WebGLRenderer.js 147 KB

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  1. /**
  2. * @author supereggbert / http://www.paulbrunt.co.uk/
  3. * @author mrdoob / http://mrdoob.com/
  4. * @author alteredq / http://alteredqualia.com/
  5. * @author szimek / https://github.com/szimek/
  6. */
  7. THREE.WebGLRenderer = function ( parameters ) {
  8. console.log( 'THREE.WebGLRenderer', THREE.REVISION );
  9. parameters = parameters || {};
  10. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
  11. _precision = parameters.precision !== undefined ? parameters.precision : 'highp',
  12. _alpha = parameters.alpha !== undefined ? parameters.alpha : true,
  13. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  14. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  15. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  16. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  17. _clearColor = parameters.clearColor !== undefined ? new THREE.Color( parameters.clearColor ) : new THREE.Color( 0x000000 ),
  18. _clearAlpha = parameters.clearAlpha !== undefined ? parameters.clearAlpha : 0,
  19. _maxLights = parameters.maxLights !== undefined ? parameters.maxLights : 4;
  20. // public properties
  21. this.domElement = _canvas;
  22. this.context = null;
  23. // clearing
  24. this.autoClear = true;
  25. this.autoClearColor = true;
  26. this.autoClearDepth = true;
  27. this.autoClearStencil = true;
  28. // scene graph
  29. this.sortObjects = true;
  30. this.autoUpdateObjects = true;
  31. this.autoUpdateScene = true;
  32. // physically based shading
  33. this.gammaInput = false;
  34. this.gammaOutput = false;
  35. this.physicallyBasedShading = false;
  36. // shadow map
  37. this.shadowMapEnabled = false;
  38. this.shadowMapAutoUpdate = true;
  39. this.shadowMapSoft = true;
  40. this.shadowMapCullFrontFaces = true;
  41. this.shadowMapDebug = false;
  42. this.shadowMapCascade = false;
  43. // morphs
  44. this.maxMorphTargets = 8;
  45. this.maxMorphNormals = 4;
  46. // flags
  47. this.autoScaleCubemaps = true;
  48. // custom render plugins
  49. this.renderPluginsPre = [];
  50. this.renderPluginsPost = [];
  51. // info
  52. this.info = {
  53. memory: {
  54. programs: 0,
  55. geometries: 0,
  56. textures: 0
  57. },
  58. render: {
  59. calls: 0,
  60. vertices: 0,
  61. faces: 0,
  62. points: 0
  63. }
  64. };
  65. // internal properties
  66. var _this = this,
  67. _gl,
  68. _programs = [],
  69. // internal state cache
  70. _currentProgram = null,
  71. _currentFramebuffer = null,
  72. _currentMaterialId = -1,
  73. _currentGeometryGroupHash = null,
  74. _currentCamera = null,
  75. _geometryGroupCounter = 0,
  76. // GL state cache
  77. _oldDoubleSided = null,
  78. _oldFlipSided = null,
  79. _oldBlending = null,
  80. _oldBlendEquation = null,
  81. _oldBlendSrc = null,
  82. _oldBlendDst = null,
  83. _oldDepthTest = null,
  84. _oldDepthWrite = null,
  85. _oldPolygonOffset = null,
  86. _oldPolygonOffsetFactor = null,
  87. _oldPolygonOffsetUnits = null,
  88. _oldLineWidth = null,
  89. _viewportX = 0,
  90. _viewportY = 0,
  91. _viewportWidth = 0,
  92. _viewportHeight = 0,
  93. _currentWidth = 0,
  94. _currentHeight = 0,
  95. // frustum
  96. _frustum = new THREE.Frustum(),
  97. // camera matrices cache
  98. _projScreenMatrix = new THREE.Matrix4(),
  99. _projScreenMatrixPS = new THREE.Matrix4(),
  100. _vector3 = new THREE.Vector4(),
  101. // light arrays cache
  102. _direction = new THREE.Vector3(),
  103. _lights = {
  104. ambient: [ 0, 0, 0 ],
  105. directional: { length: 0, colors: new Array(), positions: new Array() },
  106. point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() },
  107. spot: { length: 0, colors: new Array(), positions: new Array(), distances: new Array(), directions: new Array(), angles: new Array(), exponents: new Array() }
  108. };
  109. // initialize
  110. _gl = initGL();
  111. setDefaultGLState();
  112. this.context = _gl;
  113. // GPU capabilities
  114. var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ),
  115. _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE ),
  116. _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE );
  117. // API
  118. this.getContext = function () {
  119. return _gl;
  120. };
  121. this.supportsVertexTextures = function () {
  122. return _maxVertexTextures > 0;
  123. };
  124. this.setSize = function ( width, height ) {
  125. _canvas.width = width;
  126. _canvas.height = height;
  127. this.setViewport( 0, 0, _canvas.width, _canvas.height );
  128. };
  129. this.setViewport = function ( x, y, width, height ) {
  130. _viewportX = x;
  131. _viewportY = y;
  132. _viewportWidth = width;
  133. _viewportHeight = height;
  134. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  135. };
  136. this.setScissor = function ( x, y, width, height ) {
  137. _gl.scissor( x, y, width, height );
  138. };
  139. this.enableScissorTest = function ( enable ) {
  140. enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );
  141. };
  142. // Clearing
  143. this.setClearColorHex = function ( hex, alpha ) {
  144. _clearColor.setHex( hex );
  145. _clearAlpha = alpha;
  146. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  147. };
  148. this.setClearColor = function ( color, alpha ) {
  149. _clearColor.copy( color );
  150. _clearAlpha = alpha;
  151. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  152. };
  153. this.getClearColor = function () {
  154. return _clearColor;
  155. };
  156. this.getClearAlpha = function () {
  157. return _clearAlpha;
  158. };
  159. this.clear = function ( color, depth, stencil ) {
  160. var bits = 0;
  161. if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  162. if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  163. if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  164. _gl.clear( bits );
  165. };
  166. this.clearTarget = function ( renderTarget, color, depth, stencil ) {
  167. this.setRenderTarget( renderTarget );
  168. this.clear( color, depth, stencil );
  169. };
  170. // Plugins
  171. this.addPostPlugin = function ( plugin ) {
  172. plugin.init( this );
  173. this.renderPluginsPost.push( plugin );
  174. };
  175. this.addPrePlugin = function ( plugin ) {
  176. plugin.init( this );
  177. this.renderPluginsPre.push( plugin );
  178. };
  179. // Deallocation
  180. this.deallocateObject = function ( object ) {
  181. if ( ! object.__webglInit ) return;
  182. object.__webglInit = false;
  183. delete object._modelViewMatrix;
  184. delete object._normalMatrix;
  185. delete object._normalMatrixArray;
  186. delete object._modelViewMatrixArray;
  187. delete object._objectMatrixArray;
  188. if ( object instanceof THREE.Mesh ) {
  189. for ( var g in object.geometry.geometryGroups ) {
  190. deleteMeshBuffers( object.geometry.geometryGroups[ g ] );
  191. }
  192. } else if ( object instanceof THREE.Ribbon ) {
  193. deleteRibbonBuffers( object.geometry );
  194. } else if ( object instanceof THREE.Line ) {
  195. deleteLineBuffers( object.geometry );
  196. } else if ( object instanceof THREE.ParticleSystem ) {
  197. deleteParticleBuffers( object.geometry );
  198. }
  199. };
  200. this.deallocateTexture = function ( texture ) {
  201. if ( ! texture.__webglInit ) return;
  202. texture.__webglInit = false;
  203. _gl.deleteTexture( texture.__webglTexture );
  204. _this.info.memory.textures --;
  205. };
  206. this.deallocateRenderTarget = function ( renderTarget ) {
  207. if ( !renderTarget || ! renderTarget.__webglTexture ) return;
  208. _gl.deleteTexture( renderTarget.__webglTexture );
  209. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  210. for ( var i = 0; i < 6; i ++ ) {
  211. _gl.deleteFramebuffer( renderTarget.__webglFramebuffer[ i ] );
  212. _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer[ i ] );
  213. }
  214. } else {
  215. _gl.deleteFramebuffer( renderTarget.__webglFramebuffer );
  216. _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer );
  217. }
  218. };
  219. // Rendering
  220. this.updateShadowMap = function ( scene, camera ) {
  221. _currentProgram = null;
  222. _oldBlending = -1;
  223. _oldDepthTest = -1;
  224. _oldDepthWrite = -1;
  225. _currentGeometryGroupHash = -1;
  226. _currentMaterialId = -1;
  227. this.shadowMapPlugin.update( scene, camera );
  228. };
  229. // Internal functions
  230. // Buffer allocation
  231. function createParticleBuffers ( geometry ) {
  232. geometry.__webglVertexBuffer = _gl.createBuffer();
  233. geometry.__webglColorBuffer = _gl.createBuffer();
  234. _this.info.geometries ++;
  235. };
  236. function createLineBuffers ( geometry ) {
  237. geometry.__webglVertexBuffer = _gl.createBuffer();
  238. geometry.__webglColorBuffer = _gl.createBuffer();
  239. _this.info.memory.geometries ++;
  240. };
  241. function createRibbonBuffers ( geometry ) {
  242. geometry.__webglVertexBuffer = _gl.createBuffer();
  243. geometry.__webglColorBuffer = _gl.createBuffer();
  244. _this.info.memory.geometries ++;
  245. };
  246. function createMeshBuffers ( geometryGroup ) {
  247. geometryGroup.__webglVertexBuffer = _gl.createBuffer();
  248. geometryGroup.__webglNormalBuffer = _gl.createBuffer();
  249. geometryGroup.__webglTangentBuffer = _gl.createBuffer();
  250. geometryGroup.__webglColorBuffer = _gl.createBuffer();
  251. geometryGroup.__webglUVBuffer = _gl.createBuffer();
  252. geometryGroup.__webglUV2Buffer = _gl.createBuffer();
  253. geometryGroup.__webglSkinVertexABuffer = _gl.createBuffer();
  254. geometryGroup.__webglSkinVertexBBuffer = _gl.createBuffer();
  255. geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
  256. geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
  257. geometryGroup.__webglFaceBuffer = _gl.createBuffer();
  258. geometryGroup.__webglLineBuffer = _gl.createBuffer();
  259. var m, ml;
  260. if ( geometryGroup.numMorphTargets ) {
  261. geometryGroup.__webglMorphTargetsBuffers = [];
  262. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  263. geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
  264. }
  265. }
  266. if ( geometryGroup.numMorphNormals ) {
  267. geometryGroup.__webglMorphNormalsBuffers = [];
  268. for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  269. geometryGroup.__webglMorphNormalsBuffers.push( _gl.createBuffer() );
  270. }
  271. }
  272. _this.info.memory.geometries ++;
  273. };
  274. // Buffer deallocation
  275. function deleteParticleBuffers ( geometry ) {
  276. _gl.deleteBuffer( geometry.__webglVertexBuffer );
  277. _gl.deleteBuffer( geometry.__webglColorBuffer );
  278. _this.info.memory.geometries --;
  279. };
  280. function deleteLineBuffers ( geometry ) {
  281. _gl.deleteBuffer( geometry.__webglVertexBuffer );
  282. _gl.deleteBuffer( geometry.__webglColorBuffer );
  283. _this.info.memory.geometries --;
  284. };
  285. function deleteRibbonBuffers ( geometry ) {
  286. _gl.deleteBuffer( geometry.__webglVertexBuffer );
  287. _gl.deleteBuffer( geometry.__webglColorBuffer );
  288. _this.info.memory.geometries --;
  289. };
  290. function deleteMeshBuffers ( geometryGroup ) {
  291. _gl.deleteBuffer( geometryGroup.__webglVertexBuffer );
  292. _gl.deleteBuffer( geometryGroup.__webglNormalBuffer );
  293. _gl.deleteBuffer( geometryGroup.__webglTangentBuffer );
  294. _gl.deleteBuffer( geometryGroup.__webglColorBuffer );
  295. _gl.deleteBuffer( geometryGroup.__webglUVBuffer );
  296. _gl.deleteBuffer( geometryGroup.__webglUV2Buffer );
  297. _gl.deleteBuffer( geometryGroup.__webglSkinVertexABuffer );
  298. _gl.deleteBuffer( geometryGroup.__webglSkinVertexBBuffer );
  299. _gl.deleteBuffer( geometryGroup.__webglSkinIndicesBuffer );
  300. _gl.deleteBuffer( geometryGroup.__webglSkinWeightsBuffer );
  301. _gl.deleteBuffer( geometryGroup.__webglFaceBuffer );
  302. _gl.deleteBuffer( geometryGroup.__webglLineBuffer );
  303. var m, ml;
  304. if ( geometryGroup.numMorphTargets ) {
  305. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  306. _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
  307. }
  308. }
  309. if ( geometryGroup.numMorphNormals ) {
  310. for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  311. _gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] );
  312. }
  313. }
  314. if ( geometryGroup.__webglCustomAttributesList ) {
  315. for ( var id in geometryGroup.__webglCustomAttributesList ) {
  316. _gl.deleteBuffer( geometryGroup.__webglCustomAttributesList[ id ].buffer );
  317. }
  318. }
  319. _this.info.memory.geometries --;
  320. };
  321. // Buffer initialization
  322. function initCustomAttributes ( geometry, object ) {
  323. var nvertices = geometry.vertices.length;
  324. var material = object.material;
  325. if ( material.attributes ) {
  326. if ( geometry.__webglCustomAttributesList === undefined ) {
  327. geometry.__webglCustomAttributesList = [];
  328. }
  329. for ( var a in material.attributes ) {
  330. var attribute = material.attributes[ a ];
  331. if( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  332. attribute.__webglInitialized = true;
  333. var size = 1; // "f" and "i"
  334. if ( attribute.type === "v2" ) size = 2;
  335. else if ( attribute.type === "v3" ) size = 3;
  336. else if ( attribute.type === "v4" ) size = 4;
  337. else if ( attribute.type === "c" ) size = 3;
  338. attribute.size = size;
  339. attribute.array = new Float32Array( nvertices * size );
  340. attribute.buffer = _gl.createBuffer();
  341. attribute.buffer.belongsToAttribute = a;
  342. attribute.needsUpdate = true;
  343. }
  344. geometry.__webglCustomAttributesList.push( attribute );
  345. }
  346. }
  347. };
  348. function initParticleBuffers ( geometry, object ) {
  349. var nvertices = geometry.vertices.length;
  350. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  351. geometry.__colorArray = new Float32Array( nvertices * 3 );
  352. geometry.__sortArray = [];
  353. geometry.__webglParticleCount = nvertices;
  354. initCustomAttributes ( geometry, object );
  355. };
  356. function initLineBuffers ( geometry, object ) {
  357. var nvertices = geometry.vertices.length;
  358. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  359. geometry.__colorArray = new Float32Array( nvertices * 3 );
  360. geometry.__webglLineCount = nvertices;
  361. initCustomAttributes ( geometry, object );
  362. };
  363. function initRibbonBuffers ( geometry ) {
  364. var nvertices = geometry.vertices.length;
  365. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  366. geometry.__colorArray = new Float32Array( nvertices * 3 );
  367. geometry.__webglVertexCount = nvertices;
  368. };
  369. function initMeshBuffers ( geometryGroup, object ) {
  370. var geometry = object.geometry,
  371. faces3 = geometryGroup.faces3,
  372. faces4 = geometryGroup.faces4,
  373. nvertices = faces3.length * 3 + faces4.length * 4,
  374. ntris = faces3.length * 1 + faces4.length * 2,
  375. nlines = faces3.length * 3 + faces4.length * 4,
  376. material = getBufferMaterial( object, geometryGroup ),
  377. uvType = bufferGuessUVType( material ),
  378. normalType = bufferGuessNormalType( material ),
  379. vertexColorType = bufferGuessVertexColorType( material );
  380. //console.log( "uvType", uvType, "normalType", normalType, "vertexColorType", vertexColorType, object, geometryGroup, material );
  381. geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
  382. if ( normalType ) {
  383. geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
  384. }
  385. if ( geometry.hasTangents ) {
  386. geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
  387. }
  388. if ( vertexColorType ) {
  389. geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
  390. }
  391. if ( uvType ) {
  392. if ( geometry.faceUvs.length > 0 || geometry.faceVertexUvs.length > 0 ) {
  393. geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
  394. }
  395. if ( geometry.faceUvs.length > 1 || geometry.faceVertexUvs.length > 1 ) {
  396. geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
  397. }
  398. }
  399. if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
  400. geometryGroup.__skinVertexAArray = new Float32Array( nvertices * 4 );
  401. geometryGroup.__skinVertexBArray = new Float32Array( nvertices * 4 );
  402. geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
  403. geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
  404. }
  405. geometryGroup.__faceArray = new Uint16Array( ntris * 3 );
  406. geometryGroup.__lineArray = new Uint16Array( nlines * 2 );
  407. var m, ml;
  408. if ( geometryGroup.numMorphTargets ) {
  409. geometryGroup.__morphTargetsArrays = [];
  410. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  411. geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
  412. }
  413. }
  414. if ( geometryGroup.numMorphNormals ) {
  415. geometryGroup.__morphNormalsArrays = [];
  416. for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  417. geometryGroup.__morphNormalsArrays.push( new Float32Array( nvertices * 3 ) );
  418. }
  419. }
  420. geometryGroup.__webglFaceCount = ntris * 3;
  421. geometryGroup.__webglLineCount = nlines * 2;
  422. // custom attributes
  423. if ( material.attributes ) {
  424. if ( geometryGroup.__webglCustomAttributesList === undefined ) {
  425. geometryGroup.__webglCustomAttributesList = [];
  426. }
  427. for ( var a in material.attributes ) {
  428. // Do a shallow copy of the attribute object so different geometryGroup chunks use different
  429. // attribute buffers which are correctly indexed in the setMeshBuffers function
  430. var originalAttribute = material.attributes[ a ];
  431. var attribute = {};
  432. for ( var property in originalAttribute ) {
  433. attribute[ property ] = originalAttribute[ property ];
  434. }
  435. if( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  436. attribute.__webglInitialized = true;
  437. var size = 1; // "f" and "i"
  438. if( attribute.type === "v2" ) size = 2;
  439. else if( attribute.type === "v3" ) size = 3;
  440. else if( attribute.type === "v4" ) size = 4;
  441. else if( attribute.type === "c" ) size = 3;
  442. attribute.size = size;
  443. attribute.array = new Float32Array( nvertices * size );
  444. attribute.buffer = _gl.createBuffer();
  445. attribute.buffer.belongsToAttribute = a;
  446. originalAttribute.needsUpdate = true;
  447. attribute.__original = originalAttribute;
  448. }
  449. geometryGroup.__webglCustomAttributesList.push( attribute );
  450. }
  451. }
  452. geometryGroup.__inittedArrays = true;
  453. };
  454. function getBufferMaterial( object, geometryGroup ) {
  455. if ( object.material && ! ( object.material instanceof THREE.MeshFaceMaterial ) ) {
  456. return object.material;
  457. } else if ( geometryGroup.materialIndex >= 0 ) {
  458. return object.geometry.materials[ geometryGroup.materialIndex ];
  459. }
  460. };
  461. function materialNeedsSmoothNormals ( material ) {
  462. return material && material.shading !== undefined && material.shading === THREE.SmoothShading;
  463. };
  464. function bufferGuessNormalType ( material ) {
  465. // only MeshBasicMaterial and MeshDepthMaterial don't need normals
  466. if ( ( material instanceof THREE.MeshBasicMaterial && !material.envMap ) || material instanceof THREE.MeshDepthMaterial ) {
  467. return false;
  468. }
  469. if ( materialNeedsSmoothNormals( material ) ) {
