WebGLRenderer.js 143 KB

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  1. /**
  2. * @author supereggbert / http://www.paulbrunt.co.uk/
  3. * @author mrdoob / http://mrdoob.com/
  4. * @author alteredq / http://alteredqualia.com/
  5. * @author szimek / https://github.com/szimek/
  6. */
  7. THREE.WebGLRenderer = function ( parameters ) {
  8. // constructor parameters
  9. parameters = parameters || {};
  10. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
  11. _precision = parameters.precision !== undefined ? parameters.precision : '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. _oldDepthTest = null,
  81. _oldDepthWrite = null,
  82. _oldPolygonOffset = null,
  83. _oldPolygonOffsetFactor = null,
  84. _oldPolygonOffsetUnits = null,
  85. _oldLineWidth = null,
  86. _viewportX = 0,
  87. _viewportY = 0,
  88. _viewportWidth = 0,
  89. _viewportHeight = 0,
  90. _currentWidth = 0,
  91. _currentHeight = 0,
  92. // frustum
  93. _frustum = new THREE.Frustum(),
  94. // camera matrices cache
  95. _projScreenMatrix = new THREE.Matrix4(),
  96. _projScreenMatrixPS = new THREE.Matrix4(),
  97. _vector3 = new THREE.Vector4(),
  98. // light arrays cache
  99. _direction = new THREE.Vector3(),
  100. _lights = {
  101. ambient: [ 0, 0, 0 ],
  102. directional: { length: 0, colors: new Array(), positions: new Array() },
  103. point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() }
  104. };
  105. // initialize
  106. _gl = initGL();
  107. setDefaultGLState();
  108. this.context = _gl;
  109. // GPU capabilities
  110. var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ),
  111. _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE ),
  112. _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE );
  113. // API
  114. this.getContext = function () {
  115. return _gl;
  116. };
  117. this.supportsVertexTextures = function () {
  118. return _maxVertexTextures > 0;
  119. };
  120. this.setSize = function ( width, height ) {
  121. _canvas.width = width;
  122. _canvas.height = height;
  123. this.setViewport( 0, 0, _canvas.width, _canvas.height );
  124. };
  125. this.setViewport = function ( x, y, width, height ) {
  126. _viewportX = x;
  127. _viewportY = y;
  128. _viewportWidth = width;
  129. _viewportHeight = height;
  130. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  131. };
  132. this.setScissor = function ( x, y, width, height ) {
  133. _gl.scissor( x, y, width, height );
  134. };
  135. this.enableScissorTest = function ( enable ) {
  136. enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );
  137. };
  138. // Clearing
  139. this.setClearColorHex = function ( hex, alpha ) {
  140. _clearColor.setHex( hex );
  141. _clearAlpha = alpha;
  142. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  143. };
  144. this.setClearColor = function ( color, alpha ) {
  145. _clearColor.copy( color );
  146. _clearAlpha = alpha;
  147. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  148. };
  149. this.getClearColor = function () {
  150. return _clearColor;
  151. };
  152. this.getClearAlpha = function () {
  153. return _clearAlpha;
  154. };
  155. this.clear = function ( color, depth, stencil ) {
  156. var bits = 0;
  157. if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  158. if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  159. if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  160. _gl.clear( bits );
  161. };
  162. this.clearTarget = function ( renderTarget, color, depth, stencil ) {
  163. this.setRenderTarget( renderTarget );
  164. this.clear( color, depth, stencil );
  165. };
  166. // Plugins
  167. this.addPostPlugin = function ( plugin ) {
  168. plugin.init( this );
  169. this.renderPluginsPost.push( plugin );
  170. };
  171. this.addPrePlugin = function ( plugin ) {
  172. plugin.init( this );
  173. this.renderPluginsPre.push( plugin );
  174. };
  175. // Deallocation
  176. this.deallocateObject = function ( object ) {
  177. if ( ! object.__webglInit ) return;
  178. object.__webglInit = false;
  179. delete object._modelViewMatrix;
  180. delete object._normalMatrixArray;
  181. delete object._modelViewMatrixArray;
  182. delete object._objectMatrixArray;
  183. if ( object instanceof THREE.Mesh ) {
  184. for ( var g in object.geometry.geometryGroups ) {
  185. deleteMeshBuffers( object.geometry.geometryGroups[ g ] );
  186. }
  187. } else if ( object instanceof THREE.Ribbon ) {
  188. deleteRibbonBuffers( object.geometry );
  189. } else if ( object instanceof THREE.Line ) {
  190. deleteLineBuffers( object.geometry );
  191. } else if ( object instanceof THREE.ParticleSystem ) {
  192. deleteParticleBuffers( object.geometry );
  193. }
  194. };
  195. this.deallocateTexture = function ( texture ) {
  196. if ( ! texture.__webglInit ) return;
  197. texture.__webglInit = false;
  198. _gl.deleteTexture( texture.__webglTexture );
  199. _this.info.memory.textures --;
  200. };
  201. this.deallocateRenderTarget = function ( renderTarget ) {
  202. if ( !renderTarget || ! renderTarget.__webglTexture ) return;
  203. _gl.deleteTexture( renderTarget.__webglTexture );
  204. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  205. for ( var i = 0; i < 6; i ++ ) {
  206. _gl.deleteFramebuffer( renderTarget.__webglFramebuffer[ i ] );
  207. _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer[ i ] );
  208. }
  209. } else {
  210. _gl.deleteFramebuffer( renderTarget.__webglFramebuffer );
  211. _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer );
  212. }
  213. };
  214. // Rendering
  215. this.updateShadowMap = function ( scene, camera ) {
  216. _currentProgram = null;
  217. _oldBlending = -1;
  218. _oldDepthTest = -1;
  219. _oldDepthWrite = -1;
  220. _currentGeometryGroupHash = -1;
  221. _currentMaterialId = -1;
  222. this.shadowMapPlugin.update( scene, camera );
  223. };
  224. // Internal functions
  225. // Buffer allocation
  226. function createParticleBuffers ( geometry ) {
  227. geometry.__webglVertexBuffer = _gl.createBuffer();
  228. geometry.__webglColorBuffer = _gl.createBuffer();
  229. _this.info.geometries ++;
  230. };
  231. function createLineBuffers ( geometry ) {
  232. geometry.__webglVertexBuffer = _gl.createBuffer();
  233. geometry.__webglColorBuffer = _gl.createBuffer();
  234. _this.info.memory.geometries ++;
  235. };
  236. function createRibbonBuffers ( geometry ) {
  237. geometry.__webglVertexBuffer = _gl.createBuffer();
  238. geometry.__webglColorBuffer = _gl.createBuffer();
  239. _this.info.memory.geometries ++;
  240. };
  241. function createMeshBuffers ( geometryGroup ) {
  242. geometryGroup.__webglVertexBuffer = _gl.createBuffer();
  243. geometryGroup.__webglNormalBuffer = _gl.createBuffer();
  244. geometryGroup.__webglTangentBuffer = _gl.createBuffer();
  245. geometryGroup.__webglColorBuffer = _gl.createBuffer();
  246. geometryGroup.__webglUVBuffer = _gl.createBuffer();
  247. geometryGroup.__webglUV2Buffer = _gl.createBuffer();
  248. geometryGroup.__webglSkinVertexABuffer = _gl.createBuffer();
  249. geometryGroup.__webglSkinVertexBBuffer = _gl.createBuffer();
  250. geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
  251. geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
  252. geometryGroup.__webglFaceBuffer = _gl.createBuffer();
  253. geometryGroup.__webglLineBuffer = _gl.createBuffer();
  254. var m, ml;
  255. if ( geometryGroup.numMorphTargets ) {
  256. geometryGroup.__webglMorphTargetsBuffers = [];
  257. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  258. geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
  259. }
  260. }
  261. if ( geometryGroup.numMorphNormals ) {
  262. geometryGroup.__webglMorphNormalsBuffers = [];
  263. for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  264. geometryGroup.__webglMorphNormalsBuffers.push( _gl.createBuffer() );
  265. }
  266. }
  267. _this.info.memory.geometries ++;
  268. };
  269. // Buffer deallocation
  270. function deleteParticleBuffers ( geometry ) {
  271. _gl.deleteBuffer( geometry.__webglVertexBuffer );
  272. _gl.deleteBuffer( geometry.__webglColorBuffer );
  273. _this.info.memory.geometries --;
  274. };
  275. function deleteLineBuffers ( geometry ) {
  276. _gl.deleteBuffer( geometry.__webglVertexBuffer );
  277. _gl.deleteBuffer( geometry.__webglColorBuffer );
  278. _this.info.memory.geometries --;
  279. };
  280. function deleteRibbonBuffers ( geometry ) {
  281. _gl.deleteBuffer( geometry.__webglVertexBuffer );
  282. _gl.deleteBuffer( geometry.__webglColorBuffer );
  283. _this.info.memory.geometries --;
  284. };
  285. function deleteMeshBuffers ( geometryGroup ) {
  286. _gl.deleteBuffer( geometryGroup.__webglVertexBuffer );
  287. _gl.deleteBuffer( geometryGroup.__webglNormalBuffer );
  288. _gl.deleteBuffer( geometryGroup.__webglTangentBuffer );
  289. _gl.deleteBuffer( geometryGroup.__webglColorBuffer );
  290. _gl.deleteBuffer( geometryGroup.__webglUVBuffer );
  291. _gl.deleteBuffer( geometryGroup.__webglUV2Buffer );
  292. _gl.deleteBuffer( geometryGroup.__webglSkinVertexABuffer );
  293. _gl.deleteBuffer( geometryGroup.__webglSkinVertexBBuffer );
  294. _gl.deleteBuffer( geometryGroup.__webglSkinIndicesBuffer );
  295. _gl.deleteBuffer( geometryGroup.__webglSkinWeightsBuffer );
  296. _gl.deleteBuffer( geometryGroup.__webglFaceBuffer );
  297. _gl.deleteBuffer( geometryGroup.__webglLineBuffer );
  298. var m, ml;
  299. if ( geometryGroup.numMorphTargets ) {
  300. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  301. _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
  302. }
  303. }
  304. if ( geometryGroup.numMorphNormals ) {
  305. for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  306. _gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] );
  307. }
  308. }
  309. if ( geometryGroup.__webglCustomAttributesList ) {
  310. for ( var id in geometryGroup.__webglCustomAttributesList ) {
  311. _gl.deleteBuffer( geometryGroup.__webglCustomAttributesList[ id ].buffer );
  312. }
  313. }
  314. _this.info.memory.geometries --;
  315. };
  316. // Buffer initialization
  317. function initCustomAttributes ( geometry, object ) {
  318. var nvertices = geometry.vertices.length;
  319. var material = object.material;
  320. if ( material.attributes ) {
  321. if ( geometry.__webglCustomAttributesList === undefined ) {
  322. geometry.__webglCustomAttributesList = [];
  323. }
  324. for ( var a in material.attributes ) {
  325. var attribute = material.attributes[ a ];
  326. if( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  327. attribute.__webglInitialized = true;
  328. var size = 1; // "f" and "i"
  329. if ( attribute.type === "v2" ) size = 2;
  330. else if ( attribute.type === "v3" ) size = 3;
  331. else if ( attribute.type === "v4" ) size = 4;
  332. else if ( attribute.type === "c" ) size = 3;
  333. attribute.size = size;
  334. attribute.array = new Float32Array( nvertices * size );
  335. attribute.buffer = _gl.createBuffer();
  336. attribute.buffer.belongsToAttribute = a;
  337. attribute.needsUpdate = true;
  338. }
  339. geometry.__webglCustomAttributesList.push( attribute );
  340. }
  341. }
  342. };
  343. function initParticleBuffers ( geometry, object ) {
  344. var nvertices = geometry.vertices.length;
  345. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  346. geometry.__colorArray = new Float32Array( nvertices * 3 );
  347. geometry.__sortArray = [];
  348. geometry.__webglParticleCount = nvertices;
  349. initCustomAttributes ( geometry, object );
  350. };
  351. function initLineBuffers ( geometry, object ) {
  352. var nvertices = geometry.vertices.length;
  353. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  354. geometry.__colorArray = new Float32Array( nvertices * 3 );
  355. geometry.__webglLineCount = nvertices;
  356. initCustomAttributes ( geometry, object );
  357. };
  358. function initRibbonBuffers ( geometry ) {
  359. var nvertices = geometry.vertices.length;
  360. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  361. geometry.__colorArray = new Float32Array( nvertices * 3 );
  362. geometry.__webglVertexCount = nvertices;
  363. };
  364. function initMeshBuffers ( geometryGroup, object ) {
  365. var geometry = object.geometry,
  366. faces3 = geometryGroup.faces3,
  367. faces4 = geometryGroup.faces4,
  368. nvertices = faces3.length * 3 + faces4.length * 4,
  369. ntris = faces3.length * 1 + faces4.length * 2,
  370. nlines = faces3.length * 3 + faces4.length * 4,
  371. material = getBufferMaterial( object, geometryGroup ),
  372. uvType = bufferGuessUVType( material ),
  373. normalType = bufferGuessNormalType( material ),
  374. vertexColorType = bufferGuessVertexColorType( material );
  375. //console.log( "uvType", uvType, "normalType", normalType, "vertexColorType", vertexColorType, object, geometryGroup, material );
  376. geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
  377. if ( normalType ) {
  378. geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
  379. }
  380. if ( geometry.hasTangents ) {
  381. geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
  382. }
  383. if ( vertexColorType ) {
  384. geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
  385. }
  386. if ( uvType ) {
  387. if ( geometry.faceUvs.length > 0 || geometry.faceVertexUvs.length > 0 ) {
  388. geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
  389. }
  390. if ( geometry.faceUvs.length > 1 || geometry.faceVertexUvs.length > 1 ) {
  391. geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
  392. }
  393. }
  394. if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
  395. geometryGroup.__skinVertexAArray = new Float32Array( nvertices * 4 );
  396. geometryGroup.__skinVertexBArray = new Float32Array( nvertices * 4 );
  397. geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
  398. geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
  399. }
  400. geometryGroup.__faceArray = new Uint16Array( ntris * 3 );
  401. geometryGroup.__lineArray = new Uint16Array( nlines * 2 );
  402. var m, ml;
  403. if ( geometryGroup.numMorphTargets ) {
  404. geometryGroup.__morphTargetsArrays = [];
  405. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  406. geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
  407. }
  408. }
  409. if ( geometryGroup.numMorphNormals ) {
  410. geometryGroup.__morphNormalsArrays = [];
  411. for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  412. geometryGroup.__morphNormalsArrays.push( new Float32Array( nvertices * 3 ) );
  413. }
  414. }
  415. geometryGroup.__webglFaceCount = ntris * 3;
  416. geometryGroup.__webglLineCount = nlines * 2;
  417. // custom attributes
  418. if ( material.attributes ) {
  419. if ( geometryGroup.__webglCustomAttributesList === undefined ) {
  420. geometryGroup.__webglCustomAttributesList = [];
  421. }
  422. for ( var a in material.attributes ) {
  423. // Do a shallow copy of the attribute object so different geometryGroup chunks use different
  424. // attribute buffers which are correctly indexed in the setMeshBuffers function
  425. var originalAttribute = material.attributes[ a ];
  426. var attribute = {};
  427. for ( var property in originalAttribute ) {
  428. attribute[ property ] = originalAttribute[ property ];
  429. }
  430. if( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  431. attribute.__webglInitialized = true;
  432. var size = 1; // "f" and "i"
  433. if( attribute.type === "v2" ) size = 2;
  434. else if( attribute.type === "v3" ) size = 3;
  435. else if( attribute.type === "v4" ) size = 4;
  436. else if( attribute.type === "c" ) size = 3;
  437. attribute.size = size;
  438. attribute.array = new Float32Array( nvertices * size );
  439. attribute.buffer = _gl.createBuffer();
  440. attribute.buffer.belongsToAttribute = a;
  441. originalAttribute.needsUpdate = true;
  442. attribute.__original = originalAttribute;
  443. }
  444. geometryGroup.__webglCustomAttributesList.push( attribute );
  445. }
  446. }
  447. geometryGroup.__inittedArrays = true;
  448. };
  449. function getBufferMaterial( object, geometryGroup ) {
  450. if ( object.material && ! ( object.material instanceof THREE.MeshFaceMaterial ) ) {
  451. return object.material;
  452. } else if ( geometryGroup.materialIndex >= 0 ) {
  453. return object.geometry.materials[ geometryGroup.materialIndex ];
  454. }
  455. };
  456. function materialNeedsSmoothNormals ( material ) {
  457. return material && material.shading !== undefined && material.shading === THREE.SmoothShading;
  458. };
  459. function bufferGuessNormalType ( material ) {
  460. // only MeshBasicMaterial and MeshDepthMaterial don't need normals
  461. if ( ( material instanceof THREE.MeshBasicMaterial && !material.envMap ) || material instanceof THREE.MeshDepthMaterial ) {
  462. return false;
  463. }
  464. if ( materialNeedsSmoothNormals( material ) ) {
  465. return THREE.SmoothShading;
  466. } else {
  467. return THREE.FlatShading;
  468. }
  469. };
  470. function bufferGuessVertexColorType ( material ) {
  471. if ( material.vertexColors ) {
  472. return material.vertexColors;
  473. }
  474. return false;
  475. };
  476. function bufferGuessUVType ( material ) {
  477. // material must use some texture to require uvs
  478. if ( material.map || material.lightMap || material instanceof THREE.ShaderMaterial ) {
  479. return true;
  480. }
  481. return false;
  482. };
  483. // Buffer setting
  484. function setParticleBuffers ( geometry, hint, object ) {
  485. var v, c, vertex, offset, index, color,
  486. vertices = geometry.vertices,
  487. vl = vertices.length,
  488. colors = geometry.colors,
  489. cl = colors.length,
  490. vertexArray = geometry.__vertexArray,
  491. colorArray = geometry.__colorArray,
  492. sortArray = geometry.__sortArray,
  493. dirtyVertices = geometry.__dirtyVertices,
  494. dirtyElements = geometry.__dirtyElements,
  495. dirtyColors = geometry.__dirtyColors,
  496. customAttributes = geometry.__webglCustomAttributesList,
  497. i, il,
  498. a, ca, cal, value,
  499. customAttribute;
  500. if ( object.sortParticles ) {
  501. _projScreenMatrixPS.copy( _projScreenMatrix );
  502. _projScreenMatrixPS.multiplySelf( object.matrixWorld );
  503. for ( v = 0; v < vl; v ++ ) {
  504. vertex = vertices[ v ].position;
  505. _vector3.copy( vertex );
  506. _projScreenMatrixPS.multiplyVector3( _vector3 );
  507. sortArray[ v ] = [ _vector3.z, v ];
  508. }
  509. sortArray.sort( function( a, b ) { return b[ 0 ] - a[ 0 ]; } );
  510. for ( v = 0; v < vl; v ++ ) {
  511. vertex = vertices[ sortArray[v][1] ].position;
