WebGLRenderer.js 154 KB

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  1. /**
  2. * @author supereggbert / http://www.paulbrunt.co.uk/
  3. * @author mrdoob / http://mrdoob.com/
  4. * @author alteredq / http://alteredqualia.com/
  5. * @author szimek / https://github.com/szimek/
  6. */
  7. THREE.WebGLRenderer = function ( parameters ) {
  8. console.log( 'THREE.WebGLRenderer', THREE.REVISION );
  9. parameters = parameters || {};
  10. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
  11. _precision = parameters.precision !== undefined ? parameters.precision : 'highp',
  12. _alpha = parameters.alpha !== undefined ? parameters.alpha : true,
  13. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  14. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  15. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  16. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  17. _clearColor = new THREE.Color( 0x000000 ),
  18. _clearAlpha = 0;
  19. // public properties
  20. this.domElement = _canvas;
  21. this.context = null;
  22. this.devicePixelRatio = parameters.devicePixelRatio !== undefined
  23. ? parameters.devicePixelRatio
  24. : self.devicePixelRatio !== undefined
  25. ? self.devicePixelRatio
  26. : 1;
  27. // clearing
  28. this.autoClear = true;
  29. this.autoClearColor = true;
  30. this.autoClearDepth = true;
  31. this.autoClearStencil = true;
  32. // scene graph
  33. this.sortObjects = true;
  34. this.autoUpdateObjects = true;
  35. // physically based shading
  36. this.gammaInput = false;
  37. this.gammaOutput = false;
  38. this.physicallyBasedShading = false;
  39. // shadow map
  40. this.shadowMapEnabled = false;
  41. this.shadowMapAutoUpdate = true;
  42. this.shadowMapType = THREE.PCFShadowMap;
  43. this.shadowMapCullFace = THREE.CullFaceFront;
  44. this.shadowMapDebug = false;
  45. this.shadowMapCascade = false;
  46. // morphs
  47. this.maxMorphTargets = 8;
  48. this.maxMorphNormals = 4;
  49. // flags
  50. this.autoScaleCubemaps = true;
  51. // custom render plugins
  52. this.renderPluginsPre = [];
  53. this.renderPluginsPost = [];
  54. // info
  55. this.info = {
  56. memory: {
  57. programs: 0,
  58. geometries: 0,
  59. textures: 0
  60. },
  61. render: {
  62. calls: 0,
  63. vertices: 0,
  64. faces: 0,
  65. points: 0
  66. }
  67. };
  68. // internal properties
  69. var _this = this,
  70. _programs = [],
  71. _programs_counter = 0,
  72. // internal state cache
  73. _currentProgram = null,
  74. _currentFramebuffer = null,
  75. _currentMaterialId = -1,
  76. _currentGeometryGroupHash = null,
  77. _currentCamera = null,
  78. _geometryGroupCounter = 0,
  79. _usedTextureUnits = 0,
  80. // GL state cache
  81. _oldDoubleSided = -1,
  82. _oldFlipSided = -1,
  83. _oldBlending = -1,
  84. _oldBlendEquation = -1,
  85. _oldBlendSrc = -1,
  86. _oldBlendDst = -1,
  87. _oldDepthTest = -1,
  88. _oldDepthWrite = -1,
  89. _oldPolygonOffset = null,
  90. _oldPolygonOffsetFactor = null,
  91. _oldPolygonOffsetUnits = null,
  92. _oldLineWidth = null,
  93. _viewportX = 0,
  94. _viewportY = 0,
  95. _viewportWidth = _canvas.width,
  96. _viewportHeight = _canvas.height,
  97. _currentWidth = 0,
  98. _currentHeight = 0,
  99. _enabledAttributes = {},
  100. // frustum
  101. _frustum = new THREE.Frustum(),
  102. // camera matrices cache
  103. _projScreenMatrix = new THREE.Matrix4(),
  104. _projScreenMatrixPS = new THREE.Matrix4(),
  105. _vector3 = new THREE.Vector3(),
  106. // light arrays cache
  107. _direction = new THREE.Vector3(),
  108. _lightsNeedUpdate = true,
  109. _lights = {
  110. ambient: [ 0, 0, 0 ],
  111. directional: { length: 0, colors: new Array(), positions: new Array() },
  112. point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() },
  113. spot: { length: 0, colors: new Array(), positions: new Array(), distances: new Array(), directions: new Array(), anglesCos: new Array(), exponents: new Array() },
  114. hemi: { length: 0, skyColors: new Array(), groundColors: new Array(), positions: new Array() }
  115. };
  116. // initialize
  117. var _gl;
  118. var _glExtensionTextureFloat;
  119. var _glExtensionTextureFloatLinear;
  120. var _glExtensionStandardDerivatives;
  121. var _glExtensionTextureFilterAnisotropic;
  122. var _glExtensionCompressedTextureS3TC;
  123. initGL();
  124. setDefaultGLState();
  125. this.context = _gl;
  126. // GPU capabilities
  127. var _maxTextures = _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS );
  128. var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
  129. var _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE );
  130. var _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE );
  131. var _maxAnisotropy = _glExtensionTextureFilterAnisotropic ? _gl.getParameter( _glExtensionTextureFilterAnisotropic.MAX_TEXTURE_MAX_ANISOTROPY_EXT ) : 0;
  132. var _supportsVertexTextures = ( _maxVertexTextures > 0 );
  133. var _supportsBoneTextures = _supportsVertexTextures && _glExtensionTextureFloat;
  134. var _compressedTextureFormats = _glExtensionCompressedTextureS3TC ? _gl.getParameter( _gl.COMPRESSED_TEXTURE_FORMATS ) : [];
  135. //
  136. var _vertexShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_FLOAT );
  137. var _vertexShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_FLOAT );
  138. var _vertexShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.LOW_FLOAT );
  139. var _fragmentShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_FLOAT );
  140. var _fragmentShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_FLOAT );
  141. var _fragmentShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.LOW_FLOAT );
  142. var _vertexShaderPrecisionHighpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_INT );
  143. var _vertexShaderPrecisionMediumpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_INT );
  144. var _vertexShaderPrecisionLowpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.LOW_INT );
  145. var _fragmentShaderPrecisionHighpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_INT );
  146. var _fragmentShaderPrecisionMediumpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_INT );
  147. var _fragmentShaderPrecisionLowpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.LOW_INT );
  148. // clamp precision to maximum available
  149. var highpAvailable = _vertexShaderPrecisionHighpFloat.precision > 0 && _fragmentShaderPrecisionHighpFloat.precision > 0;
  150. var mediumpAvailable = _vertexShaderPrecisionMediumpFloat.precision > 0 && _fragmentShaderPrecisionMediumpFloat.precision > 0;
  151. if ( _precision === "highp" && ! highpAvailable ) {
  152. if ( mediumpAvailable ) {
  153. _precision = "mediump";
  154. console.warn( "WebGLRenderer: highp not supported, using mediump" );
  155. } else {
  156. _precision = "lowp";
  157. console.warn( "WebGLRenderer: highp and mediump not supported, using lowp" );
  158. }
  159. }
  160. if ( _precision === "mediump" && ! mediumpAvailable ) {
  161. _precision = "lowp";
  162. console.warn( "WebGLRenderer: mediump not supported, using lowp" );
  163. }
  164. // API
  165. this.getContext = function () {
  166. return _gl;
  167. };
  168. this.supportsVertexTextures = function () {
  169. return _supportsVertexTextures;
  170. };
  171. this.supportsFloatTextures = function () {
  172. return _glExtensionTextureFloat;
  173. };
  174. this.supportsStandardDerivatives = function () {
  175. return _glExtensionStandardDerivatives;
  176. };
  177. this.supportsCompressedTextureS3TC = function () {
  178. return _glExtensionCompressedTextureS3TC;
  179. };
  180. this.getMaxAnisotropy = function () {
  181. return _maxAnisotropy;
  182. };
  183. this.getPrecision = function () {
  184. return _precision;
  185. };
  186. this.setSize = function ( width, height, updateStyle ) {
  187. _canvas.width = width * this.devicePixelRatio;
  188. _canvas.height = height * this.devicePixelRatio;
  189. if ( this.devicePixelRatio !== 1 && updateStyle !== false ) {
  190. _canvas.style.width = width + 'px';
  191. _canvas.style.height = height + 'px';
  192. }
  193. this.setViewport( 0, 0, _canvas.width, _canvas.height );
  194. };
  195. this.setViewport = function ( x, y, width, height ) {
  196. _viewportX = x !== undefined ? x : 0;
  197. _viewportY = y !== undefined ? y : 0;
  198. _viewportWidth = width !== undefined ? width : _canvas.width;
  199. _viewportHeight = height !== undefined ? height : _canvas.height;
  200. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  201. };
  202. this.setScissor = function ( x, y, width, height ) {
  203. _gl.scissor( x, y, width, height );
  204. };
  205. this.enableScissorTest = function ( enable ) {
  206. enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );
  207. };
  208. // Clearing
  209. this.setClearColor = function ( color, alpha ) {
  210. _clearColor.set( color );
  211. _clearAlpha = alpha !== undefined ? alpha : 1;
  212. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  213. };
  214. this.setClearColorHex = function ( hex, alpha ) {
  215. console.warn( 'DEPRECATED: .setClearColorHex() is being removed. Use .setClearColor() instead.' );
  216. this.setClearColor( hex, alpha );
  217. };
  218. this.getClearColor = function () {
  219. return _clearColor;
  220. };
  221. this.getClearAlpha = function () {
  222. return _clearAlpha;
  223. };
  224. this.clear = function ( color, depth, stencil ) {
  225. var bits = 0;
  226. if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  227. if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  228. if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  229. _gl.clear( bits );
  230. };
  231. this.clearTarget = function ( renderTarget, color, depth, stencil ) {
  232. this.setRenderTarget( renderTarget );
  233. this.clear( color, depth, stencil );
  234. };
  235. // Plugins
  236. this.addPostPlugin = function ( plugin ) {
  237. plugin.init( this );
  238. this.renderPluginsPost.push( plugin );
  239. };
  240. this.addPrePlugin = function ( plugin ) {
  241. plugin.init( this );
  242. this.renderPluginsPre.push( plugin );
  243. };
  244. // Rendering
  245. this.updateShadowMap = function ( scene, camera ) {
  246. _currentProgram = null;
  247. _oldBlending = -1;
  248. _oldDepthTest = -1;
  249. _oldDepthWrite = -1;
  250. _currentGeometryGroupHash = -1;
  251. _currentMaterialId = -1;
  252. _lightsNeedUpdate = true;
  253. _oldDoubleSided = -1;
  254. _oldFlipSided = -1;
  255. this.shadowMapPlugin.update( scene, camera );
  256. };
  257. // Internal functions
  258. // Buffer allocation
  259. function createParticleBuffers ( geometry ) {
  260. geometry.__webglVertexBuffer = _gl.createBuffer();
  261. geometry.__webglColorBuffer = _gl.createBuffer();
  262. _this.info.memory.geometries ++;
  263. };
  264. function createLineBuffers ( geometry ) {
  265. geometry.__webglVertexBuffer = _gl.createBuffer();
  266. geometry.__webglColorBuffer = _gl.createBuffer();
  267. geometry.__webglLineDistanceBuffer = _gl.createBuffer();
  268. _this.info.memory.geometries ++;
  269. };
  270. function createMeshBuffers ( geometryGroup ) {
  271. geometryGroup.__webglVertexBuffer = _gl.createBuffer();
  272. geometryGroup.__webglNormalBuffer = _gl.createBuffer();
  273. geometryGroup.__webglTangentBuffer = _gl.createBuffer();
  274. geometryGroup.__webglColorBuffer = _gl.createBuffer();
  275. geometryGroup.__webglUVBuffer = _gl.createBuffer();
  276. geometryGroup.__webglUV2Buffer = _gl.createBuffer();
  277. geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
  278. geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
  279. geometryGroup.__webglFaceBuffer = _gl.createBuffer();
  280. geometryGroup.__webglLineBuffer = _gl.createBuffer();
  281. var m, ml;
  282. if ( geometryGroup.numMorphTargets ) {
  283. geometryGroup.__webglMorphTargetsBuffers = [];
  284. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  285. geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
  286. }
  287. }
  288. if ( geometryGroup.numMorphNormals ) {
  289. geometryGroup.__webglMorphNormalsBuffers = [];
  290. for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  291. geometryGroup.__webglMorphNormalsBuffers.push( _gl.createBuffer() );
  292. }
  293. }
  294. _this.info.memory.geometries ++;
  295. };
  296. // Events
  297. var onGeometryDispose = function ( event ) {
  298. var geometry = event.target;
  299. geometry.removeEventListener( 'dispose', onGeometryDispose );
  300. deallocateGeometry( geometry );
  301. };
  302. var onTextureDispose = function ( event ) {
  303. var texture = event.target;
  304. texture.removeEventListener( 'dispose', onTextureDispose );
  305. deallocateTexture( texture );
  306. _this.info.memory.textures --;
  307. };
  308. var onRenderTargetDispose = function ( event ) {
  309. var renderTarget = event.target;
  310. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  311. deallocateRenderTarget( renderTarget );
  312. _this.info.memory.textures --;
  313. };
  314. var onMaterialDispose = function ( event ) {
  315. var material = event.target;
  316. material.removeEventListener( 'dispose', onMaterialDispose );
  317. deallocateMaterial( material );
  318. };
  319. // Buffer deallocation
  320. var deleteBuffers = function ( geometry ) {
  321. if ( geometry.__webglVertexBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglVertexBuffer );
  322. if ( geometry.__webglNormalBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglNormalBuffer );
  323. if ( geometry.__webglTangentBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglTangentBuffer );
  324. if ( geometry.__webglColorBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglColorBuffer );
  325. if ( geometry.__webglUVBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglUVBuffer );
  326. if ( geometry.__webglUV2Buffer !== undefined ) _gl.deleteBuffer( geometry.__webglUV2Buffer );
  327. if ( geometry.__webglSkinIndicesBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglSkinIndicesBuffer );
  328. if ( geometry.__webglSkinWeightsBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglSkinWeightsBuffer );
  329. if ( geometry.__webglFaceBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglFaceBuffer );
  330. if ( geometry.__webglLineBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglLineBuffer );
  331. if ( geometry.__webglLineDistanceBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglLineDistanceBuffer );
  332. // custom attributes
  333. if ( geometry.__webglCustomAttributesList !== undefined ) {
  334. for ( var id in geometry.__webglCustomAttributesList ) {
  335. _gl.deleteBuffer( geometry.__webglCustomAttributesList[ id ].buffer );
  336. }
  337. }
  338. _this.info.memory.geometries --;
  339. };
  340. var deallocateGeometry = function ( geometry ) {
  341. geometry.__webglInit = undefined;
  342. if ( geometry instanceof THREE.BufferGeometry ) {
  343. var attributes = geometry.attributes;
  344. for ( var key in attributes ) {
  345. if ( attributes[ key ].buffer !== undefined ) {
  346. _gl.deleteBuffer( attributes[ key ].buffer );
  347. }
  348. }
  349. _this.info.memory.geometries --;
  350. } else {
  351. if ( geometry.geometryGroups !== undefined ) {
  352. for ( var g in geometry.geometryGroups ) {
  353. var geometryGroup = geometry.geometryGroups[ g ];
  354. if ( geometryGroup.numMorphTargets !== undefined ) {
  355. for ( var m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  356. _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
  357. }
  358. }
  359. if ( geometryGroup.numMorphNormals !== undefined ) {
  360. for ( var m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  361. _gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] );
  362. }
  363. }
  364. deleteBuffers( geometryGroup );
  365. }
  366. } else {
  367. deleteBuffers( geometry );
  368. }
  369. }
  370. };
  371. var deallocateTexture = function ( texture ) {
  372. if ( texture.image && texture.image.__webglTextureCube ) {
  373. // cube texture
  374. _gl.deleteTexture( texture.image.__webglTextureCube );
  375. } else {
  376. // 2D texture
  377. if ( ! texture.__webglInit ) return;
  378. texture.__webglInit = false;
  379. _gl.deleteTexture( texture.__webglTexture );
  380. }
  381. };
  382. var deallocateRenderTarget = function ( renderTarget ) {
  383. if ( !renderTarget || ! renderTarget.__webglTexture ) return;
  384. _gl.deleteTexture( renderTarget.__webglTexture );
  385. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  386. for ( var i = 0; i < 6; i ++ ) {
  387. _gl.deleteFramebuffer( renderTarget.__webglFramebuffer[ i ] );
  388. _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer[ i ] );
  389. }
  390. } else {
  391. _gl.deleteFramebuffer( renderTarget.__webglFramebuffer );
  392. _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer );
  393. }
  394. };
  395. var deallocateMaterial = function ( material ) {
  396. var program = material.program;
  397. if ( program === undefined ) return;
  398. material.program = undefined;
  399. // only deallocate GL program if this was the last use of shared program
  400. // assumed there is only single copy of any program in the _programs list
  401. // (that's how it's constructed)
  402. var i, il, programInfo;
  403. var deleteProgram = false;
  404. for ( i = 0, il = _programs.length; i < il; i ++ ) {
  405. programInfo = _programs[ i ];
  406. if ( programInfo.program === program ) {
  407. programInfo.usedTimes --;
  408. if ( programInfo.usedTimes === 0 ) {
  409. deleteProgram = true;
  410. }
  411. break;
  412. }
  413. }
  414. if ( deleteProgram === true ) {
  415. // avoid using array.splice, this is costlier than creating new array from scratch
  416. var newPrograms = [];
  417. for ( i = 0, il = _programs.length; i < il; i ++ ) {
  418. programInfo = _programs[ i ];
  419. if ( programInfo.program !== program ) {
  420. newPrograms.push( programInfo );
  421. }
  422. }
  423. _programs = newPrograms;
  424. _gl.deleteProgram( program );
  425. _this.info.memory.programs --;
  426. }
  427. };
  428. // Buffer initialization
  429. function initCustomAttributes ( geometry, object ) {
  430. var nvertices = geometry.vertices.length;
  431. var material = object.material;
  432. if ( material.attributes ) {
  433. if ( geometry.__webglCustomAttributesList === undefined ) {
  434. geometry.__webglCustomAttributesList = [];
  435. }
  436. for ( var a in material.attributes ) {
  437. var attribute = material.attributes[ a ];
  438. if ( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  439. attribute.__webglInitialized = true;
  440. var size = 1; // "f" and "i"
  441. if ( attribute.type === "v2" ) size = 2;
  442. else if ( attribute.type === "v3" ) size = 3;
  443. else if ( attribute.type === "v4" ) size = 4;
  444. else if ( attribute.type === "c" ) size = 3;
  445. attribute.size = size;
  446. attribute.array = new Float32Array( nvertices * size );
  447. attribute.buffer = _gl.createBuffer();
  448. attribute.buffer.belongsToAttribute = a;
  449. attribute.needsUpdate = true;
  450. }
  451. geometry.__webglCustomAttributesList.push( attribute );
  452. }
  453. }
  454. };
  455. function initParticleBuffers ( geometry, object ) {
  456. var nvertices = geometry.vertices.length;
  457. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  458. geometry.__colorArray = new Float32Array( nvertices * 3 );
  459. geometry.__sortArray = [];
  460. geometry.__webglParticleCount = nvertices;
