WebGLRenderer.js 150 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. // By default you can use just up to 4 directional / point lights total.
  9. // ANGLE implementation (Chrome/Firefox on Windows) is bound to
  10. // 10 varying vectors due to DirectX9 limitation.
  11. var _this = this,
  12. _gl, _programs = [],
  13. _currentProgram = null,
  14. _currentFramebuffer = null,
  15. _currentMaterialId = -1,
  16. _currentGeometryGroupHash = null,
  17. _geometryGroupCounter = 0,
  18. // gl state cache
  19. _oldDoubleSided = null,
  20. _oldFlipSided = null,
  21. _oldBlending = null,
  22. _oldDepthTest = null,
  23. _oldDepthWrite = null,
  24. _oldPolygonOffset = null,
  25. _oldPolygonOffsetFactor = null,
  26. _oldPolygonOffsetUnits = null,
  27. _cullEnabled = true,
  28. _viewportX = 0,
  29. _viewportY = 0,
  30. _viewportWidth = 0,
  31. _viewportHeight = 0,
  32. // camera matrices caches
  33. _frustum = [
  34. new THREE.Vector4(),
  35. new THREE.Vector4(),
  36. new THREE.Vector4(),
  37. new THREE.Vector4(),
  38. new THREE.Vector4(),
  39. new THREE.Vector4()
  40. ],
  41. _projScreenMatrix = new THREE.Matrix4(),
  42. _projectionMatrixArray = new Float32Array( 16 ),
  43. _viewMatrixArray = new Float32Array( 16 ),
  44. _vector3 = new THREE.Vector4(),
  45. // light arrays cache
  46. _lights = {
  47. ambient: [ 0, 0, 0 ],
  48. directional: { length: 0, colors: new Array(), positions: new Array() },
  49. point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() }
  50. },
  51. // parameters
  52. parameters = parameters || {},
  53. _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
  54. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  55. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  56. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  57. _clearColor = parameters.clearColor !== undefined ? new THREE.Color( parameters.clearColor ) : new THREE.Color( 0x000000 ),
  58. _clearAlpha = parameters.clearAlpha !== undefined ? parameters.clearAlpha : 0,
  59. _maxLights = parameters.maxLights !== undefined ? parameters.maxLights : 4;
  60. this.info = {
  61. memory: {
  62. programs: 0,
  63. geometries: 0,
  64. textures: 0
  65. },
  66. render: {
  67. calls: 0,
  68. vertices: 0,
  69. faces: 0
  70. }
  71. };
  72. this.maxMorphTargets = 8;
  73. this.domElement = _canvas;
  74. this.autoClear = true;
  75. this.autoClearColor = true;
  76. this.autoClearDepth = true;
  77. this.autoClearStencil = true;
  78. this.sortObjects = true;
  79. this.autoUpdateObjects = true;
  80. this.autoUpdateScene = true;
  81. // physically based shading
  82. this.gammaInput = false;
  83. this.gammaOutput = false;
  84. this.physicallyBasedShading = false;
  85. // shadow map
  86. this.shadowMapBias = 0.0039;
  87. this.shadowMapDarkness = 0.5;
  88. this.shadowMapWidth = 512;
  89. this.shadowMapHeight = 512;
  90. this.shadowCameraNear = 1;
  91. this.shadowCameraFar = 5000;
  92. this.shadowCameraFov = 50;
  93. this.shadowMap = [];
  94. this.shadowMapEnabled = false;
  95. this.shadowMapAutoUpdate = true;
  96. this.shadowMapSoft = true;
  97. var _cameraLight, _shadowMatrix = [];
  98. var depthShader = THREE.ShaderLib[ "depthRGBA" ];
  99. var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
  100. var _depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } );
  101. var _depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } );
  102. _depthMaterial._shadowPass = true;
  103. _depthMaterialMorph._shadowPass = true;
  104. // Init GL
  105. try {
  106. if ( ! ( _gl = _canvas.getContext( 'experimental-webgl', { antialias: _antialias, stencil: _stencil, preserveDrawingBuffer: _preserveDrawingBuffer } ) ) ) {
  107. throw 'Error creating WebGL context.';
  108. }
  109. console.log(
  110. navigator.userAgent + " | " +
  111. _gl.getParameter( _gl.VERSION ) + " | " +
  112. _gl.getParameter( _gl.VENDOR ) + " | " +
  113. _gl.getParameter( _gl.RENDERER ) + " | " +
  114. _gl.getParameter( _gl.SHADING_LANGUAGE_VERSION )
  115. );
  116. } catch ( error ) {
  117. console.error( error );
  118. }
  119. _gl.clearColor( 0, 0, 0, 1 );
  120. _gl.clearDepth( 1 );
  121. _gl.clearStencil( 0 );
  122. _gl.enable( _gl.DEPTH_TEST );
  123. _gl.depthFunc( _gl.LEQUAL );
  124. _gl.frontFace( _gl.CCW );
  125. _gl.cullFace( _gl.BACK );
  126. _gl.enable( _gl.CULL_FACE );
  127. _gl.enable( _gl.BLEND );
  128. _gl.blendEquation( _gl.FUNC_ADD );
  129. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
  130. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  131. _cullEnabled = true;
  132. //
  133. this.context = _gl;
  134. var _supportsVertexTextures = ( maxVertexTextures() > 0 );
  135. // prepare sprites
  136. var _sprite = {};
  137. _sprite.vertices = new Float32Array( 8 + 8 );
  138. _sprite.faces = new Uint16Array( 6 );
  139. var i = 0;
  140. _sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = -1; // vertex 0
  141. _sprite.vertices[ i++ ] = 0; _sprite.vertices[ i++ ] = 1; // uv 0
  142. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = -1; // vertex 1
  143. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 1; // uv 1
  144. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 1; // vertex 2
  145. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 0; // uv 2
  146. _sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = 1; // vertex 3
  147. _sprite.vertices[ i++ ] = 0; _sprite.vertices[ i++ ] = 0; // uv 3
  148. i = 0;
  149. _sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 1; _sprite.faces[ i++ ] = 2;
  150. _sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 2; _sprite.faces[ i++ ] = 3;
  151. _sprite.vertexBuffer = _gl.createBuffer();
  152. _sprite.elementBuffer = _gl.createBuffer();
  153. _gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
  154. _gl.bufferData( _gl.ARRAY_BUFFER, _sprite.vertices, _gl.STATIC_DRAW );
  155. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );
  156. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _sprite.faces, _gl.STATIC_DRAW );
  157. _sprite.program = _gl.createProgram();
  158. _gl.attachShader( _sprite.program, getShader( "fragment", THREE.ShaderLib.sprite.fragmentShader ) );
  159. _gl.attachShader( _sprite.program, getShader( "vertex", THREE.ShaderLib.sprite.vertexShader ) );
  160. _gl.linkProgram( _sprite.program );
  161. _sprite.attributes = {};
  162. _sprite.uniforms = {};
  163. _sprite.attributes.position = _gl.getAttribLocation ( _sprite.program, "position" );
  164. _sprite.attributes.uv = _gl.getAttribLocation ( _sprite.program, "uv" );
  165. _sprite.uniforms.uvOffset = _gl.getUniformLocation( _sprite.program, "uvOffset" );
  166. _sprite.uniforms.uvScale = _gl.getUniformLocation( _sprite.program, "uvScale" );
  167. _sprite.uniforms.rotation = _gl.getUniformLocation( _sprite.program, "rotation" );
  168. _sprite.uniforms.scale = _gl.getUniformLocation( _sprite.program, "scale" );
  169. _sprite.uniforms.alignment = _gl.getUniformLocation( _sprite.program, "alignment" );
  170. _sprite.uniforms.color = _gl.getUniformLocation( _sprite.program, "color" );
  171. _sprite.uniforms.map = _gl.getUniformLocation( _sprite.program, "map" );
  172. _sprite.uniforms.opacity = _gl.getUniformLocation( _sprite.program, "opacity" );
  173. _sprite.uniforms.useScreenCoordinates = _gl.getUniformLocation( _sprite.program, "useScreenCoordinates" );
  174. _sprite.uniforms.affectedByDistance = _gl.getUniformLocation( _sprite.program, "affectedByDistance" );
  175. _sprite.uniforms.screenPosition = _gl.getUniformLocation( _sprite.program, "screenPosition" );
  176. _sprite.uniforms.modelViewMatrix = _gl.getUniformLocation( _sprite.program, "modelViewMatrix" );
  177. _sprite.uniforms.projectionMatrix = _gl.getUniformLocation( _sprite.program, "projectionMatrix" );
  178. //_gl.enableVertexAttribArray( _sprite.attributes.position );
  179. //_gl.enableVertexAttribArray( _sprite.attributes.uv );
  180. var _spriteAttributesEnabled = false;
  181. this.setSize = function ( width, height ) {
  182. _canvas.width = width;
  183. _canvas.height = height;
  184. this.setViewport( 0, 0, _canvas.width, _canvas.height );
  185. };
  186. this.setViewport = function ( x, y, width, height ) {
  187. _viewportX = x;
  188. _viewportY = y;
  189. _viewportWidth = width;
  190. _viewportHeight = height;
  191. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  192. };
  193. this.setScissor = function ( x, y, width, height ) {
  194. _gl.scissor( x, y, width, height );
  195. };
  196. this.enableScissorTest = function ( enable ) {
  197. enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );
  198. };
  199. this.setClearColorHex = function ( hex, alpha ) {
  200. _clearColor.setHex( hex );
  201. _clearAlpha = alpha;
  202. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  203. };
  204. this.setClearColor = function ( color, alpha ) {
  205. _clearColor.copy( color );
  206. _clearAlpha = alpha;
  207. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  208. };
  209. this.getClearColor = function () {
  210. return _clearColor;
  211. };
  212. this.getClearAlpha = function () {
  213. return _clearAlpha;
  214. };
  215. this.clear = function ( color, depth, stencil ) {
  216. var bits = 0;
  217. if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  218. if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  219. if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  220. _gl.clear( bits );
  221. };
  222. this.getContext = function () {
  223. return _gl;
  224. };
  225. this.deallocateObject = function ( object ) {
  226. if ( ! object.__webglInit ) return;
  227. object.__webglInit = false;
  228. delete object._modelViewMatrix;
  229. delete object._normalMatrixArray;
  230. delete object._modelViewMatrixArray;
  231. delete object._objectMatrixArray;
  232. if ( object instanceof THREE.Mesh ) {
  233. for ( g in object.geometry.geometryGroups ) {
  234. deleteMeshBuffers( object.geometry.geometryGroups[ g ] );
  235. }
  236. } else if ( object instanceof THREE.Ribbon ) {
  237. deleteRibbonBuffers( object.geometry );
  238. } else if ( object instanceof THREE.Line ) {
  239. deleteLineBuffers( object.geometry );
  240. } else if ( object instanceof THREE.ParticleSystem ) {
  241. deleteParticleBuffers( object.geometry );
  242. }
  243. };
  244. this.deallocateTexture = function ( texture ) {
  245. if ( ! texture.__webglInit ) return;
  246. texture.__webglInit = false;
  247. _gl.deleteTexture( texture.__webglTexture );
  248. _this.info.memory.textures --;
  249. };
  250. //
  251. function setupLights( program, lights ) {
  252. var l, ll, light, n,
  253. r = 0, g = 0, b = 0,
  254. color, position, intensity, distance,
  255. zlights = _lights,
  256. dcolors = zlights.directional.colors,
  257. dpositions = zlights.directional.positions,
  258. pcolors = zlights.point.colors,
  259. ppositions = zlights.point.positions,
  260. pdistances = zlights.point.distances,
  261. dlength = 0,
  262. plength = 0,
  263. doffset = 0,
  264. poffset = 0;
  265. for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  266. light = lights[ l ];
  267. color = light.color;
  268. position = light.position;
  269. intensity = light.intensity;
  270. distance = light.distance;
  271. if ( light instanceof THREE.AmbientLight ) {
  272. if ( _this.gammaInput ) {
  273. r += color.r * color.r;
  274. g += color.g * color.g;
  275. b += color.b * color.b;
  276. } else {
  277. r += color.r;
  278. g += color.g;
  279. b += color.b;
  280. }
  281. } else if ( light instanceof THREE.DirectionalLight ) {
  282. doffset = dlength * 3;
  283. if ( _this.gammaInput ) {
  284. dcolors[ doffset ] = color.r * color.r * intensity * intensity;
  285. dcolors[ doffset + 1 ] = color.g * color.g * intensity * intensity;
  286. dcolors[ doffset + 2 ] = color.b * color.b * intensity * intensity;
  287. } else {
  288. dcolors[ doffset ] = color.r * intensity;
  289. dcolors[ doffset + 1 ] = color.g * intensity;
  290. dcolors[ doffset + 2 ] = color.b * intensity;
  291. }
  292. dpositions[ doffset ] = position.x;
  293. dpositions[ doffset + 1 ] = position.y;
  294. dpositions[ doffset + 2 ] = position.z;
  295. dlength += 1;
  296. } else if ( light instanceof THREE.SpotLight ) { // hack, not a proper spotlight
  297. doffset = dlength * 3;
  298. if ( _this.gammaInput ) {
  299. dcolors[ doffset ] = color.r * color.r * intensity * intensity;
  300. dcolors[ doffset + 1 ] = color.g * color.g * intensity * intensity;
  301. dcolors[ doffset + 2 ] = color.b * color.b * intensity * intensity;
  302. } else {
  303. dcolors[ doffset ] = color.r * intensity;
  304. dcolors[ doffset + 1 ] = color.g * intensity;
  305. dcolors[ doffset + 2 ] = color.b * intensity;
  306. }
  307. n = 1 / position.length();
  308. dpositions[ doffset ] = position.x * n;
  309. dpositions[ doffset + 1 ] = position.y * n;
  310. dpositions[ doffset + 2 ] = position.z * n;
  311. dlength += 1;
  312. } else if( light instanceof THREE.PointLight ) {
  313. poffset = plength * 3;
  314. if ( _this.gammaInput ) {
  315. pcolors[ poffset ] = color.r * color.r * intensity * intensity;
  316. pcolors[ poffset + 1 ] = color.g * color.g * intensity * intensity;
  317. pcolors[ poffset + 2 ] = color.b * color.b * intensity * intensity;
  318. } else {
  319. pcolors[ poffset ] = color.r * intensity;
  320. pcolors[ poffset + 1 ] = color.g * intensity;
  321. pcolors[ poffset + 2 ] = color.b * intensity;
  322. }
  323. ppositions[ poffset ] = position.x;
  324. ppositions[ poffset + 1 ] = position.y;
  325. ppositions[ poffset + 2 ] = position.z;
  326. pdistances[ plength ] = distance;
  327. plength += 1;
  328. }
  329. }
  330. // null eventual remains from removed lights
  331. // (this is to avoid if in shader)
  332. for ( l = dlength * 3, ll = dcolors.length; l < ll; l ++ ) dcolors[ l ] = 0.0;
  333. for ( l = plength * 3, ll = pcolors.length; l < ll; l ++ ) pcolors[ l ] = 0.0;
  334. zlights.point.length = plength;
  335. zlights.directional.length = dlength;
  336. zlights.ambient[ 0 ] = r;
  337. zlights.ambient[ 1 ] = g;
  338. zlights.ambient[ 2 ] = b;
  339. };
  340. // Buffer allocation
  341. function createParticleBuffers( geometry ) {
  342. geometry.__webglVertexBuffer = _gl.createBuffer();
  343. geometry.__webglColorBuffer = _gl.createBuffer();
  344. _this.info.geometries ++;
  345. };
  346. function createLineBuffers( geometry ) {
  347. geometry.__webglVertexBuffer = _gl.createBuffer();
  348. geometry.__webglColorBuffer = _gl.createBuffer();
  349. _this.info.memory.geometries ++;
  350. };
  351. function createRibbonBuffers( geometry ) {
  352. geometry.__webglVertexBuffer = _gl.createBuffer();
  353. geometry.__webglColorBuffer = _gl.createBuffer();
  354. _this.info.memory.geometries ++;
  355. };
  356. function createMeshBuffers( geometryGroup ) {
  357. geometryGroup.__webglVertexBuffer = _gl.createBuffer();
  358. geometryGroup.__webglNormalBuffer = _gl.createBuffer();
  359. geometryGroup.__webglTangentBuffer = _gl.createBuffer();
  360. geometryGroup.__webglColorBuffer = _gl.createBuffer();
  361. geometryGroup.__webglUVBuffer = _gl.createBuffer();
  362. geometryGroup.__webglUV2Buffer = _gl.createBuffer();
  363. geometryGroup.__webglSkinVertexABuffer = _gl.createBuffer();
  364. geometryGroup.__webglSkinVertexBBuffer = _gl.createBuffer();
  365. geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
  366. geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
  367. geometryGroup.__webglFaceBuffer = _gl.createBuffer();
  368. geometryGroup.__webglLineBuffer = _gl.createBuffer();
  369. if ( geometryGroup.numMorphTargets ) {
  370. var m, ml;
  371. geometryGroup.__webglMorphTargetsBuffers = [];
  372. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  373. geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
  374. }
  375. }
  376. _this.info.memory.geometries ++;
  377. };
  378. // Buffer deallocation
  379. function deleteParticleBuffers( geometry ) {
  380. _gl.deleteBuffer( geometry.__webglVertexBuffer );
  381. _gl.deleteBuffer( geometry.__webglColorBuffer );
  382. _this.info.memory.geometries --;
  383. };
  384. function deleteLineBuffers( geometry ) {
  385. _gl.deleteBuffer( geometry.__webglVertexBuffer );
  386. _gl.deleteBuffer( geometry.__webglColorBuffer );
  387. _this.info.memory.geometries --;
  388. };
  389. function deleteRibbonBuffers( geometry ) {
  390. _gl.deleteBuffer( geometry.__webglVertexBuffer );
  391. _gl.deleteBuffer( geometry.__webglColorBuffer );
  392. _this.info.memory.geometries --;
  393. };
  394. function deleteMeshBuffers( geometryGroup ) {
  395. _gl.deleteBuffer( geometryGroup.__webglVertexBuffer );
  396. _gl.deleteBuffer( geometryGroup.__webglNormalBuffer );
  397. _gl.deleteBuffer( geometryGroup.__webglTangentBuffer );
  398. _gl.deleteBuffer( geometryGroup.__webglColorBuffer );
  399. _gl.deleteBuffer( geometryGroup.__webglUVBuffer );
  400. _gl.deleteBuffer( geometryGroup.__webglUV2Buffer );
  401. _gl.deleteBuffer( geometryGroup.__webglSkinVertexABuffer );
  402. _gl.deleteBuffer( geometryGroup.__webglSkinVertexBBuffer );
  403. _gl.deleteBuffer( geometryGroup.__webglSkinIndicesBuffer );
  404. _gl.deleteBuffer( geometryGroup.__webglSkinWeightsBuffer );
  405. _gl.deleteBuffer( geometryGroup.__webglFaceBuffer );
  406. _gl.deleteBuffer( geometryGroup.__webglLineBuffer );
  407. if ( geometryGroup.numMorphTargets ) {
  408. for ( var m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  409. _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
  410. }
  411. }
  412. _this.info.memory.geometries --;
  413. };
  414. //
  415. function initCustomAttributes ( geometry, object ) {
  416. var nvertices = geometry.vertices.length;
  417. var material = object.material;
  418. if ( material.attributes ) {
  419. if ( geometry.__webglCustomAttributesList === undefined ) {
  420. geometry.__webglCustomAttributesList = [];
  421. }
  422. for ( var a in material.attributes ) {
  423. var attribute = material.attributes[ a ];
  424. if( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  425. attribute.__webglInitialized = true;
  426. var size = 1; // "f" and "i"
  427. if ( attribute.type === "v2" ) size = 2;
  428. else if ( attribute.type === "v3" ) size = 3;
  429. else if ( attribute.type === "v4" ) size = 4;
  430. else if ( attribute.type === "c" ) size = 3;
  431. attribute.size = size;
  432. attribute.array = new Float32Array( nvertices * size );
  433. attribute.buffer = _gl.createBuffer();
  434. attribute.buffer.belongsToAttribute = a;
  435. attribute.needsUpdate = true;
  436. }
  437. geometry.__webglCustomAttributesList.push( attribute );
  438. }
  439. }
  440. };
  441. //
  442. function initLineBuffers ( geometry, object ) {
  443. var nvertices = geometry.vertices.length;
  444. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  445. geometry.__colorArray = new Float32Array( nvertices * 3 );
  446. geometry.__webglLineCount = nvertices;
  447. initCustomAttributes ( geometry, object );
  448. };
  449. function initParticleBuffers ( geometry, object ) {
  450. var nvertices = geometry.vertices.length;
  451. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  452. geometry.__colorArray = new Float32Array( nvertices * 3 );
  453. geometry.__sortArray = [];
  454. geometry.__webglParticleCount = nvertices;
  455. initCustomAttributes ( geometry, object );
  456. };
  457. function initRibbonBuffers ( geometry ) {
  458. var nvertices = geometry.vertices.length;
  459. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  460. geometry.__colorArray = new Float32Array( nvertices * 3 );
  461. geometry.__webglVertexCount = nvertices;
  462. };
  463. //
