WebGLRenderer.js 144 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. pixelRatio = 1,
  13. _precision = parameters.precision !== undefined ? parameters.precision : 'highp',
  14. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  15. _depth = parameters.depth !== undefined ? parameters.depth : true,
  16. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  17. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  18. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  19. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  20. _logarithmicDepthBuffer = parameters.logarithmicDepthBuffer !== undefined ? parameters.logarithmicDepthBuffer : false,
  21. _clearColor = new THREE.Color( 0x000000 ),
  22. _clearAlpha = 0;
  23. var lights = [];
  24. var _webglObjects = {};
  25. var _webglObjectsImmediate = [];
  26. var opaqueObjects = [];
  27. var transparentObjects = [];
  28. var sprites = [];
  29. var lensFlares = [];
  30. // public properties
  31. this.domElement = _canvas;
  32. this.context = null;
  33. // clearing
  34. this.autoClear = true;
  35. this.autoClearColor = true;
  36. this.autoClearDepth = true;
  37. this.autoClearStencil = true;
  38. // scene graph
  39. this.sortObjects = true;
  40. // physically based shading
  41. this.gammaFactor = 2.0; // for backwards compatibility
  42. this.gammaInput = false;
  43. this.gammaOutput = false;
  44. // shadow map
  45. this.shadowMapEnabled = false;
  46. this.shadowMapType = THREE.PCFShadowMap;
  47. this.shadowMapCullFace = THREE.CullFaceFront;
  48. this.shadowMapDebug = false;
  49. this.shadowMapCascade = false;
  50. // morphs
  51. this.maxMorphTargets = 8;
  52. this.maxMorphNormals = 4;
  53. // flags
  54. this.autoScaleCubemaps = true;
  55. // info
  56. this.info = {
  57. memory: {
  58. programs: 0,
  59. geometries: 0,
  60. textures: 0
  61. },
  62. render: {
  63. calls: 0,
  64. vertices: 0,
  65. faces: 0,
  66. points: 0
  67. }
  68. };
  69. // internal properties
  70. var _this = this,
  71. _programs = [],
  72. // internal state cache
  73. _currentProgram = null,
  74. _currentFramebuffer = null,
  75. _currentMaterialId = - 1,
  76. _currentGeometryProgram = '',
  77. _currentCamera = null,
  78. _usedTextureUnits = 0,
  79. _viewportX = 0,
  80. _viewportY = 0,
  81. _viewportWidth = _canvas.width,
  82. _viewportHeight = _canvas.height,
  83. _currentWidth = 0,
  84. _currentHeight = 0,
  85. // frustum
  86. _frustum = new THREE.Frustum(),
  87. // camera matrices cache
  88. _projScreenMatrix = new THREE.Matrix4(),
  89. _projScreenMatrixPS = new THREE.Matrix4(),
  90. _vector3 = new THREE.Vector3(),
  91. // light arrays cache
  92. _direction = new THREE.Vector3(),
  93. _lightsNeedUpdate = true,
  94. _lights = {
  95. ambient: [ 0, 0, 0 ],
  96. directional: { length: 0, colors:[], positions: [] },
  97. point: { length: 0, colors: [], positions: [], distances: [], decays: [] },
  98. spot: { length: 0, colors: [], positions: [], distances: [], directions: [], anglesCos: [], exponents: [], decays: [] },
  99. hemi: { length: 0, skyColors: [], groundColors: [], positions: [] }
  100. };
  101. // initialize
  102. var _gl;
  103. try {
  104. var attributes = {
  105. alpha: _alpha,
  106. depth: _depth,
  107. stencil: _stencil,
  108. antialias: _antialias,
  109. premultipliedAlpha: _premultipliedAlpha,
  110. preserveDrawingBuffer: _preserveDrawingBuffer
  111. };
  112. _gl = _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes );
  113. if ( _gl === null ) {
  114. if ( _canvas.getContext( 'webgl') !== null ) {
  115. throw 'Error creating WebGL context with your selected attributes.';
  116. } else {
  117. throw 'Error creating WebGL context.';
  118. }
  119. }
  120. _canvas.addEventListener( 'webglcontextlost', function ( event ) {
  121. event.preventDefault();
  122. resetGLState();
  123. setDefaultGLState();
  124. _webglObjects = {};
  125. }, false);
  126. } catch ( error ) {
  127. THREE.error( 'THREE.WebGLRenderer: ' + error );
  128. }
  129. var state = new THREE.WebGLState( _gl, paramThreeToGL );
  130. if ( _gl.getShaderPrecisionFormat === undefined ) {
  131. _gl.getShaderPrecisionFormat = function () {
  132. return {
  133. 'rangeMin': 1,
  134. 'rangeMax': 1,
  135. 'precision': 1
  136. };
  137. }
  138. }
  139. var extensions = new THREE.WebGLExtensions( _gl );
  140. extensions.get( 'OES_texture_float' );
  141. extensions.get( 'OES_texture_float_linear' );
  142. extensions.get( 'OES_texture_half_float' );
  143. extensions.get( 'OES_texture_half_float_linear' );
  144. extensions.get( 'OES_standard_derivatives' );
  145. if ( _logarithmicDepthBuffer ) {
  146. extensions.get( 'EXT_frag_depth' );
  147. }
  148. //
  149. var glClearColor = function ( r, g, b, a ) {
  150. if ( _premultipliedAlpha === true ) {
  151. r *= a; g *= a; b *= a;
  152. }
  153. _gl.clearColor( r, g, b, a );
  154. };
  155. var setDefaultGLState = function () {
  156. _gl.clearColor( 0, 0, 0, 1 );
  157. _gl.clearDepth( 1 );
  158. _gl.clearStencil( 0 );
  159. _gl.enable( _gl.DEPTH_TEST );
  160. _gl.depthFunc( _gl.LEQUAL );
  161. _gl.frontFace( _gl.CCW );
  162. _gl.cullFace( _gl.BACK );
  163. _gl.enable( _gl.CULL_FACE );
  164. _gl.enable( _gl.BLEND );
  165. _gl.blendEquation( _gl.FUNC_ADD );
  166. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
  167. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  168. glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  169. };
  170. var resetGLState = function () {
  171. _currentProgram = null;
  172. _currentCamera = null;
  173. _currentGeometryProgram = '';
  174. _currentMaterialId = - 1;
  175. _lightsNeedUpdate = true;
  176. state.reset();
  177. };
  178. setDefaultGLState();
  179. this.context = _gl;
  180. this.state = state;
  181. // GPU capabilities
  182. var _maxTextures = _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS );
  183. var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
  184. var _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE );
  185. var _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE );
  186. var _supportsVertexTextures = _maxVertexTextures > 0;
  187. var _supportsBoneTextures = _supportsVertexTextures && extensions.get( 'OES_texture_float' );
  188. //
  189. var _vertexShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_FLOAT );
  190. var _vertexShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_FLOAT );
  191. var _vertexShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.LOW_FLOAT );
  192. var _fragmentShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_FLOAT );
  193. var _fragmentShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_FLOAT );
  194. var _fragmentShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.LOW_FLOAT );
  195. var getCompressedTextureFormats = ( function () {
  196. var array;
  197. return function () {
  198. if ( array !== undefined ) {
  199. return array;
  200. }
  201. array = [];
  202. if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) || extensions.get( 'WEBGL_compressed_texture_s3tc' ) ) {
  203. var formats = _gl.getParameter( _gl.COMPRESSED_TEXTURE_FORMATS );
  204. for ( var i = 0; i < formats.length; i ++ ) {
  205. array.push( formats[ i ] );
  206. }
  207. }
  208. return array;
  209. };
  210. } )();
  211. // clamp precision to maximum available
  212. var highpAvailable = _vertexShaderPrecisionHighpFloat.precision > 0 && _fragmentShaderPrecisionHighpFloat.precision > 0;
  213. var mediumpAvailable = _vertexShaderPrecisionMediumpFloat.precision > 0 && _fragmentShaderPrecisionMediumpFloat.precision > 0;
  214. if ( _precision === 'highp' && ! highpAvailable ) {
  215. if ( mediumpAvailable ) {
  216. _precision = 'mediump';
  217. THREE.warn( 'THREE.WebGLRenderer: highp not supported, using mediump.' );
  218. } else {
  219. _precision = 'lowp';
  220. THREE.warn( 'THREE.WebGLRenderer: highp and mediump not supported, using lowp.' );
  221. }
  222. }
  223. if ( _precision === 'mediump' && ! mediumpAvailable ) {
  224. _precision = 'lowp';
  225. THREE.warn( 'THREE.WebGLRenderer: mediump not supported, using lowp.' );
  226. }
  227. // Plugins
  228. var shadowMapPlugin = new THREE.ShadowMapPlugin( this, lights, _webglObjects, _webglObjectsImmediate );
  229. var spritePlugin = new THREE.SpritePlugin( this, sprites );
  230. var lensFlarePlugin = new THREE.LensFlarePlugin( this, lensFlares );
  231. // API
  232. this.getContext = function () {
  233. return _gl;
  234. };
  235. this.forceContextLoss = function () {
  236. extensions.get( 'WEBGL_lose_context' ).loseContext();
  237. };
  238. this.supportsVertexTextures = function () {
  239. return _supportsVertexTextures;
  240. };
  241. this.supportsFloatTextures = function () {
  242. return extensions.get( 'OES_texture_float' );
  243. };
  244. this.supportsHalfFloatTextures = function () {
  245. return extensions.get( 'OES_texture_half_float' );
  246. };
  247. this.supportsStandardDerivatives = function () {
  248. return extensions.get( 'OES_standard_derivatives' );
  249. };
  250. this.supportsCompressedTextureS3TC = function () {
  251. return extensions.get( 'WEBGL_compressed_texture_s3tc' );
  252. };
  253. this.supportsCompressedTexturePVRTC = function () {
  254. return extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  255. };
  256. this.supportsBlendMinMax = function () {
  257. return extensions.get( 'EXT_blend_minmax' );
  258. };
  259. this.getMaxAnisotropy = ( function () {
  260. var value;
  261. return function () {
  262. if ( value !== undefined ) {
  263. return value;
  264. }
  265. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  266. value = extension !== null ? _gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT ) : 0;
  267. return value;
  268. }
  269. } )();
  270. this.getPrecision = function () {
  271. return _precision;
  272. };
  273. this.getPixelRatio = function () {
  274. return pixelRatio;
  275. };
  276. this.setPixelRatio = function ( value ) {
  277. pixelRatio = value;
  278. };
  279. this.setSize = function ( width, height, updateStyle ) {
  280. _canvas.width = width * pixelRatio;
  281. _canvas.height = height * pixelRatio;
  282. if ( updateStyle !== false ) {
  283. _canvas.style.width = width + 'px';
  284. _canvas.style.height = height + 'px';
  285. }
  286. this.setViewport( 0, 0, width, height );
  287. };
  288. this.setViewport = function ( x, y, width, height ) {
  289. _viewportX = x * pixelRatio;
  290. _viewportY = y * pixelRatio;
  291. _viewportWidth = width * pixelRatio;
  292. _viewportHeight = height * pixelRatio;
  293. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  294. };
  295. this.setScissor = function ( x, y, width, height ) {
  296. _gl.scissor(
  297. x * pixelRatio,
  298. y * pixelRatio,
  299. width * pixelRatio,
  300. height * pixelRatio
  301. );
  302. };
  303. this.enableScissorTest = function ( enable ) {
  304. enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );
  305. };
  306. // Clearing
  307. this.getClearColor = function () {
  308. return _clearColor;
  309. };
  310. this.setClearColor = function ( color, alpha ) {
  311. _clearColor.set( color );
  312. _clearAlpha = alpha !== undefined ? alpha : 1;
  313. glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  314. };
  315. this.getClearAlpha = function () {
  316. return _clearAlpha;
  317. };
  318. this.setClearAlpha = function ( alpha ) {
  319. _clearAlpha = alpha;
  320. glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  321. };
  322. this.clear = function ( color, depth, stencil ) {
  323. var bits = 0;
  324. if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  325. if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  326. if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  327. _gl.clear( bits );
  328. };
  329. this.clearColor = function () {
  330. _gl.clear( _gl.COLOR_BUFFER_BIT );
  331. };
  332. this.clearDepth = function () {
  333. _gl.clear( _gl.DEPTH_BUFFER_BIT );
  334. };
  335. this.clearStencil = function () {
  336. _gl.clear( _gl.STENCIL_BUFFER_BIT );
  337. };
  338. this.clearTarget = function ( renderTarget, color, depth, stencil ) {
  339. this.setRenderTarget( renderTarget );
  340. this.clear( color, depth, stencil );
  341. };
  342. // Reset
  343. this.resetGLState = resetGLState;
  344. // Buffer allocation
  345. function createParticleBuffers ( geometry ) {
  346. geometry.__webglVertexBuffer = _gl.createBuffer();
  347. geometry.__webglColorBuffer = _gl.createBuffer();
  348. _this.info.memory.geometries ++;
  349. };
  350. function createLineBuffers ( geometry ) {
  351. geometry.__webglVertexBuffer = _gl.createBuffer();
  352. geometry.__webglColorBuffer = _gl.createBuffer();
  353. geometry.__webglLineDistanceBuffer = _gl.createBuffer();
  354. _this.info.memory.geometries ++;
  355. };
  356. function createMeshBuffers ( geometryGroup ) {
  357. geometryGroup.__webglVertexBuffer = _gl.createBuffer();
  358. geometryGroup.__webglNormalBuffer = _gl.createBuffer();
  359. geometryGroup.__webglTangentBuffer = _gl.createBuffer();
  360. geometryGroup.__webglColorBuffer = _gl.createBuffer();
  361. geometryGroup.__webglUVBuffer = _gl.createBuffer();
  362. geometryGroup.__webglUV2Buffer = _gl.createBuffer();
  363. geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
  364. geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
  365. geometryGroup.__webglFaceBuffer = _gl.createBuffer();
  366. geometryGroup.__webglLineBuffer = _gl.createBuffer();
  367. var numMorphTargets = geometryGroup.numMorphTargets;
  368. if ( numMorphTargets ) {
  369. geometryGroup.__webglMorphTargetsBuffers = [];
  370. for ( var m = 0, ml = numMorphTargets; m < ml; m ++ ) {
  371. geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
  372. }
  373. }
  374. var numMorphNormals = geometryGroup.numMorphNormals;
  375. if ( numMorphNormals ) {
  376. geometryGroup.__webglMorphNormalsBuffers = [];
  377. for ( var m = 0, ml = numMorphNormals; m < ml; m ++ ) {
  378. geometryGroup.__webglMorphNormalsBuffers.push( _gl.createBuffer() );
  379. }
  380. }
  381. _this.info.memory.geometries ++;
  382. };
  383. // Events
  384. var onObjectRemoved = function ( event ) {
  385. var object = event.target;
  386. object.traverse( function ( child ) {
  387. child.removeEventListener( 'remove', onObjectRemoved );
  388. removeObject( child );
  389. } );
  390. };
  391. var onGeometryDispose = function ( event ) {
  392. var geometry = event.target;
  393. geometry.removeEventListener( 'dispose', onGeometryDispose );
  394. deallocateGeometry( geometry );
  395. };
  396. var onTextureDispose = function ( event ) {
  397. var texture = event.target;
  398. texture.removeEventListener( 'dispose', onTextureDispose );
  399. deallocateTexture( texture );
  400. _this.info.memory.textures --;
  401. };
  402. var onRenderTargetDispose = function ( event ) {
  403. var renderTarget = event.target;
  404. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  405. deallocateRenderTarget( renderTarget );
  406. _this.info.memory.textures --;
  407. };
  408. var onMaterialDispose = function ( event ) {
  409. var material = event.target;
  410. material.removeEventListener( 'dispose', onMaterialDispose );
  411. deallocateMaterial( material );
  412. };
  413. // Buffer deallocation
  414. var deleteBuffers = function ( geometry ) {
  415. var buffers = [
  416. '__webglVertexBuffer',
  417. '__webglNormalBuffer',
  418. '__webglTangentBuffer',
  419. '__webglColorBuffer',
  420. '__webglUVBuffer',
  421. '__webglUV2Buffer',
  422. '__webglSkinIndicesBuffer',
  423. '__webglSkinWeightsBuffer',
  424. '__webglFaceBuffer',
  425. '__webglLineBuffer',
  426. '__webglLineDistanceBuffer'
  427. ];
  428. for ( var i = 0, l = buffers.length; i < l; i ++ ) {
  429. var name = buffers[ i ];
  430. if ( geometry[ name ] !== undefined ) {
  431. _gl.deleteBuffer( geometry[ name ] );
  432. delete geometry[ name ];
  433. }
  434. }
  435. // custom attributes
  436. if ( geometry.__webglCustomAttributesList !== undefined ) {
  437. for ( var name in geometry.__webglCustomAttributesList ) {
  438. _gl.deleteBuffer( geometry.__webglCustomAttributesList[ name ].buffer );
  439. }
  440. delete geometry.__webglCustomAttributesList;
  441. }
  442. _this.info.memory.geometries --;
  443. };
  444. var deallocateGeometry = function ( geometry ) {
  445. delete geometry.__webglInit;
  446. if ( geometry instanceof THREE.BufferGeometry ) {
  447. for ( var name in geometry.attributes ) {
  448. var attribute = geometry.attributes[ name ];
  449. if ( attribute.buffer !== undefined ) {
  450. _gl.deleteBuffer( attribute.buffer );
  451. delete attribute.buffer;
  452. }
  453. }
  454. _this.info.memory.geometries --;
  455. } else {
  456. var geometryGroupsList = geometryGroups[ geometry.id ];
  457. if ( geometryGroupsList !== undefined ) {
  458. for ( var i = 0, l = geometryGroupsList.length; i < l; i ++ ) {
  459. var geometryGroup = geometryGroupsList[ i ];
  460. if ( geometryGroup.numMorphTargets !== undefined ) {
  461. for ( var m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  462. _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
  463. }
  464. delete geometryGroup.__webglMorphTargetsBuffers;
  465. }
  466. if ( geometryGroup.numMorphNormals !== undefined ) {
  467. for ( var m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  468. _gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] );
  469. }
  470. delete geometryGroup.__webglMorphNormalsBuffers;
  471. }
  472. deleteBuffers( geometryGroup );
  473. }
  474. delete geometryGroups[ geometry.id ];
  475. } else {
  476. deleteBuffers( geometry );
  477. }
  478. }
  479. // TOFIX: Workaround for deleted geometry being currently bound