  512. offset = v * 3;
  513. vertexArray[ offset ] = vertex.x;
  514. vertexArray[ offset + 1 ] = vertex.y;
  515. vertexArray[ offset + 2 ] = vertex.z;
  516. }
  517. for ( c = 0; c < cl; c ++ ) {
  518. offset = c * 3;
  519. color = colors[ sortArray[c][1] ];
  520. colorArray[ offset ] = color.r;
  521. colorArray[ offset + 1 ] = color.g;
  522. colorArray[ offset + 2 ] = color.b;
  523. }
  524. if ( customAttributes ) {
  525. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  526. customAttribute = customAttributes[ i ];
  527. if ( ! ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) ) continue;
  528. offset = 0;
  529. cal = customAttribute.value.length;
  530. if ( customAttribute.size === 1 ) {
  531. for ( ca = 0; ca < cal; ca ++ ) {
  532. index = sortArray[ ca ][ 1 ];
  533. customAttribute.array[ ca ] = customAttribute.value[ index ];
  534. }
  535. } else if ( customAttribute.size === 2 ) {
  536. for ( ca = 0; ca < cal; ca ++ ) {
  537. index = sortArray[ ca ][ 1 ];
  538. value = customAttribute.value[ index ];
  539. customAttribute.array[ offset ] = value.x;
  540. customAttribute.array[ offset + 1 ] = value.y;
  541. offset += 2;
  542. }
  543. } else if ( customAttribute.size === 3 ) {
  544. if ( customAttribute.type === "c" ) {
  545. for ( ca = 0; ca < cal; ca ++ ) {
  546. index = sortArray[ ca ][ 1 ];
  547. value = customAttribute.value[ index ];
  548. customAttribute.array[ offset ] = value.r;
  549. customAttribute.array[ offset + 1 ] = value.g;
  550. customAttribute.array[ offset + 2 ] = value.b;
  551. offset += 3;
  552. }
  553. } else {
  554. for ( ca = 0; ca < cal; ca ++ ) {
  555. index = sortArray[ ca ][ 1 ];
  556. value = customAttribute.value[ index ];
  557. customAttribute.array[ offset ] = value.x;
  558. customAttribute.array[ offset + 1 ] = value.y;
  559. customAttribute.array[ offset + 2 ] = value.z;
  560. offset += 3;
  561. }
  562. }
  563. } else if ( customAttribute.size === 4 ) {
  564. for ( ca = 0; ca < cal; ca ++ ) {
  565. index = sortArray[ ca ][ 1 ];
  566. value = customAttribute.value[ index ];
  567. customAttribute.array[ offset ] = value.x;
  568. customAttribute.array[ offset + 1 ] = value.y;
  569. customAttribute.array[ offset + 2 ] = value.z;
  570. customAttribute.array[ offset + 3 ] = value.w;
  571. offset += 4;
  572. }
  573. }
  574. }
  575. }
  576. } else {
  577. if ( dirtyVertices ) {
  578. for ( v = 0; v < vl; v ++ ) {
  579. vertex = vertices[ v ].position;
  580. offset = v * 3;
  581. vertexArray[ offset ] = vertex.x;
  582. vertexArray[ offset + 1 ] = vertex.y;
  583. vertexArray[ offset + 2 ] = vertex.z;
  584. }
  585. }
  586. if ( dirtyColors ) {
  587. for ( c = 0; c < cl; c ++ ) {
  588. color = colors[ c ];
  589. offset = c * 3;
  590. colorArray[ offset ] = color.r;
  591. colorArray[ offset + 1 ] = color.g;
  592. colorArray[ offset + 2 ] = color.b;
  593. }
  594. }
  595. if ( customAttributes ) {
  596. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  597. customAttribute = customAttributes[ i ];
  598. if ( customAttribute.needsUpdate &&
  599. ( customAttribute.boundTo === undefined ||
  600. customAttribute.boundTo === "vertices") ) {
  601. cal = customAttribute.value.length;
  602. offset = 0;
  603. if ( customAttribute.size === 1 ) {
  604. for ( ca = 0; ca < cal; ca ++ ) {
  605. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  606. }
  607. } else if ( customAttribute.size === 2 ) {
  608. for ( ca = 0; ca < cal; ca ++ ) {
  609. value = customAttribute.value[ ca ];
  610. customAttribute.array[ offset ] = value.x;
  611. customAttribute.array[ offset + 1 ] = value.y;
  612. offset += 2;
  613. }
  614. } else if ( customAttribute.size === 3 ) {
  615. if ( customAttribute.type === "c" ) {
  616. for ( ca = 0; ca < cal; ca ++ ) {
  617. value = customAttribute.value[ ca ];
  618. customAttribute.array[ offset ] = value.r;
  619. customAttribute.array[ offset + 1 ] = value.g;
  620. customAttribute.array[ offset + 2 ] = value.b;
  621. offset += 3;
  622. }
  623. } else {
  624. for ( ca = 0; ca < cal; ca ++ ) {
  625. value = customAttribute.value[ ca ];
  626. customAttribute.array[ offset ] = value.x;
  627. customAttribute.array[ offset + 1 ] = value.y;
  628. customAttribute.array[ offset + 2 ] = value.z;
  629. offset += 3;
  630. }
  631. }
  632. } else if ( customAttribute.size === 4 ) {
  633. for ( ca = 0; ca < cal; ca ++ ) {
  634. value = customAttribute.value[ ca ];
  635. customAttribute.array[ offset ] = value.x;
  636. customAttribute.array[ offset + 1 ] = value.y;
  637. customAttribute.array[ offset + 2 ] = value.z;
  638. customAttribute.array[ offset + 3 ] = value.w;
  639. offset += 4;
  640. }
  641. }
  642. }
  643. }
  644. }
  645. }
  646. if ( dirtyVertices || object.sortParticles ) {
  647. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  648. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  649. }
  650. if ( dirtyColors || object.sortParticles ) {
  651. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  652. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  653. }
  654. if ( customAttributes ) {
  655. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  656. customAttribute = customAttributes[ i ];
  657. if ( customAttribute.needsUpdate || object.sortParticles ) {
  658. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  659. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  660. }
  661. }
  662. }
  663. };
  664. function setLineBuffers ( geometry, hint ) {
  665. var v, c, vertex, offset, color,
  666. vertices = geometry.vertices,
  667. colors = geometry.colors,
  668. vl = vertices.length,
  669. cl = colors.length,
  670. vertexArray = geometry.__vertexArray,
  671. colorArray = geometry.__colorArray,
  672. dirtyVertices = geometry.__dirtyVertices,
  673. dirtyColors = geometry.__dirtyColors,
  674. customAttributes = geometry.__webglCustomAttributesList,
  675. i, il,
  676. a, ca, cal, value,
  677. customAttribute;
  678. if ( dirtyVertices ) {
  679. for ( v = 0; v < vl; v ++ ) {
  680. vertex = vertices[ v ].position;
  681. offset = v * 3;
  682. vertexArray[ offset ] = vertex.x;
  683. vertexArray[ offset + 1 ] = vertex.y;
  684. vertexArray[ offset + 2 ] = vertex.z;
  685. }
  686. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  687. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  688. }
  689. if ( dirtyColors ) {
  690. for ( c = 0; c < cl; c ++ ) {
  691. color = colors[ c ];
  692. offset = c * 3;
  693. colorArray[ offset ] = color.r;
  694. colorArray[ offset + 1 ] = color.g;
  695. colorArray[ offset + 2 ] = color.b;
  696. }
  697. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  698. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  699. }
  700. if ( customAttributes ) {
  701. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  702. customAttribute = customAttributes[ i ];
  703. if ( customAttribute.needsUpdate &&
  704. ( customAttribute.boundTo === undefined ||
  705. customAttribute.boundTo === "vertices" ) ) {
  706. offset = 0;
  707. cal = customAttribute.value.length;
  708. if ( customAttribute.size === 1 ) {
  709. for ( ca = 0; ca < cal; ca ++ ) {
  710. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  711. }
  712. } else if ( customAttribute.size === 2 ) {
  713. for ( ca = 0; ca < cal; ca ++ ) {
  714. value = customAttribute.value[ ca ];
  715. customAttribute.array[ offset ] = value.x;
  716. customAttribute.array[ offset + 1 ] = value.y;
  717. offset += 2;
  718. }
  719. } else if ( customAttribute.size === 3 ) {
  720. if ( customAttribute.type === "c" ) {
  721. for ( ca = 0; ca < cal; ca ++ ) {
  722. value = customAttribute.value[ ca ];
  723. customAttribute.array[ offset ] = value.r;
  724. customAttribute.array[ offset + 1 ] = value.g;
  725. customAttribute.array[ offset + 2 ] = value.b;
  726. offset += 3;
  727. }
  728. } else {
  729. for ( ca = 0; ca < cal; ca ++ ) {
  730. value = customAttribute.value[ ca ];
  731. customAttribute.array[ offset ] = value.x;
  732. customAttribute.array[ offset + 1 ] = value.y;
  733. customAttribute.array[ offset + 2 ] = value.z;
  734. offset += 3;
  735. }
  736. }
  737. } else if ( customAttribute.size === 4 ) {
  738. for ( ca = 0; ca < cal; ca ++ ) {
  739. value = customAttribute.value[ ca ];
  740. customAttribute.array[ offset ] = value.x;
  741. customAttribute.array[ offset + 1 ] = value.y;
  742. customAttribute.array[ offset + 2 ] = value.z;
  743. customAttribute.array[ offset + 3 ] = value.w;
  744. offset += 4;
  745. }
  746. }
  747. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  748. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  749. }
  750. }
  751. }
  752. };
  753. function setRibbonBuffers ( geometry, hint ) {
  754. var v, c, vertex, offset, color,
  755. vertices = geometry.vertices,
  756. colors = geometry.colors,
  757. vl = vertices.length,
  758. cl = colors.length,
  759. vertexArray = geometry.__vertexArray,
  760. colorArray = geometry.__colorArray,
  761. dirtyVertices = geometry.__dirtyVertices,
  762. dirtyColors = geometry.__dirtyColors;
  763. if ( dirtyVertices ) {
  764. for ( v = 0; v < vl; v ++ ) {
  765. vertex = vertices[ v ].position;
  766. offset = v * 3;
  767. vertexArray[ offset ] = vertex.x;
  768. vertexArray[ offset + 1 ] = vertex.y;
  769. vertexArray[ offset + 2 ] = vertex.z;
  770. }
  771. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  772. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  773. }
  774. if ( dirtyColors ) {
  775. for ( c = 0; c < cl; c ++ ) {
  776. color = colors[ c ];
  777. offset = c * 3;
  778. colorArray[ offset ] = color.r;
  779. colorArray[ offset + 1 ] = color.g;
  780. colorArray[ offset + 2 ] = color.b;
  781. }
  782. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  783. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  784. }
  785. };
  786. function setMeshBuffers( geometryGroup, object, hint, dispose, material ) {
  787. if ( ! geometryGroup.__inittedArrays ) {
  788. // console.log( object );
  789. return;
  790. }
  791. var normalType = bufferGuessNormalType( material ),
  792. vertexColorType = bufferGuessVertexColorType( material ),
  793. uvType = bufferGuessUVType( material ),
  794. needsSmoothNormals = ( normalType === THREE.SmoothShading );
  795. var f, fl, fi, face,
  796. vertexNormals, faceNormal, normal,
  797. vertexColors, faceColor,
  798. vertexTangents,
  799. uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4, n1, n2, n3, n4,
  800. c1, c2, c3, c4,
  801. sw1, sw2, sw3, sw4,
  802. si1, si2, si3, si4,
  803. sa1, sa2, sa3, sa4,
  804. sb1, sb2, sb3, sb4,
  805. m, ml, i, il,
  806. vn, uvi, uv2i,
  807. vk, vkl, vka,
  808. nka, chf, faceVertexNormals,
  809. a,
  810. vertexIndex = 0,
  811. offset = 0,
  812. offset_uv = 0,
  813. offset_uv2 = 0,
  814. offset_face = 0,
  815. offset_normal = 0,
  816. offset_tangent = 0,
  817. offset_line = 0,
  818. offset_color = 0,
  819. offset_skin = 0,
  820. offset_morphTarget = 0,
  821. offset_custom = 0,
  822. offset_customSrc = 0,
  823. value,
  824. vertexArray = geometryGroup.__vertexArray,
  825. uvArray = geometryGroup.__uvArray,
  826. uv2Array = geometryGroup.__uv2Array,
  827. normalArray = geometryGroup.__normalArray,
  828. tangentArray = geometryGroup.__tangentArray,
  829. colorArray = geometryGroup.__colorArray,
  830. skinVertexAArray = geometryGroup.__skinVertexAArray,
  831. skinVertexBArray = geometryGroup.__skinVertexBArray,
  832. skinIndexArray = geometryGroup.__skinIndexArray,
  833. skinWeightArray = geometryGroup.__skinWeightArray,
  834. morphTargetsArrays = geometryGroup.__morphTargetsArrays,
  835. morphNormalsArrays = geometryGroup.__morphNormalsArrays,
  836. customAttributes = geometryGroup.__webglCustomAttributesList,
  837. customAttribute,
  838. faceArray = geometryGroup.__faceArray,
  839. lineArray = geometryGroup.__lineArray,
  840. geometry = object.geometry, // this is shared for all chunks
  841. dirtyVertices = geometry.__dirtyVertices,
  842. dirtyElements = geometry.__dirtyElements,
  843. dirtyUvs = geometry.__dirtyUvs,
  844. dirtyNormals = geometry.__dirtyNormals,
  845. dirtyTangents = geometry.__dirtyTangents,
  846. dirtyColors = geometry.__dirtyColors,
  847. dirtyMorphTargets = geometry.__dirtyMorphTargets,
  848. vertices = geometry.vertices,
  849. chunk_faces3 = geometryGroup.faces3,
  850. chunk_faces4 = geometryGroup.faces4,
  851. obj_faces = geometry.faces,
  852. obj_uvs = geometry.faceVertexUvs[ 0 ],
  853. obj_uvs2 = geometry.faceVertexUvs[ 1 ],
  854. obj_colors = geometry.colors,
  855. obj_skinVerticesA = geometry.skinVerticesA,
  856. obj_skinVerticesB = geometry.skinVerticesB,
  857. obj_skinIndices = geometry.skinIndices,
  858. obj_skinWeights = geometry.skinWeights,
  859. morphTargets = geometry.morphTargets,
  860. morphNormals = geometry.morphNormals;
  861. if ( dirtyVertices ) {
  862. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  863. face = obj_faces[ chunk_faces3[ f ] ];
  864. v1 = vertices[ face.a ].position;
  865. v2 = vertices[ face.b ].position;
  866. v3 = vertices[ face.c ].position;
  867. vertexArray[ offset ] = v1.x;
  868. vertexArray[ offset + 1 ] = v1.y;
  869. vertexArray[ offset + 2 ] = v1.z;
  870. vertexArray[ offset + 3 ] = v2.x;
  871. vertexArray[ offset + 4 ] = v2.y;
  872. vertexArray[ offset + 5 ] = v2.z;
  873. vertexArray[ offset + 6 ] = v3.x;
  874. vertexArray[ offset + 7 ] = v3.y;
  875. vertexArray[ offset + 8 ] = v3.z;
  876. offset += 9;
  877. }
  878. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  879. face = obj_faces[ chunk_faces4[ f ] ];
  880. v1 = vertices[ face.a ].position;
  881. v2 = vertices[ face.b ].position;
  882. v3 = vertices[ face.c ].position;
  883. v4 = vertices[ face.d ].position;
  884. vertexArray[ offset ] = v1.x;
  885. vertexArray[ offset + 1 ] = v1.y;
  886. vertexArray[ offset + 2 ] = v1.z;
  887. vertexArray[ offset + 3 ] = v2.x;
  888. vertexArray[ offset + 4 ] = v2.y;
  889. vertexArray[ offset + 5 ] = v2.z;
  890. vertexArray[ offset + 6 ] = v3.x;
  891. vertexArray[ offset + 7 ] = v3.y;
  892. vertexArray[ offset + 8 ] = v3.z;
  893. vertexArray[ offset + 9 ] = v4.x;
  894. vertexArray[ offset + 10 ] = v4.y;
  895. vertexArray[ offset + 11 ] = v4.z;
  896. offset += 12;
  897. }
  898. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  899. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  900. }
  901. if ( dirtyMorphTargets ) {
  902. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  903. offset_morphTarget = 0;
  904. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  905. chf = chunk_faces3[ f ];
  906. face = obj_faces[ chf ];
  907. // morph positions
  908. v1 = morphTargets[ vk ].vertices[ face.a ].position;
  909. v2 = morphTargets[ vk ].vertices[ face.b ].position;
  910. v3 = morphTargets[ vk ].vertices[ face.c ].position;
  911. vka = morphTargetsArrays[ vk ];
  912. vka[ offset_morphTarget ] = v1.x;
  913. vka[ offset_morphTarget + 1 ] = v1.y;
  914. vka[ offset_morphTarget + 2 ] = v1.z;
  915. vka[ offset_morphTarget + 3 ] = v2.x;
  916. vka[ offset_morphTarget + 4 ] = v2.y;
  917. vka[ offset_morphTarget + 5 ] = v2.z;
  918. vka[ offset_morphTarget + 6 ] = v3.x;
  919. vka[ offset_morphTarget + 7 ] = v3.y;
  920. vka[ offset_morphTarget + 8 ] = v3.z;
  921. // morph normals
  922. if ( material.morphNormals ) {
  923. if ( needsSmoothNormals ) {
  924. faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];
  925. n1 = faceVertexNormals.a;
  926. n2 = faceVertexNormals.b;
  927. n3 = faceVertexNormals.c;
  928. } else {
  929. n1 = morphNormals[ vk ].faceNormals[ chf ];
  930. n2 = n1;
  931. n3 = n1;
  932. }
  933. nka = morphNormalsArrays[ vk ];
  934. nka[ offset_morphTarget ] = n1.x;
  935. nka[ offset_morphTarget + 1 ] = n1.y;
  936. nka[ offset_morphTarget + 2 ] = n1.z;
  937. nka[ offset_morphTarget + 3 ] = n2.x;
  938. nka[ offset_morphTarget + 4 ] = n2.y;
  939. nka[ offset_morphTarget + 5 ] = n2.z;
  940. nka[ offset_morphTarget + 6 ] = n3.x;
  941. nka[ offset_morphTarget + 7 ] = n3.y;
  942. nka[ offset_morphTarget + 8 ] = n3.z;
  943. }
  944. //
  945. offset_morphTarget += 9;
  946. }
  947. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  948. chf = chunk_faces4[ f ];
  949. face = obj_faces[ chf ];
  950. // morph positions
  951. v1 = morphTargets[ vk ].vertices[ face.a ].position;
  952. v2 = morphTargets[ vk ].vertices[ face.b ].position;
  953. v3 = morphTargets[ vk ].vertices[ face.c ].position;
  954. v4 = morphTargets[ vk ].vertices[ face.d ].position;
  955. vka = morphTargetsArrays[ vk ];
  956. vka[ offset_morphTarget ] = v1.x;
  957. vka[ offset_morphTarget + 1 ] = v1.y;
  958. vka[ offset_morphTarget + 2 ] = v1.z;
  959. vka[ offset_morphTarget + 3 ] = v2.x;
  960. vka[ offset_morphTarget + 4 ] = v2.y;
  961. vka[ offset_morphTarget + 5 ] = v2.z;
  962. vka[ offset_morphTarget + 6 ] = v3.x;
  963. vka[ offset_morphTarget + 7 ] = v3.y;
  964. vka[ offset_morphTarget + 8 ] = v3.z;
  965. vka[ offset_morphTarget + 9 ] = v4.x;
  966. vka[ offset_morphTarget + 10 ] = v4.y;
  967. vka[ offset_morphTarget + 11 ] = v4.z;
  968. // morph normals
  969. if ( material.morphNormals ) {
  970. if ( needsSmoothNormals ) {
  971. faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];
  972. n1 = faceVertexNormals.a;
  973. n2 = faceVertexNormals.b;
  974. n3 = faceVertexNormals.c;
  975. n4 = faceVertexNormals.d;
  976. } else {
  977. n1 = morphNormals[ vk ].faceNormals[ chf ];
  978. n2 = n1;
  979. n3 = n1;
  980. n4 = n1;
  981. }
  982. nka = morphNormalsArrays[ vk ];
  983. nka[ offset_morphTarget ] = n1.x;
  984. nka[ offset_morphTarget + 1 ] = n1.y;
  985. nka[ offset_morphTarget + 2 ] = n1.z;
  986. nka[ offset_morphTarget + 3 ] = n2.x;
  987. nka[ offset_morphTarget + 4 ] = n2.y;
  988. nka[ offset_morphTarget + 5 ] = n2.z;
  989. nka[ offset_morphTarget + 6 ] = n3.x;
  990. nka[ offset_morphTarget + 7 ] = n3.y;
  991. nka[ offset_morphTarget + 8 ] = n3.z;
  992. nka[ offset_morphTarget + 9 ] = n4.x;
  993. nka[ offset_morphTarget + 10 ] = n4.y;
  994. nka[ offset_morphTarget + 11 ] = n4.z;
  995. }
  996. //
  997. offset_morphTarget += 12;
  998. }
  999. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
  1000. _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
  1001. if ( material.morphNormals ) {
  1002. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ vk ] );
  1003. _gl.bufferData( _gl.ARRAY_BUFFER, morphNormalsArrays[ vk ], hint );
  1004. }
  1005. }
  1006. }
  1007. if ( obj_skinWeights.length ) {