  470. return THREE.SmoothShading;
  471. } else {
  472. return THREE.FlatShading;
  473. }
  474. };
  475. function bufferGuessVertexColorType ( material ) {
  476. if ( material.vertexColors ) {
  477. return material.vertexColors;
  478. }
  479. return false;
  480. };
  481. function bufferGuessUVType ( material ) {
  482. // material must use some texture to require uvs
  483. if ( material.map || material.lightMap || material instanceof THREE.ShaderMaterial ) {
  484. return true;
  485. }
  486. return false;
  487. };
  488. // Buffer setting
  489. function setParticleBuffers ( geometry, hint, object ) {
  490. var v, c, vertex, offset, index, color,
  491. vertices = geometry.vertices,
  492. vl = vertices.length,
  493. colors = geometry.colors,
  494. cl = colors.length,
  495. vertexArray = geometry.__vertexArray,
  496. colorArray = geometry.__colorArray,
  497. sortArray = geometry.__sortArray,
  498. dirtyVertices = geometry.__dirtyVertices,
  499. dirtyElements = geometry.__dirtyElements,
  500. dirtyColors = geometry.__dirtyColors,
  501. customAttributes = geometry.__webglCustomAttributesList,
  502. i, il,
  503. a, ca, cal, value,
  504. customAttribute;
  505. if ( object.sortParticles ) {
  506. _projScreenMatrixPS.copy( _projScreenMatrix );
  507. _projScreenMatrixPS.multiplySelf( object.matrixWorld );
  508. for ( v = 0; v < vl; v ++ ) {
  509. vertex = vertices[ v ];
  510. _vector3.copy( vertex );
  511. _projScreenMatrixPS.multiplyVector3( _vector3 );
  512. sortArray[ v ] = [ _vector3.z, v ];
  513. }
  514. sortArray.sort( function( a, b ) { return b[ 0 ] - a[ 0 ]; } );
  515. for ( v = 0; v < vl; v ++ ) {
  516. vertex = vertices[ sortArray[v][1] ];
  517. offset = v * 3;
  518. vertexArray[ offset ] = vertex.x;
  519. vertexArray[ offset + 1 ] = vertex.y;
  520. vertexArray[ offset + 2 ] = vertex.z;
  521. }
  522. for ( c = 0; c < cl; c ++ ) {
  523. offset = c * 3;
  524. color = colors[ sortArray[c][1] ];
  525. colorArray[ offset ] = color.r;
  526. colorArray[ offset + 1 ] = color.g;
  527. colorArray[ offset + 2 ] = color.b;
  528. }
  529. if ( customAttributes ) {
  530. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  531. customAttribute = customAttributes[ i ];
  532. if ( ! ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) ) continue;
  533. offset = 0;
  534. cal = customAttribute.value.length;
  535. if ( customAttribute.size === 1 ) {
  536. for ( ca = 0; ca < cal; ca ++ ) {
  537. index = sortArray[ ca ][ 1 ];
  538. customAttribute.array[ ca ] = customAttribute.value[ index ];
  539. }
  540. } else if ( customAttribute.size === 2 ) {
  541. for ( ca = 0; ca < cal; ca ++ ) {
  542. index = sortArray[ ca ][ 1 ];
  543. value = customAttribute.value[ index ];
  544. customAttribute.array[ offset ] = value.x;
  545. customAttribute.array[ offset + 1 ] = value.y;
  546. offset += 2;
  547. }
  548. } else if ( customAttribute.size === 3 ) {
  549. if ( customAttribute.type === "c" ) {
  550. for ( ca = 0; ca < cal; ca ++ ) {
  551. index = sortArray[ ca ][ 1 ];
  552. value = customAttribute.value[ index ];
  553. customAttribute.array[ offset ] = value.r;
  554. customAttribute.array[ offset + 1 ] = value.g;
  555. customAttribute.array[ offset + 2 ] = value.b;
  556. offset += 3;
  557. }
  558. } else {
  559. for ( ca = 0; ca < cal; ca ++ ) {
  560. index = sortArray[ ca ][ 1 ];
  561. value = customAttribute.value[ index ];
  562. customAttribute.array[ offset ] = value.x;
  563. customAttribute.array[ offset + 1 ] = value.y;
  564. customAttribute.array[ offset + 2 ] = value.z;
  565. offset += 3;
  566. }
  567. }
  568. } else if ( customAttribute.size === 4 ) {
  569. for ( ca = 0; ca < cal; ca ++ ) {
  570. index = sortArray[ ca ][ 1 ];
  571. value = customAttribute.value[ index ];
  572. customAttribute.array[ offset ] = value.x;
  573. customAttribute.array[ offset + 1 ] = value.y;
  574. customAttribute.array[ offset + 2 ] = value.z;
  575. customAttribute.array[ offset + 3 ] = value.w;
  576. offset += 4;
  577. }
  578. }
  579. }
  580. }
  581. } else {
  582. if ( dirtyVertices ) {
  583. for ( v = 0; v < vl; v ++ ) {
  584. vertex = vertices[ v ];
  585. offset = v * 3;
  586. vertexArray[ offset ] = vertex.x;
  587. vertexArray[ offset + 1 ] = vertex.y;
  588. vertexArray[ offset + 2 ] = vertex.z;
  589. }
  590. }
  591. if ( dirtyColors ) {
  592. for ( c = 0; c < cl; c ++ ) {
  593. color = colors[ c ];
  594. offset = c * 3;
  595. colorArray[ offset ] = color.r;
  596. colorArray[ offset + 1 ] = color.g;
  597. colorArray[ offset + 2 ] = color.b;
  598. }
  599. }
  600. if ( customAttributes ) {
  601. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  602. customAttribute = customAttributes[ i ];
  603. if ( customAttribute.needsUpdate &&
  604. ( customAttribute.boundTo === undefined ||
  605. customAttribute.boundTo === "vertices") ) {
  606. cal = customAttribute.value.length;
  607. offset = 0;
  608. if ( customAttribute.size === 1 ) {
  609. for ( ca = 0; ca < cal; ca ++ ) {
  610. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  611. }
  612. } else if ( customAttribute.size === 2 ) {
  613. for ( ca = 0; ca < cal; ca ++ ) {
  614. value = customAttribute.value[ ca ];
  615. customAttribute.array[ offset ] = value.x;
  616. customAttribute.array[ offset + 1 ] = value.y;
  617. offset += 2;
  618. }
  619. } else if ( customAttribute.size === 3 ) {
  620. if ( customAttribute.type === "c" ) {
  621. for ( ca = 0; ca < cal; ca ++ ) {
  622. value = customAttribute.value[ ca ];
  623. customAttribute.array[ offset ] = value.r;
  624. customAttribute.array[ offset + 1 ] = value.g;
  625. customAttribute.array[ offset + 2 ] = value.b;
  626. offset += 3;
  627. }
  628. } else {
  629. for ( ca = 0; ca < cal; ca ++ ) {
  630. value = customAttribute.value[ ca ];
  631. customAttribute.array[ offset ] = value.x;
  632. customAttribute.array[ offset + 1 ] = value.y;
  633. customAttribute.array[ offset + 2 ] = value.z;
  634. offset += 3;
  635. }
  636. }
  637. } else if ( customAttribute.size === 4 ) {
  638. for ( ca = 0; ca < cal; ca ++ ) {
  639. value = customAttribute.value[ ca ];
  640. customAttribute.array[ offset ] = value.x;
  641. customAttribute.array[ offset + 1 ] = value.y;
  642. customAttribute.array[ offset + 2 ] = value.z;
  643. customAttribute.array[ offset + 3 ] = value.w;
  644. offset += 4;
  645. }
  646. }
  647. }
  648. }
  649. }
  650. }
  651. if ( dirtyVertices || object.sortParticles ) {
  652. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  653. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  654. }
  655. if ( dirtyColors || object.sortParticles ) {
  656. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  657. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  658. }
  659. if ( customAttributes ) {
  660. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  661. customAttribute = customAttributes[ i ];
  662. if ( customAttribute.needsUpdate || object.sortParticles ) {
  663. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  664. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  665. }
  666. }
  667. }
  668. };
  669. function setLineBuffers ( geometry, hint ) {
  670. var v, c, vertex, offset, color,
  671. vertices = geometry.vertices,
  672. colors = geometry.colors,
  673. vl = vertices.length,
  674. cl = colors.length,
  675. vertexArray = geometry.__vertexArray,
  676. colorArray = geometry.__colorArray,
  677. dirtyVertices = geometry.__dirtyVertices,
  678. dirtyColors = geometry.__dirtyColors,
  679. customAttributes = geometry.__webglCustomAttributesList,
  680. i, il,
  681. a, ca, cal, value,
  682. customAttribute;
  683. if ( dirtyVertices ) {
  684. for ( v = 0; v < vl; v ++ ) {
  685. vertex = vertices[ v ];
  686. offset = v * 3;
  687. vertexArray[ offset ] = vertex.x;
  688. vertexArray[ offset + 1 ] = vertex.y;
  689. vertexArray[ offset + 2 ] = vertex.z;
  690. }
  691. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  692. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  693. }
  694. if ( dirtyColors ) {
  695. for ( c = 0; c < cl; c ++ ) {
  696. color = colors[ c ];
  697. offset = c * 3;
  698. colorArray[ offset ] = color.r;
  699. colorArray[ offset + 1 ] = color.g;
  700. colorArray[ offset + 2 ] = color.b;
  701. }
  702. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  703. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  704. }
  705. if ( customAttributes ) {
  706. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  707. customAttribute = customAttributes[ i ];
  708. if ( customAttribute.needsUpdate &&
  709. ( customAttribute.boundTo === undefined ||
  710. customAttribute.boundTo === "vertices" ) ) {
  711. offset = 0;
  712. cal = customAttribute.value.length;
  713. if ( customAttribute.size === 1 ) {
  714. for ( ca = 0; ca < cal; ca ++ ) {
  715. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  716. }
  717. } else if ( customAttribute.size === 2 ) {
  718. for ( ca = 0; ca < cal; ca ++ ) {
  719. value = customAttribute.value[ ca ];
  720. customAttribute.array[ offset ] = value.x;
  721. customAttribute.array[ offset + 1 ] = value.y;
  722. offset += 2;
  723. }
  724. } else if ( customAttribute.size === 3 ) {
  725. if ( customAttribute.type === "c" ) {
  726. for ( ca = 0; ca < cal; ca ++ ) {
  727. value = customAttribute.value[ ca ];
  728. customAttribute.array[ offset ] = value.r;
  729. customAttribute.array[ offset + 1 ] = value.g;
  730. customAttribute.array[ offset + 2 ] = value.b;
  731. offset += 3;
  732. }
  733. } else {
  734. for ( ca = 0; ca < cal; ca ++ ) {
  735. value = customAttribute.value[ ca ];
  736. customAttribute.array[ offset ] = value.x;
  737. customAttribute.array[ offset + 1 ] = value.y;
  738. customAttribute.array[ offset + 2 ] = value.z;
  739. offset += 3;
  740. }
  741. }
  742. } else if ( customAttribute.size === 4 ) {
  743. for ( ca = 0; ca < cal; ca ++ ) {
  744. value = customAttribute.value[ ca ];
  745. customAttribute.array[ offset ] = value.x;
  746. customAttribute.array[ offset + 1 ] = value.y;
  747. customAttribute.array[ offset + 2 ] = value.z;
  748. customAttribute.array[ offset + 3 ] = value.w;
  749. offset += 4;
  750. }
  751. }
  752. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  753. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  754. }
  755. }
  756. }
  757. };
  758. function setRibbonBuffers ( geometry, hint ) {
  759. var v, c, vertex, offset, color,
  760. vertices = geometry.vertices,
  761. colors = geometry.colors,
  762. vl = vertices.length,
  763. cl = colors.length,
  764. vertexArray = geometry.__vertexArray,
  765. colorArray = geometry.__colorArray,
  766. dirtyVertices = geometry.__dirtyVertices,
  767. dirtyColors = geometry.__dirtyColors;
  768. if ( dirtyVertices ) {
  769. for ( v = 0; v < vl; v ++ ) {
  770. vertex = vertices[ v ];
  771. offset = v * 3;
  772. vertexArray[ offset ] = vertex.x;
  773. vertexArray[ offset + 1 ] = vertex.y;
  774. vertexArray[ offset + 2 ] = vertex.z;
  775. }
  776. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  777. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  778. }
  779. if ( dirtyColors ) {
  780. for ( c = 0; c < cl; c ++ ) {
  781. color = colors[ c ];
  782. offset = c * 3;
  783. colorArray[ offset ] = color.r;
  784. colorArray[ offset + 1 ] = color.g;
  785. colorArray[ offset + 2 ] = color.b;
  786. }
  787. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  788. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  789. }
  790. };
  791. function setMeshBuffers( geometryGroup, object, hint, dispose, material ) {
  792. if ( ! geometryGroup.__inittedArrays ) {
  793. // console.log( object );
  794. return;
  795. }
  796. var normalType = bufferGuessNormalType( material ),
  797. vertexColorType = bufferGuessVertexColorType( material ),
  798. uvType = bufferGuessUVType( material ),
  799. needsSmoothNormals = ( normalType === THREE.SmoothShading );
  800. var f, fl, fi, face,
  801. vertexNormals, faceNormal, normal,
  802. vertexColors, faceColor,
  803. vertexTangents,
  804. uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4, n1, n2, n3, n4,
  805. c1, c2, c3, c4,
  806. sw1, sw2, sw3, sw4,
  807. si1, si2, si3, si4,
  808. sa1, sa2, sa3, sa4,
  809. sb1, sb2, sb3, sb4,
  810. m, ml, i, il,
  811. vn, uvi, uv2i,
  812. vk, vkl, vka,
  813. nka, chf, faceVertexNormals,
  814. a,
  815. vertexIndex = 0,
  816. offset = 0,
  817. offset_uv = 0,
  818. offset_uv2 = 0,
  819. offset_face = 0,
  820. offset_normal = 0,
  821. offset_tangent = 0,
  822. offset_line = 0,
  823. offset_color = 0,
  824. offset_skin = 0,
  825. offset_morphTarget = 0,
  826. offset_custom = 0,
  827. offset_customSrc = 0,
  828. value,
  829. vertexArray = geometryGroup.__vertexArray,
  830. uvArray = geometryGroup.__uvArray,
  831. uv2Array = geometryGroup.__uv2Array,
  832. normalArray = geometryGroup.__normalArray,
  833. tangentArray = geometryGroup.__tangentArray,
  834. colorArray = geometryGroup.__colorArray,
  835. skinVertexAArray = geometryGroup.__skinVertexAArray,
  836. skinVertexBArray = geometryGroup.__skinVertexBArray,
  837. skinIndexArray = geometryGroup.__skinIndexArray,
  838. skinWeightArray = geometryGroup.__skinWeightArray,
  839. morphTargetsArrays = geometryGroup.__morphTargetsArrays,
  840. morphNormalsArrays = geometryGroup.__morphNormalsArrays,
  841. customAttributes = geometryGroup.__webglCustomAttributesList,
  842. customAttribute,
  843. faceArray = geometryGroup.__faceArray,
  844. lineArray = geometryGroup.__lineArray,
  845. geometry = object.geometry, // this is shared for all chunks
  846. dirtyVertices = geometry.__dirtyVertices,
  847. dirtyElements = geometry.__dirtyElements,
  848. dirtyUvs = geometry.__dirtyUvs,
  849. dirtyNormals = geometry.__dirtyNormals,
  850. dirtyTangents = geometry.__dirtyTangents,
  851. dirtyColors = geometry.__dirtyColors,
  852. dirtyMorphTargets = geometry.__dirtyMorphTargets,
  853. vertices = geometry.vertices,
  854. chunk_faces3 = geometryGroup.faces3,
  855. chunk_faces4 = geometryGroup.faces4,
  856. obj_faces = geometry.faces,
  857. obj_uvs = geometry.faceVertexUvs[ 0 ],
  858. obj_uvs2 = geometry.faceVertexUvs[ 1 ],
  859. obj_colors = geometry.colors,
  860. obj_skinVerticesA = geometry.skinVerticesA,
  861. obj_skinVerticesB = geometry.skinVerticesB,
  862. obj_skinIndices = geometry.skinIndices,
  863. obj_skinWeights = geometry.skinWeights,
  864. morphTargets = geometry.morphTargets,
  865. morphNormals = geometry.morphNormals;
  866. if ( dirtyVertices ) {
  867. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  868. face = obj_faces[ chunk_faces3[ f ] ];
  869. v1 = vertices[ face.a ];
  870. v2 = vertices[ face.b ];
  871. v3 = vertices[ face.c ];
  872. vertexArray[ offset ] = v1.x;
  873. vertexArray[ offset + 1 ] = v1.y;
  874. vertexArray[ offset + 2 ] = v1.z;
  875. vertexArray[ offset + 3 ] = v2.x;
  876. vertexArray[ offset + 4 ] = v2.y;
  877. vertexArray[ offset + 5 ] = v2.z;
  878. vertexArray[ offset + 6 ] = v3.x;
  879. vertexArray[ offset + 7 ] = v3.y;
  880. vertexArray[ offset + 8 ] = v3.z;
  881. offset += 9;
  882. }
  883. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  884. face = obj_faces[ chunk_faces4[ f ] ];
  885. v1 = vertices[ face.a ];
  886. v2 = vertices[ face.b ];
  887. v3 = vertices[ face.c ];
  888. v4 = vertices[ face.d ];
  889. vertexArray[ offset ] = v1.x;
  890. vertexArray[ offset + 1 ] = v1.y;
  891. vertexArray[ offset + 2 ] = v1.z;
  892. vertexArray[ offset + 3 ] = v2.x;
  893. vertexArray[ offset + 4 ] = v2.y;
  894. vertexArray[ offset + 5 ] = v2.z;
  895. vertexArray[ offset + 6 ] = v3.x;
  896. vertexArray[ offset + 7 ] = v3.y;
  897. vertexArray[ offset + 8 ] = v3.z;
  898. vertexArray[ offset + 9 ] = v4.x;
  899. vertexArray[ offset + 10 ] = v4.y;
  900. vertexArray[ offset + 11 ] = v4.z;
  901. offset += 12;
  902. }
  903. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  904. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  905. }
  906. if ( dirtyMorphTargets ) {
  907. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  908. offset_morphTarget = 0;
  909. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  910. chf = chunk_faces3[ f ];
  911. face = obj_faces[ chf ];
  912. // morph positions
  913. v1 = morphTargets[ vk ].vertices[ face.a ];
  914. v2 = morphTargets[ vk ].vertices[ face.b ];
  915. v3 = morphTargets[ vk ].vertices[ face.c ];
  916. vka = morphTargetsArrays[ vk ];
  917. vka[ offset_morphTarget ] = v1.x;
  918. vka[ offset_morphTarget + 1 ] = v1.y;
  919. vka[ offset_morphTarget + 2 ] = v1.z;
  920. vka[ offset_morphTarget + 3 ] = v2.x;
  921. vka[ offset_morphTarget + 4 ] = v2.y;
  922. vka[ offset_morphTarget + 5 ] = v2.z;
  923. vka[ offset_morphTarget + 6 ] = v3.x;
  924. vka[ offset_morphTarget + 7 ] = v3.y;
  925. vka[ offset_morphTarget + 8 ] = v3.z;
  926. // morph normals
  927. if ( material.morphNormals ) {
  928. if ( needsSmoothNormals ) {
  929. faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];
  930. n1 = faceVertexNormals.a;
  931. n2 = faceVertexNormals.b;
  932. n3 = faceVertexNormals.c;
  933. } else {
  934. n1 = morphNormals[ vk ].faceNormals[ chf ];
  935. n2 = n1;
  936. n3 = n1;
  937. }
  938. nka = morphNormalsArrays[ vk ];
  939. nka[ offset_morphTarget ] = n1.x;
  940. nka[ offset_morphTarget + 1 ] = n1.y;
  941. nka[ offset_morphTarget + 2 ] = n1.z;
  942. nka[ offset_morphTarget + 3 ] = n2.x;
  943. nka[ offset_morphTarget + 4 ] = n2.y;
  944. nka[ offset_morphTarget + 5 ] = n2.z;
  945. nka[ offset_morphTarget + 6 ] = n3.x;
  946. nka[ offset_morphTarget + 7 ] = n3.y;
  947. nka[ offset_morphTarget + 8 ] = n3.z;
  948. }
  949. //
  950. offset_morphTarget += 9;
  951. }
  952. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  953. chf = chunk_faces4[ f ];
  954. face = obj_faces[ chf ];
  955. // morph positions
  956. v1 = morphTargets[ vk ].vertices[ face.a ];
  957. v2 = morphTargets[ vk ].vertices[ face.b ];
  958. v3 = morphTargets[ vk ].vertices[ face.c ];
  959. v4 = morphTargets[ vk ].vertices[ face.d ];
  960. vka = morphTargetsArrays[ vk ];
  961. vka[ offset_morphTarget ] = v1.x;
  962. vka[ offset_morphTarget + 1 ] = v1.y;
  963. vka[ offset_morphTarget + 2 ] = v1.z;
  964. vka[ offset_morphTarget + 3 ] = v2.x;
  965. vka[ offset_morphTarget + 4 ] = v2.y;
  966. vka[ offset_morphTarget + 5 ] = v2.z;
  967. vka[ offset_morphTarget + 6 ] = v3.x;
  968. vka[ offset_morphTarget + 7 ] = v3.y;
  969. vka[ offset_morphTarget + 8 ] = v3.z;
  970. vka[ offset_morphTarget + 9 ] = v4.x;
  971. vka[ offset_morphTarget + 10 ] = v4.y;
  972. vka[ offset_morphTarget + 11 ] = v4.z;
  973. // morph normals
  974. if ( material.morphNormals ) {
  975. if ( needsSmoothNormals ) {
  976. faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];
  977. n1 = faceVertexNormals.a;
  978. n2 = faceVertexNormals.b;
  979. n3 = faceVertexNormals.c;
  980. n4 = faceVertexNormals.d;
  981. } else {
  982. n1 = morphNormals[ vk ].faceNormals[ chf ];
  983. n2 = n1;
  984. n3 = n1;
  985. n4 = n1;
  986. }
  987. nka = morphNormalsArrays[ vk ];
  988. nka[ offset_morphTarget ] = n1.x;
  989. nka[ offset_morphTarget + 1 ] = n1.y;
  990. nka[ offset_morphTarget + 2 ] = n1.z;
  991. nka[ offset_morphTarget + 3 ] = n2.x;
  992. nka[ offset_morphTarget + 4 ] = n2.y;
