WebGLRenderer.js 137 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186118711881189119011911192119311941195119611971198119912001201120212031204120512061207120812091210121112121213121412151216121712181219122012211222122312241225122612271228122912301231123212331234123512361237123812391240124112421243124412451246124712481249125012511252125312541255125612571258125912601261126212631264126512661267126812691270127112721273127412751276127712781279128012811282128312841285128612871288128912901291129212931294129512961297129812991300130113021303130413051306130713081309131013111312131313141315131613171318131913201321132213231324132513261327132813291330133113321333133413351336133713381339134013411342134313441345134613471348134913501351135213531354135513561357135813591360136113621363136413651366136713681369137013711372137313741375137613771378137913801381138213831384138513861387138813891390139113921393139413951396139713981399140014011402140314041405140614071408140914101411141214131414141514161417141814191420142114221423142414251426142714281429143014311432143314341435143614371438143914401441144214431444144514461447144814491450145114521453145414551456145714581459146014611462146314641465146614671468146914701471147214731474147514761477147814791480148114821483148414851486148714881489149014911492149314941495149614971498149915001501150215031504150515061507150815091510151115121513151415151516151715181519152015211522152315241525152615271528152915301531153215331534153515361537153815391540154115421543154415451546154715481549155015511552155315541555155615571558155915601561156215631564156515661567156815691570157115721573157415751576157715781579158015811582158315841585158615871588158915901591159215931594159515961597159815991600160116021603160416051606160716081609161016111612161316141615161616171618161916201621162216231624162516261627162816291630163116321633163416351636163716381639164016411642164316441645164616471648164916501651165216531654165516561657165816591660166116621663166416651666166716681669167016711672167316741675167616771678167916801681168216831684168516861687168816891690169116921693169416951696169716981699170017011702170317041705170617071708170917101711171217131714171517161717171817191720172117221723172417251726172717281729173017311732173317341735173617371738173917401741174217431744174517461747174817491750175117521753175417551756175717581759176017611762176317641765176617671768176917701771177217731774177517761777177817791780178117821783178417851786178717881789179017911792179317941795179617971798179918001801180218031804180518061807180818091810181118121813181418151816181718181819182018211822182318241825182618271828182918301831183218331834183518361837183818391840184118421843184418451846184718481849185018511852185318541855185618571858185918601861186218631864186518661867186818691870187118721873187418751876187718781879188018811882188318841885188618871888188918901891189218931894189518961897189818991900190119021903190419051906190719081909191019111912191319141915191619171918191919201921192219231924192519261927192819291930193119321933193419351936193719381939194019411942194319441945194619471948194919501951195219531954195519561957195819591960196119621963196419651966196719681969197019711972197319741975197619771978197919801981198219831984198519861987198819891990199119921993199419951996199719981999200020012002200320042005200620072008200920102011201220132014201520162017201820192020202120222023202420252026202720282029203020312032203320342035203620372038203920402041204220432044204520462047204820492050205120522053205420552056205720582059206020612062206320642065206620672068206920702071207220732074207520762077207820792080208120822083208420852086208720882089209020912092209320942095209620972098209921002101210221032104210521062107210821092110211121122113211421152116211721182119212021212122212321242125212621272128212921302131213221332134213521362137213821392140214121422143214421452146214721482149215021512152215321542155215621572158215921602161216221632164216521662167216821692170217121722173217421752176217721782179218021812182218321842185218621872188218921902191219221932194219521962197219821992200220122022203220422052206220722082209221022112212221322142215221622172218221922202221222222232224222522262227222822292230223122322233223422352236223722382239224022412242224322442245224622472248224922502251225222532254225522562257225822592260226122622263226422652266226722682269227022712272227322742275227622772278227922802281228222832284228522862287228822892290229122922293229422952296229722982299230023012302230323042305230623072308230923102311231223132314231523162317231823192320232123222323232423252326232723282329233023312332233323342335233623372338233923402341234223432344234523462347234823492350235123522353235423552356235723582359236023612362236323642365236623672368236923702371237223732374237523762377237823792380238123822383238423852386238723882389239023912392239323942395239623972398239924002401240224032404240524062407240824092410241124122413241424152416241724182419242024212422242324242425242624272428242924302431243224332434243524362437243824392440244124422443244424452446244724482449245024512452245324542455245624572458245924602461246224632464246524662467246824692470247124722473247424752476247724782479248024812482248324842485248624872488248924902491249224932494249524962497249824992500250125022503250425052506250725082509251025112512251325142515251625172518251925202521252225232524252525262527252825292530253125322533253425352536253725382539254025412542254325442545254625472548254925502551255225532554255525562557255825592560256125622563256425652566256725682569257025712572257325742575257625772578257925802581258225832584258525862587258825892590259125922593259425952596259725982599260026012602260326042605260626072608260926102611261226132614261526162617261826192620262126222623262426252626262726282629263026312632263326342635263626372638263926402641264226432644264526462647264826492650265126522653265426552656265726582659266026612662266326642665266626672668266926702671267226732674267526762677267826792680268126822683268426852686268726882689269026912692269326942695269626972698269927002701270227032704270527062707270827092710271127122713271427152716271727182719272027212722272327242725272627272728272927302731273227332734273527362737273827392740274127422743274427452746274727482749275027512752275327542755275627572758275927602761276227632764276527662767276827692770277127722773277427752776277727782779278027812782278327842785278627872788278927902791279227932794279527962797279827992800280128022803280428052806280728082809281028112812281328142815281628172818281928202821282228232824282528262827282828292830283128322833283428352836283728382839284028412842284328442845284628472848284928502851285228532854285528562857285828592860286128622863286428652866286728682869287028712872287328742875287628772878287928802881288228832884288528862887288828892890289128922893289428952896289728982899290029012902290329042905290629072908290929102911291229132914291529162917291829192920292129222923292429252926292729282929293029312932293329342935293629372938293929402941294229432944294529462947294829492950295129522953295429552956295729582959296029612962296329642965296629672968296929702971297229732974297529762977297829792980298129822983298429852986298729882989299029912992299329942995299629972998299930003001300230033004300530063007300830093010301130123013301430153016301730183019302030213022302330243025302630273028302930303031303230333034303530363037303830393040304130423043304430453046304730483049305030513052305330543055305630573058305930603061306230633064306530663067306830693070307130723073307430753076307730783079308030813082308330843085308630873088308930903091309230933094309530963097309830993100310131023103310431053106310731083109311031113112311331143115311631173118311931203121312231233124312531263127312831293130313131323133313431353136313731383139314031413142314331443145314631473148314931503151315231533154315531563157315831593160316131623163316431653166316731683169317031713172317331743175317631773178317931803181318231833184318531863187318831893190319131923193319431953196319731983199320032013202320332043205320632073208320932103211321232133214321532163217321832193220322132223223322432253226322732283229323032313232323332343235323632373238323932403241324232433244324532463247324832493250325132523253325432553256325732583259326032613262326332643265326632673268326932703271327232733274327532763277327832793280328132823283328432853286328732883289329032913292329332943295329632973298329933003301330233033304330533063307330833093310331133123313331433153316331733183319332033213322332333243325332633273328332933303331333233333334333533363337333833393340334133423343334433453346334733483349335033513352335333543355335633573358335933603361336233633364336533663367336833693370337133723373337433753376337733783379338033813382338333843385338633873388338933903391339233933394339533963397339833993400340134023403340434053406340734083409341034113412341334143415341634173418341934203421342234233424342534263427342834293430343134323433343434353436343734383439344034413442344334443445344634473448344934503451345234533454345534563457345834593460346134623463346434653466346734683469347034713472347334743475347634773478347934803481348234833484348534863487348834893490349134923493349434953496349734983499350035013502350335043505350635073508350935103511351235133514351535163517351835193520352135223523352435253526352735283529353035313532353335343535353635373538353935403541354235433544354535463547354835493550355135523553355435553556355735583559356035613562356335643565356635673568356935703571357235733574357535763577357835793580358135823583358435853586358735883589359035913592359335943595359635973598359936003601360236033604360536063607360836093610361136123613361436153616361736183619362036213622362336243625362636273628362936303631363236333634363536363637363836393640364136423643364436453646364736483649365036513652365336543655365636573658365936603661366236633664366536663667366836693670367136723673367436753676367736783679368036813682368336843685368636873688368936903691369236933694369536963697369836993700370137023703370437053706370737083709371037113712371337143715371637173718371937203721372237233724372537263727372837293730373137323733373437353736373737383739374037413742374337443745374637473748374937503751375237533754375537563757375837593760376137623763376437653766376737683769377037713772377337743775377637773778377937803781378237833784378537863787378837893790379137923793379437953796379737983799380038013802380338043805380638073808380938103811381238133814381538163817381838193820382138223823382438253826382738283829383038313832383338343835383638373838383938403841384238433844384538463847384838493850385138523853385438553856385738583859386038613862386338643865386638673868386938703871387238733874387538763877387838793880388138823883388438853886388738883889389038913892389338943895389638973898389939003901390239033904390539063907390839093910391139123913391439153916391739183919392039213922392339243925392639273928392939303931393239333934393539363937393839393940394139423943394439453946394739483949395039513952395339543955395639573958395939603961396239633964396539663967396839693970397139723973397439753976397739783979398039813982398339843985398639873988398939903991399239933994399539963997399839994000400140024003400440054006400740084009401040114012401340144015401640174018401940204021402240234024402540264027402840294030403140324033403440354036403740384039404040414042404340444045404640474048404940504051405240534054405540564057405840594060406140624063406440654066406740684069407040714072407340744075407640774078407940804081408240834084408540864087408840894090409140924093409440954096409740984099410041014102410341044105410641074108410941104111411241134114411541164117411841194120412141224123412441254126412741284129413041314132413341344135413641374138413941404141414241434144414541464147414841494150415141524153415441554156415741584159416041614162416341644165416641674168416941704171417241734174417541764177417841794180418141824183418441854186418741884189419041914192419341944195419641974198419942004201420242034204420542064207420842094210421142124213421442154216421742184219422042214222422342244225422642274228422942304231423242334234423542364237423842394240424142424243424442454246424742484249425042514252425342544255425642574258425942604261426242634264426542664267426842694270427142724273427442754276427742784279428042814282428342844285428642874288428942904291429242934294429542964297429842994300430143024303430443054306430743084309431043114312431343144315431643174318431943204321432243234324432543264327432843294330433143324333433443354336433743384339434043414342434343444345434643474348434943504351435243534354435543564357435843594360436143624363436443654366436743684369437043714372437343744375437643774378437943804381438243834384438543864387438843894390439143924393439443954396439743984399440044014402440344044405440644074408440944104411441244134414441544164417441844194420442144224423442444254426442744284429443044314432443344344435443644374438443944404441444244434444444544464447444844494450445144524453445444554456445744584459446044614462446344644465446644674468446944704471447244734474447544764477447844794480448144824483448444854486448744884489449044914492449344944495449644974498449945004501450245034504450545064507450845094510451145124513451445154516451745184519452045214522452345244525452645274528452945304531453245334534453545364537453845394540454145424543454445454546454745484549455045514552455345544555455645574558455945604561456245634564456545664567456845694570457145724573457445754576457745784579458045814582458345844585458645874588458945904591459245934594459545964597459845994600460146024603460446054606460746084609461046114612461346144615461646174618461946204621462246234624462546264627462846294630463146324633463446354636463746384639464046414642464346444645464646474648464946504651465246534654465546564657465846594660466146624663466446654666466746684669467046714672467346744675467646774678467946804681468246834684468546864687468846894690469146924693469446954696469746984699470047014702470347044705470647074708470947104711471247134714471547164717471847194720472147224723472447254726472747284729473047314732473347344735473647374738473947404741474247434744474547464747474847494750475147524753475447554756475747584759476047614762476347644765476647674768476947704771477247734774477547764777477847794780478147824783478447854786478747884789479047914792479347944795479647974798479948004801480248034804480548064807480848094810481148124813481448154816481748184819482048214822482348244825482648274828482948304831483248334834483548364837483848394840484148424843484448454846484748484849485048514852485348544855485648574858485948604861486248634864486548664867486848694870487148724873487448754876487748784879488048814882488348844885488648874888488948904891489248934894489548964897489848994900490149024903490449054906490749084909491049114912491349144915491649174918491949204921492249234924492549264927492849294930493149324933493449354936493749384939494049414942494349444945494649474948494949504951495249534954495549564957495849594960496149624963496449654966496749684969497049714972497349744975497649774978497949804981498249834984498549864987498849894990499149924993499449954996499749984999500050015002500350045005500650075008500950105011501250135014501550165017501850195020502150225023502450255026502750285029503050315032503350345035503650375038503950405041504250435044504550465047504850495050505150525053505450555056505750585059506050615062506350645065506650675068506950705071507250735074507550765077507850795080508150825083508450855086508750885089509050915092509350945095509650975098509951005101510251035104510551065107510851095110511151125113511451155116511751185119512051215122512351245125512651275128512951305131513251335134513551365137513851395140514151425143514451455146514751485149515051515152515351545155515651575158515951605161516251635164516551665167516851695170517151725173517451755176517751785179518051815182518351845185518651875188518951905191519251935194519551965197519851995200520152025203520452055206520752085209521052115212521352145215521652175218521952205221522252235224522552265227522852295230523152325233523452355236523752385239524052415242524352445245524652475248524952505251525252535254525552565257525852595260526152625263526452655266526752685269527052715272527352745275527652775278527952805281528252835284528552865287528852895290529152925293529452955296529752985299530053015302530353045305530653075308530953105311531253135314531553165317531853195320532153225323532453255326532753285329533053315332533353345335533653375338533953405341534253435344534553465347534853495350535153525353535453555356535753585359536053615362536353645365536653675368536953705371537253735374537553765377537853795380538153825383538453855386538753885389539053915392539353945395539653975398539954005401540254035404540554065407540854095410541154125413541454155416541754185419542054215422542354245425542654275428542954305431543254335434543554365437543854395440544154425443544454455446544754485449545054515452545354545455545654575458545954605461546254635464546554665467546854695470547154725473547454755476547754785479548054815482548354845485548654875488548954905491549254935494549554965497549854995500550155025503550455055506550755085509551055115512551355145515551655175518551955205521552255235524552555265527552855295530553155325533553455355536553755385539554055415542554355445545554655475548554955505551555255535554555555565557555855595560556155625563556455655566556755685569557055715572557355745575557655775578557955805581558255835584558555865587558855895590559155925593559455955596559755985599560056015602560356045605560656075608560956105611561256135614561556165617561856195620562156225623562456255626562756285629563056315632563356345635563656375638563956405641564256435644564556465647564856495650565156525653565456555656565756585659566056615662566356645665566656675668566956705671567256735674567556765677567856795680568156825683568456855686568756885689569056915692569356945695569656975698569957005701570257035704570557065707570857095710571157125713571457155716571757185719572057215722572357245725572657275728572957305731573257335734573557365737573857395740574157425743574457455746574757485749575057515752575357545755575657575758575957605761576257635764576557665767576857695770577157725773577457755776577757785779578057815782578357845785578657875788578957905791579257935794579557965797579857995800580158025803580458055806580758085809581058115812581358145815581658175818581958205821582258235824582558265827582858295830583158325833
  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. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  13. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  14. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  15. _clearColor = parameters.clearColor !== undefined ? new THREE.Color( parameters.clearColor ) : new THREE.Color( 0x000000 ),
  16. _clearAlpha = parameters.clearAlpha !== undefined ? parameters.clearAlpha : 0,
  17. _maxLights = parameters.maxLights !== undefined ? parameters.maxLights : 4;
  18. // public properties
  19. this.domElement = _canvas;
  20. this.context = null;
  21. // clearing
  22. this.autoClear = true;
  23. this.autoClearColor = true;
  24. this.autoClearDepth = true;
  25. this.autoClearStencil = true;
  26. // scene graph
  27. this.sortObjects = true;
  28. this.autoUpdateObjects = true;
  29. this.autoUpdateScene = true;
  30. // physically based shading
  31. this.gammaInput = false;
  32. this.gammaOutput = false;
  33. this.physicallyBasedShading = false;