  461. initCustomAttributes ( geometry, object );
  462. };
  463. function initLineBuffers ( geometry, object ) {
  464. var nvertices = geometry.vertices.length;
  465. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  466. geometry.__colorArray = new Float32Array( nvertices * 3 );
  467. geometry.__lineDistanceArray = new Float32Array( nvertices * 1 );
  468. geometry.__webglLineCount = nvertices;
  469. initCustomAttributes ( geometry, object );
  470. };
  471. function initMeshBuffers ( geometryGroup, object ) {
  472. var geometry = object.geometry,
  473. faces3 = geometryGroup.faces3,
  474. nvertices = faces3.length * 3,
  475. ntris = faces3.length * 1,
  476. nlines = faces3.length * 3,
  477. material = getBufferMaterial( object, geometryGroup ),
  478. uvType = bufferGuessUVType( material ),
  479. normalType = bufferGuessNormalType( material ),
  480. vertexColorType = bufferGuessVertexColorType( material );
  481. // console.log( "uvType", uvType, "normalType", normalType, "vertexColorType", vertexColorType, object, geometryGroup, material );
  482. geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
  483. if ( normalType ) {
  484. geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
  485. }
  486. if ( geometry.hasTangents ) {
  487. geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
  488. }
  489. if ( vertexColorType ) {
  490. geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
  491. }
  492. if ( uvType ) {
  493. if ( geometry.faceVertexUvs.length > 0 ) {
  494. geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
  495. }
  496. if ( geometry.faceVertexUvs.length > 1 ) {
  497. geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
  498. }
  499. }
  500. if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
  501. geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
  502. geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
  503. }
  504. geometryGroup.__faceArray = new Uint16Array( ntris * 3 );
  505. geometryGroup.__lineArray = new Uint16Array( nlines * 2 );
  506. var m, ml;
  507. if ( geometryGroup.numMorphTargets ) {
  508. geometryGroup.__morphTargetsArrays = [];
  509. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  510. geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
  511. }
  512. }
  513. if ( geometryGroup.numMorphNormals ) {
  514. geometryGroup.__morphNormalsArrays = [];
  515. for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  516. geometryGroup.__morphNormalsArrays.push( new Float32Array( nvertices * 3 ) );
  517. }
  518. }
  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 getBufferMaterial( object, geometryGroup ) {
  554. return object.material instanceof THREE.MeshFaceMaterial
  555. ? object.material.materials[ geometryGroup.materialIndex ]
  556. : object.material;
  557. };
  558. function materialNeedsSmoothNormals ( material ) {
  559. return material && material.shading !== undefined && material.shading === THREE.SmoothShading;
  560. };
  561. function bufferGuessNormalType ( material ) {
  562. // only MeshBasicMaterial and MeshDepthMaterial don't need normals
  563. if ( ( material instanceof THREE.MeshBasicMaterial && !material.envMap ) || material instanceof THREE.MeshDepthMaterial ) {
  564. return false;
  565. }
  566. if ( materialNeedsSmoothNormals( material ) ) {
  567. return THREE.SmoothShading;
  568. } else {
  569. return THREE.FlatShading;
  570. }
  571. };
  572. function bufferGuessVertexColorType( material ) {
  573. if ( material.vertexColors ) {
  574. return material.vertexColors;
  575. }
  576. return false;
  577. };
  578. function bufferGuessUVType( material ) {
  579. // material must use some texture to require uvs
  580. if ( material.map ||
  581. material.lightMap ||
  582. material.bumpMap ||
  583. material.normalMap ||
  584. material.specularMap ||
  585. material instanceof THREE.ShaderMaterial ) {
  586. return true;
  587. }
  588. return false;
  589. };
  590. //
  591. function initDirectBuffers( geometry ) {
  592. var a, attribute, type;
  593. for ( a in geometry.attributes ) {
  594. if ( a === "index" ) {
  595. type = _gl.ELEMENT_ARRAY_BUFFER;
  596. } else {
  597. type = _gl.ARRAY_BUFFER;
  598. }
  599. attribute = geometry.attributes[ a ];
  600. if ( attribute.numItems === undefined ) {
  601. attribute.numItems = attribute.array.length;
  602. }
  603. attribute.buffer = _gl.createBuffer();
  604. _gl.bindBuffer( type, attribute.buffer );
  605. _gl.bufferData( type, attribute.array, _gl.STATIC_DRAW );
  606. }
  607. };
  608. // Buffer setting
  609. function setParticleBuffers ( geometry, hint, object ) {
  610. var v, c, vertex, offset, index, color,
  611. vertices = geometry.vertices,
  612. vl = vertices.length,
  613. colors = geometry.colors,
  614. cl = colors.length,
  615. vertexArray = geometry.__vertexArray,
  616. colorArray = geometry.__colorArray,
  617. sortArray = geometry.__sortArray,
  618. dirtyVertices = geometry.verticesNeedUpdate,
  619. dirtyElements = geometry.elementsNeedUpdate,
  620. dirtyColors = geometry.colorsNeedUpdate,
  621. customAttributes = geometry.__webglCustomAttributesList,
  622. i, il,
  623. a, ca, cal, value,
  624. customAttribute;
  625. if ( object.sortParticles ) {
  626. _projScreenMatrixPS.copy( _projScreenMatrix );
  627. _projScreenMatrixPS.multiply( object.matrixWorld );
  628. for ( v = 0; v < vl; v ++ ) {
  629. vertex = vertices[ v ];
  630. _vector3.copy( vertex );
  631. _vector3.applyProjection( _projScreenMatrixPS );
  632. sortArray[ v ] = [ _vector3.z, v ];
  633. }
  634. sortArray.sort( numericalSort );
  635. for ( v = 0; v < vl; v ++ ) {
  636. vertex = vertices[ sortArray[v][1] ];
  637. offset = v * 3;
  638. vertexArray[ offset ] = vertex.x;
  639. vertexArray[ offset + 1 ] = vertex.y;
  640. vertexArray[ offset + 2 ] = vertex.z;
  641. }
  642. for ( c = 0; c < cl; c ++ ) {
  643. offset = c * 3;
  644. color = colors[ sortArray[c][1] ];
  645. colorArray[ offset ] = color.r;
  646. colorArray[ offset + 1 ] = color.g;
  647. colorArray[ offset + 2 ] = color.b;
  648. }
  649. if ( customAttributes ) {
  650. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  651. customAttribute = customAttributes[ i ];
  652. if ( ! ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) ) continue;
  653. offset = 0;
  654. cal = customAttribute.value.length;
  655. if ( customAttribute.size === 1 ) {
  656. for ( ca = 0; ca < cal; ca ++ ) {
  657. index = sortArray[ ca ][ 1 ];
  658. customAttribute.array[ ca ] = customAttribute.value[ index ];
  659. }
  660. } else if ( customAttribute.size === 2 ) {
  661. for ( ca = 0; ca < cal; ca ++ ) {
  662. index = sortArray[ ca ][ 1 ];
  663. value = customAttribute.value[ index ];
  664. customAttribute.array[ offset ] = value.x;
  665. customAttribute.array[ offset + 1 ] = value.y;
  666. offset += 2;
  667. }
  668. } else if ( customAttribute.size === 3 ) {
  669. if ( customAttribute.type === "c" ) {
  670. for ( ca = 0; ca < cal; ca ++ ) {
  671. index = sortArray[ ca ][ 1 ];
  672. value = customAttribute.value[ index ];
  673. customAttribute.array[ offset ] = value.r;
  674. customAttribute.array[ offset + 1 ] = value.g;
  675. customAttribute.array[ offset + 2 ] = value.b;
  676. offset += 3;
  677. }
  678. } else {
  679. for ( ca = 0; ca < cal; ca ++ ) {
  680. index = sortArray[ ca ][ 1 ];
  681. value = customAttribute.value[ index ];
  682. customAttribute.array[ offset ] = value.x;
  683. customAttribute.array[ offset + 1 ] = value.y;
  684. customAttribute.array[ offset + 2 ] = value.z;
  685. offset += 3;
  686. }
  687. }
  688. } else if ( customAttribute.size === 4 ) {
  689. for ( ca = 0; ca < cal; ca ++ ) {
  690. index = sortArray[ ca ][ 1 ];
  691. value = customAttribute.value[ index ];
  692. customAttribute.array[ offset ] = value.x;
  693. customAttribute.array[ offset + 1 ] = value.y;
  694. customAttribute.array[ offset + 2 ] = value.z;
  695. customAttribute.array[ offset + 3 ] = value.w;
  696. offset += 4;
  697. }
  698. }
  699. }
  700. }
  701. } else {
  702. if ( dirtyVertices ) {
  703. for ( v = 0; v < vl; v ++ ) {
  704. vertex = vertices[ v ];
  705. offset = v * 3;
  706. vertexArray[ offset ] = vertex.x;
  707. vertexArray[ offset + 1 ] = vertex.y;
  708. vertexArray[ offset + 2 ] = vertex.z;
  709. }
  710. }
  711. if ( dirtyColors ) {
  712. for ( c = 0; c < cl; c ++ ) {
  713. color = colors[ c ];
  714. offset = c * 3;
  715. colorArray[ offset ] = color.r;
  716. colorArray[ offset + 1 ] = color.g;
  717. colorArray[ offset + 2 ] = color.b;
  718. }
  719. }
  720. if ( customAttributes ) {
  721. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  722. customAttribute = customAttributes[ i ];
  723. if ( customAttribute.needsUpdate &&
  724. ( customAttribute.boundTo === undefined ||
  725. customAttribute.boundTo === "vertices") ) {
  726. cal = customAttribute.value.length;
  727. offset = 0;
  728. if ( customAttribute.size === 1 ) {
  729. for ( ca = 0; ca < cal; ca ++ ) {
  730. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  731. }
  732. } else if ( customAttribute.size === 2 ) {
  733. for ( ca = 0; ca < cal; ca ++ ) {
  734. value = customAttribute.value[ ca ];
  735. customAttribute.array[ offset ] = value.x;
  736. customAttribute.array[ offset + 1 ] = value.y;
  737. offset += 2;
  738. }
  739. } else if ( customAttribute.size === 3 ) {
  740. if ( customAttribute.type === "c" ) {
  741. for ( ca = 0; ca < cal; ca ++ ) {
  742. value = customAttribute.value[ ca ];
  743. customAttribute.array[ offset ] = value.r;
  744. customAttribute.array[ offset + 1 ] = value.g;
  745. customAttribute.array[ offset + 2 ] = value.b;
  746. offset += 3;
  747. }
  748. } else {
  749. for ( ca = 0; ca < cal; ca ++ ) {
  750. value = customAttribute.value[ ca ];
  751. customAttribute.array[ offset ] = value.x;
  752. customAttribute.array[ offset + 1 ] = value.y;
  753. customAttribute.array[ offset + 2 ] = value.z;
  754. offset += 3;
  755. }
  756. }
  757. } else if ( customAttribute.size === 4 ) {
  758. for ( ca = 0; ca < cal; ca ++ ) {
  759. value = customAttribute.value[ ca ];
  760. customAttribute.array[ offset ] = value.x;
  761. customAttribute.array[ offset + 1 ] = value.y;
  762. customAttribute.array[ offset + 2 ] = value.z;
  763. customAttribute.array[ offset + 3 ] = value.w;
  764. offset += 4;
  765. }
  766. }
  767. }
  768. }
  769. }
  770. }
  771. if ( dirtyVertices || object.sortParticles ) {
  772. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  773. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  774. }
  775. if ( dirtyColors || object.sortParticles ) {
  776. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  777. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  778. }
  779. if ( customAttributes ) {
  780. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  781. customAttribute = customAttributes[ i ];
  782. if ( customAttribute.needsUpdate || object.sortParticles ) {
  783. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  784. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  785. }
  786. }
  787. }
  788. };
  789. function setLineBuffers ( geometry, hint ) {
  790. var v, c, d, vertex, offset, color,
  791. vertices = geometry.vertices,
  792. colors = geometry.colors,
  793. lineDistances = geometry.lineDistances,
  794. vl = vertices.length,
  795. cl = colors.length,
  796. dl = lineDistances.length,
  797. vertexArray = geometry.__vertexArray,
  798. colorArray = geometry.__colorArray,
  799. lineDistanceArray = geometry.__lineDistanceArray,
  800. dirtyVertices = geometry.verticesNeedUpdate,
  801. dirtyColors = geometry.colorsNeedUpdate,
  802. dirtyLineDistances = geometry.lineDistancesNeedUpdate,
  803. customAttributes = geometry.__webglCustomAttributesList,
  804. i, il,
  805. a, ca, cal, value,
  806. customAttribute;
  807. if ( dirtyVertices ) {
  808. for ( v = 0; v < vl; v ++ ) {
  809. vertex = vertices[ v ];
  810. offset = v * 3;
  811. vertexArray[ offset ] = vertex.x;
  812. vertexArray[ offset + 1 ] = vertex.y;
  813. vertexArray[ offset + 2 ] = vertex.z;
  814. }
  815. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  816. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  817. }
  818. if ( dirtyColors ) {
  819. for ( c = 0; c < cl; c ++ ) {
  820. color = colors[ c ];
  821. offset = c * 3;
  822. colorArray[ offset ] = color.r;
  823. colorArray[ offset + 1 ] = color.g;
  824. colorArray[ offset + 2 ] = color.b;
  825. }
  826. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  827. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  828. }
  829. if ( dirtyLineDistances ) {
  830. for ( d = 0; d < dl; d ++ ) {
  831. lineDistanceArray[ d ] = lineDistances[ d ];
  832. }
  833. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglLineDistanceBuffer );
  834. _gl.bufferData( _gl.ARRAY_BUFFER, lineDistanceArray, hint );
  835. }
  836. if ( customAttributes ) {
  837. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  838. customAttribute = customAttributes[ i ];
  839. if ( customAttribute.needsUpdate &&
  840. ( customAttribute.boundTo === undefined ||
  841. customAttribute.boundTo === "vertices" ) ) {
  842. offset = 0;
  843. cal = customAttribute.value.length;
  844. if ( customAttribute.size === 1 ) {
  845. for ( ca = 0; ca < cal; ca ++ ) {
  846. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  847. }
  848. } else if ( customAttribute.size === 2 ) {
  849. for ( ca = 0; ca < cal; ca ++ ) {
  850. value = customAttribute.value[ ca ];
  851. customAttribute.array[ offset ] = value.x;
  852. customAttribute.array[ offset + 1 ] = value.y;
  853. offset += 2;
  854. }
  855. } else if ( customAttribute.size === 3 ) {
  856. if ( customAttribute.type === "c" ) {
  857. for ( ca = 0; ca < cal; ca ++ ) {
  858. value = customAttribute.value[ ca ];
  859. customAttribute.array[ offset ] = value.r;
  860. customAttribute.array[ offset + 1 ] = value.g;
  861. customAttribute.array[ offset + 2 ] = value.b;
  862. offset += 3;
  863. }
  864. } else {
  865. for ( ca = 0; ca < cal; ca ++ ) {
  866. value = customAttribute.value[ ca ];
  867. customAttribute.array[ offset ] = value.x;
  868. customAttribute.array[ offset + 1 ] = value.y;
  869. customAttribute.array[ offset + 2 ] = value.z;
  870. offset += 3;
  871. }
  872. }
  873. } else if ( customAttribute.size === 4 ) {
  874. for ( ca = 0; ca < cal; ca ++ ) {
  875. value = customAttribute.value[ ca ];
  876. customAttribute.array[ offset ] = value.x;
  877. customAttribute.array[ offset + 1 ] = value.y;
  878. customAttribute.array[ offset + 2 ] = value.z;
  879. customAttribute.array[ offset + 3 ] = value.w;
  880. offset += 4;
  881. }
  882. }
  883. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  884. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  885. }
  886. }
  887. }
  888. };
  889. function setMeshBuffers( geometryGroup, object, hint, dispose, material ) {
  890. if ( ! geometryGroup.__inittedArrays ) {
  891. return;
  892. }
  893. var normalType = bufferGuessNormalType( material ),
  894. vertexColorType = bufferGuessVertexColorType( material ),
  895. uvType = bufferGuessUVType( material ),
  896. needsSmoothNormals = ( normalType === THREE.SmoothShading );
  897. var f, fl, fi, face,
  898. vertexNormals, faceNormal, normal,
  899. vertexColors, faceColor,
  900. vertexTangents,
  901. uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4, n1, n2, n3, n4,
  902. c1, c2, c3, c4,
  903. sw1, sw2, sw3, sw4,
  904. si1, si2, si3, si4,
  905. sa1, sa2, sa3, sa4,
  906. sb1, sb2, sb3, sb4,
  907. m, ml, i, il,
  908. vn, uvi, uv2i,
  909. vk, vkl, vka,
  910. nka, chf, faceVertexNormals,
  911. a,
  912. vertexIndex = 0,
  913. offset = 0,
  914. offset_uv = 0,
  915. offset_uv2 = 0,
  916. offset_face = 0,
  917. offset_normal = 0,
  918. offset_tangent = 0,
  919. offset_line = 0,
  920. offset_color = 0,
  921. offset_skin = 0,
  922. offset_morphTarget = 0,
  923. offset_custom = 0,
  924. offset_customSrc = 0,
  925. value,
  926. vertexArray = geometryGroup.__vertexArray,
  927. uvArray = geometryGroup.__uvArray,
  928. uv2Array = geometryGroup.__uv2Array,
  929. normalArray = geometryGroup.__normalArray,
  930. tangentArray = geometryGroup.__tangentArray,
  931. colorArray = geometryGroup.__colorArray,
  932. skinIndexArray = geometryGroup.__skinIndexArray,
  933. skinWeightArray = geometryGroup.__skinWeightArray,
  934. morphTargetsArrays = geometryGroup.__morphTargetsArrays,
  935. morphNormalsArrays = geometryGroup.__morphNormalsArrays,
  936. customAttributes = geometryGroup.__webglCustomAttributesList,
  937. customAttribute,
  938. faceArray = geometryGroup.__faceArray,
  939. lineArray = geometryGroup.__lineArray,
  940. geometry = object.geometry, // this is shared for all chunks
  941. dirtyVertices = geometry.verticesNeedUpdate,
  942. dirtyElements = geometry.elementsNeedUpdate,
  943. dirtyUvs = geometry.uvsNeedUpdate,
  944. dirtyNormals = geometry.normalsNeedUpdate,
  945. dirtyTangents = geometry.tangentsNeedUpdate,
  946. dirtyColors = geometry.colorsNeedUpdate,
  947. dirtyMorphTargets = geometry.morphTargetsNeedUpdate,
  948. vertices = geometry.vertices,
  949. chunk_faces3 = geometryGroup.faces3,
  950. obj_faces = geometry.faces,
  951. obj_uvs = geometry.faceVertexUvs[ 0 ],
  952. obj_uvs2 = geometry.faceVertexUvs[ 1 ],
  953. obj_colors = geometry.colors,
  954. obj_skinIndices = geometry.skinIndices,
  955. obj_skinWeights = geometry.skinWeights,
  956. morphTargets = geometry.morphTargets,
  957. morphNormals = geometry.morphNormals;
  958. if ( dirtyVertices ) {
  959. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  960. face = obj_faces[ chunk_faces3[ f ] ];
  961. v1 = vertices[ face.a ];
  962. v2 = vertices[ face.b ];
  963. v3 = vertices[ face.c ];
  964. vertexArray[ offset ] = v1.x;
  965. vertexArray[ offset + 1 ] = v1.y;
  966. vertexArray[ offset + 2 ] = v1.z;
  967. vertexArray[ offset + 3 ] = v2.x;
  968. vertexArray[ offset + 4 ] = v2.y;
  969. vertexArray[ offset + 5 ] = v2.z;
  970. vertexArray[ offset + 6 ] = v3.x;
  971. vertexArray[ offset + 7 ] = v3.y;
  972. vertexArray[ offset + 8 ] = v3.z;
  973. offset += 9;
  974. }
  975. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  976. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  977. }
  978. if ( dirtyMorphTargets ) {
  979. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  980. offset_morphTarget = 0;
  981. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  982. chf = chunk_faces3[ f ];
  983. face = obj_faces[ chf ];
  984. // morph positions
  985. v1 = morphTargets[ vk ].vertices[ face.a ];
  986. v2 = morphTargets[ vk ].vertices[ face.b ];
  987. v3 = morphTargets[ vk ].vertices[ face.c ];
  988. vka = morphTargetsArrays[ vk ];
  989. vka[ offset_morphTarget ] = v1.x;
  990. vka[ offset_morphTarget + 1 ] = v1.y;
  991. vka[ offset_morphTarget + 2 ] = v1.z;
  992. vka[ offset_morphTarget + 3 ] = v2.x;
  993. vka[ offset_morphTarget + 4 ] = v2.y;
  994. vka[ offset_morphTarget + 5 ] = v2.z;
  995. vka[ offset_morphTarget + 6 ] = v3.x;
  996. vka[ offset_morphTarget + 7 ] = v3.y;
  997. vka[ offset_morphTarget + 8 ] = v3.z;
  998. // morph normals
  999. if ( material.morphNormals ) {
  1000. if ( needsSmoothNormals ) {
  1001. faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];
  1002. n1 = faceVertexNormals.a;
  1003. n2 = faceVertexNormals.b;
  1004. n3 = faceVertexNormals.c;
  1005. } else {