  480. _currentGeometryProgram = '';
  481. };
  482. var deallocateTexture = function ( texture ) {
  483. if ( texture.image && texture.image.__webglTextureCube ) {
  484. // cube texture
  485. _gl.deleteTexture( texture.image.__webglTextureCube );
  486. delete texture.image.__webglTextureCube;
  487. } else {
  488. // 2D texture
  489. if ( texture.__webglInit === undefined ) return;
  490. _gl.deleteTexture( texture.__webglTexture );
  491. delete texture.__webglTexture;
  492. delete texture.__webglInit;
  493. }
  494. };
  495. var deallocateRenderTarget = function ( renderTarget ) {
  496. if ( ! renderTarget || renderTarget.__webglTexture === undefined ) return;
  497. _gl.deleteTexture( renderTarget.__webglTexture );
  498. delete renderTarget.__webglTexture;
  499. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  500. for ( var i = 0; i < 6; i ++ ) {
  501. _gl.deleteFramebuffer( renderTarget.__webglFramebuffer[ i ] );
  502. _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer[ i ] );
  503. }
  504. } else {
  505. _gl.deleteFramebuffer( renderTarget.__webglFramebuffer );
  506. _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer );
  507. }
  508. delete renderTarget.__webglFramebuffer;
  509. delete renderTarget.__webglRenderbuffer;
  510. };
  511. var deallocateMaterial = function ( material ) {
  512. var program = material.program.program;
  513. if ( program === undefined ) return;
  514. material.program = undefined;
  515. // only deallocate GL program if this was the last use of shared program
  516. // assumed there is only single copy of any program in the _programs list
  517. // (that's how it's constructed)
  518. var i, il, programInfo;
  519. var deleteProgram = false;
  520. for ( i = 0, il = _programs.length; i < il; i ++ ) {
  521. programInfo = _programs[ i ];
  522. if ( programInfo.program === program ) {
  523. programInfo.usedTimes --;
  524. if ( programInfo.usedTimes === 0 ) {
  525. deleteProgram = true;
  526. }
  527. break;
  528. }
  529. }
  530. if ( deleteProgram === true ) {
  531. // avoid using array.splice, this is costlier than creating new array from scratch
  532. var newPrograms = [];
  533. for ( i = 0, il = _programs.length; i < il; i ++ ) {
  534. programInfo = _programs[ i ];
  535. if ( programInfo.program !== program ) {
  536. newPrograms.push( programInfo );
  537. }
  538. }
  539. _programs = newPrograms;
  540. _gl.deleteProgram( program );
  541. _this.info.memory.programs --;
  542. }
  543. };
  544. // Buffer initialization
  545. function initCustomAttributes ( object ) {
  546. var geometry = object.geometry;
  547. var material = object.material;
  548. var nvertices = geometry.vertices.length;
  549. if ( material.attributes ) {
  550. if ( geometry.__webglCustomAttributesList === undefined ) {
  551. geometry.__webglCustomAttributesList = [];
  552. }
  553. for ( var name in material.attributes ) {
  554. var attribute = material.attributes[ name ];
  555. if ( ! attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  556. attribute.__webglInitialized = true;
  557. var size = 1; // "f" and "i"
  558. if ( attribute.type === 'v2' ) size = 2;
  559. else if ( attribute.type === 'v3' ) size = 3;
  560. else if ( attribute.type === 'v4' ) size = 4;
  561. else if ( attribute.type === 'c' ) size = 3;
  562. attribute.size = size;
  563. attribute.array = new Float32Array( nvertices * size );
  564. attribute.buffer = _gl.createBuffer();
  565. attribute.buffer.belongsToAttribute = name;
  566. attribute.needsUpdate = true;
  567. }
  568. geometry.__webglCustomAttributesList.push( attribute );
  569. }
  570. }
  571. };
  572. function initParticleBuffers ( geometry, object ) {
  573. var nvertices = geometry.vertices.length;
  574. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  575. geometry.__colorArray = new Float32Array( nvertices * 3 );
  576. geometry.__sortArray = [];
  577. geometry.__webglParticleCount = nvertices;
  578. initCustomAttributes( object );
  579. };
  580. function initLineBuffers ( geometry, object ) {
  581. var nvertices = geometry.vertices.length;
  582. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  583. geometry.__colorArray = new Float32Array( nvertices * 3 );
  584. geometry.__lineDistanceArray = new Float32Array( nvertices * 1 );
  585. geometry.__webglLineCount = nvertices;
  586. initCustomAttributes( object );
  587. };
  588. function initMeshBuffers ( geometryGroup, object ) {
  589. var geometry = object.geometry,
  590. faces3 = geometryGroup.faces3,
  591. nvertices = faces3.length * 3,
  592. ntris = faces3.length * 1,
  593. nlines = faces3.length * 3,
  594. material = getBufferMaterial( object, geometryGroup );
  595. geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
  596. geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
  597. geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
  598. geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
  599. if ( geometry.faceVertexUvs.length > 1 ) {
  600. geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
  601. }
  602. if ( geometry.hasTangents ) {
  603. geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
  604. }
  605. if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
  606. geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
  607. geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
  608. }
  609. var UintArray = extensions.get( 'OES_element_index_uint' ) !== null && ntris > 21845 ? Uint32Array : Uint16Array; // 65535 / 3
  610. geometryGroup.__typeArray = UintArray;
  611. geometryGroup.__faceArray = new UintArray( ntris * 3 );
  612. geometryGroup.__lineArray = new UintArray( nlines * 2 );
  613. var numMorphTargets = geometryGroup.numMorphTargets;
  614. if ( numMorphTargets ) {
  615. geometryGroup.__morphTargetsArrays = [];
  616. for ( var m = 0, ml = numMorphTargets; m < ml; m ++ ) {
  617. geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
  618. }
  619. }
  620. var numMorphNormals = geometryGroup.numMorphNormals;
  621. if ( numMorphNormals ) {
  622. geometryGroup.__morphNormalsArrays = [];
  623. for ( var m = 0, ml = numMorphNormals; m < ml; m ++ ) {
  624. geometryGroup.__morphNormalsArrays.push( new Float32Array( nvertices * 3 ) );
  625. }
  626. }
  627. geometryGroup.__webglFaceCount = ntris * 3;
  628. geometryGroup.__webglLineCount = nlines * 2;
  629. // custom attributes
  630. if ( material.attributes ) {
  631. if ( geometryGroup.__webglCustomAttributesList === undefined ) {
  632. geometryGroup.__webglCustomAttributesList = [];
  633. }
  634. for ( var name in material.attributes ) {
  635. // Do a shallow copy of the attribute object so different geometryGroup chunks use different
  636. // attribute buffers which are correctly indexed in the setMeshBuffers function
  637. var originalAttribute = material.attributes[ name ];
  638. var attribute = {};
  639. for ( var property in originalAttribute ) {
  640. attribute[ property ] = originalAttribute[ property ];
  641. }
  642. if ( ! attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  643. attribute.__webglInitialized = true;
  644. var size = 1; // "f" and "i"
  645. if ( attribute.type === 'v2' ) size = 2;
  646. else if ( attribute.type === 'v3' ) size = 3;
  647. else if ( attribute.type === 'v4' ) size = 4;
  648. else if ( attribute.type === 'c' ) size = 3;
  649. attribute.size = size;
  650. attribute.array = new Float32Array( nvertices * size );
  651. attribute.buffer = _gl.createBuffer();
  652. attribute.buffer.belongsToAttribute = name;
  653. originalAttribute.needsUpdate = true;
  654. attribute.__original = originalAttribute;
  655. }
  656. geometryGroup.__webglCustomAttributesList.push( attribute );
  657. }
  658. }
  659. geometryGroup.__inittedArrays = true;
  660. };
  661. function getBufferMaterial( object, geometryGroup ) {
  662. return object.material instanceof THREE.MeshFaceMaterial
  663. ? object.material.materials[ geometryGroup.materialIndex ]
  664. : object.material;
  665. };
  666. function materialNeedsSmoothNormals ( material ) {
  667. return material && material.shading !== undefined && material.shading === THREE.SmoothShading;
  668. };
  669. // Buffer setting
  670. function setParticleBuffers ( geometry, hint, object ) {
  671. var v, c, vertex, offset, index, color,
  672. vertices = geometry.vertices,
  673. vl = vertices.length,
  674. colors = geometry.colors,
  675. cl = colors.length,
  676. vertexArray = geometry.__vertexArray,
  677. colorArray = geometry.__colorArray,
  678. sortArray = geometry.__sortArray,
  679. dirtyVertices = geometry.verticesNeedUpdate,
  680. dirtyElements = geometry.elementsNeedUpdate,
  681. dirtyColors = geometry.colorsNeedUpdate,
  682. customAttributes = geometry.__webglCustomAttributesList,
  683. i, il,
  684. a, ca, cal, value,
  685. customAttribute;
  686. if ( dirtyVertices ) {
  687. for ( v = 0; v < vl; v ++ ) {
  688. vertex = vertices[ v ];
  689. offset = v * 3;
  690. vertexArray[ offset ] = vertex.x;
  691. vertexArray[ offset + 1 ] = vertex.y;
  692. vertexArray[ offset + 2 ] = vertex.z;
  693. }
  694. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  695. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  696. }
  697. if ( dirtyColors ) {
  698. for ( c = 0; c < cl; c ++ ) {
  699. color = colors[ c ];
  700. offset = c * 3;
  701. colorArray[ offset ] = color.r;
  702. colorArray[ offset + 1 ] = color.g;
  703. colorArray[ offset + 2 ] = color.b;
  704. }
  705. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  706. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  707. }
  708. if ( customAttributes ) {
  709. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  710. customAttribute = customAttributes[ i ];
  711. if ( customAttribute.needsUpdate && ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) ) {
  712. cal = customAttribute.value.length;
  713. offset = 0;
  714. if ( customAttribute.size === 1 ) {
  715. for ( ca = 0; ca < cal; ca ++ ) {
  716. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  717. }
  718. } else if ( customAttribute.size === 2 ) {
  719. for ( ca = 0; ca < cal; ca ++ ) {
  720. value = customAttribute.value[ ca ];
  721. customAttribute.array[ offset ] = value.x;
  722. customAttribute.array[ offset + 1 ] = value.y;
  723. offset += 2;
  724. }
  725. } else if ( customAttribute.size === 3 ) {
  726. if ( customAttribute.type === 'c' ) {
  727. for ( ca = 0; ca < cal; ca ++ ) {
  728. value = customAttribute.value[ ca ];
  729. customAttribute.array[ offset ] = value.r;
  730. customAttribute.array[ offset + 1 ] = value.g;
  731. customAttribute.array[ offset + 2 ] = value.b;
  732. offset += 3;
  733. }
  734. } else {
  735. for ( ca = 0; ca < cal; ca ++ ) {
  736. value = customAttribute.value[ ca ];
  737. customAttribute.array[ offset ] = value.x;
  738. customAttribute.array[ offset + 1 ] = value.y;
  739. customAttribute.array[ offset + 2 ] = value.z;
  740. offset += 3;
  741. }
  742. }
  743. } else if ( customAttribute.size === 4 ) {
  744. for ( ca = 0; ca < cal; ca ++ ) {
  745. value = customAttribute.value[ ca ];
  746. customAttribute.array[ offset ] = value.x;
  747. customAttribute.array[ offset + 1 ] = value.y;
  748. customAttribute.array[ offset + 2 ] = value.z;
  749. customAttribute.array[ offset + 3 ] = value.w;
  750. offset += 4;
  751. }
  752. }
  753. }
  754. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  755. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  756. customAttribute.needsUpdate = false;
  757. }
  758. }
  759. }
  760. function setLineBuffers ( geometry, hint ) {
  761. var v, c, d, vertex, offset, color,
  762. vertices = geometry.vertices,
  763. colors = geometry.colors,
  764. lineDistances = geometry.lineDistances,
  765. vl = vertices.length,
  766. cl = colors.length,
  767. dl = lineDistances.length,
  768. vertexArray = geometry.__vertexArray,
  769. colorArray = geometry.__colorArray,
  770. lineDistanceArray = geometry.__lineDistanceArray,
  771. dirtyVertices = geometry.verticesNeedUpdate,
  772. dirtyColors = geometry.colorsNeedUpdate,
  773. dirtyLineDistances = geometry.lineDistancesNeedUpdate,
  774. customAttributes = geometry.__webglCustomAttributesList,
  775. i, il,
  776. a, ca, cal, value,
  777. customAttribute;
  778. if ( dirtyVertices ) {
  779. for ( v = 0; v < vl; v ++ ) {
  780. vertex = vertices[ v ];
  781. offset = v * 3;
  782. vertexArray[ offset ] = vertex.x;
  783. vertexArray[ offset + 1 ] = vertex.y;
  784. vertexArray[ offset + 2 ] = vertex.z;
  785. }
  786. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  787. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  788. }
  789. if ( dirtyColors ) {
  790. for ( c = 0; c < cl; c ++ ) {
  791. color = colors[ c ];
  792. offset = c * 3;
  793. colorArray[ offset ] = color.r;
  794. colorArray[ offset + 1 ] = color.g;
  795. colorArray[ offset + 2 ] = color.b;
  796. }
  797. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  798. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  799. }
  800. if ( dirtyLineDistances ) {
  801. for ( d = 0; d < dl; d ++ ) {
  802. lineDistanceArray[ d ] = lineDistances[ d ];
  803. }
  804. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglLineDistanceBuffer );
  805. _gl.bufferData( _gl.ARRAY_BUFFER, lineDistanceArray, hint );
  806. }
  807. if ( customAttributes ) {
  808. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  809. customAttribute = customAttributes[ i ];
  810. if ( customAttribute.needsUpdate && ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) ) {
  811. offset = 0;
  812. cal = customAttribute.value.length;
  813. if ( customAttribute.size === 1 ) {
  814. for ( ca = 0; ca < cal; ca ++ ) {
  815. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  816. }
  817. } else if ( customAttribute.size === 2 ) {
  818. for ( ca = 0; ca < cal; ca ++ ) {
  819. value = customAttribute.value[ ca ];
  820. customAttribute.array[ offset ] = value.x;
  821. customAttribute.array[ offset + 1 ] = value.y;
  822. offset += 2;
  823. }
  824. } else if ( customAttribute.size === 3 ) {
  825. if ( customAttribute.type === 'c' ) {
  826. for ( ca = 0; ca < cal; ca ++ ) {
  827. value = customAttribute.value[ ca ];
  828. customAttribute.array[ offset ] = value.r;
  829. customAttribute.array[ offset + 1 ] = value.g;
  830. customAttribute.array[ offset + 2 ] = value.b;
  831. offset += 3;
  832. }
  833. } else {
  834. for ( ca = 0; ca < cal; ca ++ ) {
  835. value = customAttribute.value[ ca ];
  836. customAttribute.array[ offset ] = value.x;
  837. customAttribute.array[ offset + 1 ] = value.y;
  838. customAttribute.array[ offset + 2 ] = value.z;
  839. offset += 3;
  840. }
  841. }
  842. } else if ( customAttribute.size === 4 ) {
  843. for ( ca = 0; ca < cal; ca ++ ) {
  844. value = customAttribute.value[ ca ];
  845. customAttribute.array[ offset ] = value.x;
  846. customAttribute.array[ offset + 1 ] = value.y;
  847. customAttribute.array[ offset + 2 ] = value.z;
  848. customAttribute.array[ offset + 3 ] = value.w;
  849. offset += 4;
  850. }
  851. }
  852. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  853. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  854. customAttribute.needsUpdate = false;
  855. }
  856. }
  857. }
  858. }
  859. function setMeshBuffers( geometryGroup, object, hint, dispose, material ) {
  860. if ( ! geometryGroup.__inittedArrays ) {
  861. return;
  862. }
  863. var needsSmoothNormals = materialNeedsSmoothNormals( material );
  864. var f, fl, fi, face,
  865. vertexNormals, faceNormal, normal,
  866. vertexColors, faceColor,
  867. vertexTangents,
  868. uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4, n1, n2, n3, n4,
  869. c1, c2, c3,
  870. sw1, sw2, sw3, sw4,
  871. si1, si2, si3, si4,
  872. sa1, sa2, sa3, sa4,
  873. sb1, sb2, sb3, sb4,
  874. m, ml, i, il,
  875. vn, uvi, uv2i,
  876. vk, vkl, vka,
  877. nka, chf, faceVertexNormals,
  878. a,
  879. vertexIndex = 0,
  880. offset = 0,
  881. offset_uv = 0,
  882. offset_uv2 = 0,
  883. offset_face = 0,
  884. offset_normal = 0,
  885. offset_tangent = 0,
  886. offset_line = 0,
  887. offset_color = 0,
  888. offset_skin = 0,
  889. offset_morphTarget = 0,
  890. offset_custom = 0,
  891. offset_customSrc = 0,
  892. value,
  893. vertexArray = geometryGroup.__vertexArray,
  894. uvArray = geometryGroup.__uvArray,
  895. uv2Array = geometryGroup.__uv2Array,
  896. normalArray = geometryGroup.__normalArray,
  897. tangentArray = geometryGroup.__tangentArray,
  898. colorArray = geometryGroup.__colorArray,
  899. skinIndexArray = geometryGroup.__skinIndexArray,
  900. skinWeightArray = geometryGroup.__skinWeightArray,
  901. morphTargetsArrays = geometryGroup.__morphTargetsArrays,
  902. morphNormalsArrays = geometryGroup.__morphNormalsArrays,
  903. customAttributes = geometryGroup.__webglCustomAttributesList,
  904. customAttribute,
  905. faceArray = geometryGroup.__faceArray,
  906. lineArray = geometryGroup.__lineArray,
  907. geometry = object.geometry, // this is shared for all chunks
  908. dirtyVertices = geometry.verticesNeedUpdate,
  909. dirtyElements = geometry.elementsNeedUpdate,
  910. dirtyUvs = geometry.uvsNeedUpdate,
  911. dirtyNormals = geometry.normalsNeedUpdate,
  912. dirtyTangents = geometry.tangentsNeedUpdate,
  913. dirtyColors = geometry.colorsNeedUpdate,
  914. dirtyMorphTargets = geometry.morphTargetsNeedUpdate,
  915. vertices = geometry.vertices,
  916. chunk_faces3 = geometryGroup.faces3,
  917. obj_faces = geometry.faces,
  918. obj_uvs = geometry.faceVertexUvs[ 0 ],
  919. obj_uvs2 = geometry.faceVertexUvs[ 1 ],
  920. obj_colors = geometry.colors,
  921. obj_skinIndices = geometry.skinIndices,