  34. // shadow map
  35. this.shadowMapBias = 0.0039;
  36. this.shadowMapDarkness = 0.5;
  37. this.shadowMapWidth = 512;
  38. this.shadowMapHeight = 512;
  39. this.shadowCameraNear = 1;
  40. this.shadowCameraFar = 5000;
  41. this.shadowCameraFov = 50;
  42. this.shadowMapEnabled = false;
  43. this.shadowMapAutoUpdate = true;
  44. this.shadowMapSoft = true;
  45. this.shadowMapCullFrontFaces = true;
  46. // morphs
  47. this.maxMorphTargets = 8;
  48. // flags
  49. this.autoScaleCubemaps = true;
  50. // custom render plugins
  51. this.renderPluginsPre = [];
  52. this.renderPluginsPost = [];
  53. // info
  54. this.info = {
  55. memory: {
  56. programs: 0,
  57. geometries: 0,
  58. textures: 0
  59. },
  60. render: {
  61. calls: 0,
  62. vertices: 0,
  63. faces: 0,
  64. points: 0
  65. }
  66. };
  67. // internal properties
  68. var _this = this,
  69. _gl,
  70. _programs = [],
  71. // internal state cache
  72. _currentProgram = null,
  73. _currentFramebuffer = null,
  74. _currentMaterialId = -1,
  75. _currentGeometryGroupHash = null,
  76. _geometryGroupCounter = 0,
  77. // GL state cache
  78. _oldDoubleSided = null,
  79. _oldFlipSided = null,
  80. _oldBlending = null,
  81. _oldDepthTest = null,
  82. _oldDepthWrite = null,
  83. _oldPolygonOffset = null,
  84. _oldPolygonOffsetFactor = null,
  85. _oldPolygonOffsetUnits = null,
  86. _oldLineWidth = null,
  87. _viewportX = 0,
  88. _viewportY = 0,
  89. _viewportWidth = 0,
  90. _viewportHeight = 0,
  91. _currentWidth = 0,
  92. _currentHeight = 0,
  93. // frustum
  94. _frustum = new THREE.Frustum(),
  95. // camera matrices cache
  96. _projScreenMatrix = new THREE.Matrix4(),
  97. _vector3 = new THREE.Vector4(),
  98. // light arrays cache
  99. _lights = {
  100. ambient: [ 0, 0, 0 ],
  101. directional: { length: 0, colors: new Array(), positions: new Array() },
  102. point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() }
  103. };
  104. // initialize
  105. _gl = initGL();
  106. setDefaultGLState();
  107. this.context = _gl;
  108. // GPU capabilities
  109. var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ),
  110. _maxTextureSize = _gl.getParameter( _gl.TEXTURE_SIZE ),
  111. _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE );
  112. // API
  113. this.getContext = function () {
  114. return _gl;
  115. };
  116. this.supportsVertexTextures = function () {
  117. return _maxVertexTextures > 0;
  118. };
  119. this.setSize = function ( width, height ) {
  120. _canvas.width = width;
  121. _canvas.height = height;
  122. this.setViewport( 0, 0, _canvas.width, _canvas.height );
  123. };
  124. this.setViewport = function ( x, y, width, height ) {
  125. _viewportX = x;
  126. _viewportY = y;
  127. _viewportWidth = width;
  128. _viewportHeight = height;
  129. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  130. };
  131. this.setScissor = function ( x, y, width, height ) {
  132. _gl.scissor( x, y, width, height );
  133. };
  134. this.enableScissorTest = function ( enable ) {
  135. enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );
  136. };
  137. // Clearing
  138. this.setClearColorHex = function ( hex, alpha ) {
  139. _clearColor.setHex( hex );
  140. _clearAlpha = alpha;
  141. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  142. };
  143. this.setClearColor = function ( color, alpha ) {
  144. _clearColor.copy( color );
  145. _clearAlpha = alpha;
  146. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  147. };
  148. this.getClearColor = function () {
  149. return _clearColor;
  150. };
  151. this.getClearAlpha = function () {
  152. return _clearAlpha;
  153. };
  154. this.clear = function ( color, depth, stencil ) {
  155. var bits = 0;
  156. if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  157. if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  158. if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  159. _gl.clear( bits );
  160. };
  161. this.clearTarget = function ( renderTarget, color, depth, stencil ) {
  162. this.setRenderTarget( renderTarget );
  163. this.clear( color, depth, stencil );
  164. };
  165. // Plugins
  166. this.addPostPlugin = function ( plugin ) {
  167. plugin.init( this );
  168. this.renderPluginsPost.push( plugin );
  169. };
  170. this.addPrePlugin = function ( plugin ) {
  171. plugin.init( this );
  172. this.renderPluginsPre.push( plugin );
  173. };
  174. // Deallocation
  175. this.deallocateObject = function ( object ) {
  176. if ( ! object.__webglInit ) return;
  177. object.__webglInit = false;
  178. delete object._modelViewMatrix;
  179. delete object._normalMatrixArray;
  180. delete object._modelViewMatrixArray;
  181. delete object._objectMatrixArray;
  182. if ( object instanceof THREE.Mesh ) {
  183. for ( var g in object.geometry.geometryGroups ) {
  184. deleteMeshBuffers( object.geometry.geometryGroups[ g ] );
  185. }
  186. } else if ( object instanceof THREE.Ribbon ) {
  187. deleteRibbonBuffers( object.geometry );
  188. } else if ( object instanceof THREE.Line ) {
  189. deleteLineBuffers( object.geometry );
  190. } else if ( object instanceof THREE.ParticleSystem ) {
  191. deleteParticleBuffers( object.geometry );
  192. }
  193. };
  194. this.deallocateTexture = function ( texture ) {
  195. if ( ! texture.__webglInit ) return;
  196. texture.__webglInit = false;
  197. _gl.deleteTexture( texture.__webglTexture );
  198. _this.info.memory.textures --;
  199. };
  200. // Rendering
  201. this.updateShadowMap = function ( scene, camera ) {
  202. _currentProgram = null;
  203. _oldBlending = -1;
  204. _oldDepthTest = -1;
  205. _oldDepthWrite = -1;
  206. _currentGeometryGroupHash = -1;
  207. _currentMaterialId = -1;
  208. this.shadowMapPlugin.update( scene, camera );
  209. };
  210. // Internal functions
  211. // Buffer allocation
  212. function createParticleBuffers ( geometry ) {
  213. geometry.__webglVertexBuffer = _gl.createBuffer();
  214. geometry.__webglColorBuffer = _gl.createBuffer();
  215. _this.info.geometries ++;
  216. };
  217. function createLineBuffers ( geometry ) {
  218. geometry.__webglVertexBuffer = _gl.createBuffer();
  219. geometry.__webglColorBuffer = _gl.createBuffer();
  220. _this.info.memory.geometries ++;
  221. };
  222. function createRibbonBuffers ( geometry ) {
  223. geometry.__webglVertexBuffer = _gl.createBuffer();
  224. geometry.__webglColorBuffer = _gl.createBuffer();
  225. _this.info.memory.geometries ++;
  226. };
  227. function createMeshBuffers ( geometryGroup ) {
  228. geometryGroup.__webglVertexBuffer = _gl.createBuffer();
  229. geometryGroup.__webglNormalBuffer = _gl.createBuffer();
  230. geometryGroup.__webglTangentBuffer = _gl.createBuffer();
  231. geometryGroup.__webglColorBuffer = _gl.createBuffer();
  232. geometryGroup.__webglUVBuffer = _gl.createBuffer();
  233. geometryGroup.__webglUV2Buffer = _gl.createBuffer();
  234. geometryGroup.__webglSkinVertexABuffer = _gl.createBuffer();
  235. geometryGroup.__webglSkinVertexBBuffer = _gl.createBuffer();
  236. geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
  237. geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
  238. geometryGroup.__webglFaceBuffer = _gl.createBuffer();
  239. geometryGroup.__webglLineBuffer = _gl.createBuffer();
  240. if ( geometryGroup.numMorphTargets ) {
  241. var m, ml;
  242. geometryGroup.__webglMorphTargetsBuffers = [];
  243. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  244. geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
  245. }
  246. }
  247. _this.info.memory.geometries ++;
  248. };
  249. // Buffer deallocation
  250. function deleteParticleBuffers ( geometry ) {
  251. _gl.deleteBuffer( geometry.__webglVertexBuffer );
  252. _gl.deleteBuffer( geometry.__webglColorBuffer );
  253. _this.info.memory.geometries --;
  254. };
  255. function deleteLineBuffers ( geometry ) {
  256. _gl.deleteBuffer( geometry.__webglVertexBuffer );
  257. _gl.deleteBuffer( geometry.__webglColorBuffer );
  258. _this.info.memory.geometries --;
  259. };
  260. function deleteRibbonBuffers ( geometry ) {
  261. _gl.deleteBuffer( geometry.__webglVertexBuffer );
  262. _gl.deleteBuffer( geometry.__webglColorBuffer );
  263. _this.info.memory.geometries --;
  264. };
  265. function deleteMeshBuffers ( geometryGroup ) {
  266. _gl.deleteBuffer( geometryGroup.__webglVertexBuffer );
  267. _gl.deleteBuffer( geometryGroup.__webglNormalBuffer );
  268. _gl.deleteBuffer( geometryGroup.__webglTangentBuffer );
  269. _gl.deleteBuffer( geometryGroup.__webglColorBuffer );
  270. _gl.deleteBuffer( geometryGroup.__webglUVBuffer );
  271. _gl.deleteBuffer( geometryGroup.__webglUV2Buffer );
  272. _gl.deleteBuffer( geometryGroup.__webglSkinVertexABuffer );
  273. _gl.deleteBuffer( geometryGroup.__webglSkinVertexBBuffer );
  274. _gl.deleteBuffer( geometryGroup.__webglSkinIndicesBuffer );
  275. _gl.deleteBuffer( geometryGroup.__webglSkinWeightsBuffer );
  276. _gl.deleteBuffer( geometryGroup.__webglFaceBuffer );
  277. _gl.deleteBuffer( geometryGroup.__webglLineBuffer );
  278. if ( geometryGroup.numMorphTargets ) {
  279. for ( var m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  280. _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
  281. }
  282. }
  283. if ( geometryGroup.__webglCustomAttributesList ) {
  284. for ( var id in geometryGroup.__webglCustomAttributesList ) {
  285. _gl.deleteBuffer( geometryGroup.__webglCustomAttributesList[ id ].buffer );
  286. }
  287. }
  288. _this.info.memory.geometries --;
  289. };
  290. // Buffer initialization
  291. function initCustomAttributes ( geometry, object ) {
  292. var nvertices = geometry.vertices.length;
  293. var material = object.material;
  294. if ( material.attributes ) {
  295. if ( geometry.__webglCustomAttributesList === undefined ) {
  296. geometry.__webglCustomAttributesList = [];
  297. }
  298. for ( var a in material.attributes ) {
  299. var attribute = material.attributes[ a ];
  300. if( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  301. attribute.__webglInitialized = true;
  302. var size = 1; // "f" and "i"
  303. if ( attribute.type === "v2" ) size = 2;
  304. else if ( attribute.type === "v3" ) size = 3;
  305. else if ( attribute.type === "v4" ) size = 4;
  306. else if ( attribute.type === "c" ) size = 3;
  307. attribute.size = size;
  308. attribute.array = new Float32Array( nvertices * size );
  309. attribute.buffer = _gl.createBuffer();
  310. attribute.buffer.belongsToAttribute = a;
  311. attribute.needsUpdate = true;
  312. }
  313. geometry.__webglCustomAttributesList.push( attribute );
  314. }
  315. }
  316. };
  317. function initParticleBuffers ( geometry, object ) {
  318. var nvertices = geometry.vertices.length;
  319. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  320. geometry.__colorArray = new Float32Array( nvertices * 3 );
  321. geometry.__sortArray = [];
  322. geometry.__webglParticleCount = nvertices;
  323. initCustomAttributes ( geometry, object );
  324. };
  325. function initLineBuffers ( geometry, object ) {
  326. var nvertices = geometry.vertices.length;
  327. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  328. geometry.__colorArray = new Float32Array( nvertices * 3 );
  329. geometry.__webglLineCount = nvertices;
  330. initCustomAttributes ( geometry, object );
  331. };
  332. function initRibbonBuffers ( geometry ) {
  333. var nvertices = geometry.vertices.length;
  334. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  335. geometry.__colorArray = new Float32Array( nvertices * 3 );
  336. geometry.__webglVertexCount = nvertices;
  337. };
  338. function initMeshBuffers ( geometryGroup, object ) {
  339. var geometry = object.geometry,
  340. faces3 = geometryGroup.faces3,
  341. faces4 = geometryGroup.faces4,
  342. nvertices = faces3.length * 3 + faces4.length * 4,
  343. ntris = faces3.length * 1 + faces4.length * 2,
  344. nlines = faces3.length * 3 + faces4.length * 4,
  345. material = getBufferMaterial( object, geometryGroup ),
  346. uvType = bufferGuessUVType( material ),
  347. normalType = bufferGuessNormalType( material ),
  348. vertexColorType = bufferGuessVertexColorType( material );
  349. //console.log( "uvType", uvType, "normalType", normalType, "vertexColorType", vertexColorType, object, geometryGroup, material );
  350. geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
  351. if ( normalType ) {
  352. geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
  353. }
  354. if ( geometry.hasTangents ) {
  355. geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
  356. }
  357. if ( vertexColorType ) {
  358. geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
  359. }
  360. if ( uvType ) {
  361. if ( geometry.faceUvs.length > 0 || geometry.faceVertexUvs.length > 0 ) {
  362. geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
  363. }
  364. if ( geometry.faceUvs.length > 1 || geometry.faceVertexUvs.length > 1 ) {
  365. geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
  366. }
  367. }
  368. if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
  369. geometryGroup.__skinVertexAArray = new Float32Array( nvertices * 4 );
  370. geometryGroup.__skinVertexBArray = new Float32Array( nvertices * 4 );
  371. geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
  372. geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
  373. }
  374. geometryGroup.__faceArray = new Uint16Array( ntris * 3 );
  375. geometryGroup.__lineArray = new Uint16Array( nlines * 2 );
  376. if ( geometryGroup.numMorphTargets ) {
  377. geometryGroup.__morphTargetsArrays = [];
  378. for ( var m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  379. geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
  380. }
  381. }
  382. geometryGroup.__webglFaceCount = ntris * 3;
  383. geometryGroup.__webglLineCount = nlines * 2;
  384. // custom attributes
  385. if ( material.attributes ) {
  386. if ( geometryGroup.__webglCustomAttributesList === undefined ) {
  387. geometryGroup.__webglCustomAttributesList = [];
  388. }
  389. for ( var a in material.attributes ) {
  390. // Do a shallow copy of the attribute object so different geometryGroup chunks use different
  391. // attribute buffers which are correctly indexed in the setMeshBuffers function
  392. var originalAttribute = material.attributes[ a ];
  393. var attribute = {};
  394. for ( var property in originalAttribute ) {
  395. attribute[ property ] = originalAttribute[ property ];
  396. }
  397. if( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  398. attribute.__webglInitialized = true;
  399. var size = 1; // "f" and "i"
  400. if( attribute.type === "v2" ) size = 2;
  401. else if( attribute.type === "v3" ) size = 3;
  402. else if( attribute.type === "v4" ) size = 4;
  403. else if( attribute.type === "c" ) size = 3;
  404. attribute.size = size;
  405. attribute.array = new Float32Array( nvertices * size );
  406. attribute.buffer = _gl.createBuffer();
  407. attribute.buffer.belongsToAttribute = a;
  408. originalAttribute.needsUpdate = true;
  409. attribute.__original = originalAttribute;
  410. }
  411. geometryGroup.__webglCustomAttributesList.push( attribute );
  412. }
  413. }
  414. geometryGroup.__inittedArrays = true;
  415. };
  416. function getBufferMaterial( object, geometryGroup ) {
  417. if ( object.material && ! ( object.material instanceof THREE.MeshFaceMaterial ) ) {
  418. return object.material;
  419. } else if ( geometryGroup.materialIndex >= 0 ) {
  420. return object.geometry.materials[ geometryGroup.materialIndex ];
  421. }
  422. };
  423. function materialNeedsSmoothNormals ( material ) {
  424. return material && material.shading !== undefined && material.shading === THREE.SmoothShading;
  425. };
  426. function bufferGuessNormalType ( material ) {
  427. // only MeshBasicMaterial and MeshDepthMaterial don't need normals
  428. if ( ( material instanceof THREE.MeshBasicMaterial && !material.envMap ) || material instanceof THREE.MeshDepthMaterial ) {
  429. return false;
  430. }
  431. if ( materialNeedsSmoothNormals( material ) ) {
  432. return THREE.SmoothShading;
  433. } else {
  434. return THREE.FlatShading;
  435. }
  436. };
  437. function bufferGuessVertexColorType ( material ) {
  438. if ( material.vertexColors ) {
  439. return material.vertexColors;
  440. }
  441. return false;
  442. };
  443. function bufferGuessUVType ( material ) {
  444. // material must use some texture to require uvs
  445. if ( material.map || material.lightMap || material instanceof THREE.ShaderMaterial ) {
  446. return true;
  447. }
  448. return false;
  449. };
  450. // Buffer setting
  451. function setParticleBuffers ( geometry, hint, object ) {
  452. var v, c, vertex, offset, index, color,
  453. vertices = geometry.vertices,
  454. vl = vertices.length,
  455. colors = geometry.colors,
  456. cl = colors.length,
  457. vertexArray = geometry.__vertexArray,
  458. colorArray = geometry.__colorArray,
  459. sortArray = geometry.__sortArray,
  460. dirtyVertices = geometry.__dirtyVertices,
  461. dirtyElements = geometry.__dirtyElements,
  462. dirtyColors = geometry.__dirtyColors,
  463. customAttributes = geometry.__webglCustomAttributesList,
  464. i, il,
  465. a, ca, cal, value,
  466. customAttribute;
  467. if ( object.sortParticles ) {
  468. _projScreenMatrix.multiplySelf( object.matrixWorld );
  469. for ( v = 0; v < vl; v ++ ) {
  470. vertex = vertices[ v ].position;
  471. _vector3.copy( vertex );
  472. _projScreenMatrix.multiplyVector3( _vector3 );
  473. sortArray[ v ] = [ _vector3.z, v ];
  474. }
  475. sortArray.sort( function( a, b ) { return b[ 0 ] - a[ 0 ]; } );
  476. for ( v = 0; v < vl; v ++ ) {
  477. vertex = vertices[ sortArray[v][1] ].position;
  478. offset = v * 3;
  479. vertexArray[ offset ] = vertex.x;
  480. vertexArray[ offset + 1 ] = vertex.y;
  481. vertexArray[ offset + 2 ] = vertex.z;
  482. }
  483. for ( c = 0; c < cl; c ++ ) {
  484. offset = c * 3;
  485. color = colors[ sortArray[c][1] ];
  486. colorArray[ offset ] = color.r;
  487. colorArray[ offset + 1 ] = color.g;
  488. colorArray[ offset + 2 ] = color.b;
  489. }
  490. if ( customAttributes ) {
  491. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  492. customAttribute = customAttributes[ i ];
  493. if ( ! ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) ) continue;
  494. offset = 0;
  495. cal = customAttribute.value.length;
  496. if ( customAttribute.size === 1 ) {
  497. for ( ca = 0; ca < cal; ca ++ ) {
  498. index = sortArray[ ca ][ 1 ];
  499. customAttribute.array[ ca ] = customAttribute.value[ index ];
  500. }
  501. } else if ( customAttribute.size === 2 ) {
  502. for ( ca = 0; ca < cal; ca ++ ) {
  503. index = sortArray[ ca ][ 1 ];
  504. value = customAttribute.value[ index ];
  505. customAttribute.array[ offset ] = value.x;
  506. customAttribute.array[ offset + 1 ] = value.y;
  507. offset += 2;
  508. }
  509. } else if ( customAttribute.size === 3 ) {
  510. if ( customAttribute.type === "c" ) {
  511. for ( ca = 0; ca < cal; ca ++ ) {
  512. index = sortArray[ ca ][ 1 ];
  513. value = customAttribute.value[ index ];
  514. customAttribute.array[ offset ] = value.r;
  515. customAttribute.array[ offset + 1 ] = value.g;
  516. customAttribute.array[ offset + 2 ] = value.b;
  517. offset += 3;
  518. }
  519. } else {
  520. for ( ca = 0; ca < cal; ca ++ ) {
  521. index = sortArray[ ca ][ 1 ];
  522. value = customAttribute.value[ index ];
  523. customAttribute.array[ offset ] = value.x;