  1006. n1 = morphNormals[ vk ].faceNormals[ chf ];
  1007. n2 = n1;
  1008. n3 = n1;
  1009. }
  1010. nka = morphNormalsArrays[ vk ];
  1011. nka[ offset_morphTarget ] = n1.x;
  1012. nka[ offset_morphTarget + 1 ] = n1.y;
  1013. nka[ offset_morphTarget + 2 ] = n1.z;
  1014. nka[ offset_morphTarget + 3 ] = n2.x;
  1015. nka[ offset_morphTarget + 4 ] = n2.y;
  1016. nka[ offset_morphTarget + 5 ] = n2.z;
  1017. nka[ offset_morphTarget + 6 ] = n3.x;
  1018. nka[ offset_morphTarget + 7 ] = n3.y;
  1019. nka[ offset_morphTarget + 8 ] = n3.z;
  1020. }
  1021. //
  1022. offset_morphTarget += 9;
  1023. }
  1024. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
  1025. _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
  1026. if ( material.morphNormals ) {
  1027. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ vk ] );
  1028. _gl.bufferData( _gl.ARRAY_BUFFER, morphNormalsArrays[ vk ], hint );
  1029. }
  1030. }
  1031. }
  1032. if ( obj_skinWeights.length ) {
  1033. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1034. face = obj_faces[ chunk_faces3[ f ] ];
  1035. // weights
  1036. sw1 = obj_skinWeights[ face.a ];
  1037. sw2 = obj_skinWeights[ face.b ];
  1038. sw3 = obj_skinWeights[ face.c ];
  1039. skinWeightArray[ offset_skin ] = sw1.x;
  1040. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  1041. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  1042. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  1043. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  1044. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  1045. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  1046. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  1047. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  1048. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  1049. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  1050. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  1051. // indices
  1052. si1 = obj_skinIndices[ face.a ];
  1053. si2 = obj_skinIndices[ face.b ];
  1054. si3 = obj_skinIndices[ face.c ];
  1055. skinIndexArray[ offset_skin ] = si1.x;
  1056. skinIndexArray[ offset_skin + 1 ] = si1.y;
  1057. skinIndexArray[ offset_skin + 2 ] = si1.z;
  1058. skinIndexArray[ offset_skin + 3 ] = si1.w;
  1059. skinIndexArray[ offset_skin + 4 ] = si2.x;
  1060. skinIndexArray[ offset_skin + 5 ] = si2.y;
  1061. skinIndexArray[ offset_skin + 6 ] = si2.z;
  1062. skinIndexArray[ offset_skin + 7 ] = si2.w;
  1063. skinIndexArray[ offset_skin + 8 ] = si3.x;
  1064. skinIndexArray[ offset_skin + 9 ] = si3.y;
  1065. skinIndexArray[ offset_skin + 10 ] = si3.z;
  1066. skinIndexArray[ offset_skin + 11 ] = si3.w;
  1067. offset_skin += 12;
  1068. }
  1069. if ( offset_skin > 0 ) {
  1070. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1071. _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
  1072. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1073. _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
  1074. }
  1075. }
  1076. if ( dirtyColors && vertexColorType ) {
  1077. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1078. face = obj_faces[ chunk_faces3[ f ] ];
  1079. vertexColors = face.vertexColors;
  1080. faceColor = face.color;
  1081. if ( vertexColors.length === 3 && vertexColorType === THREE.VertexColors ) {
  1082. c1 = vertexColors[ 0 ];
  1083. c2 = vertexColors[ 1 ];
  1084. c3 = vertexColors[ 2 ];
  1085. } else {
  1086. c1 = faceColor;
  1087. c2 = faceColor;
  1088. c3 = faceColor;
  1089. }
  1090. colorArray[ offset_color ] = c1.r;
  1091. colorArray[ offset_color + 1 ] = c1.g;
  1092. colorArray[ offset_color + 2 ] = c1.b;
  1093. colorArray[ offset_color + 3 ] = c2.r;
  1094. colorArray[ offset_color + 4 ] = c2.g;
  1095. colorArray[ offset_color + 5 ] = c2.b;
  1096. colorArray[ offset_color + 6 ] = c3.r;
  1097. colorArray[ offset_color + 7 ] = c3.g;
  1098. colorArray[ offset_color + 8 ] = c3.b;
  1099. offset_color += 9;
  1100. }
  1101. if ( offset_color > 0 ) {
  1102. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1103. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1104. }
  1105. }
  1106. if ( dirtyTangents && geometry.hasTangents ) {
  1107. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1108. face = obj_faces[ chunk_faces3[ f ] ];
  1109. vertexTangents = face.vertexTangents;
  1110. t1 = vertexTangents[ 0 ];
  1111. t2 = vertexTangents[ 1 ];
  1112. t3 = vertexTangents[ 2 ];
  1113. tangentArray[ offset_tangent ] = t1.x;
  1114. tangentArray[ offset_tangent + 1 ] = t1.y;
  1115. tangentArray[ offset_tangent + 2 ] = t1.z;
  1116. tangentArray[ offset_tangent + 3 ] = t1.w;
  1117. tangentArray[ offset_tangent + 4 ] = t2.x;
  1118. tangentArray[ offset_tangent + 5 ] = t2.y;
  1119. tangentArray[ offset_tangent + 6 ] = t2.z;
  1120. tangentArray[ offset_tangent + 7 ] = t2.w;
  1121. tangentArray[ offset_tangent + 8 ] = t3.x;
  1122. tangentArray[ offset_tangent + 9 ] = t3.y;
  1123. tangentArray[ offset_tangent + 10 ] = t3.z;
  1124. tangentArray[ offset_tangent + 11 ] = t3.w;
  1125. offset_tangent += 12;
  1126. }
  1127. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1128. _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
  1129. }
  1130. if ( dirtyNormals && normalType ) {
  1131. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1132. face = obj_faces[ chunk_faces3[ f ] ];
  1133. vertexNormals = face.vertexNormals;
  1134. faceNormal = face.normal;
  1135. if ( vertexNormals.length === 3 && needsSmoothNormals ) {
  1136. for ( i = 0; i < 3; i ++ ) {
  1137. vn = vertexNormals[ i ];
  1138. normalArray[ offset_normal ] = vn.x;
  1139. normalArray[ offset_normal + 1 ] = vn.y;
  1140. normalArray[ offset_normal + 2 ] = vn.z;
  1141. offset_normal += 3;
  1142. }
  1143. } else {
  1144. for ( i = 0; i < 3; i ++ ) {
  1145. normalArray[ offset_normal ] = faceNormal.x;
  1146. normalArray[ offset_normal + 1 ] = faceNormal.y;
  1147. normalArray[ offset_normal + 2 ] = faceNormal.z;
  1148. offset_normal += 3;
  1149. }
  1150. }
  1151. }
  1152. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1153. _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
  1154. }
  1155. if ( dirtyUvs && obj_uvs && uvType ) {
  1156. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1157. fi = chunk_faces3[ f ];
  1158. uv = obj_uvs[ fi ];
  1159. if ( uv === undefined ) continue;
  1160. for ( i = 0; i < 3; i ++ ) {
  1161. uvi = uv[ i ];
  1162. uvArray[ offset_uv ] = uvi.x;
  1163. uvArray[ offset_uv + 1 ] = uvi.y;
  1164. offset_uv += 2;
  1165. }
  1166. }
  1167. if ( offset_uv > 0 ) {
  1168. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1169. _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
  1170. }
  1171. }
  1172. if ( dirtyUvs && obj_uvs2 && uvType ) {
  1173. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1174. fi = chunk_faces3[ f ];
  1175. uv2 = obj_uvs2[ fi ];
  1176. if ( uv2 === undefined ) continue;
  1177. for ( i = 0; i < 3; i ++ ) {
  1178. uv2i = uv2[ i ];
  1179. uv2Array[ offset_uv2 ] = uv2i.x;
  1180. uv2Array[ offset_uv2 + 1 ] = uv2i.y;
  1181. offset_uv2 += 2;
  1182. }
  1183. }
  1184. if ( offset_uv2 > 0 ) {
  1185. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1186. _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
  1187. }
  1188. }
  1189. if ( dirtyElements ) {
  1190. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1191. faceArray[ offset_face ] = vertexIndex;
  1192. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  1193. faceArray[ offset_face + 2 ] = vertexIndex + 2;
  1194. offset_face += 3;
  1195. lineArray[ offset_line ] = vertexIndex;
  1196. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  1197. lineArray[ offset_line + 2 ] = vertexIndex;
  1198. lineArray[ offset_line + 3 ] = vertexIndex + 2;
  1199. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  1200. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  1201. offset_line += 6;
  1202. vertexIndex += 3;
  1203. }
  1204. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1205. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
  1206. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1207. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
  1208. }
  1209. if ( customAttributes ) {
  1210. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  1211. customAttribute = customAttributes[ i ];
  1212. if ( ! customAttribute.__original.needsUpdate ) continue;
  1213. offset_custom = 0;
  1214. offset_customSrc = 0;
  1215. if ( customAttribute.size === 1 ) {
  1216. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1217. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1218. face = obj_faces[ chunk_faces3[ f ] ];
  1219. customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
  1220. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  1221. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  1222. offset_custom += 3;
  1223. }
  1224. } else if ( customAttribute.boundTo === "faces" ) {
  1225. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1226. value = customAttribute.value[ chunk_faces3[ f ] ];
  1227. customAttribute.array[ offset_custom ] = value;
  1228. customAttribute.array[ offset_custom + 1 ] = value;
  1229. customAttribute.array[ offset_custom + 2 ] = value;
  1230. offset_custom += 3;
  1231. }
  1232. }
  1233. } else if ( customAttribute.size === 2 ) {
  1234. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1235. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1236. face = obj_faces[ chunk_faces3[ f ] ];
  1237. v1 = customAttribute.value[ face.a ];
  1238. v2 = customAttribute.value[ face.b ];
  1239. v3 = customAttribute.value[ face.c ];
  1240. customAttribute.array[ offset_custom ] = v1.x;
  1241. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1242. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1243. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1244. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1245. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1246. offset_custom += 6;
  1247. }
  1248. } else if ( customAttribute.boundTo === "faces" ) {
  1249. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1250. value = customAttribute.value[ chunk_faces3[ f ] ];
  1251. v1 = value;
  1252. v2 = value;
  1253. v3 = value;
  1254. customAttribute.array[ offset_custom ] = v1.x;
  1255. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1256. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1257. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1258. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1259. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1260. offset_custom += 6;
  1261. }
  1262. }
  1263. } else if ( customAttribute.size === 3 ) {
  1264. var pp;
  1265. if ( customAttribute.type === "c" ) {
  1266. pp = [ "r", "g", "b" ];
  1267. } else {
  1268. pp = [ "x", "y", "z" ];
  1269. }
  1270. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1271. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1272. face = obj_faces[ chunk_faces3[ f ] ];
  1273. v1 = customAttribute.value[ face.a ];
  1274. v2 = customAttribute.value[ face.b ];
  1275. v3 = customAttribute.value[ face.c ];
  1276. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1277. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1278. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1279. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1280. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1281. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1282. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1283. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1284. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1285. offset_custom += 9;
  1286. }
  1287. } else if ( customAttribute.boundTo === "faces" ) {
  1288. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1289. value = customAttribute.value[ chunk_faces3[ f ] ];
  1290. v1 = value;
  1291. v2 = value;
  1292. v3 = value;
  1293. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1294. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1295. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1296. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1297. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1298. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1299. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1300. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1301. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1302. offset_custom += 9;
  1303. }
  1304. } else if ( customAttribute.boundTo === "faceVertices" ) {
  1305. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1306. value = customAttribute.value[ chunk_faces3[ f ] ];
  1307. v1 = value[ 0 ];
  1308. v2 = value[ 1 ];
  1309. v3 = value[ 2 ];
  1310. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1311. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1312. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1313. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1314. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1315. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1316. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1317. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1318. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1319. offset_custom += 9;
  1320. }
  1321. }
  1322. } else if ( customAttribute.size === 4 ) {
  1323. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1324. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1325. face = obj_faces[ chunk_faces3[ f ] ];
  1326. v1 = customAttribute.value[ face.a ];
  1327. v2 = customAttribute.value[ face.b ];
  1328. v3 = customAttribute.value[ face.c ];
  1329. customAttribute.array[ offset_custom ] = v1.x;
  1330. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1331. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1332. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1333. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1334. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1335. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1336. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1337. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1338. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1339. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1340. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1341. offset_custom += 12;
  1342. }
  1343. } else if ( customAttribute.boundTo === "faces" ) {
  1344. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1345. value = customAttribute.value[ chunk_faces3[ f ] ];
  1346. v1 = value;
  1347. v2 = value;
  1348. v3 = value;
  1349. customAttribute.array[ offset_custom ] = v1.x;
  1350. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1351. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1352. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1353. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1354. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1355. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1356. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1357. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1358. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1359. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1360. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1361. offset_custom += 12;
  1362. }
  1363. } else if ( customAttribute.boundTo === "faceVertices" ) {
  1364. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1365. value = customAttribute.value[ chunk_faces3[ f ] ];
  1366. v1 = value[ 0 ];
  1367. v2 = value[ 1 ];
  1368. v3 = value[ 2 ];
  1369. customAttribute.array[ offset_custom ] = v1.x;
  1370. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1371. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1372. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1373. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1374. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1375. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1376. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1377. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1378. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1379. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1380. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1381. offset_custom += 12;
  1382. }
  1383. }
  1384. }
  1385. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  1386. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  1387. }
  1388. }
  1389. if ( dispose ) {
  1390. delete geometryGroup.__inittedArrays;
  1391. delete geometryGroup.__colorArray;
  1392. delete geometryGroup.__normalArray;
  1393. delete geometryGroup.__tangentArray;
  1394. delete geometryGroup.__uvArray;
  1395. delete geometryGroup.__uv2Array;
  1396. delete geometryGroup.__faceArray;
  1397. delete geometryGroup.__vertexArray;
  1398. delete geometryGroup.__lineArray;
  1399. delete geometryGroup.__skinIndexArray;
  1400. delete geometryGroup.__skinWeightArray;
  1401. }
  1402. };
  1403. function setDirectBuffers ( geometry, hint, dispose ) {
  1404. var attributes = geometry.attributes;
  1405. var attributeName, attributeItem;
  1406. for ( attributeName in attributes ) {
  1407. attributeItem = attributes[ attributeName ];
  1408. if ( attributeItem.needsUpdate ) {
  1409. if ( attributeName === 'index' ) {
  1410. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attributeItem.buffer );
  1411. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, attributeItem.array, hint );
  1412. } else {
  1413. _gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
  1414. _gl.bufferData( _gl.ARRAY_BUFFER, attributeItem.array, hint );
  1415. }
  1416. attributeItem.needsUpdate = false;
  1417. }
  1418. if ( dispose && ! attributeItem.dynamic ) {
  1419. attributeItem.array = null;
  1420. }
  1421. }
  1422. };
  1423. // Buffer rendering
  1424. this.renderBufferImmediate = function ( object, program, material ) {
  1425. if ( object.hasPositions && ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
  1426. if ( object.hasNormals && ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
  1427. if ( object.hasUvs && ! object.__webglUvBuffer ) object.__webglUvBuffer = _gl.createBuffer();
  1428. if ( object.hasColors && ! object.__webglColorBuffer ) object.__webglColorBuffer = _gl.createBuffer();
  1429. if ( object.hasPositions ) {
  1430. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
  1431. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  1432. _gl.enableVertexAttribArray( program.attributes.position );
  1433. _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1434. }
  1435. if ( object.hasNormals ) {
  1436. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
  1437. if ( material.shading === THREE.FlatShading ) {
  1438. var nx, ny, nz,
  1439. nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
  1440. normalArray,
  1441. i, il = object.count * 3;
  1442. for( i = 0; i < il; i += 9 ) {
  1443. normalArray = object.normalArray;
  1444. nax = normalArray[ i ];
  1445. nay = normalArray[ i + 1 ];
  1446. naz = normalArray[ i + 2 ];
  1447. nbx = normalArray[ i + 3 ];
  1448. nby = normalArray[ i + 4 ];
  1449. nbz = normalArray[ i + 5 ];
  1450. ncx = normalArray[ i + 6 ];
  1451. ncy = normalArray[ i + 7 ];
  1452. ncz = normalArray[ i + 8 ];
  1453. nx = ( nax + nbx + ncx ) / 3;
  1454. ny = ( nay + nby + ncy ) / 3;
  1455. nz = ( naz + nbz + ncz ) / 3;
  1456. normalArray[ i ] = nx;
  1457. normalArray[ i + 1 ] = ny;