  922. obj_skinWeights = geometry.skinWeights,
  923. morphTargets = geometry.morphTargets,
  924. morphNormals = geometry.morphNormals;
  925. if ( dirtyVertices ) {
  926. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  927. face = obj_faces[ chunk_faces3[ f ] ];
  928. v1 = vertices[ face.a ];
  929. v2 = vertices[ face.b ];
  930. v3 = vertices[ face.c ];
  931. vertexArray[ offset ] = v1.x;
  932. vertexArray[ offset + 1 ] = v1.y;
  933. vertexArray[ offset + 2 ] = v1.z;
  934. vertexArray[ offset + 3 ] = v2.x;
  935. vertexArray[ offset + 4 ] = v2.y;
  936. vertexArray[ offset + 5 ] = v2.z;
  937. vertexArray[ offset + 6 ] = v3.x;
  938. vertexArray[ offset + 7 ] = v3.y;
  939. vertexArray[ offset + 8 ] = v3.z;
  940. offset += 9;
  941. }
  942. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  943. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  944. }
  945. if ( dirtyMorphTargets ) {
  946. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  947. offset_morphTarget = 0;
  948. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  949. chf = chunk_faces3[ f ];
  950. face = obj_faces[ chf ];
  951. // morph positions
  952. v1 = morphTargets[ vk ].vertices[ face.a ];
  953. v2 = morphTargets[ vk ].vertices[ face.b ];
  954. v3 = morphTargets[ vk ].vertices[ face.c ];
  955. vka = morphTargetsArrays[ vk ];
  956. vka[ offset_morphTarget ] = v1.x;
  957. vka[ offset_morphTarget + 1 ] = v1.y;
  958. vka[ offset_morphTarget + 2 ] = v1.z;
  959. vka[ offset_morphTarget + 3 ] = v2.x;
  960. vka[ offset_morphTarget + 4 ] = v2.y;
  961. vka[ offset_morphTarget + 5 ] = v2.z;
  962. vka[ offset_morphTarget + 6 ] = v3.x;
  963. vka[ offset_morphTarget + 7 ] = v3.y;
  964. vka[ offset_morphTarget + 8 ] = v3.z;
  965. // morph normals
  966. if ( material.morphNormals ) {
  967. if ( needsSmoothNormals ) {
  968. faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];
  969. n1 = faceVertexNormals.a;
  970. n2 = faceVertexNormals.b;
  971. n3 = faceVertexNormals.c;
  972. } else {
  973. n1 = morphNormals[ vk ].faceNormals[ chf ];
  974. n2 = n1;
  975. n3 = n1;
  976. }
  977. nka = morphNormalsArrays[ vk ];
  978. nka[ offset_morphTarget ] = n1.x;
  979. nka[ offset_morphTarget + 1 ] = n1.y;
  980. nka[ offset_morphTarget + 2 ] = n1.z;
  981. nka[ offset_morphTarget + 3 ] = n2.x;
  982. nka[ offset_morphTarget + 4 ] = n2.y;
  983. nka[ offset_morphTarget + 5 ] = n2.z;
  984. nka[ offset_morphTarget + 6 ] = n3.x;
  985. nka[ offset_morphTarget + 7 ] = n3.y;
  986. nka[ offset_morphTarget + 8 ] = n3.z;
  987. }
  988. //
  989. offset_morphTarget += 9;
  990. }
  991. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
  992. _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
  993. if ( material.morphNormals ) {
  994. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ vk ] );
  995. _gl.bufferData( _gl.ARRAY_BUFFER, morphNormalsArrays[ vk ], hint );
  996. }
  997. }
  998. }
  999. if ( obj_skinWeights.length ) {
  1000. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1001. face = obj_faces[ chunk_faces3[ f ] ];
  1002. // weights
  1003. sw1 = obj_skinWeights[ face.a ];
  1004. sw2 = obj_skinWeights[ face.b ];
  1005. sw3 = obj_skinWeights[ face.c ];
  1006. skinWeightArray[ offset_skin ] = sw1.x;
  1007. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  1008. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  1009. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  1010. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  1011. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  1012. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  1013. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  1014. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  1015. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  1016. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  1017. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  1018. // indices
  1019. si1 = obj_skinIndices[ face.a ];
  1020. si2 = obj_skinIndices[ face.b ];
  1021. si3 = obj_skinIndices[ face.c ];
  1022. skinIndexArray[ offset_skin ] = si1.x;
  1023. skinIndexArray[ offset_skin + 1 ] = si1.y;
  1024. skinIndexArray[ offset_skin + 2 ] = si1.z;
  1025. skinIndexArray[ offset_skin + 3 ] = si1.w;
  1026. skinIndexArray[ offset_skin + 4 ] = si2.x;
  1027. skinIndexArray[ offset_skin + 5 ] = si2.y;
  1028. skinIndexArray[ offset_skin + 6 ] = si2.z;
  1029. skinIndexArray[ offset_skin + 7 ] = si2.w;
  1030. skinIndexArray[ offset_skin + 8 ] = si3.x;
  1031. skinIndexArray[ offset_skin + 9 ] = si3.y;
  1032. skinIndexArray[ offset_skin + 10 ] = si3.z;
  1033. skinIndexArray[ offset_skin + 11 ] = si3.w;
  1034. offset_skin += 12;
  1035. }
  1036. if ( offset_skin > 0 ) {
  1037. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1038. _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
  1039. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1040. _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
  1041. }
  1042. }
  1043. if ( dirtyColors ) {
  1044. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1045. face = obj_faces[ chunk_faces3[ f ] ];
  1046. vertexColors = face.vertexColors;
  1047. faceColor = face.color;
  1048. if ( vertexColors.length === 3 && material.vertexColors === THREE.VertexColors ) {
  1049. c1 = vertexColors[ 0 ];
  1050. c2 = vertexColors[ 1 ];
  1051. c3 = vertexColors[ 2 ];
  1052. } else {
  1053. c1 = faceColor;
  1054. c2 = faceColor;
  1055. c3 = faceColor;
  1056. }
  1057. colorArray[ offset_color ] = c1.r;
  1058. colorArray[ offset_color + 1 ] = c1.g;
  1059. colorArray[ offset_color + 2 ] = c1.b;
  1060. colorArray[ offset_color + 3 ] = c2.r;
  1061. colorArray[ offset_color + 4 ] = c2.g;
  1062. colorArray[ offset_color + 5 ] = c2.b;
  1063. colorArray[ offset_color + 6 ] = c3.r;
  1064. colorArray[ offset_color + 7 ] = c3.g;
  1065. colorArray[ offset_color + 8 ] = c3.b;
  1066. offset_color += 9;
  1067. }
  1068. if ( offset_color > 0 ) {
  1069. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1070. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1071. }
  1072. }
  1073. if ( dirtyTangents && geometry.hasTangents ) {
  1074. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1075. face = obj_faces[ chunk_faces3[ f ] ];
  1076. vertexTangents = face.vertexTangents;
  1077. t1 = vertexTangents[ 0 ];
  1078. t2 = vertexTangents[ 1 ];
  1079. t3 = vertexTangents[ 2 ];
  1080. tangentArray[ offset_tangent ] = t1.x;
  1081. tangentArray[ offset_tangent + 1 ] = t1.y;
  1082. tangentArray[ offset_tangent + 2 ] = t1.z;
  1083. tangentArray[ offset_tangent + 3 ] = t1.w;
  1084. tangentArray[ offset_tangent + 4 ] = t2.x;
  1085. tangentArray[ offset_tangent + 5 ] = t2.y;
  1086. tangentArray[ offset_tangent + 6 ] = t2.z;
  1087. tangentArray[ offset_tangent + 7 ] = t2.w;
  1088. tangentArray[ offset_tangent + 8 ] = t3.x;
  1089. tangentArray[ offset_tangent + 9 ] = t3.y;
  1090. tangentArray[ offset_tangent + 10 ] = t3.z;
  1091. tangentArray[ offset_tangent + 11 ] = t3.w;
  1092. offset_tangent += 12;
  1093. }
  1094. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1095. _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
  1096. }
  1097. if ( dirtyNormals ) {
  1098. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1099. face = obj_faces[ chunk_faces3[ f ] ];
  1100. vertexNormals = face.vertexNormals;
  1101. faceNormal = face.normal;
  1102. if ( vertexNormals.length === 3 && needsSmoothNormals ) {
  1103. for ( i = 0; i < 3; i ++ ) {
  1104. vn = vertexNormals[ i ];
  1105. normalArray[ offset_normal ] = vn.x;
  1106. normalArray[ offset_normal + 1 ] = vn.y;
  1107. normalArray[ offset_normal + 2 ] = vn.z;
  1108. offset_normal += 3;
  1109. }
  1110. } else {
  1111. for ( i = 0; i < 3; i ++ ) {
  1112. normalArray[ offset_normal ] = faceNormal.x;
  1113. normalArray[ offset_normal + 1 ] = faceNormal.y;
  1114. normalArray[ offset_normal + 2 ] = faceNormal.z;
  1115. offset_normal += 3;
  1116. }
  1117. }
  1118. }
  1119. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1120. _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
  1121. }
  1122. if ( dirtyUvs && obj_uvs ) {
  1123. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1124. fi = chunk_faces3[ f ];
  1125. uv = obj_uvs[ fi ];
  1126. if ( uv === undefined ) continue;
  1127. for ( i = 0; i < 3; i ++ ) {
  1128. uvi = uv[ i ];
  1129. uvArray[ offset_uv ] = uvi.x;
  1130. uvArray[ offset_uv + 1 ] = uvi.y;
  1131. offset_uv += 2;
  1132. }
  1133. }
  1134. if ( offset_uv > 0 ) {
  1135. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1136. _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
  1137. }
  1138. }
  1139. if ( dirtyUvs && obj_uvs2 ) {
  1140. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1141. fi = chunk_faces3[ f ];
  1142. uv2 = obj_uvs2[ fi ];
  1143. if ( uv2 === undefined ) continue;
  1144. for ( i = 0; i < 3; i ++ ) {
  1145. uv2i = uv2[ i ];
  1146. uv2Array[ offset_uv2 ] = uv2i.x;
  1147. uv2Array[ offset_uv2 + 1 ] = uv2i.y;
  1148. offset_uv2 += 2;
  1149. }
  1150. }
  1151. if ( offset_uv2 > 0 ) {
  1152. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1153. _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
  1154. }
  1155. }
  1156. if ( dirtyElements ) {
  1157. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1158. faceArray[ offset_face ] = vertexIndex;
  1159. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  1160. faceArray[ offset_face + 2 ] = vertexIndex + 2;
  1161. offset_face += 3;
  1162. lineArray[ offset_line ] = vertexIndex;
  1163. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  1164. lineArray[ offset_line + 2 ] = vertexIndex;
  1165. lineArray[ offset_line + 3 ] = vertexIndex + 2;
  1166. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  1167. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  1168. offset_line += 6;
  1169. vertexIndex += 3;
  1170. }
  1171. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1172. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
  1173. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1174. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
  1175. }
  1176. if ( customAttributes ) {
  1177. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  1178. customAttribute = customAttributes[ i ];
  1179. if ( ! customAttribute.__original.needsUpdate ) continue;
  1180. offset_custom = 0;
  1181. offset_customSrc = 0;
  1182. if ( customAttribute.size === 1 ) {
  1183. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
  1184. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1185. face = obj_faces[ chunk_faces3[ f ] ];
  1186. customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
  1187. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  1188. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  1189. offset_custom += 3;
  1190. }
  1191. } else if ( customAttribute.boundTo === 'faces' ) {
  1192. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1193. value = customAttribute.value[ chunk_faces3[ f ] ];
  1194. customAttribute.array[ offset_custom ] = value;
  1195. customAttribute.array[ offset_custom + 1 ] = value;
  1196. customAttribute.array[ offset_custom + 2 ] = value;
  1197. offset_custom += 3;
  1198. }
  1199. }
  1200. } else if ( customAttribute.size === 2 ) {
  1201. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
  1202. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1203. face = obj_faces[ chunk_faces3[ f ] ];
  1204. v1 = customAttribute.value[ face.a ];
  1205. v2 = customAttribute.value[ face.b ];
  1206. v3 = customAttribute.value[ face.c ];
  1207. customAttribute.array[ offset_custom ] = v1.x;
  1208. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1209. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1210. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1211. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1212. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1213. offset_custom += 6;
  1214. }
  1215. } else if ( customAttribute.boundTo === 'faces' ) {
  1216. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1217. value = customAttribute.value[ chunk_faces3[ f ] ];
  1218. v1 = value;
  1219. v2 = value;
  1220. v3 = value;
  1221. customAttribute.array[ offset_custom ] = v1.x;
  1222. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1223. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1224. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1225. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1226. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1227. offset_custom += 6;
  1228. }
  1229. }
  1230. } else if ( customAttribute.size === 3 ) {
  1231. var pp;
  1232. if ( customAttribute.type === 'c' ) {
  1233. pp = [ 'r', 'g', 'b' ];
  1234. } else {
  1235. pp = [ 'x', 'y', 'z' ];
  1236. }
  1237. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
  1238. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1239. face = obj_faces[ chunk_faces3[ f ] ];
  1240. v1 = customAttribute.value[ face.a ];
  1241. v2 = customAttribute.value[ face.b ];
  1242. v3 = customAttribute.value[ face.c ];
  1243. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1244. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1245. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1246. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1247. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1248. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1249. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1250. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1251. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1252. offset_custom += 9;
  1253. }
  1254. } else if ( customAttribute.boundTo === 'faces' ) {
  1255. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1256. value = customAttribute.value[ chunk_faces3[ f ] ];
  1257. v1 = value;
  1258. v2 = value;
  1259. v3 = value;
  1260. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1261. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1262. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1263. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1264. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1265. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1266. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1267. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1268. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1269. offset_custom += 9;
  1270. }
  1271. } else if ( customAttribute.boundTo === 'faceVertices' ) {
  1272. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1273. value = customAttribute.value[ chunk_faces3[ f ] ];
  1274. v1 = value[ 0 ];
  1275. v2 = value[ 1 ];
  1276. v3 = value[ 2 ];
  1277. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1278. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1279. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1280. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1281. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1282. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1283. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1284. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1285. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1286. offset_custom += 9;
  1287. }
  1288. }
  1289. } else if ( customAttribute.size === 4 ) {
  1290. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
  1291. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1292. face = obj_faces[ chunk_faces3[ f ] ];
  1293. v1 = customAttribute.value[ face.a ];
  1294. v2 = customAttribute.value[ face.b ];
  1295. v3 = customAttribute.value[ face.c ];
  1296. customAttribute.array[ offset_custom ] = v1.x;
  1297. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1298. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1299. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1300. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1301. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1302. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1303. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1304. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1305. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1306. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1307. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1308. offset_custom += 12;
  1309. }
  1310. } else if ( customAttribute.boundTo === 'faces' ) {
  1311. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1312. value = customAttribute.value[ chunk_faces3[ f ] ];
  1313. v1 = value;
  1314. v2 = value;
  1315. v3 = value;
  1316. customAttribute.array[ offset_custom ] = v1.x;
  1317. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1318. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1319. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1320. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1321. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1322. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1323. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1324. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1325. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1326. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1327. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1328. offset_custom += 12;
  1329. }
  1330. } else if ( customAttribute.boundTo === 'faceVertices' ) {
  1331. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1332. value = customAttribute.value[ chunk_faces3[ f ] ];
  1333. v1 = value[ 0 ];
  1334. v2 = value[ 1 ];
  1335. v3 = value[ 2 ];
  1336. customAttribute.array[ offset_custom ] = v1.x;
