WebGLRenderer.js 137 KB

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  1. /**
  2. * @author supereggbert / http://www.paulbrunt.co.uk/
  3. * @author mrdoob / http://mrdoob.com/
  4. * @author alteredq / http://alteredqualia.com/
  5. * @author szimek / https://github.com/szimek/
  6. */
  7. THREE.WebGLRenderer = function ( parameters ) {
  8. // constructor parameters
  9. parameters = parameters || {};
  10. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
  11. _precision = parameters.precision !== undefined ? parameters.precision : 'mediump',
  12. _alpha = parameters.alpha !== undefined ? parameters.alpha : true,
  13. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  14. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  15. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  16. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  17. _clearColor = parameters.clearColor !== undefined ? new THREE.Color( parameters.clearColor ) : new THREE.Color( 0x000000 ),
  18. _clearAlpha = parameters.clearAlpha !== undefined ? parameters.clearAlpha : 0,
  19. _maxLights = parameters.maxLights !== undefined ? parameters.maxLights : 4;
  20. // public properties
  21. this.domElement = _canvas;
  22. this.context = null;
  23. // clearing
  24. this.autoClear = true;
  25. this.autoClearColor = true;
  26. this.autoClearDepth = true;
  27. this.autoClearStencil = true;
  28. // scene graph
  29. this.sortObjects = true;
  30. this.autoUpdateObjects = true;
  31. this.autoUpdateScene = true;
  32. // physically based shading
  33. this.gammaInput = false;
  34. this.gammaOutput = false;
  35. this.physicallyBasedShading = false;
  36. // shadow map
  37. this.shadowMapEnabled = false;
  38. this.shadowMapAutoUpdate = true;
  39. this.shadowMapSoft = true;
  40. this.shadowMapCullFrontFaces = true;
  41. // morphs
  42. this.maxMorphTargets = 8;
  43. // flags
  44. this.autoScaleCubemaps = true;
  45. // custom render plugins
  46. this.renderPluginsPre = [];
  47. this.renderPluginsPost = [];
  48. // info
  49. this.info = {
  50. memory: {
  51. programs: 0,
  52. geometries: 0,
  53. textures: 0
  54. },
  55. render: {
  56. calls: 0,
  57. vertices: 0,
  58. faces: 0,
  59. points: 0
  60. }
  61. };
  62. // internal properties
  63. var _this = this,
  64. _gl,
  65. _programs = [],
  66. // internal state cache
  67. _currentProgram = null,
  68. _currentFramebuffer = null,
  69. _currentMaterialId = -1,
  70. _currentGeometryGroupHash = null,
  71. _currentCamera = null,
  72. _geometryGroupCounter = 0,
  73. // GL state cache
  74. _oldDoubleSided = null,
  75. _oldFlipSided = null,
  76. _oldBlending = null,
  77. _oldDepthTest = null,
  78. _oldDepthWrite = null,
  79. _oldPolygonOffset = null,
  80. _oldPolygonOffsetFactor = null,
  81. _oldPolygonOffsetUnits = null,
  82. _oldLineWidth = null,
  83. _viewportX = 0,
  84. _viewportY = 0,
  85. _viewportWidth = 0,
  86. _viewportHeight = 0,
  87. _currentWidth = 0,
  88. _currentHeight = 0,
  89. // frustum
  90. _frustum = new THREE.Frustum(),
  91. // camera matrices cache
  92. _projScreenMatrix = new THREE.Matrix4(),
  93. _vector3 = new THREE.Vector4(),
  94. // light arrays cache
  95. _direction = new THREE.Vector3(),
  96. _lights = {
  97. ambient: [ 0, 0, 0 ],
  98. directional: { length: 0, colors: new Array(), positions: new Array() },
  99. point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() }
  100. };
  101. // initialize
  102. _gl = initGL();
  103. setDefaultGLState();
  104. this.context = _gl;
  105. // GPU capabilities
  106. var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ),
  107. _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE ),
  108. _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE );
  109. // API
  110. this.getContext = function () {
  111. return _gl;
  112. };
  113. this.supportsVertexTextures = function () {
  114. return _maxVertexTextures > 0;
  115. };
  116. this.setSize = function ( width, height ) {
  117. _canvas.width = width;
  118. _canvas.height = height;
  119. this.setViewport( 0, 0, _canvas.width, _canvas.height );
  120. };
  121. this.setViewport = function ( x, y, width, height ) {
  122. _viewportX = x;
  123. _viewportY = y;
  124. _viewportWidth = width;
  125. _viewportHeight = height;
  126. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  127. };
  128. this.setScissor = function ( x, y, width, height ) {
  129. _gl.scissor( x, y, width, height );
  130. };
  131. this.enableScissorTest = function ( enable ) {
  132. enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );
  133. };
  134. // Clearing
  135. this.setClearColorHex = function ( hex, alpha ) {
  136. _clearColor.setHex( hex );
  137. _clearAlpha = alpha;
  138. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  139. };
  140. this.setClearColor = function ( color, alpha ) {
  141. _clearColor.copy( color );
  142. _clearAlpha = alpha;
  143. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  144. };
  145. this.getClearColor = function () {
  146. return _clearColor;
  147. };
  148. this.getClearAlpha = function () {
  149. return _clearAlpha;
  150. };
  151. this.clear = function ( color, depth, stencil ) {
  152. var bits = 0;
  153. if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  154. if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  155. if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  156. _gl.clear( bits );
  157. };
  158. this.clearTarget = function ( renderTarget, color, depth, stencil ) {
  159. this.setRenderTarget( renderTarget );
  160. this.clear( color, depth, stencil );
  161. };
  162. // Plugins
  163. this.addPostPlugin = function ( plugin ) {
  164. plugin.init( this );
  165. this.renderPluginsPost.push( plugin );
  166. };
  167. this.addPrePlugin = function ( plugin ) {
  168. plugin.init( this );
  169. this.renderPluginsPre.push( plugin );
  170. };
  171. // Deallocation
  172. this.deallocateObject = function ( object ) {
  173. if ( ! object.__webglInit ) return;
  174. object.__webglInit = false;
  175. delete object._modelViewMatrix;
  176. delete object._normalMatrixArray;
  177. delete object._modelViewMatrixArray;
  178. delete object._objectMatrixArray;
  179. if ( object instanceof THREE.Mesh ) {
  180. for ( var g in object.geometry.geometryGroups ) {
  181. deleteMeshBuffers( object.geometry.geometryGroups[ g ] );
  182. }
  183. } else if ( object instanceof THREE.Ribbon ) {
  184. deleteRibbonBuffers( object.geometry );
  185. } else if ( object instanceof THREE.Line ) {
  186. deleteLineBuffers( object.geometry );
  187. } else if ( object instanceof THREE.ParticleSystem ) {
  188. deleteParticleBuffers( object.geometry );
  189. }
  190. };
  191. this.deallocateTexture = function ( texture ) {
  192. if ( ! texture.__webglInit ) return;
  193. texture.__webglInit = false;
  194. _gl.deleteTexture( texture.__webglTexture );
  195. _this.info.memory.textures --;
  196. };
  197. // Rendering
  198. this.updateShadowMap = function ( scene, camera ) {
  199. _currentProgram = null;
  200. _oldBlending = -1;
  201. _oldDepthTest = -1;
  202. _oldDepthWrite = -1;
  203. _currentGeometryGroupHash = -1;
  204. _currentMaterialId = -1;
  205. this.shadowMapPlugin.update( scene, camera );
  206. };
  207. // Internal functions
  208. // Buffer allocation
  209. function createParticleBuffers ( geometry ) {
  210. geometry.__webglVertexBuffer = _gl.createBuffer();
  211. geometry.__webglColorBuffer = _gl.createBuffer();
  212. _this.info.geometries ++;
  213. };
  214. function createLineBuffers ( geometry ) {
  215. geometry.__webglVertexBuffer = _gl.createBuffer();
  216. geometry.__webglColorBuffer = _gl.createBuffer();
  217. _this.info.memory.geometries ++;
  218. };
  219. function createRibbonBuffers ( geometry ) {
  220. geometry.__webglVertexBuffer = _gl.createBuffer();
  221. geometry.__webglColorBuffer = _gl.createBuffer();
  222. _this.info.memory.geometries ++;
  223. };
  224. function createMeshBuffers ( geometryGroup ) {
  225. geometryGroup.__webglVertexBuffer = _gl.createBuffer();
  226. geometryGroup.__webglNormalBuffer = _gl.createBuffer();
  227. geometryGroup.__webglTangentBuffer = _gl.createBuffer();
  228. geometryGroup.__webglColorBuffer = _gl.createBuffer();
  229. geometryGroup.__webglUVBuffer = _gl.createBuffer();
  230. geometryGroup.__webglUV2Buffer = _gl.createBuffer();
  231. geometryGroup.__webglSkinVertexABuffer = _gl.createBuffer();
  232. geometryGroup.__webglSkinVertexBBuffer = _gl.createBuffer();
  233. geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
  234. geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
  235. geometryGroup.__webglFaceBuffer = _gl.createBuffer();
  236. geometryGroup.__webglLineBuffer = _gl.createBuffer();
  237. if ( geometryGroup.numMorphTargets ) {
  238. var m, ml;
  239. geometryGroup.__webglMorphTargetsBuffers = [];
  240. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  241. geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
  242. }
  243. }
  244. _this.info.memory.geometries ++;
  245. };
  246. // Buffer deallocation
  247. function deleteParticleBuffers ( geometry ) {
  248. _gl.deleteBuffer( geometry.__webglVertexBuffer );
  249. _gl.deleteBuffer( geometry.__webglColorBuffer );
  250. _this.info.memory.geometries --;
  251. };
  252. function deleteLineBuffers ( geometry ) {
  253. _gl.deleteBuffer( geometry.__webglVertexBuffer );
  254. _gl.deleteBuffer( geometry.__webglColorBuffer );
  255. _this.info.memory.geometries --;
  256. };
  257. function deleteRibbonBuffers ( geometry ) {
  258. _gl.deleteBuffer( geometry.__webglVertexBuffer );
  259. _gl.deleteBuffer( geometry.__webglColorBuffer );
  260. _this.info.memory.geometries --;
  261. };
  262. function deleteMeshBuffers ( geometryGroup ) {
  263. _gl.deleteBuffer( geometryGroup.__webglVertexBuffer );
  264. _gl.deleteBuffer( geometryGroup.__webglNormalBuffer );
  265. _gl.deleteBuffer( geometryGroup.__webglTangentBuffer );
  266. _gl.deleteBuffer( geometryGroup.__webglColorBuffer );
  267. _gl.deleteBuffer( geometryGroup.__webglUVBuffer );
  268. _gl.deleteBuffer( geometryGroup.__webglUV2Buffer );
  269. _gl.deleteBuffer( geometryGroup.__webglSkinVertexABuffer );
  270. _gl.deleteBuffer( geometryGroup.__webglSkinVertexBBuffer );
  271. _gl.deleteBuffer( geometryGroup.__webglSkinIndicesBuffer );
  272. _gl.deleteBuffer( geometryGroup.__webglSkinWeightsBuffer );
  273. _gl.deleteBuffer( geometryGroup.__webglFaceBuffer );
  274. _gl.deleteBuffer( geometryGroup.__webglLineBuffer );
  275. if ( geometryGroup.numMorphTargets ) {
  276. for ( var m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  277. _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
  278. }
  279. }
  280. if ( geometryGroup.__webglCustomAttributesList ) {
  281. for ( var id in geometryGroup.__webglCustomAttributesList ) {
  282. _gl.deleteBuffer( geometryGroup.__webglCustomAttributesList[ id ].buffer );
  283. }
  284. }
  285. _this.info.memory.geometries --;
  286. };
  287. // Buffer initialization
  288. function initCustomAttributes ( geometry, object ) {
  289. var nvertices = geometry.vertices.length;
  290. var material = object.material;
  291. if ( material.attributes ) {
  292. if ( geometry.__webglCustomAttributesList === undefined ) {
  293. geometry.__webglCustomAttributesList = [];
  294. }
  295. for ( var a in material.attributes ) {
  296. var attribute = material.attributes[ a ];
  297. if( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  298. attribute.__webglInitialized = true;
  299. var size = 1; // "f" and "i"
  300. if ( attribute.type === "v2" ) size = 2;
  301. else if ( attribute.type === "v3" ) size = 3;
  302. else if ( attribute.type === "v4" ) size = 4;
  303. else if ( attribute.type === "c" ) size = 3;
  304. attribute.size = size;
  305. attribute.array = new Float32Array( nvertices * size );
  306. attribute.buffer = _gl.createBuffer();
  307. attribute.buffer.belongsToAttribute = a;
  308. attribute.needsUpdate = true;
  309. }
  310. geometry.__webglCustomAttributesList.push( attribute );
  311. }
  312. }
  313. };
  314. function initParticleBuffers ( geometry, object ) {
  315. var nvertices = geometry.vertices.length;
  316. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  317. geometry.__colorArray = new Float32Array( nvertices * 3 );
  318. geometry.__sortArray = [];
  319. geometry.__webglParticleCount = nvertices;
  320. initCustomAttributes ( geometry, object );
  321. };
  322. function initLineBuffers ( geometry, object ) {
  323. var nvertices = geometry.vertices.length;
  324. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  325. geometry.__colorArray = new Float32Array( nvertices * 3 );
  326. geometry.__webglLineCount = nvertices;
  327. initCustomAttributes ( geometry, object );
  328. };
  329. function initRibbonBuffers ( geometry ) {
  330. var nvertices = geometry.vertices.length;
  331. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  332. geometry.__colorArray = new Float32Array( nvertices * 3 );
  333. geometry.__webglVertexCount = nvertices;
  334. };
  335. function initMeshBuffers ( geometryGroup, object ) {
  336. var geometry = object.geometry,
  337. faces3 = geometryGroup.faces3,
  338. faces4 = geometryGroup.faces4,
  339. nvertices = faces3.length * 3 + faces4.length * 4,
  340. ntris = faces3.length * 1 + faces4.length * 2,
  341. nlines = faces3.length * 3 + faces4.length * 4,
  342. material = getBufferMaterial( object, geometryGroup ),
  343. uvType = bufferGuessUVType( material ),
  344. normalType = bufferGuessNormalType( material ),
  345. vertexColorType = bufferGuessVertexColorType( material );
  346. //console.log( "uvType", uvType, "normalType", normalType, "vertexColorType", vertexColorType, object, geometryGroup, material );
  347. geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
  348. if ( normalType ) {
  349. geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
  350. }
  351. if ( geometry.hasTangents ) {
  352. geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
  353. }
  354. if ( vertexColorType ) {
  355. geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
  356. }
  357. if ( uvType ) {
  358. if ( geometry.faceUvs.length > 0 || geometry.faceVertexUvs.length > 0 ) {
  359. geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
  360. }
  361. if ( geometry.faceUvs.length > 1 || geometry.faceVertexUvs.length > 1 ) {
  362. geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
  363. }
  364. }
  365. if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
  366. geometryGroup.__skinVertexAArray = new Float32Array( nvertices * 4 );
  367. geometryGroup.__skinVertexBArray = new Float32Array( nvertices * 4 );
  368. geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
  369. geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
  370. }
  371. geometryGroup.__faceArray = new Uint16Array( ntris * 3 );
  372. geometryGroup.__lineArray = new Uint16Array( nlines * 2 );
  373. if ( geometryGroup.numMorphTargets ) {
  374. geometryGroup.__morphTargetsArrays = [];
  375. for ( var m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  376. geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
  377. }
  378. }
  379. geometryGroup.__webglFaceCount = ntris * 3;
  380. geometryGroup.__webglLineCount = nlines * 2;
  381. // custom attributes
  382. if ( material.attributes ) {
  383. if ( geometryGroup.__webglCustomAttributesList === undefined ) {
  384. geometryGroup.__webglCustomAttributesList = [];
  385. }
  386. for ( var a in material.attributes ) {
  387. // Do a shallow copy of the attribute object so different geometryGroup chunks use different
  388. // attribute buffers which are correctly indexed in the setMeshBuffers function
  389. var originalAttribute = material.attributes[ a ];
  390. var attribute = {};
  391. for ( var property in originalAttribute ) {
  392. attribute[ property ] = originalAttribute[ property ];
  393. }
  394. if( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  395. attribute.__webglInitialized = true;
  396. var size = 1; // "f" and "i"
  397. if( attribute.type === "v2" ) size = 2;
  398. else if( attribute.type === "v3" ) size = 3;
  399. else if( attribute.type === "v4" ) size = 4;
  400. else if( attribute.type === "c" ) size = 3;
  401. attribute.size = size;
  402. attribute.array = new Float32Array( nvertices * size );
  403. attribute.buffer = _gl.createBuffer();
  404. attribute.buffer.belongsToAttribute = a;
  405. originalAttribute.needsUpdate = true;
  406. attribute.__original = originalAttribute;
  407. }
  408. geometryGroup.__webglCustomAttributesList.push( attribute );
  409. }
  410. }
  411. geometryGroup.__inittedArrays = true;
  412. };
  413. function getBufferMaterial( object, geometryGroup ) {
  414. if ( object.material && ! ( object.material instanceof THREE.MeshFaceMaterial ) ) {
  415. return object.material;
  416. } else if ( geometryGroup.materialIndex >= 0 ) {
  417. return object.geometry.materials[ geometryGroup.materialIndex ];
  418. }
  419. };
  420. function materialNeedsSmoothNormals ( material ) {
  421. return material && material.shading !== undefined && material.shading === THREE.SmoothShading;
  422. };
  423. function bufferGuessNormalType ( material ) {
  424. // only MeshBasicMaterial and MeshDepthMaterial don't need normals
  425. if ( ( material instanceof THREE.MeshBasicMaterial && !material.envMap ) || material instanceof THREE.MeshDepthMaterial ) {
  426. return false;
  427. }
  428. if ( materialNeedsSmoothNormals( material ) ) {
  429. return THREE.SmoothShading;
  430. } else {
  431. return THREE.FlatShading;
  432. }
  433. };
  434. function bufferGuessVertexColorType ( material ) {
  435. if ( material.vertexColors ) {
  436. return material.vertexColors;
  437. }
  438. return false;
  439. };
  440. function bufferGuessUVType ( material ) {
  441. // material must use some texture to require uvs
  442. if ( material.map || material.lightMap || material instanceof THREE.ShaderMaterial ) {
  443. return true;
  444. }
  445. return false;
  446. };
