WebGLRenderer.js 143 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. _vector3 = new THREE.Vector3(),
  90. // light arrays cache
  91. _direction = new THREE.Vector3(),
  92. _lightsNeedUpdate = true,
  93. _lights = {
  94. ambient: [ 0, 0, 0 ],
  95. directional: { length: 0, colors:[], positions: [] },
  96. point: { length: 0, colors: [], positions: [], distances: [], decays: [] },
  97. spot: { length: 0, colors: [], positions: [], distances: [], directions: [], anglesCos: [], exponents: [], decays: [] },
  98. hemi: { length: 0, skyColors: [], groundColors: [], positions: [] }
  99. };
  100. // initialize
  101. var _gl;
  102. try {
  103. var attributes = {
  104. alpha: _alpha,
  105. depth: _depth,
  106. stencil: _stencil,
  107. antialias: _antialias,
  108. premultipliedAlpha: _premultipliedAlpha,
  109. preserveDrawingBuffer: _preserveDrawingBuffer
  110. };
  111. _gl = _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes );
  112. if ( _gl === null ) {
  113. if ( _canvas.getContext( 'webgl') !== null ) {
  114. throw 'Error creating WebGL context with your selected attributes.';
  115. } else {
  116. throw 'Error creating WebGL context.';
  117. }
  118. }
  119. _canvas.addEventListener( 'webglcontextlost', function ( event ) {
  120. event.preventDefault();
  121. resetGLState();
  122. setDefaultGLState();
  123. _webglObjects = {};
  124. }, false);
  125. } catch ( error ) {
  126. THREE.error( 'THREE.WebGLRenderer: ' + error );
  127. }
  128. var state = new THREE.WebGLState( _gl, paramThreeToGL );
  129. if ( _gl.getShaderPrecisionFormat === undefined ) {
  130. _gl.getShaderPrecisionFormat = function () {
  131. return {
  132. 'rangeMin': 1,
  133. 'rangeMax': 1,
  134. 'precision': 1
  135. };
  136. }
  137. }
  138. var extensions = new THREE.WebGLExtensions( _gl );
  139. extensions.get( 'OES_texture_float' );
  140. extensions.get( 'OES_texture_float_linear' );
  141. extensions.get( 'OES_texture_half_float' );
  142. extensions.get( 'OES_texture_half_float_linear' );
  143. extensions.get( 'OES_standard_derivatives' );
  144. if ( _logarithmicDepthBuffer ) {
  145. extensions.get( 'EXT_frag_depth' );
  146. }
  147. //
  148. var glClearColor = function ( r, g, b, a ) {
  149. if ( _premultipliedAlpha === true ) {
  150. r *= a; g *= a; b *= a;
  151. }
  152. _gl.clearColor( r, g, b, a );
  153. };
  154. var setDefaultGLState = function () {
  155. _gl.clearColor( 0, 0, 0, 1 );
  156. _gl.clearDepth( 1 );
  157. _gl.clearStencil( 0 );
  158. _gl.enable( _gl.DEPTH_TEST );
  159. _gl.depthFunc( _gl.LEQUAL );
  160. _gl.frontFace( _gl.CCW );
  161. _gl.cullFace( _gl.BACK );
  162. _gl.enable( _gl.CULL_FACE );
  163. _gl.enable( _gl.BLEND );
  164. _gl.blendEquation( _gl.FUNC_ADD );
  165. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
  166. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  167. glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  168. };
  169. var resetGLState = function () {
  170. _currentProgram = null;
  171. _currentCamera = null;
  172. _currentGeometryProgram = '';
  173. _currentMaterialId = - 1;
  174. _lightsNeedUpdate = true;
  175. state.reset();
  176. };
  177. setDefaultGLState();
  178. this.context = _gl;
  179. this.state = state;
  180. // GPU capabilities
  181. var _maxTextures = _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS );
  182. var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
  183. var _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE );
  184. var _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE );
  185. var _supportsVertexTextures = _maxVertexTextures > 0;
  186. var _supportsBoneTextures = _supportsVertexTextures && extensions.get( 'OES_texture_float' );
  187. //
  188. var _vertexShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_FLOAT );
  189. var _vertexShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_FLOAT );
  190. var _fragmentShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_FLOAT );
  191. var _fragmentShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_FLOAT );
  192. var getCompressedTextureFormats = ( function () {
  193. var array;
  194. return function () {
  195. if ( array !== undefined ) {
  196. return array;
  197. }
  198. array = [];
  199. if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) || extensions.get( 'WEBGL_compressed_texture_s3tc' ) ) {
  200. var formats = _gl.getParameter( _gl.COMPRESSED_TEXTURE_FORMATS );
  201. for ( var i = 0; i < formats.length; i ++ ) {
  202. array.push( formats[ i ] );
  203. }
  204. }
  205. return array;
  206. };
  207. } )();
  208. // clamp precision to maximum available
  209. var highpAvailable = _vertexShaderPrecisionHighpFloat.precision > 0 && _fragmentShaderPrecisionHighpFloat.precision > 0;
  210. var mediumpAvailable = _vertexShaderPrecisionMediumpFloat.precision > 0 && _fragmentShaderPrecisionMediumpFloat.precision > 0;
  211. if ( _precision === 'highp' && ! highpAvailable ) {
  212. if ( mediumpAvailable ) {
  213. _precision = 'mediump';
  214. THREE.warn( 'THREE.WebGLRenderer: highp not supported, using mediump.' );
  215. } else {
  216. _precision = 'lowp';
  217. THREE.warn( 'THREE.WebGLRenderer: highp and mediump not supported, using lowp.' );
  218. }
  219. }
  220. if ( _precision === 'mediump' && ! mediumpAvailable ) {
  221. _precision = 'lowp';
  222. THREE.warn( 'THREE.WebGLRenderer: mediump not supported, using lowp.' );
  223. }
  224. // Plugins
  225. var shadowMapPlugin = new THREE.ShadowMapPlugin( this, lights, _webglObjects, _webglObjectsImmediate );
  226. var spritePlugin = new THREE.SpritePlugin( this, sprites );
  227. var lensFlarePlugin = new THREE.LensFlarePlugin( this, lensFlares );
  228. // API
  229. this.getContext = function () {
  230. return _gl;
  231. };
  232. this.forceContextLoss = function () {
  233. extensions.get( 'WEBGL_lose_context' ).loseContext();
  234. };
  235. this.supportsVertexTextures = function () {
  236. return _supportsVertexTextures;
  237. };
  238. this.supportsFloatTextures = function () {
  239. return extensions.get( 'OES_texture_float' );
  240. };
  241. this.supportsHalfFloatTextures = function () {
  242. return extensions.get( 'OES_texture_half_float' );
  243. };
  244. this.supportsStandardDerivatives = function () {
  245. return extensions.get( 'OES_standard_derivatives' );
  246. };
  247. this.supportsCompressedTextureS3TC = function () {
  248. return extensions.get( 'WEBGL_compressed_texture_s3tc' );
  249. };
  250. this.supportsCompressedTexturePVRTC = function () {
  251. return extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  252. };
  253. this.supportsBlendMinMax = function () {
  254. return extensions.get( 'EXT_blend_minmax' );
  255. };
  256. this.getMaxAnisotropy = ( function () {
  257. var value;
  258. return function () {
  259. if ( value !== undefined ) {
  260. return value;
  261. }
  262. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  263. value = extension !== null ? _gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT ) : 0;
  264. return value;
  265. }
  266. } )();
  267. this.getPrecision = function () {
  268. return _precision;
  269. };
  270. this.getPixelRatio = function () {
  271. return pixelRatio;
  272. };
  273. this.setPixelRatio = function ( value ) {
  274. pixelRatio = value;
  275. };
  276. this.setSize = function ( width, height, updateStyle ) {
  277. _canvas.width = width * pixelRatio;
  278. _canvas.height = height * pixelRatio;
  279. if ( updateStyle !== false ) {
  280. _canvas.style.width = width + 'px';
  281. _canvas.style.height = height + 'px';
  282. }
  283. this.setViewport( 0, 0, width, height );
  284. };
  285. this.setViewport = function ( x, y, width, height ) {
  286. _viewportX = x * pixelRatio;
  287. _viewportY = y * pixelRatio;
  288. _viewportWidth = width * pixelRatio;
  289. _viewportHeight = height * pixelRatio;
  290. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  291. };
  292. this.setScissor = function ( x, y, width, height ) {
  293. _gl.scissor(
  294. x * pixelRatio,
  295. y * pixelRatio,
  296. width * pixelRatio,
  297. height * pixelRatio
  298. );
  299. };
  300. this.enableScissorTest = function ( enable ) {
  301. enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );
  302. };
  303. // Clearing
  304. this.getClearColor = function () {
  305. return _clearColor;
  306. };
  307. this.setClearColor = function ( color, alpha ) {
  308. _clearColor.set( color );
  309. _clearAlpha = alpha !== undefined ? alpha : 1;
  310. glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  311. };
  312. this.getClearAlpha = function () {
  313. return _clearAlpha;
  314. };
  315. this.setClearAlpha = function ( alpha ) {
  316. _clearAlpha = alpha;
  317. glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  318. };
  319. this.clear = function ( color, depth, stencil ) {
  320. var bits = 0;
  321. if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  322. if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  323. if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  324. _gl.clear( bits );
  325. };
  326. this.clearColor = function () {
  327. _gl.clear( _gl.COLOR_BUFFER_BIT );
  328. };
  329. this.clearDepth = function () {
  330. _gl.clear( _gl.DEPTH_BUFFER_BIT );
  331. };
  332. this.clearStencil = function () {
  333. _gl.clear( _gl.STENCIL_BUFFER_BIT );
  334. };
  335. this.clearTarget = function ( renderTarget, color, depth, stencil ) {
  336. this.setRenderTarget( renderTarget );
  337. this.clear( color, depth, stencil );
  338. };
  339. // Reset
  340. this.resetGLState = resetGLState;
  341. // Buffer allocation
  342. function createParticleBuffers ( geometry ) {
  343. geometry.__webglVertexBuffer = _gl.createBuffer();
  344. geometry.__webglColorBuffer = _gl.createBuffer();
  345. _this.info.memory.geometries ++;
  346. };
  347. function createLineBuffers ( geometry ) {
  348. geometry.__webglVertexBuffer = _gl.createBuffer();
  349. geometry.__webglColorBuffer = _gl.createBuffer();
  350. geometry.__webglLineDistanceBuffer = _gl.createBuffer();
  351. _this.info.memory.geometries ++;
  352. };
  353. function createMeshBuffers ( geometryGroup ) {
  354. geometryGroup.__webglVertexBuffer = _gl.createBuffer();
  355. geometryGroup.__webglNormalBuffer = _gl.createBuffer();
  356. geometryGroup.__webglTangentBuffer = _gl.createBuffer();
  357. geometryGroup.__webglColorBuffer = _gl.createBuffer();
  358. geometryGroup.__webglUVBuffer = _gl.createBuffer();
  359. geometryGroup.__webglUV2Buffer = _gl.createBuffer();
  360. geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
  361. geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
  362. geometryGroup.__webglFaceBuffer = _gl.createBuffer();
  363. geometryGroup.__webglLineBuffer = _gl.createBuffer();
  364. var numMorphTargets = geometryGroup.numMorphTargets;
  365. if ( numMorphTargets ) {
  366. geometryGroup.__webglMorphTargetsBuffers = [];
  367. for ( var m = 0, ml = numMorphTargets; m < ml; m ++ ) {
  368. geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
  369. }
  370. }
  371. var numMorphNormals = geometryGroup.numMorphNormals;
  372. if ( numMorphNormals ) {
  373. geometryGroup.__webglMorphNormalsBuffers = [];
  374. for ( var m = 0, ml = numMorphNormals; m < ml; m ++ ) {
  375. geometryGroup.__webglMorphNormalsBuffers.push( _gl.createBuffer() );
  376. }
  377. }
  378. _this.info.memory.geometries ++;
  379. };
  380. // Events
  381. var onObjectRemoved = function ( event ) {
  382. var object = event.target;
  383. object.traverse( function ( child ) {
  384. child.removeEventListener( 'remove', onObjectRemoved );
  385. removeObject( child );
  386. } );
  387. };
  388. var onGeometryDispose = function ( event ) {
  389. var geometry = event.target;
  390. geometry.removeEventListener( 'dispose', onGeometryDispose );
  391. deallocateGeometry( geometry );
  392. };
  393. var onTextureDispose = function ( event ) {
  394. var texture = event.target;
  395. texture.removeEventListener( 'dispose', onTextureDispose );
  396. deallocateTexture( texture );
  397. _this.info.memory.textures --;
  398. };
  399. var onRenderTargetDispose = function ( event ) {
  400. var renderTarget = event.target;
  401. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  402. deallocateRenderTarget( renderTarget );
  403. _this.info.memory.textures --;
  404. };
  405. var onMaterialDispose = function ( event ) {
  406. var material = event.target;
  407. material.removeEventListener( 'dispose', onMaterialDispose );
  408. deallocateMaterial( material );
  409. };
  410. // Buffer deallocation
  411. var deleteBuffers = function ( geometry ) {
  412. var buffers = [
  413. '__webglVertexBuffer',
  414. '__webglNormalBuffer',
  415. '__webglTangentBuffer',
  416. '__webglColorBuffer',
  417. '__webglUVBuffer',
  418. '__webglUV2Buffer',
  419. '__webglSkinIndicesBuffer',
  420. '__webglSkinWeightsBuffer',
  421. '__webglFaceBuffer',
  422. '__webglLineBuffer',
  423. '__webglLineDistanceBuffer'
  424. ];
  425. for ( var i = 0, l = buffers.length; i < l; i ++ ) {
  426. var name = buffers[ i ];
  427. if ( geometry[ name ] !== undefined ) {
  428. _gl.deleteBuffer( geometry[ name ] );
  429. delete geometry[ name ];
  430. }
  431. }
  432. // custom attributes
  433. if ( geometry.__webglCustomAttributesList !== undefined ) {
  434. for ( var name in geometry.__webglCustomAttributesList ) {
  435. _gl.deleteBuffer( geometry.__webglCustomAttributesList[ name ].buffer );
  436. }
  437. delete geometry.__webglCustomAttributesList;
  438. }
  439. _this.info.memory.geometries --;
  440. };
  441. var deallocateGeometry = function ( geometry ) {
  442. delete geometry.__webglInit;
  443. if ( geometry instanceof THREE.BufferGeometry ) {
  444. for ( var name in geometry.attributes ) {
  445. var attribute = geometry.attributes[ name ];
  446. if ( attribute.buffer !== undefined ) {
  447. _gl.deleteBuffer( attribute.buffer );
  448. delete attribute.buffer;
  449. }
  450. }
  451. _this.info.memory.geometries --;
  452. } else {
  453. var geometryGroupsList = geometryGroups[ geometry.id ];
  454. if ( geometryGroupsList !== undefined ) {
  455. for ( var i = 0, l = geometryGroupsList.length; i < l; i ++ ) {
  456. var geometryGroup = geometryGroupsList[ i ];
  457. if ( geometryGroup.numMorphTargets !== undefined ) {
  458. for ( var m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  459. _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
  460. }
  461. delete geometryGroup.__webglMorphTargetsBuffers;
  462. }
  463. if ( geometryGroup.numMorphNormals !== undefined ) {
  464. for ( var m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  465. _gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] );
  466. }
  467. delete geometryGroup.__webglMorphNormalsBuffers;
  468. }
  469. deleteBuffers( geometryGroup );
  470. }
  471. delete geometryGroups[ geometry.id ];
  472. } else {
  473. deleteBuffers( geometry );
  474. }
  475. }
  476. // TOFIX: Workaround for deleted geometry being currently bound
  477. _currentGeometryProgram = '';
  478. };
  479. var deallocateTexture = function ( texture ) {
  480. if ( texture.image && texture.image.__webglTextureCube ) {
  481. // cube texture
  482. _gl.deleteTexture( texture.image.__webglTextureCube );
  483. delete texture.image.__webglTextureCube;
  484. } else {
  485. // 2D texture
  486. if ( texture.__webglInit === undefined ) return;
  487. _gl.deleteTexture( texture.__webglTexture );
  488. delete texture.__webglTexture;
  489. delete texture.__webglInit;
  490. }
  491. };
  492. var deallocateRenderTarget = function ( renderTarget ) {
  493. if ( ! renderTarget || renderTarget.__webglTexture === undefined ) return;
  494. _gl.deleteTexture( renderTarget.__webglTexture );
  495. delete renderTarget.__webglTexture;
  496. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  497. for ( var i = 0; i < 6; i ++ ) {
  498. _gl.deleteFramebuffer( renderTarget.__webglFramebuffer[ i ] );
  499. _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer[ i ] );
  500. }
  501. } else {
  502. _gl.deleteFramebuffer( renderTarget.__webglFramebuffer );
  503. _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer );
  504. }
  505. delete renderTarget.__webglFramebuffer;
  506. delete renderTarget.__webglRenderbuffer;
  507. };
  508. var deallocateMaterial = function ( material ) {
  509. var program = material.program.program;
  510. if ( program === undefined ) return;
  511. material.program = undefined;
  512. // only deallocate GL program if this was the last use of shared program
  513. // assumed there is only single copy of any program in the _programs list
  514. // (that's how it's constructed)
  515. var i, il, programInfo;
  516. var deleteProgram = false;
  517. for ( i = 0, il = _programs.length; i < il; i ++ ) {
  518. programInfo = _programs[ i ];
  519. if ( programInfo.program === program ) {
  520. programInfo.usedTimes --;
  521. if ( programInfo.usedTimes === 0 ) {
  522. deleteProgram = true;
  523. }
  524. break;
  525. }
  526. }
  527. if ( deleteProgram === true ) {
  528. // avoid using array.splice, this is costlier than creating new array from scratch
  529. var newPrograms = [];
  530. for ( i = 0, il = _programs.length; i < il; i ++ ) {
  531. programInfo = _programs[ i ];
  532. if ( programInfo.program !== program ) {
  533. newPrograms.push( programInfo );
  534. }
  535. }
  536. _programs = newPrograms;
  537. _gl.deleteProgram( program );
  538. _this.info.memory.programs --;
  539. }
  540. };
  541. // Buffer initialization
  542. function initCustomAttributes ( object ) {
  543. var geometry = object.geometry;
  544. var material = object.material;
  545. var nvertices = geometry.vertices.length;
  546. if ( material.attributes ) {
  547. if ( geometry.__webglCustomAttributesList === undefined ) {
  548. geometry.__webglCustomAttributesList = [];
  549. }
  550. for ( var name in material.attributes ) {
  551. var attribute = material.attributes[ name ];
  552. if ( ! attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  553. attribute.__webglInitialized = true;
  554. var size = 1; // "f" and "i"
  555. if ( attribute.type === 'v2' ) size = 2;
  556. else if ( attribute.type === 'v3' ) size = 3;
  557. else if ( attribute.type === 'v4' ) size = 4;
  558. else if ( attribute.type === 'c' ) size = 3;
  559. attribute.size = size;
  560. attribute.array = new Float32Array( nvertices * size );
  561. attribute.buffer = _gl.createBuffer();
  562. attribute.buffer.belongsToAttribute = name;
  563. attribute.needsUpdate = true;
  564. }
  565. geometry.__webglCustomAttributesList.push( attribute );
  566. }
  567. }
  568. };
  569. function initParticleBuffers ( geometry, object ) {
