WebGLRenderer.js 146 KB

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  1. /**
  2. * @author supereggbert / http://www.paulbrunt.co.uk/
  3. * @author mrdoob / http://mrdoob.com/
  4. * @author alteredq / http://alteredqualia.com/
  5. * @author szimek / https://github.com/szimek/
  6. */
  7. THREE.WebGLRenderer = function ( parameters ) {
  8. console.log( 'THREE.WebGLRenderer', THREE.REVISION );
  9. parameters = parameters || {};
  10. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
  11. _context = parameters.context !== undefined ? parameters.context : null,
  12. pixelRatio = 1,
  13. _precision = parameters.precision !== undefined ? parameters.precision : 'highp',
  14. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  15. _depth = parameters.depth !== undefined ? parameters.depth : true,
  16. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  17. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  18. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  19. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  20. _logarithmicDepthBuffer = parameters.logarithmicDepthBuffer !== undefined ? parameters.logarithmicDepthBuffer : false,
  21. _clearColor = new THREE.Color( 0x000000 ),
  22. _clearAlpha = 0;
  23. var lights = [];
  24. var _webglObjects = {};
  25. var _webglObjectsImmediate = [];
  26. var opaqueObjects = [];
  27. var transparentObjects = [];
  28. var sprites = [];
  29. var lensFlares = [];
  30. // public properties
  31. this.domElement = _canvas;
  32. this.context = null;
  33. // clearing
  34. this.autoClear = true;
  35. this.autoClearColor = true;
  36. this.autoClearDepth = true;
  37. this.autoClearStencil = true;
  38. // scene graph
  39. this.sortObjects = true;
  40. // physically based shading
  41. this.gammaInput = false;
  42. this.gammaOutput = false;
  43. // shadow map
  44. this.shadowMapEnabled = false;
  45. this.shadowMapType = THREE.PCFShadowMap;
  46. this.shadowMapCullFace = THREE.CullFaceFront;
  47. this.shadowMapDebug = false;
  48. this.shadowMapCascade = false;
  49. // morphs
  50. this.maxMorphTargets = 8;
  51. this.maxMorphNormals = 4;
  52. // flags
  53. this.autoScaleCubemaps = true;
  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. // internal state cache
  72. _currentProgram = null,
  73. _currentFramebuffer = null,
  74. _currentMaterialId = - 1,
  75. _currentGeometryProgram = '',
  76. _currentCamera = null,
  77. _usedTextureUnits = 0,
  78. // GL state cache
  79. _oldDoubleSided = - 1,
  80. _oldFlipSided = - 1,
  81. _oldBlending = - 1,
  82. _oldBlendEquation = - 1,
  83. _oldBlendSrc = - 1,
  84. _oldBlendDst = - 1,
  85. _oldDepthTest = - 1,
  86. _oldDepthWrite = - 1,
  87. _oldPolygonOffset = null,
  88. _oldPolygonOffsetFactor = null,
  89. _oldPolygonOffsetUnits = null,
  90. _oldLineWidth = null,
  91. _viewportX = 0,
  92. _viewportY = 0,
  93. _viewportWidth = _canvas.width,
  94. _viewportHeight = _canvas.height,
  95. _currentWidth = 0,
  96. _currentHeight = 0,
  97. _newAttributes = new Uint8Array( 16 ),
  98. _enabledAttributes = new Uint8Array( 16 ),
  99. // frustum
  100. _frustum = new THREE.Frustum(),
  101. // camera matrices cache
  102. _projScreenMatrix = new THREE.Matrix4(),
  103. _projScreenMatrixPS = new THREE.Matrix4(),
  104. _vector3 = new THREE.Vector3(),
  105. // light arrays cache
  106. _direction = new THREE.Vector3(),
  107. _lightsNeedUpdate = true,
  108. _lights = {
  109. ambient: [ 0, 0, 0 ],
  110. directional: { length: 0, colors:[], positions: [] },
  111. point: { length: 0, colors: [], positions: [], distances: [] },
  112. spot: { length: 0, colors: [], positions: [], distances: [], directions: [], anglesCos: [], exponents: [] },
  113. hemi: { length: 0, skyColors: [], groundColors: [], positions: [] }
  114. };
  115. // initialize
  116. var _gl;
  117. try {
  118. var attributes = {
  119. alpha: _alpha,
  120. depth: _depth,
  121. stencil: _stencil,
  122. antialias: _antialias,
  123. premultipliedAlpha: _premultipliedAlpha,
  124. preserveDrawingBuffer: _preserveDrawingBuffer
  125. };
  126. _gl = _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes );
  127. if ( _gl === null ) {
  128. if ( _canvas.getContext( 'webgl') !== null ) {
  129. throw 'Error creating WebGL context with your selected attributes.';
  130. } else {
  131. throw 'Error creating WebGL context.';
  132. }
  133. }
  134. _canvas.addEventListener( 'webglcontextlost', function ( event ) {
  135. event.preventDefault();
  136. resetGLState();
  137. setDefaultGLState();
  138. _webglObjects = {};
  139. }, false);
  140. } catch ( error ) {
  141. console.error( error );
  142. }
  143. if ( _gl.getShaderPrecisionFormat === undefined ) {
  144. _gl.getShaderPrecisionFormat = function () {
  145. return {
  146. 'rangeMin': 1,
  147. 'rangeMax': 1,
  148. 'precision': 1
  149. };
  150. }
  151. }
  152. var extensions = new THREE.WebGLExtensions( _gl );
  153. extensions.get( 'OES_texture_float' );
  154. extensions.get( 'OES_texture_float_linear' );
  155. extensions.get( 'OES_standard_derivatives' );
  156. if ( _logarithmicDepthBuffer ) {
  157. extensions.get( 'EXT_frag_depth' );
  158. }
  159. //
  160. var setDefaultGLState = function () {
  161. _gl.clearColor( 0, 0, 0, 1 );
  162. _gl.clearDepth( 1 );
  163. _gl.clearStencil( 0 );
  164. _gl.enable( _gl.DEPTH_TEST );
  165. _gl.depthFunc( _gl.LEQUAL );
  166. _gl.frontFace( _gl.CCW );
  167. _gl.cullFace( _gl.BACK );
  168. _gl.enable( _gl.CULL_FACE );
  169. _gl.enable( _gl.BLEND );
  170. _gl.blendEquation( _gl.FUNC_ADD );
  171. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
  172. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  173. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  174. };
  175. var resetGLState = function () {
  176. _currentProgram = null;
  177. _currentCamera = null;
  178. _oldBlending = - 1;
  179. _oldDepthTest = - 1;
  180. _oldDepthWrite = - 1;
  181. _oldDoubleSided = - 1;
  182. _oldFlipSided = - 1;
  183. _currentGeometryProgram = '';
  184. _currentMaterialId = - 1;
  185. _lightsNeedUpdate = true;
  186. for ( var i = 0; i < _enabledAttributes.length; i ++ ) {
  187. _enabledAttributes[ i ] = 0;
  188. }
  189. };
  190. setDefaultGLState();
  191. this.context = _gl;
  192. // GPU capabilities
  193. var _maxTextures = _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS );
  194. var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
  195. var _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE );
  196. var _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE );
  197. var _supportsVertexTextures = _maxVertexTextures > 0;
  198. var _supportsBoneTextures = _supportsVertexTextures && extensions.get( 'OES_texture_float' );
  199. //
  200. var _vertexShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_FLOAT );
  201. var _vertexShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_FLOAT );
  202. var _vertexShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.LOW_FLOAT );
  203. var _fragmentShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_FLOAT );
  204. var _fragmentShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_FLOAT );
  205. var _fragmentShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.LOW_FLOAT );
  206. var getCompressedTextureFormats = ( function () {
  207. var array;
  208. return function () {
  209. if ( array !== undefined ) {
  210. return array;
  211. }
  212. array = [];
  213. if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) || extensions.get( 'WEBGL_compressed_texture_s3tc' ) ) {
  214. var formats = _gl.getParameter( _gl.COMPRESSED_TEXTURE_FORMATS );
  215. for ( var i = 0; i < formats.length; i ++ ){
  216. array.push( formats[ i ] );
  217. }
  218. }
  219. return array;
  220. };
  221. } )();
  222. // clamp precision to maximum available
  223. var highpAvailable = _vertexShaderPrecisionHighpFloat.precision > 0 && _fragmentShaderPrecisionHighpFloat.precision > 0;
  224. var mediumpAvailable = _vertexShaderPrecisionMediumpFloat.precision > 0 && _fragmentShaderPrecisionMediumpFloat.precision > 0;
  225. if ( _precision === 'highp' && ! highpAvailable ) {
  226. if ( mediumpAvailable ) {
  227. _precision = 'mediump';
  228. console.warn( 'THREE.WebGLRenderer: highp not supported, using mediump.' );
  229. } else {
  230. _precision = 'lowp';
  231. console.warn( 'THREE.WebGLRenderer: highp and mediump not supported, using lowp.' );
  232. }
  233. }
  234. if ( _precision === 'mediump' && ! mediumpAvailable ) {
  235. _precision = 'lowp';
  236. console.warn( 'THREE.WebGLRenderer: mediump not supported, using lowp.' );
  237. }
  238. // Plugins
  239. var shadowMapPlugin = new THREE.ShadowMapPlugin( this, lights, _webglObjects, _webglObjectsImmediate );
  240. var spritePlugin = new THREE.SpritePlugin( this, sprites );
  241. var lensFlarePlugin = new THREE.LensFlarePlugin( this, lensFlares );
  242. // API
  243. this.getContext = function () {
  244. return _gl;
  245. };
  246. this.forceContextLoss = function () {
  247. extensions.get( 'WEBGL_lose_context' ).loseContext();
  248. };
  249. this.supportsVertexTextures = function () {
  250. return _supportsVertexTextures;
  251. };
  252. this.supportsFloatTextures = function () {
  253. return extensions.get( 'OES_texture_float' );
  254. };
  255. this.supportsStandardDerivatives = function () {
  256. return extensions.get( 'OES_standard_derivatives' );
  257. };
  258. this.supportsCompressedTextureS3TC = function () {
  259. return extensions.get( 'WEBGL_compressed_texture_s3tc' );
  260. };
  261. this.supportsCompressedTexturePVRTC = function () {
  262. return extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  263. };
  264. this.supportsBlendMinMax = function () {
  265. return extensions.get( 'EXT_blend_minmax' );
  266. };
  267. this.getMaxAnisotropy = ( function () {
  268. var value;
  269. return function () {
  270. if ( value !== undefined ) {
  271. return value;
  272. }
  273. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  274. value = extension !== null ? _gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT ) : 0;
  275. return value;
  276. }
  277. } )();
  278. this.getPrecision = function () {
  279. return _precision;
  280. };
  281. this.getPixelRatio = function () {
  282. return pixelRatio;
  283. };
  284. this.setPixelRatio = function ( value ) {
  285. pixelRatio = value;
  286. };
  287. this.setSize = function ( width, height, updateStyle ) {
  288. _canvas.width = width * pixelRatio;
  289. _canvas.height = height * pixelRatio;
  290. if ( updateStyle !== false ) {
  291. _canvas.style.width = width + 'px';
  292. _canvas.style.height = height + 'px';
  293. }
  294. this.setViewport( 0, 0, width, height );
  295. };
  296. this.setViewport = function ( x, y, width, height ) {
  297. _viewportX = x * pixelRatio;
  298. _viewportY = y * pixelRatio;
  299. _viewportWidth = width * pixelRatio;
  300. _viewportHeight = height * pixelRatio;
  301. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  302. };
  303. this.setScissor = function ( x, y, width, height ) {
  304. _gl.scissor(
  305. x * pixelRatio,
  306. y * pixelRatio,
  307. width * pixelRatio,
  308. height * pixelRatio
  309. );
  310. };
  311. this.enableScissorTest = function ( enable ) {
  312. enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );
  313. };
  314. // Clearing
  315. this.setClearColor = function ( color, alpha ) {
  316. _clearColor.set( color );
  317. _clearAlpha = alpha !== undefined ? alpha : 1;
  318. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  319. };
  320. this.setClearAlpha = function ( alpha ) {
  321. _clearAlpha = alpha;
  322. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  323. };
  324. this.setClearColorHex = function ( hex, alpha ) {
  325. console.warn( 'THREE.WebGLRenderer: .setClearColorHex() is being removed. Use .setClearColor() instead.' );
  326. this.setClearColor( hex, alpha );
  327. };
  328. this.getClearColor = function () {
  329. return _clearColor;
  330. };
  331. this.getClearAlpha = function () {
  332. return _clearAlpha;
  333. };
  334. this.clear = function ( color, depth, stencil ) {
  335. var bits = 0;
  336. if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  337. if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  338. if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  339. _gl.clear( bits );
  340. };
  341. this.clearColor = function () {
  342. _gl.clear( _gl.COLOR_BUFFER_BIT );
  343. };
  344. this.clearDepth = function () {
  345. _gl.clear( _gl.DEPTH_BUFFER_BIT );
  346. };
  347. this.clearStencil = function () {
  348. _gl.clear( _gl.STENCIL_BUFFER_BIT );
  349. };
  350. this.clearTarget = function ( renderTarget, color, depth, stencil ) {
  351. this.setRenderTarget( renderTarget );
  352. this.clear( color, depth, stencil );
  353. };
  354. // Reset
  355. this.resetGLState = resetGLState;
  356. // Buffer allocation
  357. function createParticleBuffers ( geometry ) {
  358. geometry.__webglVertexBuffer = _gl.createBuffer();
  359. geometry.__webglColorBuffer = _gl.createBuffer();
  360. _this.info.memory.geometries ++;
  361. };
  362. function createLineBuffers ( geometry ) {
  363. geometry.__webglVertexBuffer = _gl.createBuffer();
  364. geometry.__webglColorBuffer = _gl.createBuffer();
  365. geometry.__webglLineDistanceBuffer = _gl.createBuffer();
  366. _this.info.memory.geometries ++;
  367. };
  368. function createMeshBuffers ( geometryGroup ) {
  369. geometryGroup.__webglVertexBuffer = _gl.createBuffer();
  370. geometryGroup.__webglNormalBuffer = _gl.createBuffer();
  371. geometryGroup.__webglTangentBuffer = _gl.createBuffer();
  372. geometryGroup.__webglColorBuffer = _gl.createBuffer();
  373. geometryGroup.__webglUVBuffer = _gl.createBuffer();
  374. geometryGroup.__webglUV2Buffer = _gl.createBuffer();
  375. geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
  376. geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
  377. geometryGroup.__webglFaceBuffer = _gl.createBuffer();
  378. geometryGroup.__webglLineBuffer = _gl.createBuffer();
  379. var numMorphTargets = geometryGroup.numMorphTargets;
  380. if ( numMorphTargets ) {
  381. geometryGroup.__webglMorphTargetsBuffers = [];
  382. for ( var m = 0, ml = numMorphTargets; m < ml; m ++ ) {
  383. geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
  384. }
  385. }
  386. var numMorphNormals = geometryGroup.numMorphNormals;
  387. if ( numMorphNormals ) {
  388. geometryGroup.__webglMorphNormalsBuffers = [];
  389. for ( var m = 0, ml = numMorphNormals; m < ml; m ++ ) {
  390. geometryGroup.__webglMorphNormalsBuffers.push( _gl.createBuffer() );
  391. }
  392. }
  393. _this.info.memory.geometries ++;
  394. };
  395. // Events
  396. var onObjectRemoved = function ( event ) {
  397. var object = event.target;
  398. object.traverse( function ( child ) {
  399. child.removeEventListener( 'remove', onObjectRemoved );
  400. removeObject( child );
  401. } );
  402. };
  403. var onGeometryDispose = function ( event ) {
  404. var geometry = event.target;
  405. geometry.removeEventListener( 'dispose', onGeometryDispose );
  406. deallocateGeometry( geometry );
  407. };
  408. var onTextureDispose = function ( event ) {
  409. var texture = event.target;
  410. texture.removeEventListener( 'dispose', onTextureDispose );
  411. deallocateTexture( texture );
  412. _this.info.memory.textures --;
  413. };
  414. var onRenderTargetDispose = function ( event ) {
  415. var renderTarget = event.target;
  416. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  417. deallocateRenderTarget( renderTarget );
  418. _this.info.memory.textures --;
  419. };
  420. var onMaterialDispose = function ( event ) {
  421. var material = event.target;
  422. material.removeEventListener( 'dispose', onMaterialDispose );
  423. deallocateMaterial( material );
  424. };
  425. // Buffer deallocation
  426. var deleteBuffers = function ( geometry ) {
  427. var buffers = [
  428. '__webglVertexBuffer',
  429. '__webglNormalBuffer',
  430. '__webglTangentBuffer',
  431. '__webglColorBuffer',
  432. '__webglUVBuffer',
  433. '__webglUV2Buffer',
  434. '__webglSkinIndicesBuffer',
  435. '__webglSkinWeightsBuffer',
  436. '__webglFaceBuffer',
  437. '__webglLineBuffer',
  438. '__webglLineDistanceBuffer'
  439. ];
  440. for ( var i = 0, l = buffers.length; i < l; i ++ ) {
  441. var name = buffers[ i ];
  442. if ( geometry[ name ] !== undefined ) {
  443. _gl.deleteBuffer( geometry[ name ] );
  444. delete geometry[ name ];
  445. }
  446. }
  447. // custom attributes
  448. if ( geometry.__webglCustomAttributesList !== undefined ) {
  449. for ( var name in geometry.__webglCustomAttributesList ) {
  450. _gl.deleteBuffer( geometry.__webglCustomAttributesList[ name ].buffer );
  451. }
  452. delete geometry.__webglCustomAttributesList;
  453. }
  454. _this.info.memory.geometries --;
  455. };
  456. var deallocateGeometry = function ( geometry ) {
  457. delete geometry.__webglInit;
  458. if ( geometry instanceof THREE.BufferGeometry ) {
  459. for ( var name in geometry.attributes ) {
  460. var attribute = geometry.attributes[ name ];
  461. if ( attribute.buffer !== undefined ) {
  462. _gl.deleteBuffer( attribute.buffer );
  463. delete attribute.buffer;
  464. }
  465. }
  466. _this.info.memory.geometries --;
  467. } else {
  468. var geometryGroupsList = geometryGroups[ geometry.id ];
  469. if ( geometryGroupsList !== undefined ) {
  470. for ( var i = 0, l = geometryGroupsList.length; i < l; i ++ ) {
  471. var geometryGroup = geometryGroupsList[ i ];
  472. if ( geometryGroup.numMorphTargets !== undefined ) {
  473. for ( var m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  474. _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
  475. }
  476. delete geometryGroup.__webglMorphTargetsBuffers;
  477. }
  478. if ( geometryGroup.numMorphNormals !== undefined ) {
  479. for ( var m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  480. _gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] );
  481. }
  482. delete geometryGroup.__webglMorphNormalsBuffers;
  483. }
  484. deleteBuffers( geometryGroup );
  485. }
  486. delete geometryGroups[ geometry.id ];
  487. } else {
  488. deleteBuffers( geometry );
  489. }
  490. }
  491. // TOFIX: Workaround for deleted geometry being currently bound
  492. _currentGeometryProgram = '';
  493. };
  494. var deallocateTexture = function ( texture ) {
  495. if ( texture.image && texture.image.__webglTextureCube ) {
  496. // cube texture
  497. _gl.deleteTexture( texture.image.__webglTextureCube );
  498. delete texture.image.__webglTextureCube;
  499. } else {
  500. // 2D texture
  501. if ( texture.__webglInit === undefined ) return;
  502. _gl.deleteTexture( texture.__webglTexture );
  503. delete texture.__webglTexture;
  504. delete texture.__webglInit;
  505. }
  506. };
  507. var deallocateRenderTarget = function ( renderTarget ) {
  508. if ( ! renderTarget || renderTarget.__webglTexture === undefined ) return;
  509. _gl.deleteTexture( renderTarget.__webglTexture );
  510. delete renderTarget.__webglTexture;
  511. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  512. for ( var i = 0; i < 6; i ++ ) {
  513. _gl.deleteFramebuffer( renderTarget.__webglFramebuffer[ i ] );
