WebGLRenderer.js 131 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. // constructor parameters
  9. var parameters = parameters || {},
  10. _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
  11. _precision = parameters.precision !== undefined ? parameters.precision : 'highp',
  12. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  13. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  14. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  15. _clearColor = parameters.clearColor !== undefined ? new THREE.Color( parameters.clearColor ) : new THREE.Color( 0x000000 ),
  16. _clearAlpha = parameters.clearAlpha !== undefined ? parameters.clearAlpha : 0,
  17. _maxLights = parameters.maxLights !== undefined ? parameters.maxLights : 4;
  18. // public properties
  19. this.domElement = _canvas;
  20. this.context = null;
  21. // clearing
  22. this.autoClear = true;
  23. this.autoClearColor = true;
  24. this.autoClearDepth = true;
  25. this.autoClearStencil = true;
  26. // scene graph
  27. this.sortObjects = true;
  28. this.autoUpdateObjects = true;
  29. this.autoUpdateScene = true;
  30. // physically based shading
  31. this.gammaInput = false;
  32. this.gammaOutput = false;
  33. this.physicallyBasedShading = false;
  34. // shadow map
  35. this.shadowMapBias = 0.0039;
  36. this.shadowMapDarkness = 0.5;
  37. this.shadowMapWidth = 512;
  38. this.shadowMapHeight = 512;
  39. this.shadowCameraNear = 1;
  40. this.shadowCameraFar = 5000;
  41. this.shadowCameraFov = 50;
  42. this.shadowMapEnabled = false;
  43. this.shadowMapAutoUpdate = true;
  44. this.shadowMapSoft = true;
  45. // morphs
  46. this.maxMorphTargets = 8;
  47. // custom render plugins
  48. this.renderPluginsPre = [];
  49. this.renderPluginsPost = [];
  50. // info
  51. this.info = {
  52. memory: {
  53. programs: 0,
  54. geometries: 0,
  55. textures: 0
  56. },
  57. render: {
  58. calls: 0,
  59. vertices: 0,
  60. faces: 0
  61. }
  62. };
  63. // internal properties
  64. var _this = this,
  65. _gl,
  66. _programs = [],
  67. // internal state cache
  68. _currentProgram = null,
  69. _currentFramebuffer = null,
  70. _currentMaterialId = -1,
  71. _currentGeometryGroupHash = null,
  72. _geometryGroupCounter = 0,
  73. // GL state cache
  74. _oldDoubleSided = null,
  75. _oldFlipSided = null,
  76. _oldBlending = null,
  77. _oldDepthTest = null,
  78. _oldDepthWrite = null,
  79. _oldPolygonOffset = null,
  80. _oldPolygonOffsetFactor = null,
  81. _oldPolygonOffsetUnits = null,
  82. _oldLineWidth = null,
  83. _viewportX = 0,
  84. _viewportY = 0,
  85. _viewportWidth = 0,
  86. _viewportHeight = 0,
  87. // frustum
  88. _frustum = new THREE.Frustum(),
  89. // camera matrices cache
  90. _projScreenMatrix = new THREE.Matrix4(),
  91. _vector3 = new THREE.Vector4(),
  92. // light arrays cache
  93. _lights = {
  94. ambient: [ 0, 0, 0 ],
  95. directional: { length: 0, colors: new Array(), positions: new Array() },
  96. point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() }
  97. };
  98. // initialize
  99. _gl = initGL();
  100. setDefaultGLState();
  101. this.context = _gl;
  102. var _supportsVertexTextures = ( maxVertexTextures() > 0 );
  103. // API
  104. this.getContext = function () {
  105. return _gl;
  106. };
  107. this.supportsVertexTextures = function () {
  108. return _supportsVertexTextures;
  109. };
  110. this.setSize = function ( width, height ) {
  111. _canvas.width = width;
  112. _canvas.height = height;
  113. this.setViewport( 0, 0, _canvas.width, _canvas.height );
  114. };
  115. this.setViewport = function ( x, y, width, height ) {
  116. _viewportX = x;
  117. _viewportY = y;
  118. _viewportWidth = width;
  119. _viewportHeight = height;
  120. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  121. };
  122. this.setScissor = function ( x, y, width, height ) {
  123. _gl.scissor( x, y, width, height );
  124. };
  125. this.enableScissorTest = function ( enable ) {
  126. enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );
  127. };
  128. // Clearing
  129. this.setClearColorHex = function ( hex, alpha ) {
  130. _clearColor.setHex( hex );
  131. _clearAlpha = alpha;
  132. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  133. };
  134. this.setClearColor = function ( color, alpha ) {
  135. _clearColor.copy( color );
  136. _clearAlpha = alpha;
  137. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  138. };
  139. this.getClearColor = function () {
  140. return _clearColor;
  141. };
  142. this.getClearAlpha = function () {
  143. return _clearAlpha;
  144. };
  145. this.clear = function ( color, depth, stencil ) {
  146. var bits = 0;
  147. if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  148. if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  149. if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  150. _gl.clear( bits );
  151. };
  152. this.clearTarget = function ( renderTarget, color, depth, stencil ) {
  153. this.setRenderTarget( renderTarget );
  154. this.clear( color, depth, stencil );
  155. };
  156. // Plugins
  157. this.addPostPlugin = function ( plugin ) {
  158. plugin.init( this );
  159. this.renderPluginsPost.push( plugin );
  160. };
  161. this.addPrePlugin = function ( plugin ) {
  162. plugin.init( this );
  163. this.renderPluginsPre.push( plugin );
  164. };
  165. // Deallocation
  166. this.deallocateObject = function ( object ) {
  167. if ( ! object.__webglInit ) return;
  168. object.__webglInit = false;
  169. delete object._modelViewMatrix;
  170. delete object._normalMatrixArray;
  171. delete object._modelViewMatrixArray;
  172. delete object._objectMatrixArray;
  173. if ( object instanceof THREE.Mesh ) {
  174. for ( var g in object.geometry.geometryGroups ) {
  175. deleteMeshBuffers( object.geometry.geometryGroups[ g ] );
  176. }
  177. } else if ( object instanceof THREE.Ribbon ) {
  178. deleteRibbonBuffers( object.geometry );
  179. } else if ( object instanceof THREE.Line ) {
  180. deleteLineBuffers( object.geometry );
  181. } else if ( object instanceof THREE.ParticleSystem ) {
  182. deleteParticleBuffers( object.geometry );
  183. }
  184. };
  185. this.deallocateTexture = function ( texture ) {
  186. if ( ! texture.__webglInit ) return;
  187. texture.__webglInit = false;
  188. _gl.deleteTexture( texture.__webglTexture );
  189. _this.info.memory.textures --;
  190. };
  191. // Rendering
  192. this.updateShadowMap = function ( scene, camera ) {
  193. _currentProgram = null;
  194. _oldBlending = -1;
  195. _oldDepthTest = -1;
  196. _oldDepthWrite = -1;
  197. _currentGeometryGroupHash = -1;
  198. _currentMaterialId = -1;
  199. this.shadowMapPlugin.update( scene, camera );
  200. };
  201. // Internal functions
  202. // Buffer allocation
  203. function createParticleBuffers ( geometry ) {
  204. geometry.__webglVertexBuffer = _gl.createBuffer();
  205. geometry.__webglColorBuffer = _gl.createBuffer();
  206. _this.info.geometries ++;
  207. };
  208. function createLineBuffers ( geometry ) {
  209. geometry.__webglVertexBuffer = _gl.createBuffer();
  210. geometry.__webglColorBuffer = _gl.createBuffer();
  211. _this.info.memory.geometries ++;
  212. };
  213. function createRibbonBuffers ( geometry ) {
  214. geometry.__webglVertexBuffer = _gl.createBuffer();
  215. geometry.__webglColorBuffer = _gl.createBuffer();
  216. _this.info.memory.geometries ++;
  217. };
  218. function createMeshBuffers ( geometryGroup ) {
  219. geometryGroup.__webglVertexBuffer = _gl.createBuffer();
  220. geometryGroup.__webglNormalBuffer = _gl.createBuffer();
  221. geometryGroup.__webglTangentBuffer = _gl.createBuffer();
  222. geometryGroup.__webglColorBuffer = _gl.createBuffer();
  223. geometryGroup.__webglUVBuffer = _gl.createBuffer();
  224. geometryGroup.__webglUV2Buffer = _gl.createBuffer();
  225. geometryGroup.__webglSkinVertexABuffer = _gl.createBuffer();
  226. geometryGroup.__webglSkinVertexBBuffer = _gl.createBuffer();
  227. geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
  228. geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
  229. geometryGroup.__webglFaceBuffer = _gl.createBuffer();
  230. geometryGroup.__webglLineBuffer = _gl.createBuffer();
  231. if ( geometryGroup.numMorphTargets ) {
  232. var m, ml;
  233. geometryGroup.__webglMorphTargetsBuffers = [];
  234. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  235. geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
  236. }
  237. }
  238. _this.info.memory.geometries ++;
  239. };
  240. // Buffer deallocation
  241. function deleteParticleBuffers ( geometry ) {
  242. _gl.deleteBuffer( geometry.__webglVertexBuffer );
  243. _gl.deleteBuffer( geometry.__webglColorBuffer );
  244. _this.info.memory.geometries --;
  245. };
  246. function deleteLineBuffers ( geometry ) {
  247. _gl.deleteBuffer( geometry.__webglVertexBuffer );
  248. _gl.deleteBuffer( geometry.__webglColorBuffer );
  249. _this.info.memory.geometries --;
  250. };
  251. function deleteRibbonBuffers ( geometry ) {
  252. _gl.deleteBuffer( geometry.__webglVertexBuffer );
  253. _gl.deleteBuffer( geometry.__webglColorBuffer );
  254. _this.info.memory.geometries --;
  255. };
  256. function deleteMeshBuffers ( geometryGroup ) {
  257. _gl.deleteBuffer( geometryGroup.__webglVertexBuffer );
  258. _gl.deleteBuffer( geometryGroup.__webglNormalBuffer );
  259. _gl.deleteBuffer( geometryGroup.__webglTangentBuffer );
  260. _gl.deleteBuffer( geometryGroup.__webglColorBuffer );
  261. _gl.deleteBuffer( geometryGroup.__webglUVBuffer );
  262. _gl.deleteBuffer( geometryGroup.__webglUV2Buffer );
  263. _gl.deleteBuffer( geometryGroup.__webglSkinVertexABuffer );
  264. _gl.deleteBuffer( geometryGroup.__webglSkinVertexBBuffer );
  265. _gl.deleteBuffer( geometryGroup.__webglSkinIndicesBuffer );
  266. _gl.deleteBuffer( geometryGroup.__webglSkinWeightsBuffer );
  267. _gl.deleteBuffer( geometryGroup.__webglFaceBuffer );
  268. _gl.deleteBuffer( geometryGroup.__webglLineBuffer );
  269. if ( geometryGroup.numMorphTargets ) {
  270. for ( var m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  271. _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
  272. }
  273. }
  274. if ( geometryGroup.__webglCustomAttributesList ) {
  275. for ( var id in geometryGroup.__webglCustomAttributesList ) {
  276. _gl.deleteBuffer( geometryGroup.__webglCustomAttributesList[ id ].buffer );
  277. }
  278. }
  279. _this.info.memory.geometries --;
  280. };
  281. // Buffer initialization
  282. function initCustomAttributes ( geometry, object ) {
  283. var nvertices = geometry.vertices.length;
  284. var material = object.material;
  285. if ( material.attributes ) {
  286. if ( geometry.__webglCustomAttributesList === undefined ) {
  287. geometry.__webglCustomAttributesList = [];
  288. }
  289. for ( var a in material.attributes ) {
  290. var attribute = material.attributes[ a ];
  291. if( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  292. attribute.__webglInitialized = true;
  293. var size = 1; // "f" and "i"
  294. if ( attribute.type === "v2" ) size = 2;
  295. else if ( attribute.type === "v3" ) size = 3;
  296. else if ( attribute.type === "v4" ) size = 4;
  297. else if ( attribute.type === "c" ) size = 3;
  298. attribute.size = size;
  299. attribute.array = new Float32Array( nvertices * size );
  300. attribute.buffer = _gl.createBuffer();
  301. attribute.buffer.belongsToAttribute = a;
  302. attribute.needsUpdate = true;
  303. }
  304. geometry.__webglCustomAttributesList.push( attribute );
  305. }
  306. }
  307. };
  308. function initParticleBuffers ( geometry, object ) {
  309. var nvertices = geometry.vertices.length;
  310. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  311. geometry.__colorArray = new Float32Array( nvertices * 3 );
  312. geometry.__sortArray = [];
  313. geometry.__webglParticleCount = nvertices;
  314. initCustomAttributes ( geometry, object );
  315. };
  316. function initLineBuffers ( geometry, object ) {
  317. var nvertices = geometry.vertices.length;
  318. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  319. geometry.__colorArray = new Float32Array( nvertices * 3 );
  320. geometry.__webglLineCount = nvertices;
  321. initCustomAttributes ( geometry, object );
  322. };
  323. function initRibbonBuffers ( geometry ) {
  324. var nvertices = geometry.vertices.length;
  325. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  326. geometry.__colorArray = new Float32Array( nvertices * 3 );
  327. geometry.__webglVertexCount = nvertices;
  328. };
  329. function initMeshBuffers ( geometryGroup, object ) {
  330. var geometry = object.geometry,
  331. faces3 = geometryGroup.faces3,
  332. faces4 = geometryGroup.faces4,
  333. nvertices = faces3.length * 3 + faces4.length * 4,
  334. ntris = faces3.length * 1 + faces4.length * 2,
  335. nlines = faces3.length * 3 + faces4.length * 4,
  336. material = getBufferMaterial( object, geometryGroup ),
  337. uvType = bufferGuessUVType( material ),
  338. normalType = bufferGuessNormalType( material ),
  339. vertexColorType = bufferGuessVertexColorType( material );
  340. //console.log( "uvType", uvType, "normalType", normalType, "vertexColorType", vertexColorType, object, geometryGroup, material );
  341. geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
  342. if ( normalType ) {
  343. geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
  344. }
  345. if ( geometry.hasTangents ) {
  346. geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
  347. }
  348. if ( vertexColorType ) {
  349. geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
  350. }
  351. if ( uvType ) {
  352. if ( geometry.faceUvs.length > 0 || geometry.faceVertexUvs.length > 0 ) {
  353. geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
  354. }
  355. if ( geometry.faceUvs.length > 1 || geometry.faceVertexUvs.length > 1 ) {
  356. geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
  357. }
  358. }
  359. if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
  360. geometryGroup.__skinVertexAArray = new Float32Array( nvertices * 4 );
  361. geometryGroup.__skinVertexBArray = new Float32Array( nvertices * 4 );
  362. geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
  363. geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
  364. }
  365. geometryGroup.__faceArray = new Uint16Array( ntris * 3 );
  366. geometryGroup.__lineArray = new Uint16Array( nlines * 2 );
  367. if ( geometryGroup.numMorphTargets ) {
  368. geometryGroup.__morphTargetsArrays = [];
  369. for ( var m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  370. geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
  371. }
  372. }
  373. geometryGroup.__webglFaceCount = ntris * 3;
  374. geometryGroup.__webglLineCount = nlines * 2;
  375. // custom attributes
  376. if ( material.attributes ) {
  377. if ( geometryGroup.__webglCustomAttributesList === undefined ) {
  378. geometryGroup.__webglCustomAttributesList = [];
  379. }
  380. for ( var a in material.attributes ) {
  381. // Do a shallow copy of the attribute object so different geometryGroup chunks use different
  382. // attribute buffers which are correctly indexed in the setMeshBuffers function
  383. var originalAttribute = material.attributes[ a ];
  384. var attribute = {};
  385. for ( var property in originalAttribute ) {
  386. attribute[ property ] = originalAttribute[ property ];
  387. }
  388. if( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  389. attribute.__webglInitialized = true;
  390. var size = 1; // "f" and "i"
  391. if( attribute.type === "v2" ) size = 2;
  392. else if( attribute.type === "v3" ) size = 3;
  393. else if( attribute.type === "v4" ) size = 4;
  394. else if( attribute.type === "c" ) size = 3;
  395. attribute.size = size;
  396. attribute.array = new Float32Array( nvertices * size );
  397. attribute.buffer = _gl.createBuffer();
  398. attribute.buffer.belongsToAttribute = a;
  399. originalAttribute.needsUpdate = true;
  400. attribute.__original = originalAttribute;
  401. }
  402. geometryGroup.__webglCustomAttributesList.push( attribute );
  403. }
  404. }
  405. geometryGroup.__inittedArrays = true;
  406. };
  407. function getBufferMaterial( object, geometryGroup ) {
  408. if ( object.material && ! ( object.material instanceof THREE.MeshFaceMaterial ) ) {
  409. return object.material;
  410. } else if ( geometryGroup.materialIndex >= 0 ) {
  411. return object.geometry.materials[ geometryGroup.materialIndex ];
  412. }
  413. };
  414. function materialNeedsSmoothNormals ( material ) {
  415. return material && material.shading !== undefined && material.shading === THREE.SmoothShading;
  416. };
  417. function bufferGuessNormalType ( material ) {
  418. // only MeshBasicMaterial and MeshDepthMaterial don't need normals
  419. if ( ( material instanceof THREE.MeshBasicMaterial && !material.envMap ) || material instanceof THREE.MeshDepthMaterial ) {
  420. return false;
  421. }
  422. if ( materialNeedsSmoothNormals( material ) ) {
  423. return THREE.SmoothShading;
  424. } else {
  425. return THREE.FlatShading;
  426. }
  427. };
  428. function bufferGuessVertexColorType ( material ) {
  429. if ( material.vertexColors ) {
  430. return material.vertexColors;
  431. }
  432. return false;
  433. };
  434. function bufferGuessUVType ( material ) {