  447. // Buffer setting
  448. function setParticleBuffers ( geometry, hint, object ) {
  449. var v, c, vertex, offset, index, color,
  450. vertices = geometry.vertices,
  451. vl = vertices.length,
  452. colors = geometry.colors,
  453. cl = colors.length,
  454. vertexArray = geometry.__vertexArray,
  455. colorArray = geometry.__colorArray,
  456. sortArray = geometry.__sortArray,
  457. dirtyVertices = geometry.__dirtyVertices,
  458. dirtyElements = geometry.__dirtyElements,
  459. dirtyColors = geometry.__dirtyColors,
  460. customAttributes = geometry.__webglCustomAttributesList,
  461. i, il,
  462. a, ca, cal, value,
  463. customAttribute;
  464. if ( object.sortParticles ) {
  465. _projScreenMatrix.multiplySelf( object.matrixWorld );
  466. for ( v = 0; v < vl; v ++ ) {
  467. vertex = vertices[ v ].position;
  468. _vector3.copy( vertex );
  469. _projScreenMatrix.multiplyVector3( _vector3 );
  470. sortArray[ v ] = [ _vector3.z, v ];
  471. }
  472. sortArray.sort( function( a, b ) { return b[ 0 ] - a[ 0 ]; } );
  473. for ( v = 0; v < vl; v ++ ) {
  474. vertex = vertices[ sortArray[v][1] ].position;
  475. offset = v * 3;
  476. vertexArray[ offset ] = vertex.x;
  477. vertexArray[ offset + 1 ] = vertex.y;
  478. vertexArray[ offset + 2 ] = vertex.z;
  479. }
  480. for ( c = 0; c < cl; c ++ ) {
  481. offset = c * 3;
  482. color = colors[ sortArray[c][1] ];
  483. colorArray[ offset ] = color.r;
  484. colorArray[ offset + 1 ] = color.g;
  485. colorArray[ offset + 2 ] = color.b;
  486. }
  487. if ( customAttributes ) {
  488. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  489. customAttribute = customAttributes[ i ];
  490. if ( ! ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) ) continue;
  491. offset = 0;
  492. cal = customAttribute.value.length;
  493. if ( customAttribute.size === 1 ) {
  494. for ( ca = 0; ca < cal; ca ++ ) {
  495. index = sortArray[ ca ][ 1 ];
  496. customAttribute.array[ ca ] = customAttribute.value[ index ];
  497. }
  498. } else if ( customAttribute.size === 2 ) {
  499. for ( ca = 0; ca < cal; ca ++ ) {
  500. index = sortArray[ ca ][ 1 ];
  501. value = customAttribute.value[ index ];
  502. customAttribute.array[ offset ] = value.x;
  503. customAttribute.array[ offset + 1 ] = value.y;
  504. offset += 2;
  505. }
  506. } else if ( customAttribute.size === 3 ) {
  507. if ( customAttribute.type === "c" ) {
  508. for ( ca = 0; ca < cal; ca ++ ) {
  509. index = sortArray[ ca ][ 1 ];
  510. value = customAttribute.value[ index ];
  511. customAttribute.array[ offset ] = value.r;
  512. customAttribute.array[ offset + 1 ] = value.g;
  513. customAttribute.array[ offset + 2 ] = value.b;
  514. offset += 3;
  515. }
  516. } else {
  517. for ( ca = 0; ca < cal; ca ++ ) {
  518. index = sortArray[ ca ][ 1 ];
  519. value = customAttribute.value[ index ];
  520. customAttribute.array[ offset ] = value.x;
  521. customAttribute.array[ offset + 1 ] = value.y;
  522. customAttribute.array[ offset + 2 ] = value.z;
  523. offset += 3;
  524. }
  525. }
  526. } else if ( customAttribute.size === 4 ) {
  527. for ( ca = 0; ca < cal; ca ++ ) {
  528. index = sortArray[ ca ][ 1 ];
  529. value = customAttribute.value[ index ];
  530. customAttribute.array[ offset ] = value.x;
  531. customAttribute.array[ offset + 1 ] = value.y;
  532. customAttribute.array[ offset + 2 ] = value.z;
  533. customAttribute.array[ offset + 3 ] = value.w;
  534. offset += 4;
  535. }
  536. }
  537. }
  538. }
  539. } else {
  540. if ( dirtyVertices ) {
  541. for ( v = 0; v < vl; v ++ ) {
  542. vertex = vertices[ v ].position;
  543. offset = v * 3;
  544. vertexArray[ offset ] = vertex.x;
  545. vertexArray[ offset + 1 ] = vertex.y;
  546. vertexArray[ offset + 2 ] = vertex.z;
  547. }
  548. }
  549. if ( dirtyColors ) {
  550. for ( c = 0; c < cl; c ++ ) {
  551. color = colors[ c ];
  552. offset = c * 3;
  553. colorArray[ offset ] = color.r;
  554. colorArray[ offset + 1 ] = color.g;
  555. colorArray[ offset + 2 ] = color.b;
  556. }
  557. }
  558. if ( customAttributes ) {
  559. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  560. customAttribute = customAttributes[ i ];
  561. if ( customAttribute.needsUpdate &&
  562. ( customAttribute.boundTo === undefined ||
  563. customAttribute.boundTo === "vertices") ) {
  564. cal = customAttribute.value.length;
  565. offset = 0;
  566. if ( customAttribute.size === 1 ) {
  567. for ( ca = 0; ca < cal; ca ++ ) {
  568. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  569. }
  570. } else if ( customAttribute.size === 2 ) {
  571. for ( ca = 0; ca < cal; ca ++ ) {
  572. value = customAttribute.value[ ca ];
  573. customAttribute.array[ offset ] = value.x;
  574. customAttribute.array[ offset + 1 ] = value.y;
  575. offset += 2;
  576. }
  577. } else if ( customAttribute.size === 3 ) {
  578. if ( customAttribute.type === "c" ) {
  579. for ( ca = 0; ca < cal; ca ++ ) {
  580. value = customAttribute.value[ ca ];
  581. customAttribute.array[ offset ] = value.r;
  582. customAttribute.array[ offset + 1 ] = value.g;
  583. customAttribute.array[ offset + 2 ] = value.b;
  584. offset += 3;
  585. }
  586. } else {
  587. for ( ca = 0; ca < cal; ca ++ ) {
  588. value = customAttribute.value[ ca ];
  589. customAttribute.array[ offset ] = value.x;
  590. customAttribute.array[ offset + 1 ] = value.y;
  591. customAttribute.array[ offset + 2 ] = value.z;
  592. offset += 3;
  593. }
  594. }
  595. } else if ( customAttribute.size === 4 ) {
  596. for ( ca = 0; ca < cal; ca ++ ) {
  597. value = customAttribute.value[ ca ];
  598. customAttribute.array[ offset ] = value.x;
  599. customAttribute.array[ offset + 1 ] = value.y;
  600. customAttribute.array[ offset + 2 ] = value.z;
  601. customAttribute.array[ offset + 3 ] = value.w;
  602. offset += 4;
  603. }
  604. }
  605. }
  606. }
  607. }
  608. }
  609. if ( dirtyVertices || object.sortParticles ) {
  610. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  611. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  612. }
  613. if ( dirtyColors || object.sortParticles ) {
  614. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  615. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  616. }
  617. if ( customAttributes ) {
  618. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  619. customAttribute = customAttributes[ i ];
  620. if ( customAttribute.needsUpdate || object.sortParticles ) {
  621. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  622. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  623. }
  624. }
  625. }
  626. };
  627. function setLineBuffers ( geometry, hint ) {
  628. var v, c, vertex, offset, color,
  629. vertices = geometry.vertices,
  630. colors = geometry.colors,
  631. vl = vertices.length,
  632. cl = colors.length,
  633. vertexArray = geometry.__vertexArray,
  634. colorArray = geometry.__colorArray,
  635. dirtyVertices = geometry.__dirtyVertices,
  636. dirtyColors = geometry.__dirtyColors,
  637. customAttributes = geometry.__webglCustomAttributesList,
  638. i, il,
  639. a, ca, cal, value,
  640. customAttribute;
  641. if ( dirtyVertices ) {
  642. for ( v = 0; v < vl; v ++ ) {
  643. vertex = vertices[ v ].position;
  644. offset = v * 3;
  645. vertexArray[ offset ] = vertex.x;
  646. vertexArray[ offset + 1 ] = vertex.y;
  647. vertexArray[ offset + 2 ] = vertex.z;
  648. }
  649. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  650. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  651. }
  652. if ( dirtyColors ) {
  653. for ( c = 0; c < cl; c ++ ) {
  654. color = colors[ c ];
  655. offset = c * 3;
  656. colorArray[ offset ] = color.r;
  657. colorArray[ offset + 1 ] = color.g;
  658. colorArray[ offset + 2 ] = color.b;
  659. }
  660. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  661. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  662. }
  663. if ( customAttributes ) {
  664. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  665. customAttribute = customAttributes[ i ];
  666. if ( customAttribute.needsUpdate &&
  667. ( customAttribute.boundTo === undefined ||
  668. customAttribute.boundTo === "vertices" ) ) {
  669. offset = 0;
  670. cal = customAttribute.value.length;
  671. if ( customAttribute.size === 1 ) {
  672. for ( ca = 0; ca < cal; ca ++ ) {
  673. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  674. }
  675. } else if ( customAttribute.size === 2 ) {
  676. for ( ca = 0; ca < cal; ca ++ ) {
  677. value = customAttribute.value[ ca ];
  678. customAttribute.array[ offset ] = value.x;
  679. customAttribute.array[ offset + 1 ] = value.y;
  680. offset += 2;
  681. }
  682. } else if ( customAttribute.size === 3 ) {
  683. if ( customAttribute.type === "c" ) {
  684. for ( ca = 0; ca < cal; ca ++ ) {
  685. value = customAttribute.value[ ca ];
  686. customAttribute.array[ offset ] = value.r;
  687. customAttribute.array[ offset + 1 ] = value.g;
  688. customAttribute.array[ offset + 2 ] = value.b;
  689. offset += 3;
  690. }
  691. } else {
  692. for ( ca = 0; ca < cal; ca ++ ) {
  693. value = customAttribute.value[ ca ];
  694. customAttribute.array[ offset ] = value.x;
  695. customAttribute.array[ offset + 1 ] = value.y;
  696. customAttribute.array[ offset + 2 ] = value.z;
  697. offset += 3;
  698. }
  699. }
  700. } else if ( customAttribute.size === 4 ) {
  701. for ( ca = 0; ca < cal; ca ++ ) {
  702. value = customAttribute.value[ ca ];
  703. customAttribute.array[ offset ] = value.x;
  704. customAttribute.array[ offset + 1 ] = value.y;
  705. customAttribute.array[ offset + 2 ] = value.z;
  706. customAttribute.array[ offset + 3 ] = value.w;
  707. offset += 4;
  708. }
  709. }
  710. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  711. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  712. }
  713. }
  714. }
  715. };
  716. function setRibbonBuffers ( geometry, hint ) {
  717. var v, c, vertex, offset, color,
  718. vertices = geometry.vertices,
  719. colors = geometry.colors,
  720. vl = vertices.length,
  721. cl = colors.length,
  722. vertexArray = geometry.__vertexArray,
  723. colorArray = geometry.__colorArray,
  724. dirtyVertices = geometry.__dirtyVertices,
  725. dirtyColors = geometry.__dirtyColors;
  726. if ( dirtyVertices ) {
  727. for ( v = 0; v < vl; v ++ ) {
  728. vertex = vertices[ v ].position;
  729. offset = v * 3;
  730. vertexArray[ offset ] = vertex.x;
  731. vertexArray[ offset + 1 ] = vertex.y;
  732. vertexArray[ offset + 2 ] = vertex.z;
  733. }
  734. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  735. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  736. }
  737. if ( dirtyColors ) {
  738. for ( c = 0; c < cl; c ++ ) {
  739. color = colors[ c ];
  740. offset = c * 3;
  741. colorArray[ offset ] = color.r;
  742. colorArray[ offset + 1 ] = color.g;
  743. colorArray[ offset + 2 ] = color.b;
  744. }
  745. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  746. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  747. }
  748. };
  749. function setMeshBuffers( geometryGroup, object, hint, dispose, material ) {
  750. if ( ! geometryGroup.__inittedArrays ) {
  751. // console.log( object );
  752. return;
  753. }
  754. var normalType = bufferGuessNormalType( material ),
  755. vertexColorType = bufferGuessVertexColorType( material ),
  756. uvType = bufferGuessUVType( material ),
  757. needsSmoothNormals = ( normalType === THREE.SmoothShading );
  758. var f, fl, fi, face,
  759. vertexNormals, faceNormal, normal,
  760. vertexColors, faceColor,
  761. vertexTangents,
  762. uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4,
  763. c1, c2, c3, c4,
  764. sw1, sw2, sw3, sw4,
  765. si1, si2, si3, si4,
  766. sa1, sa2, sa3, sa4,
  767. sb1, sb2, sb3, sb4,
  768. m, ml, i, il,
  769. vn, uvi, uv2i,
  770. vk, vkl, vka,
  771. a,
  772. vertexIndex = 0,
  773. offset = 0,
  774. offset_uv = 0,
  775. offset_uv2 = 0,
  776. offset_face = 0,
  777. offset_normal = 0,
  778. offset_tangent = 0,
  779. offset_line = 0,
  780. offset_color = 0,
  781. offset_skin = 0,
  782. offset_morphTarget = 0,
  783. offset_custom = 0,
  784. offset_customSrc = 0,
  785. value,
  786. vertexArray = geometryGroup.__vertexArray,
  787. uvArray = geometryGroup.__uvArray,
  788. uv2Array = geometryGroup.__uv2Array,
  789. normalArray = geometryGroup.__normalArray,
  790. tangentArray = geometryGroup.__tangentArray,
  791. colorArray = geometryGroup.__colorArray,
  792. skinVertexAArray = geometryGroup.__skinVertexAArray,
  793. skinVertexBArray = geometryGroup.__skinVertexBArray,
  794. skinIndexArray = geometryGroup.__skinIndexArray,
  795. skinWeightArray = geometryGroup.__skinWeightArray,
  796. morphTargetsArrays = geometryGroup.__morphTargetsArrays,
  797. customAttributes = geometryGroup.__webglCustomAttributesList,
  798. customAttribute,
  799. faceArray = geometryGroup.__faceArray,
  800. lineArray = geometryGroup.__lineArray,
  801. geometry = object.geometry, // this is shared for all chunks
  802. dirtyVertices = geometry.__dirtyVertices,
  803. dirtyElements = geometry.__dirtyElements,
  804. dirtyUvs = geometry.__dirtyUvs,
  805. dirtyNormals = geometry.__dirtyNormals,
  806. dirtyTangents = geometry.__dirtyTangents,
  807. dirtyColors = geometry.__dirtyColors,
  808. dirtyMorphTargets = geometry.__dirtyMorphTargets,
  809. vertices = geometry.vertices,
  810. chunk_faces3 = geometryGroup.faces3,
  811. chunk_faces4 = geometryGroup.faces4,
  812. obj_faces = geometry.faces,
  813. obj_uvs = geometry.faceVertexUvs[ 0 ],
  814. obj_uvs2 = geometry.faceVertexUvs[ 1 ],
  815. obj_colors = geometry.colors,
  816. obj_skinVerticesA = geometry.skinVerticesA,
  817. obj_skinVerticesB = geometry.skinVerticesB,
  818. obj_skinIndices = geometry.skinIndices,
  819. obj_skinWeights = geometry.skinWeights,
  820. morphTargets = geometry.morphTargets;
  821. if ( dirtyVertices ) {
  822. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  823. face = obj_faces[ chunk_faces3[ f ] ];
  824. v1 = vertices[ face.a ].position;
  825. v2 = vertices[ face.b ].position;
  826. v3 = vertices[ face.c ].position;
  827. vertexArray[ offset ] = v1.x;
  828. vertexArray[ offset + 1 ] = v1.y;
  829. vertexArray[ offset + 2 ] = v1.z;
  830. vertexArray[ offset + 3 ] = v2.x;
  831. vertexArray[ offset + 4 ] = v2.y;
  832. vertexArray[ offset + 5 ] = v2.z;
  833. vertexArray[ offset + 6 ] = v3.x;
  834. vertexArray[ offset + 7 ] = v3.y;
  835. vertexArray[ offset + 8 ] = v3.z;
  836. offset += 9;
  837. }
  838. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  839. face = obj_faces[ chunk_faces4[ f ] ];
  840. v1 = vertices[ face.a ].position;
  841. v2 = vertices[ face.b ].position;
  842. v3 = vertices[ face.c ].position;
  843. v4 = vertices[ face.d ].position;
  844. vertexArray[ offset ] = v1.x;
  845. vertexArray[ offset + 1 ] = v1.y;
  846. vertexArray[ offset + 2 ] = v1.z;
  847. vertexArray[ offset + 3 ] = v2.x;
  848. vertexArray[ offset + 4 ] = v2.y;
  849. vertexArray[ offset + 5 ] = v2.z;
  850. vertexArray[ offset + 6 ] = v3.x;
  851. vertexArray[ offset + 7 ] = v3.y;
  852. vertexArray[ offset + 8 ] = v3.z;
  853. vertexArray[ offset + 9 ] = v4.x;
  854. vertexArray[ offset + 10 ] = v4.y;
  855. vertexArray[ offset + 11 ] = v4.z;
  856. offset += 12;
  857. }
  858. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  859. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  860. }
  861. if ( dirtyMorphTargets ) {
  862. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  863. offset_morphTarget = 0;
  864. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  865. face = obj_faces[ chunk_faces3[ f ] ];
  866. v1 = morphTargets[ vk ].vertices[ face.a ].position;
  867. v2 = morphTargets[ vk ].vertices[ face.b ].position;
  868. v3 = morphTargets[ vk ].vertices[ face.c ].position;
  869. vka = morphTargetsArrays[ vk ];
  870. vka[ offset_morphTarget ] = v1.x;
  871. vka[ offset_morphTarget + 1 ] = v1.y;
  872. vka[ offset_morphTarget + 2 ] = v1.z;
  873. vka[ offset_morphTarget + 3 ] = v2.x;
  874. vka[ offset_morphTarget + 4 ] = v2.y;
  875. vka[ offset_morphTarget + 5 ] = v2.z;
  876. vka[ offset_morphTarget + 6 ] = v3.x;
  877. vka[ offset_morphTarget + 7 ] = v3.y;
  878. vka[ offset_morphTarget + 8 ] = v3.z;
  879. offset_morphTarget += 9;
  880. }
  881. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  882. face = obj_faces[ chunk_faces4[ f ] ];
  883. v1 = morphTargets[ vk ].vertices[ face.a ].position;
  884. v2 = morphTargets[ vk ].vertices[ face.b ].position;
  885. v3 = morphTargets[ vk ].vertices[ face.c ].position;
  886. v4 = morphTargets[ vk ].vertices[ face.d ].position;
  887. vka = morphTargetsArrays[ vk ];
  888. vka[ offset_morphTarget ] = v1.x;
  889. vka[ offset_morphTarget + 1 ] = v1.y;
  890. vka[ offset_morphTarget + 2 ] = v1.z;
  891. vka[ offset_morphTarget + 3 ] = v2.x;
  892. vka[ offset_morphTarget + 4 ] = v2.y;
  893. vka[ offset_morphTarget + 5 ] = v2.z;
  894. vka[ offset_morphTarget + 6 ] = v3.x;
  895. vka[ offset_morphTarget + 7 ] = v3.y;
  896. vka[ offset_morphTarget + 8 ] = v3.z;
  897. vka[ offset_morphTarget + 9 ] = v4.x;
  898. vka[ offset_morphTarget + 10 ] = v4.y;
  899. vka[ offset_morphTarget + 11 ] = v4.z;
  900. offset_morphTarget += 12;
  901. }
  902. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
  903. _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
  904. }
  905. }
  906. if ( obj_skinWeights.length ) {
  907. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  908. face = obj_faces[ chunk_faces3[ f ] ];
  909. // weights
  910. sw1 = obj_skinWeights[ face.a ];
  911. sw2 = obj_skinWeights[ face.b ];
  912. sw3 = obj_skinWeights[ face.c ];
  913. skinWeightArray[ offset_skin ] = sw1.x;
  914. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  915. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  916. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  917. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  918. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  919. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  920. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  921. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  922. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  923. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  924. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  925. // indices