  1337. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1338. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1339. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1340. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1341. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1342. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1343. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1344. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1345. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1346. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1347. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1348. offset_custom += 12;
  1349. }
  1350. }
  1351. }
  1352. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  1353. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  1354. }
  1355. }
  1356. if ( dispose ) {
  1357. delete geometryGroup.__inittedArrays;
  1358. delete geometryGroup.__colorArray;
  1359. delete geometryGroup.__normalArray;
  1360. delete geometryGroup.__tangentArray;
  1361. delete geometryGroup.__uvArray;
  1362. delete geometryGroup.__uv2Array;
  1363. delete geometryGroup.__faceArray;
  1364. delete geometryGroup.__vertexArray;
  1365. delete geometryGroup.__lineArray;
  1366. delete geometryGroup.__skinIndexArray;
  1367. delete geometryGroup.__skinWeightArray;
  1368. }
  1369. };
  1370. // Buffer rendering
  1371. this.renderBufferImmediate = function ( object, program, material ) {
  1372. state.initAttributes();
  1373. if ( object.hasPositions && ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
  1374. if ( object.hasNormals && ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
  1375. if ( object.hasUvs && ! object.__webglUvBuffer ) object.__webglUvBuffer = _gl.createBuffer();
  1376. if ( object.hasColors && ! object.__webglColorBuffer ) object.__webglColorBuffer = _gl.createBuffer();
  1377. if ( object.hasPositions ) {
  1378. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
  1379. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  1380. state.enableAttribute( program.attributes.position );
  1381. _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1382. }
  1383. if ( object.hasNormals ) {
  1384. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
  1385. if ( material.shading === THREE.FlatShading ) {
  1386. var nx, ny, nz,
  1387. nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
  1388. normalArray,
  1389. i, il = object.count * 3;
  1390. for ( i = 0; i < il; i += 9 ) {
  1391. normalArray = object.normalArray;
  1392. nax = normalArray[ i ];
  1393. nay = normalArray[ i + 1 ];
  1394. naz = normalArray[ i + 2 ];
  1395. nbx = normalArray[ i + 3 ];
  1396. nby = normalArray[ i + 4 ];
  1397. nbz = normalArray[ i + 5 ];
  1398. ncx = normalArray[ i + 6 ];
  1399. ncy = normalArray[ i + 7 ];
  1400. ncz = normalArray[ i + 8 ];
  1401. nx = ( nax + nbx + ncx ) / 3;
  1402. ny = ( nay + nby + ncy ) / 3;
  1403. nz = ( naz + nbz + ncz ) / 3;
  1404. normalArray[ i ] = nx;
  1405. normalArray[ i + 1 ] = ny;
  1406. normalArray[ i + 2 ] = nz;
  1407. normalArray[ i + 3 ] = nx;
  1408. normalArray[ i + 4 ] = ny;
  1409. normalArray[ i + 5 ] = nz;
  1410. normalArray[ i + 6 ] = nx;
  1411. normalArray[ i + 7 ] = ny;
  1412. normalArray[ i + 8 ] = nz;
  1413. }
  1414. }
  1415. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  1416. state.enableAttribute( program.attributes.normal );
  1417. _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1418. }
  1419. if ( object.hasUvs && material.map ) {
  1420. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglUvBuffer );
  1421. _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
  1422. state.enableAttribute( program.attributes.uv );
  1423. _gl.vertexAttribPointer( program.attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  1424. }
  1425. if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {
  1426. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglColorBuffer );
  1427. _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
  1428. state.enableAttribute( program.attributes.color );
  1429. _gl.vertexAttribPointer( program.attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  1430. }
  1431. state.disableUnusedAttributes();
  1432. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  1433. object.count = 0;
  1434. };
  1435. function setupVertexAttributes( material, program, geometry, startIndex ) {
  1436. var geometryAttributes = geometry.attributes;
  1437. var programAttributes = program.attributes;
  1438. var programAttributesKeys = program.attributesKeys;
  1439. for ( var i = 0, l = programAttributesKeys.length; i < l; i ++ ) {
  1440. var key = programAttributesKeys[ i ];
  1441. var programAttribute = programAttributes[ key ];
  1442. if ( programAttribute >= 0 ) {
  1443. var geometryAttribute = geometryAttributes[ key ];
  1444. if ( geometryAttribute !== undefined ) {
  1445. var size = geometryAttribute.itemSize;
  1446. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryAttribute.buffer );
  1447. state.enableAttribute( programAttribute );
  1448. _gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, 0, startIndex * size * 4 ); // 4 bytes per Float32
  1449. } else if ( material.defaultAttributeValues !== undefined ) {
  1450. if ( material.defaultAttributeValues[ key ].length === 2 ) {
  1451. _gl.vertexAttrib2fv( programAttribute, material.defaultAttributeValues[ key ] );
  1452. } else if ( material.defaultAttributeValues[ key ].length === 3 ) {
  1453. _gl.vertexAttrib3fv( programAttribute, material.defaultAttributeValues[ key ] );
  1454. }
  1455. }
  1456. }
  1457. }
  1458. state.disableUnusedAttributes();
  1459. }
  1460. this.renderBufferDirect = function ( camera, lights, fog, material, geometry, object ) {
  1461. if ( material.visible === false ) return;
  1462. updateObject( object );
  1463. var program = setProgram( camera, lights, fog, material, object );
  1464. var updateBuffers = false,
  1465. wireframeBit = material.wireframe ? 1 : 0,
  1466. geometryProgram = 'direct_' + geometry.id + '_' + program.id + '_' + wireframeBit;
  1467. if ( geometryProgram !== _currentGeometryProgram ) {
  1468. _currentGeometryProgram = geometryProgram;
  1469. updateBuffers = true;
  1470. }
  1471. if ( updateBuffers ) {
  1472. state.initAttributes();
  1473. }
  1474. // render mesh
  1475. if ( object instanceof THREE.Mesh ) {
  1476. var mode = material.wireframe === true ? _gl.LINES : _gl.TRIANGLES;
  1477. var index = geometry.attributes.index;
  1478. if ( index ) {
  1479. // indexed triangles
  1480. var type, size;
  1481. if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
  1482. type = _gl.UNSIGNED_INT;
  1483. size = 4;
  1484. } else {
  1485. type = _gl.UNSIGNED_SHORT;
  1486. size = 2;
  1487. }
  1488. var offsets = geometry.offsets;
  1489. if ( offsets.length === 0 ) {
  1490. if ( updateBuffers ) {
  1491. setupVertexAttributes( material, program, geometry, 0 );
  1492. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  1493. }
  1494. _gl.drawElements( mode, index.array.length, type, 0 );
  1495. _this.info.render.calls ++;
  1496. _this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
  1497. _this.info.render.faces += index.array.length / 3;
  1498. } else {
  1499. // if there is more than 1 chunk
  1500. // must set attribute pointers to use new offsets for each chunk
  1501. // even if geometry and materials didn't change
  1502. updateBuffers = true;
  1503. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  1504. var startIndex = offsets[ i ].index;
  1505. if ( updateBuffers ) {
  1506. setupVertexAttributes( material, program, geometry, startIndex );
  1507. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  1508. }
  1509. // render indexed triangles
  1510. _gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size );
  1511. _this.info.render.calls ++;
  1512. _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
  1513. _this.info.render.faces += offsets[ i ].count / 3;
  1514. }
  1515. }
  1516. } else {
  1517. // non-indexed triangles
  1518. if ( updateBuffers ) {
  1519. setupVertexAttributes( material, program, geometry, 0 );
  1520. }
  1521. var position = geometry.attributes[ 'position' ];
  1522. // render non-indexed triangles
  1523. _gl.drawArrays( mode, 0, position.array.length / position.itemSize );
  1524. _this.info.render.calls ++;
  1525. _this.info.render.vertices += position.array.length / position.itemSize;
  1526. _this.info.render.faces += position.array.length / ( 3 * position.itemsize );
  1527. }
  1528. } else if ( object instanceof THREE.PointCloud ) {
  1529. // render particles
  1530. var mode = _gl.POINTS;
  1531. var index = geometry.attributes.index;
  1532. if ( index ) {
  1533. // indexed points
  1534. var type, size;
  1535. if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
  1536. type = _gl.UNSIGNED_INT;
  1537. size = 4;
  1538. } else {
  1539. type = _gl.UNSIGNED_SHORT;
  1540. size = 2;
  1541. }
  1542. var offsets = geometry.offsets;
  1543. if ( offsets.length === 0 ) {
  1544. if ( updateBuffers ) {
  1545. setupVertexAttributes( material, program, geometry, 0 );
  1546. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  1547. }
  1548. _gl.drawElements( mode, index.array.length, type, 0);
  1549. _this.info.render.calls ++;
  1550. _this.info.render.points += index.array.length;
  1551. } else {
  1552. // if there is more than 1 chunk
  1553. // must set attribute pointers to use new offsets for each chunk
  1554. // even if geometry and materials didn't change
  1555. if ( offsets.length > 1 ) updateBuffers = true;
  1556. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  1557. var startIndex = offsets[ i ].index;
  1558. if ( updateBuffers ) {
  1559. setupVertexAttributes( material, program, geometry, startIndex );
  1560. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  1561. }
  1562. // render indexed points
  1563. _gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size );
  1564. _this.info.render.calls ++;
  1565. _this.info.render.points += offsets[ i ].count;
  1566. }
  1567. }
  1568. } else {
  1569. // non-indexed points
  1570. if ( updateBuffers ) {
  1571. setupVertexAttributes( material, program, geometry, 0 );
  1572. }
  1573. var position = geometry.attributes.position;
  1574. var offsets = geometry.offsets;
  1575. if ( offsets.length === 0 ) {
  1576. _gl.drawArrays( mode, 0, position.array.length / 3 );
  1577. _this.info.render.calls ++;
  1578. _this.info.render.points += position.array.length / 3;
  1579. } else {
  1580. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  1581. _gl.drawArrays( mode, offsets[ i ].index, offsets[ i ].count );
  1582. _this.info.render.calls ++;
  1583. _this.info.render.points += offsets[ i ].count;
  1584. }
  1585. }
  1586. }
  1587. } else if ( object instanceof THREE.Line ) {
  1588. var mode = ( object.mode === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  1589. state.setLineWidth( material.linewidth * pixelRatio );
  1590. var index = geometry.attributes.index;
  1591. if ( index ) {
  1592. // indexed lines
  1593. var type, size;
  1594. if ( index.array instanceof Uint32Array ) {
  1595. type = _gl.UNSIGNED_INT;
  1596. size = 4;
  1597. } else {
  1598. type = _gl.UNSIGNED_SHORT;
  1599. size = 2;
  1600. }
  1601. var offsets = geometry.offsets;
  1602. if ( offsets.length === 0 ) {
  1603. if ( updateBuffers ) {
  1604. setupVertexAttributes( material, program, geometry, 0 );
  1605. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  1606. }
  1607. _gl.drawElements( mode, index.array.length, type, 0 ); // 2 bytes per Uint16Array
  1608. _this.info.render.calls ++;
  1609. _this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
  1610. } else {
  1611. // if there is more than 1 chunk
  1612. // must set attribute pointers to use new offsets for each chunk
  1613. // even if geometry and materials didn't change
  1614. if ( offsets.length > 1 ) updateBuffers = true;
  1615. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  1616. var startIndex = offsets[ i ].index;
  1617. if ( updateBuffers ) {
  1618. setupVertexAttributes( material, program, geometry, startIndex );
  1619. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  1620. }
  1621. // render indexed lines
  1622. _gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size ); // 2 bytes per Uint16Array
  1623. _this.info.render.calls ++;
  1624. _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
  1625. }
  1626. }
  1627. } else {
  1628. // non-indexed lines
  1629. if ( updateBuffers ) {
  1630. setupVertexAttributes( material, program, geometry, 0 );
  1631. }
  1632. var position = geometry.attributes.position;
  1633. var offsets = geometry.offsets;
  1634. if ( offsets.length === 0 ) {
  1635. _gl.drawArrays( mode, 0, position.array.length / 3 );
  1636. _this.info.render.calls ++;
  1637. _this.info.render.vertices += position.array.length / 3;
  1638. } else {
  1639. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  1640. _gl.drawArrays( mode, offsets[ i ].index, offsets[ i ].count );
  1641. _this.info.render.calls ++;
  1642. _this.info.render.vertices += offsets[ i ].count;
  1643. }
  1644. }
  1645. }
  1646. }
  1647. };
  1648. this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {
  1649. if ( material.visible === false ) return;
  1650. updateObject( object );
  1651. var program = setProgram( camera, lights, fog, material, object );
  1652. var attributes = program.attributes;
  1653. var updateBuffers = false,
  1654. wireframeBit = material.wireframe ? 1 : 0,
  1655. geometryProgram = geometryGroup.id + '_' + program.id + '_' + wireframeBit;
  1656. if ( geometryProgram !== _currentGeometryProgram ) {
  1657. _currentGeometryProgram = geometryProgram;
  1658. updateBuffers = true;
  1659. }
  1660. if ( updateBuffers ) {
  1661. state.initAttributes();
  1662. }
  1663. // vertices
  1664. if ( ! material.morphTargets && attributes.position >= 0 ) {
  1665. if ( updateBuffers ) {
  1666. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1667. state.enableAttribute( attributes.position );
  1668. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1669. }
  1670. } else {
  1671. if ( object.morphTargetBase ) {
  1672. setupMorphTargets( material, geometryGroup, object );
  1673. }
  1674. }
  1675. if ( updateBuffers ) {
  1676. // custom attributes
  1677. // Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
  1678. if ( geometryGroup.__webglCustomAttributesList ) {
  1679. for ( var i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
  1680. var attribute = geometryGroup.__webglCustomAttributesList[ i ];
  1681. if ( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {
  1682. _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
  1683. state.enableAttribute( attributes[ attribute.buffer.belongsToAttribute ] );
  1684. _gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );
  1685. }
  1686. }
  1687. }
  1688. // colors
  1689. if ( attributes.color >= 0 ) {
  1690. if ( object.geometry.colors.length > 0 || object.geometry.faces.length > 0 ) {
  1691. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1692. state.enableAttribute( attributes.color );
  1693. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  1694. } else if ( material.defaultAttributeValues !== undefined ) {
  1695. _gl.vertexAttrib3fv( attributes.color, material.defaultAttributeValues.color );
  1696. }
  1697. }
  1698. // normals
  1699. if ( attributes.normal >= 0 ) {
  1700. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1701. state.enableAttribute( attributes.normal );
  1702. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1703. }
  1704. // tangents
  1705. if ( attributes.tangent >= 0 ) {
  1706. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1707. state.enableAttribute( attributes.tangent );
  1708. _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
  1709. }
  1710. // uvs
  1711. if ( attributes.uv >= 0 ) {
  1712. if ( object.geometry.faceVertexUvs[ 0 ] ) {
  1713. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1714. state.enableAttribute( attributes.uv );
  1715. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  1716. } else if ( material.defaultAttributeValues !== undefined ) {
  1717. _gl.vertexAttrib2fv( attributes.uv, material.defaultAttributeValues.uv );
  1718. }
  1719. }
  1720. if ( attributes.uv2 >= 0 ) {
  1721. if ( object.geometry.faceVertexUvs[ 1 ] ) {
  1722. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1723. state.enableAttribute( attributes.uv2 );
  1724. _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
  1725. } else if ( material.defaultAttributeValues !== undefined ) {
  1726. _gl.vertexAttrib2fv( attributes.uv2, material.defaultAttributeValues.uv2 );
  1727. }
  1728. }
  1729. if ( material.skinning &&
  1730. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  1731. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1732. state.enableAttribute( attributes.skinIndex );
  1733. _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
  1734. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1735. state.enableAttribute( attributes.skinWeight );
  1736. _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
  1737. }
  1738. // line distances
  1739. if ( attributes.lineDistance >= 0 ) {
  1740. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglLineDistanceBuffer );
  1741. state.enableAttribute( attributes.lineDistance );
  1742. _gl.vertexAttribPointer( attributes.lineDistance, 1, _gl.FLOAT, false, 0, 0 );
  1743. }
  1744. }
  1745. state.disableUnusedAttributes();
  1746. // render mesh
  1747. if ( object instanceof THREE.Mesh ) {
  1748. var type = geometryGroup.__typeArray === Uint32Array ? _gl.UNSIGNED_INT : _gl.UNSIGNED_SHORT;
  1749. // wireframe
  1750. if ( material.wireframe ) {
  1751. state.setLineWidth( material.wireframeLinewidth * pixelRatio );