  570. var nvertices = geometry.vertices.length;
  571. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  572. geometry.__colorArray = new Float32Array( nvertices * 3 );
  573. geometry.__webglParticleCount = nvertices;
  574. initCustomAttributes( object );
  575. };
  576. function initLineBuffers ( geometry, object ) {
  577. var nvertices = geometry.vertices.length;
  578. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  579. geometry.__colorArray = new Float32Array( nvertices * 3 );
  580. geometry.__lineDistanceArray = new Float32Array( nvertices * 1 );
  581. geometry.__webglLineCount = nvertices;
  582. initCustomAttributes( object );
  583. };
  584. function initMeshBuffers ( geometryGroup, object ) {
  585. var geometry = object.geometry,
  586. faces3 = geometryGroup.faces3,
  587. nvertices = faces3.length * 3,
  588. ntris = faces3.length * 1,
  589. nlines = faces3.length * 3,
  590. material = getBufferMaterial( object, geometryGroup );
  591. geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
  592. geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
  593. geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
  594. geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
  595. if ( geometry.faceVertexUvs.length > 1 ) {
  596. geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
  597. }
  598. if ( geometry.hasTangents ) {
  599. geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
  600. }
  601. if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
  602. geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
  603. geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
  604. }
  605. var UintArray = extensions.get( 'OES_element_index_uint' ) !== null && ntris > 21845 ? Uint32Array : Uint16Array; // 65535 / 3
  606. geometryGroup.__typeArray = UintArray;
  607. geometryGroup.__faceArray = new UintArray( ntris * 3 );
  608. geometryGroup.__lineArray = new UintArray( nlines * 2 );
  609. var numMorphTargets = geometryGroup.numMorphTargets;
  610. if ( numMorphTargets ) {
  611. geometryGroup.__morphTargetsArrays = [];
  612. for ( var m = 0, ml = numMorphTargets; m < ml; m ++ ) {
  613. geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
  614. }
  615. }
  616. var numMorphNormals = geometryGroup.numMorphNormals;
  617. if ( numMorphNormals ) {
  618. geometryGroup.__morphNormalsArrays = [];
  619. for ( var m = 0, ml = numMorphNormals; m < ml; m ++ ) {
  620. geometryGroup.__morphNormalsArrays.push( new Float32Array( nvertices * 3 ) );
  621. }
  622. }
  623. geometryGroup.__webglFaceCount = ntris * 3;
  624. geometryGroup.__webglLineCount = nlines * 2;
  625. // custom attributes
  626. if ( material.attributes ) {
  627. if ( geometryGroup.__webglCustomAttributesList === undefined ) {
  628. geometryGroup.__webglCustomAttributesList = [];
  629. }
  630. for ( var name in material.attributes ) {
  631. // Do a shallow copy of the attribute object so different geometryGroup chunks use different
  632. // attribute buffers which are correctly indexed in the setMeshBuffers function
  633. var originalAttribute = material.attributes[ name ];
  634. var attribute = {};
  635. for ( var property in originalAttribute ) {
  636. attribute[ property ] = originalAttribute[ property ];
  637. }
  638. if ( ! attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  639. attribute.__webglInitialized = true;
  640. var size = 1; // "f" and "i"
  641. if ( attribute.type === 'v2' ) size = 2;
  642. else if ( attribute.type === 'v3' ) size = 3;
  643. else if ( attribute.type === 'v4' ) size = 4;
  644. else if ( attribute.type === 'c' ) size = 3;
  645. attribute.size = size;
  646. attribute.array = new Float32Array( nvertices * size );
  647. attribute.buffer = _gl.createBuffer();
  648. attribute.buffer.belongsToAttribute = name;
  649. originalAttribute.needsUpdate = true;
  650. attribute.__original = originalAttribute;
  651. }
  652. geometryGroup.__webglCustomAttributesList.push( attribute );
  653. }
  654. }
  655. geometryGroup.__inittedArrays = true;
  656. };
  657. function getBufferMaterial( object, geometryGroup ) {
  658. return object.material instanceof THREE.MeshFaceMaterial
  659. ? object.material.materials[ geometryGroup.materialIndex ]
  660. : object.material;
  661. }
  662. function materialNeedsFaceNormals ( material ) {
  663. return material instanceof THREE.MeshPhongMaterial === false && material.shading === THREE.FlatShading;
  664. }
  665. // Buffer setting
  666. function setParticleBuffers ( geometry, hint, object ) {
  667. var v, c, vertex, offset, color,
  668. vertices = geometry.vertices,
  669. vl = vertices.length,
  670. colors = geometry.colors,
  671. cl = colors.length,
  672. vertexArray = geometry.__vertexArray,
  673. colorArray = geometry.__colorArray,
  674. dirtyVertices = geometry.verticesNeedUpdate,
  675. dirtyColors = geometry.colorsNeedUpdate,
  676. customAttributes = geometry.__webglCustomAttributesList,
  677. i, il,
  678. ca, cal, value,
  679. customAttribute;
  680. if ( dirtyVertices ) {
  681. for ( v = 0; v < vl; v ++ ) {
  682. vertex = vertices[ v ];
  683. offset = v * 3;
  684. vertexArray[ offset ] = vertex.x;
  685. vertexArray[ offset + 1 ] = vertex.y;
  686. vertexArray[ offset + 2 ] = vertex.z;
  687. }
  688. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  689. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  690. }
  691. if ( dirtyColors ) {
  692. for ( c = 0; c < cl; c ++ ) {
  693. color = colors[ c ];
  694. offset = c * 3;
  695. colorArray[ offset ] = color.r;
  696. colorArray[ offset + 1 ] = color.g;
  697. colorArray[ offset + 2 ] = color.b;
  698. }
  699. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  700. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  701. }
  702. if ( customAttributes ) {
  703. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  704. customAttribute = customAttributes[ i ];
  705. if ( customAttribute.needsUpdate && ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) ) {
  706. cal = customAttribute.value.length;
  707. offset = 0;
  708. if ( customAttribute.size === 1 ) {
  709. for ( ca = 0; ca < cal; ca ++ ) {
  710. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  711. }
  712. } else if ( customAttribute.size === 2 ) {
  713. for ( ca = 0; ca < cal; ca ++ ) {
  714. value = customAttribute.value[ ca ];
  715. customAttribute.array[ offset ] = value.x;
  716. customAttribute.array[ offset + 1 ] = value.y;
  717. offset += 2;
  718. }
  719. } else if ( customAttribute.size === 3 ) {
  720. if ( customAttribute.type === 'c' ) {
  721. for ( ca = 0; ca < cal; ca ++ ) {
  722. value = customAttribute.value[ ca ];
  723. customAttribute.array[ offset ] = value.r;
  724. customAttribute.array[ offset + 1 ] = value.g;
  725. customAttribute.array[ offset + 2 ] = value.b;
  726. offset += 3;
  727. }
  728. } else {
  729. for ( ca = 0; ca < cal; ca ++ ) {
  730. value = customAttribute.value[ ca ];
  731. customAttribute.array[ offset ] = value.x;
  732. customAttribute.array[ offset + 1 ] = value.y;
  733. customAttribute.array[ offset + 2 ] = value.z;
  734. offset += 3;
  735. }
  736. }
  737. } else if ( customAttribute.size === 4 ) {
  738. for ( ca = 0; ca < cal; ca ++ ) {
  739. value = customAttribute.value[ ca ];
  740. customAttribute.array[ offset ] = value.x;
  741. customAttribute.array[ offset + 1 ] = value.y;
  742. customAttribute.array[ offset + 2 ] = value.z;
  743. customAttribute.array[ offset + 3 ] = value.w;
  744. offset += 4;
  745. }
  746. }
  747. }
  748. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  749. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  750. customAttribute.needsUpdate = false;
  751. }
  752. }
  753. }
  754. function setLineBuffers ( geometry, hint ) {
  755. var v, c, d, vertex, offset, color,
  756. vertices = geometry.vertices,
  757. colors = geometry.colors,
  758. lineDistances = geometry.lineDistances,
  759. vl = vertices.length,
  760. cl = colors.length,
  761. dl = lineDistances.length,
  762. vertexArray = geometry.__vertexArray,
  763. colorArray = geometry.__colorArray,
  764. lineDistanceArray = geometry.__lineDistanceArray,
  765. dirtyVertices = geometry.verticesNeedUpdate,
  766. dirtyColors = geometry.colorsNeedUpdate,
  767. dirtyLineDistances = geometry.lineDistancesNeedUpdate,
  768. customAttributes = geometry.__webglCustomAttributesList,
  769. i, il,
  770. ca, cal, value,
  771. customAttribute;
  772. if ( dirtyVertices ) {
  773. for ( v = 0; v < vl; v ++ ) {
  774. vertex = vertices[ v ];
  775. offset = v * 3;
  776. vertexArray[ offset ] = vertex.x;
  777. vertexArray[ offset + 1 ] = vertex.y;
  778. vertexArray[ offset + 2 ] = vertex.z;
  779. }
  780. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  781. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  782. }
  783. if ( dirtyColors ) {
  784. for ( c = 0; c < cl; c ++ ) {
  785. color = colors[ c ];
  786. offset = c * 3;
  787. colorArray[ offset ] = color.r;
  788. colorArray[ offset + 1 ] = color.g;
  789. colorArray[ offset + 2 ] = color.b;
  790. }
  791. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  792. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  793. }
  794. if ( dirtyLineDistances ) {
  795. for ( d = 0; d < dl; d ++ ) {
  796. lineDistanceArray[ d ] = lineDistances[ d ];
  797. }
  798. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglLineDistanceBuffer );
  799. _gl.bufferData( _gl.ARRAY_BUFFER, lineDistanceArray, hint );
  800. }
  801. if ( customAttributes ) {
  802. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  803. customAttribute = customAttributes[ i ];
  804. if ( customAttribute.needsUpdate && ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) ) {
  805. offset = 0;
  806. cal = customAttribute.value.length;
  807. if ( customAttribute.size === 1 ) {
  808. for ( ca = 0; ca < cal; ca ++ ) {
  809. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  810. }
  811. } else if ( customAttribute.size === 2 ) {
  812. for ( ca = 0; ca < cal; ca ++ ) {
  813. value = customAttribute.value[ ca ];
  814. customAttribute.array[ offset ] = value.x;
  815. customAttribute.array[ offset + 1 ] = value.y;
  816. offset += 2;
  817. }
  818. } else if ( customAttribute.size === 3 ) {
  819. if ( customAttribute.type === 'c' ) {
  820. for ( ca = 0; ca < cal; ca ++ ) {
  821. value = customAttribute.value[ ca ];
  822. customAttribute.array[ offset ] = value.r;
  823. customAttribute.array[ offset + 1 ] = value.g;
  824. customAttribute.array[ offset + 2 ] = value.b;
  825. offset += 3;
  826. }
  827. } else {
  828. for ( ca = 0; ca < cal; ca ++ ) {
  829. value = customAttribute.value[ ca ];
  830. customAttribute.array[ offset ] = value.x;
  831. customAttribute.array[ offset + 1 ] = value.y;
  832. customAttribute.array[ offset + 2 ] = value.z;
  833. offset += 3;
  834. }
  835. }
  836. } else if ( customAttribute.size === 4 ) {
  837. for ( ca = 0; ca < cal; ca ++ ) {
  838. value = customAttribute.value[ ca ];
  839. customAttribute.array[ offset ] = value.x;
  840. customAttribute.array[ offset + 1 ] = value.y;
  841. customAttribute.array[ offset + 2 ] = value.z;
  842. customAttribute.array[ offset + 3 ] = value.w;
  843. offset += 4;
  844. }
  845. }
  846. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  847. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  848. customAttribute.needsUpdate = false;
  849. }
  850. }
  851. }
  852. }
  853. function setMeshBuffers( geometryGroup, object, hint, dispose, material ) {
  854. if ( ! geometryGroup.__inittedArrays ) {
  855. return;
  856. }
  857. var needsFaceNormals = materialNeedsFaceNormals( material );
  858. var f, fl, fi, face,
  859. vertexNormals, faceNormal,
  860. vertexColors, faceColor,
  861. vertexTangents,
  862. uv, uv2, v1, v2, v3, t1, t2, t3, n1, n2, n3,
  863. c1, c2, c3,
  864. sw1, sw2, sw3,
  865. si1, si2, si3,
  866. i, il,
  867. vn, uvi, uv2i,
  868. vk, vkl, vka,
  869. nka, chf, faceVertexNormals,
  870. vertexIndex = 0,
  871. offset = 0,
  872. offset_uv = 0,
  873. offset_uv2 = 0,
  874. offset_face = 0,
  875. offset_normal = 0,
  876. offset_tangent = 0,
  877. offset_line = 0,
  878. offset_color = 0,
  879. offset_skin = 0,
  880. offset_morphTarget = 0,
  881. offset_custom = 0,
  882. value,
  883. vertexArray = geometryGroup.__vertexArray,
  884. uvArray = geometryGroup.__uvArray,
  885. uv2Array = geometryGroup.__uv2Array,
  886. normalArray = geometryGroup.__normalArray,
  887. tangentArray = geometryGroup.__tangentArray,
  888. colorArray = geometryGroup.__colorArray,
  889. skinIndexArray = geometryGroup.__skinIndexArray,
  890. skinWeightArray = geometryGroup.__skinWeightArray,
  891. morphTargetsArrays = geometryGroup.__morphTargetsArrays,
  892. morphNormalsArrays = geometryGroup.__morphNormalsArrays,
  893. customAttributes = geometryGroup.__webglCustomAttributesList,
  894. customAttribute,
  895. faceArray = geometryGroup.__faceArray,
  896. lineArray = geometryGroup.__lineArray,
  897. geometry = object.geometry, // this is shared for all chunks
  898. dirtyVertices = geometry.verticesNeedUpdate,
  899. dirtyElements = geometry.elementsNeedUpdate,
  900. dirtyUvs = geometry.uvsNeedUpdate,
  901. dirtyNormals = geometry.normalsNeedUpdate,
  902. dirtyTangents = geometry.tangentsNeedUpdate,
  903. dirtyColors = geometry.colorsNeedUpdate,
  904. dirtyMorphTargets = geometry.morphTargetsNeedUpdate,
  905. vertices = geometry.vertices,
  906. chunk_faces3 = geometryGroup.faces3,
  907. obj_faces = geometry.faces,
  908. obj_uvs = geometry.faceVertexUvs[ 0 ],
  909. obj_uvs2 = geometry.faceVertexUvs[ 1 ],
  910. obj_skinIndices = geometry.skinIndices,
  911. obj_skinWeights = geometry.skinWeights,
  912. morphTargets = geometry.morphTargets,
  913. morphNormals = geometry.morphNormals;
  914. if ( dirtyVertices ) {
  915. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  916. face = obj_faces[ chunk_faces3[ f ] ];
  917. v1 = vertices[ face.a ];
  918. v2 = vertices[ face.b ];
  919. v3 = vertices[ face.c ];
  920. vertexArray[ offset ] = v1.x;
  921. vertexArray[ offset + 1 ] = v1.y;
  922. vertexArray[ offset + 2 ] = v1.z;
  923. vertexArray[ offset + 3 ] = v2.x;
  924. vertexArray[ offset + 4 ] = v2.y;
  925. vertexArray[ offset + 5 ] = v2.z;
  926. vertexArray[ offset + 6 ] = v3.x;
  927. vertexArray[ offset + 7 ] = v3.y;
  928. vertexArray[ offset + 8 ] = v3.z;
  929. offset += 9;
  930. }
  931. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  932. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  933. }
  934. if ( dirtyMorphTargets ) {
  935. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  936. offset_morphTarget = 0;
  937. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  938. chf = chunk_faces3[ f ];
  939. face = obj_faces[ chf ];
  940. // morph positions
  941. v1 = morphTargets[ vk ].vertices[ face.a ];
  942. v2 = morphTargets[ vk ].vertices[ face.b ];
  943. v3 = morphTargets[ vk ].vertices[ face.c ];
  944. vka = morphTargetsArrays[ vk ];
  945. vka[ offset_morphTarget ] = v1.x;
  946. vka[ offset_morphTarget + 1 ] = v1.y;
  947. vka[ offset_morphTarget + 2 ] = v1.z;
  948. vka[ offset_morphTarget + 3 ] = v2.x;
  949. vka[ offset_morphTarget + 4 ] = v2.y;
  950. vka[ offset_morphTarget + 5 ] = v2.z;
  951. vka[ offset_morphTarget + 6 ] = v3.x;
  952. vka[ offset_morphTarget + 7 ] = v3.y;
  953. vka[ offset_morphTarget + 8 ] = v3.z;
  954. // morph normals
  955. if ( material.morphNormals ) {
  956. if ( needsFaceNormals ) {
  957. n1 = morphNormals[ vk ].faceNormals[ chf ];
  958. n2 = n1;
  959. n3 = n1;
  960. } else {
  961. faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];
  962. n1 = faceVertexNormals.a;
  963. n2 = faceVertexNormals.b;
  964. n3 = faceVertexNormals.c;
  965. }
  966. nka = morphNormalsArrays[ vk ];
  967. nka[ offset_morphTarget ] = n1.x;
  968. nka[ offset_morphTarget + 1 ] = n1.y;
  969. nka[ offset_morphTarget + 2 ] = n1.z;
  970. nka[ offset_morphTarget + 3 ] = n2.x;
  971. nka[ offset_morphTarget + 4 ] = n2.y;
  972. nka[ offset_morphTarget + 5 ] = n2.z;
  973. nka[ offset_morphTarget + 6 ] = n3.x;
  974. nka[ offset_morphTarget + 7 ] = n3.y;
  975. nka[ offset_morphTarget + 8 ] = n3.z;
  976. }
  977. //
  978. offset_morphTarget += 9;
  979. }
  980. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
  981. _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
  982. if ( material.morphNormals ) {
  983. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ vk ] );
  984. _gl.bufferData( _gl.ARRAY_BUFFER, morphNormalsArrays[ vk ], hint );
  985. }
  986. }
  987. }
  988. if ( obj_skinWeights.length ) {
  989. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  990. face = obj_faces[ chunk_faces3[ f ] ];
  991. // weights
  992. sw1 = obj_skinWeights[ face.a ];
  993. sw2 = obj_skinWeights[ face.b ];
  994. sw3 = obj_skinWeights[ face.c ];
  995. skinWeightArray[ offset_skin ] = sw1.x;
  996. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  997. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  998. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  999. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  1000. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  1001. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  1002. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  1003. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  1004. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  1005. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  1006. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  1007. // indices
  1008. si1 = obj_skinIndices[ face.a ];
  1009. si2 = obj_skinIndices[ face.b ];
  1010. si3 = obj_skinIndices[ face.c ];
  1011. skinIndexArray[ offset_skin ] = si1.x;
  1012. skinIndexArray[ offset_skin + 1 ] = si1.y;
  1013. skinIndexArray[ offset_skin + 2 ] = si1.z;
  1014. skinIndexArray[ offset_skin + 3 ] = si1.w;
  1015. skinIndexArray[ offset_skin + 4 ] = si2.x;
  1016. skinIndexArray[ offset_skin + 5 ] = si2.y;
  1017. skinIndexArray[ offset_skin + 6 ] = si2.z;
  1018. skinIndexArray[ offset_skin + 7 ] = si2.w;
  1019. skinIndexArray[ offset_skin + 8 ] = si3.x;
  1020. skinIndexArray[ offset_skin + 9 ] = si3.y;
  1021. skinIndexArray[ offset_skin + 10 ] = si3.z;
  1022. skinIndexArray[ offset_skin + 11 ] = si3.w;
  1023. offset_skin += 12;
  1024. }
  1025. if ( offset_skin > 0 ) {
  1026. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1027. _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
  1028. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1029. _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
  1030. }
  1031. }
  1032. if ( dirtyColors ) {
  1033. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1034. face = obj_faces[ chunk_faces3[ f ] ];