  524. customAttribute.array[ offset + 1 ] = value.y;
  525. customAttribute.array[ offset + 2 ] = value.z;
  526. offset += 3;
  527. }
  528. }
  529. } else if ( customAttribute.size === 4 ) {
  530. for ( ca = 0; ca < cal; ca ++ ) {
  531. index = sortArray[ ca ][ 1 ];
  532. value = customAttribute.value[ index ];
  533. customAttribute.array[ offset ] = value.x;
  534. customAttribute.array[ offset + 1 ] = value.y;
  535. customAttribute.array[ offset + 2 ] = value.z;
  536. customAttribute.array[ offset + 3 ] = value.w;
  537. offset += 4;
  538. }
  539. }
  540. }
  541. }
  542. } else {
  543. if ( dirtyVertices ) {
  544. for ( v = 0; v < vl; v ++ ) {
  545. vertex = vertices[ v ].position;
  546. offset = v * 3;
  547. vertexArray[ offset ] = vertex.x;
  548. vertexArray[ offset + 1 ] = vertex.y;
  549. vertexArray[ offset + 2 ] = vertex.z;
  550. }
  551. }
  552. if ( dirtyColors ) {
  553. for ( c = 0; c < cl; c ++ ) {
  554. color = colors[ c ];
  555. offset = c * 3;
  556. colorArray[ offset ] = color.r;
  557. colorArray[ offset + 1 ] = color.g;
  558. colorArray[ offset + 2 ] = color.b;
  559. }
  560. }
  561. if ( customAttributes ) {
  562. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  563. customAttribute = customAttributes[ i ];
  564. if ( customAttribute.needsUpdate &&
  565. ( customAttribute.boundTo === undefined ||
  566. customAttribute.boundTo === "vertices") ) {
  567. cal = customAttribute.value.length;
  568. offset = 0;
  569. if ( customAttribute.size === 1 ) {
  570. for ( ca = 0; ca < cal; ca ++ ) {
  571. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  572. }
  573. } else if ( customAttribute.size === 2 ) {
  574. for ( ca = 0; ca < cal; ca ++ ) {
  575. value = customAttribute.value[ ca ];
  576. customAttribute.array[ offset ] = value.x;
  577. customAttribute.array[ offset + 1 ] = value.y;
  578. offset += 2;
  579. }
  580. } else if ( customAttribute.size === 3 ) {
  581. if ( customAttribute.type === "c" ) {
  582. for ( ca = 0; ca < cal; ca ++ ) {
  583. value = customAttribute.value[ ca ];
  584. customAttribute.array[ offset ] = value.r;
  585. customAttribute.array[ offset + 1 ] = value.g;
  586. customAttribute.array[ offset + 2 ] = value.b;
  587. offset += 3;
  588. }
  589. } else {
  590. for ( ca = 0; ca < cal; ca ++ ) {
  591. value = customAttribute.value[ ca ];
  592. customAttribute.array[ offset ] = value.x;
  593. customAttribute.array[ offset + 1 ] = value.y;
  594. customAttribute.array[ offset + 2 ] = value.z;
  595. offset += 3;
  596. }
  597. }
  598. } else if ( customAttribute.size === 4 ) {
  599. for ( ca = 0; ca < cal; ca ++ ) {
  600. value = customAttribute.value[ ca ];
  601. customAttribute.array[ offset ] = value.x;
  602. customAttribute.array[ offset + 1 ] = value.y;
  603. customAttribute.array[ offset + 2 ] = value.z;
  604. customAttribute.array[ offset + 3 ] = value.w;
  605. offset += 4;
  606. }
  607. }
  608. }
  609. }
  610. }
  611. }
  612. if ( dirtyVertices || object.sortParticles ) {
  613. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  614. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  615. }
  616. if ( dirtyColors || object.sortParticles ) {
  617. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  618. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  619. }
  620. if ( customAttributes ) {
  621. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  622. customAttribute = customAttributes[ i ];
  623. if ( customAttribute.needsUpdate || object.sortParticles ) {
  624. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  625. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  626. }
  627. }
  628. }
  629. };
  630. function setLineBuffers ( geometry, hint ) {
  631. var v, c, vertex, offset, color,
  632. vertices = geometry.vertices,
  633. colors = geometry.colors,
  634. vl = vertices.length,
  635. cl = colors.length,
  636. vertexArray = geometry.__vertexArray,
  637. colorArray = geometry.__colorArray,
  638. dirtyVertices = geometry.__dirtyVertices,
  639. dirtyColors = geometry.__dirtyColors,
  640. customAttributes = geometry.__webglCustomAttributesList,
  641. i, il,
  642. a, ca, cal, value,
  643. customAttribute;
  644. if ( dirtyVertices ) {
  645. for ( v = 0; v < vl; v ++ ) {
  646. vertex = vertices[ v ].position;
  647. offset = v * 3;
  648. vertexArray[ offset ] = vertex.x;
  649. vertexArray[ offset + 1 ] = vertex.y;
  650. vertexArray[ offset + 2 ] = vertex.z;
  651. }
  652. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  653. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  654. }
  655. if ( dirtyColors ) {
  656. for ( c = 0; c < cl; c ++ ) {
  657. color = colors[ c ];
  658. offset = c * 3;
  659. colorArray[ offset ] = color.r;
  660. colorArray[ offset + 1 ] = color.g;
  661. colorArray[ offset + 2 ] = color.b;
  662. }
  663. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  664. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  665. }
  666. if ( customAttributes ) {
  667. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  668. customAttribute = customAttributes[ i ];
  669. if ( customAttribute.needsUpdate &&
  670. ( customAttribute.boundTo === undefined ||
  671. customAttribute.boundTo === "vertices" ) ) {
  672. offset = 0;
  673. cal = customAttribute.value.length;
  674. if ( customAttribute.size === 1 ) {
  675. for ( ca = 0; ca < cal; ca ++ ) {
  676. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  677. }
  678. } else if ( customAttribute.size === 2 ) {
  679. for ( ca = 0; ca < cal; ca ++ ) {
  680. value = customAttribute.value[ ca ];
  681. customAttribute.array[ offset ] = value.x;
  682. customAttribute.array[ offset + 1 ] = value.y;
  683. offset += 2;
  684. }
  685. } else if ( customAttribute.size === 3 ) {
  686. if ( customAttribute.type === "c" ) {
  687. for ( ca = 0; ca < cal; ca ++ ) {
  688. value = customAttribute.value[ ca ];
  689. customAttribute.array[ offset ] = value.r;
  690. customAttribute.array[ offset + 1 ] = value.g;
  691. customAttribute.array[ offset + 2 ] = value.b;
  692. offset += 3;
  693. }
  694. } else {
  695. for ( ca = 0; ca < cal; ca ++ ) {
  696. value = customAttribute.value[ ca ];
  697. customAttribute.array[ offset ] = value.x;
  698. customAttribute.array[ offset + 1 ] = value.y;
  699. customAttribute.array[ offset + 2 ] = value.z;
  700. offset += 3;
  701. }
  702. }
  703. } else if ( customAttribute.size === 4 ) {
  704. for ( ca = 0; ca < cal; ca ++ ) {
  705. value = customAttribute.value[ ca ];
  706. customAttribute.array[ offset ] = value.x;
  707. customAttribute.array[ offset + 1 ] = value.y;
  708. customAttribute.array[ offset + 2 ] = value.z;
  709. customAttribute.array[ offset + 3 ] = value.w;
  710. offset += 4;
  711. }
  712. }
  713. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  714. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  715. }
  716. }
  717. }
  718. };
  719. function setRibbonBuffers ( geometry, hint ) {
  720. var v, c, vertex, offset, color,
  721. vertices = geometry.vertices,
  722. colors = geometry.colors,
  723. vl = vertices.length,
  724. cl = colors.length,
  725. vertexArray = geometry.__vertexArray,
  726. colorArray = geometry.__colorArray,
  727. dirtyVertices = geometry.__dirtyVertices,
  728. dirtyColors = geometry.__dirtyColors;
  729. if ( dirtyVertices ) {
  730. for ( v = 0; v < vl; v ++ ) {
  731. vertex = vertices[ v ].position;
  732. offset = v * 3;
  733. vertexArray[ offset ] = vertex.x;
  734. vertexArray[ offset + 1 ] = vertex.y;
  735. vertexArray[ offset + 2 ] = vertex.z;
  736. }
  737. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  738. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  739. }
  740. if ( dirtyColors ) {
  741. for ( c = 0; c < cl; c ++ ) {
  742. color = colors[ c ];
  743. offset = c * 3;
  744. colorArray[ offset ] = color.r;
  745. colorArray[ offset + 1 ] = color.g;
  746. colorArray[ offset + 2 ] = color.b;
  747. }
  748. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  749. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  750. }
  751. };
  752. function setMeshBuffers( geometryGroup, object, hint, dispose, material ) {
  753. if ( ! geometryGroup.__inittedArrays ) {
  754. // console.log( object );
  755. return;
  756. }
  757. var normalType = bufferGuessNormalType( material ),
  758. vertexColorType = bufferGuessVertexColorType( material ),
  759. uvType = bufferGuessUVType( material ),
  760. needsSmoothNormals = ( normalType === THREE.SmoothShading );
  761. var f, fl, fi, face,
  762. vertexNormals, faceNormal, normal,
  763. vertexColors, faceColor,
  764. vertexTangents,
  765. uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4,
  766. c1, c2, c3, c4,
  767. sw1, sw2, sw3, sw4,
  768. si1, si2, si3, si4,
  769. sa1, sa2, sa3, sa4,
  770. sb1, sb2, sb3, sb4,
  771. m, ml, i, il,
  772. vn, uvi, uv2i,
  773. vk, vkl, vka,
  774. a,
  775. vertexIndex = 0,
  776. offset = 0,
  777. offset_uv = 0,
  778. offset_uv2 = 0,
  779. offset_face = 0,
  780. offset_normal = 0,
  781. offset_tangent = 0,
  782. offset_line = 0,
  783. offset_color = 0,
  784. offset_skin = 0,
  785. offset_morphTarget = 0,
  786. offset_custom = 0,
  787. offset_customSrc = 0,
  788. value,
  789. vertexArray = geometryGroup.__vertexArray,
  790. uvArray = geometryGroup.__uvArray,
  791. uv2Array = geometryGroup.__uv2Array,
  792. normalArray = geometryGroup.__normalArray,
  793. tangentArray = geometryGroup.__tangentArray,
  794. colorArray = geometryGroup.__colorArray,
  795. skinVertexAArray = geometryGroup.__skinVertexAArray,
  796. skinVertexBArray = geometryGroup.__skinVertexBArray,
  797. skinIndexArray = geometryGroup.__skinIndexArray,
  798. skinWeightArray = geometryGroup.__skinWeightArray,
  799. morphTargetsArrays = geometryGroup.__morphTargetsArrays,
  800. customAttributes = geometryGroup.__webglCustomAttributesList,
  801. customAttribute,
  802. faceArray = geometryGroup.__faceArray,
  803. lineArray = geometryGroup.__lineArray,
  804. geometry = object.geometry, // this is shared for all chunks
  805. dirtyVertices = geometry.__dirtyVertices,
  806. dirtyElements = geometry.__dirtyElements,
  807. dirtyUvs = geometry.__dirtyUvs,
  808. dirtyNormals = geometry.__dirtyNormals,
  809. dirtyTangents = geometry.__dirtyTangents,
  810. dirtyColors = geometry.__dirtyColors,
  811. dirtyMorphTargets = geometry.__dirtyMorphTargets,
  812. vertices = geometry.vertices,
  813. chunk_faces3 = geometryGroup.faces3,
  814. chunk_faces4 = geometryGroup.faces4,
  815. obj_faces = geometry.faces,
  816. obj_uvs = geometry.faceVertexUvs[ 0 ],
  817. obj_uvs2 = geometry.faceVertexUvs[ 1 ],
  818. obj_colors = geometry.colors,
  819. obj_skinVerticesA = geometry.skinVerticesA,
  820. obj_skinVerticesB = geometry.skinVerticesB,
  821. obj_skinIndices = geometry.skinIndices,
  822. obj_skinWeights = geometry.skinWeights,
  823. morphTargets = geometry.morphTargets;
  824. if ( dirtyVertices ) {
  825. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  826. face = obj_faces[ chunk_faces3[ f ] ];
  827. v1 = vertices[ face.a ].position;
  828. v2 = vertices[ face.b ].position;
  829. v3 = vertices[ face.c ].position;
  830. vertexArray[ offset ] = v1.x;
  831. vertexArray[ offset + 1 ] = v1.y;
  832. vertexArray[ offset + 2 ] = v1.z;
  833. vertexArray[ offset + 3 ] = v2.x;
  834. vertexArray[ offset + 4 ] = v2.y;
  835. vertexArray[ offset + 5 ] = v2.z;
  836. vertexArray[ offset + 6 ] = v3.x;
  837. vertexArray[ offset + 7 ] = v3.y;
  838. vertexArray[ offset + 8 ] = v3.z;
  839. offset += 9;
  840. }
  841. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  842. face = obj_faces[ chunk_faces4[ f ] ];
  843. v1 = vertices[ face.a ].position;
  844. v2 = vertices[ face.b ].position;
  845. v3 = vertices[ face.c ].position;
  846. v4 = vertices[ face.d ].position;
  847. vertexArray[ offset ] = v1.x;
  848. vertexArray[ offset + 1 ] = v1.y;
  849. vertexArray[ offset + 2 ] = v1.z;
  850. vertexArray[ offset + 3 ] = v2.x;
  851. vertexArray[ offset + 4 ] = v2.y;
  852. vertexArray[ offset + 5 ] = v2.z;
  853. vertexArray[ offset + 6 ] = v3.x;
  854. vertexArray[ offset + 7 ] = v3.y;
  855. vertexArray[ offset + 8 ] = v3.z;
  856. vertexArray[ offset + 9 ] = v4.x;
  857. vertexArray[ offset + 10 ] = v4.y;
  858. vertexArray[ offset + 11 ] = v4.z;
  859. offset += 12;
  860. }
  861. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  862. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  863. }
  864. if ( dirtyMorphTargets ) {
  865. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  866. offset_morphTarget = 0;
  867. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  868. face = obj_faces[ chunk_faces3[ f ] ];
  869. v1 = morphTargets[ vk ].vertices[ face.a ].position;
  870. v2 = morphTargets[ vk ].vertices[ face.b ].position;
  871. v3 = morphTargets[ vk ].vertices[ face.c ].position;
  872. vka = morphTargetsArrays[ vk ];
  873. vka[ offset_morphTarget ] = v1.x;
  874. vka[ offset_morphTarget + 1 ] = v1.y;
  875. vka[ offset_morphTarget + 2 ] = v1.z;
  876. vka[ offset_morphTarget + 3 ] = v2.x;
  877. vka[ offset_morphTarget + 4 ] = v2.y;
  878. vka[ offset_morphTarget + 5 ] = v2.z;
  879. vka[ offset_morphTarget + 6 ] = v3.x;
  880. vka[ offset_morphTarget + 7 ] = v3.y;
  881. vka[ offset_morphTarget + 8 ] = v3.z;
  882. offset_morphTarget += 9;
  883. }
  884. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  885. face = obj_faces[ chunk_faces4[ f ] ];
  886. v1 = morphTargets[ vk ].vertices[ face.a ].position;
  887. v2 = morphTargets[ vk ].vertices[ face.b ].position;
  888. v3 = morphTargets[ vk ].vertices[ face.c ].position;
  889. v4 = morphTargets[ vk ].vertices[ face.d ].position;
  890. vka = morphTargetsArrays[ vk ];
  891. vka[ offset_morphTarget ] = v1.x;
  892. vka[ offset_morphTarget + 1 ] = v1.y;
  893. vka[ offset_morphTarget + 2 ] = v1.z;
  894. vka[ offset_morphTarget + 3 ] = v2.x;
  895. vka[ offset_morphTarget + 4 ] = v2.y;
  896. vka[ offset_morphTarget + 5 ] = v2.z;
  897. vka[ offset_morphTarget + 6 ] = v3.x;
  898. vka[ offset_morphTarget + 7 ] = v3.y;
  899. vka[ offset_morphTarget + 8 ] = v3.z;
  900. vka[ offset_morphTarget + 9 ] = v4.x;
  901. vka[ offset_morphTarget + 10 ] = v4.y;
  902. vka[ offset_morphTarget + 11 ] = v4.z;
  903. offset_morphTarget += 12;
  904. }
  905. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
  906. _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
  907. }
  908. }
  909. if ( obj_skinWeights.length ) {
  910. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  911. face = obj_faces[ chunk_faces3[ f ] ];
  912. // weights
  913. sw1 = obj_skinWeights[ face.a ];
  914. sw2 = obj_skinWeights[ face.b ];
  915. sw3 = obj_skinWeights[ face.c ];
  916. skinWeightArray[ offset_skin ] = sw1.x;
  917. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  918. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  919. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  920. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  921. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  922. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  923. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  924. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  925. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  926. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  927. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  928. // indices
  929. si1 = obj_skinIndices[ face.a ];
  930. si2 = obj_skinIndices[ face.b ];
  931. si3 = obj_skinIndices[ face.c ];
  932. skinIndexArray[ offset_skin ] = si1.x;
  933. skinIndexArray[ offset_skin + 1 ] = si1.y;
  934. skinIndexArray[ offset_skin + 2 ] = si1.z;
  935. skinIndexArray[ offset_skin + 3 ] = si1.w;
  936. skinIndexArray[ offset_skin + 4 ] = si2.x;
  937. skinIndexArray[ offset_skin + 5 ] = si2.y;
  938. skinIndexArray[ offset_skin + 6 ] = si2.z;
  939. skinIndexArray[ offset_skin + 7 ] = si2.w;
  940. skinIndexArray[ offset_skin + 8 ] = si3.x;
  941. skinIndexArray[ offset_skin + 9 ] = si3.y;
  942. skinIndexArray[ offset_skin + 10 ] = si3.z;
  943. skinIndexArray[ offset_skin + 11 ] = si3.w;
  944. // vertices A
  945. sa1 = obj_skinVerticesA[ face.a ];
  946. sa2 = obj_skinVerticesA[ face.b ];
  947. sa3 = obj_skinVerticesA[ face.c ];
  948. skinVertexAArray[ offset_skin ] = sa1.x;
  949. skinVertexAArray[ offset_skin + 1 ] = sa1.y;
  950. skinVertexAArray[ offset_skin + 2 ] = sa1.z;
  951. skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  952. skinVertexAArray[ offset_skin + 4 ] = sa2.x;
  953. skinVertexAArray[ offset_skin + 5 ] = sa2.y;
  954. skinVertexAArray[ offset_skin + 6 ] = sa2.z;
  955. skinVertexAArray[ offset_skin + 7 ] = 1;
  956. skinVertexAArray[ offset_skin + 8 ] = sa3.x;
  957. skinVertexAArray[ offset_skin + 9 ] = sa3.y;
  958. skinVertexAArray[ offset_skin + 10 ] = sa3.z;
  959. skinVertexAArray[ offset_skin + 11 ] = 1;
  960. // vertices B
  961. sb1 = obj_skinVerticesB[ face.a ];
  962. sb2 = obj_skinVerticesB[ face.b ];
  963. sb3 = obj_skinVerticesB[ face.c ];
  964. skinVertexBArray[ offset_skin ] = sb1.x;
  965. skinVertexBArray[ offset_skin + 1 ] = sb1.y;
  966. skinVertexBArray[ offset_skin + 2 ] = sb1.z;
  967. skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  968. skinVertexBArray[ offset_skin + 4 ] = sb2.x;
  969. skinVertexBArray[ offset_skin + 5 ] = sb2.y;
  970. skinVertexBArray[ offset_skin + 6 ] = sb2.z;
  971. skinVertexBArray[ offset_skin + 7 ] = 1;
  972. skinVertexBArray[ offset_skin + 8 ] = sb3.x;
  973. skinVertexBArray[ offset_skin + 9 ] = sb3.y;
  974. skinVertexBArray[ offset_skin + 10 ] = sb3.z;
  975. skinVertexBArray[ offset_skin + 11 ] = 1;
  976. offset_skin += 12;
  977. }
  978. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  979. face = obj_faces[ chunk_faces4[ f ] ];
  980. // weights
  981. sw1 = obj_skinWeights[ face.a ];
  982. sw2 = obj_skinWeights[ face.b ];
  983. sw3 = obj_skinWeights[ face.c ];
  984. sw4 = obj_skinWeights[ face.d ];
  985. skinWeightArray[ offset_skin ] = sw1.x;
  986. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  987. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  988. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  989. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  990. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  991. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  992. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  993. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  994. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  995. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  996. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  997. skinWeightArray[ offset_skin + 12 ] = sw4.x;
  998. skinWeightArray[ offset_skin + 13 ] = sw4.y;
  999. skinWeightArray[ offset_skin + 14 ] = sw4.z;
  1000. skinWeightArray[ offset_skin + 15 ] = sw4.w;
  1001. // indices
  1002. si1 = obj_skinIndices[ face.a ];
  1003. si2 = obj_skinIndices[ face.b ];
  1004. si3 = obj_skinIndices[ face.c ];
  1005. si4 = obj_skinIndices[ face.d ];
  1006. skinIndexArray[ offset_skin ] = si1.x;
  1007. skinIndexArray[ offset_skin + 1 ] = si1.y;
  1008. skinIndexArray[ offset_skin + 2 ] = si1.z;
  1009. skinIndexArray[ offset_skin + 3 ] = si1.w;
  1010. skinIndexArray[ offset_skin + 4 ] = si2.x;
  1011. skinIndexArray[ offset_skin + 5 ] = si2.y;
  1012. skinIndexArray[ offset_skin + 6 ] = si2.z;
  1013. skinIndexArray[ offset_skin + 7 ] = si2.w;