  1752. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1753. _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, type, 0 );
  1754. // triangles
  1755. } else {
  1756. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1757. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, type, 0 );
  1758. }
  1759. _this.info.render.calls ++;
  1760. _this.info.render.vertices += geometryGroup.__webglFaceCount;
  1761. _this.info.render.faces += geometryGroup.__webglFaceCount / 3;
  1762. // render lines
  1763. } else if ( object instanceof THREE.Line ) {
  1764. var mode = ( object.mode === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  1765. state.setLineWidth( material.linewidth * pixelRatio );
  1766. _gl.drawArrays( mode, 0, geometryGroup.__webglLineCount );
  1767. _this.info.render.calls ++;
  1768. // render particles
  1769. } else if ( object instanceof THREE.PointCloud ) {
  1770. _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
  1771. _this.info.render.calls ++;
  1772. _this.info.render.points += geometryGroup.__webglParticleCount;
  1773. }
  1774. };
  1775. function setupMorphTargets ( material, geometryGroup, object ) {
  1776. // set base
  1777. var attributes = material.program.attributes;
  1778. if ( object.morphTargetBase !== - 1 && attributes.position >= 0 ) {
  1779. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
  1780. state.enableAttribute( attributes.position );
  1781. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1782. } else if ( attributes.position >= 0 ) {
  1783. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1784. state.enableAttribute( attributes.position );
  1785. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1786. }
  1787. if ( object.morphTargetForcedOrder.length ) {
  1788. // set forced order
  1789. var m = 0;
  1790. var order = object.morphTargetForcedOrder;
  1791. var influences = object.morphTargetInfluences;
  1792. var attribute;
  1793. while ( m < material.numSupportedMorphTargets && m < order.length ) {
  1794. attribute = attributes[ 'morphTarget' + m ];
  1795. if ( attribute >= 0 ) {
  1796. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
  1797. state.enableAttribute( attribute );
  1798. _gl.vertexAttribPointer( attribute, 3, _gl.FLOAT, false, 0, 0 );
  1799. }
  1800. attribute = attributes[ 'morphNormal' + m ];
  1801. if ( attribute >= 0 && material.morphNormals ) {
  1802. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] );
  1803. state.enableAttribute( attribute );
  1804. _gl.vertexAttribPointer( attribute, 3, _gl.FLOAT, false, 0, 0 );
  1805. }
  1806. object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];
  1807. m ++;
  1808. }
  1809. } else {
  1810. // find the most influencing
  1811. var activeInfluenceIndices = [];
  1812. var influences = object.morphTargetInfluences;
  1813. var morphTargets = object.geometry.morphTargets;
  1814. if ( influences.length > morphTargets.length ) {
  1815. console.warn( 'THREE.WebGLRenderer: Influences array is bigger than morphTargets array.' );
  1816. influences.length = morphTargets.length;
  1817. }
  1818. for ( var i = 0, il = influences.length; i < il; i ++ ) {
  1819. var influence = influences[ i ];
  1820. activeInfluenceIndices.push( [ influence, i ] );
  1821. }
  1822. if ( activeInfluenceIndices.length > material.numSupportedMorphTargets ) {
  1823. activeInfluenceIndices.sort( numericalSort );
  1824. activeInfluenceIndices.length = material.numSupportedMorphTargets;
  1825. } else if ( activeInfluenceIndices.length > material.numSupportedMorphNormals ) {
  1826. activeInfluenceIndices.sort( numericalSort );
  1827. } else if ( activeInfluenceIndices.length === 0 ) {
  1828. activeInfluenceIndices.push( [ 0, 0 ] );
  1829. }
  1830. var attribute;
  1831. for ( var m = 0, ml = material.numSupportedMorphTargets; m < ml; m ++ ) {
  1832. if ( activeInfluenceIndices[ m ] ) {
  1833. var influenceIndex = activeInfluenceIndices[ m ][ 1 ];
  1834. attribute = attributes[ 'morphTarget' + m ];
  1835. if ( attribute >= 0 ) {
  1836. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] );
  1837. state.enableAttribute( attribute );
  1838. _gl.vertexAttribPointer( attribute, 3, _gl.FLOAT, false, 0, 0 );
  1839. }
  1840. attribute = attributes[ 'morphNormal' + m ];
  1841. if ( attribute >= 0 && material.morphNormals ) {
  1842. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ influenceIndex ] );
  1843. state.enableAttribute( attribute );
  1844. _gl.vertexAttribPointer( attribute, 3, _gl.FLOAT, false, 0, 0 );
  1845. }
  1846. object.__webglMorphTargetInfluences[ m ] = influences[ influenceIndex ];
  1847. } else {
  1848. /*
  1849. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1850. if ( material.morphNormals ) {
  1851. _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1852. }
  1853. */
  1854. object.__webglMorphTargetInfluences[ m ] = 0;
  1855. }
  1856. }
  1857. }
  1858. // load updated influences uniform
  1859. if ( material.program.uniforms.morphTargetInfluences !== null ) {
  1860. _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
  1861. }
  1862. }
  1863. // Sorting
  1864. function painterSortStable ( a, b ) {
  1865. if ( a.object.renderOrder !== b.object.renderOrder ) {
  1866. return a.object.renderOrder - b.object.renderOrder;
  1867. } else if ( a.material.id !== b.material.id ) {
  1868. return a.material.id - b.material.id;
  1869. } else if ( a.z !== b.z ) {
  1870. return a.z - b.z;
  1871. } else {
  1872. return a.id - b.id;
  1873. }
  1874. }
  1875. function reversePainterSortStable ( a, b ) {
  1876. if ( a.object.renderOrder !== b.object.renderOrder ) {
  1877. return a.object.renderOrder - b.object.renderOrder;
  1878. } if ( a.z !== b.z ) {
  1879. return b.z - a.z;
  1880. } else {
  1881. return a.id - b.id;
  1882. }
  1883. }
  1884. function numericalSort ( a, b ) {
  1885. return b[ 0 ] - a[ 0 ];
  1886. }
  1887. // Rendering
  1888. this.render = function ( scene, camera, renderTarget, forceClear ) {
  1889. if ( camera instanceof THREE.Camera === false ) {
  1890. THREE.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  1891. return;
  1892. }
  1893. var fog = scene.fog;
  1894. // reset caching for this frame
  1895. _currentGeometryProgram = '';
  1896. _currentMaterialId = - 1;
  1897. _currentCamera = null;
  1898. _lightsNeedUpdate = true;
  1899. // update scene graph
  1900. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  1901. // update camera matrices and frustum
  1902. if ( camera.parent === undefined ) camera.updateMatrixWorld();
  1903. // update Skeleton objects
  1904. scene.traverse( function ( object ) {
  1905. if ( object instanceof THREE.SkinnedMesh ) {
  1906. object.skeleton.update();
  1907. }
  1908. } );
  1909. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  1910. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  1911. _frustum.setFromMatrix( _projScreenMatrix );
  1912. lights.length = 0;
  1913. opaqueObjects.length = 0;
  1914. transparentObjects.length = 0;
  1915. sprites.length = 0;
  1916. lensFlares.length = 0;
  1917. projectObject( scene );
  1918. if ( _this.sortObjects === true ) {
  1919. opaqueObjects.sort( painterSortStable );
  1920. transparentObjects.sort( reversePainterSortStable );
  1921. }
  1922. // custom render plugins (pre pass)
  1923. shadowMapPlugin.render( scene, camera );
  1924. //
  1925. _this.info.render.calls = 0;
  1926. _this.info.render.vertices = 0;
  1927. _this.info.render.faces = 0;
  1928. _this.info.render.points = 0;
  1929. this.setRenderTarget( renderTarget );
  1930. if ( this.autoClear || forceClear ) {
  1931. this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
  1932. }
  1933. // set matrices for immediate objects
  1934. for ( var i = 0, il = _webglObjectsImmediate.length; i < il; i ++ ) {
  1935. var webglObject = _webglObjectsImmediate[ i ];
  1936. var object = webglObject.object;
  1937. if ( object.visible ) {
  1938. setupMatrices( object, camera );
  1939. unrollImmediateBufferMaterial( webglObject );
  1940. }
  1941. }
  1942. if ( scene.overrideMaterial ) {
  1943. var overrideMaterial = scene.overrideMaterial;
  1944. setMaterial( overrideMaterial );
  1945. renderObjects( opaqueObjects, camera, lights, fog, overrideMaterial );
  1946. renderObjects( transparentObjects, camera, lights, fog, overrideMaterial );
  1947. renderObjectsImmediate( _webglObjectsImmediate, '', camera, lights, fog, overrideMaterial );
  1948. } else {
  1949. // opaque pass (front-to-back order)
  1950. state.setBlending( THREE.NoBlending );
  1951. renderObjects( opaqueObjects, camera, lights, fog, null );
  1952. renderObjectsImmediate( _webglObjectsImmediate, 'opaque', camera, lights, fog, null );
  1953. // transparent pass (back-to-front order)
  1954. renderObjects( transparentObjects, camera, lights, fog, null );
  1955. renderObjectsImmediate( _webglObjectsImmediate, 'transparent', camera, lights, fog, null );
  1956. }
  1957. // custom render plugins (post pass)
  1958. spritePlugin.render( scene, camera );
  1959. lensFlarePlugin.render( scene, camera, _currentWidth, _currentHeight );
  1960. // Generate mipmap if we're using any kind of mipmap filtering
  1961. if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
  1962. updateRenderTargetMipmap( renderTarget );
  1963. }
  1964. // Ensure depth buffer writing is enabled so it can be cleared on next render
  1965. state.setDepthTest( true );
  1966. state.setDepthWrite( true );
  1967. state.setColorWrite( true );
  1968. // _gl.finish();
  1969. };
  1970. function projectObject( object ) {
  1971. if ( object.visible === false ) return;
  1972. if ( object instanceof THREE.Scene || object instanceof THREE.Group ) {
  1973. // skip
  1974. } else {
  1975. initObject( object );
  1976. if ( object instanceof THREE.Light ) {
  1977. lights.push( object );
  1978. } else if ( object instanceof THREE.Sprite ) {
  1979. sprites.push( object );
  1980. } else if ( object instanceof THREE.LensFlare ) {
  1981. lensFlares.push( object );
  1982. } else {
  1983. var webglObjects = _webglObjects[ object.id ];
  1984. if ( webglObjects && ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) {
  1985. for ( var i = 0, l = webglObjects.length; i < l; i ++ ) {
  1986. var webglObject = webglObjects[ i ];
  1987. unrollBufferMaterial( webglObject );
  1988. webglObject.render = true;
  1989. if ( _this.sortObjects === true ) {
  1990. _vector3.setFromMatrixPosition( object.matrixWorld );
  1991. _vector3.applyProjection( _projScreenMatrix );
  1992. webglObject.z = _vector3.z;
  1993. }
  1994. }
  1995. }
  1996. }
  1997. }
  1998. for ( var i = 0, l = object.children.length; i < l; i ++ ) {
  1999. projectObject( object.children[ i ] );
  2000. }
  2001. }
  2002. function renderObjects( renderList, camera, lights, fog, overrideMaterial ) {
  2003. var material;
  2004. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  2005. var webglObject = renderList[ i ];
  2006. var object = webglObject.object;
  2007. var buffer = webglObject.buffer;
  2008. setupMatrices( object, camera );
  2009. if ( overrideMaterial ) {
  2010. material = overrideMaterial;
  2011. } else {
  2012. material = webglObject.material;
  2013. if ( ! material ) continue;
  2014. setMaterial( material );
  2015. }
  2016. _this.setMaterialFaces( material );
  2017. if ( buffer instanceof THREE.BufferGeometry ) {
  2018. _this.renderBufferDirect( camera, lights, fog, material, buffer, object );
  2019. } else {
  2020. _this.renderBuffer( camera, lights, fog, material, buffer, object );
  2021. }
  2022. }
  2023. }
  2024. function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, overrideMaterial ) {
  2025. var material;
  2026. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  2027. var webglObject = renderList[ i ];
  2028. var object = webglObject.object;
  2029. if ( object.visible ) {
  2030. if ( overrideMaterial ) {
  2031. material = overrideMaterial;
  2032. } else {
  2033. material = webglObject[ materialType ];
  2034. if ( ! material ) continue;
  2035. setMaterial( material );
  2036. }
  2037. _this.renderImmediateObject( camera, lights, fog, material, object );
  2038. }
  2039. }
  2040. }
  2041. this.renderImmediateObject = function ( camera, lights, fog, material, object ) {
  2042. var program = setProgram( camera, lights, fog, material, object );
  2043. _currentGeometryProgram = '';
  2044. _this.setMaterialFaces( material );
  2045. if ( object.immediateRenderCallback ) {
  2046. object.immediateRenderCallback( program, _gl, _frustum );
  2047. } else {
  2048. object.render( function ( object ) { _this.renderBufferImmediate( object, program, material ); } );
  2049. }
  2050. };
  2051. function unrollImmediateBufferMaterial ( globject ) {
  2052. var object = globject.object,
  2053. material = object.material;
  2054. if ( material.transparent ) {
  2055. globject.transparent = material;
  2056. globject.opaque = null;
  2057. } else {
  2058. globject.opaque = material;
  2059. globject.transparent = null;
  2060. }
  2061. }
  2062. function unrollBufferMaterial ( globject ) {
  2063. var object = globject.object;
  2064. var buffer = globject.buffer;
  2065. var geometry = object.geometry;
  2066. var material = object.material;
  2067. if ( material instanceof THREE.MeshFaceMaterial ) {
  2068. var materialIndex = geometry instanceof THREE.BufferGeometry ? 0 : buffer.materialIndex;
  2069. material = material.materials[ materialIndex ];
  2070. globject.material = material;
  2071. if ( material.transparent ) {
  2072. transparentObjects.push( globject );
  2073. } else {
  2074. opaqueObjects.push( globject );
  2075. }
  2076. } else if ( material ) {
  2077. globject.material = material;
  2078. if ( material.transparent ) {
  2079. transparentObjects.push( globject );
  2080. } else {
  2081. opaqueObjects.push( globject );
  2082. }
  2083. }
  2084. }
  2085. function initObject( object ) {
  2086. if ( object.__webglInit === undefined ) {
  2087. object.__webglInit = true;
  2088. object._modelViewMatrix = new THREE.Matrix4();
  2089. object._normalMatrix = new THREE.Matrix3();
  2090. object.addEventListener( 'removed', onObjectRemoved );
  2091. }
  2092. var geometry = object.geometry;
  2093. if ( geometry === undefined ) {
  2094. // ImmediateRenderObject
  2095. } else if ( geometry.__webglInit === undefined ) {
  2096. geometry.__webglInit = true;
  2097. geometry.addEventListener( 'dispose', onGeometryDispose );
  2098. if ( geometry instanceof THREE.BufferGeometry ) {
  2099. _this.info.memory.geometries ++;
  2100. } else if ( object instanceof THREE.Mesh ) {
  2101. initGeometryGroups( object, geometry );
  2102. } else if ( object instanceof THREE.Line ) {
  2103. if ( geometry.__webglVertexBuffer === undefined ) {
  2104. createLineBuffers( geometry );
  2105. initLineBuffers( geometry, object );
  2106. geometry.verticesNeedUpdate = true;
  2107. geometry.colorsNeedUpdate = true;
  2108. geometry.lineDistancesNeedUpdate = true;
  2109. }
  2110. } else if ( object instanceof THREE.PointCloud ) {
  2111. if ( geometry.__webglVertexBuffer === undefined ) {
  2112. createParticleBuffers( geometry );
  2113. initParticleBuffers( geometry, object );
  2114. geometry.verticesNeedUpdate = true;
  2115. geometry.colorsNeedUpdate = true;
  2116. }
  2117. }
  2118. }
  2119. if ( object.__webglActive === undefined) {
  2120. object.__webglActive = true;
  2121. if ( object instanceof THREE.Mesh ) {
  2122. if ( geometry instanceof THREE.BufferGeometry ) {
  2123. addBuffer( _webglObjects, geometry, object );
  2124. } else if ( geometry instanceof THREE.Geometry ) {
  2125. var geometryGroupsList = geometryGroups[ geometry.id ];
  2126. for ( var i = 0,l = geometryGroupsList.length; i < l; i ++ ) {
  2127. addBuffer( _webglObjects, geometryGroupsList[ i ], object );
  2128. }
  2129. }
  2130. } else if ( object instanceof THREE.Line || object instanceof THREE.PointCloud ) {
  2131. addBuffer( _webglObjects, geometry, object );
  2132. } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
  2133. addBufferImmediate( _webglObjectsImmediate, object );
  2134. }
  2135. }
  2136. }
  2137. // Geometry splitting
  2138. var geometryGroups = {};
  2139. var geometryGroupCounter = 0;
  2140. function makeGroups( geometry, usesFaceMaterial ) {
  2141. var maxVerticesInGroup = extensions.get( 'OES_element_index_uint' ) ? 4294967296 : 65535;
  2142. var groupHash, hash_map = {};
  2143. var numMorphTargets = geometry.morphTargets.length;
  2144. var numMorphNormals = geometry.morphNormals.length;
  2145. var group;
  2146. var groups = {};
  2147. var groupsList = [];
  2148. for ( var f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
  2149. var face = geometry.faces[ f ];
  2150. var materialIndex = usesFaceMaterial ? face.materialIndex : 0;
  2151. if ( ! ( materialIndex in hash_map ) ) {
  2152. hash_map[ materialIndex ] = { hash: materialIndex, counter: 0 };
  2153. }
  2154. groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
  2155. if ( ! ( groupHash in groups ) ) {
  2156. group = {
  2157. id: geometryGroupCounter ++,
  2158. faces3: [],
  2159. materialIndex: materialIndex,
  2160. vertices: 0,
  2161. numMorphTargets: numMorphTargets,
  2162. numMorphNormals: numMorphNormals
  2163. };
  2164. groups[ groupHash ] = group;
  2165. groupsList.push( group );
  2166. }
  2167. if ( groups[ groupHash ].vertices + 3 > maxVerticesInGroup ) {
  2168. hash_map[ materialIndex ].counter += 1;
  2169. groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
  2170. if ( ! ( groupHash in groups ) ) {
  2171. group = {
  2172. id: geometryGroupCounter ++,
  2173. faces3: [],
  2174. materialIndex: materialIndex,
  2175. vertices: 0,