  993. nka[ offset_morphTarget + 5 ] = n2.z;
  994. nka[ offset_morphTarget + 6 ] = n3.x;
  995. nka[ offset_morphTarget + 7 ] = n3.y;
  996. nka[ offset_morphTarget + 8 ] = n3.z;
  997. nka[ offset_morphTarget + 9 ] = n4.x;
  998. nka[ offset_morphTarget + 10 ] = n4.y;
  999. nka[ offset_morphTarget + 11 ] = n4.z;
  1000. }
  1001. //
  1002. offset_morphTarget += 12;
  1003. }
  1004. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
  1005. _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
  1006. if ( material.morphNormals ) {
  1007. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ vk ] );
  1008. _gl.bufferData( _gl.ARRAY_BUFFER, morphNormalsArrays[ vk ], hint );
  1009. }
  1010. }
  1011. }
  1012. if ( obj_skinWeights.length ) {
  1013. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1014. face = obj_faces[ chunk_faces3[ f ] ];
  1015. // weights
  1016. sw1 = obj_skinWeights[ face.a ];
  1017. sw2 = obj_skinWeights[ face.b ];
  1018. sw3 = obj_skinWeights[ face.c ];
  1019. skinWeightArray[ offset_skin ] = sw1.x;
  1020. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  1021. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  1022. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  1023. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  1024. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  1025. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  1026. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  1027. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  1028. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  1029. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  1030. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  1031. // indices
  1032. si1 = obj_skinIndices[ face.a ];
  1033. si2 = obj_skinIndices[ face.b ];
  1034. si3 = obj_skinIndices[ face.c ];
  1035. skinIndexArray[ offset_skin ] = si1.x;
  1036. skinIndexArray[ offset_skin + 1 ] = si1.y;
  1037. skinIndexArray[ offset_skin + 2 ] = si1.z;
  1038. skinIndexArray[ offset_skin + 3 ] = si1.w;
  1039. skinIndexArray[ offset_skin + 4 ] = si2.x;
  1040. skinIndexArray[ offset_skin + 5 ] = si2.y;
  1041. skinIndexArray[ offset_skin + 6 ] = si2.z;
  1042. skinIndexArray[ offset_skin + 7 ] = si2.w;
  1043. skinIndexArray[ offset_skin + 8 ] = si3.x;
  1044. skinIndexArray[ offset_skin + 9 ] = si3.y;
  1045. skinIndexArray[ offset_skin + 10 ] = si3.z;
  1046. skinIndexArray[ offset_skin + 11 ] = si3.w;
  1047. // vertices A
  1048. sa1 = obj_skinVerticesA[ face.a ];
  1049. sa2 = obj_skinVerticesA[ face.b ];
  1050. sa3 = obj_skinVerticesA[ face.c ];
  1051. skinVertexAArray[ offset_skin ] = sa1.x;
  1052. skinVertexAArray[ offset_skin + 1 ] = sa1.y;
  1053. skinVertexAArray[ offset_skin + 2 ] = sa1.z;
  1054. skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  1055. skinVertexAArray[ offset_skin + 4 ] = sa2.x;
  1056. skinVertexAArray[ offset_skin + 5 ] = sa2.y;
  1057. skinVertexAArray[ offset_skin + 6 ] = sa2.z;
  1058. skinVertexAArray[ offset_skin + 7 ] = 1;
  1059. skinVertexAArray[ offset_skin + 8 ] = sa3.x;
  1060. skinVertexAArray[ offset_skin + 9 ] = sa3.y;
  1061. skinVertexAArray[ offset_skin + 10 ] = sa3.z;
  1062. skinVertexAArray[ offset_skin + 11 ] = 1;
  1063. // vertices B
  1064. sb1 = obj_skinVerticesB[ face.a ];
  1065. sb2 = obj_skinVerticesB[ face.b ];
  1066. sb3 = obj_skinVerticesB[ face.c ];
  1067. skinVertexBArray[ offset_skin ] = sb1.x;
  1068. skinVertexBArray[ offset_skin + 1 ] = sb1.y;
  1069. skinVertexBArray[ offset_skin + 2 ] = sb1.z;
  1070. skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  1071. skinVertexBArray[ offset_skin + 4 ] = sb2.x;
  1072. skinVertexBArray[ offset_skin + 5 ] = sb2.y;
  1073. skinVertexBArray[ offset_skin + 6 ] = sb2.z;
  1074. skinVertexBArray[ offset_skin + 7 ] = 1;
  1075. skinVertexBArray[ offset_skin + 8 ] = sb3.x;
  1076. skinVertexBArray[ offset_skin + 9 ] = sb3.y;
  1077. skinVertexBArray[ offset_skin + 10 ] = sb3.z;
  1078. skinVertexBArray[ offset_skin + 11 ] = 1;
  1079. offset_skin += 12;
  1080. }
  1081. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1082. face = obj_faces[ chunk_faces4[ f ] ];
  1083. // weights
  1084. sw1 = obj_skinWeights[ face.a ];
  1085. sw2 = obj_skinWeights[ face.b ];
  1086. sw3 = obj_skinWeights[ face.c ];
  1087. sw4 = obj_skinWeights[ face.d ];
  1088. skinWeightArray[ offset_skin ] = sw1.x;
  1089. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  1090. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  1091. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  1092. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  1093. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  1094. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  1095. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  1096. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  1097. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  1098. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  1099. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  1100. skinWeightArray[ offset_skin + 12 ] = sw4.x;
  1101. skinWeightArray[ offset_skin + 13 ] = sw4.y;
  1102. skinWeightArray[ offset_skin + 14 ] = sw4.z;
  1103. skinWeightArray[ offset_skin + 15 ] = sw4.w;
  1104. // indices
  1105. si1 = obj_skinIndices[ face.a ];
  1106. si2 = obj_skinIndices[ face.b ];
  1107. si3 = obj_skinIndices[ face.c ];
  1108. si4 = obj_skinIndices[ face.d ];
  1109. skinIndexArray[ offset_skin ] = si1.x;
  1110. skinIndexArray[ offset_skin + 1 ] = si1.y;
  1111. skinIndexArray[ offset_skin + 2 ] = si1.z;
  1112. skinIndexArray[ offset_skin + 3 ] = si1.w;
  1113. skinIndexArray[ offset_skin + 4 ] = si2.x;
  1114. skinIndexArray[ offset_skin + 5 ] = si2.y;
  1115. skinIndexArray[ offset_skin + 6 ] = si2.z;
  1116. skinIndexArray[ offset_skin + 7 ] = si2.w;
  1117. skinIndexArray[ offset_skin + 8 ] = si3.x;
  1118. skinIndexArray[ offset_skin + 9 ] = si3.y;
  1119. skinIndexArray[ offset_skin + 10 ] = si3.z;
  1120. skinIndexArray[ offset_skin + 11 ] = si3.w;
  1121. skinIndexArray[ offset_skin + 12 ] = si4.x;
  1122. skinIndexArray[ offset_skin + 13 ] = si4.y;
  1123. skinIndexArray[ offset_skin + 14 ] = si4.z;
  1124. skinIndexArray[ offset_skin + 15 ] = si4.w;
  1125. // vertices A
  1126. sa1 = obj_skinVerticesA[ face.a ];
  1127. sa2 = obj_skinVerticesA[ face.b ];
  1128. sa3 = obj_skinVerticesA[ face.c ];
  1129. sa4 = obj_skinVerticesA[ face.d ];
  1130. skinVertexAArray[ offset_skin ] = sa1.x;
  1131. skinVertexAArray[ offset_skin + 1 ] = sa1.y;
  1132. skinVertexAArray[ offset_skin + 2 ] = sa1.z;
  1133. skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  1134. skinVertexAArray[ offset_skin + 4 ] = sa2.x;
  1135. skinVertexAArray[ offset_skin + 5 ] = sa2.y;
  1136. skinVertexAArray[ offset_skin + 6 ] = sa2.z;
  1137. skinVertexAArray[ offset_skin + 7 ] = 1;
  1138. skinVertexAArray[ offset_skin + 8 ] = sa3.x;
  1139. skinVertexAArray[ offset_skin + 9 ] = sa3.y;
  1140. skinVertexAArray[ offset_skin + 10 ] = sa3.z;
  1141. skinVertexAArray[ offset_skin + 11 ] = 1;
  1142. skinVertexAArray[ offset_skin + 12 ] = sa4.x;
  1143. skinVertexAArray[ offset_skin + 13 ] = sa4.y;
  1144. skinVertexAArray[ offset_skin + 14 ] = sa4.z;
  1145. skinVertexAArray[ offset_skin + 15 ] = 1;
  1146. // vertices B
  1147. sb1 = obj_skinVerticesB[ face.a ];
  1148. sb2 = obj_skinVerticesB[ face.b ];
  1149. sb3 = obj_skinVerticesB[ face.c ];
  1150. sb4 = obj_skinVerticesB[ face.d ];
  1151. skinVertexBArray[ offset_skin ] = sb1.x;
  1152. skinVertexBArray[ offset_skin + 1 ] = sb1.y;
  1153. skinVertexBArray[ offset_skin + 2 ] = sb1.z;
  1154. skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  1155. skinVertexBArray[ offset_skin + 4 ] = sb2.x;
  1156. skinVertexBArray[ offset_skin + 5 ] = sb2.y;
  1157. skinVertexBArray[ offset_skin + 6 ] = sb2.z;
  1158. skinVertexBArray[ offset_skin + 7 ] = 1;
  1159. skinVertexBArray[ offset_skin + 8 ] = sb3.x;
  1160. skinVertexBArray[ offset_skin + 9 ] = sb3.y;
  1161. skinVertexBArray[ offset_skin + 10 ] = sb3.z;
  1162. skinVertexBArray[ offset_skin + 11 ] = 1;
  1163. skinVertexBArray[ offset_skin + 12 ] = sb4.x;
  1164. skinVertexBArray[ offset_skin + 13 ] = sb4.y;
  1165. skinVertexBArray[ offset_skin + 14 ] = sb4.z;
  1166. skinVertexBArray[ offset_skin + 15 ] = 1;
  1167. offset_skin += 16;
  1168. }
  1169. if ( offset_skin > 0 ) {
  1170. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
  1171. _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexAArray, hint );
  1172. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
  1173. _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexBArray, hint );
  1174. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1175. _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
  1176. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1177. _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
  1178. }
  1179. }
  1180. if ( dirtyColors && vertexColorType ) {
  1181. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1182. face = obj_faces[ chunk_faces3[ f ] ];
  1183. vertexColors = face.vertexColors;
  1184. faceColor = face.color;
  1185. if ( vertexColors.length === 3 && vertexColorType === THREE.VertexColors ) {
  1186. c1 = vertexColors[ 0 ];
  1187. c2 = vertexColors[ 1 ];
  1188. c3 = vertexColors[ 2 ];
  1189. } else {
  1190. c1 = faceColor;
  1191. c2 = faceColor;
  1192. c3 = faceColor;
  1193. }
  1194. colorArray[ offset_color ] = c1.r;
  1195. colorArray[ offset_color + 1 ] = c1.g;
  1196. colorArray[ offset_color + 2 ] = c1.b;
  1197. colorArray[ offset_color + 3 ] = c2.r;
  1198. colorArray[ offset_color + 4 ] = c2.g;
  1199. colorArray[ offset_color + 5 ] = c2.b;
  1200. colorArray[ offset_color + 6 ] = c3.r;
  1201. colorArray[ offset_color + 7 ] = c3.g;
  1202. colorArray[ offset_color + 8 ] = c3.b;
  1203. offset_color += 9;
  1204. }
  1205. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1206. face = obj_faces[ chunk_faces4[ f ] ];
  1207. vertexColors = face.vertexColors;
  1208. faceColor = face.color;
  1209. if ( vertexColors.length === 4 && vertexColorType === THREE.VertexColors ) {
  1210. c1 = vertexColors[ 0 ];
  1211. c2 = vertexColors[ 1 ];
  1212. c3 = vertexColors[ 2 ];
  1213. c4 = vertexColors[ 3 ];
  1214. } else {
  1215. c1 = faceColor;
  1216. c2 = faceColor;
  1217. c3 = faceColor;
  1218. c4 = faceColor;
  1219. }
  1220. colorArray[ offset_color ] = c1.r;
  1221. colorArray[ offset_color + 1 ] = c1.g;
  1222. colorArray[ offset_color + 2 ] = c1.b;
  1223. colorArray[ offset_color + 3 ] = c2.r;
  1224. colorArray[ offset_color + 4 ] = c2.g;
  1225. colorArray[ offset_color + 5 ] = c2.b;
  1226. colorArray[ offset_color + 6 ] = c3.r;
  1227. colorArray[ offset_color + 7 ] = c3.g;
  1228. colorArray[ offset_color + 8 ] = c3.b;
  1229. colorArray[ offset_color + 9 ] = c4.r;
  1230. colorArray[ offset_color + 10 ] = c4.g;
  1231. colorArray[ offset_color + 11 ] = c4.b;
  1232. offset_color += 12;
  1233. }
  1234. if ( offset_color > 0 ) {
  1235. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1236. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1237. }
  1238. }
  1239. if ( dirtyTangents && geometry.hasTangents ) {
  1240. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1241. face = obj_faces[ chunk_faces3[ f ] ];
  1242. vertexTangents = face.vertexTangents;
  1243. t1 = vertexTangents[ 0 ];
  1244. t2 = vertexTangents[ 1 ];
  1245. t3 = vertexTangents[ 2 ];
  1246. tangentArray[ offset_tangent ] = t1.x;
  1247. tangentArray[ offset_tangent + 1 ] = t1.y;
  1248. tangentArray[ offset_tangent + 2 ] = t1.z;
  1249. tangentArray[ offset_tangent + 3 ] = t1.w;
  1250. tangentArray[ offset_tangent + 4 ] = t2.x;
  1251. tangentArray[ offset_tangent + 5 ] = t2.y;
  1252. tangentArray[ offset_tangent + 6 ] = t2.z;
  1253. tangentArray[ offset_tangent + 7 ] = t2.w;
  1254. tangentArray[ offset_tangent + 8 ] = t3.x;
  1255. tangentArray[ offset_tangent + 9 ] = t3.y;
  1256. tangentArray[ offset_tangent + 10 ] = t3.z;
  1257. tangentArray[ offset_tangent + 11 ] = t3.w;
  1258. offset_tangent += 12;
  1259. }
  1260. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1261. face = obj_faces[ chunk_faces4[ f ] ];
  1262. vertexTangents = face.vertexTangents;
  1263. t1 = vertexTangents[ 0 ];
  1264. t2 = vertexTangents[ 1 ];
  1265. t3 = vertexTangents[ 2 ];
  1266. t4 = vertexTangents[ 3 ];
  1267. tangentArray[ offset_tangent ] = t1.x;
  1268. tangentArray[ offset_tangent + 1 ] = t1.y;
  1269. tangentArray[ offset_tangent + 2 ] = t1.z;
  1270. tangentArray[ offset_tangent + 3 ] = t1.w;
  1271. tangentArray[ offset_tangent + 4 ] = t2.x;
  1272. tangentArray[ offset_tangent + 5 ] = t2.y;
  1273. tangentArray[ offset_tangent + 6 ] = t2.z;
  1274. tangentArray[ offset_tangent + 7 ] = t2.w;
  1275. tangentArray[ offset_tangent + 8 ] = t3.x;
  1276. tangentArray[ offset_tangent + 9 ] = t3.y;
  1277. tangentArray[ offset_tangent + 10 ] = t3.z;
  1278. tangentArray[ offset_tangent + 11 ] = t3.w;
  1279. tangentArray[ offset_tangent + 12 ] = t4.x;
  1280. tangentArray[ offset_tangent + 13 ] = t4.y;
  1281. tangentArray[ offset_tangent + 14 ] = t4.z;
  1282. tangentArray[ offset_tangent + 15 ] = t4.w;
  1283. offset_tangent += 16;
  1284. }
  1285. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1286. _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
  1287. }
  1288. if ( dirtyNormals && normalType ) {
  1289. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1290. face = obj_faces[ chunk_faces3[ f ] ];
  1291. vertexNormals = face.vertexNormals;
  1292. faceNormal = face.normal;
  1293. if ( vertexNormals.length === 3 && needsSmoothNormals ) {
  1294. for ( i = 0; i < 3; i ++ ) {
  1295. vn = vertexNormals[ i ];
  1296. normalArray[ offset_normal ] = vn.x;
  1297. normalArray[ offset_normal + 1 ] = vn.y;
  1298. normalArray[ offset_normal + 2 ] = vn.z;
  1299. offset_normal += 3;
  1300. }
  1301. } else {
  1302. for ( i = 0; i < 3; i ++ ) {
  1303. normalArray[ offset_normal ] = faceNormal.x;
  1304. normalArray[ offset_normal + 1 ] = faceNormal.y;
  1305. normalArray[ offset_normal + 2 ] = faceNormal.z;
  1306. offset_normal += 3;
  1307. }
  1308. }
  1309. }
  1310. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1311. face = obj_faces[ chunk_faces4[ f ] ];
  1312. vertexNormals = face.vertexNormals;
  1313. faceNormal = face.normal;
  1314. if ( vertexNormals.length === 4 && needsSmoothNormals ) {
  1315. for ( i = 0; i < 4; i ++ ) {
  1316. vn = vertexNormals[ i ];
  1317. normalArray[ offset_normal ] = vn.x;
  1318. normalArray[ offset_normal + 1 ] = vn.y;
  1319. normalArray[ offset_normal + 2 ] = vn.z;
  1320. offset_normal += 3;
  1321. }
  1322. } else {
  1323. for ( i = 0; i < 4; i ++ ) {
  1324. normalArray[ offset_normal ] = faceNormal.x;
  1325. normalArray[ offset_normal + 1 ] = faceNormal.y;
  1326. normalArray[ offset_normal + 2 ] = faceNormal.z;
  1327. offset_normal += 3;
  1328. }
  1329. }
  1330. }
  1331. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1332. _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
  1333. }
  1334. if ( dirtyUvs && obj_uvs && uvType ) {
  1335. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1336. fi = chunk_faces3[ f ];
  1337. face = obj_faces[ fi ];
  1338. uv = obj_uvs[ fi ];
  1339. if ( uv === undefined ) continue;
  1340. for ( i = 0; i < 3; i ++ ) {
  1341. uvi = uv[ i ];
  1342. uvArray[ offset_uv ] = uvi.u;
  1343. uvArray[ offset_uv + 1 ] = uvi.v;
  1344. offset_uv += 2;
  1345. }
  1346. }
  1347. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1348. fi = chunk_faces4[ f ];
  1349. face = obj_faces[ fi ];
  1350. uv = obj_uvs[ fi ];
  1351. if ( uv === undefined ) continue;
  1352. for ( i = 0; i < 4; i ++ ) {
  1353. uvi = uv[ i ];
  1354. uvArray[ offset_uv ] = uvi.u;
  1355. uvArray[ offset_uv + 1 ] = uvi.v;
  1356. offset_uv += 2;
  1357. }
  1358. }
  1359. if ( offset_uv > 0 ) {
  1360. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1361. _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
  1362. }
  1363. }
  1364. if ( dirtyUvs && obj_uvs2 && uvType ) {
  1365. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1366. fi = chunk_faces3[ f ];
  1367. face = obj_faces[ fi ];
  1368. uv2 = obj_uvs2[ fi ];
  1369. if ( uv2 === undefined ) continue;
  1370. for ( i = 0; i < 3; i ++ ) {
  1371. uv2i = uv2[ i ];
  1372. uv2Array[ offset_uv2 ] = uv2i.u;
  1373. uv2Array[ offset_uv2 + 1 ] = uv2i.v;
  1374. offset_uv2 += 2;
  1375. }
  1376. }
  1377. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1378. fi = chunk_faces4[ f ];
  1379. face = obj_faces[ fi ];
  1380. uv2 = obj_uvs2[ fi ];
  1381. if ( uv2 === undefined ) continue;
  1382. for ( i = 0; i < 4; i ++ ) {
  1383. uv2i = uv2[ i ];
  1384. uv2Array[ offset_uv2 ] = uv2i.u;
  1385. uv2Array[ offset_uv2 + 1 ] = uv2i.v;
  1386. offset_uv2 += 2;
  1387. }
  1388. }
  1389. if ( offset_uv2 > 0 ) {
  1390. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1391. _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
  1392. }
  1393. }
  1394. if ( dirtyElements ) {
  1395. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1396. face = obj_faces[ chunk_faces3[ f ] ];
  1397. faceArray[ offset_face ] = vertexIndex;
  1398. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  1399. faceArray[ offset_face + 2 ] = vertexIndex + 2;
  1400. offset_face += 3;
  1401. lineArray[ offset_line ] = vertexIndex;
  1402. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  1403. lineArray[ offset_line + 2 ] = vertexIndex;
  1404. lineArray[ offset_line + 3 ] = vertexIndex + 2;
  1405. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  1406. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  1407. offset_line += 6;
  1408. vertexIndex += 3;
  1409. }
  1410. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1411. face = obj_faces[ chunk_faces4[ f ] ];
  1412. faceArray[ offset_face ] = vertexIndex;
  1413. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  1414. faceArray[ offset_face + 2 ] = vertexIndex + 3;
  1415. faceArray[ offset_face + 3 ] = vertexIndex + 1;
  1416. faceArray[ offset_face + 4 ] = vertexIndex + 2;
  1417. faceArray[ offset_face + 5 ] = vertexIndex + 3;
  1418. offset_face += 6;
  1419. lineArray[ offset_line ] = vertexIndex;
  1420. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  1421. lineArray[ offset_line + 2 ] = vertexIndex;
  1422. lineArray[ offset_line + 3 ] = vertexIndex + 3;
  1423. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  1424. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  1425. lineArray[ offset_line + 6 ] = vertexIndex + 2;
  1426. lineArray[ offset_line + 7 ] = vertexIndex + 3;
  1427. offset_line += 8;
  1428. vertexIndex += 4;
  1429. }
  1430. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1431. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
  1432. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1433. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
  1434. }
  1435. if ( customAttributes ) {
  1436. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  1437. customAttribute = customAttributes[ i ];
  1438. if ( ! customAttribute.__original.needsUpdate ) continue;
  1439. offset_custom = 0;
  1440. offset_customSrc = 0;
  1441. if ( customAttribute.size === 1 ) {