  926. si1 = obj_skinIndices[ face.a ];
  927. si2 = obj_skinIndices[ face.b ];
  928. si3 = obj_skinIndices[ face.c ];
  929. skinIndexArray[ offset_skin ] = si1.x;
  930. skinIndexArray[ offset_skin + 1 ] = si1.y;
  931. skinIndexArray[ offset_skin + 2 ] = si1.z;
  932. skinIndexArray[ offset_skin + 3 ] = si1.w;
  933. skinIndexArray[ offset_skin + 4 ] = si2.x;
  934. skinIndexArray[ offset_skin + 5 ] = si2.y;
  935. skinIndexArray[ offset_skin + 6 ] = si2.z;
  936. skinIndexArray[ offset_skin + 7 ] = si2.w;
  937. skinIndexArray[ offset_skin + 8 ] = si3.x;
  938. skinIndexArray[ offset_skin + 9 ] = si3.y;
  939. skinIndexArray[ offset_skin + 10 ] = si3.z;
  940. skinIndexArray[ offset_skin + 11 ] = si3.w;
  941. // vertices A
  942. sa1 = obj_skinVerticesA[ face.a ];
  943. sa2 = obj_skinVerticesA[ face.b ];
  944. sa3 = obj_skinVerticesA[ face.c ];
  945. skinVertexAArray[ offset_skin ] = sa1.x;
  946. skinVertexAArray[ offset_skin + 1 ] = sa1.y;
  947. skinVertexAArray[ offset_skin + 2 ] = sa1.z;
  948. skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  949. skinVertexAArray[ offset_skin + 4 ] = sa2.x;
  950. skinVertexAArray[ offset_skin + 5 ] = sa2.y;
  951. skinVertexAArray[ offset_skin + 6 ] = sa2.z;
  952. skinVertexAArray[ offset_skin + 7 ] = 1;
  953. skinVertexAArray[ offset_skin + 8 ] = sa3.x;
  954. skinVertexAArray[ offset_skin + 9 ] = sa3.y;
  955. skinVertexAArray[ offset_skin + 10 ] = sa3.z;
  956. skinVertexAArray[ offset_skin + 11 ] = 1;
  957. // vertices B
  958. sb1 = obj_skinVerticesB[ face.a ];
  959. sb2 = obj_skinVerticesB[ face.b ];
  960. sb3 = obj_skinVerticesB[ face.c ];
  961. skinVertexBArray[ offset_skin ] = sb1.x;
  962. skinVertexBArray[ offset_skin + 1 ] = sb1.y;
  963. skinVertexBArray[ offset_skin + 2 ] = sb1.z;
  964. skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  965. skinVertexBArray[ offset_skin + 4 ] = sb2.x;
  966. skinVertexBArray[ offset_skin + 5 ] = sb2.y;
  967. skinVertexBArray[ offset_skin + 6 ] = sb2.z;
  968. skinVertexBArray[ offset_skin + 7 ] = 1;
  969. skinVertexBArray[ offset_skin + 8 ] = sb3.x;
  970. skinVertexBArray[ offset_skin + 9 ] = sb3.y;
  971. skinVertexBArray[ offset_skin + 10 ] = sb3.z;
  972. skinVertexBArray[ offset_skin + 11 ] = 1;
  973. offset_skin += 12;
  974. }
  975. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  976. face = obj_faces[ chunk_faces4[ f ] ];
  977. // weights
  978. sw1 = obj_skinWeights[ face.a ];
  979. sw2 = obj_skinWeights[ face.b ];
  980. sw3 = obj_skinWeights[ face.c ];
  981. sw4 = obj_skinWeights[ face.d ];
  982. skinWeightArray[ offset_skin ] = sw1.x;
  983. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  984. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  985. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  986. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  987. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  988. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  989. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  990. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  991. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  992. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  993. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  994. skinWeightArray[ offset_skin + 12 ] = sw4.x;
  995. skinWeightArray[ offset_skin + 13 ] = sw4.y;
  996. skinWeightArray[ offset_skin + 14 ] = sw4.z;
  997. skinWeightArray[ offset_skin + 15 ] = sw4.w;
  998. // indices
  999. si1 = obj_skinIndices[ face.a ];
  1000. si2 = obj_skinIndices[ face.b ];
  1001. si3 = obj_skinIndices[ face.c ];
  1002. si4 = obj_skinIndices[ face.d ];
  1003. skinIndexArray[ offset_skin ] = si1.x;
  1004. skinIndexArray[ offset_skin + 1 ] = si1.y;
  1005. skinIndexArray[ offset_skin + 2 ] = si1.z;
  1006. skinIndexArray[ offset_skin + 3 ] = si1.w;
  1007. skinIndexArray[ offset_skin + 4 ] = si2.x;
  1008. skinIndexArray[ offset_skin + 5 ] = si2.y;
  1009. skinIndexArray[ offset_skin + 6 ] = si2.z;
  1010. skinIndexArray[ offset_skin + 7 ] = si2.w;
  1011. skinIndexArray[ offset_skin + 8 ] = si3.x;
  1012. skinIndexArray[ offset_skin + 9 ] = si3.y;
  1013. skinIndexArray[ offset_skin + 10 ] = si3.z;
  1014. skinIndexArray[ offset_skin + 11 ] = si3.w;
  1015. skinIndexArray[ offset_skin + 12 ] = si4.x;
  1016. skinIndexArray[ offset_skin + 13 ] = si4.y;
  1017. skinIndexArray[ offset_skin + 14 ] = si4.z;
  1018. skinIndexArray[ offset_skin + 15 ] = si4.w;
  1019. // vertices A
  1020. sa1 = obj_skinVerticesA[ face.a ];
  1021. sa2 = obj_skinVerticesA[ face.b ];
  1022. sa3 = obj_skinVerticesA[ face.c ];
  1023. sa4 = obj_skinVerticesA[ face.d ];
  1024. skinVertexAArray[ offset_skin ] = sa1.x;
  1025. skinVertexAArray[ offset_skin + 1 ] = sa1.y;
  1026. skinVertexAArray[ offset_skin + 2 ] = sa1.z;
  1027. skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  1028. skinVertexAArray[ offset_skin + 4 ] = sa2.x;
  1029. skinVertexAArray[ offset_skin + 5 ] = sa2.y;
  1030. skinVertexAArray[ offset_skin + 6 ] = sa2.z;
  1031. skinVertexAArray[ offset_skin + 7 ] = 1;
  1032. skinVertexAArray[ offset_skin + 8 ] = sa3.x;
  1033. skinVertexAArray[ offset_skin + 9 ] = sa3.y;
  1034. skinVertexAArray[ offset_skin + 10 ] = sa3.z;
  1035. skinVertexAArray[ offset_skin + 11 ] = 1;
  1036. skinVertexAArray[ offset_skin + 12 ] = sa4.x;
  1037. skinVertexAArray[ offset_skin + 13 ] = sa4.y;
  1038. skinVertexAArray[ offset_skin + 14 ] = sa4.z;
  1039. skinVertexAArray[ offset_skin + 15 ] = 1;
  1040. // vertices B
  1041. sb1 = obj_skinVerticesB[ face.a ];
  1042. sb2 = obj_skinVerticesB[ face.b ];
  1043. sb3 = obj_skinVerticesB[ face.c ];
  1044. sb4 = obj_skinVerticesB[ face.d ];
  1045. skinVertexBArray[ offset_skin ] = sb1.x;
  1046. skinVertexBArray[ offset_skin + 1 ] = sb1.y;
  1047. skinVertexBArray[ offset_skin + 2 ] = sb1.z;
  1048. skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  1049. skinVertexBArray[ offset_skin + 4 ] = sb2.x;
  1050. skinVertexBArray[ offset_skin + 5 ] = sb2.y;
  1051. skinVertexBArray[ offset_skin + 6 ] = sb2.z;
  1052. skinVertexBArray[ offset_skin + 7 ] = 1;
  1053. skinVertexBArray[ offset_skin + 8 ] = sb3.x;
  1054. skinVertexBArray[ offset_skin + 9 ] = sb3.y;
  1055. skinVertexBArray[ offset_skin + 10 ] = sb3.z;
  1056. skinVertexBArray[ offset_skin + 11 ] = 1;
  1057. skinVertexBArray[ offset_skin + 12 ] = sb4.x;
  1058. skinVertexBArray[ offset_skin + 13 ] = sb4.y;
  1059. skinVertexBArray[ offset_skin + 14 ] = sb4.z;
  1060. skinVertexBArray[ offset_skin + 15 ] = 1;
  1061. offset_skin += 16;
  1062. }
  1063. if ( offset_skin > 0 ) {
  1064. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
  1065. _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexAArray, hint );
  1066. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
  1067. _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexBArray, hint );
  1068. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1069. _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
  1070. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1071. _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
  1072. }
  1073. }
  1074. if ( dirtyColors && vertexColorType ) {
  1075. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1076. face = obj_faces[ chunk_faces3[ f ] ];
  1077. vertexColors = face.vertexColors;
  1078. faceColor = face.color;
  1079. if ( vertexColors.length === 3 && vertexColorType === THREE.VertexColors ) {
  1080. c1 = vertexColors[ 0 ];
  1081. c2 = vertexColors[ 1 ];
  1082. c3 = vertexColors[ 2 ];
  1083. } else {
  1084. c1 = faceColor;
  1085. c2 = faceColor;
  1086. c3 = faceColor;
  1087. }
  1088. colorArray[ offset_color ] = c1.r;
  1089. colorArray[ offset_color + 1 ] = c1.g;
  1090. colorArray[ offset_color + 2 ] = c1.b;
  1091. colorArray[ offset_color + 3 ] = c2.r;
  1092. colorArray[ offset_color + 4 ] = c2.g;
  1093. colorArray[ offset_color + 5 ] = c2.b;
  1094. colorArray[ offset_color + 6 ] = c3.r;
  1095. colorArray[ offset_color + 7 ] = c3.g;
  1096. colorArray[ offset_color + 8 ] = c3.b;
  1097. offset_color += 9;
  1098. }
  1099. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1100. face = obj_faces[ chunk_faces4[ f ] ];
  1101. vertexColors = face.vertexColors;
  1102. faceColor = face.color;
  1103. if ( vertexColors.length === 4 && vertexColorType === THREE.VertexColors ) {
  1104. c1 = vertexColors[ 0 ];
  1105. c2 = vertexColors[ 1 ];
  1106. c3 = vertexColors[ 2 ];
  1107. c4 = vertexColors[ 3 ];
  1108. } else {
  1109. c1 = faceColor;
  1110. c2 = faceColor;
  1111. c3 = faceColor;
  1112. c4 = faceColor;
  1113. }
  1114. colorArray[ offset_color ] = c1.r;
  1115. colorArray[ offset_color + 1 ] = c1.g;
  1116. colorArray[ offset_color + 2 ] = c1.b;
  1117. colorArray[ offset_color + 3 ] = c2.r;
  1118. colorArray[ offset_color + 4 ] = c2.g;
  1119. colorArray[ offset_color + 5 ] = c2.b;
  1120. colorArray[ offset_color + 6 ] = c3.r;
  1121. colorArray[ offset_color + 7 ] = c3.g;
  1122. colorArray[ offset_color + 8 ] = c3.b;
  1123. colorArray[ offset_color + 9 ] = c4.r;
  1124. colorArray[ offset_color + 10 ] = c4.g;
  1125. colorArray[ offset_color + 11 ] = c4.b;
  1126. offset_color += 12;
  1127. }
  1128. if ( offset_color > 0 ) {
  1129. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1130. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1131. }
  1132. }
  1133. if ( dirtyTangents && geometry.hasTangents ) {
  1134. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1135. face = obj_faces[ chunk_faces3[ f ] ];
  1136. vertexTangents = face.vertexTangents;
  1137. t1 = vertexTangents[ 0 ];
  1138. t2 = vertexTangents[ 1 ];
  1139. t3 = vertexTangents[ 2 ];
  1140. tangentArray[ offset_tangent ] = t1.x;
  1141. tangentArray[ offset_tangent + 1 ] = t1.y;
  1142. tangentArray[ offset_tangent + 2 ] = t1.z;
  1143. tangentArray[ offset_tangent + 3 ] = t1.w;
  1144. tangentArray[ offset_tangent + 4 ] = t2.x;
  1145. tangentArray[ offset_tangent + 5 ] = t2.y;
  1146. tangentArray[ offset_tangent + 6 ] = t2.z;
  1147. tangentArray[ offset_tangent + 7 ] = t2.w;
  1148. tangentArray[ offset_tangent + 8 ] = t3.x;
  1149. tangentArray[ offset_tangent + 9 ] = t3.y;
  1150. tangentArray[ offset_tangent + 10 ] = t3.z;
  1151. tangentArray[ offset_tangent + 11 ] = t3.w;
  1152. offset_tangent += 12;
  1153. }
  1154. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1155. face = obj_faces[ chunk_faces4[ f ] ];
  1156. vertexTangents = face.vertexTangents;
  1157. t1 = vertexTangents[ 0 ];
  1158. t2 = vertexTangents[ 1 ];
  1159. t3 = vertexTangents[ 2 ];
  1160. t4 = vertexTangents[ 3 ];
  1161. tangentArray[ offset_tangent ] = t1.x;
  1162. tangentArray[ offset_tangent + 1 ] = t1.y;
  1163. tangentArray[ offset_tangent + 2 ] = t1.z;
  1164. tangentArray[ offset_tangent + 3 ] = t1.w;
  1165. tangentArray[ offset_tangent + 4 ] = t2.x;
  1166. tangentArray[ offset_tangent + 5 ] = t2.y;
  1167. tangentArray[ offset_tangent + 6 ] = t2.z;
  1168. tangentArray[ offset_tangent + 7 ] = t2.w;
  1169. tangentArray[ offset_tangent + 8 ] = t3.x;
  1170. tangentArray[ offset_tangent + 9 ] = t3.y;
  1171. tangentArray[ offset_tangent + 10 ] = t3.z;
  1172. tangentArray[ offset_tangent + 11 ] = t3.w;
  1173. tangentArray[ offset_tangent + 12 ] = t4.x;
  1174. tangentArray[ offset_tangent + 13 ] = t4.y;
  1175. tangentArray[ offset_tangent + 14 ] = t4.z;
  1176. tangentArray[ offset_tangent + 15 ] = t4.w;
  1177. offset_tangent += 16;
  1178. }
  1179. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1180. _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
  1181. }
  1182. if ( dirtyNormals && normalType ) {
  1183. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1184. face = obj_faces[ chunk_faces3[ f ] ];
  1185. vertexNormals = face.vertexNormals;
  1186. faceNormal = face.normal;
  1187. if ( vertexNormals.length === 3 && needsSmoothNormals ) {
  1188. for ( i = 0; i < 3; i ++ ) {
  1189. vn = vertexNormals[ i ];
  1190. normalArray[ offset_normal ] = vn.x;
  1191. normalArray[ offset_normal + 1 ] = vn.y;
  1192. normalArray[ offset_normal + 2 ] = vn.z;
  1193. offset_normal += 3;
  1194. }
  1195. } else {
  1196. for ( i = 0; i < 3; i ++ ) {
  1197. normalArray[ offset_normal ] = faceNormal.x;
  1198. normalArray[ offset_normal + 1 ] = faceNormal.y;
  1199. normalArray[ offset_normal + 2 ] = faceNormal.z;
  1200. offset_normal += 3;
  1201. }
  1202. }
  1203. }
  1204. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1205. face = obj_faces[ chunk_faces4[ f ] ];
  1206. vertexNormals = face.vertexNormals;
  1207. faceNormal = face.normal;
  1208. if ( vertexNormals.length === 4 && needsSmoothNormals ) {
  1209. for ( i = 0; i < 4; i ++ ) {
  1210. vn = vertexNormals[ i ];
  1211. normalArray[ offset_normal ] = vn.x;
  1212. normalArray[ offset_normal + 1 ] = vn.y;
  1213. normalArray[ offset_normal + 2 ] = vn.z;
  1214. offset_normal += 3;
  1215. }
  1216. } else {
  1217. for ( i = 0; i < 4; i ++ ) {
  1218. normalArray[ offset_normal ] = faceNormal.x;
  1219. normalArray[ offset_normal + 1 ] = faceNormal.y;
  1220. normalArray[ offset_normal + 2 ] = faceNormal.z;
  1221. offset_normal += 3;
  1222. }
  1223. }
  1224. }
  1225. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1226. _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
  1227. }
  1228. if ( dirtyUvs && obj_uvs && uvType ) {
  1229. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1230. fi = chunk_faces3[ f ];
  1231. face = obj_faces[ fi ];
  1232. uv = obj_uvs[ fi ];
  1233. if ( uv === undefined ) continue;
  1234. for ( i = 0; i < 3; i ++ ) {
  1235. uvi = uv[ i ];
  1236. uvArray[ offset_uv ] = uvi.u;
  1237. uvArray[ offset_uv + 1 ] = uvi.v;
  1238. offset_uv += 2;
  1239. }
  1240. }
  1241. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1242. fi = chunk_faces4[ f ];
  1243. face = obj_faces[ fi ];
  1244. uv = obj_uvs[ fi ];
  1245. if ( uv === undefined ) continue;
  1246. for ( i = 0; i < 4; i ++ ) {
  1247. uvi = uv[ i ];
  1248. uvArray[ offset_uv ] = uvi.u;
  1249. uvArray[ offset_uv + 1 ] = uvi.v;
  1250. offset_uv += 2;
  1251. }
  1252. }
  1253. if ( offset_uv > 0 ) {
  1254. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1255. _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
  1256. }
  1257. }
  1258. if ( dirtyUvs && obj_uvs2 && uvType ) {
  1259. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1260. fi = chunk_faces3[ f ];
  1261. face = obj_faces[ fi ];
  1262. uv2 = obj_uvs2[ fi ];
  1263. if ( uv2 === undefined ) continue;
  1264. for ( i = 0; i < 3; i ++ ) {
  1265. uv2i = uv2[ i ];
  1266. uv2Array[ offset_uv2 ] = uv2i.u;
  1267. uv2Array[ offset_uv2 + 1 ] = uv2i.v;
  1268. offset_uv2 += 2;
  1269. }
  1270. }
  1271. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1272. fi = chunk_faces4[ f ];
  1273. face = obj_faces[ fi ];
  1274. uv2 = obj_uvs2[ fi ];
  1275. if ( uv2 === undefined ) continue;
  1276. for ( i = 0; i < 4; i ++ ) {
  1277. uv2i = uv2[ i ];
  1278. uv2Array[ offset_uv2 ] = uv2i.u;
  1279. uv2Array[ offset_uv2 + 1 ] = uv2i.v;
  1280. offset_uv2 += 2;
  1281. }
  1282. }
  1283. if ( offset_uv2 > 0 ) {
  1284. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1285. _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
  1286. }
  1287. }
  1288. if ( dirtyElements ) {
  1289. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1290. face = obj_faces[ chunk_faces3[ f ] ];
  1291. faceArray[ offset_face ] = vertexIndex;
  1292. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  1293. faceArray[ offset_face + 2 ] = vertexIndex + 2;
  1294. offset_face += 3;
  1295. lineArray[ offset_line ] = vertexIndex;
  1296. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  1297. lineArray[ offset_line + 2 ] = vertexIndex;
  1298. lineArray[ offset_line + 3 ] = vertexIndex + 2;
  1299. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  1300. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  1301. offset_line += 6;
  1302. vertexIndex += 3;
  1303. }
  1304. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1305. face = obj_faces[ chunk_faces4[ f ] ];
  1306. faceArray[ offset_face ] = vertexIndex;
  1307. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  1308. faceArray[ offset_face + 2 ] = vertexIndex + 3;
  1309. faceArray[ offset_face + 3 ] = vertexIndex + 1;
  1310. faceArray[ offset_face + 4 ] = vertexIndex + 2;
  1311. faceArray[ offset_face + 5 ] = vertexIndex + 3;
  1312. offset_face += 6;
  1313. lineArray[ offset_line ] = vertexIndex;
  1314. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  1315. lineArray[ offset_line + 2 ] = vertexIndex;
  1316. lineArray[ offset_line + 3 ] = vertexIndex + 3;
  1317. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  1318. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  1319. lineArray[ offset_line + 6 ] = vertexIndex + 2;
  1320. lineArray[ offset_line + 7 ] = vertexIndex + 3;
  1321. offset_line += 8;
  1322. vertexIndex += 4;
  1323. }
  1324. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1325. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
  1326. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1327. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
  1328. }
  1329. if ( customAttributes ) {
  1330. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  1331. customAttribute = customAttributes[ i ];
  1332. if ( ! customAttribute.__original.needsUpdate ) continue;
  1333. offset_custom = 0;
  1334. offset_customSrc = 0;
  1335. if ( customAttribute.size === 1 ) {
  1336. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1337. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1338. face = obj_faces[ chunk_faces3[ f ] ];
  1339. customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
  1340. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  1341. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  1342. offset_custom += 3;