  1014. skinIndexArray[ offset_skin + 8 ] = si3.x;
  1015. skinIndexArray[ offset_skin + 9 ] = si3.y;
  1016. skinIndexArray[ offset_skin + 10 ] = si3.z;
  1017. skinIndexArray[ offset_skin + 11 ] = si3.w;
  1018. skinIndexArray[ offset_skin + 12 ] = si4.x;
  1019. skinIndexArray[ offset_skin + 13 ] = si4.y;
  1020. skinIndexArray[ offset_skin + 14 ] = si4.z;
  1021. skinIndexArray[ offset_skin + 15 ] = si4.w;
  1022. // vertices A
  1023. sa1 = obj_skinVerticesA[ face.a ];
  1024. sa2 = obj_skinVerticesA[ face.b ];
  1025. sa3 = obj_skinVerticesA[ face.c ];
  1026. sa4 = obj_skinVerticesA[ face.d ];
  1027. skinVertexAArray[ offset_skin ] = sa1.x;
  1028. skinVertexAArray[ offset_skin + 1 ] = sa1.y;
  1029. skinVertexAArray[ offset_skin + 2 ] = sa1.z;
  1030. skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  1031. skinVertexAArray[ offset_skin + 4 ] = sa2.x;
  1032. skinVertexAArray[ offset_skin + 5 ] = sa2.y;
  1033. skinVertexAArray[ offset_skin + 6 ] = sa2.z;
  1034. skinVertexAArray[ offset_skin + 7 ] = 1;
  1035. skinVertexAArray[ offset_skin + 8 ] = sa3.x;
  1036. skinVertexAArray[ offset_skin + 9 ] = sa3.y;
  1037. skinVertexAArray[ offset_skin + 10 ] = sa3.z;
  1038. skinVertexAArray[ offset_skin + 11 ] = 1;
  1039. skinVertexAArray[ offset_skin + 12 ] = sa4.x;
  1040. skinVertexAArray[ offset_skin + 13 ] = sa4.y;
  1041. skinVertexAArray[ offset_skin + 14 ] = sa4.z;
  1042. skinVertexAArray[ offset_skin + 15 ] = 1;
  1043. // vertices B
  1044. sb1 = obj_skinVerticesB[ face.a ];
  1045. sb2 = obj_skinVerticesB[ face.b ];
  1046. sb3 = obj_skinVerticesB[ face.c ];
  1047. sb4 = obj_skinVerticesB[ face.d ];
  1048. skinVertexBArray[ offset_skin ] = sb1.x;
  1049. skinVertexBArray[ offset_skin + 1 ] = sb1.y;
  1050. skinVertexBArray[ offset_skin + 2 ] = sb1.z;
  1051. skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  1052. skinVertexBArray[ offset_skin + 4 ] = sb2.x;
  1053. skinVertexBArray[ offset_skin + 5 ] = sb2.y;
  1054. skinVertexBArray[ offset_skin + 6 ] = sb2.z;
  1055. skinVertexBArray[ offset_skin + 7 ] = 1;
  1056. skinVertexBArray[ offset_skin + 8 ] = sb3.x;
  1057. skinVertexBArray[ offset_skin + 9 ] = sb3.y;
  1058. skinVertexBArray[ offset_skin + 10 ] = sb3.z;
  1059. skinVertexBArray[ offset_skin + 11 ] = 1;
  1060. skinVertexBArray[ offset_skin + 12 ] = sb4.x;
  1061. skinVertexBArray[ offset_skin + 13 ] = sb4.y;
  1062. skinVertexBArray[ offset_skin + 14 ] = sb4.z;
  1063. skinVertexBArray[ offset_skin + 15 ] = 1;
  1064. offset_skin += 16;
  1065. }
  1066. if ( offset_skin > 0 ) {
  1067. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
  1068. _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexAArray, hint );
  1069. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
  1070. _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexBArray, hint );
  1071. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1072. _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
  1073. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1074. _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
  1075. }
  1076. }
  1077. if ( dirtyColors && vertexColorType ) {
  1078. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1079. face = obj_faces[ chunk_faces3[ f ] ];
  1080. vertexColors = face.vertexColors;
  1081. faceColor = face.color;
  1082. if ( vertexColors.length === 3 && vertexColorType === THREE.VertexColors ) {
  1083. c1 = vertexColors[ 0 ];
  1084. c2 = vertexColors[ 1 ];
  1085. c3 = vertexColors[ 2 ];
  1086. } else {
  1087. c1 = faceColor;
  1088. c2 = faceColor;
  1089. c3 = faceColor;
  1090. }
  1091. colorArray[ offset_color ] = c1.r;
  1092. colorArray[ offset_color + 1 ] = c1.g;
  1093. colorArray[ offset_color + 2 ] = c1.b;
  1094. colorArray[ offset_color + 3 ] = c2.r;
  1095. colorArray[ offset_color + 4 ] = c2.g;
  1096. colorArray[ offset_color + 5 ] = c2.b;
  1097. colorArray[ offset_color + 6 ] = c3.r;
  1098. colorArray[ offset_color + 7 ] = c3.g;
  1099. colorArray[ offset_color + 8 ] = c3.b;
  1100. offset_color += 9;
  1101. }
  1102. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1103. face = obj_faces[ chunk_faces4[ f ] ];
  1104. vertexColors = face.vertexColors;
  1105. faceColor = face.color;
  1106. if ( vertexColors.length === 4 && vertexColorType === THREE.VertexColors ) {
  1107. c1 = vertexColors[ 0 ];
  1108. c2 = vertexColors[ 1 ];
  1109. c3 = vertexColors[ 2 ];
  1110. c4 = vertexColors[ 3 ];
  1111. } else {
  1112. c1 = faceColor;
  1113. c2 = faceColor;
  1114. c3 = faceColor;
  1115. c4 = faceColor;
  1116. }
  1117. colorArray[ offset_color ] = c1.r;
  1118. colorArray[ offset_color + 1 ] = c1.g;
  1119. colorArray[ offset_color + 2 ] = c1.b;
  1120. colorArray[ offset_color + 3 ] = c2.r;
  1121. colorArray[ offset_color + 4 ] = c2.g;
  1122. colorArray[ offset_color + 5 ] = c2.b;
  1123. colorArray[ offset_color + 6 ] = c3.r;
  1124. colorArray[ offset_color + 7 ] = c3.g;
  1125. colorArray[ offset_color + 8 ] = c3.b;
  1126. colorArray[ offset_color + 9 ] = c4.r;
  1127. colorArray[ offset_color + 10 ] = c4.g;
  1128. colorArray[ offset_color + 11 ] = c4.b;
  1129. offset_color += 12;
  1130. }
  1131. if ( offset_color > 0 ) {
  1132. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1133. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1134. }
  1135. }
  1136. if ( dirtyTangents && geometry.hasTangents ) {
  1137. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1138. face = obj_faces[ chunk_faces3[ f ] ];
  1139. vertexTangents = face.vertexTangents;
  1140. t1 = vertexTangents[ 0 ];
  1141. t2 = vertexTangents[ 1 ];
  1142. t3 = vertexTangents[ 2 ];
  1143. tangentArray[ offset_tangent ] = t1.x;
  1144. tangentArray[ offset_tangent + 1 ] = t1.y;
  1145. tangentArray[ offset_tangent + 2 ] = t1.z;
  1146. tangentArray[ offset_tangent + 3 ] = t1.w;
  1147. tangentArray[ offset_tangent + 4 ] = t2.x;
  1148. tangentArray[ offset_tangent + 5 ] = t2.y;
  1149. tangentArray[ offset_tangent + 6 ] = t2.z;
  1150. tangentArray[ offset_tangent + 7 ] = t2.w;
  1151. tangentArray[ offset_tangent + 8 ] = t3.x;
  1152. tangentArray[ offset_tangent + 9 ] = t3.y;
  1153. tangentArray[ offset_tangent + 10 ] = t3.z;
  1154. tangentArray[ offset_tangent + 11 ] = t3.w;
  1155. offset_tangent += 12;
  1156. }
  1157. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1158. face = obj_faces[ chunk_faces4[ f ] ];
  1159. vertexTangents = face.vertexTangents;
  1160. t1 = vertexTangents[ 0 ];
  1161. t2 = vertexTangents[ 1 ];
  1162. t3 = vertexTangents[ 2 ];
  1163. t4 = vertexTangents[ 3 ];
  1164. tangentArray[ offset_tangent ] = t1.x;
  1165. tangentArray[ offset_tangent + 1 ] = t1.y;
  1166. tangentArray[ offset_tangent + 2 ] = t1.z;
  1167. tangentArray[ offset_tangent + 3 ] = t1.w;
  1168. tangentArray[ offset_tangent + 4 ] = t2.x;
  1169. tangentArray[ offset_tangent + 5 ] = t2.y;
  1170. tangentArray[ offset_tangent + 6 ] = t2.z;
  1171. tangentArray[ offset_tangent + 7 ] = t2.w;
  1172. tangentArray[ offset_tangent + 8 ] = t3.x;
  1173. tangentArray[ offset_tangent + 9 ] = t3.y;
  1174. tangentArray[ offset_tangent + 10 ] = t3.z;
  1175. tangentArray[ offset_tangent + 11 ] = t3.w;
  1176. tangentArray[ offset_tangent + 12 ] = t4.x;
  1177. tangentArray[ offset_tangent + 13 ] = t4.y;
  1178. tangentArray[ offset_tangent + 14 ] = t4.z;
  1179. tangentArray[ offset_tangent + 15 ] = t4.w;
  1180. offset_tangent += 16;
  1181. }
  1182. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1183. _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
  1184. }
  1185. if ( dirtyNormals && normalType ) {
  1186. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1187. face = obj_faces[ chunk_faces3[ f ] ];
  1188. vertexNormals = face.vertexNormals;
  1189. faceNormal = face.normal;
  1190. if ( vertexNormals.length === 3 && needsSmoothNormals ) {
  1191. for ( i = 0; i < 3; i ++ ) {
  1192. vn = vertexNormals[ i ];
  1193. normalArray[ offset_normal ] = vn.x;
  1194. normalArray[ offset_normal + 1 ] = vn.y;
  1195. normalArray[ offset_normal + 2 ] = vn.z;
  1196. offset_normal += 3;
  1197. }
  1198. } else {
  1199. for ( i = 0; i < 3; i ++ ) {
  1200. normalArray[ offset_normal ] = faceNormal.x;
  1201. normalArray[ offset_normal + 1 ] = faceNormal.y;
  1202. normalArray[ offset_normal + 2 ] = faceNormal.z;
  1203. offset_normal += 3;
  1204. }
  1205. }
  1206. }
  1207. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1208. face = obj_faces[ chunk_faces4[ f ] ];
  1209. vertexNormals = face.vertexNormals;
  1210. faceNormal = face.normal;
  1211. if ( vertexNormals.length === 4 && needsSmoothNormals ) {
  1212. for ( i = 0; i < 4; i ++ ) {
  1213. vn = vertexNormals[ i ];
  1214. normalArray[ offset_normal ] = vn.x;
  1215. normalArray[ offset_normal + 1 ] = vn.y;
  1216. normalArray[ offset_normal + 2 ] = vn.z;
  1217. offset_normal += 3;
  1218. }
  1219. } else {
  1220. for ( i = 0; i < 4; i ++ ) {
  1221. normalArray[ offset_normal ] = faceNormal.x;
  1222. normalArray[ offset_normal + 1 ] = faceNormal.y;
  1223. normalArray[ offset_normal + 2 ] = faceNormal.z;
  1224. offset_normal += 3;
  1225. }
  1226. }
  1227. }
  1228. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1229. _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
  1230. }
  1231. if ( dirtyUvs && obj_uvs && uvType ) {
  1232. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1233. fi = chunk_faces3[ f ];
  1234. face = obj_faces[ fi ];
  1235. uv = obj_uvs[ fi ];
  1236. if ( uv === undefined ) continue;
  1237. for ( i = 0; i < 3; i ++ ) {
  1238. uvi = uv[ i ];
  1239. uvArray[ offset_uv ] = uvi.u;
  1240. uvArray[ offset_uv + 1 ] = uvi.v;
  1241. offset_uv += 2;
  1242. }
  1243. }
  1244. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1245. fi = chunk_faces4[ f ];
  1246. face = obj_faces[ fi ];
  1247. uv = obj_uvs[ fi ];
  1248. if ( uv === undefined ) continue;
  1249. for ( i = 0; i < 4; i ++ ) {
  1250. uvi = uv[ i ];
  1251. uvArray[ offset_uv ] = uvi.u;
  1252. uvArray[ offset_uv + 1 ] = uvi.v;
  1253. offset_uv += 2;
  1254. }
  1255. }
  1256. if ( offset_uv > 0 ) {
  1257. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1258. _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
  1259. }
  1260. }
  1261. if ( dirtyUvs && obj_uvs2 && uvType ) {
  1262. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1263. fi = chunk_faces3[ f ];
  1264. face = obj_faces[ fi ];
  1265. uv2 = obj_uvs2[ fi ];
  1266. if ( uv2 === undefined ) continue;
  1267. for ( i = 0; i < 3; i ++ ) {
  1268. uv2i = uv2[ i ];
  1269. uv2Array[ offset_uv2 ] = uv2i.u;
  1270. uv2Array[ offset_uv2 + 1 ] = uv2i.v;
  1271. offset_uv2 += 2;
  1272. }
  1273. }
  1274. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1275. fi = chunk_faces4[ f ];
  1276. face = obj_faces[ fi ];
  1277. uv2 = obj_uvs2[ fi ];
  1278. if ( uv2 === undefined ) continue;
  1279. for ( i = 0; i < 4; i ++ ) {
  1280. uv2i = uv2[ i ];
  1281. uv2Array[ offset_uv2 ] = uv2i.u;
  1282. uv2Array[ offset_uv2 + 1 ] = uv2i.v;
  1283. offset_uv2 += 2;
  1284. }
  1285. }
  1286. if ( offset_uv2 > 0 ) {
  1287. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1288. _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
  1289. }
  1290. }
  1291. if ( dirtyElements ) {
  1292. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1293. face = obj_faces[ chunk_faces3[ f ] ];
  1294. faceArray[ offset_face ] = vertexIndex;
  1295. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  1296. faceArray[ offset_face + 2 ] = vertexIndex + 2;
  1297. offset_face += 3;
  1298. lineArray[ offset_line ] = vertexIndex;
  1299. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  1300. lineArray[ offset_line + 2 ] = vertexIndex;
  1301. lineArray[ offset_line + 3 ] = vertexIndex + 2;
  1302. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  1303. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  1304. offset_line += 6;
  1305. vertexIndex += 3;
  1306. }
  1307. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1308. face = obj_faces[ chunk_faces4[ f ] ];
  1309. faceArray[ offset_face ] = vertexIndex;
  1310. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  1311. faceArray[ offset_face + 2 ] = vertexIndex + 3;
  1312. faceArray[ offset_face + 3 ] = vertexIndex + 1;
  1313. faceArray[ offset_face + 4 ] = vertexIndex + 2;
  1314. faceArray[ offset_face + 5 ] = vertexIndex + 3;
  1315. offset_face += 6;
  1316. lineArray[ offset_line ] = vertexIndex;
  1317. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  1318. lineArray[ offset_line + 2 ] = vertexIndex;
  1319. lineArray[ offset_line + 3 ] = vertexIndex + 3;
  1320. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  1321. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  1322. lineArray[ offset_line + 6 ] = vertexIndex + 2;
  1323. lineArray[ offset_line + 7 ] = vertexIndex + 3;
  1324. offset_line += 8;
  1325. vertexIndex += 4;
  1326. }
  1327. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1328. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
  1329. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1330. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
  1331. }
  1332. if ( customAttributes ) {
  1333. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  1334. customAttribute = customAttributes[ i ];
  1335. if ( ! customAttribute.__original.needsUpdate ) continue;
  1336. offset_custom = 0;
  1337. offset_customSrc = 0;
  1338. if ( customAttribute.size === 1 ) {
  1339. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1340. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1341. face = obj_faces[ chunk_faces3[ f ] ];
  1342. customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
  1343. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  1344. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  1345. offset_custom += 3;
  1346. }
  1347. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1348. face = obj_faces[ chunk_faces4[ f ] ];
  1349. customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
  1350. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  1351. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  1352. customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ face.d ];
  1353. offset_custom += 4;
  1354. }
  1355. } else if ( customAttribute.boundTo === "faces" ) {
  1356. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1357. value = customAttribute.value[ chunk_faces3[ f ] ];
  1358. customAttribute.array[ offset_custom ] = value;
  1359. customAttribute.array[ offset_custom + 1 ] = value;
  1360. customAttribute.array[ offset_custom + 2 ] = value;
  1361. offset_custom += 3;
  1362. }
  1363. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1364. value = customAttribute.value[ chunk_faces4[ f ] ];
  1365. customAttribute.array[ offset_custom ] = value;
  1366. customAttribute.array[ offset_custom + 1 ] = value;
  1367. customAttribute.array[ offset_custom + 2 ] = value;
  1368. customAttribute.array[ offset_custom + 3 ] = value;
  1369. offset_custom += 4;
  1370. }
  1371. }
  1372. } else if ( customAttribute.size === 2 ) {
  1373. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1374. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1375. face = obj_faces[ chunk_faces3[ f ] ];
  1376. v1 = customAttribute.value[ face.a ];
  1377. v2 = customAttribute.value[ face.b ];
  1378. v3 = customAttribute.value[ face.c ];
  1379. customAttribute.array[ offset_custom ] = v1.x;
  1380. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1381. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1382. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1383. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1384. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1385. offset_custom += 6;
  1386. }
  1387. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1388. face = obj_faces[ chunk_faces4[ f ] ];
  1389. v1 = customAttribute.value[ face.a ];
  1390. v2 = customAttribute.value[ face.b ];
  1391. v3 = customAttribute.value[ face.c ];
  1392. v4 = customAttribute.value[ face.d ];
  1393. customAttribute.array[ offset_custom ] = v1.x;
  1394. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1395. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1396. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1397. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1398. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1399. customAttribute.array[ offset_custom + 6 ] = v4.x;
  1400. customAttribute.array[ offset_custom + 7 ] = v4.y;
  1401. offset_custom += 8;
  1402. }
  1403. } else if ( customAttribute.boundTo === "faces" ) {
  1404. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1405. value = customAttribute.value[ chunk_faces3[ f ] ];
  1406. v1 = value;
  1407. v2 = value;
  1408. v3 = value;
  1409. customAttribute.array[ offset_custom ] = v1.x;
  1410. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1411. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1412. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1413. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1414. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1415. offset_custom += 6;
  1416. }
  1417. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1418. value = customAttribute.value[ chunk_faces4[ f ] ];
  1419. v1 = value;
  1420. v2 = value;
  1421. v3 = value;
  1422. v4 = value;
  1423. customAttribute.array[ offset_custom ] = v1.x;
  1424. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1425. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1426. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1427. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1428. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1429. customAttribute.array[ offset_custom + 6 ] = v4.x;
  1430. customAttribute.array[ offset_custom + 7 ] = v4.y;
  1431. offset_custom += 8;
  1432. }
  1433. }
  1434. } else if ( customAttribute.size === 3 ) {
  1435. var pp;
  1436. if ( customAttribute.type === "c" ) {
  1437. pp = [ "r", "g", "b" ];
  1438. } else {
  1439. pp = [ "x", "y", "z" ];
  1440. }
  1441. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1442. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1443. face = obj_faces[ chunk_faces3[ f ] ];
  1444. v1 = customAttribute.value[ face.a ];
  1445. v2 = customAttribute.value[ face.b ];
  1446. v3 = customAttribute.value[ face.c ];
  1447. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1448. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1449. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1450. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1451. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1452. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1453. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1454. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1455. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1456. offset_custom += 9;
  1457. }
  1458. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1459. face = obj_faces[ chunk_faces4[ f ] ];
  1460. v1 = customAttribute.value[ face.a ];
  1461. v2 = customAttribute.value[ face.b ];
  1462. v3 = customAttribute.value[ face.c ];
  1463. v4 = customAttribute.value[ face.d ];
  1464. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1465. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1466. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1467. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1468. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1469. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1470. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1471. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1472. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1473. customAttribute.array[ offset_custom + 9 ] = v4[ pp[ 0 ] ];