  1442. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1443. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1444. face = obj_faces[ chunk_faces3[ f ] ];
  1445. customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
  1446. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  1447. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  1448. offset_custom += 3;
  1449. }
  1450. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1451. face = obj_faces[ chunk_faces4[ f ] ];
  1452. customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
  1453. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  1454. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  1455. customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ face.d ];
  1456. offset_custom += 4;
  1457. }
  1458. } else if ( customAttribute.boundTo === "faces" ) {
  1459. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1460. value = customAttribute.value[ chunk_faces3[ f ] ];
  1461. customAttribute.array[ offset_custom ] = value;
  1462. customAttribute.array[ offset_custom + 1 ] = value;
  1463. customAttribute.array[ offset_custom + 2 ] = value;
  1464. offset_custom += 3;
  1465. }
  1466. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1467. value = customAttribute.value[ chunk_faces4[ f ] ];
  1468. customAttribute.array[ offset_custom ] = value;
  1469. customAttribute.array[ offset_custom + 1 ] = value;
  1470. customAttribute.array[ offset_custom + 2 ] = value;
  1471. customAttribute.array[ offset_custom + 3 ] = value;
  1472. offset_custom += 4;
  1473. }
  1474. }
  1475. } else if ( customAttribute.size === 2 ) {
  1476. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1477. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1478. face = obj_faces[ chunk_faces3[ f ] ];
  1479. v1 = customAttribute.value[ face.a ];
  1480. v2 = customAttribute.value[ face.b ];
  1481. v3 = customAttribute.value[ face.c ];
  1482. customAttribute.array[ offset_custom ] = v1.x;
  1483. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1484. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1485. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1486. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1487. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1488. offset_custom += 6;
  1489. }
  1490. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1491. face = obj_faces[ chunk_faces4[ f ] ];
  1492. v1 = customAttribute.value[ face.a ];
  1493. v2 = customAttribute.value[ face.b ];
  1494. v3 = customAttribute.value[ face.c ];
  1495. v4 = customAttribute.value[ face.d ];
  1496. customAttribute.array[ offset_custom ] = v1.x;
  1497. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1498. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1499. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1500. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1501. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1502. customAttribute.array[ offset_custom + 6 ] = v4.x;
  1503. customAttribute.array[ offset_custom + 7 ] = v4.y;
  1504. offset_custom += 8;
  1505. }
  1506. } else if ( customAttribute.boundTo === "faces" ) {
  1507. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1508. value = customAttribute.value[ chunk_faces3[ f ] ];
  1509. v1 = value;
  1510. v2 = value;
  1511. v3 = value;
  1512. customAttribute.array[ offset_custom ] = v1.x;
  1513. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1514. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1515. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1516. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1517. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1518. offset_custom += 6;
  1519. }
  1520. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1521. value = customAttribute.value[ chunk_faces4[ f ] ];
  1522. v1 = value;
  1523. v2 = value;
  1524. v3 = value;
  1525. v4 = value;
  1526. customAttribute.array[ offset_custom ] = v1.x;
  1527. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1528. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1529. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1530. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1531. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1532. customAttribute.array[ offset_custom + 6 ] = v4.x;
  1533. customAttribute.array[ offset_custom + 7 ] = v4.y;
  1534. offset_custom += 8;
  1535. }
  1536. }
  1537. } else if ( customAttribute.size === 3 ) {
  1538. var pp;
  1539. if ( customAttribute.type === "c" ) {
  1540. pp = [ "r", "g", "b" ];
  1541. } else {
  1542. pp = [ "x", "y", "z" ];
  1543. }
  1544. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1545. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1546. face = obj_faces[ chunk_faces3[ f ] ];
  1547. v1 = customAttribute.value[ face.a ];
  1548. v2 = customAttribute.value[ face.b ];
  1549. v3 = customAttribute.value[ face.c ];
  1550. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1551. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1552. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1553. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1554. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1555. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1556. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1557. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1558. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1559. offset_custom += 9;
  1560. }
  1561. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1562. face = obj_faces[ chunk_faces4[ f ] ];
  1563. v1 = customAttribute.value[ face.a ];
  1564. v2 = customAttribute.value[ face.b ];
  1565. v3 = customAttribute.value[ face.c ];
  1566. v4 = customAttribute.value[ face.d ];
  1567. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1568. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1569. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1570. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1571. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1572. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1573. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1574. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1575. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1576. customAttribute.array[ offset_custom + 9 ] = v4[ pp[ 0 ] ];
  1577. customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
  1578. customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
  1579. offset_custom += 12;
  1580. }
  1581. } else if ( customAttribute.boundTo === "faces" ) {
  1582. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1583. value = customAttribute.value[ chunk_faces3[ f ] ];
  1584. v1 = value;
  1585. v2 = value;
  1586. v3 = value;
  1587. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1588. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1589. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1590. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1591. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1592. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1593. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1594. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1595. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1596. offset_custom += 9;
  1597. }
  1598. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1599. value = customAttribute.value[ chunk_faces4[ f ] ];
  1600. v1 = value;
  1601. v2 = value;
  1602. v3 = value;
  1603. v4 = value;
  1604. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1605. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1606. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1607. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1608. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1609. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1610. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1611. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1612. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1613. customAttribute.array[ offset_custom + 9 ] = v4[ pp[ 0 ] ];
  1614. customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
  1615. customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
  1616. offset_custom += 12;
  1617. }
  1618. }
  1619. } else if ( customAttribute.size === 4 ) {
  1620. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1621. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1622. face = obj_faces[ chunk_faces3[ f ] ];
  1623. v1 = customAttribute.value[ face.a ];
  1624. v2 = customAttribute.value[ face.b ];
  1625. v3 = customAttribute.value[ face.c ];
  1626. customAttribute.array[ offset_custom ] = v1.x;
  1627. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1628. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1629. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1630. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1631. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1632. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1633. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1634. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1635. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1636. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1637. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1638. offset_custom += 12;
  1639. }
  1640. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1641. face = obj_faces[ chunk_faces4[ f ] ];
  1642. v1 = customAttribute.value[ face.a ];
  1643. v2 = customAttribute.value[ face.b ];
  1644. v3 = customAttribute.value[ face.c ];
  1645. v4 = customAttribute.value[ face.d ];
  1646. customAttribute.array[ offset_custom ] = v1.x;
  1647. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1648. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1649. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1650. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1651. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1652. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1653. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1654. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1655. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1656. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1657. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1658. customAttribute.array[ offset_custom + 12 ] = v4.x;
  1659. customAttribute.array[ offset_custom + 13 ] = v4.y;
  1660. customAttribute.array[ offset_custom + 14 ] = v4.z;
  1661. customAttribute.array[ offset_custom + 15 ] = v4.w;
  1662. offset_custom += 16;
  1663. }
  1664. } else if ( customAttribute.boundTo === "faces" ) {
  1665. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1666. value = customAttribute.value[ chunk_faces3[ f ] ];
  1667. v1 = value;
  1668. v2 = value;
  1669. v3 = value;
  1670. customAttribute.array[ offset_custom ] = v1.x;
  1671. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1672. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1673. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1674. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1675. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1676. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1677. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1678. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1679. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1680. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1681. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1682. offset_custom += 12;
  1683. }
  1684. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1685. value = customAttribute.value[ chunk_faces4[ f ] ];
  1686. v1 = value;
  1687. v2 = value;
  1688. v3 = value;
  1689. v4 = value;
  1690. customAttribute.array[ offset_custom ] = v1.x;
  1691. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1692. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1693. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1694. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1695. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1696. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1697. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1698. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1699. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1700. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1701. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1702. customAttribute.array[ offset_custom + 12 ] = v4.x;
  1703. customAttribute.array[ offset_custom + 13 ] = v4.y;
  1704. customAttribute.array[ offset_custom + 14 ] = v4.z;
  1705. customAttribute.array[ offset_custom + 15 ] = v4.w;
  1706. offset_custom += 16;
  1707. }
  1708. }
  1709. }
  1710. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  1711. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  1712. }
  1713. }
  1714. if ( dispose ) {
  1715. delete geometryGroup.__inittedArrays;
  1716. delete geometryGroup.__colorArray;
  1717. delete geometryGroup.__normalArray;
  1718. delete geometryGroup.__tangentArray;
  1719. delete geometryGroup.__uvArray;
  1720. delete geometryGroup.__uv2Array;
  1721. delete geometryGroup.__faceArray;
  1722. delete geometryGroup.__vertexArray;
  1723. delete geometryGroup.__lineArray;
  1724. delete geometryGroup.__skinVertexAArray;
  1725. delete geometryGroup.__skinVertexBArray;
  1726. delete geometryGroup.__skinIndexArray;
  1727. delete geometryGroup.__skinWeightArray;
  1728. }
  1729. };
  1730. // Buffer rendering
  1731. this.renderBufferImmediate = function ( object, program, shading ) {
  1732. if ( ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
  1733. if ( ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
  1734. if ( object.hasPos ) {
  1735. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
  1736. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  1737. _gl.enableVertexAttribArray( program.attributes.position );
  1738. _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1739. }
  1740. if ( object.hasNormal ) {
  1741. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
  1742. if ( shading === THREE.FlatShading ) {
  1743. var nx, ny, nz,
  1744. nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
  1745. normalArray,
  1746. i, il = object.count * 3;
  1747. for( i = 0; i < il; i += 9 ) {
  1748. normalArray = object.normalArray;
  1749. nax = normalArray[ i ];
  1750. nay = normalArray[ i + 1 ];
  1751. naz = normalArray[ i + 2 ];
  1752. nbx = normalArray[ i + 3 ];
  1753. nby = normalArray[ i + 4 ];
  1754. nbz = normalArray[ i + 5 ];
  1755. ncx = normalArray[ i + 6 ];
  1756. ncy = normalArray[ i + 7 ];
  1757. ncz = normalArray[ i + 8 ];
  1758. nx = ( nax + nbx + ncx ) / 3;
  1759. ny = ( nay + nby + ncy ) / 3;
  1760. nz = ( naz + nbz + ncz ) / 3;
  1761. normalArray[ i ] = nx;
  1762. normalArray[ i + 1 ] = ny;
  1763. normalArray[ i + 2 ] = nz;
  1764. normalArray[ i + 3 ] = nx;
  1765. normalArray[ i + 4 ] = ny;
  1766. normalArray[ i + 5 ] = nz;
  1767. normalArray[ i + 6 ] = nx;
  1768. normalArray[ i + 7 ] = ny;
  1769. normalArray[ i + 8 ] = nz;
  1770. }
  1771. }
  1772. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  1773. _gl.enableVertexAttribArray( program.attributes.normal );
  1774. _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1775. }
  1776. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  1777. object.count = 0;
  1778. };
  1779. this.renderBufferDirect = function ( camera, lights, fog, material, geometryGroup, object ) {
  1780. if ( material.opacity === 0 ) return;
  1781. var program, attributes, linewidth, primitives, a, attribute;
  1782. program = setProgram( camera, lights, fog, material, object );
  1783. attributes = program.attributes;
  1784. var updateBuffers = false,
  1785. wireframeBit = material.wireframe ? 1 : 0,
  1786. geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
  1787. if ( geometryGroupHash !== _currentGeometryGroupHash ) {
  1788. _currentGeometryGroupHash = geometryGroupHash;
  1789. updateBuffers = true;
  1790. }
  1791. // render mesh
  1792. if ( object instanceof THREE.Mesh ) {
  1793. var offsets = geometryGroup.offsets;
  1794. for ( var i = 0, il = offsets.length; i < il; ++ i ) {
  1795. if ( updateBuffers ) {
  1796. // vertices
  1797. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.vertexPositionBuffer );
  1798. _gl.vertexAttribPointer( attributes.position, geometryGroup.vertexPositionBuffer.itemSize, _gl.FLOAT, false, 0, offsets[ i ].index * 4 * 3 );
  1799. // normals
  1800. if ( attributes.normal >= 0 && geometryGroup.vertexNormalBuffer ) {
  1801. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.vertexNormalBuffer );
  1802. _gl.vertexAttribPointer( attributes.normal, geometryGroup.vertexNormalBuffer.itemSize, _gl.FLOAT, false, 0, offsets[ i ].index * 4 * 3 );
  1803. }
  1804. // uvs
  1805. if ( attributes.uv >= 0 && geometryGroup.vertexUvBuffer ) {
  1806. if ( geometryGroup.vertexUvBuffer ) {
  1807. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.vertexUvBuffer );
  1808. _gl.vertexAttribPointer( attributes.uv, geometryGroup.vertexUvBuffer.itemSize, _gl.FLOAT, false, 0, offsets[ i ].index * 4 * 2 );
  1809. _gl.enableVertexAttribArray( attributes.uv );
  1810. } else {
  1811. _gl.disableVertexAttribArray( attributes.uv );
  1812. }
  1813. }
  1814. // colors
  1815. if ( attributes.color >= 0 && geometryGroup.vertexColorBuffer ) {
  1816. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.vertexColorBuffer );
  1817. _gl.vertexAttribPointer( attributes.color, geometryGroup.vertexColorBuffer.itemSize, _gl.FLOAT, false, 0, offsets[ i ].index * 4 * 4 );
  1818. }
  1819. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.vertexIndexBuffer );
  1820. }
  1821. // render indexed triangles
  1822. _gl.drawElements( _gl.TRIANGLES, offsets[ i ].count, _gl.UNSIGNED_SHORT, offsets[ i ].start * 2 ); // 2 = Uint16
  1823. _this.info.render.calls ++;
  1824. _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
  1825. _this.info.render.faces += offsets[ i ].count / 3;
  1826. }
  1827. }
  1828. };
  1829. this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {
  1830. if ( material.opacity === 0 ) return;
  1831. var program, attributes, linewidth, primitives, a, attribute, i, il;
  1832. program = setProgram( camera, lights, fog, material, object );
  1833. attributes = program.attributes;
  1834. var updateBuffers = false,
  1835. wireframeBit = material.wireframe ? 1 : 0,
  1836. geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
  1837. if ( geometryGroupHash !== _currentGeometryGroupHash ) {
  1838. _currentGeometryGroupHash = geometryGroupHash;
  1839. updateBuffers = true;
  1840. }
  1841. // vertices
  1842. if ( !material.morphTargets && attributes.position >= 0 ) {
  1843. if ( updateBuffers ) {
  1844. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1845. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1846. }
  1847. } else {
  1848. if ( object.morphTargetBase ) {
  1849. setupMorphTargets( material, geometryGroup, object );
  1850. }
  1851. }
  1852. if ( updateBuffers ) {
  1853. // custom attributes
  1854. // Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
  1855. if ( geometryGroup.__webglCustomAttributesList ) {
  1856. for ( i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
  1857. attribute = geometryGroup.__webglCustomAttributesList[ i ];