  1343. }
  1344. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1345. face = obj_faces[ chunk_faces4[ f ] ];
  1346. customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
  1347. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  1348. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  1349. customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ face.d ];
  1350. offset_custom += 4;
  1351. }
  1352. } else if ( customAttribute.boundTo === "faces" ) {
  1353. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1354. value = customAttribute.value[ chunk_faces3[ f ] ];
  1355. customAttribute.array[ offset_custom ] = value;
  1356. customAttribute.array[ offset_custom + 1 ] = value;
  1357. customAttribute.array[ offset_custom + 2 ] = value;
  1358. offset_custom += 3;
  1359. }
  1360. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1361. value = customAttribute.value[ chunk_faces4[ f ] ];
  1362. customAttribute.array[ offset_custom ] = value;
  1363. customAttribute.array[ offset_custom + 1 ] = value;
  1364. customAttribute.array[ offset_custom + 2 ] = value;
  1365. customAttribute.array[ offset_custom + 3 ] = value;
  1366. offset_custom += 4;
  1367. }
  1368. }
  1369. } else if ( customAttribute.size === 2 ) {
  1370. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1371. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1372. face = obj_faces[ chunk_faces3[ f ] ];
  1373. v1 = customAttribute.value[ face.a ];
  1374. v2 = customAttribute.value[ face.b ];
  1375. v3 = customAttribute.value[ face.c ];
  1376. customAttribute.array[ offset_custom ] = v1.x;
  1377. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1378. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1379. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1380. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1381. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1382. offset_custom += 6;
  1383. }
  1384. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1385. face = obj_faces[ chunk_faces4[ f ] ];
  1386. v1 = customAttribute.value[ face.a ];
  1387. v2 = customAttribute.value[ face.b ];
  1388. v3 = customAttribute.value[ face.c ];
  1389. v4 = customAttribute.value[ face.d ];
  1390. customAttribute.array[ offset_custom ] = v1.x;
  1391. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1392. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1393. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1394. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1395. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1396. customAttribute.array[ offset_custom + 6 ] = v4.x;
  1397. customAttribute.array[ offset_custom + 7 ] = v4.y;
  1398. offset_custom += 8;
  1399. }
  1400. } else if ( customAttribute.boundTo === "faces" ) {
  1401. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1402. value = customAttribute.value[ chunk_faces3[ f ] ];
  1403. v1 = value;
  1404. v2 = value;
  1405. v3 = value;
  1406. customAttribute.array[ offset_custom ] = v1.x;
  1407. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1408. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1409. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1410. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1411. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1412. offset_custom += 6;
  1413. }
  1414. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1415. value = customAttribute.value[ chunk_faces4[ f ] ];
  1416. v1 = value;
  1417. v2 = value;
  1418. v3 = value;
  1419. v4 = value;
  1420. customAttribute.array[ offset_custom ] = v1.x;
  1421. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1422. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1423. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1424. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1425. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1426. customAttribute.array[ offset_custom + 6 ] = v4.x;
  1427. customAttribute.array[ offset_custom + 7 ] = v4.y;
  1428. offset_custom += 8;
  1429. }
  1430. }
  1431. } else if ( customAttribute.size === 3 ) {
  1432. var pp;
  1433. if ( customAttribute.type === "c" ) {
  1434. pp = [ "r", "g", "b" ];
  1435. } else {
  1436. pp = [ "x", "y", "z" ];
  1437. }
  1438. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1439. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1440. face = obj_faces[ chunk_faces3[ f ] ];
  1441. v1 = customAttribute.value[ face.a ];
  1442. v2 = customAttribute.value[ face.b ];
  1443. v3 = customAttribute.value[ face.c ];
  1444. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1445. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1446. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1447. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1448. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1449. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1450. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1451. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1452. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1453. offset_custom += 9;
  1454. }
  1455. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1456. face = obj_faces[ chunk_faces4[ f ] ];
  1457. v1 = customAttribute.value[ face.a ];
  1458. v2 = customAttribute.value[ face.b ];
  1459. v3 = customAttribute.value[ face.c ];
  1460. v4 = customAttribute.value[ face.d ];
  1461. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1462. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1463. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1464. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1465. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1466. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1467. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1468. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1469. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1470. customAttribute.array[ offset_custom + 9 ] = v4[ pp[ 0 ] ];
  1471. customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
  1472. customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
  1473. offset_custom += 12;
  1474. }
  1475. } else if ( customAttribute.boundTo === "faces" ) {
  1476. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1477. value = customAttribute.value[ chunk_faces3[ f ] ];
  1478. v1 = value;
  1479. v2 = value;
  1480. v3 = value;
  1481. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1482. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1483. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1484. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1485. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1486. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1487. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1488. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1489. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1490. offset_custom += 9;
  1491. }
  1492. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1493. value = customAttribute.value[ chunk_faces4[ f ] ];
  1494. v1 = value;
  1495. v2 = value;
  1496. v3 = value;
  1497. v4 = value;
  1498. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1499. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1500. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1501. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1502. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1503. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1504. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1505. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1506. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1507. customAttribute.array[ offset_custom + 9 ] = v4[ pp[ 0 ] ];
  1508. customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
  1509. customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
  1510. offset_custom += 12;
  1511. }
  1512. }
  1513. } else if ( customAttribute.size === 4 ) {
  1514. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1515. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1516. face = obj_faces[ chunk_faces3[ f ] ];
  1517. v1 = customAttribute.value[ face.a ];
  1518. v2 = customAttribute.value[ face.b ];
  1519. v3 = customAttribute.value[ face.c ];
  1520. customAttribute.array[ offset_custom ] = v1.x;
  1521. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1522. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1523. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1524. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1525. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1526. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1527. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1528. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1529. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1530. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1531. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1532. offset_custom += 12;
  1533. }
  1534. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1535. face = obj_faces[ chunk_faces4[ f ] ];
  1536. v1 = customAttribute.value[ face.a ];
  1537. v2 = customAttribute.value[ face.b ];
  1538. v3 = customAttribute.value[ face.c ];
  1539. v4 = customAttribute.value[ face.d ];
  1540. customAttribute.array[ offset_custom ] = v1.x;
  1541. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1542. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1543. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1544. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1545. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1546. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1547. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1548. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1549. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1550. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1551. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1552. customAttribute.array[ offset_custom + 12 ] = v4.x;
  1553. customAttribute.array[ offset_custom + 13 ] = v4.y;
  1554. customAttribute.array[ offset_custom + 14 ] = v4.z;
  1555. customAttribute.array[ offset_custom + 15 ] = v4.w;
  1556. offset_custom += 16;
  1557. }
  1558. } else if ( customAttribute.boundTo === "faces" ) {
  1559. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1560. value = customAttribute.value[ chunk_faces3[ f ] ];
  1561. v1 = value;
  1562. v2 = value;
  1563. v3 = value;
  1564. customAttribute.array[ offset_custom ] = v1.x;
  1565. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1566. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1567. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1568. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1569. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1570. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1571. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1572. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1573. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1574. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1575. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1576. offset_custom += 12;
  1577. }
  1578. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1579. value = customAttribute.value[ chunk_faces4[ f ] ];
  1580. v1 = value;
  1581. v2 = value;
  1582. v3 = value;
  1583. v4 = value;
  1584. customAttribute.array[ offset_custom ] = v1.x;
  1585. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1586. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1587. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1588. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1589. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1590. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1591. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1592. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1593. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1594. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1595. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1596. customAttribute.array[ offset_custom + 12 ] = v4.x;
  1597. customAttribute.array[ offset_custom + 13 ] = v4.y;
  1598. customAttribute.array[ offset_custom + 14 ] = v4.z;
  1599. customAttribute.array[ offset_custom + 15 ] = v4.w;
  1600. offset_custom += 16;
  1601. }
  1602. }
  1603. }
  1604. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  1605. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  1606. }
  1607. }
  1608. if ( dispose ) {
  1609. delete geometryGroup.__inittedArrays;
  1610. delete geometryGroup.__colorArray;
  1611. delete geometryGroup.__normalArray;
  1612. delete geometryGroup.__tangentArray;
  1613. delete geometryGroup.__uvArray;
  1614. delete geometryGroup.__uv2Array;
  1615. delete geometryGroup.__faceArray;
  1616. delete geometryGroup.__vertexArray;
  1617. delete geometryGroup.__lineArray;
  1618. delete geometryGroup.__skinVertexAArray;
  1619. delete geometryGroup.__skinVertexBArray;
  1620. delete geometryGroup.__skinIndexArray;
  1621. delete geometryGroup.__skinWeightArray;
  1622. }
  1623. };
  1624. // Buffer rendering
  1625. this.renderBufferImmediate = function ( object, program, shading ) {
  1626. if ( ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
  1627. if ( ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
  1628. if ( object.hasPos ) {
  1629. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
  1630. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  1631. _gl.enableVertexAttribArray( program.attributes.position );
  1632. _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1633. }
  1634. if ( object.hasNormal ) {
  1635. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
  1636. if ( shading === THREE.FlatShading ) {
  1637. var nx, ny, nz,
  1638. nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
  1639. normalArray,
  1640. i, il = object.count * 3;
  1641. for( i = 0; i < il; i += 9 ) {
  1642. normalArray = object.normalArray;
  1643. nax = normalArray[ i ];
  1644. nay = normalArray[ i + 1 ];
  1645. naz = normalArray[ i + 2 ];
  1646. nbx = normalArray[ i + 3 ];
  1647. nby = normalArray[ i + 4 ];
  1648. nbz = normalArray[ i + 5 ];
  1649. ncx = normalArray[ i + 6 ];
  1650. ncy = normalArray[ i + 7 ];
  1651. ncz = normalArray[ i + 8 ];
  1652. nx = ( nax + nbx + ncx ) / 3;
  1653. ny = ( nay + nby + ncy ) / 3;
  1654. nz = ( naz + nbz + ncz ) / 3;
  1655. normalArray[ i ] = nx;
  1656. normalArray[ i + 1 ] = ny;
  1657. normalArray[ i + 2 ] = nz;
  1658. normalArray[ i + 3 ] = nx;
  1659. normalArray[ i + 4 ] = ny;
  1660. normalArray[ i + 5 ] = nz;
  1661. normalArray[ i + 6 ] = nx;
  1662. normalArray[ i + 7 ] = ny;
  1663. normalArray[ i + 8 ] = nz;
  1664. }
  1665. }
  1666. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  1667. _gl.enableVertexAttribArray( program.attributes.normal );
  1668. _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1669. }
  1670. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  1671. object.count = 0;
  1672. };
  1673. this.renderBufferDirect = function ( camera, lights, fog, material, geometryGroup, object ) {
  1674. if ( material.opacity === 0 ) return;
  1675. var program, attributes, linewidth, primitives, a, attribute;
  1676. program = setProgram( camera, lights, fog, material, object );
  1677. attributes = program.attributes;
  1678. var updateBuffers = false,
  1679. wireframeBit = material.wireframe ? 1 : 0,
  1680. geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
  1681. if ( geometryGroupHash !== _currentGeometryGroupHash ) {
  1682. _currentGeometryGroupHash = geometryGroupHash;
  1683. updateBuffers = true;
  1684. }
  1685. // render mesh
  1686. if ( object instanceof THREE.Mesh ) {
  1687. var offsets = geometryGroup.offsets;
  1688. for ( var i = 0, il = offsets.length; i < il; ++ i ) {
  1689. if ( updateBuffers ) {
  1690. // vertices
  1691. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.vertexPositionBuffer );
  1692. _gl.vertexAttribPointer( attributes.position, geometryGroup.vertexPositionBuffer.itemSize, _gl.FLOAT, false, 0, offsets[ i ].index * 4 * 3 );
  1693. // normals
  1694. if ( attributes.normal >= 0 && geometryGroup.vertexNormalBuffer ) {
  1695. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.vertexNormalBuffer );
  1696. _gl.vertexAttribPointer( attributes.normal, geometryGroup.vertexNormalBuffer.itemSize, _gl.FLOAT, false, 0, offsets[ i ].index * 4 * 3 );
  1697. }
  1698. // uvs
  1699. if ( attributes.uv >= 0 && geometryGroup.vertexUvBuffer ) {
  1700. if ( geometryGroup.vertexUvBuffer ) {
  1701. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.vertexUvBuffer );
  1702. _gl.vertexAttribPointer( attributes.uv, geometryGroup.vertexUvBuffer.itemSize, _gl.FLOAT, false, 0, offsets[ i ].index * 4 * 2 );
  1703. _gl.enableVertexAttribArray( attributes.uv );
  1704. } else {
  1705. _gl.disableVertexAttribArray( attributes.uv );
  1706. }
  1707. }
  1708. // colors
  1709. if ( attributes.color >= 0 && geometryGroup.vertexColorBuffer ) {
  1710. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.vertexColorBuffer );
  1711. _gl.vertexAttribPointer( attributes.color, geometryGroup.vertexColorBuffer.itemSize, _gl.FLOAT, false, 0, offsets[ i ].index * 4 * 4 );
  1712. }
  1713. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.vertexIndexBuffer );
  1714. }
  1715. // render indexed triangles
  1716. _gl.drawElements( _gl.TRIANGLES, offsets[ i ].count, _gl.UNSIGNED_SHORT, offsets[ i ].start * 2 ); // 2 = Uint16
  1717. _this.info.render.calls ++;
  1718. _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
  1719. _this.info.render.faces += offsets[ i ].count / 3;
  1720. }
  1721. }
  1722. };
  1723. this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {
  1724. if ( material.opacity === 0 ) return;
  1725. var program, attributes, linewidth, primitives, a, attribute, i, il;
  1726. program = setProgram( camera, lights, fog, material, object );
  1727. attributes = program.attributes;
  1728. var updateBuffers = false,
  1729. wireframeBit = material.wireframe ? 1 : 0,