  1474. customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
  1475. customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
  1476. offset_custom += 12;
  1477. }
  1478. } else if ( customAttribute.boundTo === "faces" ) {
  1479. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1480. value = customAttribute.value[ chunk_faces3[ f ] ];
  1481. v1 = value;
  1482. v2 = value;
  1483. v3 = value;
  1484. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1485. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1486. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1487. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1488. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1489. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1490. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1491. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1492. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1493. offset_custom += 9;
  1494. }
  1495. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1496. value = customAttribute.value[ chunk_faces4[ f ] ];
  1497. v1 = value;
  1498. v2 = value;
  1499. v3 = value;
  1500. v4 = value;
  1501. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1502. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1503. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1504. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1505. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1506. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1507. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1508. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1509. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1510. customAttribute.array[ offset_custom + 9 ] = v4[ pp[ 0 ] ];
  1511. customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
  1512. customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
  1513. offset_custom += 12;
  1514. }
  1515. }
  1516. } else if ( customAttribute.size === 4 ) {
  1517. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1518. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1519. face = obj_faces[ chunk_faces3[ f ] ];
  1520. v1 = customAttribute.value[ face.a ];
  1521. v2 = customAttribute.value[ face.b ];
  1522. v3 = customAttribute.value[ face.c ];
  1523. customAttribute.array[ offset_custom ] = v1.x;
  1524. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1525. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1526. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1527. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1528. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1529. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1530. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1531. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1532. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1533. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1534. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1535. offset_custom += 12;
  1536. }
  1537. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1538. face = obj_faces[ chunk_faces4[ f ] ];
  1539. v1 = customAttribute.value[ face.a ];
  1540. v2 = customAttribute.value[ face.b ];
  1541. v3 = customAttribute.value[ face.c ];
  1542. v4 = customAttribute.value[ face.d ];
  1543. customAttribute.array[ offset_custom ] = v1.x;
  1544. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1545. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1546. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1547. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1548. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1549. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1550. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1551. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1552. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1553. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1554. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1555. customAttribute.array[ offset_custom + 12 ] = v4.x;
  1556. customAttribute.array[ offset_custom + 13 ] = v4.y;
  1557. customAttribute.array[ offset_custom + 14 ] = v4.z;
  1558. customAttribute.array[ offset_custom + 15 ] = v4.w;
  1559. offset_custom += 16;
  1560. }
  1561. } else if ( customAttribute.boundTo === "faces" ) {
  1562. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1563. value = customAttribute.value[ chunk_faces3[ f ] ];
  1564. v1 = value;
  1565. v2 = value;
  1566. v3 = value;
  1567. customAttribute.array[ offset_custom ] = v1.x;
  1568. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1569. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1570. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1571. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1572. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1573. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1574. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1575. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1576. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1577. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1578. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1579. offset_custom += 12;
  1580. }
  1581. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1582. value = customAttribute.value[ chunk_faces4[ f ] ];
  1583. v1 = value;
  1584. v2 = value;
  1585. v3 = value;
  1586. v4 = value;
  1587. customAttribute.array[ offset_custom ] = v1.x;
  1588. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1589. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1590. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1591. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1592. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1593. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1594. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1595. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1596. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1597. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1598. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1599. customAttribute.array[ offset_custom + 12 ] = v4.x;
  1600. customAttribute.array[ offset_custom + 13 ] = v4.y;
  1601. customAttribute.array[ offset_custom + 14 ] = v4.z;
  1602. customAttribute.array[ offset_custom + 15 ] = v4.w;
  1603. offset_custom += 16;
  1604. }
  1605. }
  1606. }
  1607. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  1608. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  1609. }
  1610. }
  1611. if ( dispose ) {
  1612. delete geometryGroup.__inittedArrays;
  1613. delete geometryGroup.__colorArray;
  1614. delete geometryGroup.__normalArray;
  1615. delete geometryGroup.__tangentArray;
  1616. delete geometryGroup.__uvArray;
  1617. delete geometryGroup.__uv2Array;
  1618. delete geometryGroup.__faceArray;
  1619. delete geometryGroup.__vertexArray;
  1620. delete geometryGroup.__lineArray;
  1621. delete geometryGroup.__skinVertexAArray;
  1622. delete geometryGroup.__skinVertexBArray;
  1623. delete geometryGroup.__skinIndexArray;
  1624. delete geometryGroup.__skinWeightArray;
  1625. }
  1626. };
  1627. // Buffer rendering
  1628. this.renderBufferImmediate = function ( object, program, shading ) {
  1629. if ( ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
  1630. if ( ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
  1631. if ( object.hasPos ) {
  1632. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
  1633. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  1634. _gl.enableVertexAttribArray( program.attributes.position );
  1635. _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1636. }
  1637. if ( object.hasNormal ) {
  1638. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
  1639. if ( shading === THREE.FlatShading ) {
  1640. var nx, ny, nz,
  1641. nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
  1642. normalArray,
  1643. i, il = object.count * 3;
  1644. for( i = 0; i < il; i += 9 ) {
  1645. normalArray = object.normalArray;
  1646. nax = normalArray[ i ];
  1647. nay = normalArray[ i + 1 ];
  1648. naz = normalArray[ i + 2 ];
  1649. nbx = normalArray[ i + 3 ];
  1650. nby = normalArray[ i + 4 ];
  1651. nbz = normalArray[ i + 5 ];
  1652. ncx = normalArray[ i + 6 ];
  1653. ncy = normalArray[ i + 7 ];
  1654. ncz = normalArray[ i + 8 ];
  1655. nx = ( nax + nbx + ncx ) / 3;
  1656. ny = ( nay + nby + ncy ) / 3;
  1657. nz = ( naz + nbz + ncz ) / 3;
  1658. normalArray[ i ] = nx;
  1659. normalArray[ i + 1 ] = ny;
  1660. normalArray[ i + 2 ] = nz;
  1661. normalArray[ i + 3 ] = nx;
  1662. normalArray[ i + 4 ] = ny;
  1663. normalArray[ i + 5 ] = nz;
  1664. normalArray[ i + 6 ] = nx;
  1665. normalArray[ i + 7 ] = ny;
  1666. normalArray[ i + 8 ] = nz;
  1667. }
  1668. }
  1669. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  1670. _gl.enableVertexAttribArray( program.attributes.normal );
  1671. _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1672. }
  1673. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  1674. object.count = 0;
  1675. };
  1676. this.renderBufferDirect = function ( camera, lights, fog, material, geometryGroup, object ) {
  1677. if ( material.opacity === 0 ) return;
  1678. var program, attributes, linewidth, primitives, a, attribute;
  1679. program = setProgram( camera, lights, fog, material, object );
  1680. attributes = program.attributes;
  1681. var updateBuffers = false,
  1682. wireframeBit = material.wireframe ? 1 : 0,
  1683. geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
  1684. if ( geometryGroupHash !== _currentGeometryGroupHash ) {
  1685. _currentGeometryGroupHash = geometryGroupHash;
  1686. updateBuffers = true;
  1687. }
  1688. // render mesh
  1689. if ( object instanceof THREE.Mesh ) {
  1690. var offsets = geometryGroup.offsets;
  1691. for ( var i = 0, il = offsets.length; i < il; ++ i ) {
  1692. if ( updateBuffers ) {
  1693. // vertices
  1694. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.vertexPositionBuffer );
  1695. _gl.vertexAttribPointer( attributes.position, geometryGroup.vertexPositionBuffer.itemSize, _gl.FLOAT, false, 0, offsets[ i ].index * 4 * 3 );
  1696. // normals
  1697. if ( attributes.normal >= 0 && geometryGroup.vertexNormalBuffer ) {
  1698. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.vertexNormalBuffer );
  1699. _gl.vertexAttribPointer( attributes.normal, geometryGroup.vertexNormalBuffer.itemSize, _gl.FLOAT, false, 0, offsets[ i ].index * 4 * 3 );
  1700. }
  1701. // uvs
  1702. if ( attributes.uv >= 0 && geometryGroup.vertexUvBuffer ) {
  1703. if ( geometryGroup.vertexUvBuffer ) {
  1704. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.vertexUvBuffer );
  1705. _gl.vertexAttribPointer( attributes.uv, geometryGroup.vertexUvBuffer.itemSize, _gl.FLOAT, false, 0, offsets[ i ].index * 4 * 2 );
  1706. _gl.enableVertexAttribArray( attributes.uv );
  1707. } else {
  1708. _gl.disableVertexAttribArray( attributes.uv );
  1709. }
  1710. }
  1711. // colors
  1712. if ( attributes.color >= 0 && geometryGroup.vertexColorBuffer ) {
  1713. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.vertexColorBuffer );
  1714. _gl.vertexAttribPointer( attributes.color, geometryGroup.vertexColorBuffer.itemSize, _gl.FLOAT, false, 0, offsets[ i ].index * 4 * 4 );
  1715. }
  1716. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.vertexIndexBuffer );
  1717. }
  1718. // render indexed triangles
  1719. _gl.drawElements( _gl.TRIANGLES, offsets[ i ].count, _gl.UNSIGNED_SHORT, offsets[ i ].start * 2 ); // 2 = Uint16
  1720. _this.info.render.calls ++;
  1721. _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
  1722. _this.info.render.faces += offsets[ i ].count / 3;
  1723. }
  1724. }
  1725. };
  1726. this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {
  1727. if ( material.opacity === 0 ) return;
  1728. var program, attributes, linewidth, primitives, a, attribute, i, il;
  1729. program = setProgram( camera, lights, fog, material, object );
  1730. attributes = program.attributes;
  1731. var updateBuffers = false,
  1732. wireframeBit = material.wireframe ? 1 : 0,
  1733. geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
  1734. if ( geometryGroupHash !== _currentGeometryGroupHash ) {
  1735. _currentGeometryGroupHash = geometryGroupHash;
  1736. updateBuffers = true;
  1737. }
  1738. // vertices
  1739. if ( !material.morphTargets && attributes.position >= 0 ) {
  1740. if ( updateBuffers ) {
  1741. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1742. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1743. }
  1744. } else {
  1745. if ( object.morphTargetBase ) {
  1746. setupMorphTargets( material, geometryGroup, object );
  1747. }
  1748. }
  1749. if ( updateBuffers ) {
  1750. // custom attributes
  1751. // Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
  1752. if ( geometryGroup.__webglCustomAttributesList ) {
  1753. for ( i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
  1754. attribute = geometryGroup.__webglCustomAttributesList[ i ];
  1755. if( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {
  1756. _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
  1757. _gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );
  1758. }
  1759. }
  1760. }
  1761. // colors
  1762. if ( attributes.color >= 0 ) {
  1763. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1764. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  1765. }
  1766. // normals
  1767. if ( attributes.normal >= 0 ) {
  1768. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1769. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1770. }
  1771. // tangents
  1772. if ( attributes.tangent >= 0 ) {
  1773. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1774. _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
  1775. }
  1776. // uvs
  1777. if ( attributes.uv >= 0 ) {
  1778. if ( geometryGroup.__webglUVBuffer ) {
  1779. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1780. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  1781. _gl.enableVertexAttribArray( attributes.uv );
  1782. } else {
  1783. _gl.disableVertexAttribArray( attributes.uv );
  1784. }
  1785. }
  1786. if ( attributes.uv2 >= 0 ) {
  1787. if ( geometryGroup.__webglUV2Buffer ) {
  1788. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1789. _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
  1790. _gl.enableVertexAttribArray( attributes.uv2 );
  1791. } else {
  1792. _gl.disableVertexAttribArray( attributes.uv2 );
  1793. }
  1794. }
  1795. if ( material.skinning &&
  1796. attributes.skinVertexA >= 0 && attributes.skinVertexB >= 0 &&
  1797. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  1798. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
  1799. _gl.vertexAttribPointer( attributes.skinVertexA, 4, _gl.FLOAT, false, 0, 0 );
  1800. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
  1801. _gl.vertexAttribPointer( attributes.skinVertexB, 4, _gl.FLOAT, false, 0, 0 );
  1802. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1803. _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
  1804. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1805. _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
  1806. }
  1807. }
  1808. // render mesh
  1809. if ( object instanceof THREE.Mesh ) {
  1810. // wireframe
  1811. if ( material.wireframe ) {
  1812. setLineWidth( material.wireframeLinewidth );
  1813. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1814. _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, _gl.UNSIGNED_SHORT, 0 );
  1815. // triangles
  1816. } else {
  1817. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1818. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
  1819. }
  1820. _this.info.render.calls ++;
  1821. _this.info.render.vertices += geometryGroup.__webglFaceCount;
  1822. _this.info.render.faces += geometryGroup.__webglFaceCount / 3;
  1823. // render lines
  1824. } else if ( object instanceof THREE.Line ) {
  1825. primitives = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  1826. setLineWidth( material.linewidth );
  1827. _gl.drawArrays( primitives, 0, geometryGroup.__webglLineCount );
  1828. _this.info.render.calls ++;
  1829. // render particles
  1830. } else if ( object instanceof THREE.ParticleSystem ) {
  1831. _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
  1832. _this.info.render.calls ++;
  1833. _this.info.render.points += geometryGroup.__webglParticleCount;
  1834. // render ribbon
  1835. } else if ( object instanceof THREE.Ribbon ) {
  1836. _gl.drawArrays( _gl.TRIANGLE_STRIP, 0, geometryGroup.__webglVertexCount );
  1837. _this.info.render.calls ++;
  1838. }
  1839. };
  1840. function setupMorphTargets ( material, geometryGroup, object ) {
  1841. // set base
  1842. var attributes = material.program.attributes;
  1843. if ( object.morphTargetBase !== - 1 ) {
  1844. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
  1845. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1846. } else if ( attributes.position >= 0 ) {
  1847. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1848. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1849. }
  1850. if ( object.morphTargetForcedOrder.length ) {
  1851. // set forced order
  1852. var m = 0;
  1853. var order = object.morphTargetForcedOrder;
  1854. var influences = object.morphTargetInfluences;
  1855. while ( m < material.numSupportedMorphTargets && m < order.length ) {
  1856. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
  1857. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1858. object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];
  1859. m ++;
  1860. }
  1861. } else {
  1862. // find most influencing
  1863. var used = [];
  1864. var candidateInfluence = - 1;
  1865. var candidate = 0;
  1866. var influences = object.morphTargetInfluences;
  1867. var i, il = influences.length;
  1868. var m = 0;
  1869. if ( object.morphTargetBase !== - 1 ) {
  1870. used[ object.morphTargetBase ] = true;
  1871. }
  1872. while ( m < material.numSupportedMorphTargets ) {
  1873. for ( i = 0; i < il; i ++ ) {
  1874. if ( !used[ i ] && influences[ i ] > candidateInfluence ) {
  1875. candidate = i;
  1876. candidateInfluence = influences[ candidate ];
  1877. }
  1878. }
  1879. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ candidate ] );
  1880. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1881. object.__webglMorphTargetInfluences[ m ] = candidateInfluence;
  1882. used[ candidate ] = 1;
  1883. candidateInfluence = -1;
  1884. m ++;
  1885. }
  1886. }
  1887. // load updated influences uniform
  1888. if( material.program.uniforms.morphTargetInfluences !== null ) {
  1889. _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
  1890. }
  1891. };
  1892. function painterSort ( a, b ) {
  1893. return b.z - a.z;
  1894. };
  1895. // Rendering
  1896. this.render = function ( scene, camera, renderTarget, forceClear ) {
  1897. var i, il,
  1898. program, material,
  1899. webglObject, object,
  1900. renderList,
  1901. lights = scene.lights,
  1902. fog = scene.fog;
  1903. _currentMaterialId = -1;
  1904. if ( this.autoUpdateObjects ) this.initWebGLObjects( scene );
  1905. if ( camera.parent === undefined ) {