  464. function getBufferMaterial( object, geometryGroup ) {
  465. if ( object.material && ! ( object.material instanceof THREE.MeshFaceMaterial ) ) {
  466. return object.material;
  467. } else if ( geometryGroup.materialIndex >= 0 ) {
  468. return object.geometry.materials[ geometryGroup.materialIndex ];
  469. }
  470. };
  471. function initMeshBuffers ( geometryGroup, object ) {
  472. var geometry = object.geometry,
  473. faces3 = geometryGroup.faces3,
  474. faces4 = geometryGroup.faces4,
  475. nvertices = faces3.length * 3 + faces4.length * 4,
  476. ntris = faces3.length * 1 + faces4.length * 2,
  477. nlines = faces3.length * 3 + faces4.length * 4,
  478. material = getBufferMaterial( object, geometryGroup ),
  479. uvType = bufferGuessUVType( material ),
  480. normalType = bufferGuessNormalType( material ),
  481. vertexColorType = bufferGuessVertexColorType( material );
  482. //console.log( "uvType", uvType, "normalType", normalType, "vertexColorType", vertexColorType, object, geometryGroup, material );
  483. geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
  484. if ( normalType ) {
  485. geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
  486. }
  487. if ( geometry.hasTangents ) {
  488. geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
  489. }
  490. if ( vertexColorType ) {
  491. geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
  492. }
  493. if ( uvType ) {
  494. if ( geometry.faceUvs.length > 0 || geometry.faceVertexUvs.length > 0 ) {
  495. geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
  496. }
  497. if ( geometry.faceUvs.length > 1 || geometry.faceVertexUvs.length > 1 ) {
  498. geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
  499. }
  500. }
  501. if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
  502. geometryGroup.__skinVertexAArray = new Float32Array( nvertices * 4 );
  503. geometryGroup.__skinVertexBArray = new Float32Array( nvertices * 4 );
  504. geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
  505. geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
  506. }
  507. geometryGroup.__faceArray = new Uint16Array( ntris * 3 );
  508. geometryGroup.__lineArray = new Uint16Array( nlines * 2 );
  509. if ( geometryGroup.numMorphTargets ) {
  510. geometryGroup.__morphTargetsArrays = [];
  511. for ( var m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  512. geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
  513. }
  514. }
  515. geometryGroup.__needsSmoothNormals = ( normalType === THREE.SmoothShading );
  516. geometryGroup.__uvType = uvType;
  517. geometryGroup.__vertexColorType = vertexColorType;
  518. geometryGroup.__normalType = normalType;
  519. geometryGroup.__webglFaceCount = ntris * 3;
  520. geometryGroup.__webglLineCount = nlines * 2;
  521. // custom attributes
  522. if ( material.attributes ) {
  523. if ( geometryGroup.__webglCustomAttributesList === undefined ) {
  524. geometryGroup.__webglCustomAttributesList = [];
  525. }
  526. for ( var a in material.attributes ) {
  527. // Do a shallow copy of the attribute object so different geometryGroup chunks use different
  528. // attribute buffers which are correctly indexed in the setMeshBuffers function
  529. var originalAttribute = material.attributes[ a ];
  530. var attribute = {};
  531. for ( var property in originalAttribute ) {
  532. attribute[ property ] = originalAttribute[ property ];
  533. }
  534. if( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  535. attribute.__webglInitialized = true;
  536. var size = 1; // "f" and "i"
  537. if( attribute.type === "v2" ) size = 2;
  538. else if( attribute.type === "v3" ) size = 3;
  539. else if( attribute.type === "v4" ) size = 4;
  540. else if( attribute.type === "c" ) size = 3;
  541. attribute.size = size;
  542. attribute.array = new Float32Array( nvertices * size );
  543. attribute.buffer = _gl.createBuffer();
  544. attribute.buffer.belongsToAttribute = a;
  545. originalAttribute.needsUpdate = true;
  546. attribute.__original = originalAttribute;
  547. }
  548. geometryGroup.__webglCustomAttributesList.push( attribute );
  549. }
  550. }
  551. geometryGroup.__inittedArrays = true;
  552. };
  553. function setMeshBuffers( geometryGroup, object, hint, dispose ) {
  554. if ( ! geometryGroup.__inittedArrays ) {
  555. // console.log( object );
  556. return;
  557. }
  558. var f, fl, fi, face,
  559. vertexNormals, faceNormal, normal,
  560. vertexColors, faceColor,
  561. vertexTangents,
  562. uvType, vertexColorType, normalType,
  563. uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4,
  564. c1, c2, c3, c4,
  565. sw1, sw2, sw3, sw4,
  566. si1, si2, si3, si4,
  567. sa1, sa2, sa3, sa4,
  568. sb1, sb2, sb3, sb4,
  569. m, ml, i, il,
  570. vn, uvi, uv2i,
  571. vk, vkl, vka,
  572. a,
  573. vertexIndex = 0,
  574. offset = 0,
  575. offset_uv = 0,
  576. offset_uv2 = 0,
  577. offset_face = 0,
  578. offset_normal = 0,
  579. offset_tangent = 0,
  580. offset_line = 0,
  581. offset_color = 0,
  582. offset_skin = 0,
  583. offset_morphTarget = 0,
  584. offset_custom = 0,
  585. offset_customSrc = 0,
  586. value,
  587. vertexArray = geometryGroup.__vertexArray,
  588. uvArray = geometryGroup.__uvArray,
  589. uv2Array = geometryGroup.__uv2Array,
  590. normalArray = geometryGroup.__normalArray,
  591. tangentArray = geometryGroup.__tangentArray,
  592. colorArray = geometryGroup.__colorArray,
  593. skinVertexAArray = geometryGroup.__skinVertexAArray,
  594. skinVertexBArray = geometryGroup.__skinVertexBArray,
  595. skinIndexArray = geometryGroup.__skinIndexArray,
  596. skinWeightArray = geometryGroup.__skinWeightArray,
  597. morphTargetsArrays = geometryGroup.__morphTargetsArrays,
  598. customAttributes = geometryGroup.__webglCustomAttributesList,
  599. customAttribute,
  600. faceArray = geometryGroup.__faceArray,
  601. lineArray = geometryGroup.__lineArray,
  602. needsSmoothNormals = geometryGroup.__needsSmoothNormals,
  603. vertexColorType = geometryGroup.__vertexColorType,
  604. uvType = geometryGroup.__uvType,
  605. normalType = geometryGroup.__normalType,
  606. geometry = object.geometry, // this is shared for all chunks
  607. dirtyVertices = geometry.__dirtyVertices,
  608. dirtyElements = geometry.__dirtyElements,
  609. dirtyUvs = geometry.__dirtyUvs,
  610. dirtyNormals = geometry.__dirtyNormals,
  611. dirtyTangents = geometry.__dirtyTangents,
  612. dirtyColors = geometry.__dirtyColors,
  613. dirtyMorphTargets = geometry.__dirtyMorphTargets,
  614. vertices = geometry.vertices,
  615. chunk_faces3 = geometryGroup.faces3,
  616. chunk_faces4 = geometryGroup.faces4,
  617. obj_faces = geometry.faces,
  618. obj_uvs = geometry.faceVertexUvs[ 0 ],
  619. obj_uvs2 = geometry.faceVertexUvs[ 1 ],
  620. obj_colors = geometry.colors,
  621. obj_skinVerticesA = geometry.skinVerticesA,
  622. obj_skinVerticesB = geometry.skinVerticesB,
  623. obj_skinIndices = geometry.skinIndices,
  624. obj_skinWeights = geometry.skinWeights,
  625. morphTargets = geometry.morphTargets;
  626. if ( dirtyVertices ) {
  627. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  628. face = obj_faces[ chunk_faces3[ f ] ];
  629. v1 = vertices[ face.a ].position;
  630. v2 = vertices[ face.b ].position;
  631. v3 = vertices[ face.c ].position;
  632. vertexArray[ offset ] = v1.x;
  633. vertexArray[ offset + 1 ] = v1.y;
  634. vertexArray[ offset + 2 ] = v1.z;
  635. vertexArray[ offset + 3 ] = v2.x;
  636. vertexArray[ offset + 4 ] = v2.y;
  637. vertexArray[ offset + 5 ] = v2.z;
  638. vertexArray[ offset + 6 ] = v3.x;
  639. vertexArray[ offset + 7 ] = v3.y;
  640. vertexArray[ offset + 8 ] = v3.z;
  641. offset += 9;
  642. }
  643. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  644. face = obj_faces[ chunk_faces4[ f ] ];
  645. v1 = vertices[ face.a ].position;
  646. v2 = vertices[ face.b ].position;
  647. v3 = vertices[ face.c ].position;
  648. v4 = vertices[ face.d ].position;
  649. vertexArray[ offset ] = v1.x;
  650. vertexArray[ offset + 1 ] = v1.y;
  651. vertexArray[ offset + 2 ] = v1.z;
  652. vertexArray[ offset + 3 ] = v2.x;
  653. vertexArray[ offset + 4 ] = v2.y;
  654. vertexArray[ offset + 5 ] = v2.z;
  655. vertexArray[ offset + 6 ] = v3.x;
  656. vertexArray[ offset + 7 ] = v3.y;
  657. vertexArray[ offset + 8 ] = v3.z;
  658. vertexArray[ offset + 9 ] = v4.x;
  659. vertexArray[ offset + 10 ] = v4.y;
  660. vertexArray[ offset + 11 ] = v4.z;
  661. offset += 12;
  662. }
  663. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  664. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  665. }
  666. if ( dirtyMorphTargets ) {
  667. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  668. face = obj_faces[ chunk_faces3[ f ] ];
  669. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  670. v1 = morphTargets[ vk ].vertices[ face.a ].position;
  671. v2 = morphTargets[ vk ].vertices[ face.b ].position;
  672. v3 = morphTargets[ vk ].vertices[ face.c ].position;
  673. vka = morphTargetsArrays[ vk ];
  674. vka[ offset_morphTarget ] = v1.x;
  675. vka[ offset_morphTarget + 1 ] = v1.y;
  676. vka[ offset_morphTarget + 2 ] = v1.z;
  677. vka[ offset_morphTarget + 3 ] = v2.x;
  678. vka[ offset_morphTarget + 4 ] = v2.y;
  679. vka[ offset_morphTarget + 5 ] = v2.z;
  680. vka[ offset_morphTarget + 6 ] = v3.x;
  681. vka[ offset_morphTarget + 7 ] = v3.y;
  682. vka[ offset_morphTarget + 8 ] = v3.z;
  683. }
  684. offset_morphTarget += 9;
  685. }
  686. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  687. face = obj_faces[ chunk_faces4[ f ] ];
  688. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  689. v1 = morphTargets[ vk ].vertices[ face.a ].position;
  690. v2 = morphTargets[ vk ].vertices[ face.b ].position;
  691. v3 = morphTargets[ vk ].vertices[ face.c ].position;
  692. v4 = morphTargets[ vk ].vertices[ face.d ].position;
  693. vka = morphTargetsArrays[ vk ];
  694. vka[ offset_morphTarget ] = v1.x;
  695. vka[ offset_morphTarget + 1 ] = v1.y;
  696. vka[ offset_morphTarget + 2 ] = v1.z;
  697. vka[ offset_morphTarget + 3 ] = v2.x;
  698. vka[ offset_morphTarget + 4 ] = v2.y;
  699. vka[ offset_morphTarget + 5 ] = v2.z;
  700. vka[ offset_morphTarget + 6 ] = v3.x;
  701. vka[ offset_morphTarget + 7 ] = v3.y;
  702. vka[ offset_morphTarget + 8 ] = v3.z;
  703. vka[ offset_morphTarget + 9 ] = v4.x;
  704. vka[ offset_morphTarget + 10 ] = v4.y;
  705. vka[ offset_morphTarget + 11 ] = v4.z;
  706. }
  707. offset_morphTarget += 12;
  708. }
  709. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  710. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
  711. _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
  712. }
  713. }
  714. if ( obj_skinWeights.length ) {
  715. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  716. face = obj_faces[ chunk_faces3[ f ] ];
  717. // weights
  718. sw1 = obj_skinWeights[ face.a ];
  719. sw2 = obj_skinWeights[ face.b ];
  720. sw3 = obj_skinWeights[ face.c ];
  721. skinWeightArray[ offset_skin ] = sw1.x;
  722. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  723. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  724. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  725. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  726. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  727. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  728. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  729. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  730. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  731. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  732. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  733. // indices
  734. si1 = obj_skinIndices[ face.a ];
  735. si2 = obj_skinIndices[ face.b ];
  736. si3 = obj_skinIndices[ face.c ];
  737. skinIndexArray[ offset_skin ] = si1.x;
  738. skinIndexArray[ offset_skin + 1 ] = si1.y;
  739. skinIndexArray[ offset_skin + 2 ] = si1.z;
  740. skinIndexArray[ offset_skin + 3 ] = si1.w;
  741. skinIndexArray[ offset_skin + 4 ] = si2.x;
  742. skinIndexArray[ offset_skin + 5 ] = si2.y;
  743. skinIndexArray[ offset_skin + 6 ] = si2.z;
  744. skinIndexArray[ offset_skin + 7 ] = si2.w;
  745. skinIndexArray[ offset_skin + 8 ] = si3.x;
  746. skinIndexArray[ offset_skin + 9 ] = si3.y;
  747. skinIndexArray[ offset_skin + 10 ] = si3.z;
  748. skinIndexArray[ offset_skin + 11 ] = si3.w;
  749. // vertices A
  750. sa1 = obj_skinVerticesA[ face.a ];
  751. sa2 = obj_skinVerticesA[ face.b ];
  752. sa3 = obj_skinVerticesA[ face.c ];
  753. skinVertexAArray[ offset_skin ] = sa1.x;
  754. skinVertexAArray[ offset_skin + 1 ] = sa1.y;
  755. skinVertexAArray[ offset_skin + 2 ] = sa1.z;
  756. skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  757. skinVertexAArray[ offset_skin + 4 ] = sa2.x;
  758. skinVertexAArray[ offset_skin + 5 ] = sa2.y;
  759. skinVertexAArray[ offset_skin + 6 ] = sa2.z;
  760. skinVertexAArray[ offset_skin + 7 ] = 1;
  761. skinVertexAArray[ offset_skin + 8 ] = sa3.x;
  762. skinVertexAArray[ offset_skin + 9 ] = sa3.y;
  763. skinVertexAArray[ offset_skin + 10 ] = sa3.z;
  764. skinVertexAArray[ offset_skin + 11 ] = 1;
  765. // vertices B
  766. sb1 = obj_skinVerticesB[ face.a ];
  767. sb2 = obj_skinVerticesB[ face.b ];
  768. sb3 = obj_skinVerticesB[ face.c ];
  769. skinVertexBArray[ offset_skin ] = sb1.x;
  770. skinVertexBArray[ offset_skin + 1 ] = sb1.y;
  771. skinVertexBArray[ offset_skin + 2 ] = sb1.z;
  772. skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  773. skinVertexBArray[ offset_skin + 4 ] = sb2.x;
  774. skinVertexBArray[ offset_skin + 5 ] = sb2.y;
  775. skinVertexBArray[ offset_skin + 6 ] = sb2.z;
  776. skinVertexBArray[ offset_skin + 7 ] = 1;
  777. skinVertexBArray[ offset_skin + 8 ] = sb3.x;
  778. skinVertexBArray[ offset_skin + 9 ] = sb3.y;
  779. skinVertexBArray[ offset_skin + 10 ] = sb3.z;
  780. skinVertexBArray[ offset_skin + 11 ] = 1;
  781. offset_skin += 12;
  782. }
  783. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  784. face = obj_faces[ chunk_faces4[ f ] ];
  785. // weights
  786. sw1 = obj_skinWeights[ face.a ];
  787. sw2 = obj_skinWeights[ face.b ];
  788. sw3 = obj_skinWeights[ face.c ];
  789. sw4 = obj_skinWeights[ face.d ];
  790. skinWeightArray[ offset_skin ] = sw1.x;
  791. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  792. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  793. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  794. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  795. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  796. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  797. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  798. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  799. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  800. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  801. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  802. skinWeightArray[ offset_skin + 12 ] = sw4.x;
  803. skinWeightArray[ offset_skin + 13 ] = sw4.y;
  804. skinWeightArray[ offset_skin + 14 ] = sw4.z;
  805. skinWeightArray[ offset_skin + 15 ] = sw4.w;
  806. // indices
  807. si1 = obj_skinIndices[ face.a ];
  808. si2 = obj_skinIndices[ face.b ];
  809. si3 = obj_skinIndices[ face.c ];
  810. si4 = obj_skinIndices[ face.d ];
  811. skinIndexArray[ offset_skin ] = si1.x;
  812. skinIndexArray[ offset_skin + 1 ] = si1.y;
  813. skinIndexArray[ offset_skin + 2 ] = si1.z;
  814. skinIndexArray[ offset_skin + 3 ] = si1.w;
  815. skinIndexArray[ offset_skin + 4 ] = si2.x;
  816. skinIndexArray[ offset_skin + 5 ] = si2.y;
  817. skinIndexArray[ offset_skin + 6 ] = si2.z;
  818. skinIndexArray[ offset_skin + 7 ] = si2.w;
  819. skinIndexArray[ offset_skin + 8 ] = si3.x;
  820. skinIndexArray[ offset_skin + 9 ] = si3.y;
  821. skinIndexArray[ offset_skin + 10 ] = si3.z;
  822. skinIndexArray[ offset_skin + 11 ] = si3.w;
  823. skinIndexArray[ offset_skin + 12 ] = si4.x;
  824. skinIndexArray[ offset_skin + 13 ] = si4.y;
  825. skinIndexArray[ offset_skin + 14 ] = si4.z;
  826. skinIndexArray[ offset_skin + 15 ] = si4.w;
  827. // vertices A
  828. sa1 = obj_skinVerticesA[ face.a ];
  829. sa2 = obj_skinVerticesA[ face.b ];
  830. sa3 = obj_skinVerticesA[ face.c ];
  831. sa4 = obj_skinVerticesA[ face.d ];
  832. skinVertexAArray[ offset_skin ] = sa1.x;
  833. skinVertexAArray[ offset_skin + 1 ] = sa1.y;
  834. skinVertexAArray[ offset_skin + 2 ] = sa1.z;
  835. skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  836. skinVertexAArray[ offset_skin + 4 ] = sa2.x;
  837. skinVertexAArray[ offset_skin + 5 ] = sa2.y;
  838. skinVertexAArray[ offset_skin + 6 ] = sa2.z;
  839. skinVertexAArray[ offset_skin + 7 ] = 1;
  840. skinVertexAArray[ offset_skin + 8 ] = sa3.x;
  841. skinVertexAArray[ offset_skin + 9 ] = sa3.y;
  842. skinVertexAArray[ offset_skin + 10 ] = sa3.z;
  843. skinVertexAArray[ offset_skin + 11 ] = 1;
  844. skinVertexAArray[ offset_skin + 12 ] = sa4.x;
  845. skinVertexAArray[ offset_skin + 13 ] = sa4.y;
  846. skinVertexAArray[ offset_skin + 14 ] = sa4.z;
  847. skinVertexAArray[ offset_skin + 15 ] = 1;
  848. // vertices B
  849. sb1 = obj_skinVerticesB[ face.a ];
  850. sb2 = obj_skinVerticesB[ face.b ];
  851. sb3 = obj_skinVerticesB[ face.c ];
  852. sb4 = obj_skinVerticesB[ face.d ];
  853. skinVertexBArray[ offset_skin ] = sb1.x;
  854. skinVertexBArray[ offset_skin + 1 ] = sb1.y;
  855. skinVertexBArray[ offset_skin + 2 ] = sb1.z;
  856. skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  857. skinVertexBArray[ offset_skin + 4 ] = sb2.x;
  858. skinVertexBArray[ offset_skin + 5 ] = sb2.y;
  859. skinVertexBArray[ offset_skin + 6 ] = sb2.z;
  860. skinVertexBArray[ offset_skin + 7 ] = 1;
  861. skinVertexBArray[ offset_skin + 8 ] = sb3.x;
  862. skinVertexBArray[ offset_skin + 9 ] = sb3.y;
  863. skinVertexBArray[ offset_skin + 10 ] = sb3.z;
  864. skinVertexBArray[ offset_skin + 11 ] = 1;
  865. skinVertexBArray[ offset_skin + 12 ] = sb4.x;
  866. skinVertexBArray[ offset_skin + 13 ] = sb4.y;
  867. skinVertexBArray[ offset_skin + 14 ] = sb4.z;
  868. skinVertexBArray[ offset_skin + 15 ] = 1;
  869. offset_skin += 16;
  870. }
  871. if ( offset_skin > 0 ) {
  872. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
  873. _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexAArray, hint );
  874. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
  875. _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexBArray, hint );
  876. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  877. _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
  878. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  879. _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
  880. }
  881. }
  882. if ( dirtyColors && vertexColorType ) {
  883. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  884. face = obj_faces[ chunk_faces3[ f ] ];
  885. vertexColors = face.vertexColors;
  886. faceColor = face.color;
  887. if ( vertexColors.length === 3 && vertexColorType === THREE.VertexColors ) {
  888. c1 = vertexColors[ 0 ];
  889. c2 = vertexColors[ 1 ];
  890. c3 = vertexColors[ 2 ];
  891. } else {
  892. c1 = faceColor;
  893. c2 = faceColor;
  894. c3 = faceColor;
  895. }
  896. colorArray[ offset_color ] = c1.r;
  897. colorArray[ offset_color + 1 ] = c1.g;
  898. colorArray[ offset_color + 2 ] = c1.b;
  899. colorArray[ offset_color + 3 ] = c2.r;
  900. colorArray[ offset_color + 4 ] = c2.g;
  901. colorArray[ offset_color + 5 ] = c2.b;
  902. colorArray[ offset_color + 6 ] = c3.r;
  903. colorArray[ offset_color + 7 ] = c3.g;
  904. colorArray[ offset_color + 8 ] = c3.b;
  905. offset_color += 9;
  906. }
  907. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  908. face = obj_faces[ chunk_faces4[ f ] ];