  514. _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer[ i ] );
  515. }
  516. } else {
  517. _gl.deleteFramebuffer( renderTarget.__webglFramebuffer );
  518. _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer );
  519. }
  520. delete renderTarget.__webglFramebuffer;
  521. delete renderTarget.__webglRenderbuffer;
  522. };
  523. var deallocateMaterial = function ( material ) {
  524. var program = material.program.program;
  525. if ( program === undefined ) return;
  526. material.program = undefined;
  527. // only deallocate GL program if this was the last use of shared program
  528. // assumed there is only single copy of any program in the _programs list
  529. // (that's how it's constructed)
  530. var i, il, programInfo;
  531. var deleteProgram = false;
  532. for ( i = 0, il = _programs.length; i < il; i ++ ) {
  533. programInfo = _programs[ i ];
  534. if ( programInfo.program === program ) {
  535. programInfo.usedTimes --;
  536. if ( programInfo.usedTimes === 0 ) {
  537. deleteProgram = true;
  538. }
  539. break;
  540. }
  541. }
  542. if ( deleteProgram === true ) {
  543. // avoid using array.splice, this is costlier than creating new array from scratch
  544. var newPrograms = [];
  545. for ( i = 0, il = _programs.length; i < il; i ++ ) {
  546. programInfo = _programs[ i ];
  547. if ( programInfo.program !== program ) {
  548. newPrograms.push( programInfo );
  549. }
  550. }
  551. _programs = newPrograms;
  552. _gl.deleteProgram( program );
  553. _this.info.memory.programs --;
  554. }
  555. };
  556. // Buffer initialization
  557. function initCustomAttributes ( object ) {
  558. var geometry = object.geometry;
  559. var material = object.material;
  560. var nvertices = geometry.vertices.length;
  561. if ( material.attributes ) {
  562. if ( geometry.__webglCustomAttributesList === undefined ) {
  563. geometry.__webglCustomAttributesList = [];
  564. }
  565. for ( var name in material.attributes ) {
  566. var attribute = material.attributes[ name ];
  567. if ( ! attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  568. attribute.__webglInitialized = true;
  569. var size = 1; // "f" and "i"
  570. if ( attribute.type === 'v2' ) size = 2;
  571. else if ( attribute.type === 'v3' ) size = 3;
  572. else if ( attribute.type === 'v4' ) size = 4;
  573. else if ( attribute.type === 'c' ) size = 3;
  574. attribute.size = size;
  575. attribute.array = new Float32Array( nvertices * size );
  576. attribute.buffer = _gl.createBuffer();
  577. attribute.buffer.belongsToAttribute = name;
  578. attribute.needsUpdate = true;
  579. }
  580. geometry.__webglCustomAttributesList.push( attribute );
  581. }
  582. }
  583. };
  584. function initParticleBuffers ( geometry, object ) {
  585. var nvertices = geometry.vertices.length;
  586. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  587. geometry.__colorArray = new Float32Array( nvertices * 3 );
  588. geometry.__sortArray = [];
  589. geometry.__webglParticleCount = nvertices;
  590. initCustomAttributes( object );
  591. };
  592. function initLineBuffers ( geometry, object ) {
  593. var nvertices = geometry.vertices.length;
  594. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  595. geometry.__colorArray = new Float32Array( nvertices * 3 );
  596. geometry.__lineDistanceArray = new Float32Array( nvertices * 1 );
  597. geometry.__webglLineCount = nvertices;
  598. initCustomAttributes( object );
  599. };
  600. function initMeshBuffers ( geometryGroup, object ) {
  601. var geometry = object.geometry,
  602. faces3 = geometryGroup.faces3,
  603. nvertices = faces3.length * 3,
  604. ntris = faces3.length * 1,
  605. nlines = faces3.length * 3,
  606. material = getBufferMaterial( object, geometryGroup );
  607. geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
  608. geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
  609. geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
  610. geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
  611. if ( geometry.faceVertexUvs.length > 1 ) {
  612. geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
  613. }
  614. if ( geometry.hasTangents ) {
  615. geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
  616. }
  617. if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
  618. geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
  619. geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
  620. }
  621. var UintArray = extensions.get( 'OES_element_index_uint' ) !== null && ntris > 21845 ? Uint32Array : Uint16Array; // 65535 / 3
  622. geometryGroup.__typeArray = UintArray;
  623. geometryGroup.__faceArray = new UintArray( ntris * 3 );
  624. geometryGroup.__lineArray = new UintArray( nlines * 2 );
  625. var numMorphTargets = geometryGroup.numMorphTargets;
  626. if ( numMorphTargets ) {
  627. geometryGroup.__morphTargetsArrays = [];
  628. for ( var m = 0, ml = numMorphTargets; m < ml; m ++ ) {
  629. geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
  630. }
  631. }
  632. var numMorphNormals = geometryGroup.numMorphNormals;
  633. if ( numMorphNormals ) {
  634. geometryGroup.__morphNormalsArrays = [];
  635. for ( var m = 0, ml = numMorphNormals; m < ml; m ++ ) {
  636. geometryGroup.__morphNormalsArrays.push( new Float32Array( nvertices * 3 ) );
  637. }
  638. }
  639. geometryGroup.__webglFaceCount = ntris * 3;
  640. geometryGroup.__webglLineCount = nlines * 2;
  641. // custom attributes
  642. if ( material.attributes ) {
  643. if ( geometryGroup.__webglCustomAttributesList === undefined ) {
  644. geometryGroup.__webglCustomAttributesList = [];
  645. }
  646. for ( var name in material.attributes ) {
  647. // Do a shallow copy of the attribute object so different geometryGroup chunks use different
  648. // attribute buffers which are correctly indexed in the setMeshBuffers function
  649. var originalAttribute = material.attributes[ name ];
  650. var attribute = {};
  651. for ( var property in originalAttribute ) {
  652. attribute[ property ] = originalAttribute[ property ];
  653. }
  654. if ( ! attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  655. attribute.__webglInitialized = true;
  656. var size = 1; // "f" and "i"
  657. if ( attribute.type === 'v2' ) size = 2;
  658. else if ( attribute.type === 'v3' ) size = 3;
  659. else if ( attribute.type === 'v4' ) size = 4;
  660. else if ( attribute.type === 'c' ) size = 3;
  661. attribute.size = size;
  662. attribute.array = new Float32Array( nvertices * size );
  663. attribute.buffer = _gl.createBuffer();
  664. attribute.buffer.belongsToAttribute = name;
  665. originalAttribute.needsUpdate = true;
  666. attribute.__original = originalAttribute;
  667. }
  668. geometryGroup.__webglCustomAttributesList.push( attribute );
  669. }
  670. }
  671. geometryGroup.__inittedArrays = true;
  672. };
  673. function getBufferMaterial( object, geometryGroup ) {
  674. return object.material instanceof THREE.MeshFaceMaterial
  675. ? object.material.materials[ geometryGroup.materialIndex ]
  676. : object.material;
  677. };
  678. function materialNeedsSmoothNormals ( material ) {
  679. return material && material.shading !== undefined && material.shading === THREE.SmoothShading;
  680. };
  681. // Buffer setting
  682. function setParticleBuffers ( geometry, hint, object ) {
  683. var v, c, vertex, offset, index, color,
  684. vertices = geometry.vertices,
  685. vl = vertices.length,
  686. colors = geometry.colors,
  687. cl = colors.length,
  688. vertexArray = geometry.__vertexArray,
  689. colorArray = geometry.__colorArray,
  690. sortArray = geometry.__sortArray,
  691. dirtyVertices = geometry.verticesNeedUpdate,
  692. dirtyElements = geometry.elementsNeedUpdate,
  693. dirtyColors = geometry.colorsNeedUpdate,
  694. customAttributes = geometry.__webglCustomAttributesList,
  695. i, il,
  696. a, ca, cal, value,
  697. customAttribute;
  698. if ( dirtyVertices ) {
  699. for ( v = 0; v < vl; v ++ ) {
  700. vertex = vertices[ v ];
  701. offset = v * 3;
  702. vertexArray[ offset ] = vertex.x;
  703. vertexArray[ offset + 1 ] = vertex.y;
  704. vertexArray[ offset + 2 ] = vertex.z;
  705. }
  706. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  707. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  708. }
  709. if ( dirtyColors ) {
  710. for ( c = 0; c < cl; c ++ ) {
  711. color = colors[ c ];
  712. offset = c * 3;
  713. colorArray[ offset ] = color.r;
  714. colorArray[ offset + 1 ] = color.g;
  715. colorArray[ offset + 2 ] = color.b;
  716. }
  717. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  718. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  719. }
  720. if ( customAttributes ) {
  721. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  722. customAttribute = customAttributes[ i ];
  723. if ( customAttribute.needsUpdate && ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) ) {
  724. cal = customAttribute.value.length;
  725. offset = 0;
  726. if ( customAttribute.size === 1 ) {
  727. for ( ca = 0; ca < cal; ca ++ ) {
  728. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  729. }
  730. } else if ( customAttribute.size === 2 ) {
  731. for ( ca = 0; ca < cal; ca ++ ) {
  732. value = customAttribute.value[ ca ];
  733. customAttribute.array[ offset ] = value.x;
  734. customAttribute.array[ offset + 1 ] = value.y;
  735. offset += 2;
  736. }
  737. } else if ( customAttribute.size === 3 ) {
  738. if ( customAttribute.type === 'c' ) {
  739. for ( ca = 0; ca < cal; ca ++ ) {
  740. value = customAttribute.value[ ca ];
  741. customAttribute.array[ offset ] = value.r;
  742. customAttribute.array[ offset + 1 ] = value.g;
  743. customAttribute.array[ offset + 2 ] = value.b;
  744. offset += 3;
  745. }
  746. } else {
  747. for ( ca = 0; ca < cal; ca ++ ) {
  748. value = customAttribute.value[ ca ];
  749. customAttribute.array[ offset ] = value.x;
  750. customAttribute.array[ offset + 1 ] = value.y;
  751. customAttribute.array[ offset + 2 ] = value.z;
  752. offset += 3;
  753. }
  754. }
  755. } else if ( customAttribute.size === 4 ) {
  756. for ( ca = 0; ca < cal; ca ++ ) {
  757. value = customAttribute.value[ ca ];
  758. customAttribute.array[ offset ] = value.x;
  759. customAttribute.array[ offset + 1 ] = value.y;
  760. customAttribute.array[ offset + 2 ] = value.z;
  761. customAttribute.array[ offset + 3 ] = value.w;
  762. offset += 4;
  763. }
  764. }
  765. }
  766. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  767. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  768. customAttribute.needsUpdate = false;
  769. }
  770. }
  771. }
  772. function setLineBuffers ( geometry, hint ) {
  773. var v, c, d, vertex, offset, color,
  774. vertices = geometry.vertices,
  775. colors = geometry.colors,
  776. lineDistances = geometry.lineDistances,
  777. vl = vertices.length,
  778. cl = colors.length,
  779. dl = lineDistances.length,
  780. vertexArray = geometry.__vertexArray,
  781. colorArray = geometry.__colorArray,
  782. lineDistanceArray = geometry.__lineDistanceArray,
  783. dirtyVertices = geometry.verticesNeedUpdate,
  784. dirtyColors = geometry.colorsNeedUpdate,
  785. dirtyLineDistances = geometry.lineDistancesNeedUpdate,
  786. customAttributes = geometry.__webglCustomAttributesList,
  787. i, il,
  788. a, ca, cal, value,
  789. customAttribute;
  790. if ( dirtyVertices ) {
  791. for ( v = 0; v < vl; v ++ ) {
  792. vertex = vertices[ v ];
  793. offset = v * 3;
  794. vertexArray[ offset ] = vertex.x;
  795. vertexArray[ offset + 1 ] = vertex.y;
  796. vertexArray[ offset + 2 ] = vertex.z;
  797. }
  798. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  799. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  800. }
  801. if ( dirtyColors ) {
  802. for ( c = 0; c < cl; c ++ ) {
  803. color = colors[ c ];
  804. offset = c * 3;
  805. colorArray[ offset ] = color.r;
  806. colorArray[ offset + 1 ] = color.g;
  807. colorArray[ offset + 2 ] = color.b;
  808. }
  809. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  810. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  811. }
  812. if ( dirtyLineDistances ) {
  813. for ( d = 0; d < dl; d ++ ) {
  814. lineDistanceArray[ d ] = lineDistances[ d ];
  815. }
  816. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglLineDistanceBuffer );
  817. _gl.bufferData( _gl.ARRAY_BUFFER, lineDistanceArray, hint );
  818. }
  819. if ( customAttributes ) {
  820. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  821. customAttribute = customAttributes[ i ];
  822. if ( customAttribute.needsUpdate && ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) ) {
  823. offset = 0;
  824. cal = customAttribute.value.length;
  825. if ( customAttribute.size === 1 ) {
  826. for ( ca = 0; ca < cal; ca ++ ) {
  827. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  828. }
  829. } else if ( customAttribute.size === 2 ) {
  830. for ( ca = 0; ca < cal; ca ++ ) {
  831. value = customAttribute.value[ ca ];
  832. customAttribute.array[ offset ] = value.x;
  833. customAttribute.array[ offset + 1 ] = value.y;
  834. offset += 2;
  835. }
  836. } else if ( customAttribute.size === 3 ) {
  837. if ( customAttribute.type === 'c' ) {
  838. for ( ca = 0; ca < cal; ca ++ ) {
  839. value = customAttribute.value[ ca ];
  840. customAttribute.array[ offset ] = value.r;
  841. customAttribute.array[ offset + 1 ] = value.g;
  842. customAttribute.array[ offset + 2 ] = value.b;
  843. offset += 3;
  844. }
  845. } else {
  846. for ( ca = 0; ca < cal; ca ++ ) {
  847. value = customAttribute.value[ ca ];
  848. customAttribute.array[ offset ] = value.x;
  849. customAttribute.array[ offset + 1 ] = value.y;
  850. customAttribute.array[ offset + 2 ] = value.z;
  851. offset += 3;
  852. }
  853. }
  854. } else if ( customAttribute.size === 4 ) {
  855. for ( ca = 0; ca < cal; ca ++ ) {
  856. value = customAttribute.value[ ca ];
  857. customAttribute.array[ offset ] = value.x;
  858. customAttribute.array[ offset + 1 ] = value.y;
  859. customAttribute.array[ offset + 2 ] = value.z;
  860. customAttribute.array[ offset + 3 ] = value.w;
  861. offset += 4;
  862. }
  863. }
  864. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  865. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  866. customAttribute.needsUpdate = false;
  867. }
  868. }
  869. }
  870. }
  871. function setMeshBuffers( geometryGroup, object, hint, dispose, material ) {
  872. if ( ! geometryGroup.__inittedArrays ) {
  873. return;
  874. }
  875. var needsSmoothNormals = materialNeedsSmoothNormals( material );
  876. var f, fl, fi, face,
  877. vertexNormals, faceNormal, normal,
  878. vertexColors, faceColor,
  879. vertexTangents,
  880. uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4, n1, n2, n3, n4,
  881. c1, c2, c3,
  882. sw1, sw2, sw3, sw4,
  883. si1, si2, si3, si4,
  884. sa1, sa2, sa3, sa4,
  885. sb1, sb2, sb3, sb4,
  886. m, ml, i, il,
  887. vn, uvi, uv2i,
  888. vk, vkl, vka,
  889. nka, chf, faceVertexNormals,
  890. a,
  891. vertexIndex = 0,
  892. offset = 0,
  893. offset_uv = 0,
  894. offset_uv2 = 0,
  895. offset_face = 0,
  896. offset_normal = 0,
  897. offset_tangent = 0,
  898. offset_line = 0,
  899. offset_color = 0,
  900. offset_skin = 0,
  901. offset_morphTarget = 0,
  902. offset_custom = 0,
  903. offset_customSrc = 0,
  904. value,
  905. vertexArray = geometryGroup.__vertexArray,
  906. uvArray = geometryGroup.__uvArray,
  907. uv2Array = geometryGroup.__uv2Array,
  908. normalArray = geometryGroup.__normalArray,
  909. tangentArray = geometryGroup.__tangentArray,
  910. colorArray = geometryGroup.__colorArray,
  911. skinIndexArray = geometryGroup.__skinIndexArray,
  912. skinWeightArray = geometryGroup.__skinWeightArray,
  913. morphTargetsArrays = geometryGroup.__morphTargetsArrays,
  914. morphNormalsArrays = geometryGroup.__morphNormalsArrays,
  915. customAttributes = geometryGroup.__webglCustomAttributesList,
  916. customAttribute,
  917. faceArray = geometryGroup.__faceArray,
  918. lineArray = geometryGroup.__lineArray,
  919. geometry = object.geometry, // this is shared for all chunks
  920. dirtyVertices = geometry.verticesNeedUpdate,
  921. dirtyElements = geometry.elementsNeedUpdate,
  922. dirtyUvs = geometry.uvsNeedUpdate,
  923. dirtyNormals = geometry.normalsNeedUpdate,
  924. dirtyTangents = geometry.tangentsNeedUpdate,
  925. dirtyColors = geometry.colorsNeedUpdate,
  926. dirtyMorphTargets = geometry.morphTargetsNeedUpdate,
  927. vertices = geometry.vertices,
  928. chunk_faces3 = geometryGroup.faces3,
  929. obj_faces = geometry.faces,
  930. obj_uvs = geometry.faceVertexUvs[ 0 ],
  931. obj_uvs2 = geometry.faceVertexUvs[ 1 ],
  932. obj_colors = geometry.colors,
  933. obj_skinIndices = geometry.skinIndices,
  934. obj_skinWeights = geometry.skinWeights,
  935. morphTargets = geometry.morphTargets,
  936. morphNormals = geometry.morphNormals;
  937. if ( dirtyVertices ) {
  938. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  939. face = obj_faces[ chunk_faces3[ f ] ];
  940. v1 = vertices[ face.a ];
  941. v2 = vertices[ face.b ];
  942. v3 = vertices[ face.c ];
  943. vertexArray[ offset ] = v1.x;
  944. vertexArray[ offset + 1 ] = v1.y;
  945. vertexArray[ offset + 2 ] = v1.z;
  946. vertexArray[ offset + 3 ] = v2.x;
  947. vertexArray[ offset + 4 ] = v2.y;
  948. vertexArray[ offset + 5 ] = v2.z;
  949. vertexArray[ offset + 6 ] = v3.x;
  950. vertexArray[ offset + 7 ] = v3.y;
  951. vertexArray[ offset + 8 ] = v3.z;
  952. offset += 9;
  953. }
  954. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  955. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  956. }
  957. if ( dirtyMorphTargets ) {
  958. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  959. offset_morphTarget = 0;
  960. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  961. chf = chunk_faces3[ f ];
  962. face = obj_faces[ chf ];
  963. // morph positions
  964. v1 = morphTargets[ vk ].vertices[ face.a ];
  965. v2 = morphTargets[ vk ].vertices[ face.b ];
  966. v3 = morphTargets[ vk ].vertices[ face.c ];
  967. vka = morphTargetsArrays[ vk ];
  968. vka[ offset_morphTarget ] = v1.x;
  969. vka[ offset_morphTarget + 1 ] = v1.y;
  970. vka[ offset_morphTarget + 2 ] = v1.z;
  971. vka[ offset_morphTarget + 3 ] = v2.x;
  972. vka[ offset_morphTarget + 4 ] = v2.y;
  973. vka[ offset_morphTarget + 5 ] = v2.z;
  974. vka[ offset_morphTarget + 6 ] = v3.x;
  975. vka[ offset_morphTarget + 7 ] = v3.y;
  976. vka[ offset_morphTarget + 8 ] = v3.z;
  977. // morph normals
  978. if ( material.morphNormals ) {
  979. if ( needsSmoothNormals ) {
  980. faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];
  981. n1 = faceVertexNormals.a;
  982. n2 = faceVertexNormals.b;
  983. n3 = faceVertexNormals.c;
  984. } else {
  985. n1 = morphNormals[ vk ].faceNormals[ chf ];
  986. n2 = n1;
  987. n3 = n1;
  988. }
  989. nka = morphNormalsArrays[ vk ];
  990. nka[ offset_morphTarget ] = n1.x;
  991. nka[ offset_morphTarget + 1 ] = n1.y;
  992. nka[ offset_morphTarget + 2 ] = n1.z;
  993. nka[ offset_morphTarget + 3 ] = n2.x;
  994. nka[ offset_morphTarget + 4 ] = n2.y;
  995. nka[ offset_morphTarget + 5 ] = n2.z;
  996. nka[ offset_morphTarget + 6 ] = n3.x;
  997. nka[ offset_morphTarget + 7 ] = n3.y;
  998. nka[ offset_morphTarget + 8 ] = n3.z;
  999. }
  1000. //