  1035. vertexColors = face.vertexColors;
  1036. faceColor = face.color;
  1037. if ( vertexColors.length === 3 && material.vertexColors === THREE.VertexColors ) {
  1038. c1 = vertexColors[ 0 ];
  1039. c2 = vertexColors[ 1 ];
  1040. c3 = vertexColors[ 2 ];
  1041. } else {
  1042. c1 = faceColor;
  1043. c2 = faceColor;
  1044. c3 = faceColor;
  1045. }
  1046. colorArray[ offset_color ] = c1.r;
  1047. colorArray[ offset_color + 1 ] = c1.g;
  1048. colorArray[ offset_color + 2 ] = c1.b;
  1049. colorArray[ offset_color + 3 ] = c2.r;
  1050. colorArray[ offset_color + 4 ] = c2.g;
  1051. colorArray[ offset_color + 5 ] = c2.b;
  1052. colorArray[ offset_color + 6 ] = c3.r;
  1053. colorArray[ offset_color + 7 ] = c3.g;
  1054. colorArray[ offset_color + 8 ] = c3.b;
  1055. offset_color += 9;
  1056. }
  1057. if ( offset_color > 0 ) {
  1058. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1059. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1060. }
  1061. }
  1062. if ( dirtyTangents && geometry.hasTangents ) {
  1063. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1064. face = obj_faces[ chunk_faces3[ f ] ];
  1065. vertexTangents = face.vertexTangents;
  1066. t1 = vertexTangents[ 0 ];
  1067. t2 = vertexTangents[ 1 ];
  1068. t3 = vertexTangents[ 2 ];
  1069. tangentArray[ offset_tangent ] = t1.x;
  1070. tangentArray[ offset_tangent + 1 ] = t1.y;
  1071. tangentArray[ offset_tangent + 2 ] = t1.z;
  1072. tangentArray[ offset_tangent + 3 ] = t1.w;
  1073. tangentArray[ offset_tangent + 4 ] = t2.x;
  1074. tangentArray[ offset_tangent + 5 ] = t2.y;
  1075. tangentArray[ offset_tangent + 6 ] = t2.z;
  1076. tangentArray[ offset_tangent + 7 ] = t2.w;
  1077. tangentArray[ offset_tangent + 8 ] = t3.x;
  1078. tangentArray[ offset_tangent + 9 ] = t3.y;
  1079. tangentArray[ offset_tangent + 10 ] = t3.z;
  1080. tangentArray[ offset_tangent + 11 ] = t3.w;
  1081. offset_tangent += 12;
  1082. }
  1083. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1084. _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
  1085. }
  1086. if ( dirtyNormals ) {
  1087. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1088. face = obj_faces[ chunk_faces3[ f ] ];
  1089. vertexNormals = face.vertexNormals;
  1090. faceNormal = face.normal;
  1091. if ( vertexNormals.length === 3 && needsFaceNormals === false ) {
  1092. for ( i = 0; i < 3; i ++ ) {
  1093. vn = vertexNormals[ i ];
  1094. normalArray[ offset_normal ] = vn.x;
  1095. normalArray[ offset_normal + 1 ] = vn.y;
  1096. normalArray[ offset_normal + 2 ] = vn.z;
  1097. offset_normal += 3;
  1098. }
  1099. } else {
  1100. for ( i = 0; i < 3; i ++ ) {
  1101. normalArray[ offset_normal ] = faceNormal.x;
  1102. normalArray[ offset_normal + 1 ] = faceNormal.y;
  1103. normalArray[ offset_normal + 2 ] = faceNormal.z;
  1104. offset_normal += 3;
  1105. }
  1106. }
  1107. }
  1108. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1109. _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
  1110. }
  1111. if ( dirtyUvs && obj_uvs ) {
  1112. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1113. fi = chunk_faces3[ f ];
  1114. uv = obj_uvs[ fi ];
  1115. if ( uv === undefined ) continue;
  1116. for ( i = 0; i < 3; i ++ ) {
  1117. uvi = uv[ i ];
  1118. uvArray[ offset_uv ] = uvi.x;
  1119. uvArray[ offset_uv + 1 ] = uvi.y;
  1120. offset_uv += 2;
  1121. }
  1122. }
  1123. if ( offset_uv > 0 ) {
  1124. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1125. _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
  1126. }
  1127. }
  1128. if ( dirtyUvs && obj_uvs2 ) {
  1129. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1130. fi = chunk_faces3[ f ];
  1131. uv2 = obj_uvs2[ fi ];
  1132. if ( uv2 === undefined ) continue;
  1133. for ( i = 0; i < 3; i ++ ) {
  1134. uv2i = uv2[ i ];
  1135. uv2Array[ offset_uv2 ] = uv2i.x;
  1136. uv2Array[ offset_uv2 + 1 ] = uv2i.y;
  1137. offset_uv2 += 2;
  1138. }
  1139. }
  1140. if ( offset_uv2 > 0 ) {
  1141. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1142. _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
  1143. }
  1144. }
  1145. if ( dirtyElements ) {
  1146. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1147. faceArray[ offset_face ] = vertexIndex;
  1148. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  1149. faceArray[ offset_face + 2 ] = vertexIndex + 2;
  1150. offset_face += 3;
  1151. lineArray[ offset_line ] = vertexIndex;
  1152. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  1153. lineArray[ offset_line + 2 ] = vertexIndex;
  1154. lineArray[ offset_line + 3 ] = vertexIndex + 2;
  1155. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  1156. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  1157. offset_line += 6;
  1158. vertexIndex += 3;
  1159. }
  1160. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1161. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
  1162. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1163. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
  1164. }
  1165. if ( customAttributes ) {
  1166. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  1167. customAttribute = customAttributes[ i ];
  1168. if ( ! customAttribute.__original.needsUpdate ) continue;
  1169. offset_custom = 0;
  1170. if ( customAttribute.size === 1 ) {
  1171. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
  1172. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1173. face = obj_faces[ chunk_faces3[ f ] ];
  1174. customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
  1175. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  1176. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  1177. offset_custom += 3;
  1178. }
  1179. } else if ( customAttribute.boundTo === 'faces' ) {
  1180. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1181. value = customAttribute.value[ chunk_faces3[ f ] ];
  1182. customAttribute.array[ offset_custom ] = value;
  1183. customAttribute.array[ offset_custom + 1 ] = value;
  1184. customAttribute.array[ offset_custom + 2 ] = value;
  1185. offset_custom += 3;
  1186. }
  1187. }
  1188. } else if ( customAttribute.size === 2 ) {
  1189. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
  1190. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1191. face = obj_faces[ chunk_faces3[ f ] ];
  1192. v1 = customAttribute.value[ face.a ];
  1193. v2 = customAttribute.value[ face.b ];
  1194. v3 = customAttribute.value[ face.c ];
  1195. customAttribute.array[ offset_custom ] = v1.x;
  1196. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1197. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1198. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1199. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1200. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1201. offset_custom += 6;
  1202. }
  1203. } else if ( customAttribute.boundTo === 'faces' ) {
  1204. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1205. value = customAttribute.value[ chunk_faces3[ f ] ];
  1206. v1 = value;
  1207. v2 = value;
  1208. v3 = value;
  1209. customAttribute.array[ offset_custom ] = v1.x;
  1210. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1211. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1212. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1213. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1214. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1215. offset_custom += 6;
  1216. }
  1217. }
  1218. } else if ( customAttribute.size === 3 ) {
  1219. var pp;
  1220. if ( customAttribute.type === 'c' ) {
  1221. pp = [ 'r', 'g', 'b' ];
  1222. } else {
  1223. pp = [ 'x', 'y', 'z' ];
  1224. }
  1225. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
  1226. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1227. face = obj_faces[ chunk_faces3[ f ] ];
  1228. v1 = customAttribute.value[ face.a ];
  1229. v2 = customAttribute.value[ face.b ];
  1230. v3 = customAttribute.value[ face.c ];
  1231. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1232. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1233. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1234. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1235. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1236. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1237. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1238. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1239. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1240. offset_custom += 9;
  1241. }
  1242. } else if ( customAttribute.boundTo === 'faces' ) {
  1243. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1244. value = customAttribute.value[ chunk_faces3[ f ] ];
  1245. v1 = value;
  1246. v2 = value;
  1247. v3 = value;
  1248. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1249. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1250. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1251. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1252. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1253. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1254. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1255. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1256. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1257. offset_custom += 9;
  1258. }
  1259. } else if ( customAttribute.boundTo === 'faceVertices' ) {
  1260. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1261. value = customAttribute.value[ chunk_faces3[ f ] ];
  1262. v1 = value[ 0 ];
  1263. v2 = value[ 1 ];
  1264. v3 = value[ 2 ];
  1265. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1266. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1267. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1268. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1269. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1270. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1271. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1272. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1273. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1274. offset_custom += 9;
  1275. }
  1276. }
  1277. } else if ( customAttribute.size === 4 ) {
  1278. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
  1279. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1280. face = obj_faces[ chunk_faces3[ f ] ];
  1281. v1 = customAttribute.value[ face.a ];
  1282. v2 = customAttribute.value[ face.b ];
  1283. v3 = customAttribute.value[ face.c ];
  1284. customAttribute.array[ offset_custom ] = v1.x;
  1285. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1286. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1287. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1288. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1289. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1290. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1291. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1292. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1293. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1294. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1295. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1296. offset_custom += 12;
  1297. }
  1298. } else if ( customAttribute.boundTo === 'faces' ) {
  1299. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1300. value = customAttribute.value[ chunk_faces3[ f ] ];
  1301. v1 = value;
  1302. v2 = value;
  1303. v3 = value;
  1304. customAttribute.array[ offset_custom ] = v1.x;
  1305. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1306. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1307. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1308. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1309. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1310. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1311. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1312. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1313. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1314. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1315. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1316. offset_custom += 12;
  1317. }
  1318. } else if ( customAttribute.boundTo === 'faceVertices' ) {
  1319. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1320. value = customAttribute.value[ chunk_faces3[ f ] ];
  1321. v1 = value[ 0 ];
  1322. v2 = value[ 1 ];
  1323. v3 = value[ 2 ];
  1324. customAttribute.array[ offset_custom ] = v1.x;
  1325. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1326. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1327. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1328. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1329. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1330. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1331. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1332. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1333. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1334. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1335. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1336. offset_custom += 12;
  1337. }
  1338. }
  1339. }
  1340. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  1341. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  1342. }
  1343. }
  1344. if ( dispose ) {
  1345. delete geometryGroup.__inittedArrays;
  1346. delete geometryGroup.__colorArray;
  1347. delete geometryGroup.__normalArray;
  1348. delete geometryGroup.__tangentArray;
  1349. delete geometryGroup.__uvArray;
  1350. delete geometryGroup.__uv2Array;
  1351. delete geometryGroup.__faceArray;
  1352. delete geometryGroup.__vertexArray;
  1353. delete geometryGroup.__lineArray;
  1354. delete geometryGroup.__skinIndexArray;
  1355. delete geometryGroup.__skinWeightArray;
  1356. }
  1357. };
  1358. // Buffer rendering
  1359. this.renderBufferImmediate = function ( object, program, material ) {
  1360. state.initAttributes();
  1361. if ( object.hasPositions && ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
  1362. if ( object.hasNormals && ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
  1363. if ( object.hasUvs && ! object.__webglUvBuffer ) object.__webglUvBuffer = _gl.createBuffer();
  1364. if ( object.hasColors && ! object.__webglColorBuffer ) object.__webglColorBuffer = _gl.createBuffer();
  1365. if ( object.hasPositions ) {
  1366. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
  1367. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  1368. state.enableAttribute( program.attributes.position );
  1369. _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1370. }
  1371. if ( object.hasNormals ) {
  1372. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
  1373. if ( material instanceof THREE.MeshPhongMaterial === false &&
  1374. material.shading === THREE.FlatShading ) {
  1375. var nx, ny, nz,
  1376. nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
  1377. normalArray,
  1378. i, il = object.count * 3;
  1379. for ( i = 0; i < il; i += 9 ) {
  1380. normalArray = object.normalArray;
  1381. nax = normalArray[ i ];
  1382. nay = normalArray[ i + 1 ];
  1383. naz = normalArray[ i + 2 ];
  1384. nbx = normalArray[ i + 3 ];
  1385. nby = normalArray[ i + 4 ];
  1386. nbz = normalArray[ i + 5 ];
  1387. ncx = normalArray[ i + 6 ];
  1388. ncy = normalArray[ i + 7 ];
  1389. ncz = normalArray[ i + 8 ];
  1390. nx = ( nax + nbx + ncx ) / 3;
  1391. ny = ( nay + nby + ncy ) / 3;
  1392. nz = ( naz + nbz + ncz ) / 3;
  1393. normalArray[ i ] = nx;
  1394. normalArray[ i + 1 ] = ny;
  1395. normalArray[ i + 2 ] = nz;
  1396. normalArray[ i + 3 ] = nx;
  1397. normalArray[ i + 4 ] = ny;
  1398. normalArray[ i + 5 ] = nz;
  1399. normalArray[ i + 6 ] = nx;
  1400. normalArray[ i + 7 ] = ny;
  1401. normalArray[ i + 8 ] = nz;
  1402. }
  1403. }
  1404. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  1405. state.enableAttribute( program.attributes.normal );
  1406. _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1407. }
  1408. if ( object.hasUvs && material.map ) {
  1409. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglUvBuffer );
  1410. _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
  1411. state.enableAttribute( program.attributes.uv );
  1412. _gl.vertexAttribPointer( program.attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  1413. }
  1414. if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {
  1415. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglColorBuffer );
  1416. _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
  1417. state.enableAttribute( program.attributes.color );
  1418. _gl.vertexAttribPointer( program.attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  1419. }
  1420. state.disableUnusedAttributes();
  1421. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  1422. object.count = 0;
  1423. };
  1424. function setupVertexAttributes( material, program, geometry, startIndex ) {
  1425. var geometryAttributes = geometry.attributes;
  1426. var programAttributes = program.attributes;
  1427. var programAttributesKeys = program.attributesKeys;
  1428. for ( var i = 0, l = programAttributesKeys.length; i < l; i ++ ) {
  1429. var key = programAttributesKeys[ i ];
  1430. var programAttribute = programAttributes[ key ];
  1431. if ( programAttribute >= 0 ) {
  1432. var geometryAttribute = geometryAttributes[ key ];
  1433. if ( geometryAttribute !== undefined ) {
  1434. var size = geometryAttribute.itemSize;
  1435. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryAttribute.buffer );
  1436. state.enableAttribute( programAttribute );
  1437. _gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, 0, startIndex * size * 4 ); // 4 bytes per Float32
  1438. } else if ( material.defaultAttributeValues !== undefined ) {
  1439. if ( material.defaultAttributeValues[ key ].length === 2 ) {
  1440. _gl.vertexAttrib2fv( programAttribute, material.defaultAttributeValues[ key ] );
  1441. } else if ( material.defaultAttributeValues[ key ].length === 3 ) {
  1442. _gl.vertexAttrib3fv( programAttribute, material.defaultAttributeValues[ key ] );
  1443. }
  1444. }
  1445. }
  1446. }
  1447. state.disableUnusedAttributes();
  1448. }
  1449. this.renderBufferDirect = function ( camera, lights, fog, material, geometry, object ) {
  1450. if ( material.visible === false ) return;
  1451. updateObject( object );
  1452. var program = setProgram( camera, lights, fog, material, object );
  1453. var updateBuffers = false,
  1454. wireframeBit = material.wireframe ? 1 : 0,
  1455. geometryProgram = 'direct_' + geometry.id + '_' + program.id + '_' + wireframeBit;
  1456. if ( geometryProgram !== _currentGeometryProgram ) {
  1457. _currentGeometryProgram = geometryProgram;
  1458. updateBuffers = true;
