. type = _gl.UNSIGNED_SHORT;
  1606. size = 2;
  1607. }
  1608. var offsets = geometry.offsets;
  1609. if ( offsets.length === 0 ) {
  1610. if ( updateBuffers ) {
  1611. setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );
  1612. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  1613. }
  1614. _gl.drawElements( mode, index.array.length, type, 0 ); // 2 bytes per Uint16Array
  1615. _this.info.render.calls ++;
  1616. _this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
  1617. } else {
  1618. // if there is more than 1 chunk
  1619. // must set attribute pointers to use new offsets for each chunk
  1620. // even if geometry and materials didn't change
  1621. if ( offsets.length > 1 ) updateBuffers = true;
  1622. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  1623. var startIndex = offsets[ i ].index;
  1624. if ( updateBuffers ) {
  1625. setupVertexAttributes( material, programAttributes, geometryAttributes, startIndex );
  1626. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  1627. }
  1628. // render indexed lines
  1629. _gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size ); // 2 bytes per Uint16Array
  1630. _this.info.render.calls ++;
  1631. _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
  1632. }
  1633. }
  1634. } else {
  1635. // non-indexed lines
  1636. if ( updateBuffers ) {
  1637. setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );
  1638. }
  1639. var position = geometryAttributes[ 'position' ];
  1640. _gl.drawArrays( mode, 0, position.array.length / 3 );
  1641. _this.info.render.calls ++;
  1642. _this.info.render.points += position.array.length / 3;
  1643. }
  1644. }
  1645. };
  1646. this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {
  1647. if ( material.visible === false ) return;
  1648. var linewidth, a, attribute, i, il;
  1649. var program = setProgram( camera, lights, fog, material, object );
  1650. var attributes = program.attributes;
  1651. var updateBuffers = false,
  1652. wireframeBit = material.wireframe ? 1 : 0,
  1653. geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
  1654. if ( geometryGroupHash !== _currentGeometryGroupHash ) {
  1655. _currentGeometryGroupHash = geometryGroupHash;
  1656. updateBuffers = true;
  1657. }
  1658. if ( updateBuffers ) {
  1659. initAttributes();
  1660. }
  1661. // vertices
  1662. if ( ! material.morphTargets && attributes.position >= 0 ) {
  1663. if ( updateBuffers ) {
  1664. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1665. enableAttribute( attributes.position );
  1666. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1667. }
  1668. } else {
  1669. if ( object.morphTargetBase ) {
  1670. setupMorphTargets( material, geometryGroup, object );
  1671. }
  1672. }
  1673. if ( updateBuffers ) {
  1674. // custom attributes
  1675. // Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
  1676. if ( geometryGroup.__webglCustomAttributesList ) {
  1677. for ( i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
  1678. attribute = geometryGroup.__webglCustomAttributesList[ i ];
  1679. if ( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {
  1680. _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
  1681. enableAttribute( attributes[ attribute.buffer.belongsToAttribute ] );
  1682. _gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );
  1683. }
  1684. }
  1685. }
  1686. // colors
  1687. if ( attributes.color >= 0 ) {
  1688. if ( object.geometry.colors.length > 0 || object.geometry.faces.length > 0 ) {
  1689. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1690. enableAttribute( attributes.color );
  1691. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  1692. } else if ( material.defaultAttributeValues ) {
  1693. _gl.vertexAttrib3fv( attributes.color, material.defaultAttributeValues.color );
  1694. }
  1695. }
  1696. // normals
  1697. if ( attributes.normal >= 0 ) {
  1698. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1699. enableAttribute( attributes.normal );
  1700. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1701. }
  1702. // tangents
  1703. if ( attributes.tangent >= 0 ) {
  1704. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1705. enableAttribute( attributes.tangent );
  1706. _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
  1707. }
  1708. // uvs
  1709. if ( attributes.uv >= 0 ) {
  1710. if ( object.geometry.faceVertexUvs[ 0 ] ) {
  1711. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1712. enableAttribute( attributes.uv );
  1713. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  1714. } else if ( material.defaultAttributeValues ) {
  1715. _gl.vertexAttrib2fv( attributes.uv, material.defaultAttributeValues.uv );
  1716. }
  1717. }
  1718. if ( attributes.uv2 >= 0 ) {
  1719. if ( object.geometry.faceVertexUvs[ 1 ] ) {
  1720. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1721. enableAttribute( attributes.uv2 );
  1722. _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
  1723. } else if ( material.defaultAttributeValues ) {
  1724. _gl.vertexAttrib2fv( attributes.uv2, material.defaultAttributeValues.uv2 );
  1725. }
  1726. }
  1727. if ( material.skinning &&
  1728. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  1729. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1730. enableAttribute( attributes.skinIndex );
  1731. _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
  1732. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1733. enableAttribute( attributes.skinWeight );
  1734. _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
  1735. }
  1736. // line distances
  1737. if ( attributes.lineDistance >= 0 ) {
  1738. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglLineDistanceBuffer );
  1739. enableAttribute( attributes.lineDistance );
  1740. _gl.vertexAttribPointer( attributes.lineDistance, 1, _gl.FLOAT, false, 0, 0 );
  1741. }
  1742. }
  1743. disableUnusedAttributes();
  1744. // render mesh
  1745. if ( object instanceof THREE.Mesh ) {
  1746. var type = geometryGroup.__typeArray === Uint32Array ? _gl.UNSIGNED_INT : _gl.UNSIGNED_SHORT;
  1747. // wireframe
  1748. if ( material.wireframe ) {
  1749. setLineWidth( material.wireframeLinewidth );
  1750. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1751. _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, type, 0 );
  1752. // triangles
  1753. } else {
  1754. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1755. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, type, 0 );
  1756. }
  1757. _this.info.render.calls ++;
  1758. _this.info.render.vertices += geometryGroup.__webglFaceCount;
  1759. _this.info.render.faces += geometryGroup.__webglFaceCount / 3;
  1760. // render lines
  1761. } else if ( object instanceof THREE.Line ) {
  1762. var mode = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  1763. setLineWidth( material.linewidth );
  1764. _gl.drawArrays( mode, 0, geometryGroup.__webglLineCount );
  1765. _this.info.render.calls ++;
  1766. // render particles
  1767. } else if ( object instanceof THREE.PointCloud ) {
  1768. _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
  1769. _this.info.render.calls ++;
  1770. _this.info.render.points += geometryGroup.__webglParticleCount;
  1771. }
  1772. };
  1773. function initAttributes() {
  1774. for ( var i = 0, l = _newAttributes.length; i < l; i ++ ) {
  1775. _newAttributes[ i ] = 0;
  1776. }
  1777. }
  1778. function enableAttribute( attribute ) {
  1779. _newAttributes[ attribute ] = 1;
  1780. if ( _enabledAttributes[ attribute ] === 0 ) {
  1781. _gl.enableVertexAttribArray( attribute );
  1782. _enabledAttributes[ attribute ] = 1;
  1783. }
  1784. }
  1785. function disableUnusedAttributes() {
  1786. for ( var i = 0, l = _enabledAttributes.length; i < l; i ++ ) {
  1787. if ( _enabledAttributes[ i ] !== _newAttributes[ i ] ) {
  1788. _gl.disableVertexAttribArray( i );
  1789. _enabledAttributes[ i ] = 0;
  1790. }
  1791. }
  1792. }
  1793. function setupMorphTargets ( material, geometryGroup, object ) {
  1794. // set base
  1795. var attributes = material.program.attributes;
  1796. if ( object.morphTargetBase !== - 1 && attributes.position >= 0 ) {
  1797. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
  1798. enableAttribute( attributes.position );
  1799. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1800. } else if ( attributes.position >= 0 ) {
  1801. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1802. enableAttribute( attributes.position );
  1803. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1804. }
  1805. if ( object.morphTargetForcedOrder.length ) {
  1806. // set forced order
  1807. var m = 0;
  1808. var order = object.morphTargetForcedOrder;
  1809. var influences = object.morphTargetInfluences;
  1810. while ( m < material.numSupportedMorphTargets && m < order.length ) {
  1811. if ( attributes[ 'morphTarget' + m ] >= 0 ) {
  1812. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
  1813. enableAttribute( attributes[ 'morphTarget' + m ] );
  1814. _gl.vertexAttribPointer( attributes[ 'morphTarget' + m ], 3, _gl.FLOAT, false, 0, 0 );
  1815. }
  1816. if ( attributes[ 'morphNormal' + m ] >= 0 && material.morphNormals ) {
  1817. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] );
  1818. enableAttribute( attributes[ 'morphNormal' + m ] );
  1819. _gl.vertexAttribPointer( attributes[ 'morphNormal' + m ], 3, _gl.FLOAT, false, 0, 0 );
  1820. }
  1821. object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];
  1822. m ++;
  1823. }
  1824. } else {
  1825. // find the most influencing
  1826. var influence, activeInfluenceIndices = [];
  1827. var influences = object.morphTargetInfluences;
  1828. var i, il = influences.length;
  1829. for ( i = 0; i < il; i ++ ) {
  1830. influence = influences[ i ];
  1831. if ( influence > 0 ) {
  1832. activeInfluenceIndices.push( [ influence, i ] );
  1833. }
  1834. }
  1835. if ( activeInfluenceIndices.length > material.numSupportedMorphTargets ) {
  1836. activeInfluenceIndices.sort( numericalSort );
  1837. activeInfluenceIndices.length = material.numSupportedMorphTargets;
  1838. } else if ( activeInfluenceIndices.length > material.numSupportedMorphNormals ) {
  1839. activeInfluenceIndices.sort( numericalSort );
  1840. } else if ( activeInfluenceIndices.length === 0 ) {
  1841. activeInfluenceIndices.push( [ 0, 0 ] );
  1842. };
  1843. var influenceIndex, m = 0;
  1844. while ( m < material.numSupportedMorphTargets ) {
  1845. if ( activeInfluenceIndices[ m ] ) {
  1846. influenceIndex = activeInfluenceIndices[ m ][ 1 ];
  1847. if ( attributes[ 'morphTarget' + m ] >= 0 ) {
  1848. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] );
  1849. enableAttribute( attributes[ 'morphTarget' + m ] );