  1001. offset_morphTarget += 9;
  1002. }
  1003. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
  1004. _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
  1005. if ( material.morphNormals ) {
  1006. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ vk ] );
  1007. _gl.bufferData( _gl.ARRAY_BUFFER, morphNormalsArrays[ vk ], hint );
  1008. }
  1009. }
  1010. }
  1011. if ( obj_skinWeights.length ) {
  1012. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1013. face = obj_faces[ chunk_faces3[ f ] ];
  1014. // weights
  1015. sw1 = obj_skinWeights[ face.a ];
  1016. sw2 = obj_skinWeights[ face.b ];
  1017. sw3 = obj_skinWeights[ face.c ];
  1018. skinWeightArray[ offset_skin ] = sw1.x;
  1019. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  1020. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  1021. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  1022. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  1023. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  1024. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  1025. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  1026. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  1027. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  1028. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  1029. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  1030. // indices
  1031. si1 = obj_skinIndices[ face.a ];
  1032. si2 = obj_skinIndices[ face.b ];
  1033. si3 = obj_skinIndices[ face.c ];
  1034. skinIndexArray[ offset_skin ] = si1.x;
  1035. skinIndexArray[ offset_skin + 1 ] = si1.y;
  1036. skinIndexArray[ offset_skin + 2 ] = si1.z;
  1037. skinIndexArray[ offset_skin + 3 ] = si1.w;
  1038. skinIndexArray[ offset_skin + 4 ] = si2.x;
  1039. skinIndexArray[ offset_skin + 5 ] = si2.y;
  1040. skinIndexArray[ offset_skin + 6 ] = si2.z;
  1041. skinIndexArray[ offset_skin + 7 ] = si2.w;
  1042. skinIndexArray[ offset_skin + 8 ] = si3.x;
  1043. skinIndexArray[ offset_skin + 9 ] = si3.y;
  1044. skinIndexArray[ offset_skin + 10 ] = si3.z;
  1045. skinIndexArray[ offset_skin + 11 ] = si3.w;
  1046. offset_skin += 12;
  1047. }
  1048. if ( offset_skin > 0 ) {
  1049. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1050. _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
  1051. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1052. _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
  1053. }
  1054. }
  1055. if ( dirtyColors ) {
  1056. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1057. face = obj_faces[ chunk_faces3[ f ] ];
  1058. vertexColors = face.vertexColors;
  1059. faceColor = face.color;
  1060. if ( vertexColors.length === 3 && material.vertexColors === THREE.VertexColors ) {
  1061. c1 = vertexColors[ 0 ];
  1062. c2 = vertexColors[ 1 ];
  1063. c3 = vertexColors[ 2 ];
  1064. } else {
  1065. c1 = faceColor;
  1066. c2 = faceColor;
  1067. c3 = faceColor;
  1068. }
  1069. colorArray[ offset_color ] = c1.r;
  1070. colorArray[ offset_color + 1 ] = c1.g;
  1071. colorArray[ offset_color + 2 ] = c1.b;
  1072. colorArray[ offset_color + 3 ] = c2.r;
  1073. colorArray[ offset_color + 4 ] = c2.g;
  1074. colorArray[ offset_color + 5 ] = c2.b;
  1075. colorArray[ offset_color + 6 ] = c3.r;
  1076. colorArray[ offset_color + 7 ] = c3.g;
  1077. colorArray[ offset_color + 8 ] = c3.b;
  1078. offset_color += 9;
  1079. }
  1080. if ( offset_color > 0 ) {
  1081. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1082. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1083. }
  1084. }
  1085. if ( dirtyTangents && geometry.hasTangents ) {
  1086. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1087. face = obj_faces[ chunk_faces3[ f ] ];
  1088. vertexTangents = face.vertexTangents;
  1089. t1 = vertexTangents[ 0 ];
  1090. t2 = vertexTangents[ 1 ];
  1091. t3 = vertexTangents[ 2 ];
  1092. tangentArray[ offset_tangent ] = t1.x;
  1093. tangentArray[ offset_tangent + 1 ] = t1.y;
  1094. tangentArray[ offset_tangent + 2 ] = t1.z;
  1095. tangentArray[ offset_tangent + 3 ] = t1.w;
  1096. tangentArray[ offset_tangent + 4 ] = t2.x;
  1097. tangentArray[ offset_tangent + 5 ] = t2.y;
  1098. tangentArray[ offset_tangent + 6 ] = t2.z;
  1099. tangentArray[ offset_tangent + 7 ] = t2.w;
  1100. tangentArray[ offset_tangent + 8 ] = t3.x;
  1101. tangentArray[ offset_tangent + 9 ] = t3.y;
  1102. tangentArray[ offset_tangent + 10 ] = t3.z;
  1103. tangentArray[ offset_tangent + 11 ] = t3.w;
  1104. offset_tangent += 12;
  1105. }
  1106. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1107. _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
  1108. }
  1109. if ( dirtyNormals ) {
  1110. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1111. face = obj_faces[ chunk_faces3[ f ] ];
  1112. vertexNormals = face.vertexNormals;
  1113. faceNormal = face.normal;
  1114. if ( vertexNormals.length === 3 && needsSmoothNormals ) {
  1115. for ( i = 0; i < 3; i ++ ) {
  1116. vn = vertexNormals[ i ];
  1117. normalArray[ offset_normal ] = vn.x;
  1118. normalArray[ offset_normal + 1 ] = vn.y;
  1119. normalArray[ offset_normal + 2 ] = vn.z;
  1120. offset_normal += 3;
  1121. }
  1122. } else {
  1123. for ( i = 0; i < 3; i ++ ) {
  1124. normalArray[ offset_normal ] = faceNormal.x;
  1125. normalArray[ offset_normal + 1 ] = faceNormal.y;
  1126. normalArray[ offset_normal + 2 ] = faceNormal.z;
  1127. offset_normal += 3;
  1128. }
  1129. }
  1130. }
  1131. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1132. _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
  1133. }
  1134. if ( dirtyUvs && obj_uvs ) {
  1135. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1136. fi = chunk_faces3[ f ];
  1137. uv = obj_uvs[ fi ];
  1138. if ( uv === undefined ) continue;
  1139. for ( i = 0; i < 3; i ++ ) {
  1140. uvi = uv[ i ];
  1141. uvArray[ offset_uv ] = uvi.x;
  1142. uvArray[ offset_uv + 1 ] = uvi.y;
  1143. offset_uv += 2;
  1144. }
  1145. }
  1146. if ( offset_uv > 0 ) {
  1147. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1148. _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
  1149. }
  1150. }
  1151. if ( dirtyUvs && obj_uvs2 ) {
  1152. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1153. fi = chunk_faces3[ f ];
  1154. uv2 = obj_uvs2[ fi ];
  1155. if ( uv2 === undefined ) continue;
  1156. for ( i = 0; i < 3; i ++ ) {
  1157. uv2i = uv2[ i ];
  1158. uv2Array[ offset_uv2 ] = uv2i.x;
  1159. uv2Array[ offset_uv2 + 1 ] = uv2i.y;
  1160. offset_uv2 += 2;
  1161. }
  1162. }
  1163. if ( offset_uv2 > 0 ) {
  1164. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1165. _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
  1166. }
  1167. }
  1168. if ( dirtyElements ) {
  1169. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1170. faceArray[ offset_face ] = vertexIndex;
  1171. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  1172. faceArray[ offset_face + 2 ] = vertexIndex + 2;
  1173. offset_face += 3;
  1174. lineArray[ offset_line ] = vertexIndex;
  1175. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  1176. lineArray[ offset_line + 2 ] = vertexIndex;
  1177. lineArray[ offset_line + 3 ] = vertexIndex + 2;
  1178. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  1179. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  1180. offset_line += 6;
  1181. vertexIndex += 3;
  1182. }
  1183. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1184. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
  1185. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1186. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
  1187. }
  1188. if ( customAttributes ) {
  1189. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  1190. customAttribute = customAttributes[ i ];
  1191. if ( ! customAttribute.__original.needsUpdate ) continue;
  1192. offset_custom = 0;
  1193. offset_customSrc = 0;
  1194. if ( customAttribute.size === 1 ) {
  1195. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
  1196. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1197. face = obj_faces[ chunk_faces3[ f ] ];
  1198. customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
  1199. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  1200. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  1201. offset_custom += 3;
  1202. }
  1203. } else if ( customAttribute.boundTo === 'faces' ) {
  1204. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1205. value = customAttribute.value[ chunk_faces3[ f ] ];
  1206. customAttribute.array[ offset_custom ] = value;
  1207. customAttribute.array[ offset_custom + 1 ] = value;
  1208. customAttribute.array[ offset_custom + 2 ] = value;
  1209. offset_custom += 3;
  1210. }
  1211. }
  1212. } else if ( customAttribute.size === 2 ) {
  1213. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
  1214. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1215. face = obj_faces[ chunk_faces3[ f ] ];
  1216. v1 = customAttribute.value[ face.a ];
  1217. v2 = customAttribute.value[ face.b ];
  1218. v3 = customAttribute.value[ face.c ];
  1219. customAttribute.array[ offset_custom ] = v1.x;
  1220. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1221. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1222. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1223. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1224. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1225. offset_custom += 6;
  1226. }
  1227. } else if ( customAttribute.boundTo === 'faces' ) {
  1228. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1229. value = customAttribute.value[ chunk_faces3[ f ] ];
  1230. v1 = value;
  1231. v2 = value;
  1232. v3 = value;
  1233. customAttribute.array[ offset_custom ] = v1.x;
  1234. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1235. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1236. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1237. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1238. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1239. offset_custom += 6;
  1240. }
  1241. }
  1242. } else if ( customAttribute.size === 3 ) {
  1243. var pp;
  1244. if ( customAttribute.type === 'c' ) {
  1245. pp = [ 'r', 'g', 'b' ];
  1246. } else {
  1247. pp = [ 'x', 'y', 'z' ];
  1248. }
  1249. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
  1250. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1251. face = obj_faces[ chunk_faces3[ f ] ];
  1252. v1 = customAttribute.value[ face.a ];
  1253. v2 = customAttribute.value[ face.b ];
  1254. v3 = customAttribute.value[ face.c ];
  1255. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1256. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1257. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1258. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1259. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1260. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1261. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1262. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1263. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1264. offset_custom += 9;
  1265. }
  1266. } else if ( customAttribute.boundTo === 'faces' ) {
  1267. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1268. value = customAttribute.value[ chunk_faces3[ f ] ];
  1269. v1 = value;
  1270. v2 = value;
  1271. v3 = value;
  1272. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1273. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1274. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1275. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1276. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1277. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1278. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1279. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1280. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1281. offset_custom += 9;
  1282. }
  1283. } else if ( customAttribute.boundTo === 'faceVertices' ) {
  1284. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1285. value = customAttribute.value[ chunk_faces3[ f ] ];
  1286. v1 = value[ 0 ];
  1287. v2 = value[ 1 ];
  1288. v3 = value[ 2 ];
  1289. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1290. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1291. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1292. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1293. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1294. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1295. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1296. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1297. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1298. offset_custom += 9;
  1299. }
  1300. }
  1301. } else if ( customAttribute.size === 4 ) {
  1302. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
  1303. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1304. face = obj_faces[ chunk_faces3[ f ] ];
  1305. v1 = customAttribute.value[ face.a ];
  1306. v2 = customAttribute.value[ face.b ];
  1307. v3 = customAttribute.value[ face.c ];
  1308. customAttribute.array[ offset_custom ] = v1.x;
  1309. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1310. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1311. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1312. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1313. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1314. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1315. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1316. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1317. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1318. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1319. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1320. offset_custom += 12;
  1321. }
  1322. } else if ( customAttribute.boundTo === 'faces' ) {
  1323. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1324. value = customAttribute.value[ chunk_faces3[ f ] ];
  1325. v1 = value;
  1326. v2 = value;
  1327. v3 = value;
  1328. customAttribute.array[ offset_custom ] = v1.x;
  1329. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1330. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1331. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1332. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1333. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1334. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1335. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1336. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1337. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1338. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1339. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1340. offset_custom += 12;
  1341. }
  1342. } else if ( customAttribute.boundTo === 'faceVertices' ) {
  1343. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1344. value = customAttribute.value[ chunk_faces3[ f ] ];
  1345. v1 = value[ 0 ];
  1346. v2 = value[ 1 ];
  1347. v3 = value[ 2 ];
  1348. customAttribute.array[ offset_custom ] = v1.x;
  1349. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1350. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1351. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1352. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1353. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1354. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1355. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1356. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1357. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1358. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1359. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1360. offset_custom += 12;
  1361. }
  1362. }
  1363. }
  1364. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  1365. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  1366. }
  1367. }
  1368. if ( dispose ) {
  1369. delete geometryGroup.__inittedArrays;
  1370. delete geometryGroup.__colorArray;
  1371. delete geometryGroup.__normalArray;
  1372. delete geometryGroup.__tangentArray;
  1373. delete geometryGroup.__uvArray;
  1374. delete geometryGroup.__uv2Array;
  1375. delete geometryGroup.__faceArray;
  1376. delete geometryGroup.__vertexArray;
  1377. delete geometryGroup.__lineArray;
  1378. delete geometryGroup.__skinIndexArray;
  1379. delete geometryGroup.__skinWeightArray;
  1380. }
  1381. };
  1382. // Buffer rendering
  1383. this.renderBufferImmediate = function ( object, program, material ) {
  1384. initAttributes();
  1385. if ( object.hasPositions && ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
  1386. if ( object.hasNormals && ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
  1387. if ( object.hasUvs && ! object.__webglUvBuffer ) object.__webglUvBuffer = _gl.createBuffer();
  1388. if ( object.hasColors && ! object.__webglColorBuffer ) object.__webglColorBuffer = _gl.createBuffer();
  1389. if ( object.hasPositions ) {
  1390. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
  1391. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  1392. enableAttribute( program.attributes.position );
  1393. _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1394. }
  1395. if ( object.hasNormals ) {
  1396. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
  1397. if ( material.shading === THREE.FlatShading ) {
  1398. var nx, ny, nz,
  1399. nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
  1400. normalArray,
  1401. i, il = object.count * 3;
  1402. for ( i = 0; i < il; i += 9 ) {
  1403. normalArray = object.normalArray;
  1404. nax = normalArray[ i ];
  1405. nay = normalArray[ i + 1 ];
  1406. naz = normalArray[ i + 2 ];
  1407. nbx = normalArray[ i + 3 ];
  1408. nby = normalArray[ i + 4 ];
  1409. nbz = normalArray[ i + 5 ];
  1410. ncx = normalArray[ i + 6 ];
  1411. ncy = normalArray[ i + 7 ];
  1412. ncz = normalArray[ i + 8 ];
  1413. nx = ( nax + nbx + ncx ) / 3;
  1414. ny = ( nay + nby + ncy ) / 3;
  1415. nz = ( naz + nbz + ncz ) / 3;
  1416. normalArray[ i ] = nx;
  1417. normalArray[ i + 1 ] = ny;
  1418. normalArray[ i + 2 ] = nz;
  1419. normalArray[ i + 3 ] = nx;
  1420. normalArray[ i + 4 ] = ny;
  1421. normalArray[ i + 5 ] = nz;
  1422. normalArray[ i + 6 ] = nx;
  1423. normalArray[ i + 7 ] = ny;
  1424. normalArray[ i + 8 ] = nz;
  1425. }
  1426. }
  1427. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  1428. enableAttribute( program.attributes.normal );
  1429. _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1430. }
  1431. if ( object.hasUvs && material.map ) {
  1432. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglUvBuffer );
  1433. _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
  1434. enableAttribute( program.attributes.uv );
  1435. _gl.vertexAttribPointer( program.attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  1436. }
  1437. if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {
  1438. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglColorBuffer );
  1439. _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
  1440. enableAttribute( program.attributes.color );
  1441. _gl.vertexAttribPointer( program.attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  1442. }
  1443. disableUnusedAttributes();
  1444. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  1445. object.count = 0;