  435. // material must use some texture to require uvs
  436. if ( material.map || material.lightMap || material instanceof THREE.ShaderMaterial ) {
  437. return true;
  438. }
  439. return false;
  440. };
  441. // Buffer setting
  442. function setParticleBuffers ( geometry, hint, object ) {
  443. var v, c, vertex, offset, index, color,
  444. vertices = geometry.vertices,
  445. vl = vertices.length,
  446. colors = geometry.colors,
  447. cl = colors.length,
  448. vertexArray = geometry.__vertexArray,
  449. colorArray = geometry.__colorArray,
  450. sortArray = geometry.__sortArray,
  451. dirtyVertices = geometry.__dirtyVertices,
  452. dirtyElements = geometry.__dirtyElements,
  453. dirtyColors = geometry.__dirtyColors,
  454. customAttributes = geometry.__webglCustomAttributesList,
  455. i, il,
  456. a, ca, cal, value,
  457. customAttribute;
  458. if ( object.sortParticles ) {
  459. _projScreenMatrix.multiplySelf( object.matrixWorld );
  460. for ( v = 0; v < vl; v ++ ) {
  461. vertex = vertices[ v ].position;
  462. _vector3.copy( vertex );
  463. _projScreenMatrix.multiplyVector3( _vector3 );
  464. sortArray[ v ] = [ _vector3.z, v ];
  465. }
  466. sortArray.sort( function( a, b ) { return b[ 0 ] - a[ 0 ]; } );
  467. for ( v = 0; v < vl; v ++ ) {
  468. vertex = vertices[ sortArray[v][1] ].position;
  469. offset = v * 3;
  470. vertexArray[ offset ] = vertex.x;
  471. vertexArray[ offset + 1 ] = vertex.y;
  472. vertexArray[ offset + 2 ] = vertex.z;
  473. }
  474. for ( c = 0; c < cl; c ++ ) {
  475. offset = c * 3;
  476. color = colors[ sortArray[c][1] ];
  477. colorArray[ offset ] = color.r;
  478. colorArray[ offset + 1 ] = color.g;
  479. colorArray[ offset + 2 ] = color.b;
  480. }
  481. if ( customAttributes ) {
  482. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  483. customAttribute = customAttributes[ i ];
  484. if ( ! ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) ) continue;
  485. offset = 0;
  486. cal = customAttribute.value.length;
  487. if ( customAttribute.size === 1 ) {
  488. for ( ca = 0; ca < cal; ca ++ ) {
  489. index = sortArray[ ca ][ 1 ];
  490. customAttribute.array[ ca ] = customAttribute.value[ index ];
  491. }
  492. } else if ( customAttribute.size === 2 ) {
  493. for ( ca = 0; ca < cal; ca ++ ) {
  494. index = sortArray[ ca ][ 1 ];
  495. value = customAttribute.value[ index ];
  496. customAttribute.array[ offset ] = value.x;
  497. customAttribute.array[ offset + 1 ] = value.y;
  498. offset += 2;
  499. }
  500. } else if ( customAttribute.size === 3 ) {
  501. if ( customAttribute.type === "c" ) {
  502. for ( ca = 0; ca < cal; ca ++ ) {
  503. index = sortArray[ ca ][ 1 ];
  504. value = customAttribute.value[ index ];
  505. customAttribute.array[ offset ] = value.r;
  506. customAttribute.array[ offset + 1 ] = value.g;
  507. customAttribute.array[ offset + 2 ] = value.b;
  508. offset += 3;
  509. }
  510. } else {
  511. for ( ca = 0; ca < cal; ca ++ ) {
  512. index = sortArray[ ca ][ 1 ];
  513. value = customAttribute.value[ index ];
  514. customAttribute.array[ offset ] = value.x;
  515. customAttribute.array[ offset + 1 ] = value.y;
  516. customAttribute.array[ offset + 2 ] = value.z;
  517. offset += 3;
  518. }
  519. }
  520. } else if ( customAttribute.size === 4 ) {
  521. for ( ca = 0; ca < cal; ca ++ ) {
  522. index = sortArray[ ca ][ 1 ];
  523. value = customAttribute.value[ index ];
  524. customAttribute.array[ offset ] = value.x;
  525. customAttribute.array[ offset + 1 ] = value.y;
  526. customAttribute.array[ offset + 2 ] = value.z;
  527. customAttribute.array[ offset + 3 ] = value.w;
  528. offset += 4;
  529. }
  530. }
  531. }
  532. }
  533. } else {
  534. if ( dirtyVertices ) {
  535. for ( v = 0; v < vl; v ++ ) {
  536. vertex = vertices[ v ].position;
  537. offset = v * 3;
  538. vertexArray[ offset ] = vertex.x;
  539. vertexArray[ offset + 1 ] = vertex.y;
  540. vertexArray[ offset + 2 ] = vertex.z;
  541. }
  542. }
  543. if ( dirtyColors ) {
  544. for ( c = 0; c < cl; c ++ ) {
  545. color = colors[ c ];
  546. offset = c * 3;
  547. colorArray[ offset ] = color.r;
  548. colorArray[ offset + 1 ] = color.g;
  549. colorArray[ offset + 2 ] = color.b;
  550. }
  551. }
  552. if ( customAttributes ) {
  553. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  554. customAttribute = customAttributes[ i ];
  555. if ( customAttribute.needsUpdate &&
  556. ( customAttribute.boundTo === undefined ||
  557. customAttribute.boundTo === "vertices") ) {
  558. cal = customAttribute.value.length;
  559. offset = 0;
  560. if ( customAttribute.size === 1 ) {
  561. for ( ca = 0; ca < cal; ca ++ ) {
  562. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  563. }
  564. } else if ( customAttribute.size === 2 ) {
  565. for ( ca = 0; ca < cal; ca ++ ) {
  566. value = customAttribute.value[ ca ];
  567. customAttribute.array[ offset ] = value.x;
  568. customAttribute.array[ offset + 1 ] = value.y;
  569. offset += 2;
  570. }
  571. } else if ( customAttribute.size === 3 ) {
  572. if ( customAttribute.type === "c" ) {
  573. for ( ca = 0; ca < cal; ca ++ ) {
  574. value = customAttribute.value[ ca ];
  575. customAttribute.array[ offset ] = value.r;
  576. customAttribute.array[ offset + 1 ] = value.g;
  577. customAttribute.array[ offset + 2 ] = value.b;
  578. offset += 3;
  579. }
  580. } else {
  581. for ( ca = 0; ca < cal; ca ++ ) {
  582. value = customAttribute.value[ ca ];
  583. customAttribute.array[ offset ] = value.x;
  584. customAttribute.array[ offset + 1 ] = value.y;
  585. customAttribute.array[ offset + 2 ] = value.z;
  586. offset += 3;
  587. }
  588. }
  589. } else if ( customAttribute.size === 4 ) {
  590. for ( ca = 0; ca < cal; ca ++ ) {
  591. value = customAttribute.value[ ca ];
  592. customAttribute.array[ offset ] = value.x;
  593. customAttribute.array[ offset + 1 ] = value.y;
  594. customAttribute.array[ offset + 2 ] = value.z;
  595. customAttribute.array[ offset + 3 ] = value.w;
  596. offset += 4;
  597. }
  598. }
  599. }
  600. }
  601. }
  602. }
  603. if ( dirtyVertices || object.sortParticles ) {
  604. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  605. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  606. }
  607. if ( dirtyColors || object.sortParticles ) {
  608. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  609. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  610. }
  611. if ( customAttributes ) {
  612. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  613. customAttribute = customAttributes[ i ];
  614. if ( customAttribute.needsUpdate || object.sortParticles ) {
  615. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  616. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  617. }
  618. }
  619. }
  620. };
  621. function setLineBuffers ( geometry, hint ) {
  622. var v, c, vertex, offset, color,
  623. vertices = geometry.vertices,
  624. colors = geometry.colors,
  625. vl = vertices.length,
  626. cl = colors.length,
  627. vertexArray = geometry.__vertexArray,
  628. colorArray = geometry.__colorArray,
  629. dirtyVertices = geometry.__dirtyVertices,
  630. dirtyColors = geometry.__dirtyColors,
  631. customAttributes = geometry.__webglCustomAttributesList,
  632. i, il,
  633. a, ca, cal, value,
  634. customAttribute;
  635. if ( dirtyVertices ) {
  636. for ( v = 0; v < vl; v ++ ) {
  637. vertex = vertices[ v ].position;
  638. offset = v * 3;
  639. vertexArray[ offset ] = vertex.x;
  640. vertexArray[ offset + 1 ] = vertex.y;
  641. vertexArray[ offset + 2 ] = vertex.z;
  642. }
  643. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  644. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  645. }
  646. if ( dirtyColors ) {
  647. for ( c = 0; c < cl; c ++ ) {
  648. color = colors[ c ];
  649. offset = c * 3;
  650. colorArray[ offset ] = color.r;
  651. colorArray[ offset + 1 ] = color.g;
  652. colorArray[ offset + 2 ] = color.b;
  653. }
  654. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  655. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  656. }
  657. if ( customAttributes ) {
  658. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  659. customAttribute = customAttributes[ i ];
  660. if ( customAttribute.needsUpdate &&
  661. ( customAttribute.boundTo === undefined ||
  662. customAttribute.boundTo === "vertices" ) ) {
  663. offset = 0;
  664. cal = customAttribute.value.length;
  665. if ( customAttribute.size === 1 ) {
  666. for ( ca = 0; ca < cal; ca ++ ) {
  667. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  668. }
  669. } else if ( customAttribute.size === 2 ) {
  670. for ( ca = 0; ca < cal; ca ++ ) {
  671. value = customAttribute.value[ ca ];
  672. customAttribute.array[ offset ] = value.x;
  673. customAttribute.array[ offset + 1 ] = value.y;
  674. offset += 2;
  675. }
  676. } else if ( customAttribute.size === 3 ) {
  677. if ( customAttribute.type === "c" ) {
  678. for ( ca = 0; ca < cal; ca ++ ) {
  679. value = customAttribute.value[ ca ];
  680. customAttribute.array[ offset ] = value.r;
  681. customAttribute.array[ offset + 1 ] = value.g;
  682. customAttribute.array[ offset + 2 ] = value.b;
  683. offset += 3;
  684. }
  685. } else {
  686. for ( ca = 0; ca < cal; ca ++ ) {
  687. value = customAttribute.value[ ca ];
  688. customAttribute.array[ offset ] = value.x;
  689. customAttribute.array[ offset + 1 ] = value.y;
  690. customAttribute.array[ offset + 2 ] = value.z;
  691. offset += 3;
  692. }
  693. }
  694. } else if ( customAttribute.size === 4 ) {
  695. for ( ca = 0; ca < cal; ca ++ ) {
  696. value = customAttribute.value[ ca ];
  697. customAttribute.array[ offset ] = value.x;
  698. customAttribute.array[ offset + 1 ] = value.y;
  699. customAttribute.array[ offset + 2 ] = value.z;
  700. customAttribute.array[ offset + 3 ] = value.w;
  701. offset += 4;
  702. }
  703. }
  704. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  705. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  706. }
  707. }
  708. }
  709. };
  710. function setRibbonBuffers ( geometry, hint ) {
  711. var v, c, vertex, offset, color,
  712. vertices = geometry.vertices,
  713. colors = geometry.colors,
  714. vl = vertices.length,
  715. cl = colors.length,
  716. vertexArray = geometry.__vertexArray,
  717. colorArray = geometry.__colorArray,
  718. dirtyVertices = geometry.__dirtyVertices,
  719. dirtyColors = geometry.__dirtyColors;
  720. if ( dirtyVertices ) {
  721. for ( v = 0; v < vl; v ++ ) {
  722. vertex = vertices[ v ].position;
  723. offset = v * 3;
  724. vertexArray[ offset ] = vertex.x;
  725. vertexArray[ offset + 1 ] = vertex.y;
  726. vertexArray[ offset + 2 ] = vertex.z;
  727. }
  728. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  729. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  730. }
  731. if ( dirtyColors ) {
  732. for ( c = 0; c < cl; c ++ ) {
  733. color = colors[ c ];
  734. offset = c * 3;
  735. colorArray[ offset ] = color.r;
  736. colorArray[ offset + 1 ] = color.g;
  737. colorArray[ offset + 2 ] = color.b;
  738. }
  739. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  740. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  741. }
  742. };
  743. function setMeshBuffers( geometryGroup, object, hint, dispose, material ) {
  744. if ( ! geometryGroup.__inittedArrays ) {
  745. // console.log( object );
  746. return;
  747. }
  748. var normalType = bufferGuessNormalType( material ),
  749. vertexColorType = bufferGuessVertexColorType( material ),
  750. uvType = bufferGuessUVType( material ),
  751. needsSmoothNormals = ( normalType === THREE.SmoothShading );
  752. var f, fl, fi, face,
  753. vertexNormals, faceNormal, normal,
  754. vertexColors, faceColor,
  755. vertexTangents,
  756. uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4,
  757. c1, c2, c3, c4,
  758. sw1, sw2, sw3, sw4,
  759. si1, si2, si3, si4,
  760. sa1, sa2, sa3, sa4,
  761. sb1, sb2, sb3, sb4,
  762. m, ml, i, il,
  763. vn, uvi, uv2i,
  764. vk, vkl, vka,
  765. a,
  766. vertexIndex = 0,
  767. offset = 0,
  768. offset_uv = 0,
  769. offset_uv2 = 0,
  770. offset_face = 0,
  771. offset_normal = 0,
  772. offset_tangent = 0,
  773. offset_line = 0,
  774. offset_color = 0,
  775. offset_skin = 0,
  776. offset_morphTarget = 0,
  777. offset_custom = 0,
  778. offset_customSrc = 0,
  779. value,
  780. vertexArray = geometryGroup.__vertexArray,
  781. uvArray = geometryGroup.__uvArray,
  782. uv2Array = geometryGroup.__uv2Array,
  783. normalArray = geometryGroup.__normalArray,
  784. tangentArray = geometryGroup.__tangentArray,
  785. colorArray = geometryGroup.__colorArray,
  786. skinVertexAArray = geometryGroup.__skinVertexAArray,
  787. skinVertexBArray = geometryGroup.__skinVertexBArray,
  788. skinIndexArray = geometryGroup.__skinIndexArray,
  789. skinWeightArray = geometryGroup.__skinWeightArray,
  790. morphTargetsArrays = geometryGroup.__morphTargetsArrays,
  791. customAttributes = geometryGroup.__webglCustomAttributesList,
  792. customAttribute,
  793. faceArray = geometryGroup.__faceArray,
  794. lineArray = geometryGroup.__lineArray,
  795. geometry = object.geometry, // this is shared for all chunks
  796. dirtyVertices = geometry.__dirtyVertices,
  797. dirtyElements = geometry.__dirtyElements,
  798. dirtyUvs = geometry.__dirtyUvs,
  799. dirtyNormals = geometry.__dirtyNormals,
  800. dirtyTangents = geometry.__dirtyTangents,
  801. dirtyColors = geometry.__dirtyColors,
  802. dirtyMorphTargets = geometry.__dirtyMorphTargets,
  803. vertices = geometry.vertices,
  804. chunk_faces3 = geometryGroup.faces3,
  805. chunk_faces4 = geometryGroup.faces4,
  806. obj_faces = geometry.faces,
  807. obj_uvs = geometry.faceVertexUvs[ 0 ],
  808. obj_uvs2 = geometry.faceVertexUvs[ 1 ],
  809. obj_colors = geometry.colors,
  810. obj_skinVerticesA = geometry.skinVerticesA,
  811. obj_skinVerticesB = geometry.skinVerticesB,
  812. obj_skinIndices = geometry.skinIndices,
  813. obj_skinWeights = geometry.skinWeights,
  814. morphTargets = geometry.morphTargets;
  815. if ( dirtyVertices ) {
  816. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  817. face = obj_faces[ chunk_faces3[ f ] ];
  818. v1 = vertices[ face.a ].position;
  819. v2 = vertices[ face.b ].position;
  820. v3 = vertices[ face.c ].position;
  821. vertexArray[ offset ] = v1.x;
  822. vertexArray[ offset + 1 ] = v1.y;
  823. vertexArray[ offset + 2 ] = v1.z;
  824. vertexArray[ offset + 3 ] = v2.x;
  825. vertexArray[ offset + 4 ] = v2.y;
  826. vertexArray[ offset + 5 ] = v2.z;
  827. vertexArray[ offset + 6 ] = v3.x;
  828. vertexArray[ offset + 7 ] = v3.y;
  829. vertexArray[ offset + 8 ] = v3.z;
  830. offset += 9;
  831. }
  832. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  833. face = obj_faces[ chunk_faces4[ f ] ];
  834. v1 = vertices[ face.a ].position;
  835. v2 = vertices[ face.b ].position;
  836. v3 = vertices[ face.c ].position;
  837. v4 = vertices[ face.d ].position;
  838. vertexArray[ offset ] = v1.x;
  839. vertexArray[ offset + 1 ] = v1.y;
  840. vertexArray[ offset + 2 ] = v1.z;
  841. vertexArray[ offset + 3 ] = v2.x;
  842. vertexArray[ offset + 4 ] = v2.y;
  843. vertexArray[ offset + 5 ] = v2.z;
  844. vertexArray[ offset + 6 ] = v3.x;
  845. vertexArray[ offset + 7 ] = v3.y;
  846. vertexArray[ offset + 8 ] = v3.z;
  847. vertexArray[ offset + 9 ] = v4.x;
  848. vertexArray[ offset + 10 ] = v4.y;
  849. vertexArray[ offset + 11 ] = v4.z;
  850. offset += 12;
  851. }
  852. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  853. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  854. }
  855. if ( dirtyMorphTargets ) {
  856. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  857. offset_morphTarget = 0;
  858. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  859. face = obj_faces[ chunk_faces3[ f ] ];
  860. v1 = morphTargets[ vk ].vertices[ face.a ].position;
  861. v2 = morphTargets[ vk ].vertices[ face.b ].position;
  862. v3 = morphTargets[ vk ].vertices[ face.c ].position;
  863. vka = morphTargetsArrays[ vk ];
  864. vka[ offset_morphTarget ] = v1.x;
  865. vka[ offset_morphTarget + 1 ] = v1.y;
  866. vka[ offset_morphTarget + 2 ] = v1.z;
  867. vka[ offset_morphTarget + 3 ] = v2.x;
  868. vka[ offset_morphTarget + 4 ] = v2.y;
  869. vka[ offset_morphTarget + 5 ] = v2.z;
  870. vka[ offset_morphTarget + 6 ] = v3.x;
  871. vka[ offset_morphTarget + 7 ] = v3.y;
  872. vka[ offset_morphTarget + 8 ] = v3.z;
  873. offset_morphTarget += 9;
  874. }
  875. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  876. face = obj_faces[ chunk_faces4[ f ] ];
  877. v1 = morphTargets[ vk ].vertices[ face.a ].position;
  878. v2 = morphTargets[ vk ].vertices[ face.b ].position;
  879. v3 = morphTargets[ vk ].vertices[ face.c ].position;
  880. v4 = morphTargets[ vk ].vertices[ face.d ].position;
  881. vka = morphTargetsArrays[ vk ];
  882. vka[ offset_morphTarget ] = v1.x;
  883. vka[ offset_morphTarget + 1 ] = v1.y;
  884. vka[ offset_morphTarget + 2 ] = v1.z;
  885. vka[ offset_morphTarget + 3 ] = v2.x;
  886. vka[ offset_morphTarget + 4 ] = v2.y;
  887. vka[ offset_morphTarget + 5 ] = v2.z;
  888. vka[ offset_morphTarget + 6 ] = v3.x;
  889. vka[ offset_morphTarget + 7 ] = v3.y;
  890. vka[ offset_morphTarget + 8 ] = v3.z;
  891. vka[ offset_morphTarget + 9 ] = v4.x;