  1906. console.warn( 'DEPRECATED: Camera hasn\'t been added to a Scene. Adding it...' );
  1907. scene.add( camera );
  1908. }
  1909. if ( this.autoUpdateScene ) scene.updateMatrixWorld();
  1910. // custom render plugins (pre pass)
  1911. renderPlugins( this.renderPluginsPre, scene, camera );
  1912. _this.info.render.calls = 0;
  1913. _this.info.render.vertices = 0;
  1914. _this.info.render.faces = 0;
  1915. _this.info.render.points = 0;
  1916. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  1917. if ( ! camera._viewMatrixArray ) camera._viewMatrixArray = new Float32Array( 16 );
  1918. camera.matrixWorldInverse.flattenToArray( camera._viewMatrixArray );
  1919. if ( ! camera._projectionMatrixArray ) camera._projectionMatrixArray = new Float32Array( 16 );
  1920. camera.projectionMatrix.flattenToArray( camera._projectionMatrixArray );
  1921. _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
  1922. _frustum.setFromMatrix( _projScreenMatrix );
  1923. this.setRenderTarget( renderTarget );
  1924. if ( this.autoClear || forceClear ) {
  1925. this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
  1926. }
  1927. // set matrices for regular objects (frustum culled)
  1928. renderList = scene.__webglObjects;
  1929. for ( i = 0, il = renderList.length; i < il; i ++ ) {
  1930. webglObject = renderList[ i ];
  1931. object = webglObject.object;
  1932. webglObject.render = false;
  1933. if ( object.visible ) {
  1934. if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.contains( object ) ) {
  1935. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  1936. setupMatrices( object, camera );
  1937. unrollBufferMaterial( webglObject );
  1938. webglObject.render = true;
  1939. if ( this.sortObjects ) {
  1940. if ( object.renderDepth ) {
  1941. webglObject.z = object.renderDepth;
  1942. } else {
  1943. _vector3.copy( object.position );
  1944. _projScreenMatrix.multiplyVector3( _vector3 );
  1945. webglObject.z = _vector3.z;
  1946. }
  1947. }
  1948. }
  1949. }
  1950. }
  1951. if ( this.sortObjects ) {
  1952. renderList.sort( painterSort );
  1953. }
  1954. // set matrices for immediate objects
  1955. renderList = scene.__webglObjectsImmediate;
  1956. for ( i = 0, il = renderList.length; i < il; i ++ ) {
  1957. webglObject = renderList[ i ];
  1958. object = webglObject.object;
  1959. if ( object.visible ) {
  1960. if( object.matrixAutoUpdate ) {
  1961. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  1962. }
  1963. setupMatrices( object, camera );
  1964. unrollImmediateBufferMaterial( webglObject );
  1965. }
  1966. }
  1967. if ( scene.overrideMaterial ) {
  1968. this.setBlending( scene.overrideMaterial.blending );
  1969. this.setDepthTest( scene.overrideMaterial.depthTest );
  1970. this.setDepthWrite( scene.overrideMaterial.depthWrite );
  1971. setPolygonOffset( scene.overrideMaterial.polygonOffset, scene.overrideMaterial.polygonOffsetFactor, scene.overrideMaterial.polygonOffsetUnits );
  1972. renderObjects( scene.__webglObjects, false, "", camera, lights, fog, true, scene.overrideMaterial );
  1973. renderObjectsImmediate( scene.__webglObjectsImmediate, "", camera, lights, fog, false, scene.overrideMaterial );
  1974. } else {
  1975. // opaque pass (front-to-back order)
  1976. this.setBlending( THREE.NormalBlending );
  1977. renderObjects( scene.__webglObjects, true, "opaque", camera, lights, fog, false );
  1978. renderObjectsImmediate( scene.__webglObjectsImmediate, "opaque", camera, lights, fog, false );
  1979. // transparent pass (back-to-front order)
  1980. renderObjects( scene.__webglObjects, false, "transparent", camera, lights, fog, true );
  1981. renderObjectsImmediate( scene.__webglObjectsImmediate, "transparent", camera, lights, fog, true );
  1982. }
  1983. // custom render plugins (post pass)
  1984. renderPlugins( this.renderPluginsPost, scene, camera );
  1985. // Generate mipmap if we're using any kind of mipmap filtering
  1986. if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
  1987. updateRenderTargetMipmap( renderTarget );
  1988. }
  1989. // Ensure depth buffer writing is enabled so it can be cleared on next render
  1990. this.setDepthTest( true );
  1991. this.setDepthWrite( true );
  1992. // _gl.finish();
  1993. };
  1994. function renderPlugins( plugins, scene, camera ) {
  1995. if ( ! plugins.length ) return;
  1996. for ( var i = 0, il = plugins.length; i < il; i ++ ) {
  1997. _currentProgram = null;
  1998. _oldBlending = -1;
  1999. _oldDepthTest = -1;
  2000. _oldDepthWrite = -1;
  2001. _currentGeometryGroupHash = -1;
  2002. _currentMaterialId = -1;
  2003. plugins[ i ].render( scene, camera, _currentWidth, _currentHeight );
  2004. _currentProgram = null;
  2005. _oldBlending = -1;
  2006. _oldDepthTest = -1;
  2007. _oldDepthWrite = -1;
  2008. _currentGeometryGroupHash = -1;
  2009. _currentMaterialId = -1;
  2010. }
  2011. };
  2012. function renderObjects ( renderList, reverse, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
  2013. var webglObject, object, buffer, material, start, end, delta;
  2014. if ( reverse ) {
  2015. start = renderList.length - 1;
  2016. end = -1;
  2017. delta = -1;
  2018. } else {
  2019. start = 0;
  2020. end = renderList.length;
  2021. delta = 1;
  2022. }
  2023. for ( var i = start; i !== end; i += delta ) {
  2024. webglObject = renderList[ i ];
  2025. if ( webglObject.render ) {
  2026. object = webglObject.object;
  2027. buffer = webglObject.buffer;
  2028. if ( overrideMaterial ) {
  2029. material = overrideMaterial;
  2030. } else {
  2031. material = webglObject[ materialType ];
  2032. if ( ! material ) continue;
  2033. if ( useBlending ) _this.setBlending( material.blending );
  2034. _this.setDepthTest( material.depthTest );
  2035. _this.setDepthWrite( material.depthWrite );
  2036. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2037. }
  2038. _this.setObjectFaces( object );
  2039. if ( buffer instanceof THREE.BufferGeometry ) {
  2040. _this.renderBufferDirect( camera, lights, fog, material, buffer, object );
  2041. } else {
  2042. _this.renderBuffer( camera, lights, fog, material, buffer, object );
  2043. }
  2044. }
  2045. }
  2046. };
  2047. function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
  2048. var webglObject, object, material, program;
  2049. for ( var i = 0, il = renderList.length; i < il; i ++ ) {
  2050. webglObject = renderList[ i ];
  2051. object = webglObject.object;
  2052. if ( object.visible ) {
  2053. if ( overrideMaterial ) {
  2054. material = overrideMaterial;
  2055. } else {
  2056. material = webglObject[ materialType ];
  2057. if ( ! material ) continue;
  2058. if ( useBlending ) _this.setBlending( material.blending );
  2059. _this.setDepthTest( material.depthTest );
  2060. _this.setDepthWrite( material.depthWrite );
  2061. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2062. }
  2063. _this.renderImmediateObject( camera, lights, fog, material, object );
  2064. }
  2065. }
  2066. };
  2067. this.renderImmediateObject = function ( camera, lights, fog, material, object ) {
  2068. var program = setProgram( camera, lights, fog, material, object );
  2069. _currentGeometryGroupHash = -1;
  2070. _this.setObjectFaces( object );
  2071. if ( object.immediateRenderCallback ) {
  2072. object.immediateRenderCallback( program, _gl, _frustum );
  2073. } else {
  2074. object.render( function( object ) { _this.renderBufferImmediate( object, program, material.shading ); } );
  2075. }
  2076. };
  2077. function unrollImmediateBufferMaterial ( globject ) {
  2078. var object = globject.object,
  2079. material = object.material;
  2080. if ( material.transparent ) {
  2081. globject.transparent = material;
  2082. globject.opaque = null;
  2083. } else {
  2084. globject.opaque = material;
  2085. globject.transparent = null;
  2086. }
  2087. };
  2088. function unrollBufferMaterial ( globject ) {
  2089. var object = globject.object,
  2090. buffer = globject.buffer,
  2091. material, materialIndex, meshMaterial;
  2092. meshMaterial = object.material;
  2093. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  2094. materialIndex = buffer.materialIndex;
  2095. if ( materialIndex >= 0 ) {
  2096. material = object.geometry.materials[ materialIndex ];
  2097. if ( material.transparent ) {
  2098. globject.transparent = material;
  2099. globject.opaque = null;
  2100. } else {
  2101. globject.opaque = material;
  2102. globject.transparent = null;
  2103. }
  2104. }
  2105. } else {
  2106. material = meshMaterial;
  2107. if ( material ) {
  2108. if ( material.transparent ) {
  2109. globject.transparent = material;
  2110. globject.opaque = null;
  2111. } else {
  2112. globject.opaque = material;
  2113. globject.transparent = null;
  2114. }
  2115. }
  2116. }
  2117. };
  2118. // Geometry splitting
  2119. function sortFacesByMaterial ( geometry ) {
  2120. var f, fl, face, materialIndex, vertices,
  2121. materialHash, groupHash,
  2122. hash_map = {};
  2123. var numMorphTargets = geometry.morphTargets.length;
  2124. geometry.geometryGroups = {};
  2125. for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
  2126. face = geometry.faces[ f ];
  2127. materialIndex = face.materialIndex;
  2128. materialHash = ( materialIndex !== undefined ) ? materialIndex : -1;
  2129. if ( hash_map[ materialHash ] === undefined ) {
  2130. hash_map[ materialHash ] = { 'hash': materialHash, 'counter': 0 };
  2131. }
  2132. groupHash = hash_map[ materialHash ].hash + '_' + hash_map[ materialHash ].counter;
  2133. if ( geometry.geometryGroups[ groupHash ] === undefined ) {
  2134. geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets };
  2135. }
  2136. vertices = face instanceof THREE.Face3 ? 3 : 4;
  2137. if ( geometry.geometryGroups[ groupHash ].vertices + vertices > 65535 ) {
  2138. hash_map[ materialHash ].counter += 1;
  2139. groupHash = hash_map[ materialHash ].hash + '_' + hash_map[ materialHash ].counter;
  2140. if ( geometry.geometryGroups[ groupHash ] === undefined ) {
  2141. geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets };
  2142. }
  2143. }
  2144. if ( face instanceof THREE.Face3 ) {
  2145. geometry.geometryGroups[ groupHash ].faces3.push( f );
  2146. } else {
  2147. geometry.geometryGroups[ groupHash ].faces4.push( f );
  2148. }
  2149. geometry.geometryGroups[ groupHash ].vertices += vertices;
  2150. }
  2151. geometry.geometryGroupsList = [];
  2152. for ( var g in geometry.geometryGroups ) {
  2153. geometry.geometryGroups[ g ].id = _geometryGroupCounter ++;
  2154. geometry.geometryGroupsList.push( geometry.geometryGroups[ g ] );
  2155. }
  2156. };
  2157. // Objects refresh
  2158. this.initWebGLObjects = function ( scene ) {
  2159. if ( !scene.__webglObjects ) {
  2160. scene.__webglObjects = [];
  2161. scene.__webglObjectsImmediate = [];
  2162. scene.__webglSprites = [];
  2163. scene.__webglFlares = [];
  2164. }
  2165. while ( scene.__objectsAdded.length ) {
  2166. addObject( scene.__objectsAdded[ 0 ], scene );
  2167. scene.__objectsAdded.splice( 0, 1 );
  2168. }
  2169. while ( scene.__objectsRemoved.length ) {
  2170. removeObject( scene.__objectsRemoved[ 0 ], scene );
  2171. scene.__objectsRemoved.splice( 0, 1 );
  2172. }
  2173. // update must be called after objects adding / removal
  2174. for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {
  2175. updateObject( scene.__webglObjects[ o ].object );
  2176. }
  2177. };
  2178. // Objects adding
  2179. function addObject ( object, scene ) {
  2180. var g, geometry, geometryGroup;
  2181. if ( ! object.__webglInit ) {
  2182. object.__webglInit = true;
  2183. object._modelViewMatrix = new THREE.Matrix4();
  2184. object._normalMatrixArray = new Float32Array( 9 );
  2185. object._modelViewMatrixArray = new Float32Array( 16 );
  2186. object._objectMatrixArray = new Float32Array( 16 );
  2187. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2188. if ( object instanceof THREE.Mesh ) {
  2189. geometry = object.geometry;
  2190. if ( geometry instanceof THREE.Geometry ) {
  2191. if ( geometry.geometryGroups === undefined ) {
  2192. sortFacesByMaterial( geometry );
  2193. }
  2194. // create separate VBOs per geometry chunk
  2195. for ( g in geometry.geometryGroups ) {
  2196. geometryGroup = geometry.geometryGroups[ g ];
  2197. // initialise VBO on the first access
  2198. if ( ! geometryGroup.__webglVertexBuffer ) {
  2199. createMeshBuffers( geometryGroup );
  2200. initMeshBuffers( geometryGroup, object );
  2201. geometry.__dirtyVertices = true;
  2202. geometry.__dirtyMorphTargets = true;
  2203. geometry.__dirtyElements = true;
  2204. geometry.__dirtyUvs = true;
  2205. geometry.__dirtyNormals = true;
  2206. geometry.__dirtyTangents = true;
  2207. geometry.__dirtyColors = true;
  2208. }
  2209. }
  2210. }
  2211. } else if ( object instanceof THREE.Ribbon ) {
  2212. geometry = object.geometry;
  2213. if( ! geometry.__webglVertexBuffer ) {
  2214. createRibbonBuffers( geometry );
  2215. initRibbonBuffers( geometry );
  2216. geometry.__dirtyVertices = true;
  2217. geometry.__dirtyColors = true;
  2218. }
  2219. } else if ( object instanceof THREE.Line ) {
  2220. geometry = object.geometry;
  2221. if( ! geometry.__webglVertexBuffer ) {
  2222. createLineBuffers( geometry );
  2223. initLineBuffers( geometry, object );
  2224. geometry.__dirtyVertices = true;
  2225. geometry.__dirtyColors = true;
  2226. }
  2227. } else if ( object instanceof THREE.ParticleSystem ) {
  2228. geometry = object.geometry;
  2229. if ( ! geometry.__webglVertexBuffer ) {
  2230. createParticleBuffers( geometry );
  2231. initParticleBuffers( geometry, object );
  2232. geometry.__dirtyVertices = true;
  2233. geometry.__dirtyColors = true;
  2234. }
  2235. }
  2236. }
  2237. if ( ! object.__webglActive ) {
  2238. if ( object instanceof THREE.Mesh ) {
  2239. geometry = object.geometry;
  2240. if ( geometry instanceof THREE.BufferGeometry ) {
  2241. addBuffer( scene.__webglObjects, geometry, object );
  2242. } else {
  2243. for ( g in geometry.geometryGroups ) {
  2244. geometryGroup = geometry.geometryGroups[ g ];
  2245. addBuffer( scene.__webglObjects, geometryGroup, object );
  2246. }
  2247. }
  2248. } else if ( object instanceof THREE.Ribbon ||
  2249. object instanceof THREE.Line ||
  2250. object instanceof THREE.ParticleSystem ) {
  2251. geometry = object.geometry;
  2252. addBuffer( scene.__webglObjects, geometry, object );
  2253. } else if ( THREE.MarchingCubes !== undefined && object instanceof THREE.MarchingCubes || object.immediateRenderCallback ) {
  2254. addBufferImmediate( scene.__webglObjectsImmediate, object );
  2255. } else if ( object instanceof THREE.Sprite ) {
  2256. scene.__webglSprites.push( object );
  2257. } else if ( object instanceof THREE.LensFlare ) {
  2258. scene.__webglFlares.push( object );
  2259. }
  2260. object.__webglActive = true;
  2261. }
  2262. };
  2263. function addBuffer ( objlist, buffer, object ) {
  2264. objlist.push(
  2265. {
  2266. buffer: buffer,
  2267. object: object,
  2268. opaque: null,
  2269. transparent: null
  2270. }
  2271. );
  2272. };
  2273. function addBufferImmediate ( objlist, object ) {
  2274. objlist.push(
  2275. {
  2276. object: object,
  2277. opaque: null,
  2278. transparent: null
  2279. }
  2280. );
  2281. };
  2282. // Objects updates
  2283. function updateObject ( object ) {
  2284. var geometry = object.geometry,
  2285. geometryGroup, customAttributesDirty, material;
  2286. if ( object instanceof THREE.Mesh ) {
  2287. if ( geometry instanceof THREE.BufferGeometry ) {
  2288. /*
  2289. if ( geometry.__dirtyVertices || geometry.__dirtyElements ||
  2290. geometry.__dirtyUvs || geometry.__dirtyNormals ||
  2291. geometry.__dirtyColors ) {
  2292. // TODO
  2293. // set buffers from typed arrays
  2294. }
  2295. */
  2296. geometry.__dirtyVertices = false;
  2297. geometry.__dirtyElements = false;
  2298. geometry.__dirtyUvs = false;
  2299. geometry.__dirtyNormals = false;
  2300. geometry.__dirtyColors = false;
  2301. } else {
  2302. // check all geometry groups
  2303. for( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {
  2304. geometryGroup = geometry.geometryGroupsList[ i ];
  2305. material = getBufferMaterial( object, geometryGroup );
  2306. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2307. if ( geometry.__dirtyVertices || geometry.__dirtyMorphTargets || geometry.__dirtyElements ||
  2308. geometry.__dirtyUvs || geometry.__dirtyNormals ||
  2309. geometry.__dirtyColors || geometry.__dirtyTangents || customAttributesDirty ) {
  2310. setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, !geometry.dynamic, material );
  2311. }
  2312. }
  2313. geometry.__dirtyVertices = false;
  2314. geometry.__dirtyMorphTargets = false;
  2315. geometry.__dirtyElements = false;
  2316. geometry.__dirtyUvs = false;
  2317. geometry.__dirtyNormals = false;
  2318. geometry.__dirtyColors = false;
  2319. geometry.__dirtyTangents = false;
  2320. material.attributes && clearCustomAttributes( material );
  2321. }
  2322. } else if ( object instanceof THREE.Ribbon ) {
  2323. if ( geometry.__dirtyVertices || geometry.__dirtyColors ) {
  2324. setRibbonBuffers( geometry, _gl.DYNAMIC_DRAW );
  2325. }
  2326. geometry.__dirtyVertices = false;
  2327. geometry.__dirtyColors = false;
  2328. } else if ( object instanceof THREE.Line ) {
  2329. material = getBufferMaterial( object, geometryGroup );
  2330. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2331. if ( geometry.__dirtyVertices || geometry.__dirtyColors || customAttributesDirty ) {
  2332. setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
  2333. }
  2334. geometry.__dirtyVertices = false;
  2335. geometry.__dirtyColors = false;
  2336. material.attributes && clearCustomAttributes( material );
  2337. } else if ( object instanceof THREE.ParticleSystem ) {
  2338. material = getBufferMaterial( object, geometryGroup );
  2339. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2340. if ( geometry.__dirtyVertices || geometry.__dirtyColors || object.sortParticles || customAttributesDirty ) {
  2341. setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
  2342. }
  2343. geometry.__dirtyVertices = false;
  2344. geometry.__dirtyColors = false;
  2345. material.attributes && clearCustomAttributes( material );
  2346. }
  2347. };
  2348. // Objects updates - custom attributes check
  2349. function areCustomAttributesDirty ( material ) {
  2350. for ( var a in material.attributes ) {
  2351. if ( material.attributes[ a ].needsUpdate ) return true;
  2352. }
  2353. return false;
  2354. };
  2355. function clearCustomAttributes ( material ) {
  2356. for ( var a in material.attributes ) {
  2357. material.attributes[ a ].needsUpdate = false;
  2358. }
  2359. };
  2360. // Objects removal
  2361. function removeObject ( object, scene ) {
  2362. if ( object instanceof THREE.Mesh ||
  2363. object instanceof THREE.ParticleSystem ||
  2364. object instanceof THREE.Ribbon ||
  2365. object instanceof THREE.Line ) {
  2366. removeInstances( scene.__webglObjects, object );
  2367. } else if ( object instanceof THREE.Sprite ) {
  2368. removeInstancesDirect( scene.__webglSprites, object );
  2369. } else if ( object instanceof THREE.LensFlare ) {
  2370. removeInstancesDirect( scene.__webglFlares, object );
  2371. } else if ( object instanceof THREE.MarchingCubes || object.immediateRenderCallback ) {
  2372. removeInstances( scene.__webglObjectsImmediate, object );
  2373. }