  1459. }
  1460. if ( updateBuffers ) {
  1461. state.initAttributes();
  1462. }
  1463. // render mesh
  1464. if ( object instanceof THREE.Mesh ) {
  1465. var mode = material.wireframe === true ? _gl.LINES : _gl.TRIANGLES;
  1466. var index = geometry.attributes.index;
  1467. if ( index ) {
  1468. // indexed triangles
  1469. var type, size;
  1470. if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
  1471. type = _gl.UNSIGNED_INT;
  1472. size = 4;
  1473. } else {
  1474. type = _gl.UNSIGNED_SHORT;
  1475. size = 2;
  1476. }
  1477. var offsets = geometry.offsets;
  1478. if ( offsets.length === 0 ) {
  1479. if ( updateBuffers ) {
  1480. setupVertexAttributes( material, program, geometry, 0 );
  1481. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  1482. }
  1483. _gl.drawElements( mode, index.array.length, type, 0 );
  1484. _this.info.render.calls ++;
  1485. _this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
  1486. _this.info.render.faces += index.array.length / 3;
  1487. } else {
  1488. // if there is more than 1 chunk
  1489. // must set attribute pointers to use new offsets for each chunk
  1490. // even if geometry and materials didn't change
  1491. updateBuffers = true;
  1492. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  1493. var startIndex = offsets[ i ].index;
  1494. if ( updateBuffers ) {
  1495. setupVertexAttributes( material, program, geometry, startIndex );
  1496. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  1497. }
  1498. // render indexed triangles
  1499. _gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size );
  1500. _this.info.render.calls ++;
  1501. _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
  1502. _this.info.render.faces += offsets[ i ].count / 3;
  1503. }
  1504. }
  1505. } else {
  1506. // non-indexed triangles
  1507. if ( updateBuffers ) {
  1508. setupVertexAttributes( material, program, geometry, 0 );
  1509. }
  1510. var position = geometry.attributes[ 'position' ];
  1511. // render non-indexed triangles
  1512. _gl.drawArrays( mode, 0, position.array.length / position.itemSize );
  1513. _this.info.render.calls ++;
  1514. _this.info.render.vertices += position.array.length / position.itemSize;
  1515. _this.info.render.faces += position.array.length / ( 3 * position.itemSize );
  1516. }
  1517. } else if ( object instanceof THREE.PointCloud ) {
  1518. // render particles
  1519. var mode = _gl.POINTS;
  1520. var index = geometry.attributes.index;
  1521. if ( index ) {
  1522. // indexed points
  1523. var type, size;
  1524. if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
  1525. type = _gl.UNSIGNED_INT;
  1526. size = 4;
  1527. } else {
  1528. type = _gl.UNSIGNED_SHORT;
  1529. size = 2;
  1530. }
  1531. var offsets = geometry.offsets;
  1532. if ( offsets.length === 0 ) {
  1533. if ( updateBuffers ) {
  1534. setupVertexAttributes( material, program, geometry, 0 );
  1535. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  1536. }
  1537. _gl.drawElements( mode, index.array.length, type, 0);
  1538. _this.info.render.calls ++;
  1539. _this.info.render.points += index.array.length;
  1540. } else {
  1541. // if there is more than 1 chunk
  1542. // must set attribute pointers to use new offsets for each chunk
  1543. // even if geometry and materials didn't change
  1544. if ( offsets.length > 1 ) updateBuffers = true;
  1545. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  1546. var startIndex = offsets[ i ].index;
  1547. if ( updateBuffers ) {
  1548. setupVertexAttributes( material, program, geometry, startIndex );
  1549. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  1550. }
  1551. // render indexed points
  1552. _gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size );
  1553. _this.info.render.calls ++;
  1554. _this.info.render.points += offsets[ i ].count;
  1555. }
  1556. }
  1557. } else {
  1558. // non-indexed points
  1559. if ( updateBuffers ) {
  1560. setupVertexAttributes( material, program, geometry, 0 );
  1561. }
  1562. var position = geometry.attributes.position;
  1563. var offsets = geometry.offsets;
  1564. if ( offsets.length === 0 ) {
  1565. _gl.drawArrays( mode, 0, position.array.length / 3 );
  1566. _this.info.render.calls ++;
  1567. _this.info.render.points += position.array.length / 3;
  1568. } else {
  1569. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  1570. _gl.drawArrays( mode, offsets[ i ].index, offsets[ i ].count );
  1571. _this.info.render.calls ++;
  1572. _this.info.render.points += offsets[ i ].count;
  1573. }
  1574. }
  1575. }
  1576. } else if ( object instanceof THREE.Line ) {
  1577. var mode = ( object.mode === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  1578. state.setLineWidth( material.linewidth * pixelRatio );
  1579. var index = geometry.attributes.index;
  1580. if ( index ) {
  1581. // indexed lines
  1582. var type, size;
  1583. if ( index.array instanceof Uint32Array ) {
  1584. type = _gl.UNSIGNED_INT;
  1585. size = 4;
  1586. } else {
  1587. type = _gl.UNSIGNED_SHORT;
  1588. size = 2;
  1589. }
  1590. var offsets = geometry.offsets;
  1591. if ( offsets.length === 0 ) {
  1592. if ( updateBuffers ) {
  1593. setupVertexAttributes( material, program, geometry, 0 );
  1594. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  1595. }
  1596. _gl.drawElements( mode, index.array.length, type, 0 ); // 2 bytes per Uint16Array
  1597. _this.info.render.calls ++;
  1598. _this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
  1599. } else {
  1600. // if there is more than 1 chunk
  1601. // must set attribute pointers to use new offsets for each chunk
  1602. // even if geometry and materials didn't change
  1603. if ( offsets.length > 1 ) updateBuffers = true;
  1604. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  1605. var startIndex = offsets[ i ].index;
  1606. if ( updateBuffers ) {
  1607. setupVertexAttributes( material, program, geometry, startIndex );
  1608. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  1609. }
  1610. // render indexed lines
  1611. _gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size ); // 2 bytes per Uint16Array
  1612. _this.info.render.calls ++;
  1613. _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
  1614. }
  1615. }
  1616. } else {
  1617. // non-indexed lines
  1618. if ( updateBuffers ) {
  1619. setupVertexAttributes( material, program, geometry, 0 );
  1620. }
  1621. var position = geometry.attributes.position;
  1622. var offsets = geometry.offsets;
  1623. if ( offsets.length === 0 ) {
  1624. _gl.drawArrays( mode, 0, position.array.length / 3 );
  1625. _this.info.render.calls ++;
  1626. _this.info.render.vertices += position.array.length / 3;
  1627. } else {
  1628. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  1629. _gl.drawArrays( mode, offsets[ i ].index, offsets[ i ].count );
  1630. _this.info.render.calls ++;
  1631. _this.info.render.vertices += offsets[ i ].count;
  1632. }
  1633. }
  1634. }
  1635. }
  1636. };
  1637. this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {
  1638. if ( material.visible === false ) return;
  1639. updateObject( object );
  1640. var program = setProgram( camera, lights, fog, material, object );
  1641. var attributes = program.attributes;
  1642. var updateBuffers = false,
  1643. wireframeBit = material.wireframe ? 1 : 0,
  1644. geometryProgram = geometryGroup.id + '_' + program.id + '_' + wireframeBit;
  1645. if ( geometryProgram !== _currentGeometryProgram ) {
  1646. _currentGeometryProgram = geometryProgram;
  1647. updateBuffers = true;
  1648. }
  1649. if ( updateBuffers ) {
  1650. state.initAttributes();
  1651. }
  1652. // vertices
  1653. if ( ! material.morphTargets && attributes.position >= 0 ) {
  1654. if ( updateBuffers ) {
  1655. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1656. state.enableAttribute( attributes.position );
  1657. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1658. }
  1659. } else {
  1660. if ( object.morphTargetBase ) {
  1661. setupMorphTargets( material, geometryGroup, object );
  1662. }
  1663. }
  1664. if ( updateBuffers ) {
  1665. // custom attributes
  1666. // Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
  1667. if ( geometryGroup.__webglCustomAttributesList ) {
  1668. for ( var i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
  1669. var attribute = geometryGroup.__webglCustomAttributesList[ i ];
  1670. if ( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {
  1671. _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
  1672. state.enableAttribute( attributes[ attribute.buffer.belongsToAttribute ] );
  1673. _gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );
  1674. }
  1675. }
  1676. }
  1677. // colors
  1678. if ( attributes.color >= 0 ) {
  1679. if ( object.geometry.colors.length > 0 || object.geometry.faces.length > 0 ) {
  1680. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1681. state.enableAttribute( attributes.color );
  1682. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  1683. } else if ( material.defaultAttributeValues !== undefined ) {
  1684. _gl.vertexAttrib3fv( attributes.color, material.defaultAttributeValues.color );
  1685. }
  1686. }
  1687. // normals
  1688. if ( attributes.normal >= 0 ) {
  1689. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1690. state.enableAttribute( attributes.normal );
  1691. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1692. }
  1693. // tangents
  1694. if ( attributes.tangent >= 0 ) {
  1695. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1696. state.enableAttribute( attributes.tangent );
  1697. _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
  1698. }
  1699. // uvs
  1700. if ( attributes.uv >= 0 ) {
  1701. if ( object.geometry.faceVertexUvs[ 0 ] ) {
  1702. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1703. state.enableAttribute( attributes.uv );
  1704. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  1705. } else if ( material.defaultAttributeValues !== undefined ) {
  1706. _gl.vertexAttrib2fv( attributes.uv, material.defaultAttributeValues.uv );
  1707. }
  1708. }
  1709. if ( attributes.uv2 >= 0 ) {
  1710. if ( object.geometry.faceVertexUvs[ 1 ] ) {
  1711. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1712. state.enableAttribute( attributes.uv2 );
  1713. _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
  1714. } else if ( material.defaultAttributeValues !== undefined ) {
  1715. _gl.vertexAttrib2fv( attributes.uv2, material.defaultAttributeValues.uv2 );
  1716. }
  1717. }
  1718. if ( material.skinning &&
  1719. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  1720. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1721. state.enableAttribute( attributes.skinIndex );
  1722. _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
  1723. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1724. state.enableAttribute( attributes.skinWeight );
  1725. _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
  1726. }
  1727. // line distances
  1728. if ( attributes.lineDistance >= 0 ) {
  1729. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglLineDistanceBuffer );
  1730. state.enableAttribute( attributes.lineDistance );
  1731. _gl.vertexAttribPointer( attributes.lineDistance, 1, _gl.FLOAT, false, 0, 0 );
  1732. }
  1733. }
  1734. state.disableUnusedAttributes();
  1735. // render mesh
  1736. if ( object instanceof THREE.Mesh ) {
  1737. var type = geometryGroup.__typeArray === Uint32Array ? _gl.UNSIGNED_INT : _gl.UNSIGNED_SHORT;
  1738. // wireframe
  1739. if ( material.wireframe ) {
  1740. state.setLineWidth( material.wireframeLinewidth * pixelRatio );
  1741. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1742. _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, type, 0 );
  1743. // triangles
  1744. } else {
  1745. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1746. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, type, 0 );
  1747. }
  1748. _this.info.render.calls ++;
  1749. _this.info.render.vertices += geometryGroup.__webglFaceCount;
  1750. _this.info.render.faces += geometryGroup.__webglFaceCount / 3;
  1751. // render lines
  1752. } else if ( object instanceof THREE.Line ) {
  1753. var mode = ( object.mode === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  1754. state.setLineWidth( material.linewidth * pixelRatio );
  1755. _gl.drawArrays( mode, 0, geometryGroup.__webglLineCount );
  1756. _this.info.render.calls ++;
  1757. // render particles
  1758. } else if ( object instanceof THREE.PointCloud ) {
  1759. _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
  1760. _this.info.render.calls ++;
  1761. _this.info.render.points += geometryGroup.__webglParticleCount;
  1762. }
  1763. };
  1764. function setupMorphTargets ( material, geometryGroup, object ) {
  1765. // set base
  1766. var attributes = material.program.attributes;
  1767. if ( object.morphTargetBase !== - 1 && attributes.position >= 0 ) {
  1768. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
  1769. state.enableAttribute( attributes.position );
  1770. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1771. } else if ( attributes.position >= 0 ) {
  1772. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1773. state.enableAttribute( attributes.position );
  1774. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1775. }
  1776. if ( object.morphTargetForcedOrder.length ) {
  1777. // set forced order
  1778. var m = 0;
  1779. var order = object.morphTargetForcedOrder;
  1780. var influences = object.morphTargetInfluences;
  1781. var attribute;
  1782. while ( m < material.numSupportedMorphTargets && m < order.length ) {
  1783. attribute = attributes[ 'morphTarget' + m ];
  1784. if ( attribute >= 0 ) {
  1785. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
  1786. state.enableAttribute( attribute );
  1787. _gl.vertexAttribPointer( attribute, 3, _gl.FLOAT, false, 0, 0 );
  1788. }
  1789. attribute = attributes[ 'morphNormal' + m ];
  1790. if ( attribute >= 0 && material.morphNormals ) {
  1791. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] );
  1792. state.enableAttribute( attribute );
  1793. _gl.vertexAttribPointer( attribute, 3, _gl.FLOAT, false, 0, 0 );
  1794. }
  1795. object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];
  1796. m ++;
  1797. }
  1798. } else {
  1799. // find the most influencing
  1800. var activeInfluenceIndices = [];
  1801. var influences = object.morphTargetInfluences;
  1802. var morphTargets = object.geometry.morphTargets;
  1803. if ( influences.length > morphTargets.length ) {
  1804. THREE.warn( 'THREE.WebGLRenderer: Influences array is bigger than morphTargets array.' );
  1805. influences.length = morphTargets.length;
  1806. }
  1807. for ( var i = 0, il = influences.length; i < il; i ++ ) {
  1808. var influence = influences[ i ];
  1809. activeInfluenceIndices.push( [ influence, i ] );
  1810. }
  1811. if ( activeInfluenceIndices.length > material.numSupportedMorphTargets ) {
  1812. activeInfluenceIndices.sort( numericalSort );
  1813. activeInfluenceIndices.length = material.numSupportedMorphTargets;
  1814. } else if ( activeInfluenceIndices.length > material.numSupportedMorphNormals ) {
  1815. activeInfluenceIndices.sort( numericalSort );
  1816. } else if ( activeInfluenceIndices.length === 0 ) {
  1817. activeInfluenceIndices.push( [ 0, 0 ] );
  1818. }
  1819. var attribute;
  1820. for ( var m = 0, ml = material.numSupportedMorphTargets; m < ml; m ++ ) {
  1821. if ( activeInfluenceIndices[ m ] ) {
  1822. var influenceIndex = activeInfluenceIndices[ m ][ 1 ];
  1823. attribute = attributes[ 'morphTarget' + m ];
  1824. if ( attribute >= 0 ) {
  1825. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] );
  1826. state.enableAttribute( attribute );
  1827. _gl.vertexAttribPointer( attribute, 3, _gl.FLOAT, false, 0, 0 );
  1828. }
  1829. attribute = attributes[ 'morphNormal' + m ];
  1830. if ( attribute >= 0 && material.morphNormals ) {
  1831. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ influenceIndex ] );
  1832. state.enableAttribute( attribute );
  1833. _gl.vertexAttribPointer( attribute, 3, _gl.FLOAT, false, 0, 0 );
  1834. }
  1835. object.__webglMorphTargetInfluences[ m ] = influences[ influenceIndex ];
  1836. } else {
  1837. /*
  1838. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1839. if ( material.morphNormals ) {
  1840. _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1841. }
  1842. */
  1843. object.__webglMorphTargetInfluences[ m ] = 0;
  1844. }
  1845. }
  1846. }
  1847. // load updated influences uniform
  1848. if ( material.program.uniforms.morphTargetInfluences !== null ) {
  1849. _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
  1850. }
  1851. }
  1852. // Sorting
  1853. function painterSortStable ( a, b ) {
  1854. if ( a.object.renderOrder !== b.object.renderOrder ) {
  1855. return a.object.renderOrder - b.object.renderOrder;
  1856. } else if ( a.material.id !== b.material.id ) {
  1857. return a.material.id - b.material.id;
  1858. } else if ( a.z !== b.z ) {
  1859. return a.z - b.z;
  1860. } else {
  1861. return a.id - b.id;
  1862. }
  1863. }
  1864. function reversePainterSortStable ( a, b ) {
  1865. if ( a.object.renderOrder !== b.object.renderOrder ) {
  1866. return a.object.renderOrder - b.object.renderOrder;
  1867. } if ( a.z !== b.z ) {
  1868. return b.z - a.z;
  1869. } else {
  1870. return a.id - b.id;
  1871. }
  1872. }
  1873. function numericalSort ( a, b ) {
  1874. return b[ 0 ] - a[ 0 ];
  1875. }
  1876. // Rendering
  1877. this.render = function ( scene, camera, renderTarget, forceClear ) {
  1878. if ( camera instanceof THREE.Camera === false ) {
  1879. THREE.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  1880. return;
  1881. }
  1882. var fog = scene.fog;
  1883. // reset caching for this frame
  1884. _currentGeometryProgram = '';
  1885. _currentMaterialId = - 1;
  1886. _currentCamera = null;
  1887. _lightsNeedUpdate = true;
  1888. // update scene graph
  1889. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  1890. // update camera matrices and frustum
  1891. if ( camera.parent === undefined ) camera.updateMatrixWorld();
  1892. // update Skeleton objects
  1893. scene.traverse( function ( object ) {
  1894. if ( object instanceof THREE.SkinnedMesh ) {
  1895. object.skeleton.update();
  1896. }
  1897. } );
  1898. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  1899. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  1900. _frustum.setFromMatrix( _projScreenMatrix );
  1901. lights.length = 0;
  1902. opaqueObjects.length = 0;
  1903. transparentObjects.length = 0;
  1904. sprites.length = 0;
  1905. lensFlares.length = 0;
  1906. projectObject( scene );