  1850. _gl.vertexAttribPointer( attributes[ 'morphTarget' + m ], 3, _gl.FLOAT, false, 0, 0 );
  1851. }
  1852. if ( attributes[ 'morphNormal' + m ] >= 0 && material.morphNormals ) {
  1853. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ influenceIndex ] );
  1854. enableAttribute( attributes[ 'morphNormal' + m ] );
  1855. _gl.vertexAttribPointer( attributes[ 'morphNormal' + m ], 3, _gl.FLOAT, false, 0, 0 );
  1856. }
  1857. object.__webglMorphTargetInfluences[ m ] = influences[ influenceIndex ];
  1858. } else {
  1859. /*
  1860. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1861. if ( material.morphNormals ) {
  1862. _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1863. }
  1864. */
  1865. object.__webglMorphTargetInfluences[ m ] = 0;
  1866. }
  1867. m ++;
  1868. }
  1869. }
  1870. // load updated influences uniform
  1871. if ( material.program.uniforms.morphTargetInfluences !== null ) {
  1872. _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
  1873. }
  1874. };
  1875. // Sorting
  1876. function painterSortStable ( a, b ) {
  1877. if ( a.z !== b.z ) {
  1878. return b.z - a.z;
  1879. } else {
  1880. return a.id - b.id;
  1881. }
  1882. };
  1883. function reversePainterSortStable ( a, b ) {
  1884. if ( a.z !== b.z ) {
  1885. return a.z - b.z;
  1886. } else {
  1887. return a.id - b.id;
  1888. }
  1889. };
  1890. function numericalSort ( a, b ) {
  1891. return b[ 0 ] - a[ 0 ];
  1892. };
  1893. // Rendering
  1894. this.render = function ( scene, camera, renderTarget, forceClear ) {
  1895. if ( camera instanceof THREE.Camera === false ) {
  1896. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  1897. return;
  1898. }
  1899. var i, il,
  1900. webglObject, object,
  1901. renderList,
  1902. lights = scene.__lights,
  1903. fog = scene.fog;
  1904. // reset caching for this frame
  1905. _currentMaterialId = - 1;
  1906. _currentCamera = null;
  1907. _lightsNeedUpdate = true;
  1908. // update scene graph
  1909. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  1910. // update camera matrices and frustum
  1911. if ( camera.parent === undefined ) camera.updateMatrixWorld();
  1912. // update Skeleton objects
  1913. function updateSkeletons( object ) {
  1914. if ( object instanceof THREE.SkinnedMesh ) {
  1915. object.skeleton.update();
  1916. }
  1917. for ( var i = 0, l = object.children.length; i < l; i ++ ) {
  1918. updateSkeletons( object.children[ i ] );
  1919. }
  1920. }
  1921. updateSkeletons( scene );
  1922. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  1923. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  1924. _frustum.setFromMatrix( _projScreenMatrix );
  1925. initObjects( scene );
  1926. opaqueObjects.length = 0;
  1927. transparentObjects.length = 0;
  1928. projectObject( scene, scene, camera );
  1929. if ( _this.sortObjects === true ) {
  1930. opaqueObjects.sort( painterSortStable );
  1931. transparentObjects.sort( reversePainterSortStable );
  1932. }
  1933. // custom render plugins (pre pass)
  1934. renderPlugins( this.renderPluginsPre, scene, camera );
  1935. //
  1936. _this.info.render.calls = 0;
  1937. _this.info.render.vertices = 0;
  1938. _this.info.render.faces = 0;
  1939. _this.info.render.points = 0;
  1940. this.setRenderTarget( renderTarget );
  1941. if ( this.autoClear || forceClear ) {
  1942. this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
  1943. }
  1944. // set matrices for regular objects (frustum culled)
  1945. // set matrices for immediate objects
  1946. renderList = scene.__webglObjectsImmediate;
  1947. for ( i = 0, il = renderList.length; i < il; i ++ ) {
  1948. webglObject = renderList[ i ];
  1949. object = webglObject.object;
  1950. if ( object.visible ) {
  1951. setupMatrices( object, camera );
  1952. unrollImmediateBufferMaterial( webglObject );
  1953. }
  1954. }
  1955. if ( scene.overrideMaterial ) {
  1956. var material = scene.overrideMaterial;
  1957. this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  1958. this.setDepthTest( material.depthTest );
  1959. this.setDepthWrite( material.depthWrite );
  1960. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  1961. renderObjects( opaqueObjects, camera, lights, fog, true, material );
  1962. renderObjects( transparentObjects, camera, lights, fog, true, material );
  1963. renderObjectsImmediate( scene.__webglObjectsImmediate, '', camera, lights, fog, false, material );
  1964. } else {
  1965. var material = null;
  1966. // opaque pass (front-to-back order)
  1967. this.setBlending( THREE.NoBlending );
  1968. renderObjects( opaqueObjects, camera, lights, fog, false, material );
  1969. renderObjectsImmediate( scene.__webglObjectsImmediate, 'opaque', camera, lights, fog, false, material );
  1970. // transparent pass (back-to-front order)
  1971. renderObjects( transparentObjects, camera, lights, fog, true, material );
  1972. renderObjectsImmediate( scene.__webglObjectsImmediate, 'transparent', camera, lights, fog, true, material );
  1973. }
  1974. // custom render plugins (post pass)
  1975. renderPlugins( this.renderPluginsPost, scene, camera );
  1976. // Generate mipmap if we're using any kind of mipmap filtering
  1977. if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
  1978. updateRenderTargetMipmap( renderTarget );
  1979. }
  1980. // Ensure depth buffer writing is enabled so it can be cleared on next render
  1981. this.setDepthTest( true );
  1982. this.setDepthWrite( true );
  1983. // _gl.finish();
  1984. };
  1985. function projectObject(scene, object,camera){
  1986. if ( object.visible === false ) return;
  1987. var webglObjects = scene.__webglObjects[ object.id ];
  1988. if ( webglObjects && ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) {
  1989. updateObject( scene, object );
  1990. for ( var i = 0, l = webglObjects.length; i < l; i ++ ) {
  1991. var webglObject = webglObjects[i];
  1992. unrollBufferMaterial( webglObject );
  1993. webglObject.render = true;
  1994. if ( _this.sortObjects === true ) {
  1995. if ( object.renderDepth !== null ) {
  1996. webglObject.z = object.renderDepth;
  1997. } else {
  1998. _vector3.setFromMatrixPosition( object.matrixWorld );
  1999. _vector3.applyProjection( _projScreenMatrix );
  2000. webglObject.z = _vector3.z;
  2001. }
  2002. }
  2003. }
  2004. }
  2005. for ( var i = 0, l = object.children.length; i < l; i ++ ) {
  2006. projectObject( scene, object.children[ i ], camera );
  2007. }
  2008. }
  2009. function renderPlugins( plugins, scene, camera ) {
  2010. if ( plugins.length === 0 ) return;
  2011. for ( var i = 0, il = plugins.length; i < il; i ++ ) {
  2012. // reset state for plugin (to start from clean slate)
  2013. _currentProgram = null;
  2014. _currentCamera = null;
  2015. _oldBlending = - 1;
  2016. _oldDepthTest = - 1;
  2017. _oldDepthWrite = - 1;
  2018. _oldDoubleSided = - 1;
  2019. _oldFlipSided = - 1;
  2020. _currentGeometryGroupHash = - 1;
  2021. _currentMaterialId = - 1;
  2022. _lightsNeedUpdate = true;
  2023. plugins[ i ].render( scene, camera, _currentWidth, _currentHeight );
  2024. // reset state after plugin (anything could have changed)
  2025. _currentProgram = null;
  2026. _currentCamera = null;
  2027. _oldBlending = - 1;
  2028. _oldDepthTest = - 1;
  2029. _oldDepthWrite = - 1;
  2030. _oldDoubleSided = - 1;
  2031. _oldFlipSided = - 1;
  2032. _currentGeometryGroupHash = - 1;
  2033. _currentMaterialId = - 1;
  2034. _lightsNeedUpdate = true;
  2035. }
  2036. };
  2037. function renderObjects( renderList, camera, lights, fog, useBlending, overrideMaterial ) {
  2038. var webglObject, object, buffer, material;
  2039. for ( var i = renderList.length - 1; i !== - 1; i -- ) {
  2040. webglObject = renderList[ i ];
  2041. object = webglObject.object;
  2042. buffer = webglObject.buffer;
  2043. setupMatrices( object, camera );
  2044. if ( overrideMaterial ) {
  2045. material = overrideMaterial;
  2046. } else {
  2047. material = webglObject.material;
  2048. if ( ! material ) continue;
  2049. if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  2050. _this.setDepthTest( material.depthTest );
  2051. _this.setDepthWrite( material.depthWrite );
  2052. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2053. }
  2054. _this.setMaterialFaces( material );
  2055. if ( buffer instanceof THREE.BufferGeometry ) {
  2056. _this.renderBufferDirect( camera, lights, fog, material, buffer, object );
  2057. } else {
  2058. _this.renderBuffer( camera, lights, fog, material, buffer, object );
  2059. }
  2060. }
  2061. };
  2062. function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
  2063. var webglObject, object, material, program;
  2064. for ( var i = 0, il = renderList.length; i < il; i ++ ) {
  2065. webglObject = renderList[ i ];
  2066. object = webglObject.object;
  2067. if ( object.visible ) {
  2068. if ( overrideMaterial ) {
  2069. material = overrideMaterial;
  2070. } else {
  2071. material = webglObject[ materialType ];
  2072. if ( ! material ) continue;
  2073. if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  2074. _this.setDepthTest( material.depthTest );
  2075. _this.setDepthWrite( material.depthWrite );
  2076. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2077. }
  2078. _this.renderImmediateObject( camera, lights, fog, material, object );
  2079. }
  2080. }
  2081. };
  2082. this.renderImmediateObject = function ( camera, lights, fog, material, object ) {
  2083. var program = setProgram( camera, lights, fog, material, object );
  2084. _currentGeometryGroupHash = - 1;
  2085. _this.setMaterialFaces( material );
  2086. if ( object.immediateRenderCallback ) {
  2087. object.immediateRenderCallback( program, _gl, _frustum );
  2088. } else {
  2089. object.render( function ( object ) { _this.renderBufferImmediate( object, program, material ); } );
  2090. }
  2091. };
  2092. function unrollImmediateBufferMaterial ( globject ) {
  2093. var object = globject.object,
  2094. material = object.material;
  2095. if ( material.transparent ) {
  2096. globject.transparent = material;
  2097. globject.opaque = null;
  2098. } else {
  2099. globject.opaque = material;
  2100. globject.transparent = null;
  2101. }
  2102. };
  2103. function unrollBufferMaterial ( globject ) {
  2104. var object = globject.object;
  2105. var buffer = globject.buffer;
  2106. var geometry = object.geometry;
  2107. var material = object.material;
  2108. if ( material instanceof THREE.MeshFaceMaterial ) {
  2109. var materialIndex = geometry instanceof THREE.BufferGeometry ? 0 : buffer.materialIndex;
  2110. material = material.materials[ materialIndex ];
  2111. if ( material.transparent ) {
  2112. globject.material = material;
  2113. transparentObjects.push( globject );
  2114. } else {
  2115. globject.material = material;