  1458. normalArray[ i + 2 ] = nz;
  1459. normalArray[ i + 3 ] = nx;
  1460. normalArray[ i + 4 ] = ny;
  1461. normalArray[ i + 5 ] = nz;
  1462. normalArray[ i + 6 ] = nx;
  1463. normalArray[ i + 7 ] = ny;
  1464. normalArray[ i + 8 ] = nz;
  1465. }
  1466. }
  1467. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  1468. _gl.enableVertexAttribArray( program.attributes.normal );
  1469. _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1470. }
  1471. if ( object.hasUvs && material.map ) {
  1472. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglUvBuffer );
  1473. _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
  1474. _gl.enableVertexAttribArray( program.attributes.uv );
  1475. _gl.vertexAttribPointer( program.attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  1476. }
  1477. if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {
  1478. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglColorBuffer );
  1479. _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
  1480. _gl.enableVertexAttribArray( program.attributes.color );
  1481. _gl.vertexAttribPointer( program.attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  1482. }
  1483. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  1484. object.count = 0;
  1485. };
  1486. this.renderBufferDirect = function ( camera, lights, fog, material, geometry, object ) {
  1487. if ( material.visible === false ) return;
  1488. var linewidth, a, attribute;
  1489. var attributeItem, attributeName, attributePointer, attributeSize;
  1490. var program = setProgram( camera, lights, fog, material, object );
  1491. var programAttributes = program.attributes;
  1492. var geometryAttributes = geometry.attributes;
  1493. var updateBuffers = false,
  1494. wireframeBit = material.wireframe ? 1 : 0,
  1495. geometryHash = ( geometry.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
  1496. if ( geometryHash !== _currentGeometryGroupHash ) {
  1497. _currentGeometryGroupHash = geometryHash;
  1498. updateBuffers = true;
  1499. }
  1500. if ( updateBuffers ) {
  1501. disableAttributes();
  1502. }
  1503. // render mesh
  1504. if ( object instanceof THREE.Mesh ) {
  1505. var index = geometryAttributes[ "index" ];
  1506. // indexed triangles
  1507. if ( index ) {
  1508. var offsets = geometry.offsets;
  1509. // if there is more than 1 chunk
  1510. // must set attribute pointers to use new offsets for each chunk
  1511. // even if geometry and materials didn't change
  1512. if ( offsets.length > 1 ) updateBuffers = true;
  1513. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  1514. var startIndex = offsets[ i ].index;
  1515. if ( updateBuffers ) {
  1516. for ( attributeName in programAttributes ) {
  1517. attributePointer = programAttributes[ attributeName ];
  1518. attributeItem = geometryAttributes[ attributeName ];
  1519. if ( attributePointer >= 0 ) {
  1520. if ( attributeItem ) {
  1521. attributeSize = attributeItem.itemSize;
  1522. _gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
  1523. enableAttribute( attributePointer );
  1524. _gl.vertexAttribPointer( attributePointer, attributeSize, _gl.FLOAT, false, 0, startIndex * attributeSize * 4 ); // 4 bytes per Float32
  1525. } else if ( material.defaultAttributeValues ) {
  1526. if ( material.defaultAttributeValues[ attributeName ].length === 2 ) {
  1527. _gl.vertexAttrib2fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
  1528. } else if ( material.defaultAttributeValues[ attributeName ].length === 3 ) {
  1529. _gl.vertexAttrib3fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
  1530. }
  1531. }
  1532. }
  1533. }
  1534. // indices
  1535. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  1536. }
  1537. // render indexed triangles
  1538. _gl.drawElements( _gl.TRIANGLES, offsets[ i ].count, _gl.UNSIGNED_SHORT, offsets[ i ].start * 2 ); // 2 bytes per Uint16
  1539. _this.info.render.calls ++;
  1540. _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
  1541. _this.info.render.faces += offsets[ i ].count / 3;
  1542. }
  1543. // non-indexed triangles
  1544. } else {
  1545. if ( updateBuffers ) {
  1546. for ( attributeName in programAttributes ) {
  1547. if ( attributeName === 'index') continue;
  1548. attributePointer = programAttributes[ attributeName ];
  1549. attributeItem = geometryAttributes[ attributeName ];
  1550. if ( attributePointer >= 0 ) {
  1551. if ( attributeItem ) {
  1552. attributeSize = attributeItem.itemSize;
  1553. _gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
  1554. enableAttribute( attributePointer );
  1555. _gl.vertexAttribPointer( attributePointer, attributeSize, _gl.FLOAT, false, 0, 0 );
  1556. } else if ( material.defaultAttributeValues && material.defaultAttributeValues[ attributeName ] ) {
  1557. if ( material.defaultAttributeValues[ attributeName ].length === 2 ) {
  1558. _gl.vertexAttrib2fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
  1559. } else if ( material.defaultAttributeValues[ attributeName ].length === 3 ) {
  1560. _gl.vertexAttrib3fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
  1561. }
  1562. }
  1563. }
  1564. }
  1565. }
  1566. var position = geometry.attributes[ "position" ];
  1567. // render non-indexed triangles
  1568. _gl.drawArrays( _gl.TRIANGLES, 0, position.numItems / 3 );
  1569. _this.info.render.calls ++;
  1570. _this.info.render.vertices += position.numItems / 3;
  1571. _this.info.render.faces += position.numItems / 3 / 3;
  1572. }
  1573. // render particles
  1574. } else if ( object instanceof THREE.ParticleSystem ) {
  1575. if ( updateBuffers ) {
  1576. for ( attributeName in programAttributes ) {
  1577. attributePointer = programAttributes[ attributeName ];
  1578. attributeItem = geometryAttributes[ attributeName ];
  1579. if ( attributePointer >= 0 ) {
  1580. if ( attributeItem ) {
  1581. attributeSize = attributeItem.itemSize;
  1582. _gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
  1583. enableAttribute( attributePointer );
  1584. _gl.vertexAttribPointer( attributePointer, attributeSize, _gl.FLOAT, false, 0, 0 );
  1585. } else if ( material.defaultAttributeValues && material.defaultAttributeValues[ attributeName ] ) {
  1586. if ( material.defaultAttributeValues[ attributeName ].length === 2 ) {
  1587. _gl.vertexAttrib2fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
  1588. } else if ( material.defaultAttributeValues[ attributeName ].length === 3 ) {
  1589. _gl.vertexAttrib3fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
  1590. }
  1591. }
  1592. }
  1593. }
  1594. var position = geometryAttributes[ "position" ];
  1595. // render particles
  1596. _gl.drawArrays( _gl.POINTS, 0, position.numItems / 3 );
  1597. _this.info.render.calls ++;
  1598. _this.info.render.points += position.numItems / 3;
  1599. }
  1600. } else if ( object instanceof THREE.Line ) {
  1601. if ( updateBuffers ) {
  1602. for ( attributeName in programAttributes ) {
  1603. attributePointer = programAttributes[ attributeName ];
  1604. attributeItem = geometryAttributes[ attributeName ];
  1605. if ( attributePointer >= 0 ) {
  1606. if ( attributeItem ) {
  1607. attributeSize = attributeItem.itemSize;
  1608. _gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
  1609. enableAttribute( attributePointer );
  1610. _gl.vertexAttribPointer( attributePointer, attributeSize, _gl.FLOAT, false, 0, 0 );
  1611. } else if ( material.defaultAttributeValues && material.defaultAttributeValues[ attributeName ] ) {
  1612. if ( material.defaultAttributeValues[ attributeName ].length === 2 ) {
  1613. _gl.vertexAttrib2fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
  1614. } else if ( material.defaultAttributeValues[ attributeName ].length === 3 ) {
  1615. _gl.vertexAttrib3fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
  1616. }
  1617. }
  1618. }
  1619. }
  1620. // render lines
  1621. var primitives = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  1622. setLineWidth( material.linewidth );
  1623. var position = geometryAttributes[ "position" ];
  1624. _gl.drawArrays( primitives, 0, position.numItems / 3 );
  1625. _this.info.render.calls ++;
  1626. _this.info.render.points += position.numItems;
  1627. }
  1628. }
  1629. };
  1630. this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {
  1631. if ( material.visible === false ) return;
  1632. var linewidth, a, attribute, i, il;
  1633. var program = setProgram( camera, lights, fog, material, object );
  1634. var attributes = program.attributes;
  1635. var updateBuffers = false,
  1636. wireframeBit = material.wireframe ? 1 : 0,
  1637. geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
  1638. if ( geometryGroupHash !== _currentGeometryGroupHash ) {
  1639. _currentGeometryGroupHash = geometryGroupHash;
  1640. updateBuffers = true;
  1641. }
  1642. if ( updateBuffers ) {
  1643. disableAttributes();
  1644. }
  1645. // vertices
  1646. if ( !material.morphTargets && attributes.position >= 0 ) {
  1647. if ( updateBuffers ) {
  1648. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1649. enableAttribute( attributes.position );
  1650. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1651. }
  1652. } else {
  1653. if ( object.morphTargetBase ) {
  1654. setupMorphTargets( material, geometryGroup, object );
  1655. }
  1656. }
  1657. if ( updateBuffers ) {
  1658. // custom attributes
  1659. // Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
  1660. if ( geometryGroup.__webglCustomAttributesList ) {
  1661. for ( i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
  1662. attribute = geometryGroup.__webglCustomAttributesList[ i ];
  1663. if ( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {
  1664. _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
  1665. enableAttribute( attributes[ attribute.buffer.belongsToAttribute ] );
  1666. _gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );
  1667. }
  1668. }
  1669. }
  1670. // colors
  1671. if ( attributes.color >= 0 ) {
  1672. if ( object.geometry.colors.length > 0 || object.geometry.faces.length > 0 ) {
  1673. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1674. enableAttribute( attributes.color );
  1675. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  1676. } else if ( material.defaultAttributeValues ) {
  1677. _gl.vertexAttrib3fv( attributes.color, material.defaultAttributeValues.color );
  1678. }
  1679. }
  1680. // normals
  1681. if ( attributes.normal >= 0 ) {
  1682. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1683. enableAttribute( attributes.normal );
  1684. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1685. }
  1686. // tangents
  1687. if ( attributes.tangent >= 0 ) {
  1688. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1689. enableAttribute( attributes.tangent );
  1690. _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
  1691. }
  1692. // uvs
  1693. if ( attributes.uv >= 0 ) {
  1694. if ( object.geometry.faceVertexUvs[0] ) {
  1695. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1696. enableAttribute( attributes.uv );
  1697. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  1698. } else if ( material.defaultAttributeValues ) {
  1699. _gl.vertexAttrib2fv( attributes.uv, material.defaultAttributeValues.uv );
  1700. }
  1701. }
  1702. if ( attributes.uv2 >= 0 ) {
  1703. if ( object.geometry.faceVertexUvs[1] ) {
  1704. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1705. enableAttribute( attributes.uv2 );
  1706. _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
  1707. } else if ( material.defaultAttributeValues ) {
  1708. _gl.vertexAttrib2fv( attributes.uv2, material.defaultAttributeValues.uv2 );
  1709. }
  1710. }
  1711. if ( material.skinning &&
  1712. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  1713. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1714. enableAttribute( attributes.skinIndex );
  1715. _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
  1716. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1717. enableAttribute( attributes.skinWeight );
  1718. _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
  1719. }
  1720. // line distances
  1721. if ( attributes.lineDistance >= 0 ) {
  1722. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglLineDistanceBuffer );
  1723. enableAttribute( attributes.lineDistance );
  1724. _gl.vertexAttribPointer( attributes.lineDistance, 1, _gl.FLOAT, false, 0, 0 );
  1725. }
  1726. }
  1727. // render mesh
  1728. if ( object instanceof THREE.Mesh ) {
  1729. // wireframe
  1730. if ( material.wireframe ) {
  1731. setLineWidth( material.wireframeLinewidth );
  1732. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1733. _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, _gl.UNSIGNED_SHORT, 0 );
  1734. // triangles
  1735. } else {
  1736. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1737. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
  1738. }
  1739. _this.info.render.calls ++;
  1740. _this.info.render.vertices += geometryGroup.__webglFaceCount;
  1741. _this.info.render.faces += geometryGroup.__webglFaceCount / 3;
  1742. // render lines
  1743. } else if ( object instanceof THREE.Line ) {
  1744. var primitives = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  1745. setLineWidth( material.linewidth );
  1746. _gl.drawArrays( primitives, 0, geometryGroup.__webglLineCount );
  1747. _this.info.render.calls ++;
  1748. // render particles
  1749. } else if ( object instanceof THREE.ParticleSystem ) {
  1750. _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
  1751. _this.info.render.calls ++;
  1752. _this.info.render.points += geometryGroup.__webglParticleCount;
  1753. }
  1754. };
  1755. function enableAttribute( attribute ) {
  1756. if ( ! _enabledAttributes[ attribute ] ) {
  1757. _gl.enableVertexAttribArray( attribute );
  1758. _enabledAttributes[ attribute ] = true;
  1759. }
  1760. };
  1761. function disableAttributes() {
  1762. for ( var attribute in _enabledAttributes ) {
  1763. if ( _enabledAttributes[ attribute ] ) {
  1764. _gl.disableVertexAttribArray( attribute );
  1765. _enabledAttributes[ attribute ] = false;
  1766. }
  1767. }
  1768. };
  1769. function setupMorphTargets ( material, geometryGroup, object ) {
  1770. // set base
  1771. var attributes = material.program.attributes;
  1772. if ( object.morphTargetBase !== -1 && attributes.position >= 0 ) {
  1773. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
  1774. enableAttribute( attributes.position );
  1775. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1776. } else if ( attributes.position >= 0 ) {
  1777. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1778. enableAttribute( attributes.position );
  1779. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1780. }
  1781. if ( object.morphTargetForcedOrder.length ) {
  1782. // set forced order
  1783. var m = 0;
  1784. var order = object.morphTargetForcedOrder;
  1785. var influences = object.morphTargetInfluences;
  1786. while ( m < material.numSupportedMorphTargets && m < order.length ) {
  1787. if ( attributes[ "morphTarget" + m ] >= 0 ) {
  1788. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
  1789. enableAttribute( attributes[ "morphTarget" + m ] );
  1790. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1791. }
  1792. if ( attributes[ "morphNormal" + m ] >= 0 && material.morphNormals ) {
  1793. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] );
  1794. enableAttribute( attributes[ "morphNormal" + m ] );
  1795. _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1796. }
  1797. object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];
  1798. m ++;
  1799. }
  1800. } else {
  1801. // find the most influencing
  1802. var influence, activeInfluenceIndices = [];
  1803. var influences = object.morphTargetInfluences;
  1804. var i, il = influences.length;
  1805. for ( i = 0; i < il; i ++ ) {
  1806. influence = influences[ i ];
  1807. if ( influence > 0 ) {
  1808. activeInfluenceIndices.push( [ influence, i ] );
  1809. }
  1810. }
  1811. if ( activeInfluenceIndices.length > material.numSupportedMorphTargets ) {
  1812. activeInfluenceIndices.sort( numericalSort );
  1813. activeInfluenceIndices.length = material.numSupportedMorphTargets;
  1814. } else if ( activeInfluenceIndices.length > material.numSupportedMorphNormals ) {
  1815. activeInfluenceIndices.sort( numericalSort );
  1816. } else if ( activeInfluenceIndices.length === 0 ) {
  1817. activeInfluenceIndices.push( [ 0, 0 ] );
  1818. };
  1819. var influenceIndex, m = 0;
  1820. while ( m < material.numSupportedMorphTargets ) {
  1821. if ( activeInfluenceIndices[ m ] ) {
  1822. influenceIndex = activeInfluenceIndices[ m ][ 1 ];
  1823. if ( attributes[ "morphTarget" + m ] >= 0 ) {
  1824. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] );
  1825. enableAttribute( attributes[ "morphTarget" + m ] );
  1826. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1827. }
  1828. if ( attributes[ "morphNormal" + m ] >= 0 && material.morphNormals ) {
  1829. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ influenceIndex ] );
  1830. enableAttribute( attributes[ "morphNormal" + m ] );
  1831. _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1832. }
  1833. object.__webglMorphTargetInfluences[ m ] = influences[ influenceIndex ];
  1834. } else {
  1835. /*
  1836. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1837. if ( material.morphNormals ) {
  1838. _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1839. }
  1840. */
  1841. object.__webglMorphTargetInfluences[ m ] = 0;
  1842. }
  1843. m ++;
  1844. }
  1845. }
  1846. // load updated influences uniform
  1847. if ( material.program.uniforms.morphTargetInfluences !== null ) {
  1848. _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
  1849. }
  1850. };
  1851. // Sorting
  1852. function painterSortStable ( a, b ) {
  1853. if ( a.z !== b.z ) {
  1854. return b.z - a.z;
  1855. } else {
  1856. return a.id - b.id;
  1857. }
  1858. };
  1859. function numericalSort ( a, b ) {
  1860. return b[ 0 ] - a[ 0 ];
  1861. };
  1862. // Rendering
  1863. this.render = function ( scene, camera, renderTarget, forceClear ) {
  1864. if ( camera instanceof THREE.Camera === false ) {
  1865. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  1866. return;
  1867. }
  1868. var i, il,
  1869. webglObject, object,
  1870. renderList,
  1871. lights = scene.__lights,
  1872. fog = scene.fog;
  1873. // reset caching for this frame
  1874. _currentMaterialId = -1;
  1875. _lightsNeedUpdate = true;
  1876. // update scene graph
  1877. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  1878. // update camera matrices and frustum
  1879. if ( camera.parent === undefined ) camera.updateMatrixWorld();
  1880. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  1881. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  1882. _frustum.setFromMatrix( _projScreenMatrix );
  1883. // update WebGL objects
  1884. if ( this.autoUpdateObjects ) this.initWebGLObjects( scene );
  1885. // custom render plugins (pre pass)
  1886. renderPlugins( this.renderPluginsPre, scene, camera );
  1887. //
  1888. _this.info.render.calls = 0;
  1889. _this.info.render.vertices = 0;
  1890. _this.info.render.faces = 0;
  1891. _this.info.render.points = 0;
  1892. this.setRenderTarget( renderTarget );
  1893. if ( this.autoClear || forceClear ) {
  1894. this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