  2374. object.__webglActive = false;
  2375. };
  2376. function removeInstances ( objlist, object ) {
  2377. for ( var o = objlist.length - 1; o >= 0; o -- ) {
  2378. if ( objlist[ o ].object === object ) {
  2379. objlist.splice( o, 1 );
  2380. }
  2381. }
  2382. };
  2383. function removeInstancesDirect ( objlist, object ) {
  2384. for ( var o = objlist.length - 1; o >= 0; o -- ) {
  2385. if ( objlist[ o ] === object ) {
  2386. objlist.splice( o, 1 );
  2387. }
  2388. }
  2389. };
  2390. // Materials
  2391. this.initMaterial = function ( material, lights, fog, object ) {
  2392. var u, a, identifiers, i, parameters, maxLightCount, maxBones, maxShadows, shaderID;
  2393. if ( material instanceof THREE.MeshDepthMaterial ) {
  2394. shaderID = 'depth';
  2395. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  2396. shaderID = 'normal';
  2397. } else if ( material instanceof THREE.MeshBasicMaterial ) {
  2398. shaderID = 'basic';
  2399. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  2400. shaderID = 'lambert';
  2401. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  2402. shaderID = 'phong';
  2403. } else if ( material instanceof THREE.LineBasicMaterial ) {
  2404. shaderID = 'basic';
  2405. } else if ( material instanceof THREE.ParticleBasicMaterial ) {
  2406. shaderID = 'particle_basic';
  2407. }
  2408. if ( shaderID ) {
  2409. setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );
  2410. }
  2411. // heuristics to create shader parameters according to lights in the scene
  2412. // (not to blow over maxLights budget)
  2413. maxLightCount = allocateLights( lights );
  2414. maxShadows = allocateShadows( lights );
  2415. maxBones = allocateBones( object );
  2416. parameters = {
  2417. map: !!material.map, envMap: !!material.envMap, lightMap: !!material.lightMap,
  2418. vertexColors: material.vertexColors,
  2419. fog: fog, useFog: material.fog,
  2420. sizeAttenuation: material.sizeAttenuation,
  2421. skinning: material.skinning,
  2422. morphTargets: material.morphTargets,
  2423. maxMorphTargets: this.maxMorphTargets,
  2424. maxDirLights: maxLightCount.directional, maxPointLights: maxLightCount.point,
  2425. maxBones: maxBones,
  2426. shadowMapEnabled: this.shadowMapEnabled && object.receiveShadow,
  2427. shadowMapSoft: this.shadowMapSoft,
  2428. shadowMapWidth: this.shadowMapWidth,
  2429. shadowMapHeight: this.shadowMapHeight,
  2430. maxShadows: maxShadows,
  2431. alphaTest: material.alphaTest,
  2432. metal: material.metal,
  2433. perPixel: material.perPixel,
  2434. wrapAround: material.wrapAround
  2435. };
  2436. material.program = buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, parameters );
  2437. var attributes = material.program.attributes;
  2438. if ( attributes.position >= 0 ) _gl.enableVertexAttribArray( attributes.position );
  2439. if ( attributes.color >= 0 ) _gl.enableVertexAttribArray( attributes.color );
  2440. if ( attributes.normal >= 0 ) _gl.enableVertexAttribArray( attributes.normal );
  2441. if ( attributes.tangent >= 0 ) _gl.enableVertexAttribArray( attributes.tangent );
  2442. if ( material.skinning &&
  2443. attributes.skinVertexA >=0 && attributes.skinVertexB >= 0 &&
  2444. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  2445. _gl.enableVertexAttribArray( attributes.skinVertexA );
  2446. _gl.enableVertexAttribArray( attributes.skinVertexB );
  2447. _gl.enableVertexAttribArray( attributes.skinIndex );
  2448. _gl.enableVertexAttribArray( attributes.skinWeight );
  2449. }
  2450. if ( material.attributes ) {
  2451. for ( a in material.attributes ) {
  2452. if( attributes[ a ] !== undefined && attributes[ a ] >= 0 ) _gl.enableVertexAttribArray( attributes[ a ] );
  2453. }
  2454. }
  2455. if ( material.morphTargets ) {
  2456. material.numSupportedMorphTargets = 0;
  2457. var id, base = "morphTarget";
  2458. for ( i = 0; i < this.maxMorphTargets; i ++ ) {
  2459. id = base + i;
  2460. if ( attributes[ id ] >= 0 ) {
  2461. _gl.enableVertexAttribArray( attributes[ id ] );
  2462. material.numSupportedMorphTargets ++;
  2463. }
  2464. }
  2465. }
  2466. material.uniformsList = [];
  2467. for ( u in material.uniforms ) {
  2468. material.uniformsList.push( [ material.uniforms[ u ], u ] );
  2469. }
  2470. };
  2471. function setMaterialShaders ( material, shaders ) {
  2472. material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms );
  2473. material.vertexShader = shaders.vertexShader;
  2474. material.fragmentShader = shaders.fragmentShader;
  2475. };
  2476. function setProgram ( camera, lights, fog, material, object ) {
  2477. if ( ! material.program ) {
  2478. _this.initMaterial( material, lights, fog, object );
  2479. }
  2480. if ( material.morphTargets ) {
  2481. if ( ! object.__webglMorphTargetInfluences ) {
  2482. object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
  2483. for ( var i = 0, il = _this.maxMorphTargets; i < il; i ++ ) {
  2484. object.__webglMorphTargetInfluences[ i ] = 0;
  2485. }
  2486. }
  2487. }
  2488. var refreshMaterial = false;
  2489. var program = material.program,
  2490. p_uniforms = program.uniforms,
  2491. m_uniforms = material.uniforms;
  2492. if ( program !== _currentProgram ) {
  2493. _gl.useProgram( program );
  2494. _currentProgram = program;
  2495. refreshMaterial = true;
  2496. }
  2497. if ( material.id !== _currentMaterialId ) {
  2498. _currentMaterialId = material.id;
  2499. refreshMaterial = true;
  2500. }
  2501. if ( refreshMaterial ) {
  2502. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera._projectionMatrixArray );
  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, material );
  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, material ) {
  2648. if ( uniforms.shadowMatrix ) {
  2649. for ( var i = 0; i < _this.shadowMapPlugin.shadowMatrix.length; i ++ ) {
  2650. uniforms.shadowMatrix.value[ i ] = _this.shadowMapPlugin.shadowMatrix[ i ];
  2651. uniforms.shadowMap.texture[ i ] = _this.shadowMapPlugin.shadowMap[ i ];
  2652. }
  2653. uniforms.shadowDarkness.value = _this.shadowMapDarkness;
  2654. uniforms.shadowBias.value = _this.shadowMapBias;
  2655. }
  2656. };
  2657. // Uniforms (load to GPU)
  2658. function loadUniformsSkinning ( uniforms, object, camera ) {
  2659. _gl.uniformMatrix4fv( uniforms.cameraInverseMatrix, false, camera._viewMatrixArray );
  2660. _gl.uniformMatrix4fv( uniforms.boneGlobalMatrices, false, object.boneMatrices );
  2661. };
  2662. function loadUniformsMatrices ( uniforms, object ) {
  2663. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrixArray );
  2664. if ( uniforms.normalMatrix ) {
  2665. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrixArray );
  2666. }
  2667. };
  2668. function loadUniformsGeneric ( program, uniforms ) {
  2669. var uniform, value, type, location, texture, i, il, j, jl, offset;
  2670. for( j = 0, jl = uniforms.length; j < jl; j ++ ) {
  2671. location = program.uniforms[ uniforms[ j ][ 1 ] ];
  2672. if ( !location ) continue;
  2673. uniform = uniforms[ j ][ 0 ];
  2674. type = uniform.type;
  2675. value = uniform.value;
  2676. // single integer
  2677. if( type === "i" ) {
  2678. _gl.uniform1i( location, value );
  2679. // single float
  2680. } else if( type === "f" ) {
  2681. _gl.uniform1f( location, value );
  2682. // single THREE.Vector2
  2683. } else if( type === "v2" ) {
  2684. _gl.uniform2f( location, value.x, value.y );
  2685. // single THREE.Vector3
  2686. } else if( type === "v3" ) {
  2687. _gl.uniform3f( location, value.x, value.y, value.z );
  2688. // single THREE.Vector4
  2689. } else if( type === "v4" ) {
  2690. _gl.uniform4f( location, value.x, value.y, value.z, value.w );
  2691. // single THREE.Color
  2692. } else if( type === "c" ) {
  2693. _gl.uniform3f( location, value.r, value.g, value.b );
  2694. // flat array of floats (JS or typed array)
  2695. } else if( type === "fv1" ) {
  2696. _gl.uniform1fv( location, value );
  2697. // flat array of floats with 3 x N size (JS or typed array)
  2698. } else if( type === "fv" ) {
  2699. _gl.uniform3fv( location, value );
  2700. // array of THREE.Vector3
  2701. } else if( type === "v3v" ) {
  2702. if ( ! uniform._array ) {
  2703. uniform._array = new Float32Array( 3 * value.length );
  2704. }
  2705. for ( i = 0, il = value.length; i < il; i ++ ) {
  2706. offset = i * 3;
  2707. uniform._array[ offset ] = value[ i ].x;
  2708. uniform._array[ offset + 1 ] = value[ i ].y;
  2709. uniform._array[ offset + 2 ] = value[ i ].z;
  2710. }
  2711. _gl.uniform3fv( location, uniform._array );
  2712. // single THREE.Matrix4
  2713. } else if( type === "m4" ) {
  2714. if ( ! uniform._array ) {
  2715. uniform._array = new Float32Array( 16 );
  2716. }
  2717. value.flattenToArray( uniform._array );
  2718. _gl.uniformMatrix4fv( location, false, uniform._array );
  2719. // array of THREE.Matrix4
  2720. } else if( type === "m4v" ) {
  2721. if ( ! uniform._array ) {
  2722. uniform._array = new Float32Array( 16 * value.length );
  2723. }
  2724. for ( i = 0, il = value.length; i < il; i ++ ) {
  2725. value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
  2726. }
  2727. _gl.uniformMatrix4fv( location, false, uniform._array );
  2728. // single THREE.Texture (2d or cube)
  2729. } else if( type === "t" ) {
  2730. _gl.uniform1i( location, value );
  2731. texture = uniform.texture;
  2732. if ( !texture ) continue;
  2733. if ( texture.image instanceof Array && texture.image.length === 6 ) {
  2734. setCubeTexture( texture, value );
  2735. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  2736. setCubeTextureDynamic( texture, value );
  2737. } else {
  2738. _this.setTexture( texture, value );
  2739. }
  2740. // array of THREE.Texture (2d)
  2741. } else if( type === "tv" ) {
  2742. if ( ! uniform._array ) {
  2743. uniform._array = [];
  2744. for( i = 0, il = uniform.texture.length; i < il; i ++ ) {
  2745. uniform._array[ i ] = value + i;
  2746. }
  2747. }
  2748. _gl.uniform1iv( location, uniform._array );
  2749. for( i = 0, il = uniform.texture.length; i < il; i ++ ) {
  2750. texture = uniform.texture[ i ];
  2751. if ( !texture ) continue;
  2752. _this.setTexture( texture, uniform._array[ i ] );
  2753. }
  2754. }
  2755. }
  2756. };
  2757. function setupMatrices ( object, camera ) {
  2758. object._modelViewMatrix.multiplyToArray( camera.matrixWorldInverse, object.matrixWorld, object._modelViewMatrixArray );
  2759. var inverseMatrix = THREE.Matrix4.makeInvert3x3( object._modelViewMatrix );
  2760. if ( inverseMatrix ) {
  2761. inverseMatrix.transposeIntoArray( object._normalMatrixArray );
  2762. }
  2763. };
  2764. function setupLights ( program, lights ) {
  2765. var l, ll, light, n,
  2766. r = 0, g = 0, b = 0,
  2767. color, position, intensity, distance,
  2768. zlights = _lights,
  2769. dcolors = zlights.directional.colors,
  2770. dpositions = zlights.directional.positions,
  2771. pcolors = zlights.point.colors,
  2772. ppositions = zlights.point.positions,
  2773. pdistances = zlights.point.distances,
  2774. dlength = 0,
  2775. plength = 0,
  2776. doffset = 0,
  2777. poffset = 0;
  2778. for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  2779. light = lights[ l ];
  2780. color = light.color;
  2781. intensity = light.intensity;
  2782. distance = light.distance;
  2783. if ( light instanceof THREE.AmbientLight ) {
  2784. if ( _this.gammaInput ) {
  2785. r += color.r * color.r;
  2786. g += color.g * color.g;
  2787. b += color.b * color.b;
  2788. } else {
  2789. r += color.r;
  2790. g += color.g;
  2791. b += color.b;
  2792. }
  2793. } else if ( light instanceof THREE.DirectionalLight ) {
  2794. doffset = dlength * 3;
  2795. if ( _this.gammaInput ) {
  2796. dcolors[ doffset ] = color.r * color.r * intensity * intensity;
  2797. dcolors[ doffset + 1 ] = color.g * color.g * intensity * intensity;
  2798. dcolors[ doffset + 2 ] = color.b * color.b * intensity * intensity;
  2799. } else {
  2800. dcolors[ doffset ] = color.r * intensity;
  2801. dcolors[ doffset + 1 ] = color.g * intensity;
  2802. dcolors[ doffset + 2 ] = color.b * intensity;
  2803. }
  2804. position = light.matrixWorld.getPosition();
  2805. n = 1 / position.length();
  2806. dpositions[ doffset ] = position.x * n;
  2807. dpositions[ doffset + 1 ] = position.y * n;
  2808. dpositions[ doffset + 2 ] = position.z * n;
  2809. dlength += 1;
  2810. } else if ( light instanceof THREE.SpotLight && ! light.onlyShadow ) { // hack, not a proper spotlight
  2811. doffset = dlength * 3;
  2812. if ( _this.gammaInput ) {
  2813. dcolors[ doffset ] = color.r * color.r * intensity * intensity;
  2814. dcolors[ doffset + 1 ] = color.g * color.g * intensity * intensity;
  2815. dcolors[ doffset + 2 ] = color.b * color.b * intensity * intensity;
  2816. } else {
  2817. dcolors[ doffset ] = color.r * intensity;
  2818. dcolors[ doffset + 1 ] = color.g * intensity;
  2819. dcolors[ doffset + 2 ] = color.b * intensity;
  2820. }
  2821. position = light.matrixWorld.getPosition();
  2822. n = 1 / position.length();
  2823. dpositions[ doffset ] = position.x * n;
  2824. dpositions[ doffset + 1 ] = position.y * n;
  2825. dpositions[ doffset + 2 ] = position.z * n;
  2826. dlength += 1;
  2827. } else if( light instanceof THREE.PointLight ) {
  2828. poffset = plength * 3;
  2829. if ( _this.gammaInput ) {
  2830. pcolors[ poffset ] = color.r * color.r * intensity * intensity;
  2831. pcolors[ poffset + 1 ] = color.g * color.g * intensity * intensity;
  2832. pcolors[ poffset + 2 ] = color.b * color.b * intensity * intensity;
  2833. } else {
  2834. pcolors[ poffset ] = color.r * intensity;
  2835. pcolors[ poffset + 1 ] = color.g * intensity;
  2836. pcolors[ poffset + 2 ] = color.b * intensity;
  2837. }
  2838. position = light.matrixWorld.getPosition();
  2839. ppositions[ poffset ] = position.x;
  2840. ppositions[ poffset + 1 ] = position.y;
  2841. ppositions[ poffset + 2 ] = position.z;
  2842. pdistances[ plength ] = distance;
  2843. plength += 1;
  2844. }
  2845. }
  2846. // null eventual remains from removed lights
  2847. // (this is to avoid if in shader)
  2848. for ( l = dlength * 3, ll = dcolors.length; l < ll; l ++ ) dcolors[ l ] = 0.0;
  2849. for ( l = plength * 3, ll = pcolors.length; l < ll; l ++ ) pcolors[ l ] = 0.0;
  2850. zlights.point.length = plength;
  2851. zlights.directional.length = dlength;
  2852. zlights.ambient[ 0 ] = r;
  2853. zlights.ambient[ 1 ] = g;
  2854. zlights.ambient[ 2 ] = b;
  2855. };
  2856. // GL state setting
  2857. this.setFaceCulling = function ( cullFace, frontFace ) {
  2858. if ( cullFace ) {
  2859. if ( !frontFace || frontFace === "ccw" ) {
  2860. _gl.frontFace( _gl.CCW );
  2861. } else {
  2862. _gl.frontFace( _gl.CW );
  2863. }
  2864. if( cullFace === "back" ) {
  2865. _gl.cullFace( _gl.BACK );
  2866. } else if( cullFace === "front" ) {
  2867. _gl.cullFace( _gl.FRONT );
  2868. } else {
  2869. _gl.cullFace( _gl.FRONT_AND_BACK );
  2870. }
  2871. _gl.enable( _gl.CULL_FACE );
  2872. } else {
  2873. _gl.disable( _gl.CULL_FACE );
  2874. }
  2875. };
  2876. this.setObjectFaces = function ( object ) {
  2877. if ( _oldDoubleSided !== object.doubleSided ) {
  2878. if( object.doubleSided ) {
  2879. _gl.disable( _gl.CULL_FACE );
  2880. } else {
  2881. _gl.enable( _gl.CULL_FACE );
  2882. }
  2883. _oldDoubleSided = object.doubleSided;
  2884. }
  2885. if ( _oldFlipSided !== object.flipSided ) {
  2886. if( object.flipSided ) {
  2887. _gl.frontFace( _gl.CW );
  2888. } else {
  2889. _gl.frontFace( _gl.CCW );
  2890. }
  2891. _oldFlipSided = object.flipSided;
  2892. }
  2893. };
  2894. this.setDepthTest = function ( depthTest ) {
  2895. if ( _oldDepthTest !== depthTest ) {
  2896. if ( depthTest ) {
  2897. _gl.enable( _gl.DEPTH_TEST );
  2898. } else {
  2899. _gl.disable( _gl.DEPTH_TEST );
  2900. }
  2901. _oldDepthTest = depthTest;
  2902. }
  2903. };
  2904. this.setDepthWrite = function ( depthWrite ) {
  2905. if ( _oldDepthWrite !== depthWrite ) {
  2906. _gl.depthMask( depthWrite );
  2907. _oldDepthWrite = depthWrite;
  2908. }
  2909. };
  2910. function setLineWidth ( width ) {
  2911. if ( width !== _oldLineWidth ) {
  2912. _gl.lineWidth( width );
  2913. _oldLineWidth = width;
  2914. }
  2915. };
  2916. function setPolygonOffset ( polygonoffset, factor, units ) {
  2917. if ( _oldPolygonOffset !== polygonoffset ) {
  2918. if ( polygonoffset ) {
  2919. _gl.enable( _gl.POLYGON_OFFSET_FILL );
  2920. } else {
  2921. _gl.disable( _gl.POLYGON_OFFSET_FILL );
  2922. }
  2923. _oldPolygonOffset = polygonoffset;
  2924. }
  2925. if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) {
  2926. _gl.polygonOffset( factor, units );
  2927. _oldPolygonOffsetFactor = factor;
  2928. _oldPolygonOffsetUnits = units;
  2929. }
  2930. };
  2931. this.setBlending = function ( blending ) {
  2932. if ( blending !== _oldBlending ) {
  2933. switch ( blending ) {
  2934. case THREE.AdditiveBlending:
  2935. _gl.blendEquation( _gl.FUNC_ADD );
  2936. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
  2937. break;
  2938. case THREE.SubtractiveBlending:
  2939. // TODO: Find blendFuncSeparate() combination
  2940. _gl.blendEquation( _gl.FUNC_ADD );
  2941. _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
  2942. break;
  2943. case THREE.MultiplyBlending:
  2944. // TODO: Find blendFuncSeparate() combination
  2945. _gl.blendEquation( _gl.FUNC_ADD );
  2946. _gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
  2947. break;
  2948. default:
  2949. _gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
  2950. _gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
  2951. break;
  2952. }
  2953. _oldBlending = blending;
  2954. }
  2955. };
  2956. // Shaders
  2957. function buildProgram ( shaderID, fragmentShader, vertexShader, uniforms, attributes, parameters ) {
  2958. var p, pl, program, code;
  2959. var chunks = [];
  2960. // Generate code
  2961. if ( shaderID ) {
  2962. chunks.push( shaderID );
  2963. } else {
  2964. chunks.push( fragmentShader );
  2965. chunks.push( vertexShader );
  2966. }
  2967. for ( p in parameters ) {
  2968. chunks.push( p );
  2969. chunks.push( parameters[ p ] );
  2970. }
  2971. code = chunks.join();
  2972. // Check if code has been already compiled
  2973. for ( p = 0, pl = _programs.length; p < pl; p ++ ) {
  2974. if ( _programs[ p ].code === code ) {
  2975. // console.log( "Code already compiled." /*: \n\n" + code*/ );
  2976. return _programs[ p ].program;
  2977. }
  2978. }
  2979. //console.log( "building new program " );
  2980. //
  2981. program = _gl.createProgram();
  2982. var prefix_vertex = [
  2983. ( _maxVertexTextures > 0 ) ? "#define VERTEX_TEXTURES" : "",
  2984. _this.gammaInput ? "#define GAMMA_INPUT" : "",
  2985. _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
  2986. _this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",
  2987. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  2988. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  2989. "#define MAX_SHADOWS " + parameters.maxShadows,
  2990. "#define MAX_BONES " + parameters.maxBones,
  2991. parameters.map ? "#define USE_MAP" : "",
  2992. parameters.envMap ? "#define USE_ENVMAP" : "",
  2993. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  2994. parameters.vertexColors ? "#define USE_COLOR" : "",
  2995. parameters.skinning ? "#define USE_SKINNING" : "",
  2996. parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
  2997. parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