  2116. opaqueObjects.push( globject );
  2117. }
  2118. } else {
  2119. if ( material ) {
  2120. if ( material.transparent ) {
  2121. globject.material = material;
  2122. transparentObjects.push( globject );
  2123. } else {
  2124. globject.material = material;
  2125. opaqueObjects.push( globject );
  2126. }
  2127. }
  2128. }
  2129. };
  2130. // Objects refresh
  2131. var initObjects = function ( scene ) {
  2132. if ( ! scene.__webglObjects ) {
  2133. scene.__webglObjects = {};
  2134. scene.__webglObjectsImmediate = [];
  2135. }
  2136. while ( scene.__objectsAdded.length ) {
  2137. addObject( scene.__objectsAdded[ 0 ], scene );
  2138. scene.__objectsAdded.splice( 0, 1 );
  2139. }
  2140. while ( scene.__objectsRemoved.length ) {
  2141. removeObject( scene.__objectsRemoved[ 0 ], scene );
  2142. scene.__objectsRemoved.splice( 0, 1 );
  2143. }
  2144. };
  2145. // Objects adding
  2146. function addObject( object, scene ) {
  2147. var g, geometry, geometryGroup;
  2148. if ( object.__webglInit === undefined ) {
  2149. object.__webglInit = true;
  2150. object._modelViewMatrix = new THREE.Matrix4();
  2151. object._normalMatrix = new THREE.Matrix3();
  2152. }
  2153. geometry = object.geometry;
  2154. if ( geometry === undefined ) {
  2155. // ImmediateRenderObject
  2156. } else if ( geometry.__webglInit === undefined ) {
  2157. geometry.__webglInit = true;
  2158. geometry.addEventListener( 'dispose', onGeometryDispose );
  2159. if ( geometry instanceof THREE.BufferGeometry ) {
  2160. initDirectBuffers( geometry );
  2161. } else if ( object instanceof THREE.Mesh ) {
  2162. if ( object.__webglActive !== undefined ) {
  2163. removeObject( object, scene );
  2164. }
  2165. initGeometryGroups(scene, object, geometry);
  2166. } else if ( object instanceof THREE.Line ) {
  2167. if ( ! geometry.__webglVertexBuffer ) {
  2168. createLineBuffers( geometry );
  2169. initLineBuffers( geometry, object );
  2170. geometry.verticesNeedUpdate = true;
  2171. geometry.colorsNeedUpdate = true;
  2172. geometry.lineDistancesNeedUpdate = true;
  2173. }
  2174. } else if ( object instanceof THREE.PointCloud ) {
  2175. if ( ! geometry.__webglVertexBuffer ) {
  2176. createParticleBuffers( geometry );
  2177. initParticleBuffers( geometry, object );
  2178. geometry.verticesNeedUpdate = true;
  2179. geometry.colorsNeedUpdate = true;
  2180. }
  2181. }
  2182. }
  2183. if ( object.__webglActive === undefined) {
  2184. if ( object instanceof THREE.Mesh ) {
  2185. geometry = object.geometry;
  2186. if ( geometry instanceof THREE.BufferGeometry ) {
  2187. addBuffer( scene.__webglObjects, geometry, object );
  2188. } else if ( geometry instanceof THREE.Geometry ) {
  2189. for ( var i = 0,l = geometry.geometryGroupsList.length; i<l;i++ ) {
  2190. geometryGroup = geometry.geometryGroupsList[ i ];
  2191. addBuffer( scene.__webglObjects, geometryGroup, object );
  2192. }
  2193. }
  2194. } else if ( object instanceof THREE.Line ||
  2195. object instanceof THREE.PointCloud ) {
  2196. geometry = object.geometry;
  2197. addBuffer( scene.__webglObjects, geometry, object );
  2198. } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
  2199. addBufferImmediate( scene.__webglObjectsImmediate, object );
  2200. }
  2201. object.__webglActive = true;
  2202. }
  2203. };
  2204. function initGeometryGroups( scene, object, geometry ) {
  2205. var g, geometryGroup, material,addBuffers = false;
  2206. material = object.material;
  2207. if ( geometry.geometryGroups === undefined || geometry.groupsNeedUpdate ) {
  2208. delete scene.__webglObjects[object.id];
  2209. geometry.makeGroups( material instanceof THREE.MeshFaceMaterial, _glExtensionElementIndexUint ? 4294967296 : 65535 );
  2210. geometry.groupsNeedUpdate = false;
  2211. }
  2212. // create separate VBOs per geometry chunk
  2213. for ( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {
  2214. geometryGroup = geometry.geometryGroupsList[ i ];
  2215. // initialise VBO on the first access
  2216. if ( ! geometryGroup.__webglVertexBuffer ) {
  2217. createMeshBuffers( geometryGroup );
  2218. initMeshBuffers( geometryGroup, object );
  2219. geometry.verticesNeedUpdate = true;
  2220. geometry.morphTargetsNeedUpdate = true;
  2221. geometry.elementsNeedUpdate = true;
  2222. geometry.uvsNeedUpdate = true;
  2223. geometry.normalsNeedUpdate = true;
  2224. geometry.tangentsNeedUpdate = true;
  2225. geometry.colorsNeedUpdate = true;
  2226. addBuffers = true;
  2227. } else {
  2228. addBuffers = false;
  2229. }
  2230. if ( addBuffers || object.__webglActive === undefined ) {
  2231. addBuffer( scene.__webglObjects, geometryGroup, object );
  2232. }
  2233. }
  2234. object.__webglActive = true;
  2235. }
  2236. function addBuffer( objlist, buffer, object ) {
  2237. var id = object.id;
  2238. objlist[id] = objlist[id] || [];
  2239. objlist[id].push(
  2240. {
  2241. id: id,
  2242. buffer: buffer,
  2243. object: object,
  2244. material: null,
  2245. z: 0
  2246. }
  2247. );
  2248. };
  2249. function addBufferImmediate( objlist, object ) {
  2250. objlist.push(
  2251. {
  2252. id: null,
  2253. object: object,
  2254. opaque: null,
  2255. transparent: null,
  2256. z: 0
  2257. }
  2258. );
  2259. };
  2260. // Objects updates
  2261. function updateObject(scene, object ) {
  2262. var geometry = object.geometry,
  2263. geometryGroup, customAttributesDirty, material;
  2264. if ( geometry instanceof THREE.BufferGeometry ) {
  2265. setDirectBuffers( geometry, _gl.DYNAMIC_DRAW );
  2266. } else if ( object instanceof THREE.Mesh ) {
  2267. // check all geometry groups
  2268. if ( geometry.buffersNeedUpdate || geometry.groupsNeedUpdate ) {
  2269. if ( geometry instanceof THREE.BufferGeometry ) {
  2270. initDirectBuffers( geometry );
  2271. } else if ( object instanceof THREE.Mesh ) {
  2272. initGeometryGroups(scene, object,geometry);
  2273. }
  2274. }
  2275. for ( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {
  2276. geometryGroup = geometry.geometryGroupsList[ i ];
  2277. material = getBufferMaterial( object, geometryGroup );
  2278. if ( geometry.buffersNeedUpdate || geometry.groupsNeedUpdate) {
  2279. initMeshBuffers( geometryGroup, object );
  2280. }
  2281. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2282. if ( geometry.verticesNeedUpdate || geometry.morphTargetsNeedUpdate || geometry.elementsNeedUpdate ||
  2283. geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
  2284. geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate || customAttributesDirty ) {
  2285. setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, ! geometry.dynamic, material );
  2286. }
  2287. }
  2288. geometry.verticesNeedUpdate = false;
  2289. geometry.morphTargetsNeedUpdate = false;
  2290. geometry.elementsNeedUpdate = false;
  2291. geometry.uvsNeedUpdate = false;
  2292. geometry.normalsNeedUpdate = false;
  2293. geometry.colorsNeedUpdate = false;
  2294. geometry.tangentsNeedUpdate = false;
  2295. geometry.buffersNeedUpdate = false;
  2296. material.attributes && clearCustomAttributes( material );
  2297. } else if ( object instanceof THREE.Line ) {
  2298. material = getBufferMaterial( object, geometry );
  2299. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2300. if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.lineDistancesNeedUpdate || customAttributesDirty ) {
  2301. setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
  2302. }
  2303. geometry.verticesNeedUpdate = false;
  2304. geometry.colorsNeedUpdate = false;
  2305. geometry.lineDistancesNeedUpdate = false;
  2306. material.attributes && clearCustomAttributes( material );
  2307. } else if ( object instanceof THREE.PointCloud ) {
  2308. material = getBufferMaterial( object, geometry );
  2309. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2310. if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || object.sortParticles || customAttributesDirty ) {
  2311. setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
  2312. }
  2313. geometry.verticesNeedUpdate = false;
  2314. geometry.colorsNeedUpdate = false;
  2315. material.attributes && clearCustomAttributes( material );
  2316. }
  2317. };
  2318. // Objects updates - custom attributes check
  2319. function areCustomAttributesDirty( material ) {
  2320. for ( var a in material.attributes ) {
  2321. if ( material.attributes[ a ].needsUpdate ) return true;
  2322. }
  2323. return false;
  2324. };
  2325. function clearCustomAttributes( material ) {
  2326. for ( var a in material.attributes ) {
  2327. material.attributes[ a ].needsUpdate = false;
  2328. }
  2329. };
  2330. // Objects removal
  2331. function removeObject( object, scene ) {
  2332. if ( object instanceof THREE.Mesh ||
  2333. object instanceof THREE.PointCloud ||
  2334. object instanceof THREE.Line ) {
  2335. removeInstancesWebglObjects( scene.__webglObjects, object );
  2336. } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
  2337. removeInstances( scene.__webglObjectsImmediate, object );
  2338. }
  2339. delete object.__webglActive;
  2340. };
  2341. function removeInstancesWebglObjects( objlist, object ) {
  2342. delete objlist[ object.id ];
  2343. };
  2344. function removeInstances( objlist, object ) {
  2345. for ( var o = objlist.length - 1; o >= 0; o -- ) {
  2346. if ( objlist[ o ].object === object ) {
  2347. objlist.splice( o, 1 );
  2348. }
  2349. }
  2350. };
  2351. // Materials
  2352. this.initMaterial = function ( material, lights, fog, object ) {
  2353. material.addEventListener( 'dispose', onMaterialDispose );
  2354. var u, a, identifiers, i, parameters, maxLightCount, maxBones, maxShadows, shaderID;
  2355. if ( material instanceof THREE.MeshDepthMaterial ) {
  2356. shaderID = 'depth';
  2357. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  2358. shaderID = 'normal';
  2359. } else if ( material instanceof THREE.MeshBasicMaterial ) {
  2360. shaderID = 'basic';
  2361. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  2362. shaderID = 'lambert';
  2363. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  2364. shaderID = 'phong';
  2365. } else if ( material instanceof THREE.LineBasicMaterial ) {
  2366. shaderID = 'basic';
  2367. } else if ( material instanceof THREE.LineDashedMaterial ) {
  2368. shaderID = 'dashed';
  2369. } else if ( material instanceof THREE.PointCloudMaterial ) {
  2370. shaderID = 'particle_basic';
  2371. }
  2372. if ( shaderID ) {
  2373. var shader = THREE.ShaderLib[ shaderID ];
  2374. material.__webglShader = {
  2375. uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
  2376. vertexShader: shader.vertexShader,
  2377. fragmentShader: shader.fragmentShader
  2378. }
  2379. } else {
  2380. material.__webglShader = {
  2381. uniforms: material.uniforms,
  2382. vertexShader: material.vertexShader,