  1008. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1009. face = obj_faces[ chunk_faces3[ f ] ];
  1010. // weights
  1011. sw1 = obj_skinWeights[ face.a ];
  1012. sw2 = obj_skinWeights[ face.b ];
  1013. sw3 = obj_skinWeights[ face.c ];
  1014. skinWeightArray[ offset_skin ] = sw1.x;
  1015. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  1016. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  1017. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  1018. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  1019. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  1020. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  1021. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  1022. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  1023. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  1024. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  1025. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  1026. // indices
  1027. si1 = obj_skinIndices[ face.a ];
  1028. si2 = obj_skinIndices[ face.b ];
  1029. si3 = obj_skinIndices[ face.c ];
  1030. skinIndexArray[ offset_skin ] = si1.x;
  1031. skinIndexArray[ offset_skin + 1 ] = si1.y;
  1032. skinIndexArray[ offset_skin + 2 ] = si1.z;
  1033. skinIndexArray[ offset_skin + 3 ] = si1.w;
  1034. skinIndexArray[ offset_skin + 4 ] = si2.x;
  1035. skinIndexArray[ offset_skin + 5 ] = si2.y;
  1036. skinIndexArray[ offset_skin + 6 ] = si2.z;
  1037. skinIndexArray[ offset_skin + 7 ] = si2.w;
  1038. skinIndexArray[ offset_skin + 8 ] = si3.x;
  1039. skinIndexArray[ offset_skin + 9 ] = si3.y;
  1040. skinIndexArray[ offset_skin + 10 ] = si3.z;
  1041. skinIndexArray[ offset_skin + 11 ] = si3.w;
  1042. // vertices A
  1043. sa1 = obj_skinVerticesA[ face.a ];
  1044. sa2 = obj_skinVerticesA[ face.b ];
  1045. sa3 = obj_skinVerticesA[ face.c ];
  1046. skinVertexAArray[ offset_skin ] = sa1.x;
  1047. skinVertexAArray[ offset_skin + 1 ] = sa1.y;
  1048. skinVertexAArray[ offset_skin + 2 ] = sa1.z;
  1049. skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  1050. skinVertexAArray[ offset_skin + 4 ] = sa2.x;
  1051. skinVertexAArray[ offset_skin + 5 ] = sa2.y;
  1052. skinVertexAArray[ offset_skin + 6 ] = sa2.z;
  1053. skinVertexAArray[ offset_skin + 7 ] = 1;
  1054. skinVertexAArray[ offset_skin + 8 ] = sa3.x;
  1055. skinVertexAArray[ offset_skin + 9 ] = sa3.y;
  1056. skinVertexAArray[ offset_skin + 10 ] = sa3.z;
  1057. skinVertexAArray[ offset_skin + 11 ] = 1;
  1058. // vertices B
  1059. sb1 = obj_skinVerticesB[ face.a ];
  1060. sb2 = obj_skinVerticesB[ face.b ];
  1061. sb3 = obj_skinVerticesB[ face.c ];
  1062. skinVertexBArray[ offset_skin ] = sb1.x;
  1063. skinVertexBArray[ offset_skin + 1 ] = sb1.y;
  1064. skinVertexBArray[ offset_skin + 2 ] = sb1.z;
  1065. skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  1066. skinVertexBArray[ offset_skin + 4 ] = sb2.x;
  1067. skinVertexBArray[ offset_skin + 5 ] = sb2.y;
  1068. skinVertexBArray[ offset_skin + 6 ] = sb2.z;
  1069. skinVertexBArray[ offset_skin + 7 ] = 1;
  1070. skinVertexBArray[ offset_skin + 8 ] = sb3.x;
  1071. skinVertexBArray[ offset_skin + 9 ] = sb3.y;
  1072. skinVertexBArray[ offset_skin + 10 ] = sb3.z;
  1073. skinVertexBArray[ offset_skin + 11 ] = 1;
  1074. offset_skin += 12;
  1075. }
  1076. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1077. face = obj_faces[ chunk_faces4[ f ] ];
  1078. // weights
  1079. sw1 = obj_skinWeights[ face.a ];
  1080. sw2 = obj_skinWeights[ face.b ];
  1081. sw3 = obj_skinWeights[ face.c ];
  1082. sw4 = obj_skinWeights[ face.d ];
  1083. skinWeightArray[ offset_skin ] = sw1.x;
  1084. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  1085. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  1086. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  1087. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  1088. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  1089. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  1090. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  1091. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  1092. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  1093. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  1094. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  1095. skinWeightArray[ offset_skin + 12 ] = sw4.x;
  1096. skinWeightArray[ offset_skin + 13 ] = sw4.y;
  1097. skinWeightArray[ offset_skin + 14 ] = sw4.z;
  1098. skinWeightArray[ offset_skin + 15 ] = sw4.w;
  1099. // indices
  1100. si1 = obj_skinIndices[ face.a ];
  1101. si2 = obj_skinIndices[ face.b ];
  1102. si3 = obj_skinIndices[ face.c ];
  1103. si4 = obj_skinIndices[ face.d ];
  1104. skinIndexArray[ offset_skin ] = si1.x;
  1105. skinIndexArray[ offset_skin + 1 ] = si1.y;
  1106. skinIndexArray[ offset_skin + 2 ] = si1.z;
  1107. skinIndexArray[ offset_skin + 3 ] = si1.w;
  1108. skinIndexArray[ offset_skin + 4 ] = si2.x;
  1109. skinIndexArray[ offset_skin + 5 ] = si2.y;
  1110. skinIndexArray[ offset_skin + 6 ] = si2.z;
  1111. skinIndexArray[ offset_skin + 7 ] = si2.w;
  1112. skinIndexArray[ offset_skin + 8 ] = si3.x;
  1113. skinIndexArray[ offset_skin + 9 ] = si3.y;
  1114. skinIndexArray[ offset_skin + 10 ] = si3.z;
  1115. skinIndexArray[ offset_skin + 11 ] = si3.w;
  1116. skinIndexArray[ offset_skin + 12 ] = si4.x;
  1117. skinIndexArray[ offset_skin + 13 ] = si4.y;
  1118. skinIndexArray[ offset_skin + 14 ] = si4.z;
  1119. skinIndexArray[ offset_skin + 15 ] = si4.w;
  1120. // vertices A
  1121. sa1 = obj_skinVerticesA[ face.a ];
  1122. sa2 = obj_skinVerticesA[ face.b ];
  1123. sa3 = obj_skinVerticesA[ face.c ];
  1124. sa4 = obj_skinVerticesA[ face.d ];
  1125. skinVertexAArray[ offset_skin ] = sa1.x;
  1126. skinVertexAArray[ offset_skin + 1 ] = sa1.y;
  1127. skinVertexAArray[ offset_skin + 2 ] = sa1.z;
  1128. skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  1129. skinVertexAArray[ offset_skin + 4 ] = sa2.x;
  1130. skinVertexAArray[ offset_skin + 5 ] = sa2.y;
  1131. skinVertexAArray[ offset_skin + 6 ] = sa2.z;
  1132. skinVertexAArray[ offset_skin + 7 ] = 1;
  1133. skinVertexAArray[ offset_skin + 8 ] = sa3.x;
  1134. skinVertexAArray[ offset_skin + 9 ] = sa3.y;
  1135. skinVertexAArray[ offset_skin + 10 ] = sa3.z;
  1136. skinVertexAArray[ offset_skin + 11 ] = 1;
  1137. skinVertexAArray[ offset_skin + 12 ] = sa4.x;
  1138. skinVertexAArray[ offset_skin + 13 ] = sa4.y;
  1139. skinVertexAArray[ offset_skin + 14 ] = sa4.z;
  1140. skinVertexAArray[ offset_skin + 15 ] = 1;
  1141. // vertices B
  1142. sb1 = obj_skinVerticesB[ face.a ];
  1143. sb2 = obj_skinVerticesB[ face.b ];
  1144. sb3 = obj_skinVerticesB[ face.c ];
  1145. sb4 = obj_skinVerticesB[ face.d ];
  1146. skinVertexBArray[ offset_skin ] = sb1.x;
  1147. skinVertexBArray[ offset_skin + 1 ] = sb1.y;
  1148. skinVertexBArray[ offset_skin + 2 ] = sb1.z;
  1149. skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  1150. skinVertexBArray[ offset_skin + 4 ] = sb2.x;
  1151. skinVertexBArray[ offset_skin + 5 ] = sb2.y;
  1152. skinVertexBArray[ offset_skin + 6 ] = sb2.z;
  1153. skinVertexBArray[ offset_skin + 7 ] = 1;
  1154. skinVertexBArray[ offset_skin + 8 ] = sb3.x;
  1155. skinVertexBArray[ offset_skin + 9 ] = sb3.y;
  1156. skinVertexBArray[ offset_skin + 10 ] = sb3.z;
  1157. skinVertexBArray[ offset_skin + 11 ] = 1;
  1158. skinVertexBArray[ offset_skin + 12 ] = sb4.x;
  1159. skinVertexBArray[ offset_skin + 13 ] = sb4.y;
  1160. skinVertexBArray[ offset_skin + 14 ] = sb4.z;
  1161. skinVertexBArray[ offset_skin + 15 ] = 1;
  1162. offset_skin += 16;
  1163. }
  1164. if ( offset_skin > 0 ) {
  1165. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
  1166. _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexAArray, hint );
  1167. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
  1168. _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexBArray, hint );
  1169. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1170. _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
  1171. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1172. _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
  1173. }
  1174. }
  1175. if ( dirtyColors && vertexColorType ) {
  1176. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1177. face = obj_faces[ chunk_faces3[ f ] ];
  1178. vertexColors = face.vertexColors;
  1179. faceColor = face.color;
  1180. if ( vertexColors.length === 3 && vertexColorType === THREE.VertexColors ) {
  1181. c1 = vertexColors[ 0 ];
  1182. c2 = vertexColors[ 1 ];
  1183. c3 = vertexColors[ 2 ];
  1184. } else {
  1185. c1 = faceColor;
  1186. c2 = faceColor;
  1187. c3 = faceColor;
  1188. }
  1189. colorArray[ offset_color ] = c1.r;
  1190. colorArray[ offset_color + 1 ] = c1.g;
  1191. colorArray[ offset_color + 2 ] = c1.b;
  1192. colorArray[ offset_color + 3 ] = c2.r;
  1193. colorArray[ offset_color + 4 ] = c2.g;
  1194. colorArray[ offset_color + 5 ] = c2.b;
  1195. colorArray[ offset_color + 6 ] = c3.r;
  1196. colorArray[ offset_color + 7 ] = c3.g;
  1197. colorArray[ offset_color + 8 ] = c3.b;
  1198. offset_color += 9;
  1199. }
  1200. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1201. face = obj_faces[ chunk_faces4[ f ] ];
  1202. vertexColors = face.vertexColors;
  1203. faceColor = face.color;
  1204. if ( vertexColors.length === 4 && vertexColorType === THREE.VertexColors ) {
  1205. c1 = vertexColors[ 0 ];
  1206. c2 = vertexColors[ 1 ];
  1207. c3 = vertexColors[ 2 ];
  1208. c4 = vertexColors[ 3 ];
  1209. } else {
  1210. c1 = faceColor;
  1211. c2 = faceColor;
  1212. c3 = faceColor;
  1213. c4 = faceColor;
  1214. }
  1215. colorArray[ offset_color ] = c1.r;
  1216. colorArray[ offset_color + 1 ] = c1.g;
  1217. colorArray[ offset_color + 2 ] = c1.b;
  1218. colorArray[ offset_color + 3 ] = c2.r;
  1219. colorArray[ offset_color + 4 ] = c2.g;
  1220. colorArray[ offset_color + 5 ] = c2.b;
  1221. colorArray[ offset_color + 6 ] = c3.r;
  1222. colorArray[ offset_color + 7 ] = c3.g;
  1223. colorArray[ offset_color + 8 ] = c3.b;
  1224. colorArray[ offset_color + 9 ] = c4.r;
  1225. colorArray[ offset_color + 10 ] = c4.g;
  1226. colorArray[ offset_color + 11 ] = c4.b;
  1227. offset_color += 12;
  1228. }
  1229. if ( offset_color > 0 ) {
  1230. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1231. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1232. }
  1233. }
  1234. if ( dirtyTangents && geometry.hasTangents ) {
  1235. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1236. face = obj_faces[ chunk_faces3[ f ] ];
  1237. vertexTangents = face.vertexTangents;
  1238. t1 = vertexTangents[ 0 ];
  1239. t2 = vertexTangents[ 1 ];
  1240. t3 = vertexTangents[ 2 ];
  1241. tangentArray[ offset_tangent ] = t1.x;
  1242. tangentArray[ offset_tangent + 1 ] = t1.y;
  1243. tangentArray[ offset_tangent + 2 ] = t1.z;
  1244. tangentArray[ offset_tangent + 3 ] = t1.w;
  1245. tangentArray[ offset_tangent + 4 ] = t2.x;
  1246. tangentArray[ offset_tangent + 5 ] = t2.y;
  1247. tangentArray[ offset_tangent + 6 ] = t2.z;
  1248. tangentArray[ offset_tangent + 7 ] = t2.w;
  1249. tangentArray[ offset_tangent + 8 ] = t3.x;
  1250. tangentArray[ offset_tangent + 9 ] = t3.y;
  1251. tangentArray[ offset_tangent + 10 ] = t3.z;
  1252. tangentArray[ offset_tangent + 11 ] = t3.w;
  1253. offset_tangent += 12;
  1254. }
  1255. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1256. face = obj_faces[ chunk_faces4[ f ] ];
  1257. vertexTangents = face.vertexTangents;
  1258. t1 = vertexTangents[ 0 ];
  1259. t2 = vertexTangents[ 1 ];
  1260. t3 = vertexTangents[ 2 ];
  1261. t4 = vertexTangents[ 3 ];
  1262. tangentArray[ offset_tangent ] = t1.x;
  1263. tangentArray[ offset_tangent + 1 ] = t1.y;
  1264. tangentArray[ offset_tangent + 2 ] = t1.z;
  1265. tangentArray[ offset_tangent + 3 ] = t1.w;
  1266. tangentArray[ offset_tangent + 4 ] = t2.x;
  1267. tangentArray[ offset_tangent + 5 ] = t2.y;
  1268. tangentArray[ offset_tangent + 6 ] = t2.z;
  1269. tangentArray[ offset_tangent + 7 ] = t2.w;
  1270. tangentArray[ offset_tangent + 8 ] = t3.x;
  1271. tangentArray[ offset_tangent + 9 ] = t3.y;
  1272. tangentArray[ offset_tangent + 10 ] = t3.z;
  1273. tangentArray[ offset_tangent + 11 ] = t3.w;
  1274. tangentArray[ offset_tangent + 12 ] = t4.x;
  1275. tangentArray[ offset_tangent + 13 ] = t4.y;
  1276. tangentArray[ offset_tangent + 14 ] = t4.z;
  1277. tangentArray[ offset_tangent + 15 ] = t4.w;
  1278. offset_tangent += 16;
  1279. }
  1280. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1281. _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
  1282. }
  1283. if ( dirtyNormals && normalType ) {
  1284. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1285. face = obj_faces[ chunk_faces3[ f ] ];
  1286. vertexNormals = face.vertexNormals;
  1287. faceNormal = face.normal;
  1288. if ( vertexNormals.length === 3 && needsSmoothNormals ) {
  1289. for ( i = 0; i < 3; i ++ ) {
  1290. vn = vertexNormals[ i ];
  1291. normalArray[ offset_normal ] = vn.x;
  1292. normalArray[ offset_normal + 1 ] = vn.y;
  1293. normalArray[ offset_normal + 2 ] = vn.z;
  1294. offset_normal += 3;
  1295. }
  1296. } else {
  1297. for ( i = 0; i < 3; i ++ ) {
  1298. normalArray[ offset_normal ] = faceNormal.x;
  1299. normalArray[ offset_normal + 1 ] = faceNormal.y;
  1300. normalArray[ offset_normal + 2 ] = faceNormal.z;
  1301. offset_normal += 3;
  1302. }
  1303. }
  1304. }
  1305. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1306. face = obj_faces[ chunk_faces4[ f ] ];
  1307. vertexNormals = face.vertexNormals;
  1308. faceNormal = face.normal;
  1309. if ( vertexNormals.length === 4 && needsSmoothNormals ) {
  1310. for ( i = 0; i < 4; i ++ ) {
  1311. vn = vertexNormals[ i ];
  1312. normalArray[ offset_normal ] = vn.x;
  1313. normalArray[ offset_normal + 1 ] = vn.y;
  1314. normalArray[ offset_normal + 2 ] = vn.z;
  1315. offset_normal += 3;
  1316. }
  1317. } else {
  1318. for ( i = 0; i < 4; i ++ ) {
  1319. normalArray[ offset_normal ] = faceNormal.x;
  1320. normalArray[ offset_normal + 1 ] = faceNormal.y;
  1321. normalArray[ offset_normal + 2 ] = faceNormal.z;
  1322. offset_normal += 3;
  1323. }
  1324. }
  1325. }
  1326. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1327. _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
  1328. }
  1329. if ( dirtyUvs && obj_uvs && uvType ) {
  1330. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1331. fi = chunk_faces3[ f ];
  1332. face = obj_faces[ fi ];
  1333. uv = obj_uvs[ fi ];
  1334. if ( uv === undefined ) continue;
  1335. for ( i = 0; i < 3; i ++ ) {
  1336. uvi = uv[ i ];
  1337. uvArray[ offset_uv ] = uvi.u;
  1338. uvArray[ offset_uv + 1 ] = uvi.v;
  1339. offset_uv += 2;
  1340. }
  1341. }
  1342. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1343. fi = chunk_faces4[ f ];
  1344. face = obj_faces[ fi ];
  1345. uv = obj_uvs[ fi ];
  1346. if ( uv === undefined ) continue;
  1347. for ( i = 0; i < 4; i ++ ) {
  1348. uvi = uv[ i ];
  1349. uvArray[ offset_uv ] = uvi.u;
  1350. uvArray[ offset_uv + 1 ] = uvi.v;
  1351. offset_uv += 2;
  1352. }
  1353. }
  1354. if ( offset_uv > 0 ) {
  1355. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1356. _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
  1357. }
  1358. }
  1359. if ( dirtyUvs && obj_uvs2 && uvType ) {
  1360. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1361. fi = chunk_faces3[ f ];
  1362. face = obj_faces[ fi ];
  1363. uv2 = obj_uvs2[ fi ];
  1364. if ( uv2 === undefined ) continue;
  1365. for ( i = 0; i < 3; i ++ ) {
  1366. uv2i = uv2[ i ];
  1367. uv2Array[ offset_uv2 ] = uv2i.u;
  1368. uv2Array[ offset_uv2 + 1 ] = uv2i.v;
  1369. offset_uv2 += 2;
  1370. }
  1371. }
  1372. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1373. fi = chunk_faces4[ f ];
  1374. face = obj_faces[ fi ];
  1375. uv2 = obj_uvs2[ fi ];
  1376. if ( uv2 === undefined ) continue;
  1377. for ( i = 0; i < 4; i ++ ) {
  1378. uv2i = uv2[ i ];
  1379. uv2Array[ offset_uv2 ] = uv2i.u;
  1380. uv2Array[ offset_uv2 + 1 ] = uv2i.v;
  1381. offset_uv2 += 2;
  1382. }
  1383. }
  1384. if ( offset_uv2 > 0 ) {
  1385. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1386. _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
  1387. }
  1388. }
  1389. if ( dirtyElements ) {
  1390. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1391. face = obj_faces[ chunk_faces3[ f ] ];
  1392. faceArray[ offset_face ] = vertexIndex;
  1393. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  1394. faceArray[ offset_face + 2 ] = vertexIndex + 2;
  1395. offset_face += 3;
  1396. lineArray[ offset_line ] = vertexIndex;
  1397. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  1398. lineArray[ offset_line + 2 ] = vertexIndex;
  1399. lineArray[ offset_line + 3 ] = vertexIndex + 2;
  1400. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  1401. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  1402. offset_line += 6;
  1403. vertexIndex += 3;
  1404. }
  1405. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1406. face = obj_faces[ chunk_faces4[ f ] ];
  1407. faceArray[ offset_face ] = vertexIndex;
  1408. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  1409. faceArray[ offset_face + 2 ] = vertexIndex + 3;
  1410. faceArray[ offset_face + 3 ] = vertexIndex + 1;
  1411. faceArray[ offset_face + 4 ] = vertexIndex + 2;
  1412. faceArray[ offset_face + 5 ] = vertexIndex + 3;
  1413. offset_face += 6;
  1414. lineArray[ offset_line ] = vertexIndex;
  1415. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  1416. lineArray[ offset_line + 2 ] = vertexIndex;
  1417. lineArray[ offset_line + 3 ] = vertexIndex + 3;
  1418. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  1419. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  1420. lineArray[ offset_line + 6 ] = vertexIndex + 2;
  1421. lineArray[ offset_line + 7 ] = vertexIndex + 3;
  1422. offset_line += 8;
  1423. vertexIndex += 4;
  1424. }
  1425. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1426. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
  1427. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1428. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
  1429. }
  1430. if ( customAttributes ) {
  1431. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  1432. customAttribute = customAttributes[ i ];
  1433. if ( ! customAttribute.__original.needsUpdate ) continue;
  1434. offset_custom = 0;
  1435. offset_customSrc = 0;
  1436. if ( customAttribute.size === 1 ) {
  1437. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1438. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1439. face = obj_faces[ chunk_faces3[ f ] ];