  892. vka[ offset_morphTarget + 10 ] = v4.y;
  893. vka[ offset_morphTarget + 11 ] = v4.z;
  894. offset_morphTarget += 12;
  895. }
  896. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
  897. _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
  898. }
  899. }
  900. if ( obj_skinWeights.length ) {
  901. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  902. face = obj_faces[ chunk_faces3[ f ] ];
  903. // weights
  904. sw1 = obj_skinWeights[ face.a ];
  905. sw2 = obj_skinWeights[ face.b ];
  906. sw3 = obj_skinWeights[ face.c ];
  907. skinWeightArray[ offset_skin ] = sw1.x;
  908. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  909. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  910. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  911. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  912. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  913. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  914. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  915. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  916. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  917. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  918. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  919. // indices
  920. si1 = obj_skinIndices[ face.a ];
  921. si2 = obj_skinIndices[ face.b ];
  922. si3 = obj_skinIndices[ face.c ];
  923. skinIndexArray[ offset_skin ] = si1.x;
  924. skinIndexArray[ offset_skin + 1 ] = si1.y;
  925. skinIndexArray[ offset_skin + 2 ] = si1.z;
  926. skinIndexArray[ offset_skin + 3 ] = si1.w;
  927. skinIndexArray[ offset_skin + 4 ] = si2.x;
  928. skinIndexArray[ offset_skin + 5 ] = si2.y;
  929. skinIndexArray[ offset_skin + 6 ] = si2.z;
  930. skinIndexArray[ offset_skin + 7 ] = si2.w;
  931. skinIndexArray[ offset_skin + 8 ] = si3.x;
  932. skinIndexArray[ offset_skin + 9 ] = si3.y;
  933. skinIndexArray[ offset_skin + 10 ] = si3.z;
  934. skinIndexArray[ offset_skin + 11 ] = si3.w;
  935. // vertices A
  936. sa1 = obj_skinVerticesA[ face.a ];
  937. sa2 = obj_skinVerticesA[ face.b ];
  938. sa3 = obj_skinVerticesA[ face.c ];
  939. skinVertexAArray[ offset_skin ] = sa1.x;
  940. skinVertexAArray[ offset_skin + 1 ] = sa1.y;
  941. skinVertexAArray[ offset_skin + 2 ] = sa1.z;
  942. skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  943. skinVertexAArray[ offset_skin + 4 ] = sa2.x;
  944. skinVertexAArray[ offset_skin + 5 ] = sa2.y;
  945. skinVertexAArray[ offset_skin + 6 ] = sa2.z;
  946. skinVertexAArray[ offset_skin + 7 ] = 1;
  947. skinVertexAArray[ offset_skin + 8 ] = sa3.x;
  948. skinVertexAArray[ offset_skin + 9 ] = sa3.y;
  949. skinVertexAArray[ offset_skin + 10 ] = sa3.z;
  950. skinVertexAArray[ offset_skin + 11 ] = 1;
  951. // vertices B
  952. sb1 = obj_skinVerticesB[ face.a ];
  953. sb2 = obj_skinVerticesB[ face.b ];
  954. sb3 = obj_skinVerticesB[ face.c ];
  955. skinVertexBArray[ offset_skin ] = sb1.x;
  956. skinVertexBArray[ offset_skin + 1 ] = sb1.y;
  957. skinVertexBArray[ offset_skin + 2 ] = sb1.z;
  958. skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  959. skinVertexBArray[ offset_skin + 4 ] = sb2.x;
  960. skinVertexBArray[ offset_skin + 5 ] = sb2.y;
  961. skinVertexBArray[ offset_skin + 6 ] = sb2.z;
  962. skinVertexBArray[ offset_skin + 7 ] = 1;
  963. skinVertexBArray[ offset_skin + 8 ] = sb3.x;
  964. skinVertexBArray[ offset_skin + 9 ] = sb3.y;
  965. skinVertexBArray[ offset_skin + 10 ] = sb3.z;
  966. skinVertexBArray[ offset_skin + 11 ] = 1;
  967. offset_skin += 12;
  968. }
  969. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  970. face = obj_faces[ chunk_faces4[ f ] ];
  971. // weights
  972. sw1 = obj_skinWeights[ face.a ];
  973. sw2 = obj_skinWeights[ face.b ];
  974. sw3 = obj_skinWeights[ face.c ];
  975. sw4 = obj_skinWeights[ face.d ];
  976. skinWeightArray[ offset_skin ] = sw1.x;
  977. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  978. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  979. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  980. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  981. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  982. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  983. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  984. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  985. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  986. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  987. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  988. skinWeightArray[ offset_skin + 12 ] = sw4.x;
  989. skinWeightArray[ offset_skin + 13 ] = sw4.y;
  990. skinWeightArray[ offset_skin + 14 ] = sw4.z;
  991. skinWeightArray[ offset_skin + 15 ] = sw4.w;
  992. // indices
  993. si1 = obj_skinIndices[ face.a ];
  994. si2 = obj_skinIndices[ face.b ];
  995. si3 = obj_skinIndices[ face.c ];
  996. si4 = obj_skinIndices[ face.d ];
  997. skinIndexArray[ offset_skin ] = si1.x;
  998. skinIndexArray[ offset_skin + 1 ] = si1.y;
  999. skinIndexArray[ offset_skin + 2 ] = si1.z;
  1000. skinIndexArray[ offset_skin + 3 ] = si1.w;
  1001. skinIndexArray[ offset_skin + 4 ] = si2.x;
  1002. skinIndexArray[ offset_skin + 5 ] = si2.y;
  1003. skinIndexArray[ offset_skin + 6 ] = si2.z;
  1004. skinIndexArray[ offset_skin + 7 ] = si2.w;
  1005. skinIndexArray[ offset_skin + 8 ] = si3.x;
  1006. skinIndexArray[ offset_skin + 9 ] = si3.y;
  1007. skinIndexArray[ offset_skin + 10 ] = si3.z;
  1008. skinIndexArray[ offset_skin + 11 ] = si3.w;
  1009. skinIndexArray[ offset_skin + 12 ] = si4.x;
  1010. skinIndexArray[ offset_skin + 13 ] = si4.y;
  1011. skinIndexArray[ offset_skin + 14 ] = si4.z;
  1012. skinIndexArray[ offset_skin + 15 ] = si4.w;
  1013. // vertices A
  1014. sa1 = obj_skinVerticesA[ face.a ];
  1015. sa2 = obj_skinVerticesA[ face.b ];
  1016. sa3 = obj_skinVerticesA[ face.c ];
  1017. sa4 = obj_skinVerticesA[ face.d ];
  1018. skinVertexAArray[ offset_skin ] = sa1.x;
  1019. skinVertexAArray[ offset_skin + 1 ] = sa1.y;
  1020. skinVertexAArray[ offset_skin + 2 ] = sa1.z;
  1021. skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  1022. skinVertexAArray[ offset_skin + 4 ] = sa2.x;
  1023. skinVertexAArray[ offset_skin + 5 ] = sa2.y;
  1024. skinVertexAArray[ offset_skin + 6 ] = sa2.z;
  1025. skinVertexAArray[ offset_skin + 7 ] = 1;
  1026. skinVertexAArray[ offset_skin + 8 ] = sa3.x;
  1027. skinVertexAArray[ offset_skin + 9 ] = sa3.y;
  1028. skinVertexAArray[ offset_skin + 10 ] = sa3.z;
  1029. skinVertexAArray[ offset_skin + 11 ] = 1;
  1030. skinVertexAArray[ offset_skin + 12 ] = sa4.x;
  1031. skinVertexAArray[ offset_skin + 13 ] = sa4.y;
  1032. skinVertexAArray[ offset_skin + 14 ] = sa4.z;
  1033. skinVertexAArray[ offset_skin + 15 ] = 1;
  1034. // vertices B
  1035. sb1 = obj_skinVerticesB[ face.a ];
  1036. sb2 = obj_skinVerticesB[ face.b ];
  1037. sb3 = obj_skinVerticesB[ face.c ];
  1038. sb4 = obj_skinVerticesB[ face.d ];
  1039. skinVertexBArray[ offset_skin ] = sb1.x;
  1040. skinVertexBArray[ offset_skin + 1 ] = sb1.y;
  1041. skinVertexBArray[ offset_skin + 2 ] = sb1.z;
  1042. skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  1043. skinVertexBArray[ offset_skin + 4 ] = sb2.x;
  1044. skinVertexBArray[ offset_skin + 5 ] = sb2.y;
  1045. skinVertexBArray[ offset_skin + 6 ] = sb2.z;
  1046. skinVertexBArray[ offset_skin + 7 ] = 1;
  1047. skinVertexBArray[ offset_skin + 8 ] = sb3.x;
  1048. skinVertexBArray[ offset_skin + 9 ] = sb3.y;
  1049. skinVertexBArray[ offset_skin + 10 ] = sb3.z;
  1050. skinVertexBArray[ offset_skin + 11 ] = 1;
  1051. skinVertexBArray[ offset_skin + 12 ] = sb4.x;
  1052. skinVertexBArray[ offset_skin + 13 ] = sb4.y;
  1053. skinVertexBArray[ offset_skin + 14 ] = sb4.z;
  1054. skinVertexBArray[ offset_skin + 15 ] = 1;
  1055. offset_skin += 16;
  1056. }
  1057. if ( offset_skin > 0 ) {
  1058. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
  1059. _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexAArray, hint );
  1060. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
  1061. _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexBArray, hint );
  1062. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1063. _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
  1064. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1065. _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
  1066. }
  1067. }
  1068. if ( dirtyColors && vertexColorType ) {
  1069. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1070. face = obj_faces[ chunk_faces3[ f ] ];
  1071. vertexColors = face.vertexColors;
  1072. faceColor = face.color;
  1073. if ( vertexColors.length === 3 && vertexColorType === THREE.VertexColors ) {
  1074. c1 = vertexColors[ 0 ];
  1075. c2 = vertexColors[ 1 ];
  1076. c3 = vertexColors[ 2 ];
  1077. } else {
  1078. c1 = faceColor;
  1079. c2 = faceColor;
  1080. c3 = faceColor;
  1081. }
  1082. colorArray[ offset_color ] = c1.r;
  1083. colorArray[ offset_color + 1 ] = c1.g;
  1084. colorArray[ offset_color + 2 ] = c1.b;
  1085. colorArray[ offset_color + 3 ] = c2.r;
  1086. colorArray[ offset_color + 4 ] = c2.g;
  1087. colorArray[ offset_color + 5 ] = c2.b;
  1088. colorArray[ offset_color + 6 ] = c3.r;
  1089. colorArray[ offset_color + 7 ] = c3.g;
  1090. colorArray[ offset_color + 8 ] = c3.b;
  1091. offset_color += 9;
  1092. }
  1093. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1094. face = obj_faces[ chunk_faces4[ f ] ];
  1095. vertexColors = face.vertexColors;
  1096. faceColor = face.color;
  1097. if ( vertexColors.length === 4 && vertexColorType === THREE.VertexColors ) {
  1098. c1 = vertexColors[ 0 ];
  1099. c2 = vertexColors[ 1 ];
  1100. c3 = vertexColors[ 2 ];
  1101. c4 = vertexColors[ 3 ];
  1102. } else {
  1103. c1 = faceColor;
  1104. c2 = faceColor;
  1105. c3 = faceColor;
  1106. c4 = faceColor;
  1107. }
  1108. colorArray[ offset_color ] = c1.r;
  1109. colorArray[ offset_color + 1 ] = c1.g;
  1110. colorArray[ offset_color + 2 ] = c1.b;
  1111. colorArray[ offset_color + 3 ] = c2.r;
  1112. colorArray[ offset_color + 4 ] = c2.g;
  1113. colorArray[ offset_color + 5 ] = c2.b;
  1114. colorArray[ offset_color + 6 ] = c3.r;
  1115. colorArray[ offset_color + 7 ] = c3.g;
  1116. colorArray[ offset_color + 8 ] = c3.b;
  1117. colorArray[ offset_color + 9 ] = c4.r;
  1118. colorArray[ offset_color + 10 ] = c4.g;
  1119. colorArray[ offset_color + 11 ] = c4.b;
  1120. offset_color += 12;
  1121. }
  1122. if ( offset_color > 0 ) {
  1123. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1124. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1125. }
  1126. }
  1127. if ( dirtyTangents && geometry.hasTangents ) {
  1128. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1129. face = obj_faces[ chunk_faces3[ f ] ];
  1130. vertexTangents = face.vertexTangents;
  1131. t1 = vertexTangents[ 0 ];
  1132. t2 = vertexTangents[ 1 ];
  1133. t3 = vertexTangents[ 2 ];
  1134. tangentArray[ offset_tangent ] = t1.x;
  1135. tangentArray[ offset_tangent + 1 ] = t1.y;
  1136. tangentArray[ offset_tangent + 2 ] = t1.z;
  1137. tangentArray[ offset_tangent + 3 ] = t1.w;
  1138. tangentArray[ offset_tangent + 4 ] = t2.x;
  1139. tangentArray[ offset_tangent + 5 ] = t2.y;
  1140. tangentArray[ offset_tangent + 6 ] = t2.z;
  1141. tangentArray[ offset_tangent + 7 ] = t2.w;
  1142. tangentArray[ offset_tangent + 8 ] = t3.x;
  1143. tangentArray[ offset_tangent + 9 ] = t3.y;
  1144. tangentArray[ offset_tangent + 10 ] = t3.z;
  1145. tangentArray[ offset_tangent + 11 ] = t3.w;
  1146. offset_tangent += 12;
  1147. }
  1148. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1149. face = obj_faces[ chunk_faces4[ f ] ];
  1150. vertexTangents = face.vertexTangents;
  1151. t1 = vertexTangents[ 0 ];
  1152. t2 = vertexTangents[ 1 ];
  1153. t3 = vertexTangents[ 2 ];
  1154. t4 = vertexTangents[ 3 ];
  1155. tangentArray[ offset_tangent ] = t1.x;
  1156. tangentArray[ offset_tangent + 1 ] = t1.y;
  1157. tangentArray[ offset_tangent + 2 ] = t1.z;
  1158. tangentArray[ offset_tangent + 3 ] = t1.w;
  1159. tangentArray[ offset_tangent + 4 ] = t2.x;
  1160. tangentArray[ offset_tangent + 5 ] = t2.y;
  1161. tangentArray[ offset_tangent + 6 ] = t2.z;
  1162. tangentArray[ offset_tangent + 7 ] = t2.w;
  1163. tangentArray[ offset_tangent + 8 ] = t3.x;
  1164. tangentArray[ offset_tangent + 9 ] = t3.y;
  1165. tangentArray[ offset_tangent + 10 ] = t3.z;
  1166. tangentArray[ offset_tangent + 11 ] = t3.w;
  1167. tangentArray[ offset_tangent + 12 ] = t4.x;
  1168. tangentArray[ offset_tangent + 13 ] = t4.y;
  1169. tangentArray[ offset_tangent + 14 ] = t4.z;
  1170. tangentArray[ offset_tangent + 15 ] = t4.w;
  1171. offset_tangent += 16;
  1172. }
  1173. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1174. _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
  1175. }
  1176. if ( dirtyNormals && normalType ) {
  1177. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1178. face = obj_faces[ chunk_faces3[ f ] ];
  1179. vertexNormals = face.vertexNormals;
  1180. faceNormal = face.normal;
  1181. if ( vertexNormals.length === 3 && needsSmoothNormals ) {
  1182. for ( i = 0; i < 3; i ++ ) {
  1183. vn = vertexNormals[ i ];
  1184. normalArray[ offset_normal ] = vn.x;
  1185. normalArray[ offset_normal + 1 ] = vn.y;
  1186. normalArray[ offset_normal + 2 ] = vn.z;
  1187. offset_normal += 3;
  1188. }
  1189. } else {
  1190. for ( i = 0; i < 3; i ++ ) {
  1191. normalArray[ offset_normal ] = faceNormal.x;
  1192. normalArray[ offset_normal + 1 ] = faceNormal.y;
  1193. normalArray[ offset_normal + 2 ] = faceNormal.z;
  1194. offset_normal += 3;
  1195. }
  1196. }
  1197. }
  1198. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1199. face = obj_faces[ chunk_faces4[ f ] ];
  1200. vertexNormals = face.vertexNormals;
  1201. faceNormal = face.normal;
  1202. if ( vertexNormals.length === 4 && needsSmoothNormals ) {
  1203. for ( i = 0; i < 4; i ++ ) {
  1204. vn = vertexNormals[ i ];
  1205. normalArray[ offset_normal ] = vn.x;
  1206. normalArray[ offset_normal + 1 ] = vn.y;
  1207. normalArray[ offset_normal + 2 ] = vn.z;
  1208. offset_normal += 3;
  1209. }
  1210. } else {
  1211. for ( i = 0; i < 4; i ++ ) {
  1212. normalArray[ offset_normal ] = faceNormal.x;
  1213. normalArray[ offset_normal + 1 ] = faceNormal.y;
  1214. normalArray[ offset_normal + 2 ] = faceNormal.z;
  1215. offset_normal += 3;
  1216. }
  1217. }
  1218. }
  1219. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1220. _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
  1221. }
  1222. if ( dirtyUvs && obj_uvs && uvType ) {
  1223. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1224. fi = chunk_faces3[ f ];
  1225. face = obj_faces[ fi ];
  1226. uv = obj_uvs[ fi ];
  1227. if ( uv === undefined ) continue;
  1228. for ( i = 0; i < 3; i ++ ) {
  1229. uvi = uv[ i ];
  1230. uvArray[ offset_uv ] = uvi.u;
  1231. uvArray[ offset_uv + 1 ] = uvi.v;
  1232. offset_uv += 2;
  1233. }
  1234. }
  1235. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1236. fi = chunk_faces4[ f ];
  1237. face = obj_faces[ fi ];
  1238. uv = obj_uvs[ fi ];
  1239. if ( uv === undefined ) continue;
  1240. for ( i = 0; i < 4; i ++ ) {
  1241. uvi = uv[ i ];
  1242. uvArray[ offset_uv ] = uvi.u;
  1243. uvArray[ offset_uv + 1 ] = uvi.v;
  1244. offset_uv += 2;
  1245. }
  1246. }
  1247. if ( offset_uv > 0 ) {
  1248. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1249. _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
  1250. }
  1251. }
  1252. if ( dirtyUvs && obj_uvs2 && uvType ) {
  1253. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1254. fi = chunk_faces3[ f ];
  1255. face = obj_faces[ fi ];
  1256. uv2 = obj_uvs2[ fi ];
  1257. if ( uv2 === undefined ) continue;
  1258. for ( i = 0; i < 3; i ++ ) {
  1259. uv2i = uv2[ i ];
  1260. uv2Array[ offset_uv2 ] = uv2i.u;
  1261. uv2Array[ offset_uv2 + 1 ] = uv2i.v;
  1262. offset_uv2 += 2;
  1263. }
  1264. }
  1265. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1266. fi = chunk_faces4[ f ];
  1267. face = obj_faces[ fi ];
  1268. uv2 = obj_uvs2[ fi ];
  1269. if ( uv2 === undefined ) continue;
  1270. for ( i = 0; i < 4; i ++ ) {
  1271. uv2i = uv2[ i ];
  1272. uv2Array[ offset_uv2 ] = uv2i.u;
  1273. uv2Array[ offset_uv2 + 1 ] = uv2i.v;
  1274. offset_uv2 += 2;
  1275. }
  1276. }
  1277. if ( offset_uv2 > 0 ) {
  1278. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1279. _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
  1280. }
  1281. }
  1282. if ( dirtyElements ) {
  1283. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1284. face = obj_faces[ chunk_faces3[ f ] ];
  1285. faceArray[ offset_face ] = vertexIndex;
  1286. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  1287. faceArray[ offset_face + 2 ] = vertexIndex + 2;
  1288. offset_face += 3;
  1289. lineArray[ offset_line ] = vertexIndex;
  1290. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  1291. lineArray[ offset_line + 2 ] = vertexIndex;
  1292. lineArray[ offset_line + 3 ] = vertexIndex + 2;
  1293. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  1294. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  1295. offset_line += 6;
  1296. vertexIndex += 3;
  1297. }
  1298. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1299. face = obj_faces[ chunk_faces4[ f ] ];