  2383. fragmentShader: material.fragmentShader
  2384. }
  2385. }
  2386. // heuristics to create shader parameters according to lights in the scene
  2387. // (not to blow over maxLights budget)
  2388. maxLightCount = allocateLights( lights );
  2389. maxShadows = allocateShadows( lights );
  2390. maxBones = allocateBones( object );
  2391. parameters = {
  2392. precision: _precision,
  2393. supportsVertexTextures: _supportsVertexTextures,
  2394. map: !! material.map,
  2395. envMap: !! material.envMap,
  2396. lightMap: !! material.lightMap,
  2397. bumpMap: !! material.bumpMap,
  2398. normalMap: !! material.normalMap,
  2399. specularMap: !! material.specularMap,
  2400. alphaMap: !! material.alphaMap,
  2401. vertexColors: material.vertexColors,
  2402. fog: fog,
  2403. useFog: material.fog,
  2404. fogExp: fog instanceof THREE.FogExp2,
  2405. sizeAttenuation: material.sizeAttenuation,
  2406. logarithmicDepthBuffer: _logarithmicDepthBuffer,
  2407. skinning: material.skinning,
  2408. maxBones: maxBones,
  2409. useVertexTexture: _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture,
  2410. morphTargets: material.morphTargets,
  2411. morphNormals: material.morphNormals,
  2412. maxMorphTargets: this.maxMorphTargets,
  2413. maxMorphNormals: this.maxMorphNormals,
  2414. maxDirLights: maxLightCount.directional,
  2415. maxPointLights: maxLightCount.point,
  2416. maxSpotLights: maxLightCount.spot,
  2417. maxHemiLights: maxLightCount.hemi,
  2418. maxShadows: maxShadows,
  2419. shadowMapEnabled: this.shadowMapEnabled && object.receiveShadow && maxShadows > 0,
  2420. shadowMapType: this.shadowMapType,
  2421. shadowMapDebug: this.shadowMapDebug,
  2422. shadowMapCascade: this.shadowMapCascade,
  2423. alphaTest: material.alphaTest,
  2424. metal: material.metal,
  2425. wrapAround: material.wrapAround,
  2426. doubleSided: material.side === THREE.DoubleSide,
  2427. flipSided: material.side === THREE.BackSide
  2428. };
  2429. // Generate code
  2430. var chunks = [];
  2431. if ( shaderID ) {
  2432. chunks.push( shaderID );
  2433. } else {
  2434. chunks.push( material.fragmentShader );
  2435. chunks.push( material.vertexShader );
  2436. }
  2437. for ( var d in material.defines ) {
  2438. chunks.push( d );
  2439. chunks.push( material.defines[ d ] );
  2440. }
  2441. for ( var p in parameters ) {
  2442. chunks.push( p );
  2443. chunks.push( parameters[ p ] );
  2444. }
  2445. var code = chunks.join();
  2446. var program;
  2447. // Check if code has been already compiled
  2448. for ( var p = 0, pl = _programs.length; p < pl; p ++ ) {
  2449. var programInfo = _programs[ p ];
  2450. if ( programInfo.code === code ) {
  2451. program = programInfo;
  2452. program.usedTimes ++;
  2453. break;
  2454. }
  2455. }
  2456. if ( program === undefined ) {
  2457. program = new THREE.WebGLProgram( this, code, material, parameters );
  2458. _programs.push( program );
  2459. _this.info.memory.programs = _programs.length;
  2460. }
  2461. material.program = program;
  2462. var attributes = material.program.attributes;
  2463. if ( material.morphTargets ) {
  2464. material.numSupportedMorphTargets = 0;
  2465. var id, base = 'morphTarget';
  2466. for ( i = 0; i < this.maxMorphTargets; i ++ ) {
  2467. id = base + i;
  2468. if ( attributes[ id ] >= 0 ) {
  2469. material.numSupportedMorphTargets ++;
  2470. }
  2471. }
  2472. }
  2473. if ( material.morphNormals ) {
  2474. material.numSupportedMorphNormals = 0;
  2475. var id, base = 'morphNormal';
  2476. for ( i = 0; i < this.maxMorphNormals; i ++ ) {
  2477. id = base + i;
  2478. if ( attributes[ id ] >= 0 ) {
  2479. material.numSupportedMorphNormals ++;
  2480. }
  2481. }
  2482. }
  2483. material.uniformsList = [];
  2484. for ( u in material.__webglShader.uniforms ) {
  2485. var location = material.program.uniforms[ u ];
  2486. if ( location ) {
  2487. material.uniformsList.push( [ material.__webglShader.uniforms[ u ], location ] );
  2488. }
  2489. }
  2490. };
  2491. function setProgram( camera, lights, fog, material, object ) {
  2492. _usedTextureUnits = 0;
  2493. if ( material.needsUpdate ) {
  2494. if ( material.program ) deallocateMaterial( material );
  2495. _this.initMaterial( material, lights, fog, object );
  2496. material.needsUpdate = false;
  2497. }
  2498. if ( material.morphTargets ) {
  2499. if ( ! object.__webglMorphTargetInfluences ) {
  2500. object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
  2501. }
  2502. }
  2503. var refreshProgram = false;
  2504. var refreshMaterial = false;
  2505. var refreshLights = false;
  2506. var program = material.program,
  2507. p_uniforms = program.uniforms,
  2508. m_uniforms = material.__webglShader.uniforms;
  2509. if ( program.id !== _currentProgram ) {
  2510. _gl.useProgram( program.program );
  2511. _currentProgram = program.id;
  2512. refreshProgram = true;
  2513. refreshMaterial = true;
  2514. refreshLights = true;
  2515. }
  2516. if ( material.id !== _currentMaterialId ) {
  2517. if ( _currentMaterialId === -1 ) refreshLights = true;
  2518. _currentMaterialId = material.id;
  2519. refreshMaterial = true;
  2520. }
  2521. if ( refreshProgram || camera !== _currentCamera ) {
  2522. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
  2523. if ( _logarithmicDepthBuffer ) {
  2524. _gl.uniform1f( p_uniforms.logDepthBufFC, 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  2525. }
  2526. if ( camera !== _currentCamera ) _currentCamera = camera;
  2527. // load material specific uniforms
  2528. // (shader material also gets them for the sake of genericity)
  2529. if ( material instanceof THREE.ShaderMaterial ||
  2530. material instanceof THREE.MeshPhongMaterial ||
  2531. material.envMap ) {
  2532. if ( p_uniforms.cameraPosition !== null ) {
  2533. _vector3.setFromMatrixPosition( camera.matrixWorld );
  2534. _gl.uniform3f( p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.z );
  2535. }
  2536. }
  2537. if ( material instanceof THREE.MeshPhongMaterial ||
  2538. material instanceof THREE.MeshLambertMaterial ||
  2539. material instanceof THREE.ShaderMaterial ||
  2540. material.skinning ) {
  2541. if ( p_uniforms.viewMatrix !== null ) {
  2542. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements );
  2543. }
  2544. }
  2545. }
  2546. // skinning uniforms must be set even if material didn't change
  2547. // auto-setting of texture unit for bone texture must go before other textures
  2548. // not sure why, but otherwise weird things happen
  2549. if ( material.skinning ) {
  2550. if ( object.bindMatrix && p_uniforms.bindMatrix !== null ) {
  2551. _gl.uniformMatrix4fv( p_uniforms.bindMatrix, false, object.bindMatrix.elements );
  2552. }
  2553. if ( object.bindMatrixInverse && p_uniforms.bindMatrixInverse !== null ) {
  2554. _gl.uniformMatrix4fv( p_uniforms.bindMatrixInverse, false, object.bindMatrixInverse.elements );
  2555. }
  2556. if ( _supportsBoneTextures && object.skeleton && object.skeleton.useVertexTexture ) {
  2557. if ( p_uniforms.boneTexture !== null ) {
  2558. var textureUnit = getTextureUnit();
  2559. _gl.uniform1i( p_uniforms.boneTexture, textureUnit );
  2560. _this.setTexture( object.skeleton.boneTexture, textureUnit );
  2561. }
  2562. if ( p_uniforms.boneTextureWidth !== null ) {
  2563. _gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth );
  2564. }
  2565. if ( p_uniforms.boneTextureHeight !== null ) {
  2566. _gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight );
  2567. }
  2568. } else if ( object.skeleton && object.skeleton.boneMatrices ) {
  2569. if ( p_uniforms.boneGlobalMatrices !== null ) {
  2570. _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.skeleton.boneMatrices );
  2571. }
  2572. }
  2573. }
  2574. if ( refreshMaterial ) {
  2575. // refresh uniforms common to several materials
  2576. if ( fog && material.fog ) {
  2577. refreshUniformsFog( m_uniforms, fog );
  2578. }
  2579. if ( material instanceof THREE.MeshPhongMaterial ||
  2580. material instanceof THREE.MeshLambertMaterial ||
  2581. material.lights ) {
  2582. if ( _lightsNeedUpdate ) {
  2583. refreshLights = true;
  2584. setupLights( lights );
  2585. _lightsNeedUpdate = false;
  2586. }
  2587. if ( refreshLights ) {
  2588. refreshUniformsLights( m_uniforms, _lights );
  2589. markUniformsLightsNeedsUpdate( m_uniforms, true );
  2590. } else {
  2591. markUniformsLightsNeedsUpdate( m_uniforms, false );
  2592. }
  2593. }
  2594. if ( material instanceof THREE.MeshBasicMaterial ||
  2595. material instanceof THREE.MeshLambertMaterial ||
  2596. material instanceof THREE.MeshPhongMaterial ) {
  2597. refreshUniformsCommon( m_uniforms, material );
  2598. }
  2599. // refresh single material specific uniforms
  2600. if ( material instanceof THREE.LineBasicMaterial ) {
  2601. refreshUniformsLine( m_uniforms, material );
  2602. } else if ( material instanceof THREE.LineDashedMaterial ) {
  2603. refreshUniformsLine( m_uniforms, material );
  2604. refreshUniformsDash( m_uniforms, material );
  2605. } else if ( material instanceof THREE.PointCloudMaterial ) {
  2606. refreshUniformsParticle( m_uniforms, material );
  2607. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  2608. refreshUniformsPhong( m_uniforms, material );
  2609. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  2610. refreshUniformsLambert( m_uniforms, material );
  2611. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  2612. m_uniforms.mNear.value = camera.near;
  2613. m_uniforms.mFar.value = camera.far;
  2614. m_uniforms.opacity.value = material.opacity;
  2615. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  2616. m_uniforms.opacity.value = material.opacity;
  2617. }
  2618. if ( object.receiveShadow && ! material._shadowPass ) {
  2619. refreshUniformsShadow( m_uniforms, lights );
  2620. }
  2621. // load common uniforms
  2622. loadUniformsGeneric( material.uniformsList );
  2623. }
  2624. loadUniformsMatrices( p_uniforms, object );
  2625. if ( p_uniforms.modelMatrix !== null ) {
  2626. _gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );
  2627. }
  2628. return program;
  2629. };
  2630. // Uniforms (refresh uniforms objects)
  2631. function refreshUniformsCommon ( uniforms, material ) {
  2632. uniforms.opacity.value = material.opacity;
  2633. if ( _this.gammaInput ) {
  2634. uniforms.diffuse.value.copyGammaToLinear( material.color );
  2635. } else {
  2636. uniforms.diffuse.value = material.color;
  2637. }
  2638. uniforms.map.value = material.map;
  2639. uniforms.lightMap.value = material.lightMap;
  2640. uniforms.specularMap.value = material.specularMap;
  2641. uniforms.alphaMap.value = material.alphaMap;
  2642. if ( material.bumpMap ) {
  2643. uniforms.bumpMap.value = material.bumpMap;