  1907. if ( _this.sortObjects === true ) {
  1908. opaqueObjects.sort( painterSortStable );
  1909. transparentObjects.sort( reversePainterSortStable );
  1910. }
  1911. // custom render plugins (pre pass)
  1912. shadowMapPlugin.render( scene, camera );
  1913. //
  1914. _this.info.render.calls = 0;
  1915. _this.info.render.vertices = 0;
  1916. _this.info.render.faces = 0;
  1917. _this.info.render.points = 0;
  1918. this.setRenderTarget( renderTarget );
  1919. if ( this.autoClear || forceClear ) {
  1920. this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
  1921. }
  1922. // set matrices for immediate objects
  1923. for ( var i = 0, il = _webglObjectsImmediate.length; i < il; i ++ ) {
  1924. var webglObject = _webglObjectsImmediate[ i ];
  1925. var object = webglObject.object;
  1926. if ( object.visible ) {
  1927. setupMatrices( object, camera );
  1928. unrollImmediateBufferMaterial( webglObject );
  1929. }
  1930. }
  1931. if ( scene.overrideMaterial ) {
  1932. var overrideMaterial = scene.overrideMaterial;
  1933. setMaterial( overrideMaterial );
  1934. renderObjects( opaqueObjects, camera, lights, fog, overrideMaterial );
  1935. renderObjects( transparentObjects, camera, lights, fog, overrideMaterial );
  1936. renderObjectsImmediate( _webglObjectsImmediate, '', camera, lights, fog, overrideMaterial );
  1937. } else {
  1938. // opaque pass (front-to-back order)
  1939. state.setBlending( THREE.NoBlending );
  1940. renderObjects( opaqueObjects, camera, lights, fog, null );
  1941. renderObjectsImmediate( _webglObjectsImmediate, 'opaque', camera, lights, fog, null );
  1942. // transparent pass (back-to-front order)
  1943. renderObjects( transparentObjects, camera, lights, fog, null );
  1944. renderObjectsImmediate( _webglObjectsImmediate, 'transparent', camera, lights, fog, null );
  1945. }
  1946. // custom render plugins (post pass)
  1947. spritePlugin.render( scene, camera );
  1948. lensFlarePlugin.render( scene, camera, _currentWidth, _currentHeight );
  1949. // Generate mipmap if we're using any kind of mipmap filtering
  1950. if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
  1951. updateRenderTargetMipmap( renderTarget );
  1952. }
  1953. // Ensure depth buffer writing is enabled so it can be cleared on next render
  1954. state.setDepthTest( true );
  1955. state.setDepthWrite( true );
  1956. state.setColorWrite( true );
  1957. // _gl.finish();
  1958. };
  1959. function projectObject( object ) {
  1960. if ( object.visible === false ) return;
  1961. if ( object instanceof THREE.Scene || object instanceof THREE.Group ) {
  1962. // skip
  1963. } else {
  1964. initObject( object );
  1965. if ( object instanceof THREE.Light ) {
  1966. lights.push( object );
  1967. } else if ( object instanceof THREE.Sprite ) {
  1968. sprites.push( object );
  1969. } else if ( object instanceof THREE.LensFlare ) {
  1970. lensFlares.push( object );
  1971. } else {
  1972. var webglObjects = _webglObjects[ object.id ];
  1973. if ( webglObjects && ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) {
  1974. for ( var i = 0, l = webglObjects.length; i < l; i ++ ) {
  1975. var webglObject = webglObjects[ i ];
  1976. unrollBufferMaterial( webglObject );
  1977. webglObject.render = true;
  1978. if ( _this.sortObjects === true ) {
  1979. _vector3.setFromMatrixPosition( object.matrixWorld );
  1980. _vector3.applyProjection( _projScreenMatrix );
  1981. webglObject.z = _vector3.z;
  1982. }
  1983. }
  1984. }
  1985. }
  1986. }
  1987. for ( var i = 0, l = object.children.length; i < l; i ++ ) {
  1988. projectObject( object.children[ i ] );
  1989. }
  1990. }
  1991. function renderObjects( renderList, camera, lights, fog, overrideMaterial ) {
  1992. var material;
  1993. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  1994. var webglObject = renderList[ i ];
  1995. var object = webglObject.object;
  1996. var buffer = webglObject.buffer;
  1997. setupMatrices( object, camera );
  1998. if ( overrideMaterial ) {
  1999. material = overrideMaterial;
  2000. } else {
  2001. material = webglObject.material;
  2002. if ( ! material ) continue;
  2003. setMaterial( material );
  2004. }
  2005. _this.setMaterialFaces( material );
  2006. if ( buffer instanceof THREE.BufferGeometry ) {
  2007. _this.renderBufferDirect( camera, lights, fog, material, buffer, object );
  2008. } else {
  2009. _this.renderBuffer( camera, lights, fog, material, buffer, object );
  2010. }
  2011. }
  2012. }
  2013. function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, overrideMaterial ) {
  2014. var material;
  2015. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  2016. var webglObject = renderList[ i ];
  2017. var object = webglObject.object;
  2018. if ( object.visible ) {
  2019. if ( overrideMaterial ) {
  2020. material = overrideMaterial;
  2021. } else {
  2022. material = webglObject[ materialType ];
  2023. if ( ! material ) continue;
  2024. setMaterial( material );
  2025. }
  2026. _this.renderImmediateObject( camera, lights, fog, material, object );
  2027. }
  2028. }
  2029. }
  2030. this.renderImmediateObject = function ( camera, lights, fog, material, object ) {
  2031. var program = setProgram( camera, lights, fog, material, object );
  2032. _currentGeometryProgram = '';
  2033. _this.setMaterialFaces( material );
  2034. if ( object.immediateRenderCallback ) {
  2035. object.immediateRenderCallback( program, _gl, _frustum );
  2036. } else {
  2037. object.render( function ( object ) { _this.renderBufferImmediate( object, program, material ); } );
  2038. }
  2039. };
  2040. function unrollImmediateBufferMaterial ( globject ) {
  2041. var object = globject.object,
  2042. material = object.material;
  2043. if ( material.transparent ) {
  2044. globject.transparent = material;
  2045. globject.opaque = null;
  2046. } else {
  2047. globject.opaque = material;
  2048. globject.transparent = null;
  2049. }
  2050. }
  2051. function unrollBufferMaterial ( globject ) {
  2052. var object = globject.object;
  2053. var buffer = globject.buffer;
  2054. var geometry = object.geometry;
  2055. var material = object.material;
  2056. if ( material instanceof THREE.MeshFaceMaterial ) {
  2057. var materialIndex = geometry instanceof THREE.BufferGeometry ? 0 : buffer.materialIndex;
  2058. material = material.materials[ materialIndex ];
  2059. globject.material = material;
  2060. if ( material.transparent ) {
  2061. transparentObjects.push( globject );
  2062. } else {
  2063. opaqueObjects.push( globject );
  2064. }
  2065. } else if ( material ) {
  2066. globject.material = material;
  2067. if ( material.transparent ) {
  2068. transparentObjects.push( globject );
  2069. } else {
  2070. opaqueObjects.push( globject );
  2071. }
  2072. }
  2073. }
  2074. function initObject( object ) {
  2075. if ( object.__webglInit === undefined ) {
  2076. object.__webglInit = true;
  2077. object._modelViewMatrix = new THREE.Matrix4();
  2078. object._normalMatrix = new THREE.Matrix3();
  2079. object.addEventListener( 'removed', onObjectRemoved );
  2080. }
  2081. var geometry = object.geometry;
  2082. if ( geometry === undefined ) {
  2083. // ImmediateRenderObject
  2084. } else if ( geometry.__webglInit === undefined ) {
  2085. geometry.__webglInit = true;
  2086. geometry.addEventListener( 'dispose', onGeometryDispose );
  2087. if ( geometry instanceof THREE.BufferGeometry ) {
  2088. _this.info.memory.geometries ++;
  2089. } else if ( object instanceof THREE.Mesh ) {
  2090. initGeometryGroups( object, geometry );
  2091. } else if ( object instanceof THREE.Line ) {
  2092. if ( geometry.__webglVertexBuffer === undefined ) {
  2093. createLineBuffers( geometry );
  2094. initLineBuffers( geometry, object );
  2095. geometry.verticesNeedUpdate = true;
  2096. geometry.colorsNeedUpdate = true;
  2097. geometry.lineDistancesNeedUpdate = true;
  2098. }
  2099. } else if ( object instanceof THREE.PointCloud ) {
  2100. if ( geometry.__webglVertexBuffer === undefined ) {
  2101. createParticleBuffers( geometry );
  2102. initParticleBuffers( geometry, object );
  2103. geometry.verticesNeedUpdate = true;
  2104. geometry.colorsNeedUpdate = true;
  2105. }
  2106. }
  2107. }
  2108. if ( object.__webglActive === undefined) {
  2109. object.__webglActive = true;
  2110. if ( object instanceof THREE.Mesh ) {
  2111. if ( geometry instanceof THREE.BufferGeometry ) {
  2112. addBuffer( _webglObjects, geometry, object );
  2113. } else if ( geometry instanceof THREE.Geometry ) {
  2114. var geometryGroupsList = geometryGroups[ geometry.id ];
  2115. for ( var i = 0,l = geometryGroupsList.length; i < l; i ++ ) {
  2116. addBuffer( _webglObjects, geometryGroupsList[ i ], object );
  2117. }
  2118. }
  2119. } else if ( object instanceof THREE.Line || object instanceof THREE.PointCloud ) {
  2120. addBuffer( _webglObjects, geometry, object );
  2121. } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
  2122. addBufferImmediate( _webglObjectsImmediate, object );
  2123. }
  2124. }
  2125. }
  2126. // Geometry splitting
  2127. var geometryGroups = {};
  2128. var geometryGroupCounter = 0;
  2129. function makeGroups( geometry, usesFaceMaterial ) {
  2130. var maxVerticesInGroup = extensions.get( 'OES_element_index_uint' ) ? 4294967296 : 65535;
  2131. var groupHash, hash_map = {};
  2132. var numMorphTargets = geometry.morphTargets.length;
  2133. var numMorphNormals = geometry.morphNormals.length;
  2134. var group;
  2135. var groups = {};
  2136. var groupsList = [];
  2137. for ( var f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
  2138. var face = geometry.faces[ f ];
  2139. var materialIndex = usesFaceMaterial ? face.materialIndex : 0;
  2140. if ( ! ( materialIndex in hash_map ) ) {
  2141. hash_map[ materialIndex ] = { hash: materialIndex, counter: 0 };
  2142. }
  2143. groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
  2144. if ( ! ( groupHash in groups ) ) {
  2145. group = {
  2146. id: geometryGroupCounter ++,
  2147. faces3: [],
  2148. materialIndex: materialIndex,
  2149. vertices: 0,
  2150. numMorphTargets: numMorphTargets,
  2151. numMorphNormals: numMorphNormals
  2152. };
  2153. groups[ groupHash ] = group;
  2154. groupsList.push( group );
  2155. }
  2156. if ( groups[ groupHash ].vertices + 3 > maxVerticesInGroup ) {
  2157. hash_map[ materialIndex ].counter += 1;
  2158. groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
  2159. if ( ! ( groupHash in groups ) ) {
  2160. group = {
  2161. id: geometryGroupCounter ++,
  2162. faces3: [],
  2163. materialIndex: materialIndex,
  2164. vertices: 0,
  2165. numMorphTargets: numMorphTargets,
  2166. numMorphNormals: numMorphNormals
  2167. };
  2168. groups[ groupHash ] = group;
  2169. groupsList.push( group );
  2170. }
  2171. }
  2172. groups[ groupHash ].faces3.push( f );
  2173. groups[ groupHash ].vertices += 3;
  2174. }
  2175. return groupsList;
  2176. }
  2177. function initGeometryGroups( object, geometry ) {
  2178. var material = object.material, addBuffers = false;
  2179. if ( geometryGroups[ geometry.id ] === undefined || geometry.groupsNeedUpdate === true ) {
  2180. delete _webglObjects[ object.id ];
  2181. geometryGroups[ geometry.id ] = makeGroups( geometry, material instanceof THREE.MeshFaceMaterial );
  2182. geometry.groupsNeedUpdate = false;
  2183. }
  2184. var geometryGroupsList = geometryGroups[ geometry.id ];
  2185. // create separate VBOs per geometry chunk
  2186. for ( var i = 0, il = geometryGroupsList.length; i < il; i ++ ) {
  2187. var geometryGroup = geometryGroupsList[ i ];
  2188. // initialise VBO on the first access
  2189. if ( geometryGroup.__webglVertexBuffer === undefined ) {
  2190. createMeshBuffers( geometryGroup );
  2191. initMeshBuffers( geometryGroup, object );
  2192. geometry.verticesNeedUpdate = true;
  2193. geometry.morphTargetsNeedUpdate = true;
  2194. geometry.elementsNeedUpdate = true;
  2195. geometry.uvsNeedUpdate = true;
  2196. geometry.normalsNeedUpdate = true;
  2197. geometry.tangentsNeedUpdate = true;
  2198. geometry.colorsNeedUpdate = true;
  2199. addBuffers = true;
  2200. } else {
  2201. addBuffers = false;
  2202. }
  2203. if ( addBuffers || object.__webglActive === undefined ) {
  2204. addBuffer( _webglObjects, geometryGroup, object );
  2205. }
  2206. }
  2207. object.__webglActive = true;
  2208. }
  2209. function addBuffer( objlist, buffer, object ) {
  2210. var id = object.id;
  2211. objlist[id] = objlist[id] || [];
  2212. objlist[id].push(
  2213. {
  2214. id: id,
  2215. buffer: buffer,
  2216. object: object,
  2217. material: null,
  2218. z: 0
  2219. }
  2220. );
  2221. };
  2222. function addBufferImmediate( objlist, object ) {
  2223. objlist.push(
  2224. {
  2225. id: null,
  2226. object: object,
  2227. opaque: null,
  2228. transparent: null,
  2229. z: 0
  2230. }
  2231. );
  2232. };
  2233. // Objects updates
  2234. function updateObject( object ) {
  2235. var geometry = object.geometry;
  2236. if ( geometry instanceof THREE.BufferGeometry ) {
  2237. var attributes = geometry.attributes;
  2238. var attributesKeys = geometry.attributesKeys;
  2239. for ( var i = 0, l = attributesKeys.length; i < l; i ++ ) {
  2240. var key = attributesKeys[ i ];
  2241. var attribute = attributes[ key ];
  2242. var bufferType = ( key === 'index' ) ? _gl.ELEMENT_ARRAY_BUFFER : _gl.ARRAY_BUFFER;
  2243. if ( attribute.buffer === undefined ) {
  2244. attribute.buffer = _gl.createBuffer();
  2245. _gl.bindBuffer( bufferType, attribute.buffer );
  2246. _gl.bufferData( bufferType, attribute.array, ( attribute instanceof THREE.DynamicBufferAttribute ) ? _gl.DYNAMIC_DRAW : _gl.STATIC_DRAW );
  2247. attribute.needsUpdate = false;
  2248. } else if ( attribute.needsUpdate === true ) {
  2249. _gl.bindBuffer( bufferType, attribute.buffer );
  2250. if ( attribute.updateRange === undefined || attribute.updateRange.count === -1 ) { // Not using update ranges
  2251. _gl.bufferSubData( bufferType, 0, attribute.array );
  2252. } else if ( attribute.updateRange.count === 0 ) {
  2253. THREE.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.' );
  2254. } else {
  2255. _gl.bufferSubData( bufferType, attribute.updateRange.offset * attribute.array.BYTES_PER_ELEMENT,
  2256. attribute.array.subarray( attribute.updateRange.offset, attribute.updateRange.offset + attribute.updateRange.count ) );
  2257. attribute.updateRange.count = 0; // reset range
  2258. }
  2259. attribute.needsUpdate = false;
  2260. }
  2261. }
  2262. } else if ( object instanceof THREE.Mesh ) {
  2263. // check all geometry groups
  2264. if ( geometry.groupsNeedUpdate === true ) {
  2265. initGeometryGroups( object, geometry );
  2266. }
  2267. var geometryGroupsList = geometryGroups[ geometry.id ];
  2268. for ( var i = 0, il = geometryGroupsList.length; i < il; i ++ ) {
  2269. var geometryGroup = geometryGroupsList[ i ];
  2270. var material = getBufferMaterial( object, geometryGroup );
  2271. var customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2272. if ( geometry.verticesNeedUpdate || geometry.morphTargetsNeedUpdate || geometry.elementsNeedUpdate ||
  2273. geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
  2274. geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate || customAttributesDirty ) {
  2275. setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, ! geometry.dynamic, material );
  2276. }
  2277. }
  2278. geometry.verticesNeedUpdate = false;
  2279. geometry.morphTargetsNeedUpdate = false;
  2280. geometry.elementsNeedUpdate = false;
  2281. geometry.uvsNeedUpdate = false;
  2282. geometry.normalsNeedUpdate = false;
  2283. geometry.colorsNeedUpdate = false;
  2284. geometry.tangentsNeedUpdate = false;
  2285. material.attributes && clearCustomAttributes( material );
  2286. } else if ( object instanceof THREE.Line ) {
  2287. var material = getBufferMaterial( object, geometry );
  2288. var customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2289. if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.lineDistancesNeedUpdate || customAttributesDirty ) {
  2290. setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
  2291. }
  2292. geometry.verticesNeedUpdate = false;
  2293. geometry.colorsNeedUpdate = false;
  2294. geometry.lineDistancesNeedUpdate = false;
  2295. material.attributes && clearCustomAttributes( material );
  2296. } else if ( object instanceof THREE.PointCloud ) {
  2297. var material = getBufferMaterial( object, geometry );
  2298. var customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2299. if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || customAttributesDirty ) {
  2300. setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
  2301. }
  2302. geometry.verticesNeedUpdate = false;
  2303. geometry.colorsNeedUpdate = false;
  2304. material.attributes && clearCustomAttributes( material );
  2305. }
  2306. }
  2307. // Objects updates - custom attributes check
  2308. function areCustomAttributesDirty( material ) {
  2309. for ( var name in material.attributes ) {
  2310. if ( material.attributes[ name ].needsUpdate ) return true;
  2311. }
  2312. return false;
  2313. }
  2314. function clearCustomAttributes( material ) {
  2315. for ( var name in material.attributes ) {
  2316. material.attributes[ name ].needsUpdate = false;
  2317. }
  2318. }
  2319. // Objects removal
  2320. function removeObject( object ) {
  2321. if ( object instanceof THREE.Mesh ||
  2322. object instanceof THREE.PointCloud ||
  2323. object instanceof THREE.Line ) {
  2324. delete _webglObjects[ object.id ];
  2325. } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
  2326. removeInstances( _webglObjectsImmediate, object );
  2327. }
  2328. delete object.__webglInit;
  2329. delete object._modelViewMatrix;
  2330. delete object._normalMatrix;
  2331. delete object.__webglActive;
  2332. }
  2333. function removeInstances( objlist, object ) {
  2334. for ( var o = objlist.length - 1; o >= 0; o -- ) {
  2335. if ( objlist[ o ].object === object ) {
  2336. objlist.splice( o, 1 );
  2337. }
  2338. }
  2339. }
  2340. // Materials
  2341. var shaderIDs = {
  2342. MeshDepthMaterial: 'depth',
  2343. MeshNormalMaterial: 'normal',
  2344. MeshBasicMaterial: 'basic',
  2345. MeshLambertMaterial: 'lambert',
  2346. MeshPhongMaterial: 'phong',
  2347. LineBasicMaterial: 'basic',
  2348. LineDashedMaterial: 'dashed',
  2349. PointCloudMaterial: 'particle_basic'
  2350. };
  2351. function initMaterial( material, lights, fog, object ) {
  2352. material.addEventListener( 'dispose', onMaterialDispose );
  2353. var shaderID = shaderIDs[ material.type ];
  2354. if ( shaderID ) {
  2355. var shader = THREE.ShaderLib[ shaderID ];
  2356. material.__webglShader = {
  2357. uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