  1895. }
  1896. // set matrices for regular objects (frustum culled)
  1897. renderList = scene.__webglObjects;
  1898. for ( i = 0, il = renderList.length; i < il; i ++ ) {
  1899. webglObject = renderList[ i ];
  1900. object = webglObject.object;
  1901. webglObject.id = i;
  1902. webglObject.render = false;
  1903. if ( object.visible ) {
  1904. if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.intersectsObject( object ) ) {
  1905. setupMatrices( object, camera );
  1906. unrollBufferMaterial( webglObject );
  1907. webglObject.render = true;
  1908. if ( this.sortObjects === true ) {
  1909. if ( object.renderDepth !== null ) {
  1910. webglObject.z = object.renderDepth;
  1911. } else {
  1912. _vector3.getPositionFromMatrix( object.matrixWorld );
  1913. _vector3.applyProjection( _projScreenMatrix );
  1914. webglObject.z = _vector3.z;
  1915. }
  1916. }
  1917. }
  1918. }
  1919. }
  1920. if ( this.sortObjects ) {
  1921. renderList.sort( painterSortStable );
  1922. }
  1923. // set matrices for immediate objects
  1924. renderList = scene.__webglObjectsImmediate;
  1925. for ( i = 0, il = renderList.length; i < il; i ++ ) {
  1926. webglObject = renderList[ i ];
  1927. object = webglObject.object;
  1928. if ( object.visible ) {
  1929. setupMatrices( object, camera );
  1930. unrollImmediateBufferMaterial( webglObject );
  1931. }
  1932. }
  1933. if ( scene.overrideMaterial ) {
  1934. var material = scene.overrideMaterial;
  1935. this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  1936. this.setDepthTest( material.depthTest );
  1937. this.setDepthWrite( material.depthWrite );
  1938. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  1939. renderObjects( scene.__webglObjects, false, "", camera, lights, fog, true, material );
  1940. renderObjectsImmediate( scene.__webglObjectsImmediate, "", camera, lights, fog, false, material );
  1941. } else {
  1942. var material = null;
  1943. // opaque pass (front-to-back order)
  1944. this.setBlending( THREE.NoBlending );
  1945. renderObjects( scene.__webglObjects, true, "opaque", camera, lights, fog, false, material );
  1946. renderObjectsImmediate( scene.__webglObjectsImmediate, "opaque", camera, lights, fog, false, material );
  1947. // transparent pass (back-to-front order)
  1948. renderObjects( scene.__webglObjects, false, "transparent", camera, lights, fog, true, material );
  1949. renderObjectsImmediate( scene.__webglObjectsImmediate, "transparent", camera, lights, fog, true, material );
  1950. }
  1951. // custom render plugins (post pass)
  1952. renderPlugins( this.renderPluginsPost, scene, camera );
  1953. // Generate mipmap if we're using any kind of mipmap filtering
  1954. if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
  1955. updateRenderTargetMipmap( renderTarget );
  1956. }
  1957. // Ensure depth buffer writing is enabled so it can be cleared on next render
  1958. this.setDepthTest( true );
  1959. this.setDepthWrite( true );
  1960. // _gl.finish();
  1961. };
  1962. function renderPlugins( plugins, scene, camera ) {
  1963. if ( ! plugins.length ) return;
  1964. for ( var i = 0, il = plugins.length; i < il; i ++ ) {
  1965. // reset state for plugin (to start from clean slate)
  1966. _currentProgram = null;
  1967. _currentCamera = null;
  1968. _oldBlending = -1;
  1969. _oldDepthTest = -1;
  1970. _oldDepthWrite = -1;
  1971. _oldDoubleSided = -1;
  1972. _oldFlipSided = -1;
  1973. _currentGeometryGroupHash = -1;
  1974. _currentMaterialId = -1;
  1975. _lightsNeedUpdate = true;
  1976. plugins[ i ].render( scene, camera, _currentWidth, _currentHeight );
  1977. // reset state after plugin (anything could have changed)
  1978. _currentProgram = null;
  1979. _currentCamera = null;
  1980. _oldBlending = -1;
  1981. _oldDepthTest = -1;
  1982. _oldDepthWrite = -1;
  1983. _oldDoubleSided = -1;
  1984. _oldFlipSided = -1;
  1985. _currentGeometryGroupHash = -1;
  1986. _currentMaterialId = -1;
  1987. _lightsNeedUpdate = true;
  1988. }
  1989. };
  1990. function renderObjects ( renderList, reverse, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
  1991. var webglObject, object, buffer, material, start, end, delta;
  1992. if ( reverse ) {
  1993. start = renderList.length - 1;
  1994. end = -1;
  1995. delta = -1;
  1996. } else {
  1997. start = 0;
  1998. end = renderList.length;
  1999. delta = 1;
  2000. }
  2001. for ( var i = start; i !== end; i += delta ) {
  2002. webglObject = renderList[ i ];
  2003. if ( webglObject.render ) {
  2004. object = webglObject.object;
  2005. buffer = webglObject.buffer;
  2006. if ( overrideMaterial ) {
  2007. material = overrideMaterial;
  2008. } else {
  2009. material = webglObject[ materialType ];
  2010. if ( ! material ) continue;
  2011. if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  2012. _this.setDepthTest( material.depthTest );
  2013. _this.setDepthWrite( material.depthWrite );
  2014. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2015. }
  2016. _this.setMaterialFaces( material );
  2017. if ( buffer instanceof THREE.BufferGeometry ) {
  2018. _this.renderBufferDirect( camera, lights, fog, material, buffer, object );
  2019. } else {
  2020. _this.renderBuffer( camera, lights, fog, material, buffer, object );
  2021. }
  2022. }
  2023. }
  2024. };
  2025. function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
  2026. var webglObject, object, material, program;
  2027. for ( var i = 0, il = renderList.length; i < il; i ++ ) {
  2028. webglObject = renderList[ i ];
  2029. object = webglObject.object;
  2030. if ( object.visible ) {
  2031. if ( overrideMaterial ) {
  2032. material = overrideMaterial;
  2033. } else {
  2034. material = webglObject[ materialType ];
  2035. if ( ! material ) continue;
  2036. if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  2037. _this.setDepthTest( material.depthTest );
  2038. _this.setDepthWrite( material.depthWrite );
  2039. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2040. }
  2041. _this.renderImmediateObject( camera, lights, fog, material, object );
  2042. }
  2043. }
  2044. };
  2045. this.renderImmediateObject = function ( camera, lights, fog, material, object ) {
  2046. var program = setProgram( camera, lights, fog, material, object );
  2047. _currentGeometryGroupHash = -1;
  2048. _this.setMaterialFaces( material );
  2049. if ( object.immediateRenderCallback ) {
  2050. object.immediateRenderCallback( program, _gl, _frustum );
  2051. } else {
  2052. object.render( function( object ) { _this.renderBufferImmediate( object, program, material ); } );
  2053. }
  2054. };
  2055. function unrollImmediateBufferMaterial ( globject ) {
  2056. var object = globject.object,
  2057. material = object.material;
  2058. if ( material.transparent ) {
  2059. globject.transparent = material;
  2060. globject.opaque = null;
  2061. } else {
  2062. globject.opaque = material;
  2063. globject.transparent = null;
  2064. }
  2065. };
  2066. function unrollBufferMaterial ( globject ) {
  2067. var object = globject.object,
  2068. buffer = globject.buffer,
  2069. material, materialIndex, meshMaterial;
  2070. meshMaterial = object.material;
  2071. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  2072. materialIndex = buffer.materialIndex;
  2073. material = meshMaterial.materials[ materialIndex ];
  2074. if ( material.transparent ) {
  2075. globject.transparent = material;
  2076. globject.opaque = null;
  2077. } else {
  2078. globject.opaque = material;
  2079. globject.transparent = null;
  2080. }
  2081. } else {
  2082. material = meshMaterial;
  2083. if ( material ) {
  2084. if ( material.transparent ) {
  2085. globject.transparent = material;
  2086. globject.opaque = null;
  2087. } else {
  2088. globject.opaque = material;
  2089. globject.transparent = null;
  2090. }
  2091. }
  2092. }
  2093. };
  2094. // Geometry splitting
  2095. function sortFacesByMaterial ( geometry, material ) {
  2096. var f, fl, face, materialIndex, vertices,
  2097. groupHash, hash_map = {};
  2098. var numMorphTargets = geometry.morphTargets.length;
  2099. var numMorphNormals = geometry.morphNormals.length;
  2100. var usesFaceMaterial = material instanceof THREE.MeshFaceMaterial;
  2101. geometry.geometryGroups = {};
  2102. for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
  2103. face = geometry.faces[ f ];
  2104. materialIndex = usesFaceMaterial ? face.materialIndex : 0;
  2105. if ( hash_map[ materialIndex ] === undefined ) {
  2106. hash_map[ materialIndex ] = { 'hash': materialIndex, 'counter': 0 };
  2107. }
  2108. groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
  2109. if ( geometry.geometryGroups[ groupHash ] === undefined ) {
  2110. geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
  2111. }
  2112. vertices = 3;
  2113. if ( geometry.geometryGroups[ groupHash ].vertices + vertices > 65535 ) {
  2114. hash_map[ materialIndex ].counter += 1;
  2115. groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
  2116. if ( geometry.geometryGroups[ groupHash ] === undefined ) {
  2117. geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
  2118. }
  2119. }
  2120. geometry.geometryGroups[ groupHash ].faces3.push( f );
  2121. geometry.geometryGroups[ groupHash ].vertices += vertices;
  2122. }
  2123. geometry.geometryGroupsList = [];
  2124. for ( var g in geometry.geometryGroups ) {
  2125. geometry.geometryGroups[ g ].id = _geometryGroupCounter ++;
  2126. geometry.geometryGroupsList.push( geometry.geometryGroups[ g ] );
  2127. }
  2128. };
  2129. // Objects refresh
  2130. this.initWebGLObjects = function ( scene ) {
  2131. if ( !scene.__webglObjects ) {
  2132. scene.__webglObjects = [];
  2133. scene.__webglObjectsImmediate = [];
  2134. scene.__webglSprites = [];
  2135. scene.__webglFlares = [];
  2136. }
  2137. while ( scene.__objectsAdded.length ) {
  2138. addObject( scene.__objectsAdded[ 0 ], scene );
  2139. scene.__objectsAdded.splice( 0, 1 );
  2140. }
  2141. while ( scene.__objectsRemoved.length ) {
  2142. removeObject( scene.__objectsRemoved[ 0 ], scene );
  2143. scene.__objectsRemoved.splice( 0, 1 );
  2144. }
  2145. // update must be called after objects adding / removal
  2146. for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {
  2147. var object = scene.__webglObjects[ o ].object;
  2148. // TODO: Remove this hack (WebGLRenderer refactoring)
  2149. if ( object.__webglInit === undefined ) {
  2150. if ( object.__webglActive !== undefined ) {
  2151. removeObject( object, scene );
  2152. }
  2153. addObject( object, scene );
  2154. }
  2155. updateObject( object );
  2156. }
  2157. };
  2158. // Objects adding
  2159. function addObject( object, scene ) {
  2160. var g, geometry, material, geometryGroup;
  2161. if ( object.__webglInit === undefined ) {
  2162. object.__webglInit = true;
  2163. object._modelViewMatrix = new THREE.Matrix4();
  2164. object._normalMatrix = new THREE.Matrix3();
  2165. if ( object.geometry !== undefined && object.geometry.__webglInit === undefined ) {
  2166. object.geometry.__webglInit = true;
  2167. object.geometry.addEventListener( 'dispose', onGeometryDispose );
  2168. }
  2169. geometry = object.geometry;
  2170. if ( geometry === undefined ) {
  2171. // fail silently for now
  2172. } else if ( geometry instanceof THREE.BufferGeometry ) {
  2173. initDirectBuffers( geometry );
  2174. } else if ( object instanceof THREE.Mesh ) {
  2175. material = object.material;
  2176. if ( geometry.geometryGroups === undefined ) {
  2177. sortFacesByMaterial( geometry, material );
  2178. }
  2179. // create separate VBOs per geometry chunk
  2180. for ( g in geometry.geometryGroups ) {
  2181. geometryGroup = geometry.geometryGroups[ g ];
  2182. // initialise VBO on the first access
  2183. if ( ! geometryGroup.__webglVertexBuffer ) {
  2184. createMeshBuffers( geometryGroup );
  2185. initMeshBuffers( geometryGroup, object );
  2186. geometry.verticesNeedUpdate = true;
  2187. geometry.morphTargetsNeedUpdate = true;
  2188. geometry.elementsNeedUpdate = true;
  2189. geometry.uvsNeedUpdate = true;
  2190. geometry.normalsNeedUpdate = true;
  2191. geometry.tangentsNeedUpdate = true;
  2192. geometry.colorsNeedUpdate = true;
  2193. }
  2194. }
  2195. } else if ( object instanceof THREE.Line ) {
  2196. if ( ! geometry.__webglVertexBuffer ) {
  2197. createLineBuffers( geometry );
  2198. initLineBuffers( geometry, object );
  2199. geometry.verticesNeedUpdate = true;
  2200. geometry.colorsNeedUpdate = true;
  2201. geometry.lineDistancesNeedUpdate = true;
  2202. }
  2203. } else if ( object instanceof THREE.ParticleSystem ) {
  2204. if ( ! geometry.__webglVertexBuffer ) {
  2205. createParticleBuffers( geometry );
  2206. initParticleBuffers( geometry, object );
  2207. geometry.verticesNeedUpdate = true;
  2208. geometry.colorsNeedUpdate = true;
  2209. }
  2210. }
  2211. }
  2212. if ( object.__webglActive === undefined ) {
  2213. if ( object instanceof THREE.Mesh ) {
  2214. geometry = object.geometry;
  2215. if ( geometry instanceof THREE.BufferGeometry ) {
  2216. addBuffer( scene.__webglObjects, geometry, object );
  2217. } else if ( geometry instanceof THREE.Geometry ) {
  2218. for ( g in geometry.geometryGroups ) {
  2219. geometryGroup = geometry.geometryGroups[ g ];
  2220. addBuffer( scene.__webglObjects, geometryGroup, object );
  2221. }
  2222. }
  2223. } else if ( object instanceof THREE.Line ||
  2224. object instanceof THREE.ParticleSystem ) {
  2225. geometry = object.geometry;
  2226. addBuffer( scene.__webglObjects, geometry, object );
  2227. } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
  2228. addBufferImmediate( scene.__webglObjectsImmediate, object );
  2229. } else if ( object instanceof THREE.Sprite ) {
  2230. scene.__webglSprites.push( object );
  2231. } else if ( object instanceof THREE.LensFlare ) {
  2232. scene.__webglFlares.push( object );
  2233. }
  2234. object.__webglActive = true;
  2235. }
  2236. };
  2237. function addBuffer( objlist, buffer, object ) {
  2238. objlist.push(
  2239. {
  2240. id: null,
  2241. buffer: buffer,
  2242. object: object,
  2243. opaque: null,
  2244. transparent: null,
  2245. z: 0
  2246. }
  2247. );
  2248. };
  2249. function addBufferImmediate( objlist, object ) {
  2250. objlist.push(
  2251. {
  2252. id: null,
  2253. object: object,
  2254. opaque: null,
  2255. transparent: null,
  2256. z: 0
  2257. }
  2258. );
  2259. };
  2260. // Objects updates
  2261. function updateObject( object ) {
  2262. var geometry = object.geometry,
  2263. geometryGroup, customAttributesDirty, material;
  2264. if ( geometry instanceof THREE.BufferGeometry ) {
  2265. setDirectBuffers( geometry, _gl.DYNAMIC_DRAW, !geometry.dynamic );
  2266. } else if ( object instanceof THREE.Mesh ) {
  2267. // check all geometry groups
  2268. for( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {
  2269. geometryGroup = geometry.geometryGroupsList[ i ];
  2270. material = getBufferMaterial( object, geometryGroup );
  2271. if ( geometry.buffersNeedUpdate ) {
  2272. initMeshBuffers( geometryGroup, object );
  2273. }
  2274. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2275. if ( geometry.verticesNeedUpdate || geometry.morphTargetsNeedUpdate || geometry.elementsNeedUpdate ||
  2276. geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
  2277. geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate || customAttributesDirty ) {
  2278. setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, !geometry.dynamic, material );
  2279. }
  2280. }
  2281. geometry.verticesNeedUpdate = false;
  2282. geometry.morphTargetsNeedUpdate = false;
  2283. geometry.elementsNeedUpdate = false;
  2284. geometry.uvsNeedUpdate = false;
  2285. geometry.normalsNeedUpdate = false;
  2286. geometry.colorsNeedUpdate = false;
  2287. geometry.tangentsNeedUpdate = false;
  2288. geometry.buffersNeedUpdate = false;
  2289. material.attributes && clearCustomAttributes( material );
  2290. } else if ( object instanceof THREE.Line ) {
  2291. material = getBufferMaterial( object, geometry );
  2292. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2293. if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.lineDistancesNeedUpdate || customAttributesDirty ) {
  2294. setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
  2295. }
  2296. geometry.verticesNeedUpdate = false;
  2297. geometry.colorsNeedUpdate = false;
  2298. geometry.lineDistancesNeedUpdate = false;
  2299. material.attributes && clearCustomAttributes( material );
  2300. } else if ( object instanceof THREE.ParticleSystem ) {
  2301. material = getBufferMaterial( object, geometry );
  2302. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2303. if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || object.sortParticles || customAttributesDirty ) {
  2304. setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
  2305. }
  2306. geometry.verticesNeedUpdate = false;
  2307. geometry.colorsNeedUpdate = false;
  2308. material.attributes && clearCustomAttributes( material );
  2309. }
  2310. };
  2311. // Objects updates - custom attributes check
  2312. function areCustomAttributesDirty( material ) {
  2313. for ( var a in material.attributes ) {
  2314. if ( material.attributes[ a ].needsUpdate ) return true;
  2315. }
  2316. return false;
  2317. };
  2318. function clearCustomAttributes( material ) {
  2319. for ( var a in material.attributes ) {
  2320. material.attributes[ a ].needsUpdate = false;
  2321. }
  2322. };
  2323. // Objects removal
  2324. function removeObject( object, scene ) {
  2325. if ( object instanceof THREE.Mesh ||
  2326. object instanceof THREE.ParticleSystem ||
  2327. object instanceof THREE.Line ) {
  2328. removeInstances( scene.__webglObjects, object );
  2329. } else if ( object instanceof THREE.Sprite ) {
  2330. removeInstancesDirect( scene.__webglSprites, object );
  2331. } else if ( object instanceof THREE.LensFlare ) {
  2332. removeInstancesDirect( scene.__webglFlares, object );
  2333. } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
  2334. removeInstances( scene.__webglObjectsImmediate, object );
  2335. }
  2336. delete object.__webglActive;
  2337. };
  2338. function removeInstances( objlist, object ) {
  2339. for ( var o = objlist.length - 1; o >= 0; o -- ) {
  2340. if ( objlist[ o ].object === object ) {
  2341. objlist.splice( o, 1 );
  2342. }
  2343. }
  2344. };
  2345. function removeInstancesDirect( objlist, object ) {
  2346. for ( var o = objlist.length - 1; o >= 0; o -- ) {
  2347. if ( objlist[ o ] === object ) {
  2348. objlist.splice( o, 1 );
  2349. }
  2350. }
  2351. };
  2352. // Materials
  2353. this.initMaterial = function ( material, lights, fog, object ) {
  2354. material.addEventListener( 'dispose', onMaterialDispose );
  2355. var u, a, identifiers, i, parameters, maxLightCount, maxBones, maxShadows, shaderID;
  2356. if ( material instanceof THREE.MeshDepthMaterial ) {
  2357. shaderID = 'depth';
  2358. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  2359. shaderID = 'normal';
  2360. } else if ( material instanceof THREE.MeshBasicMaterial ) {
  2361. shaderID = 'basic';
  2362. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  2363. shaderID = 'lambert';
  2364. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  2365. shaderID = 'phong';
  2366. } else if ( material instanceof THREE.LineBasicMaterial ) {
  2367. shaderID = 'basic';
  2368. } else if ( material instanceof THREE.LineDashedMaterial ) {