  1858. if( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {
  1859. _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
  1860. _gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );
  1861. }
  1862. }
  1863. }
  1864. // colors
  1865. if ( attributes.color >= 0 ) {
  1866. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1867. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  1868. }
  1869. // normals
  1870. if ( attributes.normal >= 0 ) {
  1871. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1872. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1873. }
  1874. // tangents
  1875. if ( attributes.tangent >= 0 ) {
  1876. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1877. _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
  1878. }
  1879. // uvs
  1880. if ( attributes.uv >= 0 ) {
  1881. if ( geometryGroup.__webglUVBuffer ) {
  1882. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1883. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  1884. _gl.enableVertexAttribArray( attributes.uv );
  1885. } else {
  1886. _gl.disableVertexAttribArray( attributes.uv );
  1887. }
  1888. }
  1889. if ( attributes.uv2 >= 0 ) {
  1890. if ( geometryGroup.__webglUV2Buffer ) {
  1891. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1892. _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
  1893. _gl.enableVertexAttribArray( attributes.uv2 );
  1894. } else {
  1895. _gl.disableVertexAttribArray( attributes.uv2 );
  1896. }
  1897. }
  1898. if ( material.skinning &&
  1899. attributes.skinVertexA >= 0 && attributes.skinVertexB >= 0 &&
  1900. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  1901. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
  1902. _gl.vertexAttribPointer( attributes.skinVertexA, 4, _gl.FLOAT, false, 0, 0 );
  1903. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
  1904. _gl.vertexAttribPointer( attributes.skinVertexB, 4, _gl.FLOAT, false, 0, 0 );
  1905. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1906. _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
  1907. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1908. _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
  1909. }
  1910. }
  1911. // render mesh
  1912. if ( object instanceof THREE.Mesh ) {
  1913. // wireframe
  1914. if ( material.wireframe ) {
  1915. setLineWidth( material.wireframeLinewidth );
  1916. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1917. _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, _gl.UNSIGNED_SHORT, 0 );
  1918. // triangles
  1919. } else {
  1920. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1921. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
  1922. }
  1923. _this.info.render.calls ++;
  1924. _this.info.render.vertices += geometryGroup.__webglFaceCount;
  1925. _this.info.render.faces += geometryGroup.__webglFaceCount / 3;
  1926. // render lines
  1927. } else if ( object instanceof THREE.Line ) {
  1928. primitives = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  1929. setLineWidth( material.linewidth );
  1930. _gl.drawArrays( primitives, 0, geometryGroup.__webglLineCount );
  1931. _this.info.render.calls ++;
  1932. // render particles
  1933. } else if ( object instanceof THREE.ParticleSystem ) {
  1934. _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
  1935. _this.info.render.calls ++;
  1936. _this.info.render.points += geometryGroup.__webglParticleCount;
  1937. // render ribbon
  1938. } else if ( object instanceof THREE.Ribbon ) {
  1939. _gl.drawArrays( _gl.TRIANGLE_STRIP, 0, geometryGroup.__webglVertexCount );
  1940. _this.info.render.calls ++;
  1941. }
  1942. };
  1943. function setupMorphTargets ( material, geometryGroup, object ) {
  1944. // set base
  1945. var attributes = material.program.attributes;
  1946. if ( object.morphTargetBase !== - 1 ) {
  1947. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
  1948. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1949. } else if ( attributes.position >= 0 ) {
  1950. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1951. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1952. }
  1953. if ( object.morphTargetForcedOrder.length ) {
  1954. // set forced order
  1955. var m = 0;
  1956. var order = object.morphTargetForcedOrder;
  1957. var influences = object.morphTargetInfluences;
  1958. while ( m < material.numSupportedMorphTargets && m < order.length ) {
  1959. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
  1960. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1961. if ( material.morphNormals ) {
  1962. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] );
  1963. _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1964. }
  1965. object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];
  1966. m ++;
  1967. }
  1968. } else {
  1969. // find most influencing
  1970. var used = [];
  1971. var candidateInfluence = - 1;
  1972. var candidate = 0;
  1973. var influences = object.morphTargetInfluences;
  1974. var i, il = influences.length;
  1975. var m = 0;
  1976. if ( object.morphTargetBase !== - 1 ) {
  1977. used[ object.morphTargetBase ] = true;
  1978. }
  1979. while ( m < material.numSupportedMorphTargets ) {
  1980. for ( i = 0; i < il; i ++ ) {
  1981. if ( !used[ i ] && influences[ i ] > candidateInfluence ) {
  1982. candidate = i;
  1983. candidateInfluence = influences[ candidate ];
  1984. }
  1985. }
  1986. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ candidate ] );
  1987. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1988. if ( material.morphNormals ) {
  1989. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ candidate ] );
  1990. _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1991. }
  1992. object.__webglMorphTargetInfluences[ m ] = candidateInfluence;
  1993. used[ candidate ] = 1;
  1994. candidateInfluence = -1;
  1995. m ++;
  1996. }
  1997. }
  1998. // load updated influences uniform
  1999. if( material.program.uniforms.morphTargetInfluences !== null ) {
  2000. _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
  2001. }
  2002. };
  2003. function painterSort ( a, b ) {
  2004. return b.z - a.z;
  2005. };
  2006. // Rendering
  2007. this.render = function ( scene, camera, renderTarget, forceClear ) {
  2008. var i, il,
  2009. webglObject, object,
  2010. renderList,
  2011. lights = scene.__lights,
  2012. fog = scene.fog;
  2013. _currentMaterialId = -1;
  2014. // update scene graph
  2015. if ( camera.parent === undefined ) {
  2016. console.warn( 'DEPRECATED: Camera hasn\'t been added to a Scene. Adding it...' );
  2017. scene.add( camera );
  2018. }
  2019. if ( this.autoUpdateScene ) scene.updateMatrixWorld();
  2020. // update camera matrices and frustum
  2021. if ( ! camera._viewMatrixArray ) camera._viewMatrixArray = new Float32Array( 16 );
  2022. if ( ! camera._projectionMatrixArray ) camera._projectionMatrixArray = new Float32Array( 16 );
  2023. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  2024. camera.matrixWorldInverse.flattenToArray( camera._viewMatrixArray );
  2025. camera.projectionMatrix.flattenToArray( camera._projectionMatrixArray );
  2026. _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
  2027. _frustum.setFromMatrix( _projScreenMatrix );
  2028. // update WebGL objects
  2029. if ( this.autoUpdateObjects ) this.initWebGLObjects( scene );
  2030. // custom render plugins (pre pass)
  2031. renderPlugins( this.renderPluginsPre, scene, camera );
  2032. //
  2033. _this.info.render.calls = 0;
  2034. _this.info.render.vertices = 0;
  2035. _this.info.render.faces = 0;
  2036. _this.info.render.points = 0;
  2037. this.setRenderTarget( renderTarget );
  2038. if ( this.autoClear || forceClear ) {
  2039. this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
  2040. }
  2041. // set matrices for regular objects (frustum culled)
  2042. renderList = scene.__webglObjects;
  2043. for ( i = 0, il = renderList.length; i < il; i ++ ) {
  2044. webglObject = renderList[ i ];
  2045. object = webglObject.object;
  2046. webglObject.render = false;
  2047. if ( object.visible ) {
  2048. if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.contains( object ) ) {
  2049. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2050. setupMatrices( object, camera );
  2051. unrollBufferMaterial( webglObject );
  2052. webglObject.render = true;
  2053. if ( this.sortObjects ) {
  2054. if ( object.renderDepth ) {
  2055. webglObject.z = object.renderDepth;
  2056. } else {
  2057. _vector3.copy( object.matrixWorld.getPosition() );
  2058. _projScreenMatrix.multiplyVector3( _vector3 );
  2059. webglObject.z = _vector3.z;
  2060. }
  2061. }
  2062. }
  2063. }
  2064. }
  2065. if ( this.sortObjects ) {
  2066. renderList.sort( painterSort );
  2067. }
  2068. // set matrices for immediate objects
  2069. renderList = scene.__webglObjectsImmediate;
  2070. for ( i = 0, il = renderList.length; i < il; i ++ ) {
  2071. webglObject = renderList[ i ];
  2072. object = webglObject.object;
  2073. if ( object.visible ) {
  2074. if( object.matrixAutoUpdate ) {
  2075. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2076. }
  2077. setupMatrices( object, camera );
  2078. unrollImmediateBufferMaterial( webglObject );
  2079. }
  2080. }
  2081. if ( scene.overrideMaterial ) {
  2082. var material = scene.overrideMaterial;
  2083. this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  2084. this.setDepthTest( material.depthTest );
  2085. this.setDepthWrite( material.depthWrite );
  2086. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2087. renderObjects( scene.__webglObjects, false, "", camera, lights, fog, true, material );
  2088. renderObjectsImmediate( scene.__webglObjectsImmediate, "", camera, lights, fog, false, material );
  2089. } else {
  2090. // opaque pass (front-to-back order)
  2091. this.setBlending( THREE.NormalBlending );
  2092. renderObjects( scene.__webglObjects, true, "opaque", camera, lights, fog, false );
  2093. renderObjectsImmediate( scene.__webglObjectsImmediate, "opaque", camera, lights, fog, false );
  2094. // transparent pass (back-to-front order)
  2095. renderObjects( scene.__webglObjects, false, "transparent", camera, lights, fog, true );
  2096. renderObjectsImmediate( scene.__webglObjectsImmediate, "transparent", camera, lights, fog, true );
  2097. }
  2098. // custom render plugins (post pass)
  2099. renderPlugins( this.renderPluginsPost, scene, camera );
  2100. // Generate mipmap if we're using any kind of mipmap filtering
  2101. if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
  2102. updateRenderTargetMipmap( renderTarget );
  2103. }
  2104. // Ensure depth buffer writing is enabled so it can be cleared on next render
  2105. this.setDepthTest( true );
  2106. this.setDepthWrite( true );
  2107. // _gl.finish();
  2108. };
  2109. function renderPlugins( plugins, scene, camera ) {
  2110. if ( ! plugins.length ) return;
  2111. for ( var i = 0, il = plugins.length; i < il; i ++ ) {
  2112. _currentProgram = null;
  2113. _currentCamera = null;
  2114. _oldBlending = -1;
  2115. _oldDepthTest = -1;
  2116. _oldDepthWrite = -1;
  2117. _currentGeometryGroupHash = -1;
  2118. _currentMaterialId = -1;
  2119. plugins[ i ].render( scene, camera, _currentWidth, _currentHeight );
  2120. _currentProgram = null;
  2121. _currentCamera = null;
  2122. _oldBlending = -1;
  2123. _oldDepthTest = -1;
  2124. _oldDepthWrite = -1;
  2125. _currentGeometryGroupHash = -1;
  2126. _currentMaterialId = -1;
  2127. }
  2128. };
  2129. function renderObjects ( renderList, reverse, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
  2130. var webglObject, object, buffer, material, start, end, delta;
  2131. if ( reverse ) {
  2132. start = renderList.length - 1;
  2133. end = -1;
  2134. delta = -1;
  2135. } else {
  2136. start = 0;
  2137. end = renderList.length;
  2138. delta = 1;
  2139. }
  2140. for ( var i = start; i !== end; i += delta ) {
  2141. webglObject = renderList[ i ];
  2142. if ( webglObject.render ) {
  2143. object = webglObject.object;
  2144. buffer = webglObject.buffer;
  2145. if ( overrideMaterial ) {
  2146. material = overrideMaterial;
  2147. } else {
  2148. material = webglObject[ materialType ];
  2149. if ( ! material ) continue;
  2150. if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  2151. _this.setDepthTest( material.depthTest );
  2152. _this.setDepthWrite( material.depthWrite );
  2153. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2154. }
  2155. _this.setObjectFaces( object );
  2156. if ( buffer instanceof THREE.BufferGeometry ) {
  2157. _this.renderBufferDirect( camera, lights, fog, material, buffer, object );
  2158. } else {
  2159. _this.renderBuffer( camera, lights, fog, material, buffer, object );
  2160. }
  2161. }
  2162. }
  2163. };
  2164. function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
  2165. var webglObject, object, material, program;
  2166. for ( var i = 0, il = renderList.length; i < il; i ++ ) {
  2167. webglObject = renderList[ i ];
  2168. object = webglObject.object;
  2169. if ( object.visible ) {
  2170. if ( overrideMaterial ) {
  2171. material = overrideMaterial;
  2172. } else {
  2173. material = webglObject[ materialType ];
  2174. if ( ! material ) continue;
  2175. if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  2176. _this.setDepthTest( material.depthTest );
  2177. _this.setDepthWrite( material.depthWrite );
  2178. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2179. }
  2180. _this.renderImmediateObject( camera, lights, fog, material, object );
  2181. }
  2182. }
  2183. };
  2184. this.renderImmediateObject = function ( camera, lights, fog, material, object ) {
  2185. var program = setProgram( camera, lights, fog, material, object );
  2186. _currentGeometryGroupHash = -1;
  2187. _this.setObjectFaces( object );
  2188. if ( object.immediateRenderCallback ) {
  2189. object.immediateRenderCallback( program, _gl, _frustum );
  2190. } else {
  2191. object.render( function( object ) { _this.renderBufferImmediate( object, program, material.shading ); } );
  2192. }
  2193. };
  2194. function unrollImmediateBufferMaterial ( globject ) {
  2195. var object = globject.object,
  2196. material = object.material;
  2197. if ( material.transparent ) {
  2198. globject.transparent = material;
  2199. globject.opaque = null;
  2200. } else {
  2201. globject.opaque = material;
  2202. globject.transparent = null;
  2203. }
  2204. };
  2205. function unrollBufferMaterial ( globject ) {
  2206. var object = globject.object,
  2207. buffer = globject.buffer,
  2208. material, materialIndex, meshMaterial;
  2209. meshMaterial = object.material;
  2210. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  2211. materialIndex = buffer.materialIndex;
  2212. if ( materialIndex >= 0 ) {
  2213. material = object.geometry.materials[ materialIndex ];
  2214. if ( material.transparent ) {
  2215. globject.transparent = material;
  2216. globject.opaque = null;
  2217. } else {
  2218. globject.opaque = material;
  2219. globject.transparent = null;
  2220. }
  2221. }
  2222. } else {
  2223. material = meshMaterial;
  2224. if ( material ) {
  2225. if ( material.transparent ) {
  2226. globject.transparent = material;
  2227. globject.opaque = null;
  2228. } else {
  2229. globject.opaque = material;
  2230. globject.transparent = null;
  2231. }
  2232. }
  2233. }
  2234. };
  2235. // Geometry splitting
  2236. function sortFacesByMaterial ( geometry ) {
  2237. var f, fl, face, materialIndex, vertices,
  2238. materialHash, groupHash,
  2239. hash_map = {};
  2240. var numMorphTargets = geometry.morphTargets.length;
  2241. var numMorphNormals = geometry.morphNormals.length;
  2242. geometry.geometryGroups = {};
  2243. for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
  2244. face = geometry.faces[ f ];
  2245. materialIndex = face.materialIndex;
  2246. materialHash = ( materialIndex !== undefined ) ? materialIndex : -1;
  2247. if ( hash_map[ materialHash ] === undefined ) {
  2248. hash_map[ materialHash ] = { 'hash': materialHash, 'counter': 0 };
  2249. }
  2250. groupHash = hash_map[ materialHash ].hash + '_' + hash_map[ materialHash ].counter;
  2251. if ( geometry.geometryGroups[ groupHash ] === undefined ) {
  2252. geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
  2253. }
  2254. vertices = face instanceof THREE.Face3 ? 3 : 4;
  2255. if ( geometry.geometryGroups[ groupHash ].vertices + vertices > 65535 ) {
  2256. hash_map[ materialHash ].counter += 1;
  2257. groupHash = hash_map[ materialHash ].hash + '_' + hash_map[ materialHash ].counter;
  2258. if ( geometry.geometryGroups[ groupHash ] === undefined ) {
  2259. geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
  2260. }
  2261. }
  2262. if ( face instanceof THREE.Face3 ) {
  2263. geometry.geometryGroups[ groupHash ].faces3.push( f );
  2264. } else {
  2265. geometry.geometryGroups[ groupHash ].faces4.push( f );
  2266. }
  2267. geometry.geometryGroups[ groupHash ].vertices += vertices;
  2268. }
  2269. geometry.geometryGroupsList = [];
  2270. for ( var g in geometry.geometryGroups ) {
  2271. geometry.geometryGroups[ g ].id = _geometryGroupCounter ++;
  2272. geometry.geometryGroupsList.push( geometry.geometryGroups[ g ] );
  2273. }
  2274. };
  2275. // Objects refresh
  2276. this.initWebGLObjects = function ( scene ) {
  2277. if ( !scene.__webglObjects ) {
  2278. scene.__webglObjects = [];
  2279. scene.__webglObjectsImmediate = [];
  2280. scene.__webglSprites = [];
  2281. scene.__webglFlares = [];
  2282. }
  2283. while ( scene.__objectsAdded.length ) {
  2284. addObject( scene.__objectsAdded[ 0 ], scene );
  2285. scene.__objectsAdded.splice( 0, 1 );
  2286. }
  2287. while ( scene.__objectsRemoved.length ) {
  2288. removeObject( scene.__objectsRemoved[ 0 ], scene );
  2289. scene.__objectsRemoved.splice( 0, 1 );
  2290. }
  2291. // update must be called after objects adding / removal
  2292. for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {
  2293. updateObject( scene.__webglObjects[ o ].object );
  2294. }
  2295. };
  2296. // Objects adding
  2297. function addObject ( object, scene ) {
  2298. var g, geometry, geometryGroup;
  2299. if ( ! object.__webglInit ) {
  2300. object.__webglInit = true;
  2301. object._modelViewMatrix = new THREE.Matrix4();
  2302. object._normalMatrix = new THREE.Matrix3();
  2303. object._normalMatrixArray = new Float32Array( 9 );
  2304. object._modelViewMatrixArray = new Float32Array( 16 );
  2305. object._objectMatrixArray = new Float32Array( 16 );
  2306. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2307. if ( object instanceof THREE.Mesh ) {
  2308. geometry = object.geometry;
  2309. if ( geometry instanceof THREE.Geometry ) {
  2310. if ( geometry.geometryGroups === undefined ) {
  2311. sortFacesByMaterial( geometry );
  2312. }
  2313. // create separate VBOs per geometry chunk
  2314. for ( g in geometry.geometryGroups ) {
  2315. geometryGroup = geometry.geometryGroups[ g ];
  2316. // initialise VBO on the first access
  2317. if ( ! geometryGroup.__webglVertexBuffer ) {
  2318. createMeshBuffers( geometryGroup );
  2319. initMeshBuffers( geometryGroup, object );
  2320. geometry.__dirtyVertices = true;
  2321. geometry.__dirtyMorphTargets = true;
  2322. geometry.__dirtyElements = true;