  2644. uniforms.bumpScale.value = material.bumpScale;
  2645. }
  2646. if ( material.normalMap ) {
  2647. uniforms.normalMap.value = material.normalMap;
  2648. uniforms.normalScale.value.copy( material.normalScale );
  2649. }
  2650. // uv repeat and offset setting priorities
  2651. // 1. color map
  2652. // 2. specular map
  2653. // 3. normal map
  2654. // 4. bump map
  2655. // 5. alpha map
  2656. var uvScaleMap;
  2657. if ( material.map ) {
  2658. uvScaleMap = material.map;
  2659. } else if ( material.specularMap ) {
  2660. uvScaleMap = material.specularMap;
  2661. } else if ( material.normalMap ) {
  2662. uvScaleMap = material.normalMap;
  2663. } else if ( material.bumpMap ) {
  2664. uvScaleMap = material.bumpMap;
  2665. } else if ( material.alphaMap ) {
  2666. uvScaleMap = material.alphaMap;
  2667. }
  2668. if ( uvScaleMap !== undefined ) {
  2669. var offset = uvScaleMap.offset;
  2670. var repeat = uvScaleMap.repeat;
  2671. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  2672. }
  2673. uniforms.envMap.value = material.envMap;
  2674. uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : - 1;
  2675. if ( _this.gammaInput ) {
  2676. //uniforms.reflectivity.value = material.reflectivity * material.reflectivity;
  2677. uniforms.reflectivity.value = material.reflectivity;
  2678. } else {
  2679. uniforms.reflectivity.value = material.reflectivity;
  2680. }
  2681. uniforms.refractionRatio.value = material.refractionRatio;
  2682. uniforms.combine.value = material.combine;
  2683. uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
  2684. };
  2685. function refreshUniformsLine ( uniforms, material ) {
  2686. uniforms.diffuse.value = material.color;
  2687. uniforms.opacity.value = material.opacity;
  2688. };
  2689. function refreshUniformsDash ( uniforms, material ) {
  2690. uniforms.dashSize.value = material.dashSize;
  2691. uniforms.totalSize.value = material.dashSize + material.gapSize;
  2692. uniforms.scale.value = material.scale;
  2693. };
  2694. function refreshUniformsParticle ( uniforms, material ) {
  2695. uniforms.psColor.value = material.color;
  2696. uniforms.opacity.value = material.opacity;
  2697. uniforms.size.value = material.size;
  2698. uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
  2699. uniforms.map.value = material.map;
  2700. };
  2701. function refreshUniformsFog ( uniforms, fog ) {
  2702. uniforms.fogColor.value = fog.color;
  2703. if ( fog instanceof THREE.Fog ) {
  2704. uniforms.fogNear.value = fog.near;
  2705. uniforms.fogFar.value = fog.far;
  2706. } else if ( fog instanceof THREE.FogExp2 ) {
  2707. uniforms.fogDensity.value = fog.density;
  2708. }
  2709. };
  2710. function refreshUniformsPhong ( uniforms, material ) {
  2711. uniforms.shininess.value = material.shininess;
  2712. if ( _this.gammaInput ) {
  2713. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  2714. uniforms.emissive.value.copyGammaToLinear( material.emissive );
  2715. uniforms.specular.value.copyGammaToLinear( material.specular );
  2716. } else {
  2717. uniforms.ambient.value = material.ambient;
  2718. uniforms.emissive.value = material.emissive;
  2719. uniforms.specular.value = material.specular;
  2720. }
  2721. if ( material.wrapAround ) {
  2722. uniforms.wrapRGB.value.copy( material.wrapRGB );
  2723. }
  2724. };
  2725. function refreshUniformsLambert ( uniforms, material ) {
  2726. if ( _this.gammaInput ) {
  2727. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  2728. uniforms.emissive.value.copyGammaToLinear( material.emissive );
  2729. } else {
  2730. uniforms.ambient.value = material.ambient;
  2731. uniforms.emissive.value = material.emissive;
  2732. }
  2733. if ( material.wrapAround ) {
  2734. uniforms.wrapRGB.value.copy( material.wrapRGB );
  2735. }
  2736. };
  2737. function refreshUniformsLights ( uniforms, lights ) {
  2738. uniforms.ambientLightColor.value = lights.ambient;
  2739. uniforms.directionalLightColor.value = lights.directional.colors;
  2740. uniforms.directionalLightDirection.value = lights.directional.positions;
  2741. uniforms.pointLightColor.value = lights.point.colors;
  2742. uniforms.pointLightPosition.value = lights.point.positions;
  2743. uniforms.pointLightDistance.value = lights.point.distances;
  2744. uniforms.spotLightColor.value = lights.spot.colors;
  2745. uniforms.spotLightPosition.value = lights.spot.positions;
  2746. uniforms.spotLightDistance.value = lights.spot.distances;
  2747. uniforms.spotLightDirection.value = lights.spot.directions;
  2748. uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
  2749. uniforms.spotLightExponent.value = lights.spot.exponents;
  2750. uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
  2751. uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
  2752. uniforms.hemisphereLightDirection.value = lights.hemi.positions;
  2753. };
  2754. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  2755. function markUniformsLightsNeedsUpdate ( uniforms, boolean ) {
  2756. uniforms.ambientLightColor.needsUpdate = boolean;
  2757. uniforms.directionalLightColor.needsUpdate = boolean;
  2758. uniforms.directionalLightDirection.needsUpdate = boolean;
  2759. uniforms.pointLightColor.needsUpdate = boolean;
  2760. uniforms.pointLightPosition.needsUpdate = boolean;
  2761. uniforms.pointLightDistance.needsUpdate = boolean;
  2762. uniforms.spotLightColor.needsUpdate = boolean;
  2763. uniforms.spotLightPosition.needsUpdate = boolean;
  2764. uniforms.spotLightDistance.needsUpdate = boolean;
  2765. uniforms.spotLightDirection.needsUpdate = boolean;
  2766. uniforms.spotLightAngleCos.needsUpdate = boolean;
  2767. uniforms.spotLightExponent.needsUpdate = boolean;
  2768. uniforms.hemisphereLightSkyColor.needsUpdate = boolean;
  2769. uniforms.hemisphereLightGroundColor.needsUpdate = boolean;
  2770. uniforms.hemisphereLightDirection.needsUpdate = boolean;
  2771. };
  2772. function refreshUniformsShadow ( uniforms, lights ) {
  2773. if ( uniforms.shadowMatrix ) {
  2774. var j = 0;
  2775. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  2776. var light = lights[ i ];
  2777. if ( ! light.castShadow ) continue;
  2778. if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) {
  2779. uniforms.shadowMap.value[ j ] = light.shadowMap;
  2780. uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
  2781. uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;
  2782. uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
  2783. uniforms.shadowBias.value[ j ] = light.shadowBias;
  2784. j ++;
  2785. }
  2786. }
  2787. }
  2788. };
  2789. // Uniforms (load to GPU)
  2790. function loadUniformsMatrices ( uniforms, object ) {
  2791. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrix.elements );
  2792. if ( uniforms.normalMatrix ) {
  2793. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrix.elements );
  2794. }
  2795. };
  2796. function getTextureUnit() {
  2797. var textureUnit = _usedTextureUnits;
  2798. if ( textureUnit >= _maxTextures ) {
  2799. console.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + _maxTextures );
  2800. }
  2801. _usedTextureUnits += 1;
  2802. return textureUnit;
  2803. };
  2804. function loadUniformsGeneric ( uniforms ) {
  2805. var texture, textureUnit, offset;
  2806. for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) {
  2807. var uniform = uniforms[ j ][ 0 ];
  2808. // needsUpdate property is not added to all uniforms.
  2809. if ( uniform.needsUpdate === false ) continue;
  2810. var type = uniform.type;
  2811. var value = uniform.value;
  2812. var location = uniforms[ j ][ 1 ];
  2813. switch ( type ) {
  2814. case '1i':
  2815. _gl.uniform1i( location, value );
  2816. break;
  2817. case '1f':
  2818. _gl.uniform1f( location, value );
  2819. break;
  2820. case '2f':
  2821. _gl.uniform2f( location, value[ 0 ], value[ 1 ] );
  2822. break;
  2823. case '3f':
  2824. _gl.uniform3f( location, value[ 0 ], value[ 1 ], value[ 2 ] );
  2825. break;
  2826. case '4f':
  2827. _gl.uniform4f( location, value[ 0 ], value[ 1 ], value[ 2 ], value[ 3 ] );
  2828. break;
  2829. case '1iv':
  2830. _gl.uniform1iv( location, value );
  2831. break;
  2832. case '3iv':
  2833. _gl.uniform3iv( location, value );
  2834. break;
  2835. case '1fv':
  2836. _gl.uniform1fv( location, value );
  2837. break;
  2838. case '2fv':
  2839. _gl.uniform2fv( location, value );
  2840. break;
  2841. case '3fv':
  2842. _gl.uniform3fv( location, value );
  2843. break;
  2844. case '4fv':
  2845. _gl.uniform4fv( location, value );
  2846. break;
  2847. case 'Matrix3fv':
  2848. _gl.uniformMatrix3fv( location, false, value );
  2849. break;
  2850. case 'Matrix4fv':
  2851. _gl.uniformMatrix4fv( location, false, value );
  2852. break;
  2853. //
  2854. case 'i':
  2855. // single integer
  2856. _gl.uniform1i( location, value );
  2857. break;
  2858. case 'f':
  2859. // single float
  2860. _gl.uniform1f( location, value );
  2861. break;
  2862. case 'v2':
  2863. // single THREE.Vector2
  2864. _gl.uniform2f( location, value.x, value.y );
  2865. break;
  2866. case 'v3':
  2867. // single THREE.Vector3
  2868. _gl.uniform3f( location, value.x, value.y, value.z );
  2869. break;
  2870. case 'v4':
  2871. // single THREE.Vector4
  2872. _gl.uniform4f( location, value.x, value.y, value.z, value.w );
  2873. break;
  2874. case 'c':
  2875. // single THREE.Color
  2876. _gl.uniform3f( location, value.r, value.g, value.b );
  2877. break;
  2878. case 'iv1':
  2879. // flat array of integers (JS or typed array)
  2880. _gl.uniform1iv( location, value );
  2881. break;
  2882. case 'iv':
  2883. // flat array of integers with 3 x N size (JS or typed array)
  2884. _gl.uniform3iv( location, value );
  2885. break;
  2886. case 'fv1':
  2887. // flat array of floats (JS or typed array)
  2888. _gl.uniform1fv( location, value );
  2889. break;
  2890. case 'fv':
  2891. // flat array of floats with 3 x N size (JS or typed array)
  2892. _gl.uniform3fv( location, value );
  2893. break;
  2894. case 'v2v':
  2895. // array of THREE.Vector2
  2896. if ( uniform._array === undefined ) {
  2897. uniform._array = new Float32Array( 2 * value.length );
  2898. }
  2899. for ( var i = 0, il = value.length; i < il; i ++ ) {
  2900. offset = i * 2;
  2901. uniform._array[ offset ] = value[ i ].x;
  2902. uniform._array[ offset + 1 ] = value[ i ].y;
  2903. }
  2904. _gl.uniform2fv( location, uniform._array );
  2905. break;
  2906. case 'v3v':
  2907. // array of THREE.Vector3
  2908. if ( uniform._array === undefined ) {
  2909. uniform._array = new Float32Array( 3 * value.length );
  2910. }
  2911. for ( var i = 0, il = value.length; i < il; i ++ ) {
  2912. offset = i * 3;
  2913. uniform._array[ offset ] = value[ i ].x;
  2914. uniform._array[ offset + 1 ] = value[ i ].y;