  2369. shaderID = 'dashed';
  2370. } else if ( material instanceof THREE.ParticleSystemMaterial ) {
  2371. shaderID = 'particle_basic';
  2372. }
  2373. if ( shaderID ) {
  2374. setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );
  2375. }
  2376. // heuristics to create shader parameters according to lights in the scene
  2377. // (not to blow over maxLights budget)
  2378. maxLightCount = allocateLights( lights );
  2379. maxShadows = allocateShadows( lights );
  2380. maxBones = allocateBones( object );
  2381. parameters = {
  2382. map: !!material.map,
  2383. envMap: !!material.envMap,
  2384. lightMap: !!material.lightMap,
  2385. bumpMap: !!material.bumpMap,
  2386. normalMap: !!material.normalMap,
  2387. specularMap: !!material.specularMap,
  2388. vertexColors: material.vertexColors,
  2389. fog: fog,
  2390. useFog: material.fog,
  2391. fogExp: fog instanceof THREE.FogExp2,
  2392. sizeAttenuation: material.sizeAttenuation,
  2393. skinning: material.skinning,
  2394. maxBones: maxBones,
  2395. useVertexTexture: _supportsBoneTextures && object && object.useVertexTexture,
  2396. morphTargets: material.morphTargets,
  2397. morphNormals: material.morphNormals,
  2398. maxMorphTargets: this.maxMorphTargets,
  2399. maxMorphNormals: this.maxMorphNormals,
  2400. maxDirLights: maxLightCount.directional,
  2401. maxPointLights: maxLightCount.point,
  2402. maxSpotLights: maxLightCount.spot,
  2403. maxHemiLights: maxLightCount.hemi,
  2404. maxShadows: maxShadows,
  2405. shadowMapEnabled: this.shadowMapEnabled && object.receiveShadow,
  2406. shadowMapType: this.shadowMapType,
  2407. shadowMapDebug: this.shadowMapDebug,
  2408. shadowMapCascade: this.shadowMapCascade,
  2409. alphaTest: material.alphaTest,
  2410. metal: material.metal,
  2411. perPixel: material.perPixel,
  2412. wrapAround: material.wrapAround,
  2413. doubleSided: material.side === THREE.DoubleSide,
  2414. flipSided: material.side === THREE.BackSide
  2415. };
  2416. material.program = buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, material.defines, parameters, material.index0AttributeName );
  2417. var attributes = material.program.attributes;
  2418. if ( material.morphTargets ) {
  2419. material.numSupportedMorphTargets = 0;
  2420. var id, base = "morphTarget";
  2421. for ( i = 0; i < this.maxMorphTargets; i ++ ) {
  2422. id = base + i;
  2423. if ( attributes[ id ] >= 0 ) {
  2424. material.numSupportedMorphTargets ++;
  2425. }
  2426. }
  2427. }
  2428. if ( material.morphNormals ) {
  2429. material.numSupportedMorphNormals = 0;
  2430. var id, base = "morphNormal";
  2431. for ( i = 0; i < this.maxMorphNormals; i ++ ) {
  2432. id = base + i;
  2433. if ( attributes[ id ] >= 0 ) {
  2434. material.numSupportedMorphNormals ++;
  2435. }
  2436. }
  2437. }
  2438. material.uniformsList = [];
  2439. for ( u in material.uniforms ) {
  2440. material.uniformsList.push( [ material.uniforms[ u ], u ] );
  2441. }
  2442. };
  2443. function setMaterialShaders( material, shaders ) {
  2444. material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms );
  2445. material.vertexShader = shaders.vertexShader;
  2446. material.fragmentShader = shaders.fragmentShader;
  2447. };
  2448. function setProgram( camera, lights, fog, material, object ) {
  2449. _usedTextureUnits = 0;
  2450. if ( material.needsUpdate ) {
  2451. if ( material.program ) deallocateMaterial( material );
  2452. _this.initMaterial( material, lights, fog, object );
  2453. material.needsUpdate = false;
  2454. }
  2455. if ( material.morphTargets ) {
  2456. if ( ! object.__webglMorphTargetInfluences ) {
  2457. object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
  2458. }
  2459. }
  2460. var refreshMaterial = false;
  2461. var program = material.program,
  2462. p_uniforms = program.uniforms,
  2463. m_uniforms = material.uniforms;
  2464. if ( program !== _currentProgram ) {
  2465. _gl.useProgram( program );
  2466. _currentProgram = program;
  2467. refreshMaterial = true;
  2468. }
  2469. if ( material.id !== _currentMaterialId ) {
  2470. _currentMaterialId = material.id;
  2471. refreshMaterial = true;
  2472. }
  2473. if ( refreshMaterial || camera !== _currentCamera ) {
  2474. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
  2475. if ( camera !== _currentCamera ) _currentCamera = camera;
  2476. }
  2477. // skinning uniforms must be set even if material didn't change
  2478. // auto-setting of texture unit for bone texture must go before other textures
  2479. // not sure why, but otherwise weird things happen
  2480. if ( material.skinning ) {
  2481. if ( _supportsBoneTextures && object.useVertexTexture ) {
  2482. if ( p_uniforms.boneTexture !== null ) {
  2483. var textureUnit = getTextureUnit();
  2484. _gl.uniform1i( p_uniforms.boneTexture, textureUnit );
  2485. _this.setTexture( object.boneTexture, textureUnit );
  2486. }
  2487. if ( p_uniforms.boneTextureWidth !== null ) {
  2488. _gl.uniform1i( p_uniforms.boneTextureWidth, object.boneTextureWidth );
  2489. }
  2490. if ( p_uniforms.boneTextureHeight !== null ) {
  2491. _gl.uniform1i( p_uniforms.boneTextureHeight, object.boneTextureHeight );
  2492. }
  2493. } else {
  2494. if ( p_uniforms.boneGlobalMatrices !== null ) {
  2495. _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.boneMatrices );
  2496. }
  2497. }
  2498. }
  2499. if ( refreshMaterial ) {
  2500. // refresh uniforms common to several materials
  2501. if ( fog && material.fog ) {
  2502. refreshUniformsFog( m_uniforms, fog );
  2503. }
  2504. if ( material instanceof THREE.MeshPhongMaterial ||
  2505. material instanceof THREE.MeshLambertMaterial ||
  2506. material.lights ) {
  2507. if ( _lightsNeedUpdate ) {
  2508. setupLights( program, lights );
  2509. _lightsNeedUpdate = false;
  2510. }
  2511. refreshUniformsLights( m_uniforms, _lights );
  2512. }
  2513. if ( material instanceof THREE.MeshBasicMaterial ||
  2514. material instanceof THREE.MeshLambertMaterial ||
  2515. material instanceof THREE.MeshPhongMaterial ) {
  2516. refreshUniformsCommon( m_uniforms, material );
  2517. }
  2518. // refresh single material specific uniforms
  2519. if ( material instanceof THREE.LineBasicMaterial ) {
  2520. refreshUniformsLine( m_uniforms, material );
  2521. } else if ( material instanceof THREE.LineDashedMaterial ) {
  2522. refreshUniformsLine( m_uniforms, material );
  2523. refreshUniformsDash( m_uniforms, material );
  2524. } else if ( material instanceof THREE.ParticleSystemMaterial ) {
  2525. refreshUniformsParticle( m_uniforms, material );
  2526. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  2527. refreshUniformsPhong( m_uniforms, material );
  2528. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  2529. refreshUniformsLambert( m_uniforms, material );
  2530. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  2531. m_uniforms.mNear.value = camera.near;
  2532. m_uniforms.mFar.value = camera.far;
  2533. m_uniforms.opacity.value = material.opacity;
  2534. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  2535. m_uniforms.opacity.value = material.opacity;
  2536. }
  2537. if ( object.receiveShadow && ! material._shadowPass ) {
  2538. refreshUniformsShadow( m_uniforms, lights );
  2539. }
  2540. // load common uniforms
  2541. loadUniformsGeneric( program, material.uniformsList );
  2542. // load material specific uniforms
  2543. // (shader material also gets them for the sake of genericity)
  2544. if ( material instanceof THREE.ShaderMaterial ||
  2545. material instanceof THREE.MeshPhongMaterial ||
  2546. material.envMap ) {
  2547. if ( p_uniforms.cameraPosition !== null ) {
  2548. _vector3.getPositionFromMatrix( camera.matrixWorld );
  2549. _gl.uniform3f( p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.z );
  2550. }
  2551. }
  2552. if ( material instanceof THREE.MeshPhongMaterial ||
  2553. material instanceof THREE.MeshLambertMaterial ||
  2554. material instanceof THREE.ShaderMaterial ||
  2555. material.skinning ) {
  2556. if ( p_uniforms.viewMatrix !== null ) {
  2557. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements );
  2558. }
  2559. }
  2560. }
  2561. loadUniformsMatrices( p_uniforms, object );
  2562. if ( p_uniforms.modelMatrix !== null ) {
  2563. _gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );
  2564. }
  2565. return program;
  2566. };
  2567. // Uniforms (refresh uniforms objects)
  2568. function refreshUniformsCommon ( uniforms, material ) {
  2569. uniforms.opacity.value = material.opacity;
  2570. if ( _this.gammaInput ) {
  2571. uniforms.diffuse.value.copyGammaToLinear( material.color );
  2572. } else {
  2573. uniforms.diffuse.value = material.color;
  2574. }
  2575. uniforms.map.value = material.map;
  2576. uniforms.lightMap.value = material.lightMap;
  2577. uniforms.specularMap.value = material.specularMap;
  2578. if ( material.bumpMap ) {
  2579. uniforms.bumpMap.value = material.bumpMap;
  2580. uniforms.bumpScale.value = material.bumpScale;
  2581. }
  2582. if ( material.normalMap ) {
  2583. uniforms.normalMap.value = material.normalMap;
  2584. uniforms.normalScale.value.copy( material.normalScale );
  2585. }
  2586. // uv repeat and offset setting priorities
  2587. // 1. color map
  2588. // 2. specular map
  2589. // 3. normal map
  2590. // 4. bump map
  2591. var uvScaleMap;
  2592. if ( material.map ) {
  2593. uvScaleMap = material.map;
  2594. } else if ( material.specularMap ) {
  2595. uvScaleMap = material.specularMap;
  2596. } else if ( material.normalMap ) {
  2597. uvScaleMap = material.normalMap;
  2598. } else if ( material.bumpMap ) {
  2599. uvScaleMap = material.bumpMap;
  2600. }
  2601. if ( uvScaleMap !== undefined ) {
  2602. var offset = uvScaleMap.offset;
  2603. var repeat = uvScaleMap.repeat;
  2604. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  2605. }
  2606. uniforms.envMap.value = material.envMap;
  2607. uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : -1;
  2608. if ( _this.gammaInput ) {
  2609. //uniforms.reflectivity.value = material.reflectivity * material.reflectivity;
  2610. uniforms.reflectivity.value = material.reflectivity;
  2611. } else {
  2612. uniforms.reflectivity.value = material.reflectivity;
  2613. }
  2614. uniforms.refractionRatio.value = material.refractionRatio;
  2615. uniforms.combine.value = material.combine;
  2616. uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
  2617. };
  2618. function refreshUniformsLine ( uniforms, material ) {
  2619. uniforms.diffuse.value = material.color;
  2620. uniforms.opacity.value = material.opacity;
  2621. };
  2622. function refreshUniformsDash ( uniforms, material ) {
  2623. uniforms.dashSize.value = material.dashSize;
  2624. uniforms.totalSize.value = material.dashSize + material.gapSize;
  2625. uniforms.scale.value = material.scale;
  2626. };
  2627. function refreshUniformsParticle ( uniforms, material ) {
  2628. uniforms.psColor.value = material.color;
  2629. uniforms.opacity.value = material.opacity;
  2630. uniforms.size.value = material.size;
  2631. uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
  2632. uniforms.map.value = material.map;
  2633. };
  2634. function refreshUniformsFog ( uniforms, fog ) {
  2635. uniforms.fogColor.value = fog.color;
  2636. if ( fog instanceof THREE.Fog ) {
  2637. uniforms.fogNear.value = fog.near;
  2638. uniforms.fogFar.value = fog.far;
  2639. } else if ( fog instanceof THREE.FogExp2 ) {
  2640. uniforms.fogDensity.value = fog.density;
  2641. }
  2642. };
  2643. function refreshUniformsPhong ( uniforms, material ) {
  2644. uniforms.shininess.value = material.shininess;
  2645. if ( _this.gammaInput ) {
  2646. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  2647. uniforms.emissive.value.copyGammaToLinear( material.emissive );
  2648. uniforms.specular.value.copyGammaToLinear( material.specular );
  2649. } else {
  2650. uniforms.ambient.value = material.ambient;
  2651. uniforms.emissive.value = material.emissive;
  2652. uniforms.specular.value = material.specular;
  2653. }
  2654. if ( material.wrapAround ) {
  2655. uniforms.wrapRGB.value.copy( material.wrapRGB );
  2656. }
  2657. };
  2658. function refreshUniformsLambert ( uniforms, material ) {
  2659. if ( _this.gammaInput ) {
  2660. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  2661. uniforms.emissive.value.copyGammaToLinear( material.emissive );
  2662. } else {
  2663. uniforms.ambient.value = material.ambient;
  2664. uniforms.emissive.value = material.emissive;
  2665. }
  2666. if ( material.wrapAround ) {
  2667. uniforms.wrapRGB.value.copy( material.wrapRGB );
  2668. }
  2669. };
  2670. function refreshUniformsLights ( uniforms, lights ) {
  2671. uniforms.ambientLightColor.value = lights.ambient;
  2672. uniforms.directionalLightColor.value = lights.directional.colors;
  2673. uniforms.directionalLightDirection.value = lights.directional.positions;
  2674. uniforms.pointLightColor.value = lights.point.colors;
  2675. uniforms.pointLightPosition.value = lights.point.positions;
  2676. uniforms.pointLightDistance.value = lights.point.distances;
  2677. uniforms.spotLightColor.value = lights.spot.colors;
  2678. uniforms.spotLightPosition.value = lights.spot.positions;
  2679. uniforms.spotLightDistance.value = lights.spot.distances;
  2680. uniforms.spotLightDirection.value = lights.spot.directions;
  2681. uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
  2682. uniforms.spotLightExponent.value = lights.spot.exponents;
  2683. uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
  2684. uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
  2685. uniforms.hemisphereLightDirection.value = lights.hemi.positions;
  2686. };
  2687. function refreshUniformsShadow ( uniforms, lights ) {
  2688. if ( uniforms.shadowMatrix ) {
  2689. var j = 0;
  2690. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  2691. var light = lights[ i ];
  2692. if ( ! light.castShadow ) continue;
  2693. if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) {
  2694. uniforms.shadowMap.value[ j ] = light.shadowMap;
  2695. uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
  2696. uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;
  2697. uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
  2698. uniforms.shadowBias.value[ j ] = light.shadowBias;
  2699. j ++;
  2700. }
  2701. }
  2702. }
  2703. };
  2704. // Uniforms (load to GPU)
  2705. function loadUniformsMatrices ( uniforms, object ) {
  2706. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrix.elements );
  2707. if ( uniforms.normalMatrix ) {
  2708. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrix.elements );
  2709. }
  2710. };
  2711. function getTextureUnit() {
  2712. var textureUnit = _usedTextureUnits;
  2713. if ( textureUnit >= _maxTextures ) {
  2714. console.warn( "WebGLRenderer: trying to use " + textureUnit + " texture units while this GPU supports only " + _maxTextures );
  2715. }
  2716. _usedTextureUnits += 1;
  2717. return textureUnit;
  2718. };
  2719. function loadUniformsGeneric ( program, uniforms ) {
  2720. var uniform, value, type, location, texture, textureUnit, i, il, j, jl, offset;
  2721. for ( j = 0, jl = uniforms.length; j < jl; j ++ ) {
  2722. location = program.uniforms[ uniforms[ j ][ 1 ] ];
  2723. if ( !location ) continue;
  2724. uniform = uniforms[ j ][ 0 ];
  2725. type = uniform.type;
  2726. value = uniform.value;
  2727. if ( type === "i" ) { // single integer
  2728. _gl.uniform1i( location, value );
  2729. } else if ( type === "f" ) { // single float
  2730. _gl.uniform1f( location, value );
  2731. } else if ( type === "v2" ) { // single THREE.Vector2
  2732. _gl.uniform2f( location, value.x, value.y );
  2733. } else if ( type === "v3" ) { // single THREE.Vector3
  2734. _gl.uniform3f( location, value.x, value.y, value.z );
  2735. } else if ( type === "v4" ) { // single THREE.Vector4
  2736. _gl.uniform4f( location, value.x, value.y, value.z, value.w );
  2737. } else if ( type === "c" ) { // single THREE.Color
  2738. _gl.uniform3f( location, value.r, value.g, value.b );
  2739. } else if ( type === "iv1" ) { // flat array of integers (JS or typed array)
  2740. _gl.uniform1iv( location, value );
  2741. } else if ( type === "iv" ) { // flat array of integers with 3 x N size (JS or typed array)
  2742. _gl.uniform3iv( location, value );
  2743. } else if ( type === "fv1" ) { // flat array of floats (JS or typed array)
  2744. _gl.uniform1fv( location, value );
  2745. } else if ( type === "fv" ) { // flat array of floats with 3 x N size (JS or typed array)
  2746. _gl.uniform3fv( location, value );
  2747. } else if ( type === "v2v" ) { // array of THREE.Vector2
  2748. if ( uniform._array === undefined ) {
  2749. uniform._array = new Float32Array( 2 * value.length );
  2750. }
  2751. for ( i = 0, il = value.length; i < il; i ++ ) {
  2752. offset = i * 2;
  2753. uniform._array[ offset ] = value[ i ].x;
  2754. uniform._array[ offset + 1 ] = value[ i ].y;
  2755. }
  2756. _gl.uniform2fv( location, uniform._array );
  2757. } else if ( type === "v3v" ) { // array of THREE.Vector3
  2758. if ( uniform._array === undefined ) {
  2759. uniform._array = new Float32Array( 3 * value.length );
  2760. }
  2761. for ( i = 0, il = value.length; i < il; i ++ ) {
  2762. offset = i * 3;
  2763. uniform._array[ offset ] = value[ i ].x;
  2764. uniform._array[ offset + 1 ] = value[ i ].y;
  2765. uniform._array[ offset + 2 ] = value[ i ].z;
  2766. }
  2767. _gl.uniform3fv( location, uniform._array );
  2768. } else if ( type === "v4v" ) { // array of THREE.Vector4
  2769. if ( uniform._array === undefined ) {
  2770. uniform._array = new Float32Array( 4 * value.length );
  2771. }
  2772. for ( i = 0, il = value.length; i < il; i ++ ) {
  2773. offset = i * 4;
  2774. uniform._array[ offset ] = value[ i ].x;
  2775. uniform._array[ offset + 1 ] = value[ i ].y;
  2776. uniform._array[ offset + 2 ] = value[ i ].z;
  2777. uniform._array[ offset + 3 ] = value[ i ].w;
  2778. }
  2779. _gl.uniform4fv( location, uniform._array );
  2780. } else if ( type === "m4") { // single THREE.Matrix4
  2781. if ( uniform._array === undefined ) {
  2782. uniform._array = new Float32Array( 16 );
  2783. }
  2784. value.flattenToArray( uniform._array );
  2785. _gl.uniformMatrix4fv( location, false, uniform._array );
  2786. } else if ( type === "m4v" ) { // array of THREE.Matrix4
  2787. if ( uniform._array === undefined ) {
  2788. uniform._array = new Float32Array( 16 * value.length );
  2789. }
  2790. for ( i = 0, il = value.length; i < il; i ++ ) {
  2791. value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
  2792. }
  2793. _gl.uniformMatrix4fv( location, false, uniform._array );
  2794. } else if ( type === "t" ) { // single THREE.Texture (2d or cube)
  2795. texture = value;
  2796. textureUnit = getTextureUnit();
  2797. _gl.uniform1i( location, textureUnit );
  2798. if ( !texture ) continue;
  2799. if ( texture.image instanceof Array && texture.image.length === 6 ) {
  2800. setCubeTexture( texture, textureUnit );
  2801. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  2802. setCubeTextureDynamic( texture, textureUnit );
  2803. } else {
  2804. _this.setTexture( texture, textureUnit );
  2805. }
  2806. } else if ( type === "tv" ) { // array of THREE.Texture (2d)
  2807. if ( uniform._array === undefined ) {
  2808. uniform._array = [];
  2809. }
  2810. for( i = 0, il = uniform.value.length; i < il; i ++ ) {