  1300. faceArray[ offset_face ] = vertexIndex;
  1301. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  1302. faceArray[ offset_face + 2 ] = vertexIndex + 3;
  1303. faceArray[ offset_face + 3 ] = vertexIndex + 1;
  1304. faceArray[ offset_face + 4 ] = vertexIndex + 2;
  1305. faceArray[ offset_face + 5 ] = vertexIndex + 3;
  1306. offset_face += 6;
  1307. lineArray[ offset_line ] = vertexIndex;
  1308. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  1309. lineArray[ offset_line + 2 ] = vertexIndex;
  1310. lineArray[ offset_line + 3 ] = vertexIndex + 3;
  1311. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  1312. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  1313. lineArray[ offset_line + 6 ] = vertexIndex + 2;
  1314. lineArray[ offset_line + 7 ] = vertexIndex + 3;
  1315. offset_line += 8;
  1316. vertexIndex += 4;
  1317. }
  1318. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1319. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
  1320. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1321. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
  1322. }
  1323. if ( customAttributes ) {
  1324. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  1325. customAttribute = customAttributes[ i ];
  1326. if ( ! customAttribute.__original.needsUpdate ) continue;
  1327. offset_custom = 0;
  1328. offset_customSrc = 0;
  1329. if ( customAttribute.size === 1 ) {
  1330. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1331. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1332. face = obj_faces[ chunk_faces3[ f ] ];
  1333. customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
  1334. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  1335. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  1336. offset_custom += 3;
  1337. }
  1338. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1339. face = obj_faces[ chunk_faces4[ f ] ];
  1340. customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
  1341. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  1342. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  1343. customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ face.d ];
  1344. offset_custom += 4;
  1345. }
  1346. } else if ( customAttribute.boundTo === "faces" ) {
  1347. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1348. value = customAttribute.value[ chunk_faces3[ f ] ];
  1349. customAttribute.array[ offset_custom ] = value;
  1350. customAttribute.array[ offset_custom + 1 ] = value;
  1351. customAttribute.array[ offset_custom + 2 ] = value;
  1352. offset_custom += 3;
  1353. }
  1354. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1355. value = customAttribute.value[ chunk_faces4[ f ] ];
  1356. customAttribute.array[ offset_custom ] = value;
  1357. customAttribute.array[ offset_custom + 1 ] = value;
  1358. customAttribute.array[ offset_custom + 2 ] = value;
  1359. customAttribute.array[ offset_custom + 3 ] = value;
  1360. offset_custom += 4;
  1361. }
  1362. }
  1363. } else if ( customAttribute.size === 2 ) {
  1364. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1365. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1366. face = obj_faces[ chunk_faces3[ f ] ];
  1367. v1 = customAttribute.value[ face.a ];
  1368. v2 = customAttribute.value[ face.b ];
  1369. v3 = customAttribute.value[ face.c ];
  1370. customAttribute.array[ offset_custom ] = v1.x;
  1371. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1372. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1373. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1374. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1375. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1376. offset_custom += 6;
  1377. }
  1378. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1379. face = obj_faces[ chunk_faces4[ f ] ];
  1380. v1 = customAttribute.value[ face.a ];
  1381. v2 = customAttribute.value[ face.b ];
  1382. v3 = customAttribute.value[ face.c ];
  1383. v4 = customAttribute.value[ face.d ];
  1384. customAttribute.array[ offset_custom ] = v1.x;
  1385. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1386. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1387. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1388. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1389. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1390. customAttribute.array[ offset_custom + 6 ] = v4.x;
  1391. customAttribute.array[ offset_custom + 7 ] = v4.y;
  1392. offset_custom += 8;
  1393. }
  1394. } else if ( customAttribute.boundTo === "faces" ) {
  1395. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1396. value = customAttribute.value[ chunk_faces3[ f ] ];
  1397. v1 = value;
  1398. v2 = value;
  1399. v3 = value;
  1400. customAttribute.array[ offset_custom ] = v1.x;
  1401. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1402. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1403. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1404. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1405. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1406. offset_custom += 6;
  1407. }
  1408. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1409. value = customAttribute.value[ chunk_faces4[ f ] ];
  1410. v1 = value;
  1411. v2 = value;
  1412. v3 = value;
  1413. v4 = value;
  1414. customAttribute.array[ offset_custom ] = v1.x;
  1415. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1416. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1417. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1418. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1419. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1420. customAttribute.array[ offset_custom + 6 ] = v4.x;
  1421. customAttribute.array[ offset_custom + 7 ] = v4.y;
  1422. offset_custom += 8;
  1423. }
  1424. }
  1425. } else if ( customAttribute.size === 3 ) {
  1426. var pp;
  1427. if ( customAttribute.type === "c" ) {
  1428. pp = [ "r", "g", "b" ];
  1429. } else {
  1430. pp = [ "x", "y", "z" ];
  1431. }
  1432. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1433. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1434. face = obj_faces[ chunk_faces3[ f ] ];
  1435. v1 = customAttribute.value[ face.a ];
  1436. v2 = customAttribute.value[ face.b ];
  1437. v3 = customAttribute.value[ face.c ];
  1438. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1439. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1440. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1441. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1442. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1443. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1444. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1445. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1446. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1447. offset_custom += 9;
  1448. }
  1449. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1450. face = obj_faces[ chunk_faces4[ f ] ];
  1451. v1 = customAttribute.value[ face.a ];
  1452. v2 = customAttribute.value[ face.b ];
  1453. v3 = customAttribute.value[ face.c ];
  1454. v4 = customAttribute.value[ face.d ];
  1455. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1456. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1457. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1458. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1459. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1460. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1461. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1462. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1463. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1464. customAttribute.array[ offset_custom + 9 ] = v4[ pp[ 0 ] ];
  1465. customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
  1466. customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
  1467. offset_custom += 12;
  1468. }
  1469. } else if ( customAttribute.boundTo === "faces" ) {
  1470. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1471. value = customAttribute.value[ chunk_faces3[ f ] ];
  1472. v1 = value;
  1473. v2 = value;
  1474. v3 = value;
  1475. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1476. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1477. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1478. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1479. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1480. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1481. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1482. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1483. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1484. offset_custom += 9;
  1485. }
  1486. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1487. value = customAttribute.value[ chunk_faces4[ f ] ];
  1488. v1 = value;
  1489. v2 = value;
  1490. v3 = value;
  1491. v4 = value;
  1492. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1493. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1494. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1495. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1496. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1497. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1498. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1499. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1500. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1501. customAttribute.array[ offset_custom + 9 ] = v4[ pp[ 0 ] ];
  1502. customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
  1503. customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
  1504. offset_custom += 12;
  1505. }
  1506. }
  1507. } else if ( customAttribute.size === 4 ) {
  1508. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1509. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1510. face = obj_faces[ chunk_faces3[ f ] ];
  1511. v1 = customAttribute.value[ face.a ];
  1512. v2 = customAttribute.value[ face.b ];
  1513. v3 = customAttribute.value[ face.c ];
  1514. customAttribute.array[ offset_custom ] = v1.x;
  1515. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1516. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1517. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1518. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1519. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1520. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1521. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1522. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1523. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1524. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1525. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1526. offset_custom += 12;
  1527. }
  1528. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1529. face = obj_faces[ chunk_faces4[ f ] ];
  1530. v1 = customAttribute.value[ face.a ];
  1531. v2 = customAttribute.value[ face.b ];
  1532. v3 = customAttribute.value[ face.c ];
  1533. v4 = customAttribute.value[ face.d ];
  1534. customAttribute.array[ offset_custom ] = v1.x;
  1535. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1536. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1537. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1538. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1539. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1540. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1541. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1542. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1543. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1544. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1545. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1546. customAttribute.array[ offset_custom + 12 ] = v4.x;
  1547. customAttribute.array[ offset_custom + 13 ] = v4.y;
  1548. customAttribute.array[ offset_custom + 14 ] = v4.z;
  1549. customAttribute.array[ offset_custom + 15 ] = v4.w;
  1550. offset_custom += 16;
  1551. }
  1552. } else if ( customAttribute.boundTo === "faces" ) {
  1553. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1554. value = customAttribute.value[ chunk_faces3[ f ] ];
  1555. v1 = value;
  1556. v2 = value;
  1557. v3 = value;
  1558. customAttribute.array[ offset_custom ] = v1.x;
  1559. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1560. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1561. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1562. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1563. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1564. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1565. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1566. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1567. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1568. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1569. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1570. offset_custom += 12;
  1571. }
  1572. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1573. value = customAttribute.value[ chunk_faces4[ f ] ];
  1574. v1 = value;
  1575. v2 = value;
  1576. v3 = value;
  1577. v4 = value;
  1578. customAttribute.array[ offset_custom ] = v1.x;
  1579. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1580. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1581. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1582. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1583. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1584. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1585. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1586. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1587. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1588. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1589. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1590. customAttribute.array[ offset_custom + 12 ] = v4.x;
  1591. customAttribute.array[ offset_custom + 13 ] = v4.y;
  1592. customAttribute.array[ offset_custom + 14 ] = v4.z;
  1593. customAttribute.array[ offset_custom + 15 ] = v4.w;
  1594. offset_custom += 16;
  1595. }
  1596. }
  1597. }
  1598. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  1599. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  1600. }
  1601. }
  1602. if ( dispose ) {
  1603. delete geometryGroup.__inittedArrays;
  1604. delete geometryGroup.__colorArray;
  1605. delete geometryGroup.__normalArray;
  1606. delete geometryGroup.__tangentArray;
  1607. delete geometryGroup.__uvArray;
  1608. delete geometryGroup.__uv2Array;
  1609. delete geometryGroup.__faceArray;
  1610. delete geometryGroup.__vertexArray;
  1611. delete geometryGroup.__lineArray;
  1612. delete geometryGroup.__skinVertexAArray;
  1613. delete geometryGroup.__skinVertexBArray;
  1614. delete geometryGroup.__skinIndexArray;
  1615. delete geometryGroup.__skinWeightArray;
  1616. }
  1617. };
  1618. // Buffer rendering
  1619. this.renderBufferImmediate = function ( object, program, shading ) {
  1620. if ( ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
  1621. if ( ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
  1622. if ( object.hasPos ) {
  1623. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
  1624. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  1625. _gl.enableVertexAttribArray( program.attributes.position );
  1626. _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1627. }
  1628. if ( object.hasNormal ) {
  1629. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
  1630. if ( shading === THREE.FlatShading ) {
  1631. var nx, ny, nz,
  1632. nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
  1633. normalArray,
  1634. i, il = object.count * 3;
  1635. for( i = 0; i < il; i += 9 ) {
  1636. normalArray = object.normalArray;
  1637. nax = normalArray[ i ];
  1638. nay = normalArray[ i + 1 ];
  1639. naz = normalArray[ i + 2 ];
  1640. nbx = normalArray[ i + 3 ];
  1641. nby = normalArray[ i + 4 ];
  1642. nbz = normalArray[ i + 5 ];
  1643. ncx = normalArray[ i + 6 ];
  1644. ncy = normalArray[ i + 7 ];
  1645. ncz = normalArray[ i + 8 ];
  1646. nx = ( nax + nbx + ncx ) / 3;
  1647. ny = ( nay + nby + ncy ) / 3;
  1648. nz = ( naz + nbz + ncz ) / 3;
  1649. normalArray[ i ] = nx;
  1650. normalArray[ i + 1 ] = ny;
  1651. normalArray[ i + 2 ] = nz;
  1652. normalArray[ i + 3 ] = nx;
  1653. normalArray[ i + 4 ] = ny;
  1654. normalArray[ i + 5 ] = nz;
  1655. normalArray[ i + 6 ] = nx;
  1656. normalArray[ i + 7 ] = ny;
  1657. normalArray[ i + 8 ] = nz;
  1658. }
  1659. }
  1660. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  1661. _gl.enableVertexAttribArray( program.attributes.normal );
  1662. _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1663. }
  1664. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  1665. object.count = 0;
  1666. };
  1667. this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {
  1668. if ( material.opacity === 0 ) return;
  1669. var program, attributes, linewidth, primitives, a, attribute, i, il;
  1670. program = setProgram( camera, lights, fog, material, object );
  1671. attributes = program.attributes;
  1672. var updateBuffers = false,
  1673. wireframeBit = material.wireframe ? 1 : 0,
  1674. geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