  2915. uniform._array[ offset + 2 ] = value[ i ].z;
  2916. }
  2917. _gl.uniform3fv( location, uniform._array );
  2918. break;
  2919. case 'v4v':
  2920. // array of THREE.Vector4
  2921. if ( uniform._array === undefined ) {
  2922. uniform._array = new Float32Array( 4 * value.length );
  2923. }
  2924. for ( var i = 0, il = value.length; i < il; i ++ ) {
  2925. offset = i * 4;
  2926. uniform._array[ offset ] = value[ i ].x;
  2927. uniform._array[ offset + 1 ] = value[ i ].y;
  2928. uniform._array[ offset + 2 ] = value[ i ].z;
  2929. uniform._array[ offset + 3 ] = value[ i ].w;
  2930. }
  2931. _gl.uniform4fv( location, uniform._array );
  2932. break;
  2933. case 'm3':
  2934. // single THREE.Matrix3
  2935. _gl.uniformMatrix3fv( location, false, value.elements );
  2936. break;
  2937. case 'm3v':
  2938. // array of THREE.Matrix3
  2939. if ( uniform._array === undefined ) {
  2940. uniform._array = new Float32Array( 9 * value.length );
  2941. }
  2942. for ( var i = 0, il = value.length; i < il; i ++ ) {
  2943. value[ i ].flattenToArrayOffset( uniform._array, i * 9 );
  2944. }
  2945. _gl.uniformMatrix3fv( location, false, uniform._array );
  2946. break;
  2947. case 'm4':
  2948. // single THREE.Matrix4
  2949. _gl.uniformMatrix4fv( location, false, value.elements );
  2950. break;
  2951. case 'm4v':
  2952. // array of THREE.Matrix4
  2953. if ( uniform._array === undefined ) {
  2954. uniform._array = new Float32Array( 16 * value.length );
  2955. }
  2956. for ( var i = 0, il = value.length; i < il; i ++ ) {
  2957. value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
  2958. }
  2959. _gl.uniformMatrix4fv( location, false, uniform._array );
  2960. break;
  2961. case 't':
  2962. // single THREE.Texture (2d or cube)
  2963. texture = value;
  2964. textureUnit = getTextureUnit();
  2965. _gl.uniform1i( location, textureUnit );
  2966. if ( ! texture ) continue;
  2967. if ( texture instanceof THREE.CubeTexture ||
  2968. ( texture.image instanceof Array && texture.image.length === 6 ) ) { // CompressedTexture can have Array in image :/
  2969. setCubeTexture( texture, textureUnit );
  2970. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  2971. setCubeTextureDynamic( texture, textureUnit );
  2972. } else {
  2973. _this.setTexture( texture, textureUnit );
  2974. }
  2975. break;
  2976. case 'tv':
  2977. // array of THREE.Texture (2d)
  2978. if ( uniform._array === undefined ) {
  2979. uniform._array = [];
  2980. }
  2981. for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
  2982. uniform._array[ i ] = getTextureUnit();
  2983. }
  2984. _gl.uniform1iv( location, uniform._array );
  2985. for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
  2986. texture = uniform.value[ i ];
  2987. textureUnit = uniform._array[ i ];
  2988. if ( ! texture ) continue;
  2989. _this.setTexture( texture, textureUnit );
  2990. }
  2991. break;
  2992. default:
  2993. console.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type );
  2994. }
  2995. }
  2996. };
  2997. function setupMatrices ( object, camera ) {
  2998. object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  2999. object._normalMatrix.getNormalMatrix( object._modelViewMatrix );
  3000. };
  3001. //
  3002. function setColorGamma( array, offset, color, intensitySq ) {
  3003. array[ offset ] = color.r * color.r * intensitySq;
  3004. array[ offset + 1 ] = color.g * color.g * intensitySq;
  3005. array[ offset + 2 ] = color.b * color.b * intensitySq;
  3006. };
  3007. function setColorLinear( array, offset, color, intensity ) {
  3008. array[ offset ] = color.r * intensity;
  3009. array[ offset + 1 ] = color.g * intensity;
  3010. array[ offset + 2 ] = color.b * intensity;
  3011. };
  3012. function setupLights ( lights ) {
  3013. var l, ll, light, n,
  3014. r = 0, g = 0, b = 0,
  3015. color, skyColor, groundColor,
  3016. intensity, intensitySq,
  3017. position,
  3018. distance,
  3019. zlights = _lights,
  3020. dirColors = zlights.directional.colors,
  3021. dirPositions = zlights.directional.positions,
  3022. pointColors = zlights.point.colors,
  3023. pointPositions = zlights.point.positions,
  3024. pointDistances = zlights.point.distances,
  3025. spotColors = zlights.spot.colors,
  3026. spotPositions = zlights.spot.positions,
  3027. spotDistances = zlights.spot.distances,
  3028. spotDirections = zlights.spot.directions,
  3029. spotAnglesCos = zlights.spot.anglesCos,
  3030. spotExponents = zlights.spot.exponents,
  3031. hemiSkyColors = zlights.hemi.skyColors,
  3032. hemiGroundColors = zlights.hemi.groundColors,
  3033. hemiPositions = zlights.hemi.positions,
  3034. dirLength = 0,
  3035. pointLength = 0,
  3036. spotLength = 0,
  3037. hemiLength = 0,
  3038. dirCount = 0,
  3039. pointCount = 0,
  3040. spotCount = 0,
  3041. hemiCount = 0,
  3042. dirOffset = 0,
  3043. pointOffset = 0,
  3044. spotOffset = 0,
  3045. hemiOffset = 0;
  3046. for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  3047. light = lights[ l ];
  3048. if ( light.onlyShadow ) continue;
  3049. color = light.color;
  3050. intensity = light.intensity;
  3051. distance = light.distance;
  3052. if ( light instanceof THREE.AmbientLight ) {
  3053. if ( ! light.visible ) continue;
  3054. if ( _this.gammaInput ) {
  3055. r += color.r * color.r;
  3056. g += color.g * color.g;
  3057. b += color.b * color.b;
  3058. } else {
  3059. r += color.r;
  3060. g += color.g;
  3061. b += color.b;
  3062. }
  3063. } else if ( light instanceof THREE.DirectionalLight ) {
  3064. dirCount += 1;
  3065. if ( ! light.visible ) continue;
  3066. _direction.setFromMatrixPosition( light.matrixWorld );
  3067. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  3068. _direction.sub( _vector3 );
  3069. _direction.normalize();
  3070. dirOffset = dirLength * 3;
  3071. dirPositions[ dirOffset ] = _direction.x;
  3072. dirPositions[ dirOffset + 1 ] = _direction.y;
  3073. dirPositions[ dirOffset + 2 ] = _direction.z;
  3074. if ( _this.gammaInput ) {
  3075. setColorGamma( dirColors, dirOffset, color, intensity * intensity );
  3076. } else {
  3077. setColorLinear( dirColors, dirOffset, color, intensity );
  3078. }
  3079. dirLength += 1;
  3080. } else if ( light instanceof THREE.PointLight ) {
  3081. pointCount += 1;
  3082. if ( ! light.visible ) continue;
  3083. pointOffset = pointLength * 3;
  3084. if ( _this.gammaInput ) {
  3085. setColorGamma( pointColors, pointOffset, color, intensity * intensity );
  3086. } else {
  3087. setColorLinear( pointColors, pointOffset, color, intensity );
  3088. }
  3089. _vector3.setFromMatrixPosition( light.matrixWorld );
  3090. pointPositions[ pointOffset ] = _vector3.x;
  3091. pointPositions[ pointOffset + 1 ] = _vector3.y;
  3092. pointPositions[ pointOffset + 2 ] = _vector3.z;
  3093. pointDistances[ pointLength ] = distance;
  3094. pointLength += 1;
  3095. } else if ( light instanceof THREE.SpotLight ) {
  3096. spotCount += 1;
  3097. if ( ! light.visible ) continue;
  3098. spotOffset = spotLength * 3;
  3099. if ( _this.gammaInput ) {
  3100. setColorGamma( spotColors, spotOffset, color, intensity * intensity );
  3101. } else {
  3102. setColorLinear( spotColors, spotOffset, color, intensity );
  3103. }
  3104. _direction.setFromMatrixPosition( light.matrixWorld );
  3105. spotPositions[ spotOffset ] = _direction.x;
  3106. spotPositions[ spotOffset + 1 ] = _direction.y;
  3107. spotPositions[ spotOffset + 2 ] = _direction.z;
  3108. spotDistances[ spotLength ] = distance;
  3109. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  3110. _direction.sub( _vector3 );
  3111. _direction.normalize();
  3112. spotDirections[ spotOffset ] = _direction.x;
  3113. spotDirections[ spotOffset + 1 ] = _direction.y;
  3114. spotDirections[ spotOffset + 2 ] = _direction.z;
  3115. spotAnglesCos[ spotLength ] = Math.cos( light.angle );
  3116. spotExponents[ spotLength ] = light.exponent;
  3117. spotLength += 1;
  3118. } else if ( light instanceof THREE.HemisphereLight ) {
  3119. hemiCount += 1;
  3120. if ( ! light.visible ) continue;
  3121. _direction.setFromMatrixPosition( light.matrixWorld );
  3122. _direction.normalize();
  3123. hemiOffset = hemiLength * 3;
  3124. hemiPositions[ hemiOffset ] = _direction.x;
  3125. hemiPositions[ hemiOffset + 1 ] = _direction.y;
  3126. hemiPositions[ hemiOffset + 2 ] = _direction.z;
  3127. skyColor = light.color;
  3128. groundColor = light.groundColor;
  3129. if ( _this.gammaInput ) {
  3130. intensitySq = intensity * intensity;
  3131. setColorGamma( hemiSkyColors, hemiOffset, skyColor, intensitySq );
  3132. setColorGamma( hemiGroundColors, hemiOffset, groundColor, intensitySq );
  3133. } else {
  3134. setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
  3135. setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );
  3136. }
  3137. hemiLength += 1;
  3138. }
  3139. }
  3140. // null eventual remains from removed lights
  3141. // (this is to avoid if in shader)
  3142. for ( l = dirLength * 3, ll = Math.max( dirColors.length, dirCount * 3 ); l < ll; l ++ ) dirColors[ l ] = 0.0;
  3143. for ( l = pointLength * 3, ll = Math.max( pointColors.length, pointCount * 3 ); l < ll; l ++ ) pointColors[ l ] = 0.0;
  3144. for ( l = spotLength * 3, ll = Math.max( spotColors.length, spotCount * 3 ); l < ll; l ++ ) spotColors[ l ] = 0.0;
  3145. for ( l = hemiLength * 3, ll = Math.max( hemiSkyColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiSkyColors[ l ] = 0.0;
  3146. for ( l = hemiLength * 3, ll = Math.max( hemiGroundColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiGroundColors[ l ] = 0.0;
  3147. zlights.directional.length = dirLength;
  3148. zlights.point.length = pointLength;
  3149. zlights.spot.length = spotLength;
  3150. zlights.hemi.length = hemiLength;
  3151. zlights.ambient[ 0 ] = r;
  3152. zlights.ambient[ 1 ] = g;
  3153. zlights.ambient[ 2 ] = b;
  3154. };
  3155. // GL state setting
  3156. this.setFaceCulling = function ( cullFace, frontFaceDirection ) {
  3157. if ( cullFace === THREE.CullFaceNone ) {
  3158. _gl.disable( _gl.CULL_FACE );
  3159. } else {
  3160. if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {
  3161. _gl.frontFace( _gl.CW );
  3162. } else {
  3163. _gl.frontFace( _gl.CCW );
  3164. }
  3165. if ( cullFace === THREE.CullFaceBack ) {
  3166. _gl.cullFace( _gl.BACK );
  3167. } else if ( cullFace === THREE.CullFaceFront ) {
  3168. _gl.cullFace( _gl.FRONT );
  3169. } else {
  3170. _gl.cullFace( _gl.FRONT_AND_BACK );
  3171. }
  3172. _gl.enable( _gl.CULL_FACE );
  3173. }
  3174. };
  3175. this.setMaterialFaces = function ( material ) {
  3176. var doubleSided = material.side === THREE.DoubleSide;
  3177. var flipSided = material.side === THREE.BackSide;
  3178. if ( _oldDoubleSided !== doubleSided ) {