  1440. customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
  1441. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  1442. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  1443. offset_custom += 3;
  1444. }
  1445. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1446. face = obj_faces[ chunk_faces4[ f ] ];
  1447. customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
  1448. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  1449. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  1450. customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ face.d ];
  1451. offset_custom += 4;
  1452. }
  1453. } else if ( customAttribute.boundTo === "faces" ) {
  1454. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1455. value = customAttribute.value[ chunk_faces3[ f ] ];
  1456. customAttribute.array[ offset_custom ] = value;
  1457. customAttribute.array[ offset_custom + 1 ] = value;
  1458. customAttribute.array[ offset_custom + 2 ] = value;
  1459. offset_custom += 3;
  1460. }
  1461. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1462. value = customAttribute.value[ chunk_faces4[ f ] ];
  1463. customAttribute.array[ offset_custom ] = value;
  1464. customAttribute.array[ offset_custom + 1 ] = value;
  1465. customAttribute.array[ offset_custom + 2 ] = value;
  1466. customAttribute.array[ offset_custom + 3 ] = value;
  1467. offset_custom += 4;
  1468. }
  1469. }
  1470. } else if ( customAttribute.size === 2 ) {
  1471. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1472. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1473. face = obj_faces[ chunk_faces3[ f ] ];
  1474. v1 = customAttribute.value[ face.a ];
  1475. v2 = customAttribute.value[ face.b ];
  1476. v3 = customAttribute.value[ face.c ];
  1477. customAttribute.array[ offset_custom ] = v1.x;
  1478. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1479. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1480. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1481. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1482. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1483. offset_custom += 6;
  1484. }
  1485. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1486. face = obj_faces[ chunk_faces4[ f ] ];
  1487. v1 = customAttribute.value[ face.a ];
  1488. v2 = customAttribute.value[ face.b ];
  1489. v3 = customAttribute.value[ face.c ];
  1490. v4 = customAttribute.value[ face.d ];
  1491. customAttribute.array[ offset_custom ] = v1.x;
  1492. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1493. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1494. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1495. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1496. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1497. customAttribute.array[ offset_custom + 6 ] = v4.x;
  1498. customAttribute.array[ offset_custom + 7 ] = v4.y;
  1499. offset_custom += 8;
  1500. }
  1501. } else if ( customAttribute.boundTo === "faces" ) {
  1502. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1503. value = customAttribute.value[ chunk_faces3[ f ] ];
  1504. v1 = value;
  1505. v2 = value;
  1506. v3 = value;
  1507. customAttribute.array[ offset_custom ] = v1.x;
  1508. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1509. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1510. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1511. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1512. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1513. offset_custom += 6;
  1514. }
  1515. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1516. value = customAttribute.value[ chunk_faces4[ f ] ];
  1517. v1 = value;
  1518. v2 = value;
  1519. v3 = value;
  1520. v4 = value;
  1521. customAttribute.array[ offset_custom ] = v1.x;
  1522. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1523. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1524. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1525. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1526. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1527. customAttribute.array[ offset_custom + 6 ] = v4.x;
  1528. customAttribute.array[ offset_custom + 7 ] = v4.y;
  1529. offset_custom += 8;
  1530. }
  1531. }
  1532. } else if ( customAttribute.size === 3 ) {
  1533. var pp;
  1534. if ( customAttribute.type === "c" ) {
  1535. pp = [ "r", "g", "b" ];
  1536. } else {
  1537. pp = [ "x", "y", "z" ];
  1538. }
  1539. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1540. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1541. face = obj_faces[ chunk_faces3[ f ] ];
  1542. v1 = customAttribute.value[ face.a ];
  1543. v2 = customAttribute.value[ face.b ];
  1544. v3 = customAttribute.value[ face.c ];
  1545. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1546. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1547. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1548. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1549. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1550. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1551. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1552. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1553. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1554. offset_custom += 9;
  1555. }
  1556. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1557. face = obj_faces[ chunk_faces4[ f ] ];
  1558. v1 = customAttribute.value[ face.a ];
  1559. v2 = customAttribute.value[ face.b ];
  1560. v3 = customAttribute.value[ face.c ];
  1561. v4 = customAttribute.value[ face.d ];
  1562. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1563. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1564. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1565. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1566. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1567. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1568. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1569. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1570. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1571. customAttribute.array[ offset_custom + 9 ] = v4[ pp[ 0 ] ];
  1572. customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
  1573. customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
  1574. offset_custom += 12;
  1575. }
  1576. } else if ( customAttribute.boundTo === "faces" ) {
  1577. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1578. value = customAttribute.value[ chunk_faces3[ f ] ];
  1579. v1 = value;
  1580. v2 = value;
  1581. v3 = value;
  1582. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1583. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1584. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1585. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1586. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1587. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1588. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1589. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1590. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1591. offset_custom += 9;
  1592. }
  1593. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1594. value = customAttribute.value[ chunk_faces4[ f ] ];
  1595. v1 = value;
  1596. v2 = value;
  1597. v3 = value;
  1598. v4 = value;
  1599. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1600. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1601. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1602. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1603. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1604. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1605. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1606. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1607. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1608. customAttribute.array[ offset_custom + 9 ] = v4[ pp[ 0 ] ];
  1609. customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
  1610. customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
  1611. offset_custom += 12;
  1612. }
  1613. }
  1614. } else if ( customAttribute.size === 4 ) {
  1615. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1616. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1617. face = obj_faces[ chunk_faces3[ f ] ];
  1618. v1 = customAttribute.value[ face.a ];
  1619. v2 = customAttribute.value[ face.b ];
  1620. v3 = customAttribute.value[ face.c ];
  1621. customAttribute.array[ offset_custom ] = v1.x;
  1622. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1623. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1624. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1625. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1626. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1627. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1628. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1629. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1630. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1631. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1632. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1633. offset_custom += 12;
  1634. }
  1635. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1636. face = obj_faces[ chunk_faces4[ f ] ];
  1637. v1 = customAttribute.value[ face.a ];
  1638. v2 = customAttribute.value[ face.b ];
  1639. v3 = customAttribute.value[ face.c ];
  1640. v4 = customAttribute.value[ face.d ];
  1641. customAttribute.array[ offset_custom ] = v1.x;
  1642. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1643. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1644. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1645. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1646. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1647. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1648. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1649. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1650. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1651. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1652. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1653. customAttribute.array[ offset_custom + 12 ] = v4.x;
  1654. customAttribute.array[ offset_custom + 13 ] = v4.y;
  1655. customAttribute.array[ offset_custom + 14 ] = v4.z;
  1656. customAttribute.array[ offset_custom + 15 ] = v4.w;
  1657. offset_custom += 16;
  1658. }
  1659. } else if ( customAttribute.boundTo === "faces" ) {
  1660. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1661. value = customAttribute.value[ chunk_faces3[ f ] ];
  1662. v1 = value;
  1663. v2 = value;
  1664. v3 = value;
  1665. customAttribute.array[ offset_custom ] = v1.x;
  1666. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1667. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1668. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1669. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1670. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1671. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1672. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1673. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1674. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1675. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1676. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1677. offset_custom += 12;
  1678. }
  1679. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1680. value = customAttribute.value[ chunk_faces4[ f ] ];
  1681. v1 = value;
  1682. v2 = value;
  1683. v3 = value;
  1684. v4 = value;
  1685. customAttribute.array[ offset_custom ] = v1.x;
  1686. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1687. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1688. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1689. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1690. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1691. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1692. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1693. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1694. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1695. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1696. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1697. customAttribute.array[ offset_custom + 12 ] = v4.x;
  1698. customAttribute.array[ offset_custom + 13 ] = v4.y;
  1699. customAttribute.array[ offset_custom + 14 ] = v4.z;
  1700. customAttribute.array[ offset_custom + 15 ] = v4.w;
  1701. offset_custom += 16;
  1702. }
  1703. }
  1704. }
  1705. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  1706. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  1707. }
  1708. }
  1709. if ( dispose ) {
  1710. delete geometryGroup.__inittedArrays;
  1711. delete geometryGroup.__colorArray;
  1712. delete geometryGroup.__normalArray;
  1713. delete geometryGroup.__tangentArray;
  1714. delete geometryGroup.__uvArray;
  1715. delete geometryGroup.__uv2Array;
  1716. delete geometryGroup.__faceArray;
  1717. delete geometryGroup.__vertexArray;
  1718. delete geometryGroup.__lineArray;
  1719. delete geometryGroup.__skinVertexAArray;
  1720. delete geometryGroup.__skinVertexBArray;
  1721. delete geometryGroup.__skinIndexArray;
  1722. delete geometryGroup.__skinWeightArray;
  1723. }
  1724. };
  1725. // Buffer rendering
  1726. this.renderBufferImmediate = function ( object, program, shading ) {
  1727. if ( ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
  1728. if ( ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
  1729. if ( object.hasPos ) {
  1730. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
  1731. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  1732. _gl.enableVertexAttribArray( program.attributes.position );
  1733. _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1734. }
  1735. if ( object.hasNormal ) {
  1736. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
  1737. if ( shading === THREE.FlatShading ) {
  1738. var nx, ny, nz,
  1739. nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
  1740. normalArray,
  1741. i, il = object.count * 3;
  1742. for( i = 0; i < il; i += 9 ) {
  1743. normalArray = object.normalArray;
  1744. nax = normalArray[ i ];
  1745. nay = normalArray[ i + 1 ];
  1746. naz = normalArray[ i + 2 ];
  1747. nbx = normalArray[ i + 3 ];
  1748. nby = normalArray[ i + 4 ];
  1749. nbz = normalArray[ i + 5 ];
  1750. ncx = normalArray[ i + 6 ];
  1751. ncy = normalArray[ i + 7 ];
  1752. ncz = normalArray[ i + 8 ];
  1753. nx = ( nax + nbx + ncx ) / 3;
  1754. ny = ( nay + nby + ncy ) / 3;
  1755. nz = ( naz + nbz + ncz ) / 3;
  1756. normalArray[ i ] = nx;
  1757. normalArray[ i + 1 ] = ny;
  1758. normalArray[ i + 2 ] = nz;
  1759. normalArray[ i + 3 ] = nx;
  1760. normalArray[ i + 4 ] = ny;
  1761. normalArray[ i + 5 ] = nz;
  1762. normalArray[ i + 6 ] = nx;
  1763. normalArray[ i + 7 ] = ny;
  1764. normalArray[ i + 8 ] = nz;
  1765. }
  1766. }
  1767. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  1768. _gl.enableVertexAttribArray( program.attributes.normal );
  1769. _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1770. }
  1771. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  1772. object.count = 0;
  1773. };
  1774. this.renderBufferDirect = function ( camera, lights, fog, material, geometryGroup, object ) {
  1775. if ( material.opacity === 0 ) return;
  1776. var program, attributes, linewidth, primitives, a, attribute;
  1777. program = setProgram( camera, lights, fog, material, object );
  1778. attributes = program.attributes;
  1779. var updateBuffers = false,
  1780. wireframeBit = material.wireframe ? 1 : 0,
  1781. geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
  1782. if ( geometryGroupHash !== _currentGeometryGroupHash ) {
  1783. _currentGeometryGroupHash = geometryGroupHash;
  1784. updateBuffers = true;
  1785. }
  1786. // render mesh
  1787. if ( object instanceof THREE.Mesh ) {
  1788. var offsets = geometryGroup.offsets;
  1789. for ( var i = 0, il = offsets.length; i < il; ++ i ) {
  1790. if ( updateBuffers ) {
  1791. // vertices
  1792. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.vertexPositionBuffer );
  1793. _gl.vertexAttribPointer( attributes.position, geometryGroup.vertexPositionBuffer.itemSize, _gl.FLOAT, false, 0, offsets[ i ].index * 4 * 3 );
  1794. // normals
  1795. if ( attributes.normal >= 0 && geometryGroup.vertexNormalBuffer ) {
  1796. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.vertexNormalBuffer );
  1797. _gl.vertexAttribPointer( attributes.normal, geometryGroup.vertexNormalBuffer.itemSize, _gl.FLOAT, false, 0, offsets[ i ].index * 4 * 3 );
  1798. }
  1799. // uvs
  1800. if ( attributes.uv >= 0 && geometryGroup.vertexUvBuffer ) {
  1801. if ( geometryGroup.vertexUvBuffer ) {
  1802. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.vertexUvBuffer );
  1803. _gl.vertexAttribPointer( attributes.uv, geometryGroup.vertexUvBuffer.itemSize, _gl.FLOAT, false, 0, offsets[ i ].index * 4 * 2 );
  1804. _gl.enableVertexAttribArray( attributes.uv );
  1805. } else {
  1806. _gl.disableVertexAttribArray( attributes.uv );
  1807. }
  1808. }
  1809. // colors
  1810. if ( attributes.color >= 0 && geometryGroup.vertexColorBuffer ) {
  1811. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.vertexColorBuffer );
  1812. _gl.vertexAttribPointer( attributes.color, geometryGroup.vertexColorBuffer.itemSize, _gl.FLOAT, false, 0, offsets[ i ].index * 4 * 4 );
  1813. }
  1814. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.vertexIndexBuffer );
  1815. }
  1816. // render indexed triangles
  1817. _gl.drawElements( _gl.TRIANGLES, offsets[ i ].count, _gl.UNSIGNED_SHORT, offsets[ i ].start * 2 ); // 2 = Uint16
  1818. _this.info.render.calls ++;
  1819. _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
  1820. _this.info.render.faces += offsets[ i ].count / 3;
  1821. }
  1822. }
  1823. };
  1824. this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {
  1825. if ( material.opacity === 0 ) return;
  1826. var program, attributes, linewidth, primitives, a, attribute, i, il;
  1827. program = setProgram( camera, lights, fog, material, object );
  1828. attributes = program.attributes;
  1829. var updateBuffers = false,
  1830. wireframeBit = material.wireframe ? 1 : 0,
  1831. geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
  1832. if ( geometryGroupHash !== _currentGeometryGroupHash ) {
  1833. _currentGeometryGroupHash = geometryGroupHash;
  1834. updateBuffers = true;
  1835. }
  1836. // vertices