  909. vertexColors = face.vertexColors;
  910. faceColor = face.color;
  911. if ( vertexColors.length === 4 && vertexColorType === THREE.VertexColors ) {
  912. c1 = vertexColors[ 0 ];
  913. c2 = vertexColors[ 1 ];
  914. c3 = vertexColors[ 2 ];
  915. c4 = vertexColors[ 3 ];
  916. } else {
  917. c1 = faceColor;
  918. c2 = faceColor;
  919. c3 = faceColor;
  920. c4 = faceColor;
  921. }
  922. colorArray[ offset_color ] = c1.r;
  923. colorArray[ offset_color + 1 ] = c1.g;
  924. colorArray[ offset_color + 2 ] = c1.b;
  925. colorArray[ offset_color + 3 ] = c2.r;
  926. colorArray[ offset_color + 4 ] = c2.g;
  927. colorArray[ offset_color + 5 ] = c2.b;
  928. colorArray[ offset_color + 6 ] = c3.r;
  929. colorArray[ offset_color + 7 ] = c3.g;
  930. colorArray[ offset_color + 8 ] = c3.b;
  931. colorArray[ offset_color + 9 ] = c4.r;
  932. colorArray[ offset_color + 10 ] = c4.g;
  933. colorArray[ offset_color + 11 ] = c4.b;
  934. offset_color += 12;
  935. }
  936. if ( offset_color > 0 ) {
  937. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  938. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  939. }
  940. }
  941. if ( dirtyTangents && geometry.hasTangents ) {
  942. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  943. face = obj_faces[ chunk_faces3[ f ] ];
  944. vertexTangents = face.vertexTangents;
  945. t1 = vertexTangents[ 0 ];
  946. t2 = vertexTangents[ 1 ];
  947. t3 = vertexTangents[ 2 ];
  948. tangentArray[ offset_tangent ] = t1.x;
  949. tangentArray[ offset_tangent + 1 ] = t1.y;
  950. tangentArray[ offset_tangent + 2 ] = t1.z;
  951. tangentArray[ offset_tangent + 3 ] = t1.w;
  952. tangentArray[ offset_tangent + 4 ] = t2.x;
  953. tangentArray[ offset_tangent + 5 ] = t2.y;
  954. tangentArray[ offset_tangent + 6 ] = t2.z;
  955. tangentArray[ offset_tangent + 7 ] = t2.w;
  956. tangentArray[ offset_tangent + 8 ] = t3.x;
  957. tangentArray[ offset_tangent + 9 ] = t3.y;
  958. tangentArray[ offset_tangent + 10 ] = t3.z;
  959. tangentArray[ offset_tangent + 11 ] = t3.w;
  960. offset_tangent += 12;
  961. }
  962. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  963. face = obj_faces[ chunk_faces4[ f ] ];
  964. vertexTangents = face.vertexTangents;
  965. t1 = vertexTangents[ 0 ];
  966. t2 = vertexTangents[ 1 ];
  967. t3 = vertexTangents[ 2 ];
  968. t4 = vertexTangents[ 3 ];
  969. tangentArray[ offset_tangent ] = t1.x;
  970. tangentArray[ offset_tangent + 1 ] = t1.y;
  971. tangentArray[ offset_tangent + 2 ] = t1.z;
  972. tangentArray[ offset_tangent + 3 ] = t1.w;
  973. tangentArray[ offset_tangent + 4 ] = t2.x;
  974. tangentArray[ offset_tangent + 5 ] = t2.y;
  975. tangentArray[ offset_tangent + 6 ] = t2.z;
  976. tangentArray[ offset_tangent + 7 ] = t2.w;
  977. tangentArray[ offset_tangent + 8 ] = t3.x;
  978. tangentArray[ offset_tangent + 9 ] = t3.y;
  979. tangentArray[ offset_tangent + 10 ] = t3.z;
  980. tangentArray[ offset_tangent + 11 ] = t3.w;
  981. tangentArray[ offset_tangent + 12 ] = t4.x;
  982. tangentArray[ offset_tangent + 13 ] = t4.y;
  983. tangentArray[ offset_tangent + 14 ] = t4.z;
  984. tangentArray[ offset_tangent + 15 ] = t4.w;
  985. offset_tangent += 16;
  986. }
  987. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  988. _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
  989. }
  990. if ( dirtyNormals && normalType ) {
  991. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  992. face = obj_faces[ chunk_faces3[ f ] ];
  993. vertexNormals = face.vertexNormals;
  994. faceNormal = face.normal;
  995. if ( vertexNormals.length === 3 && needsSmoothNormals ) {
  996. for ( i = 0; i < 3; i ++ ) {
  997. vn = vertexNormals[ i ];
  998. normalArray[ offset_normal ] = vn.x;
  999. normalArray[ offset_normal + 1 ] = vn.y;
  1000. normalArray[ offset_normal + 2 ] = vn.z;
  1001. offset_normal += 3;
  1002. }
  1003. } else {
  1004. for ( i = 0; i < 3; i ++ ) {
  1005. normalArray[ offset_normal ] = faceNormal.x;
  1006. normalArray[ offset_normal + 1 ] = faceNormal.y;
  1007. normalArray[ offset_normal + 2 ] = faceNormal.z;
  1008. offset_normal += 3;
  1009. }
  1010. }
  1011. }
  1012. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1013. face = obj_faces[ chunk_faces4[ f ] ];
  1014. vertexNormals = face.vertexNormals;
  1015. faceNormal = face.normal;
  1016. if ( vertexNormals.length === 4 && needsSmoothNormals ) {
  1017. for ( i = 0; i < 4; i ++ ) {
  1018. vn = vertexNormals[ i ];
  1019. normalArray[ offset_normal ] = vn.x;
  1020. normalArray[ offset_normal + 1 ] = vn.y;
  1021. normalArray[ offset_normal + 2 ] = vn.z;
  1022. offset_normal += 3;
  1023. }
  1024. } else {
  1025. for ( i = 0; i < 4; i ++ ) {
  1026. normalArray[ offset_normal ] = faceNormal.x;
  1027. normalArray[ offset_normal + 1 ] = faceNormal.y;
  1028. normalArray[ offset_normal + 2 ] = faceNormal.z;
  1029. offset_normal += 3;
  1030. }
  1031. }
  1032. }
  1033. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1034. _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
  1035. }
  1036. if ( dirtyUvs && obj_uvs && uvType ) {
  1037. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1038. fi = chunk_faces3[ f ];
  1039. face = obj_faces[ fi ];
  1040. uv = obj_uvs[ fi ];
  1041. if ( uv === undefined ) continue;
  1042. for ( i = 0; i < 3; i ++ ) {
  1043. uvi = uv[ i ];
  1044. uvArray[ offset_uv ] = uvi.u;
  1045. uvArray[ offset_uv + 1 ] = uvi.v;
  1046. offset_uv += 2;
  1047. }
  1048. }
  1049. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1050. fi = chunk_faces4[ f ];
  1051. face = obj_faces[ fi ];
  1052. uv = obj_uvs[ fi ];
  1053. if ( uv === undefined ) continue;
  1054. for ( i = 0; i < 4; i ++ ) {
  1055. uvi = uv[ i ];
  1056. uvArray[ offset_uv ] = uvi.u;
  1057. uvArray[ offset_uv + 1 ] = uvi.v;
  1058. offset_uv += 2;
  1059. }
  1060. }
  1061. if ( offset_uv > 0 ) {
  1062. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1063. _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
  1064. }
  1065. }
  1066. if ( dirtyUvs && obj_uvs2 && uvType ) {
  1067. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1068. fi = chunk_faces3[ f ];
  1069. face = obj_faces[ fi ];
  1070. uv2 = obj_uvs2[ fi ];
  1071. if ( uv2 === undefined ) continue;
  1072. for ( i = 0; i < 3; i ++ ) {
  1073. uv2i = uv2[ i ];
  1074. uv2Array[ offset_uv2 ] = uv2i.u;
  1075. uv2Array[ offset_uv2 + 1 ] = uv2i.v;
  1076. offset_uv2 += 2;
  1077. }
  1078. }
  1079. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1080. fi = chunk_faces4[ f ];
  1081. face = obj_faces[ fi ];
  1082. uv2 = obj_uvs2[ fi ];
  1083. if ( uv2 === undefined ) continue;
  1084. for ( i = 0; i < 4; i ++ ) {
  1085. uv2i = uv2[ i ];
  1086. uv2Array[ offset_uv2 ] = uv2i.u;
  1087. uv2Array[ offset_uv2 + 1 ] = uv2i.v;
  1088. offset_uv2 += 2;
  1089. }
  1090. }
  1091. if ( offset_uv2 > 0 ) {
  1092. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1093. _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
  1094. }
  1095. }
  1096. if ( dirtyElements ) {
  1097. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1098. face = obj_faces[ chunk_faces3[ f ] ];
  1099. faceArray[ offset_face ] = vertexIndex;
  1100. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  1101. faceArray[ offset_face + 2 ] = vertexIndex + 2;
  1102. offset_face += 3;
  1103. lineArray[ offset_line ] = vertexIndex;
  1104. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  1105. lineArray[ offset_line + 2 ] = vertexIndex;
  1106. lineArray[ offset_line + 3 ] = vertexIndex + 2;
  1107. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  1108. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  1109. offset_line += 6;
  1110. vertexIndex += 3;
  1111. }
  1112. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1113. face = obj_faces[ chunk_faces4[ f ] ];
  1114. faceArray[ offset_face ] = vertexIndex;
  1115. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  1116. faceArray[ offset_face + 2 ] = vertexIndex + 3;
  1117. faceArray[ offset_face + 3 ] = vertexIndex + 1;
  1118. faceArray[ offset_face + 4 ] = vertexIndex + 2;
  1119. faceArray[ offset_face + 5 ] = vertexIndex + 3;
  1120. offset_face += 6;
  1121. lineArray[ offset_line ] = vertexIndex;
  1122. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  1123. lineArray[ offset_line + 2 ] = vertexIndex;
  1124. lineArray[ offset_line + 3 ] = vertexIndex + 3;
  1125. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  1126. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  1127. lineArray[ offset_line + 6 ] = vertexIndex + 2;
  1128. lineArray[ offset_line + 7 ] = vertexIndex + 3;
  1129. offset_line += 8;
  1130. vertexIndex += 4;
  1131. }
  1132. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1133. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
  1134. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1135. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
  1136. }
  1137. if ( customAttributes ) {
  1138. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  1139. customAttribute = customAttributes[ i ];
  1140. if ( ! customAttribute.__original.needsUpdate ) continue;
  1141. offset_custom = 0;
  1142. offset_customSrc = 0;
  1143. if ( customAttribute.size === 1 ) {
  1144. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1145. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1146. face = obj_faces[ chunk_faces3[ f ] ];
  1147. customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
  1148. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  1149. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  1150. offset_custom += 3;
  1151. }
  1152. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1153. face = obj_faces[ chunk_faces4[ f ] ];
  1154. customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
  1155. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  1156. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  1157. customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ face.d ];
  1158. offset_custom += 4;
  1159. }
  1160. } else if ( customAttribute.boundTo === "faces" ) {
  1161. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1162. value = customAttribute.value[ offset_customSrc ];
  1163. customAttribute.array[ offset_custom ] = value;
  1164. customAttribute.array[ offset_custom + 1 ] = value;
  1165. customAttribute.array[ offset_custom + 2 ] = value;
  1166. offset_custom += 3;
  1167. offset_customSrc += 1;
  1168. }
  1169. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1170. value = customAttribute.value[ offset_customSrc ];
  1171. customAttribute.array[ offset_custom ] = value;
  1172. customAttribute.array[ offset_custom + 1 ] = value;
  1173. customAttribute.array[ offset_custom + 2 ] = value;
  1174. customAttribute.array[ offset_custom + 3 ] = value;
  1175. offset_custom += 4;
  1176. offset_customSrc += 1;
  1177. }
  1178. } else if ( customAttribute.boundTo === "faceVertices" ) {
  1179. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1180. customAttribute.array[ offset_custom ] = customAttribute.value[ offset_customSrc ];
  1181. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ offset_customSrc + 1 ];
  1182. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc + 2 ];
  1183. offset_custom += 3;
  1184. offset_customSrc += 3;
  1185. }
  1186. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1187. customAttribute.array[ offset_custom ] = customAttribute.value[ offset_customSrc ];
  1188. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ offset_customSrc + 1 ];
  1189. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc + 2 ];
  1190. customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ offset_customSrc + 3 ];
  1191. offset_custom += 4;
  1192. offset_customSrc += 4;
  1193. }
  1194. }
  1195. } else if ( customAttribute.size === 2 ) {
  1196. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1197. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1198. face = obj_faces[ chunk_faces3[ f ] ];
  1199. v1 = customAttribute.value[ face.a ];
  1200. v2 = customAttribute.value[ face.b ];
  1201. v3 = customAttribute.value[ face.c ];
  1202. customAttribute.array[ offset_custom ] = v1.x;
  1203. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1204. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1205. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1206. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1207. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1208. offset_custom += 6;
  1209. }
  1210. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1211. face = obj_faces[ chunk_faces4[ f ] ];
  1212. v1 = customAttribute.value[ face.a ];
  1213. v2 = customAttribute.value[ face.b ];
  1214. v3 = customAttribute.value[ face.c ];
  1215. v4 = customAttribute.value[ face.d ];
  1216. customAttribute.array[ offset_custom ] = v1.x;
  1217. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1218. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1219. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1220. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1221. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1222. customAttribute.array[ offset_custom + 6 ] = v4.x;
  1223. customAttribute.array[ offset_custom + 7 ] = v4.y;
  1224. offset_custom += 8;
  1225. }
  1226. } else if ( customAttribute.boundTo === "faces" ) {
  1227. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1228. value = customAttribute.value[ offset_customSrc ];
  1229. v1 = value;
  1230. v2 = value;
  1231. v3 = value;
  1232. customAttribute.array[ offset_custom ] = v1.x;
  1233. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1234. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1235. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1236. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1237. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1238. offset_custom += 6;
  1239. offset_customSrc += 1;
  1240. }
  1241. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1242. value = customAttribute.value[ offset_customSrc ];
  1243. v1 = value;
  1244. v2 = value;
  1245. v3 = value;
  1246. v4 = value;
  1247. customAttribute.array[ offset_custom ] = v1.x;
  1248. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1249. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1250. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1251. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1252. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1253. customAttribute.array[ offset_custom + 6 ] = v4.x;
  1254. customAttribute.array[ offset_custom + 7 ] = v4.y;
  1255. offset_custom += 8;
  1256. offset_customSrc += 1;
  1257. }
  1258. } else if ( customAttribute.boundTo === "faceVertices" ) {
  1259. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1260. v1 = customAttribute.value[ offset_customSrc ];
  1261. v2 = customAttribute.value[ offset_customSrc + 1 ];
  1262. v3 = customAttribute.value[ offset_customSrc + 2 ];
  1263. customAttribute.array[ offset_custom ] = v1.x;
  1264. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1265. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1266. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1267. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1268. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1269. offset_custom += 6;
  1270. offset_customSrc += 3;
  1271. }
  1272. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1273. v1 = customAttribute.value[ offset_customSrc ];
  1274. v2 = customAttribute.value[ offset_customSrc + 1 ];
  1275. v3 = customAttribute.value[ offset_customSrc + 2 ];
  1276. v4 = customAttribute.value[ offset_customSrc + 3 ];
  1277. customAttribute.array[ offset_custom ] = v1.x;
  1278. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1279. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1280. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1281. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1282. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1283. customAttribute.array[ offset_custom + 6 ] = v4.x;
  1284. customAttribute.array[ offset_custom + 7 ] = v4.y;
  1285. offset_custom += 8;
  1286. offset_customSrc += 4;
  1287. }
  1288. }
  1289. } else if ( customAttribute.size === 3 ) {
  1290. var pp;
  1291. if ( customAttribute.type === "c" ) {
  1292. pp = [ "r", "g", "b" ];
  1293. } else {
  1294. pp = [ "x", "y", "z" ];
  1295. }
  1296. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1297. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1298. face = obj_faces[ chunk_faces3[ f ] ];
  1299. v1 = customAttribute.value[ face.a ];
  1300. v2 = customAttribute.value[ face.b ];
  1301. v3 = customAttribute.value[ face.c ];
  1302. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1303. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1304. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1305. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1306. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1307. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1308. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1309. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1310. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1311. offset_custom += 9;
  1312. }
  1313. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1314. face = obj_faces[ chunk_faces4[ f ] ];
  1315. v1 = customAttribute.value[ face.a ];
  1316. v2 = customAttribute.value[ face.b ];
  1317. v3 = customAttribute.value[ face.c ];
  1318. v4 = customAttribute.value[ face.d ];
  1319. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1320. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1321. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1322. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1323. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1324. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1325. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1326. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1327. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1328. customAttribute.array[ offset_custom + 9 ] = v4[ pp[ 0 ] ];
  1329. customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
  1330. customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
  1331. offset_custom += 12;
  1332. offset_customSrc += 1;
  1333. }
  1334. } else if ( customAttribute.boundTo === "faces" ) {
  1335. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1336. value = customAttribute.value[ offset_customSrc ];
  1337. v1 = value;
  1338. v2 = value;
  1339. v3 = value;
  1340. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1341. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1342. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1343. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1344. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1345. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1346. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1347. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1348. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1349. offset_custom += 9;
  1350. offset_customSrc += 1;
  1351. }
  1352. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1353. value = customAttribute.value[ offset_customSrc ];
  1354. v1 = value;
  1355. v2 = value;
  1356. v3 = value;
  1357. v4 = value;
  1358. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1359. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1360. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1361. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1362. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1363. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1364. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1365. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1366. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1367. customAttribute.array[ offset_custom + 9 ] = v4[ pp[ 0 ] ];