  1675. if ( geometryGroupHash !== _currentGeometryGroupHash ) {
  1676. _currentGeometryGroupHash = geometryGroupHash;
  1677. updateBuffers = true;
  1678. }
  1679. // vertices
  1680. if ( !material.morphTargets && attributes.position >= 0 ) {
  1681. if ( updateBuffers ) {
  1682. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1683. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1684. }
  1685. } else {
  1686. if ( object.morphTargetBase ) {
  1687. setupMorphTargets( material, geometryGroup, object );
  1688. }
  1689. }
  1690. if ( updateBuffers ) {
  1691. // custom attributes
  1692. // Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
  1693. if ( geometryGroup.__webglCustomAttributesList ) {
  1694. for ( i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
  1695. attribute = geometryGroup.__webglCustomAttributesList[ i ];
  1696. if( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {
  1697. _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
  1698. _gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );
  1699. }
  1700. }
  1701. }
  1702. // colors
  1703. if ( attributes.color >= 0 ) {
  1704. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1705. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  1706. }
  1707. // normals
  1708. if ( attributes.normal >= 0 ) {
  1709. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1710. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1711. }
  1712. // tangents
  1713. if ( attributes.tangent >= 0 ) {
  1714. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1715. _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
  1716. }
  1717. // uvs
  1718. if ( attributes.uv >= 0 ) {
  1719. if ( geometryGroup.__webglUVBuffer ) {
  1720. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1721. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  1722. _gl.enableVertexAttribArray( attributes.uv );
  1723. } else {
  1724. _gl.disableVertexAttribArray( attributes.uv );
  1725. }
  1726. }
  1727. if ( attributes.uv2 >= 0 ) {
  1728. if ( geometryGroup.__webglUV2Buffer ) {
  1729. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1730. _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
  1731. _gl.enableVertexAttribArray( attributes.uv2 );
  1732. } else {
  1733. _gl.disableVertexAttribArray( attributes.uv2 );
  1734. }
  1735. }
  1736. if ( material.skinning &&
  1737. attributes.skinVertexA >= 0 && attributes.skinVertexB >= 0 &&
  1738. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  1739. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
  1740. _gl.vertexAttribPointer( attributes.skinVertexA, 4, _gl.FLOAT, false, 0, 0 );
  1741. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
  1742. _gl.vertexAttribPointer( attributes.skinVertexB, 4, _gl.FLOAT, false, 0, 0 );
  1743. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1744. _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
  1745. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1746. _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
  1747. }
  1748. }
  1749. // render mesh
  1750. if ( object instanceof THREE.Mesh ) {
  1751. // wireframe
  1752. if ( material.wireframe ) {
  1753. setLineWidth( material.wireframeLinewidth );
  1754. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1755. _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, _gl.UNSIGNED_SHORT, 0 );
  1756. // triangles
  1757. } else {
  1758. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1759. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
  1760. }
  1761. _this.info.render.calls ++;
  1762. _this.info.render.vertices += geometryGroup.__webglFaceCount;
  1763. _this.info.render.faces += geometryGroup.__webglFaceCount / 3;
  1764. // render lines
  1765. } else if ( object instanceof THREE.Line ) {
  1766. primitives = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  1767. setLineWidth( material.linewidth );
  1768. _gl.drawArrays( primitives, 0, geometryGroup.__webglLineCount );
  1769. _this.info.render.calls ++;
  1770. // render particles
  1771. } else if ( object instanceof THREE.ParticleSystem ) {
  1772. _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
  1773. _this.info.render.calls ++;
  1774. // render ribbon
  1775. } else if ( object instanceof THREE.Ribbon ) {
  1776. _gl.drawArrays( _gl.TRIANGLE_STRIP, 0, geometryGroup.__webglVertexCount );
  1777. _this.info.render.calls ++;
  1778. }
  1779. };
  1780. function setupMorphTargets ( material, geometryGroup, object ) {
  1781. // set base
  1782. var attributes = material.program.attributes;
  1783. if ( object.morphTargetBase !== - 1 ) {
  1784. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
  1785. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1786. } else if ( attributes.position >= 0 ) {
  1787. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1788. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1789. }
  1790. if ( object.morphTargetForcedOrder.length ) {
  1791. // set forced order
  1792. var m = 0;
  1793. var order = object.morphTargetForcedOrder;
  1794. var influences = object.morphTargetInfluences;
  1795. while ( m < material.numSupportedMorphTargets && m < order.length ) {
  1796. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
  1797. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1798. object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];
  1799. m ++;
  1800. }
  1801. } else {
  1802. // find most influencing
  1803. var used = [];
  1804. var candidateInfluence = - 1;
  1805. var candidate = 0;
  1806. var influences = object.morphTargetInfluences;
  1807. var i, il = influences.length;
  1808. var m = 0;
  1809. if ( object.morphTargetBase !== - 1 ) {
  1810. used[ object.morphTargetBase ] = true;
  1811. }
  1812. while ( m < material.numSupportedMorphTargets ) {
  1813. for ( i = 0; i < il; i ++ ) {
  1814. if ( !used[ i ] && influences[ i ] > candidateInfluence ) {
  1815. candidate = i;
  1816. candidateInfluence = influences[ candidate ];
  1817. }
  1818. }
  1819. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ candidate ] );
  1820. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1821. object.__webglMorphTargetInfluences[ m ] = candidateInfluence;
  1822. used[ candidate ] = 1;
  1823. candidateInfluence = -1;
  1824. m ++;
  1825. }
  1826. }
  1827. // load updated influences uniform
  1828. if( material.program.uniforms.morphTargetInfluences !== null ) {
  1829. _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
  1830. }
  1831. };
  1832. function painterSort ( a, b ) {
  1833. return b.z - a.z;
  1834. };
  1835. // Rendering
  1836. this.render = function ( scene, camera, renderTarget, forceClear ) {
  1837. var i, il,
  1838. program, material,
  1839. webglObject, object,
  1840. renderList,
  1841. lights = scene.lights,
  1842. fog = scene.fog;
  1843. _currentMaterialId = -1;
  1844. if ( this.autoUpdateObjects ) this.initWebGLObjects( scene );
  1845. if ( camera.parent === undefined ) {
  1846. console.warn( 'DEPRECATED: Camera hasn\'t been added to a Scene. Adding it...' );
  1847. scene.add( camera );
  1848. }
  1849. if ( this.autoUpdateScene ) scene.updateMatrixWorld();
  1850. // custom render plugins (pre pass)
  1851. if ( this.renderPluginsPre.length ) {
  1852. for ( i = 0, il = this.renderPluginsPre.length; i < il; i ++ ) {
  1853. _currentProgram = null;
  1854. _oldBlending = -1;
  1855. _oldDepthTest = -1;
  1856. _oldDepthWrite = -1;
  1857. _currentGeometryGroupHash = -1;
  1858. _currentMaterialId = -1;
  1859. this.renderPluginsPre[ i ].render( scene, camera, _viewportWidth, _viewportHeight );
  1860. _currentProgram = null;
  1861. _oldBlending = -1;
  1862. _oldDepthTest = -1;
  1863. _oldDepthWrite = -1;
  1864. _currentGeometryGroupHash = -1;
  1865. _currentMaterialId = -1;
  1866. }
  1867. }
  1868. _this.info.render.calls = 0;
  1869. _this.info.render.vertices = 0;
  1870. _this.info.render.faces = 0;
  1871. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  1872. if ( ! camera._viewMatrixArray ) camera._viewMatrixArray = new Float32Array( 16 );
  1873. camera.matrixWorldInverse.flattenToArray( camera._viewMatrixArray );
  1874. if ( ! camera._projectionMatrixArray ) camera._projectionMatrixArray = new Float32Array( 16 );
  1875. camera.projectionMatrix.flattenToArray( camera._projectionMatrixArray );
  1876. _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
  1877. _frustum.setFromMatrix( _projScreenMatrix );
  1878. this.setRenderTarget( renderTarget );
  1879. if ( this.autoClear || forceClear ) {
  1880. this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
  1881. }
  1882. // set matrices for regular objects (frustum culled)
  1883. renderList = scene.__webglObjects;
  1884. for ( i = 0, il = renderList.length; i < il; i ++ ) {
  1885. webglObject = renderList[ i ];
  1886. object = webglObject.object;
  1887. webglObject.render = false;
  1888. if ( object.visible ) {
  1889. if ( ! ( object instanceof THREE.Mesh ) || ! ( object.frustumCulled ) || _frustum.contains( object ) ) {
  1890. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  1891. setupMatrices( object, camera );
  1892. unrollBufferMaterial( webglObject );
  1893. webglObject.render = true;
  1894. if ( this.sortObjects ) {
  1895. if ( object.renderDepth ) {
  1896. webglObject.z = object.renderDepth;
  1897. } else {
  1898. _vector3.copy( object.position );
  1899. _projScreenMatrix.multiplyVector3( _vector3 );
  1900. webglObject.z = _vector3.z;
  1901. }
  1902. }
  1903. }
  1904. }
  1905. }
  1906. if ( this.sortObjects ) {
  1907. renderList.sort( painterSort );
  1908. }
  1909. // set matrices for immediate objects
  1910. renderList = scene.__webglObjectsImmediate;
  1911. for ( i = 0, il = renderList.length; i < il; i ++ ) {
  1912. webglObject = renderList[ i ];
  1913. object = webglObject.object;
  1914. if ( object.visible ) {
  1915. if( object.matrixAutoUpdate ) {
  1916. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  1917. }
  1918. setupMatrices( object, camera );
  1919. unrollImmediateBufferMaterial( webglObject );
  1920. }
  1921. }
  1922. if ( scene.overrideMaterial ) {
  1923. this.setBlending( scene.overrideMaterial.blending );
  1924. this.setDepthTest( scene.overrideMaterial.depthTest );
  1925. setDepthWrite( scene.overrideMaterial.depthWrite );
  1926. setPolygonOffset( scene.overrideMaterial.polygonOffset, scene.overrideMaterial.polygonOffsetFactor, scene.overrideMaterial.polygonOffsetUnits );
  1927. renderObjects( scene.__webglObjects, false, "", camera, lights, fog, true, scene.overrideMaterial );
  1928. renderObjectsImmediate( scene.__webglObjectsImmediate, "", camera, lights, fog, false, scene.overrideMaterial );
  1929. } else {
  1930. // opaque pass (front-to-back order)
  1931. this.setBlending( THREE.NormalBlending );
  1932. renderObjects( scene.__webglObjects, true, "opaque", camera, lights, fog, false );
  1933. renderObjectsImmediate( scene.__webglObjectsImmediate, "opaque", camera, lights, fog, false );
  1934. // transparent pass (back-to-front order)
  1935. renderObjects( scene.__webglObjects, false, "transparent", camera, lights, fog, true );
  1936. renderObjectsImmediate( scene.__webglObjectsImmediate, "transparent", camera, lights, fog, true );
  1937. }
  1938. // custom render plugins (post pass)
  1939. if ( this.renderPluginsPost.length ) {
  1940. for ( i = 0, il = this.renderPluginsPost.length; i < il; i ++ ) {
  1941. this.renderPluginsPost[ i ].render( scene, camera, _viewportWidth, _viewportHeight );
  1942. _currentProgram = null;
  1943. _oldBlending = -1;
  1944. _oldDepthTest = -1;
  1945. _oldDepthWrite = -1;
  1946. _currentGeometryGroupHash = -1;
  1947. _currentMaterialId = -1;
  1948. }
  1949. }
  1950. // Generate mipmap if we're using any kind of mipmap filtering
  1951. if ( renderTarget && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
  1952. updateRenderTargetMipmap( renderTarget );
  1953. }
  1954. //_gl.finish();
  1955. };
  1956. function renderObjects ( renderList, reverse, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
  1957. var webglObject, object, buffer, material, start, end, delta;
  1958. if ( reverse ) {
  1959. start = renderList.length - 1;
  1960. end = -1;
  1961. delta = -1;
  1962. } else {
  1963. start = 0;
  1964. end = renderList.length;
  1965. delta = 1;
  1966. }
  1967. for ( var i = start; i !== end; i += delta ) {
  1968. webglObject = renderList[ i ];
  1969. if ( webglObject.render ) {
  1970. object = webglObject.object;
  1971. buffer = webglObject.buffer;
  1972. if ( overrideMaterial ) {
  1973. material = overrideMaterial;
  1974. } else {
  1975. material = webglObject[ materialType ];
  1976. if ( ! material ) continue;
  1977. if ( useBlending ) _this.setBlending( material.blending );
  1978. _this.setDepthTest( material.depthTest );
  1979. setDepthWrite( material.depthWrite );
  1980. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  1981. }
  1982. _this.setObjectFaces( object );
  1983. _this.renderBuffer( camera, lights, fog, material, buffer, object );
  1984. }
  1985. }
  1986. };
  1987. function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
  1988. var webglObject, object, material, program;
  1989. for ( var i = 0, il = renderList.length; i < il; i ++ ) {
  1990. webglObject = renderList[ i ];
  1991. object = webglObject.object;
  1992. if ( object.visible ) {
  1993. _currentGeometryGroupHash = -1;
  1994. if ( overrideMaterial ) {
  1995. material = overrideMaterial;
  1996. } else {
  1997. material = webglObject[ materialType ];
  1998. if ( ! material ) continue;
  1999. if ( useBlending ) _this.setBlending( material.blending );
  2000. _this.setDepthTest( material.depthTest );
  2001. setDepthWrite( material.depthWrite );
  2002. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2003. }
  2004. _this.setObjectFaces( object );
  2005. program = setProgram( camera, lights, fog, material, object );
  2006. if ( object.immediateRenderCallback ) {
  2007. object.immediateRenderCallback( program, _gl, _frustum );
  2008. } else {
  2009. object.render( function( object ) { _this.renderBufferImmediate( object, program, material.shading ); } );
  2010. }
  2011. }
  2012. }
  2013. };
  2014. function unrollImmediateBufferMaterial ( globject ) {
  2015. var object = globject.object,
  2016. material = object.material;
  2017. if ( material.transparent ) {
  2018. globject.transparent = material;
  2019. globject.opaque = null;
  2020. } else {
  2021. globject.opaque = material;
  2022. globject.transparent = null;
  2023. }
  2024. };
  2025. function unrollBufferMaterial ( globject ) {
  2026. var object = globject.object,
  2027. buffer = globject.buffer,
  2028. material, materialIndex, meshMaterial;
  2029. meshMaterial = object.material;
  2030. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  2031. materialIndex = buffer.materialIndex;
  2032. if ( materialIndex >= 0 ) {
  2033. material = object.geometry.materials[ materialIndex ];
  2034. if ( material.transparent ) {
  2035. globject.transparent = material;
  2036. globject.opaque = null;
  2037. } else {
  2038. globject.opaque = material;
  2039. globject.transparent = null;
  2040. }
  2041. }
  2042. } else {
  2043. material = meshMaterial;
  2044. if ( material ) {
  2045. if ( material.transparent ) {
  2046. globject.transparent = material;
  2047. globject.opaque = null;
  2048. } else {
  2049. globject.opaque = material;
  2050. globject.transparent = null;
  2051. }
  2052. }
  2053. }
  2054. };
  2055. // Geometry splitting
  2056. function sortFacesByMaterial ( geometry ) {
  2057. var f, fl, face, materialIndex, vertices,
  2058. materialHash, groupHash,
  2059. hash_map = {};
  2060. var numMorphTargets = geometry.morphTargets.length;
  2061. geometry.geometryGroups = {};
  2062. for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
  2063. face = geometry.faces[ f ];
  2064. materialIndex = face.materialIndex;
  2065. materialHash = ( materialIndex !== undefined ) ? materialIndex : -1;
  2066. if ( hash_map[ materialHash ] === undefined ) {
  2067. hash_map[ materialHash ] = { 'hash': materialHash, 'counter': 0 };
  2068. }
  2069. groupHash = hash_map[ materialHash ].hash + '_' + hash_map[ materialHash ].counter;
  2070. if ( geometry.geometryGroups[ groupHash ] === undefined ) {
  2071. geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets };
  2072. }
  2073. vertices = face instanceof THREE.Face3 ? 3 : 4;
  2074. if ( geometry.geometryGroups[ groupHash ].vertices + vertices > 65535 ) {
  2075. hash_map[ materialHash ].counter += 1;
  2076. groupHash = hash_map[ materialHash ].hash + '_' + hash_map[ materialHash ].counter;
  2077. if ( geometry.geometryGroups[ groupHash ] === undefined ) {
  2078. geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets };
  2079. }
  2080. }
  2081. if ( face instanceof THREE.Face3 ) {
  2082. geometry.geometryGroups[ groupHash ].faces3.push( f );
  2083. } else {
  2084. geometry.geometryGroups[ groupHash ].faces4.push( f );
  2085. }
  2086. geometry.geometryGroups[ groupHash ].vertices += vertices;
  2087. }
  2088. geometry.geometryGroupsList = [];
  2089. for ( var g in geometry.geometryGroups ) {
  2090. geometry.geometryGroups[ g ].id = _geometryGroupCounter ++;