  2323. geometry.__dirtyUvs = true;
  2324. geometry.__dirtyNormals = true;
  2325. geometry.__dirtyTangents = true;
  2326. geometry.__dirtyColors = true;
  2327. }
  2328. }
  2329. }
  2330. } else if ( object instanceof THREE.Ribbon ) {
  2331. geometry = object.geometry;
  2332. if( ! geometry.__webglVertexBuffer ) {
  2333. createRibbonBuffers( geometry );
  2334. initRibbonBuffers( geometry );
  2335. geometry.__dirtyVertices = true;
  2336. geometry.__dirtyColors = true;
  2337. }
  2338. } else if ( object instanceof THREE.Line ) {
  2339. geometry = object.geometry;
  2340. if( ! geometry.__webglVertexBuffer ) {
  2341. createLineBuffers( geometry );
  2342. initLineBuffers( geometry, object );
  2343. geometry.__dirtyVertices = true;
  2344. geometry.__dirtyColors = true;
  2345. }
  2346. } else if ( object instanceof THREE.ParticleSystem ) {
  2347. geometry = object.geometry;
  2348. if ( ! geometry.__webglVertexBuffer ) {
  2349. createParticleBuffers( geometry );
  2350. initParticleBuffers( geometry, object );
  2351. geometry.__dirtyVertices = true;
  2352. geometry.__dirtyColors = true;
  2353. }
  2354. }
  2355. }
  2356. if ( ! object.__webglActive ) {
  2357. if ( object instanceof THREE.Mesh ) {
  2358. geometry = object.geometry;
  2359. if ( geometry instanceof THREE.BufferGeometry ) {
  2360. addBuffer( scene.__webglObjects, geometry, object );
  2361. } else {
  2362. for ( g in geometry.geometryGroups ) {
  2363. geometryGroup = geometry.geometryGroups[ g ];
  2364. addBuffer( scene.__webglObjects, geometryGroup, object );
  2365. }
  2366. }
  2367. } else if ( object instanceof THREE.Ribbon ||
  2368. object instanceof THREE.Line ||
  2369. object instanceof THREE.ParticleSystem ) {
  2370. geometry = object.geometry;
  2371. addBuffer( scene.__webglObjects, geometry, object );
  2372. } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
  2373. addBufferImmediate( scene.__webglObjectsImmediate, object );
  2374. } else if ( object instanceof THREE.Sprite ) {
  2375. scene.__webglSprites.push( object );
  2376. } else if ( object instanceof THREE.LensFlare ) {
  2377. scene.__webglFlares.push( object );
  2378. }
  2379. object.__webglActive = true;
  2380. }
  2381. };
  2382. function addBuffer ( objlist, buffer, object ) {
  2383. objlist.push(
  2384. {
  2385. buffer: buffer,
  2386. object: object,
  2387. opaque: null,
  2388. transparent: null
  2389. }
  2390. );
  2391. };
  2392. function addBufferImmediate ( objlist, object ) {
  2393. objlist.push(
  2394. {
  2395. object: object,
  2396. opaque: null,
  2397. transparent: null
  2398. }
  2399. );
  2400. };
  2401. // Objects updates
  2402. function updateObject ( object ) {
  2403. var geometry = object.geometry,
  2404. geometryGroup, customAttributesDirty, material;
  2405. if ( object instanceof THREE.Mesh ) {
  2406. if ( geometry instanceof THREE.BufferGeometry ) {
  2407. /*
  2408. if ( geometry.__dirtyVertices || geometry.__dirtyElements ||
  2409. geometry.__dirtyUvs || geometry.__dirtyNormals ||
  2410. geometry.__dirtyColors ) {
  2411. // TODO
  2412. // set buffers from typed arrays
  2413. }
  2414. */
  2415. geometry.__dirtyVertices = false;
  2416. geometry.__dirtyElements = false;
  2417. geometry.__dirtyUvs = false;
  2418. geometry.__dirtyNormals = false;
  2419. geometry.__dirtyColors = false;
  2420. } else {
  2421. // check all geometry groups
  2422. for( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {
  2423. geometryGroup = geometry.geometryGroupsList[ i ];
  2424. material = getBufferMaterial( object, geometryGroup );
  2425. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2426. if ( geometry.__dirtyVertices || geometry.__dirtyMorphTargets || geometry.__dirtyElements ||
  2427. geometry.__dirtyUvs || geometry.__dirtyNormals ||
  2428. geometry.__dirtyColors || geometry.__dirtyTangents || customAttributesDirty ) {
  2429. setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, !geometry.dynamic, material );
  2430. }
  2431. }
  2432. geometry.__dirtyVertices = false;
  2433. geometry.__dirtyMorphTargets = false;
  2434. geometry.__dirtyElements = false;
  2435. geometry.__dirtyUvs = false;
  2436. geometry.__dirtyNormals = false;
  2437. geometry.__dirtyColors = false;
  2438. geometry.__dirtyTangents = false;
  2439. material.attributes && clearCustomAttributes( material );
  2440. }
  2441. } else if ( object instanceof THREE.Ribbon ) {
  2442. if ( geometry.__dirtyVertices || geometry.__dirtyColors ) {
  2443. setRibbonBuffers( geometry, _gl.DYNAMIC_DRAW );
  2444. }
  2445. geometry.__dirtyVertices = false;
  2446. geometry.__dirtyColors = false;
  2447. } else if ( object instanceof THREE.Line ) {
  2448. material = getBufferMaterial( object, geometryGroup );
  2449. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2450. if ( geometry.__dirtyVertices || geometry.__dirtyColors || customAttributesDirty ) {
  2451. setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
  2452. }
  2453. geometry.__dirtyVertices = false;
  2454. geometry.__dirtyColors = false;
  2455. material.attributes && clearCustomAttributes( material );
  2456. } else if ( object instanceof THREE.ParticleSystem ) {
  2457. material = getBufferMaterial( object, geometryGroup );
  2458. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2459. if ( geometry.__dirtyVertices || geometry.__dirtyColors || object.sortParticles || customAttributesDirty ) {
  2460. setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
  2461. }
  2462. geometry.__dirtyVertices = false;
  2463. geometry.__dirtyColors = false;
  2464. material.attributes && clearCustomAttributes( material );
  2465. }
  2466. };
  2467. // Objects updates - custom attributes check
  2468. function areCustomAttributesDirty ( material ) {
  2469. for ( var a in material.attributes ) {
  2470. if ( material.attributes[ a ].needsUpdate ) return true;
  2471. }
  2472. return false;
  2473. };
  2474. function clearCustomAttributes ( material ) {
  2475. for ( var a in material.attributes ) {
  2476. material.attributes[ a ].needsUpdate = false;
  2477. }
  2478. };
  2479. // Objects removal
  2480. function removeObject ( object, scene ) {
  2481. if ( object instanceof THREE.Mesh ||
  2482. object instanceof THREE.ParticleSystem ||
  2483. object instanceof THREE.Ribbon ||
  2484. object instanceof THREE.Line ) {
  2485. removeInstances( scene.__webglObjects, object );
  2486. } else if ( object instanceof THREE.Sprite ) {
  2487. removeInstancesDirect( scene.__webglSprites, object );
  2488. } else if ( object instanceof THREE.LensFlare ) {
  2489. removeInstancesDirect( scene.__webglFlares, object );
  2490. } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
  2491. removeInstances( scene.__webglObjectsImmediate, object );
  2492. }
  2493. object.__webglActive = false;
  2494. };
  2495. function removeInstances ( objlist, object ) {
  2496. for ( var o = objlist.length - 1; o >= 0; o -- ) {
  2497. if ( objlist[ o ].object === object ) {
  2498. objlist.splice( o, 1 );
  2499. }
  2500. }
  2501. };
  2502. function removeInstancesDirect ( objlist, object ) {
  2503. for ( var o = objlist.length - 1; o >= 0; o -- ) {
  2504. if ( objlist[ o ] === object ) {
  2505. objlist.splice( o, 1 );
  2506. }
  2507. }
  2508. };
  2509. // Materials
  2510. this.initMaterial = function ( material, lights, fog, object ) {
  2511. var u, a, identifiers, i, parameters, maxLightCount, maxBones, maxShadows, shaderID;
  2512. if ( material instanceof THREE.MeshDepthMaterial ) {
  2513. shaderID = 'depth';
  2514. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  2515. shaderID = 'normal';
  2516. } else if ( material instanceof THREE.MeshBasicMaterial ) {
  2517. shaderID = 'basic';
  2518. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  2519. shaderID = 'lambert';
  2520. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  2521. shaderID = 'phong';
  2522. } else if ( material instanceof THREE.LineBasicMaterial ) {
  2523. shaderID = 'basic';
  2524. } else if ( material instanceof THREE.ParticleBasicMaterial ) {
  2525. shaderID = 'particle_basic';
  2526. }
  2527. if ( shaderID ) {
  2528. setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );
  2529. }
  2530. // heuristics to create shader parameters according to lights in the scene
  2531. // (not to blow over maxLights budget)
  2532. maxLightCount = allocateLights( lights );
  2533. maxShadows = allocateShadows( lights );
  2534. maxBones = allocateBones( object );
  2535. parameters = {
  2536. map: !!material.map,
  2537. envMap: !!material.envMap,
  2538. lightMap: !!material.lightMap,
  2539. vertexColors: material.vertexColors,
  2540. fog: fog,
  2541. useFog: material.fog,
  2542. sizeAttenuation: material.sizeAttenuation,
  2543. skinning: material.skinning,
  2544. maxBones: maxBones,
  2545. morphTargets: material.morphTargets,
  2546. morphNormals: material.morphNormals,
  2547. maxMorphTargets: this.maxMorphTargets,
  2548. maxMorphNormals: this.maxMorphNormals,
  2549. maxDirLights: maxLightCount.directional,
  2550. maxPointLights: maxLightCount.point,
  2551. maxSpotLights: maxLightCount.spot,
  2552. maxShadows: maxShadows,
  2553. shadowMapEnabled: this.shadowMapEnabled && object.receiveShadow,
  2554. shadowMapSoft: this.shadowMapSoft,
  2555. shadowMapDebug: this.shadowMapDebug,
  2556. shadowMapCascade: this.shadowMapCascade,
  2557. alphaTest: material.alphaTest,
  2558. metal: material.metal,
  2559. perPixel: material.perPixel,
  2560. wrapAround: material.wrapAround,
  2561. doubleSided: object && object.doubleSided
  2562. };
  2563. material.program = buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, parameters );
  2564. var attributes = material.program.attributes;
  2565. if ( attributes.position >= 0 ) _gl.enableVertexAttribArray( attributes.position );
  2566. if ( attributes.color >= 0 ) _gl.enableVertexAttribArray( attributes.color );
  2567. if ( attributes.normal >= 0 ) _gl.enableVertexAttribArray( attributes.normal );
  2568. if ( attributes.tangent >= 0 ) _gl.enableVertexAttribArray( attributes.tangent );
  2569. if ( material.skinning &&
  2570. attributes.skinVertexA >=0 && attributes.skinVertexB >= 0 &&
  2571. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  2572. _gl.enableVertexAttribArray( attributes.skinVertexA );
  2573. _gl.enableVertexAttribArray( attributes.skinVertexB );
  2574. _gl.enableVertexAttribArray( attributes.skinIndex );
  2575. _gl.enableVertexAttribArray( attributes.skinWeight );
  2576. }
  2577. if ( material.attributes ) {
  2578. for ( a in material.attributes ) {
  2579. if( attributes[ a ] !== undefined && attributes[ a ] >= 0 ) _gl.enableVertexAttribArray( attributes[ a ] );
  2580. }
  2581. }
  2582. if ( material.morphTargets ) {
  2583. material.numSupportedMorphTargets = 0;
  2584. var id, base = "morphTarget";
  2585. for ( i = 0; i < this.maxMorphTargets; i ++ ) {
  2586. id = base + i;
  2587. if ( attributes[ id ] >= 0 ) {
  2588. _gl.enableVertexAttribArray( attributes[ id ] );
  2589. material.numSupportedMorphTargets ++;
  2590. }
  2591. }
  2592. }
  2593. if ( material.morphNormals ) {
  2594. material.numSupportedMorphNormals = 0;
  2595. var id, base = "morphNormal";
  2596. for ( i = 0; i < this.maxMorphNormals; i ++ ) {
  2597. id = base + i;
  2598. if ( attributes[ id ] >= 0 ) {
  2599. _gl.enableVertexAttribArray( attributes[ id ] );
  2600. material.numSupportedMorphNormals ++;
  2601. }
  2602. }
  2603. }
  2604. material.uniformsList = [];
  2605. for ( u in material.uniforms ) {
  2606. material.uniformsList.push( [ material.uniforms[ u ], u ] );
  2607. }
  2608. };
  2609. function setMaterialShaders( material, shaders ) {
  2610. material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms );
  2611. material.vertexShader = shaders.vertexShader;
  2612. material.fragmentShader = shaders.fragmentShader;
  2613. };
  2614. function setProgram( camera, lights, fog, material, object ) {
  2615. if ( ! material.program || material.needsUpdate ) {
  2616. _this.initMaterial( material, lights, fog, object );
  2617. material.needsUpdate = false;
  2618. }
  2619. if ( material.morphTargets ) {
  2620. if ( ! object.__webglMorphTargetInfluences ) {
  2621. object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
  2622. for ( var i = 0, il = _this.maxMorphTargets; i < il; i ++ ) {
  2623. object.__webglMorphTargetInfluences[ i ] = 0;
  2624. }
  2625. }
  2626. }
  2627. var refreshMaterial = false;
  2628. var program = material.program,
  2629. p_uniforms = program.uniforms,
  2630. m_uniforms = material.uniforms;
  2631. if ( program !== _currentProgram ) {
  2632. _gl.useProgram( program );
  2633. _currentProgram = program;
  2634. refreshMaterial = true;
  2635. }
  2636. if ( material.id !== _currentMaterialId ) {
  2637. _currentMaterialId = material.id;
  2638. refreshMaterial = true;
  2639. }
  2640. if ( refreshMaterial || camera !== _currentCamera ) {
  2641. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera._projectionMatrixArray );
  2642. if ( camera !== _currentCamera ) _currentCamera = camera;
  2643. }
  2644. if ( refreshMaterial ) {
  2645. // refresh uniforms common to several materials
  2646. if ( fog && material.fog ) {
  2647. refreshUniformsFog( m_uniforms, fog );
  2648. }
  2649. if ( material instanceof THREE.MeshPhongMaterial ||
  2650. material instanceof THREE.MeshLambertMaterial ||
  2651. material.lights ) {
  2652. setupLights( program, lights );
  2653. refreshUniformsLights( m_uniforms, _lights );
  2654. }
  2655. if ( material instanceof THREE.MeshBasicMaterial ||
  2656. material instanceof THREE.MeshLambertMaterial ||
  2657. material instanceof THREE.MeshPhongMaterial ) {
  2658. refreshUniformsCommon( m_uniforms, material );
  2659. }
  2660. // refresh single material specific uniforms
  2661. if ( material instanceof THREE.LineBasicMaterial ) {
  2662. refreshUniformsLine( m_uniforms, material );
  2663. } else if ( material instanceof THREE.ParticleBasicMaterial ) {
  2664. refreshUniformsParticle( m_uniforms, material );
  2665. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  2666. refreshUniformsPhong( m_uniforms, material );
  2667. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  2668. refreshUniformsLambert( m_uniforms, material );
  2669. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  2670. m_uniforms.mNear.value = camera.near;
  2671. m_uniforms.mFar.value = camera.far;
  2672. m_uniforms.opacity.value = material.opacity;
  2673. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  2674. m_uniforms.opacity.value = material.opacity;
  2675. }
  2676. if ( object.receiveShadow && ! material._shadowPass ) {
  2677. refreshUniformsShadow( m_uniforms, lights );
  2678. }
  2679. // load common uniforms
  2680. loadUniformsGeneric( program, material.uniformsList );
  2681. // load material specific uniforms
  2682. // (shader material also gets them for the sake of genericity)
  2683. if ( material instanceof THREE.ShaderMaterial ||
  2684. material instanceof THREE.MeshPhongMaterial ||
  2685. material.envMap ) {
  2686. if ( p_uniforms.cameraPosition !== null ) {
  2687. var position = camera.matrixWorld.getPosition();
  2688. _gl.uniform3f( p_uniforms.cameraPosition, position.x, position.y, position.z );
  2689. }
  2690. }
  2691. if ( material instanceof THREE.MeshPhongMaterial ||
  2692. material instanceof THREE.MeshLambertMaterial ||
  2693. material instanceof THREE.ShaderMaterial ||
  2694. material.skinning ) {
  2695. if ( p_uniforms.viewMatrix !== null ) {
  2696. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera._viewMatrixArray );
  2697. }
  2698. }
  2699. if ( material.skinning ) {
  2700. _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.boneMatrices );
  2701. }
  2702. }
  2703. loadUniformsMatrices( p_uniforms, object );
  2704. if ( material instanceof THREE.ShaderMaterial ||
  2705. material.envMap ||
  2706. material.skinning ||
  2707. object.receiveShadow ) {
  2708. if ( p_uniforms.objectMatrix !== null ) {
  2709. _gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
  2710. }
  2711. }
  2712. return program;
  2713. };
  2714. // Uniforms (refresh uniforms objects)
  2715. function refreshUniformsCommon ( uniforms, material ) {
  2716. uniforms.opacity.value = material.opacity;
  2717. if ( _this.gammaInput ) {
  2718. uniforms.diffuse.value.copyGammaToLinear( material.color );
  2719. } else {
  2720. uniforms.diffuse.value = material.color;
  2721. }
  2722. uniforms.map.texture = material.map;
  2723. if ( material.map ) {
  2724. uniforms.offsetRepeat.value.set( material.map.offset.x, material.map.offset.y, material.map.repeat.x, material.map.repeat.y );
  2725. }
  2726. uniforms.lightMap.texture = material.lightMap;
  2727. uniforms.envMap.texture = material.envMap;
  2728. uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : -1;
  2729. if ( _this.gammaInput ) {
  2730. //uniforms.reflectivity.value = material.reflectivity * material.reflectivity;
  2731. uniforms.reflectivity.value = material.reflectivity;
  2732. } else {
  2733. uniforms.reflectivity.value = material.reflectivity;
  2734. }
  2735. uniforms.refractionRatio.value = material.refractionRatio;
  2736. uniforms.combine.value = material.combine;
  2737. uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
  2738. };
  2739. function refreshUniformsLine ( uniforms, material ) {
  2740. uniforms.diffuse.value = material.color;
  2741. uniforms.opacity.value = material.opacity;
  2742. };
  2743. function refreshUniformsParticle ( uniforms, material ) {
  2744. uniforms.psColor.value = material.color;
  2745. uniforms.opacity.value = material.opacity;
  2746. uniforms.size.value = material.size;
  2747. uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
  2748. uniforms.map.texture = material.map;
  2749. };
  2750. function refreshUniformsFog ( uniforms, fog ) {
  2751. uniforms.fogColor.value = fog.color;
  2752. if ( fog instanceof THREE.Fog ) {
  2753. uniforms.fogNear.value = fog.near;
  2754. uniforms.fogFar.value = fog.far;
  2755. } else if ( fog instanceof THREE.FogExp2 ) {
  2756. uniforms.fogDensity.value = fog.density;
  2757. }
  2758. };
  2759. function refreshUniformsPhong ( uniforms, material ) {
  2760. uniforms.shininess.value = material.shininess;
  2761. if ( _this.gammaInput ) {
  2762. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  2763. uniforms.emissive.value.copyGammaToLinear( material.emissive );
  2764. uniforms.specular.value.copyGammaToLinear( material.specular );
  2765. } else {
  2766. uniforms.ambient.value = material.ambient;
  2767. uniforms.emissive.value = material.emissive;
  2768. uniforms.specular.value = material.specular;
  2769. }
  2770. if ( material.wrapAround ) {
  2771. uniforms.wrapRGB.value.copy( material.wrapRGB );
  2772. }
  2773. };
  2774. function refreshUniformsLambert ( uniforms, material ) {
  2775. if ( _this.gammaInput ) {
  2776. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  2777. uniforms.emissive.value.copyGammaToLinear( material.emissive );
  2778. } else {
  2779. uniforms.ambient.value = material.ambient;
  2780. uniforms.emissive.value = material.emissive;
  2781. }
  2782. if ( material.wrapAround ) {
  2783. uniforms.wrapRGB.value.copy( material.wrapRGB );
  2784. }
  2785. };
  2786. function refreshUniformsLights ( uniforms, lights ) {