  1730. geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
  1731. if ( geometryGroupHash !== _currentGeometryGroupHash ) {
  1732. _currentGeometryGroupHash = geometryGroupHash;
  1733. updateBuffers = true;
  1734. }
  1735. // vertices
  1736. if ( !material.morphTargets && attributes.position >= 0 ) {
  1737. if ( updateBuffers ) {
  1738. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1739. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1740. }
  1741. } else {
  1742. if ( object.morphTargetBase ) {
  1743. setupMorphTargets( material, geometryGroup, object );
  1744. }
  1745. }
  1746. if ( updateBuffers ) {
  1747. // custom attributes
  1748. // Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
  1749. if ( geometryGroup.__webglCustomAttributesList ) {
  1750. for ( i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
  1751. attribute = geometryGroup.__webglCustomAttributesList[ i ];
  1752. if( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {
  1753. _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
  1754. _gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );
  1755. }
  1756. }
  1757. }
  1758. // colors
  1759. if ( attributes.color >= 0 ) {
  1760. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1761. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  1762. }
  1763. // normals
  1764. if ( attributes.normal >= 0 ) {
  1765. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1766. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1767. }
  1768. // tangents
  1769. if ( attributes.tangent >= 0 ) {
  1770. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1771. _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
  1772. }
  1773. // uvs
  1774. if ( attributes.uv >= 0 ) {
  1775. if ( geometryGroup.__webglUVBuffer ) {
  1776. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1777. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  1778. _gl.enableVertexAttribArray( attributes.uv );
  1779. } else {
  1780. _gl.disableVertexAttribArray( attributes.uv );
  1781. }
  1782. }
  1783. if ( attributes.uv2 >= 0 ) {
  1784. if ( geometryGroup.__webglUV2Buffer ) {
  1785. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1786. _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
  1787. _gl.enableVertexAttribArray( attributes.uv2 );
  1788. } else {
  1789. _gl.disableVertexAttribArray( attributes.uv2 );
  1790. }
  1791. }
  1792. if ( material.skinning &&
  1793. attributes.skinVertexA >= 0 && attributes.skinVertexB >= 0 &&
  1794. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  1795. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
  1796. _gl.vertexAttribPointer( attributes.skinVertexA, 4, _gl.FLOAT, false, 0, 0 );
  1797. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
  1798. _gl.vertexAttribPointer( attributes.skinVertexB, 4, _gl.FLOAT, false, 0, 0 );
  1799. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1800. _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
  1801. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1802. _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
  1803. }
  1804. }
  1805. // render mesh
  1806. if ( object instanceof THREE.Mesh ) {
  1807. // wireframe
  1808. if ( material.wireframe ) {
  1809. setLineWidth( material.wireframeLinewidth );
  1810. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1811. _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, _gl.UNSIGNED_SHORT, 0 );
  1812. // triangles
  1813. } else {
  1814. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1815. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
  1816. }
  1817. _this.info.render.calls ++;
  1818. _this.info.render.vertices += geometryGroup.__webglFaceCount;
  1819. _this.info.render.faces += geometryGroup.__webglFaceCount / 3;
  1820. // render lines
  1821. } else if ( object instanceof THREE.Line ) {
  1822. primitives = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  1823. setLineWidth( material.linewidth );
  1824. _gl.drawArrays( primitives, 0, geometryGroup.__webglLineCount );
  1825. _this.info.render.calls ++;
  1826. // render particles
  1827. } else if ( object instanceof THREE.ParticleSystem ) {
  1828. _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
  1829. _this.info.render.calls ++;
  1830. _this.info.render.points += geometryGroup.__webglParticleCount;
  1831. // render ribbon
  1832. } else if ( object instanceof THREE.Ribbon ) {
  1833. _gl.drawArrays( _gl.TRIANGLE_STRIP, 0, geometryGroup.__webglVertexCount );
  1834. _this.info.render.calls ++;
  1835. }
  1836. };
  1837. function setupMorphTargets ( material, geometryGroup, object ) {
  1838. // set base
  1839. var attributes = material.program.attributes;
  1840. if ( object.morphTargetBase !== - 1 ) {
  1841. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
  1842. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1843. } else if ( attributes.position >= 0 ) {
  1844. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1845. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1846. }
  1847. if ( object.morphTargetForcedOrder.length ) {
  1848. // set forced order
  1849. var m = 0;
  1850. var order = object.morphTargetForcedOrder;
  1851. var influences = object.morphTargetInfluences;
  1852. while ( m < material.numSupportedMorphTargets && m < order.length ) {
  1853. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
  1854. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1855. object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];
  1856. m ++;
  1857. }
  1858. } else {
  1859. // find most influencing
  1860. var used = [];
  1861. var candidateInfluence = - 1;
  1862. var candidate = 0;
  1863. var influences = object.morphTargetInfluences;
  1864. var i, il = influences.length;
  1865. var m = 0;
  1866. if ( object.morphTargetBase !== - 1 ) {
  1867. used[ object.morphTargetBase ] = true;
  1868. }
  1869. while ( m < material.numSupportedMorphTargets ) {
  1870. for ( i = 0; i < il; i ++ ) {
  1871. if ( !used[ i ] && influences[ i ] > candidateInfluence ) {
  1872. candidate = i;
  1873. candidateInfluence = influences[ candidate ];
  1874. }
  1875. }
  1876. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ candidate ] );
  1877. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1878. object.__webglMorphTargetInfluences[ m ] = candidateInfluence;
  1879. used[ candidate ] = 1;
  1880. candidateInfluence = -1;
  1881. m ++;
  1882. }
  1883. }
  1884. // load updated influences uniform
  1885. if( material.program.uniforms.morphTargetInfluences !== null ) {
  1886. _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
  1887. }
  1888. };
  1889. function painterSort ( a, b ) {
  1890. return b.z - a.z;
  1891. };
  1892. // Rendering
  1893. this.render = function ( scene, camera, renderTarget, forceClear ) {
  1894. var i, il,
  1895. program, material,
  1896. webglObject, object,
  1897. renderList,
  1898. lights = scene.lights,
  1899. fog = scene.fog;
  1900. _currentMaterialId = -1;
  1901. if ( this.autoUpdateObjects ) this.initWebGLObjects( scene );
  1902. if ( camera.parent === undefined ) {
  1903. console.warn( 'DEPRECATED: Camera hasn\'t been added to a Scene. Adding it...' );
  1904. scene.add( camera );
  1905. }
  1906. if ( this.autoUpdateScene ) scene.updateMatrixWorld();
  1907. // custom render plugins (pre pass)
  1908. renderPlugins( this.renderPluginsPre, scene, camera );
  1909. _this.info.render.calls = 0;
  1910. _this.info.render.vertices = 0;
  1911. _this.info.render.faces = 0;
  1912. _this.info.render.points = 0;
  1913. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  1914. if ( ! camera._viewMatrixArray ) camera._viewMatrixArray = new Float32Array( 16 );
  1915. camera.matrixWorldInverse.flattenToArray( camera._viewMatrixArray );
  1916. if ( ! camera._projectionMatrixArray ) camera._projectionMatrixArray = new Float32Array( 16 );
  1917. camera.projectionMatrix.flattenToArray( camera._projectionMatrixArray );
  1918. _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
  1919. _frustum.setFromMatrix( _projScreenMatrix );
  1920. this.setRenderTarget( renderTarget );
  1921. if ( this.autoClear || forceClear ) {
  1922. this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
  1923. }
  1924. // set matrices for regular objects (frustum culled)
  1925. renderList = scene.__webglObjects;
  1926. for ( i = 0, il = renderList.length; i < il; i ++ ) {
  1927. webglObject = renderList[ i ];
  1928. object = webglObject.object;
  1929. webglObject.render = false;
  1930. if ( object.visible ) {
  1931. if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.contains( object ) ) {
  1932. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  1933. setupMatrices( object, camera );
  1934. unrollBufferMaterial( webglObject );
  1935. webglObject.render = true;
  1936. if ( this.sortObjects ) {
  1937. if ( object.renderDepth ) {
  1938. webglObject.z = object.renderDepth;
  1939. } else {
  1940. _vector3.copy( object.position );
  1941. _projScreenMatrix.multiplyVector3( _vector3 );
  1942. webglObject.z = _vector3.z;
  1943. }
  1944. }
  1945. }
  1946. }
  1947. }
  1948. if ( this.sortObjects ) {
  1949. renderList.sort( painterSort );
  1950. }
  1951. // set matrices for immediate objects
  1952. renderList = scene.__webglObjectsImmediate;
  1953. for ( i = 0, il = renderList.length; i < il; i ++ ) {
  1954. webglObject = renderList[ i ];
  1955. object = webglObject.object;
  1956. if ( object.visible ) {
  1957. if( object.matrixAutoUpdate ) {
  1958. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  1959. }
  1960. setupMatrices( object, camera );
  1961. unrollImmediateBufferMaterial( webglObject );
  1962. }
  1963. }
  1964. if ( scene.overrideMaterial ) {
  1965. this.setBlending( scene.overrideMaterial.blending );
  1966. this.setDepthTest( scene.overrideMaterial.depthTest );
  1967. this.setDepthWrite( scene.overrideMaterial.depthWrite );
  1968. setPolygonOffset( scene.overrideMaterial.polygonOffset, scene.overrideMaterial.polygonOffsetFactor, scene.overrideMaterial.polygonOffsetUnits );
  1969. renderObjects( scene.__webglObjects, false, "", camera, lights, fog, true, scene.overrideMaterial );
  1970. renderObjectsImmediate( scene.__webglObjectsImmediate, "", camera, lights, fog, false, scene.overrideMaterial );
  1971. } else {
  1972. // opaque pass (front-to-back order)
  1973. this.setBlending( THREE.NormalBlending );
  1974. renderObjects( scene.__webglObjects, true, "opaque", camera, lights, fog, false );
  1975. renderObjectsImmediate( scene.__webglObjectsImmediate, "opaque", camera, lights, fog, false );
  1976. // transparent pass (back-to-front order)
  1977. renderObjects( scene.__webglObjects, false, "transparent", camera, lights, fog, true );
  1978. renderObjectsImmediate( scene.__webglObjectsImmediate, "transparent", camera, lights, fog, true );
  1979. }
  1980. // custom render plugins (post pass)
  1981. renderPlugins( this.renderPluginsPost, scene, camera );
  1982. // Generate mipmap if we're using any kind of mipmap filtering
  1983. if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
  1984. updateRenderTargetMipmap( renderTarget );
  1985. }
  1986. // Ensure depth buffer writing is enabled so it can be cleared on next render
  1987. this.setDepthTest( true );
  1988. this.setDepthWrite( true );
  1989. // _gl.finish();
  1990. };
  1991. function renderPlugins( plugins, scene, camera ) {
  1992. if ( ! plugins.length ) return;
  1993. for ( var i = 0, il = plugins.length; i < il; i ++ ) {
  1994. _currentProgram = null;
  1995. _currentCamera = null;
  1996. _oldBlending = -1;
  1997. _oldDepthTest = -1;
  1998. _oldDepthWrite = -1;
  1999. _currentGeometryGroupHash = -1;
  2000. _currentMaterialId = -1;
  2001. plugins[ i ].render( scene, camera, _currentWidth, _currentHeight );
  2002. _currentProgram = null;
  2003. _currentCamera = null;
  2004. _oldBlending = -1;
  2005. _oldDepthTest = -1;
  2006. _oldDepthWrite = -1;
  2007. _currentGeometryGroupHash = -1;
  2008. _currentMaterialId = -1;
  2009. }
  2010. };
  2011. function renderObjects ( renderList, reverse, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
  2012. var webglObject, object, buffer, material, start, end, delta;
  2013. if ( reverse ) {
  2014. start = renderList.length - 1;
  2015. end = -1;
  2016. delta = -1;
  2017. } else {
  2018. start = 0;
  2019. end = renderList.length;
  2020. delta = 1;
  2021. }
  2022. for ( var i = start; i !== end; i += delta ) {
  2023. webglObject = renderList[ i ];
  2024. if ( webglObject.render ) {
  2025. object = webglObject.object;
  2026. buffer = webglObject.buffer;
  2027. if ( overrideMaterial ) {
  2028. material = overrideMaterial;
  2029. } else {
  2030. material = webglObject[ materialType ];
  2031. if ( ! material ) continue;
  2032. if ( useBlending ) _this.setBlending( material.blending );
  2033. _this.setDepthTest( material.depthTest );
  2034. _this.setDepthWrite( material.depthWrite );
  2035. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2036. }
  2037. _this.setObjectFaces( object );
  2038. if ( buffer instanceof THREE.BufferGeometry ) {
  2039. _this.renderBufferDirect( camera, lights, fog, material, buffer, object );
  2040. } else {
  2041. _this.renderBuffer( camera, lights, fog, material, buffer, object );
  2042. }
  2043. }
  2044. }
  2045. };
  2046. function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
  2047. var webglObject, object, material, program;
  2048. for ( var i = 0, il = renderList.length; i < il; i ++ ) {
  2049. webglObject = renderList[ i ];
  2050. object = webglObject.object;
  2051. if ( object.visible ) {
  2052. if ( overrideMaterial ) {
  2053. material = overrideMaterial;
  2054. } else {
  2055. material = webglObject[ materialType ];
  2056. if ( ! material ) continue;
  2057. if ( useBlending ) _this.setBlending( material.blending );
  2058. _this.setDepthTest( material.depthTest );
  2059. _this.setDepthWrite( material.depthWrite );
  2060. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2061. }
  2062. _this.renderImmediateObject( camera, lights, fog, material, object );
  2063. }
  2064. }
  2065. };
  2066. this.renderImmediateObject = function ( camera, lights, fog, material, object ) {
  2067. var program = setProgram( camera, lights, fog, material, object );
  2068. _currentGeometryGroupHash = -1;
  2069. _this.setObjectFaces( object );
  2070. if ( object.immediateRenderCallback ) {
  2071. object.immediateRenderCallback( program, _gl, _frustum );
  2072. } else {
  2073. object.render( function( object ) { _this.renderBufferImmediate( object, program, material.shading ); } );
  2074. }
  2075. };
  2076. function unrollImmediateBufferMaterial ( globject ) {
  2077. var object = globject.object,
  2078. material = object.material;
  2079. if ( material.transparent ) {
  2080. globject.transparent = material;
  2081. globject.opaque = null;
  2082. } else {
  2083. globject.opaque = material;
  2084. globject.transparent = null;
  2085. }
  2086. };
  2087. function unrollBufferMaterial ( globject ) {
  2088. var object = globject.object,
  2089. buffer = globject.buffer,
  2090. material, materialIndex, meshMaterial;
  2091. meshMaterial = object.material;
  2092. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  2093. materialIndex = buffer.materialIndex;
  2094. if ( materialIndex >= 0 ) {
  2095. material = object.geometry.materials[ materialIndex ];
  2096. if ( material.transparent ) {
  2097. globject.transparent = material;
  2098. globject.opaque = null;
  2099. } else {
  2100. globject.opaque = material;
  2101. globject.transparent = null;
  2102. }
  2103. }
  2104. } else {
  2105. material = meshMaterial;
  2106. if ( material ) {
  2107. if ( material.transparent ) {
  2108. globject.transparent = material;
  2109. globject.opaque = null;
  2110. } else {
  2111. globject.opaque = material;
  2112. globject.transparent = null;
  2113. }
  2114. }
  2115. }
  2116. };
  2117. // Geometry splitting
  2118. function sortFacesByMaterial ( geometry ) {
  2119. var f, fl, face, materialIndex, vertices,
  2120. materialHash, groupHash,
  2121. hash_map = {};
  2122. var numMorphTargets = geometry.morphTargets.length;
  2123. geometry.geometryGroups = {};
  2124. for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
  2125. face = geometry.faces[ f ];
  2126. materialIndex = face.materialIndex;
  2127. materialHash = ( materialIndex !== undefined ) ? materialIndex : -1;
  2128. if ( hash_map[ materialHash ] === undefined ) {
  2129. hash_map[ materialHash ] = { 'hash': materialHash, 'counter': 0 };
  2130. }
  2131. groupHash = hash_map[ materialHash ].hash + '_' + hash_map[ materialHash ].counter;
  2132. if ( geometry.geometryGroups[ groupHash ] === undefined ) {
  2133. geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets };
  2134. }
  2135. vertices = face instanceof THREE.Face3 ? 3 : 4;
  2136. if ( geometry.geometryGroups[ groupHash ].vertices + vertices > 65535 ) {
  2137. hash_map[ materialHash ].counter += 1;
  2138. groupHash = hash_map[ materialHash ].hash + '_' + hash_map[ materialHash ].counter;
  2139. if ( geometry.geometryGroups[ groupHash ] === undefined ) {
  2140. geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets };
  2141. }
  2142. }
  2143. if ( face instanceof THREE.Face3 ) {
  2144. geometry.geometryGroups[ groupHash ].faces3.push( f );
  2145. } else {
  2146. geometry.geometryGroups[ groupHash ].faces4.push( f );
  2147. }
  2148. geometry.geometryGroups[ groupHash ].vertices += vertices;
  2149. }
  2150. geometry.geometryGroupsList = [];
  2151. for ( var g in geometry.geometryGroups ) {
  2152. geometry.geometryGroups[ g ].id = _geometryGroupCounter ++;
  2153. geometry.geometryGroupsList.push( geometry.geometryGroups[ g ] );
  2154. }
  2155. };
  2156. // Objects refresh
  2157. this.initWebGLObjects = function ( scene ) {
  2158. if ( !scene.__webglObjects ) {
  2159. scene.__webglObjects = [];
  2160. scene.__webglObjectsImmediate = [];
  2161. scene.__webglSprites = [];
  2162. scene.__webglFlares = [];
  2163. }