  2358. vertexShader: shader.vertexShader,
  2359. fragmentShader: shader.fragmentShader
  2360. }
  2361. } else {
  2362. material.__webglShader = {
  2363. uniforms: material.uniforms,
  2364. vertexShader: material.vertexShader,
  2365. fragmentShader: material.fragmentShader
  2366. }
  2367. }
  2368. // heuristics to create shader parameters according to lights in the scene
  2369. // (not to blow over maxLights budget)
  2370. var maxLightCount = allocateLights( lights );
  2371. var maxShadows = allocateShadows( lights );
  2372. var maxBones = allocateBones( object );
  2373. var parameters = {
  2374. precision: _precision,
  2375. supportsVertexTextures: _supportsVertexTextures,
  2376. map: !! material.map,
  2377. envMap: !! material.envMap,
  2378. envMapMode: material.envMap && material.envMap.mapping,
  2379. lightMap: !! material.lightMap,
  2380. aoMap: !! material.aoMap,
  2381. bumpMap: !! material.bumpMap,
  2382. normalMap: !! material.normalMap,
  2383. specularMap: !! material.specularMap,
  2384. alphaMap: !! material.alphaMap,
  2385. combine: material.combine,
  2386. vertexColors: material.vertexColors,
  2387. fog: fog,
  2388. useFog: material.fog,
  2389. fogExp: fog instanceof THREE.FogExp2,
  2390. flatShading: material.shading === THREE.FlatShading,
  2391. sizeAttenuation: material.sizeAttenuation,
  2392. logarithmicDepthBuffer: _logarithmicDepthBuffer,
  2393. skinning: material.skinning,
  2394. maxBones: maxBones,
  2395. useVertexTexture: _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture,
  2396. morphTargets: material.morphTargets,
  2397. morphNormals: material.morphNormals,
  2398. maxMorphTargets: _this.maxMorphTargets,
  2399. maxMorphNormals: _this.maxMorphNormals,
  2400. maxDirLights: maxLightCount.directional,
  2401. maxPointLights: maxLightCount.point,
  2402. maxSpotLights: maxLightCount.spot,
  2403. maxHemiLights: maxLightCount.hemi,
  2404. maxShadows: maxShadows,
  2405. shadowMapEnabled: _this.shadowMapEnabled && object.receiveShadow && maxShadows > 0,
  2406. shadowMapType: _this.shadowMapType,
  2407. shadowMapDebug: _this.shadowMapDebug,
  2408. shadowMapCascade: _this.shadowMapCascade,
  2409. alphaTest: material.alphaTest,
  2410. metal: material.metal,
  2411. wrapAround: material.wrapAround,
  2412. doubleSided: material.side === THREE.DoubleSide,
  2413. flipSided: material.side === THREE.BackSide
  2414. };
  2415. // Generate code
  2416. var chunks = [];
  2417. if ( shaderID ) {
  2418. chunks.push( shaderID );
  2419. } else {
  2420. chunks.push( material.fragmentShader );
  2421. chunks.push( material.vertexShader );
  2422. }
  2423. if ( material.defines !== undefined ) {
  2424. for ( var name in material.defines ) {
  2425. chunks.push( name );
  2426. chunks.push( material.defines[ name ] );
  2427. }
  2428. }
  2429. for ( var name in parameters ) {
  2430. chunks.push( name );
  2431. chunks.push( parameters[ name ] );
  2432. }
  2433. var code = chunks.join();
  2434. var program;
  2435. // Check if code has been already compiled
  2436. for ( var p = 0, pl = _programs.length; p < pl; p ++ ) {
  2437. var programInfo = _programs[ p ];
  2438. if ( programInfo.code === code ) {
  2439. program = programInfo;
  2440. program.usedTimes ++;
  2441. break;
  2442. }
  2443. }
  2444. if ( program === undefined ) {
  2445. program = new THREE.WebGLProgram( _this, code, material, parameters );
  2446. _programs.push( program );
  2447. _this.info.memory.programs = _programs.length;
  2448. }
  2449. material.program = program;
  2450. var attributes = program.attributes;
  2451. if ( material.morphTargets ) {
  2452. material.numSupportedMorphTargets = 0;
  2453. var id, base = 'morphTarget';
  2454. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  2455. id = base + i;
  2456. if ( attributes[ id ] >= 0 ) {
  2457. material.numSupportedMorphTargets ++;
  2458. }
  2459. }
  2460. }
  2461. if ( material.morphNormals ) {
  2462. material.numSupportedMorphNormals = 0;
  2463. var id, base = 'morphNormal';
  2464. for ( i = 0; i < _this.maxMorphNormals; i ++ ) {
  2465. id = base + i;
  2466. if ( attributes[ id ] >= 0 ) {
  2467. material.numSupportedMorphNormals ++;
  2468. }
  2469. }
  2470. }
  2471. material.uniformsList = [];
  2472. for ( var u in material.__webglShader.uniforms ) {
  2473. var location = material.program.uniforms[ u ];
  2474. if ( location ) {
  2475. material.uniformsList.push( [ material.__webglShader.uniforms[ u ], location ] );
  2476. }
  2477. }
  2478. }
  2479. function setMaterial( material ) {
  2480. if ( material.transparent === true ) {
  2481. state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha );
  2482. } else {
  2483. state.setBlending( THREE.NoBlending );
  2484. }
  2485. state.setDepthTest( material.depthTest );
  2486. state.setDepthWrite( material.depthWrite );
  2487. state.setColorWrite( material.colorWrite );
  2488. state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2489. }
  2490. function setProgram( camera, lights, fog, material, object ) {
  2491. _usedTextureUnits = 0;
  2492. if ( material.needsUpdate ) {
  2493. if ( material.program ) deallocateMaterial( material );
  2494. initMaterial( material, lights, fog, object );
  2495. material.needsUpdate = false;
  2496. }
  2497. if ( material.morphTargets ) {
  2498. if ( ! object.__webglMorphTargetInfluences ) {
  2499. object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
  2500. }
  2501. }
  2502. var refreshProgram = false;
  2503. var refreshMaterial = false;
  2504. var refreshLights = false;
  2505. var program = material.program,
  2506. p_uniforms = program.uniforms,
  2507. m_uniforms = material.__webglShader.uniforms;
  2508. if ( program.id !== _currentProgram ) {
  2509. _gl.useProgram( program.program );
  2510. _currentProgram = program.id;
  2511. refreshProgram = true;
  2512. refreshMaterial = true;
  2513. refreshLights = true;
  2514. }
  2515. if ( material.id !== _currentMaterialId ) {
  2516. if ( _currentMaterialId === -1 ) refreshLights = true;
  2517. _currentMaterialId = material.id;
  2518. refreshMaterial = true;
  2519. }
  2520. if ( refreshProgram || camera !== _currentCamera ) {
  2521. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
  2522. if ( _logarithmicDepthBuffer ) {
  2523. _gl.uniform1f( p_uniforms.logDepthBufFC, 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  2524. }
  2525. if ( camera !== _currentCamera ) _currentCamera = camera;
  2526. // load material specific uniforms
  2527. // (shader material also gets them for the sake of genericity)
  2528. if ( material instanceof THREE.ShaderMaterial ||
  2529. material instanceof THREE.MeshPhongMaterial ||
  2530. material.envMap ) {
  2531. if ( p_uniforms.cameraPosition !== null ) {
  2532. _vector3.setFromMatrixPosition( camera.matrixWorld );
  2533. _gl.uniform3f( p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.z );
  2534. }
  2535. }
  2536. if ( material instanceof THREE.MeshPhongMaterial ||
  2537. material instanceof THREE.MeshLambertMaterial ||
  2538. material instanceof THREE.MeshBasicMaterial ||
  2539. material instanceof THREE.ShaderMaterial ||
  2540. material.skinning ) {
  2541. if ( p_uniforms.viewMatrix !== null ) {
  2542. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements );
  2543. }
  2544. }
  2545. }
  2546. // skinning uniforms must be set even if material didn't change
  2547. // auto-setting of texture unit for bone texture must go before other textures
  2548. // not sure why, but otherwise weird things happen
  2549. if ( material.skinning ) {
  2550. if ( object.bindMatrix && p_uniforms.bindMatrix !== null ) {
  2551. _gl.uniformMatrix4fv( p_uniforms.bindMatrix, false, object.bindMatrix.elements );
  2552. }
  2553. if ( object.bindMatrixInverse && p_uniforms.bindMatrixInverse !== null ) {
  2554. _gl.uniformMatrix4fv( p_uniforms.bindMatrixInverse, false, object.bindMatrixInverse.elements );
  2555. }
  2556. if ( _supportsBoneTextures && object.skeleton && object.skeleton.useVertexTexture ) {
  2557. if ( p_uniforms.boneTexture !== null ) {
  2558. var textureUnit = getTextureUnit();
  2559. _gl.uniform1i( p_uniforms.boneTexture, textureUnit );
  2560. _this.setTexture( object.skeleton.boneTexture, textureUnit );
  2561. }
  2562. if ( p_uniforms.boneTextureWidth !== null ) {
  2563. _gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth );
  2564. }
  2565. if ( p_uniforms.boneTextureHeight !== null ) {
  2566. _gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight );
  2567. }
  2568. } else if ( object.skeleton && object.skeleton.boneMatrices ) {
  2569. if ( p_uniforms.boneGlobalMatrices !== null ) {
  2570. _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.skeleton.boneMatrices );
  2571. }
  2572. }
  2573. }
  2574. if ( refreshMaterial ) {
  2575. // refresh uniforms common to several materials
  2576. if ( fog && material.fog ) {
  2577. refreshUniformsFog( m_uniforms, fog );
  2578. }
  2579. if ( material instanceof THREE.MeshPhongMaterial ||
  2580. material instanceof THREE.MeshLambertMaterial ||
  2581. material.lights ) {
  2582. if ( _lightsNeedUpdate ) {
  2583. refreshLights = true;
  2584. setupLights( lights );
  2585. _lightsNeedUpdate = false;
  2586. }
  2587. if ( refreshLights ) {
  2588. refreshUniformsLights( m_uniforms, _lights );
  2589. markUniformsLightsNeedsUpdate( m_uniforms, true );
  2590. } else {
  2591. markUniformsLightsNeedsUpdate( m_uniforms, false );
  2592. }
  2593. }
  2594. if ( material instanceof THREE.MeshBasicMaterial ||
  2595. material instanceof THREE.MeshLambertMaterial ||
  2596. material instanceof THREE.MeshPhongMaterial ) {
  2597. refreshUniformsCommon( m_uniforms, material );
  2598. }
  2599. // refresh single material specific uniforms
  2600. if ( material instanceof THREE.LineBasicMaterial ) {
  2601. refreshUniformsLine( m_uniforms, material );
  2602. } else if ( material instanceof THREE.LineDashedMaterial ) {
  2603. refreshUniformsLine( m_uniforms, material );
  2604. refreshUniformsDash( m_uniforms, material );
  2605. } else if ( material instanceof THREE.PointCloudMaterial ) {
  2606. refreshUniformsParticle( m_uniforms, material );
  2607. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  2608. refreshUniformsPhong( m_uniforms, material );
  2609. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  2610. refreshUniformsLambert( m_uniforms, material );
  2611. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  2612. m_uniforms.mNear.value = camera.near;
  2613. m_uniforms.mFar.value = camera.far;
  2614. m_uniforms.opacity.value = material.opacity;
  2615. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  2616. m_uniforms.opacity.value = material.opacity;
  2617. }
  2618. if ( object.receiveShadow && ! material._shadowPass ) {
  2619. refreshUniformsShadow( m_uniforms, lights );
  2620. }
  2621. // load common uniforms
  2622. loadUniformsGeneric( material.uniformsList );
  2623. }
  2624. loadUniformsMatrices( p_uniforms, object );
  2625. if ( p_uniforms.modelMatrix !== null ) {
  2626. _gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );
  2627. }
  2628. return program;
  2629. }
  2630. // Uniforms (refresh uniforms objects)
  2631. function refreshUniformsCommon ( uniforms, material ) {
  2632. uniforms.opacity.value = material.opacity;
  2633. uniforms.diffuse.value = material.color;
  2634. uniforms.map.value = material.map;
  2635. uniforms.lightMap.value = material.lightMap;
  2636. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  2637. uniforms.aoMap.value = material.aoMap;
  2638. uniforms.oaMapScale.value = material.oaMapScale;
  2639. uniforms.specularMap.value = material.specularMap;
  2640. uniforms.alphaMap.value = material.alphaMap;
  2641. if ( material.bumpMap ) {
  2642. uniforms.bumpMap.value = material.bumpMap;
  2643. uniforms.bumpScale.value = material.bumpScale;
  2644. }
  2645. if ( material.normalMap ) {
  2646. uniforms.normalMap.value = material.normalMap;
  2647. uniforms.normalScale.value.copy( material.normalScale );
  2648. }
  2649. // uv repeat and offset setting priorities
  2650. // 1. color map
  2651. // 2. specular map
  2652. // 3. normal map
  2653. // 4. bump map
  2654. // 5. alpha map
  2655. var uvScaleMap;
  2656. if ( material.map ) {
  2657. uvScaleMap = material.map;
  2658. } else if ( material.specularMap ) {
  2659. uvScaleMap = material.specularMap;
  2660. } else if ( material.normalMap ) {
  2661. uvScaleMap = material.normalMap;
  2662. } else if ( material.bumpMap ) {
  2663. uvScaleMap = material.bumpMap;
  2664. } else if ( material.alphaMap ) {
  2665. uvScaleMap = material.alphaMap;
  2666. }
  2667. if ( uvScaleMap !== undefined ) {
  2668. var offset = uvScaleMap.offset;
  2669. var repeat = uvScaleMap.repeat;
  2670. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  2671. }
  2672. uniforms.envMap.value = material.envMap;
  2673. uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : - 1;
  2674. uniforms.reflectivity.value = material.reflectivity;
  2675. uniforms.refractionRatio.value = material.refractionRatio;
  2676. }
  2677. function refreshUniformsLine ( uniforms, material ) {
  2678. uniforms.diffuse.value = material.color;
  2679. uniforms.opacity.value = material.opacity;
  2680. }
  2681. function refreshUniformsDash ( uniforms, material ) {
  2682. uniforms.dashSize.value = material.dashSize;
  2683. uniforms.totalSize.value = material.dashSize + material.gapSize;
  2684. uniforms.scale.value = material.scale;
  2685. }
  2686. function refreshUniformsParticle ( uniforms, material ) {
  2687. uniforms.psColor.value = material.color;
  2688. uniforms.opacity.value = material.opacity;
  2689. uniforms.size.value = material.size;
  2690. uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
  2691. uniforms.map.value = material.map;
  2692. if ( material.map !== null ) {
  2693. var offset = material.map.offset;
  2694. var repeat = material.map.repeat;
  2695. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  2696. }
  2697. }
  2698. function refreshUniformsFog ( uniforms, fog ) {
  2699. uniforms.fogColor.value = fog.color;
  2700. if ( fog instanceof THREE.Fog ) {
  2701. uniforms.fogNear.value = fog.near;
  2702. uniforms.fogFar.value = fog.far;
  2703. } else if ( fog instanceof THREE.FogExp2 ) {
  2704. uniforms.fogDensity.value = fog.density;
  2705. }
  2706. }
  2707. function refreshUniformsPhong ( uniforms, material ) {
  2708. uniforms.shininess.value = material.shininess;
  2709. uniforms.emissive.value = material.emissive;
  2710. uniforms.specular.value = material.specular;
  2711. if ( material.wrapAround ) {
  2712. uniforms.wrapRGB.value.copy( material.wrapRGB );
  2713. }
  2714. }
  2715. function refreshUniformsLambert ( uniforms, material ) {
  2716. uniforms.emissive.value = material.emissive;
  2717. if ( material.wrapAround ) {
  2718. uniforms.wrapRGB.value.copy( material.wrapRGB );
  2719. }
  2720. }
  2721. function refreshUniformsLights ( uniforms, lights ) {
  2722. uniforms.ambientLightColor.value = lights.ambient;
  2723. uniforms.directionalLightColor.value = lights.directional.colors;
  2724. uniforms.directionalLightDirection.value = lights.directional.positions;
  2725. uniforms.pointLightColor.value = lights.point.colors;
  2726. uniforms.pointLightPosition.value = lights.point.positions;
  2727. uniforms.pointLightDistance.value = lights.point.distances;
  2728. uniforms.pointLightDecay.value = lights.point.decays;
  2729. uniforms.spotLightColor.value = lights.spot.colors;
  2730. uniforms.spotLightPosition.value = lights.spot.positions;
  2731. uniforms.spotLightDistance.value = lights.spot.distances;
  2732. uniforms.spotLightDirection.value = lights.spot.directions;
  2733. uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
  2734. uniforms.spotLightExponent.value = lights.spot.exponents;
  2735. uniforms.spotLightDecay.value = lights.spot.decays;
  2736. uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
  2737. uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
  2738. uniforms.hemisphereLightDirection.value = lights.hemi.positions;
  2739. }
  2740. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  2741. function markUniformsLightsNeedsUpdate ( uniforms, value ) {
  2742. uniforms.ambientLightColor.needsUpdate = value;
  2743. uniforms.directionalLightColor.needsUpdate = value;
  2744. uniforms.directionalLightDirection.needsUpdate = value;
  2745. uniforms.pointLightColor.needsUpdate = value;
  2746. uniforms.pointLightPosition.needsUpdate = value;
  2747. uniforms.pointLightDistance.needsUpdate = value;
  2748. uniforms.pointLightDecay.needsUpdate = value;
  2749. uniforms.spotLightColor.needsUpdate = value;
  2750. uniforms.spotLightPosition.needsUpdate = value;
  2751. uniforms.spotLightDistance.needsUpdate = value;
  2752. uniforms.spotLightDirection.needsUpdate = value;
  2753. uniforms.spotLightAngleCos.needsUpdate = value;
  2754. uniforms.spotLightExponent.needsUpdate = value;
  2755. uniforms.spotLightDecay.needsUpdate = value;
  2756. uniforms.hemisphereLightSkyColor.needsUpdate = value;
  2757. uniforms.hemisphereLightGroundColor.needsUpdate = value;
  2758. uniforms.hemisphereLightDirection.needsUpdate = value;
  2759. }
  2760. function refreshUniformsShadow ( uniforms, lights ) {
  2761. if ( uniforms.shadowMatrix ) {
  2762. var j = 0;
  2763. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  2764. var light = lights[ i ];
  2765. if ( ! light.castShadow ) continue;
  2766. if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) {
  2767. uniforms.shadowMap.value[ j ] = light.shadowMap;
  2768. uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
  2769. uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;
  2770. uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
  2771. uniforms.shadowBias.value[ j ] = light.shadowBias;
  2772. j ++;
  2773. }
  2774. }
  2775. }
  2776. }
  2777. // Uniforms (load to GPU)
  2778. function loadUniformsMatrices ( uniforms, object ) {
  2779. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrix.elements );
  2780. if ( uniforms.normalMatrix ) {
  2781. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrix.elements );
  2782. }
  2783. }
  2784. function getTextureUnit() {
  2785. var textureUnit = _usedTextureUnits;
  2786. if ( textureUnit >= _maxTextures ) {
  2787. THREE.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + _maxTextures );
  2788. }
  2789. _usedTextureUnits += 1;
  2790. return textureUnit;
  2791. }
  2792. function loadUniformsGeneric ( uniforms ) {
  2793. var texture, textureUnit, offset;
  2794. for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) {
  2795. var uniform = uniforms[ j ][ 0 ];
  2796. // needsUpdate property is not added to all uniforms.