  2176. numMorphTargets: numMorphTargets,
  2177. numMorphNormals: numMorphNormals
  2178. };
  2179. groups[ groupHash ] = group;
  2180. groupsList.push( group );
  2181. }
  2182. }
  2183. groups[ groupHash ].faces3.push( f );
  2184. groups[ groupHash ].vertices += 3;
  2185. }
  2186. return groupsList;
  2187. }
  2188. function initGeometryGroups( object, geometry ) {
  2189. var material = object.material, addBuffers = false;
  2190. if ( geometryGroups[ geometry.id ] === undefined || geometry.groupsNeedUpdate === true ) {
  2191. delete _webglObjects[ object.id ];
  2192. geometryGroups[ geometry.id ] = makeGroups( geometry, material instanceof THREE.MeshFaceMaterial );
  2193. geometry.groupsNeedUpdate = false;
  2194. }
  2195. var geometryGroupsList = geometryGroups[ geometry.id ];
  2196. // create separate VBOs per geometry chunk
  2197. for ( var i = 0, il = geometryGroupsList.length; i < il; i ++ ) {
  2198. var geometryGroup = geometryGroupsList[ i ];
  2199. // initialise VBO on the first access
  2200. if ( geometryGroup.__webglVertexBuffer === undefined ) {
  2201. createMeshBuffers( geometryGroup );
  2202. initMeshBuffers( geometryGroup, object );
  2203. geometry.verticesNeedUpdate = true;
  2204. geometry.morphTargetsNeedUpdate = true;
  2205. geometry.elementsNeedUpdate = true;
  2206. geometry.uvsNeedUpdate = true;
  2207. geometry.normalsNeedUpdate = true;
  2208. geometry.tangentsNeedUpdate = true;
  2209. geometry.colorsNeedUpdate = true;
  2210. addBuffers = true;
  2211. } else {
  2212. addBuffers = false;
  2213. }
  2214. if ( addBuffers || object.__webglActive === undefined ) {
  2215. addBuffer( _webglObjects, geometryGroup, object );
  2216. }
  2217. }
  2218. object.__webglActive = true;
  2219. }
  2220. function addBuffer( objlist, buffer, object ) {
  2221. var id = object.id;
  2222. objlist[id] = objlist[id] || [];
  2223. objlist[id].push(
  2224. {
  2225. id: id,
  2226. buffer: buffer,
  2227. object: object,
  2228. material: null,
  2229. z: 0
  2230. }
  2231. );
  2232. };
  2233. function addBufferImmediate( objlist, object ) {
  2234. objlist.push(
  2235. {
  2236. id: null,
  2237. object: object,
  2238. opaque: null,
  2239. transparent: null,
  2240. z: 0
  2241. }
  2242. );
  2243. };
  2244. // Objects updates
  2245. function updateObject( object ) {
  2246. var geometry = object.geometry;
  2247. if ( geometry instanceof THREE.BufferGeometry ) {
  2248. var attributes = geometry.attributes;
  2249. var attributesKeys = geometry.attributesKeys;
  2250. for ( var i = 0, l = attributesKeys.length; i < l; i ++ ) {
  2251. var key = attributesKeys[ i ];
  2252. var attribute = attributes[ key ];
  2253. var bufferType = ( key === 'index' ) ? _gl.ELEMENT_ARRAY_BUFFER : _gl.ARRAY_BUFFER;
  2254. if ( attribute.buffer === undefined ) {
  2255. attribute.buffer = _gl.createBuffer();
  2256. _gl.bindBuffer( bufferType, attribute.buffer );
  2257. _gl.bufferData( bufferType, attribute.array, ( attribute instanceof THREE.DynamicBufferAttribute ) ? _gl.DYNAMIC_DRAW : _gl.STATIC_DRAW );
  2258. attribute.needsUpdate = false;
  2259. } else if ( attribute.needsUpdate === true ) {
  2260. _gl.bindBuffer( bufferType, attribute.buffer );
  2261. if ( attribute.updateRange === undefined || attribute.updateRange.count === -1 ) { // Not using update ranges
  2262. _gl.bufferSubData( bufferType, 0, attribute.array );
  2263. } else if ( attribute.updateRange.count === 0 ) {
  2264. console.error( 'THREE.WebGLRenderer.updateObject: using updateRange for THREE.DynamicBufferAttribute and marked as needsUpdate but count is 0, ensure you are using set methods or updating manually.' );
  2265. } else {
  2266. _gl.bufferSubData( bufferType, attribute.updateRange.offset * attribute.array.BYTES_PER_ELEMENT,
  2267. attribute.array.subarray( attribute.updateRange.offset, attribute.updateRange.offset + attribute.updateRange.count ) );
  2268. attribute.updateRange.count = 0; // reset range
  2269. }
  2270. attribute.needsUpdate = false;
  2271. }
  2272. }
  2273. } else if ( object instanceof THREE.Mesh ) {
  2274. // check all geometry groups
  2275. if ( geometry.groupsNeedUpdate === true ) {
  2276. initGeometryGroups( object, geometry );
  2277. }
  2278. var geometryGroupsList = geometryGroups[ geometry.id ];
  2279. for ( var i = 0, il = geometryGroupsList.length; i < il; i ++ ) {
  2280. var geometryGroup = geometryGroupsList[ i ];
  2281. var material = getBufferMaterial( object, geometryGroup );
  2282. var customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2283. if ( geometry.verticesNeedUpdate || geometry.morphTargetsNeedUpdate || geometry.elementsNeedUpdate ||
  2284. geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
  2285. geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate || customAttributesDirty ) {
  2286. setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, ! geometry.dynamic, material );
  2287. }
  2288. }
  2289. geometry.verticesNeedUpdate = false;
  2290. geometry.morphTargetsNeedUpdate = false;
  2291. geometry.elementsNeedUpdate = false;
  2292. geometry.uvsNeedUpdate = false;
  2293. geometry.normalsNeedUpdate = false;
  2294. geometry.colorsNeedUpdate = false;
  2295. geometry.tangentsNeedUpdate = false;
  2296. material.attributes && clearCustomAttributes( material );
  2297. } else if ( object instanceof THREE.Line ) {
  2298. var material = getBufferMaterial( object, geometry );
  2299. var 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. var material = getBufferMaterial( object, geometry );
  2309. var customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2310. if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || 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 name in material.attributes ) {
  2321. if ( material.attributes[ name ].needsUpdate ) return true;
  2322. }
  2323. return false;
  2324. }
  2325. function clearCustomAttributes( material ) {
  2326. for ( var name in material.attributes ) {
  2327. material.attributes[ name ].needsUpdate = false;
  2328. }
  2329. }
  2330. // Objects removal
  2331. function removeObject( object ) {
  2332. if ( object instanceof THREE.Mesh ||
  2333. object instanceof THREE.PointCloud ||
  2334. object instanceof THREE.Line ) {
  2335. delete _webglObjects[ object.id ];
  2336. } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
  2337. removeInstances( _webglObjectsImmediate, object );
  2338. }
  2339. delete object.__webglInit;
  2340. delete object._modelViewMatrix;
  2341. delete object._normalMatrix;
  2342. delete object.__webglActive;
  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. var shaderIDs = {
  2353. MeshDepthMaterial: 'depth',
  2354. MeshNormalMaterial: 'normal',
  2355. MeshBasicMaterial: 'basic',
  2356. MeshLambertMaterial: 'lambert',
  2357. MeshPhongMaterial: 'phong',
  2358. LineBasicMaterial: 'basic',
  2359. LineDashedMaterial: 'dashed',
  2360. PointCloudMaterial: 'particle_basic'
  2361. };
  2362. function initMaterial( material, lights, fog, object ) {
  2363. material.addEventListener( 'dispose', onMaterialDispose );
  2364. var shaderID = shaderIDs[ material.type ];
  2365. if ( shaderID ) {
  2366. var shader = THREE.ShaderLib[ shaderID ];
  2367. material.__webglShader = {
  2368. uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
  2369. vertexShader: shader.vertexShader,
  2370. fragmentShader: shader.fragmentShader
  2371. }
  2372. } else {
  2373. material.__webglShader = {
  2374. uniforms: material.uniforms,
  2375. vertexShader: material.vertexShader,
  2376. fragmentShader: material.fragmentShader
  2377. }
  2378. }
  2379. // heuristics to create shader parameters according to lights in the scene
  2380. // (not to blow over maxLights budget)
  2381. var maxLightCount = allocateLights( lights );
  2382. var maxShadows = allocateShadows( lights );
  2383. var maxBones = allocateBones( object );
  2384. var parameters = {
  2385. precision: _precision,
  2386. supportsVertexTextures: _supportsVertexTextures,
  2387. map: !! material.map,
  2388. envMap: !! material.envMap,
  2389. envMapMode: material.envMap && material.envMap.mapping,
  2390. lightMap: !! material.lightMap,
  2391. bumpMap: !! material.bumpMap,
  2392. normalMap: !! material.normalMap,
  2393. specularMap: !! material.specularMap,
  2394. alphaMap: !! material.alphaMap,
  2395. combine: material.combine,
  2396. vertexColors: material.vertexColors,
  2397. fog: fog,
  2398. useFog: material.fog,
  2399. fogExp: fog instanceof THREE.FogExp2,
  2400. flatShading: material.shading === THREE.FlatShading,
  2401. sizeAttenuation: material.sizeAttenuation,
  2402. logarithmicDepthBuffer: _logarithmicDepthBuffer,
  2403. skinning: material.skinning,
  2404. maxBones: maxBones,
  2405. useVertexTexture: _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture,
  2406. morphTargets: material.morphTargets,
  2407. morphNormals: material.morphNormals,
  2408. maxMorphTargets: _this.maxMorphTargets,
  2409. maxMorphNormals: _this.maxMorphNormals,
  2410. maxDirLights: maxLightCount.directional,
  2411. maxPointLights: maxLightCount.point,
  2412. maxSpotLights: maxLightCount.spot,
  2413. maxHemiLights: maxLightCount.hemi,
  2414. maxShadows: maxShadows,
  2415. shadowMapEnabled: _this.shadowMapEnabled && object.receiveShadow && maxShadows > 0,
  2416. shadowMapType: _this.shadowMapType,
  2417. shadowMapDebug: _this.shadowMapDebug,
  2418. shadowMapCascade: _this.shadowMapCascade,
  2419. alphaTest: material.alphaTest,
  2420. metal: material.metal,
  2421. wrapAround: material.wrapAround,
  2422. doubleSided: material.side === THREE.DoubleSide,
  2423. flipSided: material.side === THREE.BackSide
  2424. };
  2425. // Generate code
  2426. var chunks = [];
  2427. if ( shaderID ) {
  2428. chunks.push( shaderID );
  2429. } else {
  2430. chunks.push( material.fragmentShader );
  2431. chunks.push( material.vertexShader );
  2432. }
  2433. if ( material.defines !== undefined ) {
  2434. for ( var name in material.defines ) {
  2435. chunks.push( name );
  2436. chunks.push( material.defines[ name ] );
  2437. }
  2438. }
  2439. for ( var name in parameters ) {
  2440. chunks.push( name );
  2441. chunks.push( parameters[ name ] );
  2442. }
  2443. var code = chunks.join();
  2444. var program;
  2445. // Check if code has been already compiled
  2446. for ( var p = 0, pl = _programs.length; p < pl; p ++ ) {
  2447. var programInfo = _programs[ p ];
  2448. if ( programInfo.code === code ) {
  2449. program = programInfo;
  2450. program.usedTimes ++;
  2451. break;
  2452. }
  2453. }
  2454. if ( program === undefined ) {
  2455. program = new THREE.WebGLProgram( _this, code, material, parameters );
  2456. _programs.push( program );
  2457. _this.info.memory.programs = _programs.length;
  2458. }
  2459. material.program = program;
  2460. var attributes = program.attributes;
  2461. if ( material.morphTargets ) {
  2462. material.numSupportedMorphTargets = 0;
  2463. var id, base = 'morphTarget';
  2464. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  2465. id = base + i;
  2466. if ( attributes[ id ] >= 0 ) {
  2467. material.numSupportedMorphTargets ++;
  2468. }
  2469. }
  2470. }
  2471. if ( material.morphNormals ) {
  2472. material.numSupportedMorphNormals = 0;
  2473. var id, base = 'morphNormal';
  2474. for ( i = 0; i < _this.maxMorphNormals; i ++ ) {
  2475. id = base + i;
  2476. if ( attributes[ id ] >= 0 ) {
  2477. material.numSupportedMorphNormals ++;
  2478. }
  2479. }
  2480. }
  2481. material.uniformsList = [];
  2482. for ( var u in material.__webglShader.uniforms ) {
  2483. var location = material.program.uniforms[ u ];
  2484. if ( location ) {
  2485. material.uniformsList.push( [ material.__webglShader.uniforms[ u ], location ] );
  2486. }
  2487. }
  2488. }
  2489. function setMaterial( material ) {
  2490. if ( material.transparent === true ) {
  2491. state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha );
  2492. } else {
  2493. state.setBlending( THREE.NoBlending );
  2494. }
  2495. state.setDepthTest( material.depthTest );
  2496. state.setDepthWrite( material.depthWrite );
  2497. state.setColorWrite( material.colorWrite );
  2498. state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2499. }
  2500. function setProgram( camera, lights, fog, material, object ) {
  2501. _usedTextureUnits = 0;
  2502. if ( material.needsUpdate ) {
  2503. if ( material.program ) deallocateMaterial( material );
  2504. initMaterial( material, lights, fog, object );
  2505. material.needsUpdate = false;
  2506. }
  2507. if ( material.morphTargets ) {
  2508. if ( ! object.__webglMorphTargetInfluences ) {
  2509. object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
  2510. }
  2511. }
  2512. var refreshProgram = false;
  2513. var refreshMaterial = false;
  2514. var refreshLights = false;
  2515. var program = material.program,
  2516. p_uniforms = program.uniforms,
  2517. m_uniforms = material.__webglShader.uniforms;
  2518. if ( program.id !== _currentProgram ) {
  2519. _gl.useProgram( program.program );
  2520. _currentProgram = program.id;
  2521. refreshProgram = true;
  2522. refreshMaterial = true;
  2523. refreshLights = true;
  2524. }
  2525. if ( material.id !== _currentMaterialId ) {
  2526. if ( _currentMaterialId === -1 ) refreshLights = true;
  2527. _currentMaterialId = material.id;
  2528. refreshMaterial = true;
  2529. }
  2530. if ( refreshProgram || camera !== _currentCamera ) {
  2531. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
  2532. if ( _logarithmicDepthBuffer ) {
  2533. _gl.uniform1f( p_uniforms.logDepthBufFC, 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  2534. }
  2535. if ( camera !== _currentCamera ) _currentCamera = camera;
  2536. // load material specific uniforms
  2537. // (shader material also gets them for the sake of genericity)
  2538. if ( material instanceof THREE.ShaderMaterial ||
  2539. material instanceof THREE.MeshPhongMaterial ||
  2540. material.envMap ) {
  2541. if ( p_uniforms.cameraPosition !== null ) {
  2542. _vector3.setFromMatrixPosition( camera.matrixWorld );
  2543. _gl.uniform3f( p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.z );
  2544. }
  2545. }
  2546. if ( material instanceof THREE.MeshPhongMaterial ||
  2547. material instanceof THREE.MeshLambertMaterial ||
  2548. material instanceof THREE.MeshBasicMaterial ||
  2549. material instanceof THREE.ShaderMaterial ||
  2550. material.skinning ) {
  2551. if ( p_uniforms.viewMatrix !== null ) {
  2552. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements );
  2553. }
  2554. }
  2555. }
  2556. // skinning uniforms must be set even if material didn't change
  2557. // auto-setting of texture unit for bone texture must go before other textures
  2558. // not sure why, but otherwise weird things happen
  2559. if ( material.skinning ) {
  2560. if ( object.bindMatrix && p_uniforms.bindMatrix !== null ) {
  2561. _gl.uniformMatrix4fv( p_uniforms.bindMatrix, false, object.bindMatrix.elements );
  2562. }
  2563. if ( object.bindMatrixInverse && p_uniforms.bindMatrixInverse !== null ) {
  2564. _gl.uniformMatrix4fv( p_uniforms.bindMatrixInverse, false, object.bindMatrixInverse.elements );
  2565. }
  2566. if ( _supportsBoneTextures && object.skeleton && object.skeleton.useVertexTexture ) {
  2567. if ( p_uniforms.boneTexture !== null ) {
  2568. var textureUnit = getTextureUnit();
  2569. _gl.uniform1i( p_uniforms.boneTexture, textureUnit );
  2570. _this.setTexture( object.skeleton.boneTexture, textureUnit );
  2571. }
  2572. if ( p_uniforms.boneTextureWidth !== null ) {
  2573. _gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth );
  2574. }
  2575. if ( p_uniforms.boneTextureHeight !== null ) {
  2576. _gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight );
  2577. }
  2578. } else if ( object.skeleton && object.skeleton.boneMatrices ) {
  2579. if ( p_uniforms.boneGlobalMatrices !== null ) {
  2580. _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.skeleton.boneMatrices );
  2581. }
  2582. }
  2583. }
  2584. if ( refreshMaterial ) {
  2585. // refresh uniforms common to several materials
  2586. if ( fog && material.fog ) {
  2587. refreshUniformsFog( m_uniforms, fog );
  2588. }
  2589. if ( material instanceof THREE.MeshPhongMaterial ||
  2590. material instanceof THREE.MeshLambertMaterial ||
  2591. material.lights ) {
  2592. if ( _lightsNeedUpdate ) {
  2593. refreshLights = true;
  2594. setupLights( lights );
  2595. _lightsNeedUpdate = false;
  2596. }
  2597. if ( refreshLights ) {
  2598. refreshUniformsLights( m_uniforms, _lights );
  2599. markUniformsLightsNeedsUpdate( m_uniforms, true );
  2600. } else {
  2601. markUniformsLightsNeedsUpdate( m_uniforms, false );
  2602. }
  2603. }
  2604. if ( material instanceof THREE.MeshBasicMaterial ||
  2605. material instanceof THREE.MeshLambertMaterial ||
  2606. material instanceof THREE.MeshPhongMaterial ) {
  2607. refreshUniformsCommon( m_uniforms, material );
  2608. }
  2609. // refresh single material specific uniforms
  2610. if ( material instanceof THREE.LineBasicMaterial ) {
  2611. refreshUniformsLine( m_uniforms, material );
  2612. } else if ( material instanceof THREE.LineDashedMaterial ) {
  2613. refreshUniformsLine( m_uniforms, material );
  2614. refreshUniformsDash( m_uniforms, material );
  2615. } else if ( material instanceof THREE.PointCloudMaterial ) {
  2616. refreshUniformsParticle( m_uniforms, material );
  2617. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  2618. refreshUniformsPhong( m_uniforms, material );
  2619. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  2620. refreshUniformsLambert( m_uniforms, material );
  2621. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  2622. m_uniforms.mNear.value = camera.near;