  1446. };
  1447. function setupVertexAttributes( material, program, geometry, startIndex ) {
  1448. var geometryAttributes = geometry.attributes;
  1449. var programAttributes = program.attributes;
  1450. var programAttributesKeys = program.attributesKeys;
  1451. for ( var i = 0, l = programAttributesKeys.length; i < l; i ++ ) {
  1452. var key = programAttributesKeys[ i ];
  1453. var programAttribute = programAttributes[ key ];
  1454. if ( programAttribute >= 0 ) {
  1455. var geometryAttribute = geometryAttributes[ key ];
  1456. if ( geometryAttribute !== undefined ) {
  1457. var size = geometryAttribute.itemSize;
  1458. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryAttribute.buffer );
  1459. enableAttribute( programAttribute );
  1460. _gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, 0, startIndex * size * 4 ); // 4 bytes per Float32
  1461. } else if ( material.defaultAttributeValues !== undefined ) {
  1462. if ( material.defaultAttributeValues[ key ].length === 2 ) {
  1463. _gl.vertexAttrib2fv( programAttribute, material.defaultAttributeValues[ key ] );
  1464. } else if ( material.defaultAttributeValues[ key ].length === 3 ) {
  1465. _gl.vertexAttrib3fv( programAttribute, material.defaultAttributeValues[ key ] );
  1466. }
  1467. }
  1468. }
  1469. }
  1470. disableUnusedAttributes();
  1471. }
  1472. this.renderBufferDirect = function ( camera, lights, fog, material, geometry, object ) {
  1473. if ( material.visible === false ) return;
  1474. updateObject( object );
  1475. var program = setProgram( camera, lights, fog, material, object );
  1476. var updateBuffers = false,
  1477. wireframeBit = material.wireframe ? 1 : 0,
  1478. geometryProgram = 'direct_' + geometry.id + '_' + program.id + '_' + wireframeBit;
  1479. if ( geometryProgram !== _currentGeometryProgram ) {
  1480. _currentGeometryProgram = geometryProgram;
  1481. updateBuffers = true;
  1482. }
  1483. if ( updateBuffers ) {
  1484. initAttributes();
  1485. }
  1486. // render mesh
  1487. if ( object instanceof THREE.Mesh ) {
  1488. var mode = material.wireframe === true ? _gl.LINES : _gl.TRIANGLES;
  1489. var index = geometry.attributes.index;
  1490. if ( index ) {
  1491. // indexed triangles
  1492. var type, size;
  1493. if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
  1494. type = _gl.UNSIGNED_INT;
  1495. size = 4;
  1496. } else {
  1497. type = _gl.UNSIGNED_SHORT;
  1498. size = 2;
  1499. }
  1500. var offsets = geometry.offsets;
  1501. if ( offsets.length === 0 ) {
  1502. if ( updateBuffers ) {
  1503. setupVertexAttributes( material, program, geometry, 0 );
  1504. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  1505. }
  1506. _gl.drawElements( mode, index.array.length, type, 0 );
  1507. _this.info.render.calls ++;
  1508. _this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
  1509. _this.info.render.faces += index.array.length / 3;
  1510. } else {
  1511. // if there is more than 1 chunk
  1512. // must set attribute pointers to use new offsets for each chunk
  1513. // even if geometry and materials didn't change
  1514. updateBuffers = true;
  1515. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  1516. var startIndex = offsets[ i ].index;
  1517. if ( updateBuffers ) {
  1518. setupVertexAttributes( material, program, geometry, startIndex );
  1519. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  1520. }
  1521. // render indexed triangles
  1522. _gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size );
  1523. _this.info.render.calls ++;
  1524. _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
  1525. _this.info.render.faces += offsets[ i ].count / 3;
  1526. }
  1527. }
  1528. } else {
  1529. // non-indexed triangles
  1530. if ( updateBuffers ) {
  1531. setupVertexAttributes( material, program, geometry, 0 );
  1532. }
  1533. var position = geometry.attributes[ 'position' ];
  1534. // render non-indexed triangles
  1535. _gl.drawArrays( mode, 0, position.array.length / 3 );
  1536. _this.info.render.calls ++;
  1537. _this.info.render.vertices += position.array.length / 3;
  1538. _this.info.render.faces += position.array.length / 9;
  1539. }
  1540. } else if ( object instanceof THREE.PointCloud ) {
  1541. // render particles
  1542. var mode = _gl.POINTS;
  1543. var index = geometry.attributes.index;
  1544. if ( index ) {
  1545. // indexed points
  1546. var type, size;
  1547. if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
  1548. type = _gl.UNSIGNED_INT;
  1549. size = 4;
  1550. } else {
  1551. type = _gl.UNSIGNED_SHORT;
  1552. size = 2;
  1553. }
  1554. var offsets = geometry.offsets;
  1555. if ( offsets.length === 0 ) {
  1556. if ( updateBuffers ) {
  1557. setupVertexAttributes( material, program, geometry, 0 );
  1558. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  1559. }
  1560. _gl.drawElements( mode, index.array.length, type, 0);
  1561. _this.info.render.calls ++;
  1562. _this.info.render.points += index.array.length;
  1563. } else {
  1564. // if there is more than 1 chunk
  1565. // must set attribute pointers to use new offsets for each chunk
  1566. // even if geometry and materials didn't change
  1567. if ( offsets.length > 1 ) updateBuffers = true;
  1568. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  1569. var startIndex = offsets[ i ].index;
  1570. if ( updateBuffers ) {
  1571. setupVertexAttributes( material, program, geometry, startIndex );
  1572. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  1573. }
  1574. // render indexed points
  1575. _gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size );
  1576. _this.info.render.calls ++;
  1577. _this.info.render.points += offsets[ i ].count;
  1578. }
  1579. }
  1580. } else {
  1581. // non-indexed points
  1582. if ( updateBuffers ) {
  1583. setupVertexAttributes( material, program, geometry, 0 );
  1584. }
  1585. var position = geometry.attributes.position;
  1586. var offsets = geometry.offsets;
  1587. if ( offsets.length === 0 ) {
  1588. _gl.drawArrays( mode, 0, position.array.length / 3 );
  1589. _this.info.render.calls ++;
  1590. _this.info.render.points += position.array.length / 3;
  1591. } else {
  1592. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  1593. var startIndex = offsets[ i ].index;
  1594. _gl.drawArrays( mode, 0, offsets[ i ].count );
  1595. _this.info.render.calls ++;
  1596. _this.info.render.points += offsets[ i ].count;
  1597. }
  1598. }
  1599. }
  1600. } else if ( object instanceof THREE.Line ) {
  1601. var mode = ( object.mode === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  1602. setLineWidth( material.linewidth );
  1603. var index = geometry.attributes.index;
  1604. if ( index ) {
  1605. // indexed lines
  1606. var type, size;
  1607. if ( index.array instanceof Uint32Array ) {
  1608. type = _gl.UNSIGNED_INT;
  1609. size = 4;
  1610. } else {
  1611. type = _gl.UNSIGNED_SHORT;
  1612. size = 2;
  1613. }
  1614. var offsets = geometry.offsets;
  1615. if ( offsets.length === 0 ) {
  1616. if ( updateBuffers ) {
  1617. setupVertexAttributes( material, program, geometry, 0 );
  1618. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  1619. }
  1620. _gl.drawElements( mode, index.array.length, type, 0 ); // 2 bytes per Uint16Array
  1621. _this.info.render.calls ++;
  1622. _this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
  1623. } else {
  1624. // if there is more than 1 chunk
  1625. // must set attribute pointers to use new offsets for each chunk
  1626. // even if geometry and materials didn't change
  1627. if ( offsets.length > 1 ) updateBuffers = true;
  1628. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  1629. var startIndex = offsets[ i ].index;
  1630. if ( updateBuffers ) {
  1631. setupVertexAttributes( material, program, geometry, startIndex );
  1632. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  1633. }
  1634. // render indexed lines
  1635. _gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size ); // 2 bytes per Uint16Array
  1636. _this.info.render.calls ++;
  1637. _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
  1638. }
  1639. }
  1640. } else {
  1641. // non-indexed lines
  1642. if ( updateBuffers ) {
  1643. setupVertexAttributes( material, program, geometry, 0 );
  1644. }
  1645. var position = geometry.attributes.position;
  1646. var offsets = geometry.offsets;
  1647. if ( offsets.length === 0 ) {
  1648. _gl.drawArrays( mode, 0, position.array.length / 3 );
  1649. _this.info.render.calls ++;
  1650. _this.info.render.vertices += position.array.length / 3;
  1651. } else {
  1652. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  1653. var startIndex = offsets[ i ].index;
  1654. _gl.drawArrays( mode, 0, offsets[ i ].count );
  1655. _this.info.render.calls ++;
  1656. _this.info.render.vertices += offsets[ i ].count;
  1657. }
  1658. }
  1659. }
  1660. }
  1661. };
  1662. this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {
  1663. if ( material.visible === false ) return;
  1664. updateObject( object );
  1665. var program = setProgram( camera, lights, fog, material, object );
  1666. var attributes = program.attributes;
  1667. var updateBuffers = false,
  1668. wireframeBit = material.wireframe ? 1 : 0,
  1669. geometryProgram = geometryGroup.id + '_' + program.id + '_' + wireframeBit;
  1670. if ( geometryProgram !== _currentGeometryProgram ) {
  1671. _currentGeometryProgram = geometryProgram;
  1672. updateBuffers = true;
  1673. }
  1674. if ( updateBuffers ) {
  1675. initAttributes();
  1676. }
  1677. // vertices
  1678. if ( ! material.morphTargets && attributes.position >= 0 ) {
  1679. if ( updateBuffers ) {
  1680. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1681. enableAttribute( attributes.position );
  1682. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1683. }
  1684. } else {
  1685. if ( object.morphTargetBase ) {
  1686. setupMorphTargets( material, geometryGroup, object );
  1687. }
  1688. }
  1689. if ( updateBuffers ) {
  1690. // custom attributes
  1691. // Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
  1692. if ( geometryGroup.__webglCustomAttributesList ) {
  1693. for ( var i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
  1694. var attribute = geometryGroup.__webglCustomAttributesList[ i ];
  1695. if ( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {
  1696. _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
  1697. enableAttribute( attributes[ attribute.buffer.belongsToAttribute ] );
  1698. _gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );
  1699. }
  1700. }
  1701. }
  1702. // colors
  1703. if ( attributes.color >= 0 ) {
  1704. if ( object.geometry.colors.length > 0 || object.geometry.faces.length > 0 ) {
  1705. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1706. enableAttribute( attributes.color );
  1707. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  1708. } else if ( material.defaultAttributeValues !== undefined ) {
  1709. _gl.vertexAttrib3fv( attributes.color, material.defaultAttributeValues.color );
  1710. }
  1711. }
  1712. // normals
  1713. if ( attributes.normal >= 0 ) {
  1714. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1715. enableAttribute( attributes.normal );
  1716. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1717. }
  1718. // tangents
  1719. if ( attributes.tangent >= 0 ) {
  1720. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1721. enableAttribute( attributes.tangent );
  1722. _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
  1723. }
  1724. // uvs
  1725. if ( attributes.uv >= 0 ) {
  1726. if ( object.geometry.faceVertexUvs[ 0 ] ) {
  1727. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1728. enableAttribute( attributes.uv );
  1729. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  1730. } else if ( material.defaultAttributeValues !== undefined ) {
  1731. _gl.vertexAttrib2fv( attributes.uv, material.defaultAttributeValues.uv );
  1732. }
  1733. }
  1734. if ( attributes.uv2 >= 0 ) {
  1735. if ( object.geometry.faceVertexUvs[ 1 ] ) {
  1736. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1737. enableAttribute( attributes.uv2 );
  1738. _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
  1739. } else if ( material.defaultAttributeValues !== undefined ) {
  1740. _gl.vertexAttrib2fv( attributes.uv2, material.defaultAttributeValues.uv2 );
  1741. }
  1742. }
  1743. if ( material.skinning &&
  1744. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  1745. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1746. enableAttribute( attributes.skinIndex );
  1747. _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
  1748. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1749. enableAttribute( attributes.skinWeight );
  1750. _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
  1751. }
  1752. // line distances
  1753. if ( attributes.lineDistance >= 0 ) {
  1754. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglLineDistanceBuffer );
  1755. enableAttribute( attributes.lineDistance );
  1756. _gl.vertexAttribPointer( attributes.lineDistance, 1, _gl.FLOAT, false, 0, 0 );
  1757. }
  1758. }
  1759. disableUnusedAttributes();
  1760. // render mesh
  1761. if ( object instanceof THREE.Mesh ) {
  1762. var type = geometryGroup.__typeArray === Uint32Array ? _gl.UNSIGNED_INT : _gl.UNSIGNED_SHORT;
  1763. // wireframe
  1764. if ( material.wireframe ) {
  1765. setLineWidth( material.wireframeLinewidth );
  1766. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1767. _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, type, 0 );
  1768. // triangles
  1769. } else {
  1770. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1771. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, type, 0 );
  1772. }
  1773. _this.info.render.calls ++;
  1774. _this.info.render.vertices += geometryGroup.__webglFaceCount;
  1775. _this.info.render.faces += geometryGroup.__webglFaceCount / 3;
  1776. // render lines
  1777. } else if ( object instanceof THREE.Line ) {
  1778. var mode = ( object.mode === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  1779. setLineWidth( material.linewidth );
  1780. _gl.drawArrays( mode, 0, geometryGroup.__webglLineCount );
  1781. _this.info.render.calls ++;
  1782. // render particles
  1783. } else if ( object instanceof THREE.PointCloud ) {
  1784. _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
  1785. _this.info.render.calls ++;
  1786. _this.info.render.points += geometryGroup.__webglParticleCount;
  1787. }
  1788. };
  1789. function initAttributes() {
  1790. for ( var i = 0, l = _newAttributes.length; i < l; i ++ ) {
  1791. _newAttributes[ i ] = 0;
  1792. }
  1793. }
  1794. function enableAttribute( attribute ) {
  1795. _newAttributes[ attribute ] = 1;
  1796. if ( _enabledAttributes[ attribute ] === 0 ) {
  1797. _gl.enableVertexAttribArray( attribute );
  1798. _enabledAttributes[ attribute ] = 1;
  1799. }
  1800. }
  1801. function disableUnusedAttributes() {
  1802. for ( var i = 0, l = _enabledAttributes.length; i < l; i ++ ) {
  1803. if ( _enabledAttributes[ i ] !== _newAttributes[ i ] ) {
  1804. _gl.disableVertexAttribArray( i );
  1805. _enabledAttributes[ i ] = 0;
  1806. }
  1807. }
  1808. }
  1809. function setupMorphTargets ( material, geometryGroup, object ) {
  1810. // set base
  1811. var attributes = material.program.attributes;
  1812. if ( object.morphTargetBase !== - 1 && attributes.position >= 0 ) {
  1813. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
  1814. enableAttribute( attributes.position );
  1815. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1816. } else if ( attributes.position >= 0 ) {
  1817. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1818. enableAttribute( attributes.position );
  1819. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1820. }
  1821. if ( object.morphTargetForcedOrder.length ) {
  1822. // set forced order
  1823. var m = 0;
  1824. var order = object.morphTargetForcedOrder;
  1825. var influences = object.morphTargetInfluences;
  1826. var attribute;
  1827. while ( m < material.numSupportedMorphTargets && m < order.length ) {
  1828. attribute = attributes[ 'morphTarget' + m ];
  1829. if ( attribute >= 0 ) {
  1830. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
  1831. enableAttribute( attribute );
  1832. _gl.vertexAttribPointer( attribute, 3, _gl.FLOAT, false, 0, 0 );
  1833. }
  1834. attribute = attributes[ 'morphNormal' + m ];
  1835. if ( attribute >= 0 && material.morphNormals ) {
  1836. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] );
  1837. enableAttribute( attribute );
  1838. _gl.vertexAttribPointer( attribute, 3, _gl.FLOAT, false, 0, 0 );
  1839. }
  1840. object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];
  1841. m ++;
  1842. }
  1843. } else {
  1844. // find the most influencing
  1845. var activeInfluenceIndices = [];
  1846. var influences = object.morphTargetInfluences;
  1847. for ( var i = 0, il = influences.length; i < il; i ++ ) {
  1848. var influence = influences[ i ];
  1849. activeInfluenceIndices.push( [ influence, i ] );
  1850. }
  1851. if ( activeInfluenceIndices.length > material.numSupportedMorphTargets ) {
  1852. activeInfluenceIndices.sort( numericalSort );
  1853. activeInfluenceIndices.length = material.numSupportedMorphTargets;
  1854. } else if ( activeInfluenceIndices.length > material.numSupportedMorphNormals ) {
  1855. activeInfluenceIndices.sort( numericalSort );
  1856. } else if ( activeInfluenceIndices.length === 0 ) {
  1857. activeInfluenceIndices.push( [ 0, 0 ] );
  1858. }
  1859. var attribute;
  1860. for ( var m = 0, ml = material.numSupportedMorphTargets; m < ml; m ++ ) {
  1861. if ( activeInfluenceIndices[ m ] ) {
  1862. var influenceIndex = activeInfluenceIndices[ m ][ 1 ];
  1863. attribute = attributes[ 'morphTarget' + m ];
  1864. if ( attribute >= 0 ) {
  1865. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] );
  1866. enableAttribute( attribute );
  1867. _gl.vertexAttribPointer( attribute, 3, _gl.FLOAT, false, 0, 0 );
  1868. }
  1869. attribute = attributes[ 'morphNormal' + m ];
  1870. if ( attribute >= 0 && material.morphNormals ) {
  1871. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ influenceIndex ] );
  1872. enableAttribute( attribute );
  1873. _gl.vertexAttribPointer( attribute, 3, _gl.FLOAT, false, 0, 0 );
  1874. }
  1875. object.__webglMorphTargetInfluences[ m ] = influences[ influenceIndex ];
  1876. } else {
  1877. /*
  1878. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1879. if ( material.morphNormals ) {
  1880. _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1881. }
  1882. */
  1883. object.__webglMorphTargetInfluences[ m ] = 0;
  1884. }
  1885. }
  1886. }
  1887. // load updated influences uniform
  1888. if ( material.program.uniforms.morphTargetInfluences !== null ) {
  1889. _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
  1890. }
  1891. }
  1892. // Sorting
  1893. function painterSortStable ( a, b ) {
  1894. if ( a.material.id !== b.material.id ) {
  1895. return a.material.id - b.material.id;
  1896. } else if ( a.z !== b.z ) {
  1897. return a.z - b.z;
  1898. } else {
  1899. return a.id - b.id;
  1900. }
  1901. }
  1902. function reversePainterSortStable ( a, b ) {
  1903. if ( a.z !== b.z ) {