  2164. while ( scene.__objectsAdded.length ) {
  2165. addObject( scene.__objectsAdded[ 0 ], scene );
  2166. scene.__objectsAdded.splice( 0, 1 );
  2167. }
  2168. while ( scene.__objectsRemoved.length ) {
  2169. removeObject( scene.__objectsRemoved[ 0 ], scene );
  2170. scene.__objectsRemoved.splice( 0, 1 );
  2171. }
  2172. // update must be called after objects adding / removal
  2173. for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {
  2174. updateObject( scene.__webglObjects[ o ].object );
  2175. }
  2176. };
  2177. // Objects adding
  2178. function addObject ( object, scene ) {
  2179. var g, geometry, geometryGroup;
  2180. if ( ! object.__webglInit ) {
  2181. object.__webglInit = true;
  2182. object._modelViewMatrix = new THREE.Matrix4();
  2183. object._normalMatrixArray = new Float32Array( 9 );
  2184. object._modelViewMatrixArray = new Float32Array( 16 );
  2185. object._objectMatrixArray = new Float32Array( 16 );
  2186. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2187. if ( object instanceof THREE.Mesh ) {
  2188. geometry = object.geometry;
  2189. if ( geometry instanceof THREE.Geometry ) {
  2190. if ( geometry.geometryGroups === undefined ) {
  2191. sortFacesByMaterial( geometry );
  2192. }
  2193. // create separate VBOs per geometry chunk
  2194. for ( g in geometry.geometryGroups ) {
  2195. geometryGroup = geometry.geometryGroups[ g ];
  2196. // initialise VBO on the first access
  2197. if ( ! geometryGroup.__webglVertexBuffer ) {
  2198. createMeshBuffers( geometryGroup );
  2199. initMeshBuffers( geometryGroup, object );
  2200. geometry.__dirtyVertices = true;
  2201. geometry.__dirtyMorphTargets = true;
  2202. geometry.__dirtyElements = true;
  2203. geometry.__dirtyUvs = true;
  2204. geometry.__dirtyNormals = true;
  2205. geometry.__dirtyTangents = true;
  2206. geometry.__dirtyColors = true;
  2207. }
  2208. }
  2209. }
  2210. } else if ( object instanceof THREE.Ribbon ) {
  2211. geometry = object.geometry;
  2212. if( ! geometry.__webglVertexBuffer ) {
  2213. createRibbonBuffers( geometry );
  2214. initRibbonBuffers( geometry );
  2215. geometry.__dirtyVertices = true;
  2216. geometry.__dirtyColors = true;
  2217. }
  2218. } else if ( object instanceof THREE.Line ) {
  2219. geometry = object.geometry;
  2220. if( ! geometry.__webglVertexBuffer ) {
  2221. createLineBuffers( geometry );
  2222. initLineBuffers( geometry, object );
  2223. geometry.__dirtyVertices = true;
  2224. geometry.__dirtyColors = true;
  2225. }
  2226. } else if ( object instanceof THREE.ParticleSystem ) {
  2227. geometry = object.geometry;
  2228. if ( ! geometry.__webglVertexBuffer ) {
  2229. createParticleBuffers( geometry );
  2230. initParticleBuffers( geometry, object );
  2231. geometry.__dirtyVertices = true;
  2232. geometry.__dirtyColors = true;
  2233. }
  2234. }
  2235. }
  2236. if ( ! object.__webglActive ) {
  2237. if ( object instanceof THREE.Mesh ) {
  2238. geometry = object.geometry;
  2239. if ( geometry instanceof THREE.BufferGeometry ) {
  2240. addBuffer( scene.__webglObjects, geometry, object );
  2241. } else {
  2242. for ( g in geometry.geometryGroups ) {
  2243. geometryGroup = geometry.geometryGroups[ g ];
  2244. addBuffer( scene.__webglObjects, geometryGroup, object );
  2245. }
  2246. }
  2247. } else if ( object instanceof THREE.Ribbon ||
  2248. object instanceof THREE.Line ||
  2249. object instanceof THREE.ParticleSystem ) {
  2250. geometry = object.geometry;
  2251. addBuffer( scene.__webglObjects, geometry, object );
  2252. } else if ( THREE.MarchingCubes !== undefined && object instanceof THREE.MarchingCubes || object.immediateRenderCallback ) {
  2253. addBufferImmediate( scene.__webglObjectsImmediate, object );
  2254. } else if ( object instanceof THREE.Sprite ) {
  2255. scene.__webglSprites.push( object );
  2256. } else if ( object instanceof THREE.LensFlare ) {
  2257. scene.__webglFlares.push( object );
  2258. }
  2259. object.__webglActive = true;
  2260. }
  2261. };
  2262. function addBuffer ( objlist, buffer, object ) {
  2263. objlist.push(
  2264. {
  2265. buffer: buffer,
  2266. object: object,
  2267. opaque: null,
  2268. transparent: null
  2269. }
  2270. );
  2271. };
  2272. function addBufferImmediate ( objlist, object ) {
  2273. objlist.push(
  2274. {
  2275. object: object,
  2276. opaque: null,
  2277. transparent: null
  2278. }
  2279. );
  2280. };
  2281. // Objects updates
  2282. function updateObject ( object ) {
  2283. var geometry = object.geometry,
  2284. geometryGroup, customAttributesDirty, material;
  2285. if ( object instanceof THREE.Mesh ) {
  2286. if ( geometry instanceof THREE.BufferGeometry ) {
  2287. /*
  2288. if ( geometry.__dirtyVertices || geometry.__dirtyElements ||
  2289. geometry.__dirtyUvs || geometry.__dirtyNormals ||
  2290. geometry.__dirtyColors ) {
  2291. // TODO
  2292. // set buffers from typed arrays
  2293. }
  2294. */
  2295. geometry.__dirtyVertices = false;
  2296. geometry.__dirtyElements = false;
  2297. geometry.__dirtyUvs = false;
  2298. geometry.__dirtyNormals = false;
  2299. geometry.__dirtyColors = false;
  2300. } else {
  2301. // check all geometry groups
  2302. for( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {
  2303. geometryGroup = geometry.geometryGroupsList[ i ];
  2304. material = getBufferMaterial( object, geometryGroup );
  2305. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2306. if ( geometry.__dirtyVertices || geometry.__dirtyMorphTargets || geometry.__dirtyElements ||
  2307. geometry.__dirtyUvs || geometry.__dirtyNormals ||
  2308. geometry.__dirtyColors || geometry.__dirtyTangents || customAttributesDirty ) {
  2309. setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, !geometry.dynamic, material );
  2310. }
  2311. }
  2312. geometry.__dirtyVertices = false;
  2313. geometry.__dirtyMorphTargets = false;
  2314. geometry.__dirtyElements = false;
  2315. geometry.__dirtyUvs = false;
  2316. geometry.__dirtyNormals = false;
  2317. geometry.__dirtyColors = false;
  2318. geometry.__dirtyTangents = false;
  2319. material.attributes && clearCustomAttributes( material );
  2320. }
  2321. } else if ( object instanceof THREE.Ribbon ) {
  2322. if ( geometry.__dirtyVertices || geometry.__dirtyColors ) {
  2323. setRibbonBuffers( geometry, _gl.DYNAMIC_DRAW );
  2324. }
  2325. geometry.__dirtyVertices = false;
  2326. geometry.__dirtyColors = false;
  2327. } else if ( object instanceof THREE.Line ) {
  2328. material = getBufferMaterial( object, geometryGroup );
  2329. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2330. if ( geometry.__dirtyVertices || geometry.__dirtyColors || customAttributesDirty ) {
  2331. setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
  2332. }
  2333. geometry.__dirtyVertices = false;
  2334. geometry.__dirtyColors = false;
  2335. material.attributes && clearCustomAttributes( material );
  2336. } else if ( object instanceof THREE.ParticleSystem ) {
  2337. material = getBufferMaterial( object, geometryGroup );
  2338. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2339. if ( geometry.__dirtyVertices || geometry.__dirtyColors || object.sortParticles || customAttributesDirty ) {
  2340. setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
  2341. }
  2342. geometry.__dirtyVertices = false;
  2343. geometry.__dirtyColors = false;
  2344. material.attributes && clearCustomAttributes( material );
  2345. }
  2346. };
  2347. // Objects updates - custom attributes check
  2348. function areCustomAttributesDirty ( material ) {
  2349. for ( var a in material.attributes ) {
  2350. if ( material.attributes[ a ].needsUpdate ) return true;
  2351. }
  2352. return false;
  2353. };
  2354. function clearCustomAttributes ( material ) {
  2355. for ( var a in material.attributes ) {
  2356. material.attributes[ a ].needsUpdate = false;
  2357. }
  2358. };
  2359. // Objects removal
  2360. function removeObject ( object, scene ) {
  2361. if ( object instanceof THREE.Mesh ||
  2362. object instanceof THREE.ParticleSystem ||
  2363. object instanceof THREE.Ribbon ||
  2364. object instanceof THREE.Line ) {
  2365. removeInstances( scene.__webglObjects, object );
  2366. } else if ( object instanceof THREE.Sprite ) {
  2367. removeInstancesDirect( scene.__webglSprites, object );
  2368. } else if ( object instanceof THREE.LensFlare ) {
  2369. removeInstancesDirect( scene.__webglFlares, object );
  2370. } else if ( object instanceof THREE.MarchingCubes || object.immediateRenderCallback ) {
  2371. removeInstances( scene.__webglObjectsImmediate, object );
  2372. }
  2373. object.__webglActive = false;
  2374. };
  2375. function removeInstances ( objlist, object ) {
  2376. for ( var o = objlist.length - 1; o >= 0; o -- ) {
  2377. if ( objlist[ o ].object === object ) {
  2378. objlist.splice( o, 1 );
  2379. }
  2380. }
  2381. };
  2382. function removeInstancesDirect ( objlist, object ) {
  2383. for ( var o = objlist.length - 1; o >= 0; o -- ) {
  2384. if ( objlist[ o ] === object ) {
  2385. objlist.splice( o, 1 );
  2386. }
  2387. }
  2388. };
  2389. // Materials
  2390. this.initMaterial = function ( material, lights, fog, object ) {
  2391. var u, a, identifiers, i, parameters, maxLightCount, maxBones, maxShadows, shaderID;
  2392. if ( material instanceof THREE.MeshDepthMaterial ) {
  2393. shaderID = 'depth';
  2394. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  2395. shaderID = 'normal';
  2396. } else if ( material instanceof THREE.MeshBasicMaterial ) {
  2397. shaderID = 'basic';
  2398. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  2399. shaderID = 'lambert';
  2400. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  2401. shaderID = 'phong';
  2402. } else if ( material instanceof THREE.LineBasicMaterial ) {
  2403. shaderID = 'basic';
  2404. } else if ( material instanceof THREE.ParticleBasicMaterial ) {
  2405. shaderID = 'particle_basic';
  2406. }
  2407. if ( shaderID ) {
  2408. setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );
  2409. }
  2410. // heuristics to create shader parameters according to lights in the scene
  2411. // (not to blow over maxLights budget)
  2412. maxLightCount = allocateLights( lights );
  2413. maxShadows = allocateShadows( lights );
  2414. maxBones = allocateBones( object );
  2415. parameters = {
  2416. map: !!material.map, envMap: !!material.envMap, lightMap: !!material.lightMap,
  2417. vertexColors: material.vertexColors,
  2418. fog: fog, useFog: material.fog,
  2419. sizeAttenuation: material.sizeAttenuation,
  2420. skinning: material.skinning,
  2421. morphTargets: material.morphTargets,
  2422. maxMorphTargets: this.maxMorphTargets,
  2423. maxDirLights: maxLightCount.directional, maxPointLights: maxLightCount.point,
  2424. maxBones: maxBones,
  2425. shadowMapEnabled: this.shadowMapEnabled && object.receiveShadow,
  2426. shadowMapSoft: this.shadowMapSoft,
  2427. maxShadows: maxShadows,
  2428. alphaTest: material.alphaTest,
  2429. metal: material.metal,
  2430. perPixel: material.perPixel,
  2431. wrapAround: material.wrapAround
  2432. };
  2433. material.program = buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, parameters );
  2434. var attributes = material.program.attributes;
  2435. if ( attributes.position >= 0 ) _gl.enableVertexAttribArray( attributes.position );
  2436. if ( attributes.color >= 0 ) _gl.enableVertexAttribArray( attributes.color );
  2437. if ( attributes.normal >= 0 ) _gl.enableVertexAttribArray( attributes.normal );
  2438. if ( attributes.tangent >= 0 ) _gl.enableVertexAttribArray( attributes.tangent );
  2439. if ( material.skinning &&
  2440. attributes.skinVertexA >=0 && attributes.skinVertexB >= 0 &&
  2441. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  2442. _gl.enableVertexAttribArray( attributes.skinVertexA );
  2443. _gl.enableVertexAttribArray( attributes.skinVertexB );
  2444. _gl.enableVertexAttribArray( attributes.skinIndex );
  2445. _gl.enableVertexAttribArray( attributes.skinWeight );
  2446. }
  2447. if ( material.attributes ) {
  2448. for ( a in material.attributes ) {
  2449. if( attributes[ a ] !== undefined && attributes[ a ] >= 0 ) _gl.enableVertexAttribArray( attributes[ a ] );
  2450. }
  2451. }
  2452. if ( material.morphTargets ) {
  2453. material.numSupportedMorphTargets = 0;
  2454. var id, base = "morphTarget";
  2455. for ( i = 0; i < this.maxMorphTargets; i ++ ) {
  2456. id = base + i;
  2457. if ( attributes[ id ] >= 0 ) {
  2458. _gl.enableVertexAttribArray( attributes[ id ] );
  2459. material.numSupportedMorphTargets ++;
  2460. }
  2461. }
  2462. }
  2463. material.uniformsList = [];
  2464. for ( u in material.uniforms ) {
  2465. material.uniformsList.push( [ material.uniforms[ u ], u ] );
  2466. }
  2467. };
  2468. function setMaterialShaders ( material, shaders ) {
  2469. material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms );
  2470. material.vertexShader = shaders.vertexShader;
  2471. material.fragmentShader = shaders.fragmentShader;
  2472. };
  2473. function setProgram ( camera, lights, fog, material, object ) {
  2474. if ( ! material.program ) {
  2475. _this.initMaterial( material, lights, fog, object );
  2476. }
  2477. if ( material.morphTargets ) {
  2478. if ( ! object.__webglMorphTargetInfluences ) {
  2479. object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
  2480. for ( var i = 0, il = _this.maxMorphTargets; i < il; i ++ ) {
  2481. object.__webglMorphTargetInfluences[ i ] = 0;
  2482. }
  2483. }
  2484. }
  2485. var refreshMaterial = false;
  2486. var program = material.program,
  2487. p_uniforms = program.uniforms,
  2488. m_uniforms = material.uniforms;
  2489. if ( program !== _currentProgram ) {
  2490. _gl.useProgram( program );
  2491. _currentProgram = program;
  2492. refreshMaterial = true;
  2493. }
  2494. if ( material.id !== _currentMaterialId ) {
  2495. _currentMaterialId = material.id;
  2496. refreshMaterial = true;
  2497. }
  2498. if ( refreshMaterial || camera !== _currentCamera ) {
  2499. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera._projectionMatrixArray );
  2500. if ( camera !== _currentCamera ) _currentCamera = camera;
  2501. }
  2502. if ( refreshMaterial ) {
  2503. // refresh uniforms common to several materials
  2504. if ( fog && material.fog ) {
  2505. refreshUniformsFog( m_uniforms, fog );
  2506. }
  2507. if ( material instanceof THREE.MeshPhongMaterial ||
  2508. material instanceof THREE.MeshLambertMaterial ||
  2509. material.lights ) {
  2510. setupLights( program, lights );
  2511. refreshUniformsLights( m_uniforms, _lights );
  2512. }
  2513. if ( material instanceof THREE.MeshBasicMaterial ||
  2514. material instanceof THREE.MeshLambertMaterial ||
  2515. material instanceof THREE.MeshPhongMaterial ) {
  2516. refreshUniformsCommon( m_uniforms, material );
  2517. }
  2518. // refresh single material specific uniforms
  2519. if ( material instanceof THREE.LineBasicMaterial ) {
  2520. refreshUniformsLine( m_uniforms, material );
  2521. } else if ( material instanceof THREE.ParticleBasicMaterial ) {
  2522. refreshUniformsParticle( m_uniforms, material );
  2523. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  2524. refreshUniformsPhong( m_uniforms, material );
  2525. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  2526. refreshUniformsLambert( m_uniforms, material );
  2527. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  2528. m_uniforms.mNear.value = camera.near;
  2529. m_uniforms.mFar.value = camera.far;
  2530. m_uniforms.opacity.value = material.opacity;
  2531. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  2532. m_uniforms.opacity.value = material.opacity;
  2533. }
  2534. if ( object.receiveShadow && ! material._shadowPass ) {
  2535. refreshUniformsShadow( m_uniforms, lights );
  2536. }
  2537. // load common uniforms
  2538. loadUniformsGeneric( program, material.uniformsList );
  2539. // load material specific uniforms
  2540. // (shader material also gets them for the sake of genericity)
  2541. if ( material instanceof THREE.ShaderMaterial ||
  2542. material instanceof THREE.MeshPhongMaterial ||
  2543. material.envMap ) {
  2544. if ( p_uniforms.cameraPosition !== null ) {
  2545. _gl.uniform3f( p_uniforms.cameraPosition, camera.position.x, camera.position.y, camera.position.z );
  2546. }
  2547. }
  2548. if ( material instanceof THREE.MeshPhongMaterial ||
  2549. material instanceof THREE.MeshLambertMaterial ||
  2550. material instanceof THREE.ShaderMaterial ||
  2551. material.skinning ) {
  2552. if ( p_uniforms.viewMatrix !== null ) {
  2553. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera._viewMatrixArray );
  2554. }
  2555. }
  2556. if ( material.skinning ) {
  2557. loadUniformsSkinning( p_uniforms, object, camera );
  2558. }
  2559. }
  2560. loadUniformsMatrices( p_uniforms, object );
  2561. if ( material instanceof THREE.ShaderMaterial ||
  2562. material.envMap ||
  2563. material.skinning ||
  2564. object.receiveShadow ) {
  2565. if ( p_uniforms.objectMatrix !== null ) {
  2566. _gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
  2567. }
  2568. }
  2569. return program;
  2570. };
  2571. // Uniforms (refresh uniforms objects)
  2572. function refreshUniformsCommon ( uniforms, material ) {
  2573. uniforms.opacity.value = material.opacity;
  2574. if ( _this.gammaInput ) {
  2575. uniforms.diffuse.value.copyGammaToLinear( material.color );
  2576. } else {
  2577. uniforms.diffuse.value = material.color;
  2578. }
  2579. uniforms.map.texture = material.map;
  2580. if ( material.map ) {
  2581. uniforms.offsetRepeat.value.set( material.map.offset.x, material.map.offset.y, material.map.repeat.x, material.map.repeat.y );
  2582. }
  2583. uniforms.lightMap.texture = material.lightMap;
  2584. uniforms.envMap.texture = material.envMap;
  2585. uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : -1;
  2586. if ( _this.gammaInput ) {
  2587. //uniforms.reflectivity.value = material.reflectivity * material.reflectivity;
  2588. uniforms.reflectivity.value = material.reflectivity;
  2589. } else {