  2623. m_uniforms.mFar.value = camera.far;
  2624. m_uniforms.opacity.value = material.opacity;
  2625. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  2626. m_uniforms.opacity.value = material.opacity;
  2627. }
  2628. if ( object.receiveShadow && ! material._shadowPass ) {
  2629. refreshUniformsShadow( m_uniforms, lights );
  2630. }
  2631. // load common uniforms
  2632. loadUniformsGeneric( material.uniformsList );
  2633. }
  2634. loadUniformsMatrices( p_uniforms, object );
  2635. if ( p_uniforms.modelMatrix !== null ) {
  2636. _gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );
  2637. }
  2638. return program;
  2639. }
  2640. // Uniforms (refresh uniforms objects)
  2641. function refreshUniformsCommon ( uniforms, material ) {
  2642. uniforms.opacity.value = material.opacity;
  2643. uniforms.diffuse.value = material.color;
  2644. uniforms.map.value = material.map;
  2645. uniforms.lightMap.value = material.lightMap;
  2646. uniforms.specularMap.value = material.specularMap;
  2647. uniforms.alphaMap.value = material.alphaMap;
  2648. if ( material.bumpMap ) {
  2649. uniforms.bumpMap.value = material.bumpMap;
  2650. uniforms.bumpScale.value = material.bumpScale;
  2651. }
  2652. if ( material.normalMap ) {
  2653. uniforms.normalMap.value = material.normalMap;
  2654. uniforms.normalScale.value.copy( material.normalScale );
  2655. }
  2656. // uv repeat and offset setting priorities
  2657. // 1. color map
  2658. // 2. specular map
  2659. // 3. normal map
  2660. // 4. bump map
  2661. // 5. alpha map
  2662. var uvScaleMap;
  2663. if ( material.map ) {
  2664. uvScaleMap = material.map;
  2665. } else if ( material.specularMap ) {
  2666. uvScaleMap = material.specularMap;
  2667. } else if ( material.normalMap ) {
  2668. uvScaleMap = material.normalMap;
  2669. } else if ( material.bumpMap ) {
  2670. uvScaleMap = material.bumpMap;
  2671. } else if ( material.alphaMap ) {
  2672. uvScaleMap = material.alphaMap;
  2673. }
  2674. if ( uvScaleMap !== undefined ) {
  2675. var offset = uvScaleMap.offset;
  2676. var repeat = uvScaleMap.repeat;
  2677. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  2678. }
  2679. uniforms.envMap.value = material.envMap;
  2680. uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : - 1;
  2681. uniforms.reflectivity.value = material.reflectivity;
  2682. uniforms.refractionRatio.value = material.refractionRatio;
  2683. }
  2684. function refreshUniformsLine ( uniforms, material ) {
  2685. uniforms.diffuse.value = material.color;
  2686. uniforms.opacity.value = material.opacity;
  2687. }
  2688. function refreshUniformsDash ( uniforms, material ) {
  2689. uniforms.dashSize.value = material.dashSize;
  2690. uniforms.totalSize.value = material.dashSize + material.gapSize;
  2691. uniforms.scale.value = material.scale;
  2692. }
  2693. function refreshUniformsParticle ( uniforms, material ) {
  2694. uniforms.psColor.value = material.color;
  2695. uniforms.opacity.value = material.opacity;
  2696. uniforms.size.value = material.size;
  2697. uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
  2698. uniforms.map.value = material.map;
  2699. if ( material.map !== null ) {
  2700. var offset = material.map.offset;
  2701. var repeat = material.map.repeat;
  2702. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  2703. }
  2704. }
  2705. function refreshUniformsFog ( uniforms, fog ) {
  2706. uniforms.fogColor.value = fog.color;
  2707. if ( fog instanceof THREE.Fog ) {
  2708. uniforms.fogNear.value = fog.near;
  2709. uniforms.fogFar.value = fog.far;
  2710. } else if ( fog instanceof THREE.FogExp2 ) {
  2711. uniforms.fogDensity.value = fog.density;
  2712. }
  2713. }
  2714. function refreshUniformsPhong ( uniforms, material ) {
  2715. uniforms.shininess.value = material.shininess;
  2716. uniforms.emissive.value = material.emissive;
  2717. uniforms.specular.value = material.specular;
  2718. if ( material.wrapAround ) {
  2719. uniforms.wrapRGB.value.copy( material.wrapRGB );
  2720. }
  2721. }
  2722. function refreshUniformsLambert ( uniforms, material ) {
  2723. uniforms.emissive.value = material.emissive;
  2724. if ( material.wrapAround ) {
  2725. uniforms.wrapRGB.value.copy( material.wrapRGB );
  2726. }
  2727. }
  2728. function refreshUniformsLights ( uniforms, lights ) {
  2729. uniforms.ambientLightColor.value = lights.ambient;
  2730. uniforms.directionalLightColor.value = lights.directional.colors;
  2731. uniforms.directionalLightDirection.value = lights.directional.positions;
  2732. uniforms.pointLightColor.value = lights.point.colors;
  2733. uniforms.pointLightPosition.value = lights.point.positions;
  2734. uniforms.pointLightDistance.value = lights.point.distances;
  2735. uniforms.pointLightDecay.value = lights.point.decays;
  2736. uniforms.spotLightColor.value = lights.spot.colors;
  2737. uniforms.spotLightPosition.value = lights.spot.positions;
  2738. uniforms.spotLightDistance.value = lights.spot.distances;
  2739. uniforms.spotLightDirection.value = lights.spot.directions;
  2740. uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
  2741. uniforms.spotLightExponent.value = lights.spot.exponents;
  2742. uniforms.spotLightDecay.value = lights.spot.decays;
  2743. uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
  2744. uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
  2745. uniforms.hemisphereLightDirection.value = lights.hemi.positions;
  2746. }
  2747. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  2748. function markUniformsLightsNeedsUpdate ( uniforms, boolean ) {
  2749. uniforms.ambientLightColor.needsUpdate = boolean;
  2750. uniforms.directionalLightColor.needsUpdate = boolean;
  2751. uniforms.directionalLightDirection.needsUpdate = boolean;
  2752. uniforms.pointLightColor.needsUpdate = boolean;
  2753. uniforms.pointLightPosition.needsUpdate = boolean;
  2754. uniforms.pointLightDistance.needsUpdate = boolean;
  2755. uniforms.pointLightDecay.needsUpdate = boolean;
  2756. uniforms.spotLightColor.needsUpdate = boolean;
  2757. uniforms.spotLightPosition.needsUpdate = boolean;
  2758. uniforms.spotLightDistance.needsUpdate = boolean;
  2759. uniforms.spotLightDirection.needsUpdate = boolean;
  2760. uniforms.spotLightAngleCos.needsUpdate = boolean;
  2761. uniforms.spotLightExponent.needsUpdate = boolean;
  2762. uniforms.spotLightDecay.needsUpdate = boolean;
  2763. uniforms.hemisphereLightSkyColor.needsUpdate = boolean;
  2764. uniforms.hemisphereLightGroundColor.needsUpdate = boolean;
  2765. uniforms.hemisphereLightDirection.needsUpdate = boolean;
  2766. }
  2767. function refreshUniformsShadow ( uniforms, lights ) {
  2768. if ( uniforms.shadowMatrix ) {
  2769. var j = 0;
  2770. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  2771. var light = lights[ i ];
  2772. if ( ! light.castShadow ) continue;
  2773. if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) {
  2774. uniforms.shadowMap.value[ j ] = light.shadowMap;
  2775. uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
  2776. uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;
  2777. uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
  2778. uniforms.shadowBias.value[ j ] = light.shadowBias;
  2779. j ++;
  2780. }
  2781. }
  2782. }
  2783. }
  2784. // Uniforms (load to GPU)
  2785. function loadUniformsMatrices ( uniforms, object ) {
  2786. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrix.elements );
  2787. if ( uniforms.normalMatrix ) {
  2788. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrix.elements );
  2789. }
  2790. }
  2791. function getTextureUnit() {
  2792. var textureUnit = _usedTextureUnits;
  2793. if ( textureUnit >= _maxTextures ) {
  2794. THREE.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + _maxTextures );
  2795. }
  2796. _usedTextureUnits += 1;
  2797. return textureUnit;
  2798. }
  2799. function loadUniformsGeneric ( uniforms ) {
  2800. var texture, textureUnit, offset;
  2801. for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) {
  2802. var uniform = uniforms[ j ][ 0 ];
  2803. // needsUpdate property is not added to all uniforms.
  2804. if ( uniform.needsUpdate === false ) continue;
  2805. var type = uniform.type;
  2806. var value = uniform.value;
  2807. var location = uniforms[ j ][ 1 ];
  2808. switch ( type ) {
  2809. case '1i':
  2810. _gl.uniform1i( location, value );
  2811. break;
  2812. case '1f':
  2813. _gl.uniform1f( location, value );
  2814. break;
  2815. case '2f':
  2816. _gl.uniform2f( location, value[ 0 ], value[ 1 ] );
  2817. break;
  2818. case '3f':
  2819. _gl.uniform3f( location, value[ 0 ], value[ 1 ], value[ 2 ] );
  2820. break;
  2821. case '4f':
  2822. _gl.uniform4f( location, value[ 0 ], value[ 1 ], value[ 2 ], value[ 3 ] );
  2823. break;
  2824. case '1iv':
  2825. _gl.uniform1iv( location, value );
  2826. break;
  2827. case '3iv':
  2828. _gl.uniform3iv( location, value );
  2829. break;
  2830. case '1fv':
  2831. _gl.uniform1fv( location, value );
  2832. break;
  2833. case '2fv':
  2834. _gl.uniform2fv( location, value );
  2835. break;
  2836. case '3fv':
  2837. _gl.uniform3fv( location, value );
  2838. break;
  2839. case '4fv':
  2840. _gl.uniform4fv( location, value );
  2841. break;
  2842. case 'Matrix3fv':
  2843. _gl.uniformMatrix3fv( location, false, value );
  2844. break;
  2845. case 'Matrix4fv':
  2846. _gl.uniformMatrix4fv( location, false, value );
  2847. break;
  2848. //
  2849. case 'i':
  2850. // single integer
  2851. _gl.uniform1i( location, value );
  2852. break;
  2853. case 'f':
  2854. // single float
  2855. _gl.uniform1f( location, value );
  2856. break;
  2857. case 'v2':
  2858. // single THREE.Vector2
  2859. _gl.uniform2f( location, value.x, value.y );
  2860. break;
  2861. case 'v3':
  2862. // single THREE.Vector3
  2863. _gl.uniform3f( location, value.x, value.y, value.z );
  2864. break;
  2865. case 'v4':
  2866. // single THREE.Vector4
  2867. _gl.uniform4f( location, value.x, value.y, value.z, value.w );
  2868. break;
  2869. case 'c':
  2870. // single THREE.Color
  2871. _gl.uniform3f( location, value.r, value.g, value.b );
  2872. break;
  2873. case 'iv1':
  2874. // flat array of integers (JS or typed array)
  2875. _gl.uniform1iv( location, value );
  2876. break;
  2877. case 'iv':
  2878. // flat array of integers with 3 x N size (JS or typed array)
  2879. _gl.uniform3iv( location, value );
  2880. break;
  2881. case 'fv1':
  2882. // flat array of floats (JS or typed array)
  2883. _gl.uniform1fv( location, value );
  2884. break;
  2885. case 'fv':
  2886. // flat array of floats with 3 x N size (JS or typed array)
  2887. _gl.uniform3fv( location, value );
  2888. break;
  2889. case 'v2v':
  2890. // array of THREE.Vector2
  2891. if ( uniform._array === undefined ) {
  2892. uniform._array = new Float32Array( 2 * value.length );
  2893. }
  2894. for ( var i = 0, il = value.length; i < il; i ++ ) {
  2895. offset = i * 2;
  2896. uniform._array[ offset ] = value[ i ].x;
  2897. uniform._array[ offset + 1 ] = value[ i ].y;
  2898. }
  2899. _gl.uniform2fv( location, uniform._array );
  2900. break;
  2901. case 'v3v':
  2902. // array of THREE.Vector3
  2903. if ( uniform._array === undefined ) {
  2904. uniform._array = new Float32Array( 3 * value.length );
  2905. }
  2906. for ( var i = 0, il = value.length; i < il; i ++ ) {
  2907. offset = i * 3;
  2908. uniform._array[ offset ] = value[ i ].x;
  2909. uniform._array[ offset + 1 ] = value[ i ].y;
  2910. uniform._array[ offset + 2 ] = value[ i ].z;
  2911. }
  2912. _gl.uniform3fv( location, uniform._array );
  2913. break;
  2914. case 'v4v':
  2915. // array of THREE.Vector4
  2916. if ( uniform._array === undefined ) {
  2917. uniform._array = new Float32Array( 4 * value.length );
  2918. }
  2919. for ( var i = 0, il = value.length; i < il; i ++ ) {
  2920. offset = i * 4;
  2921. uniform._array[ offset ] = value[ i ].x;
  2922. uniform._array[ offset + 1 ] = value[ i ].y;
  2923. uniform._array[ offset + 2 ] = value[ i ].z;
  2924. uniform._array[ offset + 3 ] = value[ i ].w;
  2925. }
  2926. _gl.uniform4fv( location, uniform._array );
  2927. break;
  2928. case 'm3':
  2929. // single THREE.Matrix3
  2930. _gl.uniformMatrix3fv( location, false, value.elements );
  2931. break;
  2932. case 'm3v':
  2933. // array of THREE.Matrix3
  2934. if ( uniform._array === undefined ) {
  2935. uniform._array = new Float32Array( 9 * value.length );
  2936. }
  2937. for ( var i = 0, il = value.length; i < il; i ++ ) {
  2938. value[ i ].flattenToArrayOffset( uniform._array, i * 9 );
  2939. }
  2940. _gl.uniformMatrix3fv( location, false, uniform._array );
  2941. break;
  2942. case 'm4':
  2943. // single THREE.Matrix4
  2944. _gl.uniformMatrix4fv( location, false, value.elements );
  2945. break;
  2946. case 'm4v':
  2947. // array of THREE.Matrix4
  2948. if ( uniform._array === undefined ) {
  2949. uniform._array = new Float32Array( 16 * value.length );
  2950. }
  2951. for ( var i = 0, il = value.length; i < il; i ++ ) {
  2952. value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
  2953. }
  2954. _gl.uniformMatrix4fv( location, false, uniform._array );
  2955. break;
  2956. case 't':
  2957. // single THREE.Texture (2d or cube)
  2958. texture = value;
  2959. textureUnit = getTextureUnit();
  2960. _gl.uniform1i( location, textureUnit );
  2961. if ( ! texture ) continue;
  2962. if ( texture instanceof THREE.CubeTexture ||
  2963. ( texture.image instanceof Array && texture.image.length === 6 ) ) { // CompressedTexture can have Array in image :/
  2964. setCubeTexture( texture, textureUnit );
  2965. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  2966. setCubeTextureDynamic( texture, textureUnit );
  2967. } else {
  2968. _this.setTexture( texture, textureUnit );
  2969. }
  2970. break;
  2971. case 'tv':
  2972. // array of THREE.Texture (2d)
  2973. if ( uniform._array === undefined ) {
  2974. uniform._array = [];
  2975. }
  2976. for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
  2977. uniform._array[ i ] = getTextureUnit();
  2978. }
  2979. _gl.uniform1iv( location, uniform._array );
  2980. for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
  2981. texture = uniform.value[ i ];
  2982. textureUnit = uniform._array[ i ];
  2983. if ( ! texture ) continue;
  2984. _this.setTexture( texture, textureUnit );
  2985. }
  2986. break;
  2987. default:
  2988. THREE.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type );
  2989. }
  2990. }
  2991. }
  2992. function setupMatrices ( object, camera ) {
  2993. object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  2994. object._normalMatrix.getNormalMatrix( object._modelViewMatrix );
  2995. }
  2996. function setColorLinear( array, offset, color, intensity ) {
  2997. array[ offset ] = color.r * intensity;
  2998. array[ offset + 1 ] = color.g * intensity;
  2999. array[ offset + 2 ] = color.b * intensity;
  3000. }
  3001. function setupLights ( lights ) {
  3002. var l, ll, light, n,
  3003. r = 0, g = 0, b = 0,
  3004. color, skyColor, groundColor,
  3005. intensity, intensitySq,
  3006. position,
  3007. distance,
  3008. zlights = _lights,
  3009. dirColors = zlights.directional.colors,
  3010. dirPositions = zlights.directional.positions,
  3011. pointColors = zlights.point.colors,
  3012. pointPositions = zlights.point.positions,
  3013. pointDistances = zlights.point.distances,
  3014. pointDecays = zlights.point.decays,
  3015. spotColors = zlights.spot.colors,
  3016. spotPositions = zlights.spot.positions,
  3017. spotDistances = zlights.spot.distances,
  3018. spotDirections = zlights.spot.directions,
  3019. spotAnglesCos = zlights.spot.anglesCos,
  3020. spotExponents = zlights.spot.exponents,
  3021. spotDecays = zlights.spot.decays,
  3022. hemiSkyColors = zlights.hemi.skyColors,
  3023. hemiGroundColors = zlights.hemi.groundColors,
  3024. hemiPositions = zlights.hemi.positions,
  3025. dirLength = 0,
  3026. pointLength = 0,
  3027. spotLength = 0,
  3028. hemiLength = 0,
  3029. dirCount = 0,
  3030. pointCount = 0,
  3031. spotCount = 0,
  3032. hemiCount = 0,
  3033. dirOffset = 0,
  3034. pointOffset = 0,
  3035. spotOffset = 0,
  3036. hemiOffset = 0;
  3037. for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  3038. light = lights[ l ];
  3039. if ( light.onlyShadow ) continue;
  3040. color = light.color;
  3041. intensity = light.intensity;
  3042. distance = light.distance;
  3043. if ( light instanceof THREE.AmbientLight ) {
  3044. if ( ! light.visible ) continue;
  3045. r += color.r;
  3046. g += color.g;
  3047. b += color.b;
  3048. } else if ( light instanceof THREE.DirectionalLight ) {
  3049. dirCount += 1;
  3050. if ( ! light.visible ) continue;
  3051. _direction.setFromMatrixPosition( light.matrixWorld );
  3052. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  3053. _direction.sub( _vector3 );
  3054. _direction.normalize();
  3055. dirOffset = dirLength * 3;
  3056. dirPositions[ dirOffset ] = _direction.x;
  3057. dirPositions[ dirOffset + 1 ] = _direction.y;
  3058. dirPositions[ dirOffset + 2 ] = _direction.z;
  3059. setColorLinear( dirColors, dirOffset, color, intensity );
  3060. dirLength += 1;
  3061. } else if ( light instanceof THREE.PointLight ) {
  3062. pointCount += 1;
  3063. if ( ! light.visible ) continue;
  3064. pointOffset = pointLength * 3;
  3065. setColorLinear( pointColors, pointOffset, color, intensity );
  3066. _vector3.setFromMatrixPosition( light.matrixWorld );
  3067. pointPositions[ pointOffset ] = _vector3.x;
  3068. pointPositions[ pointOffset + 1 ] = _vector3.y;
  3069. pointPositions[ pointOffset + 2 ] = _vector3.z;
  3070. // distance is 0 if decay is 0, because there is no attenuation at all.