  1837. if ( !material.morphTargets && attributes.position >= 0 ) {
  1838. if ( updateBuffers ) {
  1839. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1840. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1841. }
  1842. } else {
  1843. if ( object.morphTargetBase ) {
  1844. setupMorphTargets( material, geometryGroup, object );
  1845. }
  1846. }
  1847. if ( updateBuffers ) {
  1848. // custom attributes
  1849. // Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
  1850. if ( geometryGroup.__webglCustomAttributesList ) {
  1851. for ( i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
  1852. attribute = geometryGroup.__webglCustomAttributesList[ i ];
  1853. if( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {
  1854. _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
  1855. _gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );
  1856. }
  1857. }
  1858. }
  1859. // colors
  1860. if ( attributes.color >= 0 ) {
  1861. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1862. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  1863. }
  1864. // normals
  1865. if ( attributes.normal >= 0 ) {
  1866. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1867. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1868. }
  1869. // tangents
  1870. if ( attributes.tangent >= 0 ) {
  1871. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1872. _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
  1873. }
  1874. // uvs
  1875. if ( attributes.uv >= 0 ) {
  1876. if ( geometryGroup.__webglUVBuffer ) {
  1877. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1878. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  1879. _gl.enableVertexAttribArray( attributes.uv );
  1880. } else {
  1881. _gl.disableVertexAttribArray( attributes.uv );
  1882. }
  1883. }
  1884. if ( attributes.uv2 >= 0 ) {
  1885. if ( geometryGroup.__webglUV2Buffer ) {
  1886. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1887. _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
  1888. _gl.enableVertexAttribArray( attributes.uv2 );
  1889. } else {
  1890. _gl.disableVertexAttribArray( attributes.uv2 );
  1891. }
  1892. }
  1893. if ( material.skinning &&
  1894. attributes.skinVertexA >= 0 && attributes.skinVertexB >= 0 &&
  1895. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  1896. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
  1897. _gl.vertexAttribPointer( attributes.skinVertexA, 4, _gl.FLOAT, false, 0, 0 );
  1898. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
  1899. _gl.vertexAttribPointer( attributes.skinVertexB, 4, _gl.FLOAT, false, 0, 0 );
  1900. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1901. _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
  1902. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1903. _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
  1904. }
  1905. }
  1906. // render mesh
  1907. if ( object instanceof THREE.Mesh ) {
  1908. // wireframe
  1909. if ( material.wireframe ) {
  1910. setLineWidth( material.wireframeLinewidth );
  1911. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1912. _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, _gl.UNSIGNED_SHORT, 0 );
  1913. // triangles
  1914. } else {
  1915. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1916. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
  1917. }
  1918. _this.info.render.calls ++;
  1919. _this.info.render.vertices += geometryGroup.__webglFaceCount;
  1920. _this.info.render.faces += geometryGroup.__webglFaceCount / 3;
  1921. // render lines
  1922. } else if ( object instanceof THREE.Line ) {
  1923. primitives = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  1924. setLineWidth( material.linewidth );
  1925. _gl.drawArrays( primitives, 0, geometryGroup.__webglLineCount );
  1926. _this.info.render.calls ++;
  1927. // render particles
  1928. } else if ( object instanceof THREE.ParticleSystem ) {
  1929. _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
  1930. _this.info.render.calls ++;
  1931. _this.info.render.points += geometryGroup.__webglParticleCount;
  1932. // render ribbon
  1933. } else if ( object instanceof THREE.Ribbon ) {
  1934. _gl.drawArrays( _gl.TRIANGLE_STRIP, 0, geometryGroup.__webglVertexCount );
  1935. _this.info.render.calls ++;
  1936. }
  1937. };
  1938. function setupMorphTargets ( material, geometryGroup, object ) {
  1939. // set base
  1940. var attributes = material.program.attributes;
  1941. if ( object.morphTargetBase !== - 1 ) {
  1942. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
  1943. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1944. } else if ( attributes.position >= 0 ) {
  1945. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1946. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1947. }
  1948. if ( object.morphTargetForcedOrder.length ) {
  1949. // set forced order
  1950. var m = 0;
  1951. var order = object.morphTargetForcedOrder;
  1952. var influences = object.morphTargetInfluences;
  1953. while ( m < material.numSupportedMorphTargets && m < order.length ) {
  1954. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
  1955. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1956. if ( material.morphNormals ) {
  1957. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] );
  1958. _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1959. }
  1960. object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];
  1961. m ++;
  1962. }
  1963. } else {
  1964. // find most influencing
  1965. var used = [];
  1966. var candidateInfluence = - 1;
  1967. var candidate = 0;
  1968. var influences = object.morphTargetInfluences;
  1969. var i, il = influences.length;
  1970. var m = 0;
  1971. if ( object.morphTargetBase !== - 1 ) {
  1972. used[ object.morphTargetBase ] = true;
  1973. }
  1974. while ( m < material.numSupportedMorphTargets ) {
  1975. for ( i = 0; i < il; i ++ ) {
  1976. if ( !used[ i ] && influences[ i ] > candidateInfluence ) {
  1977. candidate = i;
  1978. candidateInfluence = influences[ candidate ];
  1979. }
  1980. }
  1981. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ candidate ] );
  1982. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1983. if ( material.morphNormals ) {
  1984. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ candidate ] );
  1985. _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1986. }
  1987. object.__webglMorphTargetInfluences[ m ] = candidateInfluence;
  1988. used[ candidate ] = 1;
  1989. candidateInfluence = -1;
  1990. m ++;
  1991. }
  1992. }
  1993. // load updated influences uniform
  1994. if( material.program.uniforms.morphTargetInfluences !== null ) {
  1995. _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
  1996. }
  1997. };
  1998. function painterSort ( a, b ) {
  1999. return b.z - a.z;
  2000. };
  2001. // Rendering
  2002. this.render = function ( scene, camera, renderTarget, forceClear ) {
  2003. var i, il,
  2004. program, material,
  2005. webglObject, object,
  2006. renderList,
  2007. lights = scene.__lights,
  2008. fog = scene.fog;
  2009. _currentMaterialId = -1;
  2010. // update scene graph
  2011. if ( camera.parent === undefined ) {
  2012. console.warn( 'DEPRECATED: Camera hasn\'t been added to a Scene. Adding it...' );
  2013. scene.add( camera );
  2014. }
  2015. if ( this.autoUpdateScene ) scene.updateMatrixWorld();
  2016. // update camera matrices and frustum
  2017. if ( ! camera._viewMatrixArray ) camera._viewMatrixArray = new Float32Array( 16 );
  2018. if ( ! camera._projectionMatrixArray ) camera._projectionMatrixArray = new Float32Array( 16 );
  2019. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  2020. camera.matrixWorldInverse.flattenToArray( camera._viewMatrixArray );
  2021. camera.projectionMatrix.flattenToArray( camera._projectionMatrixArray );
  2022. _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
  2023. _frustum.setFromMatrix( _projScreenMatrix );
  2024. // update WebGL objects
  2025. if ( this.autoUpdateObjects ) this.initWebGLObjects( scene );
  2026. // custom render plugins (pre pass)
  2027. renderPlugins( this.renderPluginsPre, scene, camera );
  2028. //
  2029. _this.info.render.calls = 0;
  2030. _this.info.render.vertices = 0;
  2031. _this.info.render.faces = 0;
  2032. _this.info.render.points = 0;
  2033. this.setRenderTarget( renderTarget );
  2034. if ( this.autoClear || forceClear ) {
  2035. this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
  2036. }
  2037. // set matrices for regular objects (frustum culled)
  2038. renderList = scene.__webglObjects;
  2039. for ( i = 0, il = renderList.length; i < il; i ++ ) {
  2040. webglObject = renderList[ i ];
  2041. object = webglObject.object;
  2042. webglObject.render = false;
  2043. if ( object.visible ) {
  2044. if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.contains( object ) ) {
  2045. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2046. setupMatrices( object, camera );
  2047. unrollBufferMaterial( webglObject );
  2048. webglObject.render = true;
  2049. if ( this.sortObjects ) {
  2050. if ( object.renderDepth ) {
  2051. webglObject.z = object.renderDepth;
  2052. } else {
  2053. _vector3.copy( object.matrixWorld.getPosition() );
  2054. _projScreenMatrix.multiplyVector3( _vector3 );
  2055. webglObject.z = _vector3.z;
  2056. }
  2057. }
  2058. }
  2059. }
  2060. }
  2061. if ( this.sortObjects ) {
  2062. renderList.sort( painterSort );
  2063. }
  2064. // set matrices for immediate objects
  2065. renderList = scene.__webglObjectsImmediate;
  2066. for ( i = 0, il = renderList.length; i < il; i ++ ) {
  2067. webglObject = renderList[ i ];
  2068. object = webglObject.object;
  2069. if ( object.visible ) {
  2070. if( object.matrixAutoUpdate ) {
  2071. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2072. }
  2073. setupMatrices( object, camera );
  2074. unrollImmediateBufferMaterial( webglObject );
  2075. }
  2076. }
  2077. if ( scene.overrideMaterial ) {
  2078. this.setBlending( scene.overrideMaterial.blending );
  2079. this.setDepthTest( scene.overrideMaterial.depthTest );
  2080. this.setDepthWrite( scene.overrideMaterial.depthWrite );
  2081. setPolygonOffset( scene.overrideMaterial.polygonOffset, scene.overrideMaterial.polygonOffsetFactor, scene.overrideMaterial.polygonOffsetUnits );
  2082. renderObjects( scene.__webglObjects, false, "", camera, lights, fog, true, scene.overrideMaterial );
  2083. renderObjectsImmediate( scene.__webglObjectsImmediate, "", camera, lights, fog, false, scene.overrideMaterial );
  2084. } else {
  2085. // opaque pass (front-to-back order)
  2086. this.setBlending( THREE.NormalBlending );
  2087. renderObjects( scene.__webglObjects, true, "opaque", camera, lights, fog, false );
  2088. renderObjectsImmediate( scene.__webglObjectsImmediate, "opaque", camera, lights, fog, false );
  2089. // transparent pass (back-to-front order)
  2090. renderObjects( scene.__webglObjects, false, "transparent", camera, lights, fog, true );
  2091. renderObjectsImmediate( scene.__webglObjectsImmediate, "transparent", camera, lights, fog, true );
  2092. }
  2093. // custom render plugins (post pass)
  2094. renderPlugins( this.renderPluginsPost, scene, camera );
  2095. // Generate mipmap if we're using any kind of mipmap filtering
  2096. if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
  2097. updateRenderTargetMipmap( renderTarget );
  2098. }
  2099. // Ensure depth buffer writing is enabled so it can be cleared on next render
  2100. this.setDepthTest( true );
  2101. this.setDepthWrite( true );
  2102. // _gl.finish();
  2103. };
  2104. function renderPlugins( plugins, scene, camera ) {
  2105. if ( ! plugins.length ) return;
  2106. for ( var i = 0, il = plugins.length; i < il; i ++ ) {
  2107. _currentProgram = null;
  2108. _currentCamera = null;
  2109. _oldBlending = -1;
  2110. _oldDepthTest = -1;
  2111. _oldDepthWrite = -1;
  2112. _currentGeometryGroupHash = -1;
  2113. _currentMaterialId = -1;
  2114. plugins[ i ].render( scene, camera, _currentWidth, _currentHeight );
  2115. _currentProgram = null;
  2116. _currentCamera = null;
  2117. _oldBlending = -1;
  2118. _oldDepthTest = -1;
  2119. _oldDepthWrite = -1;
  2120. _currentGeometryGroupHash = -1;
  2121. _currentMaterialId = -1;
  2122. }
  2123. };
  2124. function renderObjects ( renderList, reverse, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
  2125. var webglObject, object, buffer, material, start, end, delta;
  2126. if ( reverse ) {
  2127. start = renderList.length - 1;
  2128. end = -1;
  2129. delta = -1;
  2130. } else {
  2131. start = 0;
  2132. end = renderList.length;
  2133. delta = 1;
  2134. }
  2135. for ( var i = start; i !== end; i += delta ) {
  2136. webglObject = renderList[ i ];
  2137. if ( webglObject.render ) {
  2138. object = webglObject.object;
  2139. buffer = webglObject.buffer;
  2140. if ( overrideMaterial ) {
  2141. material = overrideMaterial;
  2142. } else {
  2143. material = webglObject[ materialType ];
  2144. if ( ! material ) continue;
  2145. if ( useBlending ) _this.setBlending( material.blending );
  2146. _this.setDepthTest( material.depthTest );
  2147. _this.setDepthWrite( material.depthWrite );
  2148. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2149. }
  2150. _this.setObjectFaces( object );
  2151. if ( buffer instanceof THREE.BufferGeometry ) {
  2152. _this.renderBufferDirect( camera, lights, fog, material, buffer, object );
  2153. } else {
  2154. _this.renderBuffer( camera, lights, fog, material, buffer, object );
  2155. }
  2156. }
  2157. }
  2158. };
  2159. function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
  2160. var webglObject, object, material, program;
  2161. for ( var i = 0, il = renderList.length; i < il; i ++ ) {
  2162. webglObject = renderList[ i ];
  2163. object = webglObject.object;
  2164. if ( object.visible ) {
  2165. if ( overrideMaterial ) {
  2166. material = overrideMaterial;
  2167. } else {
  2168. material = webglObject[ materialType ];
  2169. if ( ! material ) continue;
  2170. if ( useBlending ) _this.setBlending( material.blending );
  2171. _this.setDepthTest( material.depthTest );
  2172. _this.setDepthWrite( material.depthWrite );
  2173. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2174. }
  2175. _this.renderImmediateObject( camera, lights, fog, material, object );
  2176. }
  2177. }
  2178. };
  2179. this.renderImmediateObject = function ( camera, lights, fog, material, object ) {
  2180. var program = setProgram( camera, lights, fog, material, object );
  2181. _currentGeometryGroupHash = -1;
  2182. _this.setObjectFaces( object );
  2183. if ( object.immediateRenderCallback ) {
  2184. object.immediateRenderCallback( program, _gl, _frustum );
  2185. } else {
  2186. object.render( function( object ) { _this.renderBufferImmediate( object, program, material.shading ); } );
  2187. }
  2188. };
  2189. function unrollImmediateBufferMaterial ( globject ) {
  2190. var object = globject.object,
  2191. material = object.material;
  2192. if ( material.transparent ) {
  2193. globject.transparent = material;
  2194. globject.opaque = null;
  2195. } else {
  2196. globject.opaque = material;
  2197. globject.transparent = null;
  2198. }
  2199. };
  2200. function unrollBufferMaterial ( globject ) {
  2201. var object = globject.object,
  2202. buffer = globject.buffer,
  2203. material, materialIndex, meshMaterial;
  2204. meshMaterial = object.material;
  2205. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  2206. materialIndex = buffer.materialIndex;
  2207. if ( materialIndex >= 0 ) {
  2208. material = object.geometry.materials[ materialIndex ];
  2209. if ( material.transparent ) {
  2210. globject.transparent = material;
  2211. globject.opaque = null;
  2212. } else {
  2213. globject.opaque = material;
  2214. globject.transparent = null;
  2215. }
  2216. }
  2217. } else {
  2218. material = meshMaterial;
  2219. if ( material ) {
  2220. if ( material.transparent ) {
  2221. globject.transparent = material;
  2222. globject.opaque = null;
  2223. } else {
  2224. globject.opaque = material;
  2225. globject.transparent = null;
  2226. }
  2227. }
  2228. }
  2229. };
  2230. // Geometry splitting
  2231. function sortFacesByMaterial ( geometry ) {
  2232. var f, fl, face, materialIndex, vertices,
  2233. materialHash, groupHash,
  2234. hash_map = {};
  2235. var numMorphTargets = geometry.morphTargets.length;
  2236. var numMorphNormals = geometry.morphNormals.length;
  2237. geometry.geometryGroups = {};
  2238. for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
  2239. face = geometry.faces[ f ];
  2240. materialIndex = face.materialIndex;
  2241. materialHash = ( materialIndex !== undefined ) ? materialIndex : -1;
  2242. if ( hash_map[ materialHash ] === undefined ) {
  2243. hash_map[ materialHash ] = { 'hash': materialHash, 'counter': 0 };
  2244. }
  2245. groupHash = hash_map[ materialHash ].hash + '_' + hash_map[ materialHash ].counter;
  2246. if ( geometry.geometryGroups[ groupHash ] === undefined ) {
  2247. geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
  2248. }
  2249. vertices = face instanceof THREE.Face3 ? 3 : 4;
  2250. if ( geometry.geometryGroups[ groupHash ].vertices + vertices > 65535 ) {
  2251. hash_map[ materialHash ].counter += 1;
  2252. groupHash = hash_map[ materialHash ].hash + '_' + hash_map[ materialHash ].counter;
  2253. if ( geometry.geometryGroups[ groupHash ] === undefined ) {
  2254. geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
  2255. }
  2256. }
  2257. if ( face instanceof THREE.Face3 ) {
  2258. geometry.geometryGroups[ groupHash ].faces3.push( f );
  2259. } else {
  2260. geometry.geometryGroups[ groupHash ].faces4.push( f );
  2261. }
  2262. geometry.geometryGroups[ groupHash ].vertices += vertices;
  2263. }
  2264. geometry.geometryGroupsList = [];
  2265. for ( var g in geometry.geometryGroups ) {
  2266. geometry.geometryGroups[ g ].id = _geometryGroupCounter ++;
  2267. geometry.geometryGroupsList.push( geometry.geometryGroups[ g ] );
  2268. }
  2269. };
  2270. // Objects refresh
  2271. this.initWebGLObjects = function ( scene ) {
  2272. if ( !scene.__webglObjects ) {
  2273. scene.__webglObjects = [];
  2274. scene.__webglObjectsImmediate = [];
  2275. scene.__webglSprites = [];
  2276. scene.__webglFlares = [];
  2277. }
  2278. while ( scene.__objectsAdded.length ) {
  2279. addObject( scene.__objectsAdded[ 0 ], scene );
  2280. scene.__objectsAdded.splice( 0, 1 );
  2281. }
  2282. while ( scene.__objectsRemoved.length ) {