  1904. return b.z - a.z;
  1905. } else {
  1906. return a.id - b.id;
  1907. }
  1908. }
  1909. function numericalSort ( a, b ) {
  1910. return b[ 0 ] - a[ 0 ];
  1911. }
  1912. // Rendering
  1913. this.render = function ( scene, camera, renderTarget, forceClear ) {
  1914. if ( camera instanceof THREE.Camera === false ) {
  1915. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  1916. return;
  1917. }
  1918. var fog = scene.fog;
  1919. // reset caching for this frame
  1920. _currentGeometryProgram = '';
  1921. _currentMaterialId = - 1;
  1922. _currentCamera = null;
  1923. _lightsNeedUpdate = true;
  1924. // update scene graph
  1925. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  1926. // update camera matrices and frustum
  1927. if ( camera.parent === undefined ) camera.updateMatrixWorld();
  1928. // update Skeleton objects
  1929. scene.traverse( function ( object ) {
  1930. if ( object instanceof THREE.SkinnedMesh ) {
  1931. object.skeleton.update();
  1932. }
  1933. } );
  1934. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  1935. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  1936. _frustum.setFromMatrix( _projScreenMatrix );
  1937. lights.length = 0;
  1938. opaqueObjects.length = 0;
  1939. transparentObjects.length = 0;
  1940. sprites.length = 0;
  1941. lensFlares.length = 0;
  1942. projectObject( scene );
  1943. if ( _this.sortObjects === true ) {
  1944. opaqueObjects.sort( painterSortStable );
  1945. transparentObjects.sort( reversePainterSortStable );
  1946. }
  1947. // custom render plugins (pre pass)
  1948. shadowMapPlugin.render( scene, camera );
  1949. //
  1950. _this.info.render.calls = 0;
  1951. _this.info.render.vertices = 0;
  1952. _this.info.render.faces = 0;
  1953. _this.info.render.points = 0;
  1954. this.setRenderTarget( renderTarget );
  1955. if ( this.autoClear || forceClear ) {
  1956. this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
  1957. }
  1958. // set matrices for immediate objects
  1959. for ( var i = 0, il = _webglObjectsImmediate.length; i < il; i ++ ) {
  1960. var webglObject = _webglObjectsImmediate[ i ];
  1961. var object = webglObject.object;
  1962. if ( object.visible ) {
  1963. setupMatrices( object, camera );
  1964. unrollImmediateBufferMaterial( webglObject );
  1965. }
  1966. }
  1967. if ( scene.overrideMaterial ) {
  1968. var material = scene.overrideMaterial;
  1969. this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  1970. this.setDepthTest( material.depthTest );
  1971. this.setDepthWrite( material.depthWrite );
  1972. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  1973. renderObjects( opaqueObjects, camera, lights, fog, true, material );
  1974. renderObjects( transparentObjects, camera, lights, fog, true, material );
  1975. renderObjectsImmediate( _webglObjectsImmediate, '', camera, lights, fog, false, material );
  1976. } else {
  1977. var material = null;
  1978. // opaque pass (front-to-back order)
  1979. this.setBlending( THREE.NoBlending );
  1980. renderObjects( opaqueObjects, camera, lights, fog, false, material );
  1981. renderObjectsImmediate( _webglObjectsImmediate, 'opaque', camera, lights, fog, false, material );
  1982. // transparent pass (back-to-front order)
  1983. renderObjects( transparentObjects, camera, lights, fog, true, material );
  1984. renderObjectsImmediate( _webglObjectsImmediate, 'transparent', camera, lights, fog, true, material );
  1985. }
  1986. // custom render plugins (post pass)
  1987. spritePlugin.render( scene, camera );
  1988. lensFlarePlugin.render( scene, camera, _currentWidth, _currentHeight );
  1989. // Generate mipmap if we're using any kind of mipmap filtering
  1990. if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
  1991. updateRenderTargetMipmap( renderTarget );
  1992. }
  1993. // Ensure depth buffer writing is enabled so it can be cleared on next render
  1994. this.setDepthTest( true );
  1995. this.setDepthWrite( true );
  1996. // _gl.finish();
  1997. };
  1998. function projectObject( object ) {
  1999. if ( object.visible === false ) return;
  2000. if ( object instanceof THREE.Scene || object instanceof THREE.Group ) {
  2001. // skip
  2002. } else {
  2003. initObject( object );
  2004. if ( object instanceof THREE.Light ) {
  2005. lights.push( object );
  2006. } else if ( object instanceof THREE.Sprite ) {
  2007. sprites.push( object );
  2008. } else if ( object instanceof THREE.LensFlare ) {
  2009. lensFlares.push( object );
  2010. } else {
  2011. var webglObjects = _webglObjects[ object.id ];
  2012. if ( webglObjects && ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) {
  2013. for ( var i = 0, l = webglObjects.length; i < l; i ++ ) {
  2014. var webglObject = webglObjects[i];
  2015. unrollBufferMaterial( webglObject );
  2016. webglObject.render = true;
  2017. if ( _this.sortObjects === true ) {
  2018. _vector3.setFromMatrixPosition( object.matrixWorld );
  2019. _vector3.applyProjection( _projScreenMatrix );
  2020. webglObject.z = _vector3.z;
  2021. }
  2022. }
  2023. }
  2024. }
  2025. }
  2026. for ( var i = 0, l = object.children.length; i < l; i ++ ) {
  2027. projectObject( object.children[ i ] );
  2028. }
  2029. }
  2030. function renderObjects( renderList, camera, lights, fog, useBlending, overrideMaterial ) {
  2031. var material;
  2032. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  2033. var webglObject = renderList[ i ];
  2034. var object = webglObject.object;
  2035. var buffer = webglObject.buffer;
  2036. setupMatrices( object, camera );
  2037. if ( overrideMaterial ) {
  2038. material = overrideMaterial;
  2039. } else {
  2040. material = webglObject.material;
  2041. if ( ! material ) continue;
  2042. if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  2043. _this.setDepthTest( material.depthTest );
  2044. _this.setDepthWrite( material.depthWrite );
  2045. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2046. }
  2047. _this.setMaterialFaces( material );
  2048. if ( buffer instanceof THREE.BufferGeometry ) {
  2049. _this.renderBufferDirect( camera, lights, fog, material, buffer, object );
  2050. } else {
  2051. _this.renderBuffer( camera, lights, fog, material, buffer, object );
  2052. }
  2053. }
  2054. }
  2055. function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
  2056. var material;
  2057. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  2058. var webglObject = renderList[ i ];
  2059. var object = webglObject.object;
  2060. if ( object.visible ) {
  2061. if ( overrideMaterial ) {
  2062. material = overrideMaterial;
  2063. } else {
  2064. material = webglObject[ materialType ];
  2065. if ( ! material ) continue;
  2066. if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  2067. _this.setDepthTest( material.depthTest );
  2068. _this.setDepthWrite( material.depthWrite );
  2069. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2070. }
  2071. _this.renderImmediateObject( camera, lights, fog, material, object );
  2072. }
  2073. }
  2074. }
  2075. this.renderImmediateObject = function ( camera, lights, fog, material, object ) {
  2076. var program = setProgram( camera, lights, fog, material, object );
  2077. _currentGeometryProgram = '';
  2078. _this.setMaterialFaces( material );
  2079. if ( object.immediateRenderCallback ) {
  2080. object.immediateRenderCallback( program, _gl, _frustum );
  2081. } else {
  2082. object.render( function ( object ) { _this.renderBufferImmediate( object, program, material ); } );
  2083. }
  2084. };
  2085. function unrollImmediateBufferMaterial ( globject ) {
  2086. var object = globject.object,
  2087. material = object.material;
  2088. if ( material.transparent ) {
  2089. globject.transparent = material;
  2090. globject.opaque = null;
  2091. } else {
  2092. globject.opaque = material;
  2093. globject.transparent = null;
  2094. }
  2095. }
  2096. function unrollBufferMaterial ( globject ) {
  2097. var object = globject.object;
  2098. var buffer = globject.buffer;
  2099. var geometry = object.geometry;
  2100. var material = object.material;
  2101. if ( material instanceof THREE.MeshFaceMaterial ) {
  2102. var materialIndex = geometry instanceof THREE.BufferGeometry ? 0 : buffer.materialIndex;
  2103. material = material.materials[ materialIndex ];
  2104. globject.material = material;
  2105. if ( material.transparent ) {
  2106. transparentObjects.push( globject );
  2107. } else {
  2108. opaqueObjects.push( globject );
  2109. }
  2110. } else if ( material ) {
  2111. globject.material = material;
  2112. if ( material.transparent ) {
  2113. transparentObjects.push( globject );
  2114. } else {
  2115. opaqueObjects.push( globject );
  2116. }
  2117. }
  2118. }
  2119. function initObject( object ) {
  2120. if ( object.__webglInit === undefined ) {
  2121. object.__webglInit = true;
  2122. object._modelViewMatrix = new THREE.Matrix4();
  2123. object._normalMatrix = new THREE.Matrix3();
  2124. object.addEventListener( 'removed', onObjectRemoved );
  2125. }
  2126. var geometry = object.geometry;
  2127. if ( geometry === undefined ) {
  2128. // ImmediateRenderObject
  2129. } else if ( geometry.__webglInit === undefined ) {
  2130. geometry.__webglInit = true;
  2131. geometry.addEventListener( 'dispose', onGeometryDispose );
  2132. if ( geometry instanceof THREE.BufferGeometry ) {
  2133. _this.info.memory.geometries ++;
  2134. } else if ( object instanceof THREE.Mesh ) {
  2135. initGeometryGroups( object, geometry );
  2136. } else if ( object instanceof THREE.Line ) {
  2137. if ( geometry.__webglVertexBuffer === undefined ) {
  2138. createLineBuffers( geometry );
  2139. initLineBuffers( geometry, object );
  2140. geometry.verticesNeedUpdate = true;
  2141. geometry.colorsNeedUpdate = true;
  2142. geometry.lineDistancesNeedUpdate = true;
  2143. }
  2144. } else if ( object instanceof THREE.PointCloud ) {
  2145. if ( geometry.__webglVertexBuffer === undefined ) {
  2146. createParticleBuffers( geometry );
  2147. initParticleBuffers( geometry, object );
  2148. geometry.verticesNeedUpdate = true;
  2149. geometry.colorsNeedUpdate = true;
  2150. }
  2151. }
  2152. }
  2153. if ( object.__webglActive === undefined) {
  2154. object.__webglActive = true;
  2155. if ( object instanceof THREE.Mesh ) {
  2156. if ( geometry instanceof THREE.BufferGeometry ) {
  2157. addBuffer( _webglObjects, geometry, object );
  2158. } else if ( geometry instanceof THREE.Geometry ) {
  2159. var geometryGroupsList = geometryGroups[ geometry.id ];
  2160. for ( var i = 0,l = geometryGroupsList.length; i < l; i ++ ) {
  2161. addBuffer( _webglObjects, geometryGroupsList[ i ], object );
  2162. }
  2163. }
  2164. } else if ( object instanceof THREE.Line || object instanceof THREE.PointCloud ) {
  2165. addBuffer( _webglObjects, geometry, object );
  2166. } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
  2167. addBufferImmediate( _webglObjectsImmediate, object );
  2168. }
  2169. }
  2170. }
  2171. // Geometry splitting
  2172. var geometryGroups = {};
  2173. var geometryGroupCounter = 0;
  2174. function makeGroups( geometry, usesFaceMaterial ) {
  2175. var maxVerticesInGroup = extensions.get( 'OES_element_index_uint' ) ? 4294967296 : 65535;
  2176. var groupHash, hash_map = {};
  2177. var numMorphTargets = geometry.morphTargets.length;
  2178. var numMorphNormals = geometry.morphNormals.length;
  2179. var group;
  2180. var groups = {};
  2181. var groupsList = [];
  2182. for ( var f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
  2183. var face = geometry.faces[ f ];
  2184. var materialIndex = usesFaceMaterial ? face.materialIndex : 0;
  2185. if ( ! ( materialIndex in hash_map ) ) {
  2186. hash_map[ materialIndex ] = { hash: materialIndex, counter: 0 };
  2187. }
  2188. groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
  2189. if ( ! ( groupHash in groups ) ) {
  2190. group = {
  2191. id: geometryGroupCounter ++,
  2192. faces3: [],
  2193. materialIndex: materialIndex,
  2194. vertices: 0,
  2195. numMorphTargets: numMorphTargets,
  2196. numMorphNormals: numMorphNormals
  2197. };
  2198. groups[ groupHash ] = group;
  2199. groupsList.push( group );
  2200. }
  2201. if ( groups[ groupHash ].vertices + 3 > maxVerticesInGroup ) {
  2202. hash_map[ materialIndex ].counter += 1;
  2203. groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
  2204. if ( ! ( groupHash in groups ) ) {
  2205. group = {
  2206. id: geometryGroupCounter ++,
  2207. faces3: [],
  2208. materialIndex: materialIndex,
  2209. vertices: 0,
  2210. numMorphTargets: numMorphTargets,
  2211. numMorphNormals: numMorphNormals
  2212. };
  2213. groups[ groupHash ] = group;
  2214. groupsList.push( group );
  2215. }
  2216. }
  2217. groups[ groupHash ].faces3.push( f );
  2218. groups[ groupHash ].vertices += 3;
  2219. }
  2220. return groupsList;
  2221. }
  2222. function initGeometryGroups( object, geometry ) {
  2223. var material = object.material, addBuffers = false;
  2224. if ( geometryGroups[ geometry.id ] === undefined || geometry.groupsNeedUpdate === true ) {
  2225. delete _webglObjects[ object.id ];
  2226. geometryGroups[ geometry.id ] = makeGroups( geometry, material instanceof THREE.MeshFaceMaterial );
  2227. geometry.groupsNeedUpdate = false;
  2228. }
  2229. var geometryGroupsList = geometryGroups[ geometry.id ];
  2230. // create separate VBOs per geometry chunk
  2231. for ( var i = 0, il = geometryGroupsList.length; i < il; i ++ ) {
  2232. var geometryGroup = geometryGroupsList[ i ];
  2233. // initialise VBO on the first access
  2234. if ( geometryGroup.__webglVertexBuffer === undefined ) {
  2235. createMeshBuffers( geometryGroup );
  2236. initMeshBuffers( geometryGroup, object );
  2237. geometry.verticesNeedUpdate = true;
  2238. geometry.morphTargetsNeedUpdate = true;
  2239. geometry.elementsNeedUpdate = true;
  2240. geometry.uvsNeedUpdate = true;
  2241. geometry.normalsNeedUpdate = true;
  2242. geometry.tangentsNeedUpdate = true;
  2243. geometry.colorsNeedUpdate = true;
  2244. addBuffers = true;
  2245. } else {
  2246. addBuffers = false;
  2247. }
  2248. if ( addBuffers || object.__webglActive === undefined ) {
  2249. addBuffer( _webglObjects, geometryGroup, object );
  2250. }
  2251. }
  2252. object.__webglActive = true;
  2253. }
  2254. function addBuffer( objlist, buffer, object ) {
  2255. var id = object.id;
  2256. objlist[id] = objlist[id] || [];
  2257. objlist[id].push(
  2258. {
  2259. id: id,
  2260. buffer: buffer,
  2261. object: object,
  2262. material: null,
  2263. z: 0
  2264. }
  2265. );
  2266. };
  2267. function addBufferImmediate( objlist, object ) {
  2268. objlist.push(
  2269. {
  2270. id: null,
  2271. object: object,
  2272. opaque: null,
  2273. transparent: null,
  2274. z: 0
  2275. }
  2276. );
  2277. };
  2278. // Objects updates
  2279. function updateObject( object ) {
  2280. var geometry = object.geometry;
  2281. if ( geometry instanceof THREE.BufferGeometry ) {
  2282. var attributes = geometry.attributes;
  2283. var attributesKeys = geometry.attributesKeys;
  2284. for ( var i = 0, l = attributesKeys.length; i < l; i ++ ) {
  2285. var key = attributesKeys[ i ];
  2286. var attribute = attributes[ key ];
  2287. if ( attribute.buffer === undefined ) {
  2288. attribute.buffer = _gl.createBuffer();
  2289. attribute.needsUpdate = true;
  2290. }
  2291. if ( attribute.needsUpdate === true ) {
  2292. var bufferType = ( key === 'index' ) ? _gl.ELEMENT_ARRAY_BUFFER : _gl.ARRAY_BUFFER;
  2293. _gl.bindBuffer( bufferType, attribute.buffer );
  2294. _gl.bufferData( bufferType, attribute.array, _gl.STATIC_DRAW );
  2295. attribute.needsUpdate = false;
  2296. }
  2297. }
  2298. } else if ( object instanceof THREE.Mesh ) {
  2299. // check all geometry groups
  2300. if ( geometry.groupsNeedUpdate === true ) {
  2301. initGeometryGroups( object, geometry );
  2302. }
  2303. var geometryGroupsList = geometryGroups[ geometry.id ];
  2304. for ( var i = 0, il = geometryGroupsList.length; i < il; i ++ ) {
  2305. var geometryGroup = geometryGroupsList[ i ];
  2306. var material = getBufferMaterial( object, geometryGroup );
  2307. if ( geometry.groupsNeedUpdate === true ) {
  2308. initMeshBuffers( geometryGroup, object );
  2309. }
  2310. var customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2311. if ( geometry.verticesNeedUpdate || geometry.morphTargetsNeedUpdate || geometry.elementsNeedUpdate ||
  2312. geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
  2313. geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate || customAttributesDirty ) {
  2314. setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, ! geometry.dynamic, material );
  2315. }
  2316. }
  2317. geometry.verticesNeedUpdate = false;
  2318. geometry.morphTargetsNeedUpdate = false;
  2319. geometry.elementsNeedUpdate = false;
  2320. geometry.uvsNeedUpdate = false;
  2321. geometry.normalsNeedUpdate = false;
  2322. geometry.colorsNeedUpdate = false;
  2323. geometry.tangentsNeedUpdate = false;
  2324. material.attributes && clearCustomAttributes( material );
  2325. } else if ( object instanceof THREE.Line ) {
  2326. var material = getBufferMaterial( object, geometry );
  2327. var customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2328. if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.lineDistancesNeedUpdate || customAttributesDirty ) {
  2329. setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
  2330. }
  2331. geometry.verticesNeedUpdate = false;
  2332. geometry.colorsNeedUpdate = false;
  2333. geometry.lineDistancesNeedUpdate = false;
  2334. material.attributes && clearCustomAttributes( material );
  2335. } else if ( object instanceof THREE.PointCloud ) {
  2336. var material = getBufferMaterial( object, geometry );
  2337. var customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2338. if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || customAttributesDirty ) {
  2339. setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
  2340. }
  2341. geometry.verticesNeedUpdate = false;
  2342. geometry.colorsNeedUpdate = false;
  2343. material.attributes && clearCustomAttributes( material );
  2344. }
  2345. }
  2346. // Objects updates - custom attributes check
  2347. function areCustomAttributesDirty( material ) {
  2348. for ( var name in material.attributes ) {
  2349. if ( material.attributes[ name ].needsUpdate ) return true;
  2350. }
  2351. return false;
  2352. }
  2353. function clearCustomAttributes( material ) {
  2354. for ( var name in material.attributes ) {
  2355. material.attributes[ name ].needsUpdate = false;
  2356. }
  2357. }
  2358. // Objects removal
  2359. function removeObject( object ) {
  2360. if ( object instanceof THREE.Mesh ||
  2361. object instanceof THREE.PointCloud ||
  2362. object instanceof THREE.Line ) {
  2363. delete _webglObjects[ object.id ];
  2364. } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
  2365. removeInstances( _webglObjectsImmediate, object );
  2366. }
  2367. delete object.__webglInit;
  2368. delete object._modelViewMatrix;
  2369. delete object._normalMatrix;
  2370. delete object.__webglActive;
  2371. }
  2372. function removeInstances( objlist, object ) {
  2373. for ( var o = objlist.length - 1; o >= 0; o -- ) {
  2374. if ( objlist[ o ].object === object ) {