  2590. uniforms.reflectivity.value = material.reflectivity;
  2591. }
  2592. uniforms.refractionRatio.value = material.refractionRatio;
  2593. uniforms.combine.value = material.combine;
  2594. uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
  2595. };
  2596. function refreshUniformsLine ( uniforms, material ) {
  2597. uniforms.diffuse.value = material.color;
  2598. uniforms.opacity.value = material.opacity;
  2599. };
  2600. function refreshUniformsParticle ( uniforms, material ) {
  2601. uniforms.psColor.value = material.color;
  2602. uniforms.opacity.value = material.opacity;
  2603. uniforms.size.value = material.size;
  2604. uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
  2605. uniforms.map.texture = material.map;
  2606. };
  2607. function refreshUniformsFog ( uniforms, fog ) {
  2608. uniforms.fogColor.value = fog.color;
  2609. if ( fog instanceof THREE.Fog ) {
  2610. uniforms.fogNear.value = fog.near;
  2611. uniforms.fogFar.value = fog.far;
  2612. } else if ( fog instanceof THREE.FogExp2 ) {
  2613. uniforms.fogDensity.value = fog.density;
  2614. }
  2615. };
  2616. function refreshUniformsPhong ( uniforms, material ) {
  2617. uniforms.shininess.value = material.shininess;
  2618. if ( _this.gammaInput ) {
  2619. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  2620. uniforms.specular.value.copyGammaToLinear( material.specular );
  2621. } else {
  2622. uniforms.ambient.value = material.ambient;
  2623. uniforms.specular.value = material.specular;
  2624. }
  2625. if ( material.wrapAround ) {
  2626. uniforms.wrapRGB.value.copy( material.wrapRGB );
  2627. }
  2628. };
  2629. function refreshUniformsLambert ( uniforms, material ) {
  2630. if ( _this.gammaInput ) {
  2631. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  2632. } else {
  2633. uniforms.ambient.value = material.ambient;
  2634. }
  2635. if ( material.wrapAround ) {
  2636. uniforms.wrapRGB.value.copy( material.wrapRGB );
  2637. }
  2638. };
  2639. function refreshUniformsLights ( uniforms, lights ) {
  2640. uniforms.ambientLightColor.value = lights.ambient;
  2641. uniforms.directionalLightColor.value = lights.directional.colors;
  2642. uniforms.directionalLightDirection.value = lights.directional.positions;
  2643. uniforms.pointLightColor.value = lights.point.colors;
  2644. uniforms.pointLightPosition.value = lights.point.positions;
  2645. uniforms.pointLightDistance.value = lights.point.distances;
  2646. };
  2647. function refreshUniformsShadow ( uniforms, lights ) {
  2648. if ( uniforms.shadowMatrix ) {
  2649. var j = 0;
  2650. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  2651. var light = lights[ i ];
  2652. if ( ! light.castShadow ) continue;
  2653. if ( light instanceof THREE.SpotLight || light instanceof THREE.DirectionalLight ) {
  2654. uniforms.shadowMap.texture[ j ] = light.shadowMap;
  2655. uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
  2656. uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;
  2657. uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
  2658. uniforms.shadowBias.value[ j ] = light.shadowBias;
  2659. j ++;
  2660. }
  2661. }
  2662. }
  2663. };
  2664. // Uniforms (load to GPU)
  2665. function loadUniformsSkinning ( uniforms, object, camera ) {
  2666. _gl.uniformMatrix4fv( uniforms.cameraInverseMatrix, false, camera._viewMatrixArray );
  2667. _gl.uniformMatrix4fv( uniforms.boneGlobalMatrices, false, object.boneMatrices );
  2668. };
  2669. function loadUniformsMatrices ( uniforms, object ) {
  2670. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrixArray );
  2671. if ( uniforms.normalMatrix ) {
  2672. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrixArray );
  2673. }
  2674. };
  2675. function loadUniformsGeneric ( program, uniforms ) {
  2676. var uniform, value, type, location, texture, i, il, j, jl, offset;
  2677. for( j = 0, jl = uniforms.length; j < jl; j ++ ) {
  2678. location = program.uniforms[ uniforms[ j ][ 1 ] ];
  2679. if ( !location ) continue;
  2680. uniform = uniforms[ j ][ 0 ];
  2681. type = uniform.type;
  2682. value = uniform.value;
  2683. // single integer
  2684. if( type === "i" ) {
  2685. _gl.uniform1i( location, value );
  2686. // single float
  2687. } else if( type === "f" ) {
  2688. _gl.uniform1f( location, value );
  2689. // single THREE.Vector2
  2690. } else if( type === "v2" ) {
  2691. _gl.uniform2f( location, value.x, value.y );
  2692. // single THREE.Vector3
  2693. } else if( type === "v3" ) {
  2694. _gl.uniform3f( location, value.x, value.y, value.z );
  2695. // single THREE.Vector4
  2696. } else if( type === "v4" ) {
  2697. _gl.uniform4f( location, value.x, value.y, value.z, value.w );
  2698. // single THREE.Color
  2699. } else if( type === "c" ) {
  2700. _gl.uniform3f( location, value.r, value.g, value.b );
  2701. // flat array of floats (JS or typed array)
  2702. } else if( type === "fv1" ) {
  2703. _gl.uniform1fv( location, value );
  2704. // flat array of floats with 3 x N size (JS or typed array)
  2705. } else if( type === "fv" ) {
  2706. _gl.uniform3fv( location, value );
  2707. // array of THREE.Vector2
  2708. } else if( type === "v2v" ) {
  2709. if ( ! uniform._array ) {
  2710. uniform._array = new Float32Array( 2 * value.length );
  2711. }
  2712. for ( i = 0, il = value.length; i < il; i ++ ) {
  2713. offset = i * 2;
  2714. uniform._array[ offset ] = value[ i ].x;
  2715. uniform._array[ offset + 1 ] = value[ i ].y;
  2716. }
  2717. _gl.uniform2fv( location, uniform._array );
  2718. // array of THREE.Vector3
  2719. } else if( type === "v3v" ) {
  2720. if ( ! uniform._array ) {
  2721. uniform._array = new Float32Array( 3 * value.length );
  2722. }
  2723. for ( i = 0, il = value.length; i < il; i ++ ) {
  2724. offset = i * 3;
  2725. uniform._array[ offset ] = value[ i ].x;
  2726. uniform._array[ offset + 1 ] = value[ i ].y;
  2727. uniform._array[ offset + 2 ] = value[ i ].z;
  2728. }
  2729. _gl.uniform3fv( location, uniform._array );
  2730. // array of THREE.Vector4
  2731. } else if( type == "v4v" ) {
  2732. if ( ! uniform._array ) {
  2733. uniform._array = new Float32Array( 4 * value.length );
  2734. }
  2735. for ( i = 0, il = value.length; i < il; i ++ ) {
  2736. offset = i * 4;
  2737. uniform._array[ offset ] = value[ i ].x;
  2738. uniform._array[ offset + 1 ] = value[ i ].y;
  2739. uniform._array[ offset + 2 ] = value[ i ].z;
  2740. uniform._array[ offset + 3 ] = value[ i ].w;
  2741. }
  2742. _gl.uniform4fv( location, uniform._array );
  2743. // single THREE.Matrix4
  2744. } else if( type === "m4" ) {
  2745. if ( ! uniform._array ) {
  2746. uniform._array = new Float32Array( 16 );
  2747. }
  2748. value.flattenToArray( uniform._array );
  2749. _gl.uniformMatrix4fv( location, false, uniform._array );
  2750. // array of THREE.Matrix4
  2751. } else if( type === "m4v" ) {
  2752. if ( ! uniform._array ) {
  2753. uniform._array = new Float32Array( 16 * value.length );
  2754. }
  2755. for ( i = 0, il = value.length; i < il; i ++ ) {
  2756. value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
  2757. }
  2758. _gl.uniformMatrix4fv( location, false, uniform._array );
  2759. // single THREE.Texture (2d or cube)
  2760. } else if( type === "t" ) {
  2761. _gl.uniform1i( location, value );
  2762. texture = uniform.texture;
  2763. if ( !texture ) continue;
  2764. if ( texture.image instanceof Array && texture.image.length === 6 ) {
  2765. setCubeTexture( texture, value );
  2766. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  2767. setCubeTextureDynamic( texture, value );
  2768. } else {
  2769. _this.setTexture( texture, value );
  2770. }
  2771. // array of THREE.Texture (2d)
  2772. } else if( type === "tv" ) {
  2773. if ( ! uniform._array ) {
  2774. uniform._array = [];
  2775. for( i = 0, il = uniform.texture.length; i < il; i ++ ) {
  2776. uniform._array[ i ] = value + i;
  2777. }
  2778. }
  2779. _gl.uniform1iv( location, uniform._array );
  2780. for( i = 0, il = uniform.texture.length; i < il; i ++ ) {
  2781. texture = uniform.texture[ i ];
  2782. if ( !texture ) continue;
  2783. _this.setTexture( texture, uniform._array[ i ] );
  2784. }
  2785. }
  2786. }
  2787. };
  2788. function setupMatrices ( object, camera ) {
  2789. object._modelViewMatrix.multiplyToArray( camera.matrixWorldInverse, object.matrixWorld, object._modelViewMatrixArray );
  2790. var inverseMatrix = THREE.Matrix4.makeInvert3x3( object._modelViewMatrix );
  2791. if ( inverseMatrix ) {
  2792. inverseMatrix.transposeIntoArray( object._normalMatrixArray );
  2793. }
  2794. };
  2795. function setupLights ( program, lights ) {
  2796. var l, ll, light, n,
  2797. r = 0, g = 0, b = 0,
  2798. color, position, intensity, distance,
  2799. zlights = _lights,
  2800. dcolors = zlights.directional.colors,
  2801. dpositions = zlights.directional.positions,
  2802. pcolors = zlights.point.colors,
  2803. ppositions = zlights.point.positions,
  2804. pdistances = zlights.point.distances,
  2805. dlength = 0,
  2806. plength = 0,
  2807. doffset = 0,
  2808. poffset = 0;
  2809. for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  2810. light = lights[ l ];
  2811. if ( light.onlyShadow ) continue;
  2812. color = light.color;
  2813. intensity = light.intensity;
  2814. distance = light.distance;
  2815. if ( light instanceof THREE.AmbientLight ) {
  2816. if ( _this.gammaInput ) {
  2817. r += color.r * color.r;
  2818. g += color.g * color.g;
  2819. b += color.b * color.b;
  2820. } else {
  2821. r += color.r;
  2822. g += color.g;
  2823. b += color.b;
  2824. }
  2825. } else if ( light instanceof THREE.DirectionalLight ) {
  2826. doffset = dlength * 3;
  2827. if ( _this.gammaInput ) {
  2828. dcolors[ doffset ] = color.r * color.r * intensity * intensity;
  2829. dcolors[ doffset + 1 ] = color.g * color.g * intensity * intensity;
  2830. dcolors[ doffset + 2 ] = color.b * color.b * intensity * intensity;
  2831. } else {
  2832. dcolors[ doffset ] = color.r * intensity;
  2833. dcolors[ doffset + 1 ] = color.g * intensity;
  2834. dcolors[ doffset + 2 ] = color.b * intensity;
  2835. }
  2836. _direction.copy( light.matrixWorld.getPosition() );
  2837. _direction.subSelf( light.target.matrixWorld.getPosition() );
  2838. _direction.normalize();
  2839. dpositions[ doffset ] = _direction.x;
  2840. dpositions[ doffset + 1 ] = _direction.y;
  2841. dpositions[ doffset + 2 ] = _direction.z;
  2842. dlength += 1;
  2843. } else if( light instanceof THREE.PointLight || light instanceof THREE.SpotLight ) {
  2844. poffset = plength * 3;
  2845. if ( _this.gammaInput ) {
  2846. pcolors[ poffset ] = color.r * color.r * intensity * intensity;
  2847. pcolors[ poffset + 1 ] = color.g * color.g * intensity * intensity;
  2848. pcolors[ poffset + 2 ] = color.b * color.b * intensity * intensity;
  2849. } else {
  2850. pcolors[ poffset ] = color.r * intensity;
  2851. pcolors[ poffset + 1 ] = color.g * intensity;
  2852. pcolors[ poffset + 2 ] = color.b * intensity;
  2853. }
  2854. position = light.matrixWorld.getPosition();
  2855. ppositions[ poffset ] = position.x;
  2856. ppositions[ poffset + 1 ] = position.y;
  2857. ppositions[ poffset + 2 ] = position.z;
  2858. pdistances[ plength ] = distance;
  2859. plength += 1;
  2860. }
  2861. }
  2862. // null eventual remains from removed lights
  2863. // (this is to avoid if in shader)
  2864. for ( l = dlength * 3, ll = dcolors.length; l < ll; l ++ ) dcolors[ l ] = 0.0;
  2865. for ( l = plength * 3, ll = pcolors.length; l < ll; l ++ ) pcolors[ l ] = 0.0;
  2866. zlights.point.length = plength;
  2867. zlights.directional.length = dlength;
  2868. zlights.ambient[ 0 ] = r;
  2869. zlights.ambient[ 1 ] = g;
  2870. zlights.ambient[ 2 ] = b;
  2871. };
  2872. // GL state setting
  2873. this.setFaceCulling = function ( cullFace, frontFace ) {
  2874. if ( cullFace ) {
  2875. if ( !frontFace || frontFace === "ccw" ) {
  2876. _gl.frontFace( _gl.CCW );
  2877. } else {
  2878. _gl.frontFace( _gl.CW );
  2879. }
  2880. if( cullFace === "back" ) {
  2881. _gl.cullFace( _gl.BACK );
  2882. } else if( cullFace === "front" ) {
  2883. _gl.cullFace( _gl.FRONT );
  2884. } else {
  2885. _gl.cullFace( _gl.FRONT_AND_BACK );
  2886. }
  2887. _gl.enable( _gl.CULL_FACE );
  2888. } else {
  2889. _gl.disable( _gl.CULL_FACE );
  2890. }
  2891. };
  2892. this.setObjectFaces = function ( object ) {
  2893. if ( _oldDoubleSided !== object.doubleSided ) {
  2894. if( object.doubleSided ) {
  2895. _gl.disable( _gl.CULL_FACE );
  2896. } else {
  2897. _gl.enable( _gl.CULL_FACE );
  2898. }
  2899. _oldDoubleSided = object.doubleSided;
  2900. }
  2901. if ( _oldFlipSided !== object.flipSided ) {
  2902. if( object.flipSided ) {
  2903. _gl.frontFace( _gl.CW );
  2904. } else {
  2905. _gl.frontFace( _gl.CCW );
  2906. }
  2907. _oldFlipSided = object.flipSided;
  2908. }
  2909. };
  2910. this.setDepthTest = function ( depthTest ) {
  2911. if ( _oldDepthTest !== depthTest ) {
  2912. if ( depthTest ) {
  2913. _gl.enable( _gl.DEPTH_TEST );
  2914. } else {
  2915. _gl.disable( _gl.DEPTH_TEST );
  2916. }
  2917. _oldDepthTest = depthTest;
  2918. }
  2919. };
  2920. this.setDepthWrite = function ( depthWrite ) {
  2921. if ( _oldDepthWrite !== depthWrite ) {
  2922. _gl.depthMask( depthWrite );
  2923. _oldDepthWrite = depthWrite;
  2924. }
  2925. };
  2926. function setLineWidth ( width ) {
  2927. if ( width !== _oldLineWidth ) {
  2928. _gl.lineWidth( width );
  2929. _oldLineWidth = width;
  2930. }
  2931. };
  2932. function setPolygonOffset ( polygonoffset, factor, units ) {
  2933. if ( _oldPolygonOffset !== polygonoffset ) {
  2934. if ( polygonoffset ) {
  2935. _gl.enable( _gl.POLYGON_OFFSET_FILL );
  2936. } else {
  2937. _gl.disable( _gl.POLYGON_OFFSET_FILL );
  2938. }
  2939. _oldPolygonOffset = polygonoffset;
  2940. }
  2941. if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) {
  2942. _gl.polygonOffset( factor, units );
  2943. _oldPolygonOffsetFactor = factor;
  2944. _oldPolygonOffsetUnits = units;
  2945. }
  2946. };
  2947. this.setBlending = function ( blending ) {
  2948. if ( blending !== _oldBlending ) {
  2949. switch ( blending ) {
  2950. case THREE.AdditiveBlending:
  2951. _gl.blendEquation( _gl.FUNC_ADD );
  2952. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
  2953. break;
  2954. case THREE.SubtractiveBlending:
  2955. // TODO: Find blendFuncSeparate() combination
  2956. _gl.blendEquation( _gl.FUNC_ADD );
  2957. _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
  2958. break;
  2959. case THREE.MultiplyBlending:
  2960. // TODO: Find blendFuncSeparate() combination
  2961. _gl.blendEquation( _gl.FUNC_ADD );
  2962. _gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
  2963. break;
  2964. default:
  2965. _gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
  2966. _gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
  2967. break;
  2968. }
  2969. _oldBlending = blending;
  2970. }
  2971. };
  2972. // Shaders
  2973. function buildProgram ( shaderID, fragmentShader, vertexShader, uniforms, attributes, parameters ) {
  2974. var p, pl, program, code;
  2975. var chunks = [];
  2976. // Generate code
  2977. if ( shaderID ) {
  2978. chunks.push( shaderID );
  2979. } else {
  2980. chunks.push( fragmentShader );
  2981. chunks.push( vertexShader );
  2982. }
  2983. for ( p in parameters ) {
  2984. chunks.push( p );
  2985. chunks.push( parameters[ p ] );
  2986. }
  2987. code = chunks.join();
  2988. // Check if code has been already compiled
  2989. for ( p = 0, pl = _programs.length; p < pl; p ++ ) {
  2990. if ( _programs[ p ].code === code ) {
  2991. // console.log( "Code already compiled." /*: \n\n" + code*/ );
  2992. return _programs[ p ].program;
  2993. }
  2994. }
  2995. //console.log( "building new program " );
  2996. //
  2997. program = _gl.createProgram();
  2998. var prefix_vertex = [
  2999. ( _maxVertexTextures > 0 ) ? "#define VERTEX_TEXTURES" : "",
  3000. _this.gammaInput ? "#define GAMMA_INPUT" : "",
  3001. _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
  3002. _this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",
  3003. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  3004. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  3005. "#define MAX_SHADOWS " + parameters.maxShadows,
  3006. "#define MAX_BONES " + parameters.maxBones,
  3007. parameters.map ? "#define USE_MAP" : "",
  3008. parameters.envMap ? "#define USE_ENVMAP" : "",
  3009. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  3010. parameters.vertexColors ? "#define USE_COLOR" : "",
  3011. parameters.skinning ? "#define USE_SKINNING" : "",
  3012. parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
  3013. parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
  3014. parameters.wrapAround ? "#define WRAP_AROUND" : "",
  3015. parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
  3016. parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "",
  3017. parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",
  3018. "uniform mat4 objectMatrix;",
  3019. "uniform mat4 modelViewMatrix;",
  3020. "uniform mat4 projectionMatrix;",
  3021. "uniform mat4 viewMatrix;",
  3022. "uniform mat3 normalMatrix;",
  3023. "uniform vec3 cameraPosition;",
  3024. "uniform mat4 cameraInverseMatrix;",
  3025. "attribute vec3 position;",
  3026. "attribute vec3 normal;",
  3027. "attribute vec2 uv;",
  3028. "attribute vec2 uv2;",
  3029. "#ifdef USE_COLOR",
  3030. "attribute vec3 color;",
  3031. "#endif",
  3032. "#ifdef USE_MORPHTARGETS",
  3033. "attribute vec3 morphTarget0;",
  3034. "attribute vec3 morphTarget1;",
  3035. "attribute vec3 morphTarget2;",
  3036. "attribute vec3 morphTarget3;",
  3037. "attribute vec3 morphTarget4;",
  3038. "attribute vec3 morphTarget5;",
  3039. "attribute vec3 morphTarget6;",
  3040. "attribute vec3 morphTarget7;",
  3041. "#endif",
  3042. "#ifdef USE_SKINNING",
  3043. "attribute vec4 skinVertexA;",
  3044. "attribute vec4 skinVertexB;",
  3045. "attribute vec4 skinIndex;",
  3046. "attribute vec4 skinWeight;",