  2998. parameters.wrapAround ? "#define WRAP_AROUND" : "",
  2999. parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
  3000. parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "",
  3001. parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",
  3002. "uniform mat4 objectMatrix;",
  3003. "uniform mat4 modelViewMatrix;",
  3004. "uniform mat4 projectionMatrix;",
  3005. "uniform mat4 viewMatrix;",
  3006. "uniform mat3 normalMatrix;",
  3007. "uniform vec3 cameraPosition;",
  3008. "uniform mat4 cameraInverseMatrix;",
  3009. "attribute vec3 position;",
  3010. "attribute vec3 normal;",
  3011. "attribute vec2 uv;",
  3012. "attribute vec2 uv2;",
  3013. "#ifdef USE_COLOR",
  3014. "attribute vec3 color;",
  3015. "#endif",
  3016. "#ifdef USE_MORPHTARGETS",
  3017. "attribute vec3 morphTarget0;",
  3018. "attribute vec3 morphTarget1;",
  3019. "attribute vec3 morphTarget2;",
  3020. "attribute vec3 morphTarget3;",
  3021. "attribute vec3 morphTarget4;",
  3022. "attribute vec3 morphTarget5;",
  3023. "attribute vec3 morphTarget6;",
  3024. "attribute vec3 morphTarget7;",
  3025. "#endif",
  3026. "#ifdef USE_SKINNING",
  3027. "attribute vec4 skinVertexA;",
  3028. "attribute vec4 skinVertexB;",
  3029. "attribute vec4 skinIndex;",
  3030. "attribute vec4 skinWeight;",
  3031. "#endif",
  3032. ""
  3033. ].join("\n");
  3034. var prefix_fragment = [
  3035. "precision " + _precision + " float;",
  3036. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  3037. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  3038. "#define MAX_SHADOWS " + parameters.maxShadows,
  3039. parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "",
  3040. _this.gammaInput ? "#define GAMMA_INPUT" : "",
  3041. _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
  3042. _this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",
  3043. ( parameters.useFog && parameters.fog ) ? "#define USE_FOG" : "",
  3044. ( parameters.useFog && parameters.fog instanceof THREE.FogExp2 ) ? "#define FOG_EXP2" : "",
  3045. parameters.map ? "#define USE_MAP" : "",
  3046. parameters.envMap ? "#define USE_ENVMAP" : "",
  3047. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  3048. parameters.vertexColors ? "#define USE_COLOR" : "",
  3049. parameters.metal ? "#define METAL" : "",
  3050. parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
  3051. parameters.wrapAround ? "#define WRAP_AROUND" : "",
  3052. parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
  3053. parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "",
  3054. parameters.shadowMapSoft ? "#define SHADOWMAP_WIDTH " + parameters.shadowMapWidth.toFixed( 1 ) : "",
  3055. parameters.shadowMapSoft ? "#define SHADOWMAP_HEIGHT " + parameters.shadowMapHeight.toFixed( 1 ) : "",
  3056. "uniform mat4 viewMatrix;",
  3057. "uniform vec3 cameraPosition;",
  3058. ""
  3059. ].join("\n");
  3060. _gl.attachShader( program, getShader( "fragment", prefix_fragment + fragmentShader ) );
  3061. _gl.attachShader( program, getShader( "vertex", prefix_vertex + vertexShader ) );
  3062. _gl.linkProgram( program );
  3063. if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
  3064. console.error( "Could not initialise shader\n" + "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );
  3065. }
  3066. //console.log( prefix_fragment + fragmentShader );
  3067. //console.log( prefix_vertex + vertexShader );
  3068. program.uniforms = {};
  3069. program.attributes = {};
  3070. var identifiers, u, a, i;
  3071. // cache uniform locations
  3072. identifiers = [
  3073. 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'objectMatrix', 'cameraPosition',
  3074. 'cameraInverseMatrix', 'boneGlobalMatrices', 'morphTargetInfluences'
  3075. ];
  3076. for ( u in uniforms ) {
  3077. identifiers.push( u );
  3078. }
  3079. cacheUniformLocations( program, identifiers );
  3080. // cache attributes locations
  3081. identifiers = [
  3082. "position", "normal", "uv", "uv2", "tangent", "color",
  3083. "skinVertexA", "skinVertexB", "skinIndex", "skinWeight"
  3084. ];
  3085. for ( i = 0; i < parameters.maxMorphTargets; i ++ ) {
  3086. identifiers.push( "morphTarget" + i );
  3087. }
  3088. for ( a in attributes ) {
  3089. identifiers.push( a );
  3090. }
  3091. cacheAttributeLocations( program, identifiers );
  3092. program.id = _programs.length;
  3093. _programs.push( { program: program, code: code } );
  3094. _this.info.memory.programs = _programs.length;
  3095. return program;
  3096. };
  3097. // Shader parameters cache
  3098. function cacheUniformLocations ( program, identifiers ) {
  3099. var i, l, id;
  3100. for( i = 0, l = identifiers.length; i < l; i ++ ) {
  3101. id = identifiers[ i ];
  3102. program.uniforms[ id ] = _gl.getUniformLocation( program, id );
  3103. }
  3104. };
  3105. function cacheAttributeLocations ( program, identifiers ) {
  3106. var i, l, id;
  3107. for( i = 0, l = identifiers.length; i < l; i ++ ) {
  3108. id = identifiers[ i ];
  3109. program.attributes[ id ] = _gl.getAttribLocation( program, id );
  3110. }
  3111. };
  3112. function getShader ( type, string ) {
  3113. var shader;
  3114. if ( type === "fragment" ) {
  3115. shader = _gl.createShader( _gl.FRAGMENT_SHADER );
  3116. } else if ( type === "vertex" ) {
  3117. shader = _gl.createShader( _gl.VERTEX_SHADER );
  3118. }
  3119. _gl.shaderSource( shader, string );
  3120. _gl.compileShader( shader );
  3121. if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {
  3122. console.error( _gl.getShaderInfoLog( shader ) );
  3123. console.error( string );
  3124. return null;
  3125. }
  3126. return shader;
  3127. };
  3128. // Textures
  3129. function isPowerOfTwo ( value ) {
  3130. return ( value & ( value - 1 ) ) === 0;
  3131. };
  3132. function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
  3133. if ( isImagePowerOfTwo ) {
  3134. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  3135. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  3136. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  3137. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  3138. } else {
  3139. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  3140. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  3141. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  3142. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  3143. }
  3144. };
  3145. this.setTexture = function ( texture, slot ) {
  3146. if ( texture.needsUpdate ) {
  3147. if ( ! texture.__webglInit ) {
  3148. texture.__webglInit = true;
  3149. texture.__webglTexture = _gl.createTexture();
  3150. _this.info.memory.textures ++;
  3151. }
  3152. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3153. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  3154. var image = texture.image,
  3155. isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
  3156. glFormat = paramThreeToGL( texture.format ),
  3157. glType = paramThreeToGL( texture.type );
  3158. setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
  3159. if ( texture instanceof THREE.DataTexture ) {
  3160. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
  3161. } else {
  3162. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
  3163. }
  3164. if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  3165. texture.needsUpdate = false;
  3166. if ( texture.onUpdated ) texture.onUpdated();
  3167. } else {
  3168. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3169. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  3170. }
  3171. };
  3172. function clampToMaxSize ( image, maxSize ) {
  3173. if ( image.width <= maxSize && image.height <= maxSize ) {
  3174. return image;
  3175. }
  3176. // Warning: Scaling through the canvas will only work with images that use
  3177. // premultiplied alpha.
  3178. var maxDimension = Math.max( image.width, image.height );
  3179. var newWidth = Math.floor( image.width * maxSize / maxDimension );
  3180. var newHeight = Math.floor( image.height * maxSize / maxDimension );
  3181. var canvas = document.createElement( 'canvas' );
  3182. canvas.width = newWidth;
  3183. canvas.height = newHeight;
  3184. var ctx = canvas.getContext( "2d" );
  3185. ctx.drawImage( image, 0, 0, image.width, image.height, 0, 0, newWidth, newHeight );
  3186. return canvas;
  3187. }
  3188. function setCubeTexture ( texture, slot ) {
  3189. if ( texture.image.length === 6 ) {
  3190. if ( texture.needsUpdate ) {
  3191. if ( ! texture.image.__webglTextureCube ) {
  3192. texture.image.__webglTextureCube = _gl.createTexture();
  3193. }
  3194. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3195. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  3196. var cubeImage = [];
  3197. for ( var i = 0; i < 6; i ++ ) {
  3198. if ( _this.autoScaleCubemaps ) {
  3199. cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize );
  3200. } else {
  3201. cubeImage[ i ] = texture.image[ i ];
  3202. }
  3203. }
  3204. var image = cubeImage[ 0 ],
  3205. isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
  3206. glFormat = paramThreeToGL( texture.format ),
  3207. glType = paramThreeToGL( texture.type );
  3208. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
  3209. for ( var i = 0; i < 6; i ++ ) {
  3210. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
  3211. }
  3212. if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3213. texture.needsUpdate = false;
  3214. if ( texture.onUpdated ) texture.onUpdated();
  3215. } else {
  3216. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3217. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  3218. }
  3219. }
  3220. };
  3221. function setCubeTextureDynamic ( texture, slot ) {
  3222. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3223. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
  3224. };
  3225. // Render targets
  3226. function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
  3227. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  3228. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );
  3229. };
  3230. function setupRenderBuffer ( renderbuffer, renderTarget ) {
  3231. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  3232. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  3233. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  3234. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3235. /* For some reason this is not working. Defaulting to RGBA4.
  3236. } else if( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3237. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
  3238. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3239. */
  3240. } else if( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3241. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
  3242. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3243. } else {
  3244. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
  3245. }
  3246. };
  3247. this.setRenderTarget = function ( renderTarget ) {
  3248. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  3249. if ( renderTarget && ! renderTarget.__webglFramebuffer ) {
  3250. if( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
  3251. if( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
  3252. renderTarget.__webglTexture = _gl.createTexture();
  3253. // Setup texture, create render and frame buffers
  3254. var isTargetPowerOfTwo = isPowerOfTwo( renderTarget.width ) && isPowerOfTwo( renderTarget.height ),
  3255. glFormat = paramThreeToGL( renderTarget.format ),
  3256. glType = paramThreeToGL( renderTarget.type );
  3257. if ( isCube ) {
  3258. renderTarget.__webglFramebuffer = [];
  3259. renderTarget.__webglRenderbuffer = [];
  3260. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  3261. setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
  3262. for ( var i = 0; i < 6; i ++ ) {
  3263. renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  3264. renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
  3265. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  3266. setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
  3267. setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );
  3268. }
  3269. } else {
  3270. renderTarget.__webglFramebuffer = _gl.createFramebuffer();
  3271. renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();
  3272. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  3273. setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );
  3274. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  3275. setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
  3276. setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );
  3277. }
  3278. // Release everything
  3279. if ( isCube ) {
  3280. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  3281. } else {
  3282. _gl.bindTexture( _gl.TEXTURE_2D, null );
  3283. }
  3284. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  3285. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null);
  3286. }
  3287. var framebuffer, width, height, vx, vy;
  3288. if ( renderTarget ) {
  3289. if ( isCube ) {
  3290. framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];
  3291. } else {
  3292. framebuffer = renderTarget.__webglFramebuffer;
  3293. }
  3294. width = renderTarget.width;
  3295. height = renderTarget.height;
  3296. vx = 0;
  3297. vy = 0;
  3298. } else {
  3299. framebuffer = null;
  3300. width = _viewportWidth;
  3301. height = _viewportHeight;
  3302. vx = _viewportX;
  3303. vy = _viewportY;
  3304. }
  3305. if ( framebuffer !== _currentFramebuffer ) {
  3306. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  3307. _gl.viewport( vx, vy, width, height );
  3308. _currentFramebuffer = framebuffer;
  3309. }
  3310. _currentWidth = width;
  3311. _currentHeight = height;
  3312. };
  3313. function updateRenderTargetMipmap ( renderTarget ) {
  3314. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  3315. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  3316. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3317. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  3318. } else {
  3319. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  3320. _gl.generateMipmap( _gl.TEXTURE_2D );
  3321. _gl.bindTexture( _gl.TEXTURE_2D, null );
  3322. }
  3323. };
  3324. // Fallback filters for non-power-of-2 textures
  3325. function filterFallback ( f ) {
  3326. switch ( f ) {
  3327. case THREE.NearestFilter:
  3328. case THREE.NearestMipMapNearestFilter:
  3329. case THREE.NearestMipMapLinearFilter: return _gl.NEAREST; break;
  3330. case THREE.LinearFilter:
  3331. case THREE.LinearMipMapNearestFilter:
  3332. case THREE.LinearMipMapLinearFilter:
  3333. default:
  3334. return _gl.LINEAR; break;
  3335. }
  3336. };
  3337. // Map three.js constants to WebGL constants
  3338. function paramThreeToGL ( p ) {
  3339. switch ( p ) {
  3340. case THREE.RepeatWrapping: return _gl.REPEAT; break;
  3341. case THREE.ClampToEdgeWrapping: return _gl.CLAMP_TO_EDGE; break;
  3342. case THREE.MirroredRepeatWrapping: return _gl.MIRRORED_REPEAT; break;
  3343. case THREE.NearestFilter: return _gl.NEAREST; break;
  3344. case THREE.NearestMipMapNearestFilter: return _gl.NEAREST_MIPMAP_NEAREST; break;
  3345. case THREE.NearestMipMapLinearFilter: return _gl.NEAREST_MIPMAP_LINEAR; break;
  3346. case THREE.LinearFilter: return _gl.LINEAR; break;
  3347. case THREE.LinearMipMapNearestFilter: return _gl.LINEAR_MIPMAP_NEAREST; break;
  3348. case THREE.LinearMipMapLinearFilter: return _gl.LINEAR_MIPMAP_LINEAR; break;
  3349. case THREE.ByteType: return _gl.BYTE; break;
  3350. case THREE.UnsignedByteType: return _gl.UNSIGNED_BYTE; break;
  3351. case THREE.ShortType: return _gl.SHORT; break;
  3352. case THREE.UnsignedShortType: return _gl.UNSIGNED_SHORT; break;
  3353. case THREE.IntType: return _gl.INT; break;
  3354. case THREE.UnsignedShortType: return _gl.UNSIGNED_INT; break;
  3355. case THREE.FloatType: return _gl.FLOAT; break;
  3356. case THREE.AlphaFormat: return _gl.ALPHA; break;
  3357. case THREE.RGBFormat: return _gl.RGB; break;
  3358. case THREE.RGBAFormat: return _gl.RGBA; break;
  3359. case THREE.LuminanceFormat: return _gl.LUMINANCE; break;
  3360. case THREE.LuminanceAlphaFormat: return _gl.LUMINANCE_ALPHA; break;
  3361. }
  3362. return 0;
  3363. };
  3364. // Allocations
  3365. function allocateBones ( object ) {
  3366. // default for when object is not specified
  3367. // ( for example when prebuilding shader
  3368. // to be used with multiple objects )
  3369. //
  3370. // - leave some extra space for other uniforms
  3371. // - limit here is ANGLE's 254 max uniform vectors
  3372. // (up to 54 should be safe)
  3373. var maxBones = 50;
  3374. if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
  3375. maxBones = object.bones.length;
  3376. }
  3377. return maxBones;
  3378. };
  3379. function allocateLights ( lights ) {
  3380. var l, ll, light, dirLights, pointLights, maxDirLights, maxPointLights;
  3381. dirLights = pointLights = maxDirLights = maxPointLights = 0;
  3382. for ( l = 0, ll = lights.length; l < ll; l++ ) {
  3383. light = lights[ l ];
  3384. if ( light instanceof THREE.SpotLight && ! light.onlyShadow ) dirLights ++; // hack, not a proper spotlight
  3385. if ( light instanceof THREE.DirectionalLight ) dirLights ++;
  3386. if ( light instanceof THREE.PointLight ) pointLights ++;
  3387. }
  3388. if ( ( pointLights + dirLights ) <= _maxLights ) {
  3389. maxDirLights = dirLights;
  3390. maxPointLights = pointLights;
  3391. } else {
  3392. maxDirLights = Math.ceil( _maxLights * dirLights / ( pointLights + dirLights ) );
  3393. maxPointLights = _maxLights - maxDirLights;
  3394. }
  3395. return { 'directional' : maxDirLights, 'point' : maxPointLights };
  3396. };
  3397. function allocateShadows ( lights ) {
  3398. var l, ll, light, maxShadows = 0;
  3399. for ( l = 0, ll = lights.length; l < ll; l++ ) {
  3400. light = lights[ l ];
  3401. if ( light instanceof THREE.SpotLight && light.castShadow ) maxShadows ++;
  3402. }
  3403. return maxShadows;
  3404. };
  3405. // Initialization
  3406. function initGL () {
  3407. var gl;
  3408. try {
  3409. if ( ! ( gl = _canvas.getContext( 'experimental-webgl', { antialias: _antialias, stencil: _stencil, preserveDrawingBuffer: _preserveDrawingBuffer } ) ) ) {
  3410. throw 'Error creating WebGL context.';
  3411. }
  3412. console.log(
  3413. navigator.userAgent + " | " +
  3414. gl.getParameter( gl.VERSION ) + " | " +
  3415. gl.getParameter( gl.VENDOR ) + " | " +
  3416. gl.getParameter( gl.RENDERER ) + " | " +
  3417. gl.getParameter( gl.SHADING_LANGUAGE_VERSION )
  3418. );
  3419. } catch ( error ) {
  3420. console.error( error );
  3421. }
  3422. return gl;
  3423. };
  3424. function setDefaultGLState () {
  3425. _gl.clearColor( 0, 0, 0, 1 );
  3426. _gl.clearDepth( 1 );
  3427. _gl.clearStencil( 0 );
  3428. _gl.enable( _gl.DEPTH_TEST );
  3429. _gl.depthFunc( _gl.LEQUAL );
  3430. _gl.frontFace( _gl.CCW );
  3431. _gl.cullFace( _gl.BACK );
  3432. _gl.enable( _gl.CULL_FACE );
  3433. _gl.enable( _gl.BLEND );
  3434. _gl.blendEquation( _gl.FUNC_ADD );
  3435. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
  3436. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  3437. };
  3438. // default plugins (order is important)
  3439. this.shadowMapPlugin = new THREE.ShadowMapPlugin();
  3440. this.addPrePlugin( this.shadowMapPlugin );
  3441. this.addPostPlugin( new THREE.SpritePlugin() );
  3442. this.addPostPlugin( new THREE.LensFlarePlugin() );
  3443. };