  2375. objlist.splice( o, 1 );
  2376. }
  2377. }
  2378. }
  2379. // Materials
  2380. var shaderIDs = {
  2381. MeshDepthMaterial: 'depth',
  2382. MeshNormalMaterial: 'normal',
  2383. MeshBasicMaterial: 'basic',
  2384. MeshLambertMaterial: 'lambert',
  2385. MeshPhongMaterial: 'phong',
  2386. LineBasicMaterial: 'basic',
  2387. LineDashedMaterial: 'dashed',
  2388. PointCloudMaterial: 'particle_basic'
  2389. };
  2390. function initMaterial( material, lights, fog, object ) {
  2391. material.addEventListener( 'dispose', onMaterialDispose );
  2392. var shaderID = shaderIDs[ material.type ];
  2393. if ( shaderID ) {
  2394. var shader = THREE.ShaderLib[ shaderID ];
  2395. material.__webglShader = {
  2396. uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
  2397. vertexShader: shader.vertexShader,
  2398. fragmentShader: shader.fragmentShader
  2399. }
  2400. } else {
  2401. material.__webglShader = {
  2402. uniforms: material.uniforms,
  2403. vertexShader: material.vertexShader,
  2404. fragmentShader: material.fragmentShader
  2405. }
  2406. }
  2407. // heuristics to create shader parameters according to lights in the scene
  2408. // (not to blow over maxLights budget)
  2409. var maxLightCount = allocateLights( lights );
  2410. var maxShadows = allocateShadows( lights );
  2411. var maxBones = allocateBones( object );
  2412. var parameters = {
  2413. precision: _precision,
  2414. supportsVertexTextures: _supportsVertexTextures,
  2415. map: !! material.map,
  2416. envMap: !! material.envMap,
  2417. envMapMode: material.envMap && material.envMap.mapping,
  2418. lightMap: !! material.lightMap,
  2419. bumpMap: !! material.bumpMap,
  2420. normalMap: !! material.normalMap,
  2421. specularMap: !! material.specularMap,
  2422. alphaMap: !! material.alphaMap,
  2423. combine: material.combine,
  2424. vertexColors: material.vertexColors,
  2425. fog: fog,
  2426. useFog: material.fog,
  2427. fogExp: fog instanceof THREE.FogExp2,
  2428. sizeAttenuation: material.sizeAttenuation,
  2429. logarithmicDepthBuffer: _logarithmicDepthBuffer,
  2430. skinning: material.skinning,
  2431. maxBones: maxBones,
  2432. useVertexTexture: _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture,
  2433. morphTargets: material.morphTargets,
  2434. morphNormals: material.morphNormals,
  2435. maxMorphTargets: _this.maxMorphTargets,
  2436. maxMorphNormals: _this.maxMorphNormals,
  2437. maxDirLights: maxLightCount.directional,
  2438. maxPointLights: maxLightCount.point,
  2439. maxSpotLights: maxLightCount.spot,
  2440. maxHemiLights: maxLightCount.hemi,
  2441. maxShadows: maxShadows,
  2442. shadowMapEnabled: _this.shadowMapEnabled && object.receiveShadow && maxShadows > 0,
  2443. shadowMapType: _this.shadowMapType,
  2444. shadowMapDebug: _this.shadowMapDebug,
  2445. shadowMapCascade: _this.shadowMapCascade,
  2446. alphaTest: material.alphaTest,
  2447. metal: material.metal,
  2448. wrapAround: material.wrapAround,
  2449. doubleSided: material.side === THREE.DoubleSide,
  2450. flipSided: material.side === THREE.BackSide
  2451. };
  2452. // Generate code
  2453. var chunks = [];
  2454. if ( shaderID ) {
  2455. chunks.push( shaderID );
  2456. } else {
  2457. chunks.push( material.fragmentShader );
  2458. chunks.push( material.vertexShader );
  2459. }
  2460. if ( material.defines !== undefined ) {
  2461. for ( var name in material.defines ) {
  2462. chunks.push( name );
  2463. chunks.push( material.defines[ name ] );
  2464. }
  2465. }
  2466. for ( var name in parameters ) {
  2467. chunks.push( name );
  2468. chunks.push( parameters[ name ] );
  2469. }
  2470. var code = chunks.join();
  2471. var program;
  2472. // Check if code has been already compiled
  2473. for ( var p = 0, pl = _programs.length; p < pl; p ++ ) {
  2474. var programInfo = _programs[ p ];
  2475. if ( programInfo.code === code ) {
  2476. program = programInfo;
  2477. program.usedTimes ++;
  2478. break;
  2479. }
  2480. }
  2481. if ( program === undefined ) {
  2482. program = new THREE.WebGLProgram( _this, code, material, parameters );
  2483. _programs.push( program );
  2484. _this.info.memory.programs = _programs.length;
  2485. }
  2486. material.program = program;
  2487. var attributes = program.attributes;
  2488. if ( material.morphTargets ) {
  2489. material.numSupportedMorphTargets = 0;
  2490. var id, base = 'morphTarget';
  2491. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  2492. id = base + i;
  2493. if ( attributes[ id ] >= 0 ) {
  2494. material.numSupportedMorphTargets ++;
  2495. }
  2496. }
  2497. }
  2498. if ( material.morphNormals ) {
  2499. material.numSupportedMorphNormals = 0;
  2500. var id, base = 'morphNormal';
  2501. for ( i = 0; i < _this.maxMorphNormals; i ++ ) {
  2502. id = base + i;
  2503. if ( attributes[ id ] >= 0 ) {
  2504. material.numSupportedMorphNormals ++;
  2505. }
  2506. }
  2507. }
  2508. material.uniformsList = [];
  2509. for ( var u in material.__webglShader.uniforms ) {
  2510. var location = material.program.uniforms[ u ];
  2511. if ( location ) {
  2512. material.uniformsList.push( [ material.__webglShader.uniforms[ u ], location ] );
  2513. }
  2514. }
  2515. }
  2516. function setProgram( camera, lights, fog, material, object ) {
  2517. _usedTextureUnits = 0;
  2518. if ( material.needsUpdate ) {
  2519. if ( material.program ) deallocateMaterial( material );
  2520. initMaterial( material, lights, fog, object );
  2521. material.needsUpdate = false;
  2522. }
  2523. if ( material.morphTargets ) {
  2524. if ( ! object.__webglMorphTargetInfluences ) {
  2525. object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
  2526. }
  2527. }
  2528. var refreshProgram = false;
  2529. var refreshMaterial = false;
  2530. var refreshLights = false;
  2531. var program = material.program,
  2532. p_uniforms = program.uniforms,
  2533. m_uniforms = material.__webglShader.uniforms;
  2534. if ( program.id !== _currentProgram ) {
  2535. _gl.useProgram( program.program );
  2536. _currentProgram = program.id;
  2537. refreshProgram = true;
  2538. refreshMaterial = true;
  2539. refreshLights = true;
  2540. }
  2541. if ( material.id !== _currentMaterialId ) {
  2542. if ( _currentMaterialId === -1 ) refreshLights = true;
  2543. _currentMaterialId = material.id;
  2544. refreshMaterial = true;
  2545. }
  2546. if ( refreshProgram || camera !== _currentCamera ) {
  2547. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
  2548. if ( _logarithmicDepthBuffer ) {
  2549. _gl.uniform1f( p_uniforms.logDepthBufFC, 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  2550. }
  2551. if ( camera !== _currentCamera ) _currentCamera = camera;
  2552. // load material specific uniforms
  2553. // (shader material also gets them for the sake of genericity)
  2554. if ( material instanceof THREE.ShaderMaterial ||
  2555. material instanceof THREE.MeshPhongMaterial ||
  2556. material.envMap ) {
  2557. if ( p_uniforms.cameraPosition !== null ) {
  2558. _vector3.setFromMatrixPosition( camera.matrixWorld );
  2559. _gl.uniform3f( p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.z );
  2560. }
  2561. }
  2562. if ( material instanceof THREE.MeshPhongMaterial ||
  2563. material instanceof THREE.MeshLambertMaterial ||
  2564. material instanceof THREE.MeshBasicMaterial ||
  2565. material instanceof THREE.ShaderMaterial ||
  2566. material.skinning ) {
  2567. if ( p_uniforms.viewMatrix !== null ) {
  2568. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements );
  2569. }
  2570. }
  2571. }
  2572. // skinning uniforms must be set even if material didn't change
  2573. // auto-setting of texture unit for bone texture must go before other textures
  2574. // not sure why, but otherwise weird things happen
  2575. if ( material.skinning ) {
  2576. if ( object.bindMatrix && p_uniforms.bindMatrix !== null ) {
  2577. _gl.uniformMatrix4fv( p_uniforms.bindMatrix, false, object.bindMatrix.elements );
  2578. }
  2579. if ( object.bindMatrixInverse && p_uniforms.bindMatrixInverse !== null ) {
  2580. _gl.uniformMatrix4fv( p_uniforms.bindMatrixInverse, false, object.bindMatrixInverse.elements );
  2581. }
  2582. if ( _supportsBoneTextures && object.skeleton && object.skeleton.useVertexTexture ) {
  2583. if ( p_uniforms.boneTexture !== null ) {
  2584. var textureUnit = getTextureUnit();
  2585. _gl.uniform1i( p_uniforms.boneTexture, textureUnit );
  2586. _this.setTexture( object.skeleton.boneTexture, textureUnit );
  2587. }
  2588. if ( p_uniforms.boneTextureWidth !== null ) {
  2589. _gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth );
  2590. }
  2591. if ( p_uniforms.boneTextureHeight !== null ) {
  2592. _gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight );
  2593. }
  2594. } else if ( object.skeleton && object.skeleton.boneMatrices ) {
  2595. if ( p_uniforms.boneGlobalMatrices !== null ) {
  2596. _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.skeleton.boneMatrices );
  2597. }
  2598. }
  2599. }
  2600. if ( refreshMaterial ) {
  2601. // refresh uniforms common to several materials
  2602. if ( fog && material.fog ) {
  2603. refreshUniformsFog( m_uniforms, fog );
  2604. }
  2605. if ( material instanceof THREE.MeshPhongMaterial ||
  2606. material instanceof THREE.MeshLambertMaterial ||
  2607. material.lights ) {
  2608. if ( _lightsNeedUpdate ) {
  2609. refreshLights = true;
  2610. setupLights( lights );
  2611. _lightsNeedUpdate = false;
  2612. }
  2613. if ( refreshLights ) {
  2614. refreshUniformsLights( m_uniforms, _lights );
  2615. markUniformsLightsNeedsUpdate( m_uniforms, true );
  2616. } else {
  2617. markUniformsLightsNeedsUpdate( m_uniforms, false );
  2618. }
  2619. }
  2620. if ( material instanceof THREE.MeshBasicMaterial ||
  2621. material instanceof THREE.MeshLambertMaterial ||
  2622. material instanceof THREE.MeshPhongMaterial ) {
  2623. refreshUniformsCommon( m_uniforms, material );
  2624. }
  2625. // refresh single material specific uniforms
  2626. if ( material instanceof THREE.LineBasicMaterial ) {
  2627. refreshUniformsLine( m_uniforms, material );
  2628. } else if ( material instanceof THREE.LineDashedMaterial ) {
  2629. refreshUniformsLine( m_uniforms, material );
  2630. refreshUniformsDash( m_uniforms, material );
  2631. } else if ( material instanceof THREE.PointCloudMaterial ) {
  2632. refreshUniformsParticle( m_uniforms, material );
  2633. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  2634. refreshUniformsPhong( m_uniforms, material );
  2635. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  2636. refreshUniformsLambert( m_uniforms, material );
  2637. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  2638. m_uniforms.mNear.value = camera.near;
  2639. m_uniforms.mFar.value = camera.far;
  2640. m_uniforms.opacity.value = material.opacity;
  2641. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  2642. m_uniforms.opacity.value = material.opacity;
  2643. }
  2644. if ( object.receiveShadow && ! material._shadowPass ) {
  2645. refreshUniformsShadow( m_uniforms, lights );
  2646. }
  2647. // load common uniforms
  2648. loadUniformsGeneric( material.uniformsList );
  2649. }
  2650. loadUniformsMatrices( p_uniforms, object );
  2651. if ( p_uniforms.modelMatrix !== null ) {
  2652. _gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );
  2653. }
  2654. return program;
  2655. }
  2656. // Uniforms (refresh uniforms objects)
  2657. function refreshUniformsCommon ( uniforms, material ) {
  2658. uniforms.opacity.value = material.opacity;
  2659. if ( _this.gammaInput ) {
  2660. uniforms.diffuse.value.copyGammaToLinear( material.color );
  2661. } else {
  2662. uniforms.diffuse.value = material.color;
  2663. }
  2664. uniforms.map.value = material.map;
  2665. uniforms.lightMap.value = material.lightMap;
  2666. uniforms.specularMap.value = material.specularMap;
  2667. uniforms.alphaMap.value = material.alphaMap;
  2668. if ( material.bumpMap ) {
  2669. uniforms.bumpMap.value = material.bumpMap;
  2670. uniforms.bumpScale.value = material.bumpScale;
  2671. }
  2672. if ( material.normalMap ) {
  2673. uniforms.normalMap.value = material.normalMap;
  2674. uniforms.normalScale.value.copy( material.normalScale );
  2675. }
  2676. // uv repeat and offset setting priorities
  2677. // 1. color map
  2678. // 2. specular map
  2679. // 3. normal map
  2680. // 4. bump map
  2681. // 5. alpha map
  2682. var uvScaleMap;
  2683. if ( material.map ) {
  2684. uvScaleMap = material.map;
  2685. } else if ( material.specularMap ) {
  2686. uvScaleMap = material.specularMap;
  2687. } else if ( material.normalMap ) {
  2688. uvScaleMap = material.normalMap;
  2689. } else if ( material.bumpMap ) {
  2690. uvScaleMap = material.bumpMap;
  2691. } else if ( material.alphaMap ) {
  2692. uvScaleMap = material.alphaMap;
  2693. }
  2694. if ( uvScaleMap !== undefined ) {
  2695. var offset = uvScaleMap.offset;
  2696. var repeat = uvScaleMap.repeat;
  2697. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  2698. }
  2699. uniforms.envMap.value = material.envMap;
  2700. uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : - 1;
  2701. if ( _this.gammaInput ) {
  2702. //uniforms.reflectivity.value = material.reflectivity * material.reflectivity;
  2703. uniforms.reflectivity.value = material.reflectivity;
  2704. } else {
  2705. uniforms.reflectivity.value = material.reflectivity;
  2706. }
  2707. uniforms.refractionRatio.value = material.refractionRatio;
  2708. }
  2709. function refreshUniformsLine ( uniforms, material ) {
  2710. uniforms.diffuse.value = material.color;
  2711. uniforms.opacity.value = material.opacity;
  2712. }
  2713. function refreshUniformsDash ( uniforms, material ) {
  2714. uniforms.dashSize.value = material.dashSize;
  2715. uniforms.totalSize.value = material.dashSize + material.gapSize;
  2716. uniforms.scale.value = material.scale;
  2717. }
  2718. function refreshUniformsParticle ( uniforms, material ) {
  2719. uniforms.psColor.value = material.color;
  2720. uniforms.opacity.value = material.opacity;
  2721. uniforms.size.value = material.size;
  2722. uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
  2723. uniforms.map.value = material.map;
  2724. }
  2725. function refreshUniformsFog ( uniforms, fog ) {
  2726. uniforms.fogColor.value = fog.color;
  2727. if ( fog instanceof THREE.Fog ) {
  2728. uniforms.fogNear.value = fog.near;
  2729. uniforms.fogFar.value = fog.far;
  2730. } else if ( fog instanceof THREE.FogExp2 ) {
  2731. uniforms.fogDensity.value = fog.density;
  2732. }
  2733. }
  2734. function refreshUniformsPhong ( uniforms, material ) {
  2735. uniforms.shininess.value = material.shininess;
  2736. if ( _this.gammaInput ) {
  2737. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  2738. uniforms.emissive.value.copyGammaToLinear( material.emissive );
  2739. uniforms.specular.value.copyGammaToLinear( material.specular );
  2740. } else {
  2741. uniforms.ambient.value = material.ambient;
  2742. uniforms.emissive.value = material.emissive;
  2743. uniforms.specular.value = material.specular;
  2744. }
  2745. if ( material.wrapAround ) {
  2746. uniforms.wrapRGB.value.copy( material.wrapRGB );
  2747. }
  2748. }
  2749. function refreshUniformsLambert ( uniforms, material ) {
  2750. if ( _this.gammaInput ) {
  2751. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  2752. uniforms.emissive.value.copyGammaToLinear( material.emissive );
  2753. } else {
  2754. uniforms.ambient.value = material.ambient;
  2755. uniforms.emissive.value = material.emissive;
  2756. }
  2757. if ( material.wrapAround ) {
  2758. uniforms.wrapRGB.value.copy( material.wrapRGB );
  2759. }
  2760. }
  2761. function refreshUniformsLights ( uniforms, lights ) {
  2762. uniforms.ambientLightColor.value = lights.ambient;
  2763. uniforms.directionalLightColor.value = lights.directional.colors;
  2764. uniforms.directionalLightDirection.value = lights.directional.positions;
  2765. uniforms.pointLightColor.value = lights.point.colors;
  2766. uniforms.pointLightPosition.value = lights.point.positions;
  2767. uniforms.pointLightDistance.value = lights.point.distances;
  2768. uniforms.spotLightColor.value = lights.spot.colors;
  2769. uniforms.spotLightPosition.value = lights.spot.positions;
  2770. uniforms.spotLightDistance.value = lights.spot.distances;
  2771. uniforms.spotLightDirection.value = lights.spot.directions;
  2772. uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
  2773. uniforms.spotLightExponent.value = lights.spot.exponents;
  2774. uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
  2775. uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
  2776. uniforms.hemisphereLightDirection.value = lights.hemi.positions;
  2777. }
  2778. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  2779. function markUniformsLightsNeedsUpdate ( uniforms, boolean ) {
  2780. uniforms.ambientLightColor.needsUpdate = boolean;
  2781. uniforms.directionalLightColor.needsUpdate = boolean;
  2782. uniforms.directionalLightDirection.needsUpdate = boolean;
  2783. uniforms.pointLightColor.needsUpdate = boolean;
  2784. uniforms.pointLightPosition.needsUpdate = boolean;
  2785. uniforms.pointLightDistance.needsUpdate = boolean;
  2786. uniforms.spotLightColor.needsUpdate = boolean;
  2787. uniforms.spotLightPosition.needsUpdate = boolean;
  2788. uniforms.spotLightDistance.needsUpdate = boolean;
  2789. uniforms.spotLightDirection.needsUpdate = boolean;
  2790. uniforms.spotLightAngleCos.needsUpdate = boolean;
  2791. uniforms.spotLightExponent.needsUpdate = boolean;
  2792. uniforms.hemisphereLightSkyColor.needsUpdate = boolean;
  2793. uniforms.hemisphereLightGroundColor.needsUpdate = boolean;
  2794. uniforms.hemisphereLightDirection.needsUpdate = boolean;
  2795. }
  2796. function refreshUniformsShadow ( uniforms, lights ) {
  2797. if ( uniforms.shadowMatrix ) {
  2798. var j = 0;
  2799. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  2800. var light = lights[ i ];
  2801. if ( ! light.castShadow ) continue;
  2802. if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) {
  2803. uniforms.shadowMap.value[ j ] = light.shadowMap;
  2804. uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
  2805. uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;
  2806. uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
  2807. uniforms.shadowBias.value[ j ] = light.shadowBias;
  2808. j ++;
  2809. }
  2810. }
  2811. }
  2812. }
  2813. // Uniforms (load to GPU)
  2814. function loadUniformsMatrices ( uniforms, object ) {
  2815. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrix.elements );
  2816. if ( uniforms.normalMatrix ) {
  2817. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrix.elements );
  2818. }
  2819. }
  2820. function getTextureUnit() {
  2821. var textureUnit = _usedTextureUnits;
  2822. if ( textureUnit >= _maxTextures ) {
  2823. console.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + _maxTextures );
  2824. }
  2825. _usedTextureUnits += 1;
  2826. return textureUnit;
  2827. }
  2828. function loadUniformsGeneric ( uniforms ) {
  2829. var texture, textureUnit, offset;
  2830. for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) {
  2831. var uniform = uniforms[ j ][ 0 ];
  2832. // needsUpdate property is not added to all uniforms.