  2787. uniforms.ambientLightColor.value = lights.ambient;
  2788. uniforms.directionalLightColor.value = lights.directional.colors;
  2789. uniforms.directionalLightDirection.value = lights.directional.positions;
  2790. uniforms.pointLightColor.value = lights.point.colors;
  2791. uniforms.pointLightPosition.value = lights.point.positions;
  2792. uniforms.pointLightDistance.value = lights.point.distances;
  2793. uniforms.spotLightColor.value = lights.spot.colors;
  2794. uniforms.spotLightPosition.value = lights.spot.positions;
  2795. uniforms.spotLightDistance.value = lights.spot.distances;
  2796. uniforms.spotLightDirection.value = lights.spot.directions;
  2797. uniforms.spotLightAngle.value = lights.spot.angles;
  2798. uniforms.spotLightExponent.value = lights.spot.exponents;
  2799. };
  2800. function refreshUniformsShadow ( uniforms, lights ) {
  2801. if ( uniforms.shadowMatrix ) {
  2802. var j = 0;
  2803. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  2804. var light = lights[ i ];
  2805. if ( ! light.castShadow ) continue;
  2806. if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) {
  2807. uniforms.shadowMap.texture[ j ] = light.shadowMap;
  2808. uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
  2809. uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;
  2810. uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
  2811. uniforms.shadowBias.value[ j ] = light.shadowBias;
  2812. j ++;
  2813. }
  2814. }
  2815. }
  2816. };
  2817. // Uniforms (load to GPU)
  2818. function loadUniformsMatrices ( uniforms, object ) {
  2819. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrixArray );
  2820. if ( uniforms.normalMatrix ) {
  2821. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrixArray );
  2822. }
  2823. };
  2824. function loadUniformsGeneric ( program, uniforms ) {
  2825. var uniform, value, type, location, texture, i, il, j, jl, offset;
  2826. for( j = 0, jl = uniforms.length; j < jl; j ++ ) {
  2827. location = program.uniforms[ uniforms[ j ][ 1 ] ];
  2828. if ( !location ) continue;
  2829. uniform = uniforms[ j ][ 0 ];
  2830. type = uniform.type;
  2831. value = uniform.value;
  2832. // single integer
  2833. if( type === "i" ) {
  2834. _gl.uniform1i( location, value );
  2835. // single float
  2836. } else if( type === "f" ) {
  2837. _gl.uniform1f( location, value );
  2838. // single THREE.Vector2
  2839. } else if( type === "v2" ) {
  2840. _gl.uniform2f( location, value.x, value.y );
  2841. // single THREE.Vector3
  2842. } else if( type === "v3" ) {
  2843. _gl.uniform3f( location, value.x, value.y, value.z );
  2844. // single THREE.Vector4
  2845. } else if( type === "v4" ) {
  2846. _gl.uniform4f( location, value.x, value.y, value.z, value.w );
  2847. // single THREE.Color
  2848. } else if( type === "c" ) {
  2849. _gl.uniform3f( location, value.r, value.g, value.b );
  2850. // flat array of floats (JS or typed array)
  2851. } else if( type === "fv1" ) {
  2852. _gl.uniform1fv( location, value );
  2853. // flat array of floats with 3 x N size (JS or typed array)
  2854. } else if( type === "fv" ) {
  2855. _gl.uniform3fv( location, value );
  2856. // array of THREE.Vector2
  2857. } else if( type === "v2v" ) {
  2858. if ( ! uniform._array ) {
  2859. uniform._array = new Float32Array( 2 * value.length );
  2860. }
  2861. for ( i = 0, il = value.length; i < il; i ++ ) {
  2862. offset = i * 2;
  2863. uniform._array[ offset ] = value[ i ].x;
  2864. uniform._array[ offset + 1 ] = value[ i ].y;
  2865. }
  2866. _gl.uniform2fv( location, uniform._array );
  2867. // array of THREE.Vector3
  2868. } else if( type === "v3v" ) {
  2869. if ( ! uniform._array ) {
  2870. uniform._array = new Float32Array( 3 * value.length );
  2871. }
  2872. for ( i = 0, il = value.length; i < il; i ++ ) {
  2873. offset = i * 3;
  2874. uniform._array[ offset ] = value[ i ].x;
  2875. uniform._array[ offset + 1 ] = value[ i ].y;
  2876. uniform._array[ offset + 2 ] = value[ i ].z;
  2877. }
  2878. _gl.uniform3fv( location, uniform._array );
  2879. // array of THREE.Vector4
  2880. } else if( type == "v4v" ) {
  2881. if ( ! uniform._array ) {
  2882. uniform._array = new Float32Array( 4 * value.length );
  2883. }
  2884. for ( i = 0, il = value.length; i < il; i ++ ) {
  2885. offset = i * 4;
  2886. uniform._array[ offset ] = value[ i ].x;
  2887. uniform._array[ offset + 1 ] = value[ i ].y;
  2888. uniform._array[ offset + 2 ] = value[ i ].z;
  2889. uniform._array[ offset + 3 ] = value[ i ].w;
  2890. }
  2891. _gl.uniform4fv( location, uniform._array );
  2892. // single THREE.Matrix4
  2893. } else if( type === "m4" ) {
  2894. if ( ! uniform._array ) {
  2895. uniform._array = new Float32Array( 16 );
  2896. }
  2897. value.flattenToArray( uniform._array );
  2898. _gl.uniformMatrix4fv( location, false, uniform._array );
  2899. // array of THREE.Matrix4
  2900. } else if( type === "m4v" ) {
  2901. if ( ! uniform._array ) {
  2902. uniform._array = new Float32Array( 16 * value.length );
  2903. }
  2904. for ( i = 0, il = value.length; i < il; i ++ ) {
  2905. value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
  2906. }
  2907. _gl.uniformMatrix4fv( location, false, uniform._array );
  2908. // single THREE.Texture (2d or cube)
  2909. } else if( type === "t" ) {
  2910. _gl.uniform1i( location, value );
  2911. texture = uniform.texture;
  2912. if ( !texture ) continue;
  2913. if ( texture.image instanceof Array && texture.image.length === 6 ) {
  2914. setCubeTexture( texture, value );
  2915. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  2916. setCubeTextureDynamic( texture, value );
  2917. } else {
  2918. _this.setTexture( texture, value );
  2919. }
  2920. // array of THREE.Texture (2d)
  2921. } else if( type === "tv" ) {
  2922. if ( ! uniform._array ) {
  2923. uniform._array = [];
  2924. for( i = 0, il = uniform.texture.length; i < il; i ++ ) {
  2925. uniform._array[ i ] = value + i;
  2926. }
  2927. }
  2928. _gl.uniform1iv( location, uniform._array );
  2929. for( i = 0, il = uniform.texture.length; i < il; i ++ ) {
  2930. texture = uniform.texture[ i ];
  2931. if ( !texture ) continue;
  2932. _this.setTexture( texture, uniform._array[ i ] );
  2933. }
  2934. }
  2935. }
  2936. };
  2937. function setupMatrices ( object, camera ) {
  2938. object._modelViewMatrix.multiplyToArray( camera.matrixWorldInverse, object.matrixWorld, object._modelViewMatrixArray );
  2939. object._normalMatrix.getInverse( object._modelViewMatrix );
  2940. object._normalMatrix.transposeIntoArray( object._normalMatrixArray );
  2941. };
  2942. function setupLights ( program, lights ) {
  2943. var l, ll, light, n,
  2944. r = 0, g = 0, b = 0,
  2945. color, position, intensity, distance,
  2946. zlights = _lights,
  2947. dcolors = zlights.directional.colors,
  2948. dpositions = zlights.directional.positions,
  2949. pcolors = zlights.point.colors,
  2950. ppositions = zlights.point.positions,
  2951. pdistances = zlights.point.distances,
  2952. scolors = zlights.spot.colors,
  2953. spositions = zlights.spot.positions,
  2954. sdistances = zlights.spot.distances,
  2955. sdirections = zlights.spot.directions,
  2956. sangles = zlights.spot.angles,
  2957. sexponents = zlights.spot.exponents,
  2958. dlength = 0,
  2959. plength = 0,
  2960. slength = 0,
  2961. doffset = 0,
  2962. poffset = 0,
  2963. soffset = 0;
  2964. for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  2965. light = lights[ l ];
  2966. if ( light.onlyShadow ) continue;
  2967. color = light.color;
  2968. intensity = light.intensity;
  2969. distance = light.distance;
  2970. if ( light instanceof THREE.AmbientLight ) {
  2971. if ( _this.gammaInput ) {
  2972. r += color.r * color.r;
  2973. g += color.g * color.g;
  2974. b += color.b * color.b;
  2975. } else {
  2976. r += color.r;
  2977. g += color.g;
  2978. b += color.b;
  2979. }
  2980. } else if ( light instanceof THREE.DirectionalLight ) {
  2981. doffset = dlength * 3;
  2982. if ( _this.gammaInput ) {
  2983. dcolors[ doffset ] = color.r * color.r * intensity * intensity;
  2984. dcolors[ doffset + 1 ] = color.g * color.g * intensity * intensity;
  2985. dcolors[ doffset + 2 ] = color.b * color.b * intensity * intensity;
  2986. } else {
  2987. dcolors[ doffset ] = color.r * intensity;
  2988. dcolors[ doffset + 1 ] = color.g * intensity;
  2989. dcolors[ doffset + 2 ] = color.b * intensity;
  2990. }
  2991. _direction.copy( light.matrixWorld.getPosition() );
  2992. _direction.subSelf( light.target.matrixWorld.getPosition() );
  2993. _direction.normalize();
  2994. dpositions[ doffset ] = _direction.x;
  2995. dpositions[ doffset + 1 ] = _direction.y;
  2996. dpositions[ doffset + 2 ] = _direction.z;
  2997. dlength += 1;
  2998. } else if( light instanceof THREE.PointLight ) {
  2999. poffset = plength * 3;
  3000. if ( _this.gammaInput ) {
  3001. pcolors[ poffset ] = color.r * color.r * intensity * intensity;
  3002. pcolors[ poffset + 1 ] = color.g * color.g * intensity * intensity;
  3003. pcolors[ poffset + 2 ] = color.b * color.b * intensity * intensity;
  3004. } else {
  3005. pcolors[ poffset ] = color.r * intensity;
  3006. pcolors[ poffset + 1 ] = color.g * intensity;
  3007. pcolors[ poffset + 2 ] = color.b * intensity;
  3008. }
  3009. position = light.matrixWorld.getPosition();
  3010. ppositions[ poffset ] = position.x;
  3011. ppositions[ poffset + 1 ] = position.y;
  3012. ppositions[ poffset + 2 ] = position.z;
  3013. pdistances[ plength ] = distance;
  3014. plength += 1;
  3015. } else if( light instanceof THREE.SpotLight ) {
  3016. soffset = slength * 3;
  3017. if ( _this.gammaInput ) {
  3018. scolors[ soffset ] = color.r * color.r * intensity * intensity;
  3019. scolors[ soffset + 1 ] = color.g * color.g * intensity * intensity;
  3020. scolors[ soffset + 2 ] = color.b * color.b * intensity * intensity;
  3021. } else {
  3022. scolors[ soffset ] = color.r * intensity;
  3023. scolors[ soffset + 1 ] = color.g * intensity;
  3024. scolors[ soffset + 2 ] = color.b * intensity;
  3025. }
  3026. position = light.matrixWorld.getPosition();
  3027. spositions[ soffset ] = position.x;
  3028. spositions[ soffset + 1 ] = position.y;
  3029. spositions[ soffset + 2 ] = position.z;
  3030. sdistances[ slength ] = distance;
  3031. _direction.copy( position );
  3032. _direction.subSelf( light.target.matrixWorld.getPosition() );
  3033. _direction.normalize();
  3034. sdirections[ soffset ] = _direction.x;
  3035. sdirections[ soffset + 1 ] = _direction.y;
  3036. sdirections[ soffset + 2 ] = _direction.z;
  3037. sangles[ slength ] = Math.cos( light.angle );
  3038. sexponents[ slength ] = light.exponent;
  3039. slength += 1;
  3040. }
  3041. }
  3042. // null eventual remains from removed lights
  3043. // (this is to avoid if in shader)
  3044. for ( l = dlength * 3, ll = dcolors.length; l < ll; l ++ ) dcolors[ l ] = 0.0;
  3045. for ( l = plength * 3, ll = pcolors.length; l < ll; l ++ ) pcolors[ l ] = 0.0;
  3046. for ( l = slength * 3, ll = scolors.length; l < ll; l ++ ) scolors[ l ] = 0.0;
  3047. zlights.directional.length = dlength;
  3048. zlights.point.length = plength;
  3049. zlights.spot.length = slength;
  3050. zlights.ambient[ 0 ] = r;
  3051. zlights.ambient[ 1 ] = g;
  3052. zlights.ambient[ 2 ] = b;
  3053. };
  3054. // GL state setting
  3055. this.setFaceCulling = function ( cullFace, frontFace ) {
  3056. if ( cullFace ) {
  3057. if ( !frontFace || frontFace === "ccw" ) {
  3058. _gl.frontFace( _gl.CCW );
  3059. } else {
  3060. _gl.frontFace( _gl.CW );
  3061. }
  3062. if( cullFace === "back" ) {
  3063. _gl.cullFace( _gl.BACK );
  3064. } else if( cullFace === "front" ) {
  3065. _gl.cullFace( _gl.FRONT );
  3066. } else {
  3067. _gl.cullFace( _gl.FRONT_AND_BACK );
  3068. }
  3069. _gl.enable( _gl.CULL_FACE );
  3070. } else {
  3071. _gl.disable( _gl.CULL_FACE );
  3072. }
  3073. };
  3074. this.setObjectFaces = function ( object ) {
  3075. if ( _oldDoubleSided !== object.doubleSided ) {
  3076. if( object.doubleSided ) {
  3077. _gl.disable( _gl.CULL_FACE );
  3078. } else {
  3079. _gl.enable( _gl.CULL_FACE );
  3080. }
  3081. _oldDoubleSided = object.doubleSided;
  3082. }
  3083. if ( _oldFlipSided !== object.flipSided ) {
  3084. if( object.flipSided ) {
  3085. _gl.frontFace( _gl.CW );
  3086. } else {
  3087. _gl.frontFace( _gl.CCW );
  3088. }
  3089. _oldFlipSided = object.flipSided;
  3090. }
  3091. };
  3092. this.setDepthTest = function ( depthTest ) {
  3093. if ( _oldDepthTest !== depthTest ) {
  3094. if ( depthTest ) {
  3095. _gl.enable( _gl.DEPTH_TEST );
  3096. } else {
  3097. _gl.disable( _gl.DEPTH_TEST );
  3098. }
  3099. _oldDepthTest = depthTest;
  3100. }
  3101. };
  3102. this.setDepthWrite = function ( depthWrite ) {
  3103. if ( _oldDepthWrite !== depthWrite ) {
  3104. _gl.depthMask( depthWrite );
  3105. _oldDepthWrite = depthWrite;
  3106. }
  3107. };
  3108. function setLineWidth ( width ) {
  3109. if ( width !== _oldLineWidth ) {
  3110. _gl.lineWidth( width );
  3111. _oldLineWidth = width;
  3112. }
  3113. };
  3114. function setPolygonOffset ( polygonoffset, factor, units ) {
  3115. if ( _oldPolygonOffset !== polygonoffset ) {
  3116. if ( polygonoffset ) {
  3117. _gl.enable( _gl.POLYGON_OFFSET_FILL );
  3118. } else {
  3119. _gl.disable( _gl.POLYGON_OFFSET_FILL );
  3120. }
  3121. _oldPolygonOffset = polygonoffset;
  3122. }
  3123. if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) {
  3124. _gl.polygonOffset( factor, units );
  3125. _oldPolygonOffsetFactor = factor;
  3126. _oldPolygonOffsetUnits = units;
  3127. }
  3128. };
  3129. this.setBlending = function ( blending, blendEquation, blendSrc, blendDst ) {
  3130. if ( blending !== _oldBlending ) {
  3131. switch ( blending ) {
  3132. case THREE.NoBlending:
  3133. _gl.disable( _gl.BLEND );
  3134. break;
  3135. case THREE.AdditiveBlending:
  3136. _gl.enable( _gl.BLEND );
  3137. _gl.blendEquation( _gl.FUNC_ADD );
  3138. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
  3139. break;
  3140. case THREE.SubtractiveBlending:
  3141. // TODO: Find blendFuncSeparate() combination
  3142. _gl.enable( _gl.BLEND );
  3143. _gl.blendEquation( _gl.FUNC_ADD );
  3144. _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
  3145. break;
  3146. case THREE.MultiplyBlending:
  3147. // TODO: Find blendFuncSeparate() combination
  3148. _gl.enable( _gl.BLEND );
  3149. _gl.blendEquation( _gl.FUNC_ADD );
  3150. _gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
  3151. break;
  3152. case THREE.CustomBlending:
  3153. _gl.enable( _gl.BLEND );
  3154. break;
  3155. default:
  3156. _gl.enable( _gl.BLEND );
  3157. _gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
  3158. _gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
  3159. break;
  3160. }
  3161. _oldBlending = blending;
  3162. }
  3163. if ( blending === THREE.CustomBlending ) {
  3164. if ( blendEquation !== _oldBlendEquation ) {
  3165. _gl.blendEquation( paramThreeToGL( blendEquation ) );
  3166. _oldBlendEquation = blendEquation;
  3167. }
  3168. if ( blendSrc !== _oldBlendSrc || blendDst !== _oldBlendDst ) {
  3169. _gl.blendFunc( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ) );
  3170. _oldBlendSrc = blendSrc;
  3171. _oldBlendDst = blendDst;
  3172. }
  3173. } else {
  3174. _oldBlendEquation = null;
  3175. _oldBlendSrc = null;
  3176. _oldBlendDst = null;
  3177. }
  3178. };
  3179. // Shaders
  3180. function buildProgram ( shaderID, fragmentShader, vertexShader, uniforms, attributes, parameters ) {
  3181. var p, pl, program, code;
  3182. var chunks = [];
  3183. // Generate code
  3184. if ( shaderID ) {
  3185. chunks.push( shaderID );
  3186. } else {
  3187. chunks.push( fragmentShader );
  3188. chunks.push( vertexShader );
  3189. }
  3190. for ( p in parameters ) {
  3191. chunks.push( p );
  3192. chunks.push( parameters[ p ] );
  3193. }
  3194. code = chunks.join();
  3195. // Check if code has been already compiled
  3196. for ( p = 0, pl = _programs.length; p < pl; p ++ ) {
  3197. if ( _programs[ p ].code === code ) {
  3198. // console.log( "Code already compiled." /*: \n\n" + code*/ );
  3199. return _programs[ p ].program;
  3200. }
  3201. }
  3202. //console.log( "building new program " );
  3203. //
  3204. program = _gl.createProgram();
  3205. var prefix_vertex = [
  3206. "precision " + _precision + " float;",
  3207. ( _maxVertexTextures > 0 ) ? "#define VERTEX_TEXTURES" : "",
  3208. _this.gammaInput ? "#define GAMMA_INPUT" : "",
  3209. _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
  3210. _this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",
  3211. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  3212. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  3213. "#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
  3214. "#define MAX_SHADOWS " + parameters.maxShadows,
  3215. "#define MAX_BONES " + parameters.maxBones,
  3216. parameters.map ? "#define USE_MAP" : "",
  3217. parameters.envMap ? "#define USE_ENVMAP" : "",
  3218. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  3219. parameters.vertexColors ? "#define USE_COLOR" : "",
  3220. parameters.skinning ? "#define USE_SKINNING" : "",
  3221. parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
  3222. parameters.morphNormals ? "#define USE_MORPHNORMALS" : "",
  3223. parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
  3224. parameters.wrapAround ? "#define WRAP_AROUND" : "",
  3225. parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
  3226. parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
  3227. parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "",
  3228. parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
  3229. parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
  3230. parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",
  3231. "uniform mat4 objectMatrix;",
  3232. "uniform mat4 modelViewMatrix;",
  3233. "uniform mat4 projectionMatrix;",
  3234. "uniform mat4 viewMatrix;",
  3235. "uniform mat3 normalMatrix;",
  3236. "uniform vec3 cameraPosition;",
  3237. "attribute vec3 position;",
  3238. "attribute vec3 normal;",
  3239. "attribute vec2 uv;",
  3240. "attribute vec2 uv2;",
  3241. "#ifdef USE_COLOR",
  3242. "attribute vec3 color;",
  3243. "#endif",
  3244. "#ifdef USE_MORPHTARGETS",
  3245. "attribute vec3 morphTarget0;",
  3246. "attribute vec3 morphTarget1;",
  3247. "attribute vec3 morphTarget2;",
  3248. "attribute vec3 morphTarget3;",
  3249. "#ifdef USE_MORPHNORMALS",
  3250. "attribute vec3 morphNormal0;",
  3251. "attribute vec3 morphNormal1;",
  3252. "attribute vec3 morphNormal2;",
  3253. "attribute vec3 morphNormal3;",
  3254. "#else",
  3255. "attribute vec3 morphTarget4;",
  3256. "attribute vec3 morphTarget5;",
  3257. "attribute vec3 morphTarget6;",
  3258. "attribute vec3 morphTarget7;",
  3259. "#endif",
  3260. "#endif",
  3261. "#ifdef USE_SKINNING",
  3262. "attribute vec4 skinVertexA;",
  3263. "attribute vec4 skinVertexB;",
  3264. "attribute vec4 skinIndex;",
  3265. "attribute vec4 skinWeight;",
  3266. "#endif",
  3267. ""
  3268. ].join("\n");
  3269. var prefix_fragment = [
  3270. "precision " + _precision + " float;",
  3271. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  3272. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  3273. "#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