  2283. removeObject( scene.__objectsRemoved[ 0 ], scene );
  2284. scene.__objectsRemoved.splice( 0, 1 );
  2285. }
  2286. // update must be called after objects adding / removal
  2287. for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {
  2288. updateObject( scene.__webglObjects[ o ].object );
  2289. }
  2290. };
  2291. // Objects adding
  2292. function addObject ( object, scene ) {
  2293. var g, geometry, geometryGroup;
  2294. if ( ! object.__webglInit ) {
  2295. object.__webglInit = true;
  2296. object._modelViewMatrix = new THREE.Matrix4();
  2297. object._normalMatrixArray = new Float32Array( 9 );
  2298. object._modelViewMatrixArray = new Float32Array( 16 );
  2299. object._objectMatrixArray = new Float32Array( 16 );
  2300. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2301. if ( object instanceof THREE.Mesh ) {
  2302. geometry = object.geometry;
  2303. if ( geometry instanceof THREE.Geometry ) {
  2304. if ( geometry.geometryGroups === undefined ) {
  2305. sortFacesByMaterial( geometry );
  2306. }
  2307. // create separate VBOs per geometry chunk
  2308. for ( g in geometry.geometryGroups ) {
  2309. geometryGroup = geometry.geometryGroups[ g ];
  2310. // initialise VBO on the first access
  2311. if ( ! geometryGroup.__webglVertexBuffer ) {
  2312. createMeshBuffers( geometryGroup );
  2313. initMeshBuffers( geometryGroup, object );
  2314. geometry.__dirtyVertices = true;
  2315. geometry.__dirtyMorphTargets = true;
  2316. geometry.__dirtyElements = true;
  2317. geometry.__dirtyUvs = true;
  2318. geometry.__dirtyNormals = true;
  2319. geometry.__dirtyTangents = true;
  2320. geometry.__dirtyColors = true;
  2321. }
  2322. }
  2323. }
  2324. } else if ( object instanceof THREE.Ribbon ) {
  2325. geometry = object.geometry;
  2326. if( ! geometry.__webglVertexBuffer ) {
  2327. createRibbonBuffers( geometry );
  2328. initRibbonBuffers( geometry );
  2329. geometry.__dirtyVertices = true;
  2330. geometry.__dirtyColors = true;
  2331. }
  2332. } else if ( object instanceof THREE.Line ) {
  2333. geometry = object.geometry;
  2334. if( ! geometry.__webglVertexBuffer ) {
  2335. createLineBuffers( geometry );
  2336. initLineBuffers( geometry, object );
  2337. geometry.__dirtyVertices = true;
  2338. geometry.__dirtyColors = true;
  2339. }
  2340. } else if ( object instanceof THREE.ParticleSystem ) {
  2341. geometry = object.geometry;
  2342. if ( ! geometry.__webglVertexBuffer ) {
  2343. createParticleBuffers( geometry );
  2344. initParticleBuffers( geometry, object );
  2345. geometry.__dirtyVertices = true;
  2346. geometry.__dirtyColors = true;
  2347. }
  2348. }
  2349. }
  2350. if ( ! object.__webglActive ) {
  2351. if ( object instanceof THREE.Mesh ) {
  2352. geometry = object.geometry;
  2353. if ( geometry instanceof THREE.BufferGeometry ) {
  2354. addBuffer( scene.__webglObjects, geometry, object );
  2355. } else {
  2356. for ( g in geometry.geometryGroups ) {
  2357. geometryGroup = geometry.geometryGroups[ g ];
  2358. addBuffer( scene.__webglObjects, geometryGroup, object );
  2359. }
  2360. }
  2361. } else if ( object instanceof THREE.Ribbon ||
  2362. object instanceof THREE.Line ||
  2363. object instanceof THREE.ParticleSystem ) {
  2364. geometry = object.geometry;
  2365. addBuffer( scene.__webglObjects, geometry, object );
  2366. } else if ( THREE.MarchingCubes !== undefined && object instanceof THREE.MarchingCubes || object.immediateRenderCallback ) {
  2367. addBufferImmediate( scene.__webglObjectsImmediate, object );
  2368. } else if ( object instanceof THREE.Sprite ) {
  2369. scene.__webglSprites.push( object );
  2370. } else if ( object instanceof THREE.LensFlare ) {
  2371. scene.__webglFlares.push( object );
  2372. }
  2373. object.__webglActive = true;
  2374. }
  2375. };
  2376. function addBuffer ( objlist, buffer, object ) {
  2377. objlist.push(
  2378. {
  2379. buffer: buffer,
  2380. object: object,
  2381. opaque: null,
  2382. transparent: null
  2383. }
  2384. );
  2385. };
  2386. function addBufferImmediate ( objlist, object ) {
  2387. objlist.push(
  2388. {
  2389. object: object,
  2390. opaque: null,
  2391. transparent: null
  2392. }
  2393. );
  2394. };
  2395. // Objects updates
  2396. function updateObject ( object ) {
  2397. var geometry = object.geometry,
  2398. geometryGroup, customAttributesDirty, material;
  2399. if ( object instanceof THREE.Mesh ) {
  2400. if ( geometry instanceof THREE.BufferGeometry ) {
  2401. /*
  2402. if ( geometry.__dirtyVertices || geometry.__dirtyElements ||
  2403. geometry.__dirtyUvs || geometry.__dirtyNormals ||
  2404. geometry.__dirtyColors ) {
  2405. // TODO
  2406. // set buffers from typed arrays
  2407. }
  2408. */
  2409. geometry.__dirtyVertices = false;
  2410. geometry.__dirtyElements = false;
  2411. geometry.__dirtyUvs = false;
  2412. geometry.__dirtyNormals = false;
  2413. geometry.__dirtyColors = false;
  2414. } else {
  2415. // check all geometry groups
  2416. for( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {
  2417. geometryGroup = geometry.geometryGroupsList[ i ];
  2418. material = getBufferMaterial( object, geometryGroup );
  2419. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2420. if ( geometry.__dirtyVertices || geometry.__dirtyMorphTargets || geometry.__dirtyElements ||
  2421. geometry.__dirtyUvs || geometry.__dirtyNormals ||
  2422. geometry.__dirtyColors || geometry.__dirtyTangents || customAttributesDirty ) {
  2423. setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, !geometry.dynamic, material );
  2424. }
  2425. }
  2426. geometry.__dirtyVertices = false;
  2427. geometry.__dirtyMorphTargets = false;
  2428. geometry.__dirtyElements = false;
  2429. geometry.__dirtyUvs = false;
  2430. geometry.__dirtyNormals = false;
  2431. geometry.__dirtyColors = false;
  2432. geometry.__dirtyTangents = false;
  2433. material.attributes && clearCustomAttributes( material );
  2434. }
  2435. } else if ( object instanceof THREE.Ribbon ) {
  2436. if ( geometry.__dirtyVertices || geometry.__dirtyColors ) {
  2437. setRibbonBuffers( geometry, _gl.DYNAMIC_DRAW );
  2438. }
  2439. geometry.__dirtyVertices = false;
  2440. geometry.__dirtyColors = false;
  2441. } else if ( object instanceof THREE.Line ) {
  2442. material = getBufferMaterial( object, geometryGroup );
  2443. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2444. if ( geometry.__dirtyVertices || geometry.__dirtyColors || customAttributesDirty ) {
  2445. setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
  2446. }
  2447. geometry.__dirtyVertices = false;
  2448. geometry.__dirtyColors = false;
  2449. material.attributes && clearCustomAttributes( material );
  2450. } else if ( object instanceof THREE.ParticleSystem ) {
  2451. material = getBufferMaterial( object, geometryGroup );
  2452. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2453. if ( geometry.__dirtyVertices || geometry.__dirtyColors || object.sortParticles || customAttributesDirty ) {
  2454. setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
  2455. }
  2456. geometry.__dirtyVertices = false;
  2457. geometry.__dirtyColors = false;
  2458. material.attributes && clearCustomAttributes( material );
  2459. }
  2460. };
  2461. // Objects updates - custom attributes check
  2462. function areCustomAttributesDirty ( material ) {
  2463. for ( var a in material.attributes ) {
  2464. if ( material.attributes[ a ].needsUpdate ) return true;
  2465. }
  2466. return false;
  2467. };
  2468. function clearCustomAttributes ( material ) {
  2469. for ( var a in material.attributes ) {
  2470. material.attributes[ a ].needsUpdate = false;
  2471. }
  2472. };
  2473. // Objects removal
  2474. function removeObject ( object, scene ) {
  2475. if ( object instanceof THREE.Mesh ||
  2476. object instanceof THREE.ParticleSystem ||
  2477. object instanceof THREE.Ribbon ||
  2478. object instanceof THREE.Line ) {
  2479. removeInstances( scene.__webglObjects, object );
  2480. } else if ( object instanceof THREE.Sprite ) {
  2481. removeInstancesDirect( scene.__webglSprites, object );
  2482. } else if ( object instanceof THREE.LensFlare ) {
  2483. removeInstancesDirect( scene.__webglFlares, object );
  2484. } else if ( object instanceof THREE.MarchingCubes || object.immediateRenderCallback ) {
  2485. removeInstances( scene.__webglObjectsImmediate, object );
  2486. }
  2487. object.__webglActive = false;
  2488. };
  2489. function removeInstances ( objlist, object ) {
  2490. for ( var o = objlist.length - 1; o >= 0; o -- ) {
  2491. if ( objlist[ o ].object === object ) {
  2492. objlist.splice( o, 1 );
  2493. }
  2494. }
  2495. };
  2496. function removeInstancesDirect ( objlist, object ) {
  2497. for ( var o = objlist.length - 1; o >= 0; o -- ) {
  2498. if ( objlist[ o ] === object ) {
  2499. objlist.splice( o, 1 );
  2500. }
  2501. }
  2502. };
  2503. // Materials
  2504. this.initMaterial = function ( material, lights, fog, object ) {
  2505. var u, a, identifiers, i, parameters, maxLightCount, maxBones, maxShadows, shaderID;
  2506. if ( material instanceof THREE.MeshDepthMaterial ) {
  2507. shaderID = 'depth';
  2508. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  2509. shaderID = 'normal';
  2510. } else if ( material instanceof THREE.MeshBasicMaterial ) {
  2511. shaderID = 'basic';
  2512. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  2513. shaderID = 'lambert';
  2514. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  2515. shaderID = 'phong';
  2516. } else if ( material instanceof THREE.LineBasicMaterial ) {
  2517. shaderID = 'basic';
  2518. } else if ( material instanceof THREE.ParticleBasicMaterial ) {
  2519. shaderID = 'particle_basic';
  2520. }
  2521. if ( shaderID ) {
  2522. setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );
  2523. }
  2524. // heuristics to create shader parameters according to lights in the scene
  2525. // (not to blow over maxLights budget)
  2526. maxLightCount = allocateLights( lights );
  2527. maxShadows = allocateShadows( lights );
  2528. maxBones = allocateBones( object );
  2529. parameters = {
  2530. map: !!material.map, envMap: !!material.envMap, lightMap: !!material.lightMap,
  2531. vertexColors: material.vertexColors,
  2532. fog: fog, useFog: material.fog,
  2533. sizeAttenuation: material.sizeAttenuation,
  2534. skinning: material.skinning,
  2535. morphTargets: material.morphTargets,
  2536. morphNormals: material.morphNormals,
  2537. maxMorphTargets: this.maxMorphTargets,
  2538. maxMorphNormals: this.maxMorphNormals,
  2539. maxDirLights: maxLightCount.directional, maxPointLights: maxLightCount.point,
  2540. maxBones: maxBones,
  2541. shadowMapEnabled: this.shadowMapEnabled && object.receiveShadow,
  2542. shadowMapSoft: this.shadowMapSoft,
  2543. shadowMapDebug: this.shadowMapDebug,
  2544. shadowMapCascade: this.shadowMapCascade,
  2545. maxShadows: maxShadows,
  2546. alphaTest: material.alphaTest,
  2547. metal: material.metal,
  2548. perPixel: material.perPixel,
  2549. wrapAround: material.wrapAround,
  2550. doubleSided: object && object.doubleSided
  2551. };
  2552. material.program = buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, parameters );
  2553. var attributes = material.program.attributes;
  2554. if ( attributes.position >= 0 ) _gl.enableVertexAttribArray( attributes.position );
  2555. if ( attributes.color >= 0 ) _gl.enableVertexAttribArray( attributes.color );
  2556. if ( attributes.normal >= 0 ) _gl.enableVertexAttribArray( attributes.normal );
  2557. if ( attributes.tangent >= 0 ) _gl.enableVertexAttribArray( attributes.tangent );
  2558. if ( material.skinning &&
  2559. attributes.skinVertexA >=0 && attributes.skinVertexB >= 0 &&
  2560. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  2561. _gl.enableVertexAttribArray( attributes.skinVertexA );
  2562. _gl.enableVertexAttribArray( attributes.skinVertexB );
  2563. _gl.enableVertexAttribArray( attributes.skinIndex );
  2564. _gl.enableVertexAttribArray( attributes.skinWeight );
  2565. }
  2566. if ( material.attributes ) {
  2567. for ( a in material.attributes ) {
  2568. if( attributes[ a ] !== undefined && attributes[ a ] >= 0 ) _gl.enableVertexAttribArray( attributes[ a ] );
  2569. }
  2570. }
  2571. if ( material.morphTargets ) {
  2572. material.numSupportedMorphTargets = 0;
  2573. var id, base = "morphTarget";
  2574. for ( i = 0; i < this.maxMorphTargets; i ++ ) {
  2575. id = base + i;
  2576. if ( attributes[ id ] >= 0 ) {
  2577. _gl.enableVertexAttribArray( attributes[ id ] );
  2578. material.numSupportedMorphTargets ++;
  2579. }
  2580. }
  2581. }
  2582. if ( material.morphNormals ) {
  2583. material.numSupportedMorphNormals = 0;
  2584. var id, base = "morphNormal";
  2585. for ( i = 0; i < this.maxMorphNormals; i ++ ) {
  2586. id = base + i;
  2587. if ( attributes[ id ] >= 0 ) {
  2588. _gl.enableVertexAttribArray( attributes[ id ] );
  2589. material.numSupportedMorphNormals ++;
  2590. }
  2591. }
  2592. }
  2593. material.uniformsList = [];
  2594. for ( u in material.uniforms ) {
  2595. material.uniformsList.push( [ material.uniforms[ u ], u ] );
  2596. }
  2597. };
  2598. function setMaterialShaders( material, shaders ) {
  2599. material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms );
  2600. material.vertexShader = shaders.vertexShader;
  2601. material.fragmentShader = shaders.fragmentShader;
  2602. };
  2603. function setProgram( camera, lights, fog, material, object ) {
  2604. if ( ! material.program || material.needsUpdate ) {
  2605. _this.initMaterial( material, lights, fog, object );
  2606. material.needsUpdate = false;
  2607. }
  2608. if ( material.morphTargets ) {
  2609. if ( ! object.__webglMorphTargetInfluences ) {
  2610. object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
  2611. for ( var i = 0, il = _this.maxMorphTargets; i < il; i ++ ) {
  2612. object.__webglMorphTargetInfluences[ i ] = 0;
  2613. }
  2614. }
  2615. }
  2616. var refreshMaterial = false;
  2617. var program = material.program,
  2618. p_uniforms = program.uniforms,
  2619. m_uniforms = material.uniforms;
  2620. if ( program !== _currentProgram ) {
  2621. _gl.useProgram( program );
  2622. _currentProgram = program;
  2623. refreshMaterial = true;
  2624. }
  2625. if ( material.id !== _currentMaterialId ) {
  2626. _currentMaterialId = material.id;
  2627. refreshMaterial = true;
  2628. }
  2629. if ( refreshMaterial || camera !== _currentCamera ) {
  2630. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera._projectionMatrixArray );
  2631. if ( camera !== _currentCamera ) _currentCamera = camera;
  2632. }
  2633. if ( refreshMaterial ) {
  2634. // refresh uniforms common to several materials
  2635. if ( fog && material.fog ) {
  2636. refreshUniformsFog( m_uniforms, fog );
  2637. }
  2638. if ( material instanceof THREE.MeshPhongMaterial ||
  2639. material instanceof THREE.MeshLambertMaterial ||
  2640. material.lights ) {
  2641. setupLights( program, lights );
  2642. refreshUniformsLights( m_uniforms, _lights );
  2643. }
  2644. if ( material instanceof THREE.MeshBasicMaterial ||
  2645. material instanceof THREE.MeshLambertMaterial ||
  2646. material instanceof THREE.MeshPhongMaterial ) {
  2647. refreshUniformsCommon( m_uniforms, material );
  2648. }
  2649. // refresh single material specific uniforms
  2650. if ( material instanceof THREE.LineBasicMaterial ) {
  2651. refreshUniformsLine( m_uniforms, material );
  2652. } else if ( material instanceof THREE.ParticleBasicMaterial ) {
  2653. refreshUniformsParticle( m_uniforms, material );
  2654. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  2655. refreshUniformsPhong( m_uniforms, material );
  2656. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  2657. refreshUniformsLambert( m_uniforms, material );
  2658. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  2659. m_uniforms.mNear.value = camera.near;
  2660. m_uniforms.mFar.value = camera.far;
  2661. m_uniforms.opacity.value = material.opacity;
  2662. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  2663. m_uniforms.opacity.value = material.opacity;
  2664. }
  2665. if ( object.receiveShadow && ! material._shadowPass ) {
  2666. refreshUniformsShadow( m_uniforms, lights );
  2667. }
  2668. // load common uniforms
  2669. loadUniformsGeneric( program, material.uniformsList );
  2670. // load material specific uniforms
  2671. // (shader material also gets them for the sake of genericity)
  2672. if ( material instanceof THREE.ShaderMaterial ||
  2673. material instanceof THREE.MeshPhongMaterial ||
  2674. material.envMap ) {
  2675. if ( p_uniforms.cameraPosition !== null ) {
  2676. var position = camera.matrixWorld.getPosition();
  2677. _gl.uniform3f( p_uniforms.cameraPosition, position.x, position.y, position.z );
  2678. }
  2679. }
  2680. if ( material instanceof THREE.MeshPhongMaterial ||
  2681. material instanceof THREE.MeshLambertMaterial ||
  2682. material instanceof THREE.ShaderMaterial ||
  2683. material.skinning ) {
  2684. if ( p_uniforms.viewMatrix !== null ) {
  2685. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera._viewMatrixArray );
  2686. }
  2687. }
  2688. if ( material.skinning ) {
  2689. _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.boneMatrices );
  2690. }
  2691. }
  2692. loadUniformsMatrices( p_uniforms, object );
  2693. if ( material instanceof THREE.ShaderMaterial ||
  2694. material.envMap ||
  2695. material.skinning ||
  2696. object.receiveShadow ) {
  2697. if ( p_uniforms.objectMatrix !== null ) {
  2698. _gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
  2699. }
  2700. }
  2701. return program;
  2702. };
  2703. // Uniforms (refresh uniforms objects)
  2704. function refreshUniformsCommon ( uniforms, material ) {
  2705. uniforms.opacity.value = material.opacity;
  2706. if ( _this.gammaInput ) {
  2707. uniforms.diffuse.value.copyGammaToLinear( material.color );
  2708. } else {
  2709. uniforms.diffuse.value = material.color;
  2710. }
  2711. uniforms.map.texture = material.map;
  2712. if ( material.map ) {
  2713. uniforms.offsetRepeat.value.set( material.map.offset.x, material.map.offset.y, material.map.repeat.x, material.map.repeat.y );
  2714. }
  2715. uniforms.lightMap.texture = material.lightMap;
  2716. uniforms.envMap.texture = material.envMap;
  2717. uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : -1;
  2718. if ( _this.gammaInput ) {
  2719. //uniforms.reflectivity.value = material.reflectivity * material.reflectivity;
  2720. uniforms.reflectivity.value = material.reflectivity;