  2091. geometry.geometryGroupsList.push( geometry.geometryGroups[ g ] );
  2092. }
  2093. };
  2094. // Objects refresh
  2095. this.initWebGLObjects = function ( scene ) {
  2096. if ( !scene.__webglObjects ) {
  2097. scene.__webglObjects = [];
  2098. scene.__webglObjectsImmediate = [];
  2099. scene.__webglSprites = [];
  2100. scene.__webglFlares = [];
  2101. }
  2102. while ( scene.__objectsAdded.length ) {
  2103. addObject( scene.__objectsAdded[ 0 ], scene );
  2104. scene.__objectsAdded.splice( 0, 1 );
  2105. }
  2106. while ( scene.__objectsRemoved.length ) {
  2107. removeObject( scene.__objectsRemoved[ 0 ], scene );
  2108. scene.__objectsRemoved.splice( 0, 1 );
  2109. }
  2110. // update must be called after objects adding / removal
  2111. for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {
  2112. updateObject( scene.__webglObjects[ o ].object );
  2113. }
  2114. };
  2115. // Objects adding
  2116. function addObject ( object, scene ) {
  2117. var g, geometry, geometryGroup;
  2118. if ( ! object.__webglInit ) {
  2119. object.__webglInit = true;
  2120. object._modelViewMatrix = new THREE.Matrix4();
  2121. object._normalMatrixArray = new Float32Array( 9 );
  2122. object._modelViewMatrixArray = new Float32Array( 16 );
  2123. object._objectMatrixArray = new Float32Array( 16 );
  2124. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2125. if ( object instanceof THREE.Mesh ) {
  2126. geometry = object.geometry;
  2127. if ( geometry.geometryGroups === undefined ) {
  2128. sortFacesByMaterial( geometry );
  2129. }
  2130. // create separate VBOs per geometry chunk
  2131. for ( g in geometry.geometryGroups ) {
  2132. geometryGroup = geometry.geometryGroups[ g ];
  2133. // initialise VBO on the first access
  2134. if ( ! geometryGroup.__webglVertexBuffer ) {
  2135. createMeshBuffers( geometryGroup );
  2136. initMeshBuffers( geometryGroup, object );
  2137. geometry.__dirtyVertices = true;
  2138. geometry.__dirtyMorphTargets = true;
  2139. geometry.__dirtyElements = true;
  2140. geometry.__dirtyUvs = true;
  2141. geometry.__dirtyNormals = true;
  2142. geometry.__dirtyTangents = true;
  2143. geometry.__dirtyColors = true;
  2144. }
  2145. }
  2146. } else if ( object instanceof THREE.Ribbon ) {
  2147. geometry = object.geometry;
  2148. if( ! geometry.__webglVertexBuffer ) {
  2149. createRibbonBuffers( geometry );
  2150. initRibbonBuffers( geometry );
  2151. geometry.__dirtyVertices = true;
  2152. geometry.__dirtyColors = true;
  2153. }
  2154. } else if ( object instanceof THREE.Line ) {
  2155. geometry = object.geometry;
  2156. if( ! geometry.__webglVertexBuffer ) {
  2157. createLineBuffers( geometry );
  2158. initLineBuffers( geometry, object );
  2159. geometry.__dirtyVertices = true;
  2160. geometry.__dirtyColors = true;
  2161. }
  2162. } else if ( object instanceof THREE.ParticleSystem ) {
  2163. geometry = object.geometry;
  2164. if ( ! geometry.__webglVertexBuffer ) {
  2165. createParticleBuffers( geometry );
  2166. initParticleBuffers( geometry, object );
  2167. geometry.__dirtyVertices = true;
  2168. geometry.__dirtyColors = true;
  2169. }
  2170. }
  2171. }
  2172. if ( ! object.__webglActive ) {
  2173. if ( object instanceof THREE.Mesh ) {
  2174. geometry = object.geometry;
  2175. for ( g in geometry.geometryGroups ) {
  2176. geometryGroup = geometry.geometryGroups[ g ];
  2177. addBuffer( scene.__webglObjects, geometryGroup, object );
  2178. }
  2179. } else if ( object instanceof THREE.Ribbon ||
  2180. object instanceof THREE.Line ||
  2181. object instanceof THREE.ParticleSystem ) {
  2182. geometry = object.geometry;
  2183. addBuffer( scene.__webglObjects, geometry, object );
  2184. } else if ( THREE.MarchingCubes !== undefined && object instanceof THREE.MarchingCubes || object.immediateRenderCallback ) {
  2185. addBufferImmediate( scene.__webglObjectsImmediate, object );
  2186. } else if ( object instanceof THREE.Sprite ) {
  2187. scene.__webglSprites.push( object );
  2188. } else if ( object instanceof THREE.LensFlare ) {
  2189. scene.__webglFlares.push( object );
  2190. }
  2191. object.__webglActive = true;
  2192. }
  2193. };
  2194. function addBuffer ( objlist, buffer, object ) {
  2195. objlist.push(
  2196. {
  2197. buffer: buffer,
  2198. object: object,
  2199. opaque: null,
  2200. transparent: null
  2201. }
  2202. );
  2203. };
  2204. function addBufferImmediate ( objlist, object ) {
  2205. objlist.push(
  2206. {
  2207. object: object,
  2208. opaque: null,
  2209. transparent: null
  2210. }
  2211. );
  2212. };
  2213. // Objects updates
  2214. function updateObject ( object ) {
  2215. var geometry = object.geometry,
  2216. geometryGroup, customAttributesDirty, material;
  2217. if ( object instanceof THREE.Mesh ) {
  2218. // check all geometry groups
  2219. for( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {
  2220. geometryGroup = geometry.geometryGroupsList[ i ];
  2221. material = getBufferMaterial( object, geometryGroup );
  2222. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2223. if ( geometry.__dirtyVertices || geometry.__dirtyMorphTargets || geometry.__dirtyElements ||
  2224. geometry.__dirtyUvs || geometry.__dirtyNormals ||
  2225. geometry.__dirtyColors || geometry.__dirtyTangents || customAttributesDirty ) {
  2226. setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, !geometry.dynamic, material );
  2227. }
  2228. }
  2229. geometry.__dirtyVertices = false;
  2230. geometry.__dirtyMorphTargets = false;
  2231. geometry.__dirtyElements = false;
  2232. geometry.__dirtyUvs = false;
  2233. geometry.__dirtyNormals = false;
  2234. geometry.__dirtyColors = false;
  2235. geometry.__dirtyTangents = false;
  2236. material.attributes && clearCustomAttributes( material );
  2237. } else if ( object instanceof THREE.Ribbon ) {
  2238. if ( geometry.__dirtyVertices || geometry.__dirtyColors ) {
  2239. setRibbonBuffers( geometry, _gl.DYNAMIC_DRAW );
  2240. }
  2241. geometry.__dirtyVertices = false;
  2242. geometry.__dirtyColors = false;
  2243. } else if ( object instanceof THREE.Line ) {
  2244. material = getBufferMaterial( object, geometryGroup );
  2245. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2246. if ( geometry.__dirtyVertices || geometry.__dirtyColors || customAttributesDirty ) {
  2247. setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
  2248. }
  2249. geometry.__dirtyVertices = false;
  2250. geometry.__dirtyColors = false;
  2251. material.attributes && clearCustomAttributes( material );
  2252. } else if ( object instanceof THREE.ParticleSystem ) {
  2253. material = getBufferMaterial( object, geometryGroup );
  2254. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2255. if ( geometry.__dirtyVertices || geometry.__dirtyColors || object.sortParticles || customAttributesDirty ) {
  2256. setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
  2257. }
  2258. geometry.__dirtyVertices = false;
  2259. geometry.__dirtyColors = false;
  2260. material.attributes && clearCustomAttributes( material );
  2261. }
  2262. };
  2263. // Objects updates - custom attributes check
  2264. function areCustomAttributesDirty ( material ) {
  2265. for ( var a in material.attributes ) {
  2266. if ( material.attributes[ a ].needsUpdate ) return true;
  2267. }
  2268. return false;
  2269. };
  2270. function clearCustomAttributes ( material ) {
  2271. for ( var a in material.attributes ) {
  2272. material.attributes[ a ].needsUpdate = false;
  2273. }
  2274. };
  2275. // Objects removal
  2276. function removeObject ( object, scene ) {
  2277. if ( object instanceof THREE.Mesh ||
  2278. object instanceof THREE.ParticleSystem ||
  2279. object instanceof THREE.Ribbon ||
  2280. object instanceof THREE.Line ) {
  2281. removeInstances( scene.__webglObjects, object );
  2282. } else if ( object instanceof THREE.Sprite ) {
  2283. removeInstancesDirect( scene.__webglSprites, object );
  2284. } else if ( object instanceof THREE.LensFlare ) {
  2285. removeInstancesDirect( scene.__webglFlares, object );
  2286. } else if ( object instanceof THREE.MarchingCubes || object.immediateRenderCallback ) {
  2287. removeInstances( scene.__webglObjectsImmediate, object );
  2288. }
  2289. object.__webglActive = false;
  2290. };
  2291. function removeInstances ( objlist, object ) {
  2292. for ( var o = objlist.length - 1; o >= 0; o -- ) {
  2293. if ( objlist[ o ].object === object ) {
  2294. objlist.splice( o, 1 );
  2295. }
  2296. }
  2297. };
  2298. function removeInstancesDirect ( objlist, object ) {
  2299. for ( var o = objlist.length - 1; o >= 0; o -- ) {
  2300. if ( objlist[ o ] === object ) {
  2301. objlist.splice( o, 1 );
  2302. }
  2303. }
  2304. };
  2305. // Materials
  2306. this.initMaterial = function ( material, lights, fog, object ) {
  2307. var u, a, identifiers, i, parameters, maxLightCount, maxBones, maxShadows, shaderID;
  2308. if ( material instanceof THREE.MeshDepthMaterial ) {
  2309. shaderID = 'depth';
  2310. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  2311. shaderID = 'normal';
  2312. } else if ( material instanceof THREE.MeshBasicMaterial ) {
  2313. shaderID = 'basic';
  2314. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  2315. shaderID = 'lambert';
  2316. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  2317. shaderID = 'phong';
  2318. } else if ( material instanceof THREE.LineBasicMaterial ) {
  2319. shaderID = 'basic';
  2320. } else if ( material instanceof THREE.ParticleBasicMaterial ) {
  2321. shaderID = 'particle_basic';
  2322. }
  2323. if ( shaderID ) {
  2324. setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );
  2325. }
  2326. // heuristics to create shader parameters according to lights in the scene
  2327. // (not to blow over maxLights budget)
  2328. maxLightCount = allocateLights( lights );
  2329. maxShadows = allocateShadows( lights );
  2330. maxBones = allocateBones( object );
  2331. parameters = {
  2332. map: !!material.map, envMap: !!material.envMap, lightMap: !!material.lightMap,
  2333. vertexColors: material.vertexColors,
  2334. fog: fog, useFog: material.fog,
  2335. sizeAttenuation: material.sizeAttenuation,
  2336. skinning: material.skinning,
  2337. morphTargets: material.morphTargets,
  2338. maxMorphTargets: this.maxMorphTargets,
  2339. maxDirLights: maxLightCount.directional, maxPointLights: maxLightCount.point,
  2340. maxBones: maxBones,
  2341. shadowMapEnabled: this.shadowMapEnabled && object.receiveShadow,
  2342. shadowMapSoft: this.shadowMapSoft,
  2343. shadowMapWidth: this.shadowMapWidth,
  2344. shadowMapHeight: this.shadowMapHeight,
  2345. maxShadows: maxShadows,
  2346. alphaTest: material.alphaTest,
  2347. metal: material.metal,
  2348. perPixel: material.perPixel
  2349. };
  2350. material.program = buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, parameters );
  2351. var attributes = material.program.attributes;
  2352. if ( attributes.position >= 0 ) _gl.enableVertexAttribArray( attributes.position );
  2353. if ( attributes.color >= 0 ) _gl.enableVertexAttribArray( attributes.color );
  2354. if ( attributes.normal >= 0 ) _gl.enableVertexAttribArray( attributes.normal );
  2355. if ( attributes.tangent >= 0 ) _gl.enableVertexAttribArray( attributes.tangent );
  2356. if ( material.skinning &&
  2357. attributes.skinVertexA >=0 && attributes.skinVertexB >= 0 &&
  2358. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  2359. _gl.enableVertexAttribArray( attributes.skinVertexA );
  2360. _gl.enableVertexAttribArray( attributes.skinVertexB );
  2361. _gl.enableVertexAttribArray( attributes.skinIndex );
  2362. _gl.enableVertexAttribArray( attributes.skinWeight );
  2363. }
  2364. if ( material.attributes ) {
  2365. for ( a in material.attributes ) {
  2366. if( attributes[ a ] !== undefined && attributes[ a ] >= 0 ) _gl.enableVertexAttribArray( attributes[ a ] );
  2367. }
  2368. }
  2369. if ( material.morphTargets ) {
  2370. material.numSupportedMorphTargets = 0;
  2371. var id, base = "morphTarget";
  2372. for ( i = 0; i < this.maxMorphTargets; i ++ ) {
  2373. id = base + i;
  2374. if ( attributes[ id ] >= 0 ) {
  2375. _gl.enableVertexAttribArray( attributes[ id ] );
  2376. material.numSupportedMorphTargets ++;
  2377. }
  2378. }
  2379. }
  2380. material.uniformsList = [];
  2381. for ( u in material.uniforms ) {
  2382. material.uniformsList.push( [ material.uniforms[ u ], u ] );
  2383. }
  2384. };
  2385. function setMaterialShaders ( material, shaders ) {
  2386. material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms );
  2387. material.vertexShader = shaders.vertexShader;
  2388. material.fragmentShader = shaders.fragmentShader;
  2389. };
  2390. function setProgram ( camera, lights, fog, material, object ) {
  2391. if ( ! material.program ) {
  2392. _this.initMaterial( material, lights, fog, object );
  2393. }
  2394. if ( material.morphTargets ) {
  2395. if ( ! object.__webglMorphTargetInfluences ) {
  2396. object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
  2397. for ( var i = 0, il = _this.maxMorphTargets; i < il; i ++ ) {
  2398. object.__webglMorphTargetInfluences[ i ] = 0;
  2399. }
  2400. }
  2401. }
  2402. var refreshMaterial = false;
  2403. var program = material.program,
  2404. p_uniforms = program.uniforms,
  2405. m_uniforms = material.uniforms;
  2406. if ( program !== _currentProgram ) {
  2407. _gl.useProgram( program );
  2408. _currentProgram = program;
  2409. refreshMaterial = true;
  2410. }
  2411. if ( material.id !== _currentMaterialId ) {
  2412. _currentMaterialId = material.id;
  2413. refreshMaterial = true;
  2414. }
  2415. if ( refreshMaterial ) {
  2416. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera._projectionMatrixArray );
  2417. // refresh uniforms common to several materials
  2418. if ( fog && material.fog ) {
  2419. refreshUniformsFog( m_uniforms, fog );
  2420. }
  2421. if ( material instanceof THREE.MeshPhongMaterial ||
  2422. material instanceof THREE.MeshLambertMaterial ||
  2423. material.lights ) {
  2424. setupLights( program, lights );
  2425. refreshUniformsLights( m_uniforms, _lights );
  2426. }
  2427. if ( material instanceof THREE.MeshBasicMaterial ||
  2428. material instanceof THREE.MeshLambertMaterial ||
  2429. material instanceof THREE.MeshPhongMaterial ) {
  2430. refreshUniformsCommon( m_uniforms, material );
  2431. }
  2432. // refresh single material specific uniforms
  2433. if ( material instanceof THREE.LineBasicMaterial ) {
  2434. refreshUniformsLine( m_uniforms, material );
  2435. } else if ( material instanceof THREE.ParticleBasicMaterial ) {
  2436. refreshUniformsParticle( m_uniforms, material );
  2437. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  2438. refreshUniformsPhong( m_uniforms, material );
  2439. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  2440. refreshUniformsLambert( m_uniforms, material );
  2441. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  2442. m_uniforms.mNear.value = camera.near;
  2443. m_uniforms.mFar.value = camera.far;
  2444. m_uniforms.opacity.value = material.opacity;
  2445. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  2446. m_uniforms.opacity.value = material.opacity;
  2447. }
  2448. if ( object.receiveShadow && ! material._shadowPass ) {
  2449. refreshUniformsShadow( m_uniforms, material );
  2450. }
  2451. // load common uniforms
  2452. loadUniformsGeneric( program, material.uniformsList );
  2453. // load material specific uniforms
  2454. // (shader material also gets them for the sake of genericity)
  2455. if ( material instanceof THREE.ShaderMaterial ||
  2456. material instanceof THREE.MeshPhongMaterial ||
  2457. material.envMap ) {
  2458. if( p_uniforms.cameraPosition !== null ) {
  2459. _gl.uniform3f( p_uniforms.cameraPosition, camera.position.x, camera.position.y, camera.position.z );
  2460. }
  2461. }
  2462. if ( material instanceof THREE.MeshPhongMaterial ||
  2463. material instanceof THREE.MeshLambertMaterial ||
  2464. material instanceof THREE.ShaderMaterial ||
  2465. material.skinning ) {
  2466. if( p_uniforms.viewMatrix !== null ) {
  2467. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera._viewMatrixArray );
  2468. }
  2469. }
  2470. if ( material.skinning ) {
  2471. loadUniformsSkinning( p_uniforms, object, camera );
  2472. }
  2473. }
  2474. loadUniformsMatrices( p_uniforms, object );
  2475. if ( material instanceof THREE.ShaderMaterial ||
  2476. material.envMap ||
  2477. material.skinning ||
  2478. object.receiveShadow ) {
  2479. if ( p_uniforms.objectMatrix !== null ) {
  2480. _gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
  2481. }
  2482. }
  2483. return program;
  2484. };
  2485. // Uniforms (refresh uniforms objects)
  2486. function refreshUniformsCommon ( uniforms, material ) {
  2487. uniforms.opacity.value = material.opacity;
  2488. if ( _this.gammaInput ) {
  2489. uniforms.diffuse.value.copyGammaToLinear( material.color );
  2490. } else {
  2491. uniforms.diffuse.value = material.color;
  2492. }
  2493. uniforms.map.texture = material.map;
  2494. if ( material.map ) {
  2495. uniforms.offsetRepeat.value.set( material.map.offset.x, material.map.offset.y, material.map.repeat.x, material.map.repeat.y );
  2496. }
  2497. uniforms.lightMap.texture = material.lightMap;