  2833. if ( uniform.needsUpdate === false ) continue;
  2834. var type = uniform.type;
  2835. var value = uniform.value;
  2836. var location = uniforms[ j ][ 1 ];
  2837. switch ( type ) {
  2838. case '1i':
  2839. _gl.uniform1i( location, value );
  2840. break;
  2841. case '1f':
  2842. _gl.uniform1f( location, value );
  2843. break;
  2844. case '2f':
  2845. _gl.uniform2f( location, value[ 0 ], value[ 1 ] );
  2846. break;
  2847. case '3f':
  2848. _gl.uniform3f( location, value[ 0 ], value[ 1 ], value[ 2 ] );
  2849. break;
  2850. case '4f':
  2851. _gl.uniform4f( location, value[ 0 ], value[ 1 ], value[ 2 ], value[ 3 ] );
  2852. break;
  2853. case '1iv':
  2854. _gl.uniform1iv( location, value );
  2855. break;
  2856. case '3iv':
  2857. _gl.uniform3iv( location, value );
  2858. break;
  2859. case '1fv':
  2860. _gl.uniform1fv( location, value );
  2861. break;
  2862. case '2fv':
  2863. _gl.uniform2fv( location, value );
  2864. break;
  2865. case '3fv':
  2866. _gl.uniform3fv( location, value );
  2867. break;
  2868. case '4fv':
  2869. _gl.uniform4fv( location, value );
  2870. break;
  2871. case 'Matrix3fv':
  2872. _gl.uniformMatrix3fv( location, false, value );
  2873. break;
  2874. case 'Matrix4fv':
  2875. _gl.uniformMatrix4fv( location, false, value );
  2876. break;
  2877. //
  2878. case 'i':
  2879. // single integer
  2880. _gl.uniform1i( location, value );
  2881. break;
  2882. case 'f':
  2883. // single float
  2884. _gl.uniform1f( location, value );
  2885. break;
  2886. case 'v2':
  2887. // single THREE.Vector2
  2888. _gl.uniform2f( location, value.x, value.y );
  2889. break;
  2890. case 'v3':
  2891. // single THREE.Vector3
  2892. _gl.uniform3f( location, value.x, value.y, value.z );
  2893. break;
  2894. case 'v4':
  2895. // single THREE.Vector4
  2896. _gl.uniform4f( location, value.x, value.y, value.z, value.w );
  2897. break;
  2898. case 'c':
  2899. // single THREE.Color
  2900. _gl.uniform3f( location, value.r, value.g, value.b );
  2901. break;
  2902. case 'iv1':
  2903. // flat array of integers (JS or typed array)
  2904. _gl.uniform1iv( location, value );
  2905. break;
  2906. case 'iv':
  2907. // flat array of integers with 3 x N size (JS or typed array)
  2908. _gl.uniform3iv( location, value );
  2909. break;
  2910. case 'fv1':
  2911. // flat array of floats (JS or typed array)
  2912. _gl.uniform1fv( location, value );
  2913. break;
  2914. case 'fv':
  2915. // flat array of floats with 3 x N size (JS or typed array)
  2916. _gl.uniform3fv( location, value );
  2917. break;
  2918. case 'v2v':
  2919. // array of THREE.Vector2
  2920. if ( uniform._array === undefined ) {
  2921. uniform._array = new Float32Array( 2 * value.length );
  2922. }
  2923. for ( var i = 0, il = value.length; i < il; i ++ ) {
  2924. offset = i * 2;
  2925. uniform._array[ offset ] = value[ i ].x;
  2926. uniform._array[ offset + 1 ] = value[ i ].y;
  2927. }
  2928. _gl.uniform2fv( location, uniform._array );
  2929. break;
  2930. case 'v3v':
  2931. // array of THREE.Vector3
  2932. if ( uniform._array === undefined ) {
  2933. uniform._array = new Float32Array( 3 * value.length );
  2934. }
  2935. for ( var i = 0, il = value.length; i < il; i ++ ) {
  2936. offset = i * 3;
  2937. uniform._array[ offset ] = value[ i ].x;
  2938. uniform._array[ offset + 1 ] = value[ i ].y;
  2939. uniform._array[ offset + 2 ] = value[ i ].z;
  2940. }
  2941. _gl.uniform3fv( location, uniform._array );
  2942. break;
  2943. case 'v4v':
  2944. // array of THREE.Vector4
  2945. if ( uniform._array === undefined ) {
  2946. uniform._array = new Float32Array( 4 * value.length );
  2947. }
  2948. for ( var i = 0, il = value.length; i < il; i ++ ) {
  2949. offset = i * 4;
  2950. uniform._array[ offset ] = value[ i ].x;
  2951. uniform._array[ offset + 1 ] = value[ i ].y;
  2952. uniform._array[ offset + 2 ] = value[ i ].z;
  2953. uniform._array[ offset + 3 ] = value[ i ].w;
  2954. }
  2955. _gl.uniform4fv( location, uniform._array );
  2956. break;
  2957. case 'm3':
  2958. // single THREE.Matrix3
  2959. _gl.uniformMatrix3fv( location, false, value.elements );
  2960. break;
  2961. case 'm3v':
  2962. // array of THREE.Matrix3
  2963. if ( uniform._array === undefined ) {
  2964. uniform._array = new Float32Array( 9 * value.length );
  2965. }
  2966. for ( var i = 0, il = value.length; i < il; i ++ ) {
  2967. value[ i ].flattenToArrayOffset( uniform._array, i * 9 );
  2968. }
  2969. _gl.uniformMatrix3fv( location, false, uniform._array );
  2970. break;
  2971. case 'm4':
  2972. // single THREE.Matrix4
  2973. _gl.uniformMatrix4fv( location, false, value.elements );
  2974. break;
  2975. case 'm4v':
  2976. // array of THREE.Matrix4
  2977. if ( uniform._array === undefined ) {
  2978. uniform._array = new Float32Array( 16 * value.length );
  2979. }
  2980. for ( var i = 0, il = value.length; i < il; i ++ ) {
  2981. value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
  2982. }
  2983. _gl.uniformMatrix4fv( location, false, uniform._array );
  2984. break;
  2985. case 't':
  2986. // single THREE.Texture (2d or cube)
  2987. texture = value;
  2988. textureUnit = getTextureUnit();
  2989. _gl.uniform1i( location, textureUnit );
  2990. if ( ! texture ) continue;
  2991. if ( texture instanceof THREE.CubeTexture ||
  2992. ( texture.image instanceof Array && texture.image.length === 6 ) ) { // CompressedTexture can have Array in image :/
  2993. setCubeTexture( texture, textureUnit );
  2994. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  2995. setCubeTextureDynamic( texture, textureUnit );
  2996. } else {
  2997. _this.setTexture( texture, textureUnit );
  2998. }
  2999. break;
  3000. case 'tv':
  3001. // array of THREE.Texture (2d)
  3002. if ( uniform._array === undefined ) {
  3003. uniform._array = [];
  3004. }
  3005. for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
  3006. uniform._array[ i ] = getTextureUnit();
  3007. }
  3008. _gl.uniform1iv( location, uniform._array );
  3009. for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
  3010. texture = uniform.value[ i ];
  3011. textureUnit = uniform._array[ i ];
  3012. if ( ! texture ) continue;
  3013. _this.setTexture( texture, textureUnit );
  3014. }
  3015. break;
  3016. default:
  3017. console.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type );
  3018. }
  3019. }
  3020. }
  3021. function setupMatrices ( object, camera ) {
  3022. object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  3023. object._normalMatrix.getNormalMatrix( object._modelViewMatrix );
  3024. }
  3025. //
  3026. function setColorGamma( array, offset, color, intensitySq ) {
  3027. array[ offset ] = color.r * color.r * intensitySq;
  3028. array[ offset + 1 ] = color.g * color.g * intensitySq;
  3029. array[ offset + 2 ] = color.b * color.b * intensitySq;
  3030. }
  3031. function setColorLinear( array, offset, color, intensity ) {
  3032. array[ offset ] = color.r * intensity;
  3033. array[ offset + 1 ] = color.g * intensity;
  3034. array[ offset + 2 ] = color.b * intensity;
  3035. }
  3036. function setupLights ( lights ) {
  3037. var l, ll, light, n,
  3038. r = 0, g = 0, b = 0,
  3039. color, skyColor, groundColor,
  3040. intensity, intensitySq,
  3041. position,
  3042. distance,
  3043. zlights = _lights,
  3044. dirColors = zlights.directional.colors,
  3045. dirPositions = zlights.directional.positions,
  3046. pointColors = zlights.point.colors,
  3047. pointPositions = zlights.point.positions,
  3048. pointDistances = zlights.point.distances,
  3049. spotColors = zlights.spot.colors,
  3050. spotPositions = zlights.spot.positions,
  3051. spotDistances = zlights.spot.distances,
  3052. spotDirections = zlights.spot.directions,
  3053. spotAnglesCos = zlights.spot.anglesCos,
  3054. spotExponents = zlights.spot.exponents,
  3055. hemiSkyColors = zlights.hemi.skyColors,
  3056. hemiGroundColors = zlights.hemi.groundColors,
  3057. hemiPositions = zlights.hemi.positions,
  3058. dirLength = 0,
  3059. pointLength = 0,
  3060. spotLength = 0,
  3061. hemiLength = 0,
  3062. dirCount = 0,
  3063. pointCount = 0,
  3064. spotCount = 0,
  3065. hemiCount = 0,
  3066. dirOffset = 0,
  3067. pointOffset = 0,
  3068. spotOffset = 0,
  3069. hemiOffset = 0;
  3070. for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  3071. light = lights[ l ];
  3072. if ( light.onlyShadow ) continue;
  3073. color = light.color;
  3074. intensity = light.intensity;
  3075. distance = light.distance;
  3076. if ( light instanceof THREE.AmbientLight ) {
  3077. if ( ! light.visible ) continue;
  3078. if ( _this.gammaInput ) {
  3079. r += color.r * color.r;
  3080. g += color.g * color.g;
  3081. b += color.b * color.b;
  3082. } else {
  3083. r += color.r;
  3084. g += color.g;
  3085. b += color.b;
  3086. }
  3087. } else if ( light instanceof THREE.DirectionalLight ) {
  3088. dirCount += 1;
  3089. if ( ! light.visible ) continue;
  3090. _direction.setFromMatrixPosition( light.matrixWorld );
  3091. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  3092. _direction.sub( _vector3 );
  3093. _direction.normalize();
  3094. dirOffset = dirLength * 3;
  3095. dirPositions[ dirOffset ] = _direction.x;
  3096. dirPositions[ dirOffset + 1 ] = _direction.y;
  3097. dirPositions[ dirOffset + 2 ] = _direction.z;
  3098. if ( _this.gammaInput ) {
  3099. setColorGamma( dirColors, dirOffset, color, intensity * intensity );
  3100. } else {
  3101. setColorLinear( dirColors, dirOffset, color, intensity );
  3102. }
  3103. dirLength += 1;
  3104. } else if ( light instanceof THREE.PointLight ) {
  3105. pointCount += 1;
  3106. if ( ! light.visible ) continue;
  3107. pointOffset = pointLength * 3;
  3108. if ( _this.gammaInput ) {
  3109. setColorGamma( pointColors, pointOffset, color, intensity * intensity );
  3110. } else {
  3111. setColorLinear( pointColors, pointOffset, color, intensity );
  3112. }
  3113. _vector3.setFromMatrixPosition( light.matrixWorld );
  3114. pointPositions[ pointOffset ] = _vector3.x;
  3115. pointPositions[ pointOffset + 1 ] = _vector3.y;
  3116. pointPositions[ pointOffset + 2 ] = _vector3.z;
  3117. pointDistances[ pointLength ] = distance;
  3118. pointLength += 1;
  3119. } else if ( light instanceof THREE.SpotLight ) {
  3120. spotCount += 1;
  3121. if ( ! light.visible ) continue;
  3122. spotOffset = spotLength * 3;
  3123. if ( _this.gammaInput ) {
  3124. setColorGamma( spotColors, spotOffset, color, intensity * intensity );
  3125. } else {
  3126. setColorLinear( spotColors, spotOffset, color, intensity );
  3127. }
  3128. _direction.setFromMatrixPosition( light.matrixWorld );
  3129. spotPositions[ spotOffset ] = _direction.x;
  3130. spotPositions[ spotOffset + 1 ] = _direction.y;
  3131. spotPositions[ spotOffset + 2 ] = _direction.z;
  3132. spotDistances[ spotLength ] = distance;
  3133. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  3134. _direction.sub( _vector3 );
  3135. _direction.normalize();
  3136. spotDirections[ spotOffset ] = _direction.x;
  3137. spotDirections[ spotOffset + 1 ] = _direction.y;
  3138. spotDirections[ spotOffset + 2 ] = _direction.z;
  3139. spotAnglesCos[ spotLength ] = Math.cos( light.angle );
  3140. spotExponents[ spotLength ] = light.exponent;
  3141. spotLength += 1;
  3142. } else if ( light instanceof THREE.HemisphereLight ) {
  3143. hemiCount += 1;
  3144. if ( ! light.visible ) continue;
  3145. _direction.setFromMatrixPosition( light.matrixWorld );
  3146. _direction.normalize();
  3147. hemiOffset = hemiLength * 3;
  3148. hemiPositions[ hemiOffset ] = _direction.x;
  3149. hemiPositions[ hemiOffset + 1 ] = _direction.y;
  3150. hemiPositions[ hemiOffset + 2 ] = _direction.z;
  3151. skyColor = light.color;
  3152. groundColor = light.groundColor;
  3153. if ( _this.gammaInput ) {
  3154. intensitySq = intensity * intensity;
  3155. setColorGamma( hemiSkyColors, hemiOffset, skyColor, intensitySq );
  3156. setColorGamma( hemiGroundColors, hemiOffset, groundColor, intensitySq );
  3157. } else {
  3158. setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
  3159. setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );
  3160. }
  3161. hemiLength += 1;
  3162. }
  3163. }
  3164. // null eventual remains from removed lights
  3165. // (this is to avoid if in shader)
  3166. for ( l = dirLength * 3, ll = Math.max( dirColors.length, dirCount * 3 ); l < ll; l ++ ) dirColors[ l ] = 0.0;
  3167. for ( l = pointLength * 3, ll = Math.max( pointColors.length, pointCount * 3 ); l < ll; l ++ ) pointColors[ l ] = 0.0;
  3168. for ( l = spotLength * 3, ll = Math.max( spotColors.length, spotCount * 3 ); l < ll; l ++ ) spotColors[ l ] = 0.0;
  3169. for ( l = hemiLength * 3, ll = Math.max( hemiSkyColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiSkyColors[ l ] = 0.0;
  3170. for ( l = hemiLength * 3, ll = Math.max( hemiGroundColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiGroundColors[ l ] = 0.0;
  3171. zlights.directional.length = dirLength;
  3172. zlights.point.length = pointLength;
  3173. zlights.spot.length = spotLength;
  3174. zlights.hemi.length = hemiLength;
  3175. zlights.ambient[ 0 ] = r;
  3176. zlights.ambient[ 1 ] = g;
  3177. zlights.ambient[ 2 ] = b;
  3178. }
  3179. // GL state setting
  3180. this.setFaceCulling = function ( cullFace, frontFaceDirection ) {
  3181. if ( cullFace === THREE.CullFaceNone ) {
  3182. _gl.disable( _gl.CULL_FACE );
  3183. } else {
  3184. if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {
  3185. _gl.frontFace( _gl.CW );
  3186. } else {
  3187. _gl.frontFace( _gl.CCW );
  3188. }
  3189. if ( cullFace === THREE.CullFaceBack ) {
  3190. _gl.cullFace( _gl.BACK );
  3191. } else if ( cullFace === THREE.CullFaceFront ) {
  3192. _gl.cullFace( _gl.FRONT );
  3193. } else {
  3194. _gl.cullFace( _gl.FRONT_AND_BACK );
  3195. }
  3196. _gl.enable( _gl.CULL_FACE );
  3197. }
  3198. };
  3199. this.setMaterialFaces = function ( material ) {
  3200. var doubleSided = material.side === THREE.DoubleSide;
  3201. var flipSided = material.side === THREE.BackSide;
  3202. if ( _oldDoubleSided !== doubleSided ) {
  3203. if ( doubleSided ) {
  3204. _gl.disable( _gl.CULL_FACE );
  3205. } else {
  3206. _gl.enable( _gl.CULL_FACE );
  3207. }
  3208. _oldDoubleSided = doubleSided;
  3209. }
  3210. if ( _oldFlipSided !== flipSided ) {
  3211. if ( flipSided ) {
  3212. _gl.frontFace( _gl.CW );
  3213. } else {
  3214. _gl.frontFace( _gl.CCW );
  3215. }
  3216. _oldFlipSided = flipSided;
  3217. }
  3218. };
  3219. this.setDepthTest = function ( depthTest ) {
  3220. if ( _oldDepthTest !== depthTest ) {
  3221. if ( depthTest ) {
  3222. _gl.enable( _gl.DEPTH_TEST );
  3223. } else {
  3224. _gl.disable( _gl.DEPTH_TEST );
  3225. }
  3226. _oldDepthTest = depthTest;
  3227. }
  3228. };
  3229. this.setDepthWrite = function ( depthWrite ) {
  3230. if ( _oldDepthWrite !== depthWrite ) {
  3231. _gl.depthMask( depthWrite );
  3232. _oldDepthWrite = depthWrite;
  3233. }
  3234. };
  3235. function setLineWidth ( width ) {
  3236. width *= pixelRatio;
  3237. if ( width !== _oldLineWidth ) {
  3238. _gl.lineWidth( width );
  3239. _oldLineWidth = width;
  3240. }
  3241. }
  3242. function setPolygonOffset ( polygonoffset, factor, units ) {
  3243. if ( _oldPolygonOffset !== polygonoffset ) {
  3244. if ( polygonoffset ) {
  3245. _gl.enable( _gl.POLYGON_OFFSET_FILL );
  3246. } else {
  3247. _gl.disable( _gl.POLYGON_OFFSET_FILL );
  3248. }
  3249. _oldPolygonOffset = polygonoffset;
  3250. }
  3251. if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) {
  3252. _gl.polygonOffset( factor, units );
  3253. _oldPolygonOffsetFactor = factor;
  3254. _oldPolygonOffsetUnits = units;
  3255. }
  3256. }
  3257. this.setBlending = function ( blending, blendEquation, blendSrc, blendDst ) {
  3258. if ( blending !== _oldBlending ) {
  3259. if ( blending === THREE.NoBlending ) {
  3260. _gl.disable( _gl.BLEND );
  3261. } else if ( blending === THREE.AdditiveBlending ) {
  3262. _gl.enable( _gl.BLEND );
  3263. _gl.blendEquation( _gl.FUNC_ADD );
  3264. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
  3265. } else if ( blending === THREE.SubtractiveBlending ) {
  3266. // TODO: Find blendFuncSeparate() combination
  3267. _gl.enable( _gl.BLEND );
  3268. _gl.blendEquation( _gl.FUNC_ADD );
  3269. _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
  3270. } else if ( blending === THREE.MultiplyBlending ) {
  3271. // TODO: Find blendFuncSeparate() combination
  3272. _gl.enable( _gl.BLEND );
  3273. _gl.blendEquation( _gl.FUNC_ADD );
  3274. _gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
  3275. } else if ( blending === THREE.CustomBlending ) {
  3276. _gl.enable( _gl.BLEND );
  3277. } else {
  3278. _gl.enable( _gl.BLEND );
  3279. _gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
  3280. _gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
  3281. }
  3282. _oldBlending = blending;
  3283. }
  3284. if ( blending === THREE.CustomBlending ) {
  3285. if ( blendEquation !== _oldBlendEquation ) {
  3286. _gl.blendEquation( paramThreeToGL( blendEquation ) );
  3287. _oldBlendEquation = blendEquation;
  3288. }
  3289. if ( blendSrc !== _oldBlendSrc || blendDst !== _oldBlendDst ) {
  3290. _gl.blendFunc( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ) );
  3291. _oldBlendSrc = blendSrc;
  3292. _oldBlendDst = blendDst;
  3293. }
  3294. } else {
  3295. _oldBlendEquation = null;
  3296. _oldBlendSrc = null;
  3297. _oldBlendDst = null;
  3298. }
  3299. };
  3300. // Textures
  3301. function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
  3302. var extension;
  3303. if ( isImagePowerOfTwo ) {
  3304. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  3305. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  3306. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  3307. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  3308. } else {
  3309. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  3310. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  3311. if ( texture.wrapS !== THREE.ClampToEdgeWrapping || texture.wrapT !== THREE.ClampToEdgeWrapping ) {
  3312. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT is set to THREE.ClampToEdgeWrapping. ( ' + texture.sourceFile + ' )' );
  3313. }
  3314. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  3315. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  3316. if ( texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) {