  2797. if ( uniform.needsUpdate === false ) continue;
  2798. var type = uniform.type;
  2799. var value = uniform.value;
  2800. var location = uniforms[ j ][ 1 ];
  2801. switch ( type ) {
  2802. case '1i':
  2803. _gl.uniform1i( location, value );
  2804. break;
  2805. case '1f':
  2806. _gl.uniform1f( location, value );
  2807. break;
  2808. case '2f':
  2809. _gl.uniform2f( location, value[ 0 ], value[ 1 ] );
  2810. break;
  2811. case '3f':
  2812. _gl.uniform3f( location, value[ 0 ], value[ 1 ], value[ 2 ] );
  2813. break;
  2814. case '4f':
  2815. _gl.uniform4f( location, value[ 0 ], value[ 1 ], value[ 2 ], value[ 3 ] );
  2816. break;
  2817. case '1iv':
  2818. _gl.uniform1iv( location, value );
  2819. break;
  2820. case '3iv':
  2821. _gl.uniform3iv( location, value );
  2822. break;
  2823. case '1fv':
  2824. _gl.uniform1fv( location, value );
  2825. break;
  2826. case '2fv':
  2827. _gl.uniform2fv( location, value );
  2828. break;
  2829. case '3fv':
  2830. _gl.uniform3fv( location, value );
  2831. break;
  2832. case '4fv':
  2833. _gl.uniform4fv( location, value );
  2834. break;
  2835. case 'Matrix3fv':
  2836. _gl.uniformMatrix3fv( location, false, value );
  2837. break;
  2838. case 'Matrix4fv':
  2839. _gl.uniformMatrix4fv( location, false, value );
  2840. break;
  2841. //
  2842. case 'i':
  2843. // single integer
  2844. _gl.uniform1i( location, value );
  2845. break;
  2846. case 'f':
  2847. // single float
  2848. _gl.uniform1f( location, value );
  2849. break;
  2850. case 'v2':
  2851. // single THREE.Vector2
  2852. _gl.uniform2f( location, value.x, value.y );
  2853. break;
  2854. case 'v3':
  2855. // single THREE.Vector3
  2856. _gl.uniform3f( location, value.x, value.y, value.z );
  2857. break;
  2858. case 'v4':
  2859. // single THREE.Vector4
  2860. _gl.uniform4f( location, value.x, value.y, value.z, value.w );
  2861. break;
  2862. case 'c':
  2863. // single THREE.Color
  2864. _gl.uniform3f( location, value.r, value.g, value.b );
  2865. break;
  2866. case 'iv1':
  2867. // flat array of integers (JS or typed array)
  2868. _gl.uniform1iv( location, value );
  2869. break;
  2870. case 'iv':
  2871. // flat array of integers with 3 x N size (JS or typed array)
  2872. _gl.uniform3iv( location, value );
  2873. break;
  2874. case 'fv1':
  2875. // flat array of floats (JS or typed array)
  2876. _gl.uniform1fv( location, value );
  2877. break;
  2878. case 'fv':
  2879. // flat array of floats with 3 x N size (JS or typed array)
  2880. _gl.uniform3fv( location, value );
  2881. break;
  2882. case 'v2v':
  2883. // array of THREE.Vector2
  2884. if ( uniform._array === undefined ) {
  2885. uniform._array = new Float32Array( 2 * value.length );
  2886. }
  2887. for ( var i = 0, il = value.length; i < il; i ++ ) {
  2888. offset = i * 2;
  2889. uniform._array[ offset ] = value[ i ].x;
  2890. uniform._array[ offset + 1 ] = value[ i ].y;
  2891. }
  2892. _gl.uniform2fv( location, uniform._array );
  2893. break;
  2894. case 'v3v':
  2895. // array of THREE.Vector3
  2896. if ( uniform._array === undefined ) {
  2897. uniform._array = new Float32Array( 3 * value.length );
  2898. }
  2899. for ( var i = 0, il = value.length; i < il; i ++ ) {
  2900. offset = i * 3;
  2901. uniform._array[ offset ] = value[ i ].x;
  2902. uniform._array[ offset + 1 ] = value[ i ].y;
  2903. uniform._array[ offset + 2 ] = value[ i ].z;
  2904. }
  2905. _gl.uniform3fv( location, uniform._array );
  2906. break;
  2907. case 'v4v':
  2908. // array of THREE.Vector4
  2909. if ( uniform._array === undefined ) {
  2910. uniform._array = new Float32Array( 4 * value.length );
  2911. }
  2912. for ( var i = 0, il = value.length; i < il; i ++ ) {
  2913. offset = i * 4;
  2914. uniform._array[ offset ] = value[ i ].x;
  2915. uniform._array[ offset + 1 ] = value[ i ].y;
  2916. uniform._array[ offset + 2 ] = value[ i ].z;
  2917. uniform._array[ offset + 3 ] = value[ i ].w;
  2918. }
  2919. _gl.uniform4fv( location, uniform._array );
  2920. break;
  2921. case 'm3':
  2922. // single THREE.Matrix3
  2923. _gl.uniformMatrix3fv( location, false, value.elements );
  2924. break;
  2925. case 'm3v':
  2926. // array of THREE.Matrix3
  2927. if ( uniform._array === undefined ) {
  2928. uniform._array = new Float32Array( 9 * value.length );
  2929. }
  2930. for ( var i = 0, il = value.length; i < il; i ++ ) {
  2931. value[ i ].flattenToArrayOffset( uniform._array, i * 9 );
  2932. }
  2933. _gl.uniformMatrix3fv( location, false, uniform._array );
  2934. break;
  2935. case 'm4':
  2936. // single THREE.Matrix4
  2937. _gl.uniformMatrix4fv( location, false, value.elements );
  2938. break;
  2939. case 'm4v':
  2940. // array of THREE.Matrix4
  2941. if ( uniform._array === undefined ) {
  2942. uniform._array = new Float32Array( 16 * value.length );
  2943. }
  2944. for ( var i = 0, il = value.length; i < il; i ++ ) {
  2945. value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
  2946. }
  2947. _gl.uniformMatrix4fv( location, false, uniform._array );
  2948. break;
  2949. case 't':
  2950. // single THREE.Texture (2d or cube)
  2951. texture = value;
  2952. textureUnit = getTextureUnit();
  2953. _gl.uniform1i( location, textureUnit );
  2954. if ( ! texture ) continue;
  2955. if ( texture instanceof THREE.CubeTexture ||
  2956. ( texture.image instanceof Array && texture.image.length === 6 ) ) { // CompressedTexture can have Array in image :/
  2957. setCubeTexture( texture, textureUnit );
  2958. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  2959. setCubeTextureDynamic( texture, textureUnit );
  2960. } else {
  2961. _this.setTexture( texture, textureUnit );
  2962. }
  2963. break;
  2964. case 'tv':
  2965. // array of THREE.Texture (2d)
  2966. if ( uniform._array === undefined ) {
  2967. uniform._array = [];
  2968. }
  2969. for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
  2970. uniform._array[ i ] = getTextureUnit();
  2971. }
  2972. _gl.uniform1iv( location, uniform._array );
  2973. for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
  2974. texture = uniform.value[ i ];
  2975. textureUnit = uniform._array[ i ];
  2976. if ( ! texture ) continue;
  2977. _this.setTexture( texture, textureUnit );
  2978. }
  2979. break;
  2980. default:
  2981. THREE.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type );
  2982. }
  2983. }
  2984. }
  2985. function setupMatrices ( object, camera ) {
  2986. object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  2987. object._normalMatrix.getNormalMatrix( object._modelViewMatrix );
  2988. }
  2989. function setColorLinear( array, offset, color, intensity ) {
  2990. array[ offset ] = color.r * intensity;
  2991. array[ offset + 1 ] = color.g * intensity;
  2992. array[ offset + 2 ] = color.b * intensity;
  2993. }
  2994. function setupLights ( lights ) {
  2995. var l, ll, light,
  2996. r = 0, g = 0, b = 0,
  2997. color, skyColor, groundColor,
  2998. intensity,
  2999. distance,
  3000. zlights = _lights,
  3001. dirColors = zlights.directional.colors,
  3002. dirPositions = zlights.directional.positions,
  3003. pointColors = zlights.point.colors,
  3004. pointPositions = zlights.point.positions,
  3005. pointDistances = zlights.point.distances,
  3006. pointDecays = zlights.point.decays,
  3007. spotColors = zlights.spot.colors,
  3008. spotPositions = zlights.spot.positions,
  3009. spotDistances = zlights.spot.distances,
  3010. spotDirections = zlights.spot.directions,
  3011. spotAnglesCos = zlights.spot.anglesCos,
  3012. spotExponents = zlights.spot.exponents,
  3013. spotDecays = zlights.spot.decays,
  3014. hemiSkyColors = zlights.hemi.skyColors,
  3015. hemiGroundColors = zlights.hemi.groundColors,
  3016. hemiPositions = zlights.hemi.positions,
  3017. dirLength = 0,
  3018. pointLength = 0,
  3019. spotLength = 0,
  3020. hemiLength = 0,
  3021. dirCount = 0,
  3022. pointCount = 0,
  3023. spotCount = 0,
  3024. hemiCount = 0,
  3025. dirOffset = 0,
  3026. pointOffset = 0,
  3027. spotOffset = 0,
  3028. hemiOffset = 0;
  3029. for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  3030. light = lights[ l ];
  3031. if ( light.onlyShadow ) continue;
  3032. color = light.color;
  3033. intensity = light.intensity;
  3034. distance = light.distance;
  3035. if ( light instanceof THREE.AmbientLight ) {
  3036. if ( ! light.visible ) continue;
  3037. r += color.r;
  3038. g += color.g;
  3039. b += color.b;
  3040. } else if ( light instanceof THREE.DirectionalLight ) {
  3041. dirCount += 1;
  3042. if ( ! light.visible ) continue;
  3043. _direction.setFromMatrixPosition( light.matrixWorld );
  3044. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  3045. _direction.sub( _vector3 );
  3046. _direction.normalize();
  3047. dirOffset = dirLength * 3;
  3048. dirPositions[ dirOffset ] = _direction.x;
  3049. dirPositions[ dirOffset + 1 ] = _direction.y;
  3050. dirPositions[ dirOffset + 2 ] = _direction.z;
  3051. setColorLinear( dirColors, dirOffset, color, intensity );
  3052. dirLength += 1;
  3053. } else if ( light instanceof THREE.PointLight ) {
  3054. pointCount += 1;
  3055. if ( ! light.visible ) continue;
  3056. pointOffset = pointLength * 3;
  3057. setColorLinear( pointColors, pointOffset, color, intensity );
  3058. _vector3.setFromMatrixPosition( light.matrixWorld );
  3059. pointPositions[ pointOffset ] = _vector3.x;
  3060. pointPositions[ pointOffset + 1 ] = _vector3.y;
  3061. pointPositions[ pointOffset + 2 ] = _vector3.z;
  3062. // distance is 0 if decay is 0, because there is no attenuation at all.