  2811. uniform._array[ i ] = getTextureUnit();
  2812. }
  2813. _gl.uniform1iv( location, uniform._array );
  2814. for( i = 0, il = uniform.value.length; i < il; i ++ ) {
  2815. texture = uniform.value[ i ];
  2816. textureUnit = uniform._array[ i ];
  2817. if ( !texture ) continue;
  2818. _this.setTexture( texture, textureUnit );
  2819. }
  2820. } else {
  2821. console.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type );
  2822. }
  2823. }
  2824. };
  2825. function setupMatrices ( object, camera ) {
  2826. object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  2827. object._normalMatrix.getNormalMatrix( object._modelViewMatrix );
  2828. };
  2829. //
  2830. function setColorGamma( array, offset, color, intensitySq ) {
  2831. array[ offset ] = color.r * color.r * intensitySq;
  2832. array[ offset + 1 ] = color.g * color.g * intensitySq;
  2833. array[ offset + 2 ] = color.b * color.b * intensitySq;
  2834. };
  2835. function setColorLinear( array, offset, color, intensity ) {
  2836. array[ offset ] = color.r * intensity;
  2837. array[ offset + 1 ] = color.g * intensity;
  2838. array[ offset + 2 ] = color.b * intensity;
  2839. };
  2840. function setupLights ( program, lights ) {
  2841. var l, ll, light, n,
  2842. r = 0, g = 0, b = 0,
  2843. color, skyColor, groundColor,
  2844. intensity, intensitySq,
  2845. position,
  2846. distance,
  2847. zlights = _lights,
  2848. dirColors = zlights.directional.colors,
  2849. dirPositions = zlights.directional.positions,
  2850. pointColors = zlights.point.colors,
  2851. pointPositions = zlights.point.positions,
  2852. pointDistances = zlights.point.distances,
  2853. spotColors = zlights.spot.colors,
  2854. spotPositions = zlights.spot.positions,
  2855. spotDistances = zlights.spot.distances,
  2856. spotDirections = zlights.spot.directions,
  2857. spotAnglesCos = zlights.spot.anglesCos,
  2858. spotExponents = zlights.spot.exponents,
  2859. hemiSkyColors = zlights.hemi.skyColors,
  2860. hemiGroundColors = zlights.hemi.groundColors,
  2861. hemiPositions = zlights.hemi.positions,
  2862. dirLength = 0,
  2863. pointLength = 0,
  2864. spotLength = 0,
  2865. hemiLength = 0,
  2866. dirCount = 0,
  2867. pointCount = 0,
  2868. spotCount = 0,
  2869. hemiCount = 0,
  2870. dirOffset = 0,
  2871. pointOffset = 0,
  2872. spotOffset = 0,
  2873. hemiOffset = 0;
  2874. for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  2875. light = lights[ l ];
  2876. if ( light.onlyShadow ) continue;
  2877. color = light.color;
  2878. intensity = light.intensity;
  2879. distance = light.distance;
  2880. if ( light instanceof THREE.AmbientLight ) {
  2881. if ( ! light.visible ) continue;
  2882. if ( _this.gammaInput ) {
  2883. r += color.r * color.r;
  2884. g += color.g * color.g;
  2885. b += color.b * color.b;
  2886. } else {
  2887. r += color.r;
  2888. g += color.g;
  2889. b += color.b;
  2890. }
  2891. } else if ( light instanceof THREE.DirectionalLight ) {
  2892. dirCount += 1;
  2893. if ( ! light.visible ) continue;
  2894. _direction.getPositionFromMatrix( light.matrixWorld );
  2895. _vector3.getPositionFromMatrix( light.target.matrixWorld );
  2896. _direction.sub( _vector3 );
  2897. _direction.normalize();
  2898. // skip lights with undefined direction
  2899. // these create troubles in OpenGL (making pixel black)
  2900. if ( _direction.x === 0 && _direction.y === 0 && _direction.z === 0 ) continue;
  2901. dirOffset = dirLength * 3;
  2902. dirPositions[ dirOffset ] = _direction.x;
  2903. dirPositions[ dirOffset + 1 ] = _direction.y;
  2904. dirPositions[ dirOffset + 2 ] = _direction.z;
  2905. if ( _this.gammaInput ) {
  2906. setColorGamma( dirColors, dirOffset, color, intensity * intensity );
  2907. } else {
  2908. setColorLinear( dirColors, dirOffset, color, intensity );
  2909. }
  2910. dirLength += 1;
  2911. } else if ( light instanceof THREE.PointLight ) {
  2912. pointCount += 1;
  2913. if ( ! light.visible ) continue;
  2914. pointOffset = pointLength * 3;
  2915. if ( _this.gammaInput ) {
  2916. setColorGamma( pointColors, pointOffset, color, intensity * intensity );
  2917. } else {
  2918. setColorLinear( pointColors, pointOffset, color, intensity );
  2919. }
  2920. _vector3.getPositionFromMatrix( light.matrixWorld );
  2921. pointPositions[ pointOffset ] = _vector3.x;
  2922. pointPositions[ pointOffset + 1 ] = _vector3.y;
  2923. pointPositions[ pointOffset + 2 ] = _vector3.z;
  2924. pointDistances[ pointLength ] = distance;
  2925. pointLength += 1;
  2926. } else if ( light instanceof THREE.SpotLight ) {
  2927. spotCount += 1;
  2928. if ( ! light.visible ) continue;
  2929. spotOffset = spotLength * 3;
  2930. if ( _this.gammaInput ) {
  2931. setColorGamma( spotColors, spotOffset, color, intensity * intensity );
  2932. } else {
  2933. setColorLinear( spotColors, spotOffset, color, intensity );
  2934. }
  2935. _vector3.getPositionFromMatrix( light.matrixWorld );
  2936. spotPositions[ spotOffset ] = _vector3.x;
  2937. spotPositions[ spotOffset + 1 ] = _vector3.y;
  2938. spotPositions[ spotOffset + 2 ] = _vector3.z;
  2939. spotDistances[ spotLength ] = distance;
  2940. _direction.copy( _vector3 );
  2941. _vector3.getPositionFromMatrix( light.target.matrixWorld );
  2942. _direction.sub( _vector3 );
  2943. _direction.normalize();
  2944. spotDirections[ spotOffset ] = _direction.x;
  2945. spotDirections[ spotOffset + 1 ] = _direction.y;
  2946. spotDirections[ spotOffset + 2 ] = _direction.z;
  2947. spotAnglesCos[ spotLength ] = Math.cos( light.angle );
  2948. spotExponents[ spotLength ] = light.exponent;
  2949. spotLength += 1;
  2950. } else if ( light instanceof THREE.HemisphereLight ) {
  2951. hemiCount += 1;
  2952. if ( ! light.visible ) continue;
  2953. _direction.getPositionFromMatrix( light.matrixWorld );
  2954. _direction.normalize();
  2955. // skip lights with undefined direction
  2956. // these create troubles in OpenGL (making pixel black)
  2957. if ( _direction.x === 0 && _direction.y === 0 && _direction.z === 0 ) continue;
  2958. hemiOffset = hemiLength * 3;
  2959. hemiPositions[ hemiOffset ] = _direction.x;
  2960. hemiPositions[ hemiOffset + 1 ] = _direction.y;
  2961. hemiPositions[ hemiOffset + 2 ] = _direction.z;
  2962. skyColor = light.color;
  2963. groundColor = light.groundColor;
  2964. if ( _this.gammaInput ) {
  2965. intensitySq = intensity * intensity;
  2966. setColorGamma( hemiSkyColors, hemiOffset, skyColor, intensitySq );
  2967. setColorGamma( hemiGroundColors, hemiOffset, groundColor, intensitySq );
  2968. } else {
  2969. setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
  2970. setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );
  2971. }
  2972. hemiLength += 1;
  2973. }
  2974. }
  2975. // null eventual remains from removed lights
  2976. // (this is to avoid if in shader)
  2977. for ( l = dirLength * 3, ll = Math.max( dirColors.length, dirCount * 3 ); l < ll; l ++ ) dirColors[ l ] = 0.0;
  2978. for ( l = pointLength * 3, ll = Math.max( pointColors.length, pointCount * 3 ); l < ll; l ++ ) pointColors[ l ] = 0.0;
  2979. for ( l = spotLength * 3, ll = Math.max( spotColors.length, spotCount * 3 ); l < ll; l ++ ) spotColors[ l ] = 0.0;
  2980. for ( l = hemiLength * 3, ll = Math.max( hemiSkyColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiSkyColors[ l ] = 0.0;
  2981. for ( l = hemiLength * 3, ll = Math.max( hemiGroundColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiGroundColors[ l ] = 0.0;
  2982. zlights.directional.length = dirLength;
  2983. zlights.point.length = pointLength;
  2984. zlights.spot.length = spotLength;
  2985. zlights.hemi.length = hemiLength;
  2986. zlights.ambient[ 0 ] = r;
  2987. zlights.ambient[ 1 ] = g;
  2988. zlights.ambient[ 2 ] = b;
  2989. };
  2990. // GL state setting
  2991. this.setFaceCulling = function ( cullFace, frontFaceDirection ) {
  2992. if ( cullFace === THREE.CullFaceNone ) {
  2993. _gl.disable( _gl.CULL_FACE );
  2994. } else {
  2995. if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {
  2996. _gl.frontFace( _gl.CW );
  2997. } else {
  2998. _gl.frontFace( _gl.CCW );
  2999. }
  3000. if ( cullFace === THREE.CullFaceBack ) {
  3001. _gl.cullFace( _gl.BACK );
  3002. } else if ( cullFace === THREE.CullFaceFront ) {
  3003. _gl.cullFace( _gl.FRONT );
  3004. } else {
  3005. _gl.cullFace( _gl.FRONT_AND_BACK );
  3006. }
  3007. _gl.enable( _gl.CULL_FACE );
  3008. }
  3009. };
  3010. this.setMaterialFaces = function ( material ) {
  3011. var doubleSided = material.side === THREE.DoubleSide;
  3012. var flipSided = material.side === THREE.BackSide;
  3013. if ( _oldDoubleSided !== doubleSided ) {
  3014. if ( doubleSided ) {
  3015. _gl.disable( _gl.CULL_FACE );
  3016. } else {
  3017. _gl.enable( _gl.CULL_FACE );
  3018. }
  3019. _oldDoubleSided = doubleSided;
  3020. }
  3021. if ( _oldFlipSided !== flipSided ) {
  3022. if ( flipSided ) {
  3023. _gl.frontFace( _gl.CW );
  3024. } else {
  3025. _gl.frontFace( _gl.CCW );
  3026. }
  3027. _oldFlipSided = flipSided;
  3028. }
  3029. };
  3030. this.setDepthTest = function ( depthTest ) {
  3031. if ( _oldDepthTest !== depthTest ) {
  3032. if ( depthTest ) {
  3033. _gl.enable( _gl.DEPTH_TEST );
  3034. } else {
  3035. _gl.disable( _gl.DEPTH_TEST );
  3036. }
  3037. _oldDepthTest = depthTest;
  3038. }
  3039. };
  3040. this.setDepthWrite = function ( depthWrite ) {
  3041. if ( _oldDepthWrite !== depthWrite ) {
  3042. _gl.depthMask( depthWrite );
  3043. _oldDepthWrite = depthWrite;
  3044. }
  3045. };
  3046. function setLineWidth ( width ) {
  3047. if ( width !== _oldLineWidth ) {
  3048. _gl.lineWidth( width );
  3049. _oldLineWidth = width;
  3050. }
  3051. };
  3052. function setPolygonOffset ( polygonoffset, factor, units ) {
  3053. if ( _oldPolygonOffset !== polygonoffset ) {
  3054. if ( polygonoffset ) {
  3055. _gl.enable( _gl.POLYGON_OFFSET_FILL );
  3056. } else {
  3057. _gl.disable( _gl.POLYGON_OFFSET_FILL );
  3058. }
  3059. _oldPolygonOffset = polygonoffset;
  3060. }
  3061. if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) {
  3062. _gl.polygonOffset( factor, units );
  3063. _oldPolygonOffsetFactor = factor;
  3064. _oldPolygonOffsetUnits = units;
  3065. }
  3066. };
  3067. this.setBlending = function ( blending, blendEquation, blendSrc, blendDst ) {
  3068. if ( blending !== _oldBlending ) {
  3069. if ( blending === THREE.NoBlending ) {
  3070. _gl.disable( _gl.BLEND );
  3071. } else if ( blending === THREE.AdditiveBlending ) {
  3072. _gl.enable( _gl.BLEND );
  3073. _gl.blendEquation( _gl.FUNC_ADD );
  3074. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
  3075. } else if ( blending === THREE.SubtractiveBlending ) {
  3076. // TODO: Find blendFuncSeparate() combination
  3077. _gl.enable( _gl.BLEND );
  3078. _gl.blendEquation( _gl.FUNC_ADD );
  3079. _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
  3080. } else if ( blending === THREE.MultiplyBlending ) {
  3081. // TODO: Find blendFuncSeparate() combination
  3082. _gl.enable( _gl.BLEND );
  3083. _gl.blendEquation( _gl.FUNC_ADD );
  3084. _gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
  3085. } else if ( blending === THREE.CustomBlending ) {
  3086. _gl.enable( _gl.BLEND );
  3087. } else {
  3088. _gl.enable( _gl.BLEND );
  3089. _gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
  3090. _gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
  3091. }
  3092. _oldBlending = blending;
  3093. }
  3094. if ( blending === THREE.CustomBlending ) {
  3095. if ( blendEquation !== _oldBlendEquation ) {
  3096. _gl.blendEquation( paramThreeToGL( blendEquation ) );
  3097. _oldBlendEquation = blendEquation;
  3098. }
  3099. if ( blendSrc !== _oldBlendSrc || blendDst !== _oldBlendDst ) {
  3100. _gl.blendFunc( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ) );
  3101. _oldBlendSrc = blendSrc;
  3102. _oldBlendDst = blendDst;
  3103. }
  3104. } else {
  3105. _oldBlendEquation = null;
  3106. _oldBlendSrc = null;
  3107. _oldBlendDst = null;
  3108. }
  3109. };
  3110. // Defines
  3111. function generateDefines ( defines ) {
  3112. var value, chunk, chunks = [];
  3113. for ( var d in defines ) {
  3114. value = defines[ d ];
  3115. if ( value === false ) continue;
  3116. chunk = "#define " + d + " " + value;
  3117. chunks.push( chunk );
  3118. }
  3119. return chunks.join( "\n" );
  3120. };
  3121. // Shaders
  3122. function buildProgram ( shaderID, fragmentShader, vertexShader, uniforms, attributes, defines, parameters, index0AttributeName ) {
  3123. var p, pl, d, program, code;
  3124. var chunks = [];
  3125. // Generate code
  3126. if ( shaderID ) {
  3127. chunks.push( shaderID );
  3128. } else {
  3129. chunks.push( fragmentShader );
  3130. chunks.push( vertexShader );
  3131. }
  3132. for ( d in defines ) {
  3133. chunks.push( d );
  3134. chunks.push( defines[ d ] );
  3135. }
  3136. for ( p in parameters ) {
  3137. chunks.push( p );
  3138. chunks.push( parameters[ p ] );
  3139. }
  3140. code = chunks.join();
  3141. // Check if code has been already compiled
  3142. for ( p = 0, pl = _programs.length; p < pl; p ++ ) {
  3143. var programInfo = _programs[ p ];
  3144. if ( programInfo.code === code ) {
  3145. // console.log( "Code already compiled." /*: \n\n" + code*/ );
  3146. programInfo.usedTimes ++;
  3147. return programInfo.program;
  3148. }
  3149. }
  3150. var shadowMapTypeDefine = "SHADOWMAP_TYPE_BASIC";
  3151. if ( parameters.shadowMapType === THREE.PCFShadowMap ) {
  3152. shadowMapTypeDefine = "SHADOWMAP_TYPE_PCF";
  3153. } else if ( parameters.shadowMapType === THREE.PCFSoftShadowMap ) {
  3154. shadowMapTypeDefine = "SHADOWMAP_TYPE_PCF_SOFT";
  3155. }
  3156. // console.log( "building new program " );
  3157. //
  3158. var customDefines = generateDefines( defines );
  3159. //
  3160. program = _gl.createProgram();
  3161. var prefix_vertex = [
  3162. "precision " + _precision + " float;",
  3163. "precision " + _precision + " int;",
  3164. customDefines,
  3165. _supportsVertexTextures ? "#define VERTEX_TEXTURES" : "",
  3166. _this.gammaInput ? "#define GAMMA_INPUT" : "",
  3167. _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
  3168. _this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",
  3169. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  3170. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  3171. "#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
  3172. "#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
  3173. "#define MAX_SHADOWS " + parameters.maxShadows,
  3174. "#define MAX_BONES " + parameters.maxBones,
  3175. parameters.map ? "#define USE_MAP" : "",
  3176. parameters.envMap ? "#define USE_ENVMAP" : "",
  3177. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  3178. parameters.bumpMap ? "#define USE_BUMPMAP" : "",
  3179. parameters.normalMap ? "#define USE_NORMALMAP" : "",
  3180. parameters.specularMap ? "#define USE_SPECULARMAP" : "",
  3181. parameters.vertexColors ? "#define USE_COLOR" : "",
  3182. parameters.skinning ? "#define USE_SKINNING" : "",
  3183. parameters.useVertexTexture ? "#define BONE_TEXTURE" : "",
  3184. parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
  3185. parameters.morphNormals ? "#define USE_MORPHNORMALS" : "",
  3186. parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
  3187. parameters.wrapAround ? "#define WRAP_AROUND" : "",
  3188. parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
  3189. parameters.flipSided ? "#define FLIP_SIDED" : "",
  3190. parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
  3191. parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
  3192. parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
  3193. parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
  3194. parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",
  3195. "uniform mat4 modelMatrix;",
  3196. "uniform mat4 modelViewMatrix;",
  3197. "uniform mat4 projectionMatrix;",
  3198. "uniform mat4 viewMatrix;",
  3199. "uniform mat3 normalMatrix;",
  3200. "uniform vec3 cameraPosition;",
  3201. "attribute vec3 position;",
  3202. "attribute vec3 normal;",
  3203. "attribute vec2 uv;",
  3204. "attribute vec2 uv2;",
  3205. "#ifdef USE_COLOR",
  3206. "attribute vec3 color;",
  3207. "#endif",
  3208. "#ifdef USE_MORPHTARGETS",
  3209. "attribute vec3 morphTarget0;",
  3210. "attribute vec3 morphTarget1;",
  3211. "attribute vec3 morphTarget2;",
  3212. "attribute vec3 morphTarget3;",
  3213. "#ifdef USE_MORPHNORMALS",
  3214. "attribute vec3 morphNormal0;",
  3215. "attribute vec3 morphNormal1;",
  3216. "attribute vec3 morphNormal2;",
  3217. "attribute vec3 morphNormal3;",
  3218. "#else",
  3219. "attribute vec3 morphTarget4;",
  3220. "attribute vec3 morphTarget5;",
  3221. "attribute vec3 morphTarget6;",
  3222. "attribute vec3 morphTarget7;",
  3223. "#endif",
  3224. "#endif",
  3225. "#ifdef USE_SKINNING",
  3226. "attribute vec4 skinIndex;",
  3227. "attribute vec4 skinWeight;",
  3228. "#endif",
  3229. ""
  3230. ].join("\n");
  3231. var prefix_fragment = [
  3232. "precision " + _precision + " float;",
  3233. "precision " + _precision + " int;",
  3234. ( parameters.bumpMap || parameters.normalMap ) ? "#extension GL_OES_standard_derivatives : enable" : "",
  3235. customDefines,
  3236. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  3237. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  3238. "#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
  3239. "#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
  3240. "#define MAX_SHADOWS " + parameters.maxShadows,
  3241. parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "",
  3242. _this.gammaInput ? "#define GAMMA_INPUT" : "",
  3243. _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
  3244. _this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",
  3245. ( parameters.useFog && parameters.fog ) ? "#define USE_FOG" : "",
  3246. ( parameters.useFog && parameters.fogExp ) ? "#define FOG_EXP2" : "",
  3247. parameters.map ? "#define USE_MAP" : "",
  3248. parameters.envMap ? "#define USE_ENVMAP" : "",
  3249. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  3250. parameters.bumpMap ? "#define USE_BUMPMAP" : "",
  3251. parameters.normalMap ? "#define USE_NORMALMAP" : "",
  3252. parameters.specularMap ? "#define USE_SPECULARMAP" : "",
  3253. parameters.vertexColors ? "#define USE_COLOR" : "",
  3254. parameters.metal ? "#define METAL" : "",
  3255. parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
  3256. parameters.wrapAround ? "#define WRAP_AROUND" : "",
  3257. parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
  3258. parameters.flipSided ? "#define FLIP_SIDED" : "",
  3259. parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
  3260. parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
  3261. parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
  3262. parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
  3263. "uniform mat4 viewMatrix;",
  3264. "uniform vec3 cameraPosition;",
  3265. ""
  3266. ].join("\n");
  3267. var glVertexShader = getShader( "vertex", prefix_vertex + vertexShader );
  3268. var glFragmentShader = getShader( "fragment", prefix_fragment + fragmentShader );
  3269. _gl.attachShader( program, glVertexShader );
  3270. _gl.attachShader( program, glFragmentShader );
  3271. //Force a particular attribute to index 0.
  3272. // because potentially expensive emulation is done by browser if attribute 0 is disabled.