  1368. customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
  1369. customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
  1370. offset_custom += 12;
  1371. offset_customSrc += 1;
  1372. }
  1373. } else if ( customAttribute.boundTo === "faceVertices" ) {
  1374. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1375. v1 = customAttribute.value[ offset_customSrc ];
  1376. v2 = customAttribute.value[ offset_customSrc + 1 ];
  1377. v3 = customAttribute.value[ offset_customSrc + 2 ];
  1378. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1379. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1380. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1381. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1382. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1383. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1384. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1385. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1386. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1387. offset_custom += 9;
  1388. offset_customSrc += 3;
  1389. }
  1390. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1391. v1 = customAttribute.value[ offset_customSrc ];
  1392. v2 = customAttribute.value[ offset_customSrc + 1 ];
  1393. v3 = customAttribute.value[ offset_customSrc + 2 ];
  1394. v4 = customAttribute.value[ offset_customSrc + 3 ];
  1395. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1396. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1397. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1398. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1399. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1400. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1401. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1402. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1403. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1404. customAttribute.array[ offset_custom + 9 ] = v4[ pp[ 0 ] ];
  1405. customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
  1406. customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
  1407. offset_custom += 12;
  1408. offset_customSrc += 4;
  1409. }
  1410. }
  1411. } else if ( customAttribute.size === 4 ) {
  1412. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1413. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1414. face = obj_faces[ chunk_faces3[ f ] ];
  1415. v1 = customAttribute.value[ face.a ];
  1416. v2 = customAttribute.value[ face.b ];
  1417. v3 = customAttribute.value[ face.c ];
  1418. customAttribute.array[ offset_custom ] = v1.x;
  1419. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1420. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1421. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1422. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1423. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1424. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1425. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1426. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1427. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1428. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1429. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1430. offset_custom += 12;
  1431. }
  1432. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1433. face = obj_faces[ chunk_faces4[ f ] ];
  1434. v1 = customAttribute.value[ face.a ];
  1435. v2 = customAttribute.value[ face.b ];
  1436. v3 = customAttribute.value[ face.c ];
  1437. v4 = customAttribute.value[ face.d ];
  1438. customAttribute.array[ offset_custom ] = v1.x;
  1439. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1440. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1441. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1442. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1443. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1444. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1445. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1446. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1447. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1448. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1449. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1450. customAttribute.array[ offset_custom + 12 ] = v4.x;
  1451. customAttribute.array[ offset_custom + 13 ] = v4.y;
  1452. customAttribute.array[ offset_custom + 14 ] = v4.z;
  1453. customAttribute.array[ offset_custom + 15 ] = v4.w;
  1454. offset_custom += 16;
  1455. }
  1456. } else if ( customAttribute.boundTo === "faces" ) {
  1457. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1458. value = customAttribute.value[ offset_customSrc ];
  1459. v1 = value;
  1460. v2 = value;
  1461. v3 = value;
  1462. customAttribute.array[ offset_custom ] = v1.x;
  1463. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1464. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1465. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1466. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1467. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1468. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1469. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1470. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1471. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1472. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1473. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1474. offset_custom += 12;
  1475. offset_customSrc += 1;
  1476. }
  1477. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1478. value = customAttribute.value[ offset_customSrc ];
  1479. v1 = value;
  1480. v2 = value;
  1481. v3 = value;
  1482. v4 = value;
  1483. customAttribute.array[ offset_custom ] = v1.x;
  1484. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1485. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1486. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1487. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1488. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1489. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1490. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1491. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1492. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1493. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1494. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1495. customAttribute.array[ offset_custom + 12 ] = v4.x;
  1496. customAttribute.array[ offset_custom + 13 ] = v4.y;
  1497. customAttribute.array[ offset_custom + 14 ] = v4.z;
  1498. customAttribute.array[ offset_custom + 15 ] = v4.w;
  1499. offset_custom += 16;
  1500. offset_customSrc += 1;
  1501. }
  1502. } else if ( customAttribute.boundTo === "faceVertices" ) {
  1503. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1504. v1 = customAttribute.value[ offset_customSrc ];
  1505. v2 = customAttribute.value[ offset_customSrc + 1 ];
  1506. v3 = customAttribute.value[ offset_customSrc + 2 ];
  1507. customAttribute.array[ offset_custom ] = v1.x;
  1508. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1509. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1510. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1511. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1512. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1513. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1514. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1515. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1516. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1517. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1518. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1519. offset_custom += 12;
  1520. offset_customSrc += 3;
  1521. }
  1522. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1523. v1 = customAttribute.value[ offset_customSrc ];
  1524. v2 = customAttribute.value[ offset_customSrc + 1 ];
  1525. v3 = customAttribute.value[ offset_customSrc + 2 ];
  1526. v4 = customAttribute.value[ offset_customSrc + 3 ];
  1527. customAttribute.array[ offset_custom ] = v1.x;
  1528. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1529. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1530. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1531. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1532. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1533. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1534. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1535. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1536. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1537. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1538. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1539. customAttribute.array[ offset_custom + 12 ] = v4.x;
  1540. customAttribute.array[ offset_custom + 13 ] = v4.y;
  1541. customAttribute.array[ offset_custom + 14 ] = v4.z;
  1542. customAttribute.array[ offset_custom + 15 ] = v4.w;
  1543. offset_custom += 16;
  1544. offset_customSrc += 4;
  1545. }
  1546. }
  1547. }
  1548. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  1549. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  1550. }
  1551. }
  1552. if ( dispose ) {
  1553. delete geometryGroup.__inittedArrays;
  1554. delete geometryGroup.__colorArray;
  1555. delete geometryGroup.__normalArray;
  1556. delete geometryGroup.__tangentArray;
  1557. delete geometryGroup.__uvArray;
  1558. delete geometryGroup.__uv2Array;
  1559. delete geometryGroup.__faceArray;
  1560. delete geometryGroup.__vertexArray;
  1561. delete geometryGroup.__lineArray;
  1562. delete geometryGroup.__skinVertexAArray;
  1563. delete geometryGroup.__skinVertexBArray;
  1564. delete geometryGroup.__skinIndexArray;
  1565. delete geometryGroup.__skinWeightArray;
  1566. }
  1567. };
  1568. function setLineBuffers ( geometry, hint ) {
  1569. var v, c, vertex, offset,
  1570. vertices = geometry.vertices,
  1571. colors = geometry.colors,
  1572. vl = vertices.length,
  1573. cl = colors.length,
  1574. vertexArray = geometry.__vertexArray,
  1575. colorArray = geometry.__colorArray,
  1576. dirtyVertices = geometry.__dirtyVertices,
  1577. dirtyColors = geometry.__dirtyColors,
  1578. customAttributes = geometry.__webglCustomAttributesList,
  1579. i, il,
  1580. a, ca, cal, value,
  1581. customAttribute;
  1582. if ( dirtyVertices ) {
  1583. for ( v = 0; v < vl; v ++ ) {
  1584. vertex = vertices[ v ].position;
  1585. offset = v * 3;
  1586. vertexArray[ offset ] = vertex.x;
  1587. vertexArray[ offset + 1 ] = vertex.y;
  1588. vertexArray[ offset + 2 ] = vertex.z;
  1589. }
  1590. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  1591. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  1592. }
  1593. if ( dirtyColors ) {
  1594. for ( c = 0; c < cl; c ++ ) {
  1595. color = colors[ c ];
  1596. offset = c * 3;
  1597. colorArray[ offset ] = color.r;
  1598. colorArray[ offset + 1 ] = color.g;
  1599. colorArray[ offset + 2 ] = color.b;
  1600. }
  1601. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  1602. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1603. }
  1604. if ( customAttributes ) {
  1605. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  1606. customAttribute = customAttributes[ i ];
  1607. if ( customAttribute.needsUpdate &&
  1608. ( customAttribute.boundTo === undefined ||
  1609. customAttribute.boundTo === "vertices" ) ) {
  1610. offset = 0;
  1611. cal = customAttribute.value.length;
  1612. if ( customAttribute.size === 1 ) {
  1613. for ( ca = 0; ca < cal; ca ++ ) {
  1614. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  1615. }
  1616. } else if ( customAttribute.size === 2 ) {
  1617. for ( ca = 0; ca < cal; ca ++ ) {
  1618. value = customAttribute.value[ ca ];
  1619. customAttribute.array[ offset ] = value.x;
  1620. customAttribute.array[ offset + 1 ] = value.y;
  1621. offset += 2;
  1622. }
  1623. } else if ( customAttribute.size === 3 ) {
  1624. if ( customAttribute.type === "c" ) {
  1625. for ( ca = 0; ca < cal; ca ++ ) {
  1626. value = customAttribute.value[ ca ];
  1627. customAttribute.array[ offset ] = value.r;
  1628. customAttribute.array[ offset + 1 ] = value.g;
  1629. customAttribute.array[ offset + 2 ] = value.b;
  1630. offset += 3;
  1631. }
  1632. } else {
  1633. for ( ca = 0; ca < cal; ca ++ ) {
  1634. value = customAttribute.value[ ca ];
  1635. customAttribute.array[ offset ] = value.x;
  1636. customAttribute.array[ offset + 1 ] = value.y;
  1637. customAttribute.array[ offset + 2 ] = value.z;
  1638. offset += 3;
  1639. }
  1640. }
  1641. } else if ( customAttribute.size === 4 ) {
  1642. for ( ca = 0; ca < cal; ca ++ ) {
  1643. value = customAttribute.value[ ca ];
  1644. customAttribute.array[ offset ] = value.x;
  1645. customAttribute.array[ offset + 1 ] = value.y;
  1646. customAttribute.array[ offset + 2 ] = value.z;
  1647. customAttribute.array[ offset + 3 ] = value.w;
  1648. offset += 4;
  1649. }
  1650. }
  1651. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  1652. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  1653. }
  1654. }
  1655. }
  1656. };
  1657. function setRibbonBuffers ( geometry, hint ) {
  1658. var v, c, vertex, offset,
  1659. vertices = geometry.vertices,
  1660. colors = geometry.colors,
  1661. vl = vertices.length,
  1662. cl = colors.length,
  1663. vertexArray = geometry.__vertexArray,
  1664. colorArray = geometry.__colorArray,
  1665. dirtyVertices = geometry.__dirtyVertices,
  1666. dirtyColors = geometry.__dirtyColors;
  1667. if ( dirtyVertices ) {
  1668. for ( v = 0; v < vl; v ++ ) {
  1669. vertex = vertices[ v ].position;
  1670. offset = v * 3;
  1671. vertexArray[ offset ] = vertex.x;
  1672. vertexArray[ offset + 1 ] = vertex.y;
  1673. vertexArray[ offset + 2 ] = vertex.z;
  1674. }
  1675. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  1676. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  1677. }
  1678. if ( dirtyColors ) {
  1679. for ( c = 0; c < cl; c ++ ) {
  1680. color = colors[ c ];
  1681. offset = c * 3;
  1682. colorArray[ offset ] = color.r;
  1683. colorArray[ offset + 1 ] = color.g;
  1684. colorArray[ offset + 2 ] = color.b;
  1685. }
  1686. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  1687. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1688. }
  1689. };
  1690. function setParticleBuffers ( geometry, hint, object ) {
  1691. var v, c, vertex, offset,
  1692. vertices = geometry.vertices,
  1693. vl = vertices.length,
  1694. colors = geometry.colors,
  1695. cl = colors.length,
  1696. vertexArray = geometry.__vertexArray,
  1697. colorArray = geometry.__colorArray,
  1698. sortArray = geometry.__sortArray,
  1699. dirtyVertices = geometry.__dirtyVertices,
  1700. dirtyElements = geometry.__dirtyElements,
  1701. dirtyColors = geometry.__dirtyColors,
  1702. customAttributes = geometry.__webglCustomAttributesList,
  1703. i, il,
  1704. a, ca, cal, value,
  1705. customAttribute;
  1706. if ( object.sortParticles ) {
  1707. _projScreenMatrix.multiplySelf( object.matrixWorld );
  1708. for ( v = 0; v < vl; v ++ ) {
  1709. vertex = vertices[ v ].position;
  1710. _vector3.copy( vertex );
  1711. _projScreenMatrix.multiplyVector3( _vector3 );
  1712. sortArray[ v ] = [ _vector3.z, v ];
  1713. }
  1714. sortArray.sort( function( a, b ) { return b[ 0 ] - a[ 0 ]; } );
  1715. for ( v = 0; v < vl; v ++ ) {
  1716. vertex = vertices[ sortArray[v][1] ].position;
  1717. offset = v * 3;
  1718. vertexArray[ offset ] = vertex.x;
  1719. vertexArray[ offset + 1 ] = vertex.y;
  1720. vertexArray[ offset + 2 ] = vertex.z;
  1721. }
  1722. for ( c = 0; c < cl; c ++ ) {
  1723. offset = c * 3;
  1724. color = colors[ sortArray[c][1] ];
  1725. colorArray[ offset ] = color.r;
  1726. colorArray[ offset + 1 ] = color.g;
  1727. colorArray[ offset + 2 ] = color.b;
  1728. }
  1729. if ( customAttributes ) {
  1730. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  1731. customAttribute = customAttributes[ i ];
  1732. if ( ! ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) ) continue;
  1733. offset = 0;
  1734. cal = customAttribute.value.length;
  1735. if ( customAttribute.size === 1 ) {
  1736. for ( ca = 0; ca < cal; ca ++ ) {
  1737. index = sortArray[ ca ][ 1 ];
  1738. customAttribute.array[ ca ] = customAttribute.value[ index ];
  1739. }
  1740. } else if ( customAttribute.size === 2 ) {
  1741. for ( ca = 0; ca < cal; ca ++ ) {
  1742. index = sortArray[ ca ][ 1 ];
  1743. value = customAttribute.value[ index ];
  1744. customAttribute.array[ offset ] = value.x;
  1745. customAttribute.array[ offset + 1 ] = value.y;
  1746. offset += 2;
  1747. }
  1748. } else if ( customAttribute.size === 3 ) {
  1749. if ( customAttribute.type === "c" ) {
  1750. for ( ca = 0; ca < cal; ca ++ ) {
  1751. index = sortArray[ ca ][ 1 ];
  1752. value = customAttribute.value[ index ];
  1753. customAttribute.array[ offset ] = value.r;
  1754. customAttribute.array[ offset + 1 ] = value.g;
  1755. customAttribute.array[ offset + 2 ] = value.b;
  1756. offset += 3;
  1757. }
  1758. } else {
  1759. for ( ca = 0; ca < cal; ca ++ ) {
  1760. index = sortArray[ ca ][ 1 ];
  1761. value = customAttribute.value[ index ];
  1762. customAttribute.array[ offset ] = value.x;
  1763. customAttribute.array[ offset + 1 ] = value.y;
  1764. customAttribute.array[ offset + 2 ] = value.z;
  1765. offset += 3;
  1766. }
  1767. }
  1768. } else if ( customAttribute.size === 4 ) {
  1769. for ( ca = 0; ca < cal; ca ++ ) {
  1770. index = sortArray[ ca ][ 1 ];
  1771. value = customAttribute.value[ index ];
  1772. customAttribute.array[ offset ] = value.x;
  1773. customAttribute.array[ offset + 1 ] = value.y;
  1774. customAttribute.array[ offset + 2 ] = value.z;
  1775. customAttribute.array[ offset + 3 ] = value.w;
  1776. offset += 4;
  1777. }
  1778. }
  1779. }
  1780. }
  1781. } else {
  1782. if ( dirtyVertices ) {
  1783. for ( v = 0; v < vl; v ++ ) {
  1784. vertex = vertices[ v ].position;
  1785. offset = v * 3;
  1786. vertexArray[ offset ] = vertex.x;
  1787. vertexArray[ offset + 1 ] = vertex.y;
  1788. vertexArray[ offset + 2 ] = vertex.z;
  1789. }
  1790. }
  1791. if ( dirtyColors ) {
  1792. for ( c = 0; c < cl; c ++ ) {
  1793. color = colors[ c ];
  1794. offset = c * 3;
  1795. colorArray[ offset ] = color.r;
  1796. colorArray[ offset + 1 ] = color.g;
  1797. colorArray[ offset + 2 ] = color.b;
  1798. }
  1799. }
  1800. if ( customAttributes ) {
  1801. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  1802. customAttribute = customAttributes[ i ];
  1803. if ( customAttribute.needsUpdate &&
  1804. ( customAttribute.boundTo === undefined ||
  1805. customAttribute.boundTo === "vertices") ) {
  1806. cal = customAttribute.value.length;
  1807. offset = 0;
  1808. if ( customAttribute.size === 1 ) {
  1809. for ( ca = 0; ca < cal; ca ++ ) {
  1810. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  1811. }
  1812. } else if ( customAttribute.size === 2 ) {
  1813. for ( ca = 0; ca < cal; ca ++ ) {
  1814. value = customAttribute.value[ ca ];
  1815. customAttribute.array[ offset ] = value.x;
  1816. customAttribute.array[ offset + 1 ] = value.y;
  1817. offset += 2;
  1818. }
  1819. } else if ( customAttribute.size === 3 ) {
  1820. if ( customAttribute.type === "c" ) {
  1821. for ( ca = 0; ca < cal; ca ++ ) {
  1822. value = customAttribute.value[ ca ];
  1823. customAttribute.array[ offset ] = value.r;