  2721. } else {
  2722. uniforms.reflectivity.value = material.reflectivity;
  2723. }
  2724. uniforms.refractionRatio.value = material.refractionRatio;
  2725. uniforms.combine.value = material.combine;
  2726. uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
  2727. };
  2728. function refreshUniformsLine ( uniforms, material ) {
  2729. uniforms.diffuse.value = material.color;
  2730. uniforms.opacity.value = material.opacity;
  2731. };
  2732. function refreshUniformsParticle ( uniforms, material ) {
  2733. uniforms.psColor.value = material.color;
  2734. uniforms.opacity.value = material.opacity;
  2735. uniforms.size.value = material.size;
  2736. uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
  2737. uniforms.map.texture = material.map;
  2738. };
  2739. function refreshUniformsFog ( uniforms, fog ) {
  2740. uniforms.fogColor.value = fog.color;
  2741. if ( fog instanceof THREE.Fog ) {
  2742. uniforms.fogNear.value = fog.near;
  2743. uniforms.fogFar.value = fog.far;
  2744. } else if ( fog instanceof THREE.FogExp2 ) {
  2745. uniforms.fogDensity.value = fog.density;
  2746. }
  2747. };
  2748. function refreshUniformsPhong ( uniforms, material ) {
  2749. uniforms.shininess.value = material.shininess;
  2750. if ( _this.gammaInput ) {
  2751. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  2752. uniforms.emissive.value.copyGammaToLinear( material.emissive );
  2753. uniforms.specular.value.copyGammaToLinear( material.specular );
  2754. } else {
  2755. uniforms.ambient.value = material.ambient;
  2756. uniforms.emissive.value = material.emissive;
  2757. uniforms.specular.value = material.specular;
  2758. }
  2759. if ( material.wrapAround ) {
  2760. uniforms.wrapRGB.value.copy( material.wrapRGB );
  2761. }
  2762. };
  2763. function refreshUniformsLambert ( uniforms, material ) {
  2764. if ( _this.gammaInput ) {
  2765. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  2766. uniforms.emissive.value.copyGammaToLinear( material.emissive );
  2767. } else {
  2768. uniforms.ambient.value = material.ambient;
  2769. uniforms.emissive.value = material.emissive;
  2770. }
  2771. if ( material.wrapAround ) {
  2772. uniforms.wrapRGB.value.copy( material.wrapRGB );
  2773. }
  2774. };
  2775. function refreshUniformsLights ( uniforms, lights ) {
  2776. uniforms.ambientLightColor.value = lights.ambient;
  2777. uniforms.directionalLightColor.value = lights.directional.colors;
  2778. uniforms.directionalLightDirection.value = lights.directional.positions;
  2779. uniforms.pointLightColor.value = lights.point.colors;
  2780. uniforms.pointLightPosition.value = lights.point.positions;
  2781. uniforms.pointLightDistance.value = lights.point.distances;
  2782. };
  2783. function refreshUniformsShadow ( uniforms, lights ) {
  2784. if ( uniforms.shadowMatrix ) {
  2785. var j = 0;
  2786. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  2787. var light = lights[ i ];
  2788. if ( ! light.castShadow ) continue;
  2789. if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) {
  2790. uniforms.shadowMap.texture[ j ] = light.shadowMap;
  2791. uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
  2792. uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;
  2793. uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
  2794. uniforms.shadowBias.value[ j ] = light.shadowBias;
  2795. j ++;
  2796. }
  2797. }
  2798. }
  2799. };
  2800. // Uniforms (load to GPU)
  2801. function loadUniformsMatrices ( uniforms, object ) {
  2802. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrixArray );
  2803. if ( uniforms.normalMatrix ) {
  2804. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrixArray );
  2805. }
  2806. };
  2807. function loadUniformsGeneric ( program, uniforms ) {
  2808. var uniform, value, type, location, texture, i, il, j, jl, offset;
  2809. for( j = 0, jl = uniforms.length; j < jl; j ++ ) {
  2810. location = program.uniforms[ uniforms[ j ][ 1 ] ];
  2811. if ( !location ) continue;
  2812. uniform = uniforms[ j ][ 0 ];
  2813. type = uniform.type;
  2814. value = uniform.value;
  2815. // single integer
  2816. if( type === "i" ) {
  2817. _gl.uniform1i( location, value );
  2818. // single float
  2819. } else if( type === "f" ) {
  2820. _gl.uniform1f( location, value );
  2821. // single THREE.Vector2
  2822. } else if( type === "v2" ) {
  2823. _gl.uniform2f( location, value.x, value.y );
  2824. // single THREE.Vector3
  2825. } else if( type === "v3" ) {
  2826. _gl.uniform3f( location, value.x, value.y, value.z );
  2827. // single THREE.Vector4
  2828. } else if( type === "v4" ) {
  2829. _gl.uniform4f( location, value.x, value.y, value.z, value.w );
  2830. // single THREE.Color
  2831. } else if( type === "c" ) {
  2832. _gl.uniform3f( location, value.r, value.g, value.b );
  2833. // flat array of floats (JS or typed array)
  2834. } else if( type === "fv1" ) {
  2835. _gl.uniform1fv( location, value );
  2836. // flat array of floats with 3 x N size (JS or typed array)
  2837. } else if( type === "fv" ) {
  2838. _gl.uniform3fv( location, value );
  2839. // array of THREE.Vector2
  2840. } else if( type === "v2v" ) {
  2841. if ( ! uniform._array ) {
  2842. uniform._array = new Float32Array( 2 * value.length );
  2843. }
  2844. for ( i = 0, il = value.length; i < il; i ++ ) {
  2845. offset = i * 2;
  2846. uniform._array[ offset ] = value[ i ].x;
  2847. uniform._array[ offset + 1 ] = value[ i ].y;
  2848. }
  2849. _gl.uniform2fv( location, uniform._array );
  2850. // array of THREE.Vector3
  2851. } else if( type === "v3v" ) {
  2852. if ( ! uniform._array ) {
  2853. uniform._array = new Float32Array( 3 * value.length );
  2854. }
  2855. for ( i = 0, il = value.length; i < il; i ++ ) {
  2856. offset = i * 3;
  2857. uniform._array[ offset ] = value[ i ].x;
  2858. uniform._array[ offset + 1 ] = value[ i ].y;
  2859. uniform._array[ offset + 2 ] = value[ i ].z;
  2860. }
  2861. _gl.uniform3fv( location, uniform._array );
  2862. // array of THREE.Vector4
  2863. } else if( type == "v4v" ) {
  2864. if ( ! uniform._array ) {
  2865. uniform._array = new Float32Array( 4 * value.length );
  2866. }
  2867. for ( i = 0, il = value.length; i < il; i ++ ) {
  2868. offset = i * 4;
  2869. uniform._array[ offset ] = value[ i ].x;
  2870. uniform._array[ offset + 1 ] = value[ i ].y;
  2871. uniform._array[ offset + 2 ] = value[ i ].z;
  2872. uniform._array[ offset + 3 ] = value[ i ].w;
  2873. }
  2874. _gl.uniform4fv( location, uniform._array );
  2875. // single THREE.Matrix4
  2876. } else if( type === "m4" ) {
  2877. if ( ! uniform._array ) {
  2878. uniform._array = new Float32Array( 16 );
  2879. }
  2880. value.flattenToArray( uniform._array );
  2881. _gl.uniformMatrix4fv( location, false, uniform._array );
  2882. // array of THREE.Matrix4
  2883. } else if( type === "m4v" ) {
  2884. if ( ! uniform._array ) {
  2885. uniform._array = new Float32Array( 16 * value.length );
  2886. }
  2887. for ( i = 0, il = value.length; i < il; i ++ ) {
  2888. value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
  2889. }
  2890. _gl.uniformMatrix4fv( location, false, uniform._array );
  2891. // single THREE.Texture (2d or cube)
  2892. } else if( type === "t" ) {
  2893. _gl.uniform1i( location, value );
  2894. texture = uniform.texture;
  2895. if ( !texture ) continue;
  2896. if ( texture.image instanceof Array && texture.image.length === 6 ) {
  2897. setCubeTexture( texture, value );
  2898. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  2899. setCubeTextureDynamic( texture, value );
  2900. } else {
  2901. _this.setTexture( texture, value );
  2902. }
  2903. // array of THREE.Texture (2d)
  2904. } else if( type === "tv" ) {
  2905. if ( ! uniform._array ) {
  2906. uniform._array = [];
  2907. for( i = 0, il = uniform.texture.length; i < il; i ++ ) {
  2908. uniform._array[ i ] = value + i;
  2909. }
  2910. }
  2911. _gl.uniform1iv( location, uniform._array );
  2912. for( i = 0, il = uniform.texture.length; i < il; i ++ ) {
  2913. texture = uniform.texture[ i ];
  2914. if ( !texture ) continue;
  2915. _this.setTexture( texture, uniform._array[ i ] );
  2916. }
  2917. }
  2918. }
  2919. };
  2920. function setupMatrices ( object, camera ) {
  2921. object._modelViewMatrix.multiplyToArray( camera.matrixWorldInverse, object.matrixWorld, object._modelViewMatrixArray );
  2922. var inverseMatrix = THREE.Matrix4.makeInvert3x3( object._modelViewMatrix );
  2923. if ( inverseMatrix ) {
  2924. inverseMatrix.transposeIntoArray( object._normalMatrixArray );
  2925. }
  2926. };
  2927. function setupLights ( program, lights ) {
  2928. var l, ll, light, n,
  2929. r = 0, g = 0, b = 0,
  2930. color, position, intensity, distance,
  2931. zlights = _lights,
  2932. dcolors = zlights.directional.colors,
  2933. dpositions = zlights.directional.positions,
  2934. pcolors = zlights.point.colors,
  2935. ppositions = zlights.point.positions,
  2936. pdistances = zlights.point.distances,
  2937. dlength = 0,
  2938. plength = 0,
  2939. doffset = 0,
  2940. poffset = 0;
  2941. for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  2942. light = lights[ l ];
  2943. if ( light.onlyShadow ) continue;
  2944. color = light.color;
  2945. intensity = light.intensity;
  2946. distance = light.distance;
  2947. if ( light instanceof THREE.AmbientLight ) {
  2948. if ( _this.gammaInput ) {
  2949. r += color.r * color.r;
  2950. g += color.g * color.g;
  2951. b += color.b * color.b;
  2952. } else {
  2953. r += color.r;
  2954. g += color.g;
  2955. b += color.b;
  2956. }
  2957. } else if ( light instanceof THREE.DirectionalLight ) {
  2958. doffset = dlength * 3;
  2959. if ( _this.gammaInput ) {
  2960. dcolors[ doffset ] = color.r * color.r * intensity * intensity;
  2961. dcolors[ doffset + 1 ] = color.g * color.g * intensity * intensity;
  2962. dcolors[ doffset + 2 ] = color.b * color.b * intensity * intensity;
  2963. } else {
  2964. dcolors[ doffset ] = color.r * intensity;
  2965. dcolors[ doffset + 1 ] = color.g * intensity;
  2966. dcolors[ doffset + 2 ] = color.b * intensity;
  2967. }
  2968. _direction.copy( light.matrixWorld.getPosition() );
  2969. _direction.subSelf( light.target.matrixWorld.getPosition() );
  2970. _direction.normalize();
  2971. dpositions[ doffset ] = _direction.x;
  2972. dpositions[ doffset + 1 ] = _direction.y;
  2973. dpositions[ doffset + 2 ] = _direction.z;
  2974. dlength += 1;
  2975. } else if( light instanceof THREE.PointLight || light instanceof THREE.SpotLight ) {
  2976. poffset = plength * 3;
  2977. if ( _this.gammaInput ) {
  2978. pcolors[ poffset ] = color.r * color.r * intensity * intensity;
  2979. pcolors[ poffset + 1 ] = color.g * color.g * intensity * intensity;
  2980. pcolors[ poffset + 2 ] = color.b * color.b * intensity * intensity;
  2981. } else {
  2982. pcolors[ poffset ] = color.r * intensity;
  2983. pcolors[ poffset + 1 ] = color.g * intensity;
  2984. pcolors[ poffset + 2 ] = color.b * intensity;
  2985. }
  2986. position = light.matrixWorld.getPosition();
  2987. ppositions[ poffset ] = position.x;
  2988. ppositions[ poffset + 1 ] = position.y;
  2989. ppositions[ poffset + 2 ] = position.z;
  2990. pdistances[ plength ] = distance;
  2991. plength += 1;
  2992. }
  2993. }
  2994. // null eventual remains from removed lights
  2995. // (this is to avoid if in shader)
  2996. for ( l = dlength * 3, ll = dcolors.length; l < ll; l ++ ) dcolors[ l ] = 0.0;
  2997. for ( l = plength * 3, ll = pcolors.length; l < ll; l ++ ) pcolors[ l ] = 0.0;
  2998. zlights.point.length = plength;
  2999. zlights.directional.length = dlength;
  3000. zlights.ambient[ 0 ] = r;
  3001. zlights.ambient[ 1 ] = g;
  3002. zlights.ambient[ 2 ] = b;
  3003. };
  3004. // GL state setting
  3005. this.setFaceCulling = function ( cullFace, frontFace ) {
  3006. if ( cullFace ) {
  3007. if ( !frontFace || frontFace === "ccw" ) {
  3008. _gl.frontFace( _gl.CCW );
  3009. } else {
  3010. _gl.frontFace( _gl.CW );
  3011. }
  3012. if( cullFace === "back" ) {
  3013. _gl.cullFace( _gl.BACK );
  3014. } else if( cullFace === "front" ) {
  3015. _gl.cullFace( _gl.FRONT );
  3016. } else {
  3017. _gl.cullFace( _gl.FRONT_AND_BACK );
  3018. }
  3019. _gl.enable( _gl.CULL_FACE );
  3020. } else {
  3021. _gl.disable( _gl.CULL_FACE );
  3022. }
  3023. };
  3024. this.setObjectFaces = function ( object ) {
  3025. if ( _oldDoubleSided !== object.doubleSided ) {
  3026. if( object.doubleSided ) {
  3027. _gl.disable( _gl.CULL_FACE );
  3028. } else {
  3029. _gl.enable( _gl.CULL_FACE );
  3030. }
  3031. _oldDoubleSided = object.doubleSided;
  3032. }
  3033. if ( _oldFlipSided !== object.flipSided ) {
  3034. if( object.flipSided ) {
  3035. _gl.frontFace( _gl.CW );
  3036. } else {
  3037. _gl.frontFace( _gl.CCW );
  3038. }
  3039. _oldFlipSided = object.flipSided;
  3040. }
  3041. };
  3042. this.setDepthTest = function ( depthTest ) {
  3043. if ( _oldDepthTest !== depthTest ) {
  3044. if ( depthTest ) {
  3045. _gl.enable( _gl.DEPTH_TEST );
  3046. } else {
  3047. _gl.disable( _gl.DEPTH_TEST );
  3048. }
  3049. _oldDepthTest = depthTest;
  3050. }
  3051. };
  3052. this.setDepthWrite = function ( depthWrite ) {
  3053. if ( _oldDepthWrite !== depthWrite ) {
  3054. _gl.depthMask( depthWrite );
  3055. _oldDepthWrite = depthWrite;
  3056. }
  3057. };
  3058. function setLineWidth ( width ) {
  3059. if ( width !== _oldLineWidth ) {
  3060. _gl.lineWidth( width );
  3061. _oldLineWidth = width;
  3062. }
  3063. };
  3064. function setPolygonOffset ( polygonoffset, factor, units ) {
  3065. if ( _oldPolygonOffset !== polygonoffset ) {
  3066. if ( polygonoffset ) {
  3067. _gl.enable( _gl.POLYGON_OFFSET_FILL );
  3068. } else {
  3069. _gl.disable( _gl.POLYGON_OFFSET_FILL );
  3070. }
  3071. _oldPolygonOffset = polygonoffset;
  3072. }
  3073. if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) {
  3074. _gl.polygonOffset( factor, units );
  3075. _oldPolygonOffsetFactor = factor;
  3076. _oldPolygonOffsetUnits = units;
  3077. }
  3078. };
  3079. this.setBlending = function ( blending ) {
  3080. if ( blending !== _oldBlending ) {
  3081. switch ( blending ) {
  3082. case THREE.NoBlending:
  3083. _gl.disable( _gl.BLEND );
  3084. break;
  3085. case THREE.AdditiveBlending:
  3086. _gl.enable( _gl.BLEND );
  3087. _gl.blendEquation( _gl.FUNC_ADD );
  3088. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
  3089. break;
  3090. case THREE.SubtractiveBlending:
  3091. // TODO: Find blendFuncSeparate() combination
  3092. _gl.enable( _gl.BLEND );
  3093. _gl.blendEquation( _gl.FUNC_ADD );
  3094. _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
  3095. break;
  3096. case THREE.MultiplyBlending:
  3097. // TODO: Find blendFuncSeparate() combination
  3098. _gl.enable( _gl.BLEND );
  3099. _gl.blendEquation( _gl.FUNC_ADD );
  3100. _gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
  3101. break;
  3102. default:
  3103. _gl.enable( _gl.BLEND );
  3104. _gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
  3105. _gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
  3106. break;
  3107. }
  3108. _oldBlending = blending;
  3109. }
  3110. };
  3111. // Shaders
  3112. function buildProgram ( shaderID, fragmentShader, vertexShader, uniforms, attributes, parameters ) {
  3113. var p, pl, program, code;
  3114. var chunks = [];
  3115. // Generate code
  3116. if ( shaderID ) {
  3117. chunks.push( shaderID );
  3118. } else {
  3119. chunks.push( fragmentShader );
  3120. chunks.push( vertexShader );
  3121. }
  3122. for ( p in parameters ) {
  3123. chunks.push( p );
  3124. chunks.push( parameters[ p ] );
  3125. }
  3126. code = chunks.join();
  3127. // Check if code has been already compiled
  3128. for ( p = 0, pl = _programs.length; p < pl; p ++ ) {
  3129. if ( _programs[ p ].code === code ) {
  3130. // console.log( "Code already compiled." /*: \n\n" + code*/ );
  3131. return _programs[ p ].program;
  3132. }
  3133. }
  3134. //console.log( "building new program " );
  3135. //
  3136. program = _gl.createProgram();
  3137. var prefix_vertex = [
  3138. "precision " + _precision + " float;",
  3139. ( _maxVertexTextures > 0 ) ? "#define VERTEX_TEXTURES" : "",
  3140. _this.gammaInput ? "#define GAMMA_INPUT" : "",
  3141. _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
  3142. _this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",
  3143. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  3144. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  3145. "#define MAX_SHADOWS " + parameters.maxShadows,
  3146. "#define MAX_BONES " + parameters.maxBones,
  3147. parameters.map ? "#define USE_MAP" : "",
  3148. parameters.envMap ? "#define USE_ENVMAP" : "",
  3149. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  3150. parameters.vertexColors ? "#define USE_COLOR" : "",
  3151. parameters.skinning ? "#define USE_SKINNING" : "",
  3152. parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
  3153. parameters.morphNormals ? "#define USE_MORPHNORMALS" : "",
  3154. parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
  3155. parameters.wrapAround ? "#define WRAP_AROUND" : "",
  3156. parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
  3157. parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
  3158. parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "",
  3159. parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
  3160. parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
  3161. parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",
  3162. "uniform mat4 objectMatrix;",
  3163. "uniform mat4 modelViewMatrix;",
  3164. "uniform mat4 projectionMatrix;",
  3165. "uniform mat4 viewMatrix;",
  3166. "uniform mat3 normalMatrix;",
  3167. "uniform vec3 cameraPosition;",
  3168. "attribute vec3 position;",
  3169. "attribute vec3 normal;",
  3170. "attribute vec2 uv;",
  3171. "attribute vec2 uv2;",
  3172. "#ifdef USE_COLOR",
  3173. "attribute vec3 color;",
  3174. "#endif",
  3175. "#ifdef USE_MORPHTARGETS",
  3176. "attribute vec3 morphTarget0;",
  3177. "attribute vec3 morphTarget1;",
  3178. "attribute vec3 morphTarget2;",
  3179. "attribute vec3 morphTarget3;",
  3180. "#ifdef USE_MORPHNORMALS",
  3181. "attribute vec3 morphNormal0;",
  3182. "attribute vec3 morphNormal1;",
  3183. "attribute vec3 morphNormal2;",
  3184. "attribute vec3 morphNormal3;",
  3185. "#else",
  3186. "attribute vec3 morphTarget4;",
  3187. "attribute vec3 morphTarget5;",
  3188. "attribute vec3 morphTarget6;",
  3189. "attribute vec3 morphTarget7;",
  3190. "#endif",
  3191. "#endif",