  3071. pointDistances[ pointLength ] = distance;
  3072. pointDecays[ pointLength ] = ( light.distance === 0 ) ? 0.0 : light.decay;
  3073. pointLength += 1;
  3074. } else if ( light instanceof THREE.SpotLight ) {
  3075. spotCount += 1;
  3076. if ( ! light.visible ) continue;
  3077. spotOffset = spotLength * 3;
  3078. setColorLinear( spotColors, spotOffset, color, intensity );
  3079. _direction.setFromMatrixPosition( light.matrixWorld );
  3080. spotPositions[ spotOffset ] = _direction.x;
  3081. spotPositions[ spotOffset + 1 ] = _direction.y;
  3082. spotPositions[ spotOffset + 2 ] = _direction.z;
  3083. spotDistances[ spotLength ] = distance;
  3084. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  3085. _direction.sub( _vector3 );
  3086. _direction.normalize();
  3087. spotDirections[ spotOffset ] = _direction.x;
  3088. spotDirections[ spotOffset + 1 ] = _direction.y;
  3089. spotDirections[ spotOffset + 2 ] = _direction.z;
  3090. spotAnglesCos[ spotLength ] = Math.cos( light.angle );
  3091. spotExponents[ spotLength ] = light.exponent;
  3092. spotDecays[ spotLength ] = ( light.distance === 0 ) ? 0.0 : light.decay;
  3093. spotLength += 1;
  3094. } else if ( light instanceof THREE.HemisphereLight ) {
  3095. hemiCount += 1;
  3096. if ( ! light.visible ) continue;
  3097. _direction.setFromMatrixPosition( light.matrixWorld );
  3098. _direction.normalize();
  3099. hemiOffset = hemiLength * 3;
  3100. hemiPositions[ hemiOffset ] = _direction.x;
  3101. hemiPositions[ hemiOffset + 1 ] = _direction.y;
  3102. hemiPositions[ hemiOffset + 2 ] = _direction.z;
  3103. skyColor = light.color;
  3104. groundColor = light.groundColor;
  3105. setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
  3106. setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );
  3107. hemiLength += 1;
  3108. }
  3109. }
  3110. // null eventual remains from removed lights
  3111. // (this is to avoid if in shader)
  3112. for ( l = dirLength * 3, ll = Math.max( dirColors.length, dirCount * 3 ); l < ll; l ++ ) dirColors[ l ] = 0.0;
  3113. for ( l = pointLength * 3, ll = Math.max( pointColors.length, pointCount * 3 ); l < ll; l ++ ) pointColors[ l ] = 0.0;
  3114. for ( l = spotLength * 3, ll = Math.max( spotColors.length, spotCount * 3 ); l < ll; l ++ ) spotColors[ l ] = 0.0;
  3115. for ( l = hemiLength * 3, ll = Math.max( hemiSkyColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiSkyColors[ l ] = 0.0;
  3116. for ( l = hemiLength * 3, ll = Math.max( hemiGroundColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiGroundColors[ l ] = 0.0;
  3117. zlights.directional.length = dirLength;
  3118. zlights.point.length = pointLength;
  3119. zlights.spot.length = spotLength;
  3120. zlights.hemi.length = hemiLength;
  3121. zlights.ambient[ 0 ] = r;
  3122. zlights.ambient[ 1 ] = g;
  3123. zlights.ambient[ 2 ] = b;
  3124. }
  3125. // GL state setting
  3126. this.setFaceCulling = function ( cullFace, frontFaceDirection ) {
  3127. if ( cullFace === THREE.CullFaceNone ) {
  3128. _gl.disable( _gl.CULL_FACE );
  3129. } else {
  3130. if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {
  3131. _gl.frontFace( _gl.CW );
  3132. } else {
  3133. _gl.frontFace( _gl.CCW );
  3134. }
  3135. if ( cullFace === THREE.CullFaceBack ) {
  3136. _gl.cullFace( _gl.BACK );
  3137. } else if ( cullFace === THREE.CullFaceFront ) {
  3138. _gl.cullFace( _gl.FRONT );
  3139. } else {
  3140. _gl.cullFace( _gl.FRONT_AND_BACK );
  3141. }
  3142. _gl.enable( _gl.CULL_FACE );
  3143. }
  3144. };
  3145. this.setMaterialFaces = function ( material ) {
  3146. state.setDoubleSided( material.side === THREE.DoubleSide );
  3147. state.setFlipSided( material.side === THREE.BackSide );
  3148. };
  3149. // Textures
  3150. function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
  3151. var extension;
  3152. if ( isImagePowerOfTwo ) {
  3153. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  3154. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  3155. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  3156. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  3157. } else {
  3158. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  3159. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  3160. if ( texture.wrapS !== THREE.ClampToEdgeWrapping || texture.wrapT !== THREE.ClampToEdgeWrapping ) {
  3161. THREE.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping. ( ' + texture.sourceFile + ' )' );
  3162. }
  3163. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  3164. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  3165. if ( texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) {
  3166. THREE.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter. ( ' + texture.sourceFile + ' )' );
  3167. }
  3168. }
  3169. extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  3170. if ( extension && texture.type !== THREE.FloatType && texture.type !== THREE.HalfFloatType ) {
  3171. if ( texture.anisotropy > 1 || texture.__currentAnisotropy ) {
  3172. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _this.getMaxAnisotropy() ) );
  3173. texture.__currentAnisotropy = texture.anisotropy;
  3174. }
  3175. }
  3176. }
  3177. this.uploadTexture = function ( texture ) {
  3178. if ( texture.__webglInit === undefined ) {
  3179. texture.__webglInit = true;
  3180. texture.addEventListener( 'dispose', onTextureDispose );
  3181. texture.__webglTexture = _gl.createTexture();
  3182. _this.info.memory.textures ++;
  3183. }
  3184. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  3185. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  3186. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  3187. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
  3188. texture.image = clampToMaxSize( texture.image, _maxTextureSize );
  3189. var image = texture.image,
  3190. isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
  3191. glFormat = paramThreeToGL( texture.format ),
  3192. glType = paramThreeToGL( texture.type );
  3193. setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
  3194. var mipmap, mipmaps = texture.mipmaps;
  3195. if ( texture instanceof THREE.DataTexture ) {
  3196. // use manually created mipmaps if available
  3197. // if there are no manual mipmaps
  3198. // set 0 level mipmap and then use GL to generate other mipmap levels
  3199. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  3200. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  3201. mipmap = mipmaps[ i ];
  3202. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  3203. }
  3204. texture.generateMipmaps = false;
  3205. } else {
  3206. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
  3207. }
  3208. } else if ( texture instanceof THREE.CompressedTexture ) {
  3209. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  3210. mipmap = mipmaps[ i ];
  3211. if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
  3212. if ( getCompressedTextureFormats().indexOf( glFormat ) > -1 ) {
  3213. _gl.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  3214. } else {
  3215. THREE.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()" );
  3216. }
  3217. } else {
  3218. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  3219. }
  3220. }
  3221. } else { // regular Texture (image, video, canvas)
  3222. // use manually created mipmaps if available
  3223. // if there are no manual mipmaps
  3224. // set 0 level mipmap and then use GL to generate other mipmap levels
  3225. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  3226. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  3227. mipmap = mipmaps[ i ];
  3228. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
  3229. }
  3230. texture.generateMipmaps = false;
  3231. } else {
  3232. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
  3233. }
  3234. }
  3235. if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  3236. texture.needsUpdate = false;
  3237. if ( texture.onUpdate ) texture.onUpdate();
  3238. };
  3239. this.setTexture = function ( texture, slot ) {
  3240. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3241. if ( texture.needsUpdate ) {
  3242. _this.uploadTexture( texture );
  3243. } else {
  3244. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  3245. }
  3246. };
  3247. function clampToMaxSize ( image, maxSize ) {
  3248. if ( image.width > maxSize || image.height > maxSize ) {
  3249. // Warning: Scaling through the canvas will only work with images that use
  3250. // premultiplied alpha.
  3251. var scale = maxSize / Math.max( image.width, image.height );
  3252. var canvas = document.createElement( 'canvas' );
  3253. canvas.width = Math.floor( image.width * scale );
  3254. canvas.height = Math.floor( image.height * scale );
  3255. var context = canvas.getContext( '2d' );
  3256. context.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height );
  3257. THREE.warn( 'THREE.WebGLRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );
  3258. return canvas;
  3259. }
  3260. return image;
  3261. }
  3262. function setCubeTexture ( texture, slot ) {
  3263. if ( texture.image.length === 6 ) {
  3264. if ( texture.needsUpdate ) {
  3265. if ( ! texture.image.__webglTextureCube ) {
  3266. texture.addEventListener( 'dispose', onTextureDispose );
  3267. texture.image.__webglTextureCube = _gl.createTexture();
  3268. _this.info.memory.textures ++;
  3269. }
  3270. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3271. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  3272. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  3273. var isCompressed = texture instanceof THREE.CompressedTexture;
  3274. var isDataTexture = texture.image[ 0 ] instanceof THREE.DataTexture;
  3275. var cubeImage = [];
  3276. for ( var i = 0; i < 6; i ++ ) {
  3277. if ( _this.autoScaleCubemaps && ! isCompressed && ! isDataTexture ) {
  3278. cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize );
  3279. } else {
  3280. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  3281. }
  3282. }
  3283. var image = cubeImage[ 0 ],
  3284. isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
  3285. glFormat = paramThreeToGL( texture.format ),
  3286. glType = paramThreeToGL( texture.type );
  3287. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
  3288. for ( var i = 0; i < 6; i ++ ) {
  3289. if ( ! isCompressed ) {
  3290. if ( isDataTexture ) {
  3291. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  3292. } else {
  3293. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
  3294. }
  3295. } else {
  3296. var mipmap, mipmaps = cubeImage[ i ].mipmaps;
  3297. for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
  3298. mipmap = mipmaps[ j ];
  3299. if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
  3300. if ( getCompressedTextureFormats().indexOf( glFormat ) > -1 ) {
  3301. _gl.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  3302. } else {
  3303. THREE.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setCubeTexture()" );
  3304. }
  3305. } else {
  3306. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  3307. }
  3308. }
  3309. }
  3310. }
  3311. if ( texture.generateMipmaps && isImagePowerOfTwo ) {
  3312. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3313. }
  3314. texture.needsUpdate = false;
  3315. if ( texture.onUpdate ) texture.onUpdate();
  3316. } else {
  3317. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3318. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  3319. }
  3320. }
  3321. }
  3322. function setCubeTextureDynamic ( texture, slot ) {
  3323. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3324. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
  3325. }
  3326. // Render targets
  3327. function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
  3328. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  3329. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );
  3330. }
  3331. function setupRenderBuffer ( renderbuffer, renderTarget ) {
  3332. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  3333. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  3334. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  3335. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3336. /* For some reason this is not working. Defaulting to RGBA4.
  3337. } else if ( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3338. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
  3339. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3340. */
  3341. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3342. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
  3343. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3344. } else {
  3345. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
  3346. }
  3347. }
  3348. this.setRenderTarget = function ( renderTarget ) {
  3349. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  3350. if ( renderTarget && renderTarget.__webglFramebuffer === undefined ) {
  3351. if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
  3352. if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
  3353. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  3354. renderTarget.__webglTexture = _gl.createTexture();
  3355. _this.info.memory.textures ++;
  3356. // Setup texture, create render and frame buffers
  3357. var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.isPowerOfTwo( renderTarget.height ),
  3358. glFormat = paramThreeToGL( renderTarget.format ),
  3359. glType = paramThreeToGL( renderTarget.type );
  3360. if ( isCube ) {
  3361. renderTarget.__webglFramebuffer = [];
  3362. renderTarget.__webglRenderbuffer = [];
  3363. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  3364. setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
  3365. for ( var i = 0; i < 6; i ++ ) {
  3366. renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  3367. renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
  3368. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  3369. setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
  3370. setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );
  3371. }
  3372. if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3373. } else {
  3374. renderTarget.__webglFramebuffer = _gl.createFramebuffer();
  3375. if ( renderTarget.shareDepthFrom ) {
  3376. renderTarget.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;
  3377. } else {
  3378. renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();
  3379. }
  3380. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  3381. setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );
  3382. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  3383. setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
  3384. if ( renderTarget.shareDepthFrom ) {
  3385. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  3386. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
  3387. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3388. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
  3389. }
  3390. } else {
  3391. setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );
  3392. }
  3393. if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  3394. }
  3395. // Release everything
  3396. if ( isCube ) {
  3397. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  3398. } else {
  3399. _gl.bindTexture( _gl.TEXTURE_2D, null );
  3400. }
  3401. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  3402. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  3403. }
  3404. var framebuffer, width, height, vx, vy;
  3405. if ( renderTarget ) {
  3406. if ( isCube ) {
  3407. framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];
  3408. } else {
  3409. framebuffer = renderTarget.__webglFramebuffer;
  3410. }
  3411. width = renderTarget.width;
  3412. height = renderTarget.height;
  3413. vx = 0;
  3414. vy = 0;
  3415. } else {
  3416. framebuffer = null;
  3417. width = _viewportWidth;
  3418. height = _viewportHeight;
  3419. vx = _viewportX;
  3420. vy = _viewportY;
  3421. }
  3422. if ( framebuffer !== _currentFramebuffer ) {
  3423. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  3424. _gl.viewport( vx, vy, width, height );
  3425. _currentFramebuffer = framebuffer;
  3426. }
  3427. _currentWidth = width;
  3428. _currentHeight = height;
  3429. };
  3430. this.readRenderTargetPixels = function( renderTarget, x, y, width, height, buffer ) {
  3431. if ( ! ( renderTarget instanceof THREE.WebGLRenderTarget ) ) {
  3432. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  3433. return;
  3434. }
  3435. if ( renderTarget.__webglFramebuffer ) {
  3436. if ( renderTarget.format !== THREE.RGBAFormat ) {
  3437. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA format. readPixels can read only RGBA format.' );
  3438. return;
  3439. }
  3440. var restore = false;
  3441. if ( renderTarget.__webglFramebuffer !== _currentFramebuffer ) {
  3442. _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTarget.__webglFramebuffer );
  3443. restore = true;
  3444. }
  3445. if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
  3446. _gl.readPixels( x, y, width, height, _gl.RGBA, _gl.UNSIGNED_BYTE, buffer );
  3447. } else {
  3448. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  3449. }
  3450. if ( restore ) {
  3451. _gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
  3452. }
  3453. }
  3454. };
  3455. function updateRenderTargetMipmap ( renderTarget ) {
  3456. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  3457. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  3458. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3459. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  3460. } else {
  3461. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  3462. _gl.generateMipmap( _gl.TEXTURE_2D );
  3463. _gl.bindTexture( _gl.TEXTURE_2D, null );
  3464. }
  3465. }
  3466. // Fallback filters for non-power-of-2 textures
  3467. function filterFallback ( f ) {
  3468. if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {
  3469. return _gl.NEAREST;
  3470. }
  3471. return _gl.LINEAR;
  3472. }
  3473. // Map three.js constants to WebGL constants
  3474. function paramThreeToGL ( p ) {
  3475. var extension;
  3476. if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
  3477. if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
  3478. if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
  3479. if ( p === THREE.NearestFilter ) return _gl.NEAREST;
  3480. if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
  3481. if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
  3482. if ( p === THREE.LinearFilter ) return _gl.LINEAR;
  3483. if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
  3484. if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
  3485. if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
  3486. if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
  3487. if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
  3488. if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
  3489. if ( p === THREE.ByteType ) return _gl.BYTE;
  3490. if ( p === THREE.ShortType ) return _gl.SHORT;
  3491. if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
  3492. if ( p === THREE.IntType ) return _gl.INT;
  3493. if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
  3494. if ( p === THREE.FloatType ) return _gl.FLOAT;
  3495. extension = extensions.get( 'OES_texture_half_float' );
  3496. if ( extension !== null ) {
  3497. if ( p === THREE.HalfFloatType ) return extension.HALF_FLOAT_OES;
  3498. }
  3499. if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
  3500. if ( p === THREE.RGBFormat ) return _gl.RGB;
  3501. if ( p === THREE.RGBAFormat ) return _gl.RGBA;
  3502. if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
  3503. if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
  3504. if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
  3505. if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
  3506. if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
  3507. if ( p === THREE.ZeroFactor ) return _gl.ZERO;
  3508. if ( p === THREE.OneFactor ) return _gl.ONE;
  3509. if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
  3510. if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
  3511. if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
  3512. if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
  3513. if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
  3514. if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
  3515. if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
  3516. if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
  3517. if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
  3518. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  3519. if ( extension !== null ) {
  3520. if ( p === THREE.RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
  3521. if ( p === THREE.RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  3522. if ( p === THREE.RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  3523. if ( p === THREE.RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  3524. }
  3525. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  3526. if ( extension !== null ) {
  3527. if ( p === THREE.RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  3528. if ( p === THREE.RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  3529. if ( p === THREE.RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  3530. if ( p === THREE.RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  3531. }
  3532. extension = extensions.get( 'EXT_blend_minmax' );
  3533. if ( extension !== null ) {
  3534. if ( p === THREE.MinEquation ) return extension.MIN_EXT;
  3535. if ( p === THREE.MaxEquation ) return extension.MAX_EXT;
  3536. }
  3537. return 0;
  3538. }
  3539. // Allocations
  3540. function allocateBones ( object ) {
  3541. if ( _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture ) {
  3542. return 1024;
  3543. } else {
  3544. // default for when object is not specified
  3545. // ( for example when prebuilding shader
  3546. // to be used with multiple objects )
  3547. //
  3548. // - leave some extra space for other uniforms
  3549. // - limit here is ANGLE's 254 max uniform vectors
  3550. // (up to 54 should be safe)
  3551. var nVertexUniforms = _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS );
  3552. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  3553. var maxBones = nVertexMatrices;
  3554. if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
  3555. maxBones = Math.min( object.skeleton.bones.length, maxBones );
  3556. if ( maxBones < object.skeleton.bones.length ) {
  3557. THREE.warn( 'WebGLRenderer: too many bones - ' + object.skeleton.bones.length + ', this GPU supports just ' + maxBones + ' (try OpenGL instead of ANGLE)' );
  3558. }
  3559. }
  3560. return maxBones;
  3561. }
  3562. }
  3563. function allocateLights( lights ) {
  3564. var dirLights = 0;
  3565. var pointLights = 0;
  3566. var spotLights = 0;
  3567. var hemiLights = 0;
  3568. for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
  3569. var light = lights[ l ];
  3570. if ( light.onlyShadow || light.visible === false ) continue;
  3571. if ( light instanceof THREE.DirectionalLight ) dirLights ++;
  3572. if ( light instanceof THREE.PointLight ) pointLights ++;
  3573. if ( light instanceof THREE.SpotLight ) spotLights ++;
  3574. if ( light instanceof THREE.HemisphereLight ) hemiLights ++;
  3575. }
  3576. return { 'directional': dirLights, 'point': pointLights, 'spot': spotLights, 'hemi': hemiLights };
  3577. }
  3578. function allocateShadows( lights ) {
  3579. var maxShadows = 0;
  3580. for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
  3581. var light = lights[ l ];
  3582. if ( ! light.castShadow ) continue;
  3583. if ( light instanceof THREE.SpotLight ) maxShadows ++;
  3584. if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;
  3585. }
  3586. return maxShadows;
  3587. }
  3588. // DEPRECATED
  3589. this.initMaterial = function () {
  3590. THREE.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  3591. };
  3592. this.addPrePlugin = function () {
  3593. THREE.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  3594. };
  3595. this.addPostPlugin = function () {
  3596. THREE.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  3597. };
  3598. this.updateShadowMap = function () {
  3599. THREE.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  3600. };
  3601. };