  1824. customAttribute.array[ offset + 1 ] = value.g;
  1825. customAttribute.array[ offset + 2 ] = value.b;
  1826. offset += 3;
  1827. }
  1828. } else {
  1829. for ( ca = 0; ca < cal; ca ++ ) {
  1830. value = customAttribute.value[ ca ];
  1831. customAttribute.array[ offset ] = value.x;
  1832. customAttribute.array[ offset + 1 ] = value.y;
  1833. customAttribute.array[ offset + 2 ] = value.z;
  1834. offset += 3;
  1835. }
  1836. }
  1837. } else if ( customAttribute.size === 4 ) {
  1838. for ( ca = 0; ca < cal; ca ++ ) {
  1839. value = customAttribute.value[ ca ];
  1840. customAttribute.array[ offset ] = value.x;
  1841. customAttribute.array[ offset + 1 ] = value.y;
  1842. customAttribute.array[ offset + 2 ] = value.z;
  1843. customAttribute.array[ offset + 3 ] = value.w;
  1844. offset += 4;
  1845. }
  1846. }
  1847. }
  1848. }
  1849. }
  1850. }
  1851. if ( dirtyVertices || object.sortParticles ) {
  1852. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  1853. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  1854. }
  1855. if ( dirtyColors || object.sortParticles ) {
  1856. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  1857. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1858. }
  1859. if ( customAttributes ) {
  1860. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  1861. customAttribute = customAttributes[ i ];
  1862. if ( customAttribute.needsUpdate || object.sortParticles ) {
  1863. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  1864. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  1865. }
  1866. }
  1867. }
  1868. };
  1869. function setMaterialShaders( material, shaders ) {
  1870. material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms );
  1871. material.vertexShader = shaders.vertexShader;
  1872. material.fragmentShader = shaders.fragmentShader;
  1873. };
  1874. function refreshUniformsCommon( uniforms, material ) {
  1875. uniforms.opacity.value = material.opacity;
  1876. if ( _this.gammaInput ) {
  1877. uniforms.diffuse.value.copyGammaToLinear( material.color );
  1878. } else {
  1879. uniforms.diffuse.value = material.color;
  1880. }
  1881. uniforms.map.texture = material.map;
  1882. if ( material.map ) {
  1883. uniforms.offsetRepeat.value.set( material.map.offset.x, material.map.offset.y, material.map.repeat.x, material.map.repeat.y );
  1884. }
  1885. uniforms.lightMap.texture = material.lightMap;
  1886. uniforms.envMap.texture = material.envMap;
  1887. uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : -1;
  1888. if ( _this.gammaInput ) {
  1889. //uniforms.reflectivity.value = material.reflectivity * material.reflectivity;
  1890. uniforms.reflectivity.value = material.reflectivity;
  1891. } else {
  1892. uniforms.reflectivity.value = material.reflectivity;
  1893. }
  1894. uniforms.refractionRatio.value = material.refractionRatio;
  1895. uniforms.combine.value = material.combine;
  1896. uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
  1897. };
  1898. function refreshUniformsLine( uniforms, material ) {
  1899. uniforms.diffuse.value = material.color;
  1900. uniforms.opacity.value = material.opacity;
  1901. };
  1902. function refreshUniformsParticle( uniforms, material ) {
  1903. uniforms.psColor.value = material.color;
  1904. uniforms.opacity.value = material.opacity;
  1905. uniforms.size.value = material.size;
  1906. uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
  1907. uniforms.map.texture = material.map;
  1908. };
  1909. function refreshUniformsFog( uniforms, fog ) {
  1910. uniforms.fogColor.value = fog.color;
  1911. if ( fog instanceof THREE.Fog ) {
  1912. uniforms.fogNear.value = fog.near;
  1913. uniforms.fogFar.value = fog.far;
  1914. } else if ( fog instanceof THREE.FogExp2 ) {
  1915. uniforms.fogDensity.value = fog.density;
  1916. }
  1917. };
  1918. function refreshUniformsPhong( uniforms, material ) {
  1919. uniforms.shininess.value = material.shininess;
  1920. if ( _this.gammaInput ) {
  1921. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  1922. uniforms.specular.value.copyGammaToLinear( material.specular );
  1923. } else {
  1924. uniforms.ambient.value = material.ambient;
  1925. uniforms.specular.value = material.specular;
  1926. }
  1927. };
  1928. function refreshUniformsLambert( uniforms, material ) {
  1929. if ( _this.gammaInput ) {
  1930. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  1931. } else {
  1932. uniforms.ambient.value = material.ambient;
  1933. }
  1934. };
  1935. function refreshUniformsLights( uniforms, lights ) {
  1936. uniforms.enableLighting.value = lights.directional.length + lights.point.length;
  1937. uniforms.ambientLightColor.value = lights.ambient;
  1938. uniforms.directionalLightColor.value = lights.directional.colors;
  1939. uniforms.directionalLightDirection.value = lights.directional.positions;
  1940. uniforms.pointLightColor.value = lights.point.colors;
  1941. uniforms.pointLightPosition.value = lights.point.positions;
  1942. uniforms.pointLightDistance.value = lights.point.distances;
  1943. };
  1944. function refreshUniformsShadow( uniforms, material ) {
  1945. if ( uniforms.shadowMatrix ) {
  1946. for ( var i = 0; i < _shadowMatrix.length; i ++ ) {
  1947. uniforms.shadowMatrix.value[ i ] = _shadowMatrix[ i ];
  1948. uniforms.shadowMap.texture[ i ] = _this.shadowMap[ i ];
  1949. }
  1950. uniforms.shadowDarkness.value = _this.shadowMapDarkness;
  1951. uniforms.shadowBias.value = _this.shadowMapBias;
  1952. }
  1953. };
  1954. this.initMaterial = function ( material, lights, fog, object ) {
  1955. var u, a, identifiers, i, parameters, maxLightCount, maxBones, maxShadows, shaderID;
  1956. if ( material instanceof THREE.MeshDepthMaterial ) {
  1957. shaderID = 'depth';
  1958. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  1959. shaderID = 'normal';
  1960. } else if ( material instanceof THREE.MeshBasicMaterial ) {
  1961. shaderID = 'basic';
  1962. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  1963. shaderID = 'lambert';
  1964. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  1965. shaderID = 'phong';
  1966. } else if ( material instanceof THREE.LineBasicMaterial ) {
  1967. shaderID = 'basic';
  1968. } else if ( material instanceof THREE.ParticleBasicMaterial ) {
  1969. shaderID = 'particle_basic';
  1970. }
  1971. if ( shaderID ) {
  1972. setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );
  1973. }
  1974. // heuristics to create shader parameters according to lights in the scene
  1975. // (not to blow over maxLights budget)
  1976. maxLightCount = allocateLights( lights );
  1977. maxShadows = allocateShadows( lights );
  1978. maxBones = allocateBones( object );
  1979. parameters = {
  1980. map: !!material.map, envMap: !!material.envMap, lightMap: !!material.lightMap,
  1981. vertexColors: material.vertexColors,
  1982. fog: fog, useFog: material.fog,
  1983. sizeAttenuation: material.sizeAttenuation,
  1984. skinning: material.skinning,
  1985. morphTargets: material.morphTargets,
  1986. maxMorphTargets: this.maxMorphTargets,
  1987. maxDirLights: maxLightCount.directional, maxPointLights: maxLightCount.point,
  1988. maxBones: maxBones,
  1989. shadowMapEnabled: this.shadowMapEnabled && object.receiveShadow,
  1990. shadowMapSoft: this.shadowMapSoft,
  1991. shadowMapWidth: this.shadowMapWidth,
  1992. shadowMapHeight: this.shadowMapHeight,
  1993. maxShadows: maxShadows,
  1994. alphaTest: material.alphaTest,
  1995. metal: material.metal,
  1996. perPixel: material.perPixel
  1997. };
  1998. material.program = buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, parameters );
  1999. var attributes = material.program.attributes;
  2000. if ( attributes.position >= 0 ) _gl.enableVertexAttribArray( attributes.position );
  2001. if ( attributes.color >= 0 ) _gl.enableVertexAttribArray( attributes.color );
  2002. if ( attributes.normal >= 0 ) _gl.enableVertexAttribArray( attributes.normal );
  2003. if ( attributes.tangent >= 0 ) _gl.enableVertexAttribArray( attributes.tangent );
  2004. if ( material.skinning &&
  2005. attributes.skinVertexA >=0 && attributes.skinVertexB >= 0 &&
  2006. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  2007. _gl.enableVertexAttribArray( attributes.skinVertexA );
  2008. _gl.enableVertexAttribArray( attributes.skinVertexB );
  2009. _gl.enableVertexAttribArray( attributes.skinIndex );
  2010. _gl.enableVertexAttribArray( attributes.skinWeight );
  2011. }
  2012. if ( material.attributes ) {
  2013. for ( a in material.attributes ) {
  2014. if( attributes[ a ] !== undefined && attributes[ a ] >= 0 ) _gl.enableVertexAttribArray( attributes[ a ] );
  2015. }
  2016. }
  2017. if ( material.morphTargets ) {
  2018. material.numSupportedMorphTargets = 0;
  2019. var id, base = "morphTarget";
  2020. for ( i = 0; i < this.maxMorphTargets; i ++ ) {
  2021. id = base + i;
  2022. if ( attributes[ id ] >= 0 ) {
  2023. _gl.enableVertexAttribArray( attributes[ id ] );
  2024. material.numSupportedMorphTargets ++;
  2025. }
  2026. }
  2027. }
  2028. material.uniformsList = [];
  2029. for ( u in material.uniforms ) {
  2030. material.uniformsList.push( [ material.uniforms[ u ], u ] );
  2031. }
  2032. };
  2033. function setProgram( camera, lights, fog, material, object ) {
  2034. if ( ! material.program ) {
  2035. _this.initMaterial( material, lights, fog, object );
  2036. }
  2037. if ( material.morphTargets ) {
  2038. if ( ! object.__webglMorphTargetInfluences ) {
  2039. object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
  2040. for ( var i = 0, il = _this.maxMorphTargets; i < il; i ++ ) {
  2041. object.__webglMorphTargetInfluences[ i ] = 0;
  2042. }
  2043. }
  2044. }
  2045. var refreshMaterial = false;
  2046. var program = material.program,
  2047. p_uniforms = program.uniforms,
  2048. m_uniforms = material.uniforms;
  2049. if ( program !== _currentProgram ) {
  2050. _gl.useProgram( program );
  2051. _currentProgram = program;
  2052. refreshMaterial = true;
  2053. }
  2054. if ( material.id !== _currentMaterialId ) {
  2055. _currentMaterialId = material.id;
  2056. refreshMaterial = true;
  2057. }
  2058. if ( refreshMaterial ) {
  2059. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, _projectionMatrixArray );
  2060. // refresh uniforms common to several materials
  2061. if ( fog && material.fog ) {
  2062. refreshUniformsFog( m_uniforms, fog );
  2063. }
  2064. if ( material instanceof THREE.MeshPhongMaterial ||
  2065. material instanceof THREE.MeshLambertMaterial ||
  2066. material.lights ) {
  2067. setupLights( program, lights );
  2068. refreshUniformsLights( m_uniforms, _lights );
  2069. }
  2070. if ( material instanceof THREE.MeshBasicMaterial ||
  2071. material instanceof THREE.MeshLambertMaterial ||
  2072. material instanceof THREE.MeshPhongMaterial ) {
  2073. refreshUniformsCommon( m_uniforms, material );
  2074. }
  2075. // refresh single material specific uniforms
  2076. if ( material instanceof THREE.LineBasicMaterial ) {
  2077. refreshUniformsLine( m_uniforms, material );
  2078. } else if ( material instanceof THREE.ParticleBasicMaterial ) {
  2079. refreshUniformsParticle( m_uniforms, material );
  2080. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  2081. refreshUniformsPhong( m_uniforms, material );
  2082. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  2083. refreshUniformsLambert( m_uniforms, material );
  2084. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  2085. m_uniforms.mNear.value = camera.near;
  2086. m_uniforms.mFar.value = camera.far;
  2087. m_uniforms.opacity.value = material.opacity;
  2088. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  2089. m_uniforms.opacity.value = material.opacity;
  2090. }
  2091. if ( object.receiveShadow && ! material._shadowPass ) {
  2092. refreshUniformsShadow( m_uniforms, material );
  2093. }
  2094. // load common uniforms
  2095. loadUniformsGeneric( program, material.uniformsList );
  2096. // load material specific uniforms
  2097. // (shader material also gets them for the sake of genericity)
  2098. if ( material instanceof THREE.ShaderMaterial ||
  2099. material instanceof THREE.MeshPhongMaterial ||
  2100. material.envMap ) {
  2101. if( p_uniforms.cameraPosition !== null ) {
  2102. _gl.uniform3f( p_uniforms.cameraPosition, camera.position.x, camera.position.y, camera.position.z );
  2103. }
  2104. }
  2105. if ( material instanceof THREE.MeshPhongMaterial ||
  2106. material instanceof THREE.MeshLambertMaterial ||
  2107. material instanceof THREE.ShaderMaterial ||
  2108. material.skinning ) {
  2109. if( p_uniforms.viewMatrix !== null ) {
  2110. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, _viewMatrixArray );
  2111. }
  2112. }
  2113. if ( material.skinning ) {
  2114. loadUniformsSkinning( p_uniforms, object );
  2115. }
  2116. }
  2117. loadUniformsMatrices( p_uniforms, object );
  2118. if ( material instanceof THREE.ShaderMaterial ||
  2119. material.envMap ||
  2120. material.skinning ||
  2121. object.receiveShadow ) {
  2122. if ( p_uniforms.objectMatrix !== null ) {
  2123. _gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
  2124. }
  2125. }
  2126. return program;
  2127. };
  2128. function renderBuffer( camera, lights, fog, material, geometryGroup, object ) {
  2129. if ( material.opacity === 0 ) return;
  2130. var program, attributes, linewidth, primitives, a, attribute, i, il;
  2131. program = setProgram( camera, lights, fog, material, object );
  2132. attributes = program.attributes;
  2133. var updateBuffers = false,
  2134. wireframeBit = material.wireframe ? 1 : 0,
  2135. geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
  2136. if ( geometryGroupHash !== _currentGeometryGroupHash ) {
  2137. _currentGeometryGroupHash = geometryGroupHash;
  2138. updateBuffers = true;
  2139. }
  2140. // vertices
  2141. if ( !material.morphTargets && attributes.position >= 0 ) {
  2142. if ( updateBuffers ) {
  2143. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  2144. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  2145. }
  2146. } else {
  2147. if ( object.morphTargetBase ) {
  2148. setupMorphTargets( material, geometryGroup, object );
  2149. }
  2150. }
  2151. if ( updateBuffers ) {
  2152. // custom attributes
  2153. // Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
  2154. if ( geometryGroup.__webglCustomAttributesList ) {
  2155. for ( i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
  2156. attribute = geometryGroup.__webglCustomAttributesList[ i ];
  2157. if( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {
  2158. _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
  2159. _gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );
  2160. }
  2161. }
  2162. }
  2163. // colors
  2164. if ( attributes.color >= 0 ) {
  2165. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  2166. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  2167. }
  2168. // normals
  2169. if ( attributes.normal >= 0 ) {
  2170. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  2171. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  2172. }
  2173. // tangents
  2174. if ( attributes.tangent >= 0 ) {
  2175. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  2176. _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
  2177. }
  2178. // uvs
  2179. if ( attributes.uv >= 0 ) {
  2180. if ( geometryGroup.__webglUVBuffer ) {
  2181. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  2182. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  2183. _gl.enableVertexAttribArray( attributes.uv );
  2184. } else {
  2185. _gl.disableVertexAttribArray( attributes.uv );
  2186. }
  2187. }
  2188. if ( attributes.uv2 >= 0 ) {
  2189. if ( geometryGroup.__webglUV2Buffer ) {
  2190. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  2191. _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
  2192. _gl.enableVertexAttribArray( attributes.uv2 );
  2193. } else {
  2194. _gl.disableVertexAttribArray( attributes.uv2 );
  2195. }
  2196. }
  2197. if ( material.skinning &&
  2198. attributes.skinVertexA >= 0 && attributes.skinVertexB >= 0 &&
  2199. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  2200. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
  2201. _gl.vertexAttribPointer( attributes.skinVertexA, 4, _gl.FLOAT, false, 0, 0 );
  2202. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
  2203. _gl.vertexAttribPointer( attributes.skinVertexB, 4, _gl.FLOAT, false, 0, 0 );
  2204. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  2205. _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
  2206. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  2207. _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
  2208. }
  2209. }
  2210. // render mesh
  2211. if ( object instanceof THREE.Mesh ) {
  2212. // wireframe
  2213. if ( material.wireframe ) {
  2214. _gl.lineWidth( material.wireframeLinewidth );
  2215. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  2216. _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, _gl.UNSIGNED_SHORT, 0 );
  2217. // triangles
  2218. } else {
  2219. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  2220. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
  2221. }
  2222. _this.info.render.calls ++;
  2223. _this.info.render.vertices += geometryGroup.__webglFaceCount;
  2224. _this.info.render.faces += geometryGroup.__webglFaceCount / 3;
  2225. // render lines
  2226. } else if ( object instanceof THREE.Line ) {
  2227. primitives = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  2228. _gl.lineWidth( material.linewidth );
  2229. _gl.drawArrays( primitives, 0, geometryGroup.__webglLineCount );
  2230. _this.info.render.calls ++;
  2231. // render particles
  2232. } else if ( object instanceof THREE.ParticleSystem ) {
  2233. _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
  2234. _this.info.render.calls ++;
  2235. // render ribbon
  2236. } else if ( object instanceof THREE.Ribbon ) {
  2237. _gl.drawArrays( _gl.TRIANGLE_STRIP, 0, geometryGroup.__webglVertexCount );
  2238. _this.info.render.calls ++;
  2239. }
  2240. };
  2241. function setupMorphTargets( material, geometryGroup, object ) {
  2242. // set base
  2243. var attributes = material.program.attributes;
  2244. if ( object.morphTargetBase !== - 1 ) {
  2245. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
  2246. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  2247. } else if ( attributes.position >= 0 ) {
  2248. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  2249. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  2250. }
  2251. if ( object.morphTargetForcedOrder.length ) {
  2252. // set forced order
  2253. var m = 0;
  2254. var order = object.morphTargetForcedOrder;
  2255. var influences = object.morphTargetInfluences;
  2256. while ( m < material.numSupportedMorphTargets && m < order.length ) {
  2257. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
  2258. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  2259. object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];
  2260. m ++;
  2261. }
  2262. } else {
  2263. // find most influencing
  2264. var used = [];
  2265. var candidateInfluence = - 1;
  2266. var candidate = 0;
  2267. var influences = object.morphTargetInfluences;
  2268. var i, il = influences.length;
  2269. var m = 0;
  2270. if ( object.morphTargetBase !== - 1 ) {
  2271. used[ object.morphTargetBase ] = true;
  2272. }
  2273. while ( m < material.numSupportedMorphTargets ) {
  2274. for ( i = 0; i < il; i ++ ) {
  2275. if ( !used[ i ] && influences[ i ] > candidateInfluence ) {
  2276. candidate = i;
  2277. candidateInfluence = influences[ candidate ];