  3063. pointDistances[ pointLength ] = distance;
  3064. pointDecays[ pointLength ] = ( light.distance === 0 ) ? 0.0 : light.decay;
  3065. pointLength += 1;
  3066. } else if ( light instanceof THREE.SpotLight ) {
  3067. spotCount += 1;
  3068. if ( ! light.visible ) continue;
  3069. spotOffset = spotLength * 3;
  3070. setColorLinear( spotColors, spotOffset, color, intensity );
  3071. _direction.setFromMatrixPosition( light.matrixWorld );
  3072. spotPositions[ spotOffset ] = _direction.x;
  3073. spotPositions[ spotOffset + 1 ] = _direction.y;
  3074. spotPositions[ spotOffset + 2 ] = _direction.z;
  3075. spotDistances[ spotLength ] = distance;
  3076. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  3077. _direction.sub( _vector3 );
  3078. _direction.normalize();
  3079. spotDirections[ spotOffset ] = _direction.x;
  3080. spotDirections[ spotOffset + 1 ] = _direction.y;
  3081. spotDirections[ spotOffset + 2 ] = _direction.z;
  3082. spotAnglesCos[ spotLength ] = Math.cos( light.angle );
  3083. spotExponents[ spotLength ] = light.exponent;
  3084. spotDecays[ spotLength ] = ( light.distance === 0 ) ? 0.0 : light.decay;
  3085. spotLength += 1;
  3086. } else if ( light instanceof THREE.HemisphereLight ) {
  3087. hemiCount += 1;
  3088. if ( ! light.visible ) continue;
  3089. _direction.setFromMatrixPosition( light.matrixWorld );
  3090. _direction.normalize();
  3091. hemiOffset = hemiLength * 3;
  3092. hemiPositions[ hemiOffset ] = _direction.x;
  3093. hemiPositions[ hemiOffset + 1 ] = _direction.y;
  3094. hemiPositions[ hemiOffset + 2 ] = _direction.z;
  3095. skyColor = light.color;
  3096. groundColor = light.groundColor;
  3097. setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
  3098. setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );
  3099. hemiLength += 1;
  3100. }
  3101. }
  3102. // null eventual remains from removed lights
  3103. // (this is to avoid if in shader)
  3104. for ( l = dirLength * 3, ll = Math.max( dirColors.length, dirCount * 3 ); l < ll; l ++ ) dirColors[ l ] = 0.0;
  3105. for ( l = pointLength * 3, ll = Math.max( pointColors.length, pointCount * 3 ); l < ll; l ++ ) pointColors[ l ] = 0.0;
  3106. for ( l = spotLength * 3, ll = Math.max( spotColors.length, spotCount * 3 ); l < ll; l ++ ) spotColors[ l ] = 0.0;
  3107. for ( l = hemiLength * 3, ll = Math.max( hemiSkyColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiSkyColors[ l ] = 0.0;
  3108. for ( l = hemiLength * 3, ll = Math.max( hemiGroundColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiGroundColors[ l ] = 0.0;
  3109. zlights.directional.length = dirLength;
  3110. zlights.point.length = pointLength;
  3111. zlights.spot.length = spotLength;
  3112. zlights.hemi.length = hemiLength;
  3113. zlights.ambient[ 0 ] = r;
  3114. zlights.ambient[ 1 ] = g;
  3115. zlights.ambient[ 2 ] = b;
  3116. }
  3117. // GL state setting
  3118. this.setFaceCulling = function ( cullFace, frontFaceDirection ) {
  3119. if ( cullFace === THREE.CullFaceNone ) {
  3120. _gl.disable( _gl.CULL_FACE );
  3121. } else {
  3122. if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {
  3123. _gl.frontFace( _gl.CW );
  3124. } else {
  3125. _gl.frontFace( _gl.CCW );
  3126. }
  3127. if ( cullFace === THREE.CullFaceBack ) {
  3128. _gl.cullFace( _gl.BACK );
  3129. } else if ( cullFace === THREE.CullFaceFront ) {
  3130. _gl.cullFace( _gl.FRONT );
  3131. } else {
  3132. _gl.cullFace( _gl.FRONT_AND_BACK );
  3133. }
  3134. _gl.enable( _gl.CULL_FACE );
  3135. }
  3136. };
  3137. this.setMaterialFaces = function ( material ) {
  3138. state.setDoubleSided( material.side === THREE.DoubleSide );
  3139. state.setFlipSided( material.side === THREE.BackSide );
  3140. };
  3141. // Textures
  3142. function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
  3143. var extension;
  3144. if ( isImagePowerOfTwo ) {
  3145. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  3146. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  3147. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  3148. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  3149. } else {
  3150. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  3151. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  3152. if ( texture.wrapS !== THREE.ClampToEdgeWrapping || texture.wrapT !== THREE.ClampToEdgeWrapping ) {
  3153. THREE.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping. ( ' + texture.sourceFile + ' )' );
  3154. }
  3155. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  3156. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  3157. if ( texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) {
  3158. THREE.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter. ( ' + texture.sourceFile + ' )' );
  3159. }
  3160. }
  3161. extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  3162. if ( extension && texture.type !== THREE.FloatType && texture.type !== THREE.HalfFloatType ) {
  3163. if ( texture.anisotropy > 1 || texture.__currentAnisotropy ) {
  3164. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _this.getMaxAnisotropy() ) );
  3165. texture.__currentAnisotropy = texture.anisotropy;
  3166. }
  3167. }
  3168. }
  3169. this.uploadTexture = function ( texture ) {
  3170. if ( texture.__webglInit === undefined ) {
  3171. texture.__webglInit = true;
  3172. texture.addEventListener( 'dispose', onTextureDispose );
  3173. texture.__webglTexture = _gl.createTexture();
  3174. _this.info.memory.textures ++;
  3175. }
  3176. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  3177. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  3178. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  3179. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
  3180. texture.image = clampToMaxSize( texture.image, _maxTextureSize );
  3181. var image = texture.image,
  3182. isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
  3183. glFormat = paramThreeToGL( texture.format ),
  3184. glType = paramThreeToGL( texture.type );
  3185. setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
  3186. var mipmap, mipmaps = texture.mipmaps;
  3187. if ( texture instanceof THREE.DataTexture ) {
  3188. // use manually created mipmaps if available
  3189. // if there are no manual mipmaps
  3190. // set 0 level mipmap and then use GL to generate other mipmap levels
  3191. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  3192. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  3193. mipmap = mipmaps[ i ];
  3194. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  3195. }
  3196. texture.generateMipmaps = false;
  3197. } else {
  3198. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
  3199. }
  3200. } else if ( texture instanceof THREE.CompressedTexture ) {
  3201. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  3202. mipmap = mipmaps[ i ];
  3203. if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
  3204. if ( getCompressedTextureFormats().indexOf( glFormat ) > -1 ) {
  3205. _gl.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  3206. } else {
  3207. THREE.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()" );
  3208. }
  3209. } else {
  3210. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  3211. }
  3212. }
  3213. } else { // regular Texture (image, video, canvas)
  3214. // use manually created mipmaps if available
  3215. // if there are no manual mipmaps
  3216. // set 0 level mipmap and then use GL to generate other mipmap levels
  3217. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  3218. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  3219. mipmap = mipmaps[ i ];
  3220. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
  3221. }
  3222. texture.generateMipmaps = false;
  3223. } else {
  3224. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
  3225. }
  3226. }
  3227. if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  3228. texture.needsUpdate = false;
  3229. if ( texture.onUpdate ) texture.onUpdate();
  3230. };
  3231. this.setTexture = function ( texture, slot ) {
  3232. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3233. if ( texture.needsUpdate ) {
  3234. _this.uploadTexture( texture );
  3235. } else {
  3236. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  3237. }
  3238. };
  3239. function clampToMaxSize ( image, maxSize ) {
  3240. if ( image.width > maxSize || image.height > maxSize ) {
  3241. // Warning: Scaling through the canvas will only work with images that use
  3242. // premultiplied alpha.
  3243. var scale = maxSize / Math.max( image.width, image.height );
  3244. var canvas = document.createElement( 'canvas' );
  3245. canvas.width = Math.floor( image.width * scale );
  3246. canvas.height = Math.floor( image.height * scale );
  3247. var context = canvas.getContext( '2d' );
  3248. context.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height );
  3249. THREE.warn( 'THREE.WebGLRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );
  3250. return canvas;
  3251. }
  3252. return image;
  3253. }
  3254. function setCubeTexture ( texture, slot ) {
  3255. if ( texture.image.length === 6 ) {
  3256. if ( texture.needsUpdate ) {
  3257. if ( ! texture.image.__webglTextureCube ) {
  3258. texture.addEventListener( 'dispose', onTextureDispose );
  3259. texture.image.__webglTextureCube = _gl.createTexture();
  3260. _this.info.memory.textures ++;
  3261. }
  3262. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3263. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  3264. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  3265. var isCompressed = texture instanceof THREE.CompressedTexture;
  3266. var isDataTexture = texture.image[ 0 ] instanceof THREE.DataTexture;
  3267. var cubeImage = [];
  3268. for ( var i = 0; i < 6; i ++ ) {
  3269. if ( _this.autoScaleCubemaps && ! isCompressed && ! isDataTexture ) {
  3270. cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize );
  3271. } else {
  3272. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  3273. }
  3274. }
  3275. var image = cubeImage[ 0 ],
  3276. isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
  3277. glFormat = paramThreeToGL( texture.format ),
  3278. glType = paramThreeToGL( texture.type );
  3279. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
  3280. for ( var i = 0; i < 6; i ++ ) {
  3281. if ( ! isCompressed ) {
  3282. if ( isDataTexture ) {
  3283. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  3284. } else {
  3285. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
  3286. }
  3287. } else {
  3288. var mipmap, mipmaps = cubeImage[ i ].mipmaps;
  3289. for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
  3290. mipmap = mipmaps[ j ];
  3291. if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
  3292. if ( getCompressedTextureFormats().indexOf( glFormat ) > -1 ) {
  3293. _gl.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  3294. } else {
  3295. THREE.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setCubeTexture()" );
  3296. }
  3297. } else {
  3298. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  3299. }
  3300. }
  3301. }
  3302. }
  3303. if ( texture.generateMipmaps && isImagePowerOfTwo ) {
  3304. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3305. }
  3306. texture.needsUpdate = false;
  3307. if ( texture.onUpdate ) texture.onUpdate();
  3308. } else {
  3309. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3310. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  3311. }
  3312. }
  3313. }
  3314. function setCubeTextureDynamic ( texture, slot ) {
  3315. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3316. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
  3317. }
  3318. // Render targets
  3319. function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
  3320. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  3321. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );
  3322. }
  3323. function setupRenderBuffer ( renderbuffer, renderTarget ) {
  3324. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  3325. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  3326. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  3327. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3328. /* For some reason this is not working. Defaulting to RGBA4.
  3329. } else if ( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3330. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
  3331. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3332. */
  3333. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3334. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
  3335. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3336. } else {
  3337. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
  3338. }
  3339. }
  3340. this.setRenderTarget = function ( renderTarget ) {
  3341. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  3342. if ( renderTarget && renderTarget.__webglFramebuffer === undefined ) {
  3343. if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
  3344. if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
  3345. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  3346. renderTarget.__webglTexture = _gl.createTexture();
  3347. _this.info.memory.textures ++;
  3348. // Setup texture, create render and frame buffers
  3349. var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.isPowerOfTwo( renderTarget.height ),
  3350. glFormat = paramThreeToGL( renderTarget.format ),
  3351. glType = paramThreeToGL( renderTarget.type );
  3352. if ( isCube ) {
  3353. renderTarget.__webglFramebuffer = [];
  3354. renderTarget.__webglRenderbuffer = [];
  3355. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  3356. setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
  3357. for ( var i = 0; i < 6; i ++ ) {
  3358. renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  3359. renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
  3360. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  3361. setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
  3362. setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );
  3363. }
  3364. if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3365. } else {
  3366. renderTarget.__webglFramebuffer = _gl.createFramebuffer();
  3367. if ( renderTarget.shareDepthFrom ) {
  3368. renderTarget.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;
  3369. } else {
  3370. renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();
  3371. }
  3372. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  3373. setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );
  3374. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  3375. setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
  3376. if ( renderTarget.shareDepthFrom ) {
  3377. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  3378. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
  3379. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3380. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
  3381. }
  3382. } else {
  3383. setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );
  3384. }
  3385. if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  3386. }
  3387. // Release everything
  3388. if ( isCube ) {
  3389. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  3390. } else {
  3391. _gl.bindTexture( _gl.TEXTURE_2D, null );
  3392. }
  3393. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  3394. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  3395. }
  3396. var framebuffer, width, height, vx, vy;
  3397. if ( renderTarget ) {
  3398. if ( isCube ) {
  3399. framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];
  3400. } else {
  3401. framebuffer = renderTarget.__webglFramebuffer;
  3402. }
  3403. width = renderTarget.width;
  3404. height = renderTarget.height;
  3405. vx = 0;
  3406. vy = 0;
  3407. } else {
  3408. framebuffer = null;
  3409. width = _viewportWidth;
  3410. height = _viewportHeight;
  3411. vx = _viewportX;
  3412. vy = _viewportY;
  3413. }
  3414. if ( framebuffer !== _currentFramebuffer ) {
  3415. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  3416. _gl.viewport( vx, vy, width, height );
  3417. _currentFramebuffer = framebuffer;
  3418. }
  3419. _currentWidth = width;
  3420. _currentHeight = height;
  3421. };
  3422. this.readRenderTargetPixels = function( renderTarget, x, y, width, height, buffer ) {
  3423. if ( ! ( renderTarget instanceof THREE.WebGLRenderTarget ) ) {
  3424. THREE.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  3425. return;
  3426. }
  3427. if ( renderTarget.__webglFramebuffer ) {
  3428. if ( renderTarget.format !== THREE.RGBAFormat ) {
  3429. THREE.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA format. readPixels can read only RGBA format.' );
  3430. return;
  3431. }
  3432. var restore = false;
  3433. if ( renderTarget.__webglFramebuffer !== _currentFramebuffer ) {
  3434. _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTarget.__webglFramebuffer );
  3435. restore = true;
  3436. }
  3437. if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
  3438. _gl.readPixels( x, y, width, height, _gl.RGBA, _gl.UNSIGNED_BYTE, buffer );
  3439. } else {
  3440. THREE.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  3441. }
  3442. if ( restore ) {
  3443. _gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
  3444. }
  3445. }
  3446. };
  3447. function updateRenderTargetMipmap ( renderTarget ) {
  3448. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  3449. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  3450. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3451. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  3452. } else {
  3453. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  3454. _gl.generateMipmap( _gl.TEXTURE_2D );
  3455. _gl.bindTexture( _gl.TEXTURE_2D, null );
  3456. }
  3457. }
  3458. // Fallback filters for non-power-of-2 textures
  3459. function filterFallback ( f ) {
  3460. if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {
  3461. return _gl.NEAREST;
  3462. }
  3463. return _gl.LINEAR;
  3464. }
  3465. // Map three.js constants to WebGL constants
  3466. function paramThreeToGL ( p ) {
  3467. var extension;
  3468. if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
  3469. if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
  3470. if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
  3471. if ( p === THREE.NearestFilter ) return _gl.NEAREST;
  3472. if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
  3473. if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
  3474. if ( p === THREE.LinearFilter ) return _gl.LINEAR;
  3475. if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
  3476. if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
  3477. if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
  3478. if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
  3479. if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
  3480. if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
  3481. if ( p === THREE.ByteType ) return _gl.BYTE;
  3482. if ( p === THREE.ShortType ) return _gl.SHORT;
  3483. if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
  3484. if ( p === THREE.IntType ) return _gl.INT;
  3485. if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
  3486. if ( p === THREE.FloatType ) return _gl.FLOAT;
  3487. extension = extensions.get( 'OES_texture_half_float' );
  3488. if ( extension !== null ) {
  3489. if ( p === THREE.HalfFloatType ) return extension.HALF_FLOAT_OES;
  3490. }
  3491. if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
  3492. if ( p === THREE.RGBFormat ) return _gl.RGB;
  3493. if ( p === THREE.RGBAFormat ) return _gl.RGBA;
  3494. if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
  3495. if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
  3496. if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
  3497. if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
  3498. if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
  3499. if ( p === THREE.ZeroFactor ) return _gl.ZERO;
  3500. if ( p === THREE.OneFactor ) return _gl.ONE;
  3501. if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
  3502. if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
  3503. if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
  3504. if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
  3505. if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
  3506. if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
  3507. if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
  3508. if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
  3509. if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
  3510. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  3511. if ( extension !== null ) {
  3512. if ( p === THREE.RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
  3513. if ( p === THREE.RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  3514. if ( p === THREE.RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  3515. if ( p === THREE.RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  3516. }
  3517. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  3518. if ( extension !== null ) {
  3519. if ( p === THREE.RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  3520. if ( p === THREE.RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  3521. if ( p === THREE.RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  3522. if ( p === THREE.RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  3523. }
  3524. extension = extensions.get( 'EXT_blend_minmax' );
  3525. if ( extension !== null ) {
  3526. if ( p === THREE.MinEquation ) return extension.MIN_EXT;
  3527. if ( p === THREE.MaxEquation ) return extension.MAX_EXT;
  3528. }
  3529. return 0;
  3530. }
  3531. // Allocations
  3532. function allocateBones ( object ) {
  3533. if ( _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture ) {
  3534. return 1024;
  3535. } else {
  3536. // default for when object is not specified
  3537. // ( for example when prebuilding shader
  3538. // to be used with multiple objects )
  3539. //
  3540. // - leave some extra space for other uniforms
  3541. // - limit here is ANGLE's 254 max uniform vectors
  3542. // (up to 54 should be safe)
  3543. var nVertexUniforms = _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS );
  3544. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  3545. var maxBones = nVertexMatrices;
  3546. if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
  3547. maxBones = Math.min( object.skeleton.bones.length, maxBones );
  3548. if ( maxBones < object.skeleton.bones.length ) {
  3549. THREE.warn( 'WebGLRenderer: too many bones - ' + object.skeleton.bones.length + ', this GPU supports just ' + maxBones + ' (try OpenGL instead of ANGLE)' );
  3550. }
  3551. }
  3552. return maxBones;
  3553. }
  3554. }
  3555. function allocateLights( lights ) {
  3556. var dirLights = 0;
  3557. var pointLights = 0;
  3558. var spotLights = 0;
  3559. var hemiLights = 0;
  3560. for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
  3561. var light = lights[ l ];
  3562. if ( light.onlyShadow || light.visible === false ) continue;
  3563. if ( light instanceof THREE.DirectionalLight ) dirLights ++;
  3564. if ( light instanceof THREE.PointLight ) pointLights ++;
  3565. if ( light instanceof THREE.SpotLight ) spotLights ++;
  3566. if ( light instanceof THREE.HemisphereLight ) hemiLights ++;
  3567. }
  3568. return { 'directional': dirLights, 'point': pointLights, 'spot': spotLights, 'hemi': hemiLights };
  3569. }
  3570. function allocateShadows( lights ) {
  3571. var maxShadows = 0;
  3572. for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
  3573. var light = lights[ l ];
  3574. if ( ! light.castShadow ) continue;
  3575. if ( light instanceof THREE.SpotLight ) maxShadows ++;
  3576. if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;
  3577. }
  3578. return maxShadows;
  3579. }
  3580. // DEPRECATED
  3581. this.initMaterial = function () {
  3582. THREE.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  3583. };
  3584. this.addPrePlugin = function () {
  3585. THREE.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  3586. };
  3587. this.addPostPlugin = function () {
  3588. THREE.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  3589. };
  3590. this.updateShadowMap = function () {
  3591. THREE.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  3592. };
  3593. };