  3179. if ( doubleSided ) {
  3180. _gl.disable( _gl.CULL_FACE );
  3181. } else {
  3182. _gl.enable( _gl.CULL_FACE );
  3183. }
  3184. _oldDoubleSided = doubleSided;
  3185. }
  3186. if ( _oldFlipSided !== flipSided ) {
  3187. if ( flipSided ) {
  3188. _gl.frontFace( _gl.CW );
  3189. } else {
  3190. _gl.frontFace( _gl.CCW );
  3191. }
  3192. _oldFlipSided = flipSided;
  3193. }
  3194. };
  3195. this.setDepthTest = function ( depthTest ) {
  3196. if ( _oldDepthTest !== depthTest ) {
  3197. if ( depthTest ) {
  3198. _gl.enable( _gl.DEPTH_TEST );
  3199. } else {
  3200. _gl.disable( _gl.DEPTH_TEST );
  3201. }
  3202. _oldDepthTest = depthTest;
  3203. }
  3204. };
  3205. this.setDepthWrite = function ( depthWrite ) {
  3206. if ( _oldDepthWrite !== depthWrite ) {
  3207. _gl.depthMask( depthWrite );
  3208. _oldDepthWrite = depthWrite;
  3209. }
  3210. };
  3211. function setLineWidth ( width ) {
  3212. if ( width !== _oldLineWidth ) {
  3213. _gl.lineWidth( width );
  3214. _oldLineWidth = width;
  3215. }
  3216. };
  3217. function setPolygonOffset ( polygonoffset, factor, units ) {
  3218. if ( _oldPolygonOffset !== polygonoffset ) {
  3219. if ( polygonoffset ) {
  3220. _gl.enable( _gl.POLYGON_OFFSET_FILL );
  3221. } else {
  3222. _gl.disable( _gl.POLYGON_OFFSET_FILL );
  3223. }
  3224. _oldPolygonOffset = polygonoffset;
  3225. }
  3226. if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) {
  3227. _gl.polygonOffset( factor, units );
  3228. _oldPolygonOffsetFactor = factor;
  3229. _oldPolygonOffsetUnits = units;
  3230. }
  3231. };
  3232. this.setBlending = function ( blending, blendEquation, blendSrc, blendDst ) {
  3233. if ( blending !== _oldBlending ) {
  3234. if ( blending === THREE.NoBlending ) {
  3235. _gl.disable( _gl.BLEND );
  3236. } else if ( blending === THREE.AdditiveBlending ) {
  3237. _gl.enable( _gl.BLEND );
  3238. _gl.blendEquation( _gl.FUNC_ADD );
  3239. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
  3240. } else if ( blending === THREE.SubtractiveBlending ) {
  3241. // TODO: Find blendFuncSeparate() combination
  3242. _gl.enable( _gl.BLEND );
  3243. _gl.blendEquation( _gl.FUNC_ADD );
  3244. _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
  3245. } else if ( blending === THREE.MultiplyBlending ) {
  3246. // TODO: Find blendFuncSeparate() combination
  3247. _gl.enable( _gl.BLEND );
  3248. _gl.blendEquation( _gl.FUNC_ADD );
  3249. _gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
  3250. } else if ( blending === THREE.CustomBlending ) {
  3251. _gl.enable( _gl.BLEND );
  3252. } else {
  3253. _gl.enable( _gl.BLEND );
  3254. _gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
  3255. _gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
  3256. }
  3257. _oldBlending = blending;
  3258. }
  3259. if ( blending === THREE.CustomBlending ) {
  3260. if ( blendEquation !== _oldBlendEquation ) {
  3261. _gl.blendEquation( paramThreeToGL( blendEquation ) );
  3262. _oldBlendEquation = blendEquation;
  3263. }
  3264. if ( blendSrc !== _oldBlendSrc || blendDst !== _oldBlendDst ) {
  3265. _gl.blendFunc( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ) );
  3266. _oldBlendSrc = blendSrc;
  3267. _oldBlendDst = blendDst;
  3268. }
  3269. } else {
  3270. _oldBlendEquation = null;
  3271. _oldBlendSrc = null;
  3272. _oldBlendDst = null;
  3273. }
  3274. };
  3275. // Textures
  3276. function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
  3277. if ( isImagePowerOfTwo ) {
  3278. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  3279. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  3280. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  3281. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  3282. } else {
  3283. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  3284. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  3285. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  3286. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  3287. }
  3288. if ( _glExtensionTextureFilterAnisotropic && texture.type !== THREE.FloatType ) {
  3289. if ( texture.anisotropy > 1 || texture.__oldAnisotropy ) {
  3290. _gl.texParameterf( textureType, _glExtensionTextureFilterAnisotropic.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _maxAnisotropy ) );
  3291. texture.__oldAnisotropy = texture.anisotropy;
  3292. }
  3293. }
  3294. };
  3295. this.setTexture = function ( texture, slot ) {
  3296. if ( texture.needsUpdate ) {
  3297. if ( ! texture.__webglInit ) {
  3298. texture.__webglInit = true;
  3299. texture.addEventListener( 'dispose', onTextureDispose );
  3300. texture.__webglTexture = _gl.createTexture();
  3301. _this.info.memory.textures ++;
  3302. }
  3303. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3304. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  3305. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  3306. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  3307. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
  3308. var image = texture.image,
  3309. isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
  3310. glFormat = paramThreeToGL( texture.format ),
  3311. glType = paramThreeToGL( texture.type );
  3312. setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
  3313. var mipmap, mipmaps = texture.mipmaps;
  3314. if ( texture instanceof THREE.DataTexture ) {
  3315. // use manually created mipmaps if available
  3316. // if there are no manual mipmaps
  3317. // set 0 level mipmap and then use GL to generate other mipmap levels
  3318. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  3319. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  3320. mipmap = mipmaps[ i ];
  3321. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  3322. }
  3323. texture.generateMipmaps = false;
  3324. } else {
  3325. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
  3326. }
  3327. } else if ( texture instanceof THREE.CompressedTexture ) {
  3328. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  3329. mipmap = mipmaps[ i ];
  3330. if ( texture.format !== THREE.RGBAFormat ) {
  3331. _gl.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  3332. } else {
  3333. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  3334. }
  3335. }
  3336. } else { // regular Texture (image, video, canvas)
  3337. // use manually created mipmaps if available
  3338. // if there are no manual mipmaps
  3339. // set 0 level mipmap and then use GL to generate other mipmap levels
  3340. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  3341. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  3342. mipmap = mipmaps[ i ];
  3343. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
  3344. }
  3345. texture.generateMipmaps = false;
  3346. } else {
  3347. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
  3348. }
  3349. }
  3350. if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  3351. texture.needsUpdate = false;
  3352. if ( texture.onUpdate ) texture.onUpdate();
  3353. } else {
  3354. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3355. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  3356. }
  3357. };
  3358. function clampToMaxSize ( image, maxSize ) {
  3359. if ( image.width <= maxSize && image.height <= maxSize ) {
  3360. return image;
  3361. }
  3362. // Warning: Scaling through the canvas will only work with images that use
  3363. // premultiplied alpha.
  3364. var maxDimension = Math.max( image.width, image.height );
  3365. var newWidth = Math.floor( image.width * maxSize / maxDimension );
  3366. var newHeight = Math.floor( image.height * maxSize / maxDimension );
  3367. var canvas = document.createElement( 'canvas' );
  3368. canvas.width = newWidth;
  3369. canvas.height = newHeight;
  3370. var ctx = canvas.getContext( '2d' );
  3371. ctx.drawImage( image, 0, 0, image.width, image.height, 0, 0, newWidth, newHeight );
  3372. return canvas;
  3373. }
  3374. function setCubeTexture ( texture, slot ) {
  3375. if ( texture.image.length === 6 ) {
  3376. if ( texture.needsUpdate ) {
  3377. if ( ! texture.image.__webglTextureCube ) {
  3378. texture.addEventListener( 'dispose', onTextureDispose );
  3379. texture.image.__webglTextureCube = _gl.createTexture();
  3380. _this.info.memory.textures ++;
  3381. }
  3382. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3383. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  3384. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  3385. var isCompressed = texture instanceof THREE.CompressedTexture;
  3386. var cubeImage = [];
  3387. for ( var i = 0; i < 6; i ++ ) {
  3388. if ( _this.autoScaleCubemaps && ! isCompressed ) {
  3389. cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize );
  3390. } else {
  3391. cubeImage[ i ] = texture.image[ i ];
  3392. }
  3393. }
  3394. var image = cubeImage[ 0 ],
  3395. isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
  3396. glFormat = paramThreeToGL( texture.format ),
  3397. glType = paramThreeToGL( texture.type );
  3398. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
  3399. for ( var i = 0; i < 6; i ++ ) {
  3400. if ( ! isCompressed ) {
  3401. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
  3402. } else {
  3403. var mipmap, mipmaps = cubeImage[ i ].mipmaps;
  3404. for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
  3405. mipmap = mipmaps[ j ];
  3406. if ( texture.format !== THREE.RGBAFormat ) {
  3407. _gl.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  3408. } else {
  3409. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  3410. }
  3411. }
  3412. }
  3413. }
  3414. if ( texture.generateMipmaps && isImagePowerOfTwo ) {
  3415. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3416. }
  3417. texture.needsUpdate = false;
  3418. if ( texture.onUpdate ) texture.onUpdate();
  3419. } else {
  3420. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3421. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  3422. }
  3423. }
  3424. };
  3425. function setCubeTextureDynamic ( texture, slot ) {
  3426. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3427. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
  3428. };
  3429. // Render targets
  3430. function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
  3431. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  3432. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );
  3433. };
  3434. function setupRenderBuffer ( renderbuffer, renderTarget ) {
  3435. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  3436. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  3437. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  3438. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3439. /* For some reason this is not working. Defaulting to RGBA4.