  2278. }
  2279. }
  2280. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ candidate ] );
  2281. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  2282. object.__webglMorphTargetInfluences[ m ] = candidateInfluence;
  2283. used[ candidate ] = 1;
  2284. candidateInfluence = -1;
  2285. m ++;
  2286. }
  2287. }
  2288. // load updated influences uniform
  2289. if( material.program.uniforms.morphTargetInfluences !== null ) {
  2290. _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
  2291. }
  2292. }
  2293. function renderBufferImmediate( object, program, shading ) {
  2294. if ( ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
  2295. if ( ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
  2296. if ( object.hasPos ) {
  2297. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
  2298. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  2299. _gl.enableVertexAttribArray( program.attributes.position );
  2300. _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  2301. }
  2302. if ( object.hasNormal ) {
  2303. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
  2304. if ( shading === THREE.FlatShading ) {
  2305. var nx, ny, nz,
  2306. nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
  2307. normalArray,
  2308. i, il = object.count * 3;
  2309. for( i = 0; i < il; i += 9 ) {
  2310. normalArray = object.normalArray;
  2311. nax = normalArray[ i ];
  2312. nay = normalArray[ i + 1 ];
  2313. naz = normalArray[ i + 2 ];
  2314. nbx = normalArray[ i + 3 ];
  2315. nby = normalArray[ i + 4 ];
  2316. nbz = normalArray[ i + 5 ];
  2317. ncx = normalArray[ i + 6 ];
  2318. ncy = normalArray[ i + 7 ];
  2319. ncz = normalArray[ i + 8 ];
  2320. nx = ( nax + nbx + ncx ) / 3;
  2321. ny = ( nay + nby + ncy ) / 3;
  2322. nz = ( naz + nbz + ncz ) / 3;
  2323. normalArray[ i ] = nx;
  2324. normalArray[ i + 1 ] = ny;
  2325. normalArray[ i + 2 ] = nz;
  2326. normalArray[ i + 3 ] = nx;
  2327. normalArray[ i + 4 ] = ny;
  2328. normalArray[ i + 5 ] = nz;
  2329. normalArray[ i + 6 ] = nx;
  2330. normalArray[ i + 7 ] = ny;
  2331. normalArray[ i + 8 ] = nz;
  2332. }
  2333. }
  2334. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  2335. _gl.enableVertexAttribArray( program.attributes.normal );
  2336. _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  2337. }
  2338. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  2339. object.count = 0;
  2340. };
  2341. function setObjectFaces( object ) {
  2342. if ( _oldDoubleSided !== object.doubleSided ) {
  2343. if( object.doubleSided ) {
  2344. _gl.disable( _gl.CULL_FACE );
  2345. } else {
  2346. _gl.enable( _gl.CULL_FACE );
  2347. }
  2348. _oldDoubleSided = object.doubleSided;
  2349. }
  2350. if ( _oldFlipSided !== object.flipSided ) {
  2351. if( object.flipSided ) {
  2352. _gl.frontFace( _gl.CW );
  2353. } else {
  2354. _gl.frontFace( _gl.CCW );
  2355. }
  2356. _oldFlipSided = object.flipSided;
  2357. }
  2358. };
  2359. function setDepthTest( depthTest ) {
  2360. if ( _oldDepthTest !== depthTest ) {
  2361. if( depthTest ) {
  2362. _gl.enable( _gl.DEPTH_TEST );
  2363. } else {
  2364. _gl.disable( _gl.DEPTH_TEST );
  2365. }
  2366. _oldDepthTest = depthTest;
  2367. }
  2368. };
  2369. function setDepthWrite( depthWrite ) {
  2370. if ( _oldDepthWrite !== depthWrite ) {
  2371. _gl.depthMask( depthWrite );
  2372. _oldDepthWrite = depthWrite;
  2373. }
  2374. };
  2375. function setPolygonOffset ( polygonoffset, factor, units ) {
  2376. if ( _oldPolygonOffset !== polygonoffset ) {
  2377. if ( polygonoffset ) {
  2378. _gl.enable( _gl.POLYGON_OFFSET_FILL );
  2379. } else {
  2380. _gl.disable( _gl.POLYGON_OFFSET_FILL );
  2381. }
  2382. _oldPolygonOffset = polygonoffset;
  2383. }
  2384. if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) {
  2385. _gl.polygonOffset( factor, units );
  2386. _oldPolygonOffsetFactor = factor;
  2387. _oldPolygonOffsetUnits = units;
  2388. }
  2389. };
  2390. function computeFrustum( m ) {
  2391. _frustum[ 0 ].set( m.n41 - m.n11, m.n42 - m.n12, m.n43 - m.n13, m.n44 - m.n14 );
  2392. _frustum[ 1 ].set( m.n41 + m.n11, m.n42 + m.n12, m.n43 + m.n13, m.n44 + m.n14 );
  2393. _frustum[ 2 ].set( m.n41 + m.n21, m.n42 + m.n22, m.n43 + m.n23, m.n44 + m.n24 );
  2394. _frustum[ 3 ].set( m.n41 - m.n21, m.n42 - m.n22, m.n43 - m.n23, m.n44 - m.n24 );
  2395. _frustum[ 4 ].set( m.n41 - m.n31, m.n42 - m.n32, m.n43 - m.n33, m.n44 - m.n34 );
  2396. _frustum[ 5 ].set( m.n41 + m.n31, m.n42 + m.n32, m.n43 + m.n33, m.n44 + m.n34 );
  2397. var i, plane;
  2398. for ( i = 0; i < 6; i ++ ) {
  2399. plane = _frustum[ i ];
  2400. plane.divideScalar( Math.sqrt( plane.x * plane.x + plane.y * plane.y + plane.z * plane.z ) );
  2401. }
  2402. };
  2403. function isInFrustum( object ) {
  2404. var distance, matrix = object.matrixWorld,
  2405. radius = - object.geometry.boundingSphere.radius * Math.max( object.scale.x, Math.max( object.scale.y, object.scale.z ) );
  2406. for ( var i = 0; i < 6; i ++ ) {
  2407. distance = _frustum[ i ].x * matrix.n14 + _frustum[ i ].y * matrix.n24 + _frustum[ i ].z * matrix.n34 + _frustum[ i ].w;
  2408. if ( distance <= radius ) return false;
  2409. }
  2410. return true;
  2411. };
  2412. function addToFixedArray( where, what ) {
  2413. where.list[ where.count ] = what;
  2414. where.count += 1;
  2415. };
  2416. function unrollImmediateBufferMaterial( globject ) {
  2417. var object = globject.object,
  2418. material = object.material;
  2419. if ( material.transparent ) {
  2420. globject.transparent = material;
  2421. globject.opaque = null;
  2422. } else {
  2423. globject.opaque = material;
  2424. globject.transparent = null;
  2425. }
  2426. };
  2427. function unrollBufferMaterial( globject ) {
  2428. var object = globject.object,
  2429. buffer = globject.buffer,
  2430. material, materialIndex, meshMaterial;
  2431. meshMaterial = object.material;
  2432. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  2433. materialIndex = buffer.materialIndex;
  2434. if ( materialIndex >= 0 ) {
  2435. material = object.geometry.materials[ materialIndex ];
  2436. if ( material.transparent ) {
  2437. globject.transparent = material;
  2438. globject.opaque = null;
  2439. } else {
  2440. globject.opaque = material;
  2441. globject.transparent = null;
  2442. }
  2443. }
  2444. } else {
  2445. material = meshMaterial;
  2446. if ( material ) {
  2447. if ( material.transparent ) {
  2448. globject.transparent = material;
  2449. globject.opaque = null;
  2450. } else {
  2451. globject.opaque = material;
  2452. globject.transparent = null;
  2453. }
  2454. }
  2455. }
  2456. };
  2457. function painterSort( a, b ) {
  2458. return b.z - a.z;
  2459. };
  2460. function renderShadowMap( scene, camera ) {
  2461. var i, il, light,
  2462. j = 0,
  2463. shadowMap, shadowMatrix,
  2464. oil,
  2465. material,
  2466. o, ol, webglObject, object,
  2467. lights = scene.lights,
  2468. fog = null;
  2469. if ( ! _cameraLight ) {
  2470. _cameraLight = new THREE.PerspectiveCamera( _this.shadowCameraFov, _this.shadowMapWidth / _this.shadowMapHeight, _this.shadowCameraNear, _this.shadowCameraFar );
  2471. }
  2472. for ( i = 0, il = lights.length; i < il; i ++ ) {
  2473. light = lights[ i ];
  2474. if ( light instanceof THREE.SpotLight && light.castShadow ) {
  2475. _currentMaterialId = -1;
  2476. if ( ! _this.shadowMap[ j ] ) {
  2477. var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat };
  2478. _this.shadowMap[ j ] = new THREE.WebGLRenderTarget( _this.shadowMapWidth, _this.shadowMapHeight, pars );
  2479. }
  2480. if ( ! _shadowMatrix[ j ] ) {
  2481. _shadowMatrix[ j ] = new THREE.Matrix4();
  2482. }
  2483. shadowMap = _this.shadowMap[ j ];
  2484. shadowMatrix = _shadowMatrix[ j ];
  2485. _cameraLight.position.copy( light.position );
  2486. _cameraLight.lookAt( light.target.position );
  2487. if ( _cameraLight.parent == null ) {
  2488. console.warn( "Camera is not on the Scene. Adding it..." );
  2489. scene.add( _cameraLight );
  2490. }
  2491. if ( this.autoUpdateScene ) scene.updateMatrixWorld();
  2492. _cameraLight.matrixWorldInverse.getInverse( _cameraLight.matrixWorld );
  2493. // compute shadow matrix
  2494. shadowMatrix.set( 0.5, 0.0, 0.0, 0.5,
  2495. 0.0, 0.5, 0.0, 0.5,
  2496. 0.0, 0.0, 0.5, 0.5,
  2497. 0.0, 0.0, 0.0, 1.0 );
  2498. shadowMatrix.multiplySelf( _cameraLight.projectionMatrix );
  2499. shadowMatrix.multiplySelf( _cameraLight.matrixWorldInverse );
  2500. // render shadow map
  2501. _cameraLight.matrixWorldInverse.flattenToArray( _viewMatrixArray );
  2502. _cameraLight.projectionMatrix.flattenToArray( _projectionMatrixArray );
  2503. _projScreenMatrix.multiply( _cameraLight.projectionMatrix, _cameraLight.matrixWorldInverse );
  2504. computeFrustum( _projScreenMatrix );
  2505. setRenderTarget( shadowMap );
  2506. // using arbitrary clear color in depth pass
  2507. // creates variance in shadows
  2508. _gl.clearColor( 1, 1, 1, 1 );
  2509. //_gl.clearColor( 0, 0, 0, 1 );
  2510. _this.clear();
  2511. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  2512. // set matrices & frustum culling
  2513. ol = scene.__webglObjects.length;
  2514. oil = scene.__webglObjectsImmediate.length;
  2515. for ( o = 0; o < ol; o ++ ) {
  2516. webglObject = scene.__webglObjects[ o ];
  2517. object = webglObject.object;
  2518. if ( object.visible && object.castShadow ) {
  2519. if ( ! ( object instanceof THREE.Mesh ) || ! ( object.frustumCulled ) || isInFrustum( object ) ) {
  2520. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2521. setupMatrices( object, _cameraLight, false );
  2522. webglObject.render = true;
  2523. } else {
  2524. webglObject.render = false;
  2525. }
  2526. } else {
  2527. webglObject.render = false;
  2528. }
  2529. }
  2530. setDepthTest( true );
  2531. setBlending( THREE.NormalBlending ); // maybe blending should be just disabled?
  2532. //_gl.cullFace( _gl.FRONT );
  2533. for ( o = 0; o < ol; o ++ ) {
  2534. webglObject = scene.__webglObjects[ o ];
  2535. if ( webglObject.render ) {
  2536. object = webglObject.object;
  2537. buffer = webglObject.buffer;
  2538. setObjectFaces( object );
  2539. if ( object.customDepthMaterial ) {
  2540. material = object.customDepthMaterial;
  2541. } else if ( object.geometry.morphTargets.length ) {
  2542. material = _depthMaterialMorph;
  2543. } else {
  2544. material = _depthMaterial;
  2545. }
  2546. renderBuffer( _cameraLight, lights, fog, material, buffer, object );
  2547. }
  2548. }
  2549. for ( o = 0; o < oil; o ++ ) {
  2550. webglObject = scene.__webglObjectsImmediate[ o ];
  2551. object = webglObject.object;
  2552. if ( object.visible && object.castShadow ) {
  2553. if( object.matrixAutoUpdate ) {
  2554. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2555. }
  2556. _currentGeometryGroupHash = -1;
  2557. setupMatrices( object, _cameraLight, false );
  2558. setObjectFaces( object );
  2559. program = setProgram( _cameraLight, lights, fog, _depthMaterial, object );
  2560. if ( object.immediateRenderCallback ) {
  2561. object.immediateRenderCallback( program, _gl, _frustum );
  2562. } else {
  2563. object.render( function( object ) { renderBufferImmediate( object, program, _depthMaterial.shading ); } );
  2564. }
  2565. }
  2566. }
  2567. //_gl.cullFace( _gl.BACK );
  2568. j ++;
  2569. }
  2570. }
  2571. };
  2572. this.clearTarget = function ( renderTarget, color, depth, stencil ) {
  2573. setRenderTarget( renderTarget );
  2574. this.clear( color, depth, stencil );
  2575. };
  2576. this.updateShadowMap = function ( scene, camera ) {
  2577. renderShadowMap( scene, camera );
  2578. };
  2579. this.render = function( scene, camera, renderTarget, forceClear ) {
  2580. var i, program, material,
  2581. o, ol, oil, webglObject, object, buffer,
  2582. lights = scene.lights,
  2583. fog = scene.fog;
  2584. _currentMaterialId = -1;
  2585. if ( this.autoUpdateObjects ) this.initWebGLObjects( scene );
  2586. if ( this.shadowMapEnabled && this.shadowMapAutoUpdate ) renderShadowMap( scene, camera );
  2587. _this.info.render.calls = 0;
  2588. _this.info.render.vertices = 0;
  2589. _this.info.render.faces = 0;
  2590. if ( camera.parent === undefined ) {
  2591. console.warn( 'DEPRECATED: Camera hasn\'t been added to a Scene. Adding it...' );
  2592. scene.add( camera );
  2593. }
  2594. if ( this.autoUpdateScene ) scene.updateMatrixWorld();
  2595. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  2596. camera.matrixWorldInverse.flattenToArray( _viewMatrixArray );
  2597. camera.projectionMatrix.flattenToArray( _projectionMatrixArray );
  2598. _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
  2599. computeFrustum( _projScreenMatrix );
  2600. setRenderTarget( renderTarget );
  2601. if ( this.autoClear || forceClear ) {
  2602. this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
  2603. }
  2604. // set matrices
  2605. ol = scene.__webglObjects.length;
  2606. for ( o = 0; o < ol; o ++ ) {
  2607. webglObject = scene.__webglObjects[ o ];
  2608. object = webglObject.object;
  2609. if ( object.visible ) {
  2610. if ( ! ( object instanceof THREE.Mesh ) || ! ( object.frustumCulled ) || isInFrustum( object ) ) {
  2611. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2612. setupMatrices( object, camera, true );
  2613. unrollBufferMaterial( webglObject );
  2614. webglObject.render = true;
  2615. if ( this.sortObjects ) {
  2616. if ( object.renderDepth ) {
  2617. webglObject.z = object.renderDepth;
  2618. } else {
  2619. _vector3.copy( object.position );
  2620. _projScreenMatrix.multiplyVector3( _vector3 );
  2621. webglObject.z = _vector3.z;
  2622. }
  2623. }
  2624. } else {
  2625. webglObject.render = false;
  2626. }
  2627. } else {
  2628. webglObject.render = false;
  2629. }
  2630. }
  2631. if ( this.sortObjects ) {
  2632. scene.__webglObjects.sort( painterSort );
  2633. }
  2634. oil = scene.__webglObjectsImmediate.length;
  2635. for ( o = 0; o < oil; o ++ ) {
  2636. webglObject = scene.__webglObjectsImmediate[ o ];
  2637. object = webglObject.object;
  2638. if ( object.visible ) {
  2639. if( object.matrixAutoUpdate ) {
  2640. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2641. }
  2642. setupMatrices( object, camera, true );
  2643. unrollImmediateBufferMaterial( webglObject );
  2644. }
  2645. }
  2646. if ( scene.overrideMaterial ) {
  2647. setDepthTest( scene.overrideMaterial.depthTest );
  2648. setBlending( scene.overrideMaterial.blending );
  2649. for ( o = 0; o < ol; o ++ ) {
  2650. webglObject = scene.__webglObjects[ o ];
  2651. if ( webglObject.render ) {
  2652. object = webglObject.object;
  2653. buffer = webglObject.buffer;
  2654. setObjectFaces( object );
  2655. renderBuffer( camera, lights, fog, scene.overrideMaterial, buffer, object );
  2656. }
  2657. }
  2658. for ( o = 0; o < oil; o ++ ) {
  2659. webglObject = scene.__webglObjectsImmediate[ o ];
  2660. object = webglObject.object;
  2661. if ( object.visible ) {
  2662. _currentGeometryGroupHash = -1;
  2663. setObjectFaces( object );
  2664. program = setProgram( camera, lights, fog, scene.overrideMaterial, object );
  2665. if ( object.immediateRenderCallback ) {
  2666. object.immediateRenderCallback( program, _gl, _frustum );
  2667. } else {
  2668. object.render( function( object ) { renderBufferImmediate( object, program, scene.overrideMaterial.shading ); } );
  2669. }
  2670. }
  2671. }
  2672. } else {
  2673. // opaque pass
  2674. // (front-to-back order)
  2675. setBlending( THREE.NormalBlending );
  2676. for ( o = ol - 1; o >= 0; o -- ) {
  2677. webglObject = scene.__webglObjects[ o ];
  2678. if ( webglObject.render ) {
  2679. object = webglObject.object;
  2680. buffer = webglObject.buffer;
  2681. material = webglObject.opaque;
  2682. if ( ! material ) continue;
  2683. setObjectFaces( object );
  2684. setDepthTest( material.depthTest );
  2685. setDepthWrite( material.depthWrite );
  2686. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2687. renderBuffer( camera, lights, fog, material, buffer, object );
  2688. }
  2689. }
  2690. // opaque pass (immediate simulator)
  2691. for ( o = 0; o < oil; o ++ ) {
  2692. webglObject = scene.__webglObjectsImmediate[ o ];
  2693. object = webglObject.object;
  2694. if ( object.visible ) {
  2695. _currentGeometryGroupHash = -1;
  2696. material = webglObject.opaque;
  2697. if ( ! material ) continue;
  2698. setObjectFaces( object );
  2699. setDepthTest( material.depthTest );
  2700. setDepthWrite( material.depthWrite );
  2701. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2702. program = setProgram( camera, lights, fog, material, object );
  2703. if ( object.immediateRenderCallback ) {
  2704. object.immediateRenderCallback( program, _gl, _frustum );
  2705. } else {
  2706. object.render( function( object ) { renderBufferImmediate( object, program, material.shading ); } );
  2707. }
  2708. }
  2709. }
  2710. // transparent pass
  2711. // (back-to-front order)
  2712. for ( o = 0; o < ol; o ++ ) {
  2713. webglObject = scene.__webglObjects[ o ];
  2714. if ( webglObject.render ) {
  2715. object = webglObject.object;
  2716. buffer = webglObject.buffer;
  2717. material = webglObject.transparent;
  2718. if ( ! material ) continue;
  2719. setObjectFaces( object );
  2720. setBlending( material.blending );
  2721. setDepthTest( material.depthTest );
  2722. setDepthWrite( material.depthWrite );
  2723. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2724. renderBuffer( camera, lights, fog, material, buffer, object );
  2725. }
  2726. }
  2727. // transparent pass (immediate simulator)
  2728. for ( o = 0; o < oil; o ++ ) {
  2729. webglObject = scene.__webglObjectsImmediate[ o ];
  2730. object = webglObject.object;
  2731. if ( object.visible ) {
  2732. _currentGeometryGroupHash = -1;
  2733. material = webglObject.transparent;
  2734. if ( ! material ) continue;
  2735. setObjectFaces( object );
  2736. setBlending( material.blending );
  2737. setDepthTest( material.depthTest );
  2738. setDepthWrite( material.depthWrite );
  2739. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2740. program = setProgram( camera, lights, fog, material, object );
  2741. if ( object.immediateRenderCallback ) {
  2742. object.immediateRenderCallback( program, _gl, _frustum );
  2743. } else {
  2744. object.render( function( object ) { renderBufferImmediate( object, program, material.shading ); } );
  2745. }
  2746. }
  2747. }
  2748. }
  2749. // render 2d
  2750. if ( scene.__webglSprites.length ) {
  2751. renderSprites( scene, camera );
  2752. }
  2753. // Generate mipmap if we're using any kind of mipmap filtering
  2754. if ( renderTarget && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
  2755. updateRenderTargetMipmap( renderTarget );
  2756. }
  2757. //_gl.finish();
  2758. };
  2759. /*
  2760. * Render sprites
  2761. *
  2762. */
  2763. function renderSprites( scene, camera ) {
  2764. var o, ol, object;
  2765. var attributes = _sprite.attributes;
  2766. var uniforms = _sprite.uniforms;
  2767. var invAspect = _viewportHeight / _viewportWidth;
  2768. var size, scale = [];
  2769. var screenPosition;
  2770. var halfViewportWidth = _viewportWidth * 0.5;
  2771. var halfViewportHeight = _viewportHeight * 0.5;
  2772. var mergeWith3D = true;
  2773. // setup gl
  2774. _gl.useProgram( _sprite.program );
  2775. _currentProgram = _sprite.program;
  2776. _oldBlending = -1;
  2777. _oldDepthTest = -1;
  2778. _currentGeometryGroupHash = -1;
  2779. if ( !_spriteAttributesEnabled ) {
  2780. _gl.enableVertexAttribArray( _sprite.attributes.position );
  2781. _gl.enableVertexAttribArray( _sprite.attributes.uv );