  3274. "#define MAX_SHADOWS " + parameters.maxShadows,
  3275. parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "",
  3276. _this.gammaInput ? "#define GAMMA_INPUT" : "",
  3277. _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
  3278. _this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",
  3279. ( parameters.useFog && parameters.fog ) ? "#define USE_FOG" : "",
  3280. ( parameters.useFog && parameters.fog instanceof THREE.FogExp2 ) ? "#define FOG_EXP2" : "",
  3281. parameters.map ? "#define USE_MAP" : "",
  3282. parameters.envMap ? "#define USE_ENVMAP" : "",
  3283. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  3284. parameters.vertexColors ? "#define USE_COLOR" : "",
  3285. parameters.metal ? "#define METAL" : "",
  3286. parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
  3287. parameters.wrapAround ? "#define WRAP_AROUND" : "",
  3288. parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
  3289. parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
  3290. parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "",
  3291. parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
  3292. parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
  3293. "uniform mat4 viewMatrix;",
  3294. "uniform vec3 cameraPosition;",
  3295. ""
  3296. ].join("\n");
  3297. _gl.attachShader( program, getShader( "fragment", prefix_fragment + fragmentShader ) );
  3298. _gl.attachShader( program, getShader( "vertex", prefix_vertex + vertexShader ) );
  3299. _gl.linkProgram( program );
  3300. if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
  3301. console.error( "Could not initialise shader\n" + "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );
  3302. }
  3303. //console.log( prefix_fragment + fragmentShader );
  3304. //console.log( prefix_vertex + vertexShader );
  3305. program.uniforms = {};
  3306. program.attributes = {};
  3307. var identifiers, u, a, i;
  3308. // cache uniform locations
  3309. identifiers = [
  3310. 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'objectMatrix', 'cameraPosition',
  3311. 'boneGlobalMatrices', 'morphTargetInfluences'
  3312. ];
  3313. for ( u in uniforms ) {
  3314. identifiers.push( u );
  3315. }
  3316. cacheUniformLocations( program, identifiers );
  3317. // cache attributes locations
  3318. identifiers = [
  3319. "position", "normal", "uv", "uv2", "tangent", "color",
  3320. "skinVertexA", "skinVertexB", "skinIndex", "skinWeight"
  3321. ];
  3322. for ( i = 0; i < parameters.maxMorphTargets; i ++ ) {
  3323. identifiers.push( "morphTarget" + i );
  3324. }
  3325. for ( i = 0; i < parameters.maxMorphNormals; i ++ ) {
  3326. identifiers.push( "morphNormal" + i );
  3327. }
  3328. for ( a in attributes ) {
  3329. identifiers.push( a );
  3330. }
  3331. cacheAttributeLocations( program, identifiers );
  3332. program.id = _programs.length;
  3333. _programs.push( { program: program, code: code } );
  3334. _this.info.memory.programs = _programs.length;
  3335. return program;
  3336. };
  3337. // Shader parameters cache
  3338. function cacheUniformLocations ( program, identifiers ) {
  3339. var i, l, id;
  3340. for( i = 0, l = identifiers.length; i < l; i ++ ) {
  3341. id = identifiers[ i ];
  3342. program.uniforms[ id ] = _gl.getUniformLocation( program, id );
  3343. }
  3344. };
  3345. function cacheAttributeLocations ( program, identifiers ) {
  3346. var i, l, id;
  3347. for( i = 0, l = identifiers.length; i < l; i ++ ) {
  3348. id = identifiers[ i ];
  3349. program.attributes[ id ] = _gl.getAttribLocation( program, id );
  3350. }
  3351. };
  3352. function getShader ( type, string ) {
  3353. var shader;
  3354. if ( type === "fragment" ) {
  3355. shader = _gl.createShader( _gl.FRAGMENT_SHADER );
  3356. } else if ( type === "vertex" ) {
  3357. shader = _gl.createShader( _gl.VERTEX_SHADER );
  3358. }
  3359. _gl.shaderSource( shader, string );
  3360. _gl.compileShader( shader );
  3361. if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {
  3362. console.error( _gl.getShaderInfoLog( shader ) );
  3363. console.error( string );
  3364. return null;
  3365. }
  3366. return shader;
  3367. };
  3368. // Textures
  3369. function isPowerOfTwo ( value ) {
  3370. return ( value & ( value - 1 ) ) === 0;
  3371. };
  3372. function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
  3373. if ( isImagePowerOfTwo ) {
  3374. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  3375. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  3376. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  3377. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  3378. } else {
  3379. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  3380. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  3381. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  3382. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  3383. }
  3384. };
  3385. this.setTexture = function ( texture, slot ) {
  3386. if ( texture.needsUpdate ) {
  3387. if ( ! texture.__webglInit ) {
  3388. texture.__webglInit = true;
  3389. texture.__webglTexture = _gl.createTexture();
  3390. _this.info.memory.textures ++;
  3391. }
  3392. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3393. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  3394. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  3395. var image = texture.image,
  3396. isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
  3397. glFormat = paramThreeToGL( texture.format ),
  3398. glType = paramThreeToGL( texture.type );
  3399. setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
  3400. if ( texture instanceof THREE.DataTexture ) {
  3401. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
  3402. } else {
  3403. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
  3404. }
  3405. if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  3406. texture.needsUpdate = false;
  3407. if ( texture.onUpdate ) texture.onUpdate();
  3408. } else {
  3409. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3410. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  3411. }
  3412. };
  3413. function clampToMaxSize ( image, maxSize ) {
  3414. if ( image.width <= maxSize && image.height <= maxSize ) {
  3415. return image;
  3416. }
  3417. // Warning: Scaling through the canvas will only work with images that use
  3418. // premultiplied alpha.
  3419. var maxDimension = Math.max( image.width, image.height );
  3420. var newWidth = Math.floor( image.width * maxSize / maxDimension );
  3421. var newHeight = Math.floor( image.height * maxSize / maxDimension );
  3422. var canvas = document.createElement( 'canvas' );
  3423. canvas.width = newWidth;
  3424. canvas.height = newHeight;
  3425. var ctx = canvas.getContext( "2d" );
  3426. ctx.drawImage( image, 0, 0, image.width, image.height, 0, 0, newWidth, newHeight );
  3427. return canvas;
  3428. }
  3429. function setCubeTexture ( texture, slot ) {
  3430. if ( texture.image.length === 6 ) {
  3431. if ( texture.needsUpdate ) {
  3432. if ( ! texture.image.__webglTextureCube ) {
  3433. texture.image.__webglTextureCube = _gl.createTexture();
  3434. }
  3435. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3436. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  3437. var cubeImage = [];
  3438. for ( var i = 0; i < 6; i ++ ) {
  3439. if ( _this.autoScaleCubemaps ) {
  3440. cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize );
  3441. } else {
  3442. cubeImage[ i ] = texture.image[ i ];
  3443. }
  3444. }
  3445. var image = cubeImage[ 0 ],
  3446. isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
  3447. glFormat = paramThreeToGL( texture.format ),
  3448. glType = paramThreeToGL( texture.type );
  3449. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
  3450. for ( var i = 0; i < 6; i ++ ) {
  3451. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
  3452. }
  3453. if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3454. texture.needsUpdate = false;
  3455. if ( texture.onUpdate ) texture.onUpdate();
  3456. } else {
  3457. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3458. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  3459. }
  3460. }
  3461. };
  3462. function setCubeTextureDynamic ( texture, slot ) {
  3463. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3464. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
  3465. };
  3466. // Render targets
  3467. function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
  3468. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  3469. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );
  3470. };
  3471. function setupRenderBuffer ( renderbuffer, renderTarget ) {
  3472. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  3473. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  3474. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  3475. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3476. /* For some reason this is not working. Defaulting to RGBA4.
  3477. } else if( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3478. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
  3479. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3480. */
  3481. } else if( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3482. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
  3483. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3484. } else {
  3485. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
  3486. }
  3487. };
  3488. this.setRenderTarget = function ( renderTarget ) {
  3489. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  3490. if ( renderTarget && ! renderTarget.__webglFramebuffer ) {
  3491. if( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
  3492. if( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
  3493. renderTarget.__webglTexture = _gl.createTexture();
  3494. // Setup texture, create render and frame buffers
  3495. var isTargetPowerOfTwo = isPowerOfTwo( renderTarget.width ) && isPowerOfTwo( renderTarget.height ),
  3496. glFormat = paramThreeToGL( renderTarget.format ),
  3497. glType = paramThreeToGL( renderTarget.type );
  3498. if ( isCube ) {
  3499. renderTarget.__webglFramebuffer = [];
  3500. renderTarget.__webglRenderbuffer = [];
  3501. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  3502. setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
  3503. for ( var i = 0; i < 6; i ++ ) {
  3504. renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  3505. renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
  3506. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  3507. setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
  3508. setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );
  3509. }
  3510. if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3511. } else {
  3512. renderTarget.__webglFramebuffer = _gl.createFramebuffer();
  3513. renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();
  3514. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  3515. setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );
  3516. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  3517. setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
  3518. setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );
  3519. if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  3520. }
  3521. // Release everything
  3522. if ( isCube ) {
  3523. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  3524. } else {
  3525. _gl.bindTexture( _gl.TEXTURE_2D, null );
  3526. }
  3527. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  3528. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null);
  3529. }
  3530. var framebuffer, width, height, vx, vy;
  3531. if ( renderTarget ) {
  3532. if ( isCube ) {
  3533. framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];
  3534. } else {
  3535. framebuffer = renderTarget.__webglFramebuffer;
  3536. }
  3537. width = renderTarget.width;
  3538. height = renderTarget.height;
  3539. vx = 0;
  3540. vy = 0;
  3541. } else {
  3542. framebuffer = null;
  3543. width = _viewportWidth;
  3544. height = _viewportHeight;
  3545. vx = _viewportX;
  3546. vy = _viewportY;
  3547. }
  3548. if ( framebuffer !== _currentFramebuffer ) {
  3549. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  3550. _gl.viewport( vx, vy, width, height );
  3551. _currentFramebuffer = framebuffer;
  3552. }
  3553. _currentWidth = width;
  3554. _currentHeight = height;
  3555. };
  3556. function updateRenderTargetMipmap ( renderTarget ) {
  3557. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  3558. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  3559. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3560. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  3561. } else {
  3562. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  3563. _gl.generateMipmap( _gl.TEXTURE_2D );
  3564. _gl.bindTexture( _gl.TEXTURE_2D, null );
  3565. }
  3566. };
  3567. // Fallback filters for non-power-of-2 textures
  3568. function filterFallback ( f ) {
  3569. switch ( f ) {
  3570. case THREE.NearestFilter:
  3571. case THREE.NearestMipMapNearestFilter:
  3572. case THREE.NearestMipMapLinearFilter: return _gl.NEAREST; break;
  3573. case THREE.LinearFilter:
  3574. case THREE.LinearMipMapNearestFilter:
  3575. case THREE.LinearMipMapLinearFilter:
  3576. default:
  3577. return _gl.LINEAR; break;
  3578. }
  3579. };
  3580. // Map three.js constants to WebGL constants
  3581. function paramThreeToGL ( p ) {
  3582. switch ( p ) {
  3583. case THREE.RepeatWrapping: return _gl.REPEAT; break;
  3584. case THREE.ClampToEdgeWrapping: return _gl.CLAMP_TO_EDGE; break;
  3585. case THREE.MirroredRepeatWrapping: return _gl.MIRRORED_REPEAT; break;
  3586. case THREE.NearestFilter: return _gl.NEAREST; break;
  3587. case THREE.NearestMipMapNearestFilter: return _gl.NEAREST_MIPMAP_NEAREST; break;
  3588. case THREE.NearestMipMapLinearFilter: return _gl.NEAREST_MIPMAP_LINEAR; break;
  3589. case THREE.LinearFilter: return _gl.LINEAR; break;
  3590. case THREE.LinearMipMapNearestFilter: return _gl.LINEAR_MIPMAP_NEAREST; break;
  3591. case THREE.LinearMipMapLinearFilter: return _gl.LINEAR_MIPMAP_LINEAR; break;
  3592. case THREE.ByteType: return _gl.BYTE; break;
  3593. case THREE.UnsignedByteType: return _gl.UNSIGNED_BYTE; break;
  3594. case THREE.ShortType: return _gl.SHORT; break;
  3595. case THREE.UnsignedShortType: return _gl.UNSIGNED_SHORT; break;
  3596. case THREE.IntType: return _gl.INT; break;
  3597. case THREE.UnsignedIntType: return _gl.UNSIGNED_INT; break;
  3598. case THREE.FloatType: return _gl.FLOAT; break;
  3599. case THREE.AlphaFormat: return _gl.ALPHA; break;
  3600. case THREE.RGBFormat: return _gl.RGB; break;
  3601. case THREE.RGBAFormat: return _gl.RGBA; break;
  3602. case THREE.LuminanceFormat: return _gl.LUMINANCE; break;
  3603. case THREE.LuminanceAlphaFormat: return _gl.LUMINANCE_ALPHA; break;
  3604. case THREE.AddEquation: return _gl.FUNC_ADD; break;
  3605. case THREE.SubtractEquation: return _gl.FUNC_SUBTRACT; break;
  3606. case THREE.ReverseSubtractEquation: return _gl.FUNC_REVERSE_SUBTRACT; break;
  3607. case THREE.ZeroFactor: return _gl.ZERO; break;
  3608. case THREE.OneFactor: return _gl.ONE; break;
  3609. case THREE.SrcColorFactor: return _gl.SRC_COLOR; break;
  3610. case THREE.OneMinusSrcColorFactor: return _gl.ONE_MINUS_SRC_COLOR; break;
  3611. case THREE.SrcAlphaFactor: return _gl.SRC_ALPHA; break;
  3612. case THREE.OneMinusSrcAlphaFactor: return _gl.ONE_MINUS_SRC_ALPHA; break;
  3613. case THREE.DstAlphaFactor: return _gl.DST_ALPHA; break;
  3614. case THREE.OneMinusDstAlphaFactor: return _gl.ONE_MINUS_DST_ALPHA; break;
  3615. case THREE.DstColorFactor: return _gl.DST_COLOR; break;
  3616. case THREE.OneMinusDstColorFactor: return _gl.ONE_MINUS_DST_COLOR; break;
  3617. case THREE.SrcAlphaSaturateFactor: return _gl.SRC_ALPHA_SATURATE; break;
  3618. }
  3619. return 0;
  3620. };
  3621. // Allocations
  3622. function allocateBones ( object ) {
  3623. // default for when object is not specified
  3624. // ( for example when prebuilding shader
  3625. // to be used with multiple objects )
  3626. //
  3627. // - leave some extra space for other uniforms
  3628. // - limit here is ANGLE's 254 max uniform vectors
  3629. // (up to 54 should be safe)
  3630. var maxBones = 50;
  3631. if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
  3632. maxBones = object.bones.length;
  3633. }
  3634. return maxBones;
  3635. };
  3636. function allocateLights ( lights ) {
  3637. var l, ll, light, dirLights, pointLights, spotLights, maxDirLights, maxPointLights, maxSpotLights;
  3638. dirLights = pointLights = spotLights = maxDirLights = maxPointLights = maxSpotLights = 0;
  3639. for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  3640. light = lights[ l ];
  3641. if ( light.onlyShadow ) continue;
  3642. if ( light instanceof THREE.DirectionalLight ) dirLights ++;
  3643. if ( light instanceof THREE.PointLight ) pointLights ++;
  3644. if ( light instanceof THREE.SpotLight ) spotLights ++;
  3645. }
  3646. if ( ( pointLights + spotLights + dirLights ) <= _maxLights ) {
  3647. maxDirLights = dirLights;
  3648. maxPointLights = pointLights;
  3649. maxSpotLights = spotLights;
  3650. } else {
  3651. maxDirLights = Math.ceil( _maxLights * dirLights / ( pointLights + dirLights ) );
  3652. maxPointLights = _maxLights - maxDirLights;
  3653. maxSpotLights = maxPointLights; // this is not really correct
  3654. }
  3655. return { 'directional' : maxDirLights, 'point' : maxPointLights, 'spot': maxSpotLights };
  3656. };
  3657. function allocateShadows ( lights ) {
  3658. var l, ll, light, maxShadows = 0;
  3659. for ( l = 0, ll = lights.length; l < ll; l++ ) {
  3660. light = lights[ l ];
  3661. if ( ! light.castShadow ) continue;
  3662. if ( light instanceof THREE.SpotLight ) maxShadows ++;
  3663. if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;
  3664. }
  3665. return maxShadows;
  3666. };
  3667. // Initialization
  3668. function initGL () {
  3669. var gl;
  3670. try {
  3671. if ( ! ( gl = _canvas.getContext( 'experimental-webgl', { alpha: _alpha, premultipliedAlpha: _premultipliedAlpha, antialias: _antialias, stencil: _stencil, preserveDrawingBuffer: _preserveDrawingBuffer } ) ) ) {
  3672. throw 'Error creating WebGL context.';
  3673. }
  3674. } catch ( error ) {
  3675. console.error( error );
  3676. }
  3677. return gl;
  3678. };
  3679. function setDefaultGLState () {
  3680. _gl.clearColor( 0, 0, 0, 1 );
  3681. _gl.clearDepth( 1 );
  3682. _gl.clearStencil( 0 );
  3683. _gl.enable( _gl.DEPTH_TEST );
  3684. _gl.depthFunc( _gl.LEQUAL );
  3685. _gl.frontFace( _gl.CCW );
  3686. _gl.cullFace( _gl.BACK );
  3687. _gl.enable( _gl.CULL_FACE );
  3688. _gl.enable( _gl.BLEND );
  3689. _gl.blendEquation( _gl.FUNC_ADD );
  3690. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
  3691. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  3692. };
  3693. // default plugins (order is important)
  3694. this.shadowMapPlugin = new THREE.ShadowMapPlugin();
  3695. this.addPrePlugin( this.shadowMapPlugin );
  3696. this.addPostPlugin( new THREE.SpritePlugin() );
  3697. this.addPostPlugin( new THREE.LensFlarePlugin() );
  3698. };