  2498. uniforms.envMap.texture = material.envMap;
  2499. uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : -1;
  2500. if ( _this.gammaInput ) {
  2501. //uniforms.reflectivity.value = material.reflectivity * material.reflectivity;
  2502. uniforms.reflectivity.value = material.reflectivity;
  2503. } else {
  2504. uniforms.reflectivity.value = material.reflectivity;
  2505. }
  2506. uniforms.refractionRatio.value = material.refractionRatio;
  2507. uniforms.combine.value = material.combine;
  2508. uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
  2509. };
  2510. function refreshUniformsLine ( uniforms, material ) {
  2511. uniforms.diffuse.value = material.color;
  2512. uniforms.opacity.value = material.opacity;
  2513. };
  2514. function refreshUniformsParticle ( uniforms, material ) {
  2515. uniforms.psColor.value = material.color;
  2516. uniforms.opacity.value = material.opacity;
  2517. uniforms.size.value = material.size;
  2518. uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
  2519. uniforms.map.texture = material.map;
  2520. };
  2521. function refreshUniformsFog ( uniforms, fog ) {
  2522. uniforms.fogColor.value = fog.color;
  2523. if ( fog instanceof THREE.Fog ) {
  2524. uniforms.fogNear.value = fog.near;
  2525. uniforms.fogFar.value = fog.far;
  2526. } else if ( fog instanceof THREE.FogExp2 ) {
  2527. uniforms.fogDensity.value = fog.density;
  2528. }
  2529. };
  2530. function refreshUniformsPhong ( uniforms, material ) {
  2531. uniforms.shininess.value = material.shininess;
  2532. if ( _this.gammaInput ) {
  2533. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  2534. uniforms.specular.value.copyGammaToLinear( material.specular );
  2535. } else {
  2536. uniforms.ambient.value = material.ambient;
  2537. uniforms.specular.value = material.specular;
  2538. }
  2539. };
  2540. function refreshUniformsLambert ( uniforms, material ) {
  2541. if ( _this.gammaInput ) {
  2542. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  2543. } else {
  2544. uniforms.ambient.value = material.ambient;
  2545. }
  2546. };
  2547. function refreshUniformsLights ( uniforms, lights ) {
  2548. uniforms.ambientLightColor.value = lights.ambient;
  2549. uniforms.directionalLightColor.value = lights.directional.colors;
  2550. uniforms.directionalLightDirection.value = lights.directional.positions;
  2551. uniforms.pointLightColor.value = lights.point.colors;
  2552. uniforms.pointLightPosition.value = lights.point.positions;
  2553. uniforms.pointLightDistance.value = lights.point.distances;
  2554. };
  2555. function refreshUniformsShadow ( uniforms, material ) {
  2556. if ( uniforms.shadowMatrix ) {
  2557. for ( var i = 0; i < _this.shadowMapPlugin.shadowMatrix.length; i ++ ) {
  2558. uniforms.shadowMatrix.value[ i ] = _this.shadowMapPlugin.shadowMatrix[ i ];
  2559. uniforms.shadowMap.texture[ i ] = _this.shadowMapPlugin.shadowMap[ i ];
  2560. }
  2561. uniforms.shadowDarkness.value = _this.shadowMapDarkness;
  2562. uniforms.shadowBias.value = _this.shadowMapBias;
  2563. }
  2564. };
  2565. // Uniforms (load to GPU)
  2566. function loadUniformsSkinning ( uniforms, object, camera ) {
  2567. _gl.uniformMatrix4fv( uniforms.cameraInverseMatrix, false, camera._viewMatrixArray );
  2568. _gl.uniformMatrix4fv( uniforms.boneGlobalMatrices, false, object.boneMatrices );
  2569. };
  2570. function loadUniformsMatrices ( uniforms, object ) {
  2571. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrixArray );
  2572. if ( uniforms.normalMatrix ) {
  2573. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrixArray );
  2574. }
  2575. };
  2576. function loadUniformsGeneric ( program, uniforms ) {
  2577. var uniform, value, type, location, texture, i, il, j, jl, offset;
  2578. for( j = 0, jl = uniforms.length; j < jl; j ++ ) {
  2579. location = program.uniforms[ uniforms[ j ][ 1 ] ];
  2580. if ( !location ) continue;
  2581. uniform = uniforms[ j ][ 0 ];
  2582. type = uniform.type;
  2583. value = uniform.value;
  2584. // single integer
  2585. if( type === "i" ) {
  2586. _gl.uniform1i( location, value );
  2587. // single float
  2588. } else if( type === "f" ) {
  2589. _gl.uniform1f( location, value );
  2590. // single THREE.Vector2
  2591. } else if( type === "v2" ) {
  2592. _gl.uniform2f( location, value.x, value.y );
  2593. // single THREE.Vector3
  2594. } else if( type === "v3" ) {
  2595. _gl.uniform3f( location, value.x, value.y, value.z );
  2596. // single THREE.Vector4
  2597. } else if( type === "v4" ) {
  2598. _gl.uniform4f( location, value.x, value.y, value.z, value.w );
  2599. // single THREE.Color
  2600. } else if( type === "c" ) {
  2601. _gl.uniform3f( location, value.r, value.g, value.b );
  2602. // flat array of floats (JS or typed array)
  2603. } else if( type === "fv1" ) {
  2604. _gl.uniform1fv( location, value );
  2605. // flat array of floats with 3 x N size (JS or typed array)
  2606. } else if( type === "fv" ) {
  2607. _gl.uniform3fv( location, value );
  2608. // array of THREE.Vector3
  2609. } else if( type === "v3v" ) {
  2610. if ( ! uniform._array ) {
  2611. uniform._array = new Float32Array( 3 * value.length );
  2612. }
  2613. for ( i = 0, il = value.length; i < il; i ++ ) {
  2614. offset = i * 3;
  2615. uniform._array[ offset ] = value[ i ].x;
  2616. uniform._array[ offset + 1 ] = value[ i ].y;
  2617. uniform._array[ offset + 2 ] = value[ i ].z;
  2618. }
  2619. _gl.uniform3fv( location, uniform._array );
  2620. // single THREE.Matrix4
  2621. } else if( type === "m4" ) {
  2622. if ( ! uniform._array ) {
  2623. uniform._array = new Float32Array( 16 );
  2624. }
  2625. value.flattenToArray( uniform._array );
  2626. _gl.uniformMatrix4fv( location, false, uniform._array );
  2627. // array of THREE.Matrix4
  2628. } else if( type === "m4v" ) {
  2629. if ( ! uniform._array ) {
  2630. uniform._array = new Float32Array( 16 * value.length );
  2631. }
  2632. for ( i = 0, il = value.length; i < il; i ++ ) {
  2633. value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
  2634. }
  2635. _gl.uniformMatrix4fv( location, false, uniform._array );
  2636. // single THREE.Texture (2d or cube)
  2637. } else if( type === "t" ) {
  2638. _gl.uniform1i( location, value );
  2639. texture = uniform.texture;
  2640. if ( !texture ) continue;
  2641. if ( texture.image instanceof Array && texture.image.length === 6 ) {
  2642. setCubeTexture( texture, value );
  2643. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  2644. setCubeTextureDynamic( texture, value );
  2645. } else {
  2646. _this.setTexture( texture, value );
  2647. }
  2648. // array of THREE.Texture (2d)
  2649. } else if( type === "tv" ) {
  2650. if ( ! uniform._array ) {
  2651. uniform._array = [];
  2652. for( i = 0, il = uniform.texture.length; i < il; i ++ ) {
  2653. uniform._array[ i ] = value + i;
  2654. }
  2655. }
  2656. _gl.uniform1iv( location, uniform._array );
  2657. for( i = 0, il = uniform.texture.length; i < il; i ++ ) {
  2658. texture = uniform.texture[ i ];
  2659. if ( !texture ) continue;
  2660. _this.setTexture( texture, uniform._array[ i ] );
  2661. }
  2662. }
  2663. }
  2664. };
  2665. function setupMatrices ( object, camera ) {
  2666. object._modelViewMatrix.multiplyToArray( camera.matrixWorldInverse, object.matrixWorld, object._modelViewMatrixArray );
  2667. THREE.Matrix4.makeInvert3x3( object._modelViewMatrix ).transposeIntoArray( object._normalMatrixArray );
  2668. };
  2669. function setupLights ( program, lights ) {
  2670. var l, ll, light, n,
  2671. r = 0, g = 0, b = 0,
  2672. color, position, intensity, distance,
  2673. zlights = _lights,
  2674. dcolors = zlights.directional.colors,
  2675. dpositions = zlights.directional.positions,
  2676. pcolors = zlights.point.colors,
  2677. ppositions = zlights.point.positions,
  2678. pdistances = zlights.point.distances,
  2679. dlength = 0,
  2680. plength = 0,
  2681. doffset = 0,
  2682. poffset = 0;
  2683. for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  2684. light = lights[ l ];
  2685. color = light.color;
  2686. position = light.position;
  2687. intensity = light.intensity;
  2688. distance = light.distance;
  2689. if ( light instanceof THREE.AmbientLight ) {
  2690. if ( _this.gammaInput ) {
  2691. r += color.r * color.r;
  2692. g += color.g * color.g;
  2693. b += color.b * color.b;
  2694. } else {
  2695. r += color.r;
  2696. g += color.g;
  2697. b += color.b;
  2698. }
  2699. } else if ( light instanceof THREE.DirectionalLight ) {
  2700. doffset = dlength * 3;
  2701. if ( _this.gammaInput ) {
  2702. dcolors[ doffset ] = color.r * color.r * intensity * intensity;
  2703. dcolors[ doffset + 1 ] = color.g * color.g * intensity * intensity;
  2704. dcolors[ doffset + 2 ] = color.b * color.b * intensity * intensity;
  2705. } else {
  2706. dcolors[ doffset ] = color.r * intensity;
  2707. dcolors[ doffset + 1 ] = color.g * intensity;
  2708. dcolors[ doffset + 2 ] = color.b * intensity;
  2709. }
  2710. dpositions[ doffset ] = position.x;
  2711. dpositions[ doffset + 1 ] = position.y;
  2712. dpositions[ doffset + 2 ] = position.z;
  2713. dlength += 1;
  2714. } else if ( light instanceof THREE.SpotLight ) { // hack, not a proper spotlight
  2715. doffset = dlength * 3;
  2716. if ( _this.gammaInput ) {
  2717. dcolors[ doffset ] = color.r * color.r * intensity * intensity;
  2718. dcolors[ doffset + 1 ] = color.g * color.g * intensity * intensity;
  2719. dcolors[ doffset + 2 ] = color.b * color.b * intensity * intensity;
  2720. } else {
  2721. dcolors[ doffset ] = color.r * intensity;
  2722. dcolors[ doffset + 1 ] = color.g * intensity;
  2723. dcolors[ doffset + 2 ] = color.b * intensity;
  2724. }
  2725. n = 1 / position.length();
  2726. dpositions[ doffset ] = position.x * n;
  2727. dpositions[ doffset + 1 ] = position.y * n;
  2728. dpositions[ doffset + 2 ] = position.z * n;
  2729. dlength += 1;
  2730. } else if( light instanceof THREE.PointLight ) {
  2731. poffset = plength * 3;
  2732. if ( _this.gammaInput ) {
  2733. pcolors[ poffset ] = color.r * color.r * intensity * intensity;
  2734. pcolors[ poffset + 1 ] = color.g * color.g * intensity * intensity;
  2735. pcolors[ poffset + 2 ] = color.b * color.b * intensity * intensity;
  2736. } else {
  2737. pcolors[ poffset ] = color.r * intensity;
  2738. pcolors[ poffset + 1 ] = color.g * intensity;
  2739. pcolors[ poffset + 2 ] = color.b * intensity;
  2740. }
  2741. ppositions[ poffset ] = position.x;
  2742. ppositions[ poffset + 1 ] = position.y;
  2743. ppositions[ poffset + 2 ] = position.z;
  2744. pdistances[ plength ] = distance;
  2745. plength += 1;
  2746. }
  2747. }
  2748. // null eventual remains from removed lights
  2749. // (this is to avoid if in shader)
  2750. for ( l = dlength * 3, ll = dcolors.length; l < ll; l ++ ) dcolors[ l ] = 0.0;
  2751. for ( l = plength * 3, ll = pcolors.length; l < ll; l ++ ) pcolors[ l ] = 0.0;
  2752. zlights.point.length = plength;
  2753. zlights.directional.length = dlength;
  2754. zlights.ambient[ 0 ] = r;
  2755. zlights.ambient[ 1 ] = g;
  2756. zlights.ambient[ 2 ] = b;
  2757. };
  2758. // GL state setting
  2759. this.setFaceCulling = function ( cullFace, frontFace ) {
  2760. if ( cullFace ) {
  2761. if ( !frontFace || frontFace === "ccw" ) {
  2762. _gl.frontFace( _gl.CCW );
  2763. } else {
  2764. _gl.frontFace( _gl.CW );
  2765. }
  2766. if( cullFace === "back" ) {
  2767. _gl.cullFace( _gl.BACK );
  2768. } else if( cullFace === "front" ) {
  2769. _gl.cullFace( _gl.FRONT );
  2770. } else {
  2771. _gl.cullFace( _gl.FRONT_AND_BACK );
  2772. }
  2773. _gl.enable( _gl.CULL_FACE );
  2774. } else {
  2775. _gl.disable( _gl.CULL_FACE );
  2776. }
  2777. };
  2778. this.setObjectFaces = function ( object ) {
  2779. if ( _oldDoubleSided !== object.doubleSided ) {
  2780. if( object.doubleSided ) {
  2781. _gl.disable( _gl.CULL_FACE );
  2782. } else {
  2783. _gl.enable( _gl.CULL_FACE );
  2784. }
  2785. _oldDoubleSided = object.doubleSided;
  2786. }
  2787. if ( _oldFlipSided !== object.flipSided ) {
  2788. if( object.flipSided ) {
  2789. _gl.frontFace( _gl.CW );
  2790. } else {
  2791. _gl.frontFace( _gl.CCW );
  2792. }
  2793. _oldFlipSided = object.flipSided;
  2794. }
  2795. };
  2796. this.setDepthTest = function ( depthTest ) {
  2797. if ( _oldDepthTest !== depthTest ) {
  2798. if( depthTest ) {
  2799. _gl.enable( _gl.DEPTH_TEST );
  2800. } else {
  2801. _gl.disable( _gl.DEPTH_TEST );
  2802. }
  2803. _oldDepthTest = depthTest;
  2804. }
  2805. };
  2806. function setLineWidth ( width ) {
  2807. if ( width !== _oldLineWidth ) {
  2808. _gl.lineWidth( width );
  2809. _oldLineWidth = width;
  2810. }
  2811. };
  2812. function setDepthWrite ( depthWrite ) {
  2813. if ( _oldDepthWrite !== depthWrite ) {
  2814. _gl.depthMask( depthWrite );
  2815. _oldDepthWrite = depthWrite;
  2816. }
  2817. };
  2818. function setPolygonOffset ( polygonoffset, factor, units ) {
  2819. if ( _oldPolygonOffset !== polygonoffset ) {
  2820. if ( polygonoffset ) {
  2821. _gl.enable( _gl.POLYGON_OFFSET_FILL );
  2822. } else {
  2823. _gl.disable( _gl.POLYGON_OFFSET_FILL );
  2824. }
  2825. _oldPolygonOffset = polygonoffset;
  2826. }
  2827. if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) {
  2828. _gl.polygonOffset( factor, units );
  2829. _oldPolygonOffsetFactor = factor;
  2830. _oldPolygonOffsetUnits = units;
  2831. }
  2832. };
  2833. this.setBlending = function ( blending ) {
  2834. if ( blending !== _oldBlending ) {
  2835. switch ( blending ) {
  2836. case THREE.AdditiveBlending:
  2837. _gl.blendEquation( _gl.FUNC_ADD );
  2838. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
  2839. break;
  2840. case THREE.SubtractiveBlending:
  2841. // TODO: Find blendFuncSeparate() combination
  2842. _gl.blendEquation( _gl.FUNC_ADD );
  2843. _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
  2844. break;
  2845. case THREE.MultiplyBlending:
  2846. // TODO: Find blendFuncSeparate() combination
  2847. _gl.blendEquation( _gl.FUNC_ADD );
  2848. _gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
  2849. break;
  2850. default:
  2851. _gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
  2852. _gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
  2853. break;
  2854. }
  2855. _oldBlending = blending;
  2856. }
  2857. };
  2858. // Shaders
  2859. function buildProgram ( shaderID, fragmentShader, vertexShader, uniforms, attributes, parameters ) {
  2860. var p, pl, program, code;
  2861. var chunks = [];
  2862. // Generate code
  2863. if ( shaderID ) {
  2864. chunks.push( shaderID );
  2865. } else {
  2866. chunks.push( fragmentShader );
  2867. chunks.push( vertexShader );
  2868. }
  2869. for ( p in parameters ) {
  2870. chunks.push( p );
  2871. chunks.push( parameters[ p ] );
  2872. }
  2873. code = chunks.join();
  2874. // Check if code has been already compiled
  2875. for ( p = 0, pl = _programs.length; p < pl; p ++ ) {
  2876. if ( _programs[ p ].code === code ) {
  2877. // console.log( "Code already compiled." /*: \n\n" + code*/ );
  2878. return _programs[ p ].program;
  2879. }
  2880. }
  2881. //console.log( "building new program " );
  2882. //
  2883. program = _gl.createProgram();
  2884. var prefix_vertex = [
  2885. _supportsVertexTextures ? "#define VERTEX_TEXTURES" : "",
  2886. _this.gammaInput ? "#define GAMMA_INPUT" : "",
  2887. _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
  2888. _this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",
  2889. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  2890. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  2891. "#define MAX_SHADOWS " + parameters.maxShadows,
  2892. "#define MAX_BONES " + parameters.maxBones,
  2893. parameters.map ? "#define USE_MAP" : "",
  2894. parameters.envMap ? "#define USE_ENVMAP" : "",
  2895. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  2896. parameters.vertexColors ? "#define USE_COLOR" : "",
  2897. parameters.skinning ? "#define USE_SKINNING" : "",
  2898. parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
  2899. parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
  2900. parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
  2901. parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "",
  2902. parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",
  2903. "uniform mat4 objectMatrix;",
  2904. "uniform mat4 modelViewMatrix;",
  2905. "uniform mat4 projectionMatrix;",
  2906. "uniform mat4 viewMatrix;",
  2907. "uniform mat3 normalMatrix;",
  2908. "uniform vec3 cameraPosition;",
  2909. "uniform mat4 cameraInverseMatrix;",
  2910. "attribute vec3 position;",
  2911. "attribute vec3 normal;",
  2912. "attribute vec2 uv;",
  2913. "attribute vec2 uv2;",
  2914. "#ifdef USE_COLOR",
  2915. "attribute vec3 color;",
  2916. "#endif",
  2917. "#ifdef USE_MORPHTARGETS",
  2918. "attribute vec3 morphTarget0;",
  2919. "attribute vec3 morphTarget1;",
  2920. "attribute vec3 morphTarget2;",
  2921. "attribute vec3 morphTarget3;",
  2922. "attribute vec3 morphTarget4;",
  2923. "attribute vec3 morphTarget5;",
  2924. "attribute vec3 morphTarget6;",
  2925. "attribute vec3 morphTarget7;",
  2926. "#endif",
  2927. "#ifdef USE_SKINNING",
  2928. "attribute vec4 skinVertexA;",
  2929. "attribute vec4 skinVertexB;",