  3192. "#ifdef USE_SKINNING",
  3193. "attribute vec4 skinVertexA;",
  3194. "attribute vec4 skinVertexB;",
  3195. "attribute vec4 skinIndex;",
  3196. "attribute vec4 skinWeight;",
  3197. "#endif",
  3198. ""
  3199. ].join("\n");
  3200. var prefix_fragment = [
  3201. "precision " + _precision + " float;",
  3202. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  3203. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  3204. "#define MAX_SHADOWS " + parameters.maxShadows,
  3205. parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "",
  3206. _this.gammaInput ? "#define GAMMA_INPUT" : "",
  3207. _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
  3208. _this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",
  3209. ( parameters.useFog && parameters.fog ) ? "#define USE_FOG" : "",
  3210. ( parameters.useFog && parameters.fog instanceof THREE.FogExp2 ) ? "#define FOG_EXP2" : "",
  3211. parameters.map ? "#define USE_MAP" : "",
  3212. parameters.envMap ? "#define USE_ENVMAP" : "",
  3213. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  3214. parameters.vertexColors ? "#define USE_COLOR" : "",
  3215. parameters.metal ? "#define METAL" : "",
  3216. parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
  3217. parameters.wrapAround ? "#define WRAP_AROUND" : "",
  3218. parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
  3219. parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
  3220. parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "",
  3221. parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
  3222. parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
  3223. "uniform mat4 viewMatrix;",
  3224. "uniform vec3 cameraPosition;",
  3225. ""
  3226. ].join("\n");
  3227. _gl.attachShader( program, getShader( "fragment", prefix_fragment + fragmentShader ) );
  3228. _gl.attachShader( program, getShader( "vertex", prefix_vertex + vertexShader ) );
  3229. _gl.linkProgram( program );
  3230. if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
  3231. console.error( "Could not initialise shader\n" + "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );
  3232. }
  3233. //console.log( prefix_fragment + fragmentShader );
  3234. //console.log( prefix_vertex + vertexShader );
  3235. program.uniforms = {};
  3236. program.attributes = {};
  3237. var identifiers, u, a, i;
  3238. // cache uniform locations
  3239. identifiers = [
  3240. 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'objectMatrix', 'cameraPosition',
  3241. 'boneGlobalMatrices', 'morphTargetInfluences'
  3242. ];
  3243. for ( u in uniforms ) {
  3244. identifiers.push( u );
  3245. }
  3246. cacheUniformLocations( program, identifiers );
  3247. // cache attributes locations
  3248. identifiers = [
  3249. "position", "normal", "uv", "uv2", "tangent", "color",
  3250. "skinVertexA", "skinVertexB", "skinIndex", "skinWeight"
  3251. ];
  3252. for ( i = 0; i < parameters.maxMorphTargets; i ++ ) {
  3253. identifiers.push( "morphTarget" + i );
  3254. }
  3255. for ( i = 0; i < parameters.maxMorphNormals; i ++ ) {
  3256. identifiers.push( "morphNormal" + i );
  3257. }
  3258. for ( a in attributes ) {
  3259. identifiers.push( a );
  3260. }
  3261. cacheAttributeLocations( program, identifiers );
  3262. program.id = _programs.length;
  3263. _programs.push( { program: program, code: code } );
  3264. _this.info.memory.programs = _programs.length;
  3265. return program;
  3266. };
  3267. // Shader parameters cache
  3268. function cacheUniformLocations ( program, identifiers ) {
  3269. var i, l, id;
  3270. for( i = 0, l = identifiers.length; i < l; i ++ ) {
  3271. id = identifiers[ i ];
  3272. program.uniforms[ id ] = _gl.getUniformLocation( program, id );
  3273. }
  3274. };
  3275. function cacheAttributeLocations ( program, identifiers ) {
  3276. var i, l, id;
  3277. for( i = 0, l = identifiers.length; i < l; i ++ ) {
  3278. id = identifiers[ i ];
  3279. program.attributes[ id ] = _gl.getAttribLocation( program, id );
  3280. }
  3281. };
  3282. function getShader ( type, string ) {
  3283. var shader;
  3284. if ( type === "fragment" ) {
  3285. shader = _gl.createShader( _gl.FRAGMENT_SHADER );
  3286. } else if ( type === "vertex" ) {
  3287. shader = _gl.createShader( _gl.VERTEX_SHADER );
  3288. }
  3289. _gl.shaderSource( shader, string );
  3290. _gl.compileShader( shader );
  3291. if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {
  3292. console.error( _gl.getShaderInfoLog( shader ) );
  3293. console.error( string );
  3294. return null;
  3295. }
  3296. return shader;
  3297. };
  3298. // Textures
  3299. function isPowerOfTwo ( value ) {
  3300. return ( value & ( value - 1 ) ) === 0;
  3301. };
  3302. function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
  3303. if ( isImagePowerOfTwo ) {
  3304. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  3305. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  3306. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  3307. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  3308. } else {
  3309. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  3310. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  3311. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  3312. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  3313. }
  3314. };
  3315. this.setTexture = function ( texture, slot ) {
  3316. if ( texture.needsUpdate ) {
  3317. if ( ! texture.__webglInit ) {
  3318. texture.__webglInit = true;
  3319. texture.__webglTexture = _gl.createTexture();
  3320. _this.info.memory.textures ++;
  3321. }
  3322. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3323. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  3324. var image = texture.image,
  3325. isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
  3326. glFormat = paramThreeToGL( texture.format ),
  3327. glType = paramThreeToGL( texture.type );
  3328. setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
  3329. if ( texture instanceof THREE.DataTexture ) {
  3330. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
  3331. } else {
  3332. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
  3333. }
  3334. if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  3335. texture.needsUpdate = false;
  3336. if ( texture.onUpdate ) texture.onUpdate();
  3337. } else {
  3338. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3339. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  3340. }
  3341. };
  3342. function clampToMaxSize ( image, maxSize ) {
  3343. if ( image.width <= maxSize && image.height <= maxSize ) {
  3344. return image;
  3345. }
  3346. // Warning: Scaling through the canvas will only work with images that use
  3347. // premultiplied alpha.
  3348. var maxDimension = Math.max( image.width, image.height );
  3349. var newWidth = Math.floor( image.width * maxSize / maxDimension );
  3350. var newHeight = Math.floor( image.height * maxSize / maxDimension );
  3351. var canvas = document.createElement( 'canvas' );
  3352. canvas.width = newWidth;
  3353. canvas.height = newHeight;
  3354. var ctx = canvas.getContext( "2d" );
  3355. ctx.drawImage( image, 0, 0, image.width, image.height, 0, 0, newWidth, newHeight );
  3356. return canvas;
  3357. }
  3358. function setCubeTexture ( texture, slot ) {
  3359. if ( texture.image.length === 6 ) {
  3360. if ( texture.needsUpdate ) {
  3361. if ( ! texture.image.__webglTextureCube ) {
  3362. texture.image.__webglTextureCube = _gl.createTexture();
  3363. }
  3364. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3365. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  3366. var cubeImage = [];
  3367. for ( var i = 0; i < 6; i ++ ) {
  3368. if ( _this.autoScaleCubemaps ) {
  3369. cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize );
  3370. } else {
  3371. cubeImage[ i ] = texture.image[ i ];
  3372. }
  3373. }
  3374. var image = cubeImage[ 0 ],
  3375. isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
  3376. glFormat = paramThreeToGL( texture.format ),
  3377. glType = paramThreeToGL( texture.type );
  3378. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
  3379. for ( var i = 0; i < 6; i ++ ) {
  3380. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
  3381. }
  3382. if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3383. texture.needsUpdate = false;
  3384. if ( texture.onUpdate ) texture.onUpdate();
  3385. } else {
  3386. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3387. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  3388. }
  3389. }
  3390. };
  3391. function setCubeTextureDynamic ( texture, slot ) {
  3392. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3393. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
  3394. };
  3395. // Render targets
  3396. function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
  3397. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  3398. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );
  3399. };
  3400. function setupRenderBuffer ( renderbuffer, renderTarget ) {
  3401. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  3402. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  3403. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  3404. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3405. /* For some reason this is not working. Defaulting to RGBA4.
  3406. } else if( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3407. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
  3408. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3409. */
  3410. } else if( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3411. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
  3412. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3413. } else {
  3414. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
  3415. }
  3416. };
  3417. this.setRenderTarget = function ( renderTarget ) {
  3418. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  3419. if ( renderTarget && ! renderTarget.__webglFramebuffer ) {
  3420. if( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
  3421. if( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
  3422. renderTarget.__webglTexture = _gl.createTexture();
  3423. // Setup texture, create render and frame buffers
  3424. var isTargetPowerOfTwo = isPowerOfTwo( renderTarget.width ) && isPowerOfTwo( renderTarget.height ),
  3425. glFormat = paramThreeToGL( renderTarget.format ),
  3426. glType = paramThreeToGL( renderTarget.type );
  3427. if ( isCube ) {
  3428. renderTarget.__webglFramebuffer = [];
  3429. renderTarget.__webglRenderbuffer = [];
  3430. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  3431. setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
  3432. for ( var i = 0; i < 6; i ++ ) {
  3433. renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  3434. renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
  3435. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  3436. setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
  3437. setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );
  3438. }
  3439. } else {
  3440. renderTarget.__webglFramebuffer = _gl.createFramebuffer();
  3441. renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();
  3442. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  3443. setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );
  3444. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  3445. setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
  3446. setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );
  3447. }
  3448. // Release everything
  3449. if ( isCube ) {
  3450. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  3451. } else {
  3452. _gl.bindTexture( _gl.TEXTURE_2D, null );
  3453. }
  3454. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  3455. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null);
  3456. }
  3457. var framebuffer, width, height, vx, vy;
  3458. if ( renderTarget ) {
  3459. if ( isCube ) {
  3460. framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];
  3461. } else {
  3462. framebuffer = renderTarget.__webglFramebuffer;
  3463. }
  3464. width = renderTarget.width;
  3465. height = renderTarget.height;
  3466. vx = 0;
  3467. vy = 0;
  3468. } else {
  3469. framebuffer = null;
  3470. width = _viewportWidth;
  3471. height = _viewportHeight;
  3472. vx = _viewportX;
  3473. vy = _viewportY;
  3474. }
  3475. if ( framebuffer !== _currentFramebuffer ) {
  3476. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  3477. _gl.viewport( vx, vy, width, height );
  3478. _currentFramebuffer = framebuffer;
  3479. }
  3480. _currentWidth = width;
  3481. _currentHeight = height;
  3482. };
  3483. function updateRenderTargetMipmap ( renderTarget ) {
  3484. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  3485. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  3486. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3487. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  3488. } else {
  3489. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  3490. _gl.generateMipmap( _gl.TEXTURE_2D );
  3491. _gl.bindTexture( _gl.TEXTURE_2D, null );
  3492. }
  3493. };
  3494. // Fallback filters for non-power-of-2 textures
  3495. function filterFallback ( f ) {
  3496. switch ( f ) {
  3497. case THREE.NearestFilter:
  3498. case THREE.NearestMipMapNearestFilter:
  3499. case THREE.NearestMipMapLinearFilter: return _gl.NEAREST; break;
  3500. case THREE.LinearFilter:
  3501. case THREE.LinearMipMapNearestFilter:
  3502. case THREE.LinearMipMapLinearFilter:
  3503. default:
  3504. return _gl.LINEAR; break;
  3505. }
  3506. };
  3507. // Map three.js constants to WebGL constants
  3508. function paramThreeToGL ( p ) {
  3509. switch ( p ) {
  3510. case THREE.RepeatWrapping: return _gl.REPEAT; break;
  3511. case THREE.ClampToEdgeWrapping: return _gl.CLAMP_TO_EDGE; break;
  3512. case THREE.MirroredRepeatWrapping: return _gl.MIRRORED_REPEAT; break;
  3513. case THREE.NearestFilter: return _gl.NEAREST; break;
  3514. case THREE.NearestMipMapNearestFilter: return _gl.NEAREST_MIPMAP_NEAREST; break;
  3515. case THREE.NearestMipMapLinearFilter: return _gl.NEAREST_MIPMAP_LINEAR; break;
  3516. case THREE.LinearFilter: return _gl.LINEAR; break;
  3517. case THREE.LinearMipMapNearestFilter: return _gl.LINEAR_MIPMAP_NEAREST; break;
  3518. case THREE.LinearMipMapLinearFilter: return _gl.LINEAR_MIPMAP_LINEAR; break;
  3519. case THREE.ByteType: return _gl.BYTE; break;
  3520. case THREE.UnsignedByteType: return _gl.UNSIGNED_BYTE; break;
  3521. case THREE.ShortType: return _gl.SHORT; break;
  3522. case THREE.UnsignedShortType: return _gl.UNSIGNED_SHORT; break;
  3523. case THREE.IntType: return _gl.INT; break;
  3524. case THREE.UnsignedIntType: return _gl.UNSIGNED_INT; break;
  3525. case THREE.FloatType: return _gl.FLOAT; break;
  3526. case THREE.AlphaFormat: return _gl.ALPHA; break;
  3527. case THREE.RGBFormat: return _gl.RGB; break;
  3528. case THREE.RGBAFormat: return _gl.RGBA; break;
  3529. case THREE.LuminanceFormat: return _gl.LUMINANCE; break;
  3530. case THREE.LuminanceAlphaFormat: return _gl.LUMINANCE_ALPHA; break;
  3531. }
  3532. return 0;
  3533. };
  3534. // Allocations
  3535. function allocateBones ( object ) {
  3536. // default for when object is not specified
  3537. // ( for example when prebuilding shader
  3538. // to be used with multiple objects )
  3539. //
  3540. // - leave some extra space for other uniforms
  3541. // - limit here is ANGLE's 254 max uniform vectors
  3542. // (up to 54 should be safe)
  3543. var maxBones = 50;
  3544. if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
  3545. maxBones = object.bones.length;
  3546. }
  3547. return maxBones;
  3548. };
  3549. function allocateLights ( lights ) {
  3550. var l, ll, light, dirLights, pointLights, maxDirLights, maxPointLights;
  3551. dirLights = pointLights = maxDirLights = maxPointLights = 0;
  3552. for ( l = 0, ll = lights.length; l < ll; l++ ) {
  3553. light = lights[ l ];
  3554. if ( light.onlyShadow ) continue;
  3555. if ( light instanceof THREE.DirectionalLight ) dirLights ++;
  3556. if ( light instanceof THREE.PointLight ) pointLights ++;
  3557. if ( light instanceof THREE.SpotLight ) pointLights ++;
  3558. }
  3559. if ( ( pointLights + dirLights ) <= _maxLights ) {
  3560. maxDirLights = dirLights;
  3561. maxPointLights = pointLights;
  3562. } else {
  3563. maxDirLights = Math.ceil( _maxLights * dirLights / ( pointLights + dirLights ) );
  3564. maxPointLights = _maxLights - maxDirLights;
  3565. }
  3566. return { 'directional' : maxDirLights, 'point' : maxPointLights };
  3567. };
  3568. function allocateShadows ( lights ) {
  3569. var l, ll, light, maxShadows = 0;
  3570. for ( l = 0, ll = lights.length; l < ll; l++ ) {
  3571. light = lights[ l ];
  3572. if ( ! light.castShadow ) continue;
  3573. if ( light instanceof THREE.SpotLight ) maxShadows ++;
  3574. if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;
  3575. }
  3576. return maxShadows;
  3577. };
  3578. // Initialization
  3579. function initGL () {
  3580. var gl;
  3581. try {
  3582. if ( ! ( gl = _canvas.getContext( 'experimental-webgl', { alpha: _alpha, premultipliedAlpha: _premultipliedAlpha, antialias: _antialias, stencil: _stencil, preserveDrawingBuffer: _preserveDrawingBuffer } ) ) ) {
  3583. throw 'Error creating WebGL context.';
  3584. }
  3585. console.log(
  3586. navigator.userAgent + " | " +
  3587. gl.getParameter( gl.VERSION ) + " | " +
  3588. gl.getParameter( gl.VENDOR ) + " | " +
  3589. gl.getParameter( gl.RENDERER ) + " | " +
  3590. gl.getParameter( gl.SHADING_LANGUAGE_VERSION )
  3591. );
  3592. } catch ( error ) {
  3593. console.error( error );
  3594. }
  3595. return gl;
  3596. };
  3597. function setDefaultGLState () {
  3598. _gl.clearColor( 0, 0, 0, 1 );
  3599. _gl.clearDepth( 1 );
  3600. _gl.clearStencil( 0 );
  3601. _gl.enable( _gl.DEPTH_TEST );
  3602. _gl.depthFunc( _gl.LEQUAL );
  3603. _gl.frontFace( _gl.CCW );
  3604. _gl.cullFace( _gl.BACK );
  3605. _gl.enable( _gl.CULL_FACE );
  3606. _gl.enable( _gl.BLEND );
  3607. _gl.blendEquation( _gl.FUNC_ADD );
  3608. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
  3609. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  3610. };
  3611. // default plugins (order is important)
  3612. this.shadowMapPlugin = new THREE.ShadowMapPlugin();
  3613. this.addPrePlugin( this.shadowMapPlugin );
  3614. this.addPostPlugin( new THREE.SpritePlugin() );
  3615. this.addPostPlugin( new THREE.LensFlarePlugin() );
  3616. };