  2782. _spriteAttributesEnabled = true;
  2783. }
  2784. _gl.disable( _gl.CULL_FACE );
  2785. _gl.enable( _gl.BLEND );
  2786. _gl.depthMask( true );
  2787. _gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
  2788. _gl.vertexAttribPointer( attributes.position, 2, _gl.FLOAT, false, 2 * 8, 0 );
  2789. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
  2790. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );
  2791. _gl.uniformMatrix4fv( uniforms.projectionMatrix, false, _projectionMatrixArray );
  2792. _gl.activeTexture( _gl.TEXTURE0 );
  2793. _gl.uniform1i( uniforms.map, 0 );
  2794. // update positions and sort
  2795. for( o = 0, ol = scene.__webglSprites.length; o < ol; o ++ ) {
  2796. object = scene.__webglSprites[ o ];
  2797. if ( !object.visible || object.opacity === 0 ) continue;
  2798. if( !object.useScreenCoordinates ) {
  2799. object._modelViewMatrix.multiplyToArray( camera.matrixWorldInverse, object.matrixWorld, object._modelViewMatrixArray );
  2800. object.z = -object._modelViewMatrix.n34;
  2801. } else {
  2802. object.z = -object.position.z;
  2803. }
  2804. }
  2805. scene.__webglSprites.sort( painterSort );
  2806. // render all sprites
  2807. for ( o = 0, ol = scene.__webglSprites.length; o < ol; o ++ ) {
  2808. object = scene.__webglSprites[ o ];
  2809. if ( !object.visible || object.opacity === 0 ) continue;
  2810. if ( object.map && object.map.image && object.map.image.width ) {
  2811. if ( object.useScreenCoordinates ) {
  2812. _gl.uniform1i( uniforms.useScreenCoordinates, 1 );
  2813. _gl.uniform3f( uniforms.screenPosition, ( object.position.x - halfViewportWidth ) / halfViewportWidth,
  2814. ( halfViewportHeight - object.position.y ) / halfViewportHeight,
  2815. Math.max( 0, Math.min( 1, object.position.z )));
  2816. } else {
  2817. _gl.uniform1i( uniforms.useScreenCoordinates, 0 );
  2818. _gl.uniform1i( uniforms.affectedByDistance, object.affectedByDistance ? 1 : 0 );
  2819. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrixArray );
  2820. }
  2821. size = object.map.image.width / ( object.scaleByViewport ? _viewportHeight : 1 );
  2822. scale[ 0 ] = size * invAspect * object.scale.x;
  2823. scale[ 1 ] = size * object.scale.y;
  2824. _gl.uniform2f( uniforms.uvScale, object.uvScale.x, object.uvScale.y );
  2825. _gl.uniform2f( uniforms.uvOffset, object.uvOffset.x, object.uvOffset.y );
  2826. _gl.uniform2f( uniforms.alignment, object.alignment.x, object.alignment.y );
  2827. _gl.uniform1f( uniforms.opacity, object.opacity );
  2828. _gl.uniform3f( uniforms.color, object.color.r, object.color.g, object.color.b );
  2829. _gl.uniform1f( uniforms.rotation, object.rotation );
  2830. _gl.uniform2fv( uniforms.scale, scale );
  2831. if ( object.mergeWith3D && !mergeWith3D ) {
  2832. _gl.enable( _gl.DEPTH_TEST );
  2833. mergeWith3D = true;
  2834. } else if ( !object.mergeWith3D && mergeWith3D ) {
  2835. _gl.disable( _gl.DEPTH_TEST );
  2836. mergeWith3D = false;
  2837. }
  2838. setBlending( object.blending );
  2839. setTexture( object.map, 0 );
  2840. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  2841. }
  2842. }
  2843. // restore gl
  2844. _gl.enable( _gl.CULL_FACE );
  2845. _gl.enable( _gl.DEPTH_TEST );
  2846. _gl.depthMask( _oldDepthWrite );
  2847. }
  2848. function setupMatrices( object, camera, computeNormalMatrix ) {
  2849. object._modelViewMatrix.multiplyToArray( camera.matrixWorldInverse, object.matrixWorld, object._modelViewMatrixArray );
  2850. if ( computeNormalMatrix ) {
  2851. THREE.Matrix4.makeInvert3x3( object._modelViewMatrix ).transposeIntoArray( object._normalMatrixArray );
  2852. }
  2853. }
  2854. this.initWebGLObjects = function ( scene ) {
  2855. if ( !scene.__webglObjects ) {
  2856. scene.__webglObjects = [];
  2857. scene.__webglObjectsImmediate = [];
  2858. scene.__webglSprites = [];
  2859. }
  2860. while ( scene.__objectsAdded.length ) {
  2861. addObject( scene.__objectsAdded[ 0 ], scene );
  2862. scene.__objectsAdded.splice( 0, 1 );
  2863. }
  2864. while ( scene.__objectsRemoved.length ) {
  2865. removeObject( scene.__objectsRemoved[ 0 ], scene );
  2866. scene.__objectsRemoved.splice( 0, 1 );
  2867. }
  2868. // update must be called after objects adding / removal
  2869. for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {
  2870. updateObject( scene.__webglObjects[ o ].object );
  2871. }
  2872. };
  2873. function addObject( object, scene ) {
  2874. var g, geometry, geometryGroup;
  2875. if ( ! object.__webglInit ) {
  2876. object.__webglInit = true;
  2877. object._modelViewMatrix = new THREE.Matrix4();
  2878. object._normalMatrixArray = new Float32Array( 9 );
  2879. object._modelViewMatrixArray = new Float32Array( 16 );
  2880. object._objectMatrixArray = new Float32Array( 16 );
  2881. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2882. if ( object instanceof THREE.Mesh ) {
  2883. geometry = object.geometry;
  2884. if ( geometry.geometryGroups === undefined ) {
  2885. sortFacesByMaterial( geometry );
  2886. }
  2887. // create separate VBOs per geometry chunk
  2888. for ( g in geometry.geometryGroups ) {
  2889. geometryGroup = geometry.geometryGroups[ g ];
  2890. // initialise VBO on the first access
  2891. if ( ! geometryGroup.__webglVertexBuffer ) {
  2892. createMeshBuffers( geometryGroup );
  2893. initMeshBuffers( geometryGroup, object );
  2894. geometry.__dirtyVertices = true;
  2895. geometry.__dirtyMorphTargets = true;
  2896. geometry.__dirtyElements = true;
  2897. geometry.__dirtyUvs = true;
  2898. geometry.__dirtyNormals = true;
  2899. geometry.__dirtyTangents = true;
  2900. geometry.__dirtyColors = true;
  2901. }
  2902. }
  2903. } else if ( object instanceof THREE.Ribbon ) {
  2904. geometry = object.geometry;
  2905. if( ! geometry.__webglVertexBuffer ) {
  2906. createRibbonBuffers( geometry );
  2907. initRibbonBuffers( geometry );
  2908. geometry.__dirtyVertices = true;
  2909. geometry.__dirtyColors = true;
  2910. }
  2911. } else if ( object instanceof THREE.Line ) {
  2912. geometry = object.geometry;
  2913. if( ! geometry.__webglVertexBuffer ) {
  2914. createLineBuffers( geometry );
  2915. initLineBuffers( geometry, object );
  2916. geometry.__dirtyVertices = true;
  2917. geometry.__dirtyColors = true;
  2918. }
  2919. } else if ( object instanceof THREE.ParticleSystem ) {
  2920. geometry = object.geometry;
  2921. if ( ! geometry.__webglVertexBuffer ) {
  2922. createParticleBuffers( geometry );
  2923. initParticleBuffers( geometry, object );
  2924. geometry.__dirtyVertices = true;
  2925. geometry.__dirtyColors = true;
  2926. }
  2927. }
  2928. }
  2929. if ( ! object.__webglActive ) {
  2930. if ( object instanceof THREE.Mesh ) {
  2931. geometry = object.geometry;
  2932. for ( g in geometry.geometryGroups ) {
  2933. geometryGroup = geometry.geometryGroups[ g ];
  2934. addBuffer( scene.__webglObjects, geometryGroup, object );
  2935. }
  2936. } else if ( object instanceof THREE.Ribbon ||
  2937. object instanceof THREE.Line ||
  2938. object instanceof THREE.ParticleSystem ) {
  2939. geometry = object.geometry;
  2940. addBuffer( scene.__webglObjects, geometry, object );
  2941. } else if ( THREE.MarchingCubes !== undefined && object instanceof THREE.MarchingCubes || object.immediateRenderCallback ) {
  2942. addBufferImmediate( scene.__webglObjectsImmediate, object );
  2943. } else if ( object instanceof THREE.Sprite ) {
  2944. scene.__webglSprites.push( object );
  2945. }
  2946. object.__webglActive = true;
  2947. }
  2948. };
  2949. function areCustomAttributesDirty( material ) {
  2950. for ( var a in material.attributes ) {
  2951. if ( material.attributes[ a ].needsUpdate ) return true;
  2952. }
  2953. return false;
  2954. };
  2955. function clearCustomAttributes( material ) {
  2956. for ( var a in material.attributes ) {
  2957. material.attributes[ a ].needsUpdate = false;
  2958. }
  2959. };
  2960. function updateObject( object ) {
  2961. var geometry = object.geometry,
  2962. geometryGroup, customAttributesDirty, material;
  2963. if ( object instanceof THREE.Mesh ) {
  2964. // check all geometry groups
  2965. for( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {
  2966. geometryGroup = geometry.geometryGroupsList[ i ];
  2967. material = getBufferMaterial( object, geometryGroup );
  2968. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2969. if ( geometry.__dirtyVertices || geometry.__dirtyMorphTargets || geometry.__dirtyElements ||
  2970. geometry.__dirtyUvs || geometry.__dirtyNormals ||
  2971. geometry.__dirtyColors || geometry.__dirtyTangents || customAttributesDirty ) {
  2972. setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, !geometry.dynamic );
  2973. }
  2974. }
  2975. geometry.__dirtyVertices = false;
  2976. geometry.__dirtyMorphTargets = false;
  2977. geometry.__dirtyElements = false;
  2978. geometry.__dirtyUvs = false;
  2979. geometry.__dirtyNormals = false;
  2980. geometry.__dirtyColors = false;
  2981. geometry.__dirtyTangents = false;
  2982. material.attributes && clearCustomAttributes( material );
  2983. } else if ( object instanceof THREE.Ribbon ) {
  2984. if ( geometry.__dirtyVertices || geometry.__dirtyColors ) {
  2985. setRibbonBuffers( geometry, _gl.DYNAMIC_DRAW );
  2986. }
  2987. geometry.__dirtyVertices = false;
  2988. geometry.__dirtyColors = false;
  2989. } else if ( object instanceof THREE.Line ) {
  2990. material = getBufferMaterial( object, geometryGroup );
  2991. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2992. if ( geometry.__dirtyVertices || geometry.__dirtyColors || customAttributesDirty ) {
  2993. setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
  2994. }
  2995. geometry.__dirtyVertices = false;
  2996. geometry.__dirtyColors = false;
  2997. material.attributes && clearCustomAttributes( material );
  2998. } else if ( object instanceof THREE.ParticleSystem ) {
  2999. material = getBufferMaterial( object, geometryGroup );
  3000. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  3001. if ( geometry.__dirtyVertices || geometry.__dirtyColors || object.sortParticles || customAttributesDirty ) {
  3002. setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
  3003. }
  3004. geometry.__dirtyVertices = false;
  3005. geometry.__dirtyColors = false;
  3006. material.attributes && clearCustomAttributes( material );
  3007. }
  3008. };
  3009. function removeInstances( objlist, object ) {
  3010. for ( var o = objlist.length - 1; o >= 0; o -- ) {
  3011. if ( objlist[ o ].object === object ) {
  3012. objlist.splice( o, 1 );
  3013. }
  3014. }
  3015. };
  3016. function removeInstancesDirect( objlist, object ) {
  3017. for ( var o = objlist.length - 1; o >= 0; o -- ) {
  3018. if ( objlist[ o ] === object ) {
  3019. objlist.splice( o, 1 );
  3020. }
  3021. }
  3022. };
  3023. function removeObject( object, scene ) {
  3024. if ( object instanceof THREE.Mesh ||
  3025. object instanceof THREE.ParticleSystem ||
  3026. object instanceof THREE.Ribbon ||
  3027. object instanceof THREE.Line ) {
  3028. removeInstances( scene.__webglObjects, object );
  3029. } else if ( object instanceof THREE.Sprite ) {
  3030. removeInstancesDirect( scene.__webglSprites, object );
  3031. } else if ( object instanceof THREE.MarchingCubes || object.immediateRenderCallback ) {
  3032. removeInstances( scene.__webglObjectsImmediate, object );
  3033. }
  3034. object.__webglActive = false;
  3035. };
  3036. function sortFacesByMaterial( geometry ) {
  3037. var f, fl, face, materialIndex, vertices,
  3038. materialHash, groupHash,
  3039. hash_map = {};
  3040. var numMorphTargets = geometry.morphTargets.length;
  3041. geometry.geometryGroups = {};
  3042. for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
  3043. face = geometry.faces[ f ];
  3044. materialIndex = face.materialIndex;
  3045. materialHash = ( materialIndex !== undefined ) ? materialIndex : -1;
  3046. if ( hash_map[ materialHash ] === undefined ) {
  3047. hash_map[ materialHash ] = { 'hash': materialHash, 'counter': 0 };
  3048. }
  3049. groupHash = hash_map[ materialHash ].hash + '_' + hash_map[ materialHash ].counter;
  3050. if ( geometry.geometryGroups[ groupHash ] === undefined ) {
  3051. geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets };
  3052. }
  3053. vertices = face instanceof THREE.Face3 ? 3 : 4;
  3054. if ( geometry.geometryGroups[ groupHash ].vertices + vertices > 65535 ) {
  3055. hash_map[ materialHash ].counter += 1;
  3056. groupHash = hash_map[ materialHash ].hash + '_' + hash_map[ materialHash ].counter;
  3057. if ( geometry.geometryGroups[ groupHash ] === undefined ) {
  3058. geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets };
  3059. }
  3060. }
  3061. if ( face instanceof THREE.Face3 ) {
  3062. geometry.geometryGroups[ groupHash ].faces3.push( f );
  3063. } else {
  3064. geometry.geometryGroups[ groupHash ].faces4.push( f );
  3065. }
  3066. geometry.geometryGroups[ groupHash ].vertices += vertices;
  3067. }
  3068. geometry.geometryGroupsList = [];
  3069. for ( var g in geometry.geometryGroups ) {
  3070. geometry.geometryGroups[ g ].id = _geometryGroupCounter ++;
  3071. geometry.geometryGroupsList.push( geometry.geometryGroups[ g ] );
  3072. }
  3073. };
  3074. function addBuffer( objlist, buffer, object ) {
  3075. objlist.push(
  3076. {
  3077. buffer: buffer,
  3078. object: object,
  3079. opaque: null,
  3080. transparent: null
  3081. }
  3082. );
  3083. };
  3084. function addBufferImmediate( objlist, object ) {
  3085. objlist.push(
  3086. {
  3087. object: object,
  3088. opaque: null,
  3089. transparent: null
  3090. }
  3091. );
  3092. };
  3093. this.setFaceCulling = function ( cullFace, frontFace ) {
  3094. if ( cullFace ) {
  3095. if ( !frontFace || frontFace === "ccw" ) {
  3096. _gl.frontFace( _gl.CCW );
  3097. } else {
  3098. _gl.frontFace( _gl.CW );
  3099. }
  3100. if( cullFace === "back" ) {
  3101. _gl.cullFace( _gl.BACK );
  3102. } else if( cullFace === "front" ) {
  3103. _gl.cullFace( _gl.FRONT );
  3104. } else {
  3105. _gl.cullFace( _gl.FRONT_AND_BACK );
  3106. }
  3107. _gl.enable( _gl.CULL_FACE );
  3108. } else {
  3109. _gl.disable( _gl.CULL_FACE );
  3110. }
  3111. };
  3112. this.supportsVertexTextures = function () {
  3113. return _supportsVertexTextures;
  3114. };
  3115. function maxVertexTextures() {
  3116. return _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
  3117. };
  3118. function buildProgram( shaderID, fragmentShader, vertexShader, uniforms, attributes, parameters ) {
  3119. var p, pl, program, code;
  3120. var chunks = [];
  3121. // Generate code
  3122. if ( shaderID ) {
  3123. chunks.push( shaderID );
  3124. } else {
  3125. chunks.push( fragmentShader );
  3126. chunks.push( vertexShader );
  3127. }
  3128. for ( p in parameters ) {
  3129. chunks.push( p );
  3130. chunks.push( parameters[ p ] );
  3131. }
  3132. code = chunks.join();
  3133. // Check if code has been already compiled
  3134. for ( p = 0, pl = _programs.length; p < pl; p ++ ) {
  3135. if ( _programs[ p ].code === code ) {
  3136. // console.log( "Code already compiled." /*: \n\n" + code*/ );
  3137. return _programs[ p ].program;
  3138. }
  3139. }
  3140. //console.log( "building new program " );
  3141. //
  3142. program = _gl.createProgram();
  3143. var prefix_vertex = [
  3144. _supportsVertexTextures ? "#define VERTEX_TEXTURES" : "",
  3145. _this.gammaInput ? "#define GAMMA_INPUT" : "",
  3146. _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
  3147. _this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",
  3148. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  3149. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  3150. "#define MAX_SHADOWS " + parameters.maxShadows,
  3151. "#define MAX_BONES " + parameters.maxBones,
  3152. parameters.map ? "#define USE_MAP" : "",
  3153. parameters.envMap ? "#define USE_ENVMAP" : "",
  3154. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  3155. parameters.vertexColors ? "#define USE_COLOR" : "",
  3156. parameters.skinning ? "#define USE_SKINNING" : "",
  3157. parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
  3158. parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
  3159. parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
  3160. parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "",
  3161. parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",
  3162. "uniform mat4 objectMatrix;",
  3163. "uniform mat4 modelViewMatrix;",
  3164. "uniform mat4 projectionMatrix;",
  3165. "uniform mat4 viewMatrix;",
  3166. "uniform mat3 normalMatrix;",
  3167. "uniform vec3 cameraPosition;",
  3168. "uniform mat4 cameraInverseMatrix;",
  3169. "attribute vec3 position;",
  3170. "attribute vec3 normal;",
  3171. "attribute vec2 uv;",
  3172. "attribute vec2 uv2;",
  3173. "#ifdef USE_COLOR",
  3174. "attribute vec3 color;",
  3175. "#endif",
  3176. "#ifdef USE_MORPHTARGETS",
  3177. "attribute vec3 morphTarget0;",
  3178. "attribute vec3 morphTarget1;",
  3179. "attribute vec3 morphTarget2;",
  3180. "attribute vec3 morphTarget3;",
  3181. "attribute vec3 morphTarget4;",
  3182. "attribute vec3 morphTarget5;",
  3183. "attribute vec3 morphTarget6;",
  3184. "attribute vec3 morphTarget7;",
  3185. "#endif",
  3186. "#ifdef USE_SKINNING",
  3187. "attribute vec4 skinVertexA;",
  3188. "attribute vec4 skinVertexB;",
  3189. "attribute vec4 skinIndex;",
  3190. "attribute vec4 skinWeight;",
  3191. "#endif",
  3192. ""
  3193. ].join("\n");
  3194. var prefix_fragment = [
  3195. "#ifdef GL_ES",
  3196. "precision highp float;",
  3197. "#endif",
  3198. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  3199. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  3200. "#define MAX_SHADOWS " + parameters.maxShadows,
  3201. parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "",
  3202. _this.gammaInput ? "#define GAMMA_INPUT" : "",
  3203. _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
  3204. _this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",
  3205. ( parameters.useFog && parameters.fog ) ? "#define USE_FOG" : "",
  3206. ( parameters.useFog && parameters.fog instanceof THREE.FogExp2 ) ? "#define FOG_EXP2" : "",
  3207. parameters.map ? "#define USE_MAP" : "",
  3208. parameters.envMap ? "#define USE_ENVMAP" : "",
  3209. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  3210. parameters.vertexColors ? "#define USE_COLOR" : "",
  3211. parameters.metal ? "#define METAL" : "",
  3212. parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
  3213. parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
  3214. parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "",
  3215. parameters.shadowMapSoft ? "#define SHADOWMAP_WIDTH " + parameters.shadowMapWidth.toFixed( 1 ) : "",
  3216. parameters.shadowMapSoft ? "#define SHADOWMAP_HEIGHT " + parameters.shadowMapHeight.toFixed( 1 ) : "",
  3217. "uniform mat4 viewMatrix;",
  3218. "uniform vec3 cameraPosition;",
  3219. ""
  3220. ].join("\n");
  3221. _gl.attachShader( program, getShader( "fragment", prefix_fragment + fragmentShader ) );
  3222. _gl.attachShader( program, getShader( "vertex", prefix_vertex + vertexShader ) );
  3223. _gl.linkProgram( program );
  3224. if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
  3225. console.error( "Could not initialise shader\n" + "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );
  3226. }
  3227. //console.log( prefix_fragment + fragmentShader );
  3228. //console.log( prefix_vertex + vertexShader );
  3229. program.uniforms = {};
  3230. program.attributes = {};
  3231. var identifiers, u, a, i;
  3232. // cache uniform locations
  3233. identifiers = [