  2930. "attribute vec4 skinIndex;",
  2931. "attribute vec4 skinWeight;",
  2932. "#endif",
  2933. ""
  2934. ].join("\n");
  2935. var prefix_fragment = [
  2936. "#ifdef GL_ES",
  2937. "precision " + _precision + " float;",
  2938. "#endif",
  2939. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  2940. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  2941. "#define MAX_SHADOWS " + parameters.maxShadows,
  2942. parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "",
  2943. _this.gammaInput ? "#define GAMMA_INPUT" : "",
  2944. _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
  2945. _this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",
  2946. ( parameters.useFog && parameters.fog ) ? "#define USE_FOG" : "",
  2947. ( parameters.useFog && parameters.fog instanceof THREE.FogExp2 ) ? "#define FOG_EXP2" : "",
  2948. parameters.map ? "#define USE_MAP" : "",
  2949. parameters.envMap ? "#define USE_ENVMAP" : "",
  2950. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  2951. parameters.vertexColors ? "#define USE_COLOR" : "",
  2952. parameters.metal ? "#define METAL" : "",
  2953. parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
  2954. parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
  2955. parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "",
  2956. parameters.shadowMapSoft ? "#define SHADOWMAP_WIDTH " + parameters.shadowMapWidth.toFixed( 1 ) : "",
  2957. parameters.shadowMapSoft ? "#define SHADOWMAP_HEIGHT " + parameters.shadowMapHeight.toFixed( 1 ) : "",
  2958. "uniform mat4 viewMatrix;",
  2959. "uniform vec3 cameraPosition;",
  2960. ""
  2961. ].join("\n");
  2962. _gl.attachShader( program, getShader( "fragment", prefix_fragment + fragmentShader ) );
  2963. _gl.attachShader( program, getShader( "vertex", prefix_vertex + vertexShader ) );
  2964. _gl.linkProgram( program );
  2965. if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
  2966. console.error( "Could not initialise shader\n" + "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );
  2967. }
  2968. //console.log( prefix_fragment + fragmentShader );
  2969. //console.log( prefix_vertex + vertexShader );
  2970. program.uniforms = {};
  2971. program.attributes = {};
  2972. var identifiers, u, a, i;
  2973. // cache uniform locations
  2974. identifiers = [
  2975. 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'objectMatrix', 'cameraPosition',
  2976. 'cameraInverseMatrix', 'boneGlobalMatrices', 'morphTargetInfluences'
  2977. ];
  2978. for ( u in uniforms ) {
  2979. identifiers.push( u );
  2980. }
  2981. cacheUniformLocations( program, identifiers );
  2982. // cache attributes locations
  2983. identifiers = [
  2984. "position", "normal", "uv", "uv2", "tangent", "color",
  2985. "skinVertexA", "skinVertexB", "skinIndex", "skinWeight"
  2986. ];
  2987. for ( i = 0; i < parameters.maxMorphTargets; i ++ ) {
  2988. identifiers.push( "morphTarget" + i );
  2989. }
  2990. for ( a in attributes ) {
  2991. identifiers.push( a );
  2992. }
  2993. cacheAttributeLocations( program, identifiers );
  2994. program.id = _programs.length;
  2995. _programs.push( { program: program, code: code } );
  2996. _this.info.memory.programs = _programs.length;
  2997. return program;
  2998. };
  2999. // Shader parameters cache
  3000. function cacheUniformLocations ( program, identifiers ) {
  3001. var i, l, id;
  3002. for( i = 0, l = identifiers.length; i < l; i++ ) {
  3003. id = identifiers[ i ];
  3004. program.uniforms[ id ] = _gl.getUniformLocation( program, id );
  3005. }
  3006. };
  3007. function cacheAttributeLocations ( program, identifiers ) {
  3008. var i, l, id;
  3009. for( i = 0, l = identifiers.length; i < l; i++ ) {
  3010. id = identifiers[ i ];
  3011. program.attributes[ id ] = _gl.getAttribLocation( program, id );
  3012. }
  3013. };
  3014. function getShader ( type, string ) {
  3015. var shader;
  3016. if ( type === "fragment" ) {
  3017. shader = _gl.createShader( _gl.FRAGMENT_SHADER );
  3018. } else if ( type === "vertex" ) {
  3019. shader = _gl.createShader( _gl.VERTEX_SHADER );
  3020. }
  3021. _gl.shaderSource( shader, string );
  3022. _gl.compileShader( shader );
  3023. if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {
  3024. console.error( _gl.getShaderInfoLog( shader ) );
  3025. console.error( string );
  3026. return null;
  3027. }
  3028. return shader;
  3029. };
  3030. // Textures
  3031. function isPowerOfTwo ( value ) {
  3032. return ( value & ( value - 1 ) ) === 0;
  3033. };
  3034. function setTextureParameters ( textureType, texture, image ) {
  3035. if ( isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ) ) {
  3036. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  3037. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  3038. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  3039. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  3040. return true;
  3041. } else {
  3042. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  3043. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  3044. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  3045. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  3046. return false;
  3047. }
  3048. };
  3049. this.setTexture = function ( texture, slot ) {
  3050. if ( texture.needsUpdate ) {
  3051. if ( ! texture.__webglInit ) {
  3052. texture.__webglInit = true;
  3053. texture.__webglTexture = _gl.createTexture();
  3054. _this.info.memory.textures ++;
  3055. }
  3056. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3057. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  3058. var needsMipMaps = setTextureParameters( _gl.TEXTURE_2D, texture, texture.image );
  3059. if ( texture instanceof THREE.DataTexture ) {
  3060. _gl.texImage2D( _gl.TEXTURE_2D, 0, paramThreeToGL( texture.format ), texture.image.width, texture.image.height, 0, paramThreeToGL( texture.format ), _gl.UNSIGNED_BYTE, texture.image.data );
  3061. } else {
  3062. _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image );
  3063. }
  3064. if ( needsMipMaps ) {
  3065. _gl.generateMipmap( _gl.TEXTURE_2D );
  3066. }
  3067. texture.needsUpdate = false;
  3068. if ( texture.onUpdated ) texture.onUpdated();
  3069. } else {
  3070. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3071. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  3072. }
  3073. };
  3074. function setCubeTexture ( texture, slot ) {
  3075. if ( texture.image.length === 6 ) {
  3076. if ( texture.needsUpdate ) {
  3077. if ( ! texture.image.__webglTextureCube ) {
  3078. texture.image.__webglTextureCube = _gl.createTexture();
  3079. }
  3080. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3081. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  3082. var needsMipMaps = setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, texture.image[ 0 ] );
  3083. for ( var i = 0; i < 6; i ++ ) {
  3084. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image[ i ] );
  3085. }
  3086. if ( needsMipMaps ) {
  3087. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3088. }
  3089. texture.needsUpdate = false;
  3090. } else {
  3091. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3092. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  3093. }
  3094. }
  3095. };
  3096. function setCubeTextureDynamic ( texture, slot ) {
  3097. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3098. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
  3099. };
  3100. // Render targets
  3101. function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
  3102. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  3103. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );
  3104. };
  3105. function setupRenderBuffer ( renderbuffer, renderTarget ) {
  3106. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  3107. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  3108. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  3109. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3110. /* For some reason this is not working. Defaulting to RGBA4.
  3111. } else if( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3112. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
  3113. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3114. */
  3115. } else if( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3116. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
  3117. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3118. } else {
  3119. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
  3120. }
  3121. };
  3122. this.setRenderTarget = function ( renderTarget ) {
  3123. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  3124. if ( renderTarget && ! renderTarget.__webglFramebuffer ) {
  3125. if( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
  3126. if( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
  3127. renderTarget.__webglTexture = _gl.createTexture();
  3128. // Setup texture, create render and frame buffers
  3129. if ( isCube ) {
  3130. renderTarget.__webglFramebuffer = [];
  3131. renderTarget.__webglRenderbuffer = [];
  3132. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  3133. setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, renderTarget );
  3134. for ( var i = 0; i < 6; i ++ ) {
  3135. renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  3136. renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
  3137. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, paramThreeToGL( renderTarget.format ), renderTarget.width, renderTarget.height, 0, paramThreeToGL( renderTarget.format ), paramThreeToGL( renderTarget.type ), null );
  3138. setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
  3139. setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );
  3140. }
  3141. } else {
  3142. renderTarget.__webglFramebuffer = _gl.createFramebuffer();
  3143. renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();
  3144. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  3145. setTextureParameters( _gl.TEXTURE_2D, renderTarget, renderTarget );
  3146. _gl.texImage2D( _gl.TEXTURE_2D, 0, paramThreeToGL( renderTarget.format ), renderTarget.width, renderTarget.height, 0, paramThreeToGL( renderTarget.format ), paramThreeToGL( renderTarget.type ), null );
  3147. setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
  3148. setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );
  3149. }
  3150. // Release everything
  3151. if ( isCube ) {
  3152. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  3153. } else {
  3154. _gl.bindTexture( _gl.TEXTURE_2D, null );
  3155. }
  3156. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  3157. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null);
  3158. }
  3159. var framebuffer, width, height, vx, vy;
  3160. if ( renderTarget ) {
  3161. if ( isCube ) {
  3162. framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];
  3163. } else {
  3164. framebuffer = renderTarget.__webglFramebuffer;
  3165. }
  3166. width = renderTarget.width;
  3167. height = renderTarget.height;
  3168. vx = 0;
  3169. vy = 0;
  3170. } else {
  3171. framebuffer = null;
  3172. width = _viewportWidth;
  3173. height = _viewportHeight;
  3174. vx = _viewportX;
  3175. vy = _viewportY;
  3176. }
  3177. if ( framebuffer !== _currentFramebuffer ) {
  3178. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  3179. _gl.viewport( vx, vy, width, height );
  3180. _currentFramebuffer = framebuffer;
  3181. }
  3182. };
  3183. function updateRenderTargetMipmap ( renderTarget ) {
  3184. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  3185. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  3186. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3187. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  3188. } else {
  3189. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  3190. _gl.generateMipmap( _gl.TEXTURE_2D );
  3191. _gl.bindTexture( _gl.TEXTURE_2D, null );
  3192. }
  3193. };
  3194. // Fallback filters for non-power-of-2 textures
  3195. function filterFallback ( f ) {
  3196. switch ( f ) {
  3197. case THREE.NearestFilter:
  3198. case THREE.NearestMipMapNearestFilter:
  3199. case THREE.NearestMipMapLinearFilter: return _gl.NEAREST; break;
  3200. case THREE.LinearFilter:
  3201. case THREE.LinearMipMapNearestFilter:
  3202. case THREE.LinearMipMapLinearFilter:
  3203. default:
  3204. return _gl.LINEAR; break;
  3205. }
  3206. };
  3207. // Map three.js constants to WebGL constants
  3208. function paramThreeToGL ( p ) {
  3209. switch ( p ) {
  3210. case THREE.RepeatWrapping: return _gl.REPEAT; break;
  3211. case THREE.ClampToEdgeWrapping: return _gl.CLAMP_TO_EDGE; break;
  3212. case THREE.MirroredRepeatWrapping: return _gl.MIRRORED_REPEAT; break;
  3213. case THREE.NearestFilter: return _gl.NEAREST; break;
  3214. case THREE.NearestMipMapNearestFilter: return _gl.NEAREST_MIPMAP_NEAREST; break;
  3215. case THREE.NearestMipMapLinearFilter: return _gl.NEAREST_MIPMAP_LINEAR; break;
  3216. case THREE.LinearFilter: return _gl.LINEAR; break;
  3217. case THREE.LinearMipMapNearestFilter: return _gl.LINEAR_MIPMAP_NEAREST; break;
  3218. case THREE.LinearMipMapLinearFilter: return _gl.LINEAR_MIPMAP_LINEAR; break;
  3219. case THREE.ByteType: return _gl.BYTE; break;
  3220. case THREE.UnsignedByteType: return _gl.UNSIGNED_BYTE; break;
  3221. case THREE.ShortType: return _gl.SHORT; break;
  3222. case THREE.UnsignedShortType: return _gl.UNSIGNED_SHORT; break;
  3223. case THREE.IntType: return _gl.INT; break;
  3224. case THREE.UnsignedShortType: return _gl.UNSIGNED_INT; break;
  3225. case THREE.FloatType: return _gl.FLOAT; break;
  3226. case THREE.AlphaFormat: return _gl.ALPHA; break;
  3227. case THREE.RGBFormat: return _gl.RGB; break;
  3228. case THREE.RGBAFormat: return _gl.RGBA; break;
  3229. case THREE.LuminanceFormat: return _gl.LUMINANCE; break;
  3230. case THREE.LuminanceAlphaFormat: return _gl.LUMINANCE_ALPHA; break;
  3231. }
  3232. return 0;
  3233. };
  3234. // Allocations
  3235. function allocateBones ( object ) {
  3236. // default for when object is not specified
  3237. // ( for example when prebuilding shader
  3238. // to be used with multiple objects )
  3239. //
  3240. // - leave some extra space for other uniforms
  3241. // - limit here is ANGLE's 254 max uniform vectors
  3242. // (up to 54 should be safe)
  3243. var maxBones = 50;
  3244. if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
  3245. maxBones = object.bones.length;
  3246. }
  3247. return maxBones;
  3248. };
  3249. function allocateLights ( lights ) {
  3250. var l, ll, light, dirLights, pointLights, maxDirLights, maxPointLights;
  3251. dirLights = pointLights = maxDirLights = maxPointLights = 0;
  3252. for ( l = 0, ll = lights.length; l < ll; l++ ) {
  3253. light = lights[ l ];
  3254. if ( light instanceof THREE.SpotLight ) dirLights ++; // hack, not a proper spotlight
  3255. if ( light instanceof THREE.DirectionalLight ) dirLights ++;
  3256. if ( light instanceof THREE.PointLight ) pointLights ++;
  3257. }
  3258. if ( ( pointLights + dirLights ) <= _maxLights ) {
  3259. maxDirLights = dirLights;
  3260. maxPointLights = pointLights;
  3261. } else {
  3262. maxDirLights = Math.ceil( _maxLights * dirLights / ( pointLights + dirLights ) );
  3263. maxPointLights = _maxLights - maxDirLights;
  3264. }
  3265. return { 'directional' : maxDirLights, 'point' : maxPointLights };
  3266. };
  3267. function allocateShadows ( lights ) {
  3268. var l, ll, light, maxShadows = 0;
  3269. for ( l = 0, ll = lights.length; l < ll; l++ ) {
  3270. light = lights[ l ];
  3271. if ( light instanceof THREE.SpotLight && light.castShadow ) maxShadows ++;
  3272. }
  3273. return maxShadows;
  3274. };
  3275. function maxVertexTextures () {
  3276. return _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
  3277. };
  3278. // Initialization
  3279. function initGL () {
  3280. var gl;
  3281. try {
  3282. if ( ! ( gl = _canvas.getContext( 'experimental-webgl', { antialias: _antialias, stencil: _stencil, preserveDrawingBuffer: _preserveDrawingBuffer } ) ) ) {
  3283. throw 'Error creating WebGL context.';
  3284. }
  3285. console.log(
  3286. navigator.userAgent + " | " +
  3287. gl.getParameter( gl.VERSION ) + " | " +
  3288. gl.getParameter( gl.VENDOR ) + " | " +
  3289. gl.getParameter( gl.RENDERER ) + " | " +
  3290. gl.getParameter( gl.SHADING_LANGUAGE_VERSION )
  3291. );
  3292. } catch ( error ) {
  3293. console.error( error );
  3294. }
  3295. return gl;
  3296. };
  3297. function setDefaultGLState () {
  3298. _gl.clearColor( 0, 0, 0, 1 );
  3299. _gl.clearDepth( 1 );
  3300. _gl.clearStencil( 0 );
  3301. _gl.enable( _gl.DEPTH_TEST );
  3302. _gl.depthFunc( _gl.LEQUAL );
  3303. _gl.frontFace( _gl.CCW );
  3304. _gl.cullFace( _gl.BACK );
  3305. _gl.enable( _gl.CULL_FACE );
  3306. _gl.enable( _gl.BLEND );
  3307. _gl.blendEquation( _gl.FUNC_ADD );
  3308. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
  3309. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  3310. };
  3311. // default plugins (order is important)
  3312. this.shadowMapPlugin = new THREE.ShadowMapPlugin();
  3313. this.addPrePlugin( this.shadowMapPlugin );
  3314. this.addPostPlugin( new THREE.SpritePlugin() );
  3315. this.addPostPlugin( new THREE.LensFlarePlugin() );
  3316. };