  3047. "#endif",
  3048. ""
  3049. ].join("\n");
  3050. var prefix_fragment = [
  3051. "precision " + _precision + " float;",
  3052. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  3053. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  3054. "#define MAX_SHADOWS " + parameters.maxShadows,
  3055. parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "",
  3056. _this.gammaInput ? "#define GAMMA_INPUT" : "",
  3057. _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
  3058. _this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",
  3059. ( parameters.useFog && parameters.fog ) ? "#define USE_FOG" : "",
  3060. ( parameters.useFog && parameters.fog instanceof THREE.FogExp2 ) ? "#define FOG_EXP2" : "",
  3061. parameters.map ? "#define USE_MAP" : "",
  3062. parameters.envMap ? "#define USE_ENVMAP" : "",
  3063. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  3064. parameters.vertexColors ? "#define USE_COLOR" : "",
  3065. parameters.metal ? "#define METAL" : "",
  3066. parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
  3067. parameters.wrapAround ? "#define WRAP_AROUND" : "",
  3068. parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
  3069. parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "",
  3070. "uniform mat4 viewMatrix;",
  3071. "uniform vec3 cameraPosition;",
  3072. ""
  3073. ].join("\n");
  3074. _gl.attachShader( program, getShader( "fragment", prefix_fragment + fragmentShader ) );
  3075. _gl.attachShader( program, getShader( "vertex", prefix_vertex + vertexShader ) );
  3076. _gl.linkProgram( program );
  3077. if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
  3078. console.error( "Could not initialise shader\n" + "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );
  3079. }
  3080. //console.log( prefix_fragment + fragmentShader );
  3081. //console.log( prefix_vertex + vertexShader );
  3082. program.uniforms = {};
  3083. program.attributes = {};
  3084. var identifiers, u, a, i;
  3085. // cache uniform locations
  3086. identifiers = [
  3087. 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'objectMatrix', 'cameraPosition',
  3088. 'cameraInverseMatrix', 'boneGlobalMatrices', 'morphTargetInfluences'
  3089. ];
  3090. for ( u in uniforms ) {
  3091. identifiers.push( u );
  3092. }
  3093. cacheUniformLocations( program, identifiers );
  3094. // cache attributes locations
  3095. identifiers = [
  3096. "position", "normal", "uv", "uv2", "tangent", "color",
  3097. "skinVertexA", "skinVertexB", "skinIndex", "skinWeight"
  3098. ];
  3099. for ( i = 0; i < parameters.maxMorphTargets; i ++ ) {
  3100. identifiers.push( "morphTarget" + i );
  3101. }
  3102. for ( a in attributes ) {
  3103. identifiers.push( a );
  3104. }
  3105. cacheAttributeLocations( program, identifiers );
  3106. program.id = _programs.length;
  3107. _programs.push( { program: program, code: code } );
  3108. _this.info.memory.programs = _programs.length;
  3109. return program;
  3110. };
  3111. // Shader parameters cache
  3112. function cacheUniformLocations ( program, identifiers ) {
  3113. var i, l, id;
  3114. for( i = 0, l = identifiers.length; i < l; i ++ ) {
  3115. id = identifiers[ i ];
  3116. program.uniforms[ id ] = _gl.getUniformLocation( program, id );
  3117. }
  3118. };
  3119. function cacheAttributeLocations ( program, identifiers ) {
  3120. var i, l, id;
  3121. for( i = 0, l = identifiers.length; i < l; i ++ ) {
  3122. id = identifiers[ i ];
  3123. program.attributes[ id ] = _gl.getAttribLocation( program, id );
  3124. }
  3125. };
  3126. function getShader ( type, string ) {
  3127. var shader;
  3128. if ( type === "fragment" ) {
  3129. shader = _gl.createShader( _gl.FRAGMENT_SHADER );
  3130. } else if ( type === "vertex" ) {
  3131. shader = _gl.createShader( _gl.VERTEX_SHADER );
  3132. }
  3133. _gl.shaderSource( shader, string );
  3134. _gl.compileShader( shader );
  3135. if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {
  3136. console.error( _gl.getShaderInfoLog( shader ) );
  3137. console.error( string );
  3138. return null;
  3139. }
  3140. return shader;
  3141. };
  3142. // Textures
  3143. function isPowerOfTwo ( value ) {
  3144. return ( value & ( value - 1 ) ) === 0;
  3145. };
  3146. function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
  3147. if ( isImagePowerOfTwo ) {
  3148. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  3149. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  3150. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  3151. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  3152. } else {
  3153. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  3154. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  3155. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  3156. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  3157. }
  3158. };
  3159. this.setTexture = function ( texture, slot ) {
  3160. if ( texture.needsUpdate ) {
  3161. if ( ! texture.__webglInit ) {
  3162. texture.__webglInit = true;
  3163. texture.__webglTexture = _gl.createTexture();
  3164. _this.info.memory.textures ++;
  3165. }
  3166. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3167. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  3168. var image = texture.image,
  3169. isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
  3170. glFormat = paramThreeToGL( texture.format ),
  3171. glType = paramThreeToGL( texture.type );
  3172. setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
  3173. if ( texture instanceof THREE.DataTexture ) {
  3174. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
  3175. } else {
  3176. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
  3177. }
  3178. if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  3179. texture.needsUpdate = false;
  3180. if ( texture.onUpdated ) texture.onUpdated();
  3181. } else {
  3182. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3183. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  3184. }
  3185. };
  3186. function clampToMaxSize ( image, maxSize ) {
  3187. if ( image.width <= maxSize && image.height <= maxSize ) {
  3188. return image;
  3189. }
  3190. // Warning: Scaling through the canvas will only work with images that use
  3191. // premultiplied alpha.
  3192. var maxDimension = Math.max( image.width, image.height );
  3193. var newWidth = Math.floor( image.width * maxSize / maxDimension );
  3194. var newHeight = Math.floor( image.height * maxSize / maxDimension );
  3195. var canvas = document.createElement( 'canvas' );
  3196. canvas.width = newWidth;
  3197. canvas.height = newHeight;
  3198. var ctx = canvas.getContext( "2d" );
  3199. ctx.drawImage( image, 0, 0, image.width, image.height, 0, 0, newWidth, newHeight );
  3200. return canvas;
  3201. }
  3202. function setCubeTexture ( texture, slot ) {
  3203. if ( texture.image.length === 6 ) {
  3204. if ( texture.needsUpdate ) {
  3205. if ( ! texture.image.__webglTextureCube ) {
  3206. texture.image.__webglTextureCube = _gl.createTexture();
  3207. }
  3208. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3209. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  3210. var cubeImage = [];
  3211. for ( var i = 0; i < 6; i ++ ) {
  3212. if ( _this.autoScaleCubemaps ) {
  3213. cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize );
  3214. } else {
  3215. cubeImage[ i ] = texture.image[ i ];
  3216. }
  3217. }
  3218. var image = cubeImage[ 0 ],
  3219. isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
  3220. glFormat = paramThreeToGL( texture.format ),
  3221. glType = paramThreeToGL( texture.type );
  3222. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
  3223. for ( var i = 0; i < 6; i ++ ) {
  3224. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
  3225. }
  3226. if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3227. texture.needsUpdate = false;
  3228. if ( texture.onUpdated ) texture.onUpdated();
  3229. } else {
  3230. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3231. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  3232. }
  3233. }
  3234. };
  3235. function setCubeTextureDynamic ( texture, slot ) {
  3236. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3237. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
  3238. };
  3239. // Render targets
  3240. function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
  3241. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  3242. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );
  3243. };
  3244. function setupRenderBuffer ( renderbuffer, renderTarget ) {
  3245. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  3246. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  3247. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  3248. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3249. /* For some reason this is not working. Defaulting to RGBA4.
  3250. } else if( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3251. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
  3252. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3253. */
  3254. } else if( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3255. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
  3256. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3257. } else {
  3258. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
  3259. }
  3260. };
  3261. this.setRenderTarget = function ( renderTarget ) {
  3262. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  3263. if ( renderTarget && ! renderTarget.__webglFramebuffer ) {
  3264. if( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
  3265. if( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
  3266. renderTarget.__webglTexture = _gl.createTexture();
  3267. // Setup texture, create render and frame buffers
  3268. var isTargetPowerOfTwo = isPowerOfTwo( renderTarget.width ) && isPowerOfTwo( renderTarget.height ),
  3269. glFormat = paramThreeToGL( renderTarget.format ),
  3270. glType = paramThreeToGL( renderTarget.type );
  3271. if ( isCube ) {
  3272. renderTarget.__webglFramebuffer = [];
  3273. renderTarget.__webglRenderbuffer = [];
  3274. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  3275. setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
  3276. for ( var i = 0; i < 6; i ++ ) {
  3277. renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  3278. renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
  3279. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  3280. setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
  3281. setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );
  3282. }
  3283. } else {
  3284. renderTarget.__webglFramebuffer = _gl.createFramebuffer();
  3285. renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();
  3286. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  3287. setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );
  3288. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  3289. setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
  3290. setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );
  3291. }
  3292. // Release everything
  3293. if ( isCube ) {
  3294. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  3295. } else {
  3296. _gl.bindTexture( _gl.TEXTURE_2D, null );
  3297. }
  3298. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  3299. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null);
  3300. }
  3301. var framebuffer, width, height, vx, vy;
  3302. if ( renderTarget ) {
  3303. if ( isCube ) {
  3304. framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];
  3305. } else {
  3306. framebuffer = renderTarget.__webglFramebuffer;
  3307. }
  3308. width = renderTarget.width;
  3309. height = renderTarget.height;
  3310. vx = 0;
  3311. vy = 0;
  3312. } else {
  3313. framebuffer = null;
  3314. width = _viewportWidth;
  3315. height = _viewportHeight;
  3316. vx = _viewportX;
  3317. vy = _viewportY;
  3318. }
  3319. if ( framebuffer !== _currentFramebuffer ) {
  3320. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  3321. _gl.viewport( vx, vy, width, height );
  3322. _currentFramebuffer = framebuffer;
  3323. }
  3324. _currentWidth = width;
  3325. _currentHeight = height;
  3326. };
  3327. function updateRenderTargetMipmap ( renderTarget ) {
  3328. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  3329. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  3330. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3331. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  3332. } else {
  3333. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  3334. _gl.generateMipmap( _gl.TEXTURE_2D );
  3335. _gl.bindTexture( _gl.TEXTURE_2D, null );
  3336. }
  3337. };
  3338. // Fallback filters for non-power-of-2 textures
  3339. function filterFallback ( f ) {
  3340. switch ( f ) {
  3341. case THREE.NearestFilter:
  3342. case THREE.NearestMipMapNearestFilter:
  3343. case THREE.NearestMipMapLinearFilter: return _gl.NEAREST; break;
  3344. case THREE.LinearFilter:
  3345. case THREE.LinearMipMapNearestFilter:
  3346. case THREE.LinearMipMapLinearFilter:
  3347. default:
  3348. return _gl.LINEAR; break;
  3349. }
  3350. };
  3351. // Map three.js constants to WebGL constants
  3352. function paramThreeToGL ( p ) {
  3353. switch ( p ) {
  3354. case THREE.RepeatWrapping: return _gl.REPEAT; break;
  3355. case THREE.ClampToEdgeWrapping: return _gl.CLAMP_TO_EDGE; break;
  3356. case THREE.MirroredRepeatWrapping: return _gl.MIRRORED_REPEAT; break;
  3357. case THREE.NearestFilter: return _gl.NEAREST; break;
  3358. case THREE.NearestMipMapNearestFilter: return _gl.NEAREST_MIPMAP_NEAREST; break;
  3359. case THREE.NearestMipMapLinearFilter: return _gl.NEAREST_MIPMAP_LINEAR; break;
  3360. case THREE.LinearFilter: return _gl.LINEAR; break;
  3361. case THREE.LinearMipMapNearestFilter: return _gl.LINEAR_MIPMAP_NEAREST; break;
  3362. case THREE.LinearMipMapLinearFilter: return _gl.LINEAR_MIPMAP_LINEAR; break;
  3363. case THREE.ByteType: return _gl.BYTE; break;
  3364. case THREE.UnsignedByteType: return _gl.UNSIGNED_BYTE; break;
  3365. case THREE.ShortType: return _gl.SHORT; break;
  3366. case THREE.UnsignedShortType: return _gl.UNSIGNED_SHORT; break;
  3367. case THREE.IntType: return _gl.INT; break;
  3368. case THREE.UnsignedShortType: return _gl.UNSIGNED_INT; break;
  3369. case THREE.FloatType: return _gl.FLOAT; break;
  3370. case THREE.AlphaFormat: return _gl.ALPHA; break;
  3371. case THREE.RGBFormat: return _gl.RGB; break;
  3372. case THREE.RGBAFormat: return _gl.RGBA; break;
  3373. case THREE.LuminanceFormat: return _gl.LUMINANCE; break;
  3374. case THREE.LuminanceAlphaFormat: return _gl.LUMINANCE_ALPHA; break;
  3375. }
  3376. return 0;
  3377. };
  3378. // Allocations
  3379. function allocateBones ( object ) {
  3380. // default for when object is not specified
  3381. // ( for example when prebuilding shader
  3382. // to be used with multiple objects )
  3383. //
  3384. // - leave some extra space for other uniforms
  3385. // - limit here is ANGLE's 254 max uniform vectors
  3386. // (up to 54 should be safe)
  3387. var maxBones = 50;
  3388. if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
  3389. maxBones = object.bones.length;
  3390. }
  3391. return maxBones;
  3392. };
  3393. function allocateLights ( lights ) {
  3394. var l, ll, light, dirLights, pointLights, maxDirLights, maxPointLights;
  3395. dirLights = pointLights = maxDirLights = maxPointLights = 0;
  3396. for ( l = 0, ll = lights.length; l < ll; l++ ) {
  3397. light = lights[ l ];
  3398. if ( light.onlyShadow ) continue;
  3399. if ( light instanceof THREE.DirectionalLight ) dirLights ++;
  3400. if ( light instanceof THREE.PointLight ) pointLights ++;
  3401. if ( light instanceof THREE.SpotLight ) pointLights ++;
  3402. }
  3403. if ( ( pointLights + dirLights ) <= _maxLights ) {
  3404. maxDirLights = dirLights;
  3405. maxPointLights = pointLights;
  3406. } else {
  3407. maxDirLights = Math.ceil( _maxLights * dirLights / ( pointLights + dirLights ) );
  3408. maxPointLights = _maxLights - maxDirLights;
  3409. }
  3410. return { 'directional' : maxDirLights, 'point' : maxPointLights };
  3411. };
  3412. function allocateShadows ( lights ) {
  3413. var l, ll, light, maxShadows = 0;
  3414. for ( l = 0, ll = lights.length; l < ll; l++ ) {
  3415. light = lights[ l ];
  3416. if ( ! light.castShadow ) continue;
  3417. if ( light instanceof THREE.SpotLight || light instanceof THREE.DirectionalLight ) maxShadows ++;
  3418. }
  3419. return maxShadows;
  3420. };
  3421. // Initialization
  3422. function initGL () {
  3423. var gl;
  3424. try {
  3425. if ( ! ( gl = _canvas.getContext( 'experimental-webgl', { alpha: _alpha, premultipliedAlpha: _premultipliedAlpha, antialias: _antialias, stencil: _stencil, preserveDrawingBuffer: _preserveDrawingBuffer } ) ) ) {
  3426. throw 'Error creating WebGL context.';
  3427. }
  3428. console.log(
  3429. navigator.userAgent + " | " +
  3430. gl.getParameter( gl.VERSION ) + " | " +
  3431. gl.getParameter( gl.VENDOR ) + " | " +
  3432. gl.getParameter( gl.RENDERER ) + " | " +
  3433. gl.getParameter( gl.SHADING_LANGUAGE_VERSION )
  3434. );
  3435. } catch ( error ) {
  3436. console.error( error );
  3437. }
  3438. return gl;
  3439. };
  3440. function setDefaultGLState () {
  3441. _gl.clearColor( 0, 0, 0, 1 );
  3442. _gl.clearDepth( 1 );
  3443. _gl.clearStencil( 0 );
  3444. _gl.enable( _gl.DEPTH_TEST );
  3445. _gl.depthFunc( _gl.LEQUAL );
  3446. _gl.frontFace( _gl.CCW );
  3447. _gl.cullFace( _gl.BACK );
  3448. _gl.enable( _gl.CULL_FACE );
  3449. _gl.enable( _gl.BLEND );
  3450. _gl.blendEquation( _gl.FUNC_ADD );
  3451. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
  3452. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  3453. };
  3454. // default plugins (order is important)
  3455. this.shadowMapPlugin = new THREE.ShadowMapPlugin();
  3456. this.addPrePlugin( this.shadowMapPlugin );
  3457. this.addPostPlugin( new THREE.SpritePlugin() );
  3458. this.addPostPlugin( new THREE.LensFlarePlugin() );
  3459. };