  3234. 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'objectMatrix', 'cameraPosition',
  3235. 'cameraInverseMatrix', 'boneGlobalMatrices', 'morphTargetInfluences'
  3236. ];
  3237. for ( u in uniforms ) {
  3238. identifiers.push( u );
  3239. }
  3240. cacheUniformLocations( program, identifiers );
  3241. // cache attributes locations
  3242. identifiers = [
  3243. "position", "normal", "uv", "uv2", "tangent", "color",
  3244. "skinVertexA", "skinVertexB", "skinIndex", "skinWeight"
  3245. ];
  3246. for ( i = 0; i < parameters.maxMorphTargets; i ++ ) {
  3247. identifiers.push( "morphTarget" + i );
  3248. }
  3249. for ( a in attributes ) {
  3250. identifiers.push( a );
  3251. }
  3252. cacheAttributeLocations( program, identifiers );
  3253. program.id = _programs.length;
  3254. _programs.push( { program: program, code: code } );
  3255. _this.info.memory.programs = _programs.length;
  3256. return program;
  3257. };
  3258. function loadUniformsSkinning( uniforms, object ) {
  3259. _gl.uniformMatrix4fv( uniforms.cameraInverseMatrix, false, _viewMatrixArray );
  3260. _gl.uniformMatrix4fv( uniforms.boneGlobalMatrices, false, object.boneMatrices );
  3261. };
  3262. function loadUniformsMatrices( uniforms, object ) {
  3263. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrixArray );
  3264. if ( uniforms.normalMatrix ) {
  3265. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrixArray );
  3266. }
  3267. };
  3268. function loadUniformsGeneric( program, uniforms ) {
  3269. var uniform, value, type, location, texture, i, il, j, jl, offset;
  3270. for( j = 0, jl = uniforms.length; j < jl; j ++ ) {
  3271. location = program.uniforms[ uniforms[ j ][ 1 ] ];
  3272. if ( !location ) continue;
  3273. uniform = uniforms[ j ][ 0 ];
  3274. type = uniform.type;
  3275. value = uniform.value;
  3276. // single integer
  3277. if( type === "i" ) {
  3278. _gl.uniform1i( location, value );
  3279. // single float
  3280. } else if( type === "f" ) {
  3281. _gl.uniform1f( location, value );
  3282. // single THREE.Vector2
  3283. } else if( type === "v2" ) {
  3284. _gl.uniform2f( location, value.x, value.y );
  3285. // single THREE.Vector3
  3286. } else if( type === "v3" ) {
  3287. _gl.uniform3f( location, value.x, value.y, value.z );
  3288. // single THREE.Vector4
  3289. } else if( type === "v4" ) {
  3290. _gl.uniform4f( location, value.x, value.y, value.z, value.w );
  3291. // single THREE.Color
  3292. } else if( type === "c" ) {
  3293. _gl.uniform3f( location, value.r, value.g, value.b );
  3294. // flat array of floats (JS or typed array)
  3295. } else if( type === "fv1" ) {
  3296. _gl.uniform1fv( location, value );
  3297. // flat array of floats with 3 x N size (JS or typed array)
  3298. } else if( type === "fv" ) {
  3299. _gl.uniform3fv( location, value );
  3300. // array of THREE.Vector3
  3301. } else if( type === "v3v" ) {
  3302. if ( ! uniform._array ) {
  3303. uniform._array = new Float32Array( 3 * value.length );
  3304. }
  3305. for ( i = 0, il = value.length; i < il; i ++ ) {
  3306. offset = i * 3;
  3307. uniform._array[ offset ] = value[ i ].x;
  3308. uniform._array[ offset + 1 ] = value[ i ].y;
  3309. uniform._array[ offset + 2 ] = value[ i ].z;
  3310. }
  3311. _gl.uniform3fv( location, uniform._array );
  3312. // single THREE.Matrix4
  3313. } else if( type === "m4" ) {
  3314. if ( ! uniform._array ) {
  3315. uniform._array = new Float32Array( 16 );
  3316. }
  3317. value.flattenToArray( uniform._array );
  3318. _gl.uniformMatrix4fv( location, false, uniform._array );
  3319. // array of THREE.Matrix4
  3320. } else if( type === "m4v" ) {
  3321. if ( ! uniform._array ) {
  3322. uniform._array = new Float32Array( 16 * value.length );
  3323. }
  3324. for ( i = 0, il = value.length; i < il; i ++ ) {
  3325. value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
  3326. }
  3327. _gl.uniformMatrix4fv( location, false, uniform._array );
  3328. // single THREE.Texture (2d or cube)
  3329. } else if( type === "t" ) {
  3330. _gl.uniform1i( location, value );
  3331. texture = uniform.texture;
  3332. if ( !texture ) continue;
  3333. if ( texture.image instanceof Array && texture.image.length === 6 ) {
  3334. setCubeTexture( texture, value );
  3335. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  3336. setCubeTextureDynamic( texture, value );
  3337. } else {
  3338. setTexture( texture, value );
  3339. }
  3340. // array of THREE.Texture (2d)
  3341. } else if( type === "tv" ) {
  3342. if ( ! uniform._array ) {
  3343. uniform._array = [];
  3344. for( i = 0, il = uniform.texture.length; i < il; i ++ ) {
  3345. uniform._array[ i ] = value + i;
  3346. }
  3347. }
  3348. _gl.uniform1iv( location, uniform._array );
  3349. for( i = 0, il = uniform.texture.length; i < il; i ++ ) {
  3350. texture = uniform.texture[ i ];
  3351. if ( !texture ) continue;
  3352. setTexture( texture, uniform._array[ i ] );
  3353. }
  3354. }
  3355. }
  3356. };
  3357. function setBlending( blending ) {
  3358. if ( blending !== _oldBlending ) {
  3359. switch ( blending ) {
  3360. case THREE.AdditiveBlending:
  3361. _gl.blendEquation( _gl.FUNC_ADD );
  3362. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
  3363. break;
  3364. case THREE.SubtractiveBlending:
  3365. // TODO: Find blendFuncSeparate() combination
  3366. _gl.blendEquation( _gl.FUNC_ADD );
  3367. _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
  3368. break;
  3369. case THREE.MultiplyBlending:
  3370. // TODO: Find blendFuncSeparate() combination
  3371. _gl.blendEquation( _gl.FUNC_ADD );
  3372. _gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
  3373. break;
  3374. default:
  3375. _gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
  3376. _gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
  3377. break;
  3378. }
  3379. _oldBlending = blending;
  3380. }
  3381. };
  3382. function setTextureParameters( textureType, texture, image ) {
  3383. if ( isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ) ) {
  3384. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  3385. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  3386. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  3387. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  3388. _gl.generateMipmap( textureType );
  3389. } else {
  3390. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  3391. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  3392. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  3393. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  3394. }
  3395. };
  3396. function setTexture( texture, slot ) {
  3397. if ( texture.needsUpdate ) {
  3398. if ( ! texture.__webglInit ) {
  3399. texture.__webglInit = true;
  3400. texture.__webglTexture = _gl.createTexture();
  3401. _this.info.memory.textures ++;
  3402. }
  3403. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3404. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  3405. if ( texture instanceof THREE.DataTexture ) {
  3406. _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 );
  3407. } else {
  3408. _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image );
  3409. }
  3410. setTextureParameters( _gl.TEXTURE_2D, texture, texture.image );
  3411. texture.needsUpdate = false;
  3412. } else {
  3413. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3414. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  3415. }
  3416. };
  3417. function setCubeTexture( texture, slot ) {
  3418. if ( texture.image.length === 6 ) {
  3419. if ( texture.needsUpdate ) {
  3420. if ( ! texture.image.__webglTextureCube ) {
  3421. texture.image.__webglTextureCube = _gl.createTexture();
  3422. }
  3423. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3424. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  3425. for ( var i = 0; i < 6; i ++ ) {
  3426. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image[ i ] );
  3427. }
  3428. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, texture.image[ 0 ] );
  3429. texture.needsUpdate = false;
  3430. } else {
  3431. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3432. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  3433. }
  3434. }
  3435. };
  3436. function setCubeTextureDynamic( texture, slot ) {
  3437. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3438. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
  3439. };
  3440. function setupFrameBuffer( framebuffer, renderTarget, textureTarget ) {
  3441. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  3442. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );
  3443. };
  3444. function setupRenderBuffer( renderbuffer, renderTarget ) {
  3445. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  3446. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  3447. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  3448. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3449. /* For some reason this is not working. Defaulting to RGBA4.
  3450. } else if( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3451. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
  3452. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3453. */
  3454. } else if( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3455. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
  3456. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3457. } else {
  3458. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
  3459. }
  3460. };
  3461. function setRenderTarget( renderTarget ) {
  3462. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  3463. if ( renderTarget && ! renderTarget.__webglFramebuffer ) {
  3464. if( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
  3465. if( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
  3466. renderTarget.__webglTexture = _gl.createTexture();
  3467. // Setup texture, create render and frame buffers
  3468. if ( isCube ) {
  3469. renderTarget.__webglFramebuffer = [];
  3470. renderTarget.__webglRenderbuffer = [];
  3471. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  3472. setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, renderTarget );
  3473. for ( var i = 0; i < 6; i ++ ) {
  3474. renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  3475. renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
  3476. _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 );
  3477. setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
  3478. setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );
  3479. }
  3480. } else {
  3481. renderTarget.__webglFramebuffer = _gl.createFramebuffer();
  3482. renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();
  3483. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  3484. setTextureParameters( _gl.TEXTURE_2D, renderTarget, renderTarget );
  3485. _gl.texImage2D( _gl.TEXTURE_2D, 0, paramThreeToGL( renderTarget.format ), renderTarget.width, renderTarget.height, 0, paramThreeToGL( renderTarget.format ), paramThreeToGL( renderTarget.type ), null );
  3486. setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
  3487. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
  3488. setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );
  3489. }
  3490. // Release everything
  3491. if ( isCube ) {
  3492. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  3493. } else {
  3494. _gl.bindTexture( _gl.TEXTURE_2D, null );
  3495. }
  3496. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  3497. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null);
  3498. }
  3499. var framebuffer, width, height, vx, vy;
  3500. if ( renderTarget ) {
  3501. if ( isCube ) {
  3502. framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];
  3503. } else {
  3504. framebuffer = renderTarget.__webglFramebuffer;
  3505. }
  3506. width = renderTarget.width;
  3507. height = renderTarget.height;
  3508. vx = 0;
  3509. vy = 0;
  3510. } else {
  3511. framebuffer = null;
  3512. width = _viewportWidth;
  3513. height = _viewportHeight;
  3514. vx = _viewportX;
  3515. vy = _viewportY;
  3516. }
  3517. if ( framebuffer !== _currentFramebuffer ) {
  3518. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  3519. _gl.viewport( vx, vy, width, height );
  3520. _currentFramebuffer = framebuffer;
  3521. }
  3522. };
  3523. function updateRenderTargetMipmap( renderTarget ) {
  3524. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  3525. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  3526. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3527. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  3528. } else {
  3529. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  3530. _gl.generateMipmap( _gl.TEXTURE_2D );
  3531. _gl.bindTexture( _gl.TEXTURE_2D, null );
  3532. }
  3533. };
  3534. function cacheUniformLocations( program, identifiers ) {
  3535. var i, l, id;
  3536. for( i = 0, l = identifiers.length; i < l; i++ ) {
  3537. id = identifiers[ i ];
  3538. program.uniforms[ id ] = _gl.getUniformLocation( program, id );
  3539. }
  3540. };
  3541. function cacheAttributeLocations( program, identifiers ) {
  3542. var i, l, id;
  3543. for( i = 0, l = identifiers.length; i < l; i++ ) {
  3544. id = identifiers[ i ];
  3545. program.attributes[ id ] = _gl.getAttribLocation( program, id );
  3546. }
  3547. };
  3548. function getShader( type, string ) {
  3549. var shader;
  3550. if ( type === "fragment" ) {
  3551. shader = _gl.createShader( _gl.FRAGMENT_SHADER );
  3552. } else if ( type === "vertex" ) {
  3553. shader = _gl.createShader( _gl.VERTEX_SHADER );
  3554. }
  3555. _gl.shaderSource( shader, string );
  3556. _gl.compileShader( shader );
  3557. if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {
  3558. console.error( _gl.getShaderInfoLog( shader ) );
  3559. console.error( string );
  3560. return null;
  3561. }
  3562. return shader;
  3563. };
  3564. // fallback filters for non-power-of-2 textures
  3565. function filterFallback( f ) {
  3566. switch ( f ) {
  3567. case THREE.NearestFilter:
  3568. case THREE.NearestMipMapNearestFilter:
  3569. case THREE.NearestMipMapLinearFilter: return _gl.NEAREST; break;
  3570. case THREE.LinearFilter:
  3571. case THREE.LinearMipMapNearestFilter:
  3572. case THREE.LinearMipMapLinearFilter:
  3573. default:
  3574. return _gl.LINEAR; break;
  3575. }
  3576. };
  3577. function paramThreeToGL( p ) {
  3578. switch ( p ) {
  3579. case THREE.RepeatWrapping: return _gl.REPEAT; break;
  3580. case THREE.ClampToEdgeWrapping: return _gl.CLAMP_TO_EDGE; break;
  3581. case THREE.MirroredRepeatWrapping: return _gl.MIRRORED_REPEAT; break;
  3582. case THREE.NearestFilter: return _gl.NEAREST; break;
  3583. case THREE.NearestMipMapNearestFilter: return _gl.NEAREST_MIPMAP_NEAREST; break;
  3584. case THREE.NearestMipMapLinearFilter: return _gl.NEAREST_MIPMAP_LINEAR; break;
  3585. case THREE.LinearFilter: return _gl.LINEAR; break;
  3586. case THREE.LinearMipMapNearestFilter: return _gl.LINEAR_MIPMAP_NEAREST; break;
  3587. case THREE.LinearMipMapLinearFilter: return _gl.LINEAR_MIPMAP_LINEAR; break;
  3588. case THREE.ByteType: return _gl.BYTE; break;
  3589. case THREE.UnsignedByteType: return _gl.UNSIGNED_BYTE; break;
  3590. case THREE.ShortType: return _gl.SHORT; break;
  3591. case THREE.UnsignedShortType: return _gl.UNSIGNED_SHORT; break;
  3592. case THREE.IntType: return _gl.INT; break;
  3593. case THREE.UnsignedShortType: return _gl.UNSIGNED_INT; break;
  3594. case THREE.FloatType: return _gl.FLOAT; break;
  3595. case THREE.AlphaFormat: return _gl.ALPHA; break;
  3596. case THREE.RGBFormat: return _gl.RGB; break;
  3597. case THREE.RGBAFormat: return _gl.RGBA; break;
  3598. case THREE.LuminanceFormat: return _gl.LUMINANCE; break;
  3599. case THREE.LuminanceAlphaFormat: return _gl.LUMINANCE_ALPHA; break;
  3600. }
  3601. return 0;
  3602. };
  3603. function isPowerOfTwo( value ) {
  3604. return ( value & ( value - 1 ) ) === 0;
  3605. };
  3606. function materialNeedsSmoothNormals( material ) {
  3607. return material && material.shading !== undefined && material.shading === THREE.SmoothShading;
  3608. };
  3609. function bufferGuessVertexColorType( material ) {
  3610. if ( material.vertexColors ) {
  3611. return material.vertexColors;
  3612. }
  3613. return false;
  3614. };
  3615. function bufferGuessNormalType( material ) {
  3616. // only MeshBasicMaterial and MeshDepthMaterial don't need normals
  3617. if ( ( material instanceof THREE.MeshBasicMaterial && !material.envMap ) || material instanceof THREE.MeshDepthMaterial ) {
  3618. return false;
  3619. }
  3620. if ( materialNeedsSmoothNormals( material ) ) {
  3621. return THREE.SmoothShading;
  3622. } else {
  3623. return THREE.FlatShading;
  3624. }
  3625. };
  3626. function bufferGuessUVType( material ) {
  3627. // material must use some texture to require uvs
  3628. if ( material.map || material.lightMap || material instanceof THREE.ShaderMaterial ) {
  3629. return true;
  3630. }
  3631. return false;
  3632. };
  3633. function allocateBones( object ) {
  3634. // default for when object is not specified
  3635. // ( for example when prebuilding shader
  3636. // to be used with multiple objects )
  3637. //
  3638. // - leave some extra space for other uniforms
  3639. // - limit here is ANGLE's 254 max uniform vectors
  3640. // (up to 54 should be safe)
  3641. var maxBones = 50;
  3642. if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
  3643. maxBones = object.bones.length;
  3644. }
  3645. return maxBones;
  3646. };
  3647. function allocateLights( lights ) {
  3648. var l, ll, light, dirLights, pointLights, maxDirLights, maxPointLights;
  3649. dirLights = pointLights = maxDirLights = maxPointLights = 0;
  3650. for ( l = 0, ll = lights.length; l < ll; l++ ) {
  3651. light = lights[ l ];
  3652. if ( light instanceof THREE.SpotLight ) dirLights ++; // hack, not a proper spotlight
  3653. if ( light instanceof THREE.DirectionalLight ) dirLights ++;
  3654. if ( light instanceof THREE.PointLight ) pointLights ++;
  3655. }
  3656. if ( ( pointLights + dirLights ) <= _maxLights ) {
  3657. maxDirLights = dirLights;
  3658. maxPointLights = pointLights;
  3659. } else {
  3660. maxDirLights = Math.ceil( _maxLights * dirLights / ( pointLights + dirLights ) );
  3661. maxPointLights = _maxLights - maxDirLights;
  3662. }
  3663. return { 'directional' : maxDirLights, 'point' : maxPointLights };
  3664. };
  3665. function allocateShadows( lights ) {
  3666. var l, ll, light, maxShadows = 0;
  3667. for ( l = 0, ll = lights.length; l < ll; l++ ) {
  3668. light = lights[ l ];
  3669. if ( light instanceof THREE.SpotLight && light.castShadow ) maxShadows ++;
  3670. }
  3671. return maxShadows;
  3672. };
  3673. /* DEBUG
  3674. function getGLParams() {
  3675. var params = {
  3676. 'MAX_VARYING_VECTORS': _gl.getParameter( _gl.MAX_VARYING_VECTORS ),
  3677. 'MAX_VERTEX_ATTRIBS': _gl.getParameter( _gl.MAX_VERTEX_ATTRIBS ),
  3678. 'MAX_TEXTURE_IMAGE_UNITS': _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS ),
  3679. 'MAX_VERTEX_TEXTURE_IMAGE_UNITS': _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ),
  3680. 'MAX_COMBINED_TEXTURE_IMAGE_UNITS' : _gl.getParameter( _gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS ),
  3681. 'MAX_VERTEX_UNIFORM_VECTORS': _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS ),
  3682. 'MAX_FRAGMENT_UNIFORM_VECTORS': _gl.getParameter( _gl.MAX_FRAGMENT_UNIFORM_VECTORS )
  3683. }
  3684. return params;
  3685. };
  3686. function dumpObject( obj ) {
  3687. var p, str = "";
  3688. for ( p in obj ) {
  3689. str += p + ": " + obj[p] + "\n";
  3690. }
  3691. return str;
  3692. }
  3693. */
  3694. };