  3317. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter is set to THREE.LinearFilter or THREE.NearestFilter. ( ' + texture.sourceFile + ' )' );
  3318. }
  3319. }
  3320. extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  3321. if ( extension && texture.type !== THREE.FloatType ) {
  3322. if ( texture.anisotropy > 1 || texture.__oldAnisotropy ) {
  3323. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _this.getMaxAnisotropy() ) );
  3324. texture.__oldAnisotropy = texture.anisotropy;
  3325. }
  3326. }
  3327. }
  3328. this.uploadTexture = function ( texture ) {
  3329. if ( texture.__webglInit === undefined ) {
  3330. texture.__webglInit = true;
  3331. texture.addEventListener( 'dispose', onTextureDispose );
  3332. texture.__webglTexture = _gl.createTexture();
  3333. _this.info.memory.textures ++;
  3334. }
  3335. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  3336. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  3337. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  3338. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
  3339. texture.image = clampToMaxSize( texture.image, _maxTextureSize );
  3340. var image = texture.image,
  3341. isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
  3342. glFormat = paramThreeToGL( texture.format ),
  3343. glType = paramThreeToGL( texture.type );
  3344. setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
  3345. var mipmap, mipmaps = texture.mipmaps;
  3346. if ( texture instanceof THREE.DataTexture ) {
  3347. // use manually created mipmaps if available
  3348. // if there are no manual mipmaps
  3349. // set 0 level mipmap and then use GL to generate other mipmap levels
  3350. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  3351. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  3352. mipmap = mipmaps[ i ];
  3353. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  3354. }
  3355. texture.generateMipmaps = false;
  3356. } else {
  3357. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
  3358. }
  3359. } else if ( texture instanceof THREE.CompressedTexture ) {
  3360. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  3361. mipmap = mipmaps[ i ];
  3362. if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
  3363. if ( getCompressedTextureFormats().indexOf( glFormat ) > -1 ) {
  3364. _gl.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  3365. } else {
  3366. console.warn( "Attempt to load unsupported compressed texture format" );
  3367. }
  3368. } else {
  3369. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  3370. }
  3371. }
  3372. } else { // regular Texture (image, video, canvas)
  3373. // use manually created mipmaps if available
  3374. // if there are no manual mipmaps
  3375. // set 0 level mipmap and then use GL to generate other mipmap levels
  3376. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  3377. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  3378. mipmap = mipmaps[ i ];
  3379. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
  3380. }
  3381. texture.generateMipmaps = false;
  3382. } else {
  3383. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
  3384. }
  3385. }
  3386. if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  3387. texture.needsUpdate = false;
  3388. if ( texture.onUpdate ) texture.onUpdate();
  3389. };
  3390. this.setTexture = function ( texture, slot ) {
  3391. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3392. if ( texture.needsUpdate ) {
  3393. _this.uploadTexture( texture );
  3394. } else {
  3395. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  3396. }
  3397. };
  3398. function clampToMaxSize ( image, maxSize ) {
  3399. if ( image.width > maxSize || image.height > maxSize ) {
  3400. // Warning: Scaling through the canvas will only work with images that use
  3401. // premultiplied alpha.
  3402. var scale = maxSize / Math.max( image.width, image.height );
  3403. var canvas = document.createElement( 'canvas' );
  3404. canvas.width = Math.floor( image.width * scale );
  3405. canvas.height = Math.floor( image.height * scale );
  3406. var context = canvas.getContext( '2d' );
  3407. context.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height );
  3408. console.log( 'THREE.WebGLRenderer:', image, 'is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height + '.' );
  3409. return canvas;
  3410. }
  3411. return image;
  3412. }
  3413. function setCubeTexture ( texture, slot ) {
  3414. if ( texture.image.length === 6 ) {
  3415. if ( texture.needsUpdate ) {
  3416. if ( ! texture.image.__webglTextureCube ) {
  3417. texture.addEventListener( 'dispose', onTextureDispose );
  3418. texture.image.__webglTextureCube = _gl.createTexture();
  3419. _this.info.memory.textures ++;
  3420. }
  3421. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3422. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  3423. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  3424. var isCompressed = texture instanceof THREE.CompressedTexture;
  3425. var isDataTexture = texture.image[ 0 ] instanceof THREE.DataTexture;
  3426. var cubeImage = [];
  3427. for ( var i = 0; i < 6; i ++ ) {
  3428. if ( _this.autoScaleCubemaps && ! isCompressed && ! isDataTexture ) {
  3429. cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize );
  3430. } else {
  3431. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  3432. }
  3433. }
  3434. var image = cubeImage[ 0 ],
  3435. isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
  3436. glFormat = paramThreeToGL( texture.format ),
  3437. glType = paramThreeToGL( texture.type );
  3438. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
  3439. for ( var i = 0; i < 6; i ++ ) {
  3440. if ( ! isCompressed ) {
  3441. if ( isDataTexture ) {
  3442. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  3443. } else {
  3444. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
  3445. }
  3446. } else {
  3447. var mipmap, mipmaps = cubeImage[ i ].mipmaps;
  3448. for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
  3449. mipmap = mipmaps[ j ];
  3450. if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
  3451. if ( getCompressedTextureFormats().indexOf( glFormat ) > -1 ) {
  3452. _gl.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  3453. } else {
  3454. console.warn( "Attempt to load unsupported compressed texture format" );
  3455. }
  3456. } else {
  3457. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  3458. }
  3459. }
  3460. }
  3461. }
  3462. if ( texture.generateMipmaps && isImagePowerOfTwo ) {
  3463. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3464. }
  3465. texture.needsUpdate = false;
  3466. if ( texture.onUpdate ) texture.onUpdate();
  3467. } else {
  3468. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3469. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  3470. }
  3471. }
  3472. }
  3473. function setCubeTextureDynamic ( texture, slot ) {
  3474. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3475. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
  3476. }
  3477. // Render targets
  3478. function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
  3479. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  3480. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );
  3481. }
  3482. function setupRenderBuffer ( renderbuffer, renderTarget ) {
  3483. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  3484. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  3485. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  3486. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3487. /* For some reason this is not working. Defaulting to RGBA4.
  3488. } else if ( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3489. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
  3490. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3491. */
  3492. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3493. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
  3494. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3495. } else {
  3496. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
  3497. }
  3498. }
  3499. this.setRenderTarget = function ( renderTarget ) {
  3500. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  3501. if ( renderTarget && renderTarget.__webglFramebuffer === undefined ) {
  3502. if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
  3503. if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
  3504. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  3505. renderTarget.__webglTexture = _gl.createTexture();
  3506. _this.info.memory.textures ++;
  3507. // Setup texture, create render and frame buffers
  3508. var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.isPowerOfTwo( renderTarget.height ),
  3509. glFormat = paramThreeToGL( renderTarget.format ),
  3510. glType = paramThreeToGL( renderTarget.type );
  3511. if ( isCube ) {
  3512. renderTarget.__webglFramebuffer = [];
  3513. renderTarget.__webglRenderbuffer = [];
  3514. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  3515. setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
  3516. for ( var i = 0; i < 6; i ++ ) {
  3517. renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  3518. renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
  3519. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  3520. setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
  3521. setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );
  3522. }
  3523. if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3524. } else {
  3525. renderTarget.__webglFramebuffer = _gl.createFramebuffer();
  3526. if ( renderTarget.shareDepthFrom ) {
  3527. renderTarget.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;
  3528. } else {
  3529. renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();
  3530. }
  3531. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  3532. setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );
  3533. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  3534. setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
  3535. if ( renderTarget.shareDepthFrom ) {
  3536. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  3537. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
  3538. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3539. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
  3540. }
  3541. } else {
  3542. setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );
  3543. }
  3544. if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  3545. }
  3546. // Release everything
  3547. if ( isCube ) {
  3548. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  3549. } else {
  3550. _gl.bindTexture( _gl.TEXTURE_2D, null );
  3551. }
  3552. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  3553. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  3554. }
  3555. var framebuffer, width, height, vx, vy;
  3556. if ( renderTarget ) {
  3557. if ( isCube ) {
  3558. framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];
  3559. } else {
  3560. framebuffer = renderTarget.__webglFramebuffer;
  3561. }
  3562. width = renderTarget.width;
  3563. height = renderTarget.height;
  3564. vx = 0;
  3565. vy = 0;
  3566. } else {
  3567. framebuffer = null;
  3568. width = _viewportWidth;
  3569. height = _viewportHeight;
  3570. vx = _viewportX;
  3571. vy = _viewportY;
  3572. }
  3573. if ( framebuffer !== _currentFramebuffer ) {
  3574. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  3575. _gl.viewport( vx, vy, width, height );
  3576. _currentFramebuffer = framebuffer;
  3577. }
  3578. _currentWidth = width;
  3579. _currentHeight = height;
  3580. };
  3581. function updateRenderTargetMipmap ( renderTarget ) {
  3582. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  3583. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  3584. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3585. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  3586. } else {
  3587. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  3588. _gl.generateMipmap( _gl.TEXTURE_2D );
  3589. _gl.bindTexture( _gl.TEXTURE_2D, null );
  3590. }
  3591. }
  3592. // Fallback filters for non-power-of-2 textures
  3593. function filterFallback ( f ) {
  3594. if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {
  3595. return _gl.NEAREST;
  3596. }
  3597. return _gl.LINEAR;
  3598. }
  3599. // Map three.js constants to WebGL constants
  3600. function paramThreeToGL ( p ) {
  3601. var extension;
  3602. if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
  3603. if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
  3604. if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
  3605. if ( p === THREE.NearestFilter ) return _gl.NEAREST;
  3606. if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
  3607. if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
  3608. if ( p === THREE.LinearFilter ) return _gl.LINEAR;
  3609. if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
  3610. if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
  3611. if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
  3612. if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
  3613. if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
  3614. if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
  3615. if ( p === THREE.ByteType ) return _gl.BYTE;
  3616. if ( p === THREE.ShortType ) return _gl.SHORT;
  3617. if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
  3618. if ( p === THREE.IntType ) return _gl.INT;
  3619. if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
  3620. if ( p === THREE.FloatType ) return _gl.FLOAT;
  3621. if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
  3622. if ( p === THREE.RGBFormat ) return _gl.RGB;
  3623. if ( p === THREE.RGBAFormat ) return _gl.RGBA;
  3624. if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
  3625. if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
  3626. if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
  3627. if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
  3628. if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
  3629. if ( p === THREE.ZeroFactor ) return _gl.ZERO;
  3630. if ( p === THREE.OneFactor ) return _gl.ONE;
  3631. if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
  3632. if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
  3633. if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
  3634. if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
  3635. if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
  3636. if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
  3637. if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
  3638. if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
  3639. if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
  3640. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  3641. if ( extension !== null ) {
  3642. if ( p === THREE.RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
  3643. if ( p === THREE.RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  3644. if ( p === THREE.RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  3645. if ( p === THREE.RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  3646. }
  3647. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  3648. if ( extension !== null ) {
  3649. if ( p === THREE.RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  3650. if ( p === THREE.RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  3651. if ( p === THREE.RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  3652. if ( p === THREE.RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  3653. }
  3654. extension = extensions.get( 'EXT_blend_minmax' );
  3655. if ( extension !== null ) {
  3656. if ( p === THREE.MinEquation ) return extension.MIN_EXT;
  3657. if ( p === THREE.MaxEquation ) return extension.MAX_EXT;
  3658. }
  3659. return 0;
  3660. }
  3661. // Allocations
  3662. function allocateBones ( object ) {
  3663. if ( _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture ) {
  3664. return 1024;
  3665. } else {
  3666. // default for when object is not specified
  3667. // ( for example when prebuilding shader
  3668. // to be used with multiple objects )
  3669. //
  3670. // - leave some extra space for other uniforms
  3671. // - limit here is ANGLE's 254 max uniform vectors
  3672. // (up to 54 should be safe)
  3673. var nVertexUniforms = _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS );
  3674. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  3675. var maxBones = nVertexMatrices;
  3676. if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
  3677. maxBones = Math.min( object.skeleton.bones.length, maxBones );
  3678. if ( maxBones < object.skeleton.bones.length ) {
  3679. console.warn( 'WebGLRenderer: too many bones - ' + object.skeleton.bones.length + ', this GPU supports just ' + maxBones + ' (try OpenGL instead of ANGLE)' );
  3680. }
  3681. }
  3682. return maxBones;
  3683. }
  3684. }
  3685. function allocateLights( lights ) {
  3686. var dirLights = 0;
  3687. var pointLights = 0;
  3688. var spotLights = 0;
  3689. var hemiLights = 0;
  3690. for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
  3691. var light = lights[ l ];
  3692. if ( light.onlyShadow || light.visible === false ) continue;
  3693. if ( light instanceof THREE.DirectionalLight ) dirLights ++;
  3694. if ( light instanceof THREE.PointLight ) pointLights ++;
  3695. if ( light instanceof THREE.SpotLight ) spotLights ++;
  3696. if ( light instanceof THREE.HemisphereLight ) hemiLights ++;
  3697. }
  3698. return { 'directional': dirLights, 'point': pointLights, 'spot': spotLights, 'hemi': hemiLights };
  3699. }
  3700. function allocateShadows( lights ) {
  3701. var maxShadows = 0;
  3702. for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
  3703. var light = lights[ l ];
  3704. if ( ! light.castShadow ) continue;
  3705. if ( light instanceof THREE.SpotLight ) maxShadows ++;
  3706. if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;
  3707. }
  3708. return maxShadows;
  3709. }
  3710. // DEPRECATED
  3711. this.initMaterial = function () {
  3712. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  3713. };
  3714. this.addPrePlugin = function () {
  3715. console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  3716. };
  3717. this.addPostPlugin = function () {
  3718. console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  3719. };
  3720. this.updateShadowMap = function () {
  3721. console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  3722. };
  3723. };