  3273. //And, color, for example is often automatically bound to index 0 so disabling it
  3274. if ( index0AttributeName ) {
  3275. _gl.bindAttribLocation( program, 0, index0AttributeName );
  3276. }
  3277. _gl.linkProgram( program );
  3278. if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
  3279. console.error( "Could not initialise shader\n" + "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );
  3280. console.error( "Program Info Log: " + _gl.getProgramInfoLog( program ) );
  3281. }
  3282. // clean up
  3283. _gl.deleteShader( glFragmentShader );
  3284. _gl.deleteShader( glVertexShader );
  3285. // console.log( prefix_fragment + fragmentShader );
  3286. // console.log( prefix_vertex + vertexShader );
  3287. program.uniforms = {};
  3288. program.attributes = {};
  3289. var identifiers, u, a, i;
  3290. // cache uniform locations
  3291. identifiers = [
  3292. 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'modelMatrix', 'cameraPosition',
  3293. 'morphTargetInfluences'
  3294. ];
  3295. if ( parameters.useVertexTexture ) {
  3296. identifiers.push( 'boneTexture' );
  3297. identifiers.push( 'boneTextureWidth' );
  3298. identifiers.push( 'boneTextureHeight' );
  3299. } else {
  3300. identifiers.push( 'boneGlobalMatrices' );
  3301. }
  3302. for ( u in uniforms ) {
  3303. identifiers.push( u );
  3304. }
  3305. cacheUniformLocations( program, identifiers );
  3306. // cache attributes locations
  3307. identifiers = [
  3308. "position", "normal", "uv", "uv2", "tangent", "color",
  3309. "skinIndex", "skinWeight", "lineDistance"
  3310. ];
  3311. for ( i = 0; i < parameters.maxMorphTargets; i ++ ) {
  3312. identifiers.push( "morphTarget" + i );
  3313. }
  3314. for ( i = 0; i < parameters.maxMorphNormals; i ++ ) {
  3315. identifiers.push( "morphNormal" + i );
  3316. }
  3317. for ( a in attributes ) {
  3318. identifiers.push( a );
  3319. }
  3320. cacheAttributeLocations( program, identifiers );
  3321. program.id = _programs_counter ++;
  3322. _programs.push( { program: program, code: code, usedTimes: 1 } );
  3323. _this.info.memory.programs = _programs.length;
  3324. return program;
  3325. };
  3326. // Shader parameters cache
  3327. function cacheUniformLocations ( program, identifiers ) {
  3328. var i, l, id;
  3329. for( i = 0, l = identifiers.length; i < l; i ++ ) {
  3330. id = identifiers[ i ];
  3331. program.uniforms[ id ] = _gl.getUniformLocation( program, id );
  3332. }
  3333. };
  3334. function cacheAttributeLocations ( program, identifiers ) {
  3335. var i, l, id;
  3336. for( i = 0, l = identifiers.length; i < l; i ++ ) {
  3337. id = identifiers[ i ];
  3338. program.attributes[ id ] = _gl.getAttribLocation( program, id );
  3339. }
  3340. };
  3341. function addLineNumbers ( string ) {
  3342. var chunks = string.split( "\n" );
  3343. for ( var i = 0, il = chunks.length; i < il; i ++ ) {
  3344. // Chrome reports shader errors on lines
  3345. // starting counting from 1
  3346. chunks[ i ] = ( i + 1 ) + ": " + chunks[ i ];
  3347. }
  3348. return chunks.join( "\n" );
  3349. };
  3350. function getShader ( type, string ) {
  3351. var shader;
  3352. if ( type === "fragment" ) {
  3353. shader = _gl.createShader( _gl.FRAGMENT_SHADER );
  3354. } else if ( type === "vertex" ) {
  3355. shader = _gl.createShader( _gl.VERTEX_SHADER );
  3356. }
  3357. _gl.shaderSource( shader, string );
  3358. _gl.compileShader( shader );
  3359. if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {
  3360. console.error( _gl.getShaderInfoLog( shader ) );
  3361. console.error( addLineNumbers( string ) );
  3362. return null;
  3363. }
  3364. return shader;
  3365. };
  3366. // Textures
  3367. function isPowerOfTwo ( value ) {
  3368. return ( value & ( value - 1 ) ) === 0;
  3369. };
  3370. function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
  3371. if ( isImagePowerOfTwo ) {
  3372. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  3373. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  3374. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  3375. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  3376. } else {
  3377. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  3378. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  3379. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  3380. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  3381. }
  3382. if ( _glExtensionTextureFilterAnisotropic && texture.type !== THREE.FloatType ) {
  3383. if ( texture.anisotropy > 1 || texture.__oldAnisotropy ) {
  3384. _gl.texParameterf( textureType, _glExtensionTextureFilterAnisotropic.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _maxAnisotropy ) );
  3385. texture.__oldAnisotropy = texture.anisotropy;
  3386. }
  3387. }
  3388. };
  3389. this.setTexture = function ( texture, slot ) {
  3390. if ( texture.needsUpdate ) {
  3391. if ( ! texture.__webglInit ) {
  3392. texture.__webglInit = true;
  3393. texture.addEventListener( 'dispose', onTextureDispose );
  3394. texture.__webglTexture = _gl.createTexture();
  3395. _this.info.memory.textures ++;
  3396. }
  3397. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3398. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  3399. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  3400. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  3401. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
  3402. var image = texture.image,
  3403. isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
  3404. glFormat = paramThreeToGL( texture.format ),
  3405. glType = paramThreeToGL( texture.type );
  3406. setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
  3407. var mipmap, mipmaps = texture.mipmaps;
  3408. if ( texture instanceof THREE.DataTexture ) {
  3409. // use manually created mipmaps if available
  3410. // if there are no manual mipmaps
  3411. // set 0 level mipmap and then use GL to generate other mipmap levels
  3412. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  3413. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  3414. mipmap = mipmaps[ i ];
  3415. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  3416. }
  3417. texture.generateMipmaps = false;
  3418. } else {
  3419. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
  3420. }
  3421. } else if ( texture instanceof THREE.CompressedTexture ) {
  3422. for( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  3423. mipmap = mipmaps[ i ];
  3424. if ( texture.format!==THREE.RGBAFormat ) {
  3425. _gl.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  3426. } else {
  3427. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  3428. }
  3429. }
  3430. } else { // regular Texture (image, video, canvas)
  3431. // use manually created mipmaps if available
  3432. // if there are no manual mipmaps
  3433. // set 0 level mipmap and then use GL to generate other mipmap levels
  3434. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  3435. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  3436. mipmap = mipmaps[ i ];
  3437. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
  3438. }
  3439. texture.generateMipmaps = false;
  3440. } else {
  3441. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
  3442. }
  3443. }
  3444. if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  3445. texture.needsUpdate = false;
  3446. if ( texture.onUpdate ) texture.onUpdate();
  3447. } else {
  3448. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3449. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  3450. }
  3451. };
  3452. function clampToMaxSize ( image, maxSize ) {
  3453. if ( image.width <= maxSize && image.height <= maxSize ) {
  3454. return image;
  3455. }
  3456. // Warning: Scaling through the canvas will only work with images that use
  3457. // premultiplied alpha.
  3458. var maxDimension = Math.max( image.width, image.height );
  3459. var newWidth = Math.floor( image.width * maxSize / maxDimension );
  3460. var newHeight = Math.floor( image.height * maxSize / maxDimension );
  3461. var canvas = document.createElement( 'canvas' );
  3462. canvas.width = newWidth;
  3463. canvas.height = newHeight;
  3464. var ctx = canvas.getContext( "2d" );
  3465. ctx.drawImage( image, 0, 0, image.width, image.height, 0, 0, newWidth, newHeight );
  3466. return canvas;
  3467. }
  3468. function setCubeTexture ( texture, slot ) {
  3469. if ( texture.image.length === 6 ) {
  3470. if ( texture.needsUpdate ) {
  3471. if ( ! texture.image.__webglTextureCube ) {
  3472. texture.addEventListener( 'dispose', onTextureDispose );
  3473. texture.image.__webglTextureCube = _gl.createTexture();
  3474. _this.info.memory.textures ++;
  3475. }
  3476. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3477. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  3478. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  3479. var isCompressed = texture instanceof THREE.CompressedTexture;
  3480. var cubeImage = [];
  3481. for ( var i = 0; i < 6; i ++ ) {
  3482. if ( _this.autoScaleCubemaps && ! isCompressed ) {
  3483. cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize );
  3484. } else {
  3485. cubeImage[ i ] = texture.image[ i ];
  3486. }
  3487. }
  3488. var image = cubeImage[ 0 ],
  3489. isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
  3490. glFormat = paramThreeToGL( texture.format ),
  3491. glType = paramThreeToGL( texture.type );
  3492. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
  3493. for ( var i = 0; i < 6; i ++ ) {
  3494. if( !isCompressed ) {
  3495. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
  3496. } else {
  3497. var mipmap, mipmaps = cubeImage[ i ].mipmaps;
  3498. for( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
  3499. mipmap = mipmaps[ j ];
  3500. if ( texture.format!==THREE.RGBAFormat ) {
  3501. _gl.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  3502. } else {
  3503. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  3504. }
  3505. }
  3506. }
  3507. }
  3508. if ( texture.generateMipmaps && isImagePowerOfTwo ) {
  3509. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3510. }
  3511. texture.needsUpdate = false;
  3512. if ( texture.onUpdate ) texture.onUpdate();
  3513. } else {
  3514. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3515. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  3516. }
  3517. }
  3518. };
  3519. function setCubeTextureDynamic ( texture, slot ) {
  3520. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3521. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
  3522. };
  3523. // Render targets
  3524. function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
  3525. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  3526. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );
  3527. };
  3528. function setupRenderBuffer ( renderbuffer, renderTarget ) {
  3529. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  3530. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  3531. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  3532. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3533. /* For some reason this is not working. Defaulting to RGBA4.
  3534. } else if( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3535. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
  3536. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3537. */
  3538. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3539. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
  3540. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3541. } else {
  3542. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
  3543. }
  3544. };
  3545. this.setRenderTarget = function ( renderTarget ) {
  3546. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  3547. if ( renderTarget && ! renderTarget.__webglFramebuffer ) {
  3548. if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
  3549. if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
  3550. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  3551. renderTarget.__webglTexture = _gl.createTexture();
  3552. _this.info.memory.textures ++;
  3553. // Setup texture, create render and frame buffers
  3554. var isTargetPowerOfTwo = isPowerOfTwo( renderTarget.width ) && isPowerOfTwo( renderTarget.height ),
  3555. glFormat = paramThreeToGL( renderTarget.format ),
  3556. glType = paramThreeToGL( renderTarget.type );
  3557. if ( isCube ) {
  3558. renderTarget.__webglFramebuffer = [];
  3559. renderTarget.__webglRenderbuffer = [];
  3560. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  3561. setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
  3562. for ( var i = 0; i < 6; i ++ ) {
  3563. renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  3564. renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
  3565. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  3566. setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
  3567. setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );
  3568. }
  3569. if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3570. } else {
  3571. renderTarget.__webglFramebuffer = _gl.createFramebuffer();
  3572. if ( renderTarget.shareDepthFrom ) {
  3573. renderTarget.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;
  3574. } else {
  3575. renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();
  3576. }
  3577. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  3578. setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );
  3579. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  3580. setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
  3581. if ( renderTarget.shareDepthFrom ) {
  3582. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  3583. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
  3584. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3585. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
  3586. }
  3587. } else {
  3588. setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );
  3589. }
  3590. if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  3591. }
  3592. // Release everything
  3593. if ( isCube ) {
  3594. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  3595. } else {
  3596. _gl.bindTexture( _gl.TEXTURE_2D, null );
  3597. }
  3598. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  3599. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  3600. }
  3601. var framebuffer, width, height, vx, vy;
  3602. if ( renderTarget ) {
  3603. if ( isCube ) {
  3604. framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];
  3605. } else {
  3606. framebuffer = renderTarget.__webglFramebuffer;
  3607. }
  3608. width = renderTarget.width;
  3609. height = renderTarget.height;
  3610. vx = 0;
  3611. vy = 0;
  3612. } else {
  3613. framebuffer = null;
  3614. width = _viewportWidth;
  3615. height = _viewportHeight;
  3616. vx = _viewportX;
  3617. vy = _viewportY;
  3618. }
  3619. if ( framebuffer !== _currentFramebuffer ) {
  3620. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  3621. _gl.viewport( vx, vy, width, height );
  3622. _currentFramebuffer = framebuffer;
  3623. }
  3624. _currentWidth = width;
  3625. _currentHeight = height;
  3626. };
  3627. function updateRenderTargetMipmap ( renderTarget ) {
  3628. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  3629. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  3630. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3631. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  3632. } else {
  3633. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  3634. _gl.generateMipmap( _gl.TEXTURE_2D );
  3635. _gl.bindTexture( _gl.TEXTURE_2D, null );
  3636. }
  3637. };
  3638. // Fallback filters for non-power-of-2 textures
  3639. function filterFallback ( f ) {
  3640. if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {
  3641. return _gl.NEAREST;
  3642. }
  3643. return _gl.LINEAR;
  3644. };
  3645. // Map three.js constants to WebGL constants
  3646. function paramThreeToGL ( p ) {
  3647. if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
  3648. if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
  3649. if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
  3650. if ( p === THREE.NearestFilter ) return _gl.NEAREST;
  3651. if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
  3652. if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
  3653. if ( p === THREE.LinearFilter ) return _gl.LINEAR;
  3654. if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
  3655. if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
  3656. if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
  3657. if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
  3658. if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
  3659. if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
  3660. if ( p === THREE.ByteType ) return _gl.BYTE;
  3661. if ( p === THREE.ShortType ) return _gl.SHORT;
  3662. if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
  3663. if ( p === THREE.IntType ) return _gl.INT;
  3664. if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
  3665. if ( p === THREE.FloatType ) return _gl.FLOAT;
  3666. if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
  3667. if ( p === THREE.RGBFormat ) return _gl.RGB;
  3668. if ( p === THREE.RGBAFormat ) return _gl.RGBA;
  3669. if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
  3670. if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
  3671. if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
  3672. if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
  3673. if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
  3674. if ( p === THREE.ZeroFactor ) return _gl.ZERO;
  3675. if ( p === THREE.OneFactor ) return _gl.ONE;
  3676. if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
  3677. if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
  3678. if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
  3679. if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
  3680. if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
  3681. if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
  3682. if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
  3683. if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
  3684. if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
  3685. if ( _glExtensionCompressedTextureS3TC !== undefined ) {
  3686. if ( p === THREE.RGB_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGB_S3TC_DXT1_EXT;
  3687. if ( p === THREE.RGBA_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  3688. if ( p === THREE.RGBA_S3TC_DXT3_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  3689. if ( p === THREE.RGBA_S3TC_DXT5_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  3690. }
  3691. return 0;
  3692. };
  3693. // Allocations
  3694. function allocateBones ( object ) {
  3695. if ( _supportsBoneTextures && object && object.useVertexTexture ) {
  3696. return 1024;
  3697. } else {
  3698. // default for when object is not specified
  3699. // ( for example when prebuilding shader
  3700. // to be used with multiple objects )
  3701. //
  3702. // - leave some extra space for other uniforms
  3703. // - limit here is ANGLE's 254 max uniform vectors
  3704. // (up to 54 should be safe)
  3705. var nVertexUniforms = _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS );
  3706. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  3707. var maxBones = nVertexMatrices;
  3708. if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
  3709. maxBones = Math.min( object.bones.length, maxBones );
  3710. if ( maxBones < object.bones.length ) {
  3711. console.warn( "WebGLRenderer: too many bones - " + object.bones.length + ", this GPU supports just " + maxBones + " (try OpenGL instead of ANGLE)" );
  3712. }
  3713. }
  3714. return maxBones;
  3715. }
  3716. };
  3717. function allocateLights( lights ) {
  3718. var dirLights = 0;
  3719. var pointLights = 0;
  3720. var spotLights = 0;
  3721. var hemiLights = 0;
  3722. for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
  3723. var light = lights[ l ];
  3724. if ( light.onlyShadow ) continue;
  3725. if ( light instanceof THREE.DirectionalLight ) dirLights ++;
  3726. if ( light instanceof THREE.PointLight ) pointLights ++;
  3727. if ( light instanceof THREE.SpotLight ) spotLights ++;
  3728. if ( light instanceof THREE.HemisphereLight ) hemiLights ++;
  3729. }
  3730. return { 'directional' : dirLights, 'point' : pointLights, 'spot': spotLights, 'hemi': hemiLights };
  3731. };
  3732. function allocateShadows( lights ) {
  3733. var maxShadows = 0;
  3734. for ( var l = 0, ll = lights.length; l < ll; l++ ) {
  3735. var light = lights[ l ];
  3736. if ( ! light.castShadow ) continue;
  3737. if ( light instanceof THREE.SpotLight ) maxShadows ++;
  3738. if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;
  3739. }
  3740. return maxShadows;
  3741. };
  3742. // Initialization
  3743. function initGL() {
  3744. try {
  3745. var attributes = {
  3746. alpha: _alpha,
  3747. premultipliedAlpha: _premultipliedAlpha,
  3748. antialias: _antialias,
  3749. stencil: _stencil,
  3750. preserveDrawingBuffer: _preserveDrawingBuffer
  3751. };
  3752. _gl = _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes );
  3753. if ( _gl === null ) {
  3754. throw 'Error creating WebGL context.';
  3755. }
  3756. } catch ( error ) {
  3757. console.error( error );
  3758. }
  3759. _glExtensionTextureFloat = _gl.getExtension( 'OES_texture_float' );
  3760. _glExtensionTextureFloatLinear = _gl.getExtension( 'OES_texture_float_linear' );
  3761. _glExtensionStandardDerivatives = _gl.getExtension( 'OES_standard_derivatives' );
  3762. _glExtensionTextureFilterAnisotropic = _gl.getExtension( 'EXT_texture_filter_anisotropic' ) || _gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || _gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  3763. _glExtensionCompressedTextureS3TC = _gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || _gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || _gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  3764. if ( ! _glExtensionTextureFloat ) {
  3765. console.log( 'THREE.WebGLRenderer: Float textures not supported.' );
  3766. }
  3767. if ( ! _glExtensionStandardDerivatives ) {
  3768. console.log( 'THREE.WebGLRenderer: Standard derivatives not supported.' );
  3769. }
  3770. if ( ! _glExtensionTextureFilterAnisotropic ) {
  3771. console.log( 'THREE.WebGLRenderer: Anisotropic texture filtering not supported.' );
  3772. }
  3773. if ( ! _glExtensionCompressedTextureS3TC ) {
  3774. console.log( 'THREE.WebGLRenderer: S3TC compressed textures not supported.' );
  3775. }
  3776. if ( _gl.getShaderPrecisionFormat === undefined ) {
  3777. _gl.getShaderPrecisionFormat = function() {
  3778. return {
  3779. "rangeMin" : 1,
  3780. "rangeMax" : 1,
  3781. "precision" : 1
  3782. };
  3783. }
  3784. }
  3785. };
  3786. function setDefaultGLState () {
  3787. _gl.clearColor( 0, 0, 0, 1 );
  3788. _gl.clearDepth( 1 );
  3789. _gl.clearStencil( 0 );
  3790. _gl.enable( _gl.DEPTH_TEST );
  3791. _gl.depthFunc( _gl.LEQUAL );
  3792. _gl.frontFace( _gl.CCW );
  3793. _gl.cullFace( _gl.BACK );
  3794. _gl.enable( _gl.CULL_FACE );
  3795. _gl.enable( _gl.BLEND );
  3796. _gl.blendEquation( _gl.FUNC_ADD );
  3797. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
  3798. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  3799. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  3800. };
  3801. // default plugins (order is important)
  3802. this.shadowMapPlugin = new THREE.ShadowMapPlugin();
  3803. this.addPrePlugin( this.shadowMapPlugin );
  3804. this.addPostPlugin( new THREE.SpritePlugin() );
  3805. this.addPostPlugin( new THREE.LensFlarePlugin() );
  3806. };