  3440. } else if ( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3441. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
  3442. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3443. */
  3444. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3445. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
  3446. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3447. } else {
  3448. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
  3449. }
  3450. };
  3451. this.setRenderTarget = function ( renderTarget ) {
  3452. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  3453. if ( renderTarget && ! renderTarget.__webglFramebuffer ) {
  3454. if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
  3455. if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
  3456. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  3457. renderTarget.__webglTexture = _gl.createTexture();
  3458. _this.info.memory.textures ++;
  3459. // Setup texture, create render and frame buffers
  3460. var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.isPowerOfTwo( renderTarget.height ),
  3461. glFormat = paramThreeToGL( renderTarget.format ),
  3462. glType = paramThreeToGL( renderTarget.type );
  3463. if ( isCube ) {
  3464. renderTarget.__webglFramebuffer = [];
  3465. renderTarget.__webglRenderbuffer = [];
  3466. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  3467. setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
  3468. for ( var i = 0; i < 6; i ++ ) {
  3469. renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  3470. renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
  3471. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  3472. setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
  3473. setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );
  3474. }
  3475. if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3476. } else {
  3477. renderTarget.__webglFramebuffer = _gl.createFramebuffer();
  3478. if ( renderTarget.shareDepthFrom ) {
  3479. renderTarget.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;
  3480. } else {
  3481. renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();
  3482. }
  3483. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  3484. setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );
  3485. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  3486. setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
  3487. if ( renderTarget.shareDepthFrom ) {
  3488. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  3489. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
  3490. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3491. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
  3492. }
  3493. } else {
  3494. setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );
  3495. }
  3496. if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  3497. }
  3498. // Release everything
  3499. if ( isCube ) {
  3500. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  3501. } else {
  3502. _gl.bindTexture( _gl.TEXTURE_2D, null );
  3503. }
  3504. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  3505. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  3506. }
  3507. var framebuffer, width, height, vx, vy;
  3508. if ( renderTarget ) {
  3509. if ( isCube ) {
  3510. framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];
  3511. } else {
  3512. framebuffer = renderTarget.__webglFramebuffer;
  3513. }
  3514. width = renderTarget.width;
  3515. height = renderTarget.height;
  3516. vx = 0;
  3517. vy = 0;
  3518. } else {
  3519. framebuffer = null;
  3520. width = _viewportWidth;
  3521. height = _viewportHeight;
  3522. vx = _viewportX;
  3523. vy = _viewportY;
  3524. }
  3525. if ( framebuffer !== _currentFramebuffer ) {
  3526. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  3527. _gl.viewport( vx, vy, width, height );
  3528. _currentFramebuffer = framebuffer;
  3529. }
  3530. _currentWidth = width;
  3531. _currentHeight = height;
  3532. };
  3533. function updateRenderTargetMipmap ( renderTarget ) {
  3534. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  3535. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  3536. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3537. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  3538. } else {
  3539. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  3540. _gl.generateMipmap( _gl.TEXTURE_2D );
  3541. _gl.bindTexture( _gl.TEXTURE_2D, null );
  3542. }
  3543. };
  3544. // Fallback filters for non-power-of-2 textures
  3545. function filterFallback ( f ) {
  3546. if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {
  3547. return _gl.NEAREST;
  3548. }
  3549. return _gl.LINEAR;
  3550. };
  3551. // Map three.js constants to WebGL constants
  3552. function paramThreeToGL ( p ) {
  3553. if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
  3554. if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
  3555. if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
  3556. if ( p === THREE.NearestFilter ) return _gl.NEAREST;
  3557. if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
  3558. if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
  3559. if ( p === THREE.LinearFilter ) return _gl.LINEAR;
  3560. if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
  3561. if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
  3562. if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
  3563. if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
  3564. if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
  3565. if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
  3566. if ( p === THREE.ByteType ) return _gl.BYTE;
  3567. if ( p === THREE.ShortType ) return _gl.SHORT;
  3568. if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
  3569. if ( p === THREE.IntType ) return _gl.INT;
  3570. if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
  3571. if ( p === THREE.FloatType ) return _gl.FLOAT;
  3572. if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
  3573. if ( p === THREE.RGBFormat ) return _gl.RGB;
  3574. if ( p === THREE.RGBAFormat ) return _gl.RGBA;
  3575. if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
  3576. if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
  3577. if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
  3578. if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
  3579. if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
  3580. if ( p === THREE.ZeroFactor ) return _gl.ZERO;
  3581. if ( p === THREE.OneFactor ) return _gl.ONE;
  3582. if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
  3583. if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
  3584. if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
  3585. if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
  3586. if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
  3587. if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
  3588. if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
  3589. if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
  3590. if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
  3591. if ( _glExtensionCompressedTextureS3TC !== undefined ) {
  3592. if ( p === THREE.RGB_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGB_S3TC_DXT1_EXT;
  3593. if ( p === THREE.RGBA_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  3594. if ( p === THREE.RGBA_S3TC_DXT3_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  3595. if ( p === THREE.RGBA_S3TC_DXT5_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  3596. }
  3597. return 0;
  3598. };
  3599. // Allocations
  3600. function allocateBones ( object ) {
  3601. if ( _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture ) {
  3602. return 1024;
  3603. } else {
  3604. // default for when object is not specified
  3605. // ( for example when prebuilding shader
  3606. // to be used with multiple objects )
  3607. //
  3608. // - leave some extra space for other uniforms
  3609. // - limit here is ANGLE's 254 max uniform vectors
  3610. // (up to 54 should be safe)
  3611. var nVertexUniforms = _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS );
  3612. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  3613. var maxBones = nVertexMatrices;
  3614. if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
  3615. maxBones = Math.min( object.skeleton.bones.length, maxBones );
  3616. if ( maxBones < object.skeleton.bones.length ) {
  3617. console.warn( 'WebGLRenderer: too many bones - ' + object.skeleton.bones.length + ', this GPU supports just ' + maxBones + ' (try OpenGL instead of ANGLE)' );
  3618. }
  3619. }
  3620. return maxBones;
  3621. }
  3622. };
  3623. function allocateLights( lights ) {
  3624. var dirLights = 0;
  3625. var pointLights = 0;
  3626. var spotLights = 0;
  3627. var hemiLights = 0;
  3628. for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
  3629. var light = lights[ l ];
  3630. if ( light.onlyShadow || light.visible === false ) continue;
  3631. if ( light instanceof THREE.DirectionalLight ) dirLights ++;
  3632. if ( light instanceof THREE.PointLight ) pointLights ++;
  3633. if ( light instanceof THREE.SpotLight ) spotLights ++;
  3634. if ( light instanceof THREE.HemisphereLight ) hemiLights ++;
  3635. }
  3636. return { 'directional': dirLights, 'point': pointLights, 'spot': spotLights, 'hemi': hemiLights };
  3637. };
  3638. function allocateShadows( lights ) {
  3639. var maxShadows = 0;
  3640. for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
  3641. var light = lights[ l ];
  3642. if ( ! light.castShadow ) continue;
  3643. if ( light instanceof THREE.SpotLight ) maxShadows ++;
  3644. if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;
  3645. }
  3646. return maxShadows;
  3647. };
  3648. // Initialization
  3649. function initGL() {
  3650. try {
  3651. var attributes = {
  3652. alpha: _alpha,
  3653. depth: _depth,
  3654. stencil: _stencil,
  3655. antialias: _antialias,
  3656. premultipliedAlpha: _premultipliedAlpha,
  3657. preserveDrawingBuffer: _preserveDrawingBuffer
  3658. };
  3659. _gl = _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes );
  3660. if ( _gl === null ) {
  3661. throw 'Error creating WebGL context.';
  3662. }
  3663. } catch ( error ) {
  3664. console.error( error );
  3665. }
  3666. _glExtensionTextureFloat = _gl.getExtension( 'OES_texture_float' );
  3667. _glExtensionTextureFloatLinear = _gl.getExtension( 'OES_texture_float_linear' );
  3668. _glExtensionStandardDerivatives = _gl.getExtension( 'OES_standard_derivatives' );
  3669. _glExtensionTextureFilterAnisotropic = _gl.getExtension( 'EXT_texture_filter_anisotropic' ) || _gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || _gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  3670. _glExtensionCompressedTextureS3TC = _gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || _gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || _gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  3671. _glExtensionElementIndexUint = _gl.getExtension( 'OES_element_index_uint' );
  3672. if ( _glExtensionTextureFloat === null ) {
  3673. console.log( 'THREE.WebGLRenderer: Float textures not supported.' );
  3674. }
  3675. if ( _glExtensionStandardDerivatives === null ) {
  3676. console.log( 'THREE.WebGLRenderer: Standard derivatives not supported.' );
  3677. }
  3678. if ( _glExtensionTextureFilterAnisotropic === null ) {
  3679. console.log( 'THREE.WebGLRenderer: Anisotropic texture filtering not supported.' );
  3680. }
  3681. if ( _glExtensionCompressedTextureS3TC === null ) {
  3682. console.log( 'THREE.WebGLRenderer: S3TC compressed textures not supported.' );
  3683. }
  3684. if ( _glExtensionElementIndexUint === null ) {
  3685. console.log( 'THREE.WebGLRenderer: elementindex as unsigned integer not supported.' );
  3686. }
  3687. if ( _gl.getShaderPrecisionFormat === undefined ) {
  3688. _gl.getShaderPrecisionFormat = function () {
  3689. return {
  3690. 'rangeMin': 1,
  3691. 'rangeMax': 1,
  3692. 'precision': 1
  3693. };
  3694. }
  3695. }
  3696. if ( _logarithmicDepthBuffer ) {
  3697. _glExtensionFragDepth = _gl.getExtension( 'EXT_frag_depth' );
  3698. }
  3699. };
  3700. function setDefaultGLState () {
  3701. _gl.clearColor( 0, 0, 0, 1 );
  3702. _gl.clearDepth( 1 );
  3703. _gl.clearStencil( 0 );
  3704. _gl.enable( _gl.DEPTH_TEST );
  3705. _gl.depthFunc( _gl.LEQUAL );
  3706. _gl.frontFace( _gl.CCW );
  3707. _gl.cullFace( _gl.BACK );
  3708. _gl.enable( _gl.CULL_FACE );
  3709. _gl.enable( _gl.BLEND );
  3710. _gl.blendEquation( _gl.FUNC_ADD );
  3711. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
  3712. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  3713. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  3714. };
  3715. // default plugins (order is important)
  3716. this.shadowMapPlugin = new THREE.ShadowMapPlugin();
  3717. this.addPrePlugin( this.shadowMapPlugin );
  3718. this.addPostPlugin( new THREE.SpritePlugin() );
  3719. this.addPostPlugin( new THREE.LensFlarePlugin() );
  3720. };